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Messages - DoubleX

41
RMMZ Script Database / Re: [MZ] DoubleX RMMZ Dynamic Data
September 22, 2020, 10:31:46 am
Updates
Added the Demo Link
42
Updates
Added the Demo Link
43
Updates
Added the Demo Link
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Updates
Added the Demo Link
45
Updates
Added the Demo Link
46
DoubleX RMMZ Custom Script Calls
Authors: DoubleX
Version: v1.00b
Type: Script Call Add-on
Key Term: Misc Add-on

Purpose
Lets you set new script calls as old ones with some arguments bound

Introduction
*      1. Sometimes, some script calls always have the same argument values
*        used again and again, and defining new script calls as calling old
*        ones with some argument values already defined can be favorable
*      2. With this plugin, you can effectively apply partial applications to
*        script calls without the restrictions of always predefining the
*        first arguments only

Video
[MEDIA=youtube]S8BK_ApNnQw[/MEDIA]

Games using this plugin
None so far

"Parameters": ShowHide

* @param newScriptCalls
 * @type struct<NewScriptCall>[]
 * @desc Sets the list of new script calls
 * They're existing ones with some argument values already set
 * @default []



"Prerequisites": ShowHide

Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
1. Little RMMZ plugin development proficiency to fully utilize this
  (Elementary Javascript exposures being able to write beginner codes up to 300LoC scale)


"Author Notes": ShowHide

*      1. If multiple new script calls have the same name, the one having the
*        lowest ordering in newScriptCalls will be used
*        (Search tag: Last_In_Duplicate_Script_Calls)
*      2. (Advanced)DON'T REDEFINE EXISTING SCRIPT CALLS UNLESS YOU REALLY
*        KNOW WHAT YOU'RE TRULY DOING


"Terms Of Use": ShowHide

*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.
*      3. You shalln't claim that this plugin's written by anyone other than
*        DoubleX or my aliases. I always reserve the right to deny you from
*        using any of my plugins anymore if you've violated this.
*      4. If you repost this plugin directly(rather than just linking back),
*        you shall inform me of these direct repostings. I always reserve
*        the right to request you to edit those direct repostings.
*      5. CC BY 4.0, except those conflicting with any of the above, applies
*        to this plugin, unless you've my permissions not needing follow so.
*      6. I always reserve the right to deny you from using this plugin
*        anymore if you've violated any of the above.


"Contributors": ShowHide

*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far


"Changelog": ShowHide

*      { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0700):
 *      1. You no longer have to edit the value of
 *         DoubleX_RMMZ.Custom_Script_Calls.PLUGIN_NAME when changing this
 *         plugin file name
*      { codebase: "1.0.2", plugin: "v1.00a" }(2020 Sep 20 GMT 1400):
*      1. 1st version of this plugin finished


Download Link
Demo Link
47
While RMMZ has already released for about a month, the reviews are still mixed(64% positive among 225 reviews), at least according to Steam(I failed to find any other quantified reviews of comparable significance yet).
Although the overall score shows a slight upward trend overall, it still doesn't seem to look good, at least compared to RMMV, where it received 108 positives and 27 negatives, netting a 80% score, with a much more obvious upward trend later on.

The most obvious thing that can be done for those having bought RMMZ via Steam, is to give a positive review with solid reasons, like what I've given quite a while ago :)
But, maybe more can be done to further boost the review scores legitimately, apart from another obvious thing that resource makers can continue to make more and more awesome resources for the community :D

I've also briefly checked the NEGATIVE REVIEWS FROM STEAM, and here are the summary of all the points I've collected(which is by no means exhaustive):
Spoiler: ShowHide

1. The base price of RMMZ is too expensive compared to what it added and improved over RMMV(But they'd be positive for RMMZ if there will be a big sale)
2. RMMZ isn't even RMMVA, but just RMMV 1.7, because everything "new" in RMMZ are already provided by plugins in RMMV
3. RMMZ improved too little from RMMV, meaning that the RM franchise has become trapped in the past
4. The 3D effekseer doesn't work well with the RMMZ animations, because it's a 2D engine
5. The RMMZ RTP is worse than that of RMMV(images are ugly, audios are unpleasant to listen to, etc), and the former isn't compatible with the latter
6. There are still some unnecessarily hardcoded assumptions, like the tileset size still being fixed to 48
7. RMMZ doesn't work well when the screen size isn't 816 * 624(1280 * 720 can already cause the side view battler sprites to be mis-positioned to the left of the screen), like, ugly scaling of battler sprites
8. The RMMZ character generator still sucks so hard that the generated adults look like kids
9. There's no way to make porting RMMV animations to RMMZ an easy, simple and small task, because of effekseer
10. RMMZ still doesn't make good use of multiple CPU cores nor the GPU, causing inferior performance even with the Pixi v5 upgrades and other performance optimizations over RMMV
11. RMMZ only lets you use 4 map layers, which is far from being enough
12. The hardcoded limit of 2000 items per database type isn't high enough
13. The sprites are still hardcoded to using 3 frame per action
14. There's no way to make exporting to mobile platforms an easy, simple and small task, when RMMZ is advertised for optimized for such platforms
15. Many features that are provided by RMMZ plugins should've been done by RMMZ itself
16. The audio loading still isn't optimized in RMMZ, causing large audio files to have too long to load(and this issue already exists in RMMV and is well-known by the community for years)
17. The amount of resources including by the RTP still isn't large enough, and should've been much, much larger
18. While this engine advertise itself as easy enough for a child, it's not the case when you've to learn effekseer, which is a must to use RMMZ
19. An exported project can be as big as way more than 200MB in RMMZ, while similar projects in RMMV would've been just around 50MB, and 50MB is already too much
20. Sometimes the engine can just suddenly crash, like when clicking edit on a show text event, causing unexpected loss of progresses
21. The default RMMZ JavaScript codebase is so poorly-documented that documentation there is effectively nonexistent
22. The RMMZ is obviously very, very unpolished and just rushed for launch, and the current state of RMMZ is clearly an incomplete product
23. In general, the RMMZ plugins aren't as generous as the RMMV counterparts, because of the pricing, terms of use, and source code accessibility, and RMMZ is nothing without plugins
24. Enemy skill animations aren't displayed in front view battles
25. The battler sprites aren't animated enough, and they're behaving like static ones(no shadows, floating motions, etc)
26. RMMZ just isn't worth it before it has as many plugins as that of RMMV
27. Many improvements in RMMZ should've been implemented in RMMV
28. RMMZ should let you use either effekseer or the traditional RMMV like animations
29. The RM franchise has been working in the form of buying the engine with the use of many scripts/plugins from the same scripter/plugin developer(without him/her RM would be nothing), with tweaks of those scripts/plugins made, and some other scripts/plugins(that are compatible to those made by that particular scripter/plugin developer) from the other scripters/plugin developers to make games, but this formula no longer works in RMMZ, because of the successor of that particular scripter/plugin developers start making closed-source plugins in RMMZ(and some of them are paid too)

Please note that I'm just trying to summarize the points I've collected from negative Steam reviews, and it has nothing to do with whether I agree or disagree with any of them.

So, I'd like to open this post to collect ideas on some possible ways to make RMMZ to have overwhelming positive reviews, and this doesn't have to be limited to Steam, because I think later on there will be some other quantified reviews of comparable significance ;)
48
DoubleX RMMZ Auto Battle Command
Authors: DoubleX
Version: v1.00b
Type: Auto Battle Command Add-on
Key Term: Battle Add-on

Purpose
Adds a party command to add an autobattle state to the party in battles

Video


Games using this plugin
None so far

"Parameters": ShowHide

* @param stateId
* @type number
* @min 1
* @desc Sets the id of the state added by the auto battle command
* All alive members in the party will have this state added
* @default 7
*
* @param text
* @type string
* @desc Sets the auto battle command name
* The command will appear in the party command window
* @default Auto Battle
*
* @param canUse
* @type boolean
* @desc Sets whether the auto battle command can be used
* It'll be checked whenever the party command window's shown
* @default true


"Plugin Commands": ShowHide

*      1. setAutoBattleCmdState stateId
*        - Sets the id of the state added by the auto battle command as
*          stateId
*      2. setAutoBattleCmdText text
*        - Sets auto battle command name as text
*      3. setCanUseAutoBattleCmd canUse
*        - Sets whether the auto battle command can be used as canUse
*        - canUse must be either true or false


"Prerequisites": ShowHide

Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
1. Nothing special


"Terms Of Use": ShowHide

*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.
*      3. You shalln't claim that this plugin's written by anyone other than
*        DoubleX or my aliases. I always reserve the right to deny you from
*        using any of my plugins anymore if you've violated this.
*      4. If you repost this plugin directly(rather than just linking back),
*        you shall inform me of these direct repostings. I always reserve
*        the right to request you to edit those direct repostings.
*      5. CC BY 4.0, except those conflicting with any of the above, applies
*        to this plugin, unless you've my permissions not needing follow so.
*      6. I always reserve the right to deny you from using this plugin
*        anymore if you've violated any of the above.


"Contributors": ShowHide

*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far


"Changelog": ShowHide

*      { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0400):
 *      1. You no longer have to edit the value of
 *         DoubleX_RMMZ.Auto_Battle_Command.PLUGIN_NAME when changing this
 *         plugin file name
*      { codebase: "1.0.2", plugin: "v1.00a" }(2020 Sep 14 GMT 0900):
*      1. 1st version of this plugin finished


Download Link
Demo Link
49
Updates
*      { codebase: "1.0.2", plugin: "v1.02a" }(2020 Sep 14 GMT 0700):
 *      1. Lets you use text instead of command for plugin command names
 *      2. Lets you use text instead of arg for plugin command argument names
 *      3. Plugin command name collisions across plugins will no longer exist
 *         if newPluginFileCmds is used wisely
 *      4. Explained some applications of newPluginFileCmds
 *      5. Renamed pluginCmds into pluginFileCmds
 *      6. Renamed newPluginCmds into newPluginFileCmds
 *      7. Increased the effectiveness and efficiency when reading plugin
 *         commands from the plugin file contents
 *      8. THIS UPDATE IS A BREAKING CHANGE ON THE PARAMETERS IN THE PLUGIN
 *         MANAGER
50
Updates
*      { codebase: "1.0.0", plugin: "v1.01a" }(2020 Sep 11 GMT 1400):
 *      1. Lets you make some new plugin commands as existing ones with some
 *         argument values already set
 *      2. Fixed the bug to load even inactive plugins and those not in the
 *         plugin manager when the parameter pluginCmds is empty
51
DoubleX RMMV Action Input Timer
Authors: DoubleX
Version: v1.00a
Type: Battle Action Input Add-on
Key Term: Battle Add-on

Purpose
Lets you sets a timer that will cause all actors not inputted actions yet to have their turns skipped in turn based battles

