Notetags
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Notetags are the small strings you can place into the noteboxes of various database items. These notetags can be used for skills, items, weapons, armours, enemies, and states. Nothing else can use them in RPG Maker VX simply because their database entries simply don't have noteboxes present. These notetags have been specifically programmed to alter the data belong to the respective object they're bound to. This page serves to list all of the notetags used in Pockethouse's RPG Maker VX scripts, to describe how they're used, and then refer them to the proper script in question.
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Skills
This is the list of skill notetags.
<area blend: x> |
If you want your area image to use a different blend type, change x to the proper blend value. 0 for normal. 1 for additive. 2 for subtractive. For elliptical selection type.
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<area column: x> |
For those who want an entire column (vertical) of enemies to be selected, use this tag. x will determine the amount of pixels both ways to offer targets for selection. Note that area of effect targeting does not apply to Lunatic Mode to maintain custom control. You'll have to manually enter it in if you wish for area of effect targeting. Selection typical is rectangular.
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<area height: x%> |
By default, x is 33% allowing for a small height radius when selecting your targets. However, some skills can target higher than normal so use this to adjust it accordingly. For elliptical selection type.
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<area image: phrase> |
Those that want to change the area of effect image, change the phrase name to the name of a file within your Graphics\Pictures folder. Leave out the file name extension out of phrase. For elliptical selection type.
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<area map> |
This will select the entire map area for valid enemies. This is pretty much the same thing as selecting all enemies or all allies, but offers a visual representation of the selection area instead. Note that area of effect targeting does not apply to Lunatic Mode to maintain custom control. You'll have to manually enter it in if you wish for area of effect targeting. Selection typical is rectangular.
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<area radius: x> |
For those who want their skills to have AoE effects but not target everything, you can set the pixel radius with x and the skill will target units within that marked area. Note that area of effect targetting does not apply to Lunatic Mode to maintain custom control. You'll have to manually enter it in if you wish for area of effect targeting. Selection typical is elliptical.
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<area row: x> |
For those who want an entire row (horizontal) of enemies to be selected, use this tag. x will determine the amount of pixels both ways to offer targets for selection. Note that area of effect targeting does not apply to Lunatic Mode to maintain custom control. You'll have to manually enter it in if you wish for area of effect targeting. Selection typical is rectangular.
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<atb change: +x> <atb change: -x> <atb change: +x%> <atb change: -x%> |
Changes the target's current ATB by x value or x%. If it's just the normal x value, then the value will be a set amount. If it's a percent, then it will be affected by the gauge's percentile value. Both can be used, but calculations will tally up the percentage changes before the set changes.
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<atb reset: x%> |
This will push the user's ATB gauge back to x% after usage instead of 0%. x is the percentage of the maximum ATB bar gauge and not a set value. If the value exceeds the threshold value, it will reset back to whatever the threshold value is for an actor unless the actor has an action queued.
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<before effect: phrase> <during effect: phrase> <after effect: phrase> |
Lunatic Object Effects allows skills and items allow users with scripting knowledge to add in their own unique effects without need to edit the base script. These effects occur at three different intervals and are marked by three different tags. Before effects occur before the skill cost or item consumption occurs, but after the spell initiates. This occurs after the <setup action> phase for the Melodies, but before the <whole action> phase. These are generally used for skill or item preparations. During effects occur as units are being targeted and after HP damage occurs but before moving onto the next target if done in a group. Note that if a skill targets a unit multiple times, the during effects will also run multiple times. After effects occur the <follow action> phase for the Melodies but before the <finish action> phase. In general, this will occur right before the skill or item's common event runs (if one was scheduled to run). These are generally used for skill or item clean up purposes.
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<boss dmg: x%> |
For skills only. This tag will change the damage a skill does after any other damage effects, as long as the target has a <boss> tag.
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<break equip: x> <break equip: x, x, x> |
Put these tags into the notebox of the skill you want to have equipment break. Replace x with the slot ID of the piece of equipment you want to break. By default, they are: 0 - Weapon 1 - Shield 2 - Helmet 3 - Armor 4 - Accessory
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<buy cost: x> |
Teaches skill(s) x to the target character.
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<buy actor: x> <buy actor: x, x, x> |
The actors that are allowed to buy this skill. No changes if nothing is used.
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<buy class: x> <buy class: x, x, x> |
The classes that are allowed to buy this skill. If nothing is used, then all all classes are allowed to buy it.
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<buy level requirement: x> |
The required level in order to buy this skill.
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<cast animation: x> |
This allows skills to have a cast animation prior to usage. Using cast animations allow the place to quickly identify which unit is acting on the screen in addition to providing decent visual effects. Replace x with the animation ID you wish for the skill to use. If x is replaced with 0, then no animation will be played. To set a default cast animation, scroll to the module and modify DEFAULT_CAST_ANIMATION as the desired animation.
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<cannot copy> |
This will prevent this particular skill from being able to be copied. Used to prevent players from taking boss skills.
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<cannot draw> |
This tag will make the skill undrawable. Used for boss skills that you don't want the player to learn.
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<clear temp stats: user> <clear temp stats: target> |
Teaches skill(s) x to the target character.
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<cooldown: x> |
To prevent a skill from being used again until after an amount of turns, use the tag above where x is replaced by an Integer value designating the number of turns the unit is required to wait. To adjust skill cooldown settings further, modify them under SKILL_SETTINGS.
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<copy type: phrase> |
This will allow the skill to copy and replace itself in the battle with any of the skills of the "phrase" type within the skill's targets.
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<cost: x gold> <cost: x% gold> |
Skills can cost gold instead of MP. To make skills cost a set amount of gold, use the first tag. To make skills cost a percentage of the party's total gold, use the second tag. Note that if enemies are to use gold cost skills, no gold will be consumed and those skills will always be usable for the aforementioned enemies. Replace x with an integer to designate the amount of gold to be used. To adjust more options regarding gold, scroll to SKILL_EFFECTS and modify gold related keys to apply desired settings.
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<cost: x hp> <cost: x% maxhp> |
To make skills cost HP instead of MP, use these tags inside of the skill noteboxes. Unlike MP, there must be at least 1 HP remaining in order for the skill to be usable. Replace x with an integer to designate the amount of HP to be consumed. To adjust more options regarding HP costs, scroll to SKILL_EFFECTS and modify the HP related keys to apply desired settings.
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<cost: x mp> <cost: x% maxmp> |
To allow MP cost to exceed 999 in cost or to have skills cost a percent of maximum MP instead of a set amount, use the tags above. Replace x with an integer to designate the amount of MP to be consumed. To adjust more options regarding MP costs, scroll to SKILL_EFFECTS and modify the MP related keys to apply desired settings.
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<cost: x rage> |
Rage is a unique stat that functions as another form of skill currency. Whenever a battler is struck, takes damage, or deals damage, its rage can raise depending on the rage settings made in SKILL_EFFECTS. This tag will make the skills cost x rage before they can be used. This functions as a mini overdrive gauge.
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<critical: x%> |
This causes the skill or item to have an x% critical hit rate. This is a set rate and will cause the skill to perform a critical hit x% whenever it hits.
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<ctb change: +x> <ctb change: -x> <ctb change: +x%> <ctb change: -x%> |
Changes the target's current CTB by x value or x%. If it's just the normal x value, then the value will be a set amount. If it's a percent, then it will be affected by the gauge's percentile value. Both can be used, but calculations will tally up the percentage changes before the set changes.
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<ctb reset: x%> |
This will push the user's CTB gauge back to x% after usage instead of 0%. x is the percentage of the maximum CTB resolution and not a set value.
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<custom data> icon, string1, string2 </custom data> |
This allows you to input in custom data to be displayed in the learn skill data window. Replace "icon" with a number to depict which icon you want shown in the data. Replace "string1" with the category you want shown in the data. Replace "string2" with the text you want shown in the data.
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<damage: phrase> |
Makes use of Lunatic Mode to create custom damage formulas for items, skills, weapons, and enemy attacks.
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<draw class: x> <draw class: x, x, x> |
These tags will make it so that the current skill can only be drawn by class x and nothing else. If these tags aren't present, the skill can be drawn by all classes.
