State note tags are used to create substitute states and customize default settings. The only mandatory tag is "type", which specifies which skill types are affected by the substitution:
<TAA_SSK: type:type1,type2,...,typeN>​
type is a comma separated list of skill types. You can use skill type names as they appear in the editor, or use their index. Here's some examples:
<TAA_SSK: type:normal,Special>​
This tag enables the substitution for both normal and Special skills. Magic skills are not affected. One important thing to note though, is that despite "normal" being case INSENSITIVE, any other skill types are case SENSITIVE, and they should be written exactly as they are set in the editor System tab.​
<TAA_SSK: type:0,2>​
Assuming the engine default config, this tag has the exact same meaning as the first one. The 0 index represent normal attacks, while 2 is the Special skill type index.​
<TAA_SSK: type:all>​
<TAA_SSK: type:-1>​
Both this tags render the same result: a substitution for all skill types.​
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To include a custom Friendly Fire or Condition settings, add the "friendFire" and "condition" clauses to your tag, and separate each clause with a ';':
<TAA_SSK: type:all; friendFire:true; condition:eval clause>​
friendFire must be either "true" or "false", while condition is an eval clause. As long as the type clause is present, you can add one or both of the others as you like, just be sure to keep the proper order (first type, then friendFire and last condition).
The following codes can be used inside a condition clause:
- a: access the attacker parameters like hp, mp, etc.
- b: access the original target parameters;
- c: access the substitute parameters;
- v[n]: access the value from variable number n;
- s[n]: access the value (true or false) from switch number n;
Here's a few examples:
<TAA_SSK: type:1; condition: b.hp < b.mhp/2 >​
This denotes a substitution for skill type 1 that only takes effect when the target's HP is below 50%.​
<TAA_SSK: type:Normal; friendFire:false; condition: c.hp > b.hp >​
This creates a state that allows substitution to normal attacks, won't allow substitution for ally issued skills and only takes place when the substitute's HP is higher than the targets.​
<TAA_SSK: type:Magic; friendFire:true>​
This state will allow substitutions only for magical attacks, and will also work against ally's moves.​
State tags can also span multiple lines when inside the proper tags:
<TAA_SSK>​
type:type1,type2,...,typeN​
friendFire:true|false​
condition:eval clause​
</TAA_SSK>​
Here's how the three examples above would look like in a multi line format:
<TAA_SSK>​
type:1​
condition: b.hp < b.mhp / 2​
</TAA_SSK>​
<TAA_SSK>​
type:Normal​
friendFire:false​
condition: c.hp > b.hp​
</TAA_SSK>​
<TAA_SSK>​
type:Magic​
friendFire:true​
</TAA_SSK>​