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I. FEATURES
II. NEWBIE TIPS
III. RELEASE NOTES
IV. TERMS OF USE
V. CREDITS


I. FEATURES

 ** FEATURES **
 
  Here is a list of features and functions that are built into the 
  Sideview scripts.  Please read through the SBS Configurations
  script provided in the demo as well.  All information regarding
  built-in SBS functions, etc. is documented in the SBS Configuration 
  script.
  
  To be clear, a battler generally refers to any actor or enemy that 
  appears on screen.
    
  MAIN FEATURES
  
    Using the RPG Tankentai Sideview Battle System greatly changes the style
    of the battle scene compared to the default VX battle scene.

      - Battle messages are removed.  This results in a faster battle pace.
        Damage and healing values are instead displayed through POP Damage.  
        State effects, evasion, misses, criticals, etc. are indicated 
        through POP Windows.
      - Since battle messages are removed, Skill and State messages in the 
        Database are not used.
      - Party members will appear in battle reminiscent of traditional 
        console-style RPGs.  It should be noted that the sideview-style is
        what is provided by default.  The SBS is customizable to accommodate
        other styles such as front-view with actor sprites.
      - When selecting targets, an animated cursor is used rather than a
        target selection window.
      - The opacity and position of the BattleFloor (big, dark oval seen in
        battle) can be changed.  BattleFloor removal is possible by setting
        opacity to 0.
      - Actors appearing in battle are animated.  By default, the Character 
        Graphic assigned in the Database is used.  Character Graphics for actors
        that participate in battle should be 3x4 with a $ (dollar sign) at the 
        beginning of the file name.
      - Actors are not restricted to using their Database Character Graphics
        to be animated.  It is possible to use customized animated battlers
        as long as you stay within the limitations of the script.  The amount
        of frames an animated battler can have is virtually unlimited.
      - Actors and enemies can have shadows beneath their sprite in battle.
        Shadows can be individually defined and are optional.
      - Battlers can move across the battle field.
      - You can have weapons, skills, items, enemies, etc. apply damage 
        as many times as you want.  Weapons, skill, items, etc. can be timed 
        to deal damage at specific moments such as for Database animations.
      - Enemies can also be animated similarly to actors.
  
  ANIMATED BATTLER FEATURES
  
    Battlers can be uniquely animated in the following situations:
    
      - Idle/Waiting
      - Critical (1/4th HP or lower)
      - State Conditions (Poison, Sleep, Incapacitated, etc.)
      - Damaged
      - Evasion
      - Command Input
      - Command End
      - Normal Attacks (which depends on the equipped weapon's action sequence)
      - Skill Use
      - Item Use
      - Entering Battle
      - Successful Escapes
      - Failed Escapes
      - Victory
      - Battlers actions can be controlled even if it is not their turn.
    
  SUMMARY OF ANIMATED BATTLER OPTIONS
  
    Battlers can be uniquely configured to your liking using a variety of 
    functions provided by the SBS.  Please read through the SBS Configurations 
    script to understand how each option is defined and used.
    
      - Unique action sequence when using weapons
      - Throwing/Flying weapons
      - Use any image for weapons in battle instead of icon from Iconset
      - Change battle start coordinates within battle
      - Free movement to anywhere on screen
      - Jumping (arched) movement
      - Floating movement
      - Invert battler sprite/image
      - Sprite zooming
      - Sprite rotation
      - Cut-in pictures
      - Sprite transformation
      - Game FPS change
      - SE, BGM, BGS performance options
      - Game Variable options
      - Game Switch options
      - State removal and granting option
      - Conditional action options
      - Battle emotion balloon graphic options
    
  ADVANCED FEATURES
  
    The SBS provides a variety of built-in functions for States, Skills, 
    and Items.
    
      - Scale the damage of two-weapon style attack swings
      - Make a skill link to another skill which can result in a skill chain
        as long as you want*
      - Mirrored back attacks
      - Back attack protection with equipment
      - Guaranteed back attack using defined Game Switches
      - Multiple enemy actions in a single turn
      - Enemy collapse animation options (two types)
      
      * Skill chains can be very long, but should not be infinite or else 
        you will crash your game with a recursive stack error.
  
