Template:VisuMZ Battle System BTB Notetags

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Revision as of 14:41, 24 December 2020 by Yanfly (talk | contribs) (Action Fusion-Related Notetags)
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The following are notetags that have been added through this plugin. These notetags will not work with your game if this plugin is OFF or not present.

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General BTB-Related Notetags

BattleSysBTB Preview1.png

These notetags are general purpose notetags that have became available through this plugin.

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<BTB Help>
 description
 description
</BTB Help>

- Used for: Skill, Item Notetags
- If your game happens to support the ability to change battle systems, this
  notetag lets you change how the skill/item's help description text will
  look under BTB.
- This is primarily used if the skill behaves differently in BTB versus any
  other battle system.
- Replace 'description' with help text that's only displayed if the game's
  battle system is set to BTB.

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<BTB Cannot Brave>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  that battler cannot use Brave to generate more actions.
- For actors, this will come with the Brave Command disabled.

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<BTB Hide Brave>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  that battler cannot use Brave to generate more actions.
- For actors, this will come with the Brave Command hidden along with their
  BP values.

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BTB Turn Order Display-Related Notetags

BattleSysBTB TurnOrder.png

These notetags affect the BTB Turn Order Display

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<BTB Turn Order Icon: x>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the battler to a specific icon.
- Replace 'x' with the icon index to be used.

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<BTB Turn Order Face: filename, index>

- Used for: Actor, Enemy Notetags
- Changes the slot graphic used for the enemy to a specific face.
- Replace 'filename' with the filename of the image.
  - Do not include the file extension.
- Replace 'index' with the index of the face. Index values start at 0.
- Example: <BTB Turn Order Face: Monster, 1>

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Brave Points Cost-Related Notetags

BattleSysBTB Costs.png

The following notetags are used to manage Brave Point (BP) costs, how some actions can alter other BP values, and more.

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<BTB BP Cost: x>

- Used for: Skill, Item Notetags
- Determines how much BP the battler uses when performing this action.
- Replace 'x' with a number value to determine its BP cost.

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<BTB Hide BP Cost>

- Used for: Skill, Item Notetags
- Prevents the BP cost from being shown for this action.

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Brave Point Manipulation-Related Notetags

BattleSysBTB BPManip.png

The following notetags are used to manage Brave Point (BP) costs, how some actions can alter other BP values, and more.

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<BTB User Set BP: x>
<BTB Target Set BP: x>

- Used for: Skill, Item Notetags
- Sets the user/target's current BP to a specific value.
- Replace 'x' with a number value to determine how much you want the user
  or target's BP to be set to.
- The 'user' variant only affects the action's user.
- The 'target' variant only affects the action's target.

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<BTB User Gain BP: +x>
<BTB Target Gain BP: +x>

<BTB User Lose BP: -x>
<BTB Target Lose BP: -x>

- Used for: Skill, Item Notetags
- Causes the action to alter how much BP the user/target has.
- Replace 'x' with a number value to determine how much BP is gained/lost
  for the user/target.
- The 'user' variant only affects the action's user.
- The 'target' variant only affects the action's target.

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JavaScript Notetags: Brave Point Manipulation

BattleSysBTB BPManip.png

The following are notetags made for users with JavaScript knowledge to give more control over Brave Point alteration.

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<JS BTB User BP>
 code
 code
 value = code;
</JS BTB User BP>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine what is the user's final
  BP value after all of the code is ran.
- The 'value' variable is the returned value to be set as the user's BP.
  This value also starts off as the user's current BP.
- The 'user' variable refers to the action's user.
- The 'target' variable refers to the action's current target.

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<JS BTB Target BP>
 code
 code
 value = code;
</JS BTB Target BP>

- Used for: Skill, Item Notetags
- Replace 'code' with JavaScript code to determine what is the current
  target's final BP value after all of the code is ran.
- The 'value' variable is the returned value to be set as the target's BP.
  This value also starts off as the target's current BP.
- The 'user' variable refers to the action's user.
- The 'target' variable refers to the action's current target.

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Brave Point Managment-Related Notetags

BattleSysBTB BPManip.png

The following notetags are used to for battlers to manage their BP settings throughout the course of the fight.

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<BTB Initial BP: +x>
<BTB Initial BP: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  alter that battler's initial BP at the start of battle.
- Replace 'x' with a number value representing how much you want to alter
  the affected battler's initial BP at the start of battle.

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<BTB BP Regen: +x>
<BTB BP Degen: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  alter the amount of BP regenerated at the end of each battle turn.
- Replace 'x' with a number value representing how much BP is regenerated
  (or decreased).
  - Use a positive number for gaining BP at the end of each turn.
  - Use a negative number for losing BP at the end of each turn.

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<BTB Maximum BP: +x>
<BTB Maximum BP: -x>

<BTB Minimum BP: +x>
<BTB Minimum BP: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  increase or decrease the maximum/minimum BP that battler can have by 'x'.
- Replace 'x' with a number value representing the amount to change the
  battler's maximum/minimum BP by.
- These numbers cannot exceed or go under the designated amounts set by the
  hard cap in this plugin's Plugin Parameters.

