* ## 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 targeting ai contents>
* - <targeting ai contents>
* 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. memWithAnyState
* 2. memWithAllStates
* 3. memWithoutAnyState
* 4. memWithoutAllStates
* 5. memWithAnyBuff
* 6. memWithAllBuffs
* 7. memWithoutAnyBuff
* 8. memWithoutAllBuffs
* 9. memWithAnyDebuff
* 10. memWithAllDebuffs
* 11. memWithoutAnyDebuff
* 12. memWithoutAllDebuffs
* 13. memWithAnySkill
* 14. memWithAllSkills
* 15. memWithoutAnySkill
* 16. memWithoutAllSkills
* 17. anyHighestStatMem
* 18. allHighestStatsMem
* 19. notAnyHighestStatMem
* 20. notAllHighestStatsMem
* 21. anyLowestStatMem
* 22. allLowestStatsMem
* 23. notAnyLowestStatMem
* 24. notAllLowestStatsMem
* 25. anyAboveStatMem
* 26. allAboveStatMem
* 27. anyBelowStatMem
* 28. allBelowStatMem
* (Advanced)29. or
* (Search tag: NOTE_TYPE)
* - 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)
* var(The value of the game variable with id as the notetag value
* will be used)
* (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)
* - 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 Notetags
* Notetags only apply to skills/items with Number as One in Scope
* Notetags causing the target list to be empty will be discard upon such
* use cases
* (Search tag: ALWAYS_HAS_TARGETS)
* 1. memWithAnyState condSuffix stateIdsSuffix: condEntry, stateIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAnyState(stateIds, mems)
* Where stateIds is the stateIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - stateIdsSuffix can be val, var 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 stateIdsEntry can be an Array of any natural number
* - If stateIdsSuffix is val, then stateIdsEntry should be written as
* stateId1|stateId2|stateId3|stateIdI|stateIdN
* - E.g.:
* <targeting ai memWithAnyState switch val: 1, 2|3> will restrict
* the list of targets to be those with state with id 2 or 3 if the
* game switch with id 1 is on
* 2. memWithAllStates condSuffix stateIdsSuffix: condEntry, stateIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAllStates(stateIds, mems)
* Where stateIds is the stateIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - stateIdsSuffix can be val, var 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 stateIdsEntry can be an Array of any natural number
* - If stateIdsSuffix is val, then stateIdsEntry should be written as
* stateId1|stateId2|stateId3|stateIdI|stateIdN
* - E.g.:
* <targeting ai memWithAllStates switch val: 1, 2|3> will restrict
* the list of targets to be those with state with id 2 and 3 if the
* game switch with id 1 is on
* 3. memWithoutAnyState condSuffix stateIdsSuffix: condEntry, stateIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAnyState(stateIds, mems)
* Where stateIds is the stateIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - stateIdsSuffix can be val, var 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 stateIdsEntry can be an Array of any natural number
* - If stateIdsSuffix is val, then stateIdsEntry should be written as
* stateId1|stateId2|stateId3|stateIdI|stateIdN
* - E.g.:
* <targeting ai memWithoutAnyState switch val: 1, 2|3> will
* restrict the list of targets to be those with state without id 2
* or 3 if the game switch with id 1 is on
* 4. memWithoutAllStates condSuffix stateIdsSuffix: condEntry, stateIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAllStates(stateIds, mems)
* Where stateIds is the stateIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - stateIdsSuffix can be val, var 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 stateIdsEntry can be an Array of any natural number
* - If stateIdsSuffix is val, then stateIdsEntry should be written as
* stateId1|stateId2|stateId3|stateIdI|stateIdN
* - E.g.:
* <targeting ai memWithoutAllStates switch val: 1, 2|3> will
* restrict the list of targets to be those with state without id 2
* and 3 if the game switch with id 1 is on
* 5. memWithAnyBuff condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAnyBuff(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var 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 paramIdsEntry can be an Array of any natural number
* - If paramIdsSuffix is val, then paramIdsEntry should be written as
* paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithAnyBuff switch val: 1, 2|3> will restrict
* the list of targets to be those with atk or def buff if the game
* switch with id 1 is on
* 6. memWithAllBuffs condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAllBuffs(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var 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 paramIdsEntry can be an Array of any natural number
* - If paramIdsSuffix is val, then paramIdsEntry should be written as
* paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithAllBuffs switch val: 1, 2|3> will restrict
* the list of targets to be those with atk and def buff if the game
* switch with id 1 is on
* 7. memWithoutAnyBuff condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAnyBuff(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var 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 paramIdsEntry can be an Array of any natural number