    SBS BUILT-IN STATE FUNCTIONS
    
      Built-in SBS functions provided for States.
      
      - Enhanced slip damage/regeneration customization (HP/MP slip damage, 
        fixed and/or percentage values, POP Damage display options)
      - Automatic revival when dead (Auto-Life)
      - Reflect magic damage
      - Reflect physical damage
      - Nullify magic damage
      - Nullify physical damage
      - Absorb HP/MP cost of Skills when hit
      - Automatically remove states at end of turn
      - Hide state icon in battle status window
      - Hide state name from appearing in POP Window
      - Prevent states from affecting battler Idle/Waiting animation
      
    SBS BUILT-IN SKILL AND ITEM FUNCTIONS
    
      Built-in SBS functions provided for Skills.  Items use some of the 
      same functions as Skills, but not all of them.  Read the SBS 
      Configuration to learn the differences.
      
      - Perfect hit (unevadable skills/item)
      - HP instead of MP skill cost
      - Percentage rate of maximum HP/MP skill cost
      - Percentage rate of current HP/MP skill cost
      - Ignore damage reflection states
      - Percentage rate damage based on target's maximum HP/MP
      - Percentage rate damage based on target's current HP/MP
      - Scaled damage based on HP/MP skill cost
      - Scaled damage based on user's current HP
      - Scaled damage based on user's current MP
      - Prevent Half MP Cost on armor from affecting HP/MP cost
      - Hide Help window when using skills
      - Change skill scope to target all enemies and all allies simultaneously
      - Change skill scope to randomly select a target
      - Prevent skills from affecting the user at all
      - Prevent damage from showing after target reaches 0 HP.
      - Prevent battler from flashing when using skill.

  READ the SBS Configuration!  Common questions can be answered on your own
  if you read the SBS Configuration or any script that you use in your game!


  Here is a list of features and functions that are built into the 
  ATB scripts.  Please read through the ATB Configurations
  script provided in the demo as well.

  The Tankentai ATB is specifically built for the Tankentai SBS.  The
  ATB cannot be used by itself.
  
  ATB FEATURES
  
    - ATB gauges (blue) must accumulate to full before battlers can choose 
      an action.  Gauge speed is based on each battler's AGI stat.
    - Weapons, Skills, Items, etc. have the option to be charged before they
      can be used.  Charge gauges (red) must accumulate to full before 
      battlers can execute the action.
    - Actions can be defined to reset to a specific amount of gauge
      after the action is executed
    - Press the Cancel button to open the Party Command window which contains
      the option to Escape
    - Escaping requires that at least one actor is commandable (i.e. not dead,
      sleeping, stunned, etc.) by the time the escape is attempted
    - Battle turn calculation has been changed to accommodate ATB-style 
      mechanics.  Turn calculation can be chosen and changed within the 
      ATB Configuration script.
    
    - ATB gauge initial battle start values can be changed (actors, 
      equipment, and enemies can each be defined)
    - Charge time can be increased/decreased when wearing equipment
    - Define States that can damage or recover ATB gauge values
    - ATB Options scene can be accessed from the menu.  The ATB Options
      scene contains the options to change ATB Battle Speed and ATB Battle 
      Mode settings.
    - Union skills (skills that require more than one battler) must be defined 
      in ATB Configurations
      
    - Press the Shift key to increase ATB gauge speed by x4
    - Press the Ctrl key to force ATB gauges to rise
    - Press the Alt key to force ATB gauges to stop
    - Special ATB Input keys can disabled in the ATB Configurations script.
    
    - Can define penalty to initial gauges for pre-emptive and surprise 
      attacks (back attack)
    - Can define penalty for failing to escape from battle
    - Timing for slip damage has two types of options available

    - Actor and enemy ATB gauges can be individually hidden
    - ATB gauges can be hidden during actions
    - ATB gauge positions can be customized
    - Custom gauge images can be used.  Please read ATB Gauge Graphic Settings
      in the ATB Configurations script for more information.
      

