text: // DON'T TOUCH THIS UNLESS YOU REALLY KNOW WHAT YOU'RE TRULY DOING
  var DoubleX_RMMV = DoubleX_RMMV || {};
  DoubleX_RMMV["Superlative ATB Parameters"] = "v0.14a";
  //
  
  // Edit this to be the same of the name of this parameter plugin file
  DoubleX_RMMV.Superlative_ATB_Parameters_File =
          "DoubleX RMMV Superlative ATB Params v014a";
  //
  
  /*:
   *
   * @plugindesc The parameter plugin of DoubleX RMMV Superlative ATB
   * @author DoubleX
   *
   * @param IsCoreEnabled
   * @type note
   * @desc Sets whether this plugin will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param _isParamFuncCached
   * @parent IsCoreEnabled
   * @type boolean
   * @desc (Advanced)Sets whether function parameters will be cached
   * Sets this off if at least some of those results' random
   * @default true
   *
   * @param _isNoteCached
   * @parent IsCoreEnabled
   * @type boolean
   * @desc (Advanced)Sets whether notetag lists/results will be cached
   * Sets this off if at least some of those results' random
   * @default true
   *
   * @param _isAlwaysRecacheAllSwitchVars
   * @parent IsCoreEnabled
   * @type boolean
   * @desc (Advanced)Please refer to _alwaysRecacheAllSwitchVars in the
   * help section of this parameter plugin
   * @default false
  
   * @param _coreBaseFillUnit
   * @parent IsCoreEnabled
   * @type select
   * @option Frames
   * @value coreBaseFillATBFrame
   * @option Seconds
   * @value coreBaseFillATBSec
   * @desc Sets whether the ATB fill rate's based on frames or seconds
   * You can use script calls to change this choice later in game
   * @default coreBaseFillATBFrame
   *
   * @param coreBaseFillATBFrame
   * @parent IsCoreEnabled
   * @type note
   * @desc Sets the base number of ATB frames to fully fill battler ATB
   * It'll be contents of a function returning a Natural Number
   * @default "return 600;"
   *
   * @param coreBaseFillATBSec
   * @parent IsCoreEnabled
   * @type note
   * @desc Sets the base number of ATB second to fully fill battler ATB
   * It'll be contents of a function returning a positive Number
   * @default "return 5.0;"
   *
   * @param _coreTurnUnit
   * @parent IsCoreEnabled
   * @type select
   * @option Time
   * @value coreTurnATBTime
   * @option Number Of Actions
   * @value coreTurnATBAct
   * @desc Sets whether the turn's based on time or number of actions
   * You can use script calls to change this choice later in game
   * @default coreTurnATBTime
   *
   * @param coreTurnATBTime
   * @parent IsCoreEnabled
   * @type note
   * @desc Sets the turn duration as coreBaseFillUnit * coreTurnATBTime
   * It'll be contents of a function returning a positive Number
   * @default "return baseFillATB * 2.0 * +$gameVariables.value(5);"
   *
   * @param coreTurnATBAct
   * @parent IsCoreEnabled
   * @type note
   * @desc Sets the number of actions constituting a turn
   * It'll be contents of a function returning a Natural Number
   * @default "var memNum = BattleManager.allBattleMembers().length;\nreturn memNum * 2 * +$gameVariables.value(5);"
   *
   * @param canCoreTurnClockOverflow
   * @parent IsCoreEnabled
   * @type note
   * @desc Sets whether current turn progress can overflow to the next
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param coreMaxATBVal
   * @parent IsCoreEnabled
   * @type note
   * @desc Sets the base maximum ATB value for each battler
   * It'll be contents of a function returning a positive Number
   * @default "return 100.0;"
   *
   * @param _coreMaxATBValNoteChainingRule
   * @parent IsCoreEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple coreMax notetags
   * You can use script calls to change this choice later in game
   * @default /
   *
   * @param _coreMaxATBValNotePriorities
   * @parent IsCoreEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of coreMax notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param _coreActStateNoteChainingRule
   * @parent IsCoreEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Regard the result as true only if all effective notetag value results are truthy
   * @value every
   * @option Regard the result as true if at least 1 effective notetag value results are truthy
   * @value some
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple coreActState notetags
   * You can use script calls to change this choice later in game
   * @default some
   *
   * @param IsBarEnabled
   * @type note
   * @desc Sets whether the Bar Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param isShowATBBar
   * @parent IsBarEnabled
   * @type note
   * @desc Sets if the battler sprite ATB value bar will be shown
   * It'll be the contents of a function returning a Boolean
   * @default "return this.isActor() || this.isStateAffected(13);"
   *
   * @param atbBarText
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the text showing the battler ATB values
   * It'll be the contents of a function returning a String
   * @default "var cur = Math.floor(this._battler.curSATB());\nvar max = Math.floor(this._battler.curMaxSATB());\nvar actTimes = this._battler.satbActTimes();\nif (!this._battler.isSATBFill()) {\n    var itemName = this._battler.latestSATBItem_.item.name;\n    return cur + '/' + max + ':' + actTimes + ' ' + itemName;\n}\nreturn cur + '/' + max + ':' + actTimes;"
   *
   * @param atbBarXOffset
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the ATB bar x offset relative to the battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return this._battler.isSATBFill() ? -40 : -80;"
   *
   * @param atbBarYOffset
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the ATB bar y offset relative to the battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return 10;"
   *
   * @param atbBarFrameOpacity
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the frame opacity of the battler ATB value bar
   * It'll be the contents of a function returning an Opacity
   * @default "return 0;"
   *
   * @param atbBarW
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the width of battler ATB value bar
   * It'll be the contents of a function returning an Integer
   * @default "return this._battler.isSATBFill() ? 80 : 160;"
   *
   * @param atbBarH
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the height of battler ATB value bar
   * It'll be the contents of a function returning an Integer
   * @default "return 20;"
   *
   * @param atbBarFontFace
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the font face of the battler ATB value bar
   * It'll be the contents of a function returning a String
   * @default "return Window_Base.prototype.standardFontFace.call(this);"
   *
   * @param atbBarTextSize
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the size of the text showing the battler ATB values
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param atbBarLineH
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the line height of the battler ATB value bar
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param atbBarPadding
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the padding of the battler ATB value bar
   * It'll be the contents of a function returning an Integer
   * @default "return 0;"
   *
   * @param atbBarBackOpacity
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the back opacity of the battler ATB value bar
   * It'll be the contents of a function returning an Opacity
   * @default "return 192;"
   *
   * @param atbBarWinskinPath
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the windowskin file path of the battler ATB value bar
   * It'll be the contents of a function returning a String
   * @default "return 'img/system/';"
   *
   * @param atbBarWinskinFile
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the windowskin file name of the battler ATB value bar
   * It'll be the contents of a function returning a String
   * @default "return 'Window';"
   *
   * @param atbBarWinskinHue
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the windowskin hue of the battler ATB value bar
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param atbBarWinskinSmooth
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the windowskin smooth of the battler ATB value bar
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param atbBarTextAlign
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the text alignment of the battler ATB value bar
   * It'll be the contents of a function returning a textAlign property
   * @default "return 'center';"
   *
   * @param atbBarTextXOffset
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the x offset of the text showing the battler ATB values
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param atbBarTextYOffset
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the y offset of the text showing the battler ATB values
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param atbBarTextColor
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the color of the text showing the battler ATB values
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(0);"
   *
   * @param atbBarColor1
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the left gradient color of the battler ATB value bar
   * It'll be the contents of a function returning a Color
   * @default "if (this._battler.isSATBCharge()) return this.textColor(26);\nif (this._battler.isSATBCooldown()) return this.textColor(30);\nreturn this.textColor(8);"
   *
   * @param atbBarColor2
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the right gradient color of the battler ATB value bar
   * It'll be the contents of a function returning a Color
   * @default "if (this._battler.isSATBCharge()) return this.textColor(27);\nif (this._battler.isSATBCooldown()) return this.textColor(31);\nreturn this.textColor(7);"
   *
   * @param atbBarBackColor
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the background color of the battler ATB value bar
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(15);"
   *
   * @param _isBarVisibleNoteChainingRule
   * @parent IsBarEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Regard the result as true only if all effective notetag value results are truthy
   * @value every
   * @option Regard the result as true if at least 1 effective notetag value results are truthy
   * @value some
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple isBarVisible notetags
   * You can use script calls to change this choice later in game
   * @default some
   *
   * @param _isBarVisibleNotePriorities
   * @parent IsBarEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of isBarVisible notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param isShowStatusATBBar
   * @parent IsBarEnabled
   * @type note
   * @desc Sets if the status window ATB value bar will be shown
   * It'll be the contents of a function returning a Boolean
   * @default "return this.isActor() || this.isStateAffected(13);"
   *
   * @param statusATBBarText
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the text showing the battler ATB values
   * It'll be the contents of a function returning a String
   * @default "var name = this._battler.name();\nvar cur = Math.floor(this._battler.curSATB());\nvar max = Math.floor(this._battler.curMaxSATB());\nvar actTimes = this._battler.satbActTimes();\nif (!this._battler.isSATBFill()) {\n    var itemName = this._battler.latestSATBItem_.item.name;\n    return name + ' ' + cur + '/' + max + ':' + actTimes + ' ' + itemName;\n}\nreturn name + ' ' + cur + '/' + max + ':' + actTimes;"
   *
   * @param statusATBBarXOffset
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the ATB bar x offset relative to the status window
   * It'll be the contents of a function returning an Integer
   * @default "return this._battler.index() * this.width;"
   *
   * @param statusATBBarYOffset
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the ATB bar y offset relative to the status window
   * It'll be the contents of a function returning an Integer
   * @default "return -28;"
   *
   * @param statusATBBarFrameOpacity
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the frame opacity of the battler ATB value bar
   * It'll be the contents of a function returning an Opacity
   * @default "return 255;"
   *
   * @param statusATBBarW
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the width of battler ATB value bar
   * It'll be the contents of a function returning an Integer
   * @default "var statusWindowW = Graphics.boxWidth - 192;\nreturn statusWindowW / $gameParty.battleMembers().length;"
   *
   * @param statusATBBarH
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the height of battler ATB value bar
   * It'll be the contents of a function returning an Integer
   * @default "return 28;"
   *
   * @param statusATBBarFontFace
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the font face of the battler ATB value bar
   * It'll be the contents of a function returning a String
   * @default "return Window_Base.prototype.standardFontFace.call(this);"
   *
   * @param statusATBBarTextSize
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the size of the text showing the battler ATB values
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param statusATBBarLineH
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the line height of the battler ATB value bar
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param statusATBBarPadding
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the padding of the status window battler ATB value bar
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param statusATBBarBackOpacity
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the back opacity of the battler ATB value bar
   * It'll be the contents of a function returning an Opacity
   * @default "return 192;"
   *
   * @param statusATBBarWinskinPath
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the windowskin file path of the battler ATB value bar
   * It'll be the contents of a function returning a String
   * @default "return 'img/system/';"
   *
   * @param statusATBBarWinskinFile
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the windowskin file name of the battler ATB value bar
   * It'll be the contents of a function returning a String
   * @default "return 'Window';"
   *
   * @param statusATBBarWinskinHue
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the windowskin hue of the battler ATB value bar
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param statusATBBarWinskinSmooth
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the windowskin smooth of the battler ATB value bar
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param statusATBBarTextAlign
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the text alignment of the battler ATB value bar
   * It'll be the contents of a function returning a textAlign property
   * @default "return 'center';"
   *
   * @param statusATBBarTextXOffset
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the x offset of the text showing the battler ATB values
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param statusATBBarTextYOffset
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the y offset of the text showing the battler ATB values
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param statusATBBarTextColor
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the color of the text showing the battler ATB values
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(0);"
   *
   * @param statusATBBarColor1
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the left gradient color of the battler ATB value bar
   * It'll be the contents of a function returning a Color
   * @default "if (this._battler.isSATBCharge()) return this.textColor(26);\nif (this._battler.isSATBCooldown()) return this.textColor(30);\nreturn this.textColor(8);"
   *
   * @param statusATBBarColor2
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the right gradient color of the battler ATB value bar
   * It'll be the contents of a function returning a Color
   * @default "if (this._battler.isSATBCharge()) return this.textColor(27);\nif (this._battler.isSATBCooldown()) return this.textColor(31);\nreturn this.textColor(7);"
   *
   * @param statusATBBarBackColor
   * @parent IsBarEnabled
   * @type note
   * @desc Sets the background color of the battler ATB value bar
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(15);"
   *
   * @param _isStatusBarVisibleNoteChainingRule
   * @parent IsBarEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Regard the result as true only if all effective notetag value results are truthy
   * @value every
   * @option Regard the result as true if at least 1 effective notetag value results are truthy
   * @value some
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple isStatusBarVisible notetags
   * You can use script calls to change this choice later in game
   * @default some
   *
   * @param _isStatusBarVisibleNotePriorities
   * @parent IsBarEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of isStatusBarVisible notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param IsHotkeyEnabled
   * @type note
   * @desc Sets whether the Hotkey Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param prevInputableActorKey
   * @parent IsHotkeyEnabled
   * @type note
   * @desc Sets the key to select the inputable actor at the left
   * It'll be the contents of a function returning a String
   * @default "return '#left';"
   *
   * @param nextInputableActorKey
   * @parent IsHotkeyEnabled
   * @type note
   * @desc Sets the key to select the inputable actor at the right
   * It'll be the contents of a function returning a String
   * @default "return '#right';"
   *
   * @param inputableActorKeys
   * @parent IsHotkeyEnabled
   * @type note
   * @desc Sets the key to select inputable actor by party member index
   * It'll be the contents of a function returning a String Array
   * @default "return ['#num1', '#num2', '#num3', '#num4'];"
   *
   * @param IsWaitEnabled
   * @type note
   * @desc Sets whether the Wait Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param isATBWaitCondMet
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the ATB frame wait conditions to be met
   * It'll be the contents of a function returning a Boolean
   * @default "if (BattleManager.isSATBActPhase()) return true;\nif (this._actorWindow.active) return true;\nif (this._enemyWindow.active) return true;\nif (this._skillWindow.active) return true;\nif (this._itemWindow.active) return true;\nif (this._actorCommandWindow.active) return true;\nif (this._partyCommandWindow.active) return true;\nreturn this._changeWindow && this._changeWindow.active;"
   * @param forceRunATBKey
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the key to forcibly run the ATB frame updates
   * It'll be the contents of a function returning a String
   * @default "return '#shift';"
   *
   * @param forceStopATBKey
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the key to forcibly stop the ATB frame updates
   * It'll be the contents of a function returning a String
   * @default "return '#ctrl';"
   *
   * @param isShowForceATBStatWin
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets if the window showing force ATB status will be shown
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param noForceATBText
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text showing the ATB frame update isn't forced
   * It'll be the contents of a function returning a String
   * @default "return 'Not Forcing ATB';"
   *
   * @param forceRunATBStatText
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text showing the ATB frame update's forced to run
   * It'll be the contents of a function returning a String
   * @default "return 'Forcibly Running ATB';"
   *
   * @param forceStopATBStatText
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text showing the ATB frame update's forced to stop
   * It'll be the contents of a function returning a String
   * @default "return 'Forcibly Stopping ATB';"
   *
   * @param forceATBStatWinX
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the x position of the window showing force ATB status
   * It'll be the contents of a function returning an Integer
   * @default "return 0;"
   *
   * @param forceATBStatWinY
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the y position of the window showing force ATB status
   * It'll be the contents of a function returning an Integer
   * @default "return 0;"
   *
   * @param forceATBStatOpacity
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the opacity of the force ATB status window
   * It'll be the contents of a function returning an Opacity
   * @default "return 255;"
   *
   * @param forceATBStatWinW
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the width of the window showing the force ATB status
   * It'll be the contents of a function returning an Integer
   * @default "return 160;"
   *
   * @param forceATBStatWinH
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the height of the window showing the force ATB status
   * It'll be the contents of a function returning an Integer
   * @default "return 40;"
   *
   * @param forceATBStatFontFace
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the font face of the force ATB status window
   * It'll be the contents of a function returning a String
   * @default "return Window_Base.prototype.standardFontFace.call(this);"
   *
   * @param forceATBStatTextSize
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the size of the text showing the force ATB status
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param forceATBStatWinLineH
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the line height of the force ATB status window
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param forceATBStatWinPadding
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the padding of the window showing the force ATB status
   * It'll be the contents of a function returning an Integer
   * @default "return 8;"
   *
   * @param forceATBStatBackOpacity
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the back opacity of the force ATB status window
   * It'll be the contents of a function returning an Opacity
   * @default "return 192;"
   *
   * @param forceATBStatWinskinPath
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin file path of the force ATB status window
   * It'll be the contents of a function returning a String
   * @default "return 'img/system/';"
   *
   * @param forceATBStatWinskinFile
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin file name of the force ATB status window
   * It'll be the contents of a function returning a String
   * @default "return 'Window';"
   *
   * @param forceATBStatWinskinHue
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin hue of the force ATB status window
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param forceATBStatWinskinSmooth
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin smooth of the force ATB status window
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param forceATBStatTextColor
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text color of the force ATB status window
   * It'll be the contents of a function returning a Color
   * @default "return this.normalColor();"
   *
   * @param forceATBStatTextAlign
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text alignment of the force ATB status window
   * It'll be the contents of a function returning a textAlign property
   * @default "return 'center';"
   *
   * @param forceATBStatTextXOffset
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the x offset of the text showing the force ATB status
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param forceATBStatTextYOffset
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the y offset of the text showing the force ATB status
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param isShowForceATBRunCmdWin
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets if the force run ATB command window will be shown
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param forceRunATBCmdText
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text of the force run ATB frame update command
   * It'll be the contents of a function returning a String
   * @default "return 'Force Run';"
   *
   * @param forceATBRunCmdWinX
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the x position of the force run ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 0;"
   *
   * @param forceATBRunCmdWinY
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the y position of the force run ATB command window
   * It'll be the contents of a function returning an Opacity
   * @default "return 40;"
   *
   * @param forceATBRunCmdOpacity
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the opacity of the force run ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 255;"
   *
   * @param forceATBRunCmdWinW
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the width of the force run ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 80;"
   *
   * @param forceATBRunCmdWinH
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the height of the force run ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 40;"
   *
   * @param forceATBRunCmdFontFace
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the font face of the force run ATB command
   * It'll be the contents of a function returning a String
   * @default "return Window_Base.prototype.standardFontFace.call(this);"
   *
   * @param forceATBRunCmdTextSize
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the size of the text of the force run ATB command
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param forceATBRunCmdWinLineH
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the line height of the force run ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param forceATBRunCmdWinPadding
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the padding of the force run ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 8;"
   *
   * @param forceATBRunCmdBackOpacity
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the back opacity of the force run ATB command window
   * It'll be the contents of a function returning an Opacity
   * @default "return 192;"
   *
   * @param forceATBRunCmdWinskinPath
