Difference between revisions of "Template:VisuMZ Item Throw Skills Notetags"
Jump to navigation
Jump to search
(→Throw Skill-Related Notetags) |
|||
Line 102: | Line 102: | ||
=== Throw Properties-Related Notetags === | === Throw Properties-Related Notetags === | ||
+ | |||
+ | [[File:ItemThrowSkills_Preview.gif]] | ||
--- | --- | ||
Line 157: | Line 159: | ||
=== Throw Effects-Related Notetags === | === Throw Effects-Related Notetags === | ||
+ | |||
+ | [[File:ItemThrowSkills_Preview.gif]] | ||
--- | --- | ||
Line 277: | Line 281: | ||
=== JavaScript Notetag: Effect-Related === | === JavaScript Notetag: Effect-Related === | ||
+ | |||
+ | [[File:ItemThrowSkills_Preview.gif]] | ||
--- | --- | ||
Line 299: | Line 305: | ||
=== Action Sequence-Related Notetags === | === Action Sequence-Related Notetags === | ||
+ | |||
+ | [[File:ItemThrowSkills_Preview.gif]] | ||
--- | --- |
Latest revision as of 14:51, 4 October 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.
---
Contents
Throw Skill-Related Notetags
---
<Can Throw: x> <Can Throw: x, x, x> - Used for: Skill Notetags - This notetag causes the skill to be able to throw items of 'x' type. - Replace 'x' with text marking the type or category. - Insert more 'x' entries to add more types. - Use 'any' or 'all' in place of 'x' to throw any kind of item. - Use 'weapon' or 'armor' in place of 'x' to throw any weapon or armor. - Types are determined by the <Throw Type: x> or <Category: x> notetags. - This cannot be used with skills that are made to be used as Active Chain Skills, Input Combo Skills, or Evolution Matrix Skills. - Likewise, this cannot be used with Item Concoction and Amplify effects. - Throw will consume the selected item, weapon, or armor as well as pay the throw skill's cost to initiate this effect. - Key Items, nonconsumable items, and any items with a successful proc of the <Throw Conserve: x%> notetag will not be consumed.
---
<Throw Type: x> <Throw Types: x, x, x> - Used for: Item, Weapon, Armor Notetags - These are the types that are used to determine what the Item Throw skills can throw. - Replace 'x' with text marking the type. - Insert more 'x' entries to add more types. - <Category: x> will also count as a throwable type. However, this notetag will separate the throwable types from anything else that uses the <Category: x> notetag. - Some types will be automatically incorporated: - All items, weapons, and armors will have "Any" and "All" types. - "Item" and "Items" will be automatically incorporated into item types. - "Weapon" and "Weapons" will be automatically added into weapon types. - Weapon types will also have their weapon type names added. - "Armor" and "Armors" will be automatically added into weapon types. - Armor types will also have their armor type names and equip type names added to their throwable types.
---
<Throw Power: x> - Used for: Item, Weapon, Armor Notetags - Adjusts the throw power of the item to 'x'. - Replace 'x' with a numeric value to determine its impact on the item throw skill's damage formula. - The 'x' value will replace the 'power' entry in the item throw skill's damage formula. - You can also use JavaScript in place of 'x' like the following: <Throw Power: $gameVariables.value(5)> - If this notetag is not used, then the throw power will default to a value. - If an item, default throw power is found in the Plugin Parameters. - If a weapon or armor, default throw power is this item's ATK parameter.
---
<Throw Impact Animation: x> - Used for: Item, Weapon, Armor Notetags - Changes the impact animation of this thrown item, weapon, or armor to 'x'. - Replace 'x' with a number representing the ID of the animation you wish to play as the impact animation.
---
<Throw Conserve: x%> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is selected and thrown, there is a 'x' percent chance of it not being consumed. - Replace 'x' with a number representing the percent chance for this item, weapon, or armor to not be consumed. - 100% will mean it will never be consumed. - If this notetag is not used, then the item, weapon, and armor will always be consumed unless it is a non-consumable item set by the database.