II. NEWBIE TIPS

  TIPS FOR NEWBIES
  
    - Always save your project before going into Battle Test.  Any changes 
      you make to scripts will not take effect in Battle Test until you DO
      save.
      
    - READ, READ, READ the comments and directions in scripts that you use!
      Many of the most common questions can be answered on your own if you
      actually know what your script can do.
      
    - If you are having problems, it won't hurt to read the FAQ.  They are
      called Frequently Asked Questions for a reason.
      
    - When asking for help, be as detailed as possible.  Do not expect other
      people to automatically know what you're talking about with one or two 
      sentences.
      
    - When you need help regarding any issue with your game, particularly
      script issues, the FASTEST way to get help is to upload a small (I
      repeat, SMALL) sized demo for people to download and look at.  Making
      a demo makes it MUCH easier for people to help you out and find a
      solution because they won't waste time setting up a project.
      
  HOW TO ASK FOR HELP
  
  If you need to ask for help regarding the SBS and/or ATB, go ahead.  But 
  there are many people who do not know how to ask for help on a forum.  Here 
  is a list of things you should do when asking for help:
  
  When you have an issue with this script, you need to give as much details 
  as possible.

  1: Are you updated to the latest version of the SBS and/or ATB* Each update 
     has been able to fix a number of bugs that existed in previous versions.

  2: Did you read the FAQ* If your issue is not solved there, answer the 
     questions below.

  3: Did you do a topic search* I don't expect you to read through all the 
     posts in this topic, but I expect you to at least utilize the topic search 
     function.

  4: Which version of the Sideview script are you using* You can find out by 
     looking at the label of either the Sideview 1 and Sideview 2. You must 
     answer this.

  5: Which Sideview configuration script setup are you using: Basic, EXTRA, 
     ATB, Kaduki, IAB, or another custom setup* You must answer this.

  6: What other custom scripts are you using if any* List them ALL! New users 
     tend to think that if an error happens within one script, it is that 
     script's fault. What they don't realize is that it may be caused by 
     other scripts they are using.

  7: What was the error message that you received if any* Error messages 
     are important, BUT usually you need more information than just the 
     error message to figure out the actual problem.

  8: Can you reproduce your error in the demo you got your scripts from* If 
     you can't, it may be end-user error (i.e. your fault).

  9: If you edited any of the Sideview scripts such as the Configurations 
     and received an error, describe what you did before you got the error.

  10: If you have issues with skills and you're not sure why they are not 
      executing to your preferences, say the skill ID number of the skills.

  11: If you can provide a screenshot of your issue, do post it. Make sure 
      you put it behind a spoiler if it's a big picture. Or else.
  
  12: When you need help regarding any issues with your game, particularly
      script issues, the FASTEST way to get help is to upload a small (I
      repeat, SMALL) sized demo for people to download and look at. Making
      a demo makes it MUCH easier for people to help you out and find a
      solution for your issue.

