Difference between revisions of "Template:VisuMZ Elements and Status Menu Core Notetags"

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(Trait Set Notetags)
 
(3 intermediate revisions by 2 users not shown)
Line 113: Line 113:
  
 
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
 
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively after applying plus and
+
- Alters the received elemental damage multiplicatively after applying plus and
 
   before applying flat bonuses.
 
   before applying flat bonuses.
 
- Replace 'id' with the ID of the element.
 
- Replace 'id' with the ID of the element.
Line 179: Line 179:
  
 
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
 
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively after applying plus and
+
- Alters the dealt elemental damage multiplicatively after applying plus and
 
   before applying flat bonuses.
 
   before applying flat bonuses.
 
- Replace 'id' with the ID of the element.
 
- Replace 'id' with the ID of the element.
Line 256: Line 256:
 
- Used for: Skill, Item Notetags
 
- Used for: Skill, Item Notetags
 
- Makes this skill/item unable to be reflected by Element Reflect effect.
 
- Makes this skill/item unable to be reflected by Element Reflect effect.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<Element Pierce: x>
 +
<Element Pierce: x,x,x>
 +
 +
<Element Pierce: name>
 +
<Element Pierce: name, name, name>
 +
 +
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
 +
- Gives the unit the ability to attack with the element and bypass any kinds
 +
  of damage immunities, reflections, and absorptions.
 +
  - Actions can still miss or be countered, however.
 +
- If an action has multiple elements, as long as one element has pierce, the
 +
  action will go through.
 +
- Replace 'x' with the ID of the element from Database > Types.
 +
- For 'name' notetag variant, replace 'name' with the element's name.
 +
  Remove any \I[x] in the 'name' replacement.
 +
- Insert multiples of this notetag to allow unit to reflect more elements.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<Element Pierce>
 +
 +
- Used for: Skill, Item Notetags
 +
- Makes this skill/item bypass any kinds of damage immunities, reflections,
 +
  and absorptions.
 +
  - Action can still miss or be countered, however.
 
</pre>
 
</pre>
  
Line 593: Line 625:
 
