-Notetag Guide-

Notetags: Actors

  • <anticonvert hp physical>
    <anticonvert hp magical>
    <anticonvert mp physical>
    <anticonvert mp magical>
    Prevents attackers from converting damage of those particular types. All converted recovery effects of that type will be reduced to 0.
    Script: Convert Damage
  • <attack skill: x>
    This sets the actor’s default attack (if no weapon is equipped) to be x. The actor’s custom attack skill will take priority over a class’s custom attack skill, which will take priority over the default attack skill (skill #1).
    Script: Weapon Attack Replace
  • <barehand>
    Grants the barehand trait to the actor. If the actor has no weapons equipped or a weapon with the barehand trait, then the actor acquires the barehanded status and the base stat then works with the formula found within the module. Optimizing equipment does not factor in barehand.
    Script: Barehand Trait
  • <command list>
    string
    string
    </command list>
    These lines go inside of an actor’s notebox to adjust the battle commands that appear in the actor’s Actor Command Window. Refer to the module as to what to use for the strings. If a custom command list is used for an actor, it will take priority over its class’s custom command list, which takes place over the default command list.
    Script: Battle Command List
  • <convert hp physical: +x%>
    <convert hp physical: -x%>
    Converts any physical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert hp magical: +x%>
    <convert hp magical: -x%>
    Converts any magical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp physical: +x%>
    <convert mp physical: -x%>
    Converts any physical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp magical: +x%>
    <convert mp magical: -x%>
    Converts any magical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <cooldown lock>
    A battler afflicted with cooldown lock will not have cooldowns count down every turn until the cooldown lock is removed.
    Script: Skill Restrictions
  • <cooldown rate: x%>
    When cooldowns are applied from using skills in battle, the cooldown rate can reduce or increase the finalized amount of turns a battler would need to wait before being able to use that skill again.
    Script: Skill Restrictions
  • <doppelganger battler: string>
    This will set the battler used for the current actor to the battler filename of string. If no battler is used, doppelgangers will use their default image. Doppelganger battlers will give priority to script called battlers, then actor doppelganger battlers, then class doppelganger battlers, then default enemy battlers.
    Script: Doppelganger
  • <drops quotes>
      string
      string
    </drops quotes>
    Sets the drops quote for the actor. The strings are continuous and can use text codes. Use \n for a line break. Type in what you want the actor to say for the particular win quote. Use [New Quote] in between the two tags to start up a new quote.
    Script: Victory Aftermath
  • <element absorb: x>
    <element absorb: x, x>
    Grants a trait to absorb element x and heal the battler.
    Script: Element Absorb
  • <element reflect x: +y%>
    <element reflect x: -y%>
    This tag causes the element x to reflect at a bonus y% rate. The reflect rate only applies if element x is involved with the skill used. To reflect more than one type of element, use multiple of this tag.
    Script: Element Reflect
  • <equip slots>
      string
      string
    </equip slots>
    This sets the actor’s default slots to whatever is listed in between the two notetags. An actor’s custom equip slots will take priority over a class’s custom equip slots, which will take priority over the default equip slots. Replace “string” with the proper equipment type name or when in doubt, use “equip type: x” with x as the equipment type.
    Script: Ace Equip Engine
  • <fixed equip: x>
    <fixed equip: x, x>
    This will fix the equip type x. Fixed equip slots mean that the equipment already on it are unable to be exchanged in or out by the player. This tag has been made so that equip types can be fixed for equip type 5 and above. Use multiple of these notetags to add more fixed equipment restrictions.
    Script: Ace Equip Engine
  • <ftb actions: +x>
    <ftb actions: -x>
    This increases or decreases the maximum number of actions available to an actor by x. While an actor’s individual maximum can be any value, it does not provide more than the party maximum applied in the module. An actor’s total maximum cannot go below 1.
    Script: Free Turn Battle
  • <gold cost rate: x%>
    Allows the actor to drop the Gold cost of skills to x%.
    Script: Skill Cost Manager
  • <hp cost rate: x%>
    Allows the actor to drop the HP cost of skills to x%.
    Script: Skill Cost Manager
  • <initial level: x>
    Sets the initial level for the specific actor. Can go above level 99 as long as the max level is higher than 99. Default initial level limit is 99.
    Script:
    Adjust Limits
  • <jp rate: x%>
    Changes the JP earned rate to x%. This affects JP earned and not JP directly gained. If this notetag isn’t used, the object will default to 100%.
    Script: JP manager
  • <level quotes>
      string
      string
    </level quotes>
    Sets the level up quote for the actor. The strings are continuous and can use text codes. Use \n for a line break. Type in what you want the actor to say for the particular win quote. Use [New Quote] in between the two tags to start up a new quote.
    Script: Victory Aftermath
  • <max buff stat: +x>
    <max buff stat: -x>
    Increases or decreases the maximum times that particular stat can be buffed by x. Note that the max increase here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <max debuff stat: +x>
    <max debuff stat: -x>
    Increases or decreases the maximum times that particular stat can be debuffed by x. Note that the max decrease here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <max level: x>
    Sets the max level for the specific actor. Can go above level 99 as long as the higher limit is defined in the module. Default max level is level 99.
    Script: Adjust Limits
  • <passive state: x>
    <passive state: x, x>
    This will cause state x to be always on (unless the battler is dead). To have multiple passives, insert multiples of this notetag.
    Script: Passive States
  • <rename allow>
    <rename disallow>
    This tag will allow/disallow renaming of the specific actor. Whatever default setting you set for actors can be counteracted by one of these two tags.
    Script: Rename Actor
  • <retitle allow>
    <retitle disallow>
    This tag will allow/disallow retitling the specific actor. Whatever default setting you set for actors can be counteracted by one of these two tags.
    Script: Rename Actor
  • <sealed equip: x>
    <sealed equip: x, x>
    This will seal the equip type x. Sealed equip slots mean that no equipment can be equipped onto that equip type slot. This tag has been made so that equip types can be sealed for equip type 5 and above. Use multiple of these notetags to add more sealed equipment restrictions.
    Script: Ace Equip Engine
  • <stat growth: +x>
    <stat growth: -x>
    This causes the stat to grow by +x or -x upon the actor leveling up. All stat growth bonuses are cumulative across anything that provides this trait. x can be either an integer or a decimal. Replace stat with one of the following: MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script: Parameter Bonus Growth
  • <state x turn: +y>
    <state x turn: -y>
    When the battler is affected by state x, additional modifiers are made to the number of turns remaining for state x by y amount. The modifiers cannot reduce turns to under 0.
    Script: Buff & State Manager
  • <starting gear: x>
    <starting gear: x, x>
    Adds armour x to the actor’s list of starting gear. This is used primarily for the newer pieces of gear that can’t be added through the starting set of equipment through the RPG Maker VX Ace editor by default. Insert multiple of these notetags to add more pieces of starting gear if so desired.
    Script: Ace Equip Engine
  • <steal rate: +x%>
    <steal rate: -x%>
    Sets the bonus steal rate to increase or decrease by x%.
    Script: Steal Item
  • <tp cost rate: x%>
    Allows the actor to drop the TP cost of skills to x%.
    Script: Skill Cost Manager
  • <tp mode: x>
    This sets the actor’s default TP mode to x. If this tag isn’t used, the default TP mode will be set to whatever the module uses as default.
    Script:
    TP Manager
  • <unlock tp: x>
    <unlock tp: x, x>
    This unlocks what TP modes the actor can use by default. If this tag isn’t used, the default unlocked TP modes will be whatever the module uses.
    Script:
    TP Manager
  • <unlocked classes: x>
    <unlocked classes: x, x>
    This will set the default classes as unlocked for the actor. This does not override the default classes unlocked in the module, but instead, adds on to the number of unlocked classes.
    Script: Class System
  • <warmup rate: x%>
    Lowers/Raises the amount of turns needed to pass in battle before the warmup skills become available for usage.
    Script: Skill Restrictions
  • <win quotes>
      string
      string
    </win quotes>
    Sets the win quote for the actor. The strings are continuous and can use text codes. Use \n for a line break. Type in what you want the actor to say for the particular win quote. Use [New Quote] in between the two tags to start up a new quote.
    Script: Victory Aftermath