III. RELEASE NOTES

#==============================================================================
# ¦ Sideview English Release Notes
#------------------------------------------------------------------------------
# 2.6
# * Sideview version updated to v3.3d.  This is an unofficial update.
#     - Bugfix: Link skills should now properly link to the next skill if it
#       is required to be learned and is actually learned.
# * Minor changes to comments in SBS Configurations.
# 2.5
# * Due to changes within the Sideview scripts, the SBS Configuration script
#   must be updated to the latest version provided in the demo.
# * Sideview version updated to v3.3c.  This is an unofficial update.
#     - Bugfix: Game-breaking bug regarding battler immortality has (hopefully)
#       been eliminated.  Major props goes to Mithran for fixing this 
#       major bug.
#     - Bugfix: Battlers now properly reset if a successive link skill cannot
#       be used under any circumstances.  This also prevents an immortal
#       bug from happening through the link skill ANIME function.  Thanks to
#       Necro100000 for pointing this issue out.  Thanks to Mithran for the
#       code fix.
#     - Bugfix: Link skills (i.e. derivating skills) should now be less
#       prone to errors.  Thanks to Mithran.
#     - Bugfix: Battlers will properly reset if the last target dies while 
#       using link skills.
#     - Bugfix: Rate damage functions "%DAMAGEMAX" and "%DAMAGENOW" now take
#       the target's element efficiency rating into account.
#     - Code that deal with the method @battler.derivation have been altered 
#       or removed to be more efficient.
#     - blackmorning's patch to restore the hue slider's functionality for
#       enemy animated battlers has been incorporated into the SBS.
#     - You can now customize the Help text when Guard is used in
#       the SBS Configurations.
#     - You can now customize the Escape text when Escape is used in
#       the SBS Configurations.
# * Please read [ Info for Scripters ] for information regarding
#   IMMORTALITY_CHANGING_METHODS in SBS Configurations.
# * Battler Transformation Effects description for "Reset true:" slightly
#   changed.
# * Action Condition comments have been clarified.
# * Various clarification to a large number of existing comments and
#   descriptions in SBS Configurations.
# * Although not part of the actual version update, a large amount of notes and
#   information has been added or cleaned up in each demo's script editor 
#   under the label "Information".  None of these pages are required, but will
#   help users understand this script.
# * Some SBS terms have been changed (again).
#----------------------------------------------------------------------
# 2.4
# * Sideview version updated to v3.3b.  This is an unofficial update.
#     >"NEW" FEATURES<
#     - Functions that were disabled in previous versions have now been restored.
#     - The "Same as Normal Atk" animation option for skills and items have been
#       restored.  No more complaining!  Line 959 Sideview 1, method 
#       "battle_anime" has been altered from the original.
#       been altered. (thanks to AlphaWhelp) 
#     - Animation Position options "Head", "Screen", and "Feet" are now restored.  
#       Line 1097 Sideview 2, method alias "update_animation" has been altered. 
#       (Thanks to Fiam@rpgmakervx.net)
#     - Several strings within Sideview 1 and Sideview 2 which were not translated
#       from Japanese before have now been translated.  It doesn't affect general 
#       users, but I have translated them now in the possible case that they may
#       affect users who do not have an Asian Language pack installed in their PC.
#       Because of this, SBS v3.3b cannot be used with ATB versions older 
#       than 1.1d.
# * Instances of the term "single-action" has been replaced with
#   "ANIME object".  This only affects comments.  The reason I used 
#   "single-action" before was because the previous translator used this 
#   term and I went along with it.  (Thanks to AlphaWhelp for first using 
#   this better term.)
# * Instances specifically refering to "action sequences" now has "ACTION"
#   completely capitalized.  This only affects comments.  This is to help 
#   refer to "ACTION sequences" specifically since the word "action" is 
#   used a quite a lot in various cases.
# * Several strings within Sideview 1 and Sideview 2 which were not translated
#   from Japanese before have now been translated.  It doesn't affect general 
#   users, but I have translated them now in the possible case that they may
#   affect users who do not have an Asian Language pack installed in their PC.
#   Because of this, SBS v3.3b cannot be used with ATB versions older than 1.1d.
# * TWO_SWORDS_STYLE default values in SBS Configurations have been set to
#   [100,100] to prevent various issues. Please read the updated 
#   TWO_SWORDS_STYLE comments to understand why.
# * Added information to Weapon Animations.
# * Added information to Script Operation Settings.
# * Added information to Cut-In Image Effects.
# * Added information to State Affliction Wait Animation Settings.
# * Corrected description of "NOPOP" under State Enhancement Extension Settings.
# * Battler Animations have been renamed to Battler Frame Animations.
# * Various minor comment clarifcation.
#----------------------------------------------------------------------
