Fix dead NPC tags

A dead NPC's tags wouldn't work, because the dEntity sub-tag would throw
errors. Now... it doesn't do that.
Also, fix dColor meta to co@, not c@
Add tag element.escaped

A safer method of escaping than <escape:x>, sorta.
Merge branch 'master' of https://github.com/aufdemrand/Denizen
Load players faster

Bukkit is weird.... getOfflinePlayer is now the best method in 1.7.9 -
use that.
Also, fix some bad world event meta.
Fix breaks block event, queue stop

- Queue stop (variation of clear for certain situations) would work
better if it definitely cleared first as well (mostly for users who
don't know what it is and assumptively use it instead of clear)
- breaks block event was manually trimming events, which messed up
things like 'on player breaks stone' (no m@) and is unneeded regardless
Add an NPC speed mech

No silly restrict of a mere '2' or anything boring like that
Make entity scripts an actual thing

- Entity scripts!
- They need a better tracking method instead of entity metadata ->
possibly a map of UUID->scriptname or something like that
- also need full world event implementation
- and more options...
Simplify flag code a bit

The world event stuff was a big power draw... knock that away except
when needed by slightly misusing the world event system
... also, flag changed 'old_value' was wrong, fixed that.
Add entities.yml entity script saving

Don't use for despawnable entities like non-persistent zombies or
whatever, as there's apparently no 'entity despawn event' that can be
used...
Drop lists, fix bugs

- Drop command now takes a list of items
- Less massive error when parsing an int fails
- clean some meta / debug
Warn on duplicate scripts

- a warning if two scripts have the same name
- mark a few previously discarded errors
- fix a screwup I made while patching a flag error. Now fully patched
rather than half-patched.
Fix mem leak, bugs

- better fishes event
- less painful error-out on invalid foreach/repeat
- DO NOT PUT METADATA ON LITERALLY EVERY ENTITY SPAWNED AS THAT TAKES
HUNDREDS OF MEGS OF MEMORY ON EVEN A SMALL SERVER WHY WOULD YOU THINK
THAT WOULD BE A GOOD IDEA SFGKSGKAKTWZWRIMSMCQASGBSADS
- entity.spawn_reason is invalidated because of the above
Escapes and tags and fixes

- element escaped/unescaped, list escaped/unescaped
- check player/NPC when constructing items in inventory.contains
- inventory.slot[x] tag
- handle null dItems as air
- simpler dItem.matches (don't full-construct from item/book scripts
when quickly matching)
Merge branch 'master' of https://github.com/aufdemrand/Denizen
Add EntityKnockback (Arrow) property

A property for arrow knockback power
Add a lead argument to shoot

An experimental new aiming system, works nicely so far...
Add tag server.get_npcs_flagged

A fairly useful self-explanatory tag
More minor fixes and patches

- fix bad regex in entity spawns, clean meta, add identifySimple's
- fix meta
- handle mobprox flags faster (before respawn)
- allow the 'matches' comparison in the is[].to[] tag
- throw less errors in entity.can_see
- run dList.formatted faster (don't do full comparisons, just check the
object identifier)
- find.entities better
Allow custom sounds at location

Previously custom sounds were only playable on player objects... they
still are, Bukkit-side, but Denizen will now automatically play it on
all players in-range for ease-of-use
Handle dPlayers better

- Don't try to parse as UUID unless it has a - (all valid UUIDs should
have this), thus preventing the need to throw an exception every time
- keep a list of player names for matches, so we don't have to hunt
through Bukkit's internal player junk every single time matches dPlayer
is called (which is /extremely/ often!)