Fixed BGM on world map.

Changed the settings of the map to play 018-Field01, rather than having a parallel event trigger it. This was done by right clicking on the map in the editor's map list, and selecting the music under the Auto-Change BGM option.

The reason you don't want to use a parallel or autorun event, is that the event by default will try to run the event again once it done.
I.e. for every frame you're on the game map, the game will try to re-play 018-Field01, which isn't needed and has a negative impacts on performance.

If you wish to use events to change music through an autorun or parallel event, make sure that the event page doesn't repeat by using self switches, or use the erase event command. This is true for all usage of autorun or parallel events, and failure to adhere to the principle of breaking the loop may result in unexpected behavior in the game, and poor performance.

For music and background sound effects, modify the properties of the map, since it's specifically made to manage this functionality.
Fixes some minor typos with farm girl.
Fixes some issues with waitress guild quest.

 * Fixed waitress dialog starting before speaking to the bartender.
 * Fixed issue with Garnet not remembering who she has spoken to.
 * Added stubs for getting a maid uniform.
 * Made the old man event require the maid uniform to trigger.

This is a fix to solve some of the old issues related to the waitress guild quest in Dali. The main issue is that the system implemented history/remember what you do, rather it takes any action as the progression of the quest. Something that makes it possible to spam one action over and over again to finish the quest (e.g. you could speak to one person 8 times to clear the quest).

This fix implements a simple binary list for history (for storing persons
visited and persons reported). This is simpler than using self switches
since the inside of the pub is rather complex for the events (could have
required a new map completely) and doesn't require more variables or
switches to clutter the global scope.

Variable 50 now is now a binary array with different index values for different events in the quest.
Index 1 : Quest started.

Index 2 : Spoken to elderly man
Index 3 : Spoken to distant traveler
Index 4 : Spoken to Captain
Index 5 : Spoken to Solider 1 (the one to the north)
Index 6 : Spoken to Solider 2 (the one to the south)
Index 7 : Spoken to Demeter
Index 8 : Spoken to John

Index 12 : Relayed elderly man's order to bartender
Index 13 : Relayed distant traveler's order to bartender
Index 14 : Relayed Captain's order to bartender
Index 15 : Relayed Solider 1's order to bartender
Index 16 : Relayed Solider 2's order to bartender
Index 17 : Relayed Demeter's order to bartender
Index 18 : Relayed John's order to bartender

The pimp and his friend is not in the list, since Garnet will refuse to speak to them. This is the old behaviour and the quickest to implement for now. Index 9 and 10, 19 and 20; has been reserved just in case we want to have them more active during the quest.

To check any of these values you can create a conditional with the following script:

    $game_variables[50] & ( 1 << index ) != 0 # See if index is set

$game_variables[50] being variable 50 (Work) and index being the number to check, e.g. if you wish to check if the captain has been spoken to you type the following

    $game_variables[50] & ( 1 << 4 ) != 0 # See if the captain has been spoken to

To set the variable you can use the script event command, and the |= operator, e.g.

    $game_variables[50] |= ( 1 << 7 ) # Set Demeter as spoken to

The quest is considered complete when index 12-18 is turned on when speaking to the bartender.
Adds maid uniform.

* Defines main armor in armor database.
* Sets Garnet's sprite when maid uniform is worn.

The definition is a quick stub, not sure what kind of values it should have. Probably equal to the cotton robe, since it's supposed to be easy to get through the waitress quest. Currently, it only has the value of 1000 set, and nothing else.

There's a persona armor Zony made in the Assets folder, but the size is currently wrong, Garnet needs to be removed, and the background needs to be replaced (needs to be transparent).
Tweaks dialog for waitress quest.

* Demeter will trigger John's waitress dialog.
* Johns will set Demeter's waitress flag to ON. (i.e. done)
* Modifies Solder 1 to have him slightly more to say, and less in the air if the other soldiers haven't been spoken to.
* Fixes typo with old man.
Added Clairia Pig Pen Map

Pig pen map to Clairia Village.
Events not added yet...
Minor Additions and changes to Clairia Village.

Added Cathedral/Church to main map.
Addtion of Pig Pen and Church maps.
Changed Priority and walkability of Cathedral roof tiles.
Merge branch 'pullrq99'
Added maid uniform for persona.

Added Zony image for the maid uniform. Note that it isn't cleaned, i.e. the only thing that's supposed to be visible in the image is the clothes, Garnet should not be visible in this image.
Added maid uniform when doing the waitress guild quest.
Added black maid uniform for old man event.
Changes stats of maid uniform.

Set the maid uniform to be slightly worse than the cotton robe, and have no value.
Adds maid uniform as wearable.

Garnet as a slave or adventurer can now wear the maid uniform.
Makes maid uniform buyable.

* Added a block to avoid NPCs walking behind the counter and blocking access to the bartender.
* Upped the base price of the maid uniform to 150.

You can now buy the uniform after the waitress quest. Also scripted sequence if the player sells the armor before finishing the quest.

If the player runs of and sells the uniform, and can't repay the cost (bound to the cost of the armor in the armor definition), the debt will be added to the pimp's RPS debt. It's easier to leverage what we already have when it comes to the debt system, rather than implementing something completely new for the bartender. Alternatively we can have some sort of debt specifically for the guild, who would reimburse the quest givers for Garnet's failures.

Pricing was set to be dynamic, so if the price of the maid uniform is altered in the armor definition (e.g. to something considerably higher), the event should still work as intended. Just remember that the player can leave the quest at any time, so don't make it too good, or the player will just start the waitress quest, and then just continue on with the rest of the game without finishing it.

The event implements a simple script that makes the player randomly select an article of clothing from the inventory, if one exists (used when returning the uniform). I think this has been done before, but I couldn't find it, so it may be a good idea to move this script to a common event for easy access.
Merge remote-tracking branch 'upstream/master'