Template:VisuMZ Core Engine Notetags
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
- 1 Actors-Related Notetags
- 2 Classes-Related Notetags
- 3 Enemies-Related Notetags
- 4 Animations-Related Notetags
- 5 Quality of Life-Related Notetags
- 6 Basic, X, and S Parameters-Related Notetags
- 7 Tileset-Related Notetags
- 8 JavaScript Notetags: Basic, X, and S Parameters
- 9 Battle Setting-Related Notetags
Actors-Related Notetags
Parameter limits can be adjusted in the Plugin Parameters, but this won't lift the ability to change the values of an actor's initial or max level past the editor's limits. Instead, this must be done through the usage of notetags to accomplish the feat.
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<Max Level: x> - Used for: Actor Notetags - Replace 'x' with an integer to determine the actor's max level. - This allows you to go over the database limit of 99. - If this notetag isn't used, default to the actor's database value.
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<Initial Level: x> - Used for: Actor Notetags - Replace 'x' with an integer to determine the actor's initial level. - This allows you to go over the database limit of 99. - If this notetag isn't used, default to the actor's database value.
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Classes-Related Notetags
As actor levels can now surpass 99 due to the notetag system, there may be some skills you wish certain classes can learn upon reaching higher levels past 99, too.
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<Learn At Level: x> - Used for: Class Skill Learn Notetags - Replace 'x' with an integer to determine the level this class will learn the associated skill at. - This allows you to go over the database limit of 99. - If this notetag isn't used, default to the class's database value.
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Enemies-Related Notetags
Enemies are now given levels. The levels don't do anything except to serve as a container for a number value. This way, levels can be used in damage formulas (ie. a.atk - b.level) without causing any errors. To give enemies levels, use the notetags below. These notetags also allow you to adjust the base parameters, EXP, and Gold past the database limitations.
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<Level: x> - Used for: Enemy Notetags - Replace 'x' with an integer to determine the enemy's level. - If no level is declared, the level will default to 1.
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<param: x>
- Used for: Enemy Notetags
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
or 'LUK' to determine which parameter to alter.
- This notetag does NOT work with X Parameters, S Parameters, or any
custom parameters. This notetag ONLY works with the base parameters.
- Replace 'x' with an integer to set an enemy's 'param' base value.
- This will overwrite the enemy's database value and can exceed the original
value limitation in the database.
- If these notetags aren't used, default to the enemy's database value.
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<EXP: x> <Gold: x> - Used for: Enemy Notetags - Replace 'x' with an integer to determine the enemy's EXP or Gold values. - This will overwrite the enemy's database value and can exceed the original value limitation in the database. - If these notetags aren't used, default to the enemy's database value.
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Animations-Related Notetags
Animations in RPG Maker MZ are done by Effekseer and the animation system has been revamped. However, the animations are only centered on the targets now, and cannot be attached to the head or foot. Insert these tags into the names of the animations in the database to adjust their positions.
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<Head> <Foot> - Used for: Animation Name Tags - Will set the animation to anchor on top of the sprite (if <Head> is used) or at the bottom of the sprite (if <Foot> is used).
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<Anchor X: x> <Anchor Y: y> <Anchor: x, y> - Used for: Animation Name Tags - Will anchor the animation at a specific point within the sprite based on the 'x' and 'y' values. - Replace 'x' and 'y' with numeric values representing their positions based on a rate where 0.0 is the furthest left/up (x, y respectively) to 1.0 for the furthest right/down (x, y respectively). Examples: <Anchor X: 0.4> <Anchor Y: 0.8> <Anchor: 0.2, 0.9>
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<Offset X: +x> <Offset X: -x> <Offset Y: +y> <Offset Y: -y> <Offset: +x, +y> <Offset: -x, -y> - Used for: Animation Name Tags - Will anchor the animation to be offset by an exact number of pixels. - This does the same the editor does, except it lets you input values greater than 999 and lower than -999. - Replace 'x' and 'y' with numeric values the exact number of pixels to offset the animation's x and y coordinates by. Examples: <Offset X: +20> <Offset Y: -50> <Offset: +10, -30>
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<Mirror Offset X> <No Mirror Offset X> - Used for: Animation Name Tags - If an animation is mirrored, you can choose to have the animation's Offset X value be mirrored, too (or not at all). - If no name tag is discovered, this will use the setting found in the Plugin Parameters > QoL Settings > Misc > Ani: Mirror Offset X setting.