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin file path of the force run ATB command
   * It'll be the contents of a function returning a String
   * @default "return 'img/system/';"
   *
   * @param forceATBRunCmdWinskinFile
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin file name of the force run ATB command
   * It'll be the contents of a function returning a String
   * @default "return 'Window';"
   *
   * @param forceATBRunCmdWinskinHue
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin hue of the force run ATB command
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param forceATBRunCmdWinskinSmooth
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin smooth of the force run ATB command
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param forceATBRunCmdTextColor
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text color of the force run ATB command
   * It'll be the contents of a function returning a Color
   * @default "return this.normalColor();"
   *
   * @param forceATBRunCmdTextAlign
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text alignment of the force run ATB command
   * It'll be the contents of a function returning a textAlign property
   * @default "return 'center';"
   *
   * @param forceATBRunCmdTextXOffset
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the x offset of the text of the force run ATB command
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param forceATBRunCmdTextYOffset
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the y offset of the text of the force run ATB command
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param isShowForceATBStopCmdWin
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets if the force stop ATB command window will be shown
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param forceStopATBCmdText
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text of the force stop ATB frame update command
   * It'll be the contents of a function returning a String
   * @default "return 'Force Stop';"
   *
   * @param forceATBStopCmdWinX
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the x position of the force stop ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 80;"
   *
   * @param forceATBStopCmdWinY
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the y position of the force stop ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 40;"
   *
   * @param forceATBStopCmdOpacity
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the opacity of the force stop ATB command window
   * It'll be the contents of a function returning an Opacity
   * @default "return 255;"
   *
   * @param forceATBStopCmdWinW
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the width of the force stop ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 80;"
   *
   * @param forceATBStopCmdWinH
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the height of the force stop ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 40;"
   *
   * @param forceATBStopCmdFontFace
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the font face of the force stop ATB command
   * It'll be the contents of a function returning a String
   * @default "return Window_Base.prototype.standardFontFace.call(this);"
   *
   * @param forceATBStopCmdTextSize
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the size of the text of the force stop ATB command
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param forceATBStopCmdWinLineH
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the line height of the force stop ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param forceATBStopCmdWinPadding
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the padding of the force stop ATB command window
   * It'll be the contents of a function returning an Integer
   * @default "return 8;"
   *
   * @param forceATBStopCmdBackOpacity
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the back opacity of the force stop ATB command window
   * It'll be the contents of a function returning an Opacity
   * @default "return 192;"
   *
   * @param forceATBStopCmdWinskinPath
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin file path of the force stop ATB command
   * It'll be the contents of a function returning a String
   * @default "return 'img/system/';"
   *
   * @param forceATBStopCmdWinskinFile
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin file name of the force stop ATB command
   * It'll be the contents of a function returning a String
   * @default "return 'Window';"
   *
   * @param forceATBStopCmdWinskinHue
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin hue of the force stop ATB command
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param forceATBStopCmdWinskinSmooth
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the windowskin smooth of the force stop ATB command
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param forceATBStopCmdTextColor
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text color of the force stop ATB command
   * It'll be the contents of a function returning a Color
   * @default "return this.normalColor();"
   *
   * @param forceATBStopCmdTextAlign
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the text alignment of the force stop ATB command
   * It'll be the contents of a function returning a textAlign property
   * @default "return 'center';"
   *
   * @param forceATBStopCmdTextXOffset
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the x offset of the text of the force stop ATB command
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param forceATBStopCmdTextYOffset
   * @parent IsWaitEnabled
   * @type note
   * @desc Sets the y offset of the text of the force stop ATB command
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param IsChargeEnabled
   * @type note
   * @desc Sets whether the Charge Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param chargeMaxATBVal
   * @parent IsChargeEnabled
   * @type note
   * @desc Sets the base maximum ATB charge value for each battler
   * It'll be contents of a function returning a positive Number
   * @default "return coreMax;"
   *
   * @param _chargeMaxATBValNoteChainingRule
   * @parent IsChargeEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple chargeMax notetags
   * You can use script calls to change this choice later in game
   * @default /
   *
   * @param _chargeMaxATBValNotePriorities
   * @parent IsChargeEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of chargeMax notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param isPayBeforeExecCharge
   * @parent IsChargeEnabled
   * @type note
   * @desc Sets whether skill/item costs are paid upon inputting them
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
  
   * @param _isPayBeforeExecChargeNoteChainingRule
   * @parent IsChargeEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Regard the result as true only if all effective notetag value results are truthy
   * @value every
   * @option Regard the result as true if at least 1 effective notetag value results are truthy
   * @value some
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple isPayBeforeExecCharge notetags
   * You can use script calls to change this choice later in game
   * @default some
   *
   * @param _isPayBeforeExecChargeNotePriorities
   * @parent IsChargeEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets data type priorities of isPayBeforeExecCharge notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param cancelChargeATBKeys
   * @parent IsChargeEnabled
   * @type note
   * @desc Sets the key to cancel the ATB charge
   * It'll be the contents of a function returning a String Array
   * @default "return ['#num1', '#num2', '#num3', '#num4'];"
   *
   * @param canCancelCharge
   * @parent IsChargeEnabled
   * @type note
   * @desc Sets whether skill/item ATB charge can be cancelled
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param _canCancelChargeNoteChainingRule
   * @parent IsChargeEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Regard the result as true only if all effective notetag value results are truthy
   * @value every
   * @option Regard the result as true if at least 1 effective notetag value results are truthy
   * @value some
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple canCancelCharge notetags
   * You can use script calls to change this choice later in game
   * @default some
   *
   * @param _canCancelChargeNotePriorities
   * @parent IsChargeEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of canCancelCharge notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param forceChargeATBKeys
   * @parent IsChargeEnabled
   * @type note
   * @desc Sets the key to forcibly extend/finish the ATB charge
   * It'll be the contents of a function returning a String Array
   * @default "return ['#num5', '#num6', '#num7', '#num8'];"
   *
   * @param canForceCharge
   * @parent IsChargeEnabled
   * @type note
   * @desc Sets whether skill/item ATB charge can be forced
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param _canForceChargeNoteChainingRule
   * @parent IsChargeEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Regard the result as true only if all effective notetag value results are truthy
   * @value every
   * @option Regard the result as true if at least 1 effective notetag value results are truthy
   * @value some
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple canForceCharge notetags
   * You can use script calls to change this choice later in game
   * @default some
   *
   * @param _canForceChargeNotePriorities
   * @parent IsChargeEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of canForceCharge notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param IsCooldownEnabled
   * @type note
   * @desc Sets whether the Cooldown Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param cooldownMaxATBVal
   * @parent IsCooldownEnabled
   * @type note
   * @desc Sets the base maximum ATB cooldown value for each battler
   * It'll be contents of a function returning a positive Number
   * @default "return coreMax;"
   *
   * @param _cooldownMaxATBValNoteChainingRule
   * @parent IsCooldownEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple cooldownMax notetags
   * You can use script calls to change this choice later in game
   * @default /
   *
   * @param _cooldownMaxATBValNotePriorities
   * @parent IsCooldownEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of cooldownMax notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param cancelCooldownATBKeys
   * @parent IsCooldownEnabled
   * @type note
   * @desc Sets the key to cancel the ATB cooldown
   * It'll be the contents of a function returning a String Array
   * @default "return ['#num1', '#num2', '#num3', '#num4'];"
   *
   * @param canCancelCooldown
   * @parent IsCooldownEnabled
   * @type note
   * @desc Sets whether skill/item ATB cooldown can be cancelled
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param _canCancelCooldownNoteChainingRule
   * @parent IsCooldownEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Regard the result as true only if all effective notetag value results are truthy
   * @value every
   * @option Regard the result as true if at least 1 effective notetag value results are truthy
   * @value some
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple canCancelCooldown notetags
   * You can use script calls to change this choice later in game
   * @default some
   *
   * @param _canCancelCooldownNotePriorities
   * @parent IsCooldownEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of canCancelCooldown notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param IsCountdownEnabled
   * @type note
   * @desc Sets whether the Countdown Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param _countdownNoteChainingRule
   * @parent IsCountdownEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value firstTruthy
   * @option Uses the last effective notetag value only
   * @value lastTruthy
   * @desc Sets how to use multiple countdown notetags
   * You can use script calls to change this choice later in game
   * @default firstTruthy
   *
   * @param IsCTBEnabled
   * @type note
   * @desc Sets whether the CTB Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return Input.isPressed('#alt');"
   *
   * @param isShowCTBWin
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets if the CTB window will be shown
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param ctbWinText
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the CTB window text
   * It'll be the contents of a function returning a String
   * @default "var isCTB = SATBManager.areModulesEnabled(['IsCTBEnabled']);\nreturn isCTB ? 'Charge Turn Battle' : 'Active Time Battle';"
   *
   * @param ctbWinX
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the x position of the CTB window
   * It'll be the contents of a function returning an Integer
   * @default "return 160;"
   *
   * @param ctbWinY
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the y position of the CTB window
   * It'll be the contents of a function returning an Integer
   * @default "return 40;"
   *
   * @param ctbWinOpacity
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the opacity of the CTB window
   * It'll be the contents of a function returning an Opacity
   * @default "return 255;"
   *
   * @param ctbWinW
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the width of the CTB window
   * It'll be the contents of a function returning an Integer
   * @default "return 160;"
   *
   * @param ctbWinH
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the height of the CTB window
   * It'll be the contents of a function returning an Integer
   * @default "return 40;"
   *
   * @param ctbWinFontFace
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the font face of the CTB window
   * It'll be the contents of a function returning a String
   * @default "return Window_Base.prototype.standardFontFace.call(this);"
   *
   * @param ctbWinTextSize
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the text size of the CTB window
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param ctbWinLineH
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the line height of the CTB window
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param ctbWinPadding
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the padding of the CTB window
   * It'll be the contents of a function returning an Integer
   * @default "return 8;"
   *
   * @param ctbWinBackOpacity
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the back opacity of the CTB window
   * It'll be the contents of a function returning an Opacity
   * @default "return 192;"
   *
   * @param ctbWinskinPath
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the windowskin file path of the CTB window
   * It'll be the contents of a function returning a String
   * @default "return 'img/system/';"
   *
   * @param ctbWinskinFile
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the windowskin file name of the CTB window
   * It'll be the contents of a function returning a String
   * @default "return 'Window';"
   *
   * @param ctbWinskinHue
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the windowskin hue of the CTB window
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param ctbWinskinSmooth
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the windowskin smooth of the CTB window
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param ctbWinTextColor
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the text color of the CTB window
   * It'll be the contents of a function returning a Color
   * @default "return this.normalColor();"
   *
   * @param ctbWinTextAlign
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the text alignment of the CTB window
   * It'll be the contents of a function returning a textAlign property
   * @default "return 'center';"
   *
   * @param ctbWinTextXOffset
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the text x offset of the CTB window
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param ctbWinTextYOffset
   * @parent IsCTBEnabled
   * @type note
   * @desc Sets the text y offset of the CTB window
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param IsEventEnabled
   * @type note
   * @desc Sets whether the Event Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param didFinishInput
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when a battler just finishes input
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didFinishInputNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didFinishInput notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didFinishInputNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of didFinishInput notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param didBecomeActable
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when a battler becomes able to act
   * It'll be the contents of a function returning nothing
   * @default "AudioManager.playStaticSe({ name: 'Decision2', volume: 90, pitch: 100, pan: 0 });"
   *
   * @param _didBecomeActableNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didBecomeActable notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didBecomeActableNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of didBecomeActable notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param didSetActTimes
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when the virtual action slot's set
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didSetActTimesNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didSetActTimes notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didSetActTimesNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of didSetActTimes notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param didStartATBFill
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when ATB becomes not charge/cooldown
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didStartATBFillNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didStartATBFill notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didStartATBFillNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of didStartATBFill notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param willCancelCharge
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when ATB charge becomes cancelled
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _willCancelChargeNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple willCancelCharge notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _willCancelChargeNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of willCancelCharge notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param didStartForceCharge
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when ATB charge starts being forced
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didStartForceChargeNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didStartForceCharge notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didStartForceChargeNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets data type priorities of didStartForceCharge notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param willCancelCooldown
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when ATB cooldown becomes cancelled
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _willCancelCooldownNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple willCancelCooldown notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _willCancelCooldownNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of willCancelCooldown notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param didCoreATBBecomeFull
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when ATB becomes full
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didCoreATBBecomeFullNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didCoreATBBecomeFull notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didCoreATBBecomeFullNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets data type priorities of didCoreATBBecomeFull notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param didCoreATBBecomeNotFull
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when ATB becomes not full
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didCoreATBBecomeNotFullNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didCoreATBBecomeNotFull notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didCoreATBBecomeNotFullNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets data type priority of didCoreATBBecomeNotFull notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param didChargeATBBecomeNotFull
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when ATB charge becomes not full
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didChargeATBBecomeNotFullNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didChargeATBBecomeNotFull notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didChargeATBBecomeNotFullNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets data type priority of didChargeATBBecomeNotFull notes
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param didAddInputableActor
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when actor becomes inputable
   * It'll be the contents of a function returning nothing
   * @default "AudioManager.playStaticSe({ name: 'Bell3', volume: 90, pitch: 100, pan: 0 });"
   *
   * @param _didAddInputableActorNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didAddInputableActor notetags
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didAddInputableActorNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets data type priorities of didAddInputableActor notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param didDecreaseCountdownStateTurn
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when a countdown state decreases turn
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didDecreaseCountdownStateTurnNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didDecreaseCountdownStateTurn notes
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didDecreaseCountdownStateTurnNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of the countdown state triggering this event via decreasing turn
   * @value thisState
   * @option Data of the countdown state triggering this event
   * @value latestSkillItem
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets didDecreaseCountdownStateTurn notes data type priority
   * You can use script calls to change this list later in game
   * @default ["thisState"]
   *
   * @param didIncreaseCountdownStateTurn
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events when a countdown state increases turn
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didIncreaseCountdownStateTurnNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didIncreaseCountdownStateTurn notes
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didIncreaseCountdownStateTurnNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of the countdown state triggering this event via increasing turn
   * @value thisState
   * @option Data of the countdown state triggering this event
   * @value latestSkillItem
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets didIncreaseCountdownStateTurn notes data type priority
   * You can use script calls to change this list later in game
   * @default ["thisState"]
   *
   * @param didFillCoreATB
   * @parent IsEventEnabled
   * @type note
   * @desc Runs extra events upon filling ATB without charge/cooldown
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didFillCoreATBNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didFillCoreATB notes
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didFillCoreATBNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of the countdown state triggering this event via increasing turn
   * @value thisState
   * @option Data of the countdown state triggering this event
   * @value latestSkillItem
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets didFillCoreATB notes data type priority
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param didFillChargeATB
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events upon filling charge ATB
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didFillChargeATBNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didFillChargeATB notes
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didFillChargeATBNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of the countdown state triggering this event via increasing turn
   * @value thisState
   * @option Data of the countdown state triggering this event
   * @value latestSkillItem
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets didFillChargeATB notes data type priority
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param didFillCooldownATB
   * @parent IsEventEnabled
   * @type note
   * @desc Runs additional events upon filling cooldown ATB
   * It'll be the contents of a function returning nothing
   * @default " "
   *
   * @param _didFillCooldownATBNoteChainingRule
   * @parent IsEventEnabled
   * @type select
   * @option Runs the 1st effective notetag only
   * @value first
   * @option Runs every effective notetag
   * @value every
   * @option Runs the last effective notetag only
   * @value last
   * @desc Sets how to use multiple didFillCooldownATB notes
   * You can use script calls to change this choice later in game
   * @default every
   *
   * @param _didFillCooldownATBNotePriorities
   * @parent IsEventEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of the countdown state triggering this event via increasing turn
   * @value thisState
   * @option Data of the countdown state triggering this event
   * @value latestSkillItem
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets didFillCooldownATB notes data type priority
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param IsOrderEnabled
   * @type note
   * @desc Sets whether the Order Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param isShowContinuousOrderWin
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets if the continuous order window will be shown
   * It'll be the contents of a function returning a Boolean
   * @default "return !SATBManager.areModulesEnabled(['IsCTBEnabled']);"