# 2.3
# * Sideview version updated to v3.3a.  This is an unofficial update.
#     >NEW FEATURES< 
#     - You can now use seperate number graphics when MP is recovered or
#       damaged.  The file names can be changed in the SBS Configuration module.
#     - You can now define a different Balloon graphics file to be used 
#       in battle in the SBS Configuration module.
#     - You can now define a different BattleFloor graphics file to be used 
#       in battle in the SBS Configuration module.
# * Added information to Skill Links description.
# * Added information to Action Conditions description.
# * Added information to Skill Enhancement Extension Settings.
# * Added information to Item Enhancement Extension Settings.
# * Added information to Battler Animations.
#----------------------------------------------------------------------
# 2.2
# * Corrected a translation I didn't catch before under the Battler Animations.
# * Fixed various minor translations.  Mainly for constancy.
# * Added information for Battler Floating Actions.
# * Added information for Skill ID Sequence Assignments.
# * Added information for Item ID Sequence Assignments.
# * Corrected Battler Rotation variables descriptions.  Negative is clockwise.
# * Damage and Database-Assigned Animations description corrected and updated.
#   "OBJ_ANIM" included in strings does *not* determine whether that type of
#   single-action applies damage, etc.
#----------------------------------------------------------------------
# 2.1
# * English translation updated to 2.1.  The original translation done by
#   Kylock and wolfwoodsama was ok, but I could not tolerate
#   the amount of information that was lost in translation and the
#   amount of errors.
# * Translation overhaul is mainly for first half of the SBS Configuration 
#   script.  No single action names have been changed.  Single action
#   category terms have been changed to ones that make more sense.
# * Comments have been cleaned up and clarified for consistency.  This should 
#   be a lot easier for those who wish to learn how to properly customize this 
#   script.
# * This English translation has been officially approved by Enu, the person
#   who scripted this entire battle system.
# # * Stealth update: Changed the sequence names for "LINK_SKILL_91" and
#   "LINK_SKILL_92" because they matched with single-action names.
# * Various other minor changes for clarity.
#----------------------------------------------------------------------
# 2.0 (SBS version update only)
# * Updated to version 3.3.
#     - Bug fixed where a collapsed enemy's sprite reappears for no reason
#       particularly when used with ATB.
#----------------------------------------------------------------------
# 2.0 (SBS version update only)
# * Updated to version 3.2.
#     - Sprite transformation bug from previous version now fixed.
#     - Bug fixed when entering back attack battles twice or more in a row*
#----------------------------------------------------------------------
# 2.0 (SBS version update only)
# * Updated to version 3.0.
#     - Bug fixed with states set with "Cannot move or evade" restrictions and 
#       start actions.
#     - Action Conditions which check for required skills now works properly.
#     - Stabilized the switching behavior of party members in battle.
#     - Bugs fixed in back attack battles when enemy weapons sprites overlap the 
#       enemy sprite and weapon sprites are not inverted.
#     - Bug fixed with skills used by Force Action*  Hard to understand.
# * KNOWN NEW BUG: Skills that transform an actor's sprite such as 
#   "Transform Cat" does not work properly because of this update.  Please
#   be patient for a fix by the author and use your own judgment on whether you 
#   want to update to this version.
#----------------------------------------------------------------------
# 2.0
# * Updated to version 2.99 of the original script.
#     - An official fix to the incorrect inversion of enemy animated battlers.
#       Inverts single image enemies now.
#     - ABSORB_DAMAGE removed from the config script.  Bug fixed with skills
#       that Absorb Damage.
# * Translation version updated to 2.0 to reflect ABSORB_DAMAGE removal in
#   config. (i.e. it's a very minor update.)
#----------------------------------------------------------------------
# 1.9 (SBS version update only)
# * Updated to version 2.98a.  This is an unofficial version release that fixes 
#   incorrect inversion of animated battlers in all cases.  Please note that in 
#   this version Enemy Invert Settings currently only work for animated enemy 
#   battlers and not single image battlers. (thanks to 
#   shadowflare912@rpgrevolution.com)
#----------------------------------------------------------------------
