Category:Notetags (MV)

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Contents


NotetagsMV.png

RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.

Here is a list of Notetag(s) that you may use.

Absorption Barrier

Use the following notetags to alter the various mechanics of Barrier Points.

Skill and Item Notetags:

  <User Barrier: +x>
  <Target Barrier: +x>
  This adjusts the Barrier Points for user or the target respectively by +x.
  The Barrier Points altered for this notetag are unexpiring Barrier Points
  that do not remove themselves as time passes.

  <User Barrier: -x>
  <Target Barrier: -x>
  This will remove x barrier points from the user or the target. This is
  applied to unexpiring and temporary barrier points alike.

  <User Barrier x Turns: +y>
  <Target Barrier x Turns: +y>
  This adjusts the Barrier Points for the user or target respectively at x
  turns by +y amount. These Barrier Points will expire after x turns. Each
  turn goes by during the battler's regeneration timing.

  <User Barrier x Turns: -y>
  <Target Barrier x Turns: -y>
  This will remove y barrier points from the user or target up to x turns.

  <Bypass Barrier>
  This causes this skill to be able to bypass Barrier Points to directly
  deal damage to the target.

  <Barrier Penetration: x%>
  Causes x% of this skill or item's damage to bypass the action target's
  Barrier Points. If the target does not have enough Barrier Points, more
  damage will be dealt. This is a percentile value.

  <Barrier Penetration: x>
  Causes x value of this skill or item's damage to bypass action target's
  Barrier Points. If the target does not have enough Barrier Points, more
  damage will be dealt. This is a flat value.

Actor, Class, Enemy, Weapon, Armor, State Notetags:

  <Barrier Penetration: +x%>
  <Barrier Penetration: -x%>
  This makes any damaging action by the attacker to have +x% or -x% bonus
  Barrier Penetration. This is a multiplicative bonus and applied before
  flat bonuses have been made.

  <Barrier Penetration: +x>
  <Barrier Penetration: -x>
  This makes any damaging action by the attacker to have +x or -x bonus
  Barrier Penetration. This is a flat bonus and applied after multiplicative
  changes have been made.

  <Barrier Points: +x>
  <Barrier Points: -x>
  The amount of unexpiring Barrier Points are gained at the start of a new
  battle for the affected user.

  <Barrier Points x Turns: +y>
  <Barrier Points x Turns: -y>
  The amount of Barrier Points are gained at the start of a new battle for
  the affected user that will last x turns.

  <Barrier Regen: +x>
  <Barrier Regen: -x>
  During the regeneration phase, the user will regenerate +x/-x unexpiring
  Barrier Points.

  <Barrier Regen x Turns: +y>
  <Barrier Regen x Turns: -y>
  During the regeneration phase, the user will regenerate Barrier Points
  that last x turns with a +y/-y value.

Action Cutin

Actor, Actor, and Enemy Notetags

If you are using these notetags for actors and classes, priority will be given to the actor notetags before given to the class notetags.

<Action Cutin Picture: filename>
Changes this actor/enemy's cutin to use that of a picture.
- Replace 'filename' with the filename of a graphic in img/pictures/
- The filename is case sensitive!
 
<Action Cutin Face: filename, index>
Changes this actor/enemy's cutin to use that of a face graphic.
- Replace 'filename' with the filename of a graphic in img/faces/
- The filename is case sensitive!
- Replace 'index' with a number indicating the cell of the graphic.
- Index starts from 0 and counts upwards.
 
<Action Cutin SV: filename, index>
Changes this actor/enemy's cutin to use that of a SV Actor graphic.
- Replace 'filename' with the filename of a graphic in img/sv_actors/
- The filename is case sensitive!
- Replace 'index' with a number indicating the cell of the graphic.
- Index starts from 0 and counts upwards.
 
<Action Cutin Battler: filename>
<Action Cutin Battler: filename, hue>
Changes this actor/enemy's cutin to use that of a battler graphic.
- Replace 'filename' with the filename of a graphic in either img/enemies/ or img/sv_enemies/ depending on if your game is front view or sideview.
- Replace 'hue' with a numeric value between (0 to 360) representing hue.
 
<Action Cutin Scale: n>
Changes the actor/enemy's cutin graphic's scale.
- Replace 'n' with a numeric value to represent scale.
- 1.0 is 100%. 0.5 is 50%. 2.25 is 225%.
 
<Action Cutin Offset X: +n>
<Action Cutin Offset X: -n>
<Action Cutin Offset Y: +n>
<Action Cutin Offset Y: -n>
Changes the actor/enemy's cutin graphic's offset position for X and Y.
- Replace 'n' with a numeric value in pixels to alter the x/y offset.
 
<Action Cutin Anti-Alias>
<Action Cutin No Anti-Alias>
Changes the anti-alias settings for the cutin graphic.
Skill and Item Notetags

<Action Cutin>
<No Action Cutin>
Changes whether or not this skill/item will have an action cutin or not. This will bypass the settings in the Plugin Parameters.
<Action Cutin Image: filename>
Changes the speedline graphic behind the face cutin to a different image.
- Replace 'filename' with the filename of a graphic in img/pictures/
- The filename is case sensitive!
 
<Action Cutin Hue: n>
Changes the hue of the speedline graphic behind the face cutin.
- Replace 'n' with a numeric value between (0 to 360) representing hue.
<Action Cutin Blend Mode: Normal>
<Action Cutin Blend Mode: Additive>
<Action Cutin Blend Mode: Multiply>
<Action Cutin Blend Mode: Screen>
Changes the blend mode of the speedline graphic behind the face cutin.
 
<Action Cutin Border Thickness: n>
Changes the thickness of the borders for the action cutin.
- Replace 'n' with a numeric value in pixels to represent border thickness.
 
<Action Cutin Border Color: color>
Changes the color of the borders for the action cutin.
- Replace 'color' with the name of a color or a hex code representing color.
 
<Action Cutin Screen X: n>
<Action Cutin Screen Y: n>
Changes the speedline graphic's screen X and Y positions.
- Replace 'n' with a numeric value representing their coordinates.
- The X position will be the far left of the speedlines graphic.
- The Y position will be the middle of the speedlines graphic.
 
<Action Cutin Shift Distance X: n>
<Action Cutin Shift Distance Y: n>
Changes how far the face shifts from side to side.
- Replace 'n' with a numeric value representing the distance in pixels.
<Action Cutin Shift Frames: n>
Changes the duration of the shift.
- Replace 'n' with a numeric value representing the duration in frames.
 
<Action Cutin Flash>
<Action Cutin No Flash>
Changes whether or not the screen flash is enabled or disabled.
 
<Action Cutin Flash Color: red, green, blue, intensity>
Changes the color of the screen flash.
- Replace 'red' with a numeric value (0 to 255).
- Replace 'green' with a numeric value (0 to 255).
- Replace 'blue' with a numeric value (0 to 255).
- Replace 'intensity' with a numeric value (0 to 255).
 
<Action Cutin Flash Duration: n>
Changes the duration of the screen flash.
- Replace 'n' with a numeric value representing the duration in frames.
 
<Action Cutin Shake>
<Action Cutin No Shake>
Changes whether or not the screen shake is enabled or disabled.
 
<Action Cutin Shake Power: n>
Changes the power of the screen shake.
- Replace 'n' with a numeric value representing the shake power.
 
<Action Cutin Shake Speed: n>
Changes the speed of the screen speed.
- Replace 'n' with a numeric value representing the shake speed.
 
<Action Cutin Shake Duration: n>
Changes the duration of the screen shake.
- Replace 'n' with a numeric value representing the duration in frames.
 
<Action Cutin Sound>
<Action Cutin No Sound>
Changes whether or not a sound is played when this action cutin occurs.
 
<Action Cutin Sound Filename: filename>
Changes the sound played for the sound effect.
- Replace 'filename' with the filename of a sound in audio/se/
- The filename is case sensitive!
 
<Action Cutin Sound Volume: n>
Changes the volume of the sound effect played.
- Replace 'n' with a numeric value representing the volume.
 
<Action Cutin Sound Pitch: n>
Changes the pitch of the sound effect played.
- Replace 'n' with a numeric value representing the pitch.
 
<Action Cutin Sound Pan: n>
Changes the pan of the sound effect played.
- Replace 'n' with a numeric value representing the pan.
- Negative for left.
- Positive for right.
 
<Action Cutin Duration: n>
Changes the duration of the action cutin.
- Replace 'n' with a numeric value representing the duration in frames.
 
<Action Cutin Opacity Speed: n>
Changes the rate at which the action cutin fades in and out.
- Replace 'n' with a numeric value representing the change.
- Lower numbers are slower.
- Higher numbers are faster.
 
<Action Cutin Forced Scale: n>
Forces the face graphic of the battler to be scaled a certain value.
- Replace 'n' with a numeric value to represent scale.
- 1.0 is 100%. 0.5 is 50%. 2.25 is 225%.
 
<Action Cutin Forced Anti-Alias>
<Action Cutin Forced No Anti-Alias>
Forces the face graphic of the battler to use anti-alias or not.
 
<Action Cutin Forced Offset X: +n>
<Action Cutin Forced Offset X: -n>
<Action Cutin Forced Offset Y: +n>
<Action Cutin Forced Offset Y: -n>
Forces the actor/enemy's cutin graphic's offset position for X and Y.
- Replace 'n' with a numeric value in pixels to alter the x/y offset.

Action Sequence Fast Forward/Skip

<Cannot Fast Forward>
<Cannot Skip Forward>
- Prevents this specific item/skill from being able to Fast Forward or Skip Forward. Possible reasons on why you want to use such a notetag on such an item/skill could be that this is an item that involves button inputs, or displays data on screen (like a Scan) that you don't want the player to miss out on.
 
<Fast Forward Speed: x>
- Replace x with a number above 1. This is how fast the Fast Forward function will occur for this particular item/skill. To be used with longer action sequences. *See Note*
 
<Skip Forward Speed: x>
- Replace x with a number above 1. This is how much Skip Forward will speed through the action sequence at. To be used with longer action sequences. *See Note*

Note: Making the speed too high will have possible unforeseen consequences that the plugin cannot foresee nor fix. This is because the fast forward and skip functions function off a macroscale that speeds up the game's update frequency. This does not take into consideration the game's delta time since that's impossible to do without causing other problems. It is your own due diligence as a game developer to find the right speeds for each item/skill that won't break the system.

Auto Passive States

For those who would like to allocate passive states to your battlers, use
the notetags below:

Actor, Class, Skills, Weapon, Armor, Enemy Notetags:
  <Passive State: x>
  <Passive State: x, x, x>
  This will allow the actor or enemy to have state x as a passive state.
  If placed inside a weapon or armor notebox, the user will have that
  passive state.

  <Passive State: x to y>
  This will add the states x through y (in a sequence) for the actor or
  enemy to have as a passive state. If placed inside a weapon or armor
  notebox, the user will have that passive state.

For those who don't want their passive states to always be on, you can use
the following notetags to introduce conditions for your passive states. All
conditions must be fulfilled in order for the passive state to appear.

State Notetags:
  <Passive Condition: HP Above x%>
  <Passive Condition: HP Below x%>
  <Passive Condition: MP Above x%>
  <Passive Condition: MP Below x%>
  If the user's HP or MP is above/below x% of the MaxHP or MaxMP, this
  condition will be met for the passive state to appear.

  <Passive Condition: Stat Above x>
  <Passive Condition: Stat Below x>
  Replace 'stat' with 'HP', 'MP', 'TP', 'MAXHP', 'MAXMP', 'ATK', 'DEF',
  'MAT', 'MDF', 'AGI', 'LUK'. If the above stat is above/below x, then the
  condition is met for the passive state to appear.

  <Passive Condition: Switch x ON>
  <Passive Condition: Switch x OFF>
  If switch x is either ON/OFF, then the condition is met for the passive
  state to appear.

  <Passive Condition: Variable x Above y>
  <Passive Condition: Variable x Below y>
  Replace x with the variable you wish to check to see if it's above/below
  y, then the condition is met for the passive state to appear.

Lunatic Pack - Passive Condition Cases


Insert the following notetags into a state's notebox to give it a passive
condition case.

State Notetags:

  <Passive Condition Cases>
   condition
   condition
  </Passive Condition Cases>
  - Use the above format for adding conditions to your passive states.
  Replace the 'condition' text in between the <Passive Condition Cases>
  and </Passive Condition Cases> notetags with any of the following
  conditions below to prompt a condition type. You can insert multiple
  conditions to make a passive state require more conditions to be met
  before they can be active.

=-=-=-= Conditions List =-=-=-=

  --- Switch On/Off ---

  Switch x On
  Switch x Off
  - Replace 'x' with a number value. This will make a conditional check if
  an event switch x is on or off. If the conditional check is met, then the
  conditional passive will become active if other conditions are met.
  SUGGESTED BY: Yanfly

  --- Numerical Comparison Check ---

  x >= y
  x <= y
  x > y
  x < y
  x != y
  x = y
  - This will require the condition to make a simple comparison check
  between x and y. These number comparisons will be '>=', '<=', '>', '<',
  '!=', and '=' (aka greater than or equal to, less than or equal to,
  greater than, less than, not equal to, and equal to respectively). Replace
  'x' and 'y' with a number, a percentage, 'HP', 'MP', 'TP', 'HP%', 'MP%',
  'TP%', 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK', or
  'VARIABLE X' for comparison purposes.

  If a percentage is being checked, it will be checked as if the % has
  been dropped off. For example, '50%' will be '50'.

  SUGGESTED BY: Yanfly

  --- Has/Not State ---

  Has State x
  - Replace 'x' with the ID of the state you wish to check. If the user is
  affected by that state, then this conditional passive will become active
  as long as all other conditions are met.
  SUGGESTED BY: Goldschuss

  Not State x
  - Replace 'x' with the ID of the state you wish to check. If the user is
  not affected by that state, then this conditional passive will become
  active as long as all other conditions are met.
  SUGGESTED BY: Goldschuss

  --- Has/Not Buff/Debuff---

  Has x Buff
  - Replace 'x' with 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or
  'LUK'. This will make a check to see if the user is currently buffed in
  that parameter. If the user is, the the conditional passive will become
  active as long as all other conditions are met.
  SUGGESTED BY: Yanfly

  Has x Debuff
  - Replace 'x' with 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or
  'LUK'. This will make a check to see if the user is currently debuffed in
  that parameter. If the user is, the the conditional passive will become
  active as long as all other conditions are met.
  SUGGESTED BY: Yanfly

  Not x Buff
  - Replace 'x' with 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or
  'LUK'. This will make a check to see if the user is currently not buffed
  in that parameter. If the user is, the the conditional passive will become
  active as long as all other conditions are met.
  SUGGESTED BY: Yanfly

  Not x Debuff
  - Replace 'x' with 'MAXHP', 'MAXMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or
  'LUK'. This will make a check to see if the user is currently not debuffed
  in that parameter. If the user is, the conditional passive will become
  active as long as all other conditions are met.
  SUGGESTED BY: Yanfly

  --- Total Buffs/Debuffs ---

  Total Buffs >= x
  Total Buffs <= x
  Total Buffs > x
  Total Buffs < x
  Total Buffs != x
  Total Buffs = x
  - Replace 'x' with a number value you wish to check relative to the number
  of buffs the user is currently affected by. If the turn check passes, the
  conditional passive will become active if other conditions are met.
  SUGGESTED BY: Alejandro SQ

  Total Debuffs >= x
  Total Debuffs <= x
  Total Debuffs > x
  Total Debuffs < x
  Total Debuffs != x
  Total Debuffs = x
  - Replace 'x' with a number value you wish to check relative to the number
  of debuffs the user is currently affected by. If the turn check passes,
  the conditional passive will become active if other conditions are met.
  SUGGESTED BY: Alejandro SQ

  --- Alive/Dead ---

  Alive Actors/Enemies/Allies/Foes >= x
  Alive Actors/Enemies/Allies/Foes <= x
  Alive Actors/Enemies/Allies/Foes > x
  Alive Actors/Enemies/Allies/Foes < x
  Alive Actors/Enemies/Allies/Foes != x
  Alive Actors/Enemies/Allies/Foes = x
  - Replace 'x' with a number value you wish to check relative to the number
  of alive actors in the party, enemies in the troop, user's allies, or the
  user's foes. Use only one of the four above keywords ('actors', 'enemies',
  'allies', or 'foes'). If the member count check passes, the conditional
  passive will become active as long as all other conditions are met.
  SUGGESTED BY: Yanfly

  Dead Actors/Enemies/Allies/Foes >= x
  Dead Actors/Enemies/Allies/Foes <= x
  Dead Actors/Enemies/Allies/Foes > x
  Dead Actors/Enemies/Allies/Foes < x
  Dead Actors/Enemies/Allies/Foes != x
  Dead Actors/Enemies/Allies/Foes = x
  - Replace 'x' with a number value you wish to check relative to the number
  of dead actors in the party, enemies in the troop, user's allies, or the
  user's foes. Use only one of the four above keywords ('actors', 'enemies',
  'allies', or 'foes'). If the member count check passes, the conditional
  passive will become active as long as all other conditions are met.
  SUGGESTED BY: Yanfly

  --- Turn Count ---

  Battle Turns >= x
  Battle Turns <= x
  Battle Turns > x
  Battle Turns < x
  Battle Turns != x
  Battle Turns = x
  - Replace 'x' with a number value you wish to check relative to the number
  of turns that passed in battle. If the turn check passes, the conditional
  passive will become active as long as all other conditions are met.
  SUGGESTED BY: Yanfly

  --- Has Weapon/Armor ---

  Has Weapon x
  - The user must be an actor or else this condition returns false. Replace
  'x' with the weapon ID you wish to check if the user has. If the user has
  it equipped, the condition will pass and will become active as long as
  all other conditions are met.
  SUGGESTED BY: Yanfly

  Not Weapon x
  - The user must be an actor or else this condition returns false. Replace
  'x' with the weapon ID you wish to check if the user should not have. If
  the user doesn't have it equipped, the condition will pass and will become
  active as long as all other conditions are met.
  SUGGESTED BY: Yanfly

  Has Armor x
  - The user must be an actor or else this condition returns false. Replace
  'x' with the armor ID you wish to check if the user has. If the user has
  it equipped, the condition will pass and will become active as long as
  all other conditions are met.
  SUGGESTED BY: Yanfly

  Not Armor x
  - The user must be an actor or else this condition returns false. Replace
  'x' with the armor ID you wish to check if the user should not have. If
  the user doesn't have it equipped, the condition will pass and will become
  active as long as all other conditions are met.
  SUGGESTED BY: Yanfly

Passive Aura Effects


Use the following notetags to make a state generate auras.

*NOTE* The notetags that affect alive members will affect members that have
at least 1 HP and not affected by the dead state. Even if they are immortal,
if they have 0 HP, they will not be affected by the alive aura effects as to
not conflict with the dead aura effects.

*NOTE* The notetags that affect dead members will affect members that are
either affected by the death state or if their HP is at 0. The moment the
dead member has 1 HP or is no longer affected by the dead state, they will
no longer be affected by dead-only aura effects.

State Notetags:

  <Ally Aura: x>
  <Ally Aura: x, x, x>
  <Ally Aura: x through y>
  - This will cause the battler's allies to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Alive Ally Aura: x>
  <Alive Ally Aura: x, x, x>
  <Alive Ally Aura: x through y>
  - This will cause the battler's alive allies to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Dead Ally Aura: x>
  <Dead Ally Aura: x, x, x>
  <Dead Ally Aura: x through y>
  - This will cause the battler's dead allies to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Foe Aura: x>
  <Foe Aura: x, x, x>
  <Foe Aura: x through y>
  - This will cause the battler's foes to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Alive Foe Aura: x>
  <Alive Foe Aura: x, x, x>
  <Alive Foe Aura: x through y>
  - This will cause the battler's alive foes to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Dead Foe Aura: x>
  <Dead Foe Aura: x, x, x>
  <Dead Foe Aura: x through y>
  - This will cause the battler's dead foes to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Party Aura: x>
  <Party Aura: x, x, x>
  <Party Aura: x through y>
  - This will cause the Actor Party to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Alive Party Aura: x>
  <Alive Party Aura: x, x, x>
  <Alive Party Aura: x through y>
  - This will cause the battler's alive Actor Party to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Dead Party Aura: x>
  <Dead Party Aura: x, x, x>
  <Dead Party Aura: x through y>
  - This will cause the battler's dead Actor Party to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Troop Aura: x>
  <Troop Aura: x, x, x>
  <Troop Aura: x through y>
  - This will cause the Enemy Troop to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Alive Troop Aura: x>
  <Alive Troop Aura: x, x, x>
  <Alive Troop Aura: x through y>
  - This will cause the battler's alive Enemy Troop to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Dead Troop Aura: x>
  <Dead Troop Aura: x, x, x>
  <Dead Troop Aura: x through y>
  - This will cause the battler's dead Enemy Troop to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Everybody Aura: x>
  <Everybody Aura: x, x, x>
  <Everybody Aura: x through y>
  - This will cause the all active battlers to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Alive Aura: x>
  <Alive Aura: x, x, x>
  <Alive Aura: x through y>
  - This will cause the all alive battlers to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

  <Dead Aura: x>
  <Dead Aura: x, x, x>
  <Dead Aura: x through y>
  - This will cause the all alive battlers to gain state(s) x (to y)
  while the battler is affected by the current state.
  *Note: A state cannot use itself in an aura effect.

Base Parameter Control

You can use the following notetags to alter the various aspects that modify
the base parameter values:

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <stat Plus: +x>
  <stat Plus: -x>
  Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
  or 'luk'. This is the value added to the base parameter before the rate
  and flat values contribute to the total parameter value assuming the
  plugin's default formula is utilized.

  <stat Rate: x%>
  <stat Rate: x.y>
  Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
  or 'luk'. This is the value multiplied to the sum of the base and plus of
  the parameter before affected by the buffRate and flat value assuming the
  plugin's default formula is utilized.

  <stat Flat: +x>
  <stat Flat: -x>
  Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
  or 'luk'. This is the value added at the end after the sum of the base and
  plus parameters have been added and multiplied by the rate values assuming
  the plugin's default formula is utilized.

  <stat Max: x>
  <stat Min: x>
  Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
  or 'luk'. This sets the maximum or minimum cap of the the stat parameter
  to x. If a battler is affected by multiple of these notetags, then the
  value used will be the largest value of the notetag used.

Battle A.I. Core

Enemy AI Level
Enemy AI levels do not determine how difficult they are. Instead, they
determine how strictly they will follow the <AI Priority> lists. An AI Level
of 80 means it has an 80% chance of following the prioritized action on the
AI Priority list before moving onto the next one where there will be another
80% chance and so on. If the AI level is lower, the chance is lower, making
the AI to be more random.

Enemy Notetag:
  <AI Level: x>
  Sets the enemy's AI level to x. The lower x, the more random the enemy.
  The higher for x, the more strict the enemy is about following the AI
  Priority list found in its notebox, too.

Enemy AI Priority
If an enemy has an AI Priority list, the enemy will go down that list from
top to bottom (giving the actions at the top more priority than the ones at
the bottom) looking for any actions whose conditions are fulfilled. If that
condition is fulfilled, then that action will be the action the enemy will
partake in.

To set up a Priority List for the enemy, you must place inside the enemy's
notebox notetags that match the following format:

  <AI Priority>                      <AI Priority>
   condition: SKILL x, target   or    condition: skill name, target
   condition: SKILL x, target         condition: skill name, target
  </AI Priority>                     </AI Priority>

Any number of conditions and skills can be placed in between the two
<AI Priority> tags. You can choose to use skill ID's or the skill names.
However, if you use the skill names, keep in mind that it is not case
sensitive and if any skills in your database have matching names, the skill
with the larger skill ID will be the action used.

Conditions
The following is a list of ways you can format your conditions for the enemy
to choose the right skill. In addition to deciding whether or not the skill
will be used, the condition also selects the enemy target. The following
list will tell you how the conditions are met and what targets will be
selected for battle.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ALWAYS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This condition will always be fulfilled. The valid target group is all
targets within scope.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Always: Skill 10, Lowest HP%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ELEMENT X case
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This allows you to match the element rate of element X (use either a number
or the name of the element in place of 'X') to see whether or not the
conditions for the action are fulfilled. Replace 'case' with 'Neutral' for
normal element rate (under 110% and above 90%), 'Weakness' for anything
above 100% element rate, 'Resistant' for below 100% element rate, 'Null' for
0% element rate, and 'Absorb' for below 0% element rate. Valid targets will
be those with the matching element rates.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Element Fire Weakness: Fireball, Lowest HP%
           Element Water Resistant: Water Cancel, Highest MAT
           Element 4 Null: Earthquake, Lowest MDF
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EVAL eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This allows you to use any kind of code to check and fulfill a condition.
This condition uses all alive members of the skill's scope as valid targets.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Eval user.name() === 'Bat A': Skill 10, Highest HP%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
group ALIVE MEMBERS eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'group' with either 'party' for the player's party or 'troop' for
the enemy party. This runs the number of party alive members or troop alive
members in a check to see if the conditions can be fulfilled.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Party Alive Members > 2: Skill 10, Lowest HP%
           Troop Alive Members <= 4: Skill 11, Highest HP%
           Troop Alive Members === $gameVariables.value(3): Skill 12, Random
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
group DEAD MEMBERS eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'group' with either 'party' for the player's party or 'troop' for
the enemy party. This runs the number of party dead members or troop dead
members in a check to see if the conditions can be fulfilled.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Party Dead Members > 2: Undead, Highest ATK
           Troop Dead Members <= 4: Life, Highest ATK
           Troop Dead Members === $gameVariables.value(3): Skill 12, Random
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
stat PARAM eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'stat' with either 'atk', 'def', 'mat', 'mdf', 'agi', 'luk',
'maxhp', 'maxmp', 'hp', 'mp', 'hp%', 'mp%', or 'level' to run it in a
condition check again to see if the action gets passed. The group that it
checks will be based on the skill's scope. If the skill targets foes, then
all foes will take a check to see if they fulfill the conditions. Likewise
for party members if the skill is for allies. The valid targets will be
those who pass the condition check.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   HP% param <= 50%: Heal, Lowest HP%
           MP param > 90: Mana Drain, Highest MP
           ATK param > user.atk: Power Break, Highest ATK
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
type PARTY LEVEL eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'type' with either 'highest', 'lowest', or 'average' to get the
respective party level for the skill's scope. This will reference the entire
party's level. If this condition is fulfilled, all targets would become
valid targets.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Highest Party Level > 10: Skill 10, Lowest MP%
           Lowest Party Level < 12: Skill 11, Lowest HP%
           Average Party Level > 15: Skill 12, Highest HP%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
RANDOM x%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will make the condition based on a random x percent chance. This
condition allows all possible targets to be valid for targeting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Random 50%: Skill 10, Lowest HP%
           Random 75%: Skill 11, Highest HP%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STATE === state x
STATE === state name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will detect if the target scope has state x (or state name if you use
that instead). If the target does, that target is added into the pool of
valid targets. Any targets not affected by the state will be ignored.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   State === State 5: DeBlind, Highest ATK
           State === Knockout: Life, Random
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STATE !== state x
STATE !== state name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will detect if the target scope does not have state x (or state name if
you use that instead). If the target doesn't, that target is added into the
pool of valid targets. Any targets affected by the state will be ignored.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   State !== State 12: Haste, Random
           State !== Courage: Cowardice, Highest ATK
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SWITCH X case
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'x' with the ID of the switch you wish to check. Replace 'case' with
either 'on' or 'off' (you may also use 'true' or 'false'). If the switch
matches the case, the condition is fulfilled and all skill targets become
valid targets.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Switch 5 On: Skill 10, Lowest HP%
           Switch 6 Off: Skill 11, Highest HP%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TURN eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will make the condition based on the turn count to be fulfilled by an
eval statement. This condition allows all possible targets to be valid for
targeting.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Turn > 3: Skill 10, Lowest hp%
           Turn === 4: Skill 11, Highest hp%
           Turn <= $gameVariables.value(2): Skill 12, Random
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
USER stat PARAM eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'stat' with either 'atk', 'def', 'mat', 'mdf', 'agi', 'luk',
'maxhp', 'maxmp', 'hp', 'mp', 'hp%', 'mp%', or 'level' to run it in a
condition check again to see if the action gets passed. If the user's param
matches the conditions, the check is fulfilled.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   User HP% param <= 50%: Heal, Lowest HP%
           User MP param > 90: Mana Drain, Highest MP
           User ATK param > user.atk: Power Break, Highest ATK
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
VARIABLE X eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will call forth the value of variable 'x' to partake in an eval
comparison to see if the condition is fulfilled. If it is, all skill targets
become valid targets.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Variable 3 > 10: Skill 10, Lowest HP%
           Variable 5 <= 100: Skill 11, Highest HP%
           Variable 2 === user.atk: Skill 12
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Multiple Conditions
As of the version 1.11 update, the Battle A.I. Core is now able to support
multiple conditions. Setting up multiple conditions is relatively simple to
do and still follows the 'condition: SKILL x, target' format.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

To add multiple conditions, simply insert a +++ between each condition like
the following examples:

    Switch 1 on +++ Switch 2 on: Fire, Lowest HP%
    Turn 3 > 1 +++ Variable 5 <= 100 +++ Switch 3 on: Ice, Lowest HP%
    Random 50% +++ Highest Party Level > 50: Thunder, Highest HP%

In the above examples, all the conditions must be met in order for the
selected skills to be considered for use.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

For conditions that have strict targeting groups, the targeting group will
end up becoming the combination of all of the strict targeting groups. For
example:

    STATE === Blind +++ STATE === Fear: Dark, Lowest HP%

In this example, the enemy will only use the 'Dark' skill on a target that
is both affected by 'Blind' and 'Fear'. If there are multiple targets, then
the target with the lowest HP% will become the target the enemy will cast
the 'Dark' on.

    STATE !== Blind +++ ATK param >= 150: Darkness, Highest ATK

In the above example, the enemy will use the 'Darkness' skill against any
target that isn't blinded and has an ATK parameter of at least 150. If there
are multiple targets, then the enemy will first cast 'Darkness' on the
target with the highest ATK before casting it on a target with a lower ATK.

Targeting
Targeting is optional but can be done via a small change to the condition.
All you have to do is add a ',' after the skill to indicate which target in
the valid target group you would like to target. For example:

            Random 50%: Fire, Highest HP%

The condition to be met is the 50% random chance, but if it is fulfilled,
the target selected will be the member on the targeting scope's team with
the highest HP percentage. When that happens, the 'Fire' skill will be used
upon that target.

If no target is specified, a random target will be selected amongst the
group of valid targets. Otherwise, refer to the following list:

----------------------------------------------------------------------------
     <<nothing>>       Selects a random member of the valid target group.
     First             Selects first member of the valid target group.
     User              Selects the user itself.
     Highest MaxHP     Selects highest MaxHP valid target.
     Highest HP        Selects highest HP valid target.
     Highest HP%       Selects highest HP% valid target. *Note1
     Highest MaxMP     Selects highest MaxMP valid target.
     Highest MP        Selects highest MP valid target.
     Highest MP%       Selects highest MP% valid target. *Note1
     Highest MaxTP     Selects highest MaxTP valid target.
     Highest TP        Selects highest TP valid target.
     Highest TP%       Selects highest TP% valid target. *Note1
     Highest ATK       Selects highest ATK valid target.
     Highest DEF       Selects highest DEF valid target.
     Highest MAT       Selects highest MAT valid target.
     Highest MDF       Selects highest MDF valid target.
     Highest AGI       Selects highest AGI valid target.
     Highest LUK       Selects highest LUK valid target.
     Highest Level     Selects highest Level valid target. *Note2
     Lowest MaxHP      Selects lowest MaxHP valid target.
     Lowest HP         Selects lowest HP valid target.
     Lowest HP%        Selects lowest HP% valid target. *Note1
     Lowest MaxMP      Selects lowest MaxMP valid target.
     Lowest MP         Selects lowest MP valid target.
     Lowest MP%        Selects lowest MP% valid target. *Note1
     Lowest MaxTP      Selects lowest MaxMP valid target.
     Lowest TP         Selects lowest MP valid target.
     Lowest TP%        Selects lowest MP% valid target. *Note1
     Lowest ATK        Selects lowest ATK valid target.
     Lowest DEF        Selects lowest DEF valid target.
     Lowest MAT        Selects lowest MAT valid target.
     Lowest MDF        Selects lowest MDF valid target.
     Lowest AGI        Selects lowest AGI valid target.
     Lowest LUK        Selects lowest LUK valid target.
     Lowest Level      Selects lowest Level valid target. *Note2

Note1: This is calculated by dividing the current HP with the MaxHP or the
current MP with the MaxMP.

Note2: If this is used on an enemy without a proper enemy level plugin
installed, this will return the player party's highest level.

----------------------------------------------------------------------------

Special Notes
If you are using YEP_Taunt.js, enemies will automatically not factor in
taunts by default. For that matter, targets can be protected by taunts
effects, which can effectively shut down an enemy's AI performance. However,
if you want some enemies to consider the taunt effects of an opponent,
place this notetag inside of the enemy's notebox:

  <AI Consider Taunt>

This will make it that when an enemy makes a decision, it will make a right
decision while thinking of the taunted enemies, too. You can use this for
smarter enemies while keep this notetag disabled for less intelligent foes.

Actor Auto Battle A.I.


The notetags to setup the auto battle A.I. will go into the class noteboxes.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Actor AI Level
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Actor AI levels do not determine how smart they are. Instead, they determine
how strictly they will follow the <AI Priority> lists. An AI Level of 80
means it has an 80% chance of following the prioritized action on the AI
Priority list before moving onto the next one where there will be another
80% chance and so on. If the AI level is lower, the chance is lower, making
the AI to be more random.

Class Notetag:

  <AI Level: x>
  Sets the actor's AI level to x. The lower x, the more random the actor.
  The higher for x, the more strict the actor is about following the AI
  Priority list found in its notebox, too.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Actor AI Priority
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

If a class has an AI Priority list, the actor will go down that list from
top to bottom (giving the actions at the top more priority than the ones at
the bottom) looking for any actions whose conditions are fulfilled. If that
condition is fulfilled, then that action will be the action the actor will
partake in.

To set up a Priority List for the actor, you must place inside the class's
notebox notetags that match the following format:

  <AI Priority>                      <AI Priority>
   condition: SKILL x, target   or    condition: skill name, target
   condition: SKILL x, target         condition: skill name, target
  </AI Priority>                     </AI Priority>

Any number of conditions and skills can be placed in between the two
<AI Priority> tags. You can choose to use skill ID's or the skill names.
However, if you use the skill names, keep in mind that it is not case
sensitive and if any skills in your database have matching names, the skill
with the larger skill ID will be the action used.

Conditions
The conditions to be used for the <AI Priority> notetag are the same as the
ones from the YEP_BattleAICore plugin. Please refer to the YEP_BattleAICore
help file for which conditions can be used with the A.I. setups.

Battle Effects Pack 1

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

<Skill Target Change: Self to All>
<Item Target Change: Self to All>
Changes skills/items with the self scope to become an all scope in battle.
Does not affect skills/items with the <Bypass Target Change> notetag.

<Skill Target Change Allies: All to One>
<Skill Target Change Enemies: All to One>
<Item Target Change Allies: All to One>
<Item Target Change Enemies: All to One>
Changes skills/items with the all allies/enemies scope to become 1 ally/enemy
scope in battle. Does not affect skills/items with the <Bypass Target Change>
notetag.

<Skill Target Change Allies: One to All>
<Skill Target Change Enemies: One to All>
<Item Target Change Allies: One to All>
<Item Target Change Enemies: One to All>
Changes skills/items with the 1 ally/enemy scope to become all allies/enemies
scope in battle. Does not affect skills/items with the <Bypass Target Change>
notetag.

Skill, and Item Notetags:

<Bypass Target Change>
<Divine>
Makes this skill/item immune to the target scope change notetag effects.

<JP x5>
<EXP x10>
<Gold x200>
Replace the numbers. Changes the multipliers for the rewards found in the
current battle. JP will require Yanfly's Job Points plugin to have an effect.
After the battle is over, the multipliers will reset. The multipliers do not
stack and will overwrite each other, even if they are different types.

Skill Notetags:

<Destroy Weapon>
Destroys the actor's currently equipped weapon after it is finished using a
skill with this notetag.

<Extra Skill List: x>
<Extra Skill List: x, x, x>
Puts the skills x in a new window as a list to select from, turning this
skill into a folder during battle. This does not work outside of battle.
The actor must have access to all of the listed skills in order to use them.

State Notetags:

<All Element Damage Rate: x%>
Makes the battler receive x% multiplier from all elements.

<Break Popup>
If a battler receives a state with this notetag, the Break Popup will appear.
It will take priority over the Weak Popup.

<Buff Immunity: x>
<Buff Immunity: x, x, x>
<Debuff Immunity: x>
<Debuff Immunity: x, x, x>
Replace x with the parameter ID to make the battler immune to receiving buffs
or debuffs of that parameter. This does not remove already applied buffs or
debuffs. It only stops the battler from receiving them.
0: Max HP
1: Max MP
2: Attack
3: Defense
4: Magic Attack
5: Magic Defense
6: Agility
7: Luck

<Damage Color: r, g, b, a>
If the battler receives HP damage while affected by a state with this notetag
the popup color will change.
r = red (0-255)
g = green (0-255)
b = blue (0-255)
a = alpha (0-255)

<Item Seal>
If an actor is affected by a state with this notetag, they cannot use items
from the actor command menu.

<Max Turns: x>
Sets the maximum number of turns this state can be to x. This is used for
Yanfly's Buffs and States Core if you allow state turn stacking.

<No Weak Popup>
If the battler is hit with an elemental weakness while affected by a state
with this notetag, the Weak popup will not appear.

<Physical Follow Up Skill: x>
<Magical Follow Up Skill: x>
<Certain Follow Up Skill: x>
<Follow Up Skill: x>
This requires Yanfly's Battle Engine Core to work. This makes the battler
affected by this state to perform skill ID x after the current skill is
finished being used.
Physical - Requires battler to perform physical type skill
Magical  - Requires battler to perform magical type skill
Certain  - Requires battler to perform certain hit type skill
n/a      - Requires battler to perform physical or magical type skill

<State Immunity: x>
<State Immunity: x, x, x>
Insert the IDs of the states that the battler cannot receive if they are
affected by a state with this notetag. They do not become resistant to it,
meaning if the states have already been applied, they will not suddenly
disappear, but they will not be able to be applied until this state is gone.

