* # Actor/Class/Weapon/Armor/Enemy Notetags:
* Equip notetags take the highest priority, followed by class, actor and
* enemy
* 1. <operator state resist turn: stateId, turn>
* - Assigns turn to the modifiers of the remaining turns of state
* with stateId when applying the state to the battler
* - operator can be either =, +, -, *, / or %, meaning set to, add
* by, subtract by, multiply by, divide by or modulo by respectively
* - All instances of this notetag will be used sequentially
* - If the final remaining turn's nonpositive, the state won't be
* added
* - This notetag won't work for states not having remaining turns
* - E.g.: <+ state resist turn: 2, 1> means the remaining turns of
* state with id 2 will be increased by 1
* 2. <operator state resist step: stateId, step>
* - Assigns step to the modifiers of the remaining steps of state
* with stateId when applying the state to the battler
* - operator can be either =, +, -, *, / or %, meaning set to, add
* by, subtract by, multiply by, divide by or modulo by respectively
* - All instances of this notetag will be used sequentially
* - If the final remaining step's nonpositive, the state won't be
* added outside battle and will be instantly removed outside battle
* - This notetag won't work for states not having remaining steps
* - E.g.: <+ state resist step: 2, 1> means the remaining steps of
* state with id 2 will be increased by 1
* 3. <operator state resist damage remove: stateId, chance>
* - Assigns chance to the removal chance% of state with stateId when
* removing the state from the battler due to damaging that battler
* - operator can be either =, +, -, *, / or %, meaning set to, add
* by, subtract by, multiply by, divide by or modulo by respectively
* - All instances of this notetag will be used sequentially
* - If the final removal chance's negative, it'll be regarded as 0%
* - This notetag only works if the state has remove by damage checked
* - E.g.: <= state resist damage remove: 2, 50> means the removal
* chance of state with id 2 due to damaging the battler will be set
* as 50%
* 4. <operator state resist effect remove: stateId, chance>
* - Assigns chance to the removal chance% of state with stateId when
* removing the state from the battler due to skill/item effects
* - operator can be either =, +, -, *, / or %, meaning set to, add
* by, subtract by, multiply by, divide by or modulo by respectively
* - All instances of this notetag will be used sequentially
* - If the final removal chance's negative, it'll be regarded as 0%
* - E.g.: <- state resist effect remove: 2, 50> means the removal
* chance of state with id 2 due to skill/item effects will be
* reduced by 50%
* 5. <state resist luk effect remove: stateId>
* - Applies the same luk formula for modifying the state rate to the
* removal chance of state with id stateId due to skill/item effects
* - It'll be applied after calculating the final state removal chance
* - E.g.: <state resist effect luk remove: 2> sets the luk formula
* for modifying the state rate to the removal chance of state with
* id 2 due to skill/item effects