-Notetag Guide-

Items

<ignore amplifiers>
This will cause the skill/item to ignore amplifier modifications when it is calculating damage. Elemental Amplifiers

<max limit: x>
To make some items have unique and individual maximum limits on how much the party can hold at a time, insert this tag into the notebox with x as the new limit you wish as the cap. Item Limit

<price: x>
This will change the price of the item to x. This allows you to go past the original editor limit of 999,999 gold for a single item. Gold Limit

<prize max: x>
This adjusts the maximum amount of times the player can claim this prize. Hospital Prizes

<prize HP healed: x>
This prize will be enabled for every multiple of x healed for HP up to the prize max cap. Hospital Prizes

<prize MP healed: x>
This prize will be enabled for every multiple of x healed for MP up to the prize max cap. Hospital Prizes

<prize ailments: x>
This prize will be enabled for every multiple of x healed for ailments up to the prize max cap. Hospital Prizes

<prize deaths: x>
This prize will be enabled for every multiple of x revived for deaths up to the prize max cap. Hospital Prizes

<stat boost: +x>
<stat boost: -x>
Using this item on a target will raise its stat by a set amount. Similar to the parameter increase property but allows a number larger than 9999 and also allows for multiple increases for different stats on one item. Replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, or AGI. Battle Stats

Skills

<ignore amplifiers>
This will cause the skill/item to ignore amplifier modifications when it is calculating damage. Elemental Amplifiers

Weapons

<amplify element x: +y%>
This will increase damage dealt when element x is involved by y%. Elemental Amplifiers

<amplify heal: +x%>
This will increase healing done by x%. Elemental Amplifiers

<amplify nonelement: +x%>
This will increase non-elemental damage dealt by y%. Elemental Amplifiers

<max limit: x>
To make some items have unique and individual maximum limits on how much the party can hold at a time, insert this tag into the notebox with x as the new limit you wish as the cap. Item Limit

<price: x>
This will change the price of the item to x. This allows you to go past the original editor limit of 999,999 gold for a single item. Gold Limit

<prize max: x>
This adjusts the maximum amount of times the player can claim this prize. Hospital Prizes

<prize HP healed: x>
This prize will be enabled for every multiple of x healed for HP up to the prize max cap. Hospital Prizes

<prize MP healed: x>
This prize will be enabled for every multiple of x healed for MP up to the prize max cap. Hospital Prizes

<prize ailments: x>
This prize will be enabled for every multiple of x healed for ailments up to the prize max cap. Hospital Prizes

<prize deaths: x>
This prize will be enabled for every multiple of x revived for deaths up to the prize max cap. Hospital Prizes

<stat: +x>
<stat: -x>
This will allow the equipment to have increased bonus of a particular stat by a set amount. You can replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, AGI, PDM, PDR, MDM, MDR, APN, HIT, MPN, TEN, CRM, CRI, or EVA. This tag also allows you to go past the default limit of 500 imposed by RMVX. Battle Stats

<stat: +x%>
<stat: -x%>
This will allow the equipment to increase a base stat by a percentage rather than a set amount. You can replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, AGI, PDM, PDR, MDM, MDR, APN, HIT, MPN, TEN, CRM, CRI, or EVA. The percent bonuses will be calculated prior to the set bonuses. Battle Stats

Armours

<amplify element x: +y%>
This will increase damage dealt when element x is involved by y%. Elemental Amplifiers

<amplify heal: +x%>
This will increase healing done by x%. Elemental Amplifiers

<amplify nonelement: +x%>
This will increase non-elemental damage dealt by y%. Elemental Amplifiers

<max limit: x>
To make some items have unique and individual maximum limits on how much the party can hold at a time, insert this tag into the notebox with x as the new limit you wish as the cap. Item Limit

<price: x>
This will change the price of the item to x. This allows you to go past the original editor limit of 999,999 gold for a single item. Gold Limit

<prize max: x>
This adjusts the maximum amount of times the player can claim this prize. Hospital Prizes

<prize HP healed: x>
This prize will be enabled for every multiple of x healed for HP up to the prize max cap. Hospital Prizes

<prize MP healed: x>
This prize will be enabled for every multiple of x healed for MP up to the prize max cap. Hospital Prizes

<prize ailments: x>
This prize will be enabled for every multiple of x healed for ailments up to the prize max cap. Hospital Prizes

<prize deaths: x>
This prize will be enabled for every multiple of x revived for deaths up to the prize max cap. Hospital Prizes

<stat: +x>
<stat: -x>
This will allow the equipment to have increased bonus of a particular stat by a set amount. You can replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, AGI, PDM, PDR, MDM, MDR, APN, HIT, MPN, TEN, CRM, CRI, or EVA. This tag also allows you to go past the default limit of 500 imposed by RMVX. Battle Stats

<stat: +x%>
<stat: -x%>
This will allow the equipment to increase a base stat by a percentage rather than a set amount. You can replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, AGI, PDM, PDR, MDM, MDR, APN, HIT, MPN, TEN, CRM, CRI, or EVA. The percent bonuses will be calculated prior to the set bonuses. Battle Stats

Enemies

<amplify element x: +y%>
This will increase damage dealt when element x is involved by y%. Elemental Amplifiers

<amplify heal: +x%>
This will increase healing done by x%. Elemental Amplifiers

<amplify nonelement: +x%>
This will increase non-elemental damage dealt by y%. Elemental Amplifiers

<stat: x>
This changes an enemy’s base stat to x amount. This allows for the bypass of the original RMVX numeric limits. Replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, AGI, CRI. Battle Stats

States

<amplify element x: +y%>
This will increase damage dealt when element x is involved by y%. Elemental Amplifiers

<amplify heal: +x%>
This will increase healing done by x%. Elemental Amplifiers

<amplify nonelement: +x%>
This will increase non-elemental damage dealt by y%. Elemental Amplifiers

<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. Core Engine

<ignore tenacity>
If the tenacity stat is used and if this tag exists on a state, the tenacity effect is ignored meaning that no duration reductions will occur. Battle Stats

<reverse tenacity>
If the tenacity stat is used and if this tag exists on a state, tenacity will have a reverse effect on the state causing it to have an increase in duration as opposed to a duration decrease. Battle Stats

<stat: +x>
<stat: -x>
This will allow a stat to provide a set bonus rather than a percentile bonus of x. Replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK,  or AGI. This will be calculated after applying percent bonuses from other states found on the battler. Battle Stats

<stat: x%>
Causes the state to provide a percentage effect instead of a set effect. Replace “stat” with MAXHP, MAXMP, ATK, DEF, SPI, RES, DEX, FOC, LUK, or AGI. This will be calculated before applying set state bonuses. Battle Stats

<stat: +x%>
<stat: -x%>
These tags are specifically used for the more unique stats. Replace “stat” with PDM, PDR, MDM, MDR, APN, HIT, MPN, TEN, CRM, CRI, or EVA. The bonuses provided are flat boosts despite the fact the tags have a % within them. Battle Stats

<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. Core Engine

And that’s all, folks!

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