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<Rate: x> - Used for: MV Animation Name Tags - Allows you to adjust the update for this MV Animation. - Does NOT work with Effekseer animations. - The lower the number, the faster. - Replace 'x' with a number representing the animation update rate. - Default rate: 4. - Minimum rate: 1. - Maximum rate: 10.
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Quality of Life-Related Notetags
By default, RPG Maker MZ does not offer an encounter step minimum after a random encounter has finished. This means that one step immediately after finishing a battle, the player can immediately enter another battle. The Quality of Life improvement: Minimum Encounter Steps allows you to set a buffer range between battles for the player to have some breathing room.
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<Minimum Encounter Steps: x> - Used for: Map Notetags - Replace 'x' with the minimum number of steps before the player enters a random encounter on that map. - If this notetag is not used, then the minimum encounter steps for the map will default to Quality of Life Settings => Encounter Rate Min.
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Tile shadows are automatically added to certain tiles in the map editor. These tile shadows may or may not fit some types of maps. You can turn them on/off with the Quality of Life Plugin Parameters or you can override the settings with the following notetags:
<Show Tile Shadows> <Hide Tile Shadows> - Used for: Map Notetags - Use the respective notetag for the function you wish to achieve. - If this notetag is not used, then the tileset shadow settings for the map will default to Quality of Life Settings => No Tile Shadows.
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<Scroll Lock X> <Scroll Lock Y> - Used for: Map Notetags - Will prevent the map from being able to scroll left/right(x) or up/down(y) if these notetags are present. - Useful for when maps are just slightly smaller than normal and the tiny scrolling is distracting. - This will use the display nudge setting found in the Plugin Parameters. - This setting will be disabled if the map is zoomed in.
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<Scroll Lock X: x>
<Scroll Lock Y: y>
- Used for: Map Notetags
- Will prevent the map from being able to scroll left/right(x) or up/down(y)
if these notetags are present and will nudge the map camera slightly.
- Useful for when maps are just slightly smaller than normal and the tiny
scrolling is distracting.
- Replace 'x' and 'y' with numbers between 0 and 1 to represent how much is
being judged.
- For example, for a 1280x720 resolution, a 27 tile wide map will benefit
from a nudge of 0.15625. Play with these numbers to determine the best
value for your maps.
- This setting will be disabled if the map is zoomed in.
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Basic, X, and S Parameters-Related Notetags
A battler's parameters, or stats as some devs know them as, are the values that determine how a battler performs. These settings allow you to alter behaviors and give boosts to trait objects in a more controlled manner.
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<param Plus: +x> <param Plus: -x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'param' plus value when calculating totals. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'x' with an integer on how much to adjust the parameter by. - This is used to calculate the 'plus' portion in the Parameter Settings => Basic Parameter => Formula.
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<param Rate: x%> <param Rate: x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Changes 'param' rate to 'x' to alter the total 'param' value. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'paramRate' portion in Parameter Settings => Basic Parameter => Formula.
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<param Flat: +x> <param Flat: -x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'param' plus value when calculating totals. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'x' with an integer on how much to adjust the parameter by. - This is used to calculate the 'flatBonus' portion in Parameter Settings => Basic Parameter => Formula.
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<param Max: x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Sets max caps for the 'param' to be 'x'. If there are multiple max caps available to the unit, then the highest will be selected. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'x' with an integer to determine what the max cap should be. - This does NOT set the max cap to be lower than the default cap.
