Added a small scene when reaching the forest entrance on the way back.
POT + fr translation update.
Updated the files' header copyright.

Also added a script from former projects to ease the next updates.
it translation update by BioHazard :)
French translation own review.
it translation fixes from BioHazardX :)
Fixed the slime spawning locations as pointed out by BioHazardX.
Made the first new skills be able sooner as requested by BioHazardX.

This will make the early battles less boredom.
Better balanced the enemies stats.

I took the time to create a sheet where I can have a look at the XP curve
of both the characters and have a better way to define the enemies XP
and Drunes based on their stats, objects given and their specialties.

I then added a bit more XP on first comers, and fixed a mistake in
the Slime Mother's and second Fenrir HP.

I need to test it out but it should be a bit better.
Made the stamina bar fade out when in the map state is SCENE or DIALOGUE.

Later, the added member can also be used to fade out or in the minimap as well.
Added fireflies near the statue at night.

Now, time for the actual return to the village!
Removed an unused and useless parameter from the particle effects files.
Made the wava motion particle config be set within an optional table.
tabs -> 4 spaces in particle files.
Made the particle rotation parameter be set within a table

And cleaned up the particle files a bit more.
Added contextual translation support (CTranslate and CUTranslate)

The corresponding strings are in the form of "context|text"
The context and the pipe separator must stay as is in the translation.

I did like that because there is no official support of pgettext()
under windows and I prefered a common way to do it.
Added support for c-format string type translations.

And used in game to clarify the concerned sentences.
POT + fr translation update.
German translation update by NaN :)
Split of map data and script - Step 1

Adapted the map and save code so that it's possible to load the script
part from a another script file, while still permitting to load it
from the same file.
This permitted to remove the duplicate crystal map data from the introduction
script.

The next step will be to separate the script part of the map having no savepoint
as it will remain backward compatible.

No change should happen as for the user.