   *
   * @param continuousOrderWinX
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the x position of the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 320;"
   *
   * @param continuousOrderWinY
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the y position of the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 0;"
   *
   * @param continuousOrderOpacity
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the opacity of the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 255;"
   *
   * @param continuousOrderWinW
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the width of the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return Graphics.width - 320;"
   *
   * @param continuousOrderWinH
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the height of the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 80;"
   *
   * @param continuousOrderFontFace
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the font face of the continuous order window
   * It'll be the contents of a function returning a String
   * @default "return Window_Base.prototype.standardFontFace.call(this);"
   *
   * @param continuousOrderTextSize
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the text size of the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param continuousOrderLineH
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the line height of the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param continuousOrderPadding
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the padding of the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 8;"
   *
   * @param continuousOrderBackOpacity
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the back opacity of the continuous order window
   * It'll be the contents of a function returning an Opacity
   * @default "return 192;"
   *
   * @param continuousOrderWinskinPath
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the windowskin file path of the continuous order window
   * It'll be the contents of a function returning a String
   * @default "return 'img/system/';"
   *
   * @param continuousOrderWinskinFile
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the windowskin file name of the continuous order window
   * It'll be the contents of a function returning a String
   * @default "return 'Window';"
   *
   * @param continuousOrderWinskinHue
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the windowskin hue of the continuous order window
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param continuousOrderWinskinSmooth
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the windowskin smooth of continuous order window
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param continuousOrderCooldownBarX
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets cooldown bar x position in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 0;"
   *
   * @param continuousOrderCooldownBarY
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets cooldown bar y position in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 24;"
   *
   * @param continuousOrderCooldownBarW
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets cooldown bar width in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return (this.width - 16) / 3;"
   *
   * @param continuousOrderCooldownBarH
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets cooldown bar height in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 16;"
   *
   * @param continuousOrderCooldownBarColor1
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets cooldown bar 1st color in the continuous order window
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(30);"
   *
   * @param continuousOrderCooldownBarColor2
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets cooldown bar 2nd color in the continuous order window
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(31);"
   *
   * @param continuousOrderCooldownTextColor
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets cooldown bar text color in the continuous order window
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(0);"
   *
   * @param continuousOrderCooldownText
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the cooldown bar text in the continuous order window
   * It'll be the contents of a function returning a String
   * @default "return 'Cooldown';"
   *
   * @param continuousOrderCooldownTextX
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets cooldown bar text x position in continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return this.width * 0.11;"
   *
   * @param continuousOrderCooldownTextY
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets cooldown bar text y position in continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 0;"
   *
   * @param continuousOrderCooldownTextAlign
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the cooldown bar text align in continuous order window
   * It'll be the contents of a function returning a textAlign property
   * @default "return 'center';"
   *
   * @param continuousOrderCoreBarX
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets core bar x position in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return (this.width - 16) / 3;"
   *
   * @param continuousOrderCoreBarY
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets core bar y position in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 24;"
   *
   * @param continuousOrderCoreBarW
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets core bar width in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return (this.width - 16) / 3;"
   *
   * @param continuousOrderCoreBarH
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets core bar height in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 16;"
   *
   * @param continuousOrderCoreBarColor1
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets core bar 1st color in the continuous order window
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(8);"
   *
   * @param continuousOrderCoreBarColor2
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets core bar 2nd color in the continuous order window
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(7);"
   *
   * @param continuousOrderCoreTextColor
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets core bar text color in the continuous order window
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(0);"
   *
   * @param continuousOrderCoreText
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the core bar text in the continuous order window
   * It'll be the contents of a function returning a String
   * @default "return 'Core';"
   *
   * @param continuousOrderCoreTextX
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets core bar text x position in continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return this.width * 0.46;"
   *
   * @param continuousOrderCoreTextY
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets core bar text y position in continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 26;"
   *
   * @param continuousOrderCoreTextAlign
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the core bar text align in continuous order window
   * It'll be the contents of a function returning a textAlign property
   * @default "return 'center';"
   *
   * @param continuousOrderChargeBarX
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets charge bar x position in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return (this.width - 16) * 2 / 3;"
   *
   * @param continuousOrderChargeBarY
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets charge bar y position in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 24;"
   *
   * @param continuousOrderChargeBarW
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets charge bar width in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return (this.width - 16) / 3;"
   *
   * @param continuousOrderChargeBarH
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets charge bar height in the continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 16;"
   *
   * @param continuousOrderChargeBarColor1
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets charge bar 1st color in the continuous order window
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(26);"
   *
   * @param continuousOrderChargeBarColor2
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets charge bar 2nd color in the continuous order window
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(27);"
   *
   * @param continuousOrderChargeTextColor
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets charge bar text color in the continuous order window
   * It'll be the contents of a function returning a Color
   * @default "return this.textColor(0);"
   *
   * @param continuousOrderChargeText
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the charge bar text in the continuous order window
   * It'll be the contents of a function returning a String
   * @default "return 'Charge';"
   *
   * @param continuousOrderChargeTextX
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets charge bar text x position in continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return this.width * 0.77;"
   *
   * @param continuousOrderChargeTextY
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets charge bar text y position in continuous order window
   * It'll be the contents of a function returning an Integer
   * @default "return 26;"
   *
   * @param continuousOrderChargeTextAlign
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the charge bar text align in continuous order window
   * It'll be the contents of a function returning a textAlign property
   * @default "return 'center';"
   *
   * @param continuousOrderSpriteOpacity
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the opacity of the continuous order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return this.canMakeSATBCmds() ? 255 : 160;"
   *
   * @param continuousOrderSpriteIconFolder
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the icon folder of the continuous order battler sprite
   * It'll be the contents of a function returning a String
   * @default "return 'img/characters/';"
   *
   * @param continuousOrderSpriteIconFilename
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon filename of the continuous order battler sprite
   * It'll be the contents of a function returning a String
   * @default "return '';"
   *
   * @param continuousOrderSpriteIconHue
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the hue of the continuous order battler sprite
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param continuousOrderSpriteIconSmooth
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the smooth of the continuous order battler sprite
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param continuousOrderSpriteIconXCoor
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon x coordinate of continuous order battler sprite
   * It'll be the contents of a function returning an Object
   * @default "return 0;"
   *
   * @param continuousOrderSpriteIconYCoor
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon y coordinate of continuous order battler sprite
   * It'll be the contents of a function returning an Object
   * @default "return 0;"
   *
   * @param continuousOrderSpriteIconSourceW
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon source width of continuous order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return 48;"
   *
   * @param continuousOrderSpriteIconSourceH
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon source height of continuous order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return 48;"
   *
   * @param continuousOrderSpriteIconW
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon width of continuous order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return 24;"
   *
   * @param continuousOrderSpriteIconH
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon height of continuous order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return 24;"
   *
   * @param continuousOrderSpriteY
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon y position of continuous order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return this.isActor() ? 48 : 8;"
   *
   * @param isShowDiscreteOrderWin
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets if the continuous order window will be shown
   * It'll be the contents of a function returning a Boolean
   * @default "return SATBManager.areModulesEnabled(['IsCTBEnabled']);"
   *
   * @param discreteOrderWinX
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the x position of the discrete order window
   * It'll be the contents of a function returning an Integer
   * @default "return 320;"
   *
   * @param discreteOrderWinY
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the y position of the discrete order window
   * It'll be the contents of a function returning an Integer
   * @default "return 0;"
   *
   * @param discreteOrderOpacity
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the opacity of the discrete order window
   * It'll be the contents of a function returning an Integer
   * @default "return 255;"
   *
   * @param discreteOrderWinW
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the width of the discrete order window
   * It'll be the contents of a function returning an Integer
   * @default "return Graphics.width - 320;"
   *
   * @param discreteOrderWinH
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the height of the discrete order window
   * It'll be the contents of a function returning an Integer
   * @default "return 80;"
   *
   * @param discreteOrderPadding
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the padding of the discrete order window
   * It'll be the contents of a function returning an Integer
   * @default "return 8;"
   *
   * @param discreteOrderBackOpacity
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the back opacity of the discrete order window
   * It'll be the contents of a function returning an Opacity
   * @default "return 192;"
   *
   * @param discreteOrderWinskinPath
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the windowskin file path of the discrete order window
   * It'll be the contents of a function returning a String
   * @default "return 'img/system/';"
   *
   * @param discreteOrderWinskinFile
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the windowskin file name of the discrete order window
   * It'll be the contents of a function returning a String
   * @default "return 'Window';"
   *
   * @param discreteOrderWinskinHue
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the windowskin hue of the discrete order window
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param discreteOrderWinskinSmooth
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the windowskin smooth of discrete order window
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param showingDiscreteOrderBattlerSpriteOpacity
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the opacity of a showing discrete order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "var target = this.targetOpacity;\nreturn Math.min(target, this.opacity + target / 60.0);"
   *
   * @param hidingDiscreteOrderBattlerSpriteOpacity
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the opacity of a hiding discrete order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return Math.max(0, this.opacity - this.targetOpacity / 60.0);"
   *
   * @param discreteOrderSpriteX
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon x position of discrete order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "var cur = this.x, target = this._targetX;\nvar rate = (target - this._lastTargetX) / 60.0;\nif (cur < target) return Math.min(target, cur + rate);\nif (cur > target)return Math.max(target, cur + rate);\nreturn cur;"
   *
   * @param discreteOrderSpriteY
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon y position of discrete order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "var baseY = 16, cur = this.x;\nvar last = this._lastTargetX, target = this._targetX;\nvar curDiff = this.x - last;\nif (curDiff === 0) return baseY;\nvar targetDiffSq = Math.pow(this._targetX - last, 2);\nvar absY = 50 * curDiff * (target - cur) / targetDiffSq;\nreturn baseY + (curDiff > 0 ? -1 : 1) * absY;"
   *
   * @param discreteOrderSpriteTargetOpacity
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the opacity of the discrete order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return this.canMakeSATBCmds() ? 255 : 160;"
   *
   * @param discreteOrderSpriteIconFolder
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the icon folder of the discrete order battler sprite
   * It'll be the contents of a function returning a String
   * @default "return 'img/characters/';"
   *
   * @param discreteOrderSpriteIconFilename
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon filename of the discrete order battler sprite
   * It'll be the contents of a function returning a String
   * @default "return '';"
   *
   * @param discreteOrderSpriteIconHue
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the hue of the discrete order battler sprite
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param discreteOrderSpriteIconSmooth
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets the smooth of the discrete order battler sprite
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param discreteOrderSpriteIconXCoor
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon x coordinate of discrete order battler sprite
   * It'll be the contents of a function returning an Object
   * @default "return 0;"
   *
   * @param discreteOrderSpriteIconYCoor
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon y coordinate of discrete order battler sprite
   * It'll be the contents of a function returning an Object
   * @default "return 0;"
   *
   * @param discreteOrderSpriteIconSourceW
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon source width of discrete order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return 48;"
   *
   * @param discreteOrderSpriteIconSourceH
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon source height of discrete order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return 48;"
   *
   * @param discreteOrderSpriteIconW
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon width of discrete order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return 24;"
   *
   * @param discreteOrderSpriteIconH
   * @parent IsOrderEnabled
   * @type note
   * @desc Sets icon height of discrete order battler sprite
   * It'll be the contents of a function returning an Integer
   * @default "return 24;"
   *
   * @param IsRateEnabled
   * @type note
   * @desc Sets whether the Rate Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param coreATBRate
   * @parent IsRateEnabled
   * @type note
   * @desc Sets the battler ATB fill rate without charge/cooldown
   * It'll be contents of a function returning a Number
   * @default "var baseFillRate = BattleManager.coreBaseSATBFillRate();\nvar baseMax = this.baseCoreMaxSATB();\nvar avgAgi = BattleManager.satbAvgAgi;\nreturn baseFillRate * this.agi * baseMax * 1.0 / avgAgi;"
   *
   * @param _coreATBRateNoteChainingRule
   * @parent IsRateEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple coreATBRate notetags
   * You can use script calls to change this choice later in game
   * @default /
   *
   * @param _coreATBRateNotePriorities
   * @parent IsRateEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of coreATBRate notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param chargeATBRate
   * @parent IsRateEnabled
   * @type note
   * @desc Sets the battler ATB charge rate
   * It'll be contents of a function returning a Number
   * @default "return this.coreSATBRate();"
   *
   * @param _chargeATBRateNoteChainingRule
   * @parent IsRateEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple chargeATBRate notetags
   * You can use script calls to change this choice later in game
   * @default /
   *
   * @param _chargeATBRateNotePriorities
   * @parent IsRateEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of chargeATBRate notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param cooldownATBRate
   * @parent IsRateEnabled
   * @type note
   * @desc Sets the battler ATB cooldown rate
   * It'll be contents of a function returning a Number
   * @default "return this.coreSATBRate();"
   *
   * @param _cooldownATBRateNoteChainingRule
   * @parent IsRateEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple cooldownATBRate notetags
   * You can use script calls to change this choice later in game
   * @default /
   *
   * @param _cooldownATBRateNotePriorities
   * @parent IsRateEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of cooldownATBRate notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param IsResetEnabled
   * @type note
   * @desc Sets whether the Reset Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param resetATBVal
   * @parent IsResetEnabled
   * @type note
   * @desc Sets the ATB value right after ATB cooldown for each battler
   * It'll be contents of a function returning a Number
   * @default "return 0;"
   *
   * @param _resetATBValNoteChainingRule
   * @parent IsResetEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple resetATBVal notetags
   * You can use script calls to change this choice later in game
   * @default +
   *
   * @param _resetATBValNotePriorities
   * @parent IsResetEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of resetATBVal notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param IsSpeedEnabled
   * @type note
   * @desc Sets whether the Speed Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param updateActSpeeds
   * @parent IsSpeedEnabled
   * @type note
   * @desc Sets how to update the action speed for each battler
   * It'll be contents of a function returning a Number
   * @default "var speedIncrement = 2000.0 / this._actionBattlers.length;\nthis._actionBattlers.forEach(function(battler) {\n    var item = battler.latestSATBItem_;\n    item.speed = Math.min(item.speed + speedIncrement, 2000);\n});"
   *
   * @param actSpeed
   * @parent IsSpeedEnabled
   * @type note
   * @desc Sets the speed of the inputted action for each battler
   * It'll be contents of a function returning a Number
   * @default "return this.latestSATBItem_.speed;"
   *
   * @param _actSpeedNoteChainingRule
   * @parent IsSpeedEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple actSpeed notetags
   * You can use script calls to change this choice later in game
   * @default +
   *
   * @param _actSpeedNotePriorities
   * @parent IsSpeedEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of actSpeed notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy","latestSkillItem"]
   *
   * @param IsStartEnabled
   * @type note
   * @desc Sets whether the Start Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param normStartATBVal
   * @parent IsStartEnabled
   * @type note
   * @desc Sets the battler ATB value upon a normal battle start
   * It'll be contents of a function returning a Number
   * @default "return this.agi / 999.0 * this.coreMaxSATB();"
   *
   * @param _normStartATBValNoteChainingRule
   * @parent IsStartEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple normStartATBVal notetags
   * You can use script calls to change this choice later in game
   * @default *
   *
   * @param _normStartATBValNotePriorities
   * @parent IsStartEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of normStartATBVal notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param preemptStartATBVal
   * @parent IsStartEnabled
   * @type note
   * @desc Sets the battler ATB value upon a preemptive battle start
   * It'll be contents of a function returning a Number
   * @default "return this.isActor() ? this.coreMaxSATB() : 0;"
   *
   * @param _preemptStartATBValNoteChainingRule
   * @parent IsStartEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple preemptStartATBVal notetags
   * You can use script calls to change this choice later in game
   * @default +
   *
   * @param _preemptStartATBValNotePriorities
   * @parent IsStartEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of preemptStartATBVal notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param surpriseStartATBVal
   * @parent IsStartEnabled
   * @type note
   * @desc Sets the battler ATB value upon a surprise battle start
   * It'll be contents of a function returning a Number
   * @default "return this.isEnemy() ? this.coreMaxSATB() : 0;"
   *
   * @param _surpriseStartATBValNoteChainingRule
   * @parent IsStartEnabled
   * @type select
   * @option Uses the 1st effective notetag value only
   * @value first
   * @option Adds all effective notetag values
   * @value +
   * @option Minuses all effective notetag values
   * @value -
   * @option Multiplies all effective notetag values
   * @value *
   * @option Divides all effective notetag values
   * @value /
   * @option Takes the modulo of all effective notetag values
   * @value %
   * @option Assigns all effective notetag values
   * @value =
   * @option Uses the last effective notetag value only
   * @value last
   * @desc Sets how to use multiple surpriseStartATBVal notetags
   * You can use script calls to change this choice later in game
   * @default +
   *
   * @param _surpriseStartATBValNotePriorities
   * @parent IsStartEnabled
   * @type select[]
   * @option Data of effective states
   * @value states
   * @option Data of learnt skills(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)
   * @value latestSkillItem
   * @option Data of equipped armors
   * @value armors
   * @option Data of equipped weapons
   * @value weapons
   * @option Data of the current class
   * @value class
   * @option Data of the actor
   * @value actor
   * @option Data of the enemy
   * @value enemy
   * @desc Sets the data type priorities of surpriseStartATBVal notetags
   * You can use script calls to change this list later in game
   * @default ["states","armors","weapons","class","actor","enemy"]
   *
   * @param IsTurnEnabled
   * @type note
   * @desc Sets whether the Turn Module will be enabled
