Rephrase “Item granted” text when item wish is granted

This has been done because “Item granted” is not the correct text when in fact multiple items have been wished for.
The text is now simply “Wish granted (…)”.
Allow creation of character templates even if not all points are used
Make faction description more gettext-friendly
Make some mod manager strings translation-friendlier
Ease translation of some game.cpp strings
Add death_drops member to class mtype.

Contains the ident of the item group used to create items drooped upon death.
It is loaded from json as part of loading the monster type.
Json can contain either a group name or an embedded item group object.

And add check for death_drops item group to MonsterGenerator::check_monster_definitions
move death drops from monitem entries into monster definition
remove item_chance from monster definition, not used anymore.

It still remains in json for some monsters so the value can be included into the death drops item group in the future.
Made message repetetions translatable
Add support for multiple authors in mods

This commit makes C:DDA parse a new field for the modinfo.json file: authors.
This is a string array, where each string contains an author name.
The old field author is kept for compatibility reasons.
Also added is proper grammatical number support for the author string
in the mod manager UI.
Update game.h

return statement for overloaded operator
Update game.h

fix typo
Increase flexibility of translating the displayed item string
Add checks for qualities used in recipes.
Also check tool qualities of item types.
Fix another dropped item display error

This time: Two items of 2 different kinds (eg. 1 heavy stick and 1 rock).
The game displayed “You see here 1 heavy stick and 1 heavy stick”.
Hopefully FINALLY fix the broken dropped item display now.

This time, I extensively tested it.
Don’t show item count in inventory when count is 1
Special message, when many items are dropped, shows now actual number of items.

“You see here X items”. X previously was NOT the number of items, but the number of different kinds of items.
Don't need movement keys in char gen description screen