Dornen Schuhs modifiers
Merge pull request #386 from TeoTwawki/misc

Dornen Schuhs modifiers
Gave @injectaction the ability to do item use animations as well, which is handy for finding animationID when you can't cap it from retail.
CORE: Fixed a few bugs that allowed success of synthesis with bogus conditions.
Merge pull request #387 from TeoTwawki/misc

Gave @injectaction the ability to do item use animations as well, ...
Added message handling code for cruor drops in abyssea.

This won't make cruor drop till someone creates code to handle cruor chaining or edits their copy for non retail amounts however. I tested using
the  "Cruor = exp * 0.25f;" that Compmike19 had left in the file I was working with.
Merge pull request #389 from TeoTwawki/misc

Added message handling code for cruor drops in abyssea.
CORE: TEST TEST TEST BEFORE COMMITTING OR ACCEPTING PULL REQUESTS
Add stealth mobs

Add new roamflag stealth to hidden the name and get untargetable (like
chigoe) to mobs.
CORE: Fixed an issue in which synthesis packets sent before a previous synth is cleaned up would crash the server.
SQL: Fix unable to create a new linkshell bug
SQL: Typo
database added trion mobskills bcnm 9-2 sando + family
corrected southern/northern sando (SE wiped the dq10 and FFXIV events from db).
Fixed the bug of spike spell effects saying they did damage, but not actually doing damage.

Resolved conflicts between spikes status effects and items that do additional effect spikes. Resolved all stacking issues with Item spikes.

Previously if you had an item equipped that gave say, blaze spikes(1). And then cast ice spikes(2) on yourself you would see dread spikes(1+2=3) animations. This was because while the code was written to check the items mod those mods in db are still applied to the player and the spells all check the players mods. I Created a separate set of mods to resolve that issue.

Similar stacking issues with proc rates and dmg per proc were also corrected.

I have made a few assumptions about retail behavior since I wasn't able to get anyone to verify for me:

1) I think retail will check status effect 1st and not proc item spikes if spell effect spikes are up, because that's how enspells and additional effect weapons work so it'd make sense to follow the precedent.

2) I think each item has a chance to go off, if shock spikes on my Ninja Chainmail+1 fails to proc then my Suzaku's sune-ate should still have a chance to proc. This part I do not have working presently. I do not know if the priority order should be by item slot or by effect type. Currently, if you wear Ninja Chainmail+1 and Suzaku's sune-ate you will only see shock spikes go off but that is way better than the problems I just fixed.
Merge pull request #394 from TeoTwawki/misc

Resolved all conflicts between spikes status effects and items that do additional effect spikes. Resolved all stacking issues with Item spikes.
Added missing Flame Shield spike mods.
database added missing ground tome and a few npcs in SSG
Merge pull request #395 from TeoTwawki/misc

Added missing Flame Shield spike mods.
database added missing groundstome and some missing npcs den of rancor, temple of uggalepih
Merge branch 'master' of https://github.com/DarkstarProject/darkstar