Note tags can be applied to troops to customize reinforcement slots. For that, include them as commentaries into the troop's first page (regardless of how many pages you have setup). You can carefully set each slot position through its x and y coordinates, either as a single tag or as a collection of coordinates inside enclosing tags.
Code:
<TAA_ER: x1,y1; x2,y2; ... xn,yn>
or
<TAA_ER>
x1,y1
x2,y2; x3,y3
...
xn,yn
</TAA_ER>
You can load slots from enemies position on another troop:
Code:
<TAA_ER: TROOP x>
or
<TAA_ER>
TROOP x
TROOP y
</TAA_ER>
You can enable or disable self as reinforcement individually for each troop using the following tags:
Code:
<TAA_ER: Self on>
<TAA_ER: Self off>
or
<TAA_ER>
Self on|off
</TAA_ER>
You can also mix and match tags using both the single line and multiline tags. Just separate each command with a semicolon ( ; ):
Code:
<TAA_ER: x1,y1; TROOP n;Self off>
or
<TAA_ER>
x1,y1
TROOP n
self on
x2,y2;TROOP n2
</TAA_ER>
Finally, you can add note tags to skills to make it call for reinforcements. Be advised though, that calling for reinforcements without any available slots will result in, well, nothing. Also, this tag only applies for enemies calling for reinforcement. You can have an actor with the same skill, but using it will still summon troop reinforcement. The plugin cannot be used to summon new allies.
To make a skill call for reinforcements, use the following note tags:
Code:
<TAA_ER: id1,n1;id2,n2; ... idn,nn>
or
<TAA_ER>
id1,n1
id2,n2
...
idn,nn
</TAA_ER>
"id" is the enemy id you want to summon, while n is the number of enemies to summon (so you can have a skill that calls one bat, and another that calls two, for example). You can have as many enemies listed as you want, just remember that reinforcements will be summoned as long as there are slots available. For instance, if you create a skill that calls 3 bats, and the current troop has only two available slots, only two bats are summoned. Every other summon listed for the skill after that will result in nothing. Likewise, if player party kill one of the enemies clearing one slot, that means the next time the skill is used only the first enemy listed on the tag will be summoned and so forth.
Still on skill note tags, you can also add additional notes to define how likely a reinforcement call is to succeed, or a specific level / level range the summoned reinforcement is going to have (YEP_EnemyLevels or TAA_EnemyLevels is needed for this feature):
Code:
<TAA_ER: id1,n1,rX,lvY;id2,n2,lvY2:W2>
[INDENT]or[/INDENT]
<TAA_ER>
id1,n1,rX,lvY
id2,n2,lvY2:W2
...
</TAA_ER>
To add randomness to a reinforcement call, set the tag with the enemy id to be summoned, the number of times it will happen, and then add another comma followed by the letter 'r' and the probability of the summoning succeeding, in a number between 0 and 100 (the higher the number, the most likely it is to succeed). For example: <TAA_ER: 1,1,r85>
If the summon specifies more than one summon for a given enemy the probability will be applied for each individual summon. Take the example below:
Enemy 1 will be summoned two times, and each time has 85% chance of succeeding. That means the skill can summon from zero to two enemy reinforcements.
To define levels for the summoned enemies, add the letters 'lv' followed by the specific level wanted, or a level range separated by ':'. Here's some examples:
Code:
<TAA_ER: 1,1,lv10>
<TAA_ER: 2,1,lv2:5>
<TAA_ER: 5,2,r87,lv5>
<TAA_ER: 1,2,lv8,r95>
Random and Level clauses can appear in any order, as long as the id and number of summons comes first.