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<xparam Plus: +x%> <xparam Plus: -x%> <xparam Plus: +x.x> <xparam Plus: -x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'xparam' plus value when calculating totals. - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'plus' portion in the Parameter Settings => X Parameter => Formula.
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<xparam Rate: x%> <xparam Rate: x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Changes 'param' rate to 'x' to alter the total 'xparam' value. - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'paramRate' portion in Parameter Settings => X Parameter => Formula.
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<xparam Flat: +x%> <xparam Flat: -x%> <xparam Flat: +x.x> <xparam Flat: -x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'xparam' plus value when calculating totals. - Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG' to determine which X parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'flatBonus' portion in Parameter Settings => X Parameter => Formula.
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<sparam Plus: +x%> <sparam Plus: -x%> <sparam Plus: +x.x> <sparam Plus: -x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'sparam' plus value when calculating totals. - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'plus' portion in the Parameter Settings => S Parameter => Formula.
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<sparam Rate: x%> <sparam Rate: x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Changes 'param' rate to 'x' to alter the total 'sparam' value. - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'paramRate' portion in Parameter Settings => S Parameter => Formula.
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<sparam Flat: +x%> <sparam Flat: -x%> <sparam Flat: +x.x> <sparam Flat: -x.x> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Adds or subtracts 'x' to 'sparam' plus value when calculating totals. - Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', 'EXR' to determine which S parameter to modify. - Replace 'x' with a percentage (ie. 150%) or a rate (ie. 1.5). - This is used to calculate the 'flatBonus' portion in Parameter Settings => S Parameter => Formula.
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Tileset-Related Notetags
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<Taller By x: id>
- Used for: Tileset Notetags
- Changes any page B, C, D, E tile marked by terrain tag 'id' to be taller
by 'x' tiles.
- Replace 'x' with a number representing the tiles to be taller by.
- Replace 'id' with a number representing the Terrain Tag you will use to
mark this tile with in the Database editor.
- When placing these tiles on the map, all you have to do is just place the
bottom tile.
- ie.: For a tree that's one tile taller, just place the tile at the
bottom where you see the trunk).
- Then, in-game, the tree will appear taller by one tile as marked.
- Depending on the priority settings, the tile will appear on different
layers.
- O will place the tile on the below player layer.
- X will place the tile on the same level as the player.
- ★ will place the tile on the above player layer.
- O/X layer tiles have a special property where tall sprites standing in
front of it will no longer clip the top of the sprite, while sprites
standing behind it will be covered by it.
- The X layer sprite will only have a hitbox of 1x1 at the base.
- This does not work with events using tiles as graphics. Instead, if you
want to do similar, use the Event & Movement Core's <Tile Expand> notetags
for better control.
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JavaScript Notetags: Basic, X, and S Parameters
The following are notetags made for users with JavaScript knowledge. These notetags are primarily aimed at Basic, X, and S Parameters.
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<JS param Plus: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' plus value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
plus amount for the parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
Basic Parameter => Formula.
- Use 'user' to refer to the currently equipping actor.
- If you use code to refer to an actor's other stats like 'atk' and 'def',
there is the potential to cause an infinite loop.
- Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.
- Plugin Parameter setting Parameters > "Convert JS To Base?" will
automatically convert any instances of 'user.mhp', 'user.mmp',
'user.atk', etc. to their base parameters.
- Turn this off if you do not want to use it automatically.
- You are responsible for any infinite loops this may cause.
---
<JS param Rate: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' rate value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
param rate amount for the parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
Basic Parameter => Formula.
- Use 'user' to refer to the currently equipping actor.
- If you use code to refer to an actor's other stats like 'atk' and 'def',
there is the potential to cause an infinite loop.
- Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.
- Plugin Parameter setting Parameters > "Convert JS To Base?" will
automatically convert any instances of 'user.mhp', 'user.mmp',
'user.atk', etc. to their base parameters.