# 1.9 (SBS version update only)
# * Updated to version 2.98 of the original script.
#     - Bug fixed when animated enemies do not invert in surprise attack
#       encounters.
#     - FLOOR in the configuations now correctly adjusts opacity of the
#       BattleFloor rather than Z-axis.
#     - Major bug fixed from 2.8 when adding/removing actors mid-battle.
#----------------------------------------------------------------------
# 1.9
# * Updated to version 2.8 of the original script.
#     - POP words are now fixed to display the correct statement.  This means
#       that a "MISS" or "EVADE" text will display in the correct situation.
#     - Error fixed when character ID 4 is added in the middle of battle.
#     - An error is fixed regarding adding a character in battle and the shadow
#       appears in a strange place. (Mr. Bubble: This seems to be behaving fine.
#       HOWEVER, it looks like this has made a new issue with removing an actor
#       mid-battle.  The removed actor's shadow will appear at the upper-left.)
# * Corrected a description under Slip Damage Settings. (thanks to 
#   mr.*@rpgmakervx.net)
#----------------------------------------------------------------------
# 1.8
# * Another thanks to Shu for coming through with the very final translation
#   pieces left.  Please remember to credit him as well.
# * 100% English translation. (There are likely things that were lost in
#   translation, though.)
#----------------------------------------------------------------------
# 1.7
# * Special thanks to Shu (@rpgrevolution.com) for help on a big chunk of text 
#   I couldn't decipher properly.
# * This will likely be the last translation version I will need to release
#   before any possible version updates.
# * Overall 98% translated into English.
#----------------------------------------------------------------------
# 1.6
# * PLEASE update your game credits to include the script creator's correct name.
# * Due to a mistranslation by Kylock, the "One Wpn Only" and "Two Wpn Only"
#   Special Modifier names are switched.  Please change any of your custom
#   sequences to reflect this change, though, I doubt anyone knew what they did.
# * Default values for TWO_SWORDS_STYLE changed to [100, 50] to avoid
#   causing less-than-normal damage when using cmpsr2000's Disposable
#   Ammo script. Keep the first value 100 if you are using his script.
#   Remember that you can change TWO_SWORDS_STYLE damage% to whatever you want
#   in the Config script.
# * All State Extensions are now translated into English.
# * All Special Modifiers are, for the most part, translated into English.
# * Corrected other various mistranslations.
# * Overall 95% translated into English.
#----------------------------------------------------------------------
# 1.5
# * "HPCONSUME" changed to "CONSUMEHP" to prevent a no damage error.
# * Corrected descriptions of "%DAMAGEMAX" and "%DAMAGENOW" extensions.
# * Translated some more portions of the original Japanese script.  I have
#   also added some informational notes in places.
#----------------------------------------------------------------------
# 1.4
# * Translation picked up and continued by Mr. Bubble.
# * Updated to version 2.7 of the original script.
# * Corrected certain Kanji translations that broke the functionality of
#     certain Skill Enhancement Extensions.
#----------------------------------------------------------------------
# 1.3
# * Updated to version 2.6 of the original script.
#----------------------------------------------------------------------
# 1.2
# * Corrected some missing Kanji translations that broke the functionality of
#     some "chained" Skills. (thanks to Eolirin@rmxp.org)  Also added the
#     picture for the 'cut-in' move.
#----------------------------------------------------------------------
# 1.1
# * Corrected some translation issues that caused some special skill animations
#     not to work.  I have changed nearly ALL strong values stored in the script
#     hashes, this version is nearly unrecognizable from the previous version.
# * Translated the database and changed the distribution method from raw
#     scripts to a demo archive.  This should effectively thwart most of the 
#     simple errors that people are experiencing.
# * Other minor bugfixes.
#----------------------------------------------------------------------
# 1.0
# * Original Release of Kylock's translation of 2.4
#==============================================================================
#==============================================================================
# ¦ ATB English Release Notes
#------------------------------------------------------------------------------
# 1.5 (ATB version update only)
# * ATB version updated to 1.1i.  This is an unofficial update.
#   - Bugfix: Slip damage no longer damages each time a skill links to another
#     one.  Slip damage now only damages one time after the linked skills 
#     complete their process.  Thanks to CrimsonSeas for the fix.

