rev6.0 - Ally AI Updates / Intro Quest Completion / Character Palette Revamp

GFX
+Characters were all given palettes of 15 colors and transparency to
more closely emulate SNES graphic limitations. There are 8 different
sprite palettes, numbered 0-7, with palette 7 being the pain palette.
All character sprites have been updated.
+UI Portraits have also been updated with the new palettes, as well as
other character UI elements.
+UI Message Window has been given a unique 9-patch object called
"ui_win4". It features translucency in order to display the area behind
the message window, important in combat situations as the message window
takes up a good portion of the screen.
+Many other UI updates/tweaks/fixes. Don't  remember them all.

AI
+Allies will now resurrect the Player if they have no current target, if
they are within range of the Player, and if there are First Aid Kits in
the Player's Inventory.
+Ally Retreat State revamped. Ranged Allies will now cease combat and
run towards the nearest "e_node" when an Enemy MOB is within a certain
range. As a result this addition fixed a bug with Ranged Allies giving
up on combat. They will now properly switch back and forth. Because of
the way the system works it will require clever use of E_NODE placement.
This has the positive effect of leading to very specific battlegrounds
and arenas if need be, ex: the Yutmo Fight Plateau Arena.

QUEST
+Intro scripting complete and cleaned up. The Intro is now fully
playable from start to finish.