2 new event types.

With this we could move the entire exp gain/loss handling to lua, which makes it a lot more flexible.
We also wouldn't need any other functions to change the exp rate and stuff for each individual player, cause we could just parse it through storages or such.
well I needed to move the multiplier of the stages into the function itself, since rawExp stores the exp which is not multiplied yet.
afterwards I multiple it normaly.
I've noticed what you meant and changed the function so it checks if it has to be multiplied or not ( through lua function with the bool applyMultiplier)