---
Throw Properties-Related Notetags
---
<Throw Hit Rate: x%> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is selected and thrown, change the hit rate of the action to 'x' percent. - Replace 'x' with a number representing the percent chance to hit the skill target. - If this notetag is not used, refer to the hit rate of the skill itself.
---
<Throw Critical: x%> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is selected and thrown, change the critical hit rate of the action to 'x' percent. - Replace 'x' with a number representing the percent chance to land a critical hit on the skill target. - If this notetag is not used, refer to the critical rate of the skill user or the skill if applicable.
---
<Throw Variance: x%> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is selected and thrown, change the damage variance of the action to 'x' percent. - Replace 'x' with a number representing the damage variance. - If this notetag is not used, refer to the damage variance of the skill.
---
<Throw Ignore Guard> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is selected and thrown, ignore any damage modifiers if the target is guarding. - If this notetag is not used, the usual damage modifiers applied if the target is guarding will be normally applied.
---
Throw Effects-Related Notetags
---
<Throw Add Element: id> <Throw Add Elements: id, id, id> <Throw Add Element: name> <Throw Add Elements: name, name, name> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_1_ElementStatusCore! - Adds the specified element(s) to the item throw. - For 'id' variant, replace 'id' with a number representing the ID of the element you wish to add with the thrown item. - Insert multiple 'id' entries to add more elements. - For 'name' variant, replace 'name' with the name of the element you wish to add with the thrown item. - Insert multiple 'name' entries to add more elements.
---
<Throw Replace Element: id> <Throw Replace Elements: id, id, id> <Throw Replace Element: name> <Throw Replace Elements: name, name, name> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_1_ElementStatusCore! - Replaces the specified element(s) to the item throw. Any element that the item throw skill had before will be replaced with the declared notetag's. - For 'id' variant, replace 'id' with a number representing the ID of the element you wish to replace with the thrown item. - Insert multiple 'id' entries to add more elements. - For 'name' variant, replace 'name' with the name of the element you wish to replace with the thrown item. - Insert multiple 'name' entries to add more elements.
---
<Throw Add State: id> <Throw Add States: id, id, id> <Throw Add State: name> <Throw Add States: name, name, name> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is thrown at the target, apply the state(s) listed in the notetag to the target. - For 'id' variant, replace 'id' with a number representing the ID of the state you wish to apply to the target. - Insert multiple 'id' entries to add more states. - For 'name' variant, replace 'name' with the name of the state you wish to apply to the target - Insert multiple 'name' entries to add more states.
---
<Throw Remove State: id> <Throw Remove States: id, id, id> <Throw Remove State: name> <Throw Remove States: name, name, name> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is thrown at the target, remove the state(s) listed in the notetag from the target. - For 'id' variant, replace 'id' with a number representing the ID of the state you wish to remove from the target. - Insert multiple 'id' entries to remove more states. - For 'name' variant, replace 'name' with the name of the state you wish to remove from the target - Insert multiple 'name' entries to remove more states.
---
<Throw Add Buff: param For x Turns> <Throw Add Buff: param, param, param For x Turns> <Throw Add Debuff: param For x Turns> <Throw Add Debuff: param, param, param For x Turns> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is thrown at the target, apply a buff or debuff to the target for the specified base parameter(s). - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine the type of buff or debuff to add. - Insert multiple 'param' entries to add more buffs or debuffs. - If you want to add multiple stacks of a parameter, insert that parameter multiple times. - Example: <Throw Add Debuff: DEF, DEF For 5 Turns> - Replace 'x' with a number representing the number of turns to set the buff or debuff to. - Insert multiple copies of this notetag if you want to add a variety of buffs and/or debuffs at different turn intervals.