Video


Games using this plugin
None so far

"Parameters": ShowHide

 * @param timerLimit
* @type number
* @desc Sets the number of seconds the players are allowed to input
* all actions of all inputable actors
* @default 20
*
* @param timerWinX
* @type number
* @desc Sets the x position of the action input timer window
* The smaller the number the more left the window is
* @default 0
*
* @param timerWinY
* @type number
* @desc Sets the y position of the action input timer window
* The smaller the number the more upper the window is
* @default 0
*
* @param timerWinW
* @type number
* @desc Sets the width of the action input timer window
* You've to test this yourselves to find a suitable value
* @default 240
*
* @param timerWinDesc
* @type string
* @desc Sets the action input timer window description text
* %1 is the number of seconds remaining of the input timer
* @default %1s input time


"Script Calls": ShowHide

*    # Battle manipulations
*      1. BattleManager.setActionInputTimer(timerLimit)
*         - Sets the current action input timer in battle as timerLimit
*           seconds
*         - The script call has no meaning outside battles
*         - The script call's supposed to be Idempotent
*    # Parameter manipulations
*      1. $gameSystem.actionInputTimerParam(param)
*         - Returns the value of specified parameter stored in game save
*           files
*         - param can be either of the following:
*           timerLimit
*           timerWinX
*           timerWinY
*           timerWinW
*           timerWinDesc
*         - The script call's supposed to be Nullipotent
*      2. $gameSystem.setActionInputTimerParam(param, val)
*         - Sets the value of the specified parameter stored in game save
*           files as val
*         - param can be either of the following:
*           timerLimit
*           timerWinX
*           timerWinY
*           timerWinW
*           timerWinDesc
*         - For any parameter other than timerWinDesc, the script call will
*           be ignored if val isn't a Number
*         - The script call's supposed to be Idempotent
*         - The new value of the specified parameter will be stored in game
*           save files


"Plugin Commands": ShowHide

*      1. setActionInputTimer timerLimit
*         - Applies the script call
*           BattleManager.setActionInputTimer(timerLimit)
*      2. setActionInputTimerParam param val
*         - Applies the script call
*           $gameSystem.setActionInputTimerParam(param, val)


"Prerequisites": ShowHide

*      Abilities:
*      1. Nothing special for most ordinary cases
*         (No capability on Javascript ES5 experience but can still make
*         reasonable guesses on readable novice codes up to 100 LoC scale)
*      2. Little RMMV plugin development proficiency to fully utilize this
*         plugin in intended ways
*         (Elementary Javascript ES5 exposures being able to write beginner
*         codes up to 300LoC scale )


"Terms Of Use": ShowHide

*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.
*      3. You shalln't claim that this plugin's written by anyone other than
*         DoubleX or my aliases. I always reserve the right to deny you from
*         using any of my plugins anymore if you've violated this.
*      4. If you repost this plugin directly(rather than just linking back),
*         you shall inform me of these direct repostings. I always reserve
*         the right to request you to edit those direct repostings.
*      5. CC BY 4.0, except those conflicting with any of the above, applies
*         to this plugin, unless you've my permissions not needing follow so.
*      6. I always reserve the right to deny you from using this plugin
*         anymore if you've violated any of the above.


"Instructions": ShowHide

 *      1. The default plugin parameters file name is
*         doublex rmmv action input timer v100a
*         If you want to change that, you must edit the value of
*         DoubleX_RMMV.Action_Input_Timer_File, which must be done via
*         opening this plugin js file directly


"Contributors": ShowHide

*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far


"Changelog": ShowHide

 *      v1.00a(GMT 0500 6-Sep-2020):
*      1. 1st version of this plugin finished


Download Link
52
DoubleX RMMZ Plugin Command Lines
Authors: DoubleX
Version: v1.03b
Type: Plugin Command Add-on
Key Term: Misc Add-on

Purpose
Lets you use plugin commands in the RMMV styles by typing them as scripts

Introduction

*      1. The RMMZ editor has changed the plugin command from entering a
 *        single line of string command to selecting plugin commands among
 *        all plugins having plugin commands
 *      2. With this plugin, those preferring the RMMV plugin command can
 *        replicate this style in RMMZ by typing plugin command as a script

Video

Games using this plugin
None so far

"Parameters": ShowHide

 *      1. Lets you type plugin commands with names having spaces


"Parameters": ShowHide

 * @param pluginFileCmds
 * @type struct<PluginFileCmd>[]
 * @desc Sets the list of plugin commands to be called in RMMV ways
 * This being empty means all plugin commands to be that way
 * @default []
 *
 * @param newPluginFileCmds
 * @type struct<NewPluginFileCmd>[]
 * @desc Sets list of new plugin commands to be called in RMMV way
 * They're existing ones with some argument value already set
 * @default []


"RMMV Style Plugin Command Lines Info": ShowHide

 *    1. General form
 *      cmdName argName1 argName2 argName3 argNameI argNameN
 *      E.g.:
 *      - If the plugin command has its command name as abcdefg and arguments
 *        as h, i, j and k, then the RMMV style plugin command line is
 *        abcdefg h i j k
 *    2. (v1.02a+)pluginFileCmds
 *      - If there's only a small number of plugin commands among all enabled
 *        plugins, then whether the parameter pluginFileCmds should be filled
 *        doesn't matter much
 *      - If there's a large number of plugin commands among all enabled
 *        plugins, but only a small number of them being used in the RMMV
 *        styles, then pluginFileCmds should be filled with all those plugin
 *        commands, or the time needed for this plugin to load such a large
 *        number of plugin commands automatically upon game start can lead to
 *        a long game starting time
 *      - If there's a large number of plugin commands among all enabled
 *        plugins, and most of them being used in the RMMV styles, then I'm
 *        afraid that this plugin won't be able to give you a nice option
 *    3.(v1.02a+) newPluginFileCmds
 *      - Its 1st application is to let you type less, thus making using
 *        plugin commands in the RMMV styles to be even more effective and
 *        efficient
 *      - Its 2nd application is to let you use plugin commands with
 *        different argument values given on 2 different timings, without the
 *        need of game variables to store them, even though you'll have to
 *        redefine the new plugin commands on the 1st timing
 *      - Its 3rd application is to resolve plugin command name collisions
 *        among different plugins


Script Calls
 *      1. $gameSystem.setNewPluginCmd(pluginFilename, newCmdName, origCmdName, argNameVals)
 *        - Sets the new plugin command with name newCmdName as that with
 *          name origCmdName but with argument values already set by
 *          argNameVals, and origCmdName is the one in plugin with filename
 *          pluginFilename
 *        - argNameVals is an Object with argument names as keys and values
 *          of those arguments already set in newCmdName as values
 *        - E.g.:
 *          $gameSystem.setNewPluginCmd("DoubleX RMMZ Skill Item Cooldown", "ssicA1", "setSkillItemCooldown", {
 *              side: "actor",
 *              label: 1
 *          }) sets the new plugin command with name ssicA1 as that with name
 *          setSkillItemCooldown of plugin with filename
 *          DoubleX RMMZ Skill Item Cooldown but with the side and label
 *          argument values already set as "actor" and 1 respectively

"Author Notes": ShowHide

 *      1. If a plugin command's inputted as a script call, it must only take
 *        exactly 1 line for that plugin command
 *      2. Multiple plugin commands, each taking 1 line, can be inputted into
 *        the same script box in the editor, but do note that the size of
 *        that script box's limited so don't type too many plugin commands in
 *        the same script box in the editor
 *      3. If multiple plugin commands have the same name, the one having a
 *        highest ordering in pluginFileCmds will be used(or if
 *        pluginFileCmds is empty, the one from the plugin with the highest
 *        ordering will be used)
 *        (Search tag: First_In_Duplicate_Plugin_Cmds)
 *      4. If script calls and plugin commands are mixed in the same script
 *        box in the editor, script calls separated by plugin commands there
 *        will be called separately
 *        E.g.:
 *        - The following contents in the same script box in the editor
 *          scriptLine1
 *          scriptLine2
 *          pluginCommandLine1
 *          scriptLine3
 *          scriptLine4
 *          Will cause the scripts combined from scriptLine1 and scriptLine2
 *          to be a separate script call from the script call of the scripts
 *          combined from scriptLine3 and scriptLine4


"Prerequisites": ShowHide

Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
1. Basic knowledge on what RMMV plugin command does in general on the user level



"Contributors": ShowHide

*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far


"Changelog": ShowHide

*      { codebase: "1.1.0", plugin: "v1.03b" }(2020 Nov 27 GMT 0400):
 *      1. You no longer have to edit the value of
 *         DoubleX_RMMZ.Plugin_Command_Lines.PLUGIN_NAME when changing this
 *         plugin file name
 *      { codebase: "1.0.2", plugin: "v1.02a" }(2020 Sep 14 GMT 0700):
 *      1. Lets you use text instead of command for plugin command names
 *      2. Lets you use text instead of arg for plugin command argument names
 *      3. Plugin command name collisions across plugins will no longer exist
 *        if newPluginFileCmds is used wisely
 *      4. Explained some applications of newPluginFileCmds
 *      5. Renamed pluginCmds into pluginFileCmds
 *      6. Renamed newPluginCmds into newPluginFileCmds
 *      7. Increased the effectiveness and efficiency when reading plugin
 *        commands from the plugin file contents
 *      8. THIS UPDATE IS A BREAKING CHANGE ON THE PARAMETERS IN THE PLUGIN
 *        MANAGER
 *      { codebase: "1.0.0", plugin: "v1.01a" }(2020 Sep 11 GMT 1400):
 *      1. Lets you make some new plugin commands as existing ones with some
 *        argument values already set
 *      2. Fixed the bug to load even inactive plugins and those not in the
 *        plugin manager when the parameter pluginCmds is empty
*      { codebase: "1.0.0", plugin: "v1.00a" }(2020 Sep 4 GMT 0600):
*      1. 1st version of this plugin finished


Download Link
Demo Link
53
DoubleX RMMV Superlative ATB
Authors: DoubleX
Version: v0.15c
Type: Active Time Battle System
Key Term: Custom Battle System

Note
While this plugin's already fully functional, there are still many more modules to be implemented, so the feature set isn't complete yet.