Battle Effects Pack 2

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

<High Health ATK: +x%>
<High Health DEF: +x%>
<High Health MAT: +x%>
<High Health MDF: +x%>
<High Health AGI: +x%>
<High Health LUK: +x%>
- Increases (or decreases if you use -x%) the parameter as HP% is higher.
Reaches +x% threshhold at 100% health and reduces proportionally as HP% is
lower. This modifier is gone when the actor reaches crisis level HP (which
is 25% by default).

<Low Health ATK: +x%>
<Low Health DEF: +x%>
<Low Health MAT: +x%>
<Low Health MDF: +x%>
<Low Health AGI: +x%>
<Low Health LUK: +x%>
- Increases (or decreases if you use -x%) the parameter as HP% is lower.
This rate scales harder the lower the HP ratio and reaches +x% at 0% HP.

<Damage Cut: x%>
- Decreases incoming damage battler receives by x%. This stacks additively
with other damage cut-related effects. Damage Cut % cannot go below 0% or
above 100% rate.

<Element id Cut: x%>
<Element name Cut: x%>
- Decreases incoming damage battler receives by x% if it is a matching
element. If using id, replace it with the element's ID in the system tab. If
using name, replace it with the element's name in the system tab. If the
element's name has an icon text code in it, leave out the icon text code.
This stacks additively with other damage cut-related effects. Damage Cut %
cannot go below 0% or above 100% rate.

<Overheal HP>
<Overheal MP>
<Overheal TP>
- Lets the notetag-affected battler be able to overheal past the maximum HP,
MP, or TP amounts. The HP and MP maximum values become their respective
maximum parameter values (9999 and 999 by default). TP's maximum value
reaches the value set in the plugin parameters (200 by default). These
effects are only applied inside of battle.

<Swap param1 with param2>
- Swaps the two parameters with each other. Replace param1 and param2 with
mhp, mmp, atk, def, mat, mdf, agi, or luk. Any battler affected by this
notetag will have those parameters swapped. If a battler is affected by
multiple notetags that alter the similar stats, priority will be given to
states, then equipment, then current class, then actor, then enemy.

State Notetags:

<Dissolve State: x>
<Dissolve State: x, x, x>
- If a battler becomes affected by any of the states listed in x, that state
will be prevented and the current state will be removed.

<Set State Counter: x>
<Add State Counter: x>
- Requires Yanfly's YEP_BuffsStatesCore.js. This sets the state's counter or
adds to the states counter whenever the state is applied to the battler.
This is a notetag made to make setting the counter value easier.

Battle Engine Core

When changing "Terms" and the "Messages" that appear in battle, inserting
the following tag anywhere in the message will cause the message to center
itself in the battle log.

  <CENTER>
  This tag must be all caps in order for the battle log window to recognize
  it as an instruction to center the displayed battle text message.

There are a couple of notetags you can use to change the way certain skills
and items will show up incase you don't want a name like 'Harold's Attack'
to appear in the name.

Skill and Item Notetags:

  <Display Text: x>
  This will change the text displayed to x.

  <Display Icon: x>
  This will change the icon displayed to x.

The battle turn order is also fixed, too. This way, any battlers that Have
their AGI value changed over the course of battle will reflect those changes
during the current turn rather than the following turn. The action speed
calculation can also be adjusted and finetuned to have the random factor of
its speed calculation formula removed, too, making AGI actually worthwhile
as a tactical parameter.

Skill and Item Notetag:
  <speed: +x>
  <speed: -x>
  This lets you break past the editor's limit of -2000 and 2000 allowing you
  to set the speed of your actions with more control.

Casting Animations help provide visual hints for players either by letting
them know which battler is going to perform an action or what type of skill
that action will be. This plugin enables skills to have casting animations
that can be modified universally or customized for each individual skill.

Skill Notetag:
  <Cast Animation: x>
  Sets the skill's cast animation to animation ID x. Setting x to zero will
  cause the skill to not have any animaton at all.

In RPG Maker MV's default battle system, both the sideview and the frontview
settings do not display counterattacks, reflected magic attacks, nor any
case of substituting for battle members. The Battle Engine Core provides
games that are using the sideview settings small amounts of animations to
relay information to the player in a more visual sense.

Magic Reflection will also display a reflection animation to indicate the
battler has reflection properties. This animation can be changed in the
parameters, but certain actors, classes, enemies, weapons, armors, and
states can display a unique kind of animation for reflection if desired.

Actor, Class, Enemy, Weapon, Armor, and State Notetag:
  <Reflect Animation ID: x>
  Changes the user's reflect animation to x. This will take priority in the
  following order: Actor, Class, Enemy, Weapon, Armor, State, Default.

Sometimes, you don't want your enemies to be able to move. Or you don't want
certain actors to be able to move. They're just stationary for whatever
reason. To accomplish that, you can use this notetag to forbid the battler
from moving.

Actor, Class, Enemy, Weapon, Armor, and State Notetag:
  <Sprite Cannot Move>
  Prevents the battler's sprite from moving. This will take priority in the
  following order: Actor, Class, Enemy, Weapon, Armor, and State. If an
  enemy is unable to move when it performs an action, it will flash white as
  if it normally does in front view.

Sideview battlers are generally centered horizontally, and grounded at their
feet. However, not all sideview battler spritesheets work this way. In the
event you have a sideview battler that doesn't conform to those standards,
you can 'anchor' them a different way.

Actor, Class, Weapon, Armor, State Notetags:
  <Anchor X: y.z>
  <Anchor Y: y.z>
  This sets the anchor location for the actor's sideview battler at y.z.
  By default, the X anchor is 0.5 while the Y anchor is 1.0. If you want
  the X anchor to be a bit more to the left, make it less than 0.5. Make it
  more than 0.5 to make the X anchor more towards the right. To raise the
  Y anchor, set the number value to less than 1.0. Keep adjusting until you
  find that perfect anchor setting.

If an anchor has multiple traits that yield different anchors, it will be
used in a priority list akin to this order:

  States
  Weapons
  Armors
  Class
  Actor
  Default

The higher it is on the priority list, the higher its priority.

To give your enemies unique attack animations, you can use this notetag:

Enemy Notetag:
  <Attack Animation: x>
  Replace x with the ID of the battle animation you wish to set as the
  enemy's default attack animation.

By default, RPG Maker MV's battle system has automatic state removal under
three different conditions: none, action end, turn end.

None and Turn End are working as intended. However, Action End, however, had
the states removed at the start of the battler's action rather than the end.
This is changed and updated to occur only at the end of a battler's action.

Two more automatic conditions are now added: Action Start and Turn Start.
These can be added and implemented using the following notetags:

State Notetags:
  <Action Start: x>
  <Action Start: x to y>
  This will cause this state to update its turns remaining at the start of
  an action. x is the number of turns it will last. If you use x to y, upon
  applying the state, the state will be removed a random number of turns
  from x to y.

  <Turn Start: x>
  <Turn Start: x to y>
  This will cause the state to update its turns remaining at the start of a
  battle turn. x is the number of turns it will last. If you use x to y,
  upon applying the state, the state will be removed a random number of
  turns from x to y.

States with Action End have a unique trait to them where if the caster of
the state is the current active battler (subject) and if the state is then
applied on the user itself, they will gain a 'free turn'. The 'free turn' is
to mitigate the user from losing 1 duration of the turn since with an Action
End timing, they would lose the benefit of being under the state for that
turn's timing.

Animated Sideview Enemies


Insert these notetags into the enemy noteboxes below to change their
sidewview battler aspects.

Enemy Notetags:

  --- General ---

  <Breathing>
  <No Breathing>
  Enables or disables a 'breathing' effect for the enemy sprite.

  <Breathing Speed: x>
  How many frames does it take to make a full breathing cycle? The lower the
  x value, the faster the enemy breathes. The higher the x value, the slower
  the enemy breathes.

  <Breathing Rate X: x.y>
  <Breathing Rate Y: x.y>
  Sets the horizontal and vertical breathing rate to x.y. 1.0 is a 100%
  variance change while 0.0 is a 0% variance.

  <Enable HP Link Breathing>
  <Disable HP Link Breathing>
  Will enable/disable HP Link Breathing. The lower the HP on the enemy, the
  slower the enemy will breathe.

  <Floating>
  Sets the enemy to be animated as if it was floating.

  <Floating Speed: x>
  How many frames does it take to do a full floating cycle? The lower the x
  value, the faster the enemy floats. The higher the x value, the slower the
  enemy floats.

  <Floating Rate: x.y>
  Sets the floating rate for the enemy to x.y. 1.0 is a 100% variance change
  while 0.0 is a 0% variance change.

  <Floating Height: x>
  Sets the minimum float height for the enemy to x.

  <Floating Death>
  <No Floating Death>
  Decide whether or not this particular enemy will float while dead or
  instead, drop to the ground instantly and will bypass the 'Floating Death'
  plugin parameter for the particular enemy.

  <Scale Sprite: x%>
  This allows you to scale the sprite larger or smaller by x% of the
  original sprite size. If you wish to only scale either the width or the
  height, use the notetags below:

  <Scale Sprite Width: x%>
  <Scale Sprite Height: x%>
  This will scale the sprite's width or height by x% amount specifically
  rather than the whole sprite itself by the same ratio.

  --- Sideview ---

  <Sideview Battler: filename>
  This is the filename used for the sideview battler found within your
  project's img/sv_actors/ folder. Doing this will enable the following
  notetags to be applied to the battler. This is case-sensitive and used
  without the image's file extension.

  *Example: SF_Actor3_8.png would be <Sideview Battler: SF_Actor3_8>

  *Note: If more than one of these tags is used, the sideview battler
  selected will be picked from a random pool. Their settings, however, will
  match all of the other sideview settings set in the notetags for the sake
  of simplicity.

  --- Sideview Specific ---

  <Sideview Anchor X: y.z>
  <Sideview Anchor Y: y.z>
  This sets the anchor location for the enemy's sideview battler at y.z.
  This is used for the event you have an odd-proportioned sideview battler.

  <Sideview Width: x>
  <Sideview Height: x>
  Sets the width/height of the sideview battler. This is for the event
  you're using a battler image that may have different proportions than
  normal sideview battlers.

  <Sideview Collapse>
  Sets it so that the enemy when it dies will collapse and vanish.

  <Sideview No Collapse>
  Sets it so that the enemy when it dies will leave behind a corpse and
  will not vanish.

  <Sideview Frame Speed: x>
  Sets the frame speed of this sideview battler to x. The lower the x value,
  the faster the sideview battler animates. The higher it is, the slower the
  battler animates.

  --- State Overlays ---

  <Sideview Show State Overlay>
  <Sideview Hide State Overlay>
  This will either show or hide the state overlay for the sideview enemy and
  ignore the default setting within the plugin parameters.

  --- Motions ---

  <Sideview Attack Motion: swing>
  <Sideview Attack Motion: thrust>
  <Sideview Attack Motion: missile>
  Sets the basic attack motion for your sideview enemy if the sideview
  enemy is not using any weapons. You can use any of the following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Sideview Weapon: x>
  This sets the sprite's weapon image to x. If you haven't modified your
  system images of the weapons, they would be as follows:

  0 - Nothing
  1 - Dagger   7 - Long Bow  13 - Mace       19 - Slingshot  25 - Book
  2 - Sword    8 - Crossbow  14 - Rod        20 - Shotgun    26 - Custom
  3 - Flail    9 - Gun       15 - Club       21 - Rifle      27 - Custom
  4 - Axe     10 - Claw      16 - Chain      22 - Chainsaw   28 - Custom
  5 - Whip    11 - Glove     17 - Sword#2    23 - Railgun    29 - Custom
  6 - Staff   12 - Spear     18 - Iron Pipe  24 - Stun Rod   30 - Custom

  * Note: Inserting multiple of these notetags will put them inside a random
  pool of weapons to use. Keep in mind if you use this notetag, it will use
  all the default settings found in the plugin's parameters. If you wish to
  use more unique settings, use the notetag below:

  <Sideview Weapon: x, y, z>
  This sets the sprite's weapon image to x, motion to y, and attack
  animation to z. An example of how this notetag would be used would be
  as such:

     <Sideview Weapon: 2, swing, 6>

  This will give the battler a sword with the swing motion and playing
  battle animation 6 when attacking.

  <Sideview Idle Motion: x>
  Sets the idling motion for your sideview enemy. You can use any of the
  following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead
  * Note: Inserting multiple of these notetags will put them inside a random
  pool of motions to use.

  <Sideview Damage Motion: x>
  Sets the damaged motion for your sideview enemy. You can use any of the
  following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Sideview Evade Motion: x>
  Sets the evasion motion for your sideview enemy. You can use any of the
  following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Sideview Escape Motion: x>
  Sets the escaping motion for your sideview enemy. You can use any of the
  following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Sideview Guard Motion: x>
  Sets the guard motion for your sideview enemy. You can use any of the
  following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Sideview Abnormal Motion: x>
  Sets the abnormal motion for your sideview enemy. You can use any of the
  following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Sideview Sleep Motion: x>
  Sets the sleep motion for your sideview enemy. You can use any of the
  following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Sideview Dying Motion: x>
  Sets the dying (crisis) motion for your sideview enemy. You can use any
  of the following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Sideview Dead Motion: x>
  Sets the dead motion for your sideview enemy. You can use any of the
  following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  --- Shadows ---

  <Sideview Show Shadow>
  Sets it so the enemy will show its shadow for its sideview sprite. The
  default setting of this is tied to Battle Engine Core's 'Show Shadows'.

  <Sideview Hide Shadow>
  Sets it so the enemy will hide its shadow for its sideview sprite. The
  default setting of this is tied to Battle Engine Core's 'Show Shadows'.

  <Sideview Shadow Width: x%>
  Sets the shadow width to x% larger/smaller than the default shadow size
  found within the img/system folder.

  <Sideview Shadow Height: x%>
  Sets the shadow height to x% larger/smaller than the default shadow size
  found within the img/system folder.

State Notetags:

  <Hide Sideview Weapon>
  This will cause the animated sideview enemy battler to hide its sideview
  weapon effect. The attack motion will revert back to the barehanded attack
  motion set for the enemy and the attack animation will be the enemy's
  default attack animation.

Battle System - ATB


The following are notetags that pertain to and affect the ATB system.

Skill and Item Notetags:
  <ATB Help>
  text
  text
  </ATB Help>
  For those planning on using multiple battle systems, sometimes you may
  have your skills perform differently while using ATB. If so, using this
  notetag will allow skills and items to display different help text while
  ATB is enabled.

  <ATB Speed: x>
  <ATB Charge: x>
  <ATB Gauge: x>
  Usable only during ATB. This sets the target's current speed or charge to
  x. If 'speed' or 'charge' is used, it will only affect those gauges while
  in the respective phase. If 'gauge' is used, it will affect either.

  <ATB Speed: x%>
  <ATB Charge: x%>
  <ATB Gauge: x%>
  Usable only during ATB. This sets the target's current speed or charge to
  x% of the whole gauge. If 'speed' or 'charge' is used, it will only affect
  those gauges while in the respective phase. If 'gauge' is used, it will
  affect either.

  <ATB Speed: +x>   or   <ATB Speed: -x>
  <ATB Charge: +x>  or   <ATB Charge: -x>
  <ATB Gauge: +x>   or   <ATB Gauge: -x>
  Usable only during ATB. This increases or decreases the target's current
  speed or charge by x. If 'speed' or 'charge' is used, it will only affect
  those gauges while in the respective phase. If 'gauge' is used, it will
  affect either.

  <ATB Speed: +x%>   or   <ATB Speed: -x%>
  <ATB Charge: +x%>  or   <ATB Charge: -x%>
  <ATB Gauge: +x%>   or   <ATB Gauge: -x%>
  Usable only during ATB. This increases or decreases the target's current
  speed or charge by x% of the whole gauge. If 'speed' or 'charge' is used,
  it will only affect those gauges while in the respective phase. If 'gauge'
  is used, it will affect either.

  <After ATB: x>
  <After ATB: x%>
  This will set the skill/item user's ATB speed value to x or x%. If 'x' is
  used, this will be the exact ATB value. If x% is used, this will be the
  percentage of the ATB gauge that it will be at.

  <ATB Interrupt>
  <ATB Interrupt: x%>
  This will give the skill the ability to interrupt and cancel out the
  target's current action while it is in the charging phase. If the 'x%'
  notetag version is used, it will have a x% chance of success.

  <Cannot ATB Interrupt>
  This causes the skill to be unable to be interrupted and prevent the
  battler's ATB to reset.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  <ATB Start: +x>
  <ATB Start: +x%>
  Usable only during ATB. This will give the actor, class, enemy, weapon,
  armor, or state the property of starting battle with X ATB Speed or X% of
  the ATB gauge filled up.

  <ATB Turn: +x>
  <ATB Turn: +x%>
  Usable only during ATB. This will give the actor, class, enemy, weapon,
  armor, or state the property of starting a turn with X ATB Speed or X% of
  the ATB gauge filled up.

Visual ATB Gauge


The following are some notetags you can use to adjust the appearance of
the enemy's ATB Gauge.

Enemy Notetags:
  <Show ATB Gauge>
  <Hide ATB Gauge>
  This will cause the ATB Gauge to be shown or hidden ignoring the default
  settings found in the parameters.

  <ATB Gauge Width: x>
  This allows you to set the enemy's ATB Gauge width to x instead of having
  it match the enemy's battler graphic width.

Battle System - CTB


The following are notetags that pertain to and affect the CTB system.

Actor and Enemy Notetags:
  <CTB Icon: x>
  This sets the icon used for the actor/enemy to be x.

  <CTB Border Color: x>
  This sets the border color used for the actor/enemy to text color x.

  <CTB Background Color: x>
  This sets the background color used for the actor/enemy to text color x.

Actor only Notetags:
  <Class x CTB Icon: y>
  This sets it so that if the actor is a specific class, the actor will get
  a specific icon used for the CTB Turn Order. If the actor is class x, it
  will receive icon y.

  <Hero CTB Icon: x>
  <Warrior CTB Icon: x>
  <Mage CTB Icon: x>
  <Priest CTB Icon: x>
  If you prefer to use names instead of class ID's, you can use the above
  notetag format. If the actor is the named class, it will receive icon x.
  If you have multiple classes with the same name, priority will be given to
  the class with the highest ID.

Skill and Item Notetags:
  <CTB Help>
  text
  text
  </CTB Help>
  For those planning on using multiple battle systems, sometimes you may
  have your skills perform differently while using CTB. If so, using this
  notetag will allow skills and items to display different help text while
  CTB is enabled.

  <CTB Speed: x>
  Usable only during CTB. This sets the target's current speed to x.

  <CTB Speed: x%>
  Usable only during CTB. This sets the target's current speed to x% of
  the CTB turn completion target.

  <CTB Speed: +x>
  <CTB Speed: -x>
  Usable only during CTB. This increases or decreases the target's current
  speed by x.

  <CTB Speed: +x%>
  <CTB Speed: -x%>
  Usable only during CTB. This increases or decreases the target's current
  speed or charge by x% of the CTB turn completion target.

  <CTB Order: +x>
  <CTB Order: -x>
  Moves target's position in the turn order by +x or -x. +x will make the
  target having to wait more before getting their turn while -x will make
  the target having to wait less. The effect is minimal and will only last
  for the current turn cycle.
  * Note: If you use this for multiple targets, each target will shift turns
  individually at a time.

  <After CTB: x>
  <After CTB: x%>
  This will set the skill/item user's CTB speed value to x or x%. If 'x' is
  used, this will be the exact CTB value. If x% is used, this will be the
  percentage of the CTB turn completion target that it will be at.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  <CTB Start: +x>
  <CTB Start: +x%>
  Usable only during CTB. This will give the actor, class, enemy, weapon,
  armor, or state the property of starting battle with X CTB Speed or X% of
  the CTB turn completion target.

  <CTB Turn: +x>
  <CTB Turn: +x%>
  Usable only during CTB. This will give the actor, class, enemy, weapon,
  armor, or state the property of starting a turn with X CTB Speed or X% of
  the CTB turn completion target.

Battle System - OTB (Order Turn Battle)


Skill and Item Notetags

<OTB User Next Turn: +x>
<OTB User Next Turn: -x>
Change the user's turn order position for the next turn upon using this
skill or item. This will only occur once upon usage, no matter how many times
the battler hits the target.

<OTB Target Current Turn: +x>
<OTB Target Current Turn: -x>
<OTB Target Next Turn: +x>
<OTB Target Next Turn: -x>
<OTB Target Follow Turn: +x>
<OTB Target Follow Turn: -x>
Change the target's turn order position for the current turn, the next turn,
or the following turn. If you are using the 'Follow' version of the notetag,
the turn it will modify will depend on if the target has acted during the
current turn. If it has acted, then it will affect the next turn, otherwise,
the current turn. Successfully attacking the target multiple times will also
affect the target multiple times.
<OTB User Add Current Turn Actions: x>
<OTB User Add Next Turn Actions: x>
Add x actions to the current turn or the next turn for the user. This will
only be added once no matter how many times the battler hits the target.
<OTB Target Add Current Turn Actions: x>
<OTB Target Add Next Turn Actions: x>
Add x actions to the current turn or the next turn for the target. If the
target is targeted multiple times, the target will gain actions multiple
times so please be cautious when using this.

Battle System - STB


The following are notetags that pertain to and affect the STB system.

Skill and Item Notetags:

  <STB Help>
   text
   text
  </STB Help>
  For those planning on using multiple battle systems, sometimes you may
  have your skills perform differently while using STB. If so, using this
  notetag will allow skills and items to display different help text while
  STB is enabled.

Counter Control


You can use the following notetags to alter counters in your game. Each of
these notetags will alter counters in a particular way.

Actor and Enemy Notetags:

  <Default Counter: x>
  <Default Counter: name>
  Sets the default counter skill to x. If it is left as 0, then the counter
  skill will be RPG Maker MV's default counter skill. If you are using the
  name of the skill, and there are multiple skills in the database with the
  same name, then priority will be given to the skill with the highest ID.
  *Note: Use 0 for x if you wish to add RPG Maker MV's default counter.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <Counter Skills: x>
  <Counter Skills: x, x, x>
  <Counter Skills: x to y>
  This will add to the list of possible counter skills for the battler.
  If multiple skill ID's are listed, then they're all added. Priority will
  be given to the counter skills listed earlier.
  *Note: Use 0 for x if you wish to add RPG Maker MV's default counter.
  *Note2: See the Counter List priority to see which skills will be given
  priority on the counter skill list.

  <Counter Skill: name>
  This will add the named skill to the list of possible counter skills for
  the battler. If there are multiple skills in the database with the same
  name, then priority will be given to the skill with the highest ID.
  *Note: See the Counter List priority to see which skills will be given
  priority on the counter skill list.

  <Counter Total: +x>
  <Counter Total: -x>
  Alters the number of times the battler can counter by x. This is the
  amount of times the battler can counter until the battler's turn comes up
  at which, the number of times is reset.

  <Target Counter: x%>
  When this battler attacks an opponent target, this will cause the target
  counter rate to be altered by x% rate. If a target has 10% CNT, then a
  notetag of 50% will cause the counter rate to become 5%.

  <Target Counter: +x%>
  <Target Counter: -x%>
  When this battler attacks an opponent target, this will cause the target
  counter rate to increase or decrease by x%. If a target has 10% CNT, then
  a notetag of +50% will cause the counter rate to become +60%.

  <Evade Counter>
  This will change all counter skills used by the related battler to become
  evade counters regardless of their default nature. However, if the battler
  is affected by a trait that is <Hit Counter>, then priority will be given
  to the <Hit Counter> trait instead.

  <Hit Counter>
  This will change all counter skills used by the related battler to become
  hit counters regardless of their default nature. If the battler is also
  affected by <Evade Counter>, this effect will take priority.

Skill and Item Notetags:

  <Ally Counter>
  Makes this action able to proc counter skills by allied members.

  <Ally Cannot Counter>
  Makes this action unable to proc counter skills by allied members.

  <Cannot Counter>
  Causes this action to be un-counterable. This means that it will always
  return a 0% counterattack possibility.

  <Counter Rate: x%>
  This will cause this action to proc a counter from the target by x% rate.
  This means if the target has a 10% chance to counter and this notetag is
  50%, then the target will have a 5% chance to counter.

  <Counter Rate: +x%>
  <Counter Rate: -x%>
  This will cause this action to proc a counter from the target by an
  additive x%. This means if the target has a 10% chance to counter and this
  notetag is +50%, then the target has a 60% chance to counter.

Skill Notetags:

  <Evade Counter>
  If this skill is being used as the counter skill, the battler will evade
  the current action and then counter.

  <Hit Counter>
  If this skill is being used as the counter skill, the battler will take
  the hit against the current action and then counter.

  <Counter Name: text>
  This changes the displayed name of the skill when used as a counter skill
  to 'text'.

  <Counter Icon: x>
  This changes the displayed icon of the skill when used as a counter skill
  to x icon.

Counter Conditions
When making your counter skills, you can have those counter skills respond
only to specific conditions. If all conditions are met, the counter skill
will occur. If a single condition isn't met, that counter skill will then be
skipped and the next one will be checked. To add counter conditions, use the
following notetags:

Skill Notetags:

  <Counter Condition>
   condition
   condition
  </Counter Condition>
  Replace the 'condition' text in between the notetags with the listed in
  the conditions list below to best fit what you want.

--- Example ---

  <Counter Condition>
   physical hit
   single target
  </Counter Condition>
  This skill will only be used as a counter skill if the current action is
  a physical hit that's single target.

Counter Condition List
Here is a list of all the counter conditions that come with this plugin that
you can use. Keep in mind that all of the counter conditions must be met
before a counter will take effect. If even a single counter condition fails
to be met, the counter skill will not proc.

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ATTACKER param eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'param' with 'level', 'maxhp', 'hp', 'maxmp', 'mp', 'atk', 'def',
'mat', 'mdf', 'agi', or 'luk'. This will run a check against the attacker's
parameter. If the check returns 'true', the counter condition is met. If it
returns 'false', the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Attacker level > 50
           Attacker hp <= attacker.mhp * 0.50
           Attacker atk > defender.def
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
CERTAIN HIT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is a certain hit, the counter
condition is met. If it isn't, the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Certain Hit
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
COUNTER HIT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is a counter skill, the
counter condition is met. If it isn't, the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Counter Hit
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DEFENDER param eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace 'param' with 'level', 'maxhp', 'hp', 'maxmp', 'mp', 'atk', 'def',
'mat', 'mdf', 'agi', or 'luk'. This will run a check against the defender's
parameter. If the check returns 'true', the counter condition is met. If it
returns 'false', the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Defender level > 50
           Defender hp <= defender.mhp * 0.50
           Defender atk > attacker.def
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ELEMENT: x
ELEMENT: name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target has element X attached to it,
the counter condition is met. If it isn't, the counter condition isn't met.
Replace 'x' with the element ID or the element name in the database system
tab. If multiple elements share the same name, priority will be given to the
element with the highest ID.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Element: 4
           Element: Fire
           Element: Ice
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EVAL: code
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
For those with JavaScript experience, you can use the above line to perform
an eval check to see if the conditions are met for the counter skill. If the
eval check returns 'true', the condition is met. If it returns 'false', the
condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Eval: attacker.name() === 'Harold'
           Eval: defender.hpRate() <= 0.50
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ITEM: x
ITEM: name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current aciton used against the target is item x, the counter
condition is met. If it isn't, the counter condition isn't met. Replace 'x'
with the item ID. If you choose to use the item name, and your database
has multiple items with the same name, priority will be given to the item
with the highest ID.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Item: 30
           Item: Bomb
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MAGICAL HIT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is a magical hit, the counter
condition is met. If it isn't, the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Magical Hit
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
MULTI TARGET
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is a multi target action, the
counter condition is met. If it isn't, the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Multi Target
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NOT CERTAIN HIT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is NOT certain hit, the
counter condition is met. If it is, the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Not Certain Hit
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NOT COUNTER HIT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is NOT a counter skill, the
counter condition is met. If it is, the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Not Counter Hit
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NOT ELEMENT: x
NOT ELEMENT: name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target has element X attached to it,
the counter condition is NOT met. If it isn't, the counter condition is met.
Replace 'x' with the element ID or the element name in the database system
tab. If multiple elements share the same name, priority will be given to the
element with the highest ID.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Not Element: 4
           Not Element: Fire
           Not Element: Ice
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NOT ITEM: x
NOT ITEM: name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current aciton used against the target is NOT item x, the counter
condition is met. If it is, the counter condition isn't met. Replace 'x'
with the item ID. If you choose to use the item name, and your database
has multiple items with the same name, priority will be given to the item
with the highest ID.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Not Item: 30
           Not Item: Bomb
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NOT MAGICAL HIT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is NOT a magical hit, the
counter condition is met. If it is, the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Not Magical Hit
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NOT PHYSICAL HIT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is NOT a physical hit, the
counter condition is met. If it is, the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Not Physical Hit
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NOT SKILL: x
NOT SKILL: name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current aciton used against the target is NOT skill x, the counter
condition is met. If it is, the counter condition isn't met. Replace 'x'
with the skill ID. If you choose to use the skill name, and your database
has multiple skills with the same name, priority will be given to the skill
with the highest ID.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Not Skill: 50
           Not Skill: Firaga
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
NOT STYPE: x
NOT STYPE: name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is NOT a skill and skill type
x, the counter condition is met. If it isn't the counter condition isn't
met. Replace 'x' with the Skill Type ID. If you choose to use the skill type
name and your database has multiple skill types with the same name, priority
will be given to the skill type with the highest ID.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Not Stype: 1
           Not Stype: Magic
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PHYSICAL HIT
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is a physical hit, the counter
condition is met. If it isn't, the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Physical Hit
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
RANDOM: x%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will run a random check. There is a x% chance that this counter check
will pass. If it passes, the counter condition is met. If it doesn't, the
counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Random: 30%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SINGLE TARGET
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is a single target action, the
counter condition is met. If it isn't, the counter condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Single Target
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SKILL: x
SKILL: name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current aciton used against the target is skill x, the counter
condition is met. If it isn't, the counter condition isn't met. Replace 'x'
with the skill ID. If you choose to use the skill name, and your database
has multiple skills with the same name, priority will be given to the skill
with the highest ID.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Skill: 50
           Skill: Firaga
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
STYPE: x
STYPE: name
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If the current action used against the target is a skill and skill type x,
the counter condition is met. If it isn't the counter condition isn't met.
Replace 'x' with the Skill Type ID. If you choose to use the skill type name
and your database has multiple skill types with the same name, priority will
be given to the skill type with the highest ID.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Stype: 1
           Stype: Magic
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SWITCH x OFF
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If switch x is OFF (false) prior to the current action being used against
the target, the counter condition is met. If it is ON (true), the counter
condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Switch 10 Off
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SWITCH x ON
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If switch x is ON (ftrue) prior to the current action being used against
the target, the counter condition is met. If it is OFF (false), the counter
condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Switch 10 On
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
VARIABLE x eval
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This runs an eval check against variable x. If the eval check returns 'true'
the condition is met. If it returns 'false' then the condition isn't met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Variable 15 >= 15
           Variable 16 <= 20
           Variable 17 === $gameParty.aliveMembers().length
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

In-Battle Status


For those who would like to add help descriptions to states, use these
following notetags:

State Notetags:

  <Help Description>
   text
   text
  </Help Description>
  - This will set the help description of the state to the text used in the
  notetag. You can use text codes.

Lunatic Pack - Action Beginning and End Effects


Insert the following notetags into a skill, item, or state's notebox to give
it one of these effects:

---

Skill, Item, and State Notetags:

  <timing Action: effect>
  - Most of this plugin's notetags will follow the above format. 'timing' is
  to be replaced with either 'Begin' or 'End' while 'effect' is to be
  replaced by the entries in the following EFFECT section below.

  Insert multiple notetag entries to give your skills/items more effects. If
  a multitude of effects are present, then the order they'll occur will be:
  skill/item first, state effects based off of their state priority order
  from highest priority to lowest priority.

=-=-=-= Action TIMING =-=-=-=

  <Begin Action: effect>
  - If the timing is 'begin', then this effect will occur after the action's
  cost is used.

  <End Action: effect>
  - If the timing is 'end', it will occur after all action sequences are
  completed at the end of the current action.

=-=-=-= Action EFFECTS =-=-=-=

  --- Animation Effects ---

  <timing Action: Animation x>
  <timing Action: Animation x, Mirror>
  <timing Action: Animation x, Delay y>
  <timing Action: Animation x, Mirror, Delay y>
  - This will make the animation x play on the user performing the action.
  If you insert 'Mirror' into the effect line, then the animation will be
  mirrored. If you insert 'Delay y' and replace 'y' with a number value,
  the animation will be delayed y frames before playing the animation.
  SUGGESTED BY: Yanfly

  --- HP Effects ---

  <timing Action: +x HP>
  <timing Action: -x HP>
  - Replace 'effect' with the above format. Replace 'x' with a flat amount
  of HP you wish to apply to the user.
  SUGGESTED BY: Yanfly

  <timing Action: +x HP%>
  <timing Action: -x HP%>
  - Replace 'effect' with the above format. Replace 'x' with a HP equal to
  x% of the user's MaxHP to apply to the user.
  SUGGESTED BY: Yanfly

  <End Action: Drain x% Total HP Damage>
  - Can only work with end actions. Use the above format. Replace 'x' with
  the percentage of all total HP damage dealt directly by the user this
  action to recover as HP.
  SUGGESTED BY: Yanfly

  <End Action: Recoil x% Total HP Damage>
  - Can only work with end actions. Use the above format. Replace 'x' with
  the percentage of all total HP damage dealt directly by the user this
  action to self-damage as HP.
  SUGGESTED BY: Yanfly

  --- MP Effects ---

  <timing Action: +x MP>
  <timing Action: -x MP>
  - Replace 'effect' with the above format. Replace 'x' with a flat amount
  of MP you wish to apply to the user.
  SUGGESTED BY: Yanfly

  <timing Action: +x MP%>
  <timing Action: -x MP%>
  - Replace 'effect' with the above format. Replace 'x' with a MP equal to
  x% of the user's MaxMP to apply to the user.
  SUGGESTED BY: Yanfly

  <End Action: Drain x% Total MP Damage>
  - Can only work with end actions. Use the above format. Replace 'x' with
  the percentage of all total MP damage dealt directly by the user this
  action to recover as MP.
  SUGGESTED BY: Yanfly

  <End Action: Recoil x% Total MP Damage>
  - Can only work with end actions. Use the above format. Replace 'x' with
  the percentage of all total MP damage dealt directly by the user this
  action to self-damage as MP.
  SUGGESTED BY: Yanfly

  --- TP Effects ---

  <timing Action: +x TP>
  <timing Action: -x TP>
  - Replace 'effect' with the above format. Replace 'x' with a flat amount
  of HP you wish to apply to the user.
  SUGGESTED BY: Yanfly

  <timing Action: +x TP%>
  <timing Action: -x TP%>
  - Replace 'effect' with the above format. Replace 'x' with a TP equal to
  x% of the user's MaxTP to apply to the user.
  SUGGESTED BY: Yanfly

  --- Buff/Debuff Effects ---

  <timing Action: Add x Buff>
  <timing Action: Add x Buff, y Turns>
  <timing Action: Add x Debuff>
  <timing Action: Add x Debuff, y Turns>
  - Replace 'effect' with the above format(s). Replace 'x' with any of the
  following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to have the effect alter the respective stat. If using the format
  with 'y' turns, replace 'y' with the number of turns you wish for the buff
  or debuff to last. If 'y' is not used, it will last for 5 turns instead.
  SUGGESTED BY: Yanfly

  <timing Action: Remove x Buff>
  <timing Action: Remove x Debuff>
  - Replace 'effect' with the above format(s). Replace 'x' with any of the
  following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to have the effect remove the respective buff/debuff from the
  user if the conditions are met.  If 'y' is not used, it will last for 5
  turns instead.
  SUGGESTED BY: Yanfly

  --- State Effects ---

  <timing Action: Add State x>
  - Replace 'effect' with the above format(s). Replace 'x' with the state ID
  you wish to add to the user.
  SUGGESTED BY: Yanfly

  <timing Action: Remove State x>
  - Replace 'effect' with the above format(s). Replace 'x' with the state ID
  you wish to remove from the user.
  SUGGESTED BY: Yanfly

Turn Order Display


Insert the following notetags to give your actors and enemies unique turn
order icons.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Actor and Enemy Notetags:

  <Turn Order Icon: x>
  - This sets the icon used for the actor/enemy to be x.

  <Turn Order Border Color: x>
  - This sets the border color used for the actor/enemy to text color x.

  <Turn Order Background Color: x>
  - This sets the background color used for the actor/enemy to text color x.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Actor Only Notetags:

  <Class x Turn Order Icon: y>
  - This sets it so that if the actor is a specific class, the actor will
  get a specific icon used for the Turn Order Display. If the actor is class
  x, it will receive icon y.

  <Hero Turn Order Icon: x>
  <Warrior Turn Order Icon: x>
  <Mage Turn Order Icon: x>
  <Priest Turn Order Icon: x>
  - If you prefer to use names instead of class ID's, you can use the above
  notetag format. If the actor is the named class, it will receive icon x.
  If you have multiple classes with the same name, priority will be given to
  the class with the highest ID.

Visual HP Gauges


Class and Enemy Notetags:
  <Hide HP Gauge>
  This HP gauge will always be hidden if this notetag is present.

  <Show HP Gauge>
  This HP gauge will always be shown if this notetag is present while the
  target is selected or taking damage.

  <HP Gauge Width: x>
  This will set the battler's HP Gauge width to x pixels. However, if this
  width is less than the minimum width, minimum width will take priority.

  <HP Gauge Height: x>
  This set's the HP Gauge height to x pixels.

  <HP Gauge Back Color: x>
  This changes the HP Gauge's back color to x text color.

  <HP Gauge Color 1: x>
  This changes the HP Gauge's color 1 to x text color.

  <HP Gauge Color 2: x>
  This changes the HP Gauge's color 2 to x text color.

Weak Enemy Poses


Insert the following notetags into the database entries' noteboxes to alter
the weak pose data.

Enemy Notetags:

  <x% Health Pose: filename>
  - At x% HP or lower, the enemy will use 'filename' for its battler image
  instead of its default one. The filename is case sensitive and must not
  include the file extension. Insert multiple of these notetags to give the
  enemy various poses across different health values.
  * NOTE: This applies only to static enemies and NOT animated enemies.

  <x% Health Pose: filename, hue>
  - At x% HP or lower, the enemy will use 'filename' for its battler image
  instead of its default one and a different hue instead of its default. The
  filename is case sensitive and must not include the file extension. The
  hue must be a value between 0 and 360. Insert multiple of these notetags
  to give the enemy various poses across different health values.
  * NOTE: This applies only to static enemies and NOT animated enemies.

