# How do I create new skills,weapons or Summons?
#==============================================================================
# Creating Skills, Weapons, and Summons for GubiD's GTBS
#------------------------------------------------------------------------------
# <SKILLS>
#
# The Basics
# ----------
#
# Creating a skill for use in GTBS is quite simple; you simply need to make it
# like you would any other spell, in the built-in Database for RPG Maker XP.
#
# However, in order to fully utilize the system, there are a few things you
# must also configure in the GTBS:
#
# - The range of the skill, if greater than 1 tile adjacent to the user.
# - The waiting time of the skill, if waiting times are necessary.
# - The shape of the skill. Either a plus (+) range, or an L-shaped one.
# - Whether or not the skill is actually a summoning skill.
#
# Configuration
# -------------
#
# The rest of the skill's properties should be handled correctly by the
# database. Moving on, the specific methods in -GTBS_Move/Weapon/Skill- which affect the
# skills in-battle include:
#
# def self.skill_range(id)
# - Defines the range of a skill by its ID in the Database.
#
# def self.skill_wait(id)
# - Defines the waiting period, in AT, in which a skill must be on standby
# before it is casted, configured by ID.
#
# def self.is_summon?(skill_id)
# - Defines if a skill is a summoning skill or not. Summon skills must have
# their summon itself configured in a seperate method (see Summon section).
#
#------------------------------------------------------------------------------
# <WEAPONS>
#
# The Basics
# ----------
#
# Much like skills, most of the features of a weapon are configured directly in
# the database. Only one extra thing is customizable in the GTBS with weapons,
# which is assigning a custom attack range based on the equipped weapon.
#
# Configuration
# -------------
#
# Only one method is associated with weapons, and that happens to be:
#
# def self.w_range(id)
# - Defines the range of a weapon by ID. If none is assigned, it is set to 1,
# which is the adjacent tiles only.
#
# BOW_LSHAPE = _______
# - Defines whether or not weapons can attack at "angles" or "L shapes". If
# set to false, you can only attack in a straight line in any direction,
# limited by your skill's actual range and splash.
#------------------------------------------------------------------------------
# <SUMMONS>
#
# The Basics
# ----------
#
# Summons are a custom, new feature, built directly into the GTBS. With it, you
# can create an actor that is considered a "summon", which you can bring to the
# field in-battle by making a skill to summon it. The database plays the role
# of giving the summon its stats, and the rest is configured entirely by the
# GTBS's module configuration section (-GTBS_Move/Weapon/Skill-).
#
# A few things to note about summons:
#
# - Summons are controlled automatically by AI during battle.
# - Both an actor and an enemy entry for the summon are necessary. However, you
# only need to configure the stats, equipment, levels, classes, and other
# things to the actor only. Ideally, they should also be the same ID.
# - In order to make a skill into a summon skill, you must create an element in
# the database which matches the one in -GTBS_Move/Weapon/Skill-, which, by default, is
# position 17 of the element list.
#
# Configuration
# -------------
#
# The summoning side of the GTBS has two options to be configured:
#
# def self.is_summon?(skill_id)
# if .element_set.include?(17)
# - The first one appeared in the skills section, as well. However, it has
# dual uses; it shows which element ID must be applied to a summon (in this
# case, element #17) and which skill ID summons which actor in the
# Database built into the game. Remember, it summons the actor entry, not
# the enemy entry.
#
# def self.move_range(class_id)
# - Defines the move range of a summon, based on its class. You can make a
# new class for each individual summon and define all of their move ranges
# independently here.
#
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