  345
 
  345
 
</Female Battler Hues>
 
</Female Battler Hues>
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<Equip Trait Requirement: name>
 +
<Equip Trait Requirement: name, name, name>
 +
 +
- Used for: Weapon, Armor Notetags
 +
- Makes this piece of equipment equippable by only actors with those traits.
 +
- If there are multiple traits required, all of them have to be met.
 +
- If multiple trait types share the same trait name, the listed name will
 +
  count for all of them.
 +
- Replace 'name' with the name of an associated Trait Set type found in the
 +
  Plugin Parameters.
 +
- Changing trait sets mid-game will remove unmatched traits.
 +
- Usage Example: <Equip Trait Requirement: Female> makes the item only
 +
  equippable by female actors as long as they are tagged as female.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<Damage VS name Trait: x%>
 +
 +
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
 +
- If used on a skill or item, the action will perform 'x%' damage versus any
 +
  targets with 'name' trait sets (any of them).
 +
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
 +
  all damage types will be multiplied by 'x%' versus targets with 'name'
 +
  trait sets (any of them).
 +
- This notetag does not affect healing.
 +
- Replace 'name' with the name of an associated Trait Set type found in the
 +
  Plugin Parameters.
 +
- Replace 'x' with a number representing a percentage value to augment
 +
  damage by.
 +
- Use multiple notetags to affect multiple trait types. If multiple effects
 +
  manage to stack, they will stack multiplicatively.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<Healing VS name Trait: x%>
 +
 +
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
 +
- If used on a skill or item, the action will perform 'x%' heals versus any
 +
  targets with 'name' trait sets (any of them).
 +
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
 +
  all heal types will be multiplied by 'x%' versus targets with 'name'
 +
  trait sets (any of them).
 +
- This notetag does not affect damage.
 +
- Replace 'name' with the name of an associated Trait Set type found in the
 +
  Plugin Parameters.
 +
- Replace 'x' with a number representing a percentage value to augment
 +
  heals by.
 +
- Use multiple notetags to affect multiple trait types. If multiple effects
 +
  manage to stack, they will stack multiplicatively.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<Accuracy VS name Trait: x%>
 +
<Accuracy VS name Trait: +x%>
 +
<Accuracy VS name Trait: -x%>
 +
 +
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
 +
- If used on a skill or item, the action will have 'x%', '+x%', or '-x%'
 +
  accuracy against any targets with 'name' trait sets (any of them).
 +
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
 +
  all actions will have 'x%', '+x%', or '-x%' accuracy against any targets
 +
  with 'name' trait sets (any of them).
 +
- Replace 'name' with the name of an associated Trait Set type found in the
 +
  Plugin Parameters.
 +
- Replace 'x' respectively for percentile or additive/subtractive values.
 +
  - 'x%' means an action with an accuracy rate of 20% will be (20% * x%).
 +
  - '+x%' means an action with an accuracy rate of 20% will be (20% + x%).
 +
  - '-x%' means an action with an accuracy rate of 20% will be (20% - x%).
 +
- Multiple 'x%' notetags will stack multiplicatively.
 +
- Multiple '+x' and '-x' notetags will stack additively.
 +
</pre>
 +
 +
---
 +
 +
<pre>
 +
<Critical VS name Trait: x%>
 +
<Critical VS name Trait: +x%>
 +
<Critical VS name Trait: -x%>
 +
 +
- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
 +
- If used on a skill or item, the action will have 'x%', '+x%', or '-x%'
 +
  crtical rate against any targets with 'name' trait sets (any of them).
 +
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
 +
  all actions will have 'x%', '+x%', or '-x%' crtical rate against any
 +
  targets with 'name' trait sets (any of them).
 +
- Replace 'name' with the name of an associated Trait Set type found in the
 +
  Plugin Parameters.
 +
- Replace 'x' respectively for percentile or additive/subtractive values.
 +
  - 'x%' means an action with a critical rate of 20% will be (20% * x%).
 +
  - '+x%' means an action with a critical rate of 20% will be (20% + x%).
 +
  - '-x%' means an action with a critical rate of 20% will be (20% - x%).
 +
- Multiple 'x%' notetags will stack multiplicatively.
 +
- Multiple '+x' and '-x' notetags will stack additively.
 
</pre>
 
</pre>
  

Latest revision as of 14:42, 15 November 2023

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.

Element-Related Notetags

Elements.png

The following are element-related notetags.

---

<Multi-Element: x>
<Multi-Element: x,x,x>

<Multi-Element: name>
<Multi-Element: name, name, name>

- Used for: Skill, Item Notetags
- Gives this action an additional element (alongside the Damage element)
  when calculating damage.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<Multi-Element Rule: Maximum>
<Multi-Element Rule: Minimum>
<Multi-Element Rule: Multiply>
<Multi-Element Rule: Additive>
<Multi-Element Rule: Average>

- Used for: Skill, Item Notetags
- Changes the multi-element ruling for this action to either 'Maximum',
  'Minimum', 'Multiply', 'Additive', or 'Average'.
- If this notetag is not used, refer to the default ruling set by the
  Plugin Parameters.

---

<Force Action Element: Null>

<Force Action Element: x>
<Force Action Element: x,x,x>

<Force Action Element: name>
<Force Action Element: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces any actions performed by this unit to be the specific element(s).
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- If multiples of this notetag are found across various Database objects,
  priority will go in the order of states, actor, enemy, class, equips.

---

<Force Received Element id Rate: x%>
<Force Received Element id Rate: x.x>

<Force Received Element name Rate: x%>
<Force Received Element name Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces the unit to receive elemental damage at x multiplier.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<Received Element id Plus: +x%>
<Received Element id Plus: +x.x>

<Received Element name Plus: +x%>
<Received Element name Plus: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Received Element id Rate: x%>
<Received Element id Rate: x.x>

<Received Element name Rate: x%>
<Received Element name Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage multiplicatively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.