State Notetags:

  <Force Enemy Pose: filename>
  - When an enemy is afflicted with this state, the enemy would take on this
  battler image as long as that state is the highest priority state with a
  forced enemy pose. Replace 'filename' with the battler image to be used.
  The filename is case sensitive and must not include the file extension.
  * NOTE: This applies only to static enemies and NOT animated enemies.

  <Force Enemy Pose: filename, hue>
  - When an enemy is afflicted with this state, the enemy would take on this
  battler image as long as that state is the highest priority state with a
  forced enemy pose. Replace 'filename' with the battler image to be used.
  The filename is case sensitive and must not include the file extension.
  The hue must be a value between 0 and 360.
  * NOTE: This applies only to static enemies and NOT animated enemies.

Battle Impact

<Ignore Icon Effect>
For some states, if you don't want them to play the state/buff icon effect,
you can set the state icon to 0 or put <Ignore Icon Effect> in the notebox.

Battle Select Cursor

You can use the following notetags to adjust the cursor settings for your
actors and enemies.

Actor and Enemy Notetags:

  <Battle Select Cursor: filename>
  - This will change the filename of the cursor image used for this actor or
  enemy when selected. The same rules apply as the ones listed in the
  Instructions - Cursor Filenames section of the help file.

  <Battle Select Cursor Anchor X: Left>
  <Battle Select Cursor Anchor X: Center>
  <Battle Select Cursor Anchor X: Right>
  <Battle Select Cursor Anchor Y: Top>
  <Battle Select Cursor Anchor Y: Middle>
  <Battle Select Cursor Anchor Y: Bottom>
  - These notetags determine where the origin point of the cursor sprite
  should be.

  <Battle Select Cursor Position X: Left>
  <Battle Select Cursor Position X: Center>
  <Battle Select Cursor Position X: Right>
  <Battle Select Cursor Position Y: Top>
  <Battle Select Cursor Position Y: Middle>
  <Battle Select Cursor Position Y: Bottom>
  - These notetags determine where the select cursor will appear on the
  actor or enemy when targeting them.

Boost Point System

Skill and Item Notetags:

<Require x BP>
This will make the action require at least x BP to use for actors.
If for enemies, then at least x BP must be stored. This will not
make the enemies use the BP until you use the enemy BP use notetags.

<Require > x BP>
<Require >= x BP>
<Require = x BP>
<Require <= x BP>
<Require < x BP>
This will make the action require greater than, greater than or equal to,
equal to exactly, less than or equal to, or less than x BP for the skill
to be used for actors. If for enemies, this will be the BP stored. This
will not make the enemies use the BP until you use the enemy BP use notetag.

<Target BP: +x>
<Target BP: -x>
The target will gain or lose BP equal to x. This is a BP effect.

<User BP: +x>
<User BP: -x>
The user will gain or lose BP equal to x. This is a BP effect.

<Boost Damage>
If the action's user is using BP, this will boost the damage multiplier
for this action by the multiplier set in the plugin parameters.

<Boost Turns>
If the action's user is using BP, this will boost the state/buff turns
for this action by the multiplier set in the plugin parameters.

<Boost Repeats>
If the action's user is using BP, this will boost the number of repeated
hits for this action by the multiplier set in the plugin parameters.

<Boost Analyze>
If the action's user is using BP, this will boost the number of weaknesses
revealed for this action by the multiplier set in the plugin parameters.

<Boost BP Effect>
If the action's user is using BP, this will boost the number of BP effects
for this action by the multiplier set in the plugin parameters.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

<BP Battle Start: x%>
<BP Battle Start: +x>
<BP Battle Start: -x>
Changes the amount of BP the battler starts with in battle by a
percentage (x%) or by a flat amount (+x or -x);

<BP Regen: x%>
<BP Regen: +x>
<BP Regen: -x>
Changes the amount of BP the battler regens each turn in battle by a
percentage (x%) or by a flat amount (+x or -x);

Enemy Notetags:

<Boost Skill x: Full>
<Boost skillname: Full>
Whenever the enemy uses skill x (or the skillname if you use that),
it will use as much BP as it can for the skill when it performs it.

<Boost Skill x: At Least y>
<Boost skillname: At Least y>
Whenever the enemy uses skill x (or the skillname if you use that),
it will use BP after reaching y BP and use as much as it can.

<Boost Skill x: At Most y>
<Boost skillname: At Most y>
Whenever the enemy uses skill x (or the skillname if you use that),
it will use as much BP as it can unless BP is over y BP.

State Notetags:

<Boost Sealed>
If a battler is affected by a state with this notetag, they cannot boost.
<pre>

== [[Break Shield System (Olivia)|Break Shield System]] ==

<html><img src='https://img.itch.zone/aW1nLzE0NjA4MDguZ2lm/original/kXW3sC.gif'></html>

<pre>
Skills and Items Notetags:

<Break Reduce: x>
Reduces the target's Break Shield by x if this action hits a weakness.
If you do not use this notetag, x will be the default value found in
the plugin's parameters.

<Change Break Shield: x>
This will change the target battler's Break Shield value to x if the
battler isn't currently stunned. No effect if you don't use this notetag.

<Increase Break Shield: +x>
<Decrease Break Shield: -x>
This will either increase the target battler's break shield by x or
decrease the target battler's break shield by x. Happens after the
Change Break Shield notetag. No effect if you don't use this notetag.
Actor, Class, and Enemy Notetags:

<Break Shields: x>
x is the base number of Break Shields the battler starts with.
If you do not use this notetag, x will be the default value found in
the plugin's parameters.
Class, Weapon, Armor, and State Notetags:

<Break Shields: +x>
<Break Shields: -x>
x is the increased/decreased amount of Break Shields applied to how
much the battler will start with. If you do not use this notetag,
then no extra Break Shields will be added.

<Protect Element: x>
<Protect Elements: x, x, x, x, x>
x element will be guarded. A maximum of 100% damage will be dealt to
the battler if that element is protected. This will also prevent the
Break Shields from reducing for that element. Insert more x's to
protect more elements.

Bright Effects

Use these notetags in maps or put them in the names of your troops.

Bloom Map Notetags and Troop Name Tags

<Bloom Scale: x>
Changes the bloom scale to x for map/battle. x uses decimal values.
Lower - Less bloom
Higher - More bloom

<Bloom Brightness: x>
Changes the bloom brightness to x for map/battle. x uses decimal values.
Lower - Darker
Higher - Brighter

<Bloom Threshold: x>
Changes the bloom threshold to x for map/battle. x uses decimal values.
Lower - Less picky
Higher - More picky

<Bloom Horz Scale: x to y>
<Bloom Vert Scale: x to y>
Map only. Sets an adjusting scale when traveling left to right on the map
(Horz) or up to down on the map (Vert). x and y use decimal values.
Lower - Less bloom
Higher - More bloom
<Bloom Horz Brightness: x to y>
<Bloom Vert Brightness: x to y>
Map only. Sets an adjusting brightness when traveling left to right on the
map (Horz) or up to down on the map (Vert). x and y use decimal values.
Lower - Darker
Higher - Brighter
<Bloom Horz Threshold: x to y>
<Bloom Vert Threshold: x to y>
Map only. Sets an adjusting threshold when traveling left to right on the
map (Horz) or up to down on the map (Vert). x and y use decimal values.
Lower - Less picky
Higher - More picky
Godray Map Notetags and Troop Name Tags

<Godray>
<No Godray>
Changes if there will be a godray on the map/battle regardless of the default
settings in the plugin parameters.
<Godray Speed: x>
Sets the flickering speed of the rays. x uses decimal values.
Lower - Slower
Higher - Faster

<Godray Gain: x>
Sets the gain/intensity of the rays. x uses decimal values.
Lower - Lighter
Higher - Intense

<Godray Lacunarity: x>
Sets the lacunarity/density of the rays. x uses decimal values.
Lower - Less dense
Higher - More dense

<Godray Angle: x>
Sets the angle of the rays. x can be a negative or positive integar value.
Negative - Coming from the left
Positive - Coming from the right

<Godray Horz Speed: x to y>
<Godray Vert Speed: x to y>
Map only. Adjusts godray speed going left to right on a map (Horz) or up to
down on a map (Vert). x and y use decimal values.
Lower - Slower
Higher - Faster
<Godray Horz Gain: x to y>
<Godray Vert Gain: x to y>
Map only. Adjusts godray gain going left to right on a map (Horz) or up to
down on a map (Vert). x and y use decimal values.
Lower - Lighter
Higher - Intense
<Godray Horz Lacunarity: x to y>
<Godray Vert Lacunarity: x to y>
Map only. Adjusts godray lacunarity going left to right on a map (Horz) or
up to down on a map (Vert). x and y use decimal values.
Lower - Less dense
Higher - More dense
<Godray Horz Angle: x to y>
<Godray Vert Angle: x to y>
Map only. Adjusts godray angle going left to right on a map (Horz) or up to
down on a map (Vert). x and y use decimal values.
Negative - Coming from the left
Positive - Coming from the right
Color Adjust Map Notetags and Troop Name Tags

<Color Adjust Brightness: x>
Alters the screen brightness for the map/battle. x uses decimal values.
Lower - Darker
Higher - Brighter

<Color Adjust Contrast: x>
Adjusts the screen contrast for the map/battle. x uses decimal values.
Lower - Less contrast
Higher - More contrast

<Color Adjust Saturate: x>
Adjusts the screen saturation for the map/battle. x uses decimal values.
Lower - Less intensity
Higher - More intensity

<Color Adjust Horz Brightness: x to y>
<Color Adjust Vert Brightness: x to y>
Map only. Alters the screen brightness when moving left to right on a map
(Horz) or up to down on a map (Vert). x and y use decimal values.
Lower - Darker
Higher - Brighter
<Color Adjust Horz Contrast: x to y>
<Color Adjust Vert Contrast: x to y>
Map only. Adjusts the screen contrast when moving left to right on a map
(Horz) or up to down on a map (Vert). x and y use decimal values.
Lower - Less contrast
Higher - More contrast
<Color Adjust Horz Saturate: x to y>
<Color Adjust Vert Saturate: x to y>
Map only. Adjusts the screen saturation when moving left to right on a map
(Horz) or up to down on a map (Vert). x and y use decimal values.
Lower - Less intensity
Higher - More intensity

Buffs & States Core

The following are various notetags you can use to modify states and buffs.

--- Buff Related ---

Actor, Class, Enemy, Weapon, Armor, and State notetags:
  <Max stat Buff: +x>
  <Max stat Buff: -x>
  <Max stat Debuff: +x>
  <Max stat Debuff: -x>
  Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
  or 'luk' without the quotes. This notetag adjusts the maximum number of
  times the stat can be buffed or debuffed to the Maximum Limit cap in the
  plugin parameters.

Skill and Item Notetags:
  <stat Buff Turns: +x>
  <stat Buff Turns: -x>
  <stat Debuff Turns: +x>
  <stat Debuff Turns: -x>
  Modifies already applied buff/debuff turns on target by x value. If this
  brings a buff/debuff to 0 or below, the buff/debuff is removed.

--- State Related ---

State Notetags:
  <Show Turns>
  <Hide Turns>
  Show/hide the turn count remaining for the state. This will override the
  default setting.

  <Turn Font Size: x>
  Sets the font size used for this specific state to be x. This will
  override the default setting.

  <Turn Alignment: Left>
  <Turn Alignment: Center>
  <Turn Alignment: Right>
  This sets the text alignment for the turn count indicator. This will
  override the default setting.

  <Turn Buffer X: +x>
  <Turn Buffer X: -x>
  <Turn Buffer Y: +x>
  <Turn Buffer Y: -x>
  Allows you to adjust the x/y position manually for the turn count for this
  particular state. This will override the default settings.

  <Turn Color: x>
  This will set the turn count display color to text color x. This will
  override the default setting.

  <Reapply Ignore Turns>
  <Reapply Reset Turns>
  <Reapply Add Turns>
  Changes the rules when this state is reapplied on a battler. When ignored,
  the turn count remains unchanged. When reset, the turn count is set back
  to the default amount with variance. When added, the turn count is added
  upon with variance.

Skill and Item Notetags:
  <State x Turns: +y>
  <State x Turns: -y>
  <State named Turns: +y>
  <State named Turns: -y>
  Modifies already applied state x turns on target by y value. If this
  brings the state to 0 or below turns, the state is removed. If you are
  using named states and have multiple states with the same name, priority
  will be given to the state with the highest ID.

Enemy Notetags:
  <Show State Turns>
  <Hide State Turns>
  Affected by the Battle Engine Core. When selecting enemies, the state
  turns will show up in the help window. You can use this to have certain
  enemies show the state turns or hide them.

Extended Damage Over Time


Insert the following notetags into your states to achieve their respective
damage over time effects.

State Notetags:

   ---

  <Regen Animation: x>
  <DoT Animation: x>
  - This will make the state play animation x for regen/damage over time if
  there is any healing or damage dealt through the extended damage over time
  formulas used below.

  Examples:
    <Regen Animation: 41>  // Play animation 41 when regen occurs
    <DoT Animation: 59>    // Play animation 59 when DoT occurs

  * NOTE: Animations will only occur if it is used with one of the below
  formulas and the formula does not yield a 0 value.

  ---

  <Regen Formula: x>
  - This will make the affected battler regenerate x HP each turn. You can
  use either a formula or a numeric value in place of 'x'.

  Examples:
    <Regen Formula: 100>        // Regen 100 HP exactly each turn
    <Regen Formula: a.mdf * 2>  // Regen HP equal to the origin's MDF

  ---

  <DoT Formula: x>
  - This will make the affected battler take x HP damage each turn. You can
  use either a formula or a numeric value in place of 'x'.

  Examples:
    <DoT Formula: 100>        // Damage 100 HP exactly each turn
    <DoT Formula: a.mat * 2>  // Damage HP equal to the origin's MAT

  ---

  <Regen Element: x>
  <DoT Element: x>
  - This will make the healing/damage done by this state to be element 'x'.
  This will take into consideration the target's elemental rates towards
  that element. If this is left blank, there will be no element modifiers.

  Examples:
    <Regen Element: 4>   // Healing done will be affected by element 4.
    <DoT Element: 5>     // Damage done will be affected by element 5.

  ---

  <Regen Variance: x%>
  <DoT Variance: x%>
  - The amount of variance you want the DoT effect to have. Replace x with
  a percentage value. If this is left blank, the settings in the plugin
  parameters will be used by default.

  Examples:
    <Regen Variance: 10%>   // Regen will have 10% healing variance
    <DoT Variance: 20%>     // DoT will have 20% damage variance

Lunatic Pack - State Protection


Insert the following notetags into a skill or item's notebox to give it one
of these effects:

---

State Notetags:

  <Protection Animation: x>
  - If a protection effect goes off, it will display animation x on the
  protected unit. This animation will be played in place of the default
  animation to indicate the effect has taken place.

  <type Protection: effect>
  - Most of this plugin's notetags will follow the above format. 'type' will
  be replaced with either 'HP', 'MP', or 'Both' to indicate which damage
  types will be protected against. Replace 'effect' with one of the effects
  found below. Insert multiple entries of this notetag to give it multiple
  effects. The order of effects will be played by the order they're inserted
  into the notebox.

=-=-=-= Protection EFFECTS =-=-=-=

  --- Damage Reduction ---

  <type Protection: Damage Cut x%>
  - Replace 'x' with a number. Will reduce damage by x% of the original
  damage value and not the current value.
  SUGGESTED BY: Yanfly

  <type Protection: Damage Block -x>
  <type Protection: Damage Block +x>
  - Replace 'x' with a flat value you wish to block (or increase) damage by.
  This is a flat change to the damage final value.
  SUGGESTED BY: Yanfly

  --- Damage Nullifiers ---

  <type Protection: Damage Null x%>
  - Replace 'x' with the percentage value of the target's MaxHP/MaxMP you
  wish to set as the break point. If the damage value is less than or equal
  to the break point, damage will be nullified and set to zero.
  SUGGESTED BY: Yanfly

  <type Protection: Damage Barrier x%>
  - Replace 'x' with the percentage value of the target's MaxHP/MaxMP you
  wish to set as the break point. If the damage value is less than or
  equal to the break point, damage will be nullified and set to zero.
  SUGGESTED BY: Yanfly

  --- Damage Cappers ---

  <type Protection: Damage Ceiling x%>
  - Replace 'x' with the percentage value of the target's MaxHP/MaxMP you
  wish to set as the break point. If the current damage value is above the
  break point, the damage value will become the break point.
  SUGGESTED BY: Yanfly

  <type Protection: Damage Floor x%>
  - Replace 'x' with the percentage value of the target's MaxHP/MaxMP you
  wish to set as the break point. If the current damage value is below the
  break point, the damage value will become the break point.
  SUGGESTED BY: Yanfly

  --- Death Cheaters ---

  <HP Protection: Guts x%>
  - Works only with HP type. Replace 'x' with the success rate percentage
  you wish to give this effect. If the affected target were to receive fatal
  damage as a result of this attack, there would be a x% chance the target
  would be able to survive with 1 HP left. This will not trigger if the
  target has exactly 1 HP left.
  SUGGESTED BY: Yanfly

  <HP Protection: True Guts x%>
  - Works only with HP type. Replace 'x' with the success rate percentage
  you wish to give this effect. If the affected target were to receive fatal
  damage as a result of this attack, there would be a x% chance the target
  would be able to survive with 1 HP left. Unlike the regular guts, this
  remain in effect even if the user is at exactly 1 HP left.
  SUGGESTED BY: Joshua Pactor

  <HP Protection: Fatal Damage Absorbx %>
  - Works only with HP type. Replace 'x' with the success rate percentage
  you wish to give this effect. If the affected target were to receive fatal
  damage as a result of this attack, the target would receive the damage as
  recovered health instead.
  SUGGESTED BY: Shaun Pattenden

  --- Triggers ---

  <type Protection: Trigger Removal x%>
  - If any of this state's protection effects have been triggered/activated,
  then remove this state as a result of the effect happening. Replace 'x'
  with the success rate you wish for this effect to occur.
  SUGGESTED BY: Yanfly

  <type Protection: Trigger Add x Buff>
  <type Protection: Trigger Add x Buff, y Turns>
  <type Protection: Trigger Add x Debuff>
  <type Protection: Trigger Add x Debuff, y Turns>
  - If any of this state's protection effects have been triggered/activated,
  then add a buff/debuff for parameter 'x'. Replace 'x' with 'MaxHP',
  'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'. You can replace 'y'
  with the number of turns the buff/debuff will last. If you do not use the
  notetag variant with the turn count, then it will default to 5 turns.
  SUGGESTED BY: Yanfly

  <type Protection: Trigger Remove x Buff>
  <type Protection: Trigger Remove x Debuff>
  - If any of this state's protection effects have been triggered/activated,
  then remove a buff/debuff for parameter 'x'. Replace 'x' with 'MaxHP',
  'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or 'LUK'.
  SUGGESTED BY: Yanfly

  <type Protection: Trigger Add State x>
  - If any of this state's protection effects have been triggered/activated,
  then add state 'x' onto the target. Replace 'x' with the state ID you wish
  to apply to the target.
  SUGGESTED BY: Yanfly

  <type Protection: Trigger Remove State x>
  - If any of this state's protection effects have been triggered/activated,
  then remove state 'x' onto the target. Replace 'x' with the state ID you
  wish to remove from the target.
  SUGGESTED BY: Yanfly

=-=-=-= Examples =-=-=-=

  <HP Protection: Damage Cut 70%>
  - This will reduce incoming HP damage for the affected unit by 70% meaning
  only 30% of the damage will go through.

  <HP Protection: Damage Block -500>
  <HP Protection: Damage Null 20%>
  - This will reduce incoming HP damage for the affected unit by a flat 500
  first. If the damage is less than 20% of the unit's MaxHP, then it will be
  nullified completely.

  <MP Protection: Damage Barrier 20%>
  - If the affected unit receives MP damage and the MP damage is more than
  20% of the unit's MaxMP, nullify that damage completely.

  <HP Protection: Damage Ceiling 30%>
  - If the affected unit receives HP damage and the HP damage is more than
  30% of the unit's MaxHP, then the damage will be reduced to equal 30% of
  the unit's MaxHP.

  <HP Protection: Guts 100%>
  <HP Protection: Trigger Removal 100%>
  - If the affected unit receives HP damage that would be fatal, the damage
  is reduced until the unit would be left with 1 HP left. At that point, the
  state that gives the Guts effect will be removed.

State Categories


Use the following notetags to alter various properties revolving around
state categories for your database objects.

State Notetags:

  <Category: text>
  Adds the 'text' category to this state. You can insert multiples of this
  notetag to give a state multiple categories.

  <Category: Bypass Death Removal>
  Adds the 'Bypass Death Removal' category to the state. This is a category
  utilized by the plugin to bypass removal of it upon death.

  <Category: Bypass Recover All Removal>
  Adds the 'Bypass Recover All Removal' category to the state. This is a
  category utilized by the plugin to bypass removal of it upon using the
  Recover All event.

  <Category: Group Defeat>
  Adds the 'Group Defeat' category to the state. If all group members are
  afflicted by states that have this effect, it is considered a lost battle.

Skill and Item Notetags:

  <Remove State Category: text>
  Causes this action to remove all states from category 'text' from the
  action's target. This will not attempt to remove passive states.

  <Remove x State Category: text>
  Causes this action to remove x states from category 'text' from the
  action's target. The states removed will be the front x states of highest
  to lowest priority with the matching category text. This will not attempt
  to remove passive states.

Visual State Effects


You can use the following notetags to give different various visual effects
for your states.

State Notetags:

  <State Motion: Walk>
  <State Motion: Wait>
  <State Motion: Chant>
  <State Motion: Guard>
  <State Motion: Damage>
  <State Motion: Evade>
  <State Motion: Thrust>
  <State Motion: Swing>
  <State Motion: Missile>
  <State Motion: Skill>
  <State Motion: Spell>
  <State Motion: Item>
  <State Motion: Escape>
  <State Motion: Victory>
  <State Motion: Dying>
  <State Motion: Abnormal>
  <State Motion: Sleep>
  <State Motion: Dead>
  - This allows you to set a custom motion when the battler is affected by
  this state. If a battler has multiple states with custom motions, then
  priority will go to the state with the highest priority number (in the
  database) with this state motion notetag.

  <State Animation: x>
  - If a battler is affected by a state with this notetag, then a repeating
  animation x will play on the battler while in battle. If a battler is
  affected by multiple states with this notetag, then priority will go to
  the state with the highest priority number (in the database) with this
  state animation notetag.

Collectible Card Game

Card Game Core


Card Notetags

<Card Art: foldername, filename>
<Card Art: foldername, filename, hue>
- Replace 'foldername' with the img/folder's name (case sensitive)
- Replace 'filename' with the graphic's filename (case sensitive)
- (Optional) Replace 'hue' with a number between 0 and 360 for the hue. If
you don't use this option, it will default to 0.
- Example: <Card Art: sv_enemies, Dragon, 100>

<Card Dragonbones: armature>
- If you are running KELYEP_DragonBones, you can use DB armatures for the
card art instead. Replace 'armature' with the name of the armature you wish
load onto this card. The armature is automatically loaded upon game start.
This is case sensitive.

<Card Dragonbones Animation: animationName>
- Replace 'animationName' with the name of the animation used by the DB
armature. The animation name is case sensitive.
<Card Art Offset: +x, +y>
<Card Art Offset: -x, -y>
- Replace 'x' and 'y' with numeric values to determine the horizontal and
vertical offset for the art graphic from the center.
<Card Art Scale: x>
- Replace 'x' with a number to determine the scaling value of the art.
1.0 is 100%. 0.5 is 50%. 2.5 is 250%.

<Card Art Cells: ColxRow>
- Use this notetag only if you plan on using a sprite sheet.
- Replace 'Col' with the number of cell columns the sprite sheet has.
- Replace 'Row' with the number of cell rows the sprite sheet has.
- Otherwise, if this notetag is unused, the art will be treated as a
normal full-sized image.
<Cell Art Cell Index: x>
- Use this only if you plan on using a sprite sheet.
- Replace 'x' with the index number of the cell starting from 0.
- Otherwise, if this notetag is unused, the index cell will default to 0.
<Card Name: name>
- Replace 'name' with the text that you wish to appear on the card.
<Card Element: name>
- Replace 'name' with the element this card associates with. This will also
determine the Card Template plugin parameter this card uses. If this notetag
is not used, the element will default to 'None'. If you wish to use a custom
card template after defining the element, use <Card Template: x>.
<Card Level: x>
- Replace 'x' with this card's level. This is a numeric value.
<Card Power: x>
- Replace 'x' with this card's power. This is a numeric value.
<Card Health: x>
- Replace 'x' with this card's health. This is a numeric value. This does
not appear on cards by default unless you alter the settings in the Card
Templates plugin parameters to let it show.

<Card Template: name>
- Replace 'name' with the name of the Card Template you wish for this card
to use in place of the default one determined by its element.
<Card Rarity: x>
- Replace 'x' with a number representing the card's rarity. This is used to
determine the aura of the card and where it stands in the card pool when
opening booster packs.

<Card Parallax BG: filename>
- Replace 'filename' with the filename of a graphic from img/parallaxes/
to be used as this card's parallax background. This is case sensitive.
- This is an optional notetag. Not all cards need parallax backgrounds.
<Card Parallax BG Speed: +x, +y>
<Card Parallax BG Speed: -x, -y>
- Replace 'x' and 'y' with numeric values determining the parallax's scroll
speed for this card.
<Card Parallax BG Opacity: x>
- Replace 'x' with a number value between 0 and 255 to determine the opacity
level of the parallax background.
<Card Parallax BG Blend Mode: Normal>
<Card Parallax BG Blend Mode: Additive>
<Card Parallax BG Blend Mode: Multiply>
<Card Parallax BG Blend Mode: Screen>
- Determines which blend mode you wish to use for the parallax background.
You can only pick one of the above.

<Card Holo BG: filename>
- Replace 'filename' with the filename of a graphic from img/pictures/ to be
used as this card's hologram background. This is case sensitive.
- This is an optional notetag. Not all cards need holographic backgrounds.
<Card Holo BG Speed: x>
- Replace 'x' with a numeric value determine how fast the holographic hue
shifts each frame.
<Card Holo BG Opacity: x>
- Replace 'x' with a numeric value between 0 and 255 to determine the
holographic background's opacity.
<Card Holo BG Blend Mode: Normal>
<Card Holo BG Blend Mode: Additive>
<Card Holo BG Blend Mode: Multiply>
<Card Holo BG Blend Mode: Screen>
- Determines which blend mode you wish to use for the holographic background.
You can only pick one of the above.

<Card Parallax FG: filename>
- Replace 'filename' with the filename of a graphic from img/parallaxes/
to be used as this card's parallax foreground. This is case sensitive.
- This is an optional notetag. Not all cards need parallax foregrounds.
<Card Parallax FG Speed: +x, +y>
<Card Parallax FG Speed: -x, -y>
- Replace 'x' and 'y' with numeric values determining the parallax's scroll
speed for this card.
<Card Parallax FG Opacity: x>
- Replace 'x' with a number value between 0 and 255 to determine the opacity
level of the parallax foreground.
<Card Parallax FG Blend Mode: Normal>
<Card Parallax FG Blend Mode: Additive>
<Card Parallax FG Blend Mode: Multiply>
<Card Parallax FG Blend Mode: Screen>
- Determines which blend mode you wish to use for the parallax foreground.
You can only pick one of the above.

<Card Holo FG: filename>
- Replace 'filename' with the filename of a graphic from img/pictures/ to be
used as this card's hologram foreground. This is case sensitive.
- This is an optional notetag. Not all cards need holographic foregrounds.
<Card Holo FG Speed: x>
- Replace 'x' with a numeric value determine how fast the holographic hue
shifts each frame.
<Card Holo FG Opacity: x>
- Replace 'x' with a numeric value between 0 and 255 to determine the
holographic foreground's opacity.
<Card Holo FG Blend Mode: Normal>
<Card Holo FG Blend Mode: Additive>
<Card Holo FG Blend Mode: Multiply>
<Card Holo FG Blend Mode: Screen>
- Determines which blend mode you wish to use for the holographic foreground.
You can only pick one of the above.
<Card Text>
Line 1
Line 2
Line 3
Line 4
</Card Text>
- Replace lines 1 through 4 with text you wish to appear in the card's text
box. If you do not use this notetag, the text will use the card's database
item's description text instead.
<Card Text Scale: x>
- Replace 'x' with a number determining the scale of the text size.
<Not a Card>
- If you want to mark something as <Not a Card>, it won't appear in the
card pool of booster packs even if the number gets listed. It also won't be
registered as a card. This is only to be used in situations where a database
item got flagged incorrectly by the plugin as a card, when it isn't one.
Booster Notetags

<Booster Art: filename>
- Replace 'filename' with the filename of a graphic from img/pictures/ to be
used as the art for this booster pack. If you do not use this notetag, the
art will default to the one defined in the Plugin Parameters.

<Booster BG: filename>
- Replace 'filename' with the filename of a graphic from img/parallaxes/ to
be used as the background art shown when opening a booster pack during a full
booster animation sequence. If you do not use this notetag, the graphic used
will default to the one defined in the Plugin Parameters.

<Booster Rarities: x>
<Booster Rarities: x, x, x>
<Booster Rarities: x, x, x, x, x>
- Replace 'x' with numbers from 0 to whatever your highest rarity is.
- Use any number of x's you want in the notetag.
- This determines the rarity pools used when opening this booster pack.
- Use multiples of this notetag to have more variety in the booster pack
contents there can be. When this booster pack is opened, it will only choose
one of the above pools.

<Card Pool: x>
<Card Pool: x, x, x>
<Card Pool: x, x, x, x, x, x>
- Replace 'x' with the ID's of the items you wish to put into the card pool.
- Use any number of x's you want in the notetag.
- Use multiples of this notetag if you wish. The card pool will consolidate
each iteration of this notetag.
- This will combine the card pool with the below notetag.
<Card Pool: x to y>
- Replace 'x' and 'y' with the ID's you wish to grab all the numbers of
between and throw them into the card pool.
- Use multiples of this notetag if you wish. The card pool will consolidate
each iteration of this notetag.
- This will combine the card pool with the above notetag.

Card Game Deck Builder


<Deck Box: filename>
- Replace 'filename' with the filename of a graphic from img/pictures/ to
unlock this deck box image for the player if this item is in their inventory.
This is case sensitive.

<Deck Sleeves: filename>
- Replace 'filename' with the filename of a graphic from img/pictures/ to
unlock this deck sleeves image for the player if this item is in their
inventory. This is case sensitive.

Card Game Mechanics


Start Phase Notetags
<Card Hand Start JS>
code
code
</Card Hand Start JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your hand at the start of the game.
<Card Hand Start Common Event: x>
- Runs common event 'x' if the card is found in your hand at the start of
the game. The common event will run after the JavaScript runs.
<Card Discard Start JS>
code
code
</Card Discard Start JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in discard hand at the start of the game.
<Card Discard Start Common Event: x>
- Runs common event 'x' if the card is found in your discard at the start of
the game. The common event will run after the JavaScript runs.
<Card Exhaust Start JS>
code
code
</Card Exhaust Start JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your exhaust at the start of the game.
<Card Hand Start Common Event: x>
- Runs common event 'x' if the card is found in your exhaust at the start of
the game. The common event will run after the JavaScript runs.
<Card Library Start JS>
code
code
</Card Library Start JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your library at the start of the game.
<Card Library Start Common Event: x>
- Runs common event 'x' if the card is found in your library at the start of
the game. The common event will run after the JavaScript runs.
Upkeep Phase Notetags

<Card Hand Upkeep JS>
code
code
</Card Hand Upkeep JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your hand during Upkeep Phase.
<Card Hand Upkeep Common Event: x>
- Runs common event 'x' if the card is found in your hand during Upkeep
Phase. The common event will run after the JavaScript runs.
<Card Discard Upkeep JS>
code
code
</Card Discard Upkeep JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in discard hand during Upkeep Phase.
<Card Discard Upkeep Common Event: x>
- Runs common event 'x' if the card is found in your discard during Upkeep
Phase. The common event will run after the JavaScript runs.
<Card Exhaust Upkeep JS>
code
code
</Card Exhaust Upkeep JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your exhaust during Upkeep Phase.
<Card Hand Upkeep Common Event: x>
- Runs common event 'x' if the card is found in your exhaust during Upkeep
Phase. The common event will run after the JavaScript runs.
<Card Library Upkeep JS>
code
code
</Card Library Upkeep JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your library during Upkeep Phase.
<Card Library Upkeep Common Event: x>
- Runs common event 'x' if the card is found in your library during Upkeep
Phase. The common event will run after the JavaScript runs.
Draw Phase Notetags
<Card Hand Draw JS>
code
code
</Card Hand Draw JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your hand during Draw Phase.
<Card Hand Draw Common Event: x>
- Runs common event 'x' if the card is found in your hand during Draw
Phase. The common event will run after the JavaScript runs.
<Card Discard Draw JS>
code
code
</Card Discard Draw JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in discard hand during Draw Phase.
<Card Discard Draw Common Event: x>
- Runs common event 'x' if the card is found in your discard during Draw
Phase. The common event will run after the JavaScript runs.
<Card Exhaust Draw JS>
code
code
</Card Exhaust Draw JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your exhaust during Draw Phase.
<Card Hand Draw Common Event: x>
- Runs common event 'x' if the card is found in your exhaust during Draw
Phase. The common event will run after the JavaScript runs.
<Card Library Draw JS>
code
code
</Card Library Draw JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your library during Draw Phase.
<Card Library Draw Common Event: x>
- Runs common event 'x' if the card is found in your library during Draw
Phase. The common event will run after the JavaScript runs.
Main Phase Notetags
<Card No Battle>
- This card is unable to battle.

- - -

<Card Spell 1 JS>
code
code
</Card Spell 1 JS>
- If this card's spell 1 is used, perform the JavaScript 'code' inbetween
the two notetags.
<Card Spell 1 Common Event: x>
- If this card's spell 1 is used, perform common event 'x'. The common event
will run after the JavaScript runs.
<Card Spell 1 Enable>
code
enable = code
</Card Spell 1 Enable>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell enabled or not.
<Card Spell 1 Icon: x>
- Uses icon 'x' for this card's spell 1.
<Card Spell 1 Name: x>
- Gives this card's spell 1 a name as 'x'.
<Card Spell 1 Animation: x>
- Plays animation 'x' when this card's spell 1 is used.
<Card Spell 1 Allow AI Use>
- Will allow the A.I. to use this card's spell 1.
<Card Spell 1 Check AI Use>
code
enable = code
</Card Spell 1 Check AI Use>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell allowed to be used by A.I.
or not. This can be used to prevent the A.I. from using healing at full HP.

- - -

<Card Spell 2 JS>
code
code
</Card Spell 2 JS>
- If this card's spell 2 is used, perform the JavaScript 'code' inbetween
the two notetags.
<Card Spell 2 Common Event: x>
- If this card's spell 2 is used, perform common event 'x'. The common event
will run after the JavaScript runs.
<Card Spell 2 Enable>
code
enable = code
</Card Spell 2 Enable>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell enabled or not.
<Card Spell 2 Icon: x>
- Uses icon 'x' for this card's spell 2.
<Card Spell 2 Name: x>
- Gives this card's spell 2 a name as 'x'.
<Card Spell 2 Animation: x>
- Plays animation 'x' when this card's spell 2 is used.
<Card Spell 2 Allow AI Use>
- Will allow the A.I. to use this card's spell 2.
<Card Spell 2 Check AI Use>
code
enable = code
</Card Spell 2 Check AI Use>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell allowed to be used by A.I.
or not. This can be used to prevent the A.I. from using healing at full HP.

- - -

<Card Spell 3 JS>
code
code
</Card Spell 3 JS>
- If this card's spell 3 is used, perform the JavaScript 'code' inbetween
the two notetags.
<Card Spell 3 Common Event: x>
- If this card's spell 3 is used, perform common event 'x'. The common event
will run after the JavaScript runs.
<Card Spell 3 Enable>
code
enable = code
</Card Spell 3 Enable>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell enabled or not.
<Card Spell 3 Icon: x>
- Uses icon 'x' for this card's spell 3.
<Card Spell 3 Name: x>
- Gives this card's spell 3 a name as 'x'.
<Card Spell 3 Animation: x>
- Plays animation 'x' when this card's spell 3 is used.
<Card Spell 3 Allow AI Use>
- Will allow the A.I. to use this card's spell 3.
<Card Spell 3 Check AI Use>
code
enable = code
</Card Spell 3 Check AI Use>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell allowed to be used by A.I.
or not. This can be used to prevent the A.I. from using healing at full HP.

- - -

<Card Spell 4 JS>
code
code
</Card Spell 4 JS>
- If this card's spell 4 is used, perform the JavaScript 'code' inbetween
the two notetags.
<Card Spell 4 Common Event: x>
- If this card's spell 4 is used, perform common event 'x'. The common event
will run after the JavaScript runs.
<Card Spell 4 Enable>
code
enable = code
</Card Spell 4 Enable>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell enabled or not.
<Card Spell 4 Icon: x>
- Uses icon 'x' for this card's spell 4.
<Card Spell 4 Name: x>
- Gives this card's spell 4 a name as 'x'.
<Card Spell 4 Animation: x>
- Plays animation 'x' when this card's spell 4 is used.
<Card Spell 4 Allow AI Use>
- Will allow the A.I. to use this card's spell 4.
<Card Spell 4 Check AI Use>
code
enable = code
</Card Spell 4 Check AI Use>
- If this notetag is found, then the JavaScript 'code' will determine if the
'enable' variable is true/false, making the spell allowed to be used by A.I.
or not. This can be used to prevent the A.I. from using healing at full HP.

- - -

There are four spells available per card. Nothing more provided by default.

Battle Phase Notetags
<Card AI Priority-behavior: x>
- This affects the A.I. only. It will make the A.I. pick specific cards over
others depending on the 'behavior' and the 'x' value.
- Replace 'behavior' with a string stating the behavior type to differentiate
different priority settings when a card has multiples of this notetag.
- Replace 'x' with a number depicting the priority value. Lower values mean
the card is less likely to be picked while higher priority means the card is
more likely to be picked.
- Example: <Card AI Priority-Strong: 50>
 <Card AI Priority-Strong: 25>
 <Card AI Priority-Weak: 60>
 <Card AI Priority-Weak: 30>
 <Card AI Priority-Tactical: 90>
 <Card AI Priority-Tactical: 45>

*NOTE* The A.I. will also pick from a pick list of cards using the 'Strong'
behavior. If a setting turns on the "$calc.pickWeakest" flag, then it will
use the 'Weak' behavior. Keep that in mind when making certain cards pickable
for discarding or adding to the hand.