- Turn this off if you do not want to use it automatically.
- You are responsible for any infinite loops this may cause.
---
<JS param Flat: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'param' flat value.
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
or 'LUK' to determine which parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
flat bonus amount for the parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
Basic Parameter => Formula.
- Use 'user' to refer to the currently equipping actor.
- If you use code to refer to an actor's other stats like 'atk' and 'def',
there is the potential to cause an infinite loop.
- Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.
- Plugin Parameter setting Parameters > "Convert JS To Base?" will
automatically convert any instances of 'user.mhp', 'user.mmp',
'user.atk', etc. to their base parameters.
- Turn this off if you do not want to use it automatically.
- You are responsible for any infinite loops this may cause.
---
<JS param Max: code> - Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags - Runs 'code' to determine what the max cap for 'param' should be. If there are multiple max caps available to the unit, then the highest is selected. - Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK' to determine which parameter to modify. - Replace 'code' with JavaScript code to determine the max cap for the desired parameter.
---
<JS xparam Plus: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' plus value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
plus amount for the X parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
X Parameter => Formula.
- Use 'user' to refer to the currently equipping actor.
- If you use code to refer to an actor's other stats like 'atk' and 'def',
there is the potential to cause an infinite loop.
- Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.
- Plugin Parameter setting Parameters > "Convert JS To Base?" will
automatically convert any instances of 'user.mhp', 'user.mmp',
'user.atk', etc. to their base parameters.
- Turn this off if you do not want to use it automatically.
- You are responsible for any infinite loops this may cause.
---
<JS xparam Rate: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' rate value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
param rate amount for the X parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
X Parameter => Formula.
- Use 'user' to refer to the currently equipping actor.
- If you use code to refer to an actor's other stats like 'atk' and 'def',
there is the potential to cause an infinite loop.
- Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.
- Plugin Parameter setting Parameters > "Convert JS To Base?" will
automatically convert any instances of 'user.mhp', 'user.mmp',
'user.atk', etc. to their base parameters.
- Turn this off if you do not want to use it automatically.
- You are responsible for any infinite loops this may cause.
---
<JS xparam Flat: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'xparam' flat value.
- Replace 'xparam' with 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT',
'HRG', 'MRG', 'TRG' to determine which X parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
flat bonus amount for the X parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
X Parameter => Formula.
- Use 'user' to refer to the currently equipping actor.
- If you use code to refer to an actor's other stats like 'atk' and 'def',
there is the potential to cause an infinite loop.
- Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.
- Plugin Parameter setting Parameters > "Convert JS To Base?" will
automatically convert any instances of 'user.mhp', 'user.mmp',
'user.atk', etc. to their base parameters.
- Turn this off if you do not want to use it automatically.
- You are responsible for any infinite loops this may cause.
---
<JS sparam Plus: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' plus value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
plus amount for the S parameter's total calculation.
- This is used to calculate the 'plus' portion in the Parameter Settings =>
S Parameter => Formula.
- Use 'user' to refer to the currently equipping actor.
- If you use code to refer to an actor's other stats like 'atk' and 'def',
there is the potential to cause an infinite loop.
- Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.
- Plugin Parameter setting Parameters > "Convert JS To Base?" will
automatically convert any instances of 'user.mhp', 'user.mmp',
'user.atk', etc. to their base parameters.
- Turn this off if you do not want to use it automatically.
- You are responsible for any infinite loops this may cause.
---
<JS sparam Rate: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' rate value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
param rate amount for the S parameter's total calculation.
- This is used to calculate the 'paramRate' portion in Parameter Settings =>
S Parameter => Formula.
- Use 'user' to refer to the currently equipping actor.
- If you use code to refer to an actor's other stats like 'atk' and 'def',
there is the potential to cause an infinite loop.
- Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.
- Plugin Parameter setting Parameters > "Convert JS To Base?" will
automatically convert any instances of 'user.mhp', 'user.mmp',
'user.atk', etc. to their base parameters.