Notetags: Classes

  • <anticonvert hp physical>
    <anticonvert hp magical>
    <anticonvert mp physical>
    <anticonvert mp magical>
    Prevents attackers from converting damage of those particular types. All converted recovery effects of that type will be reduced to 0.
    Script: Convert Damage
  • <attack skill: x>
    This sets the class’s default attack (if no weapon is equipped) to be x. An actor’s custom attack skill will take priority over the class’s custom attack skill, which will take priority over the default attack skill (skill #1).
    Script: Weapon Attack Replace
  • <barehand>
    Grants the barehand trait to the actor. If the actor has no weapons equipped or a weapon with the barehand trait, then the actor acquires the barehanded status and the base stat then works with the formula found within the module. Optimizing equipment does not factor in barehand.
    Script: Barehand Trait
  • <command list>
    string
    string
    </command list>
    These lines go inside of a class’s notebox to adjust the battle commands that appear in the actor’s Actor Command Window. Refer to the module as to what to use for the strings. A custom command list for a class does not take priority over an actor’s custom command list, but it does take priority over the default command list.
    Script: Battle Command List
  • <convert hp physical: +x%>
    <convert hp physical: -x%>
    Converts any physical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert hp magical: +x%>
    <convert hp magical: -x%>
    Converts any magical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp physical: +x%>
    <convert mp physical: -x%>
    Converts any physical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp magical: +x%>
    <convert mp magical: -x%>
    Converts any magical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <cooldown lock>
    A battler afflicted with cooldown lock will not have cooldowns count down every turn until the cooldown lock is removed.
    Script: Skill Restrictions
  • <cooldown rate: x%>
    When cooldowns are applied from using skills in battle, the cooldown rate can reduce or increase the finalized amount of turns a battler would need to wait before being able to use that skill again.
    Script: Skill Restrictions
  • <doppelganger battler: string>
    This will set the battler used for the current actor to the battler filename of string. If no battler is used, doppelgangers will use their default image. Doppelganger battlers will give priority to script called battlers, then actor doppelganger battlers, then class doppelganger battlers, then default enemy battlers.
    Script: Doppelganger
  • <drops quotes>
      string
      string
    </drops quotes>
    Sets the drops quote for the class. The strings are continuous and can use text codes. Use \n for a line break. Type in what you want the actor to say for the particular win quote. Use [New Quote] in between the two tags to start up a new quote.
    Script: Victory Aftermath
  • <element absorb: x>
    <element absorb: x, x>
    Grants a trait to absorb element x and heal the battler.
    Script: Element Absorb
  • <element reflect x: +y%>
    <element reflect x: -y%>
    This tag causes the element x to reflect at a bonus y% rate. The reflect rate only applies if element x is involved with the skill used. To reflect more than one type of element, use multiple of this tag.
    Script: Element Reflect
  • <equip slots>
      string
      string
    </equip slots>
    This sets the actor’s default slots to whatever is listed in between the two notetags. An actor’s custom equip slots will take priority over a class’s custom equip slots, which will take priority over the default equip slots. Replace “string” with the proper equipment type name or when in doubt, use “equip type: x” with x as the equipment type.
    Script: Ace Equip Engine
  • <fixed equip: x>
    <fixed equip: x, x>
    This will fix the equip type x. Fixed equip slots mean that the equipment already on it are unable to be exchanged in or out by the player. This tag has been made so that equip types can be fixed for equip type 5 and above. Use multiple of these notetags to add more fixed equipment restrictions.
    Script: Ace Equip Engine
  • <ftb actions: +x>
    <ftb actions: -x>
    This increases or decreases the maximum number of actions available to an actor by x. While an actor’s individual maximum can be any value, it does not provide more than the party maximum applied in the module. An actor’s total maximum cannot go below 1.
    Script: Free Turn Battle
  • <gold cost rate: x%>
    Allows the class to drop the Gold cost of skills to x%.
    Script: Skill Cost Manager
  • <hp cost rate: x%>
    Allows the class to drop the HP cost of skills to x%.
    Script: Skill Cost Manager
  • <jp rate: x%>
    Changes the JP earned rate to x%. This affects JP earned and not JP directly gained. If this notetag isn’t used, the object will default to 100%.
    Script: JP manager
  • <learn at level: x>
    This actually goes inside of the skill learning “notes” box. Replace x with the level you wish for the class to learn the skill at. This enables classes to learn new skills past level 99. Script: Adjust Limits
  • <learn skills: x>
    <learn skills: x, x>
    Sets the class to be able to learn skills x through the Learn Skills menu. Insert multiple of these tags to increase the number of skills learned.
    Script: Learn Skill Engine
  • <level quotes>
      string
      string
    </level quotes>
    Sets the level up quote for the class. The strings are continuous and can use text codes. Use \n for a line break. Type in what you want the actor to say for the particular win quote. Use [New Quote] in between the two tags to start up a new quote.
    Script: Victory Aftermath
  • <level unlock requirements>
       class x: level y
       class x: level y
    </level unlock requirements>
    Sets the requirements for unlocking that particular class. The unlocking of the class will require classes x to be at level y. Insert multiple of the strings in between the two opening and closing notetags to require all of the class levels to be met.
    Script: Class Unlock Level
  • <max buff stat: +x>
    <max buff stat: -x>
    Increases or decreases the maximum times that particular stat can be buffed by x. Note that the max increase here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <max debuff stat: +x>
    <max debuff stat: -x>
    Increases or decreases the maximum times that particular stat can be debuffed by x. Note that the max decrease here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <passive state: x>
    <passive state: x, x>
    This will cause state x to be always on (unless the battler is dead). To have multiple passives, insert multiples of this notetag.
    Script: Passive States
  • <primary only>
    Makes this class equippable only if it’s the primary class.
    Script: Class Specifics
  • <sealed equip: x>
    <sealed equip: x, x>
    This will seal the equip type x. Sealed equip slots mean that no equipment can be equipped onto that equip type slot. This tag has been made so that equip types can be sealed for equip type 5 and above. Use multiple of these notetags to add more sealed equipment restrictions.
    Script: Ace Equip Engine
  • <stat growth: +x>
    <stat growth: -x>
    This causes the stat to grow by +x or -x upon the actor leveling up. All stat growth bonuses are cumulative across anything that provides this trait. x can be either an integer or a decimal. Replace stat with one of the following: MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script: Parameter Bonus Growth
  • <state x turn: +y>
    <state x turn: -y>
    When the battler is affected by state x, additional modifiers are made to the number of turns remaining for state x by y amount. The modifiers cannot reduce turns to under 0.
    Script: Buff & State Manager
  • <steal rate: +x%>
    <steal rate: -x%>
    Sets the bonus steal rate to increase or decrease by x%.
    Script: Steal Item
  • <steal rate: +x%>
    <steal rate: -x%>
    Sets the bonus steal rate to increase or decrease by x%.
    Script: Steal Item
  • <subclass only>
    Makes this class equippable only if it’s the subclass class.
    Script: Class Specifics
  • <subclass to: x>
    <subclass to: x, x>
    This makes the class subclass only and only equippable if the primary class is one of the listed x classes.
    Script: Class Specifics
  • <tp cost rate: x%>
    Allows the class to drop the TP cost of skills to x%.
    Script: Skill Cost Manager
  • <warmup rate: x%>
    Lowers/Raises the amount of turns needed to pass in battle before the warmup skills become available for usage.
    Script: Skill Restrictions
  • <win quotes>
      string
      string
    </win quotes>
    Sets the win quote for the class. The strings are continuous and can use text codes. Use \n for a line break. Type in what you want the actor to say for the particular win quote. Use [New Quote] in between the two tags to start up a new quote.
    Script: Victory Aftermath

