itemz (wip, does not even compile)
moar WIP, still does not even compile
itemz refucktoring WIP, still lots of bugs (even with saves), but AT LEAST IT COMPILES
I think new item system mostly works now.
Merge branch 'master' into rf-aimozg

Conflicts:
	classes/classes/Appearance.as
	classes/classes/CoC.as
	classes/classes/Scenes/Areas/Desert/SandTrapScene.as
	classes/classes/Scenes/NPCs/HelScene.as
	classes/classes/Scenes/NPCs/KihaFollower.as
	classes/classes/Scenes/Places/TelAdre/Rubi.as
	img/images.xml
	includes/items.as
Scenes/Readme.md updated with howto on monsters
Fixes "Use Now" bug removing item from inventory and crashing if there were none; also allows application of consumable effect on player via item reference
bugfixes and attempt to include appearanceDefs.as as low as possible
fixes, refactorings, and comprehensive Readme on items
final bugfixes and Readme update
Starting to rough in Izumi

Most of the raw combat content is in place, need to finish wiring 'er up
Fixing images to fix issue: https://github.com/herp-a-derp/Corruption-of-Champions/issues/280
First batch: PerkType (similar to ItemType) introduced, which used in PerkClass (similar to ItemSlotClass). createPerk accepts PerkType, not String id. Other methods still accept string ids, needs work. Also added a little bit of type safety
Creature.removePerk accepts ptype:PerkType, not perkName:String
Creature.hasPerk renamed to findPerk and accepts PerkType
I THINK this is mostly correct wrt the actual combat encounter with Izumi
Added a character to custom char creation for testing (basically, something we can throw whatever stats we need at to have a globally-available base to test content with, without having to toss save files around)
Initial Izumi intro scene partially coded; testing parser for issues and shit.
Fixin some spacin
longDesc added to PerkClass. Removed perk description by name lookup function.
Begin the codening.