- - -

<Card Pre-Battle JS>
code
code
</Card Pre-Battle JS>
- If this notetag is found, it will occur before damage calculations. It will
run the JavaScript 'code' found between the two notetags.
<Card Pre-Battle Common Event: x>
- If this notetag is found, it will occur before damage calculations. Perform
common event 'x'. The common event will run after the JavaScript runs.

- - -

<Card Tie Battle JS>
code
code
</Card Tie Battle JS>
- If this notetag is found, it will occur if the battle is tied. It will
run the JavaScript 'code' found between the two notetags.
<Card Tie Battle Common Event: x>
- If this notetag is found, it will occur if the battle is tied. Perform
common event 'x'. The common event will run after the JavaScript runs.

- - -

<Card Lose Battle JS>
code
code
</Card Lose Battle JS>
- If this notetag is found, it will occur if the card loses a battle. It will
run the JavaScript 'code' found between the two notetags.
<Card Lose Battle Common Event: x>
- If this notetag is found, it will occur if the card loses a battle. Perform
common event 'x'. The common event will run after the JavaScript runs.

- - -

<Card Win Battle JS>
code
code
</Card Win Battle JS>
- If this notetag is found, it will occur if the card wins a battle. It will
run the JavaScript 'code' found between the two notetags.
<Card Win Battle Common Event: x>
- If this notetag is found, it will occur if the card wins a battle. Perform
common event 'x'. The common event will run after the JavaScript runs.

*NOTE* If neither of the notetags are found in the card, then there will be
a default effect of dealing 5 damage to the opposing player's health. This
can be modified from within the ╘ Post-Damage Effects common event.

- - -

<Card Post-Battle JS>
code
code
</Card Post-Battle JS>
- If this notetag is found, it will occur after win/loss effects. It will
run the JavaScript 'code' found between the two notetags.

<pre>
<Card Post-Battle Common Event: x>
- If this notetag is found, it will occur after win/loss effects. Perform
common event 'x'. The common event will run after the JavaScript runs.

- - -

<Card Resolve Battle JS>
code
code
</Card Resolve Battle JS>
- If this notetag is found, it will occur after post-battle effects. It will
run the JavaScript 'code' found between the two notetags.
<Card Resolve Battle Common Event: x>
- If this notetag is found, it will occur after post-battle effects. Perform
common event 'x'. The common event will run after the JavaScript runs.

*NOTE* If neither of the notetags are found in the card, then there will be
a default effect of sending the card to the player's discard pile. This can
be modified from within the ╘ Post-Damage Effects common event.
End Phase Notetags
<Card Hand End JS>
code
code
</Card Hand End JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your hand during End Phase.
<Card Hand End Common Event: x>
- Runs common event 'x' if the card is found in your hand during End
Phase. The common event will run after the JavaScript runs.
<Card Discard End JS>
code
code
</Card Discard End JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in discard hand during End Phase.
<Card Discard End Common Event: x>
- Runs common event 'x' if the card is found in your discard during End
Phase. The common event will run after the JavaScript runs.
<Card Exhaust End JS>
code
code
</Card Exhaust End JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your exhaust during End Phase.

<Card Hand End Common Event: x> - Runs common event 'x' if the card is found in your exhaust during End Phase. The common event will run after the JavaScript runs.

<Card Library End JS>
code
code
</Card Library End JS>
- Runs the JavaScript 'code' inbetween the two notetags if the card is found
in your library during End Phase.
<Card Library End Common Event: x>
- Runs common event 'x' if the card is found in your library during End
Phase. The common event will run after the JavaScript runs.

Class Change Core

The following are some notetags you can use with the Class Change Core
plugin.

Actor Notetags:
  <Unlock Class: x>
  <Unlock Class: x, x, x>
  <Unlock Class: x to y>
  This actor will have class(es) x unlocked at the start of the game in
  addition to its current class and access to any of the global classes.

  <Cannot Change Class>
  This prevents this actor from being able to change primary classes. This
  could be reversed from plugin commands, however.

  <Class x Character: filename y>
  When this actor's class is x, the actor's character sprite will become
  'filename' and index y on the fieldmap.

  <Hero Character: filename y>
  <Warrior Character: filename y>
  If you prefer to use class names instead of the class ID, use the above
  format. When this actor is this class, the actor's character sprite will
  become 'filename' and index y on the fieldmap.

  <Class x Face: filename y>
  When this actor's class is x, the actor's face graphic will become
  'filename' and index y for menus.

  <Hero Face: filename y>
  <Warrior Face: filename y>
  If you prefer to use class names instead of the class ID, use the above
  format. When this actor is this class, the actor's face graphic will
  become 'filename' and index y for menus.

  <Class x Battler: filename>
  When this actor's class is x, the actor's battler sprite will become
  'filename' in battle.

  <Hero Battler: filename>
  <Warrior Battler: filename>
  If you prefer to use class names instead of the class ID, use the above
  format. When this actor is this class, the actor's battler sprite will
  become 'filename' in battle.

Class Notetags:
  <Icon: x>
  Sets the icon for this class to x. This icon is used in the Class Change
  menu listing.

  <Use Nickname>
  This will cause the class to use the nickname used by the actor instead
  of the class name.

  <Help Description>
   Text
   Text
  </Help Description>
  Sets the help description for the class to the specified text.

  <Level Unlock Requirements>
   Class x: Level y
   Class x: Level y
  </Level Unlock Requirements>
  Sets the requirements for unlocking that particular class. The unlocking
  of the class will require classes x to be at level y. Insert multiple of
  the strings in between the two opening and closing notetags to require all
  of the class levels to be met.

  <Level Unlock Requirements>
   Hero: Level y
   Warrior: Level y
  </Level Unlock Requirements>
  If you prefer to use class names instead of the class ID, use the above
  format. This will set the level requirement for the mentioned class to y.
  If there are multiple classes with the same name, the class with the
  highest ID value will be taken.

Subclass


You can use the following notetags to modify subclassing aspects.

Actor Notetag:
  <Subclass: x>
  Sets the actor's default subclass to x.

  <Cannot Change Subclass>
  This prevents this actor from being able to change subclasses. This could
  be reversed from plugin commands, however.

  <Restrict Class: x>
  <Restrict Class: x, x, x>
  <Restrict Class: x to y>
  This particular actor cannot switch his or her primary class to class(es)
  x (to y). This does not apply to the subclass. The actor can still change
  to this class via event.

  <Restrict Subclass: x>
  <Restrict Subclass: x, x, x>
  <Restrict Subclass: x to y>
  This particular actor cannot switch his or her subclass to class(es)
  x (to y). This does not apply to the primary class.  The actor can still
  change to this subclass via event.

Class Notetags:
  <Primary Only>
  This class can only be class changed to a primary class and nothing more.
  Actors can still change to this class via event.

  <Subclass Only>
  This class can only be class changed to a subclass and nothing more.
  Actors can still change to this subclass via event.

  <Subclass x Combo Name: text>
  If this class is the primary and the subclass is class ID x, then the
  class name displayed will be 'text'. For example, if the class combination
  is Warrior/Wizard, the name can appear as Spellblade.

  <Hero Combo Name: text>
  <Warrior Combo Name: text>
  If you choose to use the class's name instead, you can write out the name
  of the class in place of Subclass x. If you have multiple classes with the
  same name, priority will be given to the class with the highest ID.

Skill and Item Notetags:
  <Require Class: x>
  <Require Class: x, x, x>
  <Require Class: x to y>
  Replace x with the class's ID. This skill/item can only be used by the
  listed class(es) x. This does not apply to enemies.

  <Require Subclass: x>
  <Require Subclass: x, x, x>
  <Require Subclass: x to y>
  Replace x with the class's ID. This skill/item can only be used by the
  listed subclass(es) x. This does not apply to enemies.

Counter State

Insert these notetags into the database object's note box.

<Counter State id: n%>
<Physical Counter State id: n%>
<Magical Counter State id: n%>
<Certain Hit Counter State id: n%>
- For: Actor, Class, Skill, Weapon, Armor, Enemy, State Notetags
- When an opponent battler attacks this battler, there is a 'n'% chance to
  affect the attacking battler with state 'id'.
- Replace 'id' with the ID of the state to function as a counter state.
- Replace 'n' with the percent chance to successfully affect with.
- Use <Counter State id: n%> to affect all types of attacks.
- Use <Physical Counter State id: n%> to affect physical type attacks.
- Use <Magical Counter State id: n%> to affect magical type attacks.
- Use <Certain Hit Counter State id: n%> to affect certain hit type attacks.

Core Engine

Actor Notetag
  <Initial Level: x>
  Changes the actor's initial level to x. This allows you to bypass the
  editor's level 99 limit.

  <Max Level: x>
  Changes the actor's max level to x. This allows you to bypass the editor's
  level 99 limit.

Class Skill Learn Notetag
  <Learn at Level: x>
  When placed inside a class's "Skills to Learn" notetag, this will cause
  the class to learn the skill at level x.

Item, Weapon, Armor Notetags
  <Price: x>
  Changes the price of the item to x. This notetag allows you to bypass the
  editor's 999,999 gold cost limit.

  <Max Item: x>
  This changes the maximum amount of the item to x.

Weapon and Armor Notetags
  <stat: +x>
  <stat: -x>
  Allows the piece of weapon or armor to gain or lose x amount of stat.
  Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
  "luk" to alter that specific stat. This allows the piece of equipment
  to go past the editor's default limitation so long as the maximum value
  allows for it.

Enemy Notetag
  <Gold: x>
  Changes the gold drop value of enemies to x. This notetag allows you to
  bypass the editor's 9,999,999 gold drop limit.
 
  <stat: x>
  This changes the enemy's stat to x amount. Replace "stat" with "hp",
  "mp", "atk", "def", "mat", "mdf", "agi", or "luk" to alter that
  specific stat. This allows the piece of equipment to go past the
  editor's default limitation.

  <exp: x>
  This changes the enemy's exp given out to x amount. This allows the
  enemy give out more exp than the editor's default 9,999,999 limit.

Damage Core

The following are some notetags you can use to modify the damage caps.

Skill and Item Notetag:
  <Bypass Damage Cap>
  This causes the skill/item to ignore the damage cap and go with the
  regular value of the calculated damage. This will cancel out any damage
  cap effects otherwise. This will take priority over any damage cap
  breaking effects.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  <Bypass Damage Cap>
  This will cause the related battler to bypass any damage capping effects
  and its skills/items will go with the uncapped calculated value.

  <Damage Cap: x>
  <Heal Cap: x>
  This will set the skill to have a damage/healing cap of x. This will
  cancel out any damage cap bypassers. If a battler has more than one
  damage cap, it will go with the highest value. This means if an actor that
  has a weapon that brings the damage cap to 99,999 and an accessory that
  brings the damage cap to 999,999, then the battler's damage cap will be
  the highest value of 999,999.

Armor Scaling


You may use these notetags to adjust various factors for armor scaling rates
and calculations.

Skill and Item Notetags:
  <Armor Reduction: x>
  Causes the skill/item to reduce the target's armor level by x. This is
  calculated first above everything else.

  <Armor Reduction: x%>
  Causes the skill/item to reduce the target's armor level by x%. This is
  calculated second but is ignored if the armor level is less than 0.

  <Armor Penetration: x%>
  Causes the skill/item to reduce the target's armor level by x% (but will
  not go past 0). This is calculated third.

  <Armor Penetration: x>
  Causes the skill/item to reduce the target's armor level by x (but will
  not go past 0). This is calculated last.

  <Bypass Armor Scaling>
  This notetag allows you to bypass the armor scaling process for this
  individual skill/item.

Actor, Class, Enemy, Weapon, Armor, State Notetags:
  <Physical Armor Reduction: x>
  Causes this actor to lose x armor when targeted by physical skills/items.
  This is calculated first.

  <Magical Armor Reduction: x>
  Causes this actor to lose x armor when targeted by magical skills/items.
  This is calculated first.

  <Certain Armor Reduction: x>
  Causes this actor to lose x armor when targeted by certain skills/items.
  This is calculated first.

  <Physical Armor Reduction: x%>
  Causes this actor to lose x% armor when targeted by physical skills/items.
  This is calculated second.

  <Magical Armor Reduction: x%>
  Causes this actor to lose x% armor when targeted by magical skills/items.
  This is calculated second.

  <Certain Armor Reduction: x%>
  Causes this actor to lose x% armor when targeted by certain skills/items.
  This is calculated second.

  <Physical Armor Penetration: x%>
  Causes this actor to cause the target to lose x% armor when using a
  physical skills/items. This is calculated third.

  <Magical Armor Penetration: x%>
  Causes this actor to cause the target to lose x% armor when using a
  magical skills/items. This is calculated third.

  <Certain Armor Penetration: x%>
  Causes this actor to cause the target to lose x% armor when using a
  physical skills/items. This is calculated third.

  <Physical Armor Penetration: x>
  Causes this actor to cause the target to lose x armor but not drop below
  0 armor when using a physical skills/items. This is calculated last.

  <Magical Armor Penetration: x>
  Causes this actor to cause the target to lose x armor but not drop below
  0 armor when using a magical skills/items. This is calculated last.

  <Certain Armor Penetration: x>
  Causes this actor to cause the target to lose x armor but not drop below
  0 armor when using a certain skills/items. This is calculated last.

Critical Control


You may use these notetags to adjust various factors for critical success
rates and critical damage adjustments.

Skill and Item Notetags:
  <Critical Rate: x%>
  This sets the skill/item's critical hit rate to x%, ignoring any critical
  hit rate bonuses the user may have and ignoring any critical hit evasion
  bonuses the target may have.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

  <Critical Rate: x.y>
  This sets the skill/item's critical hit rate to the float x.y, ignoring
  any critical hit rate bonuses the user may have and ignoring any critical
  hit evasion bonuses the target may have.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

  <Critical Multiplier: x%>
  This sets the skill/item's critical damage multiplier as x% while still
  factoring in the user's critical damage multiplier bonuses.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

  <Critical Multiplier: x.y>
  This sets the skill/item's critical damage multiplier as x.y while still
  factoring in the user's critical damage multiplier bonuses.
  *Note: Using this tag sets the skill/item to enable Critical Hits.

  <Flat Critical: x% stat>
  Increases the skill/item's flat critical bonus by x% of 'stat'. Replace
  'stat' with 'hp', 'mp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'. Using
  multiple instances of this notetag will override the previous.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  <Critical Multiplier: +x%>
  <Critical Multiplier: -x%>
  Alters the damage of a critical hit by x% for this actor, class, enemy,
  weapon, armor, or state. This is an additive trait.

  <Flat Critical: +x>
  <Flat Critical: -x>
  Alters the damage of a critical hit by +x or -x for this actor, class,
  enemy, weapon, armor, or state. This is an additive trait.

  <Certain Hit Critical Rate: +x%>
  <Certain Hit Critical Rate: -x%>
  Alters the critical hit rate chance of certain hit skills for the user by
  +x% or -x% if this notetag exists in the actor, class, enemy, weapon,
  armor, or state notetags. This is an additive trait.

  <Physical Critical Rate: +x%>
  <Physical Critical Rate: -x%>
  Alters the physical critical rate chance of certain hit skills for the user
  by +x% or -x% if this notetag exists in the actor, class, enemy, weapon,
  armor, or state notetags. This is an additive trait.

  <Magical Critical Rate: +x%>
  <Magical Critical Rate: -x%>
  Alters the magical critical rate chance of certain hit skills for the user
  by +x% or -x% if this notetag exists in the actor, class, enemy, weapon,
  armor, or state notetags. This is an additive trait.

Lunatic Pack - Critical Sway


Insert the following notetags into a skill or item's notebox to give it one
of these effects:

---

Skill, Item, State Notetags:

  <Custom Critical Rate: effect>
  - Most of this plugin's notetags will follow the above format. Replace
  'effect' with one of the following entries from the EFFECT section below.
  Insert multiple entries to give your skills/items/states multiple effects.
  If there are multiple effects that modify the critical hit rate, they will
  go in the order of the skill/item first, then in priority order for the
  user's states. Multiple entries of the same notetag effect can stack with
  one another unless mentioned otherwise.

  <Custom Critical Rate: effect, nonstackable>
  - Using the above notetag format and sticking on 'nonstackable' at the end
  of the effect will make it nonstackable with other modifiers of the same
  type. As a result, only the first entry of a similar effect will go
  through regardless of whether or not the effect is stronger or weaker.
  It will go through in the order of skill/item first, then in priority
  order for the user's states. Not all effects can become nonstackable.
  Effects listed below will suggest if they can become nonstackable.

=-=-=-= Effect CONDITIONS =-=-=-=

  --- User Param Rate ---

  <Custom Critical Rate: x Pride y%>
  <Custom Critical Rate: x Pride y%, nonstackable>
  - Replace 'x' with 'HP', 'MP', or 'TP'. This will use the attacker's
  current HP, MP, or TP rate as a critical hit rate modifier. Replace 'y'
  with a percentage value on how much you'd want this modifier to matter.
  The higher the attacker's HP, MP, or TP rate, the higher the modifier.
  SUGGESTED BY: Yanfly

  <Custom Critical Rate: x Crisis y%>
  <Custom Critical Rate: x Crisis y%, nonstackable>
  - Replace 'x' with 'HP', 'MP', or 'TP'. This will use the attacker's
  current HP, MP, or TP rate as a critical hit rate modifier. Replace 'y'
  with a percentage value on how much you'd want this modifier to matter.
  The higher the attacker's HP, MP, or TP rate, the higher the modifier.
  SUGGESTED BY: Yanfly

  --- Target Param Rate ---

  <Custom Critical Rate: x Hero y%>
  <Custom Critical Rate: x Hero y%, nonstackable>
  - Replace 'x' with 'HP', 'MP', or 'TP'. This will use the defender's
  current HP, MP, or TP rate as a critical hit rate modifier. Replace 'y'
  with a percentage value on how much you'd want this modifier to matter.
  The higher the defender's HP, MP, or TP rate, the higher the modifier.
  SUGGESTED BY: Yanfly

  <Custom Critical Rate: x Bully y%>
  <Custom Critical Rate: x Bully y%, nonstackable>
  - Replace 'x' with 'HP', 'MP', or 'TP'. This will use the defender's
  current HP, MP, or TP rate as a critical hit rate modifier. Replace 'y'
  with a percentage value on how much you'd want this modifier to matter.
  The higher the defender's HP, MP, or TP rate, the higher the modifier.
  SUGGESTED BY: Yanfly

  --- Element Rate ---

  <Custom Critical Rate: Element Rate x%>
  <Custom Critical Rate: Element Rate x%, nonstackable>
  - If the current action has an element attached to it, this effect will
  adjust the critical hit rate based off the target's damage rate against
  the action's element. Replace 'x' with a percentage value of how much you
  want the element rate to influence the critical hit rate.
  SUGGESTED BY: Yanfly

  --- State Modifiers ---

  <Custom Critical Rate: User States +x%>
  <Custom Critical Rate: User States -x%>
  <Custom Critical Rate: User States +x%, nonstackable>
  <Custom Critical Rate: User States -x%, nonstackable>
  - Alters the critical rate for the current action based off the number of
  states the user has. The amount altered will be determined by the percent
  'x' to increase/decrease the current critical hit rate per state.
  SUGGESTED BY: Yanfly

  <Custom Critical Rate: Target States +x%>
  <Custom Critical Rate: Target States -x%>
  <Custom Critical Rate: Target States +x%, nonstackable>
  <Custom Critical Rate: Target States -x%, nonstackable>
  - Alters the critical rate for the current action based off the number of
  states the target has. The amount altered will be determined by the
  percent 'x' to increase/decrease the current critical hit rate per state.
  SUGGESTED BY: Yanfly

  --- Buff Modifiers ---

  <Custom Critical Rate: User Buffs +x%>
  <Custom Critical Rate: User Buffs -x%>
  <Custom Critical Rate: User Buffs +x%, nonstackable>
  <Custom Critical Rate: User Buffs -x%, nonstackable>
  - Alters the critical rate for the current action based off the number of
  buff types the user has. The amount altered will be determined by the
  percent 'x' to increase/decrease the current critical hit rate per buff
  type. This does not include the stacks per buff.
  SUGGESTED BY: Yanfly

  <Custom Critical Rate: Target States +x%>
  <Custom Critical Rate: Target States -x%>
  <Custom Critical Rate: Target States +x%, nonstackable>
  <Custom Critical Rate: Target States -x%, nonstackable>
  - Alters the critical rate for the current action based off the number of
  buff types the target has. The amount altered will be determined by the
  percent 'x' to increase/decrease the current critical hit rate per buff
  type. This does not include the stacks per buff.
  SUGGESTED BY: Yanfly

  --- Debuff Modifiers ---

  <Custom Critical Rate: User Buffs +x%>
  <Custom Critical Rate: User Buffs -x%>
  <Custom Critical Rate: User Buffs +x%, nonstackable>
  <Custom Critical Rate: User Buffs -x%, nonstackable>
  - Alters the critical rate for the current action based off the number of
  debuff types the user has. The amount altered will be determined by the
  percent 'x' to increase/decrease the current critical hit rate per debuff
  type. This does not include the stacks per debuff.
  SUGGESTED BY: Yanfly

  <Custom Critical Rate: Target States +x%>
  <Custom Critical Rate: Target States -x%>
  <Custom Critical Rate: Target States +x%, nonstackable>
  <Custom Critical Rate: Target States -x%, nonstackable>
  - Alters the critical rate for the current action based off the number of
  debuff types the target has. The amount altered will be determined by the
  percent 'x' to increase/decrease the current critical hit rate per debuff
  type. This does not include the stacks per debuff.
  SUGGESTED BY: Yanfly

=-=-=-= Effect EXAMPLES =-=-=-=

  <Custom Critical Rate: TP Pride 50%>
  - This will raise the user's critical hit rate relative to the user's
  current TP rate up to 50% (every 1 TP will add 0.5% critical hit rate).

  <Custom Critical Rate: HP Crisis 200%>
  <Custom Critical Rate: HP Hero 50%>
  - This will raise the user's critical hit rate based off how low the
  user's current HP is and how high the target's current HP is. For every
  1% HP the user is missing, the critical hit rate will increase by 2% and
  for every 1% HP the target has, the critical hit rate will also increase
  by 0.5%.

  <Custom Critical Rate: Element Rate 100%>
  - This will alter the user's critical hit rate against the target if the
  current action is elemental. If the target is 200% weak to the element,
  then the critical hit rate will also be increased by 200%. If the target
  is 50% resistant against the element, then the critical hit rate will also
  be adjusted to be 50% lower.

  <Custom Critical Rate: Target States +5%>
  - This will raise the user's critical hit rate by 5% for every state the
  target is affected by.

  <Custom Critical Rate: User Buffs +3%>
  <Custom Critical Rate: Target Debuffs +6%>
  - This will raise the user's critical hit rate by 3% for every buff the
  user has and by 6% for every debuff the target has.

Dash Toggle

You can use these notetags to add a disabled dashing trait. If the leading
party member has a trait that disables dashing, then the player cannot dash
while that actor is in the lead.

Actor, Class, Weapon, Armor, and State Notetag:

  <Disable Dashing>
  If the leading party member has a trait with this notetag, then the player
  cannot dash while that actor is in the lead.

Disable Auto Shadow Extended

Insert the following notetags into a map or tileset's notebox to change how
they affect shadows on their map.

Tileset and Map Notetags:

  <Hide Shadows>
  <Show Shadows>
  - This will hide/show shadows for that specific map or tileset. If a map
  has a shadow-related notetag while using a tileset with a shadow-related
  notetag, priority will be given to the notetag on the map. If neither the
  map nor the tileset has a shadow-related notetag, then the shadow state
  will depend on the setting in the plugin parameters.

Dragonbones Integration

Use the following notetags to make full use of your DragonBone battler
integration for your RPG Maker MV game!

Actor and Enemy Notetags:

  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  <DragonBone: name>
  <DragonBone Battler: name>
  - Sets the DragonBones associated with this actor/enemy to be "name". The
  name will be associated with the assets used. It will be used to check for
  associated filenames that end with _ske.json, _tex.json, and _tex.png. The
  listed assets must be found in your assets folder.

  * Note: The name is case sensitive.
  * Note: If the plugin parameter 'Auto-Preload Battlers' is set to 'true',
  then this will add the battler to the list of assets to be preloaded.

  **EXAMPLES**

  <DragonBone: Demon>
  <DragonBone: DragonBoy>
  <DragonBone: Swordsman>
  <DragonBone: Ubbie>

  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  If a DragonBones battler is not detected here, it will not be able to
  utilize the following notetags and their effects.

  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  <DragonBone ScaleX: n>
  <DragonBone ScaleY: n>
  - Replace 'n' with a number. It can be positive or negative, whole or
  decimal number. This will affect how much the battler will be scaled by.
  A number less than 1 will be smaller than the base asset itself while a
  number larger than 1 will be larger than the base asset. If the number is
  negative, it will be mirrored horizontally or vertically depending if
  ScaleX or ScaleY is used respectively.

  * Note: This will overwrite the setting set in the plugin parameters for
  'Default ScaleX' and 'Default ScaleY'.

  **EXAMPLES**

  <DragonBone ScaleX: -0.3>
  <DragonBone ScaleY: 0.3>

  <DragonBone ScaleX: 1.2>
  <DragonBone ScaleY: 1.2>

  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  <DragonBone Width: x>
  <DragonBone Height: x>
  - This allows you to set the 'width' and 'height' of the DragonBones
  battler by replacing 'x' with an integar value. This value is mostly used
  for collision purposes as well as mouse click activation. These values can
  be adjusted because each battler can be a dynamic width/height so it is
  important for you to adjust them properly. If not adjusted, they will take
  on the default width/height values found in the plugin parameters.

  **EXAMPLES**

  <DragonBone Width: 150>
  <DragonBone Height: 180>

  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  <DragonBone Keep Sprite>
  <DragonBone Replace Sprite>
  - Lets you decide if you want to keep the original sprite used for the
  actor/enemy or have the DragonBone battler replace it altogether. If you
  opt to replace the sprite, then the sprite will be hidden during battle
  as long as there is a DragonBone battler in place of it.

  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  <DragonBone Ani motion: animation>
  - Replace 'motion' with a proper battler motion name. 'animation' is to be
  replaced with a skeletal animation name from DragonBones. This is for any
  motion that doesn't have a specified skeletal animation of the same name
  in DragonBones.

  Replace 'motion' with one of the following:
                 attack
    walk         thrust        escape
    wait         swing         victory
    chant        missile       dying
    guard        skill         abnormal
    damage       spell         sleep
    evade        item          dead

  * Note: The 'animation' to be replaced is case sensitive.

  **EXAMPLES**

  <DragonBone Ani Attack: normalAttack>
  <DragonBone Ani Walk: steady>
  <DragonBone Ani Damage: hit>
  <DragonBone Ani Dead: dead>
  <DragonBone Ani Wait: steady>
  <DragonBone Ani Chant: stun>
  <DragonBone Ani Swing: stun>
  <DragonBone Ani Evade: stun>
  <DragonBone Ani Thrust: stun>
  <DragonBone Ani Missile: stun>
  <DragonBone Ani Skill: stun>
  <DragonBone Ani Spell: stun>
  <DragonBone Ani Item: stun>
  <DragonBone Ani Victory: stun>
  <DragonBone Ani Dying: stun>
  <DragonBone Ani Abnormal: stun>
  <DragonBone Ani Sleep: stun>

  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  For those who want a more condensed way to adjust the DragonBone battler
  settings, you can use the following notetag format:

  <DragonBone Settings>
   Battler: name             // The name used for the DB battler

   ScaleX: 0.3               // Scale X used for the DB battler
   ScaleY: 0.3               // Scale Y used for the DB battler
   Width: 150                // Width used for the DB battler
   Height: 180               // Height used for the DB battler

   // Below are a bunch of battler motions tied to skeletal animations

   Ani Attack: normalAttack
   Ani Walk: steady
   Ani Damage: hit
   Ani Dead: dead
   Ani Wait: steady
   Ani Chant: stun
   Ani Swing: stun
   Ani Evade: stun
   Ani Thrust: stun
   Ani Missile: stun
   Ani Skill: stun
   Ani Spell: stun
   Ani Item: stun
   Ani Victory: stun
   Ani Dying: stun
   Ani Abnormal: stun
   Ani Sleep: stun

   Keep Sprite             // Allow the sprite to show alongside DB battler
   Replace Sprite          // Hide the sprite while the DB battler is active
  </DragonBone Settings>

  - Anything placed in between the notetags: <DragonBone Settings> and
  </DragonBone Settings> will be used to determine the properties set for
  the DragonBone battler used for the actor/enemy. With the exception of the
  'name' property, all other properties are optional and can be omitted from
  the list of properties to sandwich inbetween your notetags.

  **EXAMPLES**

  <DragonBone Settings>
   Battler: Ubbie
   Replace Sprite
   ScaleX: -0.2
   ScaleY: 0.2
   Width: 150
   Height: 100
  </DragonBone Settings>

  <DragonBone Settings>
   Battler: Demon
   Replace Sprite
   ScaleX: 0.3
   ScaleY: 0.3
   Width: 140
   Height: 140
  </DragonBone Settings>

  <DragonBone Settings>
   Battler: Swordsman
   Replace Sprite
   ScaleX: -0.4
   ScaleY: 0.4
   Width: 150
   Height: 180
  </DragonBone Settings>

Dragonbones Map Sprites

You can use Dragonbones armatures as map sprites. When used, any of the original sprites before will become invisible and will be replaced with the Dragonbones armature.

These notetags can be used for actors and events. In the case of events, both notetags and comment tags can be used to determine what settings to use for the Dragonbones armatures.

Be cautious when using Comment Tags for event pages since comments contain a maximum line count of 6.


<Dragonbones Sprite: filename>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Sets the DragonBones associated with this map sprite to be 'filename'.
- The name will be associated with the assets used.
- It will be used to check for associated filenames that end with _ske.json,
  _tex.json, and _tex.png.
- The listed assets must be found in the assigned assets folder.

Examples:

<Dragonbones Sprite: Demon>
<Dragonbones Sprite: DragonBoy>
<Dragonbones Sprite: Swordsman>
<Dragonbones Sprite: Ubbie>

<Dragonbones Sprite Scale: x, y>

<Dragonbones Sprite Scale X: x>
<Dragonbones Sprite Scale Y: x>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Sets the base scale for the Dragonbones associated with this map sprite.
  This is for those instances where a Dragonbones armature is too large or
  small and needs to be scaled down/up.
- This scale will be amplified by the character's sprite's scale value.
- Use the 1st notetag to assign values to both Scale X and Scale Y.
- Use the 2nd/3rd notetags to assign Scale X and Y values separately.
- Use negative values to flip the Dragonbones armature around.

Examples:

<Dragonbones Sprite Scale: -0.3, 0.3>

<Dragonbones Sprite Scale X: -0.3>
<Dragonbones Sprite Scale Y: 0.3>

<Dragonbones Sprite Time Scale: x>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Lets you adjust the time scale for the Dragonbones armature.
- Replace 'x' with a number value depicting how fast the armature should
  animate.
  - 1.0 is the default value.
  - Higher numbers animate faster.
  - Lower numbers animate slower.
  - If a number is too small, it may not animate at all.

Example:

<Dragonbones Sprite Time Scale: 1.5>

<Dragonbones Sprite Size: width, height>

<Dragonbones Sprite Width: x>
<Dragonbones Sprite Height: x>

- Used for: Actor, Enemy Notetags
- Dragonbones armatures have no standard width or height. This makes it
  problematic when trying to calculate the sprite's width/height for various
  plugins that use it. These notetags allow you to assign a width and
  height value to the sprite, despite the fact the Dragonbones armatures
  have no such thing.
- Replace 'width', 'height', or 'x' with number values representing the
  dimension values in pixels.
- Use the 1st notetag to assign values to both Width and Height.
- Use the 2nd/3rd notetags to assign Width and Height values separately.
- If these notetags aren't used, then use the values defined by default in
  the Plugin Parameters.

Examples:

<Dragonbones Sprite Size: 48, 64>

<Dragonbones Sprite Width: 48>
<Dragonbones Sprite Height: 64>

<Dragonbones Sprite Flip Left>
<Dragonbones Sprite Flip Right>

<Dragonbones Sprite No Flip Left>
<Dragonbones Sprite No Flip Right>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Lets the map sprite know to flip itself when facing either the left/right
  directions in order to reuse animations.
- The 'No' variants will prevent flipping from occuring.
- These notetags will override settings applied in the Plugin Parameters.

<Dragonbones Sprite Motion Idle: animation>
<Dragonbones Sprite Motion Walk: animation>
<Dragonbones Sprite Motion Dash: animation>
<Dragonbones Sprite Motion Jump: animation>
<Dragonbones Sprite Motion LadderIdle: animation>
<Dragonbones Sprite Motion LadderClimb: animation>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- Lets you set specific animations different from the ones listed in the
  Plugin Parameters for specific motions.
- Replace 'animation' with the name of the Dragonbones animation.
- If this notetag is not used, when such a motion is rquested, it will
  default to attempting to play the animation name equal to the motion.
- Animation names do not need to be case sensitive.
- If no animation is found, then no animation will be played.

Example:

<Dragonbones Sprite Motion Idle: stand>
<Dragonbones Sprite Motion Walk: move>
<Dragonbones Sprite Motion Dash: run>
<Dragonbones Sprite Motion Jump: hop>

<Dragonbones Sprite Settings>
 Filename: filename

 Scale: x, y

 Scale X: x
 Scale Y: x

 Time Scale: x

 Width: x
 Height: x

 Flip Left
 Flip Right

 No Flip Left
 No Flip Right

 Motion Idle: animation
 Motion Walk: animation
 Motion Dash: animation
 Motion Jump: animation
 Motion LadderIdle: animation
 Motion LadderClimb: animation
</Dragonbones Sprite Settings>

- Used for: Actor, Event Notetags and Event Page Comment Tags
- The above notetag allows to wrap up all the information you'd like to
  set for Dragonbones battler armatures needed inside a single notetag
  container.
- The settings are the same as the notetags listed above it.
- You may remove the settings you don't wish to change.
- The only necessary data is the 'Filename: filename' line.

Example:

<Dragonbones Sprite Settings>
 Filename: Ubbie
 Scale: 0.1, 0.1
 Flip Right
 Motion Idle: stand
 Motion Walk: walk
</Dragonbones Sprite Settings>

Element Core

Use these notetags if you wish to modify various aspects of elements for
your database objects.

Skill and Item Notetags

  <Bypass Element Reflect>
  - Allows this skill/item to ignore elemental reflect properties. This will
  not bypass reflect properties as a whole, however.

  <Multiple Elements: x>
  <Multiple Elements: x to y>
  <Multiple Elements: x, x, x>
  <Multiple Elements: name, name, name>
  - This adds elements x (or name) to the skill/item in addition to the
  skill/item's current element. Skills and items with multiple elements will
  follow the Multi-Element Rule when calculating damage rate. Insert more of
  this notetag to insert more elements.

  <Multi-Element Rule: Lowest>
  <Multi-Element Rule: Add>
  <Multi-Element Rule: Multiply>
  <Multi-Element Rule: Highest>
  <Multi-Element Rule: Average>
  - This allows you to set the rule for this skill/item if it has multiple
  elements. Either the lowest rate, the additive sum of all rates, the
  multiplicative product of all rates, or the highest rate will be used. If
  average is used, it will be the average of all element rates.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <Element Absorb: x>
  <Element Absorb: x, x, x>
  <Element Absorb: name>
  <Element Absorb: name, name, name>
  - Causes element x to be absorbed and heals the battler. When an element
  is absorbed, the rate goes down by 200% instead of being just an inverse.
  This is so that battlers that are originally resistant to the element will
  absorb more of the element while battlers that are originally vulnerable
  to the element will absorb less of the element. The minimum amount
  absorbed is 0.01%.

  <Element Reflect x: +y%>
  <Element Reflect x: -y%>
  <Element Reflect name: +y%>
  <Element Reflect name: -y%>
  - Increases or decreases the rate to reflect element x by y%. If a skill
  or item has multiple elements, the reflect rate is added for each element
  used by the skill/item.

  <Element Magnify x: +y%>
  <Element Magnify x: -y%>
  <Element Magnify name: +y%>
  <Element Magnify name: -y%>
  - If the user performs a skill or item that utilizes element x (or name),
  increase or decrease its damage by y%. If a skill or item has multiple
  elements, the rate is increased additively for each element and adjusted
  multiplicatively with base rate. This bottoms out at 0%.

  <Element Amplify x: +y%>
  <Element Amplify x: -y%>
  <Element Amplify name: +y%>
  <Element Amplify name: -y%>
  - If the user performs a skill or item that utilizes element x (or name),
  increase or decrease its damage by y%. If a skill or item has multiple
  elements, the rate is increased additively for each element and adjusted
  additively for base rate.

  <Element Null>
  - This will cause the battler to not have elemental attacks when using
  skills and items. However, this will not bypass the 'Force Element' action
  sequence effect.

  <Force Element x Rate: y%>
  <Force Element name Rate: y%>
  - This forces the battler's elemental rate for x (or named) to be y%. This
  will work in a priority setting of states (highest priority to lowest),
  equips (first to last), then class, then actor/enemy if more than one
  notetag is used for the same element. If y is negative, the element is
  absorbed.

Enemy Levels

You can use these notetags to adjust how enemy levels are handled
individually per enemy.

Enemy Notetags:

  <Show Level>
  <Hide Level>
  This will cause the enemy to show or hide its level upon target selection.

  <Minimum Level: x>
  <Maximum Level: x>
  This sets the enemy's minimum and maximum levels respectively to x. This
  will cause the enemy, upon the start of battle, to adjust levels within
  this particular range. Any skills that alter enemy levels are able to
  bypass these limits unless if it were to bypass the maximum cap.

  <Static Level: x>
  This sets the enemy's starting level to exactly x. This will cause the
  enemy, upon the start of battle, to adjust levels within this particular
  range. Any skills that alter enemy levels are able to bypass these limits
  unless if it were to bypass the maximum cap.

  <Starting Level Type: x>
  This sets the enemy's starting level type to x from 0 to 5. Refer to the
  'Default Level Types' party of the Help File.

  <Positive Level Fluctuation: x>
  <Negative Level Fluctuation: x>
  This sets the positive/negative level fluctuation for the enemy. Any level
  fluctuation is calculated at the start of battle, but after the starting
  level type has been determined.

  <Level Fluctuation: x>
  This sets both the positive and negative level fluctuation for the enemy
  to x. Any level fluctuation is calculated at the start of battle, but
  after the starting level type has been determined.