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param isShowBattleTurnClockWin
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets if the window showing battle turn clock will be shown
   * It'll be the contents of a function returning a Boolean
   * @default "return true;"
   *
   * @param battleTurnClockText
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the text showing the battle turn clock status
   * It'll be the contents of a function returning a String
   * @default "var cur = SATBTurnManager.curTurnClock().toPrecision(4);\nvar max = SATBTurnManager.curTurnClockMax();\nvar clockUnit = SATBTurnManager.coreTurnClockUnit();\nvar turnCount = $gameTroop.turnCount();\nreturn cur + '/' + max + ' ' + clockUnit + ':' + turnCount;"
   *
   * @param battleTurnClockWinX
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the x position of the window showing battle turn clock
   * It'll be the contents of a function returning an Integer
   * @default "return 160;"
   *
   * @param battleTurnClockWinY
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the y position of the window showing battle turn clock
   * It'll be the contents of a function returning an Integer
   * @default "return 0;"
   *
   * @param battleTurnClockOpacity
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the opacity of the battle turn clock window
   * It'll be the contents of a function returning an Opacity
   * @default "return 255;"
   *
   * @param battleTurnClockWinW
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the width of the window showing the battle turn clock
   * It'll be the contents of a function returning an Integer
   * @default "return 160;"
   *
   * @param battleTurnClockWinH
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the height of the window showing the battle turn clock
   * It'll be the contents of a function returning an Integer
   * @default "return 40;"
   *
   * @param battleTurnClockFontFace
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the font face of the battle turn clock window
   * It'll be the contents of a function returning a String
   * @default "return Window_Base.prototype.standardFontFace.call(this);"
   *
   * @param battleTurnClockTextSize
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the size of the text showing the battle turn clock
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param battleTurnClockWinLineH
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the line height of the battle turn clock window
   * It'll be the contents of a function returning an Integer
   * @default "return 12;"
   *
   * @param battleTurnClockWinPadding
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the padding of the window showing the battle turn clock
   * It'll be the contents of a function returning an Integer
   * @default "return 8;"
   *
   * @param battleTurnClockBackOpacity
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the back opacity of the battle turn clock window
   * It'll be the contents of a function returning an Opacity
   * @default "return 192;"
   *
   * @param battleTurnClockWinskinPath
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets windowskin file path of battle turn clock window
   * It'll be the contents of a function returning a String
   * @default "return 'img/system/';"
   *
   * @param battleTurnClockWinskinFile
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the windowskin file name of battle turn clock window
   * It'll be the contents of a function returning a String
   * @default "return 'Window';"
   *
   * @param battleTurnClockWinskinHue
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the windowskin hue of the battle turn clock window
   * It'll be the contents of a function returning a Hue
   * @default "return 0;"
   *
   * @param battleTurnClockWinskinSmooth
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the windowskin smooth of the battle turn clock window
   * It'll be the contents of a function returning a Boolean
   * @default "return false;"
   *
   * @param battleTurnClockTextColor
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the text color of the battle turn clock window
   * It'll be the contents of a function returning a color
   * @default "return this.normalColor();"
   *
   * @param battleTurnClockTextAlign
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the text alignment of the battle turn clock window
   * It'll be the contents of a function returning a textAlign property
   * @default "return 'center';"
   *
   * @param battleTurnClockTextXOffset
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the x offset of the text showing the battle turn clock
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @param battleTurnClockTextYOffset
   * @parent IsTurnEnabled
   * @type note
   * @desc Sets the y offset of the text showing the battle turn clock
   * It'll be the contents of a function returning an Integer
   * @default "return 4;"
   *
   * @help
   *============================================================================
   *    ## Parameter/Configurations Info
   *----------------------------------------------------------------------------
   *    # General
   *      The below points apply to all parameters/configurations unless stated
   *      otherwise:
   *      1. If the value of a parameter's empty, its configuration counterpart
   *         in the configuration plugin will be used instead
   *         (Reference tag: PARAMETERS_CONFIGURATIONS)
   *         - E.g.: Setting the parameter IsCoreEnabled as empty means that the
   *                 configuration IsCoreEnabled will be used instead
   *      2. Operators + and - are associative chaining rules, whereas *, /, %
   *         and = aren't
   *         Associative operators run faster(higher and more stable FPS) but
   *         only non associative ones support the last arguments of NOTEX in
   *         the configuration plugin
   *         (Reference tag: ASSOCIATIVE_CHAINING_RULE)
   *      3. If the value of a parameter is the contents of a function using
   *         switches/variablees, all those switches/variables must be
   *         explicitly written as $gameSwitches.value(x) or
   *         $gameVariables.value(x), where x must be a Number literal instead
   *         of a variable, unless _isAlwaysRecacheAllSwitchVars is ON
   *         (Reference tag: SWITCH_VAR)
   *      4. If a notetag chaining rule is invalid, it'll default to "first"
   *         (Reference tag: DEFAULT_CHAINING_RULE_FIRST)
   *      5. (Advanced)The this pointer referring to the battler involved as the
   *         function contexts are Game_Battler.prototype
   *         (Reference tag: THIS_GAME_BATTLER)
   *      6. (Advanced)Don't change the name nor the ordering of any function
   *         arguments unless you really know what you're truly doing
   *      7. (Advanced)The functions supposedly to return a value should be
   *         Nullipotent
   *      8. (Advanced)Returning highly nondeterministic values like random ones
   *         will have to manually invalidate the corresponding cache first or
   *         those values might be ignored due to the cached ones being used
   *         (Setting _isNoteCached on will free you from doing this, but can
   *         have very severe performance penalties if you use lots of notetags)
   *         This includes frequently changing the states of the game switches
   *         and the values of the game variables used by the notetags
   *         The similar issues present for some of the parameters storing
   *         function contents with _isParamFuncCached, even though the
   *         following are never cached regardless of the values of
   *         _isParamFuncCached:
   *        - Any parameter enabling/disabling a module/the whole plugin
   *          (NONE OF THEM SHOULD BE CHANGED DURING THE SAME BATTLE AFTER ALL)
   *      9. (Advanced)_alwaysRecacheAllSwitchVars should be set on only if you
   *         change from using some switch/variables to using some others or
   *         from not using those to using those or vice versa, without wanting
   *         to explicitly update the switch/variable note factor mapping
   *         yourselves(setting this on might have performance penalties)
   *    # Additional Descriptions
   *      Core Module:
   *      1. IsCoreEnabled
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *      2. _isParamFuncCached
   *         Setting it on is more advnatageous when most of the parameter
   *         functions are costly to run, but more disadvantageous otherwise
   *         Setting it on can boost performance a lot with the Bar Module
   *         enabled
   *      3. _isNoteCached
   *         This should be set on in general, especially when many script/eval
   *         notetags are used, but can be set off if only a few notetags are
   *         used, all being val, switch, var or cfg with simple functions
   *      4. _isAlwaysRecacheAllSwitchVars
   *         This should be set off in general, unless you want to change data
   *         on the fly or don't write game swtiches/variables in the form of
   *         $gameSwitches.values(x)/$gameVariables.values(y), where x an y are
   *         Number literals rather than variables
   *      5. _coreBaseFillUnit
   *         None
   *      6. coreBaseFillATBFrame
   *      7. coreBaseFillATBSec
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         UNLESS _isParamFuncCached IS ON
   *      8. _coreTurnUnit
   *         None
   *      9. coreTurnATBTime
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         UNLESS _isParamFuncCached IS ON
   *      10. coreTurnATBAct
   *          Forced actions won't update the battle turn clock action counter
   *      11. canCoreTurnClockOverflow
   *          The battle turn clock consists of 3 units:
   *          - Number of actions executed
   *          - Number of frames elapsed
   *          - Number of seconds elapsed
   *          While only 1 of those units will determine whether the turn's
   *          ended, all these units are always updated, so it's possible that
   *          changing the battle turn clock unit during the same battle can
   *          lead to using the new unit counter way exceeding its maximum
   *          If canCoreTurnClockOverflow returns a truthy result, the
   *          proportion of that amount exceeding the maximum relative to that
   *          maximum will become the progress of the new battle turn
   *          E.g.:
   *          - If the frame unit counter exceeded the maximum by 50%, then the
   *            next turn will be 50% shorter than normal in this case
   *      12. coreMaxATBVal
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *      13. _coreMaxATBValNoteChainingRule
   *      14. _coreMaxATBValNotePriorities
   *      15. _coreActStateNoteChainingRule
   *          None
   *      (v0.03a+)Bar Module:
   *      1. IsBarEnabled
   *         None
   *      2. isShowATBBar
   *         (Advanced)The context of the function used by this parameter is
   *         the battler involved(Game_Battler.prototype)
   *      3. atbBarText
   *      4. atbBarXOffset
   *      5. atbBarYOffset
   *      6.(v0.06a+) atbBarFrameOpacity
   *      7. atbBarW
   *      8. atbBarH
   *      9.(v0.14a+) atbBarFontFace
   *      10. atbBarTextSize
   *      11. atbBarLineH
   *      12.(v0.06a+) atbBarPadding
   *      13. atbBarBackOpacity
   *      14.(v0.14a+) atbBarWinskinPath
   *      15.(v0.14a+) atbBarWinskinFile
   *      16.(v0.14a+) atbBarWinskinHue
   *      17.(v0.14a+) atbBarWinskinSmooth
   *      18.(v0.14a+) atbBarTextAlign
   *      19. atbBarTextXOffset
   *      20. atbBarTextYOffset
   *      21. atbBarTextColor
   *      22. atbBarColor1
   *      23. atbBarColor2
   *      24. atbBarBackColor
   *          (Advanced)The context of the function used by this parameter is
   *          the battler sprite ATB bar involved(Window_SATBBar.prototype)
   *      25. _isBarVisibleNoteChainingRule
   *      26. _isBarVisibleNotePriorities
   *         None
   *      27.(v0.06a+) isShowStatusATBBar
   *         (Advanced)The context of the function used by this parameter is
   *         the battler involved(Game_Battler.prototype)
   *      28.(v0.06a+) statusATBBarText
   *      29.(v0.06a+) statusATBBarXOffset
   *      30.(v0.06a+) statusATBBarYOffset
   *      31.(v0.06a+) statusATBBarFrameOpacity
   *      32.(v0.06a+) statusATBBarW
   *      33.(v0.06a+) statusATBBarH
   *      34.(v0.06a+) statusATBBarTextSize
   *      35.(v0.06a+) statusATBBarLineH
   *      36.(v0.06a+) statusATBBarPadding
   *      37.(v0.06a+) statusATBBarBackOpacity
   *      38.(v0.14a+) statusATBBarFontFace
   *      39.(v0.14a+) statusATBBarWinskinPath
   *      40.(v0.14a+) statusATBBarWinskinFile
   *      41.(v0.14a+) statusATBBarWinskinHue
   *      42.(v0.14a+) statusATBBarWinskinSmooth
   *      43.(v0.14a+) statusATBBarTextAlign
   *      44.(v0.06a+) statusATBBarTextXOffset
   *      45.(v0.06a+) statusATBBarTextYOffset
   *      46.(v0.06a+) statusATBBarTextColor
   *      47.(v0.06a+) statusATBBarColor1
   *      48.(v0.06a+) statusATBBarColor2
   *      49.(v0.06a+) statusATBBarBackColor
   *          (Advanced)The context of the function used by this parameter is
   *          the status window battler ATB bar involved
   *          (Window_StatusSATBBar.prototype)
   *      50.(v0.06a+) _isStatusBarVisibleNoteChainingRule
   *      51.(v0.06a+) _isStatusBarVisibleNotePriorities
   *         None
   *      (v0.01a+)Hotkey Module:
   *      1. IsHotkeyEnabled
   *         None
   *      2. prevInputableActorKey
   *         If the leftmost actor's reached by trying to select a new inputable
   *         actor and that actor's not inputable, the search will continue from
   *         the rightmost actor, until a new inputable actor's found or the one
   *         just at the right of the currently selected one's reached
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         DON'T RETURN A DIFFERENT KEYBOARD MAPPING DURING THE SAME BATTLE
   *         UNLESS YOU REALLY KNOW WHAT YOU'RE TRULY DOING
   *      3. nextInputableActorKey
   *         If the rightmost actor's reached by trying to select a new
   *         inputable actor and that actor's not inputable, the search will
   *         continue from the leftmost actor, until a new inputable actor's
   *         found or the one just at the left of the currently selected one's
   *         reached
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         DON'T RETURN A DIFFERENT KEYBOARD MAPPING DURING THE SAME BATTLE
   *         UNLESS YOU REALLY KNOW WHAT YOU'RE TRULY DOING
   *      4. inputableActorKeys
   *         The ith element of the returned String Array is the hotkey to
   *         select the ith party member if that party member's inputable
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         DON'T RETURN A DIFFERENT KEYBOARD MAPPING LIST DURING THE SAME
   *         BATTLE UNLESS YOU REALLY KNOW WHAT YOU'RE TRULY DOING
   *      (v0.02a+)Wait Module:
   *      1. IsWaitEnabled
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *      2. isATBWaitCondMet
   *         The ATB frame update still won't be run if it can't be run due to
   *         technical limitations
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         (Advanced)The context of the function used by this parameter is
   *         Scene_Battle.prototype
   *      3. forceRunATBKey
   *         It changes ther force ATB frame update status from either forcibly
   *         stop to normal or from normal to forcibly run
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *      4. forceStopATBKey
   *         It changes ther force ATB frame update status from either forcibly
   *         run to normal or from normal to forcibly stop
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *      5. isShowForceATBStatWin
   *         The forceRunATBKey/forceStopATBKey still works even when the
   *         window's hidden
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         force ATB status window involved(Window_SATBForceStatus.prototype)
   *      6. noForceATBText
   *      7. forceRunATBStatText
   *      8. forceStopATBStatText
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         force ATB status window involved(Window_SATBForceStatus.prototype)
   *      9. forceATBStatWinX
   *         The smaller the value, the more left the window position wil be
   *         You'll likely have to experimenet this yourselves to find values
   *         that suit your needs
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         force ATB status window involved(Window_SATBForceStatus.prototype)
   *      10. forceATBStatWinY
   *          The smaller the value, the upper the window position wil be
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force ATB status window involved
   *          (Window_SATBForceStatus.prototype)
   *      11.(v0.14a+) forceATBStatOpacity
   *      12. forceATBStatWinW
   *      13. forceATBStatWinH
   *      14.(v0.14a+) forceATBStatFontFace
   *      15. forceATBStatTextSize
   *      16. forceATBStatWinLineH
   *      17. forceATBStatWinPadding
   *      18. forceATBStatBackOpacity
   *      19.(v0.14a+) forceATBStatWinskinPath
   *      20.(v0.14a+) forceATBStatWinskinFile
   *      21.(v0.14a+) forceATBStatWinskinHue
   *      22.(v0.14a+) forceATBStatWinskinSmooth
   *      23.(v0.14a+) forceATBStatTextColor
   *      24.(v0.14a+) forceATBStatTextAlign
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force ATB status window involved
   *          (Window_SATBForceStatus.prototype)
   *      25. forceATBStatTextXOffset
   *          The offset's relative to the force ATB status window x position
   *          The smaller the value, the more left the text will be in the
   *          force ATB status window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force ATB status window involved
   *          (Window_SATBForceStatus.prototype)
   *      26. forceATBStatTextYOffset
   *          The offset's relative to the force ATB status window y position
   *          The smaller the value, the upper the text will be in the force ATB
   *          status window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force ATB status window involved
   *          (Window_SATBForceStatus.prototype)
   *      27. isShowForceATBRunCmdWin
   *          The force run ATB hotkey still works even if the force run command
   *          window's hidden
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force run ATB command window involved
   *          (Window_SATBForceRunCmd.prototype)
   *      28. forceRunATBCmdText
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force run ATB command window involved
   *          (Window_SATBForceRunCmd.prototype)
   *      29. forceATBRunCmdWinX
   *          The smaller the value, the more left the window position wil be
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force run ATB command window involved
   *          (Window_SATBForceRunCmd.prototype)
   *      30. forceATBRunCmdWinY
   *          The smaller the value, the upper the window position wil be
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force run ATB command window involved
   *          (Window_SATBForceRunCmd.prototype)
   *      31.(v0.14a+) forceATBRunCmdOpacity
   *      32. forceATBRunCmdWinW
   *      33. forceATBRunCmdWinH
   *      34.(v0.14a+) forceATBRunCmdFontFace
   *      35. forceATBRunCmdTextSize
   *      36. forceATBRunCmdWinLineH
   *      37. forceATBRunCmdWinPadding
   *      38. forceATBRunCmdBackOpacity
   *      39.(v0.14a+) forceATBRunCmdWinskinPath
   *      40.(v0.14a+) forceATBRunCmdWinskinFile
   *      41.(v0.14a+) forceATBRunCmdWinskinHue
   *      42.(v0.14a+) forceATBRunCmdWinskinSmooth
   *      43.(v0.14a+) forceATBRunCmdTextColor
   *      44.(v0.14a+) forceATBRunCmdTextAlign
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force run ATB command window involved
   *          (Window_SATBForceRunCmd.prototype)
   *      45. forceATBRunCmdTextXOffset
   *          The offset's relative to the force ATB status window x position
   *          The smaller the value, the more left the text will be in the
   *          force ATB status window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force run ATB command window involved
   *          (Window_SATBForceRunCmd.prototype)
   *      46. forceATBRunCmdTextYOffset
   *          The offset's relative to the force ATB status window y position
   *          The smaller the value, the upper the text will be in the force ATB
   *          status window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force run ATB command window involved
   *          (Window_SATBForceRunCmd.prototype)
   *      47. isShowForceATBStopCmdWin
   *          The force stop ATB hotkey still works even if the force stop
   *          command window's hidden
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force stop ATB command window involved
   *          (Window_SATBForceStopCmd.prototype)
   *      48. forceStopATBCmdText
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force stop ATB command window involved
   *          (Window_SATBForceStopCmd.prototype)
   *      49. forceATBStopCmdWinX
   *          The smaller the value, the more left the window position wil be
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force stop ATB command window involved
   *          (Window_SATBForceStopCmd.prototype)
   *      50. forceATBStopCmdWinY
   *          The smaller the value, the upper the window position wil be
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force stop ATB command window involved
   *          (Window_SATBForceStopCmd.prototype)
   *      51.(v0.14a+) forceATBStopCmdOpacity
   *      52. forceATBStopCmdWinW
   *      53. forceATBStopCmdWinH
   *      54.(v0.14a+) forceATBStopCmdFontFace
   *      55. forceATBStopCmdTextSize
   *      56. forceATBStopCmdWinLineH
   *      57. forceATBStopCmdWinPadding
   *      58. forceATBStopCmdBackOpacity
   *      59.(v0.14a+) forceATBStopCmdWinskinPath
   *      60.(v0.14a+) forceATBStopCmdWinskinFile
   *      61.(v0.14a+) forceATBStopCmdWinskinHue
   *      62.(v0.14a+) forceATBStopCmdWinskinSmooth
   *      63.(v0.14a+) forceATBStopCmdTextColor
   *      64.(v0.14a+) forceATBStopCmdTextAlign
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force stop ATB command window involved
   *          (Window_SATBForceStopCmd.prototype)
   *      65. forceATBStopCmdTextXOffset
   *          The offset's relative to the force ATB status window x position
   *          The smaller the value, the more left the text will be in the
   *          force ATB status window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force stop ATB command window involved
   *          (Window_SATBForceStopCmd.prototype)
   *      66. forceATBStopCmdTextYOffset
   *          The offset's relative to the force ATB status window y position
   *          The smaller the value, the upper the text will be in the force ATB
   *          status window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the force stop ATB command window involved
   *          (Window_SATBForceStopCmd.prototype)
   *      (v0.04a+)Charge Module:
   *      1. IsChargeEnabled
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *      2. chargeMaxATBVal
   *         (Advanced)The context of the function used by this parameter is
   *         the battler involved(Game_Battler.prototype)
   *      3. _chargeMaxATBValNoteChainingRule
   *      4. _chargeMaxATBValNotePriorities
   *          None
   *      5. isPayBeforeExecCharge
   *         Setting it as true can be useful to prevent the battler failing to
   *         execute the actions due to not being able to pay their costs upon
   *         execution
   *         Setting it as false can be useful to cancel the charge without
   *         paying any cost
   *         The function of this parameter's called upon finishing inputting
   *         a skill/item, and upon finishing executing that skill/item, so
   *         changing the check result for the same skill/item of the same
   *         battler between these 2 moments can lead to the skill/item cost not
   *         being paid or being paid twice
   *         (Advanced)The context of the function used by this parameter is
   *         the battler involved(Game_Battler.prototype)
   *      6. _isPayBeforeExecChargeNoteChainingRule
   *      7. _isPayBeforeExecChargeNotePriorities
   *         None
   *      8. cancelChargeATBKeys
   *         The ith element of the returned String Array is the hotkey to
   *         cancel the ATB charge of the ith party member
   *         None of the cancel charge ATB keys should overlap with any of the
   *         force charge ATB keys
   *         This can be even more useful with onCancelChargeATB in the
   *         Event Module
   *      9. canCancelCharge
   *         (Advanced)The context of the function used by this parameter is
   *         the battler involved(Game_Battler.prototype)
   *      10. _canCancelChargeNoteChainingRule
   *      11. _canCancelChargeNotePriorities
   *          None
   *      12. forceChargeATBKeys
   *          The ith element of the returned String Array is the hotkey to
   *          force the ATB charge of the ith party member
   *          None of the force charge ATB keys should overlap with any of the
   *          cancel charge ATB keys
   *          Releasing the force charge ATB key will forcibly end the charge
   *          and call the events on onForceChargeATB, even when the charge
   *          isn't finished
   *          Holding the force charge ATB key will forcibly continue the charge
   *          and increasing the charge ATB beyond its maximum even when the
   *          charge's already finished
   *          If a skill becomes can't be forcibly charged during force charging,
   *          the charge will become back to a normal charge
   *          (Reference tag: MID_DISABLE_FORCE_CHARGE_BACK_TO_NORM)
   *          This should always be used with onForcelChargeATB, willExecAct and
   *          didExecAct in the Event Module
   *      13. canForceCharge
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *      14. _canForceChargeNoteChainingRule
   *      15. _canForceChargeNotePriorities
