* ## Notetag Info
* 1. Among all the same notetag types in the same data, all can be
* effective
* 2. Each line can only have at most 1 notetag
* 3. The following is the structure of all notetags in this plugin:
* - <doublex rmmz state triggers>
* - <state triggers>
* Where contents are in the form of type suffixes: entries
* Either of the above can be used, but the 1st one reduce the chance
* of causing other plugins to treat the notetags of this plugin as
* theirs, while the 2nd one is more user-friendly
* - type is one of the following:
* 1. add
* 2. remove
* 3. reset
* 4. expire
* 5. turn
* - suffixes is the list of suffixes in the form of:
* suffix1 suffix2 suffix3 ... suffixn
* Where each suffix is either of the following:
* val(The notetag value will be used as-is)
* switch(The value of the game switch with id as the notetag value
* will be used)
* event(The common event with id as the notetag value will be
* reserved)
* (Advanced)script(The value of the game variable with id as the
* notetag value will be used as the contents of
* the functions to be called upon using the
* notetag)
* - The this pointer of the script suffix is the action involved
* (Game_Battler.prototype)
* - entries is the list of entries in the form of:
* entry1, entry2, entry3, ..., entryn
* Where entryi must conform with the suffixi specifications
*----------------------------------------------------------------------------
* # Actor/Class/Learnt Skills/Usable Skills/Posessed Items/Usable Items/
* Inputted Skill Or Item/Weapon/Armor/Enemy/States/This State Notetags
* 1. add condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the state's just added
* to the battler involved(not when the state already exists before)
* if condEntry returns a truthy result
* - condSuffix can be val, switch or script
* - eventEntry can be event or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of eventEntry can be anything as it's supposed to run
* commands instead of returning results
* - E.g.:
* <state triggers add switch event: 1, 2> will reserve the common
* event with id 2 when the state's just added to the battler
* involved(not when it already exists before) if the game switch
* with id 1 is on
* 2. remove condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the state's just
* removed from the battler involved(not when the state turn just
* expired causing the removal) if condEntry returns a truthy result
* - condSuffix can be val, switch or script
* - eventEntry can be event or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of eventEntry can be anything as it's supposed to run
* commands instead of returning results
* - E.g.:
* <state triggers remove val script: true, 3> will always run the
* JavaScript codes stored as a string in variable with id 3 when
* the state's just removed from the battler involved(not when the
* state turn just expired causing the removal)
* 3. reset condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the state's turn's
* just reset due to trying to add that state to the battler
* involved if condEntry returns a truthy result
* - condSuffix can be val, switch or script
* - eventEntry can be event or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of eventEntry can be anything as it's supposed to run
* commands instead of returning results
* - E.g.:
* <state triggers reset switch event: 1, 2> will reserve the common
* event with id 2 when the state's turn's just reset due to trying
* to add that state to the battler involved if the game switch with
* id 1 is on
* 4. expire condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the state's turn's
* just expired causing the state to be removed from the battler
* involved if condEntry returns a truthy result
* - condSuffix can be val, switch or script
* - eventEntry can be event or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of eventEntry can be anything as it's supposed to run
* commands instead of returning results
* - E.g.:
* <state triggers expire val script: true, 3> will always run the
* JavaScript codes stored as a string in variable with id 3 when
* the state's turn's just expired causing the state to be removed
* from the battler involved
* 5. turn condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry when the state's turn's
* just updated without being expired for the battler involved if
* condEntry returns a truthy result
* - condSuffix can be val, switch or script
* - eventEntry can be event or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - If the result of condEntry is falsy, this notetag will be
* discarded upon such use cases
* - The result of eventEntry can be anything as it's supposed to run
* commands instead of returning results
* - E.g.:
* <state triggers turn val event: true, 2> will always reserve the
* common event with id 2 when the state's turn's just updated
* without being expired for the battler involved