hey guys, maybe this couldn't be useful for many experts of the plugin, but for a better reading as beginner I compacted the notetag commands list into a txt here's the list:
symbols and uses (for a precise understanding see the script original description)
"/" alternative command(example hp/mp) "comma(,)" logic separator(command1,command2)
"UPCASE word" are commands
<setup action> prepare before ACTION and COSTS(moving, unsheathing)
<whole action> affect all targets, after skills and item costs
<target action> all target individually, used primarily for physical.
<follow action> starting cleanup after individual actions removing immortal flags, start up common events
<finish action> active battler close up the action sequence(running, waits and holds for skills and items or moving back to place
<action copy: x:y>
--TYPE OF TARGETS--
USER, TARGET, TARGETS, ACTORS(EXISTING ACTORS), ALL ACTORS, DEAD ACTORS, ACTORS NOT USER
ACTOR X; actor in slot x.
CHARACTER X; specific character with actor ID x.
ENEMIES(EXISTING ENEMIES), ALL ENEMIES, DEAD ENEMIES, ENEMIES NOT USER, ENEMY X, FRIENDS, ALL FRIENDS, DEAD FRIENDS, FRIENDS NOT USER
FRIEND X: This will select the battler's ally in slot x.
OPPONENTS, ALL OPPONENTS, DEAD OPPONENTS, OPPONENT X: This will select the battler's opponent in slot x.
ALL ALIVE, ALL MEMBERS, ALL DEAD, ALL NOT USER; This will select all living battlers except user.
FOCUS; Selects the active battler and its targets.
NOT FOCUS; Selects everything but the active battler and its targets.
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ACTION SEQUENCES - ACTION LIST
ACTION ANIMATION: (target), (mirror) |animation assigned to the skill/item, skill's/item's assigned targets.
ATTACK ANIMATION: target, (mirror) |Displays the active battler's attack animation on the target(s).
ACTION COMMON EVENT |common event found within the skill's/item's traits list(last)
ACTION EFFECT: target |take damage/healing from skill/item and buffs and states.
ENEMY EFFECT: target, effect-type |This affects enemies only. Makes the target display either a 'whiten' effect or a 'blink' effect.
ADD/REMOVE stat BUFF/DEBUFF: target, (turns), (show) |Replace 'stat' with 'hp', 'mp', 'atk','def', 'mat', 'mdf', 'agi', or 'luk' Include 'show' and it will show the target getting the buff applied in the battle log.
ADD/REMOVE STATE X, Y, Z...: target (show)
ANIMATION X: target, (mirror)
MOTION WAIT: target
WAIT FOR POPUPS/MOVEMENT/EFFECT/ANIMATION/FLOAT/JUMP/OPACITY/CAMERA/ZOOM
WAIT FOR NEW LINE |Waits for a new line to appear in the log window before going on to the next action in the action sequence.
ANIMATION WAIT: X
WAIT: frames
SE: filename, (volume), (pitch), (pan)
BGM/BGS: STOP
BGM/BGS: MEMORIZE
BGM/BGS: MEMORY
BGM/BGS: filename, (volume), (pitch), (pan)
ME: STOP || ME: filename, (volume), (pitch), (pan)
BREAK ACTION |This will force the remainder of the action sequences for the part of the skill/item to shut down and be skipped.
CAST ANIMATION |Plays an animation on the skill's user. Will not occur if the action is an item or the user's default normal attack.
CLEAR BATTLE LOG |Clears all the messages at the top of the screen.
CHANGE SWITCH X: on/off/toggle/switch z
CHANGE SWITCH X..Y: on/off/toggle/switch z
CHANGE SWITCH X TO Y: on/off/toggle/switch z
CHANGE VARIABLE X =,+=,-=,*=,/=,%= Y
COLLAPSE: target, (force)
COMMON EVENT: X
DEATH BREAK |If user die for reason during skill (either counter attack or reflect), this force action sequences for the part of the skill/item to shut down and be skipped.
DISPLAY ACTION Displays the action's name at the top of the battle log. It will remain there until the battle log is cleared.
EVAL: code
GAIN/LOSE ITEM/WEAPON/ARMOR X: Y ||GOLD +/-x
HP/MP/TP +X/-X/+X%/-X%: target, (show) || HP/MP/TP +,-VARIABLE X,X%: target, (show)
IF ... ELSE STATEMENTS
Usage Example:
if $gameSwitches.value(1)
action effect
else if $gameSwitches.value(2)
action effect
else
action effect
end
IMMORTAL: targets, true/false
PERFORM ACTION |Causes actors to step forward and swing their weapon, thrust it, however the motion that is determined will be automatically done by the game.
PERFORM FINISH |Causes actor to move back to its home spot.
PERFORM START |Causes actor to move forward from its home spot.
REFRESH STATUS |Refreshes the status window in the middle of an action sequence.
FACE target1: FORWARD/BACKWARD/HOME/AWAY FROM HOME/POINT, x coordinate, y coordinate/AWAY FROM POINT, x coordinate, y coordinate/target2/AWAY FROM target2
FADE IN/OUT: (frames)
FLASH SCREEN: COLOR/R,G,B, (intensity), (frames)
FLOAT target: (height/%), (frames)
HIDE/SHOW BATTLE HUD
JUMP target: (height/%), (frames)
MOTION type: target, (no weapon) |TYPE= WALK,STANDBY,CHANT,GUARD,DAMAGE,EVADE,ATTACK,THRUST,SWING,MISSILE,SKILL,SPELL,ITEM,ESCAPE,VICTORY,DYING,ABNORMAL,SLEEP,DEAD
MOVE target1: HOME/RETURN, (frames)
MOVE target1: FORWARD/BACKWARD, (distance), (frames)
MOVE target1: POINT, x coordinate, y coordinate, (frames)
MOVE target1: target2, BASE/CENTER/HEAD/FRONT BASE/FRONT CENTER/FRONT HEAD/BACK BASE/BACK CENTER/BACK HEAD/ (frames), (offset)
OPACITY target: x/%, (frames)
SHAKE SCREEN: (power), (speed), (frames)
TINT SCREEN: NORMAL/DARK/SEPIA/SUNSET/NIGHT/r,g,b,gray, (frames) |Red, green, and blue can range from -255 to 255 while gray will range from 0 to 255
CAMERA CLAMP ON/OFF
CAMERA FOCUS: target, FRONT BASE/BASE/BACK BASE/FRONT CENTER/CENTER/BACK CENTER/FRONT HEAD/HEAD/BACK HEAD, (frames)
CAMERA OFFSET: LEFT/RIGHT/UP/DOWN, distance
CAMERA PAN: LEFT/RIGHT/UP/DOWN, distance, (frames)
CAMERA SCREEN: TOP LEFT/FAR LEFT/BOTTOM LEFT/TOP CENTER/CENTER/BOTTOM CENTER/TOP RIGHT/FAR RIGHT/BOTTOM RIGHT, (frames)
CAMERA SCREEN: POINT, x, y, (frames)
CAMERA SCREEN: target, FRONT/BASE/BACK/FRONT CENTER/CENTER/BACK CENTER/FRONT TOP/TOP/BACK TOP, (frames)
RESET CAMERA/ZOOM: (frames)
ZOOM: x%/x.y, (frames)