Revised Combat System

This contains Food Balance (https://github.com/Daenks/Meridian59_103/pull/112) and Rook handing out broken weapons (https://github.com/Daenks/Meridian59_103/pull/114). Also, this takes care of Touch Spell Repair & Balancing (https://github.com/Daenks/Meridian59_103/pull/152).

If you merge this, please don't merge the three pull requests above.

I hope this can be merged. GitHub tells me it can be auto merged, but we will have to see about that.

Main features:
- Revised stroke system: We now have one stroke for heavy weapons (strike) that is based on might, one stroke for slashing weapons (slash) that is based on agility and one stroke for thrusting weapons (thrust) that is based on aim.
- Revised touch attack system: Touchattacks work very similar to weaponcraft now and are based on mysticism. Touch attacks can now proc effects that are found on weapons and JoFs upgrade your touch damage from mace to scimitar at the cost of debilitating your SP except for Faren.
- Revised block, parry and dodge mechanics. Blocking is based on might and your shield and will bash with the equipped shield on a successful block (block with a torch for fire damage :P). Parrying is based on aim and your weapon and will counterattack with your equipped weapon on a successful parry. Dodge is based on agility and your armor and does not have any additional effect, but provides as much defense rating as block and parry combined. Large shields now also have a chance to absorb ranged attacks that would otherwise have hit you, but will be weaker in melee combat. Short ranged bows can compensate with their strikethrough rating.
- If one battler's defense rating falls below half the other battler's attack rating, he has a chance to suffer two hits in one attack. This replaces the crit mechanic. Crits were dealing too much damage, since they only had flat damage reduction deducted once instead of twice.
- All damage calculation has been heavily smoothed and streamlined. With the exception of flat damage reduction on armors (only!), all attack modifiers and defense modifiers are now percentage increases (or decreases).
Attack modifiers: Offense rating, Damage
Defense modifiers: Defense rating, Damage, Flat Damage Reduction

Flat damage reduction is the equivalent to weapon base damage.

An attack goes through the following procedure, one step at a time (doesnt follow order of operations):

>weapon base damage
>times stroke (50% to 100%)
>plus proficiency damage
>times 100
>times stat modifier (51% to 120%)
>times damage from attack modifiers (all damage modifier are added, then damage is multiplied by the result)
>times damage from defense modifiers (all defense modifiers are added up, then resistance is added, then damage is multiplied by the result)
> divided by 100
minus flat damage reduction
randomized

- Various little fixes to previous pull requests as well as the original game files.

- Gave short swords the ability to backstab and do the same damage as a scimitar if used that way.

- Straightened out the improvement system, removing the penalty for knowing more spell ranks and turning the softcap into a slope over the entire spectrum. Combat skills now improve actively (instead of after killing a mob) and no longer lock each other out. SwingTimer is a thing of the past.

- Introduced two new strokes: Riposte (Rank 5) and Bash (Rank 3), which give you a chance to strike back on a successful block or parry.