Purpose
To be the most flexible, performant and powerful ATB system framework with the greatest amount of freedom while being user-friendly

Introduction
*    1. This plugin aims to be the most flexible, performant and powerful
 *      ATB system with the greatest amount of freedom for users to fulfill
 *      as many functional needs as they want in as many ways as they want
 *    2. You may want to treat this as a nano ATB framework as part of the
 *      system's written by you via parameters/configurations/notetags/calls
 *    3. Almost every parameters and notetags can be written as direct
 *      JavaScript, thus giving you the maximum amount of control over them
 *    4. (VERY ADVANCED)You can even change most of those JavaScript codes
 *      written by you on the fly(and let your players do so with a system
 *      settings plugin), but you should only do so if you really know what
 *      you're truly doing

"Video": ShowHide




Games using this plugin
None so far

"Finished Modules": ShowHide

*      1. Core Module
*        - Lets you enable and disable this plugin on the fly
*        - Lets you define the battle turn in terms of number of actions
*          executed, or frames/seconds elapsed
*        - Lets you set the maximum ATB value of each battler
*        - Lets you set some states to have their turn counts updated right
*          before the battler involved executes actions
*      2. (v0.03a+)Bar Module
*        - Lets you show the battler ATB bars on the battler sprites
*        - Lets you show the actor ATB bars attached to the status window
*      3. (v0.01a+)Hotkey Module
*        - Lets you set some hotkeys to change the currently selected
*          inputable actors
*      4. (v0.02a+)Wait Module
*        - Lets you set the ATB frame update wait conditions
*        - Lets you show the ATB frame update force status
*        - Lets you set some hotkeys to forcibly run/stop the ATB frame
*          updates
*        - Lets you show some clickable command windows behaving like the
*          aforementioned hotkeys
*      5. (v0.04a+)Charge Module
*        - Lets you set some skills/items to need to be charged before being
*          executed
*        - Lets you set some hotkeys to cancel the action being charged(this
*          applies to those not needing charging as well if the players
*          cancel fast enough)
*        - Lets you set some hotkeys to force the action charge so it can be
*          executed before the charge's full or overcharged beyond the
*          maximum charge value
*      6. (v0.05a+)Cooldown Module
*        - Lets you set some skills/items to cause the battler involved need
*          to be cooled down after executing those skills/items
*        - Lets you set some hotkeys to cancel the the battler cooldown
*      7. (v0.12a+)Countdown Module
*          - Lets you set some states to have their turn count updated based
*            on the number of frames/seconds elapsed, with additional effects
*            triggered upon each turn count update
*      8. (v0.13a+)CTB Module
*          - Lets you change toggle the battle system between ATB and CTB on
*            the fly and even during the same battle(you can actually set a
*            hotkey to do that in battle)
*      9. (v0.15a+)Delay Module
*        - Lets you set the amount of delay between becoming able to input
*          actions and actually inputting them for battlers can't have their
*          actions inputted by the player(enemies and actors with auto
*          battle or confusion)
*      10. (v0.06a+)Event Module
*          - Lets you set some additional events to be triggered upon
*            important timings inthe ATB system
*      11. (v0.14a+)Order Module
*        - Lets you show the ATB values of all battlers in the same ATB bar
*        - Lets you show the battler action ordering in the CTB system style
*          (You should only use this with the full wait mode unless you
*          really know what you're truly doing)
*      12. (v0.10a)Rate Module
*          - Lets you set the ATB, charge and cooldown fill rate for each
*            battler
*      13. (v0.07a+)Reset Module
*          - Lets you set the ATB value of each battler right after that
*            battler has executed an action and becomes out of virtual action
*            slots
*      14. (v0.08a+)Speed Module
*          - Lets you set the action execution priority among all battlers
*            being able to execute actions(it likely means next to nothing in
*            the full wait mode)
*      15. (v0.09a+)Start Module
*          - Lets you set the starting ATB value upon normal, preemptive and
*            surprise battle starts
*      16. (v0.11a+)Turn Module
*          - Lets you show the progress of the current battle turn


"Upcoming Modules": ShowHide

*      1. Exchange Module
*        - Lets you set some skills/items to exchange the charging
*          skill/item of the targets with the cooldown of the action
*          exeuction subject triggering the exchange
*        - This can apply to skills/items with multiple targets but the
*          setup can be very complicated and convoluted this way
*      2. Status Module
*        - Shows the charge, cooldown, action cost and ATB reset settings
*          for each skill/item in battle and outside battle
*        - Shows the ATB statues for each actor in the actor status window
*          outside battle
*      3. Action Module
*        - Lets you set the number of virtual action slots needed for
*          skills/items
*        - Lets you demands players to input all the virtual action slots at
*          once before executing them all as a batch
*        - Lets you set how the virtual action slots are gained(gain all
*          upon a single full ATB or gain 1 upon each full ATB then empties
*          the ATB afterwards until the number of virtual action slots
*          reaches the limited specified by Action Times+)
*        - Lets you abandon the concept of virtual action slots altogether
*          and base the action cost in the form of subtracting the battler
*          ATB value
*      4. Combo Module
*        - Lets you set some charging skills/items made by different
*          battlers to form a new combo skills under certain conditions
*      5. Escape Module
*        - Lets you set the conditions allowing party escape attempt
*        - Lets you set the charging requirements for the party escape
*          attempt
*        - Lets you set the cooldown requirements for the failed party
*          escape attempt
*        - Lets you set the cost for failed party escape attempts
*      6. Overload Module
*        - Lets you sets the ATB value of battlers to be beyond their
*          maximum, but it'll slowly drop until it's dropped to its maximum
*      7. Pool Module
*        - Lets you bind some battlers to share the same ATB pool
*      8. Unison Module
*        - Lets you set some skills/items to be unison ones


"Addressed Foreign Plugins": ShowHide

*    # MOG_BattleHud:
*      In general, this plugin should be placed above the SATB implementation
*      plugin unless actual test results prove the otherwise
*      1. The ATB bar doesn't gather any DoubleX RMMV Superlative ATB data
*        - Reference tag: MOG_BattleHud_SATBData
*        - Extended Battle_Hud.prototype.at and Battle_Hud.prototype.max_at
*          to support the current and maximum ATB values of battlers
*        - Disabled Battle_Hud.is_casting without the Charge Module enabled
*        - (v0.03a+)Edited Battle_Hud.prototype.update_at to show the
*          ATB cooldown ATB as well
*        - (v0.03a+)Added Battle_Hud.prototype.is_cooldown to check if the
*          battler's cooling down
*      2. The original status window will be shown when the current inputable
*        actor becomes not inputable
*        - Reference tag: MOG_BattleHud_StopShowingStatusWindow
*        - Extended
*          DoubleX_RMMV.SATB.Scene_Battle.new._deselectOpenStatusWin to stop
*          showing the status window upon the aforementioned event
*      3. The actor window isn't fully shown
*        - Reference tag: MOG_BattleHud_Actor_Window
*        - Removed DoubleX_RMMV.SATB.Scene_Battle.new._updateActorWinPos to
*          let MOG_BattleHud handle the actor window position
*    # (v0.04a+)SEK_ChangeActor:
*      In general, this plugin should be placed just above the SATB
*      compatibility plugin unless actual test results prove the otherwise
*      1. The ATB of all actors are reset when swapping actors and the actor
*        input window won't update properly after swapping actors
*        - Reference tag: SEK_ChangeActor_StopRemoveAddAllPartyMems
*        - Rewritten Game_Party.prototype.swap to stop removing/adding
*          actors that aren't involving in the swapping
*      2. The actor being swapped in starts charging instantly without
*        inputting an action first
*        - Reference tag: SEK_ChangeActor_StopJumpNextCmd
*        - Disabled Scene_Battle.prototype.jumpNextCommand when this
*          plugin's enabled
*      3. The party command window doesn't show when upon cancel changing
*        actors after displaying a game message
*        - Reference tag: SEK_ChangeActor_SetupPartyCmdWin
*        - Extended Scene_Battle.onChangeCancel to setup the party command
*          window instead of just activating it
*      4. The change window corrupts the selection index whenever a battler
*        refreshes(execute actions, be hit, have states removed, etc)
*        - Reference tag: SEK_ChangeActor_FixDirectIndexSet0
*        - Extended Window_ChangeList.prototype.drawItem to restores the
*          selection before being corrupted
*      5. The input windows including the changing window don't refresh, hide
*        or show as expected when the ATB frame update isn't full wait
*        - Reference tag: SEK_ChangeActor_RefreshInputWins
*        - Extended Scene_Battle.prototype.refreshSATBInputWins,
*          Scene_Battle.prototype.onChangeOk,
*          DoubleX_RMMV.SATB.Scene_Battle.new._isWinWithNoInputtingActorActive,
*          DoubleX_RMMV.SATB.Scene_Battle.new._closeDeactivatePartyCmdWin,
*          DoubleX_RMMV.SATB.Scene_Battle.new._displayWinWithNoInputtingActor
*          and DoubleX_RMMV.SATB.Scene_Battle.new._hideSelectionWins to
*          refresh, hide and show the right input windows at the right time
*    # Yanfly Engine Plugins - Battle Engine Core:
*      In general, this plugin should be placed above the SATB implementation
*      plugin unless actual test results prove the otherwise
*      1. No actions can be executed in the 1st turn
*        - Reference tag: YEP_BattleEngineCore_Stop1stTurnCheck
*        - Extended BattleManager.getNextSubject to remove the turn count
*          check
*      2. Valid actions don't execute at all
*        - Reference tag: YEP_BattleEngineCore_HandleNewPhases
*        - Extended BattleManager.updateSATBAct to handle new action
*          sequence phases added by
*          Yanfly Engine Plugins - Battle Engine Core
*      3. Actors with more than 1 virtual action slots can only act once
*        - Reference tag: YEP_BattleEngineCore_AddNewActPhases
*        - Extended BattleManager.endAction to stop calling onAllActionsEnd
*          for the action execution subject
*        - Extended DoubleX_RMMV.SATB.BattleManager.new._isActPhase to
*          regard new action sequence phases as action phase
*      4. All battler actions are recreated upon starting actor inputs
*        - Reference tag: YEP_BattleEngineCore_StopRecreateAction
*        - Stopped calling BattleManager.createActions when SATB's effective
*      5. The sprite of the currently inputable actor will return to its home
*        position when any action performs its finish sequence
*        - Reference tag: YEP_BattleEngineCore_StopInputableActorReturnHome
*        - Extended Game_Battler.prototype.spriteReturnHome to disable this
*          function for the currently inputable actor
*      6. (v0.01a+)New inputting actors can't be selected by touching the
*        actor sprite unlike what happens when selecting actor or enemy
*        targets
*        - Reference tag: YEP_BattleEngineCore_TouchActorChangeSelected
*        - Extended startPartyCommandSelection to fallback to the default
*          rather than the extended YEP_BattleEngineCore version
*        - Both Mouse Over and Visual Actor Select should be on to have this
*          new inputable actor selection effect
*      7. The inputting actor has the wrong pose during party escape attempts
*        - Reference tag: YEP_BattleEngineCore_PartyCmdSelectStopNextCmd
*        - Extended startPartyCommandSelection to fallback to the default
*          rather than the extended YEP_BattleEngineCore version
*      8. The selection and help window lost info after refresh
*        - Reference tag: YEP_BattleEngineCore_UpdateSelectionHelpWindow
*        - Extended refreshSATBInputWins to reselect the selection windows
*          and update their respective help windows
*      9. The target help window remains when the actor's dead
*        - Reference tag: YEP_BattleEngineCore_CloseInvalidTargetHelpWindow
*        - Extended
*          DoubleX_RMMV.SATB.Scene_Battle.new._deactivateHideSelectionWins
*          to close the stale help window
*      10.(v0.02a+) The targets are wrongly shown as selected after inputting
*          a skill selecting all targets
*          - Reference tag: YEP_BattleEngineCore_ClearTargetSelections
*          - Extended DoubleX_RMMV.SATB.Scene_Battle.new._selectNextCmd to
*            clear the stale target selections