   *          None
   *      (v0.05a+)Cooldown Module:
   *      1. IsCooldownEnabled
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *      2. cooldownMaxATBVal
   *         (Advanced)The context of the function used by this parameter is
   *         the battler involved(Game_Battler.prototype)
   *      3. _cooldownMaxATBValNoteChainingRule
   *      4. _cooldownMaxATBValNotePriorities
   *          None
   *      5. cancelCooldownATBKeys
   *         The ith element of the returned String Array is the hotkey to
   *         cancel the ATB cooldown of the ith party member
   *         This can be even more useful with onCancelCooldownATB in the
   *         Event Module
   *      6. canCancelCooldown
   *         (Advanced)The context of the function used by this parameter is
   *         the battler involved(Game_Battler.prototype)
   *      7. _canCancelCooldownNoteChainingRule
   *      8. _canCancelCooldownNotePriorities
   *         None
   *      (v0.12a+)Countdown Module
   *      1. IsCountdownEnabled
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         _countdownNoteChainingRule
   *         None
   *      (v0.13a+)CTB Module
   *      1. IsCTBEnabled
   *         The CTB window can still be shown even when the CTB Module's
   *         disabled
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         DON'T ENABLE THIS MODULE WITHOUT USING THE FULL WAIT ATB MODE
   *         UNLESS YOU REALLY KNOW WHAT YOU'RE TRULY DOING
   *      2. isShowCTBWin
   *         The CTB window can still be shown even when the CTB Module's
   *         disabled
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         ctb window involved(Window_SATBCTB.prototype)
   *      3. ctbWinText
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         ctb window involved(Window_SATBCTB.prototype)
   *      4. ctbWinX
   *         The smaller the value, the more left the window position wil be
   *         You'll likely have to experimenet this yourselves to find values
   *         that suit your needs
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *         SMALL UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         ctb window involved(Window_SATBCTB.prototype)
   *      5. ctbWinY
   *         The smaller the value, the upper the window position wil be
   *         You'll likely have to experimenet this yourselves to find values
   *         that suit your needs
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *         SMALL UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         ctb window involved(Window_SATBCTB.prototype)
   *      6.(v0.14a+) ctbWinOpacity
   *      7. ctbWinW
   *      8. ctbWinH
   *      9.(v0.14a+) ctbWinFontFace
   *      10. ctbWinTextSize
   *      11. ctbWinLineH
   *      12. ctbWinPadding
   *      13. ctbWinBackOpacity
   *      14.(v0.14a+) ctbWinskinPath
   *      15.(v0.14a+) ctbWinskinFile
   *      16.(v0.14a+) ctbWinskinHue
   *      17.(v0.14a+) ctbWinskinSmooth
   *      18.(v0.14a+) ctbWinTextColor
   *      19.(v0.14a+) ctbWinTextAlign
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the ctb window involved(Window_SATBCTB.prototype)
   *      20. ctbWinTextXOffset
   *          The offset's relative to the CTB window x position
   *          The smaller the value, the more left the text will be in the CTB
   *          window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the ctb window involved(Window_SATBCTB.prototype)
   *      21. ctbWinTextYOffset
   *          The offset's relative to the CTB window y position
   *          The smaller the value, the upper the text will be in the CTB
   *          window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the ctb window involved(Window_SATBCTB.prototype)
   *      (v0.06a+)Event Module
   *      1. IsEventEnabled
   *         None
   *      2. didFinishInput
   *         It's run right after a battler has inputted an action to be
   *         executed
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *         (Advanced)It's preferred to be idempotent even though it's not
   *         required
   *      3. _didFinishInputNoteChainingRule
   *      4. _didFinishInputNotePriorities
   *         None
   *      5. didBecomeActable
   *         It's run right after a battler becomes able to execute actions
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *         (Advanced)It's preferred to be idempotent even though it's not
   *         required
   *      6. _didBecomeActableNoteChainingRule
   *      7. _didBecomeActableNotePriorities
   *         None
   *      8. didSetActTimes
   *         It's run right after the number of virtual action slot of a
   *         battler's set
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *         (Advanced)It's preferred to be idempotent even though it's not
   *         required
   *      9. _didSetActTimesNoteChainingRule
   *      10. _didSetActTimesNotePriorities
   *          None
   *      11. didStartATBFill
   *          It's run right after the battler ATB becomes neither charging nor
   *          cooling down
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *          (Advanced)It's preferred to be idempotent even though it's not
   *          required
   *      12. _didStartATBFillNoteChainingRule
   *      13. _didStartATBFillNotePriorities
   *          None
   *      14. willCancelCharge
   *          It's run right before the battler ATB charge becomes cancelled
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *          (Advanced)It's preferred to be idempotent even though it's not
   *          required
   *      15. _willCancelChargeNoteChainingRule
   *      16. _willCancelChargeNotePriorities
   *          None
   *      17. didStartForceCharge
   *          It's run right after the ATB charge becomes starting to be forced
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *          (Advanced)It's preferred to be idempotent even though it's not
   *          required
   *      18. _didStartForceChargeNoteChainingRule
   *      19. _didStartForceChargeNotePriorities
   *          None
   *      20. willCancelCooldown
   *          It's run right before the battler ATB cooldown becomes cancelled
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *          (Advanced)It's preferred to be idempotent even though it's not
   *          required
   *      21. _willCancelCooldownNoteChainingRule
   *      22. _willCancelCooldownNotePriorities
   *          None
   *      23. didCoreATBBecomeFull
   *          It's run right after the battler ATB becomes full
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *          (Advanced)It's preferred to be idempotent even though it's not
   *          required
   *      24. _didCoreATBBecomeFullNoteChainingRule
   *      25. _didCoreATBBecomeFullNotePriorities
   *          None
   *      26. didCoreATBBecomeNotFull
   *          It's run right after the battler ATB becomes not full
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *          (Advanced)It's preferred to be idempotent even though it's not
   *          required
   *      27. _didCoreATBBecomeNotFullNoteChainingRule
   *      28. _didCoreATBBecomeNotFullNotePriorities
   *          None
   *      29. didChargeATBBecomeNotFull
   *          It's run right after the battler ATB charge becomes not full
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *          (Advanced)It's preferred to be idempotent even though it's not
   *          required
   *      30. _didChargeATBBecomeNotFullNoteChainingRule
   *      31. _didChargeATBBecomeNotFullNotePriorities
   *          None
   *      32. didAddInputableActor
   *          It's run right after the battler becomes able to input actions
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *          (Advanced)It's preferred to be idempotent even though it's not
   *          required
   *      33. _didAddInputableActorNoteChainingRule
   *      34. _didAddInputableActorNotePriorities
   *          None
   *      (v0.12a+)35. didDecreaseCountdownStateTurn
   *          It's run right after a countdown state has turn count decrreased
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *      (v0.12a+)36. _didDecreaseCountdownStateTurnNoteChainingRule
   *      (v0.12a+)37. _didDecreaseCountdownStateTurnNotePriorities
   *          None
   *      (v0.12a+)38. didIncreaseCountdownStateTurn
   *          It's run right after a countdown state has turn count increased
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *      (v0.12a+)39. _didIncreaseCountdownStateTurnNoteChainingRule
   *      (v0.12a+)40. _didIncreaseCountdownStateTurnNotePriorities
   *          None
   *      (v0.13a+)41. didFillCoreATB
   *          It's run right after the ATB fills without charge nor cooldown
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *      (v0.13a+)42. _didFillCoreATBNoteChainingRule
   *      (v0.13a+)43. _didFillCoreATBNotePriorities
   *          None
   *      (v0.13a+)44. didFillChargeATB
   *          It's run right after the ATB charge fills
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *      (v0.13a+)45. _didFillChargeATBNoteChainingRule
   *      (v0.13a+)46. _didFillChargeATBNotePriorities
   *          None
   *      (v0.13a+)47. didFillCooldownATB
   *          It's run right after the ATB cooldown fils
   *          (Advanced)The context of the function used by this parameter is
   *          the battler involved(Game_Battler.prototype)
   *      (v0.13a+)48. _didFillCooldownATBNoteChainingRule
   *      (v0.13a+)49. _didFillCooldownATBNotePriorities
   *          None
   *      (v0.14a+)Order Module
   *      1. IsOrderEnabled
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *      2. isShowContinuousOrderWin
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         continuous order window involved
   *         (Window_SATBContinuousOrder.prototype)
   *      3. continuousOrderWinX
   *         The smaller the value, the more left the window position wil be
   *         You'll likely have to experimenet this yourselves to find values
   *         that suit your needs
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *         SMALL UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         continuous order window involved
   *         (Window_SATBContinuousOrder.prototype)
   *      4. continuousOrderWinY
   *         The smaller the value, the upper the window position wil be
   *         You'll likely have to experimenet this yourselves to find values
   *         that suit your needs
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *         SMALL UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         continuous order window involved
   *         (Window_SATBContinuousOrder.prototype)
   *      5. continuousOrderOpacity
   *      6. continuousOrderWinW
   *      7. continuousOrderWinH
   *      8. continuousOrderFontFace
   *      9. continuousOrderTextSize
   *      10. continuousOrderLineH
   *      11. continuousOrderPadding
   *      12. continuousOrderBackOpacity
   *      13. continuousOrderWinskinPath
   *      14. continuousOrderWinskinFile
   *      15. continuousOrderWinskinHue
   *      16. continuousOrderWinskinSmooth
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      17. continuousOrderCooldownBarX
   *          The x position's relative to the continuous order window x
   *          position
   *          The smaller the value, the more left the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      18. continuousOrderCooldownBarY
   *          The y position's relative to the continuous order window y
   *          position
   *          The smaller the value, the upper the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      19. continuousOrderCooldownBarW
   *      20. continuousOrderCooldownBarH
   *      21. continuousOrderCooldownBarColor1
   *      22. continuousOrderCooldownBarColor2
   *      23. continuousOrderCooldownTextColor
   *      24. continuousOrderCooldownText
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      25. continuousOrderCooldownTextX
   *          The x position's relative to the continuous order window x
   *          position
   *          The smaller the value, the more left the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      26. continuousOrderCooldownTextY
   *          The y position's relative to the continuous order window y
   *          position
   *          The smaller the value, the upper the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      27. continuousOrderCooldownTextAlign
   *      28. continuousOrderCoreBarX
   *          The x position's relative to the continuous order window x
   *          position
   *          The smaller the value, the more left the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      29. continuousOrderCoreBarY
   *          The y position's relative to the continuous order window y
   *          position
   *          The smaller the value, the upper the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      30. continuousOrderCoreBarW
   *      31. continuousOrderCoreBarH
   *      32. continuousOrderCoreBarColor1
   *      33. continuousOrderCoreBarColor2
   *      34. continuousOrderCoreTextColor
   *      35. continuousOrderCoreText
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      36. continuousOrderCoreTextX
   *          The x position's relative to the continuous order window x
   *          position
   *          The smaller the value, the more left the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      37. continuousOrderCoreTextY
   *          The y position's relative to the continuous order window y
   *          position
   *          The smaller the value, the upper the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      38. continuousOrderCoreTextAlign
   *      39. continuousOrderChargeBarX
   *          The x position's relative to the continuous order window x
   *          position
   *          The smaller the value, the more left the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      40. continuousOrderChargeBarY
   *          The y position's relative to the continuous order window y
   *          position
   *          The smaller the value, the upper the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      41. continuousOrderChargeBarW
   *      42. continuousOrderChargeBarH
   *      43. continuousOrderChargeBarColor1
   *      44. continuousOrderChargeBarColor2
   *      45. continuousOrderChargeTextColor
   *      46. continuousOrderChargeText
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      47. continuousOrderChargeTextX
   *          The x position's relative to the continuous order window x
   *          position
   *          The smaller the value, the more left the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      48. continuousOrderChargeTextY
   *          The y position's relative to the continuous order window y
   *          position
   *          The smaller the value, the upper the bar will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the continuous order window involved
   *          (Window_SATBContinuousOrder.prototype)
   *      49. continuousOrderChargeTextAlign
   *      50. continuousOrderSpriteOpacity
   *      51. continuousOrderSpriteIconFolder
   *      52. continuousOrderSpriteIconFilename
   *      53. continuousOrderSpriteIconHue
   *      54. continuousOrderSpriteIconSmooth
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      55. continuousOrderSpriteIconXCoor
   *          If it returns x, it means the icon with column x + 1 in the icon
   *          sheet will be chosen
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      56. continuousOrderSpriteIconYCoor
   *          If it returns y, it means the icon with row y + 1 in the icon
   *          sheet will be chosen
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      57. continuousOrderSpriteIconSourceW
   *          It's the width of an icon in the specified icon sheet
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      58. continuousOrderSpriteIconSourceH
   *          It's the height of an icon in the specified icon sheet
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      59. continuousOrderSpriteIconW
   *          It's the width of an icon drawn on the continuous order window
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      60. continuousOrderSpriteIconH
   *          It's the height of an icon drawn on the continuous order window
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      61. continuousOrderSpriteY
   *          The y position's relative to the continuous order window y
   *          position
   *          The smaller the value, the upper the battler sprite will be in the
   *          continuous order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      62. isShowDiscreteOrderWin
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          DON'T RETURN A TRUTHY RESULT WITHOUT THE CTB MODULE ENABLED UNLESS
   *          YOU REALLY KNOW WHAT YOU'RE TRULY DOING
   *          (Advanced)The context of the function used by this parameter is
   *          the discrete order window involved
   *          (Window_SATBDiscreteOrder.prototype)
   *      63. discreteOrderWinX
   *          The smaller the value, the more left the window position wil be
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the discrete order window involved
   *          (Window_SATBDiscreteOrder.prototype)
   *      64. discreteOrderWinY
   *          The smaller the value, the upper the window position wil be
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the discrete order window involved
   *          (Window_SATBDiscreteOrder.prototype)
   *      65. discreteOrderOpacity
   *      66. discreteOrderWinW
   *      67. discreteOrderWinH
   *      68. discreteOrderPadding
   *      69. discreteOrderBackOpacity
   *      70. discreteOrderWinskinPath
   *      71. discreteOrderWinskinFile
   *      72. discreteOrderWinskinHue
   *      73. discreteOrderWinskinSmooth
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the discrete order window involved
   *          (Window_SATBDiscreteOrder.prototype)
   *      74. showingDiscreteOrderBattlerSpriteOpacity
   *      75. hidingDiscreteOrderBattlerSpriteOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      76. discreteOrderSpriteX
   *          The x position's relative to the discrete order window x
   *          position
   *          The smaller the value, the upper the battler sprite will be in the
   *          discrete order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      77. discreteOrderSpriteY
   *          The y position's relative to the discrete order window y
   *          position
   *          The smaller the value, the upper the battler sprite will be in the
   *          discrete order window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      78. discreteOrderSpriteTargetOpacity
   *      79. discreteOrderSpriteIconFolder
   *      80. discreteOrderSpriteIconFilename
   *      81. discreteOrderSpriteIconHue
   *      82. discreteOrderSpriteIconSmooth
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      83. discreteOrderSpriteIconXCoor
   *          If it returns x, it means the icon with column x + 1 in the icon
   *          sheet will be chosen
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      84. discreteOrderSpriteIconYCoor
   *          If it returns y, it means the icon with row y + 1 in the icon
   *          sheet will be chosen
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      85. discreteOrderSpriteIconSourceW
   *          It's the width of an icon in the specified icon sheet
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      86. discreteOrderSpriteIconSourceH
   *          It's the height of an icon in the specified icon sheet
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      87. discreteOrderSpriteIconW
   *          It's the width of an icon drawn on the discrete order window
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      88. discreteOrderSpriteIconH
   *          It's the height of an icon drawn on the discrete order window
   *          (Advanced)The context of the function used by this parameter is the
   *          battler involved(Game_Battler.prototype)
   *      (v0.10a+)Rate Module
   *      1. IsRateEnabled
   *         None
   *      2. coreATBRate
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *      3. _coreATBRateNoteChainingRule
   *      4. _coreATBRateNotePriorities
   *         None
   *      5. chargeATBRate
   *         If the Charge Module's disabled, chargeATBRate will always be the
   *         same as coreATBRate
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *      6. _chargeATBRateNoteChainingRule
   *      7. _chargeATBRateNotePriorities
   *         None
   *      8. cooldownATBRate
   *         If the Cooldown Module's disabled, cooldownATBRate will always be
   *         the same as coreATBRate
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *      9. _cooldownATBRateNoteChainingRule
   *      10. _cooldownATBRateNotePriorities
   *          None
   *      (v0.07a+)Reset Module
   *      1. IsResetEnabled
   *         None
   *      2. resetATBVal
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *      3. _resetATBValNoteChainingRule
   *      4. _resetATBValNotePriorities
   *         None
   *      (v0.08a+)Speed Module
   *      1. IsSpeedEnabled
   *         None
   *      2. updateActSpeeds
   *         The action speed of all battlers will be updated whenever a battler
   *         becomes able to execute actions
   *         (Advanced)The context of the function used by this parameter is the
   *         BattleManager
   *      3. actSpeed
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *      4. _actSpeedNoteChainingRule
   *      5. _actSpeedNotePriorities
   *         None
   *      (v0.09a+)Start Module
   *      1. IsStartEnabled
   *         None
   *      2. normStartATBVal
   *         It's called upon a normal battle start(not preemptive nor surprise)
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *      3. _normStartATBValNoteChainingRule
   *      4. _normStartATBValNotePriorities
   *         None
   *      5. preemptStartATBVal
   *         It's called upon a preemptive battle start
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *      6. _preemptStartATBValNoteChainingRule
   *      7. _preemptStartATBValNotePriorities
   *         None
   *      8. surpriseStartATBVal
   *         It's called upon a surprise battle start
   *         (Advanced)The context of the function used by this parameter is the
   *         battler involved(Game_Battler.prototype)
   *      9. _surpriseStartATBValNoteChainingRule
   *      10. _surpriseStartATBValNotePriorities
   *          None
   *      (v0.11a+)Turn Module
   *      1. IsTurnEnabled
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *      2. isShowBattleTurnClockWin
   *      3. battleTurnClockText
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND SMALL
   *         UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         battle turn clock window involved(Window_SATBTurnClock.prototype)
   *      4. battleTurnClockWinX
   *         The smaller the value, the more left the window position wil be
   *         You'll likely have to experimenet this yourselves to find values
   *         that suit your needs
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *         SMALL UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         battle turn clock window involved(Window_SATBTurnClock.prototype)
   *      5. battleTurnClockWinY
   *         The smaller the value, the upper the window position wil be
   *         You'll likely have to experimenet this yourselves to find values
   *         that suit your needs
   *         THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *         BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *         SMALL UNLESS _isParamFuncCached IS ON
   *         (Advanced)The context of the function used by this parameter is the
   *         battle turn clock window involved(Window_SATBTurnClock.prototype)
   *      6.(v0.14a+) battleTurnClockOpacity
   *      7. battleTurnClockWinW
   *      8. battleTurnClockWinH
   *      9.(v0.14a+) battleTurnClockFontFace
   *      10. battleTurnClockTextSize
   *      11. battleTurnClockWinLineH
   *      12. battleTurnClockWinPadding
   *      13. battleTurnClockBackOpacity
   *      14.(v0.14a+) battleTurnClockWinskinPath
   *      15.(v0.14a+) battleTurnClockWinskinFile
   *      16.(v0.14a+) battleTurnClockWinskinHue
   *      17.(v0.14a+) battleTurnClockWinskinSmooth
   *      19.(v0.14a+) battleTurnClockTextColor
   *      20.(v0.14a+) battleTurnClockTextAlign
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the battle turn clock window involved
   *          (Window_SATBTurnClock.prototype)
   *      21. battleTurnClockTextXOffset
   *          The offset's relative to the battle turn clock window x position
   *          The smaller the value, the more left the text will be in the
   *          battle turn clock window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the battle turn clock window involved
   *          (Window_SATBTurnClock.prototype)
   *      22. battleTurnClockTextYOffset
   *          The offset's relative to the battle turn clock window y position
   *          The smaller the value, the upper the text will be in the battle
   *          turn clock window
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *          THE FUNCTION USED BY THIS PARAMETER SHOULD BE PERFORMANT ENOUGH TO
   *          BE RUN PER FRAME SO THIS PARAMETER SHOULD BE EASY, SIMPLE AND
   *          SMALL UNLESS _isParamFuncCached IS ON
   *          (Advanced)The context of the function used by this parameter is
   *          the battle turn clock window involved
   *          (Window_SATBTurnClock.prototype)
   *    # Function arguments
   *      Core Module:
   *      1. IsCoreEnabled
   *      2. coreBaseFillATBFrame
   *      3. coreBaseFillATBSec
   *         None
   *      4. coreTurnATBTime
   *         baseFillATB - The value returned by coreBaseFillATBFrame or
   *                       coreBaseFillATBSec, depending on the value of
   *                       _coreBaseFillUnit