---

<Received Element id Flat: +x%>
<Received Element id Flat: +x.x>

<Received Element name Flat: +x%>
<Received Element name Flat: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Dealt Element id Plus: +x%>
<Dealt Element id Plus: +x.x>

<Dealt Element name Plus: +x%>
<Dealt Element name Plus: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Dealt Element id Rate: x%>
<Dealt Element id Rate: x.x>

<Dealt Element name Rate: x%>
<Dealt Element name Rate: x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage multiplicatively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.

---

<Dealt Element id Flat: +x%>
<Dealt Element id Flat: +x.x>

<Dealt Element name Flat: +x%>
<Dealt Element name Flat: +x.x>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to assign more elements.
- Formula works as follows: (base + plus) * rate + flat
- Formula may vary if changed up in the Plugin Parameters.
- This does not add on flat bonus damages after calculating elemental rates.
  This merely adds onto it at the end after applying rates if the formula
  from above is unchanged.

---

<Element Absorb: x>
<Element Absorb: x,x,x>

<Element Absorb: name>
<Element Absorb: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Gives the unit the ability to absorb damage from element.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to absorb more elements.
- Absorption is calculated after all other element rates have been made.

---

<Element Reflect: x>
<Element Reflect: x,x,x>

<Element Reflect: name>
<Element Reflect: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Gives the unit the ability to reflect damage from element.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to reflect more elements.
- Reflection occurs before any damage is calculated and dealt.
- Elemental Reflection will take priority over Magic Reflection.

---

<Bypass Element Reflect>

- Used for: Skill, Item Notetags
- Makes this skill/item unable to be reflected by Element Reflect effect.

---

<Element Pierce: x>
<Element Pierce: x,x,x>

<Element Pierce: name>
<Element Pierce: name, name, name>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Gives the unit the ability to attack with the element and bypass any kinds
  of damage immunities, reflections, and absorptions.
  - Actions can still miss or be countered, however.
- If an action has multiple elements, as long as one element has pierce, the
  action will go through.
- Replace 'x' with the ID of the element from Database > Types.
- For 'name' notetag variant, replace 'name' with the element's name.
  Remove any \I[x] in the 'name' replacement.
- Insert multiples of this notetag to allow unit to reflect more elements.

---

<Element Pierce>

- Used for: Skill, Item Notetags
- Makes this skill/item bypass any kinds of damage immunities, reflections,
  and absorptions.
  - Action can still miss or be countered, however.

---

JavaScript Notetags: Element-Related

Elements.png

The following are notetags made for users with JavaScript knowledge to determine dynamic element-related effects.

---

<JS Force Received Element id Rate: code>
<JS Force Received Element name Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Forces the unit to receive elemental damage at a code-determined rate.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Received Element id Plus: code>
<JS Received Element name Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Received Element id Rate: code>
<JS Received Element name Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Received Element id Flat: code>
<JS Received Element name Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the received elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Dealt Element id Plus: code>
<JS Dealt Element name Plus: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively before applying rates and
  flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Dealt Element id Rate: code>
<JS Dealt Element name Rate: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively after applying plus and
  before applying flat bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

<JS Dealt Element id Flat: code>
<JS Dealt Element name Flat: code>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Alters the dealt elemental damage additively after applying rates and
  plus bonuses.
- Replace 'id' with the ID of the element.
- For 'name' notetag variant, replace 'name' with the element's name.
- Replace 'code' with JavaScript code to determine the change.
- Insert multiples of this notetag to allow unit to assign more elements.

---

Trait Set Notetags

ElementStatusMenuCoreTraitSets.png

Trait Sets are used to apply various properties to actor and enemy units as a whole depending on what the trait set is. Use the following notetags to determine how to properly assign the desired Trait Set.

WARNING: Trait Sets only work if they are enabled in the Plugin Parameters: ElementStatusCore => General Trait Set Settings => Enable Trait Sets?

---

<Element: name>
<SubElement: name>
<Gender: name>
<Race: name>
<Nature: name>
<Alignment: name>
<Blessing: name>
<Curse: name>
<Zodiac: name>
<Variant: name>

- Used for: Actor, Enemy Notetags
- Determines the specific Trait Set(s) for the actor or enemy unit.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- If any of these notetags are unused, the Trait Set will default to the one
  determined in the Plugin Parameters.