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<draw skill> <draw skill: x> |
These tags will turn the current skill into a draw skill. Draw skills will take skills from enemies. If the second tag is used, then x charges will be drawn from the enemy. If the second tag isn't used, then 10 charges are drawn.
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<equip stat: +x> <equip stat: -x> |
By equipping the skill, the adjusted stat will increase or decrease by x. Replace "stat" with any of the following: maxhp, maxmp, atk, def, spi, res, dex, agi, hit, eva, cri, odds
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<field effect: x> |
Place this in a skill or item's notebox to make it replace the current field effect with state x.
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<forget skill: x> <forget skill: x, x, x> |
This makes the actor forget skill x when the current skill is learned.
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<fuse with skill x: y> |
This creates the skill fusion combination. The skill whose notebox contains this tag will combine with skill x to form skill y. This tag will also then implement the fusion property into skill x, too. This belongs in the notebox of either of the skills being fused together. If this notetag exists in one of the skills's noteboxes, then it will be automatically transferred to the other to save you, the user, a bit of time.
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<fusion cost: y> |
This adjusts the fusion cost of creating this particular skill. x is the amount of gold required to fuse the skill. This belongs in the notebox of the skill being fused.
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<hide in battle> |
This causes the skill to be hidden in battle. Great for use with passive skills and/or hidden skills.
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<hit rate: x%> |
For those who plan on modifying calculations and would desire for the hit rate to exceed past 100%, use this tag and replace x with the percentage you wish to adjust the skill's hit rate with.
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<ignore uni> |
For skills and states. Skills will ignore <uni dmg: x%> and states will ignore <uni st: x%> if this tag is applied.
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<instant cast> |
This will cause the skill to be used instantly or quickly depending on the battle system in play. Instant skills will not consume turns and will generally return the user back to an action-appliable state once it's finished being used.
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<jp cost: x> |
This sets the JP cost of the skill to x value. This is how much JP is needed by the actor in the actor's current class to learn the skill.
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<jp require level: x> |
This requires the actor to be at least level x before being able to acquire the skill through JP.
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<jp require passive: x> <jp require passives: x, x> |
In order for the actor to learn the skill through using JP costs, the passive x must also be learned. If multiple tags are used, then all of the passives must be learned before the skill can be acquired through JP.
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<jp require skill: x> <jp require skills: x, x> |
In order for the actor to learn the skill through using JP costs, the skill x must also be learned. If multiple tags are used, then all of the skills must be learned before the skill can be acquired through JP.
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<jp require switch: x> <jp require switches: x, x> |
This requires switch x to be on in order for the skill to appear in the list.
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<limit type: type> |
The skill will require an empty slot for the entered "type" in order for it to be equipped. If the actor's slot types of that type are all filled up, then the actor cannot equip the skill.
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<limit type: type, x> |
This will cause the skill to require x free slots of the entered "type" in order for the actor to equip this skill. If the actor's slot types of that type are all filled up, then the actor cannot equip the skill.
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<limited use: x> |
This will prevent a skill from being used after x times, be it for one battle or the whole game depending on the settings made in SKILL_SETTINGS. Skills with limited usage will be disabled until the limit is removed.
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<passive param: +x> <passive param: -x> <passive param: x%> |
Replace param with hp, mp, atk, def, spi, agi, dex, res, hit, eva, cri, or odds, and this tag will increase or decrease the base stat by that much. % will increase by a percent.
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<passive state: x> <passive state: x, x, x> |
Gives the skill with state x always applied. Unremovable until the skill has been forgotten.
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<ptb turn cost: x> |
By default, using a skill and item costs 1 turn. However, by changing x, you can adjust the cost of the skill/item to whatever amount plausible.
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<ptb turn gain: x> |
This will provide the party x bonus turns for using the skill/item. The resulted turn gain will be a bonus turn.
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<ptb turn loss: x> |
This will cause the party to lose x turns for using the skill/item. The resulted turn lost will be a canceled turn.
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<rage boost: +x> <rage boost: -x> |
This will raise/lower the amount of accumulated rage for the user by x value. Rage boost will be affected by any potential states that will affect the user's rage gain.
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<rect blend: x> |
If you want your rectangle image to use a different blend type, change x to the proper blend value. 0 for normal. 1 for additive. 2 for subtractive. For rectangular selection type.
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<rect image: phrase> |
Those that want to change the area of effect image, change the phrase name to the name of a file within your Graphics\Pictures folder. Leave out the file name extension out of phrase. For rectangular selection type.
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<remove field effect> |
Place this in a skill or item's notebox to make it clear the field effect.
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<repair equip: x> <repair equip: x, x, x> |
Put these tags into the notebox of the skill you want to repair broken slots. Replace x with the slot ID of the piece of equipment you want to break. By default, they are: 0 - Weapon 1 - Shield 2 - Helmet 3 - Armor 4 - Accessory
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<require any element: x> <require all element: x> <require any elements: x,x> <require all elements: x,x> |
The tags above will make the skill require the element(s) x to be present in the user's weapon elements before the skill is usable. If the "any" tag is used, only one of the elements need to be present. If the "all" tag is used, then all of the elements need to be present. This tag has no effect on monsters and only applies to actors.
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<require any state: x> <require all state: x> <require any states: x,x> <require all states: x,x> |
The tags above will make the skill require the state(s) x to be applied to the user before the skill is usable. If the "any" tag is used, only one of the states need to be present. If the "all" tag is used, then all of the states need to be present.
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<require any switch: x> <require all switch: x> <require any switches: x,x> <require all switches: x,x> |
The tags above will make the skill require the switch(es) x to be set ON before the skill is usable. If the "any" tag is used, only one of the switches need to be on. If the "all" tag is used, then all of the switches need to be on.
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<skill crack: x> <skill crack: x, x, x> |
This causes actor x to learn the skill when an enemy who knows the skill is killed. Place this inside of the skill's notebox. Use 0 to affect all actors.
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<skill type: phrase> |
This designates a unique type flag for the skill and is mostly used for identification purposes within the script. All skills have the "ALL" type associated with them.
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<speed: +x> <speed: -x> |
For those who want more than 999 initiative or less than -999 initiative, place this tag in the skill's notebox and replace x with the value you wish to change the skill's initiative speed to.
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<st rate: x%> |
Alters a skill's potential states' chance of being inflicted by x%.
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<stat_f: x%> |
Replace "stat" with either "atk", "def", "spi", or "agi" and the skill multiplier rate will equal x%. This allows you to use stats other than atk and spi to apply damage and allows you to go above 200% with x%.
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<steal spell: string> |
This will cause the casting unit to steal the spell from the target. Replace string with the exact name of the spell you want stolen. All cases of spells with the same name will be stolen (this includes caps and spaces). Use multiple cases of this notetag if you want to steal more than one skill.
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<target: phrase> |
By replacing "phrase" with one of the following scopes, you can determine any unique scopes for your skill or item. phrase scope - all allies x3 - Targets all allies 3 times (3 replaceable). - all foes x3 - Targets all enemies 3 times (3 replaceable). - all but user - Targets all party members except the user. - everybody - Targets all party members and all enemies. - x hits ally - Targets ally x times. Replace x with integer. - x hits foe - Targets foe x times. Replace x with integer. - pick x random allies - Select first ally. Rest are random allies. - pick x random foes - Select first enemy. Rest are random targets. - x random allies - Targets x random allies. - x random foes - Targets x random foes. If you wish to create more scopes, visit Part III of Battle Engine Melody and under Lunatic Mode - Custom Battle Targets.
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<target rage: +x> <target rage: -x> |
This will raise/lower the amount of accumulated rage for the target by x value. Targeting a unit's rage will be affected by any potential states that will affect the target's rage gain.
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<target temp stat: +x> <target temp stat: -x> |
Gives a temporary boost of x for the stat to target of skill. Replace "stat" with maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, odds, dex, or res
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<target text> Random target description </target text> |
When selecting your targets, a description appears above the enemies in a new window to display what targets are being highlighted. If you would like to change it for a particular skill, make use of these two tags. Note that both tags have to be present in order for no problems to occur.
