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plugin-block-generate [2025/08/26 18:02] – [Notetags] banerjeesw | plugin-block-generate [2025/08/26 18:21] (current) – [Notetags] banerjeesw |
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^ Notetag Syntax ^ Database Usage ^ Description ^ | ^ Notetag Syntax ^ Database Usage ^ Description ^ |
| <code><Init Block [State ID]: X> | | <code><Init Block [State ID]: X> |
<Init Block [State Name]: X></code> | Actors, Enemies | Sets initial Block State of this Actor/Enemy to X at battle start. You may use the name of the Block State instead of the ID (case-insensitive). \\ X can be a negative or positive number. You can use a Game Variable in place of a number using \v[x] text code. \\ \\ Usage Examples: \\ \\ **<Init Block 12: 10>** sets the Initial Value of Block State 11 to 10.\\ \\ **<Init Block Icewall: 10>** sets the Initial Value of Block State "Icewall" to 10. | | <Init Block [State Name]: X></code> | Actors, Enemies | Sets initial Block State of this Actor/Enemy to X at battle start. You may use the name of the Block State instead of the ID (case-insensitive). \\ X can be a negative or positive number. You can use a Game Variable in place of a number using \v[x] text code. \\ \\ **Usage Examples** \\ \\ <Init Block 12: 10> sets the Initial Value of Block State 11 to 10.\\ \\ <Init Block Icewall: 10> sets the Initial Value of Block State "Icewall" to 10. | |
| <code><Max Block [State ID]: X> | | <code><Max Block [State ID]: X> |
<Max Block [State Name]: X> </code> | Actors, Enemies | Sets maximum Block State this Actor/Enemy can have at any one time. \\ \\ Usage Examples: \\ \\ **<Max Block 12: 50>** sets the Maximum Value of Block State 11 to 50. \\ \\ **<Init Block Icewall: 50>** sets the Initial Maximum of Block State "Icewall" to 50.| | <Max Block [State Name]: X> </code> | Actors, Enemies | Sets maximum Block State this Actor/Enemy can have at any one time. \\ \\ **Usage Examples** \\ \\ <Max Block 12: 50> sets the Maximum Value of Block State 11 to 50. \\ \\ <Init Block Icewall: 50> sets the Maximum Value of Block State "Icewall" to 50.| |
| <code><Hide Block [State ID]> | | <code><Hide Block [State ID]> |
<Hide Block [State Name]> | <Hide Block [State Name]> |
<Hide All Block></code> | Actors, Enemies | Hides Icon of a Block State on the Battler's Sprite and Windows. \\ If an ID is not provided or a matching State is not found, it defaults to the first Block State in the list. \\ Hide All Block will hide icons for every ID on the Block State list. \\ \\ Usage Examples: \\ \\ **<Hide Block 11>** will hide Block Icon of State 11 on Battler's Sprite and Windows.\\ \\ **<Hide Block Icewall>** will hide Block Icon of State "Icewall" on Battler's Sprite and Windows. | | <Hide All Block></code> | Actors, Enemies | Hides Icon of a Block State on the Battler's Sprite and Windows. \\ If an ID is not provided or a matching State is not found, it defaults to the first Block State in the list. \\ Hide All Block will hide icons for every ID on the Block State list. \\ \\ **Usage Examples** \\ \\ <Hide Block 11> will hide Block Icon of State 11 on Battler's Sprite and Windows.\\ \\ <Hide Block Icewall> will hide Block Icon of State "Icewall" on Battler's Sprite and Windows. | |
| <code><Hide Resc [State ID]> | | <code><Hide Resc [State ID]> |
<Hide Resc [State Name]> | <Hide Resc [State Name]> |