   *      5. coreTurnATBAct
   *      6. canCoreTurnClockOverflow
   *      7. coreMaxATBVal
   *         None
   *      (v0.03a+)Bar Module
   *      1. IsBarEnabled
   *      2. isShowATBBar
   *      3. atbBarText
   *      4. atbBarXOffset
   *      5. atbBarYOffset
   *      6.(v0.06a+) atbBarFrameOpacity
   *      7. atbBarW
   *      8. atbBarH
   *      9.(v0.14a+) atbBarFontFace
   *      10. atbBarTextSize
   *      11. atbBarLineH
   *      12.(v0.06a+) atbBarPadding
   *      13. atbBarBackOpacity
   *      14.(v0.14a+) atbBarWinskinPath
   *      15.(v0.14a+) atbBarWinskinFile
   *      16.(v0.14a+) atbBarWinskinHue
   *      17.(v0.14a+) atbBarWinskinSmooth
   *      18.(v0.14a+) atbBarTextAlign
   *      19. atbBarTextXOffset
   *      20. atbBarTextYOffset
   *      21. atbBarTextColor
   *      22. atbBarColor1
   *      23. atbBarColor2
   *      24. atbBarBackColor
   *      25.(v0.06a+) isShowStatusATBBar
   *      26.(v0.06a+) statusATBBarText
   *      27.(v0.06a+) statusATBBarXOffset
   *      28.(v0.06a+) statusATBBarYOffset
   *      29.(v0.06a+) statusATBBarFrameOpacity
   *      30.(v0.06a+) statusATBBarW
   *      31.(v0.06a+) statusATBBarH
   *      32.(v0.14a+) statusATBBarFontFace
   *      33.(v0.06a+) statusATBBarTextSize
   *      34.(v0.06a+) statusATBBarLineH
   *      35.(v0.06a+) statusATBBarPadding
   *      36.(v0.06a+) statusATBBarBackOpacity
   *      37.(v0.14a+) statusATBBarWinskinPath
   *      38.(v0.14a+) statusATBBarWinskinFile
   *      39.(v0.14a+) statusATBBarWinskinHue
   *      40.(v0.14a+) statusATBBarWinskinSmooth
   *      41.(v0.14a+) statusATBBarTextAlign
   *      42.(v0.06a+) statusATBBarTextXOffset
   *      43.(v0.06a+) statusATBBarTextYOffset
   *      44.(v0.06a+) statusATBBarTextColor
   *      45.(v0.06a+) statusATBBarColor1
   *      46.(v0.06a+) statusATBBarColor2
   *      47.(v0.06a+) statusATBBarBackColor
   *          None
   *      (v0.01a+)Hotkey Module:
   *      1. IsHotkeyEnabled
   *      2. prevInputableActorKey
   *      3. nextInputableActorKey
   *      4. inputableActorKeys
   *         None
   *      (v0.02a+)Wait Module:
   *      1. IsWaitEnabled
   *      2. isATBWaitCondMet
   *      3. forceRunATBKey
   *      4. forceStopATBKey
   *      5. isShowForceATBStatWin
   *      6. noForceATBText
   *      7. forceRunATBStatText
   *      8. forceStopATBStatText
   *      9. forceATBStatWinX
   *      10. forceATBStatWinY
   *      11.(v0.14a+) forceATBStatOpacity
   *      12. forceATBStatWinW
   *      13. forceATBStatWinH
   *      14.(v0.14a+) forceATBStatFontFace
   *      15. forceATBStatTextSize
   *      16. forceATBStatWinLineH
   *      17. forceATBStatWinPadding
   *      18. forceATBStatBackOpacity
   *      19.(v0.14a+) forceATBStatWinskinPath
   *      20.(v0.14a+) forceATBStatWinskinFile
   *      21.(v0.14a+) forceATBStatWinskinHue
   *      22.(v0.14a+) forceATBStatWinskinSmooth
   *      23.(v0.14a+) forceATBStatTextColor
   *      24.(v0.14a+) forceATBStatTextAlign
   *      25. forceATBStatTextXOffset
   *      26. forceATBStatTextYOffset
   *      27. isShowForceATBRunCmdWin
   *      28. forceRunATBCmdText
   *      29. forceATBRunCmdWinX
   *      30. forceATBRunCmdWinY
   *      31.(v0.14a+) forceATBRunCmdOpacity
   *      32. forceATBRunCmdWinW
   *      33. forceATBRunCmdWinH
   *      34.(v0.14a+) forceATBRunCmdFontFace
   *      35. forceATBRunCmdTextSize
   *      36. forceATBRunCmdWinLineH
   *      37. forceATBRunCmdWinPadding
   *      38. forceATBRunCmdBackOpacity
   *      39.(v0.14a+) forceATBRunCmdWinskinPath
   *      40.(v0.14a+) forceATBRunCmdWinskinFile
   *      41.(v0.14a+) forceATBRunCmdWinskinHue
   *      42.(v0.14a+) forceATBRunCmdWinskinSmooth
   *      43.(v0.14a+) forceATBRunCmdTextColor
   *      44.(v0.14a+) forceATBRunCmdTextAlign
   *      45. forceATBRunCmdTextXOffset
   *      46. forceATBRunCmdTextYOffset
   *      47. isShowForceATBStopCmdWin
   *      48. forceStopATBCmdText
   *      49. forceATBStopCmdWinX
   *      50. forceATBStopCmdWinY
   *      51.(v0.14a+) forceATBStopCmdOpacity
   *      52. forceATBStopCmdWinW
   *      53. forceATBStopCmdWinH
   *      54.(v0.14a+) forceATBStopFontFace
   *      55. forceATBStopCmdTextSize
   *      56. forceATBStopCmdWinLineH
   *      57. forceATBStopCmdWinPadding
   *      58. forceATBStopCmdBackOpacity
   *      59.(v0.14a+) forceATBStopCmdWinskinPath
   *      60.(v0.14a+) forceATBStopCmdWinskinFile
   *      61.(v0.14a+) forceATBStopCmdWinskinHue
   *      62.(v0.14a+) forceATBStopCmdWinskinSmooth
   *      63.(v0.14a+) forceATBStopCmdTextColor
   *      64.(v0.14a+) forceATBStopCmdTextAlign
   *      65. forceATBStopCmdTextXOffset
   *      66. forceATBStopCmdTextYOffset
   *          None
   *      (v0.04a+)Charge Module:
   *      1. IsChargeEnabled
   *      2. chargeMaxATBVal
   *         coreMax - The maximum ATB value of the battler involved
   *      3. isPayBeforeExecCharge
   *      4. cancelChargeATBKeys
   *      5. canCancelCharge
   *      6. forceChargeATBKeys
   *      7. canForceCharge
   *         None
   *      (v0.05a+)Cooldown Module:
   *      1. IsCooldownEnabled
   *      2. cooldownMaxATBVal
   *         coreMax - The maximum ATB value of the battler involved
   *      3. cancelCooldownATBKeys
   *      4. canCancelCooldown
   *         None
   *      (v0.12a+)Countdown Module
   *      1. IsCountdownEnabled
   *         None
   *      (v0.13a+)CTB Module
   *      1. IsCTBEnabled
   *      2. isShowCTBWin
   *      3. ctbWinText
   *      4. ctbWinX
   *      5. ctbWinY
   *      6.(v0.14a+) ctbWinOpacity
   *      7. ctbWinW
   *      8. ctbWinH
   *      9.(v0.14a+) ctbWinFontFace
   *      10. ctbWinTextSize
   *      11. ctbWinLineH
   *      12. ctbWinPadding
   *      13. ctbWinBackOpacity
   *      14.(v0.14a+) ctbWinskinPath
   *      15.(v0.14a+) ctbWinskinFile
   *      16.(v0.14a+) ctbWinskinHue
   *      17.(v0.14a+) ctbWinskinSmooth
   *      18.(v0.14a+) ctbWinTextColor
   *      19.(v0.14a+) ctbWinTextAlign
   *      20. ctbWinTextXOffset
   *      21. ctbWinTextYOffset
   *          None
   *      (v0.06a+)Event Module
   *      1. IsEventEnabled
   *      2. didFinishInput
   *      3. didBecomeActable
   *      4. didSetActTimes
   *      5. didStartATBFill
   *      6. willCancelCharge
   *      7. didStartForceCharge
   *      8. willCancelCooldown
   *      9. didCoreATBBecomeFull
   *      10. didCoreATBBecomeNotFull
   *      11. didChargeATBBecomeNotFull
   *      12. didAddInputableActor
   *          None
   *      (v0.12a+)13. didDecreaseCountdownStateTurn
   *      (v0.12a+)14. didIncreaseCountdownStateTurn
   *          stateId - The id of countdown state having its turn count updated
   *      (v0.13a+)15. didFillCoreATB
   *      (v0.13a+)16. didFillChargeATB
   *      (v0.13a+)17. didFillCooldownATB
   *          None
   *      (v0.14a+)Order Module
   *      1. IsOrderEnabled
   *      2. isShowContinuousOrderWin
   *      3. continuousOrderWinX
   *      4. continuousOrderWinY
   *      5. continuousOrderOpacity
   *      6. continuousOrderWinW
   *      7. continuousOrderWinH
   *      8. continuousOrderFontFace
   *      9. continuousOrderTextSize
   *      10. continuousOrderLineH
   *      11. continuousOrderPadding
   *      12. continuousOrderBackOpacity
   *      13. continuousOrderWinskinPath
   *      14. continuousOrderWinskinFile
   *      15. continuousOrderWinskinHue
   *      16. continuousOrderWinskinSmooth
   *      17. continuousOrderCooldownBarX
   *      18. continuousOrderCooldownBarY
   *      19. continuousOrderCooldownBarW
   *      20. continuousOrderCooldownBarH
   *      21. continuousOrderCooldownBarColor1
   *      22. continuousOrderCooldownBarColor2
   *      23. continuousOrderCooldownTextColor
   *      24. continuousOrderCooldownText
   *      25. continuousOrderCooldownTextX
   *      26. continuousOrderCooldownTextY
   *      27. continuousOrderCooldownTextAlign
   *      28. continuousOrderCoreBarX
   *      29. continuousOrderCoreBarY
   *      30. continuousOrderCoreBarW
   *      31. continuousOrderCoreBarH
   *      32. continuousOrderCoreBarColor1
   *      33. continuousOrderCoreBarColor2
   *      34. continuousOrderCoreTextColor
   *      35. continuousOrderCoreText
   *      36. continuousOrderCoreTextX
   *      37. continuousOrderCoreTextY
   *      38. continuousOrderCoreTextAlign
   *      39. continuousOrderChargeBarX
   *      40. continuousOrderChargeBarY
   *      41. continuousOrderChargeBarW
   *      42. continuousOrderChargeBarH
   *      43. continuousOrderChargeBarColor1
   *      44. continuousOrderChargeBarColor2
   *      45. continuousOrderChargeTextColor
   *      46. continuousOrderChargeText
   *      47. continuousOrderChargeTextX
   *      48. continuousOrderChargeTextY
   *      49. continuousOrderChargeTextAlign
   *          None
   *      50. continuousOrderSpriteOpacity
   *      51. continuousOrderSpriteIconFolder
   *      52. continuousOrderSpriteIconFilename
   *      53. continuousOrderSpriteIconHue
   *      54. continuousOrderSpriteIconSmooth
   *      55. continuousOrderSpriteIconXCoor
   *      56. continuousOrderSpriteIconYCoor
   *      57. continuousOrderSpriteIconSourceW
   *      58. continuousOrderSpriteIconSourceH
   *      59. continuousOrderSpriteIconW
   *      60. continuousOrderSpriteIconH
   *      61. continuousOrderSpriteY
   *          continuousOrderSprite - The continuous order battler sprite icon
   *      62. isShowDiscreteOrderWin
   *      63. discreteOrderWinX
   *      64. discreteOrderWinY
   *      65. discreteOrderOpacity
   *      66. discreteOrderWinW
   *      67. discreteOrderWinH
   *      68. discreteOrderPadding
   *      69. discreteOrderBackOpacity
   *      70. discreteOrderWinskinPath
   *      71. discreteOrderWinskinFile
   *      72. discreteOrderWinskinHue
   *      73. discreteOrderWinskinSmooth
   *          None
   *      74. showingDiscreteOrderBattlerSpriteOpacity
   *      75. hidingDiscreteOrderBattlerSpriteOpacity
   *      76. discreteOrderSpriteX
   *      77. discreteOrderSpriteY
   *      78. discreteOrderSpriteTargetOpacity
   *      79. discreteOrderSpriteIconFolder
   *      80. discreteOrderSpriteIconFilename
   *      81. discreteOrderSpriteIconHue
   *      82. discreteOrderSpriteIconSmooth
   *      83. discreteOrderSpriteIconXCoor
   *      84. discreteOrderSpriteIconYCoor
   *      85. discreteOrderSpriteIconSourceW
   *      86. discreteOrderSpriteIconSourceH
   *      87. discreteOrderSpriteIconW
   *      88. discreteOrderSpriteIconH
   *          discreteOrderSprite - The discrete order battler sprite icon
   *      (v0.10a+)Start Module
   *      1. IsRateEnabled
   *      2. coreATBRate
   *      3. chargeATBRate
   *      4. cooldownATBRate
   *         None
   *      (v0.07a+)Reset Module
   *      1. IsResetEnabled
   *         None
   *      2. resetATBVal
   *         latestResetATBVal - The reset ATB value right after executing the
   *                             last action
   *      (v0.08a+)Speed Module
   *      1. IsSpeedEnabled
   *      2. updateActSpeeds
   *      3. actSpeed
   *         None
   *      (v0.09a+)Start Module
   *      1. IsStartEnabled
   *      2. normStartATBVal
   *      3. preemptStartATBVal
   *      4. surpriseStartATBVal
   *         None
   *      (v0.11a+)Turn Module
   *      1. IsTurnEnabled
   *      2. isShowBattleTurnClockWin
   *      3. battleTurnClockText
   *      4. battleTurnClockWinX
   *      5. battleTurnClockWinY
   *      6.(v0.14a+) battleTurnClockOpacity
   *      7. battleTurnClockWinW
   *      8. battleTurnClockWinH
   *      9.(v0.14a+) battleTurnClockFontFace
   *      10. battleTurnClockTextSize
   *      11. battleTurnClockWinLineH
   *      12. battleTurnClockWinPadding
   *      13. battleTurnClockBackOpacity
   *      14.(v0.14a+) battleTurnClockWinskinPath
   *      15.(v0.14a+) battleTurnClockWinskinFile
   *      16.(v0.14a+) battleTurnClockWinskinHue
   *      17.(v0.14a+) battleTurnClockWinskinSmooth
   *      18.(v0.14a+) battleTurnClockTextColor
   *      19.(v0.14a+) battleTurnClockTextAlign
   *      20. battleTurnClockTextXOffset
   *      21. battleTurnClockTextYOffset
   *          None
   *    # Valid values
   *      Core Module:
   *      1. IsCoreEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *         DON'T CHANGE THE RETURNED BOOLEAN VALUE DURING THE SAME BATTLE
   *         UNLESS YOU REALLY KNOW WHAT YOU'RE TRULY DOING
   *      2. coreBaseFillATBFrame
   *         Any valid Javascript returning a natural Number
   *      3. coreBaseFillATBSec
   *      4. coreTurnATBTime
   *         Any valid Javascript returning a positive Number
   *      5. coreTurnATBAct
   *         Any valid Javascript returning a natural Number
   *      6. canCoreTurnClockOverflow
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      7. coreMaxATBVal
   *         Any valid Javascript returning a positive Number
   *         (Advanced)It must return a Number much larger than Number.EPSILON
   *      (v0.03a+)Bar Module
   *      1. IsBarEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      2. isShowATBBar
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      3. atbBarText
   *         Any valid Javascript returning a String
   *      4. atbBarXOffset
   *      5. atbBarYOffset
   *         Any valid Javascript returning an Integer
   *      6.(v0.06a+) atbBarFrameOpacity
   *         Any valid Javascript returning an Integer ranging from 0 to 255
   *         inclusive
   *      7. atbBarW
   *      8. atbBarH
   *      9.(v0.14a+) atbBarFontFace
   *          Any valid Javascript returning a String
   *      10. atbBarTextSize
   *      11. atbBarLineH
   *           Any valid Javascript returning a Natural Number
   *      12.(v0.06a+) atbBarPadding
   *      13. atbBarBackOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      14.(v0.14a+) atbBarWinskinPath
   *          Any valid Javascript returning a String
   *      15.(v0.14a+) atbBarkWinskinFile
   *          Any valid Javascript returning a String
   *      16.(v0.14a+) atbBarkWinskinHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *          inclusive
   *      17.(v0.14a+) battleTurnClockWinskinSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      18.(v0.14a+) battleTurnClockTextAlign
   *          Any valid Javascript returning a valid textAlign property
   *      19. atbBarTextXOffset
   *      20. atbBarTextYOffset
   *          Any valid Javascript returning an Integer
   *      21. atbBarTextColor
   *      22. atbBarColor1
   *      23. atbBarColor2
   *      24. atbBarBackColor
   *          Any valid Javascript returning a Color
   *          Use this.textColor(colorCode), where colorCode ranges from 0 to 31
   *          inclusive, if you don't know how to setup a custom color
   *          yourselves
   *      25.(v0.06a+) isShowStatusATBBar
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      26.(v0.06a+) statusATBBarText
   *          Any valid Javascript returning a String
   *      27.(v0.06a+) statusATBBarXOffset
   *      28.(v0.06a+) statusATBBarYOffset
   *          Any valid Javascript returning an Integer
   *      29.(v0.06a+) statusATBBarFrameOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      30.(v0.06a+) statusATBBarW
   *      31.(v0.06a+) statusATBBarH
   *      32.(v0.14a+) statusATBBarFontFace
   *          Any valid Javascript returning a String
   *      33.(v0.06a+) statusATBBarTextSize
   *      34.(v0.06a+) statusATBBarLineH
   *          Any valid Javascript returning a Natural Number
   *      35.(v0.06a+) statusATBBarPadding
   *      36.(v0.06a+) statusATBBarBackOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      37.(v0.14a+) statusATBBarWinskinPath
   *          Any valid Javascript returning a String
   *      38.(v0.14a+) statusATBBarWinskinFile
   *          Any valid Javascript returning a String
   *      39.(v0.14a+) statusATBBarWinskinHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *          inclusive
   *      40.(v0.14a+) statusATBBarWinskinSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      41.(v0.14a+) statusATBBarTextAlign
   *          Any valid Javascript returning a valid textAlign property
   *      42.(v0.06a+) statusATBBarTextXOffset
   *      43.(v0.06a+) statusATBBarTextYOffset
   *          Any valid Javascript returning an Integer
   *      44.(v0.06a+) statusATBBarTextColor
   *      45.(v0.06a+) statusATBBarColor1
   *      46.(v0.06a+) statusATBBarColor2
   *      47.(v0.06a+) statusATBBarBackColor
   *          Any valid Javascript returning a Color
   *          Use this.textColor(colorCode), where colorCode ranges from 0 to 31
   *          inclusive, if you don't know how to setup a custom color
   *          yourselves
   *      (v0.01a+)Hotkey Module:
   *      1. IsHotkeyEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      2. prevInputableActorKey
   *      3. nextInputableActorKey
   *         Any valid keyboard mapping, which can be enriched by a keyboard
   *         mapping plugin like QInput:
   *         - https://quxios.github.io/plugins/QInput
   *      4. inputableActorKeys
   *         Any String Array whose ith element being a valid keyboard mapping,
   *         which can be enriched by a keyboard mapping plugin like QInput:
   *         - https://quxios.github.io/plugins/QInput
   *      (v0.02a+)Wait Module:
   *      1. IsWaitEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      2. isATBWaitCondMet
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      3. forceRunATBKey
   *      4. forceStopATBKey
   *         Any valid keyboard mapping, which can be enriched by a keyboard
   *         mapping plugin like QInput:
   *         - https://quxios.github.io/plugins/QInput
   *      5. isShowForceATBStatWin
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      6. noForceATBText
   *      7. forceRunATBStatText
   *      8. forceStopATBStatText
   *         Any valid Javascript returning a String
   *      9. forceATBStatWinX
   *      10. forceATBStatWinY
   *          Any valid Javascript returning a Nonnegative Integer
   *      11.(v0.14a+) forceATBStatOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      12. forceATBStatWinW
   *      13. forceATBStatWinH
   *      14.(v0.14a+) forceATBStatFontFace
   *          Any valid Javascript returning a String
   *      15. forceATBStatTextSize
   *      16. forceATBStatWinLineH
   *          Any valid Javascript returning a Natural Number
   *      17. forceATBStatWinPadding
   *      18. forceATBStatBackOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      19.(v0.14a+) forceATBStatWinskinPath
   *          Any valid Javascript returning a String
   *      20.(v0.14a+) forceATBStatWinskinFile
   *          Any valid Javascript returning a String
   *      21.(v0.14a+) forceATBStatWinskinHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *          inclusive
   *      22.(v0.14a+) forceATBStatskinSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      23.(v0.14a+) forceATBStatTextColor
   *          Any valid Javascript returning a Color
   *          Use this.textColor(colorCode), where colorCode ranges from 0 to 31
   *          inclusive, if you don't know how to setup a custom color
   *          yourselves
   *      24.(v0.14a+) forceATBStatTextAlign
   *          Any valid Javascript returning a valid textAlign property
   *      25. forceATBStatTextXOffset
   *      26. forceATBStatTextYOffset
   *          Any valid Javascript returning an Integer
   *      27. isShowForceATBRunCmdWin
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      28. forceRunATBCmdText
   *          Any valid Javascript returning a String
   *      29. forceATBRunCmdWinX
   *      30. forceATBRunCmdWinY
   *          Any valid Javascript returning a Nonnegative Integer
   *      31.(v0.14a+) forceATBRunCmdOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      32. forceATBRunCmdWinW
   *      33. forceATBRunCmdWinH
   *      34.(v0.14a+) forceATBRunCmdFontFace
   *          Any valid Javascript returning a String
   *      35. forceATBRunCmdTextSize
   *      36. forceATBRunCmdWinLineH
   *          Any valid Javascript returning a Natural Number
   *      37. forceATBRunCmdWinPadding
   *      38. forceATBRunCmdBackOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      39.(v0.14a+) forceATBRunCmdWinskinPath
   *          Any valid Javascript returning a String
   *      40.(v0.14a+) forceATBRunCmdWinskinFile
   *          Any valid Javascript returning a String
   *      41.(v0.14a+) forceATBRunCmdWinskinHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *          inclusive
   *      42.(v0.14a+) forceATBRunCmdWinskinSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      43.(v0.14a+) forceATBRunCmdTextColor
   *          Any valid Javascript returning a Color
   *          Use this.textColor(colorCode), where colorCode ranges from 0 to 31
   *          inclusive, if you don't know how to setup a custom color
   *          yourselves
   *      44.(v0.14a+) forceATBRunCmdTextAlign
   *          Any valid Javascript returning a valid textAlign property
   *      45. forceATBRunCmdTextXOffset
   *      46. forceATBRunCmdTextYOffset
   *          Any valid Javascript returning an Integer
   *      47. isShowForceATBStopCmdWin
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      48. forceStopATBCmdText
   *          Any valid Javascript returning a String
   *      49. forceATBStopCmdWinX
   *      50. forceATBStopCmdWinY
   *          Any valid Javascript returning a Nonnegative Integer
   *      51.(v0.14a+) forceATBStopCmdOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      52. forceATBStopCmdWinW
   *      53. forceATBStopCmdWinH
   *      54.(v0.14a+) forceATBStopCmdFontFace
   *          Any valid Javascript returning a String
   *      55. forceATBStopCmdTextSize
   *      56. forceATBStopCmdWinLineH
   *          Any valid Javascript returning a Natural Number
   *      57. forceATBStopCmdWinPadding
   *      58. forceATBStopCmdBackOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      59.(v0.14a+) forceATBStopCmdWinskinPath
   *          Any valid Javascript returning a String
   *      60.(v0.14a+) forceATBStopCmdWinskinFile
   *          Any valid Javascript returning a String
   *      61.(v0.14a+) forceATBStopCmdWinskinHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *          inclusive
   *      62.(v0.14a+) forceATBStopCmdWinskinSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      63.(v0.14a+) forceATBStopCmdTextColor
   *          Any valid Javascript returning a Color
   *          Use this.textColor(colorCode), where colorCode ranges from 0 to 31
   *          inclusive, if you don't know how to setup a custom color
   *          yourselves
   *      64.(v0.14a+) forceATBStopCmdTextAlign
   *          Any valid Javascript returning a valid textAlign property
   *      65. forceATBStopCmdTextXOffset
   *      66. forceATBStopCmdTextYOffset
   *          Any valid Javascript returning an Integer
   *      (v0.04a+)Charge Module:
   *      1. IsChargeEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      2. chargeMaxATBVal
   *         Any valid Javascript returning a positive Number
   *      3. isPayBeforeExecCharge
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      4. cancelChargeATBKeys
   *         Any String Array whose ith element being a valid keyboard mapping,
   *         which can be enriched by a keyboard mapping plugin like QInput:
   *         - https://quxios.github.io/plugins/QInput
   *      5. canCancelCharge
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      6. forceChargeATBKeys
   *         Any String Array whose ith element being a valid keyboard mapping,
   *         which can be enriched by a keyboard mapping plugin like QInput:
   *         - https://quxios.github.io/plugins/QInput
   *      7. canForceCharge
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      (v0.05a+)Cooldown Module:
   *      1. IsCooldownEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      2. cooldownMaxATBVal
   *         Any valid Javascript returning a positive Number
   *      3. cancelCooldownATBKeys
   *         Any String Array whose ith element being a valid keyboard mapping,
   *         which can be enriched by a keyboard mapping plugin like QInput:
   *         - https://quxios.github.io/plugins/QInput
   *      4. canCancelCooldown
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      (v0.12a+)Countdown Module
   *      1. IsCountdownEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      (v0.13a+)CTB Module
   *      1. IsCTBEnabled
   *      2. isShowCTBWin
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      3. ctbWinText
   *         Any valid Javascript returning a String
   *      4. ctbWinX
   *      5. ctbWinY
   *         Any valid Javascript returning a non-negative Integer
   *      6.(v0.14a+) ctbWinOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      7. ctbWinW
   *      8. ctbWinH
   *      9.(v0.14a+) ctbWinFontFace
   *         Any valid Javascript returning a String
   *      10. ctbWinTextSize
   *      11. ctbWinLineH
   *          Any valid Javascript returning a Natural Number
   *      12. ctbWinPadding
   *      13. ctbWinBackOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      14.(v0.14a+) ctbWinskinPath
   *          Any valid Javascript returning a String
   *      15.(v0.14a+) ctbWinskinFile
   *          Any valid Javascript returning a String
   *      16.(v0.14a+) ctbWinskinHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *          inclusive
   *      17.(v0.14a+) ctbWinskinSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      18.(v0.14a+) ctbWinTextColor
   *          Any valid Javascript returning a Color
   *          Use this.textColor(colorCode), where colorCode ranges from 0 to 31
   *          inclusive, if you don't know how to setup a custom color
   *          yourselves
   *      19.(v0.14a+) ctbWinTextAlign
   *          Any valid Javascript returning a valid textAlign property
   *      20. ctbWinTextXOffset
   *      21. ctbWinTextYOffset
   *          Any valid Javascript returning an Integer
   *      (v0.06a+)Event Module
   *      1. IsEventEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      2. didFinishInput