Examples:

<Element: Fire>
<SubElement: Thunder>
<Gender: Male>
<Nature: Jolly>
<Alignment: Chaotic Good>
<Zodiac: Aries>

---

<Trait Sets>
 Element:    name
 SubElement: name
 Gender:     name
 Race:       name
 Nature:     name
 Alignment:  name
 Blessing:   name
 Curse:      name
 Zodiac:     name
 Variant:    name
</Trait Sets>

- Used for: Actor, Enemy Notetags
- Determines the Trait Set(s) for the actor or enemy unit.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- You may remove the Trait Set types (ie. Blessing and Curse) that you don't
  want to assign anything to from the list.
- If any of these sets are unused, the Trait Set will default to the one
  determined in the Plugin Parameters.

Example:

<Trait Sets>
 Element:    Fire
 SubElement: Thunder
 Gender:     Male
 Nature:     Jolly
 Alignment:  Chaotic Good
 Zodiac:     Aries
</Trait Sets>

---

<Random type>
 name: weight
 name: weight
 name: weight
</Random type>

- Used for: Actor, Enemy Notetags
- Assigns a random Trait Set for this Trait Set 'type'.
- Replace 'type' with 'Element', 'SubElement', 'Gender', 'Race', 'Nature',
  'Alignment', 'Blessing', 'Curse', 'Zodiac', or 'Variant' depending on
  which you're trying to randomize.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
- This would bypass the innate settings determined in the Plugin Parameters.

Examples:

<Random Gender>
 Male: 75
 Female: 25
</Random Gender>

<Random Variant>
 Mighty: 10
 Major: 20
 Greater: 60
 Normal: 200
 Lesser: 10
 Minor
 Puny
</Random Variant>

---

<No Random Trait Sets>

- Used for: Actor, Enemy Notetags
- Prevents random Trait Sets from being assigned to this actor/enemy unit.

---

<Trait Set Name Format>
 text
</Trait Set Name Format>

- Used for: Enemy Notetags
- Enemy names can be affected by the Trait Sets they have. Replace 'text'
  with the format you wish to see them have.
- Insert [Name] into 'text' to determine where the enemy's name goes.
- Insert [Letter] into 'text' to determine where the enemy's letter goes.
- Insert [Element] into 'text' to determine where the format text goes.
- Insert [SubElement] into 'text' to determine where the format text goes.
- Insert [Gender] into 'text' to determine where the format text goes.
- Insert [Race] into 'text' to determine where the format text goes.
- Insert [Nature] into 'text' to determine where the format text goes.
- Insert [Alignment] into 'text' to determine where the format text goes.
- Insert [Blessing] into 'text' to determine where the format text goes.
- Insert [Curse] into 'text' to determine where the format text goes.
- Insert [Zodiac] into 'text' to determine where the format text goes.
- Insert [Variant] into 'text' to determine where the format text goes.

Example:

<Trait Set Name Format>
 [Alignment] [Nature] [Element] [Name][Gender] [Letter]
</Trait Set Name Format>

---

<traitname Battler Name: filename>

<traitname Battler Names>
 filename: weight
 filename: weight
 filename: weight
</traitname Battler Names>

- Used for: Enemy Notetags
- Allows certain Trait Sets to cause battlers to have a unique appearance.
- Replace 'traitname' with the name of the Trait Set (ie. Male, Female).
- Replace 'filename' with the battler graphic to associate with that
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.
  Trait Set.

Examples:

<Male Battler Name: Spider1>
<Female Battler Name: Spider2>

<Male Battler Names>
 Rogue: 25
 Fighter: 10
 Warrior
</Male Battler Names>

---

ElementsStatusMenuCoreVariants.png

<traitname Battler Hue: x>

<traitname Battler Hues>
 x: weight
 x: weight
 x: weight
</traitname Battler Hues>

- Used for: Enemy Notetags
- Allows certain Trait Sets to cause battlers to use a different hue.
- Replace 'traitname' with the name of the Trait Set (ie. Male, Female).
- Replace 'x' with a number from 0 to 360 depicting the hue to become.
- Replace 'weight' with a number value representing how often the 'name'
  would come up. The higher the weight, the more often. You may omit this
  and the colon(:) and just type in the 'name' instead.