<Hide All Resc></code> | Actors, Enemies | Hides Icon of a Resource State on the Battler's Sprite and Windows. \\ \\ Usage Examples: \\ \\ **<Hide Resc 12>** will hide Resource Icon of State 12 on Battler's Sprite and Windows.\\ \\ **<Hide Resc Mana>** will hide Resource Icon of State "Mana" on Battler's Sprite and Windows. | | <Hide All Resc></code> | Actors, Enemies | Hides Icon of a Resource State on the Battler's Sprite and Windows. \\ \\ **Usage Examples** \\ \\ <Hide Resc 12> will hide Resource Icon of State 12 on Battler's Sprite and Windows.\\ \\ <Hide Resc Mana> will hide Resource Icon of State "Mana" on Battler's Sprite and Windows. | |
| <code><Ignore Block [State ID]> | | <code><Ignore Block [State ID]> |
<Ignore Block [State Name]></code> | Skills, Items | Damage Formula of these Skills/Items will ignore target's Block State X value and deal their damage directly to HP instead. Useful for "piercing" type Skills/Items. | | <Ignore Block [State Name]></code> | Skills, Items | Damage Formula of these Skills/Items will ignore target's Block State X value and deal their damage directly to HP instead. Useful for "piercing" type Skills/Items. \\ \\ **Usage Examples** \\ \\ <Ignore Block 11> will make damage from the Skill ignore Block State 11.\\ \\ <Ignore Block Icewall> will make damage from the Skill ignore Block State Icewall. | |
| <code><Mod Init Block [State ID]: [+/-]X> | | <code><Mod Init Block [State ID]: [+/-]X> |
<Mode Init Block [State Name]: [+/-]X</code> | Weapons, Armors | Modifies an Actor's Initial Block amount by adding a positive/negative number. Can stack from multiple sources (like different pieces of equipment). | | <Mode Init Block [State Name]: [+/-]X</code> | Weapons, Armors | Modifies an Actor's Initial Block amount by adding a positive/negative number. Can stack from multiple sources (like different pieces of equipment). \\ \\ **Usage Examples** \\ \\ <Mod Init Block 11: +50> will add 50 to the Initial Value of Block State 11 for that Actor.\\ \\ <Mod Init Block Icewall: -50> will subtract 50 to the Initial Value of Block State Icewall for that Actor. | |
| <code><Mod Max Block [State ID]: [+/-]X> | | <code><Mod Max Block [State ID]: [+/-]X> |
<Mod Max Block [State Name]: [+/-]X></code> | Weapons, Armors | Modifies an Actor's Max Block amount by adding a positive/negative number. Can stack from multiple sources (like different pieces of equipment). | | <Mod Max Block [State Name]: [+/-]X></code> | Weapons, Armors | Modifies an Actor's Max Block amount by adding a positive/negative number. Can stack from multiple sources (like different pieces of equipment). \\ \\ **Usage Examples** \\ \\ <Mod Max Block 11: +50> will add 50 to the Maximum Value of Block State 11 for that Actor.\\ \\ <Mod Max Block Icewall: -50> will subtract 50 to the Maximum Value of Block State Icewall for that Actor. | |
| <code><Change Block [State ID]: [+/-]X> | | <code><Change Block [State ID]: [+/-]X> |
<Change Block [State Name]: [+/-]X></code> | States | Determines how much an Actor with the State will gain/lose Block at the end of their turn (during the Regenerate Step). Can stack from multiple sources. \\ If there is both Block Gain and Block Loss from multiple States, the values are summed together and applied as a single instance of generation e.g. if State A gains 20 BLOCK each turn and State B loses 40 Block each turn, then an Actor with both State A and B loses 20 Block (+20 - 40 = -20) each turn | | <Change Block [State Name]: [+/-]X></code> | States | Determines how much an Actor with the State will gain/lose Block at the end of their turn (during the Regenerate Step). Can stack from multiple sources. \\ If there is both Block Gain and Block Loss from multiple States, the values are summed together and applied as a single instance of generation e.g. if State A gains 20 BLOCK each turn and State B loses 40 Block each turn, then an Actor with both State A and B loses 20 Block (+20 - 40 = -20) each turn | |