   *      3. didBecomeActable
   *      4. didSetActTimes
   *      5. didStartATBFill
   *      6. willCancelCharge
   *      7. didStartForceCharge
   *      8. willCancelCooldown
   *      9. didCoreATBBecomeFull
   *      10. didCoreATBBecomeNotFull
   *      11. didChargeATBBecomeNotFull
   *      12. didAddInputableActor
   *      (v0.12a+)13. didDecreaseCountdownStateTurn
   *      (v0.12a+)14. didIncreaseCountdownStateTurn
   *      (v0.13a+)15. didFillCoreATB
   *      (v0.13a+)16. didFillChargeATB
   *      (v0.13a+)17. didFillCooldownATB
   *          Any valid Javascript
   *      (v0.14a+)Order Module
   *      1. IsOrderEnabled
   *      2. isShowContinuousOrderWin
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      3. continuousOrderWinX
   *      4. continuousOrderWinY
   *         Any valid Javascript returning a non-negative Integer
   *      5. continuousOrderOpacity
   *         Any valid Javascript returning an Integer ranging from 0 to 255
   *         inclusive
   *      6. continuousOrderWinW
   *      7. continuousOrderWinH
   *         Any valid Javascript returning a Natural Number
   *      8. continuousOrderFontFace
   *         Any valid Javascript returning a String
   *      9. continuousOrderTextSize
   *      10. continuousOrderLineH
   *          Any valid Javascript returning a Natural Number
   *      11. continuousOrderPadding
   *          Any valid Javascript returning a non-negative Integer
   *      12. continuousOrderBackOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      13. continuousOrderWinskinPath
   *      14. continuousOrderWinskinFile
   *          Any valid Javascript returning a String
   *      15. continuousOrderWinskinHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *          inclusive
   *      16. continuousOrderWinskinSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      17. continuousOrderCooldownBarX
   *      18. continuousOrderCooldownBarY
   *          Any valid Javascript returning a non-negative Integer
   *      19. continuousOrderCooldownBarW
   *      20. continuousOrderCooldownBarH
   *          Any valid Javascript returning a Natural Number
   *      21. continuousOrderCooldownBarColor1
   *      22. continuousOrderCooldownBarColor2
   *      23. continuousOrderCooldownTextColor
   *          Any valid Javascript returning a Color
   *          Use this.textColor(colorCode), where colorCode ranges from 0 to 31
   *          inclusive, if you don't know how to setup a custom color
   *          yourselves
   *      24. continuousOrderCooldownText
   *          Any valid Javascript returning a String
   *      25. continuousOrderCooldownTextX
   *      26. continuousOrderCooldownTextY
   *          Any valid Javascript returning a non-negative Integer
   *      27. continuousOrderCooldownTextAlign
   *          Any valid Javascript returning a valid textAlign property
   *      28. continuousOrderCoreBarX
   *      29. continuousOrderCoreBarY
   *          Any valid Javascript returning a non-negative Integer
   *      30. continuousOrderCoreBarW
   *      31. continuousOrderCoreBarH
   *          Any valid Javascript returning a Natural Number
   *      32. continuousOrderCoreBarColor1
   *      33. continuousOrderCoreBarColor2
   *      34. continuousOrderCoreTextColor
   *          Any valid Javascript returning a Color
   *          Use this.textColor(colorCode), where colorCode ranges from 0 to 31
   *          inclusive, if you don't know how to setup a custom color
   *          yourselves
   *      35. continuousOrderCoreText
   *          Any valid Javascript returning a String
   *      36. continuousOrderCoreTextX
   *      37. continuousOrderCoreTextY
   *          Any valid Javascript returning a non-negative Integer
   *      38. continuousOrderCoreTextAlign
   *          Any valid Javascript returning a valid textAlign property
   *      39. continuousOrderChargeBarX
   *      40. continuousOrderChargeBarY
   *          Any valid Javascript returning a non-negative Integer
   *      41. continuousOrderChargeBarW
   *      42. continuousOrderChargeBarH
   *          Any valid Javascript returning a Natural Number
   *      43. continuousOrderChargeBarColor1
   *      44. continuousOrderChargeBarColor2
   *      45. continuousOrderChargeTextColor
   *          Any valid Javascript returning a Color
   *          Use this.textColor(colorCode), where colorCode ranges from 0 to 31
   *          inclusive, if you don't know how to setup a custom color
   *          yourselves
   *      46. continuousOrderChargeText
   *          Any valid Javascript returning a String
   *      47. continuousOrderChargeTextX
   *      48. continuousOrderChargeTextY
   *          Any valid Javascript returning a non-negative Integer
   *      49. continuousOrderChargeTextAlign
   *          Any valid Javascript returning a valid textAlign property
   *      50. continuousOrderSpriteOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      51. continuousOrderSpriteIconFolder
   *      52. continuousOrderSpriteIconFilename
   *          Any valid Javascript returning a String
   *      53. continuousOrderSpriteIconHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *          inclusive
   *      54. continuousOrderSpriteIconSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      55. continuousOrderSpriteIconXCoor
   *      56. continuousOrderSpriteIconYCoor
   *          Any valid Javascript returning a non-negative Integer
   *      57. continuousOrderSpriteIconSourceW
   *      58. continuousOrderSpriteIconSourceH
   *      59. continuousOrderSpriteIconW
   *      60. continuousOrderSpriteIconH
   *          Any valid Javascript returning a Natural Number
   *      61. continuousOrderSpriteY
   *          Any valid Javascript returning a non-negative Integer
   *      62. isShowDiscreteOrderWin
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      63. discreteOrderWinX
   *      64. discreteOrderWinY
   *          Any valid Javascript returning a non-negative Integer
   *      65. discreteOrderOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      66. discreteOrderWinW
   *      67. discreteOrderWinH
   *      68. discreteOrderPadding
   *          Any valid Javascript returning a Natural Number
   *      69. discreteOrderBackOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      70. discreteOrderWinskinPath
   *      71. discreteOrderWinskinFile
   *          Any valid Javascript returning a String
   *      72. discreteOrderWinskinHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *      73. discreteOrderWinskinSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      74. showingDiscreteOrderBattlerSpriteOpacity
   *      75. hidingDiscreteOrderBattlerSpriteOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      76. discreteOrderSpriteX
   *      77. discreteOrderSpriteY
   *          Any valid Javascript returning a non-negative Integer
   *      78. discreteOrderSpriteTargetOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      79. discreteOrderSpriteIconFolder
   *      80. discreteOrderSpriteIconFilename
   *          Any valid Javascript returning a String
   *      81. discreteOrderSpriteIconHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *      82. discreteOrderSpriteIconSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      83. discreteOrderSpriteIconXCoor
   *      84. discreteOrderSpriteIconYCoor
   *          Any valid Javascript returning a non-negative Integer
   *      85. discreteOrderSpriteIconSourceW
   *      86. discreteOrderSpriteIconSourceH
   *      87. discreteOrderSpriteIconW
   *      88. discreteOrderSpriteIconH
   *          Any valid Javascript returning a Natural Number
   *      (v0.10a+)Rate Module
   *      1. IsRateEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      2. coreATBRate
   *      3. chargeATBRate
   *      4. cooldownATBRate
   *         Any valid Javascript returning a Number
   *      (v0.07a+)Reset Module
   *      1. IsResetEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      2. resetATBVal
   *         Any valid Javascript returning a Number
   *      (v0.08a+)Speed Module
   *      1. IsSpeedEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      2. updateActSpeeds
   *         Any valid Javascript
   *      3. actSpeed
   *         Any valid Javascript returning a Number
   *      (v0.09a+)Start Module
   *      1. IsStartEnabled
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      2. normStartATBVal
   *      3. preemptStartATBVal
   *      4. surpriseStartATBVal
   *         Any valid Javascript returning a Number
   *      (v0.11a+)Turn Module
   *      1. IsTurnEnabled
   *      2. isShowBattleTurnClockWin
   *         Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      3. battleTurnClockText
   *         Any valid Javascript returning a String
   *      4. battleTurnClockWinX
   *      5. battleTurnClockWinY
   *         Any valid Javascript returning a non-negative Integer
   *      6. battleTurnClockOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      7. battleTurnClockWinW
   *      8. battleTurnClockWinH
   *      9.(v0.14a+) battleTurnClockFontFace
   *          Any valid Javascript returning a String
   *      10. battleTurnClockTextSize
   *      11. battleTurnClockWinLineH
   *         Any valid Javascript returning a Natural Number
   *      12. battleTurnClockWinPadding
   *      13. battleTurnClockBackOpacity
   *          Any valid Javascript returning an Integer ranging from 0 to 255
   *          inclusive
   *      14.(v0.14a+) battleTurnClockWinskinPath
   *          Any valid Javascript returning a String
   *      15.(v0.14a+) battleTurnClockWinskinFile
   *          Any valid Javascript returning a String
   *      16.(v0.14a+) battleTurnClockWinskinHue
   *          Any valid Javascript returning an Integer ranging from 0 to 360
   *          inclusive
   *      17.(v0.14a+) battleTurnClockWinskinSmooth
   *          Any valid Javascript(It'll always be regarded as truthy/falsy)
   *      18.(v0.14a+) battleTurnClockTextColor
   *          Any valid Javascript returning a Color
   *          Use this.textColor(colorCode), where colorCode ranges from 0 to 31
   *          inclusive, if you don't know how to setup a custom color
   *          yourselves
   *      19.(v0.14a+) battleTurnClockTextAlign
   *          Any valid Javascript returning a valid textAlign property
   *      20. battleTurnClockTextXOffset
   *      21. battleTurnClockTextYOffset
   *          Any valid Javascript returning an Integer
   *    # Examples
   *      Core Module:
   *      1. IsCoreEnabled
   *         Setting IsCoreEnabled as return false; will disable this plugin
   *      2. coreBaseFillATBFrame
   *         Setting coreBaseFillATBFrame as return 300; will set the base time
   *         to fully fill battler ATB values as 300 ATB frames(An ATB frame's a
   *         frame with an ATB frame update)
   *         This parameter's effective only when _coreBaseFillUnit is set as
   *         coreBaseFillATBFrame
   *      3. coreBaseFillATBSec
   *         Setting coreBaseFillATBSec as return 10; will set the base time
   *         to fully fill battler ATB values as 10 ATB seconds(An ATB second's
   *         a second combined solely from ATB frames)
   *         This parameter's effective only when _coreBaseFillUnit is set as
   *         coreBaseFillATBSec
   *      4. coreTurnATBTime
   *         If _coreBaseFillUnit is set as coreBaseFillATBFrame and
   *         coreBaseFillATBFrame is set as return 600;, then setting
   *         coreTurnATBTime as return baseFillATB * 1.5; will set the turn
   *         duration as 600 * 1.5 = 900 ATB frames
   *      5. coreTurnATBAct
   *         Setting coreTurnATBAct as
   *         return BattleManager.allBattleMembers().length; will cause the
   *         turn to consist of the number of turns equal to that of all battler
   *      6. canCoreTurnClockOverflow
   *         Setting canCoreTurnClockOverflow as return true; will cause the
   *         current turn progress clock based on time/action to overflow to
   *         next turn(If the counter and max was 15 and 10 respectively, then
   *         new turn will immediately come with the current turn/action
   *         counter becoming roughly 15 - 10 = 5)
   *      7. coreMaxATBVal
   *         Setting coreMaxATBVal as return 200.0; will cause the maximum ATB
   *         value of each battler to be 200.0
   *      (v0.03a+)Bar Module
   *      1. IsBarEnabled
   *         Setting IsBarEnabled as return true; will enable the Bar Module if
   *         the Core Module's also enabled
   *      2. isShowATBBar
   *         Setting isShowATBBar as
   *         return this.isActor() || this.isStateAffected(13); will show the
   *         ATB bar for actors or battlers with the state with id 13(that state
   *         can be useful as an enemy info scanning mechanism)
   *      3. atbBarText
   *         Setting atbBarText as
   *         return this.coreSATB() + '/' + this.coreMaxSATB() + ' : ' + this.satbActTimes();
   *         will setup the ATB bar text as c/m : a, where c is the current ATB
   *         value, m is the maximum ATB value, and a is the number of virtual
   *         action slots
   *      4. atbBarXOffset
   *      5. atbBarYOffset
   *      6.(v0.06a+) atbBarFrameOpacity
   *      7. atbBarW
   *      8. atbBarH
   *      9.(v0.14a+) atbBarFontFace
   *         Setting atbBarFontFace as
   *         return Window_Base.prototype.standardFontFace.call(this); will use
   *         the default font face
   *      10. atbBarTextSize
   *      11. atbBarLineH
   *      12.(v0.06a+) atbBarPadding
   *      13. atbBarBackOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      14.(v0.14a+) atbBarWinskinPath
   *          Setting atbBarWinskinPath as return 'img/system/'; will use the
   *          windowskin file in the system image folder
   *      15.(v0.14a+) atbBarWinskinFile
   *          Setting atbBarWinskinFile as return 'Window'; will use the
   *          windowskin file named Window
   *      16.(v0.14a+) atbBarWinskinHue
   *          Setting atbBarWinskinHue as return 0; will set the ATB bar
   *          windowskin to have no hue adjustments
   *      17.(v0.14a+) atbBarWinskinSmooth
   *          Setting atbBarWinskinSmooth as return true; will set the ATB bar
   *          windowskin to have its smooth enabled
   *      18.(v0.14a+) atbBarTextAlign
   *          Setting atbBarTextColor as return 'center'; will set the ATB bar
   *          text to be aligned to the center
   *      19. atbBarTextXOffset
   *      20. atbBarTextYOffset
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      21. atbBarTextColor
   *          Setting atbBarTextColor as return this.textColor(0); will set the
   *          ATB bar text color as text color with color code 0
   *      22. atbBarColor1
   *          Setting atbBarBackColor as return '#00ff00'; will set the
   *          ATB bar left gradient color as purely green color
   *      23. atbBarColor2
   *          Setting atbBarBackColor as return '#00ffff'; will set the
   *          ATB bar right gradient color as purely cyan color
   *      24. atbBarBackColor
   *          Setting atbBarBackColor as return this.textColor(15); will set the
   *          ATB bar background color as text color with color code 15
   *      25.(v0.06a+) isShowStatusATBBar
   *          Setting isShowStatusATBBar as
   *          return this.isActor() || this.isStateAffected(13); will show the
   *          ATB bar for actors or battlers with the state with id 13(that
   *          state can be useful as an enemy info scanning mechanism)
   *      26.(v0.06a+) statusATBBarText
   *          Setting statusATBBarText as
   *          return this.coreSATB() + '/' + this.coreMaxSATB() + ' : ' + this.satbActTimes();
   *          will setup the ATB bar text as c/m : a, where c is the current ATB
   *          value, m is the maximum ATB value, and a is the number of virtual
   *          action slots
   *      27.(v0.06a+) statusATBBarXOffset
   *      28.(v0.06a+) statusATBBarYOffset
   *      29.(v0.06a+) statusATBBarFrameOpacity
   *      30.(v0.06a+) statusATBBarW
   *      31.(v0.06a+) statusATBBarH
   *      32.(v0.14a+) statusATBFontFace
   *          Setting statusATBFontFace as
   *          return Window_Base.prototype.standardFontFace.call(this); will use
   *          the default font face
   *      33.(v0.06a+) statusATBBarTextSize
   *      34.(v0.06a+) statusATBBarLineH
   *      35.(v0.06a+) statusATBBarPadding
   *      36.(v0.06a+) statusATBBarBackOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      37.(v0.14a+) statusATBBarWinskinPath
   *          Setting statusATBBarWinskinPath as return 'img/system/'; will use
   *          the windowskin file in the system image folder
   *      38.(v0.14a+) statusATBBarWinskinFile
   *          Setting statusATBBarWinskinFile as return 'Window'; will use the
   *          windowskin file named Window
   *      39.(v0.14a+) statusATBBarWinskinHue
   *          Setting statusATBBarWinskinHue as return 0; will set the ATB bar
   *          windowskin to have no hue adjustments
   *      40.(v0.14a+) statusATBBarWinskinSmooth
   *          Setting statusATBBarWinskinSmooth as return true; will set the ATB
   *          bar windowskin to have its smooth enabled
   *      41.(v0.14a+) statusATBBarTextAlign
   *          Setting statusATBBarTextColor as return 'center'; will set the ATB
   *          bar text to be aligned to the center
   *      42.(v0.06a+) statusATBBarTextXOffset
   *      43.(v0.06a+) statusATBBarTextYOffset
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      44.(v0.06a+) statusATBBarTextColor
   *          Setting statusATBBarTextColor as return this.textColor(0); will set
   *          the ATB bar text color as text color with color code 0
   *      45.(v0.06a+) statusATBBarColor1
   *          Setting statusATBBarBackColor as return '#00ff00'; will set the
   *          ATB bar left gradient color as purely green color
   *      46.(v0.06a+) statusATBBarColor2
   *          Setting statusATBBarBackColor as return '#00ffff'; will set the
   *          ATB bar right gradient color as purely cyan color
   *      47.(v0.06a+) statusATBBarBackColor
   *          Setting statusATBBarBackColor as return this.textColor(15); will
   *          set the ATB bar background color as text color with color code 15
   *      (v0.01a+)Hotkey Module:
   *      1. IsHotkeyEnabled
   *         Setting IsHotkeyEnabled as return true; will enable the Hotkey
   *         Module if the Core Module's also enabled
   *      2. prevInputableActorKey
   *         Setting prevUnputableActorKey as return 'left'; will set the
   *         key whose mapping is 'left' to be the hotkey for selecting the
   *         inputable actor whose party index's just smaller than the currently
   *         selected one(the search will continue until the one whose party
   *         index's just larger than the currently selected one's checked)
   *      3. nextInputableActorKey
   *         Setting prevUnputableActorKey as return 'right'; will set the
   *         key whose mapping is 'right' to be the hotkey for selecting the
   *         inputable actor whose party index's just larger than the currently
   *         selected one(the search will continue until the one whose party
   *         index's just smaller than the currently selected one's checked)
   *      4. inputableActorKeys
   *         Setting inputableActorKeys as
   *         return ['#num1', '#num2', '#num3', '#num4'];
   *         will set the key whose mapping is '#numi' to be the hotkey for
   *         selecting the ith party member if that actor's inputable
   *      (v0.02a+)Wait Module:
   *      1. IsWaitEnabled
   *         Setting IsWaitEnabled as return false; will disable the Wait Module
   *      2. isATBWaitCondMet
   *         Setting isATBWaitCondMet as return true; will always run the ATB
   *         frame update as long as it can be technically run
   *      3. forceRunATBKey
   *         Setting forceRunATBKey as return '#shift'; will set the key whose
   *         mapping is '#shift' to be the hotkey for forcibly running the ATB
   *         frame update
   *      4. forceStopATBKey
   *         Setting forceRunATBKey as return '#ctrl'; will set the key whose
   *         mapping is '#ctrl' to be the hotkey for forcibly stopping the ATB
   *         frame update
   *      5. isShowForceATBStatWin
   *         Setting isShowForceATBStatWin as return true; will always show the
   *         force ATB status window in battles
   *      6. noForceATBText
   *         Setting noForceATBText as return 'Not Forcing ATB'; will set the
   *         text showing the ATB frame update isn't forced as Not Forcing ATB
   *      7. forceRunATBStatText
   *         Setting forceRunATBStatText as return 'Forcibly Running ATB'; will
   *         set the text showing the ATB frame update's forcibly run as
   *         Forcibly Running ATB
   *      8. forceStopATBStatText
   *         Setting forceStopATBStatText as return 'Forcibly Stopping ATB'; will
   *         set the text showing the ATB frame update's forcibly run as
   *         Forcibly Stopping ATB
   *      9. forceATBStatWinX
   *      10. forceATBStatWinY
   *      11.(v0.14a+) forceATBStatOpacity
   *      12. forceATBStatWinW
   *      13. forceATBStatWinH
   *      14.(v0.14a+) forceATBStatFontFace
   *          Setting forceATBStatFontFace as
   *          return Window_Base.prototype.standardFontFace.call(this); will use
   *          the default font face
   *      15. forceATBStatTextSize
   *      16. forceATBStatWinLineH
   *      17. forceATBStatWinPadding
   *      18. forceATBStatBackOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      19.(v0.14a+) forceATBStatWinskinPath
   *          Setting forceATBStatWinskinPath as return 'img/system/'; will use
   *          the windowskin file in the system image folder
   *      20.(v0.14a+) forceATBStatWinskinFile
   *          Setting forceATBStatWinskinFile as return 'Window'; will use the
   *          windowskin file named Window
   *      21.(v0.14a+) forceATBStatWinskinHue
   *          Setting forceATBStatWinskinHue as return 0; will set the force ATB
   *          status windowskin to have no hue adjustments
   *      22.(v0.14a+) forceATBStatWinskinSmooth
   *          Setting forceATBStatWinskinSmooth as return true; will set the
   *          force ATB status windowskin to have its smooth enabled
   *      23.(v0.14a+) forceATBStatTextColor
   *          Setting forceATBStatTextColor as return this.textColor(0); will
   *          set the force ATB status window text color as text color with
   *          color code 0
   *      24.(v0.14a+) forceATBStatTextAlign
   *          Setting forceATBStatTextColor as return 'center'; will set the
   *          battle turn clock text to be aligned to the center
   *      25. forceATBStatTextXOffset
   *      26. forceATBStatTextYOffset
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      27. isShowForceATBRunCmdWin
   *          Setting isShowForceATBRunCmdWin as return false; will always hide
   *          the force run ATB command window but the function can still be
   *          used by pressing the force run hotkey
   *      28. forceRunATBCmdText
   *         Setting forceRunATBCmdText as return 'Force Run'; will set the
   *         text showing the ATB frame update's forcibly run as Force Run
   *      29. forceATBRunCmdWinX
   *      30. forceATBRunCmdWinY
   *      31.(v0.14a+) forceATBRunCmdOpacity
   *      32. forceATBRunCmdWinW
   *      33. forceATBRunCmdWinH
   *      34.(v0.14a+) forceATBRunCmdFontFace
   *          Setting forceATBRunCmdFontFace as
   *          return Window_Base.prototype.standardFontFace.call(this); will use
   *          the default font face
   *      35. forceATBRunCmdTextSize
   *      36. forceATBRunCmdWinLineH
   *      37. forceATBRunCmdWinPadding
   *      38. forceATBRunCmdBackOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      39.(v0.14a+) forceATBRunCmdWinskinPath
   *          Setting forceATBRunCmdWinskinPath as return 'img/system/'; will
   *          use the windowskin file in the system image folder
   *      40.(v0.14a+) forceATBRunCmdWinskinFile
   *          Setting forceATBRunCmdWinskinFile as return 'Window'; will use the
   *          windowskin file named Window
   *      41.(v0.14a+) forceATBRunCmdWinskinHue
   *          Setting forceATBRunCmdWinskinHue as return 0; will set the force
   *          run ATB command windowskin to have no hue adjustments
   *      42.(v0.14a+) forceATBRunCmdWinskinSmooth
   *          Setting forceATBRunCmdWinskinSmooth as return true; will set the
   *          force run ATB command windowskin to have its smooth enabled
   *      43.(v0.14a+) forceATBRunCmdTextColor
   *          Setting forceATBRunCmdTextColor as return this.textColor(0); will
   *          set the force run ATB command window text color as text color with
   *          color code 0
   *      44.(v0.14a+) forceATBRunCmdTextAlign
   *          Setting forceATBRunCmdTextColor as return 'center'; will set the
   *          force run ATB command window text to be aligned to the center
   *      45. forceATBRunCmdTextXOffset
   *      46. forceATBRunCmdTextYOffset
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      47. isShowForceATBStopCmdWin
   *          Setting isShowForceATBStopCmdWin as return false; will always hide
   *          the force stop ATB command window but the function can still be
   *          used by pressing the force stop hotkey
   *      48. forceStopATBCmdText
   *         Setting forceStopATBCmdText as return 'Force Stop'; will set the
   *         text showing the ATB frame update's forcibly run as Force Stop
   *      49. forceATBStopCmdWinX
   *      50. forceATBStopCmdWinY
   *      51.(v0.14a+) forceATBStopCmdOpacity
   *      52. forceATBStopCmdWinW
   *      53. forceATBStopCmdWinH
   *      54.(v0.14a+) forceATBStopCmdFontFace
   *          Setting forceATBStopCmdFontFace as
   *          return Window_Base.prototype.standardFontFace.call(this); will use
   *          the default font face
   *      55. forceATBStopCmdTextSize
   *      56. forceATBStopCmdWinLineH