- Turn this off if you do not want to use it automatically.
- You are responsible for any infinite loops this may cause.
---
<JS sparam Flat: code>
- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Runs 'code' to change the 'sparam' flat value.
- Replace 'sparam' with 'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR',
'MDR', 'FDR', 'EXR' to determine which S parameter to modify.
- Replace 'code' with JavaScript code to determine how much to change the
flat bonus amount for the S parameter's total calculation.
- This is used to calculate the 'flatBonus' portion in Parameter Settings =>
S Parameter => Formula.
- Use 'user' to refer to the currently equipping actor.
- If you use code to refer to an actor's other stats like 'atk' and 'def',
there is the potential to cause an infinite loop.
- Use 'user.paramBase(x)' instead of 'user.atk', 'user.def', etc.
- Plugin Parameter setting Parameters > "Convert JS To Base?" will
automatically convert any instances of 'user.mhp', 'user.mmp',
'user.atk', etc. to their base parameters.
- Turn this off if you do not want to use it automatically.
- You are responsible for any infinite loops this may cause.
---
Battle Setting-Related Notetags
These tags will change the settings for battle regardless of how the battle system is set up normally. Insert these tags in either the noteboxes of maps or the names of troops for them to take effect. If both are present for a specific battle, then priority goes to the setting found in the troop name.
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<FV> <Front View> <Battle View: FV> <Battle View: Front View> - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags - Changes the perspective of battle to front view for this specific map or battle. - Make sure you have the enemy image files available in the img/enemies/ folder as they will used instead of the "sv_enemies" graphics. - If using Troop Comment Tags, then as long as the tag appears in a comment found on any of the Troop's pages (even if they don't run), the tag will be considered in effect.
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<SV> <Side View> <Battle View: SV> <Battle View: Side View> - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags - Changes the perspective of battle to side view for this specific map or battle. - Make sure you have the enemy image files available in the img/sv_enemies/ folder as they will used instead of the "enemies" graphics. - Make sure your actors have "sv_actor" graphics attached to them. - If using Troop Comment Tags, then as long as the tag appears in a comment found on any of the Troop's pages (even if they don't run), the tag will be considered in effect.
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<DTB> <Battle System: DTB> - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags - Changes the battle system to the default battle system (DTB). - If using Troop Comment Tags, then as long as the tag appears in a comment found on any of the Troop's pages (even if they don't run), the tag will be considered in effect.
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<TPB Active> <ATB Active> <Battle System: TPB Active> <Battle System: ATB Active> <TPB Wait> <ATB Wait> <Battle System: TPB Wait> <Battle System: ATB Wait> - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags - Changes the battle system to the time progress battle system (TPB) or active turn battle system (ATB) if you have VisuMZ_2_BattleSystemATB installed for the game project. - If using Troop Comment Tags, then as long as the tag appears in a comment found on any of the Troop's pages (even if they don't run), the tag will be considered in effect.
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<BTB> <Battle System: BTB> <CTB> <Battle System: CTB> <ETB> <Battle System: ETB> <FTB> <Battle System: FTB> <OTB> <Battle System: OTB> <PTB> <Battle System: PTB> <STB> <Battle System: STB> - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags - Changes the battle system to the respective battle system as long as you have those plugins installed in the current project. - If using Troop Comment Tags, then as long as the tag appears in a comment found on any of the Troop's pages (even if they don't run), the tag will be considered in effect.
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<Grid> <Battle Grid> <No Grid> <No Battle Grid> - Used for: Map Notetags, Troop Name Tags, and Troop Comment Tags - Requires VisuMZ_2_BattleGridSystem! - Changes the battle system to utilize the Battle Grid System or not. - If using Troop Comment Tags, then as long as the tag appears in a comment found on any of the Troop's pages (even if they don't run), the tag will be considered in effect. - If none of these notetags or comment tags are found, refer to the default settings found in the Plugin Parameters.
---