"Possibly Upcoming Modules": ShowHide

*      1. Type Module
*        - Lets you have multiple ATB bars for each battler
*        - THIS MODULE MUST BE THE LAST MODULE TO BE DONE AS IT'LL CHANGE
*          JUST ABOUT EVERYTHING IN THIS PLUGIN AND THUS AFFECTS ALMOST
*          EVERYTHING IN EVERY OTHER MODULE


"Todo": ShowHide

*      1. Adds _isSaveParamNotes
*      2. Fixes the actor command window not selecting the last command when
*        it becomes able to be shown again bug
*      3. Allows party escape attempts when executing actions
*      4. Lets players cancels actor cooldown by clicking the actor sprite
*      5. Lets players cancels actor charge by clicking the actor sprite
*      6. Lets players forces actor charge by long pressing the actor sprite
*      7. Lets you set some skills to demand a set period to charge up before
*        they become usable actions that can be inputted by battlers
*      8. Lets you set some skills to demand a set period to cool down before
*        they become usable actions that can be inputted by battlers again
*      9. Adds a parameter for each sprite/window class to be called per
*        frame so you can control which parameter cache to be
*        enabled/disabled
*      10. Fixes the discrete order battler sprite position bugs when the
*          battler changes again before the current position changes are
*          complete
*      11. Fixes the autobattle actor freezed charge/cooldown with the Delay
*          module enabled
*      12. Fixes the compatibility issues/bugs when the CTB Module interacts
*          with SEK_ChangeActor


"Inherited Behaviors From The Default RMMV Battle System": ShowHide

*      Action Speed:
*      1. The battlers that are ready to execute actions will be pushed into
*        the First-In-First-Out action execution queue, which is sorted by
*        the speed of the action to be executed by the battlers descendingly
*      2. To ensure battlers with extremely slow actions can still execute
*        them, the action speed of all battlers in the action execution
*        queue will be added by the 2000(the maximum action speed in the
*        default RMMV editor) divided by the number of battlers in that
*        queue, meaning that the longer the battler's in the queue, the more
*        such action speed bonuses will be received by that battler, so that
*        battler will be placed more and more up front in the queue
*      3. All these can be changed in the Speed Module
*      Action Times+(Not fully applicable with the Action Module enabled):
*      1. Every battler always has at most 1 real action slot, meaning that
*        each battler can only input 1 action at a time
*      2. A battler also has at most the number of virtual action slots equal
*        to the number of action slots with Action Times+ in the default
*        RMMV battle system
*      3. When a battler's no virtual action slot and becomes able to input
*        actions, Action Times+ will be used to determine the new number of
*        virtual action slots
*      4. When a battler has finished executing an action, the number of
*        virtual action slot will be reduced by 1. If that battler still has
*        virtual action slots, then the ATB value of that battler won't be
*        reduced(technically, it's reduced by an extremely small amount) and
*        can immediately input actions again(unless the ATB value's changed
*        by some other reasons like battler script calls); If that battler
*        has no more virtual action slots, then the ATB value of that
*        battler will be cleared to become 0 or remain unchanged if it was
*        negative
*      Party Escape(Not fully applicable with the Action and/or Escape Module
*      enabled):
*      1. Each actor will have his/her/its virtual action slot reduced by 1
*        upon a failed party escape attempt, as if it were just another
*        normnal action costing 1 virtual action slot
*      2. However, failed escape attempts won't increase the battle turn
*        clock counter even if its unit is the number of actions executed
*      Agility(Not fully applicable with the Rate Module enabled):
*      1. The fill rate of the battler ATB value will be multiplied by the
*        agility of that battler divided by the average of those of all
*        battlers in the battle
*      States With Removal Timing As Action End(Not fully applicable with the
*      Countdown Module enabled):
*      1. The turn counter of such states will be reduced by 1 when the
*        battler owning these states have just finished executing an action
*      States With Removal Timing As Turn End(Not fully applicable with the
*      Countdown Module enabled):
*      1. The turn counter of such states will be reduced by 1 when the
*        battle turn counter increases by 1(i.e., the current turn ends)
*      Buff Turns Are Updated Upon Turn End Rather Than Action End
*      Battler ATB Value With Preemptive Battle Start(Not fully applicable
*      with the Start Module enabled):
*      1. The actor ATB value will be immediately fully filled while those of
*        enemies will be immediately empty
*      Battler ATB Value With Surprise Battle Start(Not fully applicable with
*      the Start Module enabled):
*      1. The enemy ATB value will be immediately fully filled while those of
*        actors will be immediately empty
*      Battler ATB Value With Normal Battle Start(Not fully applicable with
*      the Start Module enabled):
*      1. The ATB value of all battlers will be immediately empty
*      Battlers Becoming Hidden/Unmovable
*      1. Their ATB values will be reset to 0 if they're not negative before
*      2. Their number of virtual action slots will be reset to 0


"Current Technical Limitations": ShowHide

*      1. The ATB frame update can never be run when either of the following
*        conditions are met:
*        - The battle's starting, aborting or ending
*        - The game message's showing in the battle
*        - The battle event's running
*        Violating any of these conditions might outright crash the game
*      2. Party escape's always disabled when either of the following
*        conditions are met:
*        - The battler sprites/action animations are animating/playing
*        - The log window's displaying messages
*        - Battlers are executing actions
*        - The game message's showing in the battle
*        Violating any of these conditions might outright crash the game
*        (Actually it should also be disabled when battle event's running
*        but trying to enforce this's itself a current technical limitation)
*      3. Only 1 actor can input actions at a time
*        - Violating this, if possible to be compatible with this plugin,
*          would be implemented with a separate plugin
*      4. Only 1 battler can execute actions at a time
*        - Violating this, if possible to be compatible with this plugin,
*          would be implemented with a separate plugin
*      5. A battler can only execute 1 action at a time
*        - Violating this, if possible to be compatible with this plugin,
*          would be implemented with a separate plugin
*      6. Having too many effective notetags full of nondeterministic results
*        will lead to severe performance issues especially on android device
*      7. Having too many effective notetags calling extremely long functions
*        will lead to the save files being too big
*      8. In extremely rare cases, the actor action inputting commands might
*        be temporarily unresponsive for a very short time(It's to prevent
*        crashing the game instead in really weird cases I've truly faced)
*      9. Projects using this plugin with full active ATB mode and Bar Module
*        enabled can be hard to maintain 60FPS on mobile phones that aren't
*        especially powerful


"Author Notes": ShowHide

*      1. DoubleX RMMV Superlative ATB aims to give extreme control and
*        freedom to users by making it as flexible as I can with as little
*        damage to user-friendliness as I can
*      2. The configuration plugin is generally for more advanced uses, as
*        most ordinary cases should be covered by parameters and notetags
*      3. This is an advanced complex plugin, meaning that you're expected to
*        use the default parameters and configuration values first to be
*        familiar with playing the demo of this plugin before changing any
*        of those values and/or using any notetags
*      4. You might have to use some script calls in RMMV and some of those
*        provided by this plugin to realize some of the more advanced uses
*      5. If you want to keep things easy, simple and small, you may want to
*        use DoubleX RMMV Popularized ATB instead
*      6. If you want to run battle tests, you must open the configuration
*        plugin js file directly to setup everything that has to be setup
*        upon battle test start by changing the contents of the function
*        SATB.onSetupBattleTest
*        (It's especially useful when some parameters/notetags use some
*        game switches/variables which must all have their corresponding
*        values manually assigned first)
*      7. (Advanced)You might have to have a basic knowledge on what the
*        implementation plugin does in general to fully utilize this plugin
*        in intended ways and solid understanding on how this implementation
*        plugin works in details to fully utilize this plugin with creative
*        and unintended uses
*      8. (Advanced)You might have to read some new variables/functions to
*        have a basic knowledge on what they do in general in order to
*        realize some intended cases
*      9. (Advanced)You might have to dig into the mechanisms of some new
*        variables/functions to have a solid underatanding on how they work
*        alone in details in order to realize some unintended usages


"FAQ": ShowHide

*    Q1. What's the main differences between DoubleX RMMV Popularized ATB and
*        this plugin?
*    A1. There are at least 2 main differences:
*        - The former uses the core addon approach, meaning that the core
*          plugin, which is mandatory, will only have all the essential
*          features, and each addon plugin, which is optional, will only have
*          each set of extra features. This is useful when many users only
*          use a small amount of the feature set provided by
*          DoubleX RMMV Popularized ATB.
*          On the other hand, the latter uses the single plugin approach,
*          meaning that all the feature implementations will be included in a
*          single plugin, even though unit tests and compatibility fixes will
*          still be separate plugins. This is useful when many users use a
*          large amount of the feature set provided by this plugin.
*        - The former aims to be easy, simple and small while still being
*          reasonably powerful for both users and ATB system plugin
*          learners, while the latter aims to be the most flexible and
*          powerful ATB system plugin ever by giving users the deepest and
*          widest amount of control and freedom ever, thus making it much,
*          much more demanding for both users and ATB system plugin learners.
*    Q2. May you please make this plugin less demanding? The sheer number of
*        parameters/configurations/notetags, most demanding Javascript
*        function contents as values, are extremely overwhelming for less
*        capable users. It's just far from being user-friendly enough.
*    A2. While it's clearly my fault that makes this plugin so hard to use,
*        I've already tried my best while still preserving the flexibility
*        and power of thie plugin by maintaining the depth and width of
*        control and freedom available for users.
*        As for the sheer number of parameters/configurations/notetags, this
*        plugin aims to include everything in a single plugin, which is
*        preferred for some users.
*        In case this plugin's really too hostile, you may want to use
*        DoubleX RMMV Popularized ATB, which is much easier, simpler and
*        smaller while still being reasonably powerful, instead. Also, it
*        breaks each set of features into 1 plugin, meaning that you won't
*        have to face a sheer number of parameters/configurations/notetags
*        there.
*        Alternatively, you can ask for help if you still want to use this
*        plugin, if the demo doesn't provide enough help already.
*    Q3. Why the Core Module itself doesn't show the ATB value of any
*        battler and why doesn't it let players change among inputable
*        actors? All these are essential UX features. Without them, using
*        just the Core Module can only result in a fully broken ATB system.
*        (Well, not being able to change the ATB wait conditions sucks too)
*    A3. It's because these features aren't technically essential to run an
*        ATB system plugin, nor they're behaviors inherited from the default
*        RMMV battle system(It doesn't let you change the input sequence nor
*        show the actual action execution sequence). All these features that
*        are missing in the Core Module are covered in the Bar Module and
*        Hotkey Module(The similar logic applies to the Wait Module). That's
*        why only these 3 optional modules are enabled by default(All the
*        other optional modules are disabled so you don't have to deal with
*        so many modules all at once before being familiar with this plugin).
*    Q4. Why the Bar Module doesn't use notetags? Isn't it going against the
*        very goal of this plugin?
*    A4. It's because it's very unlikely that anyone will need to use such
*        notetags. If I added them anyway, the sheer number of notetags that
*        almost no one's going to use would be too much of a nuance and
*        clutter for users to access the functionalities that they really
*        want. In case such notetags are indeed needed, I'll implement the
*        needed ones, and perhaps one day all those notetags would be done.
*    Q5. (Advanced)Why the caching mechanism's so complicated and convoluted
*        in this plugin? It's extremely costly and troublesome to work around
*        when I've some unintended and creative uses of this plugin.
*    A5. It's because this plugin explicitly allows many effective notetags
*        to be used in the same frame, which can cause significant lag and
*        fps drop if the end result's not cached, epsecially when the
*        functions called by those notetags are computationally expensive.
*        This plugin's to balance among multiple key aspects, so I'm sorry
*        that your use cases have to be at least slightly sacrificed for
*        performance stability and ease of use for intended and ordinary use
*        cases, which are likely much more common and important. That's the
*        main reason why decent RMMV plugin development proficiency is needed
*        to fully utilize this plugin with creative and unintended uses.