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Multiple Action-Related Notetags

BattleSysBTB BraveCmd.png

These notetags allow you to determine how multiple actions are handled through the Brave Turn Battle system.

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<BTB Maximum Actions: +x>
<BTB Maximum Actions: -x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object with one of these notetags,
  increase/decrease the maximum number of actions that battler can have
  through the Brave Command.
- Replace 'x' with a number value representing the amount of maximum actions
  to increase/decrease by.
- This value cannot make a battler go below 1 maximum action.
- This value cannot make a battler go above the hard cap set in this
  plugin's Plugin Parameters.

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<BTB Multiple Actions: id, id>
<BTB Multiple Actions: id, id, id>
<BTB Multiple Actions: id, id, id, id>

<BTB Multiple Actions: name, name>
<BTB Multiple Actions: name, name, name>
<BTB Multiple Actions: name, name, name, name>

- Used for: Skill Notetags
- When an enemy (NOT ACTOR) uses this skill, the game will appear as if the
  enemy is using the Brave Command to load up multiple actions at a time.
- Replace 'id' with the database ID of the skill to use in the multiple
  action queue.
- Replace 'name' with the name of the skill to use in the enemy's multiple
  action queue.

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Action Fusion-Related Notetags

BattleSysBTB ActionFusion.png

Icons by CazWolf

For more details, please refer to the Action Fusion dedicated section listed earlier in the documentation.

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Flexible Action Fusion

<BTB Flexible Fusion: id, id>
<BTB Flexible Fusion: id, id, id>
<BTB Flexible Fusion: id, id, id, id>

<BTB Flexible Fusion: name, name>
<BTB Flexible Fusion: name, name, name>
<BTB Flexible Fusion: name, name, name, name>

- Used for: Skill, Item Notetags
- This Action Fusion skill/item will occur as long as any of the listed
  combination skills/items are queued in the action list for that turn.
  These actions can be queued in any order.
- Replace 'id' with the database ID of the skill/item to use as a
  combination requirement.
- Replace 'name' with the name of the skill/item to use as a combination
  requirement.
- Skill Action Fusions can only use skills for combinations.
- Item Action Fusions can only use items for combinations.
- Skills and items that have selectable targets need to have matching
  targets to be a part of the same Action Fusion combination.
- Skills and items that do not have selectable targets are combination
  targets for any and all candidates.
- When an Action Fusion is performed, it will not consume the resources for
  the database object itself, but instead, from each of the skills/items
  used to bring it out.
- Is used directly, this action's resource consumption will be performed as
  if it was not an Action Fusion skill/item.
- If a queue could potentially meet the demands of multiple Action Fusions,
  then the Action Fusion with the highest database ID is given priority.
- The battler must be able to pay the actions of each of the queued actions
  used to form the Action Fusion.
- Insert multiple copies of this notetag to give this Action Fusion more
  combinations that can activate it.

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Strict Action Fusion

<BTB Strict Fusion: id, id>
<BTB Strict Fusion: id, id, id>
<BTB Strict Fusion: id, id, id, id>

<BTB Strict Fusion: name, name>
<BTB Strict Fusion: name, name, name>
<BTB Strict Fusion: name, name, name, name>

- Used for: Skill, Item Notetags
- This Action Fusion skill/item will occur as long as the exact listed
  combination(s) of skills/items is queued in the action list for that turn.
  These actions can be queued in any order.
- Replace 'id' with the database ID of the skill/item to use as a
  combination requirement.
- Replace 'name' with the name of the skill/item to use as a combination
  requirement.
- Skill Action Fusions can only use skills for combinations.
- Item Action Fusions can only use items for combinations.
- Skills and items that have selectable targets need to have matching
  targets to be a part of the same Action Fusion combination.
- Skills and items that do not have selectable targets are combination
  targets for any and all candidates.
- When an Action Fusion is performed, it will not consume the resources for
  the database object itself, but instead, from each of the skills/items
  used to bring it out.
- Is used directly, this action's resource consumption will be performed as
  if it was not an Action Fusion skill/item.
- If a queue could potentially meet the demands of multiple Action Fusions,
  then the Action Fusion with the highest database ID is given priority.
- The battler must be able to pay the actions of each of the queued actions
  used to form the Action Fusion.
- Insert multiple copies of this notetag to give this Action Fusion more
  combinations that can activate it.

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<BTB Cannot Fusion>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object that has this notetag, that
  battler cannot perform any Action Fusions. Queued skills will occur
  normally instead.
- If the actor is affected by both notetags for <BTB Cannot Fusion> and
  <BTB Enable Fusion> priority will be given based on the order of their
  trait objects.

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<BTB Enable Fusion>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- If a battler is affected by a trait object that has this notetag, that
  battler is allowed to perform any Action Fusions. Queued skills will occur
  normally instead.
- If the actor is affected by both notetags for <BTB Cannot Fusion> and
  <BTB Enable Fusion> priority will be given based on the order of their
  trait objects.

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