Code:
* ## 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 permanent states contents>
* - <permanent states 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. battle
* 2. map
* (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_BattlerBase.prototype)
* - entries is the list of entries in the form of:
* entry1, entry2, entry3, ..., entryn
* Where entryi must conform with the suffixi specifications
*----------------------------------------------------------------------------
* # State Notetags
* 1. battle condSuffix typeSuffix: condEntry, typeEntry
* - Sets the permanent state type as specified by typeEntry inside
* battles if condEntry returns a truthy result
* - condSuffix can be val, switch or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - typeEntry can be val, var or script
* - typeEntry must be either of the following:
* persist - The state will be kept upon death
* recover - The state will be kept upon recover all
* revive - The state will be added back upon revival
* - E.g.:
* <permanent states battle switch val: 1, persist> will make the
* state to be kept upon death inside battles if the game switch
* with id 1 is on
* 2. map condSuffix typeSuffix: condEntry, typeEntry
* - Sets the permanent state type as specified by typeEntry outside
* battles if condEntry returns a truthy result
* - condSuffix can be val, switch or script
* - The result of condEntry can be anything as only whether it's
* truthy matters
* - typeEntry can be val, var or script
* - typeEntry must be either of the following:
* persist - The state will be kept upon death
* recover - The state will be kept upon recover all
* revive - The state will be added back upon revival
* - E.g.:
* <permanent states battle val var: true, 1> will make the
* state to be kept upon recover all outside battles if the value of
* the game variable with id 1 is "recover"
Code:
* 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.