"Prerequisites": ShowHide

*      Abilities:
*      1. Nothing special for most ordinary cases
*        (No capability on Javascript ES5 experience but can still make
*        reasonable guesses on readable novice codes up to 100 LoC scale)
*      2. Little RMMV plugin development proficiency for more advanced uses
*        (Elementary Javascript ES5 exposures being able to write beginner
*        codes up to 300LoC scale)
*      3. Some RMMV plugin development proficiency to fully utilize this
*        plugin in intended ways
*        (Basic knowledge on what RMMV plugin development does in general
*        with several easy, simple and small plugins written without
*        nontrivial bugs up to 1000 LoC scale but still being inexperienced)
*      4. Decent RMMV plugin development proficiency to fully utilize this
*        plugin with creative and unintended uses
*        (Solid understanding on how RMMV plugin development works on its
*        own in details with dozens of tolerable quality plugins written
*        without nontrivial bugs with some up to 3000 LoC scale and being
*        experienced)
*      Knowledge:
*      1. Basic knowledge on what the default RMMV editor does in general
*      2. Basic knowledge on what the default RMMV battle system does in
*        general on the user level
*      3. Basic knowledge on what an ATB system does in general



"Instructions": ShowHide

*      1. If you want to edit configurations instead of parameters, you must
*        open the configuration plugin js file to access those
*        configurations
*      2. If you want to keep the current parameter values in the plugin
*         manager upon using a newer parameter plugin version, you can rename
*         the newer one of the parameter plugin to be that of the older one
*      3. If you wish to use DoubleX RMMV Superlative ATB Unit Test, place it
*        right below DoubleX RMMV Superlative ATB Implementation


Demo
54
DoubleX RMMZ Skill Item Triggers
Authors: DoubleX
Version: v1.01a
Type: Skill Item Add-on
Key Term: Battle Add-on

Purpose
Lets you run some codes set by your notetags on some action execution cases

Introduction
 *    1. This plugin lets you use notetags to set what happens when an
 *      action's just executed, and different cases like miss, evade, counter
 *      attack, magic reflection, critical hit, normal execution, substitute,
 *      right before starting to execute actions, and right after finished
 *      executing the actions, can have different notetags
 *    2. You're expected to write JavaScript codes directly, as there are so
 *      much possibilities that most of them are just impossible to be
 *      covered by this plugin itself, so this plugin just lets you write
 *      JavaScript codes that are executed on some important timings

Video


Games using this plugin
None so far

Parameters
* @param missNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @desc Sets data type priorities of the miss notetags
 * You can use script calls/plugin commands to change this
 * @default ["latestSkillItem"]
 *
 * @param evaNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @desc Sets data type priorities of the eva notetags
 * You can use script calls/plugin commands to change this
 * @default ["latestSkillItem"]
 *
 * @param cntNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @desc Sets data type priorities of the cnt notetags
 * You can use script calls/plugin commands to change this
 * @default ["latestSkillItem"]
 *
 * @param mrfNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @desc Sets data type priorities of the mrf notetags
 * You can use script calls/plugin commands to change this
 * @default ["latestSkillItem"]
 *
 * @param criNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @desc Sets data type priorities of the cri notetags
 * You can use script calls/plugin commands to change this
 * @default ["latestSkillItem"]
 *
 * @param normNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @desc Sets data type priorities of the norm notetags
 * You can use script calls/plugin commands to change this
 * @default ["latestSkillItem"]
 *
 * @param substituteNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @desc Sets data type priorities of the substitute notetags
 * You can use script calls/plugin commands to change this
 * @default ["latestSkillItem"]
 *
 * @param preNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @desc Sets data type priorities of the pre notetags
 * You can use script calls/plugin commands to change this
 * @default ["latestSkillItem"]
 *
 * @param postNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @desc Sets data type priorities of the post notetags
 * You can use script calls/plugin commands to change this
 * @default ["latestSkillItem"]

Notetags
*    ## 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 skill item triggers contents>
 *          - <skill item triggers 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. miss
 *            2. eva
 *            3. cnt
 *            4. mrf
 *            5. cri
 *            6. norm
 *            7. substitute
 *            8. pre
 *            9. post
 *          - 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 different for different
 *            notetag types
 *          - 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. miss condSuffix eventSuffix: condEntry, eventEntry
 *        - Triggers what specified in eventEntry when the action involved
 *          just missed the target 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
 *        - The miss skill/item trigger also applies counter attack, but with
 *          the target involved being that being hit by the counter attack
 *        - The miss skill/item trigger also applies to magic reflection, but
 *          with the target involved being the action execution subject
 *          instead
 *        - (Advanced)The this pointer of the script suffix is the target
 *          involved
 *        - E.g.:
 *          <skill item triggers miss switch event: 1, 2> will reserve the
 *          common event with id 2 when the action involved just missed the
 *          target if the game switch with id 1 is on
 *      2. eva condSuffix eventSuffix: condEntry, eventEntry
 *        - Triggers what specified in eventEntry when the action involved is
 *          just evaded by the target 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
 *        - The eva skill/item trigger also applies counter attack, but with
 *          the target involved being that being hit by the counter attack
 *        - The eva skill/item trigger also applies to magic reflection, but
 *          with the target involved being the action execution subject
 *        - (Advanced)The this pointer of the script suffix is the target
 *          involved
 *        - E.g.:
 *          <skill item triggers eva val script: true, 3> will always run the
 *          JavaScript codes stored as a string in variable with id 3 when
 *          the action involved is just evaded by the target involved
 *      3. cnt condSuffix eventSuffix: condEntry, eventEntry
 *        - Triggers what specified in eventEntry when the action involved is
 *          just countered by the attack of the target 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
 *        - (Advanced)The this pointer of the script suffix is the target
 *          involved
 *        - E.g.:
 *          <skill item triggers cnt switch event: 1, 2> will reserve the
 *          common event with id 2 when the action involved is just countered
 *          by the attack of the target involved if the game switch with id 1
 *          is on
 *      4. mrf condSuffix eventSuffix: condEntry, eventEntry
 *        - Triggers what specified in eventEntry when the action involved is
 *          just reflected by the target 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
 *        - (Advanced)The this pointer of the script suffix is the target
 *          involved
 *        - E.g.:
 *          <skill item triggers mrf val script: true, 3> will always run the
 *          JavaScript codes stored as a string in variable with id 3 when
 *          the action involved is just reflected by the target involved
 *      5. cri condSuffix eventSuffix: condEntry, eventEntry
 *        - Triggers what specified in eventEntry when the action involved
 *          just critically hit the target 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
 *        - The cri skill/item trigger also applies counter attack, but with
 *          the target involved being that being hit by the counter attack
 *        - The cri skill/item trigger also applies to magic reflection, but
 *          with the target involved being the action execution subject
 *        - (Advanced)The this pointer of the script suffix is the target
 *          involved
 *        - E.g.:
 *          <skill item triggers cri switch event: 1, 2> will reserve the
 *          common event with id 2 when the action involved just critically
 *          hit the target involved if the game switch with id 1 is on
 *      6. norm condSuffix eventSuffix: condEntry, eventEntry
 *        - Triggers what specified in eventEntry when the action involved is
 *          just executed normally on the target 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
 *        - The norm skill/item trigger also applies counter attack, but with
 *          the target involved being that being hit by the counter attack
 *        - The norm skill/item trigger also applies to magic reflection, but
 *          with the target involved being the action execution subject
 *        - (Advanced)The this pointer of the script suffix is the target
 *          involved
 *        - E.g.:
 *          <skill item triggers norm val script: true, 3> will always run
 *          the JavaScript codes stored as a string in variable with id 3
 *          when the action involved is just executed normally on the target
 *          involved
 *      7. substitute condSuffix eventSuffix: condEntry, eventEntry
 *        - Triggers what specified in eventEntry when the action involved
 *          just hit the substitute instead of the original target 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
 *        - (Advanced)The this pointer of the script suffix is the substitute
 *          target involved but not the original target involved
 *        - E.g.:
 *          <skill item triggers substitute switch event: 1, 2> will reserve
 *          the common event with id 2 when the action involved just hit the
 *          substitute instead of the original target involved if the game
 *          switch with id 1 is on
 *      8. pre condSuffix eventSuffix: condEntry, eventEntry
 *        - Triggers what specified in eventEntry right before starting to
 *          execute the action 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
 *        - (Advanced)The this pointer of the script suffix is the action
 *          execution subject involved
 *        - E.g.:
 *          <skill item triggers pre switch event: 1, 2> will reserve the
 *          common event with id 2 before starting to execute the action
 *          involved if the game switch with id 1 is on
 *      9. post condSuffix eventSuffix: condEntry, eventEntry
 *        - Triggers what specified in eventEntry right after finished
 *          executing the action 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
 *        - (Advanced)The this pointer of the script suffix is the action
 *          execution subject involved
 *        - E.g.:
 *          <skill item triggers post val script: true, 3> will always run
 *          the JavaScript codes stored as a string in variable with id 3
 *          right after finished executing the action involved