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<user temp stat: +x> <user temp stat: -x> |
Gives a temporary boost of x for the stat to user of skill. Replace "stat" with maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, odds, dex, or res
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<wereface: string, x> |
If this tag is used, then the actor's face will also change when the actor transforms into its wereform. This will be reverted at the end of battle. In order for this to work, the previous tag must also be used.
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<wereform: x> |
This will transform the using actor's skillset into enemy x's skillset. Only works in battle as the actor reverts outside of battle.
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<wereform revert> |
If this tag is used and the actor is currently in a wereform, the actor will revert back to its normal form.
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<wereimage: string, x> |
If this tag is used, then the actor's image will also change when the actor transforms into its wereform. This will be reverted at the end of battle. In order for this to work, the next tag must also be used.
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Items
This is the list of item notetags.
<actor x effect: y> <class x effect: y> |
This prompts the item to reserve unique effects for specific actors and/or classes. Multiple of these tags can be used to assign unique effects for a variety of actors. When used, the effect y will recall the database item for actor/class x instead of the original item. The original item is still consumed. If there is a pharmacology effect and the actor possesses the pharmacology trait, that will take priority over this. However, actor unique effects will take priority over class unique effects. Will only have effect in battle.
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<area blend: x> |
If you want your area image to use a different blend type, change x to the proper blend value. 0 for normal. 1 for additive. 2 for subtractive. For elliptical selection type.
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<area column: x> |
For those who want an entire column (vertical) of enemies to be selected, use this tag. x will determine the amount of pixels both ways to offer targets for selection. Note that area of effect targeting does not apply to Lunatic Mode to maintain custom control. You'll have to manually enter it in if you wish for area of effect targeting. Selection typical is rectangular.
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<area height: x%> |
By default, x is 33% allowing for a small height radius when selecting your targets. However, some skills can target higher than normal so use this to adjust it accordingly. For elliptical selection type.
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<area image: phrase> |
Those that want to change the area of effect image, change the phrase name to the name of a file within your Graphics\Pictures folder. Leave out the file name extension out of phrase. For elliptical selection type.
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<area map> |
This will select the entire map area for valid enemies. This is pretty much the same thing as selecting all enemies or all allies, but offers a visual representation of the selection area instead. Note that area of effect targeting does not apply to Lunatic Mode to maintain custom control. You'll have to manually enter it in if you wish for area of effect targeting. Selection typical is rectangular.
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<area radius: x> |
For those who want their skills to have AoE effects but not target everything, you can set the pixel radius with x and the skill will target units within that marked area. Note that area of effect targetting does not apply to Lunatic Mode to maintain custom control. You'll have to manually enter it in if you wish for area of effect targeting. Selection typical is elliptical.
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<area row: x> |
For those who want an entire row (horizontal) of enemies to be selected, use this tag. x will determine the amount of pixels both ways to offer targets for selection. Note that area of effect targeting does not apply to Lunatic Mode to maintain custom control. You'll have to manually enter it in if you wish for area of effect targeting. Selection typical is rectangular.
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<atb change: +x> <atb change: -x> <atb change: +x%> <atb change: -x%> |
Changes the target's current ATB by x value or x%. If it's just the normal x value, then the value will be a set amount. If it's a percent, then it will be affected by the gauge's percentile value. Both can be used, but calculations will tally up the percentage changes before the set changes.
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<atb reset: x%> |
This will push the user's ATB gauge back to x% after usage instead of 0%. x is the percentage of the maximum ATB bar gauge and not a set value. If the value exceeds the threshold value, it will reset back to whatever the threshold value is for an actor unless the actor has an action queued.
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<before effect: phrase> <during effect: phrase> <after effect: phrase> |
Lunatic Object Effects allows skills and items allow users with scripting knowledge to add in their own unique effects without need to edit the base script. These effects occur at three different intervals and are marked by three different tags. Before effects occur before the skill cost or item consumption occurs, but after the spell initiates. This occurs after the <setup action> phase for the Melodies, but before the <whole action> phase. These are generally used for skill or item preparations. During effects occur as units are being targeted and after HP damage occurs but before moving onto the next target if done in a group. Note that if a skill targets a unit multiple times, the during effects will also run multiple times. After effects occur the <follow action> phase for the Melodies but before the <finish action> phase. In general, this will occur right before the skill or item's common event runs (if one was scheduled to run). These are generally used for skill or item clean up purposes.
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<charges: x> |
A feature taken away from RPG Maker 2000 and RPG Maker 2003 was items can possess a number of charges before they were finally consumed. When the item with a charge is consumed, it will lower the charge instead of the total amount until the charge drops to 0. Once it does, the game will then cause the party to fully consume the item.
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<clear temp stats: user> <clear temp stats: target> |
Teaches skill(s) x to the target character.
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<critical: x%> |
This causes the skill or item to have an x% critical hit rate. This is a set rate and will cause the skill to perform a critical hit x% whenever it hits.
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<ctb change: +x> <ctb change: -x> <ctb change: +x%> <ctb change: -x%> |
Changes the target's current CTB by x value or x%. If it's just the normal x value, then the value will be a set amount. If it's a percent, then it will be affected by the gauge's percentile value. Both can be used, but calculations will tally up the percentage changes before the set changes.
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<ctb reset: x%> |
This will push the user's CTB gauge back to x% after usage instead of 0%. x is the percentage of the maximum CTB resolution and not a set value.
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<custom data> icon, string1, string2 </custom data> |
This allows you to input in custom data to be displayed in the item list data window. Replace "icon" with a number to depict which icon you want shown in the data. Replace "string1" with the category you want shown in the data. Replace "string2" with the text you want shown in the data.
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<damage: phrase> |
Makes use of Lunatic Mode to create custom damage formulas for items, skills, weapons, and enemy attacks.
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<disassemble> weapon 1 armor 2 item 3 </disassemble> |
Place this in the notebox of either an item, weapon, or armor and that item can then be disassembled into the materials you've placed in between the disassemble tags.
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<element rate x: +y%> <element rate x: -y%> <state rate x: +y%> <state rate x: -y%> |
This raises the individual element and status weakness and resistance rates for the actor by y amount for element/state x. Note that +y% makes the actor take more elemental damage and more likely to fall under the status effect while -y% makes the actor more immune.
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<field effect: x> |
Place this in a skill or item's notebox to make it replace the current field effect with state x.
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<hit rate: x%> |
For those who plan on modifying calculations and would desire for the hit rate to exceed past 100%, use this tag and replace x with the percentage you wish to adjust the item's hit rate with.
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<instant use> |
This will cause the used to be used instantly or quickly depending on the battle system in play. Instant items will not consume turns and will generally return the user back to an action-appliable state once it's finished being used.
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<item type: phrase> |
This designates a unique type flag for the item and is mostly used for identification purposes within the script itself. All items have the "ALL" type associated with them.
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<key item> |
This labels the item as a key item, making it appear in the key item category inside of the item scene. Does nothing else.
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<nullify actor: x> <nullify actors: x,x> <nullify class: x> <nullify classes: x,x> <nullify enemy: x> <nullify enemies: x,x> |
This tag nullifies any effects the item may have when used on actor(s), class(es), or enemy(ies) x. The target will simply be skipped and act as though nothing happened. This effect occurs both inside and outside of battle.
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<pharmacology effect: x> |
If the actor has the pharmacology trait and uses an item that contains a unique pharmacology effect, the effects of the item will be based off of item x in the database instead. The original item will be consumed instead of the new item. Takes priority over actor and class specific effects. Will only have effect in battle.
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<pharmacology only> |
This makes it so that the item used requires the actor to have the pharmacology trait in order for the item to be usable. This restriction only takes effect inside battle.
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<ptb turn cost: x> |
By default, using a skill and item costs 1 turn. However, by changing x, you can adjust the cost of the skill/item to whatever amount plausible.
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<ptb turn gain: x> |
This will provide the party x bonus turns for using the skill/item. The resulted turn gain will be a bonus turn.
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<ptb turn loss: x> |
This will cause the party to lose x turns for using the skill/item. The resulted turn lost will be a canceled turn.
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<rect blend: x> |
If you want your rectangle image to use a different blend type, change x to the proper blend value. 0 for normal. 1 for additive. 2 for subtractive. For rectangular selection type.
