Starting to rough in Izumi

Most of the raw combat content is in place, need to finish wiring 'er up
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
Begin the codening.
Updating the content-coding SublimeText macros.
Got the male surrender stuff roughed, started on female
Dumped the rest of the docs into methods. Gotta code dat shit up nau.
Basic coding for all (most?) of the loss scenes dun
Roughcode completed, time to find out how much shit I fucked up
I think all this shit works now, just gotta test all the scenes and make tune the combat numb... haha who the fuck am I kidding.
Cleaning up some more combat shit, still need to make sure all of the scenes work properly.
Re-enabling all of Izumi's combat moves, and cleaning up some support methods
Merge branch 'izumi'

Conflicts:
	includes/combat.as
Fixan merge issues, un-hardcoded Izumi encounter in high mountains
Fixes #288
Fixes #283

Actions array referenced the function to calculate a damage value, rather than the actual functor for making an attack with output.
Fixes #282

I think this is the proper fix; without setting menuLoc before taking an item, the eventParser code called is for initially setting up the UI afaik (Who the fuck knows at this point, right)?
Doing this, time passes, nothing seems to be broken. Callin er done.
Fixes #286 partially

Fixes duplicate list of items displaying in Rubi's closet.
Chance could be a bit too high considering how it's evalulated (every time house menu is viewed can trigger it, including calls back to it from deeper menus).
Implemented a [teaseText] tag to grab text from the combat function for tease, and slap it into our output window.

It's a super bullshit implementation, but it works without changing bucket loads of code and refactoring shit.