---
<Throw Remove Buff: param> <Throw Remove Buff: param, param, param> <Throw Remove Debuff: param> <Throw Remove Debuff: param, param, param> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is thrown at the target, remove a buff or debuff to the target for the specified base parameter(s). - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine the type of buff or debuff to remove. - Insert multiple 'param' entries to remove more states.
---
JavaScript Notetag: Effect-Related
---
<JS Throw Effect> code code </JS Throw Effect> - Used for: Item, Weapon, Armor Notetags - When this item, weapon, or armor is thrown at the target, run the 'code' found inside of the notetags. - The 'user' variable represents the battler throwing the item. - The 'target' variable represents the target the item is thrown at. - The 'item' variable represents the item, weapon, or armor being thrown. - The 'skill' variable represents the throw skill being used. - This effect will occur each time it hits a target.
---
Action Sequence-Related Notetags
---
<Throw Icon: x> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_3_ActSeqProjectiles! - Changes the action sequence's projectile icon to 'x'. - Used for both custom action sequences and auto action sequences. - Replace 'x' with a number representing the icon index of the projectile being thrown to the target. - If this notetag is not used, the default icon used will be the item, weapon, or armor's icon.
---
<Throw Duration: x> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_3_ActSeqProjectiles! - Gives the projectile 'x' frames of air time for the action sequence. - Used for both custom action sequences and auto action sequences. - Replace 'x' with a number representing the duration in frames the projectile will spend flying through the air to the target. - 60 frames = 1 second. - If this notetag is not used, the duration will be set to the default value found in the Plugin Parameters or the Plugin Command.
---
<Throw Auto Angle> <No Throw Auto Angle> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_3_ActSeqProjectiles! - Turns on/off auto angle for the action sequence. - Used for both custom action sequences and auto action sequences. - If neither notetag is used, the setting will be the default value found in the Plugin Parameters or the Plugin Command.
---
<Throw Angle Offset: +x> <Throw Angle Offset: -x> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_3_ActSeqProjectiles! - Rotates the initial offset of the projectile icon by 'x' degrees. - Used for both custom action sequences and auto action sequences. - Replace 'x' with a number representing the initial angle degree offset. - If this notetag is not used, the offset will be set to the default value found in the Plugin Parameters or the Plugin Command.
---
<Throw Arc: x> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_3_ActSeqProjectiles! - Sets the projectile's arc peak to 'x' pixels. - Used for both custom action sequences and auto action sequences. - Replace 'x' with a number representing the arc peak in pixels. - If this notetag is not used, the arc peak will be set to the default value found in the Plugin Parameters or the Plugin Command.
---
<Throw Hue: x> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_3_ActSeqProjectiles! - Sets the projectile icon's hue to 'x'. - Used for both custom action sequences and auto action sequences. - Replace 'x' with a number representing the hue of the icon. - Use a number between 0 and 360. - If this notetag is not used, the hue will be set to the default value found in the Plugin Parameters or the Plugin Command.
---
<Throw Scale: x> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_3_ActSeqProjectiles! - Sets the projectile icon's scale to 'x' value. - Used for both custom action sequences and auto action sequences. - Replace 'x' with a number representing the scale of the icon. - 0.5 is 50% scale. - 1.0 is 100% scale. - 1.5 is 150% scale. - 2.0 is 200% scale. - If this notetag is not used, the scale will be set to the default value found in the Plugin Parameters or the Plugin Command.
---
<Throw Spin: +x> <Throw Spin: -x> - Used for: Item, Weapon, Armor Notetags - Requires VisuMZ_3_ActSeqProjectiles! - Sets the projectile icon's spin speed to 'x'. - Used for both custom action sequences and auto action sequences. - Replace 'x' with a number representing the spin speed of the icon. - A positive spin speed rotates clockwise. - A negative spin speed rotates counterclockwise. - This cannot be used with auto angle. - If this notetag is not used, the spin will be set to the default value found in the Plugin Parameters or the Plugin Command.
---