* - If paramIdsSuffix is val, then paramIdsEntry should be written as
* paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithoutAnyBuff switch val: 1, 2|3> will
* the list of targets to be those without atk or def buff if the
* game switch with id 1 is on
* 8. memWithoutAllBuffs condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAllBuffs(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var 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 paramIdsEntry can be an Array of any natural number
* - If paramIdsSuffix is val, then paramIdsEntry should be written as
* paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithoutAllBuffs switch val: 1, 2|3> will
* the list of targets to be those without atk and def buff if the
* game switch with id 1 is on
* 9. memWithAnyDebuff condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAnyDebuff(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var 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 paramIdsEntry can be an Array of any natural number
* - If paramIdsSuffix is val, then paramIdsEntry should be written as
* paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithAnyDebuff switch val: 1, 2|3> will restrict
* the list of targets to be those with atk or def debuff if the
* game switch with id 1 is on
* 10. memWithAllDebuffs condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAllDebuffs(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var 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 paramIdsEntry can be an Array of any natural
* number
* - If paramIdsSuffix is val, then paramIdsEntry should be written
* as paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithAllDebuffs switch val: 1, 2|3> will
* restrict the list of targets to be those with atk and def debuff
* if the game switch with id 1 is on
* 11. memWithoutAnyDebuff condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAnyDebuff(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var 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 paramIdsEntry can be an Array of any natural
* number
* - If paramIdsSuffix is val, then paramIdsEntry should be written
* as paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithoutAnyDebuff switch val: 1, 2|3> will
* restrict the list of targets to be those without atk or def
* debuff if the game switch with id 1 is on
* 12. memWithoutAllDebuffs condSuffix paramIdsSuffix: condEntry, paramIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAllDebuffs(paramIds, mems)
* Where paramIds is the paramIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - paramIdsSuffix can be val, var 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 paramIdsEntry can be an Array of any natural
* number
* - If paramIdsSuffix is val, then paramIdsEntry should be written
* as paramId1|paramId2|paramId3|paramIdI|paramIdN
* - E.g.:
* <targeting ai memWithoutAllDebuffs switch val: 1, 2|3> will
* restrict the list of targets to be those without atk and def
* debuff if the game switch with id 1 is on
* 13. memWithAnySkill condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAnySkill(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var 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 skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithAnySkill switch val: 1, 2|3> will restrict
* the list of targets to be those with skill with id 2 or 3 if the
* game switch with id 1 is on
* 14. memWithAllSkills condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAllSkills(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var 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 skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithAllSkills switch val: 1, 2|3> will
* restrict the list of targets to be those with skill with id 2
* and 3 if the game switch with id 1 is on
* 15. memWithoutAnySkill condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAnySkill(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var 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 skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithoutAnySkill switch val: 1, 2|3> will
* restrict the list of targets to be those with skill without id 2
* or 3 if the game switch with id 1 is on
* 16. memWithoutAllSkills condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAllSkills(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var 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 skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithoutAllSkills switch val: 1, 2|3> will
* restrict the list of targets to be those with skill without id 2
* and 3 if the game switch with id 1 is on
* 17. anyHighestStatMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* anyHighestStatMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var 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 statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai anyHighestStatMem switch val: 1, hp|mp> will
* restrict the list of targets to be those with highest hp or mp
* if the game switch with id 1 is on