Script Calls
 *    # Parameter manipulations
 *      1. $gameSystem.setSkillItemTriggersParam(param, val)
 *        - Sets the fully parsed value of the parameter param as val
 *        - param must be the name of a valid parameter of this plugin
 *        - val must be a valid new fully parsed value of the parameter param
 *        - Such parameter value changes will be saved
 *        - E.g.:
 *          $gameSystem.setSkillItemTriggersParam("missNotetagDataTypePriorities", [
 *              "latestSkillItem"
 *          ]) sets the fully parsed value of the parameter
 *          missNotetagDataTypePriorities as ["latestSkillItem"]
 *      2. $gameSystem.skillItemTriggersParam(param)
 *        - Returns the fully parsed value of the parameter param
 *        - param must be the name of a valid parameter of this plugin
 *        - E.g.:
 *          $gameSystem.skillItemTriggersParam("evaNotetagDataTypePriorities")
 *          returns the fully parsed value of the parameter
 *          evaNotetagDataTypePriorities, which should be ["latestSkillItem"]
 *          if it uses its default parameter value

Plugin Commands
*      1. setSkillItemTriggersParam param val
 *         - Applies the script call
 *           $gameSystem.setSkillItemTriggersParam(param, val)

Prerequisites
Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
1. Some RMMV plugin development proficiency
(Basic knowledge on what RMMV plugin development does in general with several easy, simple and small plugins written without nontrivial bugs up to 1000 LoC scale but still being inexperienced)

Terms Of Use
*      1. Commercial use's always allowed and crediting me's always optional.
 *      2. You shall keep this plugin's Plugin Info part's contents intact.
 *      3. You shalln't claim that this plugin's written by anyone other than
 *        DoubleX or my aliases. I always reserve the right to deny you from
 *        using any of my plugins anymore if you've violated this.
 *      4. If you repost this plugin directly(rather than just linking back),
 *        you shall inform me of these direct repostings. I always reserve
 *        the right to request you to edit those direct repostings.
 *      5. CC BY 4.0, except those conflicting with any of the above, applies
 *        to this plugin, unless you've my permissions not needing follow so.
 *      6. I always reserve the right to deny you from using this plugin
 *        anymore if you've violated any of the above.

Contributors
*      Authors:
 *      1. DoubleX
 *      Plugin Development Collaborators:
 *      - None So Far
 *      Bug Reporters:
 *      - None So Far
 *      Compatibility Issue Raisers:
 *      - None So Far
 *      Feature Requesters:
 *      - None So Far

Changelog
*      { codebase: "1.1.1", plugin: "v1.01a" }(2020 Dec 26 GMT 1300):
 *      1. Added the following notetag types:
 *        subjectMiss
 *        subjectEva
 *        subjectCnt
 *        subjectMrf
 *        subjectCri
 *        subjectNorm
 *        subjectSubstitute
 *      2. Added the following parameters:
 *        subjectMissNotetagDataTypePriorities
 *        subjectEvaNotetagDataTypePriorities
 *        subjectCntNotetagDataTypePriorities
 *        subjectMrfNotetagDataTypePriorities
 *        subjectCriNotetagDataTypePriorities
 *        subjectNormNotetagDataTypePriorities
 *        subjectSubstituteNotetagDataTypePriorities
 *      3. Fixed the eventEntry of all notetags not correctly accepting all
 *        intended suffixes and rejecting the unintended ones
*      { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0300):
 *      1. You no longer have to edit the value of
 *        DoubleX_RMMZ.Skill_Item_Triggers.PLUGIN_NAME when changing this
 *        plugin file name
*      { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 30 GMT 0900):
 *      1. 1st version of this plugin finished

Download Link
Demo Link
55
DoubleX RMMZ State Triggers
Authors: DoubleX
Version: v1.00b
Type: State Add-on
Key Term: Battle Add-on

Purpose
Lets you run some codes set by your notetags on some important state timings

Introduction
 *    1. This plugin lets you use notetags to set what happens when a state's
 *      added/removed/expired/turn's updated/turn's reset on the battler
 *      involved
 *    2. You're expected to write JavaScript codes directly, as there are so
 *      much possibilities that most of them are just impossible to be
 *      covered by this plugin itself, so this plugin just lets you write
 *      JavaScript codes that are executed on some important timings

Video

Games using this plugin
None so far

Parameters
 * @param addNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @option Data of the state to have triggers run
 * @value thisState
 * @desc Sets data type priorities of the add notetags
 * You can use script calls/plugin commands to change this
 * @default ["thisState"]
 *
 * @param removeNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @option Data of the state to have triggers run
 * @value thisState
 * @desc Sets data type priorities of the remove notetags
 * You can use script calls/plugin commands to change this
 * @default ["thisState"]
 *
 * @param resetNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @option Data of the state to have triggers run
 * @value thisState
 * @desc Sets data type priorities of the reset notetags
 * You can use script calls/plugin commands to change this
 * @default ["thisState"]
 *
 * @param expireNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @option Data of the state to have triggers run
 * @value thisState
 * @desc Sets data type priorities of the expire notetags
 * You can use script calls/plugin commands to change this
 * @default ["thisState"]
 *
 * @param turnNotetagDataTypePriorities
 * @type select[]
 * @option Data of the actor
 * @value actor
 * @option Data of the current class
 * @value class
 * @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
 * @value skills
 * @option Data of usable skills(Shouldn't be used with Data of learnt skills)
 * @value usableSkills
 * @option Data of possessed items(Shouldn't be used with Data of usable items)
 * @value items
 * @option Data of usable items(Shouldn't be used with Data of possessed items)
 * @value usableItems
 * @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
 * @value latestSkillItem
 * @option Data of equipped weapons
 * @value weapons
 * @option Data of equipped armors
 * @value armors
 * @option Data of the enemy
 * @value enemy
 * @option Data of effective states
 * @value states
 * @option Data of the state to have triggers run
 * @value thisState
 * @desc Sets data type priorities of the turn notetags
 * You can use script calls/plugin commands to change this
 * @default ["thisState"]

Notetags
 *    ## 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 contents>
 *          - <state triggers 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. 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

Script Calls
*    # Parameter manipulations
 *      1. $gameSystem.setStateTriggersParam(param, val)
 *        - Sets the fully parsed value of the parameter param as val
 *        - param must be the name of a valid parameter of this plugin
 *        - val must be a valid new fully parsed value of the parameter param
 *        - Such parameter value changes will be saved
 *        - E.g.:
 *          $gameSystem.setStateTriggersParam("addNotetagDataTypePriorities", [
 *              "thisState"
 *          ]) sets the fully parsed value of the parameter
 *          addNotetagDataTypePriorities as ["thisState"]
 *      2. $gameSystem.stateTriggersParam(param)
 *        - Returns the fully parsed value of the parameter param
 *        - param must be the name of a valid parameter of this plugin
 *        - E.g.:
 *          $gameSystem.setStateTriggersParam("removeNotetagDataTypePriorities")
 *          returns the fully parsed value of the parameter
 *          removeNotetagDataTypePriorities, which should be
 *          ["thisState"] if it uses its default parameter value

Plugin Commands
*      1. setStateTriggersParam param val
 *         - Applies the script call
 *           $gameSystem.setStateTriggersParam(param, val)

Prerequisites
Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
1. Some RMMV plugin development proficiency
(Basic knowledge on what RMMV plugin development does in general with several easy, simple and small plugins written without nontrivial bugs up to 1000 LoC scale but still being inexperienced)

Terms Of Use
*      1. Commercial use's always allowed and crediting me's always optional.
 *      2. You shall keep this plugin's Plugin Info part's contents intact.
 *      3. You shalln't claim that this plugin's written by anyone other than
 *        DoubleX or my aliases. I always reserve the right to deny you from
 *        using any of my plugins anymore if you've violated this.
 *      4. If you repost this plugin directly(rather than just linking back),
 *        you shall inform me of these direct repostings. I always reserve
 *        the right to request you to edit those direct repostings.
 *      5. CC BY 4.0, except those conflicting with any of the above, applies
 *        to this plugin, unless you've my permissions not needing follow so.
 *      6. I always reserve the right to deny you from using this plugin
 *        anymore if you've violated any of the above.

Contributors
*      Authors:
 *      1. DoubleX
 *      Plugin Development Collaborators:
 *      - None So Far
 *      Bug Reporters:
 *      - None So Far
 *      Compatibility Issue Raisers:
 *      - None So Far
 *      Feature Requesters:
 *      - None So Far

Changelog
*      { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0400):
 *      1. You no longer have to edit the value of
 *        DoubleX_RMMZ.State_Triggers.PLUGIN_NAME when changing this plugin
 *        file name
*      { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 29 GMT 1300):
 *      1. 1st version of this plugin finished

Download Link
Demo Link
56
RMMZ Script Database / [MZ] DoubleX RMMZ Dynamic Data
August 28, 2020, 05:35:35 am
DoubleX RMMZ Dynamic Data
Authors: DoubleX
Version: v1.00a
Type: Database Add-on
Key Term: Misc Add-on

Purpose
Lets you edit some database data on the fly and such edits will be saved

Introduction
1. This plugins lets you change some database data on the fly, and those changes will be saved in save files
2. Changing too many database data in the same save can lead to the save file being too big, so only make absolutely necessary changes
3. This plugin doesn't work with dynamic map data, and I've no plans to support this, as it's all too complicated and convoluted to make it work well without creating even greater troubles, like the game file being too big and map reload issues
4. CHANGING DATA ON THE FLY SHOULD NEVER BE TAKEN LIGHTLY, SO THIS PLUGIN'S SPECIFICALLY DESIGNED TO NOT HAVE RMMZ BEGINNERS IN MIND

Video

Games using this plugin
None so far

Script Calls
 *    # Databse data manipulations
 *      1. $gameSystem.setDynamicData(containerName, data)
 *        - Applies the edit of data stored by container with name
 *          containerName, and the edited data will be saved in save
 *          files so those edits will be preserved
 *        - data must be a valid database data which must be serializable
 *          (It means that this plugin doesn't support foreign plugins adding
 *            undisclosed unserializable properties to database data)
 *        - containerName must be either of the following:
 *          "$dataActors"
 *          "$dataClasses"
 *          "$dataSkills"
 *          "$dataItems"
 *          "$dataWeapons"
 *          "$dataArmors"
 *          "$dataEnemies"
 *          "$dataTroops"
 *          "$dataStates"
 *          "$dataAnimations"
 *          "$dataTilesets"
 *          "$dataCommonEvents"
 *          "$dataSystem"
 *          "$dataMapInfos"
 *        - E.g.:
 *          $gameSystem.setDynamicData("$dataSkills", $dataSkills[3]) applies
 *          the edit of skill with id 3 stored by $dataSkills and that edited
 *          skill will be saved in save files so those edits will be
 *          preserved

Prerequisites
Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
2. Little RMMZ plugin development proficiency
  (Elementary Javascript exposures being able to write beginner codes up to 300LoC scale)

Terms Of Use
 *      1. Commercial use's always allowed and crediting me's always optional.
 *      2. You shall keep this plugin's Plugin Info part's contents intact.
 *      3. You shalln't claim that this plugin's written by anyone other than
 *        DoubleX or my aliases. I always reserve the right to deny you from
 *        using any of my plugins anymore if you've violated this.
 *      4. If you repost this plugin directly(rather than just linking back),
 *        you shall inform me of these direct repostings. I always reserve
 *        the right to request you to edit those direct repostings.
 *      5. CC BY 4.0, except those conflicting with any of the above, applies
 *        to this plugin, unless you've my permissions not needing follow so.
 *      6. I always reserve the right to deny you from using this plugin
 *        anymore if you've violated any of the above.