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<rect image: phrase> |
Those that want to change the area of effect image, change the phrase name to the name of a file within your Graphics\Pictures folder. Leave out the file name extension out of phrase. For rectangular selection type.
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<remove field effect> |
Place this in a skill or item's notebox to make it clear the field effect.
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<restrict actor: x> <restrict actors: x,x> <restrict class: x> <restrict classes: x,x> |
This prevents actor(s) or class(es) x from using the item. This unique restriction only takes effect inside battle. Having pharmacology does not remove restriction.
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<speed: +x> <speed: -x> |
For those who want more than 999 initiative or less than -999 initiative, place this tag in the item's notebox and replace x with the value you wish to change the item's initiative speed to.
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<stat aptitude: +x%> <stat aptitude: -x%> |
This will raise or lower the stat's aptitude by x%. Replace stat with one of the following: MaxHP, MaxMP, ATK, DEF, SPI, RES, DEX, or AGI
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<stat growth: +x> <stat growth: -x> |
This will increase or decrease the target's base stat by x amount. Just like items normally would in the database editor regarding MaxHP, MaxMP, ATK, DEF, SPI, and AGI, increasing by +x will raise the maximum by that value. However, what wasn't possible before was decreasing base stats. This function is now added within this script.
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<stat_f: x%> |
Replace "stat" with either "atk", "def", "spi", or "agi" and the skill multiplier rate will equal x%. This allows you to use stats other than atk and spi to apply damage and allows you to go above 200% with x%.
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<steal spell: string> |
This will cause the casting unit to steal the spell from the target. Replace string with the exact name of the spell you want stolen. All cases of spells with the same name will be stolen (this includes caps and spaces). Use multiple cases of this notetag if you want to steal more than one skill.
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<switch x: on> <switch x: off> <switch x: toggle> |
This causes the item to change switch x to on, off, or to toggle between on and off. This switch change occurs both inside and outside battle and does not force the player to leave the item menu. Insert multiple of these tags to change multiple switches with one item.
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<target: phrase> |
By replacing "phrase" with one of the following scopes, you can determine any unique scopes for your skill or item. phrase scope - all allies x3 - Targets all allies 3 times (3 replaceable). - all foes x3 - Targets all enemies 3 times (3 replaceable). - all but user - Targets all party members except the user. - everybody - Targets all party members and all enemies. - x hits ally - Targets ally x times. Replace x with integer. - x hits foe - Targets foe x times. Replace x with integer. - pick x random allies - Select first ally. Rest are random allies. - pick x random foes - Select first enemy. Rest are random targets. - x random allies - Targets x random allies. - x random foes - Targets x random foes. If you wish to create more scopes, visit Part III of Battle Engine Melody and under Lunatic Mode - Custom Battle Targets.
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<target temp stat: +x> <target temp stat: -x> |
Gives a temporary boost of x for the stat to target of item. Replace "stat" with maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, odds, dex, or res
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<target text> Random target description </target text> |
When selecting your targets, a description appears above the enemies in a new window to display what targets are being highlighted. If you would like to change it for a particular skill, make use of these two tags. Note that both tags have to be present in order for no problems to occur.
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<teach skill: x> <teach skill: x, x> |
Teaches skill(s) x to the target character.
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<user temp stat: +x> <user temp stat: -x> |
Gives a temporary boost of x for the stat to user of item. Replace "stat" with maxhp, maxmp, atk, def, spi, agi, hit, eva, cri, odds, dex, or res
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<variable x: +y> <variable x: -y> |
This causes the item to change variable x by y amount. This variable change occurs both inside and outside battle and does not force the player to leave the item menu. Insert multiple of these tags to change multiple variables with one item.
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<wereface: string, x> |
If this tag is used, then the actor's face will also change when the actor transforms into its wereform. This will be reverted at the end of battle. In order for this to work, the previous tag must also be used.
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<wereform: x> |
This will transform the using actor's skillset into enemy x's skillset. Only works in battle as the actor reverts outside of battle.
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<wereform revert> |
If this tag is used and the actor is currently in a wereform, the actor will revert back to its normal form.
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<wereimage: string, x> |
If this tag is used, then the actor's image will also change when the actor transforms into its wereform. This will be reverted at the end of battle. In order for this to work, the next tag must also be used.
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Weapons
This is the list of weapon notetags.
<2 hand text: phrase> |
This will replace the default two-handed text with whatever you've inserted for phrase. Case sensitive. Weapons only.
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<atb change: +x> <atb change: -x> <atb change: +x%> <atb change: -x%> |
Changes the target's current ATB by x value or x%. If it's just the normal x value, then the value will be a set amount. If it's a percent, then it will be affected by the gauge's percentile value. Both can be used, but calculations will tally up the percentage changes before the set changes. The effects are cumulative across all equipment and enemy attack effects.
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<atb reset: x%> |
This will push the user's ATB gauge back to x% after usage instead of 0%. x is the percentage of the maximum ATB bar gauge and not a set value. If the value exceeds the threshold value, it will reset back to whatever the threshold value is for an actor unless the actor has an action queued. The effects are cumulative across all equipment and enemy attack effects.
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<attack element: x> <attack element: x,x> <attack state: x> <attack state: x,x> |
This will apply the element or state to the actor's physical attacks. This will add on top of the default weapon attack set. For both states and equips. If placed inside of an enemy's notebox, that enemy will have the attack element or state applying trait.
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<auto state: x> <auto states: x, x> |
This will cause the piece of equipment to have states x automatically on the actor so long as the actor has the item equipped. Once unequipped, the state will no longer be applied to the actor.
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<break maxhp: x> <break maxmp: x> <break param: x> |
Place these note tags into the noteboxes of your equipment to make them have the stat limit breaking properties. x is the new max limit. If multiple equips are worn with stat limit breaking properties, then the one with the highest max limit will be used.
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<ctb change: +x> <ctb change: -x> <ctb change: +x%> <ctb change: -x%> |
Changes the target's current CTB by x value or x%. If it's just the normal x value, then the value will be a set amount. If it's a percent, then it will be affected by the gauge's percentile value. Both can be used, but calculations will tally up the percentage changes before the set changes. The effects are cumulative across all equipment and enemy attack effects.
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<critical stat: +x> <critical stat: -x> |
Put this in your equipment noteboxes. They'll give stat boosts when the user is in a critical state. Replace stat with maxhp, maxmp, atk, def, spi, agi, dex, or res. Dex and res only works if you have Yanfly Engine Melody's New Battle Stats.
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<critical state: x> <critical statx: x, x, x> |
Put this in your equipment noteboxes. They'll give status effects when the user is in a critical state. Replace x with the state ID you want added.
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<ctb reset: x%> |
This will push the user's CTB gauge back to x% after usage instead of 0%. x is the percentage of the maximum CTB resolution and not a set value. The effects are cumulative across all equipment and enemy attack effects.
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<custom data> icon, string1, string2 </custom data> |
This allows you to input in custom data to be displayed in the item list data window. Replace "icon" with a number to depict which icon you want shown in the data. Replace "string1" with the category you want shown in the data. Replace "string2" with the text you want shown in the data.
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<damage: phrase> |
Makes use of Lunatic Mode to create custom damage formulas for items, skills, weapons, and enemy attacks.
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<dash speed: +x%> <dash speed: -x%> |
Equipping the said piece of weapon/armour will increase or decrease the player's onscreen dash speed by n%. This effect is cumulative across all of the party members with the item equipped.
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<disassemble> weapon 1 armor 2 item 3 </disassemble> |
Place this in the notebox of either an item, weapon, or armor and that item can then be disassembled into the materials you've placed in between the disassemble tags.
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<ele dmg bonus x: y%> |
Element x does y% damage. For instance, by default <ele dmg bonus 4: 125%> would raise Ice damage done by 25%.
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<element rank x:y> <state rank x:y> |
This will set the element or state's rank for X to Y rank. X has to be the integer ID of the element/state while Y has to be a letter: S,A,B,C,D,E,F. Use multiple of these tags to include multiple effects. You can also replace x with "ALL" to affect all elements or states. For both states and equips.