* 18. allHighestStatsMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* allHighestStatsMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var 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 statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai allHighestStatsMem switch val: 1, hp|mp> will
* restrict the list of targets to be those with highest hp and mp
* if the game switch with id 1 is on
* 19. notAnyHighestStatMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* notAnyHighestStatMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var 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 statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai notAnyHighestStatMem switch val: 1, hp|mp> will
* restrict the list of targets to be those without highest hp or
* mp if the game switch with id 1 is on
* 20. notAllHighestStatsMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* notAllHighestStatsMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var 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 statsEntry can be an Array of any natural
* number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai notAllHighestStatsMem switch val: 1, hp|mp> will
* restrict the list of targets to be those without highest hp and
* mp if the game switch with id 1 is on
* 21. anyLowestStatMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* anyLowestStatMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var 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 statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai anyLowestStatMem switch val: 1, hp|mp> will
* restrict the list of targets to be those with highest hp or mp
* if the game switch with id 1 is on
* 22. allLowestStatsMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* allLowestStatsMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var 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 statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai allLowestStatsMem switch val: 1, hp|mp> will
* restrict the list of targets to be those with highest hp and mp
* if the game switch with id 1 is on
* 23. notAnyLowestStatMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* notAnyLowestStatMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var 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 statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai notAnyLowestStatMem switch val: 1, hp|mp> will
* restrict the list of targets to be those without highest hp or
* mp if the game switch with id 1 is on
* 24. notAllLowestStatsMem condSuffix statsSuffix: condEntry, statsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* notAllLowestStatsMem(stats, mems)
* Where stats is the statsEntry results and mems is the list of
* possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var 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 statsEntry can be an Array of any natural
* number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - E.g.:
* <targeting ai notAllLowestStatsMem switch val: 1, hp|mp> will
* restrict the list of targets to be those without highest hp and
* mp if the game switch with id 1 is on
* 25. anyAboveStatMem condSuffix statsSuffix valSuffix: condEntry, statsEntry, valEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* anyLowestStatMem(stats, val, mems)
* Where stats is the statsEntry results, val is the valEntry
* results, and mems is the list of possible targets of the
* skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - valSuffix can be val, var 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 statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - The result of valEntry can be any number
* - E.g.:
* <targeting ai anyAboveStatMem switch val var: 1, hp|mp, 2> will
* restrict the list of targets to be those with hp or mp above the
* value of the game variable with id 2 if the game switch with id
* 1 is on
* 26. allAboveStatMem condSuffix statsSuffix valSuffix: condEntry, statsEntry, valEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* allAboveStatMem(stats, val, mems)
* Where stats is the statsEntry results, val is the valEntry
* results, and mems is the list of possible targets of the
* skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - valSuffix can be val, var 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 statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - The result of valEntry can be any number
* - E.g.:
* <targeting ai allAboveStatMem switch val var: 1, hp|mp, 2> will
* restrict the list of targets to be those with hp and mp above
* the value of the game variable with id 2 if the game switch with
* id 1 is on
* 27. anyBelowStatMem condSuffix statsSuffix valSuffix: condEntry, statsEntry, valEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* anyLowestStatMem(stats, val, mems)
* Where stats is the statsEntry results, val is the valEntry
* results, and mems is the list of possible targets of the
* skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - valSuffix can be val, var 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 statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - The result of valEntry can be any number
* - E.g.:
* <targeting ai anyBelowStatMem switch val var: 1, hp|mp, 2> will
* restrict the list of targets to be those with hp or mp below the