Notetags: Skills

  • <add field state: x>
    <add field state: x, x>
    Causes the action to add state x to the field, making it apply to everyone and cannot be removed through normal state removal means. Insert multiples of this tag to have the action cause multiple field states.
    Script: Field State Effects
  • <all field state turns: +x>
    <all field state turns: -x>
    Changes the remaining turns on all field states by x amount. If a field state is to reach 0 or less turns through this process, the field state is removed.
    Script: Field State Effects
  • <anti fail>
    Insert this notetag inside of a skill’s notebox to prevent it from showing a failed message despite having custom effects or running a common event.
    Script: Anti-Fail Message
  • <aoe radius: x>
    Sets the radius of a circular Area of Effect to x. This effect is required to mark a skill or item as having an Area of Effect.
    Script: Area of Effect
  • <aoe image: string>
    Changes the image used for the circular Area of Effect marker to “string”. If this tag is not used, the Area of Effect will use the DEFAULT_CIRCLE image.
    Script: Area of Effect
  • <aoe blend: x>
    Changes the blend effect of the image to 0 – Normal, 1 – Additive, or 2 – Subtractive. If this tag is not used, the area of effect blend type will use the CIRCULAR_BLEND effect.
    Script: Area of Effect
  • <aoe height: x%>
    Changes the height of the Area of Effect range to x%. If this tag is not used, the Area of Effect height will be the DEFAULT_HEIGHT percentage.
    Script: Area of Effect
  • <aoe column: x>
    This will cause the skill or item to have an Area of Effect with a width of x pixels wide. This effect is required to mark a skill or item as having a rectangular Area of Effect. Use this or <aoe row: x> or <aoe map>.
    Script: Area of Effect
  • <aoe row: x>
    This will cause the skill or item to have an Area of Effect with a height of x pixels tall. This effect is required to mark a skill or item as having a rectangular Area of Effect. Use this or <aoe column: x> or <aoe map>.
    Script: Area of Effect
  • <aoe map>
    This will cause the skill or item to have an Area of Effect that spans the entire screen. This effect is required to mark a skill or item as having a rectangular Area of Effect. Use this or <aoe row: x> or <aoe column: x>.
    Script: Area of Effect
  • <rect image: string>
    Changes the image used for the rectangular Area of Effect marker to “string”. If this tag is not used, the Area of Effect will use the DEFAULT_SQUARE image.
    Script: Area of Effect
  • <rect blend: x>
    Changes the blend effect of the image to 0 – Normal, 1 – Additive, or 2 – Subtractive. If this tag is not used, the area of effect blend type will use the SQUARISH_BLEND effect.
    Script: Area of Effect
  • <buff stat turn: +x>
    <buff stat turn: -x>
    If the target’s stat is buffed, this will alter the turns remaining on that buff by x turns. If the buff’s remaining turns go under 0, the buff will be removed.
    Script: Buff & State Manager
  • <cast ani: x>
    Sets the casting animation for this skill to be x. This animation will always be played before this skill is used. If this tag isn’t used, the default cast animation will be the one set by the script’s module.
    Script: Cast Animations
  • <chain skill L: x>
    <chain skill R: x>
    <chain skill X: x>
    <chain skill Y: x>
    <chain skill Z: x>
    Makes the skill with these notetags to become potentially chainable. Replace x with the ID of the skill you want the button to cause the skill to chain. Note that if the actor has not learned the chain skill, the chain skill will not be listed. If the actor has learned the chain skill but lacks resources to use it, it will be greyed out.
    Script: Active Chain Skills
  • <chain only>
    This makes the skill usable only if it’s used in a chain. This effect does not affect monsters. Chain only skills can still be unusable if the user does not meet the skill’s other requirements. This means that the skill will be disabled in the skill window when you try to actively use it from the window.
    Script: Active Chain Skills
  • <change cooldown: +x>
    <change cooldown: -x>
    This will cause the target’s cooldowns for every skill to increase by x or decrease by x. This selects skills indiscriminately.
    Script: Skill Restrictions
  • <combo skill L: x>
    <combo skill R: x>
    <combo skill X: x>
    <combo skill Y: x>
    <combo skill Z: x>
    Makes the skill with these notetags to become potentially comboable. Replace x with the ID of the skill you want the button to cause the skill to combo. The combo skill will be usable even if the user has not learned the skill. However, if the user is unable to use the skill due to a lack of resources, then the skill will be greyed out. The skill can be inputted, but if the user lacks the resources, it will not perform and the skill combo will break.
    Script: Input Combo Skills
  • <combo max: x>
    Sets the maximum number of inputs the player can use for this skill. If this tag is not present, it will use the default number of maximum inputs that’s pre-defined by the module.
    Script: Input Combo Skills
  • <combo special string: x>
    If the player inputs a sequence that matches the string (any combination of L, R, X, Y, Z), then the special skill x will be performed. If a combination is met, then the combo chain will end prematurely even if there are more inputs left. If the user does not know skill x, then the special combo skill x will not be performed.
    Script: Input Combo Skills
  • <combo only>
    This makes a skill only usable in a combo and cannot be directly used from a skill menu. This effect does not affect monsters. Combo skills will still be unusable if the user does not meet the skill’s other requirements (such as a lack of MP or TP).
    Script: Input Combo Skills
  • <command name: string>
    If this skill is being used as a command, it will use “string” to replace the skill’s name in the command list window.
    Script: Battle Command List
  • <command hide until learn>
    This hides the command until the actor has learned the respective skill for the command to appear in the actor’s command list.
    Script: Battle Command List
  • <command hide until switch: x>
    This switch x is OFF, then the command remains hidden. If the switch is ON, then the command becomes enabled and appears in the command list.
    Script: Battle Command List
  • <command hide until usable>
    This hides the command until the actor is capable of using the command by meeting TP costs or MP costs.
    Script: Battle Command List
  • <cooldown: x>
    Causes the skill to have a cooldown of x once it’s used in battle. Skills with cooldowns cannot be used again until cooldown reaches 0 or until the battle is over.
    Script: Skill Restrictions
  • <custom cost: string>
    If you decide to have a custom cost for your game, insert this notetag to change what displays in the skill menu visually.
    Script: Skill Cost Manager
  • <custom cost colour: x>
    This is the “Window” skin text colour used for the custom cost. By default, it is text colour 0, which is the white colour.
    Script: Skill Cost Manager
  • <custom cost size: x>
    This is the text font size used for the custom cost in the display windows. By default, it is font size 20.
    Script: Skill Cost Manager
  • <custom cost icon: x>
    If you wish to use an icon for your custom cost, replace x with the icon ID you wish to show in display windows. By default, it is 0 (and not shown).
    Script: Skill Cost Manager
  • <custom cost requirement>
      string
      string
    </custom cost requirement>
    Sets the custom cost requirement of the skill with an eval function using the strings in between. The strings are a part of one line even if in the notebox they are on separate lines.
    Script: Skill Cost Manager
  • <custom cost perform>
      string
      string
    </custom cost perform>
    Sets how the custom cost payment is done with an eval function using the strings in between. The strings are a part of one line even if in the notebox they are on separate lines.
    Script: Skill Cost Manager
  • <debuff stat turn: +x>
    <debuff stat turn: -x>
    If the target’s stat is debuffed, this will alter the turns remaining on that debuff by x turns. If the debuff’s remaining turns go under 0, the debuff will be removed.
    Script: Buff & State Manager
  • <enemy level: +x>
    <enemy level: -x>
    This causes the enemy to raise or drop x levels depending on the tag used. The new level will readjust the enemy’s stats (including HP and MP).
    Script: Enemy Levels
  • <enemy level reset>
    This resets the enemy’s level back to the typical range it should be plus or minus any level fluctuations it was given. This occurs before enemy level + and enemy level – tags.
    Script: Enemy Levels
  • <field state x turns: +y>
    <field state x turns: -y>
    Changes the remaining turns on field state x by y amount. If a field state is to reach 0 or less turns through this process, the field state is removed. This effect does not add turns to field states that weren’t inflicted. Insert multiples of this tag to adjust multiple field states at once.
    Script: Field State Effects
  • <follow up x>
    This causes the skill x to have a 100% chance of a follow-up upon usage of the current skill and the current skill landing a successful hit.
    Script: Follow-Up Skills
  • <follow up x: y%>
    This causes the skill x to have y% chance of a follow-up upon usage of the current skill and the current skill landing a successful hit.
    Script: Follow-Up Skills
  • <follow up state: x>
    <follow up all states: x, x>
    This causes the follow-up skill to require all of the states x to follow-up. If one state is missing, the follow-up skill will not occur. To add in more states required, insert multiples of this notetag.
    Script: Follow-Up Skills
  • <follow up any states: x, x>
    This causes the follow-up skill to require at least one of the listed states x to follow-up. If all states are missing, the follow-up skill will not occur. To add in more states required, insert multiples of this notetag.
    Script: Follow-Up Skills
  • <follow up switch: x>
    <follow up all switch: x, x>
    This causes the follow-up skill to require all switches x to be ON before the skill will follow-up. If one switch is OFF, the follow-up skill will not occur. To add in more switches required, insert multiples of this notetag.
    Script: Follow-Up Skills
  • <follow up any switch: x, x>
    This causes the follow-up skill to require at least one of the listed switches to be ON before the the follow-up skill will occur. If all switches are off, the follow-up skill will not occur. To add in more switches required insert multiples of this notetag.
    Script: Follow-Up Skills
  • <follow up eval>
      string
      string
    </follow up eval>
    For the more advanced users, replace string with code to determine whether or not the skill will follow-up. If multiple lines are used, they are all considered part of the same line.
    Script: Follow-Up Skills
  • <ftb cost: x>
    This causes the skill to have an FTB cost of x. The FTB Cost does not occur for individual chain skills, individual input skills, specialized input skills, or instant skills. However, an FTB Cost can be used to put a specific requirement on those listed types of skills.
    Script: Free Turn Battle
  • <gold cost: x>
    Sets the skill’s gold cost to x. Enemies with skills that cost gold do not use gold. If the player does not have enough gold, the skill can’t be used.
    Script: Skill Cost Manager
  • <gold cost: x%>
    Sets the skill’s gold cost equal to a percentage of the party’s total gold. If both a regular gold cost and a percentile gold cost is used, the total of both values will be the skill’s gold cost.
    Script: Skill Cost Manager
  • <gold cost max: x>
    <gold cost min: x>
    Sets the maximum and minimum range of the Gold Cost of the skill. If you do not use this tag, there will be no maximum and/or minimum range.
    Script: Skill Cost Manager
  • <help description>
      string
      string
    </help description>
    Sets the text used for the help window in the class scene. Multiple lines in the notebox will be strung together. Use | for a line break.
    Script: Class System
  • <hide always>
    This skill will always be hidden from the default skill list windows.
    Script: Hide Menu Skills
  • <hide in battle>
    This skill will always be hidden from the default skill window in battle.
    Script: Hide Menu Skills
