Moved static engine files to a seperate folder.

Since many Git clients have a tendency to recommend committing that
all files modified, some unfortunate consequences follow.

In this case, the game is based on an older version of the RPG Maker
Engine (1.02) which has a seperate dll (which ships with the game),
and while newer versions of the engine is backwards compatible with
1.02, the opposite is not true.

The issue has been that developers have committed their changes with
and updated definitions of what dll files to use, and what editor
is compatible. This has basically broken it for players and other
developers since unless they have the latest editor or RTP installed
will get an error message they can't easily resolve.

This solution is to keep the relevant files separate from where the
editor and game reads and modifies them.

The files are copied in as the user runs game.bat or editor.bat.
Even if the files are modified on the developers system, the
changes will not be sent upstream by default.

If there's a need to update the static files, just copy the relevant
files from the Game folder into Src\Required. All files in the
Src\Required folder will be used to overwrite whatever is in the Game
folder, and this can be used for other fixes as well.
Adds editor items to the ignore list.
Merge pull request #133 from Tempmania/master

Merge lastest changes made by Tempmania.
1st stage of map updates

As far as I know, all maps that needed updating for the new tilesets are
done. I haven't done a complete check of the maps so there are probably
minor issues with some of the maps. Expect at least two more updates as
there are still several maps that I'd like to combine, and the tileset
database needs corrections made for game play. To keep everthing clean,
I removed the old tileset entries and their related files.
Merge pull request #134 from AnimeEagle/master

1st stage of map updates
Made the access in the Dali crypt more clear.

- Added animation for the automatic opening of the first door.
- Added animation for the opening of the boss door.
- Changed the look of the first door to be more "tomb" like.
- Changed the look of the boss door to be more "normal door" like.

Since there's some confusion to what door the key goes to, I changed
the first door to look more like a "tomb door" and changed the text so
it isn't implied that you should "unlock" it (which would be the
obvious use of the key you get right next to it). A short paragraph was
also added for players that has the key in their inventory, so it's
clear that the key isn't the solution to this "puzzle".

The boss door was changed to a normal wooden door to make it clear that
it has a different solution for unlocking.

Changed the animation of the door unlocking, so the entire thing fades
out after it has been opened. This is so we don't have the ugly black
boxes that comes with the open doors in normal cases. A better solution
could be to create doors with alpha-transparency, so they'd merge
better with their surroundings.
Fixed Git ignore not ignoring rgss dll.
Named events and updated remote switch calls.

Updated the events so they should work better with the new merged map.
Since the the old maps were separate the calls to toggle remote
switches were firmly rooted in the index position of the event (and to
some extend the index of the map) they needed rewriting to be rewritten
for a new event indices (locations).

Rather than having a fixed index reference, events were named and are
now called based on their event names.

Unfortunately we can't easily name what the switches (A/B/C/etc) means
for the event, but at least it's clear what event we call when we
modify them.
Fixed merge conflict.