* value of the game variable with id 2 if the game switch with id
* 1 is on
* 28. allBelowStatMem condSuffix statsSuffix valSuffix: condEntry, statsEntry, valEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* allBelowStatMem(stats, val, mems)
* Where stats is the statsEntry results, val is the valEntry
* results, and mems is the list of possible targets of the
* skill/item having this notetag
* - condSuffix can be val, switch or script
* - statsSuffix can be val, var or script
* - valSuffix can be val, var 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 statsEntry can be an Array of any natural number
* - If statsSuffix is val, then statsEntry should be written as
* stat1|stat2|stat3|statI|statN
* - The result of valEntry can be any number
* - E.g.:
* <targeting ai allBelowStatMem switch val var: 1, hp|mp, 2> will
* restrict the list of targets to be those with hp and mp below
* the value of the game variable with id 2 if the game switch with
* id 1 is on
* (Advanced)29. or condSuffix: condEntry
* - Acts as the or operator among the list of effective notetags in
* this plugin upon making action targets
* - condSuffix can be val, switch 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
* - All filtered target groups separated by the or notetags will be
* joined by the set union operations
* - E.g.:
* If the battler has an effective state with the following
* effective notetags in this plugin:
* <targeting ai anyBelowStatMem switch val var: 1, hp|mp, 2>
* <targeting ai allBelowStatMem switch val var: 3, mhp|mmp, 4>
* <targeting ai or val: true>
* <targeting ai anyAboveStatMem switch val var: 5, atk|def, 6>
* <targeting ai allAboveStatMem switch val var: 7, mat|mdf, 8>
* <targeting ai or val: false>
* <targeting ai notAnyLowestStatsMem switch val: 9, agi|luk>
* <targeting ai notAllLowestStatsMem switch val: 10, hit|eva>
* And if that battler has the following effective notetags in this
* plugin:
* <targeting ai notAnyHighestStatsMem switch val: 11, cri|cev>
* <targeting ai notAllHighestStatsMem switch val: 12, mev|mrf>
* And if the inputted skill/item has the following effective
* notetags in this plugin:
* <targeting ai or val: true>
* <targeting ai anyHighestStatMem switch val: 13, cnt|hrg>
* <targeting ai allHighestStatMem switch val: 14, mrg|trg>
* Then if the notetag data type priorities are states, battler,
* latest skill/item, the inputted actions will select targets
* among those filtered by:
* <targeting ai anyBelowStatMem switch val var: 1, hp|mp, 2>
* <targeting ai allBelowStatMem switch val var: 3, mhp|mmp, 4>
* Or:
* <targeting ai anyAboveStatMem switch val var: 5, atk|def, 6>
* <targeting ai allAboveStatMem switch val var: 7, mat|mdf, 8>
* <targeting ai notAnyLowestStatsMem switch val: 9, agi|luk>
* <targeting ai notAllLowestStatsMem switch val: 10, hit|eva>
* <targeting ai notAnyHighestStatsMem switch val: 11, cri|cev>
* <targeting ai notAllHighestStatsMem switch val: 12, mev|mrf>
* Or:
* <targeting ai anyHighestStatMem switch val: 13, cnt|hrg>
* <targeting ai allHighestStatMem switch val: 14, mrg|trg>
* (v1.01a+)30. memWithAnyUsableSkill condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAnyUsableSkill(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var 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 skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithAnyUsableSkill switch val: 1, 2|3> will
* restrict the list of targets to be those with usable skill with
* id 2 or 3 if the game switch with id 1 is on
* (v1.01a+)31. memWithAllUsableSkills condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithAllUsableSkills(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var 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 skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithAllUsableSkills switch val: 1, 2|3> will
* restrict the list of targets to be those with usable skill with
* id 2 and 3 if the game switch with id 1 is on
* (v1.01a+)32. memWithoutAnyUsableSkill condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAnyUsableSkill(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var 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 skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithoutAnyUsableSkill switch val: 1, 2|3> will
* restrict the list of targets to be those with usable skill
* without id 2 or 3 if the game switch with id 1 is on
* (v1.01a+)33. memWithoutAllUsableSkills condSuffix skillIdsSuffix: condEntry, skillIdsEntry
* - Applies the following DoubleX RMMZ Unit Filters script call:
* memWithoutAllUsableSkills(skillIds, mems)
* Where skillIds is the skillIdsEntry results and mems is the list
* of possible targets of the skill/item having this notetag
* - condSuffix can be val, switch or script
* - skillIdsSuffix can be val, var 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 skillIdsEntry can be an Array of any natural
* number
* - If skillIdsSuffix is val, then skillIdsEntry should be written
* as skillId1|skillId2|skillId3|skillIdI|skillIdN
* - E.g.:
* <targeting ai memWithoutAllUsableSkills switch val: 1, 2|3> will
* restrict the list of targets to be those with usable skill
* without id 2 and 3 if the game switch with id 1 is on