Comprehensive Illusion Fixes

* All player attacks now check for safety and guild attack validity on
created illusions, as tested against the creator of the illusions. Wall
Elements also follow these safety rules when attempting to affect
Reflections and Evil Twins. If you cannot attack a player, you also
cannot attack their illusions, and neither can your walls.

* Dispel Illusion now passes the caster of the spell to the room dispel
functions, which now test the caster's safety and guild status against
the owner of the illusions. If you cannot attack a player, you cannot
dispel his personal illusionary enchantments, and you cannot dispel his
reflections, illusionary firewalls, or evil twins.

* You can now go orange by casting Dispel Illusion with your safety off,
or by attacking an innocent's reflection directly. You can still dispel
your own illusions and attack your own reflections without penalty. Note
that you'll only go orange if you are successful at dispelling an
illusion. Failed attempts won't check against your safety status. You
can even still cast it in the inn, it just won't dispel anything.

Reflection streamlining:

* Implemented a direct server setting for the max reflection per caster
count, default 2. Upgraded the Reflection Count metric by having it
directly count a player's reflections from the master server list. A
player may now have only 2 reflections anywhere in the world at one
time. Admins can change this setting at will.

* You cannot create reflections in guild combat rooms if you are not a
valid combatant, nor can you bring them in from another room. Safe areas
are valid spots for reflections cast by anyone.

* But it's not all bad. Reflections now change rooms with their creator no
matter where they are on the screen. In testing, this was pretty awesome.
You're not able to spam reflections anymore, but the 2 you do have will
be useful for more than just a single room transition. Currently, reflections
wander around and get lost almost immediately. This solves that problem.

* Also raised the limit of mastered monsters in a room to allow up to 20
reflections total. With the new cap of 2 reflections per person, this will
allow up to 10 people to use reflections - a limit which should only rarely
become a problem. Currently, only the first player or two can have
reflections because of the low limit of 6. (This was also screwing up the
Dragonfly queen quest sometimes I believe).

* Divorced the creation of reflections from the room's summoning limit
and monster limit. This will  let a player create reflections even if
there are wall spells in the area or >25 monsters. This should be
fine if players are limited to 2 reflections each.

Combined, these 5 reflection changes make the spell far more
streamlined and dependable. The creator is free to be mobile and the
reflections will follow. There also won't be any mules casting
reflections (since you can't get rid of them if you can't attack the
person) and unguildeds won't be able to cast or bring reflections into
guild combat rooms. I think the Reflection streamlining is appropriate given
the new restrictions on Dispel Illusion.