  <stat Rate: +x% per level>
  <stat Rate: -x% per level>
  <stat Rate: +x.y per level>
  <stat Rate: -x.y per level>
  Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
  'luk', 'exp', or 'gold'. This will set this enemy to have an increase or
  decrease of x% rate per level. If you use the x.y formula, it will have a
  rate increase of +x.y or -x.y per level.

  <stat Flat: +x per level>
  <stat Flat: -x per level>
  <stat Flat: +x.y per level>
  <stat Flat: -x.y per level>
  Replace 'stat' with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi',
  'luk', 'exp', or 'gold'. This will set this enemy to have an increase or
  decrease of flat x value per level. If you use the x.y formula, it will
  have a flat increase of +x.y or -x.y per level.

  <Resist Level Change>
  This will cause the enemy to be immune to any form of level changing
  through skills and items. However, the enemy is not immune to any level
  changing through script calls.

  <Skill x Require Level: y>
  <Skill name Require Level: y>
  If this enemy is to use skill x (or named skill), it must be at least
  level y to be able to use it. If the enemy is under level y, the skill
  will be sealed and cannot be used.

  <Ignore Level Bonus>
  This will cause the enemy to ignore all the stat changes added by levels
  and use its base stats as its current level stats. Any changes to its
  current level will not alter the enemy's stats.

Skill and Item Notetags:

  <Reset Enemy Level>
  This will reset the target enemy's level back to what it was at the start
  of battle.

  <Change Enemy Level: +x>
  <Change Enemy Level: -x>
  If this action is used against an enemy, it will change the enemy's level
  by +x or -x. If an action contains both a reset and level change, the
  reset will occur first before the level change.

Difficulty Slider


There is a notetag you can use for the Difficulty Slider plugin.

Enemy Notetag:

  <Unaffected by Difficulty Slider>
  - This will make the enemy's level unaffected by the difficulty slider,
  meaning the enemy will always be at 100% its current calculated level.

Enemy Base Parameters


You can use this notetag to base an enemy's stats on a class.

Enemy Notetag:

  <Base Parameters on Class: x>
  - This will base all parameters except for 'exp' and 'gold' on class x.
  * Note: This will take priority over the custom enemy parameters.

  <Base stat Parameter on Class: x>
  - This will base the specific 'stat' parameter on class x. Replace 'stat'
  with 'maxhp', 'maxmp', 'atk', 'def', 'mat', 'mdf', 'agi', or 'luk'.
  * Note: This will take priority over the custom enemy parameters.

Map Enemy Levels


Insert the following notetags into your map's notebox to set the desired
enemy level settings.

Map Notetags:

  <Enemy Level Base: x>
  - Replace 'x' with the static base level to set for the enemies encountered
  on the map. Positive and negative level fluctuations from YEP_EnemyLevels
  will be applied after.

  <Enemy Level Base Variable: x>
  - Replace 'x' with the variable whose value will determine the static base
  level of the enemies encountered on the map. Positive and negative level
  fluctuations from YEP_EnemyLevels will be applied after.

  <Enemy Level Range: x to y>
  - Replace 'x' with the minimum base level and 'y' with the maximum base
  level for the enemies encountered on the map. Positive and negative level
  fluctuations from YEP_EnemyLevels will be applied after.

  <Enemy Level Range Variables: x to y>
  - Replace 'x' with the variable whose value will determine the minimum base
  level and 'y' with the variable whose value will determine the maximum base
  level for the enemies encountered on the map. Positive and negative level
  fluctuations from YEP_EnemyLevels will be applied after.

Enhanced TP

You can use the following notetags to adjust the various settings for TP.

Actor and Enemy Notetags:

  <TP Mode: x>
  This will set the actor's default TP mode to x. If this notetag isn't used
  then the actor will default to the mode within the plugin's parameters.

  <Unlock TP Mode: x>
  <Unlock TP Mode: x, x, x>
  <Unlock TP Mode: x to y>
  This unlocks what TP modes the actor can use by default. This tag will add
  upon the default unlocks already preset in the plugin's parameters.

Skill and Item Notetags:

  <Unlock TP Mode: x>
  <Unlock TP Mode: x, x, x>
  <Unlock TP Mode: x to y>
  This will cause the target to unlock TP mode x (to y). This will make the
  TP mode available in the TP menu.

Skill Notetags:

  <Learn Unlock TP Mode: x>
  <Learn Unlock TP Mode: x, x, x>
  <Learn Unlock TP Mode: x to y>
  When this skill is learned, unlock TP mode x (to y) in the process of also
  learning it. This will make the TP mode available in the TP menu.

Equip Battle Skills

The following notetags adjust various aspects about equippable battle skills.

Actor Notetag:
  <Starting Skill Slots: x>
  This sets the actor's starting skill slots to x amount. This value will
  not allow the actor to bypass the Maximum Skills limit.

Skill Notetags:
  <Equip stat: +x>
  <Equip stat: -x>
  Replace 'stat' with 'HP', 'MP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', or
  'LUK' to have that stat increase or decrease by x amount while the skill
  is equipped for battle.

  <Equip State: x>
  <Equip State: x, x, x>
  <Equip State: x through x>
  This causes the actor to be affected by state x while the skill is
  equipped for battle.

  <Unequippable>
  This skill cannot be equipped no matter what.

  <All Access Equippable>
  This makes the skill equippable whether the actor has the available skill
  type needed for the skill or not.

  <Access Only Equippable>
  This makes the skill equippable only for actors with the specific skill
  type. Actors without access to the skill type cannot equip it.

Class, Skill, Weapon, Armor, and State Notetags:
  <Equip Skill Slots: +x>
  <Equip Skill Slots: -x>
  This increases or decreases the amount of skills the actor can equip for
  battle by x. This value will not allow the actor to bypass the Maximum
  Skills Limit.

Equip Skill Tiers


The following are notetags that alter the tier settings of skills.

Skill Notetag
  <Skill Tier: x>
  Sets the skill's tier to x, making it limited by the restrictions applied
  by the actor.

Actor, Class, Skill, Weapon, Armor, and State Notetags
  <Skill Tier x Slots: +y>
  <Skill Tier x Slots: -y>
  Increases or decreases the skill tier for tier x by y slots. The changes
  made here do not go under 0 nor do they bypass the maximum battle skills
  equip limit.

Equip Core

You can use the following notetags to change a class's equipment setup.

Class Notetags:
  <Equip Slot: x>      Example: <Equip Slot: 1, 2, 3, 4, 5, 5, 5, 5>
  <Equip Slot: x, x, x>
  Changes this class's equipment slots to x. Using repeating numbers makes
  it so that equipment type is duplicated and that the class can equip
  multiple equipment of that type. To find the Equipment Type ID, go to your
  database's Types tab and look for the ID type.

  If you don't like the above method for setting equipment slots, you can
  use the following notetags instead:

  <Equip Slot>         Example: <Equip Slot>
   string                        Weapon
   string                        Armor
   string                        Accessory
   string                        Accessory
  </Equip Slot>                 </Equip Slot>
  Replace 'string' with the Equipment type's name entry. This is case
  sensitive so if the string does not match a name entry perfectly, the slot
  will not be granted to the class. Multiple copies of a name entry would
  mean the class can equip multiple equipment of that type. Everything works
  the same as the previous notetag.

Weapon and Armor Notetags:
  <stat: +x>
  <stat: -x>
  Allows the piece of weapon or armor to gain or lose x amount of stat.
  Replace "stat" with "hp", "mp", "atk", "def", "mat", "mdf", "agi", or
  "luk" to alter that specific stat. This allows the piece of equipment
  to go past the editor's default limitation so long as the maximum value
  allows for it. Changes made here alter the base parameters.

Change Battle Equip


Use the following notetags to alter how the Change Battle Equip command
functions for your actors in battle.

Actor, Class, Weapons, Armors, and State Notetags:

  <Change Battle Equip Cooldown: +x>
  <Change Battle Equip Cooldown: -x>
  Increases or decreases the number of turns an actor has to wait in battle
  before the actor can change equips again by x amount.

  <Disable Change Battle Equip>
  This will disable the ability to change equipment mid-battle for the
  related actor.

Equip Requirements


You can use these notetags to implement requirements onto your weapons and
armors. These notetags will have to be set up in a certain way:

Weapon and Armor Notetags:

  <Equip Requirement>
   requirement
   requirement
  </Equip Requirement>
  - The main requirements will have to be placed in between these notetags.
  You can have a multitude of requirements for your weapons/armors. Replace
  'requirement' with any of the following below:

Weapon and Armor Requiprements:

  param > x
  param >= x
  param === x
  param <= x
  param < x
  - Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat',
  'mdf', 'agi', or 'luk'. This will make the piece of equipment require the
  actor's base parameter to be greater than (>), greater than or equal to
  (>=), equal to (===), less than or equal to (<=), or less than (<). This
  is NOT the value for the total parameter, only the base parameter. The
  base parameter is calculated by the user's class parameter value, any
  bonuses received by equipment and/or permanent stat increases.

  class: x
  class: name
  - This will make the piece of equipment require the actor to be class x.
  If 'name' is used, priority will be given to the class with the highest ID
  in the database. Insert multiple of these requirements to add more
  classes. Having multiple classes will mean that the actor can be any of
  those classes to be able to equip the gear.

  skill: x
  skill: name
  - This will make the piece of equipment require the actor to have learned
  skill x. If 'name' is used, priority will be given to the skill with the
  highest ID in the database. Insert multiple of these requirements to add
  more skills. Having multiple skills means the actor must have learned ALL
  of the skills to be able to equip the gear.
  *NOTE: The actor needs to have LEARNED the skill. This means that if you
  have added a skill to the actor's skill library through a trait, it will
  not count.

  switch: x
  - This will require switch X to be on. If it isn't, the piece of equipment
  cannot be worn. Insert multiple of these to add more switches that are
  are required to be on.

  unique only
  - This will make the piece of equipment to be "unique", rendering the
  actor to be unable to wear more than 1 of its kind.

Equipment Set Bonuses

Weapon and Armor Notetags:

<Equip Set: name>
This assigns this item to an equipment set.
- 'name' is the set name you're going to associate this equip with.

If you want to make a piece of equipment be a part of two different equipment
sets, use multiple copies of the <Equip Set: name> notetag.

Actor Notetags:

<name Set, x Pieces Character: filename, index>
This changes the character sprite, aka the map sprite, for this actor.
- 'name' is the set name that is associated with this graphic change.
- 'x' is to be replaced by a number. This is the minimum required pieces.
- 'filename' is the filename of the graphic. IMPORTANT: Case sensitive.
- 'index' is to be replaced by a number. This is the index number of the
graphic starting from 0 as the first slot.

<name Set, x Pieces Face: filename, index>
This changes the face art for the actor.
- 'name' is the set name that is associated with this graphic change.
- 'x' is to be replaced by a number. This is the minimum required pieces.
- 'filename' is the filename of the graphic. IMPORTANT: Case sensitive.
- 'index' is to be replaced by a number. This is the index number of the
graphic starting from 0 as the first slot.

<name Set, x Pieces Battler: filename>
This changes the sideview battler sprite for this actor.
- 'name' is the set name that is associated with this graphic change.
- 'x' is to be replaced by a number. This is the minimum required pieces.
- 'filename' is the filename of the graphic. IMPORTANT: Case sensitive.

To make different sets of graphics per set, add multiples of the above
notetags for each actor. This effect may or may not be compatible with other
plugins that alter the appearance of your actors.

Event Click Trigger

To make an event click triggerable from anywhere on the screen, use either
notetags or comment tags to enable them to become clickable. If a notetag is
used, then this will apply to the whole event, no matter what page it is. If
only comment tags are used, it will only apply to that specific event page.

Event Notetag and Comment Tags

  <Click Trigger>
  - This will cause the event to be clickable from afar without needing the
  player to walk all the way up in front of it to trigger it.

Event Copier

To decide if an event will copy from a template map, please follow these
instructions below and insert the desired notetag into the event's notebox.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Event Notetags:
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

  <Copy Event: Map x, Event y>
  - Replace 'x' with the ID of the map to copy the event from.
  - Replace 'y' with the ID of the event to copy from that map.

  - - -

  <Copy Event: mapId, eventId>
  - Replace 'mapId' with the ID of the map to copy the event from.
  - Replace 'eventId' with the ID of the event to copy from that map.

  - - -

  <Copy Event: template>
  - Replace 'template' with a name from the 'Template Names' plugin param.
  This will require you to have version 1.5.0+ of RPG Maker MV. All of the
  Map ID and event ID data from the stored template will be used for this
  event. This notetag  will also have the bonus of having custom Lunatic
  Code unique only to this template name.

  - - -

When an event is copied, all data will be carried over, from the name of the
map, to the graphics used, to the pages, their conditions, and all of the
event commands. The only things that will NOT be copied over will be the
original event's ID, x positon, and y position.

Event Encounter Aid

You can place these notetags into the notebox at the top of an event's page.
These notetags will enable unique effects for event encounters.

Event Notetag:

  <Encounter Lock>
  <Encounter Direction Lock>
  - This will cause the event to not immediately face the player when
  approached making it possible for the game to check the direction each is
  facing.

  <Follower Touch>
  <Follower Trigger>
  - This will allow the event to trigger if the event touches a follower and
  not just the main player.

Event Hitbox Resize

To make an event's hitbox larger, use either notetags or comment tags to
apply the hitbox enlargement. If a notetag is used, this will apply to the
event no matter what the page is. If a comment tag is used, it will
overwrite whatever setting the notetags have.

Event Notetag and Comment Tags:

  <Hitbox Up: x>
  <Hitbox Left: x>
  <Hitbox Right: x>
  <Hitbox Down: x>
  - This will expand the hitbox upward, left, right, or down by x. The value
  inserted for x will extend the hitbox that direction by that many tiles.
  If any of these notetags are used, it will make the event immobile, unable
  to move unless the movement type is set to "Through", allowing it to pass
  through anything.

Event Sprite Offset

To offset sprites using the event notetags, using the following below:

Event Notetags:

  <Sprite Offset X: +n>
  <Sprite Offset X: -n>
  - Replace 'n' with the number of pixels you wish to offset the horizontal
  position of the sprite by. A positive number moves the sprite to the
  right. A negative number moves the sprite to the left.

  <Sprite Offset Y: +n>
  <Sprite Offset Y: -n>
  - Replace 'n' with the number of pixels you wish to offset the vertical
  position of the sprite by. A positive number moves the sprite down. A
  negative number moves the sprite up.

  <Sprite Offset: +x, +y>
  <Sprite Offset: -x, -y>
  - If you wish to put sprite offset information on one line, use the above
  comment tag instead. Replace 'x' and 'y' with the values to offset the
  sprite by. Positive x will move the sprite right. Negative x will move the
  sprite left. Positive y will move the sprite down. Negative y will move
  the sprite up.

Event Step Animation Options

To offset sprites using the event notetags, using the following below:

Event Notetags:

  <Step Animation: Left to Right>
  - Makes the event sprite's step behavior go from frame 0 to 1 to 2, then
  back to 0 instead of looping backwards.

  <Step Animation: Right to Left>
  - Makes the event sprite's step behavior go from frame 2 to 1 to 0, then
  back to 2 instead of looping forwards.

  <Step Animation: Spin Clockwise>
  <Step Animation: Spin CW>
  - Makes the event sprite's step behavior spin itself clockwise.

  <Step Animation: Spin CounterClockwise>
  <Step Animation: Spin CCW>
  <Step Animation: Spin AntiClockwise>
  <Step Animation: Spin ACW>
  - Makes the event sprite's step behavior spin itself counterclockwise.

Extra Enemy Drops

Generic Drop
Use the following notetags to determine extra enemy drops. These drops will
drop normally without any special conditions other than having to go through
and pass a random number generator.

Enemy Notetags:
  <Item x: y%>
  <Weapon x: y%>
  <Armor x: y%>
  Adds item, weapon, or armor ID of x to the enemy's drop pool with a y%
  chance of dropping the item. Insert multiples of this notetag to add more
  drop items for the enemy drop pool.

  <Enemy Drops>
   Item x: y%
   Weapon x: y%
   Armor x: y%
  </Enemy Drops>
  Alternatively, using the above notetag format will allow you to group a
  large number of enemy drops together. Replace x with the item, weapon, or
  armor ID to give the item a drop rate of y%.

  <Drop Potion: x%>
  <Drop Short Sword: x%>
  <Drop Feather Cap: x%>
  If you prefer to use names instead, you can use the above format for the
  notetags. This will make the named item have a drop rate of x%. If you
  have multiple items in your database with the same name, priority will be
  given to the item with the highest ID in the order of item, weapons, then
  armors. Insert multiple multiples of this notetag to add more drop items
  for the enemy drop pool.

  <Enemy Drops>
   Potion: x%
   Short Sword: x%
   Feather Cap: x%
  </Enemy Drops>
  Alternatively, you can write your notetag like such to group together a
  list of named items. This will make the named item have a drop rate of x%.
  If you have multiple items in your database with the same name, priority
  will be given to the item with the highest ID in the order of item,
  weapons, then armors. Insert multiple multiples of this notetag to add
  more drop items for the enemy drop pool.

Conditional Drop
Sometimes, you want certain conditions to be met before enemies will drop a
specific item. These conditional drops would have a 0% chance otherwise. For
each condition met, you can increase or decrease the drop rate. Use the
below format to create a conditional drop.

Enemy Notetags:
  <Conditional Item x Drop>
   condition: +y%
   condition: -y%
  </Conditional Item x Drop>

  <Conditional Weapon x Drop>
   condition: +y%
   condition: -y%
  </Conditional Weapon x Drop>

  <Conditional Armor x Drop>
   condition: +y%
   condition: -y%
  </Conditional Armor x Drop>
  The above notetags will create the conditions for item, weapon, or armor x
  to drop. Insert various conditions in between the notetags to produce the
  conditional rate increases or decreases of y% for the drop.

  <Conditional Named Drop>
   condition: +y%
   condition: -y%
  </Conditional Named Drop>
  If you prefer to name your drop, use the above format. If database entries
  have matching names, priority will be given to the item with the highest
  ID in the order of items, weapons, then armor. Insert various conditions
  in between the notetags to produce the conditional rate increases or
  decreases for y% for the drop.

The following are various conditions you may use:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ALIVE MEMBERS EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This checks the number of alive party members the player has when the drops
are being calculated and made and runs it against an eval check.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Alive Members > 1: +20%
           Alive Members === 2: +25%
           Alive Members <= 3: -30%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ALWAYS
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This condition will always pass. This can be used as setting a base rate for
the item drop.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Always: +50%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
item x COUNT EVAL
weapon x COUNT EVAL
armor x COUNT EVAL
named item COUNT EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This checks the quantity of specific items, weapons, armors, and/or named
items you have. If you choose a named item and multiple database entries
share the name of that named item, priority will be given to the highest ID
in the order of items, weapons, and then armor.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Item 1 Count > 1: +20%
           Weapon 2 Count === 2: +25%
           Armor 3 Count <= 3: -30%
           Potion Count >= 4: +35%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DEAD MEMBERS EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This checks the number of dead party members the player has when the drops
are being calculated and made and runs it against an eval check.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Dead Members > 1: +20%
           Dead Members === 2: +25%
           Dead Members <= 3: -30%
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
DEATH TURN EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will run an eval check to compare the turn number the enemy has died.
This effect requires the Battle Engine Core.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Death Turn > 5: +10%
           Death Turn === 5: +20%
           Death Turn <= 4: +30%
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=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
ENEMY LEVEL EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will run an eval check to compare the enemy's level. This effect
requires the YEP Enemy Levels plugin.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Enemy Level === 10: +30%
           Enemy Level <= 5: -20%
           Enemy Level >= 15: +10%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
EVAL code
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will run an eval check for the code you've inserted. If it returns true
then the condition is met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Eval user.name() === 'Bat A': +30%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
LAST STRIKE SKILL X
LAST STRIKE ITEM X
LAST STRIKE named
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This checks to see if the last strike on the enemy is item x, skill x, or a
named action. If a named action is used and multiple database entries share
the name of the action, priority will be given to the highest ID in the
order of skills then items.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Last Strike Skill 40: +20%
           Last Strike Item 50: -30%
           Last Strike Firaga: +40%
           Last Strike Ice Bomb: -50%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
PARTY MEMBERS EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This checks the number of party members (dead or alive) the player has when
the drops are being calculated and made and runs it against an eval check.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Party Members > 1: +20%
           Party Members === 2: +25%
           Party Members <= 3: -30%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
RANDOM X%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This condition has a random x% chance to pass.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Random 20%: +40%
           Random 30%: -60%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TIMES ELEMENT X STRUCK EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This compares the number of times the enemy has been struck by element x.
You can also replace x with the name of the item.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Times Element Fire Struck > 6: +10%
           Times Element 3 Struck === 5: -10%
           Times Element Thunder <= 4: +20%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TIMES ITEM X STRUCK EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This compares the number of times the enemy has been struck by item x. You
can also replace x with the name of the item.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Times Item Bomb Struck > 6: +10%
           Times Item 42 Struck === 5: -10%
           Times Item Uni Struck <= 4: +20%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TIMES SKILL X STRUCK EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This compares the number of times the enemy has been struck by skill x. You
can also replace x with the name of the skill.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Times Skill Firaga Struck > 6: +10%
           Times Skill 40 Struck === 5: -10%
           Times Skill Thundaga Struck <= 4: +20%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TIMES STATE X STRUCK EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This compares the number of times the enemy has been struck by state x.
You can also replace x with the name of the state.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Times State 4 Struck > 6: +10%
           Times State Blind Struck === 5: -10%
           Times State Silence Struck <= 4: +20%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TIMES STYPE X STRUCK EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This compares the number of times the enemy has been struck by skill type x.
You can also replace x with the name of the skill type.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Times SType 1 Struck > 6: +10%
           Times SType Magic Struck === 5: -10%
           Times SType Special Struck <= 4: +20%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
SWITCH X ON
SWITCH X OFF
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace X with a switch ID. If switch X is ON or OFF, the condition is met.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Switch 5 ON: +10%
           Switch 6 OFF: -10%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
TURN EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This will run an eval check to compare the number of turns the battle has
gone on for until the time the drops have been made.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Turn > 5: +10%
           Turn === 5: +20%
           Turn <= 4: +30%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
VARIABLE X EVAL
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Replace X with a variable ID. This will run an eval check to compare the
variable's value to see if it meets the conditions.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Variable 5 > 10: +20%
           Variable 6 === 11: +25%
           Variable 7 <= 12: -30%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Extra Parameter Formula

You can use the following notetags to alter the various aspects that modify
the extra parameter values:

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <stat Plus: +x%>
  <stat Plus: -x%>
  <stat Plus: +x.y>
  <stat Plus: -x.y>
  Replace 'stat' with 'hit', 'eva', 'cri', 'cev', 'mev', 'mrf', 'cnt',
  'hrg', 'mrg', or 'trg'. This is the value added to the base parameter
  before the rate and flat values contribute to the total parameter value
  assuming the plugin's default formula is utilized.

  <stat Rate: x%>
  <stat Rate: x.y>
  Replace 'stat' with 'hit', 'eva', 'cri', 'cev', 'mev', 'mrf', 'cnt',
  'hrg', 'mrg', or 'trg'. This is the value multipled to the sum of the base
  and plus values of the parameter before added by the flat value assuming
  the plugin's default formula is utilized.

  <stat Flat: +x%>
  <stat Flat: -x%>
  <stat Flat: +x.y>
  <stat Flat: -x.y>
  Replace 'stat' with 'hit', 'eva', 'cri', 'cev', 'mev', 'mrf', 'cnt',
  'hrg', 'mrg', or 'trg'. This is the value added finally to the sum of the
  base and plus values after being multiplied by the rate value assuming the
  plugin's default formula is utilized.

Floor Damage

Insert the following notetags into the noteboxes for your tilesets:

Tileset Notetag:

  <Floor Damage x: y>
  - 'x' is the terrain tag to mark the tileset with. By default, terrain
  tags are set to 0. They will go up as high as 7. 'y' will be the amount of
  damage dealt to each actor in the party. For example, <Floor Damage 2: 50>
  will cause all damage tiles marked with terrain tag 2 to deal 50 damage.
  * Note: You will still need to mark the tile itself as a damage tile in
  the database editor.

  <Floor Flash x: r, g, b, o>
  - 'x' is the terrain tag to mark the tileset with. Replace 'r', 'g', 'b',
  and 'o' with values between 0-255 to indicate the red, green, blue, and
  opacity values respectively. This will make the screen flash this color
  combination when the player takes damage from this tile.
  * Note: You will still need to mark the tile itself as a damage tile in
  the database editor.

Footstep Sounds

Insert the following notetags to add footsteps to your maps.

Event Notetag:

  <No Footsteps>
  - Insert this into the notebox of any event you wish to not make any
  footsteps when moving.

Tileset Notetags:

  <Terrain Tag x Footstep Sound: filename>
  <Terrain Tag x Footstep Sound: filename, volume>
  <Terrain Tag x Footstep Sound: filename, volume, pitch>
  - Replace 'x' with the terrain tag ID (from 1 to 7). If 0 is used, it will
  be ignored.  When inserting the filename, the filename must be case
  sensitive and must not include the extension. The 'volume' and 'pitch'
  variables must be integar values between 0 and 100 if they are used.

  Examples:

  <Terrain Tag 1 Footstep Sound: Move1>
  <Terrain Tag 2 Footstep Sound: Move2, 80>
  <Terrain Tag 3 Footstep Sound: Move3, 75, 150>

  In the above examples, the tiles marked by terrain tags 1, 2, or 3 will
  play their respective sound effect when stepped on by the player or an
  event that can trigger footsteps.

Map Notetags:

  <Region x Footstep Sound: filename>
  <Region x Footstep Sound: filename, volume>
  <Region x Footstep Sound: filename, volume, pitch>
  - Replace 'x' with the region tag ID (from 1 to 255). If 0 is used, it
  will become the default footstep sound.  When inserting the filename, the
  filename must be case sensitive and must not include the extension. The
  'volume' and 'pitch' variables must be integar values between 0 and 100 if
  they are used.

  Examples:

  <Region 10 Footstep Sound: Move1>
  <Region 20 Footstep Sound: Move2, 80>
  <Region 30 Footstep Sound: Move3, 75, 150>

  In the above examples, the tiles marked by regions 10, 20, or 30 will play
  their respective sound effect when stepped on by the player or an event
  that can trigger footsteps.

Hit Damage Sounds

Insert the following notetags into the armors and/or enemy noteboxes to make
them play different sounds when getting struck.

Armor and Enemy Notetags

  <Hit Damage Sound: filename>
  <Hit Damage Sound: filename, volume>
  <Hit Damage Sound: filename, volume, pitch>
  <Hit Damage Sound: filename, volume, pitch, pan>
  - Makes the piece of armor or enemy play 'filename' when struck. When
  inserting the filename, the filename must be case sensitive and must not
  include the extension. The 'volume' and 'pitch' variables must be integar
  values between 0 and 100 if they are used. The 'pan' variable can be an
  integar value between -100 and 100 if it is used.

  Examples:

  <Hit Damage Sound: Fire1>
  <Hit Damage Sound: Fire2, 80>
  <Hit Damage Sound: Fire3, 80, 130, 20>

  In the above examples, the armor piece or enemy will play the Fire sound
  effects when struck. This will override the default settings.

Icons on Events

The easiest way to attach icons to events would be to use notetags and/or
comment tags. Using notetags will make the icon always attached to the event
while using comment tags will make the icon attached to the event only if
the page containing the comment tag is active.

  <Icon on Event: n>
  - Replace 'n' with the icon you wish to attach to the event.

  <Icon on Event Buffer X: +x>
  <Icon on Event Buffer X: -x>
  - Replace 'x' with the buffer amount for X. For X, a negative number moves
  it left and a positive one moves it right.

  <Icon on Event Buffer Y: +y>
  <Icon on Event Buffer Y: -y>
  - Replace 'y' with the buffer amount for Y. For Y, a negative number moves
  it up and a positive one moves it down.

  <Icon on Event Buffer: +x, +y>
  <Icon on Event Buffer: -x, -y>
  - Replace 'x' and 'y' with the respective buffer values you wish to apply.
  For X, a negative number moves it left and a positive one moves it right.
  For Y, a negative number moves it up and a positive one moves it down.

Keep in mind these notetags and comment tags only work for events. They do
not work on the player character. If you wish to apply icons to the player
character, you'd have to use one of the methods below.

Instant Cast

The following are some notetags you can use to apply Instant Cast properties
to your actions.

Skill and Item Notetags:
  <Instant>
  <Instant Cast>
  Both notetags work the same. This causes this action when selected as the
  first action for an actor to be instantly cast. When used by an enemy,
  this will cause the enemy to have a follow up action without consuming the
  enemy's turn.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  <Instant Skill: x>
  <Instant Skill: x, x, x>
  <Instant Skill: x to y>
  This makes skill(s) x into having instant cast properties for the actor,
  class, enemy, or whenever the weapon or armor is equipped, or whenever the
  state is applied. If using 'x to y', it will be applied to all the skills
  from x to y.

  <Instant Item: x>
  <Instant Item: x, x, x>
  <Instant Item: x to y>
  This makes item(s) x into having instant cast properties for the actor,
  class, enemy, or whenever the weapon or armor is equipped, or whenever the
  state is applied. If using 'x to y', it will be applied to all the items
  from x to y.

  <Cancel Instant Skill: x>
  <Cancel Instant Skill: x, x, x>
  <Cancel Instant Skill: x to y>
  This makes skill(s) x unable to be instantly cast. This will take priority
  over all other properties that may influence instant casting if the actor,
  class, enemy, equipment, or states possess this notetag. If using 'x to y'
  then it will be applied to all skills from x to y.

  <Cancel Instant Item: x>
  <Cancel Instant Item: x, x, x>
  <Cancel Instant item: x to y>
  This makes item(s) x unable to be instantly cast. This will take priority
  over all other properties that may influence instant casting if the actor,
  class, enemy, equipment, or states possess this notetag. If using 'x to y'
  then it will be applied to all items from x to y.

Item Concoctions

Actor, Class, Weapon, Armor, State Notetags

<Item Concoct>
If an actor is affected by this notetag either directly or indirectly through
related traits, the actor can use the Concoct command in battle.

State Notetag

<Item Concoct Seal>
If an actor is affected by a state with this notetag, the actor's Concoct
command will be disabled.

Item Notetags

<Item Concoct>
list
list
list
list
</Item Concoct>
Makes the item with the notetag a primary component for item concoctions.
Insert multiple 'list' items to make it combinable with more items.

'list' can be formatted in any of these four ways:

Item x: Item x
Item x: name
name: name
name: Item x

If you are using Item x, replace x with the ID of the item you wish to refer
to. If you are using a name version, replace name with the full name of the
item (it is case sensitive). The first item on the list before the : is the
secondary component for item concoctions. The second item on the list after
the : is the item effect that will occur when the first and second components
are combined. The effects of the first and second items are unrelated to the
combined item effect.

Here is an example of how an Item Concoction notetag and list could look:

<Item Concoct>
Item 51: Item 61
Item 52: Item 62
Item 53: Lucid Mist
Item 54: Healing Mist
Plum Essence: Inspiriting Mist
Tomato Essence: Boosting Mist
Onion Bloom: Item 67
Curious Bloom: Item 68
</Item Concoct>

Concoctions will be composed of a primary component, secondary component, and
a resulting effect. In this case, the primary component is the item with the
notetag. The secondary component can be any of the items before the : in the
list. The resulting effect is the item after the : next to the secondary
component selected on the list.

Item Core

If you are using independent items, items that aren't gained through the
shop can have a random variance applied to its stats.

Item, Weapon, Armor Notetag
  <Random Variance: x>
  If this item is acquired through non-shop means, it will have random
  stats offset by x amount in either a positive or negative value.

  <Not Independent Item>
  Sets an item that is independent by default to become a nonindependent
  item, allowing it to stack and making it unable to be affected by
  independent item modifiers.

  <Priority Name>
  This sets the item, weapon, or armor's priority name to its database
  entry so that name schemes cannot affect the item.

  <Text Color: x>
  This sets the text color of this item, weapon, or armor to use text color
  x from the window skin.

Attachable Augments


You can use the following notetags to setup how augments work in your game
and affect your equipment.

Weapon and Armor Notetags:

  <Augment Slots>
   Rune
   Glyph
   Orb
   Mark
  </Augment Slots>
  This allows you to set what kind of augments are used for the item. The
  names used for the augment slots are the augment types used for that item.

  <No Augment Slots>
  This makes the item have no augment slots.

Item, Weapon, Armor Notetags

  <Augment: type>
   augment effect
   augment effect
  </Augment: type>
  This will change the item into a non-Independent item. This item can be
  used to augment equipment that contain the appropriate augment 'type'.
  This particular notetag will decide the augment effect for attaching the
  augment component and the reverse effect for detaching the component.
  Insert multiple sets of these notetags to allow different augment effects
  when used on different augment slot types.

  <Augment Attach: type>
   augment effect
   augment effect
  </Augment Attach: type>
  This will change the item into a non-Independent item. This item can be
  used to augment equipment that contain the appropriate augment 'type'.
  This notetag will decide only the augment effects that are applied when
  the augment component is attached to the equipment and not when detached.
  Insert multiple sets of these notetags to allow different augment effects
  when used on different augment slot types.

  <Augment Detach: type>
   augment effect
   augment effect
  </Augment Detach: type>
  This will change the item into a non-Independent item. This item can be
  used to augment equipment that contain the appropriate augment 'type'.
  This notetag will decide only the augment effects that are applied when
  the augment component is detached from the equipment and not attached.
  Insert multiple sets of these notetags to allow different augment effects
  when used on different augment slot types.

Augment Effect List
The following is a list of effects you can use for the <Augment: type>,
<Augment Attach: type>, <Augment Detatch: type> notetags to have it apply
the desired effects to the upgraded item.

--- Effects ---

Param: +x
Param: -x
- Replace 'Param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
or 'LUK'. This will increase/decrease the parameter for the item by x.

---

Param: +x%
Param: -x%
- Replace 'Param'  with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
'LUK', 'HIT', 'EVA', 'CRI', 'CEV', 'MEV', 'MRF', 'CNT', 'HRG', 'MRG', 'TRG',
'TGR', 'GRD', 'REC', 'PHA', 'MCR', 'TCR', 'PDR', 'MDR', 'FDR', or 'EXR'.
This will increase/decrease the rate for that parameter for the item by x%.
Refer to the Base Parameter Control, Extra Parameter Formula, and Special
Parameter Formula plugins for more information regarding these stats.

---

Boost: +x
Boost: -x
- This will increase or decrease the boost count of the item by x.

---

Price: +x
Price: -x
- This will increase or decrease the price of the item by x.

---

Cannot Detach
- This makes the augment unable to be detached once applied.

---

Add Attack Element: x
Remove Attack Element: x
- Add/Remove Attack Element 'x' to item. You can use either the name or the
ID of the element. If the name is used and you have multiple elements in
your database with the same name, priority will be given to the element with
the highest ID.

---

Add Attack State: x
Add Attack State: x, y%
Remove Attack State: x
Remove Attack State: x, y%
- Add/Remove Attack State 'x' to item. You can use either the name of the ID
of the state. If the name is used and you have multiple states in your
database with the same name, priority will be given to the state with the
highest ID. If 'y' is used, then the success rate of landing the state will
be y%. If 'y' is not used, the success rate of landing the state is 100%.

---

Add Debuff Rate: param, x%
Add Debuff Rate: param, +x%
Add Debuff Rate: param, -x%
Remove Debuff Rate: param, x%
Remove Debuff Rate: param, +x%
Remove Debuff Rate: param, -x%
- Replace 'param' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
or LUK. Add/remove the debuff affliction rate of the parameter for the item
to 'x%' rate.

---

Add Element Rate: x, y%
Add Element Rate: x, +y%
Add Element Rate: x, -y%
Remove Element Rate: x, y%
Remove Element Rate: x, +y%
Remove Element Rate: x, -y%
- Add/Remove element rate 'x' to item. You can use either the name or the
ID of the element. If the name is used and you have multiple elements in
your database with the same name, priority will be given to the element with
the highest ID. The item's element rate for 'x' will be 'y%' rate.

---

Add Passive State: x
Remove Passive State: x
- Requires YEP_AutoPassiveStates.js installed. Add/Remove passive state 'x'
to item. You can use either the name or the ID of the state. If the name is
used and you have multiple states in your database with the same name,
priority will be given to the state with the highest ID.

---

Add Skill: x
Remove Skill: x
- Add/Remove skill 'x' to item. You can use either the name or the ID of the
skill. If the name is used and you have multiple skills in your database
with the same name, priority will be given to the skill with the highest ID.
This will make the skill temporarily usable by the actor as long as the item
is equipped with the augment on it.

---

Add Skill Type: x
Add SType: x
Remove Skill Type: x
Remove SType: x
- Add/Remove skill type 'x' to item. You can use either the name or the ID
of the skill type. If the name is used and you have multiple skills in your
database with the same name, priority will be given to the skill type with
the highest ID. This will make the skill type temporarily usable by the
actor as long as the item is equipped with the augment on it.

---

Add State Rate: x, y%
Add State Rate: x, +y%
Add State Rate: x, -y%
Remove State Rate: x, y%
Remove State Rate: x, +y%
Remove State Rate: x, -y%
- Add/Remove state rate for state 'x' to item. You can use either the name
or the ID of the state. If the name is used and you have multiple states in
your database with the same name, priority will be given to the state with
the highest ID. The item's state rate for 'x' will be 'y%' rate.

---

Add State Resist: x
Remove State Resist: x
- Add/Remove state resist for state 'x' to item. You can use either the name
or the ID of the state. If the name is used and you have multiple states in
your database with the same name, priority will be given to the state with
the highest ID.

---

Change Base Name: x
Cancel Base Name: x
- Changes/Cancels the base name of the item to 'x' while the augment is on
the item. If an item has multiple augments that alter the base name, then
priority is given to the first augment that alters the base name.

---

Change Icon: x
Cancel Icon: x
- Changes/cancels the icon of the item to 'x' while the augment is on the
item. If an item has multiple augments that alter the icon, then priority is
given to the first augment that alters the icon.

---

Change Picture Hue: x
Cancel Picture Hue: x
- Changes/cancels the picture hue used for the item to 'x' while the
augment is on the item. If an item has multiple augments that alter the
picture hue, then priority is given to the first augment that alters the
picture hue. This requires the plugin: Item Picture Images.

---

Change Picture Image: x
Cancel Picture Image: x
- Changes/cancels the picture image used for the item to 'x' while the
augment is on the item. If an item has multiple augments that alter the
picture image, then priority is given to the first augment that alters the
picture image. This requires the plugin: Item Picture Images.

---

Change Prefix: x
Cancel Prefix: x
- Changes/Cancels the prefix of the item to 'x' while the augment is on the
item. If an item has multiple augments that alter the prefix, then priority
is given to the first augment that alters the priority.