   *      57. forceATBStopCmdWinPadding
   *      58. forceATBStopCmdBackOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      59.(v0.14a+) forceATBStopCmdWinskinPath
   *          Setting forceATBStopCmdWinskinPath as return 'img/system/'; will
   *          use the windowskin file in the system image folder
   *          the windowskin file named Window
   *      60.(v0.14a+) forceATBStopCmdWinskinFile
   *          Setting forceATBStopCmdWinskinFile as return 'Window'; will use
   *          the windowskin file named Window
   *      61.(v0.14a+) forceATBStopCmdWinskinHue
   *          Setting forceATBStopCmdWinskinHue as return 0; will set the force
   *          stop ATB command windowskin to have no hue adjustments
   *      62.(v0.14a+) forceATBStopCmdWinskinSmooth
   *          Setting forceATBStopCmdWinskinSmooth as return true; will set the
   *          force stop ATB command windowskin to have its smooth enabled
   *      63.(v0.14a+) forceATBStopCmdTextColor
   *          Setting forceATBStopCmdTextColor as return this.textColor(0); will
   *          set the force stop ATB command window text color as text color
   *          with color code 0
   *      64.(v0.14a+) forceATBStopCmdTextAlign
   *          Setting forceATBStopCmdTextColor as return 'center'; will set the
   *          force stop ATB command window text to be aligned to the center
   *      65. forceATBStopCmdTextXOffset
   *      66. forceATBStopCmdTextYOffset
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      (v0.04a+)Charge Module:
   *      1. IsChargeEnabled
   *         Setting IsChargeEnabled as return false; will disable the Charge
   *         Module
   *      2. chargeMaxATBVal
   *         Setting chargeMaxATBVal as return coreMax / 2.0; will cause all
   *         skill/item needing to charge to take half the time the battler ATB
   *         needs to fill up from empty to full
   *      3. isPayBeforeExecCharge
   *         Setting isPayBeforeExecCharge as return true; will cause battlers to
   *         pay the skill/item cost upon finishing inputting them instead of
   *         upon finishing executing that skill/item
   *      4. cancelChargeATBKeys
   *         Setting cancelChargeATBKeys as
   *         return ['#num1', '#num2', '#num3', '#num4'];
   *         will set the key whose mapping is '#numi' to be the hotkey for
   *         cancelling the ATB charge of the ith party member
   *      5. canCancelChrage
   *         Setting canCancelChrage as return true; will cause the battler ATB
   *         charge to be cancelled upon pressing the corresponding cancel
   *         charge hotkey
   *      6. forceChargeATBKeys
   *         Setting forceChargeATBKeys as
   *         return ['#num1', '#num2', '#num3', '#num4'];
   *         will set the key whose mapping is '#numi' to be the hotkey for
   *         forcing the ATB charge of the ith party member
   *      7. canForceChrage
   *         Setting canCancelChrage as return false; will cause the battler ATB
   *         charge to continue to act normally even when the corresponding
   *         force charge hotkey' pressed
   *      (v0.05a+)Cooldown Module:
   *      1. IsCooldownEnabled
   *         Setting IsCooldownEnabled as return false; will disable the
   *         Cooldown Module
   *      2. cooldownMaxATBVal
   *         Setting cooldownMaxATBVal as return coreMax / 2.0; will cause all
   *         skill/item needing to cooldown to take half the time the battler
   *         ATB needs to fill up from empty to full
   *      3. cancelCooldownATBKeys
   *         Setting cancelCooldownATBKeys as
   *         return ['#num1', '#num2', '#num3', '#num4'];
   *         will set the key whose mapping is '#numi' to be the hotkey for
   *         cancelling the ATB cooldown of the ith party member
   *      4. canCancelChrage
   *         Setting canCancelChrage as return true; will cause the battler ATB
   *         cooldown to be cancelled upon pressing the corresponding cancel
   *         cooldown hotkey
   *      (v0.12a+)Countdown Module
   *      1. IsCountdownEnabled
   *         Setting IsCountdownEnabled as return true; will enable the
   *         Countdown Module
   *      (v0.13a+)CTB Module
   *      1. IsCTBEnabled
   *         Setting IsCTBEnabled as return Input.isPressed("#alt"); will enable
   *         the CTB Module as long as the alt key's pressed  but the CTB window
   *         will still be shown if isShowCTBWin returns a truthy result
   *         regardless of whether IsCTBEnabled is truthy or not
   *      2. isShowCTBWin
   *         Setting isShowCTBWin as return true; will always show the CTB
   *         window even if the CTB Module's disabled
   *      3. ctbWinText
   *         Setting ctbWinText as
   *         return SATBManager.areModulesEnabled(["IsCTBEnabled"]) ? 'Charge Turn Battle' : 'Active Time Battle';
   *         will set the text to be shown in the CTB window as
   *         'Charge Turn Battle' and 'Active Time Battle' if the CTB Module's
   *         enabled and disabled respectively
   *      4. ctbWinX
   *      5. ctbWinY
   *      6.(v0.14a+) ctbWinOpacity
   *      7. ctbWinW
   *      8. ctbWinH
   *      9.(v0.14a+) battleTurnClockFontFace
   *         Setting battleTurnClockFontFace as
   *         return Window_Base.prototype.standardFontFace.call(this); will use
   *         the default font face
   *      10. ctbWinTextSize
   *      11. ctbWinLineH
   *      12. ctbWinPadding
   *      13. ctbWinBackOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      14.(v0.14a+) ctbWinskinPath
   *          Setting ctbWinskinPath as return 'img/system/'; will use the
   *          windowskin file in the system image folder
   *      15.(v0.14a+) ctbWinskinFile
   *          Setting ctbWinskinFile as return 'Window'; will use the windowskin
   *          file named Window
   *      16.(v0.14a+) ctbWinskinHue
   *          Setting ctbWinskinHue as return 0; will set the ctb windowskin to
   *          have no hue adjustments
   *      17.(v0.14a+) ctbWinskinSmooth
   *          Setting ctbWinskinSmooth as return true; will set the ctb
   *          windowskin to have its smooth enabled
   *      18.(v0.14a+) ctbWinTextColor
   *          Setting ctbWinTextColor as return this.textColor(0); will set the
   *          ctb window text color as text color with color code 0
   *      19.(v0.14a+) ctbWinTextAlign
   *          Setting ctbWinTextColor as return 'center'; will set the ctb
   *          window text to be aligned to the center
   *      20. ctbWinTextXOffset
   *      21. ctbWinTextYOffset
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      (v0.06a+)Event Module
   *      1. IsEventEnabled
   *         Setting IsEventEnabled as return true; will enable the Event Module
   *      2. didFinishInput
   *         Setting didFinishInput as this.addState(x) will add state with id x
   *         to the battler involved right after that battler has finished
   *         inputting actions to be executed
   *      3. didBecomeActable
   *         Setting didBecomeActable as this.currentAction().setSkill(x);
   *         will change the action to be executed as the skill with id x for
   *         the battler involved right after that battler becomes able to
   *         execute actions
   *      4. didSetActTimes
   *         Setting didCoreATBBecomeFull as empty spaces will do nothing extra
   *         (Leaving it as blank instead would use the configuration
   *         counterpart rather than doing nothing)
   *      5. didStartATBFill
   *         Setting didStartATBFill as $gameTemp.reserveCommonEvent(x) will
   *         cause the common event with id x to be run when able to run after
   *         the battler ATB becomes neither charge nor cooldown
   *      6. willCancelCharge
   *         Setting willCancelCharge as this.removeState(x) will add state with
   *         id x to the battler involved right after that battler becomes able
   *         to execute actions
   *      7. didStartForceCharge
   *         Setting didAddInputableActor as
   *         AudioManager.playStaticSe({ name: 'Decision2', volume: 90, pitch: 100, pan: 0 });
   *         will play the SE named Decision2 with volume 90, pitch 100 ann pan
   *         0 when a battler ATB becomes full
   *      8. willCancelCooldown
   *         Setting willCancelCooldown as this.paySkillCost($dataSkills[x])
   *         will pay the skill cost of the skill with id x for the battler
   *         involved right before that battler cancels cooldown
   *      9. didCoreATBBecomeFull
   *         Setting didCoreATBBecomeFull as $gameSwitches.setValue(x, true)
   *         will set the game switch with id x to be on right after a battler
   *         ATB becomes full
   *      10. didCoreATBBecomeNotFull
   *          Setting didCoreATBBecomeFull as $gameVariables.setValue(x, y) will
   *          set the value of the game variable with id x to be y right after a
   *          battler ATB becomes not full
   *      11. didChargeATBBecomeNotFull
   *          Setting didChargeATBBecomeNotFull as nothing will use the
   *          configuration counterpart
   *      12. didAddInputableActor
   *          Setting didAddInputableActor as
   *          AudioManager.playStaticSe({ name: 'Bell3', volume: 90, pitch: 100, pan: 0 });
   *          will play the SE named Bell3 with volume 90, pitch 100 and pan 0
   *          when a battler ATB becomes full
   *      (v0.12a+)13. didDecreaseCountdownStateTurn
   *          Setting didDecreaseCountdownStateTurn as
   *          this.gainHp(-this.mhp * 0.02);
   *          will reduce the hp of the battler by 2% of the mhp whenver any
   *          countdown state has its turn counter decreased
   *      (v0.12a+)14. didIncreaseCountdownStateTurn
   *          Setting didIncreaseCountdownStateTurn as
   *          this.gainMp(-this.mmp * 0.02);
   *          will reduce the mp of the battler by 2% of the mmp whenver any
   *          countdown state has its turn counter increased
   *      (v0.13a+)15. didFillCoreATB
   *         Setting didFillCoreATB as empty spaces will do nothing extra
   *         (Leaving it as blank instead would use the configuration
   *         counterpart rather than doing nothing)
   *      (v0.13a+)16. didFillChargeATB
   *         Setting didFillChargeATB as empty spaces will do nothing extra
   *         (Leaving it as blank instead would use the configuration
   *         counterpart rather than doing nothing)
   *      (v0.13a+)17. didFillCooldownATB
   *         Setting didFillCooldownATB as empty spaces will do nothing extra
   *         (Leaving it as blank instead would use the configuration
   *         counterpart rather than doing nothing)
   *      (v0.14a+)Order Module
   *      1. IsOrderEnabled
   *         Setting IsOrderEnabled as return false; will disable the
   *         Order Module
   *      2. isShowContinuousOrderWin
   *         Setting isShowContinuousOrderWin as
   *         return !SATBManager.areModulesEnabled(['IsCTBEnabled']);
   *         will show the continuous order window when the Order Module's
   *         enabled but the CTB Module's disabled
   *      3. continuousOrderWinX
   *      4. continuousOrderWinY
   *      5. continuousOrderOpacity
   *      6. continuousOrderWinW
   *      7. continuousOrderWinH
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      8. continuousOrderFontFace
   *         Setting continuousOrderFontFace as
   *         return Window_Base.prototype.standardFontFace.call(this); will use
   *         the default font face
   *      9. continuousOrderTextSize
   *      10. continuousOrderLineH
   *      11. continuousOrderPadding
   *      12. continuousOrderBackOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      13. continuousOrderWinskinPath
   *          Setting continuousOrderWinskinPath as return 'img/system/'; will
   *          use the windowskin file in the system image folder
   *      14. continuousOrderWinskinFile
   *          Setting continuousOrderWinskinFile as return 'Window'; will use
   *          the windowskin file named Window
   *      15. continuousOrderWinskinHue
   *          Setting continuousOrderWinskinHue as return 0; will set the
   *          continuous order windowskin to have no hue adjustments
   *      16. continuousOrderWinskinSmooth
   *          Setting continuousOrderWinskinSmooth as return true; will set the
   *          continuous order windowskin to have its smooth enabled
   *      17. continuousOrderCooldownBarX
   *      18. continuousOrderCooldownBarY
   *      19. continuousOrderCooldownBarW
   *      20. continuousOrderCooldownBarH
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      21. continuousOrderCooldownBarColor1
   *          Setting continuousOrderCooldownBarColor2 as
   *          return this.textColor(30);
   *          will set the 1st continuous order window cooldown bar color as
   *          text color with color code 30
   *      22. continuousOrderCooldownBarColor2
   *          Setting continuousOrderCooldownBarColor2 as
   *          return this.textColor(31);
   *          will set the 2nd continuous order window cooldown bar color as
   *          text color with color code 31
   *      23. continuousOrderCooldownTextColor
   *          Setting continuousOrderCooldownText as
   *          return this.normalColor();
   *          will use the default window text color
   *      24. continuousOrderCooldownText
   *      25. continuousOrderCooldownTextX
   *      26. continuousOrderCooldownTextY
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      27. continuousOrderCooldownTextAlign
   *          Setting continuousOrderCooldownTextAlign as return 'center'; will
   *          set the continuous order cooldown bar text to be aligned to the
   *          center
   *      28. continuousOrderCoreBarX
   *      29. continuousOrderCoreBarY
   *      30. continuousOrderCoreBarW
   *      31. continuousOrderCoreBarH
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      32. continuousOrderCoreBarColor1
   *          Setting continuousOrderCoreBarColor1 as
   *          return this.textColor(8);
   *          will set the 1st continuous order window core bar color as text
   *          color with color code 8
   *      33. continuousOrderCoreBarColor2
   *          Setting continuousOrderCoreBarColor2 as
   *          return this.textColor(7);
   *          will set the 2nd continuous order window core bar color as text
   *          color with color code 7
   *      34. continuousOrderCoreTextColor
   *          Setting continuousOrderCoreTextColor as
   *          return this.normalColor();
   *          will use the default window text color
   *      35. continuousOrderCoreText
   *      36. continuousOrderCoreTextX
   *      37. continuousOrderCoreTextY
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      38. continuousOrderCoreTextAlign
   *          Setting continuousOrderCoreTextAlign as return 'center'; will set
   *          the continuous order core bar text to be aligned to the center
   *      39. continuousOrderChargeBarX
   *      40. continuousOrderChargeBarY
   *      41. continuousOrderChargeBarW
   *      42. continuousOrderChargeBarH
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      43. continuousOrderChargeBarColor1
   *          Setting continuousOrderChargeBarColor1 as
   *          return this.textColor(26);
   *          will set the 1st continuous order window charge bar color as
   *          text color with color code 26
   *      44. continuousOrderChargeBarColor2
   *          Setting continuousOrderChargeBarColor2 as
   *          return this.textColor(27);
   *          will set the 2nd continuous order window charge bar color as
   *          text color with color code 27
   *      45. continuousOrderChargeTextColor
   *          Setting continuousOrderChargeTextColor as
   *          return this.normalColor();
   *          will use the default window text color
   *      46. continuousOrderChargeText
   *      47. continuousOrderChargeTextX
   *      48. continuousOrderChargeTextY
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      49. continuousOrderChargeTextAlign
   *          Setting continuousOrderChargeTextAlign as return 'center'; will
   *          set the continuous order charge bar text to be aligned to the
   *          center
   *      50. continuousOrderSpriteOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      51. continuousOrderSpriteIconFolder
   *          Setting continuousOrderSpriteIconFolder as
   *          return 'img/characters/';
   *          will use the icon sheet file in the character image folder
   *      52. continuousOrderSpriteIconFilename
   *          Setting continuousOrderSpriteIconFilename as return 'Actor1'; will
   *          use the icon sheet named Actor1
   *      53. continuousOrderSpriteIconHue
   *          Setting continuousOrderSpriteIconHue as return 0; will set the
   *          continuous order battler sprite to have no hue adjustments
   *      54. continuousOrderSpriteIconSmooth
   *          Setting continuousOrderSpriteIconSmooth as return true; will set
   *          the continuous order battler sprite to have its smooth enabled
   *      55. continuousOrderSpriteIconXCoor
   *      56. continuousOrderSpriteIconYCoor
   *      57. continuousOrderSpriteIconSourceW
   *      58. continuousOrderSpriteIconSourceH
   *      59. continuousOrderSpriteIconW
   *      60. continuousOrderSpriteIconH
   *      61. continuousOrderSpriteY
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      62. isShowDiscreteOrderWin
   *          Setting isShowContinuousOrderWin as
   *          return SATBManager.areModulesEnabled(['IsCTBEnabled']);
   *          will show the discrete order window when the Order Module's
   *          enabled but the CTB Module's enabled
   *      63. discreteOrderWinX
   *      64. discreteOrderWinY
   *      65. discreteOrderOpacity
   *      66. discreteOrderWinW
   *      67. discreteOrderWinH
   *      68. discreteOrderPadding
   *      69. discreteOrderBackOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      70. discreteOrderWinskinPath
   *          Setting discreteOrderWinskinPath as return 'img/system/'; will
   *          use the windowskin file in the system image folder
   *      71. discreteOrderWinskinFile
   *          Setting discreteOrderWinskinFile as return 'Window'; will use
   *          the windowskin file named Window
   *      72. discreteOrderWinskinHue
   *          Setting discreteOrderWinskinHue as return 0; will set the
   *          discrete order windowskin to have no hue adjustments
   *      73. discreteOrderWinskinSmooth
   *          Setting discreteOrderWinskinSmooth as return true; will set the
   *          discrete order windowskin to have its smooth enabled
   *      74. showingDiscreteOrderBattlerSpriteOpacity
   *      75. hidingDiscreteOrderBattlerSpriteOpacity
   *      76. discreteOrderSpriteX
   *      77. discreteOrderSpriteY
   *      78. discreteOrderSpriteTargetOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      79. discreteOrderSpriteIconFolder
   *          Setting discreteOrderSpriteIconFolder as return 'img/characters/';
   *          will use the icon sheet file in the character image folder
   *      80. discreteOrderSpriteIconFilename
   *          Setting discreteOrderSpriteIconFilename as return 'Actor1'; will
   *          use the icon sheet named Actor1
   *      81. discreteOrderSpriteIconHue
   *          Setting discreteOrderSpriteIconHue as return 0; will set the
   *          discrete order battler sprite to have no hue adjustments
   *      82. discreteOrderSpriteIconSmooth
   *          Setting discreteOrderSpriteIconSmooth as return true; will set
   *          the discrete order battler sprite to have its smooth enabled
   *      83. discreteOrderSpriteIconXCoor
   *      84. discreteOrderSpriteIconYCoor
   *      85. discreteOrderSpriteIconSourceW
   *      86. discreteOrderSpriteIconSourceH
   *      87. discreteOrderSpriteIconW
   *      88. discreteOrderSpriteIconH
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      (v0.10a+)Rate Module
   *      1. IsRateEnabled
   *         Setting IsRateEnabled as return false; will disable the Rate Module
   *      2. coreATBRate
   *         Setting coreATBRate as
   *         return BattleManager.coreBaseSATBFillRate() * this.agi * 1.0 / BattleManager.satbAvgAgi;
   *         will set the ATB fill rate without charge nor cooldown for the
   *         battler involved to be the base ATB fill rate multiplied by the
   *         battler's agi divided by the average agi of all battlers in battles
   *      3. chargeATBRate
   *         Setting chargeATBRate as return this.coreSATBRate(); will set the
   *         ATB charge rate for the battler involved to be the same as the
   *         ATB fill rate without charge nor cooldown
   *      4. cooldownATBRate
   *         Setting cooldownATBRate as return this.coreSATBRate(); will set the
   *         ATB cooldown rate for the battler involved to be the same as the
   *         ATB fill rate without charge nor cooldown
   *      (v0.07a+)Reset Module
   *      1. IsResetEnabled
   *         Setting IsResetEnabled as return true; will enable the Reset Module
   *      2. resetATBVal
   *         Setting resetATBVal as return 0; will set the battler ATB right
   *         after cooldown as 0, which is the same as the default behavior when
   *         the Reset Module's disabled
   *      (v0.08a+)Speed Module
   *      1. IsSpeedEnabled
   *         Setting IsSpeedEnabled as return true; will enable the Speed Module
   *      2. updateActSpeeds
   *         Setting updateActSpeeds as
   *         var speedIncrement = 2000.0 / this._actionBattlers.length;
   *         this._actionBattlers.forEach(function(battler) {
   *             var item = battler.latestSATBItem_;
   *             item.speed = Math.min(item.speed + speedIncrement, 2000);
   *         });
   *         will add the action speed for all battlers being able to execute
   *         actions by 2000 divided by the number of such battlers to prevent
   *         battlers with actions having skill/items with very slow invocation
   *         speed to never be able to execute those actions
   *      3. actSpeed
   *         Setting actSpeed as return this.latestSATBItem_.speed; will set the
   *         action speed for the battler involved to be the original skill/item
   *         invocation speed
   *      (v0.09a+)Start Module
   *      1. IsStartEnabled
   *         Setting IsStartEnabled as return false; will disable the Start
   *         Module
   *      2. normStartATBVal
   *         Setting normStartATBVal as
   *         return this.agi / 999.0 * this.coreMaxSATB();
   *         will set the ATB value upon a normal battle start as the battler's
   *         agi divided by 999.0 then multipled by the maximum ATB value
   *      3. preemptStartATBVal
   *         Setting preemptStartATBVal as
   *         return this.isActor() ? this.coreMaxSATB() : 0;
   *         will set the ATB value upon a preemptive battle start as the
   *         maximum ATB value and 0 if the battler's and isn't an actor
   *         respectively
   *      4. surpriseStartATBVal
   *         Setting surpriseStartATBVal as
   *         return this.isEnemy() ? this.coreMaxSATB() : 0;
   *         will set the ATB value upon a preemptive battle start as the
   *         maximum ATB value and 0 if the battler's and isn't an enemy
   *         respectively
   *      (v0.11a+)Turn Module
   *      1. IsTurnEnabled
   *         Setting IsTurnEnabled as return true; will enable the Turn Module
   *      2. isShowBattleTurnClockWin
   *         Setting isShowBattleTurnClockWin as return true; will always show
   *         the battle turn clock window
   *      3. battleTurnClockText
   *         Setting battleTurnClockText as
   *         var cur = SATBTurnManager.curTurnClock();
   *         var max = SATBTurnManager.curTurnClockMax();
   *         var clockUnit = SATBTurnManager.coreTurnClockUnit();
   *         var turnCount = $gameTroop.turnCount();
   *         return cur + '/' + max + ' ' + clockUnit + ':' + turnCount;
   *         will show the battle turn clock status in the form of
   *         current clock count/max clock count clock unit:battle turn count
   *      4. battleTurnClockWinX
   *      5. battleTurnClockWinY
   *      6.(v0.14a+) battleTurnClockOpacity
   *      7. battleTurnClockWinW
   *      8. battleTurnClockWinH
   *      9.(v0.14a+) battleTurnClockFontFace
   *         Setting battleTurnClockFontFace as
   *         return Window_Base.prototype.standardFontFace.call(this); will use
   *         the default font face
   *      10. battleTurnClockTextSize
   *      11. battleTurnClockWinLineH
   *      12. battleTurnClockWinPadding
   *      13. battleTurnClockBackOpacity
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   *      14.(v0.14a+) battleTurnClockWinskinPath
   *          Setting battleTurnClockWinskinPath as return 'img/system/'; will
   *          use the windowskin file in the system image folder
   *      15.(v0.14a+) battleTurnClockWinskinFile
   *          Setting battleTurnClockWinskinFile as return 'Window'; will use
   *          the windowskin file named Window
   *      16.(v0.14a+) battleTurnClockWinskinHue
   *          Setting battleTurnClockWinskinHue as return 0; will set the battle
   *          turn clock windowskin to have no hue adjustments
   *      17.(v0.14a+) battleTurnClockWinskinSmooth
   *          Setting battleTurnClockWinskinSmooth as return true; will set the
   *          battle turn clock windowskin to have its smooth enabled
   *      18.(v0.14a+) battleTurnClockTextColor
   *          Setting battleTurnClockTextColor as return this.textColor(0); will
   *          set the battle turn clock text color as text color with color code
   *          0
   *      19.(v0.14a+) battleTurnClockTextAlign
   *          Setting battleTurnClockTextColor as return 'center'; will set the
   *          battle turn clock text to be aligned to the center
   *      20. battleTurnClockTextXOffset
   *      21. battleTurnClockTextYOffset
   *          You'll likely have to experimenet this yourselves to find values
   *          that suit your needs
   */
  