it translation update by BioHazardX :)
Fixed the enemy positions when restarting a battle.
Bug fixed the item handling in battles.

- Removed the miss indicator shown twice when an item can't be used.
- Fixed item use cancellation.
- Refresh completely the item list when opening a character command.
Added support for the last status effects not supported.

It is now possible to poison/regen HP on battle actors.
Removed the specialization in the std::make_pair calls as requested by authenticate.

I also fixed two comments.

It should help in making Valyria compatible when compiled with VS2012.
Started to add elemental status effect support.

Elemental status effects are now supported and shown in battles,
but not yet applied on the character's elemental atk/def.

And that's because elemental atk/def of character is to be implemented
first. ;)
Did a small TODO
Adding VC2012 project and solution files.
Merge pull request #184 from authenticate/2b304b528b76000aa3eb2acef7d3ff56753174dc

Visual Studio 2012 Files
Minor update to VS 2012 project files.  Updated the .gitignore.
Merge pull request #185 from authenticate/e99f34aaef9e070f2620f336447e0d6b284d9855

Minor Update for VS Files and .gitignore
Added VS2012 compilation instructions in the README.

Thanks to authenticate for all that!
Made the elemental passive effect be applied on attack and defense.

The effect is unfortunately hard coded for now, as I'd like to simplify
the way status effects are implemented first.
Fixed a Thanis battle animation while seeing it.
Fixed the status effects template image where an arrow was misplaced.
Added a UI theme option to the boot options menu.
Simplified the status effect implementation.

I merged the status effects of the same types into one, and used
the full range of negative and positive intensity.

This permitted to simplify a lot of code and twisted logic in there
and permitted also to merge the element icons with the status ones.
Adding an entry in the user config file to store the UI Theme.  In addition, I cleaned up some code and some coding style.
Moved the user UI theme lua option into the video options table.
Turned actor stats into a container handling a base + a modifier.

This will permit to never touch the base value and simply apply modifiers
on it, just as it is done with the attack points.

For now, the active (from battle) modifiers are applied correctly.
The code applying the passive ones (still in the battle code) is in fact wrong
and should be moved to the globalactor class along with a good fix.
Yet, this will be for another commit.

Along the way, this was also done and/or needed to be done:
- Removed dead code
- Fixed the enemies using the strength value as vigor in battles.
- Ironed out the status effect lua function calls to prevent game crashes,
  seen mostly in the debug battle.
- Fixed bugs in the status effect Remove() functions and old enums used
  in the elixirs lua code.