Introduced the map status effects handler.

The map mode is now able to load, update and save active effects.
It also updates the passive ones.
For now, I still disabled the loading to preserve the current gameplay.
Once the necessary items going along this new features are added,
I'll unleash the feature.

Part of #220
Merge pull request #281 from Gallaecio/master

Updated the Galician (gl) translation and fixed some typos in the origin...
Officially added support for status effect in the map mode.

- Now,for instance, you can use elixirs from the menu mode to get their effects before entering a battle.
- Battle effects you got at the end of a battle stay applied and keep on fading in the map mode, with a chance
  of still being applied on the next battle.

All of this is still very rough, but fonctional.
dos2unix cpp h files.
POT update.
Fixed parallax effects seen in caves and near the Mt Elbrus

This was due to recent API fixes.
Visually improved the way status effects changes are displayed in the map mode.

Now the corresponding character portrait is displayed bottom of the screen along
with the according change(s).

The menu mode still needs to update more carefully but it's for another commit.

Part of #220.
Correctly updates the character status in the menu mode.

It wasn't exactly working well when the status effects would have changed in the map mode between two menu sessions.
Correctly removes the active status effects when a chracter has left, in the menu mode.
Added support for HP/SP healing and damage visuals on the map mode.

I also scripted their corresponding functions.
I had to add optional parallax support to the effects indications,
and tweaked again a bit how certain effect would react to overlapping.

Pzrt of #220.
Fixed and improved status effects application for HP and SP.
Kept on working on status effects.

- While on it, I streamlined a bit the API about status effects between game modes
  by using same-named API.
- I also removed the use of pointers where references would suffice,
  and removed the battle actor pointer copy in each battle status effects.
- Due to recent progress, I was able to add menu scripted actions for the First Aid
  and Shield spells + and thus added support for a boolean return values while on it.

What's left is to display stats effects in the party menu, and to load/save
the active status effects in save games.
Misc fixes and added two new items.

- Added Candy: Regen item and Lotus: Cure poison item.
- Fixed status indication on map mode, and an item wrong id.
Prevented crashing the game for a script error when using an item.

And report the error instead while keeping the item in inventory.
Made sure a skill failed when the corresponding script function has an error.
Fixed the portraits sync with status effects in the map mode for certain cases.

I had to decoupled the effects update and the portrait visuals update to do so.
Load and save active status effects data in save files.

Final part of #220.
Added a new chest in the crystal map now that new items are usable.

A long time wish ;)
While thinking about it, added a Candy in a hidden chest as well.

This is making it more worthy.
Added event with Sophia in the Shrine entrance.

This also permitted me to introduce the trade mode and the new items further...

I might have to rework a bit the dialogue but it should be fine for now.

Closes #220