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<element rank x: +y> <element rank x: -y> <state rank x: +y> <state rank x: -y> |
This will raise or lower the element/state x's rank by y. Note that when a rank is lowered, the target becomes more vulnerable to it. Increasing the rank will make the target more immune towards it. Stackable. For both states and equips.
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<element rate x: y%> <state rate x: y%> |
This will set the element/state rate of x to y% of what it used to be. This is a value is calculated before the extra percentages are added. Stackable. For both states and equips.
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<element rate x: +y%> <element rate x: -y%> <state rate x: +y%> <state rate x: -y%> |
Note that this is rate and not rank. Rate is different as this is a numeric value associated with the actual affinity rather than the rank value. So with this, you can cause the afflicted battler to be +5% weaker or -5% more immune towards an element or state. Stackable. For both states and equips.
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<equipskill: x> <equipskill: x, x> |
Replace x with the skill ID you want to temporarily teach the actor if the weapon is equipped.
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<exp bonus: x%> |
Alters the amount of experience earned from enemies after battle by x%.
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<gold bonus: x%> |
Alters the amount of gold dropped by enemies after battle by x%.
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<key item> |
This labels the item as a key item, making it appear in the key item category inside of the item scene. Does nothing else.
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<ptb bonus: +x> <ptb bonus: -x> |
Simply wearing the piece of equipment or having the status effect will provide +x extra turns in battle for the player's party. The result turn will be a normal turn.
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<ptb max cancel: +x> <ptb max cancel: -x> |
This increases the number of times the player can lose turns. This is a negative effect. Having more states and/or equips with this effect will cause this effect to stack.
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<ptb max regain: +x> <ptb max regain: -x> |
This increases the number of times the player can regain turns. This is a positive effect. Having more states and/or equips with this effect will cause this effect to stack.
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<require above: stat x> <require under: stat x> |
This will make your piece of equipment require certain stat conditions to be met. If above, it is greater than or equal to. If under, it is less than or equal to. Replace stat with one of the following: Level, MaxHP, MaxMP, ATK, DEF, SPI, RES, DEX, AGI, HIT, EVA, CRI, ODDS
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<require switch: x> <require switches: x,x> |
This will require the switch x to be on before the piece of equipment can be worn by the actor. If it isn't on, it'll be greyed out until available.
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<require variable x: above y> <require variable x: under y> |
This will require the variable x to be above/under y in order for the item to become equippable by the actor.
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<siphonic: x> |
Place this tag into a weapon's notebox and it will deal mp damage with attacks which the attacker will recover. Place this inside of an enemy's notebox and it will also gain siphonic properties.
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<skill slots: +x> <skill slots: -x> |
Any weapon or armour with this tag will increase or decrease the number of available skill slots the actor has readily to equip skills in. This tag cannot bring the amount of available slots below 0.
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<stat: +x> <stat: -x> <stat: +x%> <stat: -x%> |
This will allow the piece of equipment to raise or lower the stat by x in either a set amount or percentile amount. Note that percents are calculated before set values. Percents are also ignored from equip optimization. This tag will allow you to go past the 500 maximum value that the editor has. Replace stat with one of the following: MaxHP, MaxMP, ATK, DEF, SPI, RES, DEX AGI, HIT, EVA, CRI, ODDS
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<trait: phrase> |
This will give your piece of equipment some unique traits. Just replace the word phrase inside the tag with one of the following: super guard - Guarding reduces damage by 4x instead of 2x. pharmacology - Items used will have double effect. fast attack - Early turn initiative. dual attack - Normal attacks hit twice. prevent critical - Criticals cannot occur on battler. half mp cost - MP skills cost only half. double exp gain - Inflicted actor gains double exp. auto hp recover - Inflicted actor gains HP each turn and step.
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<type slots: +x> <type slots: -x> |
Replace "type" with one of the types found in the RESTRICTIONS hash in the module. This will increase or decrease the amount of slot types available to be worn for the player by x amount. This cannot bring the amount of available type slots below 0. When replacing "type" in the notetag, do note that it is case sensitive.
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<vampiric: x%> |
Place this tag into a weapon's notebox and it will become a vampiric weapon. This tag will drain x% of the hp damage. Place this inside of an enemy's notebox and it will also gain vampiric properties.
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Armours
This is the list of armour notetags.
<atb change: +x> <atb change: -x> <atb change: +x%> <atb change: -x%> |
Changes the target's current ATB by x value or x%. If it's just the normal x value, then the value will be a set amount. If it's a percent, then it will be affected by the gauge's percentile value. Both can be used, but calculations will tally up the percentage changes before the set changes. The effects are cumulative across all equipment and enemy attack effects.
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<atb reset: x%> |
This will push the user's ATB gauge back to x% after usage instead of 0%. x is the percentage of the maximum ATB bar gauge and not a set value. If the value exceeds the threshold value, it will reset back to whatever the threshold value is for an actor unless the actor has an action queued. The effects are cumulative across all equipment and enemy attack effects.
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<attack element: x> <attack element: x,x> <attack state: x> <attack state: x,x> |
This will apply the element or state to the actor's physical attacks. This will add on top of the default weapon attack set. For both states and equips. If placed inside of an enemy's notebox, that enemy will have the attack element or state applying trait.
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<auto state: x> <auto states: x, x> |
This will cause the piece of equipment to have states x automatically on the actor so long as the actor has the item equipped. Once unequipped, the state will no longer be applied to the actor.
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<break maxhp: x> <break maxmp: x> <break param: x> |
Place these note tags into the noteboxes of your equipment to make them have the stat limit breaking properties. x is the new max limit. If multiple equips are worn with stat limit breaking properties, then the one with the highest max limit will be used.
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<ctb change: +x> <ctb change: -x> <ctb change: +x%> <ctb change: -x%> |
Changes the target's current CTB by x value or x%. If it's just the normal x value, then the value will be a set amount. If it's a percent, then it will be affected by the gauge's percentile value. Both can be used, but calculations will tally up the percentage changes before the set changes. The effects are cumulative across all equipment and enemy attack effects.
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<critical stat: +x> <critical stat: -x> |
Put this in your equipment noteboxes. They'll give stat boosts when the user is in a critical state. Replace stat with maxhp, maxmp, atk, def, spi, agi, dex, or res. Dex and res only works if you have Yanfly Engine Melody's New Battle Stats.
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<critical state: x> <critical statx: x, x, x> |
Put this in your equipment noteboxes. They'll give status effects when the user is in a critical state. Replace x with the state ID you want added.
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<ctb reset: x%> |
This will push the user's CTB gauge back to x% after usage instead of 0%. x is the percentage of the maximum CTB resolution and not a set value. The effects are cumulative across all equipment and enemy attack effects.
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<custom data> icon, string1, string2 </custom data> |
This allows you to input in custom data to be displayed in the item list data window. Replace "icon" with a number to depict which icon you want shown in the data. Replace "string1" with the category you want shown in the data. Replace "string2" with the text you want shown in the data.
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<dash speed: +x%> <dash speed: -x%> |
Equipping the said piece of weapon/armour will increase or decrease the player's onscreen dash speed by n%. This effect is cumulative across all of the party members with the item equipped.
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<disassemble> weapon 1 armor 2 item 3 </disassemble> |
Place this in the notebox of either an item, weapon, or armor and that item can then be disassembled into the materials you've placed in between the disassemble tags.
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<ele dmg bonus x: y%> |
Element x does y% damage. For instance, by default <ele dmg bonus 4: 125%> would raise Ice damage done by 25%.
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<element rank x:y> <state rank x:y> |
This will set the element or state's rank for X to Y rank. X has to be the integer ID of the element/state while Y has to be a letter: S,A,B,C,D,E,F. Use multiple of these tags to include multiple effects. You can also replace x with "ALL" to affect all elements or states. For both states and equips.
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<element rank x: +y> <element rank x: -y> <state rank x: +y> <state rank x: -y> |
This will raise or lower the element/state x's rank by y. Note that when a rank is lowered, the target becomes more vulnerable to it. Increasing the rank will make the target more immune towards it. Stackable. For both states and equips.
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<element rate x: y%> <state rate x: y%> |
This will set the element/state rate of x to y% of what it used to be. This is a value is calculated before the extra percentages are added. Stackable. For both states and equips.
