Add an `equippedItems` field to the CreatureType raw, which provides a
chance for generating that creature with an item equipped, which goes
into a new `inventory` field on the creature entity itself. Currently
the creature doesn't actually *use* this equipped item, but it's a step.
This commit also adds a broken-dagger equipped 90% of the time to the
"husk" creature.
Change-Id: I6416c0678ba7bc1b002c5ce6119f7dc97dd86437