/
DoubleX RMMZ Skill Item Triggers.js
1395 lines (1338 loc) · 65 KB
/
DoubleX RMMZ Skill Item Triggers.js
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*============================================================================
* ## Plugin Info
*----------------------------------------------------------------------------
* # Plugin Name
* DoubleX RMMZ Skill Item Triggers
*----------------------------------------------------------------------------
* # 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
*----------------------------------------------------------------------------
* # Prerequisites
* Plugins:
* 1. DoubleX RMMZ Enhanced Codebase
* https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX%20RMMZ%20Enhanced%20Codebase.js
* 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.
*----------------------------------------------------------------------------
* # Links
* Video:
* 1. https://www.youtube.com/watch?v=nisV-fdFLGA
* 2.(v1.01a+) https://www.youtube.com/watch?v=OErYnHkNuQ4
* This Plugin:
* 1. https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX%20RMMZ%20Skill%20Item%20Triggers.js
* Posts:
* 1. https://forums.rpgmakerweb.com/index.php?threads/doublex-rmmz-skill-item-triggers.126431/
* 2. https://www.rpgmakercentral.com/topic/42565-doublex-rmmz-skill-item-triggers/
* 3. https://rpgmaker.net/engines/rmmz/utilities/261/
* 4. https://www.save-point.org/thread-8155.html
* 5. https://gdu.one/forums/topic/13621-doublex-rmmz-skill-item-triggers/
* 6. http://www.hbgames.org/forums/viewtopic.php?p=945080
* 7. https://forum.chaos-project.com/index.php/topic,16070.new.html
* 8. https://doublexrpgmaker.wordpress.com/2020/08/30/doublex-rmmz-skill-item-triggers/
* 9. https://www.patreon.com/posts/41016175
* 10. https://www.makerdevs.com/plugin/doublex-rmmz-skill-item-triggers
* Mentioned Patreon Supporters:
* https://www.patreon.com/posts/71738797
*----------------------------------------------------------------------------
* # 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
*============================================================================*/
/*:
* @url https://www.patreon.com/doublex
* @target MZ
* @plugindesc Versions: { codebase: "1.1.1", plugin: "v1.01a" }
* Lets you run some codes set by your notetags on some action execution cases
* @orderAfter DoubleX_RMMZ_Enhanced_Codebase
* @orderAfter DoubleX RMMZ Enhanced Codebase
* @base DoubleX RMMZ Enhanced Codebase
* @author DoubleX
*
* @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 ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @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 ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @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 ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @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 ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @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 ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @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 ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @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 ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @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 ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @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 ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @param subjectMissNotetagDataTypePriorities
* @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 subjectMiss notetags
* You can use script calls/plugin commands to change this
* @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @param subjectEvaNotetagDataTypePriorities
* @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 subjectEva notetags
* You can use script calls/plugin commands to change this
* @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @param subjectCntNotetagDataTypePriorities
* @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 subjectCnt notetags
* You can use script calls/plugin commands to change this
* @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @param subjectMrfNotetagDataTypePriorities
* @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 subjectMrf notetags
* You can use script calls/plugin commands to change this
* @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @param subjectCriNotetagDataTypePriorities
* @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 subjectCri notetags
* You can use script calls/plugin commands to change this
* @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @param subjectNormNotetagDataTypePriorities
* @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 subjectNorm notetags
* You can use script calls/plugin commands to change this
* @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @param subjectSubstituteNotetagDataTypePriorities
* @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 subjectSubstitute notetags
* You can use script calls/plugin commands to change this
* @default ["actor", "class", "latestSkillItem", "weapons", "armors", "enemy", "states"]
*
* @command setSkillItemTriggersParam
* @desc Applies script call $gameSystem.setSkillItemTriggersParam(param, val)
* @arg param
* @type select
* @option missNotetagDataTypePriorities
* @value missNotetagDataTypePriorities
* @option evaNotetagDataTypePriorities
* @value evaNotetagDataTypePriorities
* @option cntNotetagDataTypePriorities
* @value cntNotetagDataTypePriorities
* @option mrfNotetagDataTypePriorities
* @value mrfNotetagDataTypePriorities
* @option criNotetagDataTypePriorities
* @value criNotetagDataTypePriorities
* @option normNotetagDataTypePriorities
* @value normNotetagDataTypePriorities
* @option substituteNotetagDataTypePriorities
* @value substituteNotetagDataTypePriorities
* @option preNotetagDataTypePriorities
* @value preNotetagDataTypePriorities
* @option postNotetagDataTypePriorities
* @value postNotetagDataTypePriorities
* @option subjectMissNotetagDataTypePriorities
* @value subjectMissNotetagDataTypePriorities
* @option subjectEvaNotetagDataTypePriorities
* @value subjectEvaNotetagDataTypePriorities
* @option subjectCntNotetagDataTypePriorities
* @value subjectCntNotetagDataTypePriorities
* @option subjectMrfNotetagDataTypePriorities
* @value subjectMrfNotetagDataTypePriorities
* @option subjectCriNotetagDataTypePriorities
* @value subjectCriNotetagDataTypePriorities
* @option subjectNormNotetagDataTypePriorities
* @value subjectNormNotetagDataTypePriorities
* @option subjectSubstituteNotetagDataTypePriorities
* @value subjectSubstituteNotetagDataTypePriorities
* @desc The name of a valid parameter of this plugin
* @arg val
* @desc A valid new fully parsed value of the parameter param
*
* @help
*============================================================================
* ## 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
* (v1.01a+)10. subjectMiss