Contributors
 *      Authors:
 *      1. DoubleX
 *      Plugin Development Collaborators:
 *      - None So Far
 *      Bug Reporters:
 *      - None So Far
 *      Compatibility Issue Raisers:
 *      - None So Far
 *      Feature Requesters:
 *      - None So Far

Changelog
 *      { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 28 GMT 0700):
 *      1. 1st version of this plugin finished

Download Link
Demo Link
57
Updates
*      { codebase: "1.0.0", plugin: "v1.01a" }(2020 Aug 28 GMT 0100):
 *      1. Added the following notetags -
 *         - memWithAnyUsableSkill
 *         - memWithAllUsableSkills
 *         - memWithoutAnyUsableSkill
 *         - memWithoutAllUsableSkills
Note that you've to update DoubleX RMMZ Unit Filters to v1.01a as well
58
Updates
*      { codebase: "1.0.0", plugin: "v1.01a" }(2020 Aug 28 GMT 0000):
 *      1. Added the following battler manipulation script calls  -
 *         - hasAnyUsableSkill(skillIds)
 *         - hasAllUsableSkills(skillIds)
 *      2. Added the following unit manipulation script calls  -
 *         - memWithAnyUsableSkill(skillIds, mems)
 *         - memWithAllUsableSkills(skillIds, mems)
 *         - memWithoutAnyUsableSkill(skillIds, mems)
 *         - memWithoutAllUsableSkills(skillIds, mems)
59
DoubleX RMMZ Skill Item Cooldown
Authors: DoubleX
Version: v1.01b
Type: Battler And Skill/Item Cooldown Add-on
Key Term: Battle Add-on

Purpose
Lets you set some skills/items to have battler and skill/item cooldowns

Introduction
 *    1. This plugins lets you set 2 kinds of skill/item cooldowns:
 *      - Skill/Item cooldown - The number of turns(battle turn in turn based
 *                              individual turn in TPBS) needed for the
 *                              skill/item to cooldown before it becomes
 *                              usable again
 *      - Battler cooldown - The number of turns(battle turn in turn based
 *                            individual turn in TPBS) needed for the battler
 *                            just executed the skill/item to cooldown before
 *                            that battler can input actions again
 *    2. If the skill/item cooldown is 1 turn, it means battlers with multiple
 *      action slots can only input that skill/item once instead of as many
 *      as the action slots allow
 *      If the battler cooldown is negative, it means the TPB bar charging
 *      value will be positive instead of 0 right after executing the
 *      skill/item(So a -1 battler cooldown means the battler will become
 *      able to input actions again right after executing such skills/items)
 *    3. When updating the battler individual turn count in TPBS, the decimal
 *      parts of the battler will be discarded, but those parts will still be
 *      used when actually increasing the time needed for that battler to
 *      become able to input actions again
 *      In the turn based battle system, the decimal parts of the battler
 *      cooldown counts as 1 turn
 *      The decimal parts of the final skill/item cooldown value will be
 *      discarded
 *    4. Skill/item cooldown can be set to apply outside battles as well
 *      Skill/item cooldown won't be updated when the battler has fully
 *      charged the TPBS bar

Video


Games using this plugin
None so far

Parameters
* @param clearBattlerSkillItemCooldownOnBattleStart
* @type note
* @desc Let you clear battler/skill/item cooldowns on battle start
* actor is the actor to have all those cooldowns cleared
* @default "actor.clearBattlerSkillItemCooldowns();"
*
* @param clearBattlerSkillItemCooldownOnBattleEnd
* @type note
* @desc Lets you clear battler/skill/item cooldowns on battle end
* actor is the actor to have all those cooldowns cleared
* @default "actor.clearBattlerSkillItemCooldowns();"
*
* @param battlerNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the battler notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]
*
* @param skillItemNotetagDataTypePriorities
* @type select[]
* @option Data of the actor
* @value actor
* @option Data of the current class
* @value class
* @option Data of learnt skills/action list(Shouldn't be used with Data of usable skills)
* @value skills
* @option Data of usable skills(Shouldn't be used with Data of learnt skills)
* @value usableSkills
* @option Data of possessed items(Shouldn't be used with Data of usable items)
* @value items
* @option Data of usable items(Shouldn't be used with Data of possessed items)
* @value usableItems
* @option Data of the latest skill/item being used(Can double-count with skills/items/usableSkills/usableItems)
* @value latestSkillItem
* @option Data of equipped weapons
* @value weapons
* @option Data of equipped armors
* @value armors
* @option Data of the enemy
* @value enemy
* @option Data of effective states
* @value states
* @desc Sets data type priorities of the skillItem notetags
* You can use script calls/plugin commands to change this
* @default ["latestSkillItem","states","enemy","armors","weapons","class","actor"]

Notetags
*    ## 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 cooldown>
*          - <cooldown>
*          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. battler
*            2. skillItem
*            (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)
*          - The this pointer of the script suffix is the battler 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 Notetags
*      Notetags only apply to skills/items with Number as One in Scope
*      1. battler condSuffix opSuffix valSuffix: condEntry, opEntry, valEntry
*        - Applies the following formula on the current battler cooldown:
*          current = current operator value
*          If condEntry returns a turthy result
*          Where current is the current battler cooldown, operator is the
*          operator specified by opEntry, and value is the value specified
*          by valEntry
*        - If there are no notetags, current will be 0, as it's the default
*          battler cooldown value
*        - condSuffix can be val, switch or script
*        - Both opSuffix and valSuffix can be val, var or script
*        - The result of condEntry can be anything as only whether it's
*          truthy matters
*        - The result of opSuffix must be either of the following:
*          +
*          -
*          *
*          /
*          %
*          =
*        - The result of valEntry can be any number
*        - E.g.:
*          <cooldown battler script val val: 1, +, 1> will cause the
*          battler to wait for 1 turn before the TPB bar starts to charge
*          again, and the individual turn count will be added by 1 after
*          this wait, in the case of TPBS, and the battler won't be able to
*          input actions in the next turn for turn based battles, but the
*          battler cooldown won't be triggered by using skills/items outside
*          battles, because the value of variable with id 1 is
*          return $gameParty.inBattle(); meaning that this notetag will only
*          be effective inside battles
*          Cooldowns triggered inside battles can still carry over outside
*          battles if the battle ends but the cooldown's still not expired
*          if it's not cleared in clearBattlerSkillItemCooldownOnBattleEnd,
*          and vice verse if it's not cleared in
*          clearBattlerSkillItemCooldownOnBattleStart
*      2. skillItem condSuffix opSuffix valSuffix: condEntry, opEntry, valEntry
*        - Applies the following formula on the current skill/item cooldown:
*          current = current operator value
*          If condEntry returns a turthy result
*          Where current is the current skill/item cooldown, operator is the
*          operator specified by opEntry, and value is the value specified
*          by valEntry
*        - If there are no notetags, current will be 0, as it's the default
*          skill/item cooldown value
*        - condSuffix can be val, switch or script
*        - Both opSuffix and valSuffix can be val, var or script
*        - The result of condEntry can be anything as only whether it's
*          truthy matters
*        - The result of opSuffix must be either of the following:
*          +
*          -
*          *
*          /
*          %
*          =
*        - The result of valEntry can be any number
*        - THIS NOTETAG DOESN'T WORK WITH ATTACK, GUARD NOR FORCED ACTIONS
*        - E.g.:
*          <cooldown skillItem switch val val: 1, +, 2> will cause the
*          battler to be unable to input the skill/item in the next turn if
*          the game switch with id 1 is on(regrdless of whether it's inside
*          or outside battles)
*          Cooldowns triggered outside battles can still carry over inside
*          battles if the battle ends but the cooldown's still not expired
*          if it's not cleared in
*          clearBattlerSkillItemCooldownOnBattleStart, and vice verse if
*          it's not cleared in clearBattlerSkillItemCooldownOnBattleEnd

Script Calls
 *    # Parameter manipulations
 *      1. $gameSystem.setSkillItemCooldownParam(param, val)
 *        - Sets the fully parsed value of the parameter param as val
 *        - param must be the name of a valid parameter of this plugin
 *        - val must be a valid new fully parsed value of the parameter param
 *        - Such parameter value changes will be saved
 *        - E.g.:
 *          $gameSystem.setSkillItemCooldownParam("battlerNotetagDataTypePriorities", [
 *              "latestSkillItem",
 *              "states",
 *              "armors",
 *              "weapons",
 *              "class",
 *              "actor",
 *              "enemy"
 *          ]) sets the fully parsed value of the parameter
 *          battlerNotetagDataTypePriorities as
 *          ["latestSkillItem","states", "armors", "weapons", "class", "actor", "enemy"]
 *      2. $gameSystem.skillItemCooldownParam(param)
 *        - Returns the fully parsed value of the parameter param
 *        - param must be the name of a valid parameter of this plugin
 *        - E.g.:
 *          $gameSystem.skillItemCooldownParam("skillItemNotetagDataTypePriorities")
 *          returns the fully parsed value of the parameter
 *          skillItemNotetagDataTypePriorities, which should be
 *          ["latestSkillItem","states", "armors", "weapons", "class", "actor", "enemy"]
 *          if it uses its default parameter value
 *    # Battler manipulations
 *      1. clearBattlerSkillItemCooldowns()
 *        - Clears all battler and skill/item cooldowns for the battler
 *          involved
 *        - E.g.:
 *          $gameActors.actor(1).clearBattlerSkillItemCooldowns(1) will clear
 *          all battler and skill/item cooldowns for the game actor with id 1
 *      2. setBattlerCooldown(turnCount)
 *        - Sets the battler cooldown turn count as turnCount for the battler
 *          involved
 *        - turnCount must be a number
 *        - E.g.:
 *          $gameActors.actor(1).setBattlerCooldown(1) will set the battler
 *          cooldown turn count of the actor with id 1 as 1, meaning that the
 *          battler will take 1 idle individual turn right after executing
 *          all actions but before charging the TPB bar again(in the case of
 *          TPBS) and in the case of the turn based battle system, that
 *          battler won't be able to input actions in the next turn
 *      3. battlerCooldown()
 *        - Returns the battler cooldown turn count of the battler involed
 *        - E.g.:
 *          $gameParty.battleMembers(0).battlerCooldown() will return the
 *          battler cooldown turn count of the 1st game party member in the
 *          battle
 *      4. isBattlerCooldown()
 *        - Returns if the battler involved is having battler cooldown
 *        - E.g.:
 *          $gameParty.aliveMembers(1).isBattlerCooldown() will return if the
 *          2nd alive game party member is having battler cooldown
 *      5. setSkillItemCooldown(item, turnCount)
 *        - Sets the skill/item cooldown turn count of item as turnCount for
 *          the battler involved
 *        - item must be the data of the skill/item to have its cooldown set
 *        - turnCount must be a number
 *        - E.g.:
 *          $gameParty.movableMembers(2).setSkillItemCooldown($dataSkills[3], 2)
 *          will set the skill/item cooldown turn count of the skill with id
 *          3 for the 3rd movable game party member as 2, meaning that that
 *          battler can't input that skill for the next 2 turns
 *      6. skillItemCooldown(item)
 *        - Returns the skill/item cooldown with item of the battler involved
 *        - E.g.:
 *          $gameTroop.members(0).skillItemCooldown($dataItems[1]) will
 *          return the skill/item cooldown with item with id 1 of the 1st
 *          game troop member
 *      7. isSkillItemCooldown(item)
 *        - Returns if the battler involved is having skill/item cooldown
 *          with item
 *        - E.g.:
 *          $gameParty.deadMembers(1).isSkillItemCooldown($dataItems[2]) will
 *          return if the 2nd dead game troop member is having skill/item
 *          cooldown with item with id 2