# 1.5
# * ATB version updated to 1.1h.  This is an unofficial update.
#   - Bugfix: Force action should now seamlessly execute regardless of who 
#     is inputting, etc.  Forcing an action will not consume the ATB gauge, 
#     unless an ATB setting is true.  Forcing an action will not increase 
#     turn count, unless a setting in the ATB Configuration is true.
#     Force actions still take precedence over normal actions.  They cannot be 
#     used if the battler is immobile, however.  Only one force action per 
#     battler at a time.  If an action is input and a force action is 
#     immediately executed, the input action is ignored.  If the consume gauge 
#     option is set to false, the battler will be moved back into command 
#     phase, with full gauge, following the force action.  New Force Action
#     processing all thanks to Mithran.
#   - Bugfix: Skill/Item selection windows will now properly dispose when the
#     active commander executes a Force Action.  This prevents a serious
#     bug from occuring.
#   - Bugfix: The "Last Target" option for Force Actions should now properly
#     work.
#   - Bugfix: The battle turn count will not go wonky when Force Actions 
#     finish processing.  A new option in the ATB Configurations script has been
#     added regarding Force Actions and the turn number.
#   - Bugfix: The "RANDOMTARGET" skill extension should now properly work with 
#     ATB Union skills.
#   - Bugfix: Battle Events should now properly run correctly according to the 
#     "Span" option that is set.
#   - Common Events used in battle are now processed in a smoother 
#     manner.
# * Two new options pertaining to Force Actions have been added to the
#   ATB Configurations script.  You must update the ATB Configurations script
#   for 1.1h in order to avoid errors.

