Fixed potential endless quest loop with EVENT_COMBAT and WipeHateList().
-Implemented live like spell projectiles (ie mage bolts).
-See function in spells.cpp for more info on bolt behavior.
-This works reasonably well, but still room for improvements.
-Rules are for setting what item id is used for the projectile
since live uses an item id from SOF+ I added alternate item graphic
for titanium clients.
-Note: Max number of projectiles (set at 10) is a made up value in most
situations it would be nearly impossible to have more than 3 bolts
in the air at the same time. This values gives enough wiggle room that no
server should have an issue though.
-Small fix to SE_CompleteHeal
Implemented Physical Resists consistent with live.
SQL to add new column 'PhR' to npc_types
Values to populate table based on extensive parsing.
Fixes for spell projectile code.
Fix for crash in EntityList::MobInZone(Mob *who) when a dangling pointer is passed to the function. Which used to work without crashing but was changed at some point which can be triggered by quests in some situations.
Merge branch 'master' of git://github.com/EQEmu/Server
Change log correction.
Implemented proper functionality of SE_Screech
If you have a buff with SE_Screech with value of 1
it will block any other buff with SE_Screen that has
a value of -1, giving you an immunity message.
Example: 1383 Screech and 2785 Screech Immunity
Test
(Performance Adjustment) Removed AsyncLoadVariables from InterserverTimer.Check() in both zone and world. By watching the MySQL general.log file on mass zone idle activity, you can
	see that the query 'SELECT varname, value, unix_timestamp() FROM variables where unix_timestamp(ts) >= timestamp' is called every 10 seconds. This function is loading
	variables that are initially loaded on World and Zone bootup. When running a large amount of zone servers, the amount of MySQL chatter that is produced is enormous and
	unnecessary. For example, if I ran 400 zone servers, I would see 3,456,000 unnecessary queries from all idle or active zone processes in a 24 hour interval.
Merge branch 'master' of github.com:KayenEQ/Server into KayenEQ-master

Conflicts:
	changelog.txt
Added a rule to enable multiple procs from the same weapon's other slots if a proc is deemed to trigger, Defaults to true.
Allow multiple aug procs if Combat:OneProcPerWeapon is false
Renamed errant sql file.
Fix for the Fix for the Fix: Rule Combat:OneProcPerWeapon was created so that you can revert to the original proc functionality
	for custom servers that have balanced their content around having more than 1 aug proc on weapons. By having this rule set to 'false' you revert this functionality.
	This rule is set to 'true' by default as the original functionality from Live was intended to be
Merge branch 'master' of https://github.com/EQEmu/Server
changelog.txt
Fix issue with optional SQL
Dual Wield changes - see posting linked in changelog.txt
Fix wiz innate crit issue
-Implemented the ability to properly use live spell projectile graphics.
This data is found in the player_1 field of the spells_new table.
-Rule for this set to be disabled by default.
-Enable IF your server uses an UF+ spell file
and your players use UF+ clients
-Otherwise your better off with alternative method/rules
already implemented so that all players can see the effect.
-Added ability for PERL ProjectileAnim function to only
need an IT#### and not an actual item id.
-If you want it in LUA somebody needs to add it.
- Change to wizard innate critical ratios based on parse data.