  • <hide until usable>
    This will require the skill to be usable before it appears in the window.
    Script: Hide Menu Skills
  • <hide if switch: x>
    This skill will be hidden if switch x is on. The skill will be shown if switch x is off. This switch is considered part of the “any” category.
    Script: Hide Menu Skills
  • <hide any switch: x>
    <hide any switch: x, x>
    This skill will be hidden if any of the switches x is on. Use multiple tags or separate the switch ID’s with commas.
    Script: Hide Menu Skills
  • <hide all switch: x>
    <hide all switch: x, x>
    This skill will be hidden until all of the switches x are on. Use multiple tags or separate the switch ID’s with commas.
    Script: Hide Menu Skills
  • <hide eval>
    string
    string
    </hide eval>
    For the more advanced users, replace string with lines of code to check for whether or not to hide the skill. If multiple lines are used, they are all considered part of the same line.
    Script: Hide Menu Skills
  • <hp cost: x>
    Sets the skill’s HP cost to x. This function did not exist by default in RPG Maker VX Ace.
    Script: Skill Cost Manager
  • <hp cost: x%>
    Sets the HP cost to a percentage of the actor’s MaxHP. If a normal HP cost is present on the skill, too, then this value is added to the HP cost.
    Script: Skill Cost Manager
  • <hp cost max: x>
    <hp cost min: x>
    Sets the maximum and minimum range of the HP Cost of the skill. If you do not use this tag, there will be no maximum and/or minimum range.
    Script: Skill Cost Manager
  • <icon: x>
    Sets the icon representing the class to x.
    Script: Class System
  • <instant>
    Causes the action to be an instant action. If an instant action is selected first, then the action will be performed before the battle phase starts. If placed behind a non-instant action, the would-be instant action will be considered a normal action. If an enemy uses an instant action, no matter if it was used first or after, the enemy gains an additional action.
    Script: Instant Cast
  • <jp gain: x>
    When the actor successfully hits an target with this action, the actor will earn x JP. If this notetag isn’t used, the amount of JP earned will equal to the ACTION_JP constant in the module.
    Script: JP Manager
  • <learn cost: x jp>
    <learn cost: x exp>
    <learn cost: x gold>
    Sets the learn for cost the skill to require x amounts of JP, x amounts of exp, or x amounts of gold. Only one type of cost can be used at a time. For JP costs, the Yanfly Engine Ace – JP Manager script must be installed.
    Script: Learn Skill Engine
  • <learn require level: x>
    Sets the skill to require the actor’s current level to be x before the skill will show up in the skill learning window.
    Script: Learn Skill Engine
  • <learn require skill: x>
    <learn require skill: x, x>
    Sets the skill to require learning skill x (through any means) before the skill becomes visible in the skill learning window. Insert multiples of these tags to require more skills to be learned in order for the skill to show.
    Script: Learn Skill Engine
  • <learn require switch: x>
    <learn require switch: x, x>
    Sets the skill to require switch x to be ON in order for it to show in the skill learning window. Insert multiple switches to to increase the number of switches needed to be ON before the skill is shown.
    Script: Learn Skill Engine
  • <learn require eval>
      string
      string
    </learn require eval>
    For the more advanced users, replace string with lines of code to check for whether or not the skill will be shown in skill learning window. If multiple lines are used, they are all considered part of the same line.
    Script: Learn Skill Engine
  • <learn unlock tp: x>
    <learn unlock tp: x, x>
    When an actor learns a skill with this notetag, that actor will learn TP Mode(s) x making it available to change in the TP Menu.
    Script:
    TP Manager
  • <limited uses: x>
    This will allow the skill to only be usable x times throughout the course of battle. Once the skill is used x times, it is disabled until the battle is over. This effect only takes place during battle.
    Script: Skill Restrictions
  • <mp cost: x>
    Sets the skill’s MP cost to x. Allows MP cost to exceed 9999, which is RPG Maker VX Ace’s database editor’s maximum limit.
    Script: Skill Cost Manager
  • <mp cost: x%>
    Sets the MP cost to a percentage of the actor’s MaxMP. If a normal MP cost is present on the skill, too, then this value is added to the MP cost.
    Script: Skill Cost Manager
  • <mp cost max: x>
    <mp cost min: x>
    Sets the maximum and minimum range of the MP Cost of the skill. If you do not use this tag, there will be no maximum and/or minimum range.
    Script: Skill Cost Manager
  • <no cast ani>
    Sets the casting animation for this skill to be 0, making it so that no cast animation will be played before this skill is used.
    Script: Cast Animations
  • <no convert>
    Prevents any kind of converted damage effects from being applied when this skill is used.
    Script: Convert Damage
  • <one animation>
    Causes the action to display the action animation only once, even if it’s a multi-hit action. This is used primarily for non-all scope targeting.
    Script: Ace Battle Engine
  • <overwrite field state: x>
    <overwrite field state: x, x>
    Causes the action to remove all field states and then add field states x, making it apply to everyone and cannot be removed through normal state removal means. Insert multiples of this tag to have the action overwrite and add more field states.
    Script: Field State Effects
  • <random invoke: x>
    <random invoke: x, x>
    This adds skill x to the random invoke pool (which includes the base skill itself, too). When the base skill is used, it will random select from all of the skills within the random invoke pool and use one. Only skills that meet the requirements of being used can be selected (meaning the battler must have sufficient MP costs, TP costs, no states that seal it, etc.). Multiples of this tag may be used to add more skills, and multiples of the same skill may be added to the random invoke pool.
    Script: Random Skill Invoke
  • <remove field state: x>
    <remove field state: x, x>
    Causes the action to remove state x from the field. This does not remove states that were inflicted normally. Insert multiples of this tag to remove multiple field states.
    Script: Field State Effects
  • <remove all field states>
    Causes the action to remove all field states. This does not remove states that were inflicted normally.
    Script: Field State Effects
  • <restrict if switch: x>
    This will restrict the skill if switch x is ON. If switch x is OFF, this skill will no longer be restricted.
    Script: Skill Restrictions
  • <restrict any switch: x>
    <restrict any switch: x, x>
    This will restrict the skill if any of the x switches are ON. If all of them are off, then the skill will not be restricted.
    Script: Skill Restrictions
  • <restrict all switch: x>
    <restrict all switch: x, x>
    This will restrict the skill if all of the x switches are ON. If any of them are off, then the skill will not be restricted.
    Script: Skill Restrictions
  • <restrict eval>
      string
      string
    </restrict eval>
    For the more advanced users, replace string with code to determine whether or not the skill is restricted. If multiple lines are used, they are all considered part of the same line.
    Script: Skill Restrictions
  • <scan info: all>
    This will scan the target enemy of all properties that are shown in the comparison windows. Unless the enemy has a permanent hide tag, all of the data becomes available.
    Script: Enemy Target Info
  • <scan info: parameters>
    This will scan the target enemy’s parameters and reveal them to the player unless the enemy has a permanent hide tag.
    Script: Enemy Target Info
  • <scan info: elements>
    This will scan the target enemy’s elemental resistances and reveal them to the player unless the enemy has a permanent hide tag.
    Script: Enemy Target Info
  • <scan info: states>
    This will scan the target enemy’s state resistances and reveal them to the player unless the enemy has a permanent hide tag.
    Script: Enemy Target Info
  • <scan element: x>
    <scan element: x, x>
    This will scan the target enemy’s elemental resistance for element x. Insert multiple of these tags to scan more elements. If you have the automatic scan element setting on in the module, all skills and items will automatically scan whatever element the skill or item deals damage with innately.
    Script: Enemy Target Info
  • <scan state: x>
    <scan state: x, x>
    This will scan the target enemy’s state resistance for element x. Insert multiple of these tags to scan more states. If you have the automatic scan state setting on in the module, all skills and items will automatically scan whatever state the skill or item inflicts innately.
    Script: Enemy Target Info
  • <skill cooldown x: +y>
    <skill cooldown x: -y>
    This will cause the target’s specific skill x to receive a change in cooldown by either an increase or decrease of y amount.
    Script: Skill Restrictions
  • <skill steal>
    If this skill targets an enemy, the actor who uses it will learn all of the stealable skills the enemy knows in its action list.
    Script: Skill Steal
  • <state x turn: +y>
    <state x turn: -y>
    If the target is affected by state x, this will alter the turns remaining on that state by y turns if the state can be removed by turns. If the state goes under 0 turns, the state will be removed.
    Script: Buff & State Manager
  • <stealable skill>
    A skill with this notetag can be stolen from enemies if it is listed within the enemy’s action list.
    Script: Skill Steal
  • <steal>
    <steal: +x%>
    <steal: -x%>
    This gives the skill a blind steal property, allowing it to steal a random item the enemy has, if the enemy has any items to steal. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease).
    Script: Steal Item
  • <steal type>
    <steal type: +x%>
    <steal type: -x%>
    This gives the skill the ability to only be able to steal items of that type. Anything that is outside of that type list cannot be stolen. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease). Replace “type” with “item”, “weapon”, “armour”, or “gold”. Insert multiple of these tags to increase the types that can be stolen.
    Script: Steal Item
  • <snatch>
    <snatch: +x%>
    <snatch: -x%>
    This gives the skill a snatch property, which allows the player to select a specific stealable item on the enemy. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease). Snatch only works for single target enemy skills.
    Script: Steal Item
  • <snatch type>
    <snatch type: +x%>
    <snatch type: -x%>
    This gives the skill a snatch property, which allows the player to select a specific selectable item on the enemy. However, this tag limits the types of items that can be stolen. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease). Replace “type” with “item”, “weapon”, “armour”, or “gold”. Insert multiple of these tags to increase the types that can be stolen. Snatch only works for single target enemy skills.
    Script: Steal Item
  • <stype cooldown x: +y>
    <stype cooldown x: -y>
    This will cause all of the skills with skill type x to have its cooldowns changed by y amount. +y increases cooldown turns while -y decreases turns.
    Script: Skill Restrictions
  • <tp cost: x>
    When this notetag appears in a skill’s notebox, the TP cost for that skill becomes x. This notetag allows TP costs to surpass 100 TP, which is the max TP cost in the RPG Maker VX Ace database editor.
    Script: Skill Cost Manager
    Script: TP Manager
  • <tp cost: x%>
    Sets the TP cost to a percentage of the actor’s MaxTP. If a normal TP cost is present on the skill, too, then this value is added to the TP cost.
    Script: Skill Cost Manager
  • <tp cost max: x>
    <tp cost min: x>
    Sets the maximum and minimum range of the TP Cost of the skill. If you do not use this tag, there will be no maximum and/or minimum range.
    Script: Skill Cost Manager
  • <unlock tp: x>
    <unlock tp: x, x>
    When this skill targets an actor, that actor will learn TP Mode(s) x thus, making it available to change in the TP Menu.
    Script:
    TP Manager
  • <warmup: x>
    Causes the skill to be sealed until the x turns pass in battle. There’s no way to speed up a warmup manually with the exception of warmup rates.
    Script: Skill Restrictions