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<element rate x: +y%> <element rate x: -y%> <state rate x: +y%> <state rate x: -y%> |
Note that this is rate and not rank. Rate is different as this is a numeric value associated with the actual affinity rather than the rank value. So with this, you can cause the afflicted battler to be +5% weaker or -5% more immune towards an element or state. Stackable. For both states and equips.
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<equip type: phrase> |
This changes the equip type of the item to whatever the phrase is. This tag exists for using more than the 4 types of armour equips available to RPG Maker. To understand how this works better, read the Equip Settings part of the module and adjust the settings there accordingly. Used for armours only.
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<equipskill: x> <equipskill: x, x> |
Replace x with the skill ID you want to temporarily teach the actor if the weapon is equipped.
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<exp bonus: x%> |
Alters the amount of experience earned from enemies after battle by x%.
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<gold bonus: x%> |
Alters the amount of gold dropped by enemies after battle by x%.
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<key item> |
This labels the item as a key item, making it appear in the key item category inside of the item scene. Does nothing else.
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<ptb bonus: +x> <ptb bonus: -x> |
Simply wearing the piece of equipment or having the status effect will provide +x extra turns in battle for the player's party. The result turn will be a normal turn.
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<ptb max cancel: +x> <ptb max cancel: -x> |
This increases the number of times the player can lose turns. This is a negative effect. Having more states and/or equips with this effect will cause this effect to stack.
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<ptb max regain: +x> <ptb max regain: -x> |
This increases the number of times the player can regain turns. This is a positive effect. Having more states and/or equips with this effect will cause this effect to stack.
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<skill slots: +x> <skill slots: -x> |
Any weapon or armour with this tag will increase or decrease the number of available skill slots the actor has readily to equip skills in. This tag cannot bring the amount of available slots below 0.
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<require above: stat x> <require under: stat x> |
This will make your piece of equipment require certain stat conditions to be met. If above, it is greater than or equal to. If under, it is less than or equal to. Replace stat with one of the following: Level, MaxHP, MaxMP, ATK, DEF, SPI, RES, DEX, AGI, HIT, EVA, CRI, ODDS
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<require switch: x> <require switches: x,x> |
This will require the switch x to be on before the piece of equipment can be worn by the actor. If it isn't on, it'll be greyed out until available.
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<require variable x: above y> <require variable x: under y> |
This will require the variable x to be above/under y in order for the item to become equippable by the actor.
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<stat: +x> <stat: -x> <stat: +x%> <stat: -x%> |
This will allow the piece of equipment to raise or lower the stat by x in either a set amount or percentile amount. Note that percents are calculated before set values. Percents are also ignored from equip optimization. This tag will allow you to go past the 500 maximum value that the editor has. Replace stat with one of the following: MaxHP, MaxMP, ATK, DEF, SPI, RES, DEX AGI, HIT, EVA, CRI, ODDS
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<trait: phrase> |
This will give your piece of equipment some unique traits. Just replace the word phrase inside the tag with one of the following: super guard - Guarding reduces damage by 4x instead of 2x. pharmacology - Items used will have double effect. fast attack - Early turn initiative. dual attack - Normal attacks hit twice. prevent critical - Criticals cannot occur on battler. half mp cost - MP skills cost only half. double exp gain - Inflicted actor gains double exp. auto hp recover - Inflicted actor gains HP each turn and step.
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<type slots: +x> <type slots: -x> |
Replace "type" with one of the types found in the RESTRICTIONS hash in the module. This will increase or decrease the amount of slot types available to be worn for the player by x amount. This cannot bring the amount of available type slots below 0. When replacing "type" in the notetag, do note that it is case sensitive.
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Enemies
This is the list of enemy notetags.
<attack animation: x> |
By default, enemies will use DEFAULT_ENEMY_ATTACK as their default attack animation. To change it for a different enemy, set x as the animation id to be played.
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<attack element: x> <attack element: x,x> <attack state: x> <attack state: x,x> |
This will apply the element or state to the actor's physical attacks. This will add on top of the default weapon attack set. For both states and equips. If placed inside of an enemy's notebox, that enemy will have the attack element or state applying trait.
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<atb change: +x> <atb change: -x> <atb change: +x%> <atb change: -x%> |
Changes the target's current ATB by x value or x%. If it's just the normal x value, then the value will be a set amount. If it's a percent, then it will be affected by the gauge's percentile value. Both can be used, but calculations will tally up the percentage changes before the set changes. The effects are cumulative across all equipment and enemy attack effects.
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<atb reset: x%> |
This will push the user's ATB gauge back to x% after usage instead of 0%. x is the percentage of the maximum ATB bar gauge and not a set value. If the value exceeds the threshold value, it will reset back to whatever the threshold value is for an actor unless the actor has an action queued. The effects are cumulative across all equipment and enemy attack effects.
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<autostate: x> <autostate: x, x, x> |
Gives the enemy the autostate(s) x all throughout battle.
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<base stat: x> |
This will allow you to manually adjust the base stat to x value if you want a value higher than 999. Note that this won't mean much if you don't have a stat limit breaker script installed like KGC Limit Breaker. Replace stat with: maxhp, maxmp, atk, def, spi, agi
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<boss> |
For enemies. This simple tag lets the game know that this enemy is a boss. It does nothing by itself.
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<charset: filename> <charset: filename, index> <cs: filename> <cs: filename, index> |
If you wish for the enemies to use a character set instead of a battler image, use this tag. Replace filename with the character set's filename and the index being the number of the proper fileset to be applied.
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<critical: string, x> |
Replace string with the battler image you want the enemy to change to when it reaches critical status. x is the color hue the enemy will shift to.
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<ctb change: +x> <ctb change: -x> <ctb change: +x%> <ctb change: -x%> |
Changes the target's current CTB by x value or x%. If it's just the normal x value, then the value will be a set amount. If it's a percent, then it will be affected by the gauge's percentile value. Both can be used, but calculations will tally up the percentage changes before the set changes. The effects are cumulative across all equipment and enemy attack effects.
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<ctb reset: x%> |
This will push the user's CTB gauge back to x% after usage instead of 0%. x is the percentage of the maximum CTB resolution and not a set value. The effects are cumulative across all equipment and enemy attack effects.
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<damage: phrase> |
Makes use of Lunatic Mode to create custom damage formulas for items, skills, weapons, and enemy attacks
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<death event: x> |
This is for enemies. Makes common event x run when the enemy dies.
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<doppelganger: x> |
This creates a doppelganger of the actor x in terms of levels and stats. The actors skills and such will not be carried over as enemies use an AI set for their skills and does not translate over that easily.
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<enemy icon: x> |
In Default Turn Battle, Active Turn Battle, and Charge Turn Battle, your enemies will use icons to represent themselves in the turn gauge in the upper left corner of the screen. To give your enemies a more unique icon, change x to the icon ID for the enemy.
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<enemy icon hue: +x> <enemy icon hue: -x> |
This adjusts the enemy icon's hue by x value. This prevents the need to create multiple icons of only hue differences to indicate different enemies and to save space.
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<friendly> |
Place this tag into the enemy's notebox to designate that monster type as a friendly monster.
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<friendly exp: x> |
Place this tag into the enemy's notebox. If the enemy is left alive when the battle ends, you gain this much exp from this enemy.
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<friendly gold: x> |
Place this tag into the enemy's notebox. If the enemy is left alive when the battle ends, you gain this much gold from this enemy.
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<friendly i: x> <friendly w: x> <friendly a: x> |
Place this tag into the enemy's notebox. If the enemy is left alive when the battle ends, you gain this item from this enemy. Place multiple if needed. Use "i" for item. Use "w" for weapon. Use "a" for armor.
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<gauge width: x> |
Sometimes bigger enemies need bigger gauges for their HP and MP. So those bigger enemies can use bigger numbers for x to make their big gauges as big as they are.
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<hide hp gauge> <hide mp gauge> <hide state gauge> <show hp gauge> <show mp gauge> <show state gauge> |
Sometimes you don't want gauges shown for different enemies. For example, enemies that don't use MP skills shouldn't need to have their MP gauge shown. And sometimes, you want to hide how much HP a boss has. These tags will allow for that.