---

Change Priority Name: x
Cancel Priority Name: x
- Changes/Cancels the priority name of the item to 'x' while the augment is
on the item. If an item has multiple augments that alter the priority name,
then priority is given to the first augment that alters the priority name.

---

Change Suffix: x
Cancel Suffix: x
- Changes/Cancels the suffix of the item to 'x' while the augment is on the
item. If an item has multiple augments that alter the suffix, then priority
is given to the first augment that alters the suffix.

---

Change Text Color: x
Cancel Text Color: x
- Changes/Cancels the text color used for the item to 'x' while the augment
is on the item. If an item has multiple augments that alter the text color,
then priority is given to the first augment that alters text color.

Item Disassemble


Making items be disassemble-able can be done with these notetags:

Item, Weapon, and Armor Notetags:

  <Disassemble Pool>
   item
   item
  </Disassemble Pool>
  This is the pool of items that will be given when using any disassemblers.
  Replace the 'item' in the notetag setup with one of the syntax in the
  notetag Item Pool Format list below.

  <Disassemble Pool: type>
   item
   item
  </Disassemble Pool: type>
  This is the pool of items made specifically for the disassembler type.
  The items listed in this pool will only drop if the disassembler's type
  matches this pool's type. Replace the 'item' in the notetag setup with
  one of the syntax in the notetag Item Pool Format list below.

  --- Item Pool Format ---

  item x
  weapon x
  armor x
  name
  - This adds item, weapon, or armor ID x to the disassemble pool. If you
  plan on using the item's name and multiple objects in the database have
  the same name, priority will be given to items, weapons, then armors in
  that order. Then, priority is then given to the entry with the highest ID.

  item x: y%
  weapon x: y%
  armor x: y%
  name: y%
  - If you wish for a chance of getting an item when disassembling instead
  of a 100% chance of getting it, you can use this format. For the item,
  there will be a y% chance of getting the item when disassembling.

  x2 item y
  x3 weapon y
  x4 armor y
  x5 name
  - When disassembling, items can yield quantities. You can set the amount
  of an item given when disassembling using this setup.

  x2-3 item y
  x3-5 weapon y
  x5-8 armor y
  x8-10 name
  - If you wish for there to be random quantity amounts, you can use this
  disassembling format to set the amount of quantity given of an item from
  a minimum amount to a maximum amount.

  x2 item y: z%
  x3 weapon y: z%
  x4 armor y: z%
  x5 name: z%
  - To make an item yield a larger quantity than 1 with a random success
  rate of doing it, use the above format for the item line.

  x2-3 item y: z%
  x3-5 weapon y: z%
  x5-8 armor y: z%
  x8-10 name: z%
  - To give a random amount of item quantities while having a random success
  rate of acquiring them item during a disassembling process, use the above
  item line format.

  ---

  *NOTE: When turning an item into a Disassembler, it will become a
  non-Independent item.

  <Disassembler>
  - This item can be used to disassemble all types of items. This will fall
  under the 'All' category.

  <Disassembler: +x%>
  <Disassembler: -x%>
  - This item can be used to disassemble all types of items with a +/- x%
  success rate than normal. This will fall under the 'All' category.

  <Disassembler: type>
  - This item can be used to disassemble item categories for 'All' and
  'type' where 'type' is the disassemble pool type. Insert multiples of this
  notetag if you want this item to be able to disassemble more pool types.

  <Disassembler: type +x%>
  <Disassembler: type -x%>
  - This item can be used to disassemble item categories for 'All' and
  'type' where 'type' is the disassemble pool type. This has a success rate
  change of +/-% than normal. Insert multiples of this notetag if you want
  this item to be able to disassemble more pool types.

  <Disassemble Sound Name: filename>
  <Disassemble Sound Volume: x>
  <Disassemble Sound Pitch: x>
  <Disassemble Sound Pan: +x> or <Disassemble Sound Pan: -x>
  - When this item is disassembled, it will play this sound effect. The
  filename is case sensitive. Do not include the filename extension.

Item Discard


There are a couple of notetags you can use with the Item Discard plugin.
They exist to allow you to offset the Default Discard option in the plugin's
parameter settings.

Item, Weapon, and Armor Notetags:

  <Can Discard>
  - This will set the item, weapon, or armor to be discardable regardless of
  the Default Discard plugin parameter.

  <Cannot Discard>
  - This will set the item, weapon, or armor unable to be discarded
  regardless of the Default Discard plugin parameter.

Item Durability


The following notetags can be used to adjust item durability for equipment.

Weapon and Armor Notetags:

  <Durability: x>
  This sets the item's default durability value to x. This is the starting
  durability value for the item. If this notetag isn't used, the independent
  equipment will refer to the value in the plugin parameters.

  <Durability Variance: x>
  This alters the starting durability value with a variance of x. This means
  there can be a variance of -x to +x for the durability starting value.

  <Durability Maximum: x>
  This is the maximum durability value the independent equipment can have.
  When repairing durability, the item's durability value cannot exceed this
  amount. This amount is dependent on the base item's durability value.

  <Bypass Durability>
  <Unbreakable>
  This sets the item to not have bypass the durability system and making the
  independent item unbreakable.

  <Break Sound Name: filename>
  <Break Sound Volume: x>
  <Break Sound Pitch: x>
  <Break Sound Pan: +x>
  <Break Sound Pan: -x>
  This changes the sound effect played when using this piece of equipment is
  broken in battle. Filenames are case sensitive and do not include the file
  extension into the filename.

Item, Weapon, Armor Notetags:

  <Repair Durability: x>
  This will repair any weapon or armor's durability by x. The repair effect
  is accessed from the weapon or armor's action menu.

  <Repair Weapon: x>
  <Repair Armor: x>
  This will specifically repair only weapons or armors by x amount. The
  repair effect is accessed from the weapon or armor's action menu.

  <Repair WType x: y>
  <Repair AType x: y>
  This will specifically repair only weapon-type x or armor-type x by y
  amount. The repair is accessed from the weapon or armor's action menu.

  <Repair Sound Name: filename>
  <Repair Sound Volume: x>
  <Repair Sound Pitch: x>
  <Repair Sound Pan: +x>
  <Repair Sound Pan: -x>
  This changes the sound effect played when using this item to repair the
  durability of another item.

  <Unbreakable Durability>
  Removes the equipment's durability and makes it unbreakable.

  <Unbreakable Weapon>
  <Unbreakable Armor>
  Removes the weapon or armor's durability and makes it unbreakable.

  <Unbreakable WType x>
  <Unbreakable AType x>
  Removes durability for specifically weapon-type x or armor-type x and
  makes it unbreakable. Filenames are case sensitive and do not include the
  file extension into the filename.

Skill and Item Notetags:

  <User Weapon Durability: +x>
  <User Weapon Durability: -x>
  Each hit of this skill/item will cause all of the user's weapon(s)
  durability to be altered by +x or -x. If it reaches 0 or lower, the weapon
  will break.

  <User All Weapon Durability: +x>
  <User All Weapon Durability: -x>
  Each hit of this skill/item will cause all of the user's weapon(s)
  durability to be altered by +x or -x. If it reaches 0 or lower, the weapon
  will break.

  <User Random Weapon Durability: +x>
  <User Random Weapon Durability: -x>
  Each hit of this skill/item will cause a random weapon equipped by the
  user to have its durability altered by +x or -x. If it reaches 0 or lower,
  the weapon will break.

  <User Armor Durability: +x>
  <User Armor Durability: -x>
  Each hit of this skill/item will cause the user's armor(s) durability to
  be altered by +x or -x. Depending on the 'Damage All' plugin parameter,
  this will affect either all armors or affect a random armor piece. If the
  item reaches 0 or lower, the armor will break.

  <User All Armor Durability: +x>
  <User All Armor Durability: -x>
  Each hit of this skill/item will cause all of the user's armor(s)
  durability to be altered by +x or -x. If it reaches 0 or lower, the armor
  will break.

  <User Random Armor Durability: +x>
  <User Random Armor Durability: -x>
  Each hit of this skill/item will cause a random armor equipped by the
  user to have its durability altered by +x or -x. If it reaches 0 or lower,
  the armor will break.

  <Target Weapon Durability: +x>
  <Target Weapon Durability: -x>
  Each hit of this skill/item will cause all of the target's weapon(s)
  durability to be altered by +x or -x. If it reaches 0 or lower, the weapon
  will break.

  <Target All Weapon Durability: +x>
  <Target All Weapon Durability: -x>
  Each hit of this skill/item will cause all of the target's weapon(s)
  durability to be altered by +x or -x. If it reaches 0 or lower, the weapon
  will break.

  <Target Random Weapon Durability: +x>
  <Target Random Weapon Durability: -x>
  Each hit of this skill/item will cause a random weapon equipped by the
  target to have its durability altered by +x or -x. If it reaches 0 or
  lower, the weapon will break.

  <Target Armor Durability: +x>
  <Target Armor Durability: -x>
  Each hit of this skill/item will cause the target's armor(s) durability to
  be altered by +x or -x. Depending on the 'Damage All' plugin parameter,
  this will affect either all armors or affect a random armor piece. If the
  item reaches 0 or lower, the armor will break.

  <Target All Armor Durability: +x>
  <Target All Armor Durability: -x>
  Each hit of this skill/item will cause all of the target's armor(s)
  durability to be altered by +x or -x. If it reaches 0 or lower, the armor
  will break.

  <Target Random Armor Durability: +x>
  <Target Random Armor Durability: -x>
  Each hit of this skill/item will cause a random armor equipped by the
  target to have its durability altered by +x or -x. If it reaches 0 or
  lower, the armor will break.

Item Menu Categories


To add custom categories to items, use the following notetag:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Item, Weapon, and Armor Notetags:

  <Menu Category: x>
  <Menu Category: x, x, x>
  - Replace 'x' with the category name you wish to give the item. Insert
  multiples of this tag to insert more categories. These categories will be
  used in combination with the Category:x plugin parameter syntax keyword.

  For Example:

    <Menu Category: Herbs>

  Would require this syntax keyword in the plugin parameters:

    Category:Herbs

  If you use the version of the notetag with multiple categories, it would
  work something like this:

    <Menu Category: Herbs, Potions, Elixirs>

  Plugin Parameter:

    Category:Herbs, Category:Potions, Category:Elixirs

  **Note** The notetag does not apply for any of the pre-made categories.

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Item Picture Images


Insert the following notetags into your items, weapons, and/or armors to
give them unique images in the item menu.

Item, Weapon, and Armor Notetags:

  <Picture: filename>
  - This will set the item to use 'filename' image from the 'Pictures'
  folder in your game's project folder. For the 'filename', do not include
  the file extension. If you are using an image named 'Potion.png', simply
  replace the filename in the notetag with 'Potion'. Everything is case
  sensitive. This notetag will default the hue to 0.

  <Picture Image: filename>
  - This will set the item to use 'filename' image from the 'Pictures'
  folder in your game's project folder. For the 'filename', do not include
  the file extension. If you are using an image named 'Potion.png', simply
  replace the filename in the notetag with 'Potion'. Everything is case
  sensitive. This notetag will not alter the hue.

  <Picture Hue: x>
  - This will set the item's picture image to use hue x. Altering the hue
  will adjust the color hue for the picture image used. Use a value between
  0 and 360 for the hue.

Item Rename


There are a couple of notetags you can use with the Item Rename plugin.
They exist to allow you to offset the Default Rename option in the plugin's
parameter settings.

Item, Weapon, and Armor Notetags:

  <Can Rename>
  - This will set the item, weapon, or armor to be renameable regardless of
  the Default Rename plugin parameter.

  <Cannot Rename>
  - This will set the item, weapon, or armor unable to be renameable
  regardless of the Default Rename plugin parameter.

Item Requirements


Use the following notetags to enforce requirements for items before they can
be used.

Item Notetags:

  <Enable Requirements>
   condition
   condition
  </Enable Requirements>
  - Replace 'condition' with the desired condition setup. You can insert any
  number of conditions inside the notetags. All of the conditions must be
  met before the item can be used. Look below for a list of the possible
  conditions that can be used.

---

Conditions:

---

Eval: code
- Replace 'code' with JavaScript code that you'd like to run a check against
to enable the item. If the check returns false, the item will be disabled
regardless of other conditions.

Examples:
  Eval: $gameActors.actor(1).name() === 'Harold'
  Eval: $gameActors.leader().name() !== 'Ralph'

---

Actor: x
Actor: x, x, x
- Requires actor(s) ID 'x' to use the item. If the actor isn't the one using
the said item, then the item is disabled and cannot be used regardless of
other conditions.

Not Actor: x
Not Actor: x, x, x
- Requires the actor using the item to NOT be actor ID 'x'. If the actor's
ID matches one of the listed 'x', then the item is disabled and cannot be
used regardless of other conditions.

Examples:
  Actor: 1
  Actor: 2, 3, 4, 5, 6
  Not Actor: 7
  Not Actor: 8, 9, 10

---

Armor: x
Armor: x, x, x
- Requires the actor to specifically have armor ID 'x' equipped to use the
item. If multiple 'x' are used, the actor can have any of them equipped. If
the actor does not have armor 'x' equipped, then the item is disabled and
cannot be used regardless of other conditions.

Not Armor: x
Not Armor: x, x, x
- Requires the actor to not have armor ID 'x' equipped to use the item.
If multiple 'x' are used, the actor cannot have any of them equipped. If
the actor does have armor 'x' equipped, then the item is disabled and
cannot be used regardless of other conditions.

Examples:
  Armor: 1
  Armor: 2, 3, 4, 5, 6
  Not Armor: 7
  Not Armor: 8, 9, 10

---

Class: x
Class: x, x, x
- Requires class(es) ID 'x' to use the item. If the actor's class doesn't
match the item requirement, then the item is disabled and cannot be used
regardless of other conditions.

Not Class: x
Not Class: x, x, x
- Requires the actor using the item to NOT be class ID 'x'. If the actor's
class ID matches one of the listed 'x', then the item is disabled and cannot
be used regardless of other conditions.

Examples:
  Class: 1
  Class: 2, 3, 4, 5, 6
  Not Class: 7
  Not Class: 8, 9, 10

---

Subclass: x
Subclass: x, x, x
- Requires YEP_X_Subclass.js
- Requires subclass(es) ID 'x' to use the item. If the actor's class doesn't
match the item requirement, then the item is disabled and cannot be used
regardless of other conditions.

Not Subclass: x
Not Subclass: x, x, x
- Requires YEP_X_Subclass.js
- Requires the actor using the item to NOT be subclass ID 'x'. If the
actor's subclass ID matches one of the listed 'x', then the item is disabled
and cannot be used regardless of other conditions.

Examples:
  Subclass: 1
  Subclass: 2, 3, 4, 5, 6
  Not Subclass: 7
  Not Subclass: 8, 9, 10

---

Either Class: x
Either Class: x, x, x
- Requires YEP_X_Subclass.js
- The actor's primary class or subclass ID has to match 'x'. If at least one
of them match, then the condition passes. Otherwise, the condition fails and
the item is disabled and cannot be used regardless of other conditions.

Neither Class: x
Neither Class: x, x, x
- Requires YEP_X_Subclass.js
- Requires YEP_X_Subclass.js
- The actor's primary class or subclass ID has to NOT match 'x'. If at least
one of them match, then the condition fails and the item is disabled and
cannot be used regardless of other conditions.

Examples:
  Either Class: 1
  Either Class: 2, 3, 4, 5, 6
  Neither Class: 7
  Neither Class: 8, 9, 10

---

State: x
State: x, x, x
- Requires the actor using the item to be affected by state 'x'. If multiple
'x' are used, the actor can be affected by any of them. If the actor is not
affected by state 'x', then the condition fails and the item is disabled
and cannot be used regardless of other conditions.

Not State: x
Not State: x, x, x
- Requires the actor using the item to be not affected by state 'x'. If
multiple 'x' are used, the actor cannot be affected by any of them. If the
actor is not affected by state 'x', then the condition fails and the item is
disabled and cannot be used regardless of other conditions.

Examples:
  State: 10
  State: 11, 12, 13, 14, 15
  Not State: 16
  Not Stage: 17, 18, 19, 20

---

Switch Off: x
Switch Off: x, x, x
- Requires switch(es) x to be OFF before the item can be used. If the switch
is ON, then the item is disabled and cannot be used regardless of other
conditions.

Examples:
  Switch Off: 1
  Switch Off: 2, 3, 4, 5, 6

---

Switch On: x
Switch On: x, x, x
- Requires switch(es) x to be ON before the item can be used. If the switch
is OFF, then the item is disabled and cannot be used regardless of other
conditions.

Examples:
  Switch On: 1
  Switch On: 2, 3, 4, 5, 6

---

Variable x eval
- Makes a check against variable x. Replace 'x' with an integer value and
'eval' with the code check you wish to run it against.

Examples:
  Variable 1 >= 5
  Variable 2 < 6
  Variable 3 === 7
  Variable 4 !== 8

---

Weapon: x
Weapon: x, x, x
- Requires the actor to specifically have weapon ID 'x' equipped to use the
item. If multiple 'x' are used, the actor can have any of them equipped. If
the actor does not have weapon 'x' equipped, then the item is disabled and
cannot be used regardless of other conditions.

Not Weapon: x
Not Weapon: x, x, x
- Requires the actor to not have weapon ID 'x' equipped to use the item.
If multiple 'x' are used, the actor cannot have any of them equipped. If
the actor does have weapon 'x' equipped, then the item is disabled and
cannot be used regardless of other conditions.

Examples:
  Weapon: 1
  Weapon: 2, 3, 4, 5, 6
  Not Weapon: 7
  Not Weapon: 8, 9, 10

---

Weapon Type: x
Weapon Type: x, x, x
- Requires the actor to have weapon type 'x' equipped. If multiple 'x' are
used, the actor can have any of the 'x' weapon types equipped. If the actor
does not have the matching weapon types, then the item is disabled and
cannot be used regardless of other conditions.

Not Weapon Type: x
Not Weapon Type: x, x, x
- Requires the actor to not have weapon type 'x' equipped. If multiple 'x'
are used, the actor cannot have any of the 'x' weapon types equipped. If the
actor does have the matching weapon types, then the item is disabled and
cannot be used regardless of other conditions.

Examples:
  Weapon Type: 1
  Weapon Type: 2, 3, 4, 5, 6
  Not Weapon Type: 7
  Not Weapon Type: 8, 9, 10

Item Upgrade Slots


The following notetags can be used to modify item upgrades.

Weapon, and Armor Notetags
  <Upgrade Slots: x>
  This sets the number of times an item can be upgraded instead of the
  default amount defined in the database.

  <Slot Variance: x>
  This makes it so that there is a random variance for the number of slots
  provided through the item. If this notetag isn't used, it will go by the
  setting in the parameters.

  <Upgrade Sound: filename>
  Changes the upgrade sound played to 'filename'. If this notetag isn't
  used, the 'Default Sound' parameter sound will be used instead.

  <Upgrade Effect>
   effect
   effect
  </Upgrade Effect>
  These are the effects applied (in the order they're listed). Refer to the
  'Upgrade Effects List' in the next section to have those effects applied
  to the upgraded item.

  <Upgrade Item Type: All>
  <Upgrade Item Type: Regular>
  <Upgrade Item Type: Key>
  <Upgrade Item Type: Hidden A>
  <Upgrade Item Type: Hidden B>
  <Upgrade Item Type: Always>
  <Upgrade Item Type: Battle>
  <Upgrade Item Type: Menu>
  <Upgrade Item Type: Never>
  <Upgrade Item Type: string>
  This makes it so this item can be used to upgrade the item that matches
  either the item type or the item occassion. If none of those work for you,
  you can use the following notetag and place an instance for 'string'
  inside of the item upgrade types.

  <Type: string>
  Puts this type into the notebox for items (not weapons nor armors) and it
  will add 'string' as its type. You can insert multiple copies of this
  notetag to enable the item to have more types. Any types in here that
  match the types for the previous notetag will enable the item to be
  upgradeable by that upgrade item type.

  <Upgrade Weapon Type: x>
  <Upgrade Weapon Type: x, x, x>
  <Upgrade Weapon Type: x through x>
  This makes it so that only weapon types x can use this item for upgrade.
  If you use weapon type 0, all weapons can be upgraded using this item.

  <Upgrade Armor Type: x>
  <Upgrade Armor Type: x, x, x>
  <Upgrade Armor Type: x through x>
  This makes it so that only armor types x can use this item for upgrade.
  If you use armor type 0, all armor can be upgraded using this item.

Upgrade Effects List
The following is a list of effects you can use for the <Upgrade Effects>
notetag to have it apply the desired effects to the upgraded item.

Effect Text               Upgrade Effect:
  Base Name: x            - Changes item's base name to x. *Note2
  Boost Count: +x         - Increases Boost Count by x. *Note2
  Boost Count: -x         - Decreases Boost Count by x. *Note2
  Eval: x                 - Runs x as a piece of code. *Note2
  Name: x                 - Changes item's name to x. *Note2
  Icon: x                 - Changes item's icon to x. *Note2
  Picture Image: filename - Changes item's picture image to filename. *Note4
  Picture Hue: x          - Changes item's picture hue to x. *Note4
  Prefix: x               - Changes item's prefix to x. *Note2
  Priority Name: x        - Sets priority name to x. *Note2
  Random Stat: x          - Increases or decreases 'Stat' by 0 to x. *Note1
  Random Stat: +x         - Increases 'Stat' by 0 to x. *Note1
  Random Stat: -x         - Decreases 'Stat' by 0 to x. *Note1
  Reset Base Name         - Resets the base name to default.
  Reset Boost Count       - Resets the Boost Count to 0.
  Reset Icon              - Resets the icon back to the default icon.
  Reset Prefix            - Resets name prefix to default.
  Reset Stat              - Resets 'Stat' back to base stat values. *Note1
  Reset Suffix            - Resets name suffix to default.
  Reset Full              - Resets every single aspect about item. *Note3
  Slots: x                - Changes the slot consumption cost to x. *Note1
  Stat: +x                - Increases 'Stat' by x. *Note1
  Stat: +x%               - Increases 'Stat' by x% of base stat. *Note1
  Stat: -x                - Decreases 'Stat' by x. *Note1
  Stat: -x%               - Decreases 'Stat' by x% of base stat. *Note1
  Suffix: x               - Changes item's suffix to x. *Note2
  Text Color: x           - Changes item's text color to x.

Note1: 'Stat' is to be replaced by 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT',
'MDF', 'AGI', 'LUK', 'SLOTS', 'ALL' or 'CURRENT'. 'ALL' affects all stats.
'CURRENT' affects only non-zero stats. This effect will also increase the
boost count (+x) by 1 and update the item's name.

Note2: This does not alter boost count nor update the item's name unless
it is altered by the effect.

Note3: Because this effect resets absolutely everything about an item, it
will send the player away from the upgrade menu to reset the standings of
the item.

Note4: This requires the Item Picture Images plugin.

Item Synthesis

To allow the player the ability to craft a certain item, that item must be
included in a recipe notetag in an item that the player possesses.

Item, Weapon, and Armor Notetags:
  <Item Recipe: x>
  <Item Recipe: x, x, x>
  <Item Recipe: x to y>
  This will change this item into a recipe for x item(s). As long as this
  item is in possession by the party as a whole, item(s) x can be
  synthesized by the player provided that the player has the proper quantity
  of ingredients.
  * Note: Entries without names will not be included. Entries without both a
  synthesis cost and without an ingredient list will not be included.

  <Weapon Recipe: x>
  <Weapon Recipe: x, x, x>
  <Weapon Recipe: x to y>
  This will change this item into a recipe for x weapon(s). As long as this
  item is in possession by the party as a whole, weapon(s) x can be
  synthesized by the player provided that the player has the proper quantity
  of ingredients.
  * Note: Entries without names will not be included. Entries without both a
  synthesis cost and without an ingredient list will not be included.

  <Armor Recipe: x>
  <Armor Recipe: x, x, x>
  <Armor Recipe: x to y>
  This will change this item into a recipe for x armor(s). As long as this
  item is in possession by the party as a whole, armor(s) x can be
  synthesized by the player provided that the player has the proper quantity
  of ingredients.
  * Note: Entries without names will not be included. Entries without both a
  synthesis cost and without an ingredient list will not be included.

  <Synthesis Ingredients>
    item id
    item id: x
    weapon id
    weapon id: x
    armor id
    armor id: x
    gold: x
    named item
    named item: x
  </Synthesis Ingredients>
  Using the above tag in an item will set those items as the ingredients
  required for the player to synthesize. Replace "id" with the proper item,
  weapon, or armor ID's. If no ":x" is used, the database will register that
  as only needing 1 of that item as an ingredient. If "gold: x" is used,
  that will be the cost required to synthesize the item.

  If you are using named entries, priority will be given to the highest ID
  in the order of items, weapons, then armors.

  * Note: If you are using Item Core, Independent Items cannot become an
  ingredient for a recipe and will therefore be automatically omitted.

  <Mask Name: x>
  If you are masking unknown items' names, you can change the text shown for
  the unknown item with x. This will cause the game to use the mask name
  instead of the usual ??? (if that's what you're using) to mask the item.
  This can give a player a general idea of what they may be synthesizing
  such as "Strange Liquid" or "Weird Crystal".

Job Points

Here are some notetags related to Job Points.

Actor Notetags
  <Starting JP: x>
  Sets the actor's starting JP value to be x for the actor's initial class.

  <Class x Starting JP: y>
  Sets the actor's starting JP value for class x to be y.

  <JP Rate: x%>
  This changes the rate of JP gained by x%. By default, all objects have a
  default rate of 100%. Increasing this to 200% will increase JP gained by
  twice as much while 50% will halve the amount of JP gained.

Skill and Item Notetags
  <JP Gain: x>
  This makes it so that the actor using this skill or item will gain x
  amount of JP instead of the default amount of JP found in the parameters.

  <Target JP Gain: x>
  This makes it so that the target actor affected by this skill or item will
  gain x amount of JP.

Class, Weapon, Armor, and State Notetag
  <JP Rate: x%>
  This changes the rate of JP gained by x%. By default, all objects have a
  default rate of 100%. Increasing this to 200% will increase JP gained by
  twice as much while 50% will halve the amount of JP gained.

Enemy Notetag
  <JP: x>
  When the enemy is defeated, the party members present will gain x JP each.

Level Up Growth Effects

Insert the following notetags into the respective database object noteboxes
to acquire their Level Up Growth Effects.

Actor, Class, Skill, Weapon, Armor, State Notetags:

  <Level Up stat Growth: +x>
  <Level Up stat Growth: -x>
  Upon leveling up, this will raise/reduce a particular 'stat' by x value.
  - Replace 'stat' with 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to alter that specific stat.
  - Replace 'x' with a numeric value indicating how much growth to apply.

  <Level Up Learn Skill: x>
  Upon leveling up, this will teach the actor skill x.
  - Replace 'x' with the ID of the skill you wish to teach the actor.

  <Level Up Switch On: x>
  <Level Up Switch On: x, x, x>
  <Level Up Switch On: x to y>
  <Level Up Switch Off: x>
  <Level Up Switch Off: x, x, x>
  <Level Up Switch Off: x to y>
  Upon leveling up, this will cause switch(es) x to turn on or off.
  - Replace 'x' with the ID of the switch(es) to turn on/off.
  - If using 'x to y', set 'x' to the starting ID and 'y' to the ending ID.
  - Insert multiples of this notetag to affect multiple switches.

  <Level Up Recover All>
  Upon leveling up, this will cause the Recover All effect to trigger for
  the actor.

Life Steal

You can use the following notetags to alter how Life Stealing works for the
various database entries.

---

Skill and Item Notetags:

  <HP Life Steal: x%>
  <MP Life Steal: x%>
  This causes this attack to life steal x% of HP or MP back relative to the
  amount of damage dealt.

  <HP Life Steal: x>
  <MP Life Steal: x>
  This causes this attack to life steal exactly x amount of HP or MP back
  regardless of damage dealt.

  <Cancel Life Steal>
  Makes this skill or item cancel any Life Steal effects from passively
  activating for this action. However, HP Drain and MP Drain will still
  still occur.

  <Cancel HP Life Steal>
  <Cancel MP Life Steal>
  Specifically cancels out HP Life Steal or MP Life Steal effects from
  passively activating for this action. However, HP Drain and MP Drain will
  still occur.

---

Actor, Class, Enemy, Weapon, Armor, State Notetags:

  <HP Life Steal Physical: +x%>
  <HP Life Steal Magical: +x%>
  <HP Life Steal Certain: +x%>

  <MP Life Steal Physical: +x%>
  <MP Life Steal Magical: +x%>
  <MP Life Steal Certain: +x%>

  <HP Life Steal Physical: -x%>
  <HP Life Steal Magical: -x%>
  <HP Life Steal Certain: -x%>

  <MP Life Steal Physical: -x%>
  <MP Life Steal Magical: -x%>
  <MP Life Steal Certain: -x%>
  This causes the related battler to multiplicatively increase its passive
  Life Steal by +x% or -x% of the damage dealt towards Physical, Magical, or
  Certain Hit type of attacks. This effect stacks multiplicatively.

  <HP Life Steal Physical: +x>
  <HP Life Steal Magical: +x>
  <HP Life Steal Certain: +x>

  <MP Life Steal Physical: +x>
  <MP Life Steal Magical: +x>
  <MP Life Steal Certain: +x>

  <HP Life Steal Physical: -x>
  <HP Life Steal Magical: -x>
  <HP Life Steal Certain: -x>

  <MP Life Steal Physical: -x>
  <MP Life Steal Magical: -x>
  <MP Life Steal Certain: -x>
  This causes the related battler to additively increase its passive Life
  Steal by a flat +x or -x of the damage dealt towards Physical, Magical, or
  Certain Hit type of attacks. This effect stacks additively.

  <Guard Life Steal>
  The related battler cannot be life stolen from for both HP and MP.

  <Guard HP Life Steal>
  <Guard MP Life Steal>
  The related battler cannot be life stolen from for either HP or MP.

  <Cancel Life Steal>
  The related battler cannot passively life steal both HP and MP.

  <Cancel HP Life Steal>
  <Cancel MP Life Steal>
  The related battler cannot passively life steal HP or MP specifically.

---

Main Menu Manager

Main Menu Actor Events


The notetags are only used for actors. They don't apply to classes or any
other database objects.

Actor Notetags:

  <Menu keyword Event: x>
  - Replace 'keyword' with the exact keyword used in the Main Menu Manager
  command ext entry setup that you want to associate with this notetag.
  - Replace 'x' with the exact ID of the common event you wish to run.

Map Display Name Core

You can use custom Dim Colors for special maps. Put these notetags into the map's note box.

<Dim Color 1: r, g, b, a>
<Dim Color 2: r, g, b, a>

r = red (0-255)
g = green (0-255)
b = blue (0-255)
a = alpha (0-100)

For example, a yellow Dim Color 1 notetag would look like this:

<Dim Color 1: 255, 255, 0, 60>

Meta Controls

<Global Meta>
- Place this in the name of a switch or variable that you want to have its
data persist across different saves and even new games. This does not have to
be the full name. It can be just a part of the switch or variable's name.

<Local Meta>
- Place this in the name of a switch or variable that you want to have its
data persist across only related saves. This does not have to be the full
name. It can be a part of the switch or variable's name.

Move Route Core

These are some notetags you can utilize for your events.

Event Notetags:

  <Always Update Movement>
  - Most events don't update unless they're close to the screen. But any
  event with this notetag will always be updating regardless of whether they
  are close to the screen or not.

Multi-Layer HP Gauge

<HP Layers: n>

To give enemies more than one HP Layer, use the <HP Layers: n> notetag.
Up to 10 layers can be used for an enemy. Place inside enemy notebox.

Overkill Bonus

Insert the following notetags into the enemy noteboxes you wish to alter the
overkill requirements for.

Enemy Notetags

  <Overkill Requirement: x>
  - Changes the enemy's overkill requirement to X. This is how much damage
  needs to be dealt minimum on the killing blow. You can use JS code here if
  you can fit it all on one line. Otherwise, use the notetag setup below in
  the Lunatic Mode section.

  <Overkill Animation: x>
  - This is the animation played when the enemy is overkilled. Replace x
  with an animation ID from the database.

  <Overkill EXP Rate: x%>
  <Overkill EXP Flat: x>
  - This is the bonus EXP gained when the enemy is overkilled. Replace x
  with a number value. This EXP gained from overkilling will be added on top
  of the already gained EXP.

  <Overkill Gold Rate: x%>
  <Overkill Gold Flat: x>
  - This is the bonus gold gained when the enemy is overkilled. Replace x
  with a number value. This gold gained from overkilling will be added on
  top of the already gained gold.

  <Overkill Drop Rate: x%>
  - This is the bonus drop rate gained when the enemy is overkilled. Replace
  x with the percent rate increase.

Extra Enemy Drops Compatibility - Conditional Drop - Overkill
To be used together with the YEP_ExtraEnemyDrops plugin. Place this plugin
underneath YEP_ExtraEnemyDrops in the plugin manager list for compatibility.
Then, you can use the following condition:

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
IS OVERKILLED
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This condition will pass only if the enemy is overkilled. If the overkill
requirement isn't met, there will be no additional changes to the drop rate.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Example:   Is Overkilled: +100%
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

One thing you can do to make Overkill only items is using something like the
following setup:

<Conditional Potion Drop>
 is overkilled: +100%
</Conditional Potion Drop>

This notetag setup will make the 'Potion' item only drop if the enemy has
been overkilled. Otherwise, nothing will come out of it.

Provoke Effect

<Provoke>

- Used for: State Notetags
- Causes the state affected unit to be able to only attack the caster of the
  provoke state for single target actions.
- If multiple provoke states are applied, then the provoker is the one who
  applied the highest priority provoke state.
<Bypass Provoke>

- Used for: Actor, Class, Weapon, Armor, Enemy, State Notetags
- Makes the affected unit to ignore any and all provoke effects applied by
  any provoke states, allowing them to target foes as if they are unaffected
  by provoke states altogether.

Proximity Compass

<Hide Compass>
- Place this notetag inside maps where you don't want the compass to show.

Recruiting Board

Insert the following notetags to make actors recruitable or change their recruitment properties:

Recruit Notetags

  <Recruitable>
  - Makes the actor recruitable. This is absolutely required to make the
  actor appear inside the Recruiting Board scene.
  <Recruit Cost: x>
  - Replace 'x' with a number or formula on how much the actor should cost.
  - If this notetag isn't used, it will use the Plugin Parameters formula.
Retire Notetags

  <Cannot Retire>
  - Makes the actor unable to be retired, even if you've hired them and even
  if they have a retire value.
  <Retire Value: x>
  - Replace 'x' with a number or formula on how much the actor should return.
  - If this notetag isn't used, it will use the Plugin Parameters formula.

Region Battlebacks

To bind specific battlebacks to certain region ID's, you can use these
following notetags:

Map Notetags:

  <Region x Battleback1: filename>
  <Region x Battleback2: filename>
  This will change the battleback1 or battleback2 for region x to use
  the battleback image with the matching filename. When writing out the
  filename, it is case sensitive. Do not insert the file extension.

  For example:

  If you want Region 5 to use battleback1 Dirt2.png and battleback2 as
  Forest.png, you would use these two notetags:

  <Region 5 Battleback1: Dirt2>
  <Region 5 Battleback2: Forest>

  Insert these combinations into the noteboxes of the maps you wish to use
  specific battlebacks per region for.

Region Events

You can use this notetag inside of your maps.

Map Notetags:
  <Region x Event: y>
  If the player steps onto a tile marked by Region x, it will run the
  common event y. This will override the default settings marked in the
  editor specifically for that map.

Region Restrictions

You can use this notetag inside of your maps.

Map Notetags:

  <Player Restrict Region: x>
  <Player Restrict Region: x, x, x>
  <Player Restrict Region: x to y>
  Restricts region x for the player on this particular map. Use multiple x
  to mark more regions. From x to y, you can mark a multitude of regions.

  <Event Restrict Region: x>
  <Event Restrict Region: x, x, x>
  <Event Restrict Region: x to y>
  Restricts region x for all events on this particular map. Use multiple x
  to mark more regions. From x to y, you can mark a multitude of regions.

  <All Restrict Region: x>
  <All Restrict Region: x, x, x>
  <All Restrict Region: x to y>
  Restricts region x for the player and all events on this particular map.
  Use multiple x to mark more regions. From x to y, you can mark a multitude
  of regions.

  <Player Allow Region: x>
  <Player Allow Region: x, x, x>
  <Player Allow Region: x to y>
  Allows region x for the player on this particular map. Use multiple x
  to mark more regions. From x to y, you can mark a multitude of regions.

  <Event Allow Region: x>
  <Event Allow Region: x, x, x>
  <Event Allow Region: x to y>
  Allows region x for all events on this particular map. Use multiple x
  to mark more regions. From x to y, you can mark a multitude of regions.

  <All Allow Region: x>
  <All Allow Region: x, x, x>
  <All Allow Region: x to y>
  Allows region x for the player and all events on this particular map.
  Use multiple x to mark more regions. From x to y, you can mark a multitude
  of regions.

Vehicle Restrictions


Insert these notetags into the map noteboxes to allow for custom settings
for vehicles on that map only.

Map Noteboxes:

  <Boat Restrict Region: x>
  <Boat Restrict Region: x, x, x>
  <Boat Restrict Region: x to y>
  <Ship Restrict Region: x>
  <Ship Restrict Region: x, x, x>
  <Ship Restrict Region: x to y>
  <Airship Restrict Region: x>
  <Airship Restrict Region: x, x, x>
  <Airship Restrict Region: x to y>
  - These notetags will caused the vehicles to be unable to move past
  region(s) marked with x (to y) unless the player character is given the
  Through ON movement flag. These regions will be combined with the regions
  flagged by the plugin parameters.

  <Boat Allow Region: x>
  <Boat Allow Region: x, x, x>
  <Boat Allow Region: x to y>
  <Ship Allow Region: x>
  <Ship Allow Region: x, x, x>
  <Ship Allow Region: x to y>
  <Airship Allow Region: x>
  <Airship Allow Region: x, x, x>
  <Airship Allow Region: x to y>
  - These notetags will cause the vehicles to be able to move through these
  region(s) marked with x (to y). These regions will be combined with the
  regions flagged by the plugin parameters.

  <Boat Land Region: x>
  <Boat Land Region: x, x, x>
  <Boat Land Region: x to y>
  <Ship Land Region: x>
  <Ship Land Region: x, x, x>
  <Ship Land Region: x to y>
  <Airship Land Region: x>
  <Airship Land Region: x, x, x>
  <Airship Land Region: x to y>
  - These notetags will enforce vehicles to only able to land on region(s)
  marked by x (to y). They cannot land anywhere else. These regions will be
  combined with the regions flagged by the plugin parameters.

