Hikari - Work on the princess questline.
Developing east and west Hikari a bit.
Removing the fish from the main section of hikari.
Making the game end if the player gets moved to the parasite ending room.
- Adding a lot more gossip responses to the guard's common event. More pointers to eventual quests, etc.
- Added a few more events to the infected girls
- Moved the infection manager to a different event and hijacked the old event to use as a Hikari Upkeep event.
- Closing Hikari to general players
- Adding backdoor for beta testers.
- School development
- Hospital dev
- Tree event
Fixes the upstairs room in the shop.
Misc Hikari work
- Random touch ups and decorating of the city.
- Decorating warehouse
- Adding sprites for grave door and giant slime (both were listed on a site as free to use, but if someone know differently let me know)
-
Hikari Cleanup
Merge branch 'master' of https://github.com/etranz/aog

Conflicts:
	Src/Yaml/Map193.yaml
	Src/Yaml/Map194.yaml
Fixes training at dojo.

Removes the ability to punch the pole, dummy, and stone pillar; if the
player's HP is less than the damage done by the action.

For some reason the knockout state doesn't kick in, suggestion there's
something wrong with the damage dealing ability of the event commands.

Damage done by enemies still work as intended, and will trigger the
knockout state.
Fixes issue with knockout CE not triggering.

If the is a knockout manager on the map that doesn't trigger as the
player enters their kockout state (if the conditions aren't met by the
page), the game will now use the default knockout manager to handle the
event.

The change to the code is a check if the list of commands retrieved is
empty instance, by the first command having the code 0. Technically the
command with code 0 does nothing in the engine, and is ignored; but
since it can only be created when the command object is constructed
(default value) as a new command is created (commands with code 0 can't
be made in the editor), we assume that having a command with code 0 as
the first command, means that the list is an empty construct.

Another solution would have been to check the length of the list of
commands. Since there's always and empty (code 0) commands at the end
of the list, we know that any list with just 1 command is the same as
having no commands. This is not used since we can't be sure that the
commands passed actually follow this style of having an empty command
at the end (since it isn't required by the engine), which would limit
the usability of the function.
Merge branch 'master' of git://github.com/etranz/aog into Hikari

Conflicts:
	Game/Game.rxproj
Merge branch 'master' into Hikari

Conflicts:
	Game/Game.rxproj
	Src/Yaml/Map210.yaml
	Src/Yaml/MapInfos.yaml
Hikari Updates (Sorry this got so big, I thought I had commited some already! >_<)
- Lots of general city cleanup, event debugging, clipping fixes.
- Warehouse Quest work: boss added, trash mobs added. Still need to add start and end NPCs.
- Princess Quest work: pre-quests done, working on dungeon layout and boss concept.
- Post rat quest warehouse event added.
- Added armor smith and the first piece of new armor you can get for killing slimes.
- I jacked old images / sprites  for the Slime Armor persona; they still need a little tweaking but are looking good so far.
- New enemies for Hikari Slime, Small Slime, Dire Rat.
- New sprites for small slime, dire rat
- New Icons for blindfold, rathead, slime armor, and a tentacle (which I might plan to use for parasite stuff).
Merge remote-tracking branch 'etranz/master'
Fixes #1 ; moved the hikari tree climb event to a map event and made climbing it a switch. Might make the even more robust in the future to make using a switch worthy.
Moves map 210 to 213

Fixes conflict with map 210, by moving it to index 213.
Teleports from Clairia Village has been updated.
Merge branch 'master' into Clairia

Conflicts:
	Src/Yaml/MapInfos.yaml
Reverted introductory map to Hikari.