* (v1.01a+)11. subjectEva
* (v1.01a+)12. subjectCnt
* (v1.01a+)13. subjectMrf
* (v1.01a+)14. subjectCri
* (v1.01a+)15. subjectNorm
* (v1.01a+)16. subjectSubstitute
* - 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 on the target involved 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 to 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 original 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 involved if the game switch with id 1 is on
* 2. eva condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry on the target involved 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 to 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 original 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 on the target involved 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 on the target involved 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 on the target involved 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 to 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 original 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 on the target involved 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 to 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 original 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 on the substitute target
* involved 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 on the action execution
* subject involved right before starting to execute the action
* involved by the action execution subject 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 by 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 by the action execution subject involved if the game
* switch with id 1 is on
* 9. post condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry on the action execution
* subject involved right after finished executing the action
* involved by the action execution subject 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 by the action
* execution subject involved
* (v1.01a+)10. subjectMiss condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry on the action execution
* subject involved when the action involved just missed a target 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 subjectMiss skill/item trigger also applies to counter
* attack, but with the action execution subject involved being that
* countering the attack
* - The subjectMiss skill/item trigger also applies to magic
* reflection, but with the action execution subject involved being
* that reflecting the magic
* - (Advanced)The this pointer of the script suffix is the action
* execution subject involved
* - E.g.:
* <skill item triggers subjectMiss switch event: 1, 2> will reserve
* the common event with id 2 when the action involved executed by
* the action execution subject involved just missed a target if the
* game switch with id 1 is on
* (v1.01a+)11. subjectEva condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry on the action execution
* subject involved when the action involved is just evaded by a
* 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 subjectEva skill/item trigger also applies to counter
* attack, but with the action execution subject involved being that
* countering the attack
* - The subjectEva skill/item trigger also applies to magic
* reflection, but with the action execution subject involved being
* that reflecting the magic
* - (Advanced)The this pointer of the script suffix is the action
* execution subject involved
* - E.g.:
* <skill item triggers subjectEva val script: true, 3> will always
* run the JavaScript codes stored as a string in variable with id 3
* when the action involved executed by the action execution subject
* involved is just evaded by a target
* (v1.01a+)12. subjectCnt condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry on the action execution
* subject involved when the action involved is just countered by
* the attack of a target 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 subjectCnt switch event: 1, 2> will reserve
* the common event with id 2 when the action involved executed by
* the action execution subject involved is just countered by the
* attack of a target if the game switch with id 1 is on
* (v1.01a+)13. subjectMrf condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry on the action execution
* subject involved when the action involved is just reflected by a
* target 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 subjectMrf val script: true, 3> will always
* run the JavaScript codes stored as a string in variable with id 3
* when the action involved executed by the action execution subject
* involved is just reflected by a target
* (v1.01a+)14. subjectCri condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry on the action execution
* subject involved when the action involved just critically hit a
* target 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 subjectCri skill/item trigger also applies to counter
* attack, but with the action execution subject involved being that
* countering the attack
* - The subjectCri skill/item trigger also applies to magic
* reflection, but with the action execution subject involved being
* that reflecting the magic
* - (Advanced)The this pointer of the script suffix is the action
* execution subject involved
* - E.g.:
* <skill item triggers subjectCri switch event: 1, 2> will reserve
* the common event with id 2 when the action involved executed by
* the action execution subject involved just critically hit a
* target if the game switch with id 1 is on
* (v1.01a+)15. subjectNorm condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry on the action execution
* subject involved when the action involved is just executed
* normally on a target 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 subjectNorm skill/item trigger also applies to counter
* attack, but with the action execution subject involved being that
* countering the attack
* - The subjectNorm skill/item trigger also applies to magic
* reflection, but with the action execution subject involved being
* that reflecting the magic
* - (Advanced)The this pointer of the script suffix is the action
* execution subject involved
* - E.g.:
* <skill item triggers subjectNorm val script: true, 3> will always
* run the JavaScript codes stored as a string in variable with id 3
* when the action involved executed by the action execution subject
* involved is just executed normally on a target
* (v1.01a+)16. subjectSubstitute condSuffix eventSuffix: condEntry, eventEntry
* - Triggers what specified in eventEntry on the action execution
* subject involved when the action involved just hit a substitute
* 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 subjectSubstitute switch event: 1, 2> will
* reserve the common event with id 2 when the action involved
* executed by the action execution subject just hit a substitute if
* the game switch with id 1 is on