#id Must be declared
#name Must be declared
#name_set {}
#kind Must be declared
#type 0
#rating 10
#icon_name ''
#skill_id 0
#common_event_id 0
#animation_id 0
#weapon_ids []
#armor_ids []
#skill_set ''
#skills []
#class_level {}
#actor_level {}
#description ''
#help_text ''
#special_learn 'false'
#hidden false
#script ''
#next_method phase3_next_actor
#
#
#
#
# 1) Id - Required
# The command's id
#
# 2) Name - Required
# The command's name
# Note: Do not enclose the name in " "
#
# 3) Name Set
# The command's other names
# How you define the names determines the priority of the name chosen
# example
# {'actor' => {1 => 'Smile', 2 => 'Frown'},'class' => {1 => 'Anger'}}
# Now here are the heros
# Actor id 1 class 1 resulting name Smile
# Actor id 2 class 1 resulting name Frown
# Actor id 1 class 2 resulting name Anger
# Actor id 3 class 1 resulting name Anger
# Actor id 3 class 4 resulting name Default Name
# Actor id 2 class 2 Resulting name Frown
#
# parameters can include actor, class, weapon, shield, helmet, body, accessory, and level
#
# 3) Kind - Required
# The command's kind
# 0: Basic Action (see type) 1: Skill 2: Item
#
# 4) Type
# The command's type
# 0: Attack, 1: Defend 2: Escape (Enemies) 3: Do Nothing
#
# 5) Name Set
# The command's rating higher rated commands will appear on the top
# if the ratings are the same then the id is compared and lower ids have higher priority
#
# 6) Name Set
# The command's icon name from Graphics/Icons
#
# 7) Skill Id
# The command's skill id
#
# 8) Common Event Id
# The command's common event id
#
# 9) Animation Id
# The command's animation id
# For custom commands set this to the animation id to be played when using the command
#
# 10) Weapon Ids
# Weapon Ids that this command is tagged to must be an array
#
# 11) Armor Ids
# The armor ids same as weapon ids
#
# 12) Skill Set
# The skill set for use in categorizing the skill list
# for example all fire skills will be skill.element_set.include?(1)
# You may also use this to work for items
#
# 13) Skills - Advanced
# The usable skill list see Below for more stuff on this
#
# 14) Class Level
# The class level set must be a hash set up like this {class_id => level, class2_id =>level2, ...}
#
# 15) Actor Level
# The actor level set same as above
#
# 16) Description
# The Description of the command as with all words do not enclose in ""
#
# 17) Help Text
# The Help Window Text Displayed when using the command
#
# 18) Special Learn
# The special condition must be a boolean expression
# for example if you want the Arshes to learn this in battle while he has less than 100 hp
# then the condition will be (actor.id == 1 and actor.hp <= 100)
#
# 19) Hidden
# if the command is hidden set this to true
#
# 20) Script - Advanced
# Enter a script here separating lines by using a semicolon ( ; )
# you may replace @active_battler with just actor
# example heal 100 sp when using the command is actor.sp += 100; actor.damage = -100; actor.damage_pop = true; @status_window.refresh
#
# 21) Next Method
# The next method called after selecting the command
#
#
#The Skills Parameter
#You may enter a string, an array, or a hash here
#
#Array
#This array contains all of the skill ids the command can use great for if you want certain skills for a command
#
#String
#Example skill.element_set.include?(1) will make the command contain all fire skills
#the string holds a condition that is passed through each skill if true then the skill will be on the list
#
#Hash
#a bit more complicated but alot more powerful
# Integer value case 1 { skill.id => value, skill.id => value}
# in this case value is the minimum level required to use the skill
#
# Array for value case 2 {skill.id => [v1,v2]}
# in this case v1 is the minumum level required to use the skill and v2 is the actor id that can use the skill
#
# String for value case 3 {skill.id => "condition"}
# in this case the string condition is evaluated and if true then the skill can be used for more advanced effects