# 1.4
# * ATB version updated to 1.1f.  This is an unofficial update.
#   - Bugfix: Strange battler behavior will not occur if a battler cannot
#     cast a skill through Force Action under normal conditions.  Also, skills
#     cast through Force Action no longer require and consume MP and will cast
#     as long as the user can move.  This change makes it similar to how Force
#     Action functions in the default battle system.  Thanks for Mithran for
#     this fix.
#   - Bugfix: A severe bug fixed when a Force Action is executed while 
#     selecting a target which prevents button input.
#   - Bugfix: Gauges will now properly disappear if an enemy dies while 
#     afflicted by a state which prevents movement. (Paralysis, etc.)
# * Minor changes to ATB Configuration comments.
#----------------------------------------------------------------------

# 1.3
# * ATB version updated to 1.1e.  This is an unofficial update.
#   - Escape processing has been overhauled.  Escaping will not instantly 
#     execute and ignore the battle action queue when inputing the escape 
#     command.  It will instead wait for any current action to finish processing
#     before attempting to escape.  This prevents a variety of game-breaking 
#     issues from happening.  Attempting to escape requires that at least 1 
#     party member is commandable and not unable to act due to states such as 
#     Incapacitated, Sleep, Confuse, etc.  
#     Thanks to Mithran for this fix!
#   - Bugfix: Mithran's Force Action Patch for ATB has been incorporated into
#     the core ATB script.
#   - Bugfix: Animations will not carry over and play in the next battle if for 
#     some reason you end the previous battle before an animation completes.
#   - Bugfix: A bug regarding states which prevent actions for multiple turns
#     such as Sleep or Confuse has been fixed(*)
# * "Charging animation" changed to "charging sequence" in various descriptions.
# * State Gauge Damage Limit Settings comments have been clarified.
# * ATB Gauge Graphic Settings comments have been greatly clarified.
# * Various comment clarification and additions in ATB Configurations and
#   SBS Configurations (for ATB).
#----------------------------------------------------------------------
# 1.2
# * ATB version updated to 1.1d.
#   - Line 234 ATB, string translated for consistancy compatibility to
#     SBS 3.3b.  Because of this, ATB 1.1d cannot be used with SBS versions
#     older than 3.3b.
# * Updated Skill Charge Time Settings description for consistancy w/ Sideview.
#----------------------------------------------------------------------
# 1.1 (ATB version update only)
# * Updated to 1.1c
#   - Bug fixed where the Actor Command Window does not update
#     when switching between actors with a full ATB. (Thanks to Moonlight)
#----------------------------------------------------------------------
# 1.1
# * Updated to 1.1b
#   - ATB Configurations script update to 1.1 is required.
#   - Several bugfixes thanks to Moonlight and mark paul.
#   - Lines 2159, 2160, 2162 in "ATB" script has been changed to use proper
#     system Vocab terms.
#   - Line 2382 "ATB": Moved the ATB Option scene string into the ATB Config
#     module.
#   - Bugfix: Line 1262 changed to $in_command = true
#   - Bugfix: Line 64 changed to @item_window = nil
#   - Line 1073 changed to:
#   @cursor.visible = false unless $game_party.all_dead* or $game_troop.all_dead*
#     This should fix the Line 1073 bug from previous versions.
# * Corrected description from "Charging Animation" to
#   "Charging Action Sequence" under * Skill Charge Time Settings.  
#   Action Sequences are actually used rather than Battler Animations.
# * Updated "Enemy ATB Gauge Individual Display Settings" description and
#   added idiot-proof code. 
# * "Actor ATB Gauge Positions" and "ATB Gauge Position Settings" information
#   corrected and updated.

# 1.0
# * Intitial Public Release of ATB
#==============================================================================

IV. TERMS OF USE
  
  ** TERMS OF USE **

  Non-commercial use of the English version of the RPG Tankentai Sideview
  Battle System is completely free.
  
  For commercial/shareware game use, Enu has allowed free use of his Sideview
  and ATB scripts (which I, Mr. Bubble, have confirmed).  You do not need to 
  contact Enu for permission.  The scripts with the following labels are 
  regarded as free for commercial usage:
  
      SBS Configurations
      Sideview 1 (Any version)
      Sideview 2 (Any version)
      ATB Configurations
      ATB (Any version)
      Enemy Gauge Add-on

  Any other scripts that are regarded as, but not limited to, an "add-on",
  "patch", "sideview animation script", or any script that is separate
  from the above listed Sideview scripts falls under the discretion of that
  script's respective author unless otherwise stated.  All older versions
  of the Sideview script also fall under these terms.
  
  Please be respectful of the work and effort the community have put into
  the Sideview and ATB scripts.  Read <Credits> for more information.
  
V. CREDITS

  ** CREDITS **

  RPG Tankentai Sideview Battle System & Active Time Battle
  
  Original Script by: 
    Enu ( http://rpgex.sakura.ne.jp/home/ )

  English Localization by:
    Kylock
    Mr. Bubble
    Shu

  Contributors & Special Thanks:
	
    The English version of Enu's Sideview has been, all along, a community
    effort to make it as it is today.  I want to thank all RPG Maker forum 
    members for reporting bugs and offering solutions to other members of the 
    community.  The following list of names are people who have made a 
    substantial contribution to the growth of the English version of 
    Enu's script:
	
      Mithran (HUGE thanks for taking the time and effort to fix a variety
               of bugs in the SBS and ATB: ATB Force Action, ATB escape 
               processing, linked skills and immortality bugs)
      Shu (for translation help)
      Moonlight (for her passionate bug support, many bug fixes, and patches)
      NightWalker (for his community support for this script)
      Enelvon (transformation add-on and support)
      Atoa (community and XP version support)
      AlphaWhelp (code fixes, add-ons, and community support)
      blackmorning (code fix for animated enemy hue change)
      mark paul (ATB code fix)
      Kaduki (Kaduki configuration and sprites)
      Enu (for making an awesome script)
	
  Please take these names to heart because without these people, Enu's
  script wouldn't have evolved to the state it is now.

	Thank you everyone!  Please enjoy using the script!
	
			- Mr. Bubble

=end