* 2015-11-08-1557: Added a Default Animation paramter (played at start of cast, defaults to 0 due to compatibility, but I recommend
52 from the default RM MV database).
* 2015-11-08-1557: Added a Default Cast Motion parameter.
* 2015-11-08-1557: Added the option of using reversed cast gauges.
Those default parameters will also be configurable per skill soon enough.
By the way, "motion" is the movement that the sideview actor perform, "animation" is the visual effect (those that can be configured in the Database Editor). This visual effect will happens at start of the cast (when you select the skill), and it also happens for enemies.
How about per item too then? So you can have items that start your bar full on the first round.
Like a special ability for a piece of equipment? That's cool. I'll remember to implement this.
(Consumable items can already have the same ATB modifiers as skills - so you can, for example, make a "Flashbang Grenade" that reduces enemies ATB with a chance to stun, or something like that).