Notetags: Items

  • <add field state: x>
    <add field state: x, x>
    Causes the action to add state x to the field, making it apply to everyone and cannot be removed through normal state removal means. Insert multiples of this tag to have the action cause multiple field states.
    Script: Field State Effects
  • <all field state turns: +x>
    <all field state turns: -x>
    Changes the remaining turns on all field states by x amount. If a field state is to reach 0 or less turns through this process, the field state is removed.
    Script: Field State Effects
  • <anti fail>
    Insert this notetag inside of an item’s notebox to prevent it from showing a failed message despite having custom effects or running a common event.
    Script: Anti-Fail Message
  • <aoe radius: x>
    Sets the radius of a circular Area of Effect to x. This effect is required to mark a skill or item as having an Area of Effect.
    Script: Area of Effect
  • <aoe image: string>
    Changes the image used for the circular Area of Effect marker to “string”. If this tag is not used, the Area of Effect will use the DEFAULT_CIRCLE image.
    Script: Area of Effect
  • <aoe blend: x>
    Changes the blend effect of the image to 0 – Normal, 1 – Additive, or 2 – Subtractive. If this tag is not used, the area of effect blend type will use the CIRCULAR_BLEND effect.
    Script: Area of Effect
  • <aoe height: x%>
    Changes the height of the Area of Effect range to x%. If this tag is not used, the Area of Effect height will be the DEFAULT_HEIGHT percentage.
    Script: Area of Effect
  • <aoe column: x>
    This will cause the skill or item to have an Area of Effect with a width of x pixels wide. This effect is required to mark a skill or item as having a rectangular Area of Effect. Use this or <aoe row: x> or <aoe map>.
    Script: Area of Effect
  • <aoe row: x>
    This will cause the skill or item to have an Area of Effect with a height of x pixels tall. This effect is required to mark a skill or item as having a rectangular Area of Effect. Use this or <aoe column: x> or <aoe map>.
    Script: Area of Effect
  • <aoe map>
    This will cause the skill or item to have an Area of Effect that spans the entire screen. This effect is required to mark a skill or item as having a rectangular Area of Effect. Use this or <aoe row: x> or <aoe column: x>.
    Script: Area of Effect
  • <rect image: string>
    Changes the image used for the rectangular Area of Effect marker to “string”. If this tag is not used, the Area of Effect will use the DEFAULT_SQUARE image.
    Script: Area of Effect
  • <rect blend: x>
    Changes the blend effect of the image to 0 – Normal, 1 – Additive, or 2 – Subtractive. If this tag is not used, the area of effect blend type will use the SQUARISH_BLEND effect.
    Script: Area of Effect
  • <buff stat turn: +x>
    <buff stat turn: -x>
    If the target’s stat is buffed, this will alter the turns remaining on that buff by x turns. If the buff’s remaining turns go under 0, the buff will be removed.
    Script: Buff & State Manager
  • <cast ani: x>
    Sets the casting animation for this item to be x. This animation will always be played before this item is used. If this tag isn’t used, the default cast animation will be the one set by the script’s module.
    Script: Cast Animations
  • <category: string>
    Places this object into the item category for “string”. Whenever the selected category is highlighted in the Ace Item Menu command window, this object will be included and shown in the item window.
    Script: Ace Item Menu
  • <change cooldown: +x>
    <change cooldown: -x>
    This will cause the target’s cooldowns for every skill to increase by x or decrease by x. This selects skills indiscriminately.
    Script: Skill Restrictions
  • <command name: string>
    If this item is being used as a command, it will use “string” to replace the item’s name in the command list window.
    Script: Battle Command List
  • <command hide until switch: x>
    This switch x is OFF, then the command remains hidden. If the switch is ON, then the command becomes enabled and appears in the command list.
    Script: Battle Command List
  • <command hide until usable>
    This hides the command until the actor is capable of using the command as long as that item is usable normally.
    Script: Battle Command List
  • <debuff stat turn: +x>
    <debuff stat turn: -x>
    If the target’s stat is debuffed, this will alter the turns remaining on that debuff by x turns. If the debuff’s remaining turns go under 0, the debuff will be removed.
    Script: Buff & State Manager
  • <enemy level: +x>
    <enemy level: -x>
    This causes the enemy to raise or drop x levels depending on the tag used. The new level will readjust the enemy’s stats (including HP and MP).
    Script: Enemy Levels
  • <enemy level reset>
    This resets the enemy’s level back to the typical range it should be plus or minus any level fluctuations it was given. This occurs before enemy level + and enemy level – tags.
    Script: Enemy Levels
  • <field state x turns: +y>
    <field state x turns: -y>
    Changes the remaining turns on field state x by y amount. If a field state is to reach 0 or less turns through this process, the field state is removed. This effect does not add turns to field states that weren’t inflicted. Insert multiples of this tag to adjust multiple field states at once.
    Script: Field State Effects
  • <ftb cost: x>
    This causes the item to have an FTB cost of x. The FTB Cost does not occur for instant items. If items cost more actions than the party has available, then the items will not appear in the usable item list during battle.
    Script: Free Turn Battle
  • <image: string>
    Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project’s directory with the filename of “string” (without the extension) as the image picture shown in the Ace Item Menu.
    Script: Ace Item Menu
    Script: Ace Shop Options
  • <instant>
    Causes the action to be an instant action. If an instant action is selected first, then the action will be performed before the battle phase starts. If placed behind a non-instant action, the would-be instant action will be considered a normal action. If an enemy uses an instant action, no matter if it was used first or after, the enemy gains an additional action.
    Script: Instant Cast
  • <jp gain: x>
    When the actor successfully hits an target with this action, the actor will earn x JP. If this notetag isn’t used, the amount of JP earned will equal to the ACTION_JP constant in the module.
    Script: JP Manager
  • <max limit: x>
    Changes the maximum number of items that can be held from whatever the normal amount that can be held. Default amount is 99.
    Script:
    Adjust Limits 
  • <no carry over>
    This will cause this specific item to not carry over in New Game+ if the item can be carried over. This does not affect any items that actors may have equipped.
    Script: New Game+
  • <no cast ani>
    Sets the casting animation for this item to be 0, making it so that no cast animation will be played before this item is used.
    Script: Cast Animations
  • <no convert>
    Prevents any kind of converted damage effects from being applied when this skill is used.
    Script: Convert Damage
  • <one animation>
    Causes the action to display the action animation only once, even if it’s a multi-hit action. This is used primarily for non-all scope targeting.
    Script: Ace Battle Engine
  • <overwrite field state: x>
    <overwrite field state: x, x>
    Causes the action to remove all field states and then add field states x, making it apply to everyone and cannot be removed through normal state removal means. Insert multiples of this tag to have the action overwrite and add more field states.
    Script: Field State Effects
  • <price: x>
    Changes the price of the item to x. Allows you to go over the price of 999,999 gold if your maximum gold exceeds that amount. Default maximum gold is 99,999,999 gold.
    Script:
    Adjust Limits 
  • <remove field state: x>
    <remove field state: x, x>
    Causes the action to remove state x from the field. This does not remove states that were inflicted normally. Insert multiples of this tag to remove multiple field states.
    Script: Field State Effects
  • <remove all field states>
    Causes the action to remove all field states. This does not remove states that were inflicted normally.
    Script: Field State Effects
  • <scan info: all>
    This will scan the target enemy of all properties that are shown in the comparison windows. Unless the enemy has a permanent hide tag, all of the data becomes available.
    Script: Enemy Target Info
  • <scan info: parameters>
    This will scan the target enemy’s parameters and reveal them to the player unless the enemy has a permanent hide tag.
    Script: Enemy Target Info
  • <scan info: elements>
    This will scan the target enemy’s elemental resistances and reveal them to the player unless the enemy has a permanent hide tag.
    Script: Enemy Target Info
  • <scan info: states>
    This will scan the target enemy’s state resistances and reveal them to the player unless the enemy has a permanent hide tag.
    Script: Enemy Target Info
  • <scan element: x>
    <scan element: x, x>
    This will scan the target enemy’s elemental resistance for element x. Insert multiple of these tags to scan more elements. If you have the automatic scan element setting on in the module, all skills and items will automatically scan whatever element the skill or item deals damage with innately.
    Script: Enemy Target Info
  • <scan state: x>
    <scan state: x, x>
    This will scan the target enemy’s state resistance for element x. Insert multiple of these tags to scan more states. If you have the automatic scan state setting on in the module, all skills and items will automatically scan whatever state the skill or item inflicts innately.
    Script: Enemy Target Info
  • <skill cooldown x: +y>
    <skill cooldown x: -y>
    This will cause the target’s specific skill x to receive a change in cooldown by either an increase or decrease of y amount.
    Script: Skill Restrictions
  • <skill steal>
    If this item targets an enemy, the actor who uses it will learn all of the stealable skills the enemy knows in its action list.
    Script: Skill Steal
  • <state x turn: +y>
    <state x turn: -y>
    If the target is affected by state x, this will alter the turns remaining on that state by y turns if the state can be removed by turns. If the state goes under 0 turns, the state will be removed.
    Script: Buff & State Manager
  • <steal>
    <steal: +x%>
    <steal: -x%>
    This gives the item a blind steal property, allowing it to steal a random item the enemy has, if the enemy has any items to steal. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease).
    Script: Steal Item
  • <steal type>
    <steal type: +x%>
    <steal type: -x%>
    This gives the item the ability to only be able to steal items of that type. Anything that is outside of that type list cannot be stolen. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease). Replace “type” with “item”, “weapon”, “armour”, or “gold”. Insert multiple of these tags to increase the types that can be stolen.
    Script: Steal Item
  • <snatch>
    <snatch: +x%>
    <snatch: -x%>
    This gives the item a snatch property, which allows the player to select a specific stealable item on the enemy. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease). Snatch only works for single target enemy skills.
    Script: Steal Item
  • <snatch type>
    <snatch type: +x%>
    <snatch type: -x%>
    This gives the item a snatch property, which allows the player to select a specific selectable item on the enemy. However, this tag limits the types of items that can be stolen. If the 2nd/3rd tag is used, the success rate will increase by +x% (or decrease). Replace “type” with “item”, “weapon”, “armour”, or “gold”. Insert multiple of these tags to increase the types that can be stolen. Snatch only works for single target enemy skills.
    Script: Steal Item
  • <stype cooldown x: +y>
    <stype cooldown x: -y>
    This will cause all of the skills with skill type x to have its cooldowns changed by y amount. +y increases cooldown turns while -y decreases turns.
    Script: Skill Restrictions
  • <unlock tp: x>
    <unlock tp: x, x>
    When this item is used upon an actor, that actor will learn TP Mode(s) x, making it available to change in the TP Menu.
    Script:
    TP Manager