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<hp gauge: x, y> <mp gauge: x, y> |
This changes the colours of the HP and MP gauges for the specific enemy. x is the first colour of the gauge gradient (the one on the left) and y is the second colour of the gauge gradient (the one on the right). Both numbers are needed.
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<jp: x> |
This is the amount of JP the enemy provides the party when it is defeated. If this tag is not used, then the default enemy JP value will be used instead.
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<level bonus: +x> <level bonux: -x> |
This will place the enemy x levels above or below the base level when set. If it has a bonus of +10, it will be 10 levels higher than whatever the normal ruleset set for the enemy is.
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<level random: x> |
This will give the level a random flunctuation in either direction. Set this value to 0 if you don't wish to use it. Adjust RANDOM_FLUCTUATION inside the module to change the default fluctuation value.
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<level state x: y> <level states x: y,y> |
At level x and higher, the enemy will have the auto states y applied to it. Use multiple of these tags to designate different levels and the states the enemy will gain at those levels.
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<level type: x> |
Choosing a value from 0 to 4, you can adjust the different leveling rulesets for the enemy. View the DEFAULT_LEVEL_TYPE module option to see what kinds of rules there are for level types.
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<linked death: x> <linked death: x, x, x> |
Place this in an enemy's notebox. When this enemy dies, all enemies in the party with the x ID links are killed along with the central enemy.
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<linked death all> |
Place this in an enemy's notebox. When this enemy dies, all enemies in the party are dead, linked or not.
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<max level: x> <min level: x> |
This will adjust the minimum and maximum levels for the enemy. By default, the minimum level is 1 and the maximum level is whatever is set below in the module as MAX_LEVEL.
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<overkill exp: +x> |
This is how much extra exp is awarded to the party if the enemy is overkilled. Goes into the enemy notebox.
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<overkill gold: +x> |
This is how much extra gold is awarded if the enemy is overkilled. Goes into the enemy notebox.
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<overkill item: x> <overkill weapon: x> <overkill armor: x> |
If the enemy is overkilled, the enemy will drop this extra item, weapon, or armor. Use more of the tag if you want the overkilled enemy to drop more than just one item. Drop 100% the time if overkilled. Goes into the enemy notebox.
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<overkill require: x> |
x is the amount of damage needed to be dealt to the enemy to enable the overkill status for the enemy. Goes into the enemy notebox.
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<package: healy> <package: protect> <package: support> <package: wild> <package: balanced> |
There are 5 provided Packages:
Healy: Enemies using this AI package will try to heal and cure as much as possible, and only if needed. Only if healing is useless, the default AI will resume.
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<phrase mirror> |
Replace "phrase" with "emptyview", "frontview", "sideview", or "angleview" without the quotes. This will cause the enemy's battler image to flip to fit the battleview properly if they happen to be facing the wrong way.
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<phrase stance: x> |
Replace "phrase" with a stance name. This will make the stance valid to use with the enemy battler. x is the integer ID used for the animation the stance will refer to. Note that enemies MUST have an "IDLE" stance in order for them to function.
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<phrase trait at level: x> |
This will give the enemy a particular trait at level x or higher. Use more of these tags to give enemies different traits at different levels. Replace the phrase with one of the following:
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<phrase zoom: x%> |
Replace "phrase" with "emptyview", "frontview", "sideview", or "angleview" without the quotes. This will cause the enemy's battler image to be zoomed at x%. If a battler image is too big, use a percent smaller than 100%. If it is too small, use a percent larger than 100%. This is to adjust for visual battler image sizes.
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<ptb max cancel: x> |
This will set the maximum number of times the enemy can lose turns for the enemy party instead of the default amount set in PTB_RULES.
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<ptb max regain: x> |
This will set the maximum number of times the enemy can regain turns for the enemy party instead of the default amount set in PTB_RULES.
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<ptb turns: x> |
This will make the particular enemy unit provide x turns instead of the usual default amount set in the PTB_RULES hash below.
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<set level: x> |
This will set the enemy's level to exactly x. It a sense, this is just the usage of both the min and max level tags together as the same value.
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<shield: x> |
For enemies with character sets, they can equip shields as an added image (although the shields will do nothing for their stats or performance).
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<siphonic: x> |
Place this tag into a weapon's notebox and it will deal mp damage with attacks which the attacker will recover. Place this inside of an enemy's notebox and it will also gain siphonic properties.
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<stat: +x per level> <stat: -x per level> <stat: +x% per level> <stat: -x% per level> |
This will raise or lower the stat by x or x% per level (depending on the tag used). This will override the default growth settings found inside the module hash called DEFAULT_GROWTH. You may replace stat with: maxhp, maxmp, atk, def, spi, res, dex, agi, gold, exp
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<swap: x> <swaps: x, x> |
Place this into the swap dummy enemy's notebox to determine what kind monsters will replace it upon appearing in battle. Replace x with the enemy ID of the desired monsters. Insert more x's or more of these tags to increase the amount of swappable monsters that can replace the dummy monster.
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<stance hue: +x> <stance hue: -x> |
To save the need to use multiple animations for recolours, this tag can be used to adjust the hue change for the animations by x amount. Use the + tag for a positive hue change and the - tag for a negative hue change.
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<uni dmg: x%> |
For enemies. This tag affects any damage the enemy takes. It's meant for bosses to have a universal barrier, but you can of course use it for any enemy. Damage taken is altered by x%.
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<uni st: x%> |
For enemies. This tag affects any states you attempt to inflict on the enemy. Use the state tag below if you have a state that isn't marked with "Nonresistance," but you don't want <uni st: x%> to affect it. Any states have their infliction chance altered by x%.
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<unmoving> |
Enemies who need to stay stationary (like plants, statues, and buildings) will not visibly move with this tag applied to their noteboxes. These enemies cannot be knocked backwards, move forward, and any wait commands applied to movement Melodies will ignore these characters.
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<vampiric: x%> |
Place this tag into a weapon's notebox and it will become a vampiric weapon. This tag will drain x% of the hp damage. Place this inside of an enemy's notebox and it will also gain vampiric properties.
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<weapon: x> <weapons: x, x> |
For enemies with character sets, they can equip weapons as an added image (although the weapons will do nothing for their stats or performance).
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States
This is the list of state notetags.
<atb reset: +x%> <atb reset: -x%> |
This will cause the battler to have more or less ATB speed in preparation for the battler's next action. The effects are cumulative and all of the stats added together will affect the upcoming ATB reset amount.
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<attack animation: x> |
This changes the default attack animation to x and signify a new change in elemental or status properties. The state with the highest priority and has a change in attack animation will take effect.
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<attack element: x> <attack element: x,x> <attack state: x> <attack state: x,x> |
This will apply the element or state to the actor's physical attacks. This will add on top of the default weapon attack set. For both states and equips. If placed inside of an enemy's notebox, that enemy will have the attack element or state applying trait.
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<counterattack> |
Put that into your state's notebox. When a battler takes damage and has that state, the battler will retaliate with a normal attack.
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<ctb reset: +x%> <ctb reset: -x%> |
This will cause the battler to have more or less CTB speed in preparation for the battler's next action. The effects are cumulative and all of the stats added together will affect the upcoming CTB reset amount.
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<custom data> icon, string1, string2 </custom data> |
This allows you to input in custom data to be displayed in the learn skill data window. Replace "icon" with a number to depict which icon you want shown in the data. Replace "string1" with the category you want shown in the data. Replace "string2" with the text you want shown in the data.
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<ele dmg bonus x: y%> |
Element x does y% damage. For instance, by default <ele dmg bonus 4: 125%> would raise Ice damage done by 25%.
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<element rank x:y> <state rank x:y> |
This will set the element or state's rank for X to Y rank. X has to be the integer ID of the element/state while Y has to be a letter: S,A,B,C,D,E,F. Use multiple of these tags to include multiple effects. You can also replace x with "ALL" to affect all elements or states. For both states and equips.
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<element rank x: +y> <element rank x: -y> <state rank x: +y> <state rank x: -y> |
This will raise or lower the element/state x's rank by y. Note that when a rank is lowered, the target becomes more vulnerable to it. Increasing the rank will make the target more immune towards it. Stackable. For both states and equips.