Plugin Commands
* @command setSkillItemCooldownParam
 * @desc Applies script call $gameSystem.setSkillItemCooldownParam(param, val)
 * @arg param
 * @type select
 * @option clearBattlerSkillItemCooldownOnBattleStart
 * @value clearBattlerSkillItemCooldownOnBattleStart
 * @option clearBattlerSkillItemCooldownOnBattleEnd
 * @value clearBattlerSkillItemCooldownOnBattleEnd
 * @option canCancelBattlerCooldown
 * @value canCancelBattlerCooldown
 * @option canCancelSkillItemCooldown
 * @value canCancelSkillItemCooldown
 * @option cancelBattlerCooldownFail
 * @value cancelBattlerCooldownFail
 * @option cancelSkillItemCooldownFail
 * @value cancelSkillItemCooldownFail
 * @option cancelBattlerCooldownSuc
 * @value cancelBattlerCooldownSuc
 * @option cancelSkillItemCooldownSuc
 * @value cancelSkillItemCooldownSuc
 * @option onCancelCooldownClick
 * @value onCancelCooldownClick
 * @option skillItemCooldownGaugeColor1
 * @value skillItemCooldownGaugeColor1
 * @option skillItemCooldownGaugeColor2
 * @value skillItemCooldownGaugeColor2
 * @option cancelBattlerCooldownHotkeys
 * @value cancelBattlerCooldownHotkeys
 * @option cancelSkillItemCooldownHotkeys
 * @value cancelSkillItemCooldownHotkeys
 * @option battlerNotetagDataTypePriorities
 * @value battlerNotetagDataTypePriorities
 * @option skillItemNotetagDataTypePriorities
 * @value skillItemNotetagDataTypePriorities
 * @option canCancelBattlerNotetagDataTypePriorities
 * @value canCancelBattlerNotetagDataTypePriorities
 * @option canCancelSkillItemNotetagDataTypePriorities
 * @value canCancelSkillItemNotetagDataTypePriorities
 * @option cancelBattlerSucNotetagDataTypePriorities
 * @value cancelBattlerSucNotetagDataTypePriorities
 * @option cancelSkillItemSucNotetagDataTypePriorities
 * @value cancelSkillItemSucNotetagDataTypePriorities
 * @option cancelBattlerFailNotetagDataTypePriorities
 * @value cancelBattlerFailNotetagDataTypePriorities
 * @option cancelSkillItemFailNotetagDataTypePriorities
 * @value cancelSkillItemFailNotetagDataTypePriorities
 * @desc The name of a valid parameter of this plugin
 * @arg val
 * @desc A valid new fully parsed value of the parameter param
*
* @command clearBattlerSkillItemCooldowns
* @desc Applies script call battler.clearBattlerSkillItemCooldowns()
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler setting the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting the battler cooldown
*
* @command setBattlerCooldown
* @desc Applies script call battler.setBattlerCooldown(turnCount)
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler setting the battler cooldown
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting the battler cooldown
* @arg turnCount
* @type number
* @min -999999
* @desc The new battler cooldown turn count of the battler involved
*
* @command setSkillItemCooldown
* @desc Applies script call battler.setSkillItemCooldown(item, turnCount)
* @arg side
* @type select
* @option Actor
* @value actor
* @option Enemy
* @value enemy
* @desc The side of the battler setting the skill/item cooldown
* with the skill/item involved
* @arg label
* @type number
* @desc The actor id/enemy index of the battler setting the
* skill/item cooldown with the skill/item involved
* @arg type
* @type select
* @option Skill
* @value skill
* @option Item
* @value item
* @desc The skill/item to have its skill/item cooldown set for the
* battler involved
* @arg id
* @type number
* @desc The id of the skill/item to have its skill/item cooldown
* set for the battler involved
* @arg turnCount
* @type number
* @min -999999
* @desc The new skill/item cooldown turn count of the skill/item involved
* @command battlerCooldown
 * @desc Stores the battler.battlerCooldown() script call results
 * into the game variable with id varId
 * @arg side
 * @type select
 * @option Actor
 * @value actor
 * @option Enemy
 * @value enemy
 * @desc The side of the battler setting the battler cooldown
 * @arg label
 * @type number
 * @desc The actor id/enemy index of the battler setting the battler cooldown
 * @arg varId
 * @type number
 * @desc The id of the game variable storing the script call result
 *
 * @command isBattlerCooldown
 * @desc Stores the battler.isBattlerCooldown() script call results
 * into the game switch with id switchId
 * @arg side
 * @type select
 * @option Actor
 * @value actor
 * @option Enemy
 * @value enemy
 * @desc The side of the battler setting the battler cooldown
 * @arg label
 * @type number
 * @desc The actor id/enemy index of the battler setting the battler cooldown
 * @arg switchId
 * @type number
 * @desc The id of the game switch storing the script call result
 * * @command skillItemCooldown * @desc Stores the battler.skillItemCooldown(item) script call * results into the game variable with id varId * @arg side * @type select * @option Actor * @value actor * @option Enemy * @value enemy * @desc The side of the battler setting the skill/item cooldown * with the skill/item involved * @arg label * @type number * @desc The actor id/enemy index of the battler setting the * skill/item cooldown with the skill/item involved * @arg type * @type select * @option Skill * @value skill * @option Item * @value item * @desc The skill/item to have its skill/item cooldown set for the * battler involved * @arg id * @type number * @desc The id of the skill/item to have its skill/item cooldown * set for the battler involved * @arg varId * @type number * @desc The id of the game variable storing the script call result * * @command isSkillItemCooldown * @desc Stores the battler.isSkillItemCooldown(item) script call * results into the game switch with id switchId * @arg side * @type select * @option Actor * @value actor * @option Enemy * @value enemy * @desc The side of the battler setting the skill/item cooldown * with the skill/item involved * @arg label * @type number * @desc The actor id/enemy index of the battler setting the * skill/item cooldown with the skill/item involved * @arg type * @type select * @option Skill * @value skill * @option Item * @value item * @desc The skill/item to have its skill/item cooldown set for the * battler involved * @arg id * @type number * @desc The id of the skill/item to have its skill/item cooldown * set for the battler involved * @arg switchId * @type number * @desc The id of the game switch storing the script call result

"Plugin Query Info": ShowHide

1. You need to use DoubleX_RMMZ_Plugin_Query as well in order to use the plugin queries of this plugin
*      1. battlerCooldown side label
 *        - Applies the script call battler.battlerCooldown()
 *        - battler is the battler identified by side and label
 *        - side is either actor or enemy
 *        - label is the actor id for side actor and troop member index for
 *          side enemy
 *      2. isBattlerCooldown side label
 *        - Applies the script call battler.isBattlerCooldown()
 *        - battler is the battler identified by side and label
 *        - side is either actor or enemy
 *        - label is the actor id for side actor and troop member index for
 *          side enemy
 *      3. skillItemCooldown side label type id
 *        - Applies the script call battler.skillItemCooldown(item)
 *        - battler is the battler identified by side and label
 *        - side is either actor or enemy
 *        - label is the actor id for side actor and troop member index for
 *          side enemy
 *        - item is the skill/item identified by type and id
 *        - type is either skill or item
 *        - id is the id of the skill/item
 *      4. isSkillItemCooldown side label type id
 *        - Applies the script call battler.isSkillItemCooldown(item)
 *        - battler is the battler identified by side and label
 *        - side is either actor or enemy
 *        - label is the actor id for side actor and troop member index for
 *          side enemy
 *        - item is the skill/item identified by type and id
 *        - type is either skill or item
 *        - id is the id of the skill/item


Prerequisites
Plugins:
1. DoubleX RMMZ Enhanced Codebase
Abilities:
1. Nothing special for most ordinary cases
2. Little RMMZ plugin development proficiency to fully utilize this(Elementary Javascript exposures being able to write beginner codes up to 300LoC scale)

Terms Of Use
 *      1. Commercial use's always allowed and crediting me's always optional.
 *      2. You shall keep this plugin's Plugin Info part's contents intact.
 *      3. You shalln't claim that this plugin's written by anyone other than
 *        DoubleX or my aliases. I always reserve the right to deny you from
 *        using any of my plugins anymore if you've violated this.
 *      4. If you repost this plugin directly(rather than just linking back),
 *        you shall inform me of these direct repostings. I always reserve
 *        the right to request you to edit those direct repostings.
 *      5. CC BY 4.0, except those conflicting with any of the above, applies
 *        to this plugin, unless you've my permissions not needing follow so.
 *      6. I always reserve the right to deny you from using this plugin
 *        anymore if you've violated any of the above.

Contributors
*      Authors:
 *      1. DoubleX
 *      Plugin Development Collaborators:
 *      - None So Far
 *      Bug Reporters:
 *      - None So Far
 *      Compatibility Issue Raisers:
 *      - None So Far
 *      Feature Requesters:
 *      - None So Far

Changelog
*      { codebase: "1.1.0", plugin: "v1.01b" }(2020 Nov 27 GMT 0500):
 *      1. You no longer have to edit the value of
 *        DoubleX_RMMZ.Skill_Item_Cooldown.PLUGIN_NAME when changing this
 *        plugin file name
*      { codebase: "1.0.2", plugin: "v1.01a" }(2020 Oct 11 GMT 0900):
 *      1. Added the plugin query and command counterparts for the following
 *        script calls of this plugin:
 *        - battlerCooldown()
 *        - isBattlerCooldown()
 *        - skillItemCooldown(item)
 *        - isSkillItemCooldown(item)
*      { codebase: "1.0.0", plugin: "v1.00a" }(2020 Aug 27 GMT 0300):
 *      1. 1st version of this plugin finished

Download Link
Demo Link
60
I've just changed that, thanks for reminding :)