Notetags: Weapons

  • <anticonvert hp physical>
    <anticonvert hp magical>
    <anticonvert mp physical>
    <anticonvert mp magical>
    Prevents attackers from converting damage of those particular types. All converted recovery effects of that type will be reduced to 0.
    Script: Convert Damage
  • <attack skill: x>
    This sets the worn weapon’s attack skill to x. Note that if an actor is dual wielding, the attack skill of the first weapon will take priority over the second weapon.
    Script: Weapon Attack Replace
  • <barehand>
    Grants the barehand trait to the actor. If the actor has no weapons equipped or a weapon with the barehand trait, then the actor acquires the barehanded status and the base stat then works with the formula found within the module. Optimizing equipment does not factor in barehand.
    Script: Barehand Trait
  • <category: string>
    Places this object into the item category for “string”. Whenever the selected category is highlighted in the Ace Item Menu command window, this object will be included and shown in the item window.
    Script: Ace Item Menu
  • <convert hp physical: +x%>
    <convert hp physical: -x%>
    Converts any physical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert hp magical: +x%>
    <convert hp magical: -x%>
    Converts any magical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp physical: +x%>
    <convert mp physical: -x%>
    Converts any physical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp magical: +x%>
    <convert mp magical: -x%>
    Converts any magical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <cooldown lock>
    A battler afflicted with cooldown lock will not have cooldowns count down every turn until the cooldown lock is removed.
    Script: Skill Restrictions
  • <cooldown rate: x%>
    When cooldowns are applied from using skills in battle, the cooldown rate can reduce or increase the finalized amount of turns a battler would need to wait before being able to use that skill again.
    Script: Skill Restrictions
  • <element absorb: x>
    <element absorb: x, x>
    Grants a trait to absorb element x and heal the battler.
    Script: Element Absorb
  • <element reflect x: +y%>
    <element reflect x: -y%>
    This tag causes the element x to reflect at a bonus y% rate. The reflect rate only applies if element x is involved with the skill used. To reflect more than one type of element, use multiple of this tag.
    Script: Element Reflect
  • <fixed equip: x>
    <fixed equip: x, x>
    This will fix the equip type x. Fixed equip slots mean that the equipment already on it are unable to be exchanged in or out by the player. This tag has been made so that equip types can be fixed for equip type 5 and above. Use multiple of these notetags to add more fixed equipment restrictions.
    Script: Ace Equip Engine
  • <ftb actions: +x>
    <ftb actions: -x>
    This increases or decreases the maximum number of actions available to an actor by x. While an actor’s individual maximum can be any value, it does not provide more than the party maximum applied in the module. An actor’s total maximum cannot go below 1.
    Script: Free Turn Battle
  • <gold cost rate: x%>
    Allows the weapon to drop the Gold cost of skills to x% when worn.
    Script: Skill Cost Manager
  • <hp cost rate: x%>
    Allows the weapon to drop the HP cost of skills to x% when worn.
    Script: Skill Cost Manager
  • <image: string>
    Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project’s directory with the filename of “string” (without the extension) as the image picture shown in the Ace Item Menu.
    Script: Ace Item Menu
    Script: Ace Shop Options
  • <jp rate: x%>
    Changes the JP earned rate to x%. This affects JP earned and not JP directly gained. If this notetag isn’t used, the object will default to 100%.
    Script: JP manager
  • <max buff stat: +x>
    <max buff stat: -x>
    Increases or decreases the maximum times that particular stat can be buffed by x. Note that the max increase here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <max debuff stat: +x>
    <max debuff stat: -x>
    Increases or decreases the maximum times that particular stat can be debuffed by x. Note that the max decrease here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <max limit: x>
    Changes the maximum number of items that can be held from whatever the normal amount that can be held. Default amount is 99.
    Script: Adjust Limits 
  • <no carry over>
    This will cause this specific item to not carry over in New Game+ if the item can be carried over. This does not affect any items that actors may have equipped.
    Script: New Game+
  • <passive state: x>
    <passive state: x, x>
    This will cause state x to be always on (unless the battler is dead). To have multiple passives, insert multiples of this notetag.
    Script: Passive States
  • <price: x>
    Changes the price of the item to x. Allows you to go over the price of 999,999 gold if your maximum gold exceeds that amount. Default maximum gold is 99,999,999 gold.
    Script: Adjust Limits 
  • <sealed equip: x>
    <sealed equip: x, x>
    This will seal the equip type x. Sealed equip slots mean that no equipment can be equipped onto that equip type slot. This tag has been made so that equip types can be sealed for equip type 5 and above. Use multiple of these notetags to add more sealed equipment restrictions.
    Script: Ace Equip Engine
  • <stat: +x>
    <stat: -x>
    Changes the stat bonus of the piece of equipment to yield +x or -x. Allows bonus to go over +500 and under -500. Replace stat with one of the following:
    MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script:
    Adjust Limits
    Script: Equip Dynamic Stats
  • <stat: +x%>
    <stat: -x%>
    Changes the stat bonus of the piece of equipment to yield +x% or -x% of the equipped user’s base stat. Replace stat with one of the following:
    MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script: Equip Dynamic Stats
  • <stat growth: +x>
    <stat growth: -x>
    This causes the stat to grow by +x or -x upon the actor leveling up. All stat growth bonuses are cumulative across anything that provides this trait. x can be either an integer or a decimal. Replace stat with one of the following: MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script: Parameter Bonus Growth
  • <stat variable: x>
    Changes the stat bonus to be modified by whatever variable x is. Replace stat with one of the following:
    MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script: Equip Dynamic Stats
  • <state x turn: +y>
    <state x turn: -y>
    When the battler is affected by state x, additional modifiers are made to the number of turns remaining for state x by y amount. The modifiers cannot reduce turns to under 0.
    Script: Buff & State Manager
  • <steal rate: +x%>
    <steal rate: -x%>
    Sets the bonus steal rate to increase or decrease by x%.
    Script: Steal Item
  • <steal rate: +x%>
    <steal rate: -x%>
    Sets the bonus steal rate to increase or decrease by x%.
    Script: Steal Item
  • <tp cost rate: x%>
    Allows the weapon to drop the TP cost of skills to x% when worn.
    Script: Skill Cost Manager
  • <warmup rate: x%>
    Lowers/Raises the amount of turns needed to pass in battle before the warmup skills become available for usage.
    Script: Skill Restrictions

Notetags: Armours

  • <anticonvert hp physical>
    <anticonvert hp magical>
    <anticonvert mp physical>
    <anticonvert mp magical>
    Prevents attackers from converting damage of those particular types. All converted recovery effects of that type will be reduced to 0.
    Script: Convert Damage
  • <barehand>
    Grants the barehand trait to the actor. If the actor has no weapons equipped or a weapon with the barehand trait, then the actor acquires the barehanded status and the base stat then works with the formula found within the module. Optimizing equipment does not factor in barehand.
    Script: Barehand Trait
  • <category: string>
    Places this object into the item category for “string”. Whenever the selected category is highlighted in the Ace Item Menu command window, this object will be included and shown in the item window.
    Script: Ace Item Menu
  • <convert hp physical: +x%>
    <convert hp physical: -x%>
    Converts any physical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert hp magical: +x%>
    <convert hp magical: -x%>
    Converts any magical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp physical: +x%>
    <convert mp physical: -x%>
    Converts any physical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp magical: +x%>
    <convert mp magical: -x%>
    Converts any magical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <cooldown lock>
    A battler afflicted with cooldown lock will not have cooldowns count down every turn until the cooldown lock is removed.
    Script: Skill Restrictions
  • <cooldown rate: x%>
    When cooldowns are applied from using skills in battle, the cooldown rate can reduce or increase the finalized amount of turns a battler would need to wait before being able to use that skill again.
    Script: Skill Restrictions
  • <element absorb: x>
    <element absorb: x, x>
    Grants a trait to absorb element x and heal the battler.
    Script: Element Absorb
  • <element reflect x: +y%>
    <element reflect x: -y%>
    This tag causes the element x to reflect at a bonus y% rate. The reflect rate only applies if element x is involved with the skill used. To reflect more than one type of element, use multiple of this tag.
    Script: Element Reflect
  • <fixed equip: x>
    <fixed equip: x, x>
    This will fix the equip type x. Fixed equip slots mean that the equipment already on it are unable to be exchanged in or out by the player. This tag has been made so that equip types can be fixed for equip type 5 and above. Use multiple of these notetags to add more fixed equipment restrictions.
    Script: Ace Equip Engine
  • <ftb actions: +x>
    <ftb actions: -x>
    This increases or decreases the maximum number of actions available to an actor by x. While an actor’s individual maximum can be any value, it does not provide more than the party maximum applied in the module. An actor’s total maximum cannot go below 1.
    Script: Free Turn Battle
  • <gold cost rate: x%>
    Allows the armour to drop the TP cost of skills to x% when worn.
    Script: Skill Cost Manager
  • <hp cost rate: x%>
    Allows the armour to drop the HP cost of skills to x% when worn.
    Script: Skill Cost Manager
  • <image: string>
    Uses a picture from Graphics\Pictures\ of your RPG Maker VX Ace Project’s directory with the filename of “string” (without the extension) as the image picture shown in the Ace Item Menu.
    Script: Ace Item Menu
    Script:Ace Shop Options
  • <jp rate: x%>
    Changes the JP earned rate to x%. This affects JP earned and not JP directly gained. If this notetag isn’t used, the object will default to 100%.
    Script: JP manager
  • <max buff stat: +x>
    <max buff stat: -x>
    Increases or decreases the maximum times that particular stat can be buffed by x. Note that the max increase here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <max debuff stat: +x>
    <max debuff stat: -x>
    Increases or decreases the maximum times that particular stat can be debuffed by x. Note that the max decrease here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <max limit: x>
    Changes the maximum number of items that can be held from whatever the normal amount that can be held. Default amount is 99.
    Script: Adjust Limits 
  • <no carry over>
    This will cause this specific item to not carry over in New Game+ if the item can be carried over. This does not affect any items that actors may have equipped.
    Script: New Game+
  • <passive state: x>
    <passive state: x, x>
    This will cause state x to be always on (unless the battler is dead). To have multiple passives, insert multiples of this notetag.
    Script: Passive States
  • <price: x>
    Changes the price of the item to x. Allows you to go over the price of 999,999 gold if your maximum gold exceeds that amount. Default maximum gold is 99,999,999 gold.
    Script: Adjust Limits 
  • <sealed equip: x>
    <sealed equip: x, x>
    This will seal the equip type x. Sealed equip slots mean that no equipment can be equipped onto that equip type slot. This tag has been made so that equip types can be sealed for equip type 5 and above. Use multiple of these notetags to add more sealed equipment restrictions.
    Script: Ace Equip Engine
  • <stat: +x>
    <stat: -x>
    Changes the stat bonus of the piece of equipment to yield +x or -x. Allows bonus to go over +500 and under -500. Replace stat with one of the following:
    MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script: Adjust Limits
    Script: Equip Dynamic Stats
  • <stat: +x%>
    <stat: -x%>
    Changes the stat bonus of the piece of equipment to yield +x% or -x% of the equipped user’s base stat. Replace stat with one of the following:
    MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script: Equip Dynamic Stats
  • <stat growth: +x>
    <stat growth: -x>
    This causes the stat to grow by +x or -x upon the actor leveling up. All stat growth bonuses are cumulative across anything that provides this trait. x can be either an integer or a decimal. Replace stat with one of the following: MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script: Parameter Bonus Growth
  • <stat variable: x>
    Changes the stat bonus to be modified by whatever variable x is. Replace stat with one of the following:
    MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script: Equip Dynamic Stats
  • <state x turn: +y>
    <state x turn: -y>
    When the battler is affected by state x, additional modifiers are made to the number of turns remaining for state x by y amount. The modifiers cannot reduce turns to under 0.
    Script: Buff & State Manager
  • <steal rate: +x%>
    <steal rate: -x%>
    Sets the bonus steal rate to increase or decrease by x%.
    Script: Steal Item
  • <steal rate: +x%>
    <steal rate: -x%>
    Sets the bonus steal rate to increase or decrease by x%.
    Script: Steal Item
  • <tp cost rate: x%>
    Allows the armour to drop the TP cost of skills to x% when worn.
    Script: Skill Cost Manager
  • <warmup rate: x%>
    Lowers/Raises the amount of turns needed to pass in battle before the warmup skills become available for usage.
    Script: Skill Restrictions