Examples:

<Male Battler Hue: 160>
<Female Battler Hue: 275>

<Female Battler Hues>
 275: 10
 325: 5
 345
</Female Battler Hues>

---

<Equip Trait Requirement: name>
<Equip Trait Requirement: name, name, name>

- Used for: Weapon, Armor Notetags
- Makes this piece of equipment equippable by only actors with those traits.
- If there are multiple traits required, all of them have to be met.
- If multiple trait types share the same trait name, the listed name will
  count for all of them.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Changing trait sets mid-game will remove unmatched traits.
- Usage Example: <Equip Trait Requirement: Female> makes the item only
  equippable by female actors as long as they are tagged as female.

---

<Damage VS name Trait: x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on a skill or item, the action will perform 'x%' damage versus any
  targets with 'name' trait sets (any of them).
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
  all damage types will be multiplied by 'x%' versus targets with 'name'
  trait sets (any of them).
- This notetag does not affect healing.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'x' with a number representing a percentage value to augment
  damage by.
- Use multiple notetags to affect multiple trait types. If multiple effects
  manage to stack, they will stack multiplicatively.

---

<Healing VS name Trait: x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on a skill or item, the action will perform 'x%' heals versus any
  targets with 'name' trait sets (any of them).
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
  all heal types will be multiplied by 'x%' versus targets with 'name'
  trait sets (any of them).
- This notetag does not affect damage.
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'x' with a number representing a percentage value to augment
  heals by.
- Use multiple notetags to affect multiple trait types. If multiple effects
  manage to stack, they will stack multiplicatively.

---

<Accuracy VS name Trait: x%>
<Accuracy VS name Trait: +x%>
<Accuracy VS name Trait: -x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on a skill or item, the action will have 'x%', '+x%', or '-x%'
  accuracy against any targets with 'name' trait sets (any of them).
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
  all actions will have 'x%', '+x%', or '-x%' accuracy against any targets
  with 'name' trait sets (any of them).
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'x' respectively for percentile or additive/subtractive values.
  - 'x%' means an action with an accuracy rate of 20% will be (20% * x%).
  - '+x%' means an action with an accuracy rate of 20% will be (20% + x%).
  - '-x%' means an action with an accuracy rate of 20% will be (20% - x%).
- Multiple 'x%' notetags will stack multiplicatively.
- Multiple '+x' and '-x' notetags will stack additively.

---

<Critical VS name Trait: x%>
<Critical VS name Trait: +x%>
<Critical VS name Trait: -x%>

- Used for: Actor, Class, Skill, Item, Weapon, Armor, Enemy, State Notetags
- If used on a skill or item, the action will have 'x%', '+x%', or '-x%'
  crtical rate against any targets with 'name' trait sets (any of them).
- If present in an actor, class, weapon, armor, enemy, or state's notebox,
  all actions will have 'x%', '+x%', or '-x%' crtical rate against any
  targets with 'name' trait sets (any of them).
- Replace 'name' with the name of an associated Trait Set type found in the
  Plugin Parameters.
- Replace 'x' respectively for percentile or additive/subtractive values.
  - 'x%' means an action with a critical rate of 20% will be (20% * x%).
  - '+x%' means an action with a critical rate of 20% will be (20% + x%).
  - '-x%' means an action with a critical rate of 20% will be (20% - x%).
- Multiple 'x%' notetags will stack multiplicatively.
- Multiple '+x' and '-x' notetags will stack additively.

---

Actor Biography Notetag

ElementStatusMenuCoreBios.png

The following notetag is used for the Status Menu if the updated Status Menu Layout option has been enabled from the Plugin Parameters.

---

<Biography>
 text
 text
 text
</Biography>

- Used for: Actor Notetags
- Determines the actor's biography shown in the Status Menu.
- Replace 'text' with the text intended.
- Text Codes are allowed.
- The biography can be changed mid-game through Plugin Commands.
- If this notetag isn't used, then the actor's profile message is displayed
  as the biography.

---