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<element rate x: y%> <state rate x: y%> |
This will set the element/state rate of x to y% of what it used to be. This is a value is calculated before the extra percentages are added. Stackable. For both states and equips.
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<element rate x: +y%> <element rate x: -y%> <state rate x: +y%> <state rate x: -y%> |
Note that this is rate and not rank. Rate is different as this is a numeric value associated with the actual affinity rather than the rank value. So with this, you can cause the afflicted battler to be +5% weaker or -5% more immune towards an element or state. Stackable. For both states and equips.
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<element reverse: x> <element reverse: x,x> <state reverse: x> <state reverse: x,x> |
This will reverse the element rates of the target. S rank will swap to F rank, A rank will swap to E rank, and so on. This is calculated after all of the other rank effects have taken place, but before the rates will take effect. For states only.
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<exp bonus: x%> |
Alters the amount of experience earned from enemies after battle by x%.
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<gold bonus: x%> |
Alters the amount of gold dropped by enemies after battle by x%.
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<hide state> |
This will cause the state to be not drawn even if it has has no icon. The state will appear elsewhere in other state lists, but not in the actor window where it'll be extremely intrusive.
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<hospital fee: x> |
To make your states cost something to heal, change the value x.
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<hp dmg bonus: x%> <mp dmg bonus: x%> <hp heal bonus: x%> <mp heal bonus: x%> |
This adjusts the HP/MP damage the battler deals to the targets using attacks, skills, and items and inflates/deflates them by x%. Stackable.
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<hp dmg taken: x%> <mp dmg taken: x%> <hp heal taken: x%> <mp heal taken: x%> |
This adjusts the HP/MP damage the battler receives from attacks, items, and skills and inflates/deflates them by x%. Stackable.
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<hp dmg wall: -x> <mp dmg wall: -x> <hp dmg boost: +x> <mp dmg boost: +x> |
This will increase or decrease damage dealt to an target by a set amount. Using a wall will reduce the damage dealt by x and using a boost will increase the damage dealt by x. Stackable.
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<hp heal wall: +x> <mp heal wall: +x> <hp heal boost: -x> <mp heal boost: -x> |
This will increase or decrease healing dealt to a target by a set amount. Using a wall will decrease healing by x amount while using a boost will increase healing by x amount. Note that the signs are reversed from the damage counterparts. Stackable.
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<hp regen: x> <hp regen: x%> <hp degen: x> <hp degen: x%> |
This causes the state to have HP regeneration or degeneration properties. If the percent sign is used, the amount of HP regenerated each time this state's effect occurs will recover/damage HP by a percentage of MaxHP. If it is used without, then the recovered/damaged HP will be altered by a set amount instead. Stackable.
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<ignore uni> |
For skills and states. Skills will ignore <uni dmg: x%> and states will ignore <uni st: x%> if this tag is applied.
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<jp cost: x> |
This sets the JP cost of the passive to x value. This is how much JP is needed by the actor in the actor's current class to learn the passive.
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<jp gain: x%> |
This state adjusts the JP gain for the actor by x%. Stackable.
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<jp require level: x> |
This requires the actor to be at least level x before being able to acquire the passive through JP.
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<jp require passive: x> <jp require passives: x, x> |
In order for the actor to learn the passive through using JP costs, the passive x must also be learned. If multiple tags are used, then all of the passives must be learned before the passive can be acquired through JP.
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<jp require skill: x> <jp require skills: x, x> |
In order for the actor to learn the passive through using JP costs, the skill x must also be learned. If multiple tags are used, then all of the skills must be learned before the passive can be acquired through JP.
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<jp require switch: x> <jp require switches: x, x> |
This requires switch x to be on in order for the passive to appear in the list.
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<max stack: x> |
States can stack upon themselves when applied multiple times. When they do stack, the effects will be applied that many times. By default, all states have a maximum stack of 1 (it can never be 0) and if changed for higher, the state will increase effects multiple times until its maximum limit is reached.
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<mp regen: x> <mp regen: x%> <mp degen: x> <mp degen: x%> |
This causes the state to have MP regeneration or degeneration properties. If the percent sign is used, the amount of MP regenerated each time this state's effect occurs will recover/damage MP by a percentage of MaxMP. If it is used without, then the recovered/damaged MP will be altered by a set amount instead. Stackable.
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<phrase cost: x%> <phrase cost: +x> <phrase cost: -x> |
Replace phrase with "HP", "MP", "Rage", etc. to have the state alter the costs of all skills with those costs. Using the percentage tag, the costs will be cut within a percentage of their default cost. Using the + or - tags will result in the costs being affected by a set amount. This can be used with custom costs as well, so long as the custom costs are applied properly. Stackable.
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<popup add: phrase> <popup rem: phrase> <popup dur: phrase> |
This changes the ruleset applied for newly added states, removed states, or during (remained) states. This means that not all added states will need to have the same colour. You can use this to distinguish positive and negative states using different rulesets. Replace "phrase" with a key from the POPUP_RULES hash.
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<popup hide add> <popup hide rem> <popup hide dur> |
This will hide the popups for adding the particular state, removing the particular state, or showing the state is remaining on the character. This is mostly used to hide unique states that are used for effect purposes and not actual gameplay purposes. This will cancel out the tag above.
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<ptb bonus: +x> <ptb bonus: -x> |
Simply wearing the piece of equipment or having the status effect will provide +x extra turns in battle for the player's party. The result turn will be a normal turn.
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<ptb max cancel: +x> <ptb max cancel: -x> |
This increases the number of times the player can lose turns. This is a negative effect. Having more states and/or equips with this effect will cause this effect to stack.
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<ptb max regain: +x> <ptb max regain: -x> |
This increases the number of times the player can regain turns. This is a positive effect. Having more states and/or equips with this effect will cause this effect to stack.
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<rage boost: x%> <rage boost: +x> <rage boost: -x> |
This causes the actor to gain rage at an accelerated or decreased rate depending on the tag used and the values used. This tag affects every mechanically-driven instance of raising rage.
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<restrict skill: phrase> <restrict item: phrase> |
This tag will restrict skills or items of the "phrase" type from being usable by the affected battler. Used in conjunction with these two tags: <skill type: phrase> and <item type: phrase> to create restrictions.
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<stat: x%> <stat: +x> <stat: -x> |
Replacing stat with "maxhp", "maxmp", "atk", "def", "spi", "agi", "hit", "eva", "cri", or "odds" will allow the state to modify the respective stat value by x% or x value depending on which tag you've used. This tag allows status effects to modify stats outside of the ADSA stats, including MaxHP, MaxMP, and the HECO stats. Stackable.
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<state animation: x> |
This gives the state a looping animation portrayed by x. If the state is active upon the battler, then it will loop until the state is either removed or a state with higher priority overtakes it. To change the zoom rate on monsters, use <state zoom: x%> where x is the zoom percentage.
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<state type: phrase> |
This designates a unique type flag for the state and is mostly used for identification purposes within the script itself. All states have the "ALL" type associated with them.
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<trait: phrase> |
To give your actors and enemies unique traits through status effects, insert the tag above into the state's notebox and replace "phrase" with one of the following traits below. super guard - Guarding reduces damage by 4x instead of 2x. pharmacology - Items used will have double effect. fast attack - Early turn initiative. dual attack - Normal attacks hit twice. prevent critical - Criticals cannot occur on battler. half mp cost - MP skills cost only half. double exp gain - Inflicted actor gains double exp. auto hp recover - Inflicted actor gains HP each turn and step. anti hp degen - HP degen cannot occur on battler. anti hp regen - HP regen cannot occur on battler. anti mp degen - MP degen cannot occur on battler. anti mp regen - MP regen cannot occur on battler. Inserting multiple <trait: phrase> tags will prompt multiple traits to be applied through the same status effect.
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<turn colour: x> |
If you want certain states to display the turns remaining in a different colour for the sake of distinguishing them or so they'll show up better on the state due to colour incompatibility, use this tag in the state's notebox. x is equal to the text colour value found in your window skin file.
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<weapon icon: x> |
This makes the state change the attacking weapon icon to x and signify a new change in elemental or status attributes. The state with the highest priority and changes the weapon icon will take effect.
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