Notetags: Enemies

  • <anticonvert hp physical>
    <anticonvert hp magical>
    <anticonvert mp physical>
    <anticonvert mp magical>
    Prevents attackers from converting damage of those particular types. All converted recovery effects of that type will be reduced to 0.
    Script: Convert Damage
  • <atk ani 1: x>
    <atk ani 2: x>
    Changes the normal attack animation of the particular enemy to animation x. Attack animation 1 is the first one that plays. If there’s a second animation then the second one will play after in mirrored form.
    Script: Ace Battle Engine
  • <back gauge: x>
    Changes the colour of the enemy HP back gauge to x where x is the text colour used from the “Window” skin image under Graphics\System.
    Script: Enemy HP Bars
  • <class stats: x>
    This notetag will cause the enemy to take on the base stats of class x at that particular level. Note that this tag will only cause the enemy to take on the class’s stats. Any traits or other custom features related to that class will not be factored in. This will take priority over the enemy’s default stats but will not take priority over a doppelganger actor’s stats.
    Script: Doppelganger
  • <convert hp physical: +x%>
    <convert hp physical: -x%>
    Converts any physical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert hp magical: +x%>
    <convert hp magical: -x%>
    Converts any magical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp physical: +x%>
    <convert mp physical: -x%>
    Converts any physical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp magical: +x%>
    <convert mp magical: -x%>
    Converts any magical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <cooldown lock>
    A battler afflicted with cooldown lock will not have cooldowns count down every turn until the cooldown lock is removed.
    Script: Skill Restrictions
  • <cooldown rate: x%>
    When cooldowns are applied from using skills in battle, the cooldown rate can reduce or increase the finalized amount of turns a battler would need to wait before being able to use that skill again.
    Script: Skill Restrictions
  • <doppelganger: x>
    This notetag will cause the enemy to take on the base stats and level of actor x. Any traits or other custom features related to that actor will not be factored in. This will take priority over the enemy’s default stats and class stats.
    Script: Doppelganger
  • <doppelganger member: x>
    This notetag will cause the enemy to take on the base stats and level of the party member with index x. Like the doppelganger, any traits or other custom features related to that actor will not be factored in. This will take priority over the enemy’s default stats and class stats. In the event that no such member exists in slot x, then the monster will actually not appear and not participate in battle. Remember, the first party member’s index is 0.
    Script: Doppelganger
  • <drop Ix: y%>
    <drop Wx: y%>
    <drop Ax: y%>
    Causes enemy to drop item, weapon, or armour (marked by I, W, or A) x at a rate of y percent. Insert multiples of this tag to increase the number of drops an enemy can possibly have.
    Script:
    Extra Drops
  • <element absorb: x>
    <element absorb: x, x>
    Grants a trait to absorb element x and heal the battler.
    Script: Element Absorb
  • <element reflect x: +y%>
    <element reflect x: -y%>
    This tag causes the element x to reflect at a bonus y% rate. The reflect rate only applies if element x is involved with the skill used. To reflect more than one type of element, use multiple of this tag.
    Script: Element Reflect
  • <hitbox width: x>
    Changes the hitbox for the enemy to x pixels wide. The wider an enemy, the more likely it is to be hit by an Area of Effect.
    Script: Area of Effect
  • <hitbox height: x>
    Changes the hitbox for the enemy to x pixels tall. The taller an enemy, the more likely it is to be hit by an Area of Effect.
    Script: Area of Effect
  • <hp cost rate: x%>
    Allows the enemy to drop the HP cost of skills to x%.
    Script: Skill Cost Manager
  • <hp gauge 1: x>
    <hp gauge 2: x>
    Changes the colour of the enemy HP HP gauge to x where x is the text colour used from the “Window” skin image under Graphics\System.
    Script: Enemy HP Bars
  • <hide gauge>
    <show gauge>
    Hides/shows HP gauge for enemies in battle. These gauges appear whenever the enemy is targeted for battle or whenever the enemy takes HP damage. Note that using the <show gauge> tag will bypass the requirement for needing to defeat an enemy once if that setting is enabled.
    Script: Enemy HP Bars
  • <hide info: all>
    <show info: all>
    These notetags will set the enemy to either always hide all of their battle information or to always show all of their info. The tags will override each other if both are used simultaneously.
    Script: Enemy Target Info
  • <hide info: parameters>
    <show info: parameters>
    These notetags will set the enemy to either always hide their parameter information or to always show their parameter info. The tags will override each other if both are used simultaneously.
    Script: Enemy Target Info
  • <hide info: elements>
    <show info: elements>
    These notetags will set the enemy to either always hide their element information or to always show their element info. The tags will override each other if both are used simultaneously.
    Script: Enemy Target Info
  • <hide info: states>
    <show info: states>
    These notetags will set the enemy to either always hide their state information or to always show their state info. The tags will override each other if both are used simultaneously.
    Script: Enemy Target Info
  • <hide level>
    This notetag will hide the level of the enemy. If YEA – Enemy Target Info is installed, the level will be revealed upon a parameter scan.
    Script: Enemy Levels
  • <jp gain: x>
    Changes the amount of JP gained for killing the enemy to x. If this notetag isn’t used, then the default JP gain will be equal to the amount set in the module through the constant ENEMY_KILL.
    Script: JP Manager
  • <level type: x>
    Choosing a value from 0 to 4, you can adjust the different leveling rulesets for the enemy. See the list below.
    Type 0 – Lowest level of all actors that have joined.
    Type 1 – Lowest level in the battle party.
    Type 2 – Average level of the battle party.
    Type 3 – Highest level of the battle party.
    Type 4 – Highest level of all actors that have joined.
    Script: Enemy Levels
  • <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.
    Script: Enemy Levels
  • <max buff stat: +x>
    <max buff stat: -x>
    Increases or decreases the maximum times that particular stat can be buffed by x. Note that the max increase here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <max debuff stat: +x>
    <max debuff stat: -x>
    Increases or decreases the maximum times that particular stat can be debuffed by x. Note that the max decrease here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <min level: x>
    <max 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 in the module as MAX_LEVEL.
    Script: Enemy Levels
  • <offset x: -x>
    <offset x: +x>
    Changes the positioning of an enemy’s horizontal origin by x amount. By default, all enemies have a horizontal origin set at the center.
    Script: Area of Effect
  • <offset y: -x>
    <offset y: +x>
    Changes the positioning of an enemy’s vertical origin by y amount. By default, all enemies have a horizontal origin set at their feet.
    Script: Area of Effect
  • <passive state: x>
    <passive state: x, x>
    This will cause state x to be always on (unless the battler is dead). To have multiple passives, insert multiples of this notetag.
    Script: Passive States
  • <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.
    Script: Enemy Levels
  • <stat: x>
    Changes the stat of the enemy to x value. Allows going over the database max values. Replace stat with one of the following:
    MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK, EXP, GOLD
    Script: Adjust Limits
  • <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, MAT, MDF, AGI, LUK, GOLD, EXP
    Script: Enemy Levels
  • <state x turn: +y>
    <state x turn: -y>
    When the battler is affected by state x, additional modifiers are made to the number of turns remaining for state x by y amount. The modifiers cannot reduce turns to under 0.
    Script: Buff & State Manager
  • <steal Ix: y%>
    <steal Wx: y%>
    <steal Ax: y%>
    <steal Gx: y%>
    Gives enemy a stealable item, weapon, or armour (marked by I, W, or A) x at a rate of y percent. If G is used, that is how much gold can be stolen from the enemy. Insert multiples of this tag to increase the number of stolen items an enemy can possibly have.
    Script: Steal Item
  • <steal rate: -x%>
    <steal rate: +x%>
    This is the defending modifier used for enemy. All success rate calculations will apply the defending enemy’s steal rate against success.
    Script: Steal Item
  • <swap: x>
    <swap: x, x>
    Makes the current enemy into a swap dummy. Insert the ID’s of other enemies you want the current enemy to randomize into. Insert multiples of this tag if you want more randomized enemies.
    Script: Swap Monsters
  • <tp cost rate: x%>
    Allows the enemy to drop the TP cost of skills to x%.
    Script: Skill Cost Manager
  • <tp mode: x>
    This sets the enemy’s default TP mode to x. If this tag isn’t used, the default TP mode will be set to whatever the module uses as default.
    Script:
    TP Manager
  • <warmup rate: x%>
    Lowers/Raises the amount of turns needed to pass in battle before the warmup skills become available for usage.
    Script: Skill Restrictions