Row Formation

You can use these notetags to modify the various aspects of row formations.

Actor and Enemy Notetags:
  <Default Row: x>
  <Default Row: x, x, x>
  This is the default row assigned to the battler by default. This will
  override the default parameter settings. If multiple x values are assigned
  then the battler can start in any of those rows. If multiple rows are
  included, then at the start of the game (for actors) or start of battle
  (for enemies), the battler will start in a random row included.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:
  <Row Lock>
  This causes the affected battler to be row locked and unable to switch
  rows. For enemies, this will override the default parameters.

  <Not Row Lock>
  This causes the affected battler to be not be row locked and able to
  switch rows. This is primarily for enemies since all non-enemies are not
  row locked by default. This will override the default parameters.

Skill and Item Notetags:
  <Row Only: x>
  <Row Only: x, x, x>
  <Row Only: x to y>
  This makes it so that this skill/item can only be used by the battler if
  the battler is in row x. If multiple rows are used, the battler can be in
  any of those rows. If you use the x to y notetag, this will account for
  all the rows from x to y.

  <Change Target Row: x>
  Changes target's current row to x. This cannot go under 1 nor can it go
  past the designated maximum row set in the parameters.

  <Push Back Target Row: x>
  This will push the target back x rows. This cannot exceed the maximum row
  set in the parameters.

  <Pull Forward Target Row: x>
  This will pull the target forward x rows. This cannot exceed the maximum
  rows set in the parameters.

  <Change User Row: x>
  Changes user's current row to x. This cannot go under 1 nor can it go
  past the designated maximum row set in the parameters.

  <Push Back User Row: x>
  This will push the user back x rows. This cannot exceed the maximum row
  set in the parameters.

  <Pull Forward User Row: x>
  This will pull the user forward x rows. This cannot exceed the maximum
  rows set in the parameters.

Save Core

New Game+


There are some notetags you can utilize with a few database objects.

Actor, Item, Weapon, Armor Notetag

  <No New Game+ Carry Over>
  - This will prevent the item, weapon, or armor from being carried over to
  New Game+. If this is used on an actor, the actor will be in its default
  state as if a new game started.

Save Event Locations

Map Notetag:
  <Save Event Locations>
  This will cause the map to save every event's location on that map. After
  leaving and returning to that map, the events will be reloaded onto their
  last saved positions in addition to the direction they were facing.

Event Notetag:
  <Save Event Location>
  This will enable this specific event to save its location on this map.
  After leaving and returning to the map, the event will be reloaded onto
  its last saved position in addition to the direction it was facing.

If you wish to reset the position of the Event, simply use the Event Editor
and use "Set Event Location" to anchor the event's location to the desired
point as if you would normally.

Sealed Battle Commands

Actor, Class, Item, Weapon, Armor, Enemy, State Notetags
  <Attack Seal>
  <Guard Seal>
  <Item Seal>
  - If a battler has one of these notetags inside their associated noteboxes,
  then the battle command for that respective notetag will be sealed.

Shop Menu Core

You can use the following notetag to alter various shop aspects

Item, Weapon, and Armor Notetag:

  <Price: x>
  This notetag allows you to exceed the default editor limit for item prices
  of 999,999 gold.

  <Sell Price: x>
  This sets the selling price of the item to x.

  <Cannot Sell>
  This makes it so that the item cannot be sold.

  <Can Sell>
  This makes it so that the item can be sold even if it is at 0 gold.

Conditional Shop Prices


Insert the following notetags into the items, weapons, and/or armors you
want these notetags to affect.

Item, Weapon, and Armor Notetags:

  <Base Price Variable: x>
  - Sets the base price of the item to this variable's value.
  This will replace the price set in the database.

  <Percent Price Variable: x>
  - Sets the variable which defines the percent modifier for the price.
  If the variable's value is 100, then the percentage is 100%.
  If the variable's value is 50, then the percentage is 50%.
  If the variable's value is 350, then the percentage is 350%.
  Use multiples of this notetag to have multiple variables affect the price.
  This is calculated after the base price.

  <Increase Price Variable: x>
  - Sets the variable which defines a flat increase/decrease for the price.
  If the variable's value is 100, then the price is increased by 100.
  If the variable's value is -200, then the price is decreased by 200.
  Use multiples of this notetag to have multiple variables affect the price.
  This is calculated after the price percentage modifier.

  <Exact Price Variable: x>
  - Sets the variable which determines the exact value of the price.
  If the variable's value is 50, then the price becomes 50.
  If the variable's value is 2000, then the price becomes 2000.
  This ignores all other modifiers.

  <Price Minimum: x>
  <Price Maximum: x>
  - Sets the minimum/maximum values the price can reach. This is used to
  prevent some prices from overinflating drastically.

Hide/Show Shop Items


Place the following notetags to make their visibility as a shop item appear
or not when the shop scene opens up.

Item, Weapon, and Armor Notetags

  <Shop Hide if Switch On: x>
  <Shop Hide if Switch Off: x>
  - This will determine if a shop will be hidden if the specific switch 'x'
  is either on/off (depending on the notetag you're using). Insert multiples
  of these notetags if you want to use multiple switches to determine the
  item's visibility.

  <Shop Hide if Any Switch On: x>
  <Shop Hide if Any Switch On: x, x, x>
  <Shop Hide if Any Switch Off: x>
  <Shop Hide if Any Switch Off: x, x, x>
  - If any of the switches 'x' are on/off (depending on the notetag you're
  using), then the shop will hide the item. Insert multiples of these
  notetags if you want to use multiple switch batches to determine the
  item's visibility.

  <Shop Hide if All Switches On: x>
  <Shop Hide if All Switches On: x, x, x>
  <Shop Hide if All Switches Off: x>
  <Shop Hide if All Switches Off: x, x, x>
  - If all of the switches 'x' are on/off (depending on the notetag you're
  using), then the shop will hide the item. Insert multiples of these
  notetags if you want to use multiple switch batches to determine the
  item's visibility.

More Currencies


You can use the following notetags to adjust various properties for more
currencies for your items, weapons, and armors.

Item, Weapon, and Armor Notetags:

  <Variable x Buy Price: y>
  This sets the currency of this item, weapon, or armor to variable x with
  a buy price of y. You can insert multiples of this notetag to have more
  than one variable cost for that item, weapon, or armor.

  <Variable x Sell Price: y>
  This makes it that when selling this item, weapon, or armor, the player
  will gain variable x in y amount. You can insert multiples of this
  notetag to have more than one variable cost for that item, weapon, or
  armor.

  <Item x Buy Price: y>
  <Item name Buy Price: y>
  This sets the currency of this item, weapon, or armor to cost item x (or
  the named item) with a buy price of y. You can insert multiples of this
  notetag to have more than one item cost for that item, weapon, or armor.
  If you're using Item Core, this will not work on independent items. If you
  are using the named version of the notetag and have multiple items in your
  database of the same name, priority will be given to the item with the
  highest ID.

  <Item x Sell Price: y>
  <Item name Sell Price: y>
  When selling this item, weapon, or armor, the player will get item x (or
  the named item) with a quantity of y. You can insert multiples of this
  notetag to have more than one item cost for that item, weapon, or armor.
  If you're using Item Core, this will not work on independent items. If you
  are using the named version of the notetag and have multiple items in your
  database of the same name, priority will be given to the item with the
  highest ID.

  <Weapon x Buy Price: y>
  <Weapon name Buy Price: y>
  This sets the currency of this item, weapon, or armor to cost weapon x (or
  the named weapon) with a buy price of y. You can insert multiples of this
  notetag to have more than one weapon cost for that item, weapon, or armor.
  If you're using Item Core, this will not work on independent items. If you
  are using the named version of the notetag and have multiple items in your
  database of the same name, priority will be given to the item with the
  highest ID.

  <Weapon x Sell Price: y>
  <Weapon name Sell Price: y>
  When selling this item, weapon, or armor, the player will get weapon x (or
  the named weapon) with a quantity of y. You can insert multiples of this
  notetag to have more than one weapon cost for that item, weapon, or armor.
  If you're using Item Core, this will not work on independent items. If you
  are using the named version of the notetag and have multiple items in your
  database of the same name, priority will be given to the item with the
  highest ID.

  <Armor x Buy Price: y>
  <Armor name Buy Price: y>
  This sets the currency of this item, weapon, or armor to cost armor x (or
  the named armor) with a buy price of y. You can insert multiples of this
  notetag to have more than one armor cost for that item, weapon, or armor.
  If you're using Item Core, this will not work on independent items. If you
  are using the named version of the notetag and have multiple items in your
  database of the same name, priority will be given to the item with the
  highest ID.

  <Armor x Sell Price: y>
  <Armor name Sell Price: y>
  When selling this item, weapon, or armor, the player will get armor x (or
  the named armor) with a quantity of y. You can insert multiples of this
  notetag to have more than one armor cost for that item, weapon, or armor.
  If you're using Item Core, this will not work on independent items. If you
  are using the named version of the notetag and have multiple items in your
  database of the same name, priority will be given to the item with the
  highest ID.

  <Proxy Buy: x>
  <Proxy Buy: name>
  If you're using this item as a proxy for another item (so you can set a
  different cost for the item), this item will end up representing item x,
  weapon x, or armor x of the same type. If you're using a named notetag and
  you have multiple entries in your database with the same name, priority
  will be given to the item, weapon, or armor with the highest ID.

Skill Core

These notetags can adjust either skill costs or special skill effects.

Skill Notetags:
  <HP Cost: x>
  Changes the skill to have x as its HP cost. RPG Maker MV's editor lacks
  HP cost functions so this would allow skills to use HP as their cost.

  <HP Cost: x%>
  Changes the skill to cost a percentage of the character's MaxHP value.

  <MP Cost: x>
  Changes the skill to have x as its MP cost.
  This helps bypass the database's hard limit of 9999.

  <MP Cost: x%>
  Changes the skill to cost a percentage of the character's MaxMP value.

  <TP Cost: x>
  Changes the skill to have x as its TP cost.
  This helps bypass the database's hard limit of 99.

  <TP Cost: x%>
  Changes the skill to cost a percentage of the character's MaxTP value.
  Although the default MaxTP is 100, this tag will be useful for any
  plugins that will alter a character's MaxTP values.

  <Hide in Battle>
  This will hide and disable the skill during battle.

  <Hide in Field>
  This will hide and disable the skill outside of battle.

  <Hide if Learned Skill: x>
  <Hide if Learned Skill: x, x, x>
  <Hide if Learned Skill: x to y>
  Will hide and disable this skill if skill x has been learned. If multiple
  skills are listed, the skill will be hidden and disabled if any one of the
  listed skills have been learned. This will ONLY apply to skills that have
  been learned and not skills added through traits.

Gauge Swapping
This plugin also lets you swap around the HP, MP, and TP Gauges to any order
you want assuming that all the plugins you use will keep the same order of
HP, MP, and TP and does not override the default gauge drawing process. If
you use any plugin extensions, they can be swaped in as well.

Note: If you do not have 'Display TP in Battle' checked under the System tab
in the database, nothing will be shown for the third slot.

Class Notetag:
  <Swap Gauge x: y>
  This will change gauge x (1, 2, or 3) to y. Replace y with 'HP', 'MP', or
  'TP' to have it display that gauge type in that gauge slot. If you wish
  for that slot to display nothing, insert 'Nothing' or 'Null' in place of
  y in the notetag.

Weapon, Armor, and State Notetags:
  <Swap Gauge x: y>
  Actors with equipment or states  that contain these notetags or enemies
  with states that contain these notetags will display those swapped gauges
  in place of the default settings or settings defined by the Class or
  Enemy notetags.

  Priority will go in the following order:
    Weapons, Armors, States, Class, Enemy

Limited Skill Uses


You can use these notetags to govern the various Limited Uses aspects of
your skills.

Skill Notetags:

  <Unlimited Use>
  If you've enabled 'Limit All Skills' in the plugin parameters, this will
  forcefully make the skill unlimited use. If you use this notetag, it will
  override any of the Limited Use settings.

  <Limit Uses: x>
  This will set the number of times the skill can be used to x. If the skill
  has 0 charges left, the skill cannot be used.

  <Recover All Uses>
  <Not Recover All Uses>
  When using the recover all command, depending on the settings within the
  plugin parameters, all limited use charges are recovered or not. These
  notetags will enable you to utilize the other setting for the skill.

  <Victory Uses Recover: x>
  <Escape uses Recover: x>
  <Lose Uses Recover: x>
  When the player wins a battle, escapes a battle, or loses a battle, the
  skill use will recover x amount of uses for the respective outcome. If the
  notetags aren't used, the amounts restored will be equal to settings made
  in the plugin's parameters.

  <After Battle Uses Recover: x>
  This will set the recovery rate of victory, escape, or loss of battle to
  be equal to x indiscriminately.

Skill and Item Notetags:

  <Global Limited Uses: +x>
  <Global Limited Uses: -x>
  This will change the target's limited uses by +x or -x for all skills.
  +x will increase the amount of times the skills can be used. -x will
  decrease the amount of times the skills can be used.

  <SType x Limited Uses: +y>
  <SType x Limited Uses: -y>
  This will change the target's limited uses by +y or -y for all skills of
  the skill type x. +y will increase the amount of times the skills can be
  used. -y will decrease the amount of times the skills can be used.

  <Skill x Limited Uses: +y>
  <Skill x Limited Uses: -y>
  <Skill name Limited Uses: +y>
  <Skill name Limited Uses: -y>
  This will change the target's limited uses by +y or -y for skill x. If
  you use the named notetag varient and have multiple skills in the database
  with the same name, priority will be given to the skill with the highest
  ID. +y will increase the amount of times the skills can be used. -y will
  decrease the amount of times the skills can be used.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <Global Use Max: +x>
  <Global Use Max: -x>
  A battler affected by this property will have any Limited Use skills alter
  the maximum times used by +x or -x.

  <SType x Use Max: +y>
  <SType x Use Max: -y>
  A battler affected by this property will have Limited Use skills from
  skill type x alter the maximum times used by +y or -y.

  <Skill x Use Max: +y>
  <Skill x Use Max: -y>
  <Skill name Use Max: +y>
  <Skill name Use Max: -y>
  A battler affected by this property will have Limited Use for skill x (or
  named if you're using that version of the notetag instead) alter the
  maximum times used by +y or -y. If you are using the named version of the
  notetag and have multiple skills in the database with the same name, then
  priority will be given to the skill with the highest ID.

Multi-Type Skills


Insert these notetags into your skills' noteboxes that you wish to have
multiple skill types for.

Skill Notetags:

  <Skill Type: x>
  <Skill Types: x, x, x>
  <Skill Types: x to y>
  - Gives multiple skill types of x (or to y) for the modified skill. This
  will automatically include the skill's type placed by the editor.

Lunatic Pack - Skill Rewards


Insert the following notetags into a skill or item's notebox to give it one
of these effects:

---

Skill and Item Notetags:

  <Reward Animation: x>
  - If there's a reward tied to this skill/item effect and conditions are
  met, this animation will be played in place of the default animations to
  indicate an effect has taken place.

  <condition Reward: effect>
  - Most of this plugin's notetags will follow the above format. 'condition'
  and 'effect' in the notetag will be replaced respectively by entries in
  the following CONDITION and EFFECT sections below. Insert multiple entries
  to give your skills/items multiple effects.

=-=-=-= Reward CONDITIONS =-=-=-=

  <Defeat Reward: effect>
  - Replace 'condition' with 'Defeat' and you'll enable the notetag to take
  effect when the target is defeated (HP reaches 0 or receives death state).

  <Critical Reward: effect>
  - Replace 'condition' with 'Critical' and you'll enable the notetag to
  take effect when the user lands a critical hit on the target.

  <Noncritical Reward: effect>
  - Replace 'condition' with 'Nonnritical' and you'll enable the notetag to
  take effect when the user fails to land a critical hit on the target.

  <Hit Reward: effect>
  - Replace 'condition' with 'Hit' and you'll enable the notetag to take
  effect when the user has successfully hit the target.

  <Missed Reward: effect>
  - Replace 'condition' with 'Missed' and you'll enable the notetag to take
  effect when the user misses the action or the target evades the action.

  <Weakness Reward: effect>
  - Replace 'condition' with 'Weakness' and you'll enable the notetag to
  take effect when the user hits an elemental weakness on the target.

  <Resisted Reward: effect>
  - Replace 'condition' with 'Resisted' and you'll enable the notetag to
  take effect when the user hits an elemental resistance on the target.

  <Nulled Reward: effect>
  - Replace 'condition' with 'Nulled' and you'll enable the notetag to take
  effect when the user hits a nulled element on the target.

  <Absorb Reward: effect>
  - Replace 'condition' with 'Nulled' and you'll enable the notetag to take
  effect when the user hits an absorbed element on the target.

=-=-=-= Reward EFFECTS =-=-=-=

  --- HP Effects ---

  <condition Reward: +x HP>
  - Replace 'effect' with the above format. Replace 'x' with a flat amount
  of HP you wish to reward the user when the skill/item condition is met.
  SUGGESTED BY: Yanfly

  <condition Reward: +x% HP>
  - Replace 'effect' with the above format. Replace 'x' with a HP equal to
  x% of the user's MaxHP to reward the user when the condition is met.
  SUGGESTED BY: Yanfly

  <condition Reward: +x% Refund HP Cost>
  - Replace 'effect' with the above format. Replace 'x' with a percentage of
  the HP cost of the skill used to reward the user if conditions are met.
  *Note: Can only be used with skills.
  SUGGESTED BY: Yanfly

  --- MP Effects ---

  <condition Reward: +x MP>
  - Replace 'effect' with the above format. Replace 'x' with a flat amount
  of MP you wish to reward the user when the skill/item condition is met.
  SUGGESTED BY: Yanfly

  <condition Reward: +x% MP>
  - Replace 'effect' with the above format. Replace 'x' with a MP equal to
  x% of the user's MaxMP to reward the user when the condition is met.
  SUGGESTED BY: Yanfly

  <condition Reward: +x% Refund MP Cost>
  - Replace 'effect' with the above format. Replace 'x' with a percentage of
  the HP cost of the skill used to reward the user if conditions are met.
  *Note: Can only be used with skills.
  SUGGESTED BY: Yanfly

  --- TP Effects ---

  <condition Reward: +x TP>
  - Replace 'effect' with the above format. Replace 'x' with a flat amount
  of TP you wish to reward the user when the skill/item condition is met.
  SUGGESTED BY: Yanfly

  <condition Reward: +x% TP>
  - Replace 'effect' with the above format. Replace 'x' with a TP equal to
  x% of the user's MaxTP to reward the user when the condition is met.
  SUGGESTED BY: Yanfly

  <condition Reward: +x% Refund TP Cost>
  - Replace 'effect' with the above format. Replace 'x' with a percentage of
  the HP cost of the skill used to reward the user if conditions are met.
  *Note: Can only be used with skills.
  SUGGESTED BY: Yanfly

  --- Item Effects ---

  <condition Reward: x% Refund Item>
  - Replace 'effect' with the above format. Replace 'x' with the chance the
  user has to refund the item (getting it back) if conditions are met.

  *Note: Can only be used with items. Best if used with consumable items.
  SUGGESTED BY: Yanfly

  --- Buff/Debuff Effects ---

  <condition Reward: Add x Buff>
  <condition Reward: Add x Buff, y Turns>
  <condition Reward: Add x Debuff>
  <condition Reward: Add x Debuff, y Turns>
  - Replace 'effect' with the above format(s). Replace 'x' with any of the
  following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to have the effect alter the respective stat. If using the format
  with 'y' turns, replace 'y' with the number of turns you wish for the buff
  or debuff to last. If 'y' is not used, it will last for 5 turns instead.
  SUGGESTED BY: Yanfly

  <condition Reward: Remove x Buff>
  <condition Reward: Remove x Debuff>
  - Replace 'effect' with the above format(s). Replace 'x' with any of the
  following parameters: 'MaxHP', 'MaxMP', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI',
  or 'LUK' to have the effect remove the respective buff/debuff from the
  user if the conditions are met.  If 'y' is not used, it will last for 5
  turns instead.
  SUGGESTED BY: Yanfly

  --- State Effects ---

  <condition Reward: Add State x>
  - Replace 'effect' with the above format(s). Replace 'x' with the state ID
  you wish to add to the user when conditions are met.
  SUGGESTED BY: Yanfly

  <condition Reward: Remove State x>
  - Replace 'effect' with the above format(s). Replace 'x' with the state ID
  you wish to remove from the user when conditions are met.
  SUGGESTED BY: Yanfly

  --- Rolling Critical ---

  <condition Reward: Rolling Critical +x%>
  <condition Reward: Rolling Critical -x%>
  - Replace 'effect' with the above format(s). Replace 'x' with the percent
  increase/decrease for the next usage of the skill. This change will only
  occur for the user if the conditions are met.

  *Note: Can only be used with skills. Turn on critical hits for the skill.
  SUGGESTED BY: Goldschuss

  <condition Reward: Rolling Critical x%>
  - Replace 'effect' with the above format(s). Replace 'x' with the percent
  rate for the next usage of the skill when the conditions are met.

  *Note: Can only be used with skills. Turn on critical hits for the skill.
  SUGGESTED BY: Goldschuss

=-=-=-= Examples =-=-=-=

  <Defeat Reward: +50% MP>
  - When the target is defeated by this skill, refunding 50% of the MP the
  user has spent in order to cast the skill.

  <Critical Reward: Add ATK Buff, 8 Turns>
  - When the user lands a critical hit on the enemy, grant the user an ATK
  buff that lasts 8 turns.

  <Hit Reward: Add DEF Buff, 2 Turns>
  - When the user lands a successful hit on the enemy, buff the user's DEF
  for 2 turns.

  <Missed Reward: Refund Item>
  - When the user fails to land using the item, make sure it won't be
  consumed by refunding it.

  <Weakness Reward: +20 TP>
  - If the user performs this skill on an enemy weak to this skill's element
  then grant the user +20 additional TP.

  <Critical Reward: Rolling Critical 0%>
  <Noncritical Reward: Rolling Critical +10%>
  - If the user fails to land a critical hit with this skill, the user will
  have a 10% chance to do so the next time the user performs the skill. The
  critical hit rate will continue to rise by 10% each time until the user
  finally manages to land the critical hit. Once the user does, the critical
  hit rate bonus will reset back to 0%.


Party Limit Gauge


You can use these notetags to adjust the Party Limit Gauge aspects.

Skill Notetags:

  <Party Limit Cost: x>
  Adds a Party Limit Gauge cost to this skill. This skill will require x
  increments of the Party Limit Gauge to be able to use it.

  <Party Limit Cost: x%>
  Adds a party Limit Gauge cost to this skill equal to x% of the total max
  gauge size of the battler's party max limit gauge size. The cost is always
  rounded upward.

Skill and Item Notetags:

  <Ally Party Limit Gauge: +x>
  <Ally Party Limit Gauge: -x>
  Using this skill will cause the user's party limit gauge to increase or
  decrease by x. This is the point value cost and not the increment value.

  <Foe Party Limit Gauge: +x>
  <Foe Party Limit Gauge: -x>
  Using this skill will cause the foe's party limit gauge to increase or
  decrease by x. This is the point value cost and not the increment value.

Actor and Enemy Notetag:

  <Party Limit: x>
  Increases the Party Limit Gauge by x when this party member is present in
  battle (dead or alive). If this notetag isn't used, the value will default
  to the settings in the plugin parameters.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <Party Limit: +x>
  <Party Limit: -x>
  Increases or decreases the Party Limit Gauge by x if the related unit has
  is that actor, class, enemy, or has the weapon or armor equipped, or is
  affected by that state.

  <Party Limit Cost: x%>
  Sets the party limit costs paid by this actor to x%. The modifications are
  are multiplicative. The final cost is always rounded upward.

Skill Cooldowns


Use the following notetags to alter the cooldown properties of a skill.

Skill Notetags:
  <Cooldown: x>
  Sets the cooldown for the skill to X turns. This cooldown only affects
  this skill alone. This value will take priority over Skill Type Cooldowns
  and Global Cooldowns.

  <Warmup: x>
  Sets the warmup for the skill to X turns. When entering a new battle, the
  skill will be on a warmup phase and cannot be used until the warmup phase
  is over.

  <After Battle Cooldown: +x>
  <After Battle Cooldown: -x>
  After a battle ends (victory, loss, or escape), change the cooldown for
  this skill by +x turns or -x turns.

  <Cooldown Steps: x>
  Outside of battle, every x steps that the Player takes, this skill's
  cooldown will drop by 1.

  <Skill x Cooldown: y>
  <Skill name Cooldown: y>
  When using this skill, after paying the skill cost, skill x will have a
  linked cooldown of y turns. This value will take priority over Skill Type
  Cooldowns and Global Cooldowns.

  <SType x Cooldown: y>
  When using this skill, after paying the skill cost, all skills with the
  matching Skill Type x to have a cooldown of y. This value will take
  priority over Global Cooldowns.

  <Global Cooldown: x>
  When using this skill, all skills within the battler's skill library area
  set to be on cooldown for x turns. This value has less priority than
  Individual Cooldowns and Skill Type Cooldowns.

  <Bypass Cooldown>
  This causes the skill to bypass cooldowns, no matter what. This should be
  used for skills like Attack, Guard, Escape, etc. that should not have a
  cooldown assigned to them.

Skill and Item Notetags:
  <Skill x Cooldown: +y>
  <Skill x Cooldown: -y>
  <Skill name Cooldown: +y>
  <Skill name Cooldown: -y>
  Targets hit by this skill will have skill x's cooldown adjusted by y.
  This does not apply to the user and applies only to the targets.

  <SType x Cooldown: +y>
  <SType x Cooldown: -y>
  Targets hit by this skill will have all skills in their skill library with
  Skill Type x to have their cooldowns adjusted by y. This does not apply to
  the user and applies only to the targets.

  <Global Cooldown: +x>
  <Global Cooldown: -x>
  Targets hit by this skill will have all skills in their skill library to
  have their cooldowns adjusted by y. This does not apply to the user and
  applies only to the targets.

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <Skill x Cooldown Duration: y%>
  <Skill name Cooldown Duration: y%>
  Alters the cooldown duration of skill x to y% when the cooldown cost is
  applied. This effect only applies to skill x.

  <SType x Cooldown Duration: y%>
  Alters the cooldown duration of skills with Skill Type x to y% when the
  cooldown cost is applied. This effect only applies to Skill Type x.

  <Global Cooldown Duration: x%>
  Alters the cooldown duration of all skills to x% when the cooldown cost
  is applied.

  <Skill x Cooldown Rate: y%>
  <Skill name Cooldown Rate: y%>
  Sets the cooldown rate for skill x to y% when the cooldown counter goes
  down. This effect only applies to skill x.

  <SType x Cooldown Rate: y%>
  Sets the cooldown rate for Skill Type x skills to y% when the cooldown
  counter goes down. This effect only applies to Skill Type x skills.

  <Global Cooldown Rate: x%>
  Sets the cooldown rate for all skills to x% when the cooldown counter
  goes down.

  <Skill x Cooldown: +y>
  <Skill x Cooldown: -y>
  <Skill name Cooldown: +y>
  <Skill name Cooldown: -y>
  If the user performs skill x, it will have an increased or decreased
  cooldown value as long as the user is the actor, class, enemy, or has the
  weapon or armor equipped, or is affected by the state with this notetag.
  These flat cooldown modifications are applied after the rates and duration
  modifiers have been calculated.

  <SType x Cooldown: +y>
  <SType x Cooldown: -y>
  If the user performs skill with skill type x, it will have an increased or
  decreased cooldown value as long as the user is the actor, class, enemy,
  or has the weapon or armor equipped, or is affected by the state with this
  notetag. These flat cooldown modifications are applied after the rates and
  duration modifiers have been calculated.

  <Global Cooldown: +x>
  <Global Cooldown: -x>
  If the user performs any skill, it will have an increased or decreased
  cooldown value as long as the user is the actor, class, enemy, or has the
  weapon or armor equipped, or is affected by the state with this notetag.
  These flat cooldown modifications are applied after the rates and duration
  modifiers have been calculated.

  <Skill x Warmup: +y>
  <Skill x Warmup: -y>
  <Skill name Warmup: +y>
  <Skill name Warmup: -y>
  At the start of battle, skill x will have an increased or decreased warmup
  value as long as the user is the actor, class, enemy, or has the weapon or
  armor equipped, or is affected by the state with this notetag. These flat
  warmup modifications are applied after the rates and duration modifiers
  have been calculated.

  <SType x Warmup: +y>
  <SType x Warmup: -y>
  At the start of battle, all skills with skill type x it will have an
  increased or decreased warmup value as long as the user is the actor,
  class, enemy, or has the weapon or armor equipped, or is affected by the
  state with this notetag. These flat warmup modifications are applied after
  the rates and duration modifiers have been calculated.

  <Global Warmup: +x>
  <Global Warmup: -x>
  At the start of battle, all skills will have an increased or decreased
  warmup value as long as the user is the actor, class, enemy, or has the
  weapon or armor equipped, or is affected by the state with this notetag.
  These flat warmup modifications are applied after the rates and duration
  modifiers have been calculated.

Skill Cost Items


To enable skills to utilize items as costs, use the following notetags:

Skill Notetags:
  <Item x Cost: y>
  <Weapon x Cost: y>
  <Armor x Cost: y>
  This will set the cost of the item, weapon, or armor x to require y of it
  before it can be used. If you are using YEP_ItemCore, independent items
  cannot be used as item costs as the game will not distinguish which of the
  independent items is fit to be used. If you use multiple of these tags,
  the skill will require all the listed items to be available for usage.

  <Item Cost: x Potion>
  <Item Cost: x Sword>
  <Item Cost: x Feather Cap>
  If you prefer to use the names of the items instead, you can use the above
  notetag. This will make the skill require x amount of the named item,
  weapon, or armor. If you have multiple items with the same name, this
  notetag will give priority to the highest ID value in the order of items,
  weapons, then armors. If you are using YEP_ItemCore, independent items
  cannot be used as item costs as the game will not distinguish which of the
  independent items is fit to be used. If you use multiple of these tags,
  the skill will require all the listed items to be available for usage.

Class, Weapon, Armor, State Notetags:
  <Swap Gauge x: Item y>
  <Swap Gauge x: Weapon y>
  <Swap Gauge x: Armor y>
  Swaps out gauge x to display how much of item, weapon, or armor y the
  player/party has. Priority is given in the following order:
  Weapons, Armors, States, Class, Enemy

  <Swap Gauge x: Item Potion>
  <Swap Gauge x: Item Sword>
  <Swap Gauge x: Item Feather Cap>
  If you prefer to use the names of the items instead, you can use the above
  notetag. This will swap out gauge x to display how much of the mentioned
  item, weapon, or armor the player/party has. If you have multiple items
  with the same name, this notetag will give priority to the highest ID
  value in the order of items, weapons, then armors. Priority for the
  displayed gauge will be given in the following order: Weapons, Armors,
  States, Class, Enemy.

Actor, Class, Weapon, Armor, and State Notetags:
  <Item x Cost: +y>
  <Item x Cost: -y>
  <Weapon x Cost: +y>
  <Weapon x Cost: -y>
  <Armor x Cost: +y>
  <Armor x Cost: -y>
  Increases or decreases the cost of item, weapon, or armor x when required
  by a value of y. If the item, weapon, or armor isn't required, then this
  effect does not apply to the skill cost.

  <Item Cost: +x Potion>
  <Item Cost: -x Sword>
  <Item Cost: +x Feather Cap>
  If you prefer to use the names of the items instead, you can use the above
  notetag format. This will increase or decrease the mentioned item by x
  amount as long as the item is required as a cost. If you have multiple
  items with the same name, this notetag will give priority to the highest
  ID value in the order of items, weapons, then armors.

  <Item x Cost: y%>
  <Weapon x Cost: y%>
  <Armor x Cost: y%>
  Alters the cost of item, weapon, or armor x by y%. If the item, weapon, or
  armor isn't required, then this effect does not apply to the skill cost.

  <Item Cost: x% Potion>
  <Item Cost: x% Sword>
  <Item Cost: x% Feather Cap>
  If you prefer to use the names of the items instead, you can use the above
  notetag format. This will adjust the cost rate of the mentioned item by x%
  as long as the item is required as a cost. If you have multiple items with
  the same name, this notetag will give priority to the highest ID value in
  the order of items, weapons, then armors.

  <Replace Type x Cost: Type y>
  Replace 'type' with either 'item', 'weapon', or 'armor'. This lets you
  exchange the costs used for a particular item for another (item y). The
  replacement is given priority to states, weapons, armors, class, and then
  actors.

  <Replace Potion Cost: Ether>
  <Replace Sword Cost: Dagger>
  <Replace Feather Cap Cost: Bandana>
  If you prefer to use the names of the items instead, you can use the above
  notetag format. This lets you exchange the costs used for a particular
  item for another. The replacement is given priority to states, weapons,
  armors, class, and then actors. If you have multiple items with the same
  name, this notetag will give priority to the highest ID value in the order
  of items, weapons, then armors.

Item, Weapon, Armor Notetags:
  <Item Gauge Color 1: x>
  <Item Gauge Color 2: x>
  If this item is the item used as gauge display, you can have it produce a
  unique color using text color x.

  <Item Gauge Text: x>
  If this item is the item used as gauge display, you can have it show a
  different text other than its name. Replace x with what you want to write.

  <Item Gauge Text Color: x>
  If you wish to use a text color other than the one predefined in the
  plugin's parameters, use this notetag and replace x with the text color
  you wish to label the gauge with.

Skill Learn System

Use the following notetags to make use of the Skill Learn System.

Class Notetag:
  <Learn Skill: x>
  <Learn Skill: x, x, x>
  <Learn Skill: x to y>
  Enables the class to be able to learn skill(s) x from the menu. Replace
  x with the skill's ID. If x to y is used, this enables the class to learn
  all the skills from x to y. Replace x and y with skill ID's.

Skill Notetags:
  <Learn Cost: x Gold>
  Sets the gold cost of learning this skill to x gold.

  <Learn Cost: x JP>
  Sets the JP cost of learning this skill to x JP. This note requires
  YEP_JobPoints.js in order to work.

  <Learn Cost>        or     <Learn Cost>
   Item x: y                  item name: y
   Weapon x: y                item name: y
   Armor x: y                </Learn Cost>
  </Learn Cost>
  Allows you to set the item, weapon, and armor costs of learning the skill.
  Replace x with the item's ID and y with the quantity of that item needed.
  If you decide to use the item name variant, replace the item name with the
  item's name as it appears in the database. If multiple items share the
  same name, the item with the highest ID will be used in the order of item,
  weapon, and then armor.
  *Note: If you are using YEP_ItemCore.js and Independent Items, the learn
  costs will not include independent items.

  <Learn Require Level: x>
  Causes the skill to require the actor's current level to be at least x
  before the skill even appears on the list to learn.

  <Learn Require Skill: x>
  <Learn Require Skill: x, x, x>
  <Learn Require Skill: x to y>
  In order for the skill to appear, the actor must know the other skill(s)
  of x. If x to y is used, the actor must know all the skills from x to y.
  Replace x and/or y with skill ID's.

  <Learn Require Switch: x>
  <Learn Require Switch: x, x, x>
  <Learn Require Switch: x to y>
  In order for the skill to appear, the switch(es) x must be on. If x to y
  is used, all of the switches from x to y must be on in order for the skill
  to appear. Replace x and/or y with switch ID's.

Skill Mastery Levels

To determine the effect the mastery level of a skill has or other various
mastery-related properties, use the following notetags for those skills:

---

Skill Notetags:

  <Max Mastery Level: x>
  - Replace 'x' with the max mastery level you want a skill to have. If you
  don't want the skill to have any mastery level at all, replace it with 0.

  <Mastery Effect: +x Damage Per Level>
  <Mastery Effect: +x HP Cost Per Level>
  <Mastery Effect: +x MP Cost Per Level>
  <Mastery Effect: +x TP Cost Per Level>
  <Mastery Effect: +x Cooldown Per Level>
  <Mastery Effect: -x Damage Per Level>
  <Mastery Effect: -x HP Cost Per Level>
  <Mastery Effect: -x MP Cost Per Level>
  <Mastery Effect: -x TP Cost Per Level>
  <Mastery Effect: -x Cooldown Per Level>
  - This will increase or decrease the damage, HP cost, MP cost, TP cost,
  cooldown turns respectively for the skill depending on its mastery level.
  Replace 'x' with a flat number value of how much you want it to shift per
  the skill's mastery level.
  - Note: HP Cost requires YEP_SkillCore.js.
  - Note: Cooldown requires YEP_X_SkillCooldowns.

  <Mastery Effect: +x% Damage Per Level>
  <Mastery Effect: +x% HP Cost Per Level>
  <Mastery Effect: +x% MP Cost Per Level>
  <Mastery Effect: +x% TP Cost Per Level>
  <Mastery Effect: +x% Cooldown Per Level>
  <Mastery Effect: -x% Damage Per Level>
  <Mastery Effect: -x% HP Cost Per Level>
  <Mastery Effect: -x% MP Cost Per Level>
  <Mastery Effect: -x% TP Cost Per Level>
  <Mastery Effect: -x% Cooldown Per Level>
  - This will increase or decrease the damage, HP cost, MP cost, TP cost,
  cooldown turns respectively for the skill depending on its mastery level.
  Replace 'x' with a percentile number value of how much you want it to
  shift per the skill's mastery level.
  - Note: HP Cost requires YEP_SkillCore.js.
  - Note: Cooldown requires YEP_X_SkillCooldowns.

  <No Damage Mastery Effect>
  <No HP Cost Mastery Effect>
  <No MP Cost Mastery Effect>
  <No TP Cost Mastery Effect>
  <No Cooldown Mastery Effect>
  - These notetags will disable their respective mastery effects from the
  default settings. They will just have their default value with nothing
  changed about them at all.
  - Note: HP Cost requires YEP_SkillCore.js.
  - Note: Cooldown requires YEP_X_SkillCooldowns.

  <Custom EXP Mastery Formula: x>
  - Makes a custom EXP mastery formula for the skill. Replace 'x' with the
  desired formula you wish to use for it.
  - Example: <Custom EXP Mastery Formula: level * 20 + 5>

  <Custom Damage Mastery Formula: x>
  - Makes a custom damage mastery formula for the skill. Replace 'x' with
  the desired formula you wish to use for it.
  - Example: <Custom Damage Mastery Formula: value * (1.00 + (level * 0.20))>

  <Custom HP Cost Mastery Formula: x>
  - Makes a custom HP cost mastery formula for the skill. Replace 'x' with
  the desired formula you wish to use for it.
  - Example: <Custom HP Cost Mastery Formula: cost * (1.00 - (level * 0.05))>
  - Note: HP Cost requires YEP_SkillCore.js.

