CORE: Add Ability to Cap Normal Monster Level Ranges

As we start to code support for playing Level 75+, one thing that needs to be addressed is a way for the new exp mobs not to ruin the play experience of those wishing to play classic FFXI.

Currently these mobs, with the exception of the crabs in Vunkeral Inlet, are all set to 81-84 in the database. That level is low enough that they wont destroy level 75 players, but too low to level to 99 on.

This commit introduces new settings.lua variables to cap the level range for normal zone mobs. The defaults are set to 81 & 84 respectively, to maintain current behavior with the default level cap of 75

This will allow us to start putting retail-correct levels in the database, without destroying the play experience for Level 75 players. This will also start to make Level 99 play more playable

The next commit will start to adjust level ranges for the mobs based on the recorded ranges in the various wikis
SQL: Mob Updates - Adjust levels for higher level mobs.

Used the level ranges known in the various wikis as a guide, for mobs that should be higher level now.

Starts to make Level 75+ players have areas to EXP.

The new setting variables from the previous commit prevent this from negatively impacting 75-cap players
CORE: expose items to lua
Merge branch 'master' of http://github.com/DarkstarProject/darkstar into lua-items
Merge branch 'master' of http://github.com/DarkstarProject/darkstar into lua-items
Merge branch 'master' of http://github.com/DarkstarProject/darkstar into lua-items
database mobs and npcid in soa areas gates 2/4 part1 woh + moh gates
CORE/SQL: Reformat NPC List SQL to Prep for Id Automation

Per our discussion in #583

1) Change NPC ids back to long id & drop zone ID column

2) Add polutils_name and scrape the data off of current ids from POLUtils now that gedads has realigned all the zones

3) Update SQL in Core accordingly

The purpose of these changes is to make the NPC updating much more automation friendly. The automation jobs rely on scraping POLUtils which uses the long ids. It largely involves very basic string searching. The job gets needlessly complicated and hard to manage with converting ids back and forth all the time. It also limited us to having to go Our file -> POLUtils unless we wanted to do a whole bunch of temporary processing in memory, as we could not search the npc list sql with the short id directly because it is not unique in the file. Being able to do POLUtils -> Our File is probably a better long term approach, which these changes will allow, as it will help allow us to be able to detect new NPCs.

NOTE: The polutils name should roughly match the regular name in most cases (except internal names, blank, etc). If it doesnt the ID is probably wrong in our file, not the polutils name. I did a large amount of spot checking and it by and large looks good.

TODO: Update NPC id batch to take advantage of this info (seperate PR to utils).

I tested random npcs in random zones after loading and they appear to be working correctly. Hit big cities such as Jeuno and San'dOria as well
Merge pull request #587 from starlightknight/npc-list-polutils

CORE/SQL: Reformat NPC List SQL to Prep for Id Automation
Merge pull request #568 from starlightknight/mob-updates

CORE/SQL: Mob Updates & Configurability For Higher Level Play
database groups + pools for yagudo from shadow era and "present" time (yagudo high priest nm only in present, wrong armored monk near altar room in present...)
CORE: reworked zone_settings IP column to be more friendly to use
Merge branch 'master' of https://github.com/DarkstarProject/darkstar
Merge branch 'master' into zmq

Conflicts:
	sql/zone_settings.sql
	src/login/lobby.cpp
	src/map/utils/zoneutils.cpp
	win32/DSGame-server/DSGame-server.vcxproj
	win32/DSGame-server/DSGame-server.vcxproj.filters