Notetags: States

  • <anticonvert hp physical>
    <anticonvert hp magical>
    <anticonvert mp physical>
    <anticonvert mp magical>
    Prevents attackers from converting damage of those particular types. All converted recovery effects of that type will be reduced to 0.
    Script: Convert Damage
  • <barehand>
    Grants the barehand trait to the actor. If the actor has no weapons equipped or a weapon with the barehand trait, then the actor acquires the barehanded status and the base stat then works with the formula found within the module. Optimizing equipment does not factor in barehand.
    Script: Barehand Trait
  • <convert hp physical: +x%>
    <convert hp physical: -x%>
    Converts any physical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert hp magical: +x%>
    <convert hp magical: -x%>
    Converts any magical damage dealt to recover HP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if HP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp physical: +x%>
    <convert mp physical: -x%>
    Converts any physical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <convert mp magical: +x%>
    <convert mp magical: -x%>
    Converts any magical damage dealt to recover MP by x% of the damage dealt. Bonus converted damage rates are additive. There will be no effects if MP to be healed is 0 or below.
    Script: Convert Damage
  • <cooldown lock>
    A battler afflicted with cooldown lock will not have cooldowns count down every turn until the cooldown lock is removed.
    Script: Skill Restrictions
  • <cooldown rate: x%>
    When cooldowns are applied from using skills in battle, the cooldown rate can reduce or increase the finalized amount of turns a battler would need to wait before being able to use that skill again.
    Script: Skill Restrictions
  • <element absorb: x>
    <element absorb: x, x>
    Grants a trait to absorb element x and heal the battler.
    Script: Element Absorb
  • <element reflect x: +y%>
    <element reflect x: -y%>
    This tag causes the element x to reflect at a bonus y% rate. The reflect rate only applies if element x is involved with the skill used. To reflect more than one type of element, use multiple of this tag.
    Script: Element Reflect
  • <fixed equip: x>
    <fixed equip: x, x>
    This will fix the equip type x. Fixed equip slots mean that the equipment already on it are unable to be exchanged in or out by the player. This tag has been made so that equip types can be fixed for equip type 5 and above. Use multiple of these notetags to add more fixed equipment restrictions.
    Script: Ace Equip Engine
  • <ftb actions: +x>
    <ftb actions: -x>
    This increases or decreases the maximum number of actions available to an actor by x. While an actor’s individual maximum can be any value, it does not provide more than the party maximum applied in the module. An actor’s total maximum cannot go below 1.
    Script: Free Turn Battle
  • <gold cost rate: x%>
    Allows the state to drop the Gold cost of skills to x% when afflicted.
    Script: Skill Cost Manager
  • <hp cost rate: x%>
    Allows the state to drop the HP cost of skills to x% when afflicted.
    Script: Skill Cost Manager
  • <jp rate: x%>
    Changes the JP earned rate to x%. This affects JP earned and not JP directly gained. If this notetag isn’t used, the object will default to 100%.
    Script: JP manager
  • <max buff stat: +x>
    <max buff stat: -x>
    Increases or decreases the maximum times that particular stat can be buffed by x. Note that the max increase here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <max debuff stat: +x>
    <max debuff stat: -x>
    Increases or decreases the maximum times that particular stat can be debuffed by x. Note that the max decrease here is still limited by the module constant MAXIMUM_BUFF_LIMIT. Replace “stat” with “MAXHP”, “MAXMP”, “ATK”, “DEF”, “MAT”, “MDF”, “AGI”, “LUK”, or “ALL” for those respective stats.
    Script: Buff & State Manager
  • <popup add: string>
    <popup rem: string>
    <popup dur: string>
    Status effects now create popups whenever they’re inflicted. However, if you don’t like that a certain status effect uses a particular colour setting, change “string” to one of the rulesets below to cause that popup to use a different ruleset.
    Script: Ace Battle Engine
  • <popup hide add>
    <popup hide rem>
    <popup hide dur>
    Not everybody wants status effects to show popups when inflicted. When this is the case, insert the respective tag to hide popups from appearing when the state is added, removed, or during the stand-by phases.
    Script: Ace Battle Engine
  • <reapply ignore>
    If this state is cast on a battler with the state already applied, turns remaining will not be reset nor will turns be added on.
    Script: Buff & State Manager
  • <reapply reset>
    If this state is cast on a battler with the state already applied, the turns will be reset to the default amount of turns the state normally starts with.
    Script: Buff & State Manager
  • <reapply total>
    If this state is cast on a battler with the state already applied, the turns will be added on to the current amount of turns remaining giving the battler a total of the remaining turns with the default turns for the state.
    Script: Buff & State Manager
  • <sealed equip: x>
    <sealed equip: x, x>
    This will seal the equip type x. Sealed equip slots mean that no equipment can be equipped onto that equip type slot. This tag has been made so that equip types can be sealed for equip type 5 and above. Use multiple of these notetags to add more sealed equipment restrictions.
    Script: Ace Equip Engine
  • <stat growth: +x>
    <stat growth: -x>
    This causes the stat to grow by +x or -x upon the actor leveling up. All stat growth bonuses are cumulative across anything that provides this trait. x can be either an integer or a decimal. Replace stat with one of the following: MAXHP, MAXMP, ATK, DEF, MAT, MDF, AGI, LUK
    Script: Parameter Bonus Growth
  • <state ani: x>
    Causes the status effect to play battle animation x repeatedly on the battler if the battler is affected by this state and if this state is the highest priority state with an animation.
    Script: State Animations
  • <state x turn: +y>
    <state x turn: -y>
    When the battler is affected by state x, additional modifiers are made to the number of turns remaining for state x by y amount. The modifiers cannot reduce turns to under 0.
    Script: Buff & State Manager
  • <steal rate: +x%>
    <steal rate: -x%>
    Sets the bonus steal rate to increase or decrease by x%.
    Script: Steal Item
  • <steal rate: +x%>
    <steal rate: -x%>
    Sets the bonus steal rate to increase or decrease by x%.
    Script: Steal Item
  • <tp cost rate: x%>
    Allows the state to drop the TP cost of skills to x% when afflicted.
    Script: Skill Cost Manager
  • <warmup rate: x%>
    Lowers/Raises the amount of turns needed to pass in battle before the warmup skills become available for usage.
    Script: Skill Restrictions

Notetags: Tilesets

  • <event x: y>
    <event x: y, y>

    Sets the tiles marked with terrain tag y to trigger common event x. The common event will run each time the player steps over a tile with the respective terrain tags.
    Script: Common Event Tiles
  • <force up: x>
    <force up: x, x>

    <force down: x>

    <force down: x, x>

    <force left: x>

    <force left: x, x>

    <force right: x>

    <force right: x, x>

    By marking specific terrain tags with x and using these notetags, you can have a tile specifically move the player in that direction until the player is off of a force move tile or until the player hits an object.
    Script: Force Move Tiles
  • <slippery: x>
    <slippery: x, x>

    Sets the tiles marked with terrain tag x to be slippery for that particular tileset. When the player walks over a slippery terrain, the player will keep moving forward until stopped by an object or until the player lands on ground without slippery properties.
    Script: Slippery Tiles

Notetags: Maps

  • <all restrict: x>
    <all restrict: x, x>
    Players and NPC’s on the map will be unable to move past region x even if they have the “through” flag set. The only thing that can go past is if the player is using the debug through flag. Draw out the area you want to close the player and NPC’s in with the regions and both will be unable to move onto any of those tiles marked by region x. If you want to have more regions restrict NPC’s, insert multiples of this tag.
    Script: Move Restrict Region
  • <no encounter: x>
    <no encounter: x, x>
    Tiles marked by region x will be free of random encounters and the encounter countdown will not go down while the player is on top of that region. If you wish to have more region ID’s to be free of encounters, insert multiples of this notetag into the map properties notebox.
    Script: No Encounter Region
  • <npc restrict: x>
    <npc restrict: x, x>
    NPC’s on that map will be unable to move past regions x unless they have a “Through” flag on. Draw out the area you want to close NPC’s in with the regions and the NPC’s will be unable to move onto any of those tiles marked by region x. If you want to have more regions restrict NPC’s, insert multiples of this tag.
    Script: Move Restrict Region
  • <player restrict: x>
    <player restrict: x, x>
    Players will not be able to move on tiles marked by region x unless the player has a “Through” flag on. Draw out the area you want to close the player in with the regions and the player will be unable to move past any of those tiles marked by region x. If you want to have more regions restrict the player, insert multiples of this tag.
    Script: Move Restrict Region
  • <region battlebacks>
      x-y: string
      x-y: string
    </region battlebacks>
    This will set the region x to change battleback y to the string for the image filename. Insert as many “x-y: string” as needed for custom battlebacks. The region battlebacks that aren’t defined will refer to the hash in the Region Battlebacks script module.
    Script: Region Battlebacks

And that’s all, folks!

18 comments on “-Notetag Guide-

  1. I really appreciate this. I generally make a list like this for every script I’m using so I can print it out and save time going back and forth between the script editor and database.

  2. Maybe i’m in the wrong place(but i’m sure of it!), but i need some help! HOW I INSTALL THESE RB FILES??? I can’t open then and projects don’t use these files like that…so…how i will put all those scripts on my VX Ace?

  3. Sorry if this is a stupid question, but I’m still a noob at scripting and using rpg maker.

    I was wondering, is it possible to put some kind of condition on a notetag?
    For example: using your Free Turn Battle script, I would like one of my character to increase his number of ftb actions as he level up. I would make him start with two ftb actions at level 1, so I would put this tag in the note section of the character. But when he would reach level 10, I would like him to have 3 ftb actions instead of two. Is there a way to put such a condition on a notetag?

  4. Got them in and in order, but when I run my game I get a Stack Error. Going to try starting a new project and trying again. Maybe I have an old revision or something, or something else I did somewhere else is interfering. If that doesn’t work, are there any suggestions? Seems like all of these scripts are something I’d like in my game.

  5. Ok, Yanfly (Or whomever is managing the site at the moment), I’m having a difficulty on my items. I’m asking for one request, and it’s because I can’t find my solution anywhere on this site, so if you could direct me to some knowledge, or make a new script (I know it must be a hassle, that’s why I’m asking for knowledge). Ok (sorry long introduction), so I want to make my items give me more than the default max hp/mp ect. when it heals me, I’ve looked for notetags for almost two hours and I can’t find it programmed into any of the scripts you have posted. I don’t like using percentages on the items I’m currently making for my game (Which could be an easy fix but I want specific parameters because percentages feel sloppy and the users never get a gist of how much they recover when using this…) My game is massive at this point and I’m trying to add a lot of items at this point that would be beneficial for the people that want to play the game. When max hp is at 99,999 you need bigger recovery items… I’ve thought about having the potions having a effect that goes for several turns, but when you need to be healed immediately and are in trouble of dying, it’s nice to have an item that recovers a good amount so you feel safer… I think if you added a script for future users (like myself, and a few friends of mine) it would help with a lot of pain and moving on with the story. Thanks a ton.

    ~The Night Angel~

  6. Looks like theres alot over there. Still trying to work each of these scripts out but ones i’ve got working are making my battle system look good and paticulary with the holders animated battlers (with the content i got from victor who I have told what I think)

  7. Whats up. I want the intro for a new game to have words appear. Ex: Player clicks New game, i wants words to appear like star wars status or words appearing to tell the story a little. How do i do that? Get back to me soon. Preferably ASAP but we all lives. Get back to me. Mahalo (Thank you)

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