  <Custom MP Cost Mastery Formula: x>
  - Makes a custom MP cost mastery formula for the skill. Replace 'x' with
  the desired formula you wish to use for it.
  - Example: <Custom MP Cost Mastery Formula: cost * (1.00 - (level * 0.05))>

  <Custom TP Cost Mastery Formula: x>
  - Makes a custom TP cost mastery formula for the skill. Replace 'x' with
  the desired formula you wish to use for it.
  - Example: <Custom TP Cost Mastery Formula: cost * (1.00 - (level * 0.05))>

  <Custom Cooldown Mastery Formula: x>
  - Makes a custom cooldown mastery formula for the skill. Replace 'x' with
  the desired formula you wish to use for it.
  - Example: <Custom Cooldown Mastery Formula: turns - (level * 1.5)>

---

Actor and Enemy Notetags:

  <Starting Skill Masteries>
   list
   list
   list
  </Starting Skill Masteries>
  - If you want actors and/or enemies to have initial starting skill mastery
  levels, use the above notetag. This will only apply for actors when
  starting a new game or initializing them. Replace 'list' with one of the
  following setups:

  Skill x: level
  Skill x: level, exp
  name: level
  name: level, exp
  - Replace 'x' with the ID of the skill you wish to alter the starting
  mastery level of. Alternatively, you can replace 'Skill x' with the skill
  'name'. If multiple skills have the same name in the database, this will
  apply to the first skill entry with that name.
  - Replace 'level' with the level you wish to start it off as. This cannot
  go under 0 nor go above the maximum level of the skill.
  - If used, replace 'exp' with the amount of EXP it will currently have at
  the start. This cannot be greater than or equal to the maximum value for
  the skill mastery level's EXP. If not used, it will default to 0.

  Example:

  <Starting Skill Masteries>
   Skill 5: 2
   Skill 6: 3, 4
   Firaga: 7
   Firaja: 8, 10
  </Starting Skill Masteries>
  - In the above example, the actor/enemy will have Skill 5 and 6 starting
  at levels 2 and 3 respectively. However, Skill 6 will also have some skill
  EXP starting at 4. The actor/enemy's 'Firaga' and 'Firaja' skills will
  start at levels 7 and 8 respectively while 'Firaja' will have 10 skill EXP
  at the very start.

---

Slippery Tiles

You can use these notetags to add slippery tiles to your tilesets.

Tileset Notetag:
  <Slippery Tile: x>
  <Slippery Tile: x, x, x>
  Tiles with terrain ID x will be designated as slippery tiles.

Smart Jump

You can use these notetags to set up what Terrain Tags that the player can't
jump on or past.

Tileset Notetags:

  <Illegal Jump: x>
  <Illegal Jump: x, x, x>
  <Illegal Jump: x to y>
  Replace x with the terrain tags you want to forbid the player from going
  past or landing on while doing Smart Jumps.

Event Notetag:

  <Illegal Jump>
  This will prevent the player from being able to jump on or over this
  event while doing Smart Jumps. If the event is set to Through mode, then
  the player can jump through or onto the event.

Special Parameter Formula

You can use the following notetags to alter the various aspects that modify
the special parameter values:

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <stat Plus: +x%>
  <stat Plus: -x%>
  <stat Plus: +x.y>
  <stat Plus: -x.y>
  Replace 'stat' with 'tgr', 'grd', 'rec', 'pha', 'mcr', 'tcr', 'pdr',
  'mdr', 'fdr', or 'exr'. This is the value added to the base parameter
  before the rate and flat values contribute to the total parameter value
  assuming the plugin's default formula is utilized.

  <stat Rate: x%>
  <stat Rate: x.y>
  Replace 'stat' with 'tgr', 'grd', 'rec', 'pha', 'mcr', 'tcr', 'pdr',
  'mdr', 'fdr', or 'exr'. This is the value multipled to the sum of the base
  and plus values of the parameter before added by the flat value assuming
  the plugin's default formula is utilized.

  <stat Flat: +x%>
  <stat Flat: -x%>
  <stat Flat: +x.y>
  <stat Flat: -x.y>
  Replace 'stat' with 'tgr', 'grd', 'rec', 'pha', 'mcr', 'tcr', 'pdr',
  'mdr', 'fdr', or 'exr'. This is the value added finally to the sum of the
  base and plus values after being multiplied by the rate value assuming the
  plugin's default formula is utilized.

Stat Allocation

If you want to give certain classes different stats to allocate into, use
the following notetag setups:

Class Notetags:

  <Stat Allocation: x, x, x>

  or

  <Stat Allocation>
   x
   x
   x
  </Stat Allocation>
  - Replace 'x' with a stat to add it to a list of parameters that players
  can allocate points into. Insert as many 'x' entries as you need. They
  will appear in the menu in the order they've been placed. Unaffiliated
  stats will not appear in the menu. Use any of the stats below:

  ---

  Param:    Stands for:

  mhp       Max HP
  mmp       Max MP
  atk       Attack
  def       Defense
  mat       Magic Attack
  mdf       Magic Defense
  agi       Agility
  luk       Luck

  XParam:

  hit       Hit Rate
  eva       Evasion Rate
  cri       Critical Hit Rate
  cev       Critical Evasion Rate
  mev       Magic Evasion Rate
  mrf       Magic Reflection Rate
  cnt       Counterattack Rate
  hrg       HP Regeneration Rate
  mrg       MP Regeneration Rate
  trg       TP Regeneration Rate

  SParam:

  tgr       Target Rate
  grd       Guard Effect Rate
  rec       Recovery Rate
  pha       Pharmacology (Item Effectiveness)
  mcr       MP Cost Rate
  tcr       TP Charge Rate
  pdr       Physical Damage Rate
  mdr       Magical Damage Rate
  fdr       Floor Damage Rate
  exr       Experience Rate

  ---

These can be inserted into the 'Default Parameters' plugin parameter, too,
to change up the default listing and make it apply to every class that does
not have their own unique notetag setup.

State Tooltip Display

<Help Description>
insert a help description here
insert another line if you want to
</Help Description>
- Place this in the states that you want to have appear in the tooltip
window. Text codes can be used for the description. If no description is
used, then the state will not appear in the tooltip window.

Status Menu Core

Actor Variables


Use the following notetags to display variables in your Status Menu.

Actor Notetags:
  <Column x Variables: y>
  <Column x Variables: y, y, y>
  <Column x Variables: y to z>
  This will display in column x (1 through 4) the variable(s) y. If using
  the y to z notetag, this will display all the variables from y to z.

More Status Menu Pages


Place the following notetags inside of an actor's notebox that you wish to
add more status menu pages to.

Actor Notetags:

  ========================================================================

  <Status Menu Page: title>
   text
   text
  </Status Menu Page: title>
  - Replace 'title' with the title of the status menu page you wish for it
  to display in the command window. Insert as many lines of 'text' as you
  see fit for your extra status menu profile. Inserting multiple setups of
  this notetag will allow you to have more page entries in the status menu.

  Note: You can use text codes for the 'text' entries.

  -- Examples ---

  <Status Menu Page: Origin>
   \n[1] is originally from the kingdom of Dragnof, a country that
   existed 400 years in the past; the population was made up of both
   humans and Dragons co-existing peacefully with each other.
  </Status Menu Page: Origin>

  <Status Menu Page: Discipline>
   \n[1] firmly believes in noblesse oblige, where the strong and
   privileged should act with generosity and nobility towards those
   less privileged.
  </Status Menu Page: Discipline>

  ========================================================================

  <Status Menu Page title Switch: x>
  <Status Menu Page title Switch: x, x, x>
  - Replace 'title' with the title of the status menu page you wish for this
  notetag to affect. Replace 'x' with a switch ID that is required to be ON
  in order for this status menu page to show up in the actor's status menu
  profile. If you use multiple switches, all the switches must be on in
  order for this status menu page to appear.

  -- Examples ---

  <Status Menu Page Origin Switch: 1>
  <Status Menu Page Discipline Switch: 5, 6, 7, 8, 9, 10>

Profile Status Page


The following notetags are used for actors specifically to alter the profile
page properties for the Status Menu.

Actor Notetags:
  <Profile Text>
   text
   text
  </Profile Text>
  Changes the profile text from the default profile text to the text used in
  between the two notetags. You can use text codes for the text here. Word
  wrap is not supported.

  <Profile Image: filename>
  If you wish to associate a profile image for the actor, replace 'filename'
  with the filename of a picture located in your img/pictures folder. Do not
  include the file extension. If your image is Aldo.png, just use 'Aldo' and
  do not include the '.png' extension.

  <Profile Image Align: Left>
  <Profile Image Align: Center>
  <Profile Image Align: Right>
  If you wish to use a different alignment from the one in the plugin's
  parameter settings, you can use these notetags. If you use a nonexistant
  word, then the right alignment will be decided by default.

Steal & Snatch

Use the following notetags to set up your steal effects.

Enemy Notetags:
  <Steal Item x: y%>
  <Steal Weapon x: y%>
  <Steal Armor x: y%>
  <Steal Gold x: y%>
  Gives the enemy the respect item to be stolen. x is the item's ID while
  y% is the rate at which the item can be stolen from.

  <Steal Potion: y%>
  <Steal Short Sword: y%>
  <Steal Round Shield: y%>
  If you decide to use names instead of item ID's, you can use the above
  notetag format. If you have multiple items with the same name, priority
  will be given to the item with the highest item ID in the order of items,
  weapons, and then armors.

  <Steal Resist: +x%>
  <Steal Resist: -x%>
  This is the enemy's inherent resistance against stealing.

Skill and Item Notetags:
  <Steal>
  <Steal: +x%>
  <Steal: -x%>
  This enables the skill/item to have steal properties. Actions with steal
  properties will have a chance of stealing an item. This notetag applies to
  all item types. If you use the notetag versions with +x% or -x%, the steal
  rate is increased/decreased by x%.

  <Steal Item>
  <Steal Item: +x%>
  <Steal Item: -x%>
  This enables the skill/item to have steal properties. Actions with steal
  properties will have a chance of stealing an item. This notetag adds item
  types to the stealable item pool. If you use the notetag versions with +x%
  or -x%, the steal rate is increased/decreased for item types by x%.

  <Steal Weapon>
  <Steal Weapon: +x%>
  <Steal Weapon: -x%>
  This enables the skill/item to have steal properties. Actions with steal
  properties will have a chance of stealing an item. This notetag adds
  weapon types to the stealable item pool. If you use the notetag versions
  with +x% or -x%, the steal rate is increased/decreased weapon item types
  by x%.

  <Steal Armor>
  <Steal Armor: +x%>
  <Steal Armor: -x%>
  This enables the skill/item to have steal properties. Actions with steal
  properties will have a chance of stealing an item. This notetag adds armor
  types to the stealable item pool. If you use the notetag versions with +x%
  or -x%, the steal rate is increased/decreased for armor types by x%.

  <Steal Gold>
  <Steal Gold: +x%>
  <Steal Gold: -x%>
  This enables the skill/item to have steal properties. Actions with steal
  properties will have a chance of stealing an item. This notetag adds gold
  types to the stealable item pool. If you use the notetag versions with +x%
  or -x%, the steal rate is increased/decreased for gold by x%.

  <Snatch>
  <Snatch: +x%>
  <Snatch: -x%>
  This enables the skill/item to have snatch properties. Actions with snatch
  properties are able to select the exact item they wish to steal. This
  notetag applies to all item types. If you use the notetag versions with
  +x% or -x%, the snatch rate is increased/decreased by x%.
  * Note: Snatching only works on skills/items that target.

  <Snatch Item>
  <Snatch Item: +x%>
  <Snatch Item: -x%>
  This enables the skill/item to have snatch properties. Actions with snatch
  properties are able to select the exact item they wish to steal. This
  notetag adds items to the pool. If you use the notetag versions with +x%
  or -x%, the snatch rate is increased/decreased by x% for items.
  * Note: Snatching only works on skills/items that target.

  <Snatch Weapon>
  <Snatch Weapon: +x%>
  <Snatch Weapon: -x%>
  This enables the skill/item to have snatch properties. Actions with snatch
  properties are able to select the exact item they wish to steal. This
  notetag adds weapons to the pool. If you use the notetag versions with +x%
  or -x%, the snatch rate is increased/decreased by x% for weapons.
  * Note: Snatching only works on skills/items that target.

  <Snatch Armor>
  <Snatch Armor: +x%>
  <Snatch Armor: -x%>
  This enables the skill/item to have snatch properties. Actions with snatch
  properties are able to select the exact item they wish to steal. This
  notetag adds armors to the pool. If you use the notetag versions with +x%
  or -x%, the snatch rate is increased/decreased by x% for armors.
  * Note: Snatching only works on skills/items that target.

  <Snatch Gold>
  <Snatch Gold: +x%>
  <Snatch Gold: -x%>
  This enables the skill/item to have snatch properties. Actions with snatch
  properties are able to select the exact item they wish to steal. This
  notetag adds gold targets to the pool. If you use the notetag versions
  with +x% or -x%, the snatch rate is increased/decreased by x% for gold.
  * Note: Snatching only works on skills/items that target.

Item, Weapon, and Armor Notetags:
  <Enable Automatic Debuff>
  <Disable Automatic Debuff>
  This let's you override the 'Automatic Effect' settings in the parameters
  for this individual item. Enabling it will cause any weapons and armors to
  debuff the enemy's parameters relative to the piece of equipment stolen.
  Disabling it will make no such thing occur. Automatic Debuffing is only
  applied to weapons and armors.

  <Steal Sound Name: filename>
  If you wish to give an item a unique sound effect when stolen, use this
  notetag to accomplish that. Exclude file extensions from the 'filename'.

  <Steal Sound Volume: x>
  To change the volume for this item's sound effect when it is stolen, use
  this notetag and replace x with the volume level desired.

  <Steal Sound Pitch: x>
  To change the pitch for this item's sound effect when it is stolen, use
  this notetag and replace x with the pitch desired.

  <Steal Sound Pan: x>
  To change the pan for this item's sound effect when it is stolen, use this
  notetag and replace x with the pan desired.

Actor, Class, Weapon, Armor, and State Notetags:
  <Steal Rate: +x%>
  <Steal Rate: -x%>
  <Steal Type Rate: +x%>
  <Steal Type Rate: -x%>
  Increase/decrease the steal rate for the user by x%. If you use the 'Type'
  notetag, replace 'Type' with 'Item', 'Weapon', 'Armor', or 'Gold' to apply
  individual steal rate bonuses for just those types.

Swap Enemies

The purpose of swap enemies is to make it easier to swap out enemies for a
random enemy inside of a particular pool of enemies. Use the following
notetags to utilize this plugin:

Enemy Notetag:
  <Swap: x, x, x>
  <Swap: x to y>
  Changes this enemy into a swap dummy. Replace x with the ID's of the other
  enemies you would like to randomly spawn in its place. Insert multiples of
  this tag if you wish to add more randomized enemies to the pool.

  <Swap>
  Slime
  Hornet
  Bat
  Wisp>
  </Swap>
  If you wish to use names instead, you can construct your notetags in the
  above format. Enemies with matching names will be added to the random swap
  pool for the swap dummy. If you have multiple enemies in the database with
  the same name, priority will be given to the enemy with the highest ID.

Target Core

If you would like to utilize custom target scopes for your skills and items,
you can use these notetags:

Skill and Item Notetags:

  <Repeat: x>
  This determines the number of times an action is repeatedly used on each
  target. This can go beyond the default editor's limit of 9.

  <Target: Everybody>
  This targets all alive opponent and friendly members with the user being
  the very last target.

  <Target: x Random Any>
  This adds x random alive opponents and/or allies.

  <Target: Target All Foes>
  This targets a single foe and then adds all alive opponent members.

  <Target: Target x Random Foes>
  This targets a single foe and then adds x random alive opponent members.

  <Target: x Random Foes>
  This adds x random alive opponent members. This can go beyond the editor's
  default limit of 4 randomf oes.

  <Target: All Allies But User>
  This will target all friendly alive members except for the user.

  <Target: Target All Allies>
  This will target a single ally and then adds all alive friendly members.

  <Target: Target x Random Allies>
  This will target a single ally and then adds x random alive allies.

  <Target: x Random Allies>
  This adds x random alive allied members.

  <Target: Everybody param Multiple Of x>
  Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat',
  'mdf', 'agi', 'luk', 'hp', 'mp', or 'tp'. This will make the skill or item
  indiscriminately target any living battler on the battlefield whose
  parameter value is a multiple of x.
  *NOTE: If you are using 'level', make sure you have YEP_EnemyLevels.js.

  <Target: Allies param Multiple Of x>
  Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat',
  'mdf', 'agi', 'luk', 'hp', 'mp', or 'tp'. This will make the skill or item
  target any living allied party member on the battlefield whose parameter
  value is a multiple of x.
  *NOTE: If you are using 'level', make sure you have YEP_EnemyLevels.js.

  <Target: Foes param Multiple Of x>
  Replace 'param' with 'level', 'maxhp', 'maxmp', 'atk', 'def', 'mat',
  'mdf', 'agi', 'luk', 'hp', 'mp', or 'tp'. This will make the skill or item
  target any living enemy battler on the battlefield whose parameter value
  is a multiple of x.
  *NOTE: If you are using 'level', make sure you have YEP_EnemyLevels.js.

  --- YEP_RowFormation.js and YEP_BattleEngineCore.js Required ---

  <Target: Enemy Row>
  This will target the enemy row equal to that of the currently selected
  target enemy. The entire row will be selected as a whole.

  <Target: Enemy Row x>
  This will target specifically the enemy row x for the enemy unit. The
  entire row will be selected as a whole.

  <Target: Front Enemy Row>
  This will target the front-most enemy row with alive members. If there is
  a row without any alive members, this will target the next row with an
  alive member.

  <Target: Back Enemy Row>
  This will target the back-most enemy row with alive members. If there is
  a row without any alive members, this will target the next row with an
  alive member.

  <Target: Ally Row>
  This will target the enemy row equal to that of the currently selected
  target enemy. The entire row will be selected as a whole.

  <Target: Ally Row x>
  This will target specifically the allied row x for the allied unit. The
  entire row will be selected as a whole.

  <Target: Front Ally Row>
  This will target the front-most ally row with alive members. If there is
  a row without any alive members, this will target the next row with an
  alive member.

  <Target: Back Ally Row>
  This will target the back-most ally row with alive members. If there is
  a row without any alive members, this will target the next row with an
  alive member.

Area of Effect


You can use the following notetags to apply area of effect scopes for your
skills and items!

Skill and Item Notetags:

  --- AOE Circle Scope ---

  <AOE Radius: x>
  Turns the skill into having a target scope with a circular AOE. x is the
  amount of pixels of the radius for the AOE Circle.

  <AOE Height Rate: x%>
  Changes the height to be x% of the diameter of the AOE Circle.

  <AOE Graphic: filename>
  If you wish to use a different image for the AOE circle for this skill or
  item, replace 'filename' with the filename of the graphic found within the
  img/pictures/ folder. Do not include the file extension. For example, the
  graphic 'aoeblue.png' will result in notetag <AOE Graphic: aoeblue>.

  <AOE Hue: x>
  This will change the hue of the AOE circle to x. By default, the hue value
  is 0. This will alter the color of it.

  <AOE Blend: x>
  This is the blend mode used for the AOE graphic. 0 is normal with no blend
  modes applied. 1 is additive. 2 is multiply. 3 is screen.

  *NOTE: This does not work with the unique selection types found with the
  YEP_X_SelectionControl plugin.

  --- AOE Rectangle Scope ---

  <Rect Column: x>
  This will make a rectangular area of effect scope that is x pixels wide.
  The area of effect zone is vertical and all targets within this zone will
  become targets for the action.

  <Rect Row: x>
  This will make a rectangular area of effect scope that is x pixels tall.
  The area of effect zone is horizontal and all targets within this zone
  will become targets for the action.

  <Rect Screen>
  This will target all units within the entirity of the screen. While it is
  the same as an all enemies/all allies scope, this can be used to give a
  visual representation of which units are selected as a target.

  <Rect Graphic: filename>
  If you wish to use a different image for the AOE rectangle for this skill
  or item, replace 'filename' with the filename of the graphic found within
  the img/pictures/ folder. Do not include the file extension. For example,
  the graphic 'rectblue.png' will result in notetag <AOE Graphic: rectblue>.

  <Rect Hue: x>
  This will change the hue of the AOE rectangle to x. By default, the hue
  value is 0. This will alter the color of it.

  <Rect Blend: x>
  This is the blend mode used for the AOE graphic. 0 is normal with no blend
  modes applied. 1 is additive. 2 is multiply. 3 is screen.

  *NOTE: This does not work with the unique selection types found with the
  YEP_X_SelectionControl plugin.

  --- Animation Settings ---

  <AOE Center Animation>
  This will cause the animation for an AOE skill to be played to center on
  the first target of the AOE group, which is usually the center of the
  AOE targets.

  <AOE Group Animation>
  This will cause the animation for an AOE skill to be played on all of the
  targets within the AOE group as if normally done.

Actor and Enemy Notetags:

  --- AOE Hitbox Settings ---

  <AOE Buffer X: +x>
  <AOE Buffer X: -x>

  <AOE Buffer Y: +x>
  <AOE Buffer Y: -x>
  Changes the buffer x/y of the battler when an AOE image is placed on the
  battler. This is also the offset from the center location at which the
  AOE targets will be calculated, too. If this notetag isn't used, the
  buffer value used will be from the plugin parameters.

  <AOE Hitbox Width: x>
  <AOE Hitbox Height: x>
  This will adjust the hitbox of the battler to have an AOE hitbox width of
  x or an AOE hitbox height of x.

Selection Control


General
To make skills and items select only certain types of battlers, you can use
the following notetag setup to do so:

Skill and Item Notetags:

  <Single or Multiple Select>
  This will allow the skill or item to be able to select either single
  targets or all targets at once. This will automatically make a skill
  default to single target selecting. You MUST change your scope in the
  database to work with this effect.
  *Note: Having this option will cancel out AoE Circles and AoE Rectangles
  to avoid conflicting issues.
  *Note: If there is an enemy with taunt, the option to switch between a
  group target and a single target will not be available.
  *Note: Enemy AI will NOT make use of the ability to toggle between single
  target and multi-target scopes.

  <Disperse Damage>
  Used in conjunction with the above notetag, this will cause damage to be
  split evenly amongst the number of targets the skill is dispersed into.
  The damage dispersion effect will only occur if multiple targets are being
  selected after toggling.

  <Enemy or Actor Select>
  <Actor or Enemy Select>
  This will allow the player to toggle between selecting an enemy or actor
  for the action's target scope. When using <Enemy or Actor Select>, it will
  first target enemies by default. Using <Actor or Enemy Select> will target
  actors by default. Using either notetag will change the action's target
  scope to single target.
  *Note: Enemy AI will NOT make use of the ability to toggle between actors
  or enemies for skill selection.

  <Weapon Range>
  <Weapon Ranged>
  Requires YEP_RowFormation.js. This will make the selection of targets vary
  based on the battler's weapon range. If the weapon is 'melee', then it
  will target the front row only. If the weapon is 'ranged', then it can
  target any row the battler wants.

*Note: If you use any <Select Condition> effects, all selection options
provided by default with the plugin parameters will be reset under the
assumption that it will no longer be an action of default nature. If this is
the case, you will need to use the above notetags to specify how you wish to
make your skill's selection methods.

Actor, Class, Enemy, Weapon, Armor, State Notetags:

  <Cannot Select: All>
  All actions cannot select this battler unless it's an action whose scope
  is a user scope.

  <Cannot Select: Physical Hit>
  <Cannot Select: Magical Hit>
  <Cannot Select: Certain Hit>
  This will prevent physical, magical, or certain hit actions from being
  able to select the battler. They will be excluded out of multi-hit skills,
  as well unless it's an action whose scope targets the user itself.
  targets the user itself.

  <Cannot Select: Skills>
  <Cannot Select: Items>
  This will prevent skills/items from being able to target the battler
  unless it's an action whose scope targets the user itself.

  <Cannot Select: Item x>
  <Cannot Select: Item name>
  This will prevent item 'x' (or the named item) from being able to target
  the battler unless the item's scope targets the user itself. If you have
  multiple items in your database with the same name, priority will be given
  to the item with the highest ID.

  <Cannot Select: Skill x>
  <Cannot Select: Skill name>
  This will prevent skill 'x' (or the named skill) from being able to target
  the battler unless the skill's scope targets the user itself. If you have
  multiple skills in your database with the same name, priority will be
  given to the skill with the highest ID.

  <Cannot Select: SType x>
  <Cannot Select: SType name>
  This will prevent skills of skill type 'x' (or named) from being able to
  target the battler unless the skill's scope targets the user itself. If
  you have multiple skill types in your database with the same name, then
  priority will be given to the skill type with the highest ID.

  <Cannot Select: Element x>
  <Cannot Select: Element name>
  This will prevent actions with an elemental ID of 'x' (or named) from
  being able to target the battler unless the action's scope targets the
  user itself. If you have multiple elements in your database with the same
  name, then priority will be given to the element with the highest ID.

Weapon and Enemy Notetags:

  <Melee>
  This will designate the weapon/enemy as being melee and will affect any
  skill or item selection range that uses the 'Weapon Range' condition.
  Weapons/Enemies of this nature will target only the front row for those
  selection conditions.

  <Range>
  <Ranged>
  This will designate the weapon/enemy as being ranged and will affect any
  skill or item selection range that uses the 'Weapon Range' condition.
  Weapons/Enemies of this nature will be able to target any row for those
  selection conditions.

Select Conditions
To impose specific conditions on which targets are valid targets, use the
following notetag setup:

---

Skill and Item Notetags:

  <Select Conditions>
   condition
   condition
  </Select Conditions>
  Replace 'condition' with the desired condition setup. Insert multiple
  conditions to make an action require more conditions for viable targets.
  Using this will overwrite the default settings imposed by the plugin
  parameters so if you wish to use those settings, you'll have to use the
  associated condition with it.

---

Conditions:

---

Any Row
- Requires YEP_RowFormation.js. The battler can be targeted from any row it
is in as a valid target. This will conflict with the other 'Row Only' select
conditions.

---

Back Row Only
- Requires YEP_RowFormation.js. This will make only the back row battlers
be selectable for target. The back row will refer to whatever row is in the
back that has living members. If row 3's enemies are all dead, but row 2
has living members, then row 2 will be considered the back row. This will
conflict with the other 'Row Only' select conditions.

---

Front Row Only
- Requires YEP_RowFormation.js. This will make only the front row battlers
be selectable for target. The front row will refer to whatever row is in
front that has living members. If row 1's enemies are all dead, but row 2
has living members, then row 2 will be considered the front row. This will
conflict with the other 'Row Only' select conditions.

---

Weapon Range
- Requires YEP_RowFormation.js. This will make the selection of targets vary
based on the battler's weapon range. If the weapon is 'melee', then it will
target the front row only. If the weapon is 'ranged', then it can target any
row the battler wants.

---

Row x Only
- Requires YEP_RowFormation.js. This will make only battlers in row x be
selectable for target. Any battlers not in row x will be excluded from
target selection. This will conflict with the other 'Row Only' select
conditions.

---

Row x Max
- Requires YEP_RowFormation.js. This will make all battlers who are located
in a lower number row up to row x be selectable for target. Any battlers in
a row number larger than x will be excluded from target selection.

---

Row x Min
- Requires YEP_RowFormation.js. This will make all battlers who are located
in a row from row x onward selectable for target. Any battlers in a row
number smaller than x will be excluded from target selection.

---

Param stat eval
ie: Param MaxHP >= 500
ie: Param HP% <= 0.30
ie: Param Level === 25
- This makes the selection have a check on the target's parameter values
before deciding if the target is a valid target for selection. You can
replace 'stat' with 'MaxHP', 'MaxMP', 'MaxTP', 'HP', 'MP', 'TP', 'HP%',
'MP%', 'TP%', 'ATK', 'DEF', 'MAT', 'MDF', 'AGI', 'LUK', or 'LEVEL'. This
run an eval check against that parameter owned by the target.

---

State: x
State: name
- The target must have state 'x' in order to be selected as a valid target.
If you're using the named version of the condition and you have multiple
states with the same name in your database, priority will be given to the
state with the highest ID. If the target doesn't have state 'x', then the
target is not a valid target for selection.

---

Not State: x
Not State: name
- The target must not have state 'x' in order to be selected as a valid
target. If you're using the named version of the condition and you have
multiple states with the same name in your database, priority will be given
to the state with the highest ID. If the target does have state 'x', then
the target is not a valid target for selection.

---

Not User
- This will remove the user from the possible selection pool making the user
unable to be selected as a valid target.

Taunt

The following are some notetags you can use to add taunt traits to your
various database objects.

Actor, Class, Weapon, Armor, State, Enemy Notetags:
  <Physical Taunt>
  <Magical Taunt>
  <Certain Taunt>
  These three notetags enable the database object of choice to have the
  respective taunt mechanic against those types of actions. Physical taunts
  will cause the user to aggro all physical type of actions from the rival
  team. The same goes for magical taunts and certain taunts of their nature.

  <Null Physical Taunt>
  <Null Magical Taunt>
  <Null Certain Taunt>
  This nullifies the respective taunt trait on the user (not the attacker).
  What this means is if a user originally has taunt through some form or
  means, having a null taunt trait applied will remove that taunt effect and
  the user will be treated as a normal target.

  <Ignore Physical Taunt>
  <Ignore Magical Taunt>
  <Ignore Certain Taunt>
  This allows an attacker with this trait to ignore any taunts of the
  respective nature and gain access to all possible targets as if no taunts
  are in place.

Skill and Item Notetag:
  <Bypass Taunt>
  This causes this skill/item to ignore taunts altogether and the skill/item
  is able to select single targets as if no taunts existed on the field.

Tool Ring System

<Tool Common Event: x>
- For: Items ONLY
- Replace 'x' with the ID of the Common Event to launch when used.

Unison Attack

Skill Notetags

  <Unison Skill: x, x>
  <Unison Skill: x, x, x>
  <Unison Skill: x, x, x, x>
  - Replace 'x' with the skill ID's required for this Unison Attack to work.
  - Insert as many skill ID's as needed.
  - Once all the skills are found queued in the party, a Unison Attack will
  occur. Only the actor party can perform Unison Attacks.
  - Skills that become Unison Attacks cannot be directly used from the menu
  in order to avoid script crashes.

  <Unison Skill Priority: x>
  - 'x' determines the priority value of the Unison Attack.
  - If multiple recipes for a Unison Attack are found, then the Unison Skill
  with the highest priority value will occur. If they're tied, then a random
  possible Unison Skill combination of the highest priority is chosen.

Visual Item Inventory

Item, Weapon, Armor Notetags
  <Cell BG Color: r, g, b, a>
  - Changes the color of the item's cell background color from default.
  - Replace 'r' with red value from 0 to 255.
  - Replace 'g' with green value from 0 to 255.
  - Replace 'b' with blue value from 0 to 255.
  - Replace 'a' with alpha value from 0 to 1.

Weakness Display

Skill and Item Notetags:

<Analyze Weakness: x>
This will reveal x weaknesses that the player has not currently
revealed yet from the target enemy.

Enemy Notetags:

<Show HP Gauge>
This will show the enemy's HP gauge by default and ignore the plugin
parameter's default settings.

<Hide HP Gauge>
This will hide the enemy's HP gauge by default and ignore the plugin
parameter's default settings.

Weapon Animation

For those who would like to give their weapons a little bit of a change, you
can make use of these notetags:

Actor, Class, Enemy, Weapon, Armor, and State Notetags:

  <Weapon Image: x>
  Replace x with a number above 0 and you'll get an image from img/system's
  weapon sheets. Each sheet contains 12 weapon images. If you wish to load a
  weapon from the first sheet, it'll be within 1-12. If you wish to load a
  weapon from the second sheet, it'll be within 13-24, and so on. The weapon
  sheets increase in increments of 12, which means that if you wish to load
  a weapon from weapon sheet 50, x will be between 589 to 600.

  By default, these are the number values associated with each:
  1 - Dagger   7 - Long Bow  13 - Mace       19 - Slingshot  25 - Book
  2 - Sword    8 - Crossbow  14 - Rod        20 - Shotgun    26 - Custom
  3 - Flail    9 - Gun       15 - Club       21 - Rifle      27 - Custom
  4 - Axe     10 - Claw      16 - Chain      22 - Chainsaw   28 - Custom
  5 - Whip    11 - Glove     17 - Sword#2    23 - Railgun    29 - Custom
  6 - Staff   12 - Spear     18 - Iron Pipe  24 - Stun Rod   30 - Custom

  <Weapon Image: filename>
  If you have created a custom folder to place unique weapon sheets, you can
  use this notetag to acquire them. The filename is case sensitive. Do not
  include the file extension. If your weapon sheet is called DaggerBlue.png,
  then the notetag you'd use would be <Weapon Image: DaggerBlue> only.

  <Weapon Motion: thrust>
  <Weapon Motion: swing>
  <Weapon Motion: missile>
  This will dictate the motion the battler will use when attacking if you're
  using a custom weapon animation. If nothing is placed here, the motion
  will default to the 'Default Motion' value in the plugin parameters. You
  can use any of the following motions:
  walk     wait     chant     guard     damage     evade
  thrust   swing    missile   skill     spell      item
  escape   victory  dying     abnormal  sleep      dead

  <Weapon Hue: x>
  For those who would like to use different hues with your weapon animation,
  use this notetag in the same notebox as the <Weapon Image: x> notetag to
  change the hue of the weapon animation to x.

  <Weapon Animation: x>
  If you would like to override the attack animation when using this weapon,
  you can use x to dictate which animation will be used for regular attacks.

---

If you haven't noticed yet, these notetags are made for actors, classes,
enemies, weapons, armors, and also states. What this means is, the weapon
animation changes will behave more like traits. Priorities will occur in the
following order:

  States
  Weapons
  Armors
  Classes
  Actors
  Enemies

This means that if a battler is affected by a state that would modify its
weapon appearance, any other weapon animation changes that the user would
have will be overwritten by the state's weapon animation change until the
state wears off.

Weapon Swap System

Skill and Item Notetags:

<Switch to Weapon: x>
<Switch to Weapon: text>
When the actor uses this skill or item, the actor will switch to this
weapon if it is equipped when the skill cost is paid. x is the weapon
type ID and text is the weapon name. If you use the weapon name, type
it out exactly since it is case sensitive. This notetag does not make
the weapon a requirement. To make it a requirement, use the database's
"Required Weapon" dropdown lists to enforce the requirement.

Skill Notetags:

<Require Any Weapon>
Requires any kind of weapon to be equipped in order to use it.

<Require Weapon Types: x>
<Require Weapon Types: x, x, x>
Insert multiple x to add more weapon types. All of the weapon types must
be equipped in order for this skill to be used.

Weapon Unleash

There's a few notetags you can use to replace the default attack and provide
any weapon unleash effects. Note: If you're using notetags that write out
the skill's name and you have multiple skills in your database with the same
name, priority will be given to the skill with the highest ID.

Actor, Class, Enemy, Weapon, Armor, State notetags:

  --- Replace Attack ---

  <Replace Attack: x>
  <Replace Attack: name>
  This will replace the attack skill used by the battler. If a battler would
  have multiple attack replacements, priority will be given in the following
  order in a first-come-first-serve aspect:

  States - Highest to Lowest Priority
  Equipment - In order of equip list
  Enemy Aspect
  Class Aspect
  Actor Aspect

  --- Replace Guard ---

  <Replace Guard: x>
  <Replace Guard: name>
  This will replace the guard skill used by the battler. If a battler would
  have multiple guard replacements, priority will be given in the following
  order in a first-come-first-serve aspect:

  States - Highest to Lowest Priority
  Equipment - In order of equip list
  Enemy Aspect
  Class Aspect
  Actor Aspect

  --- Weapon Unleash ---

  <Weapon Unleash x%: y>
  <Weapon Unleash x%: name>
  This causes the Attack skill to have a x% chance to randomly use skill y
  (or named). This will apply only to the Attack Command. Insert multiple
  copies of this notetag to give more weapon unleashes. If a battler would
  have multiple weapon unleashes, the randomization check will occur in the
  following order:

  States - Highest to Lowest Priority
  Equipment - In order of equip list
  Enemy Aspect
  Class Aspect
  Actor Aspect

  If a weapon unleash check passes earlier in the list while there are still
  weapon unleashes later in the list, that weapon unleash will take priority
  and override all the following weapon unleashes.

  --- Guard Unleash ---

  <Guard Unleash x%: y>
  <Guard Unleash x%: name>
  This causes the Guard skill to have a x% chance to randomly use skill y
  (or named). This will apply only to the Guard Command. Insert multiple
  copies of this notetag to give more guard unleashes. If a battler would
  have multiple guard unleashes, the randomization check will occur in the
  following order:

  States - Highest to Lowest Priority
  Equipment - In order of equip list
  Enemy Aspect
  Class Aspect
  Actor Aspect

  If a guard unleash check passes earlier in the list while there are still
  guard unleashes later in the list, that guard unleash will take priority
  and override all the following guard unleashes.

  --- Unleash Rate Modifiers ---

  <Weapon Unleash: +x%>
  <Weapon Unleash: -x%>
  This alters the weapon unleash rate for all weapon unleashes by +x%/-x%.

  <Weapon Unleash x: +y%>
  <Weapon Unleash x: -y%>
  <Weapon Unleash name: +y%>
  <Weapon Unleash name: -y%>
  This alters the weapon unleash rate for skill x (or name) by +y%/-y%. If
  you are using the named notetag and you have multiple skills in your
  database that use multiple names, priority will be given to the skill with
  the highest ID.

  <Guard Unleash: +x%>
  <Guard Unleash: -x%>
  This alters the guard unleash rate for all weapon unleashes by +x%/-x%.

  <Guard Unleash x: +y%>
  <Guard Unleash x: -y%>
  <Guard Unleash name: +y%>
  <Guard Unleash name: -y%>
  This alters the guard unleash rate for skill x (or name) by +y%/-y%. If
  you are using the named notetag and you have multiple skills in your
  database that use multiple names, priority will be given to the skill with
  the highest ID.

Skill Notetags:

  <Command Text: x>
  <Attack Text: x>
  <Guard Text: x>
  If you are using Replace Attack or Replace Guard, you can change the way
  the command name appears in the actor command window to x. If you are
  using the <Command Text: x> notetag, this will apply to both Attack and
  Guard names.

Pages in category "Notetags (MV)"

The following 142 pages are in this category, out of 142 total.