Added single target HalveAggro and DoubleAggro

Both exported to perl/lua
pass the target you wish to change their hate.
Fix NPC rampage to be more in-line with live

New rules:
RuleI: Combat, DefaultRampageTargets
	Set to 1
	If the specatk db entry has no extra param it will use this
RuleB: Combat, RampageHitsTargets
	Defaults to false
	If true, if number hit is still less than RampageTargets, try tank

If you want the old behavior still set DefaultRampageTargets to 3 and
RampageHitsTargets to true
Spell Effect additions
Minor fixes
fix
fix
Merge pull request #116 from KayenEQ/master

Spell Effect additions / Minor fixes
NPC vs Client damage revamp

Shot list of things that changed:
AC Softcap is based on your defensive skill (the scaling factors
are based on at least previously stated dev quotes)
The over AC Softcap returns are now based on exact calculations
made with the Armor of Wisdom AA.
Shielding item bonus and Melee mitigation spell bonus (nerfs)
NPCs damage will now correctly follow the
"damage base + (damage interval * [1, 20])" formula.

These changes might seem a little weird but I didn't want to change
any of the other damage situations since they were fairly good, but
they still could use a revamp as well.

New rules:
RULE_BOOL ( Combat, OldACSoftcapRules, false) // use old softcaps
RULE_BOOL ( Combat, UseOldDamageIntervalRules, false) // use old damage formulas for everything
RULE_REAL ( Combat, WarACSoftcapReturn, 0.3448) // new AC returns
RULE_REAL ( Combat, ClrRngMnkBrdACSoftcapReturn, 0.3030)
RULE_REAL ( Combat, PalShdACSoftcapReturn, 0.3226)
RULE_REAL ( Combat, DruNecWizEncMagACSoftcapReturn, 0.2000)
RULE_REAL ( Combat, RogShmBstBerACSoftcapReturn, 0.2500)
RULE_REAL ( Combat, SoftcapFactor, 1.88)

If you want to use the old calculations only, set
Combat:OldACSoftcapRules and Combat:UseOldDamageIntervalRules to true
Merge branch 'master' of github.com:EQEmu/Server
new spell effects
buff struct/tables - required sql
Removed: death_save_chance and deathsave_aa_chance (no longer used)
Added: dot_rune, caston_x, caston_y, caston_z
minor fixes
change log
(Performance) Corpse drag will now fetch entity by ID
Keep track of base spell id for SpellProcs/PermaProcs

This will fix numhits issue for procs from spells
Changed SE_SingingSkill to SE_Amplificatoin

This effect will now stack with other singing spell/item mods
like it does on live.
fixes
Re implemented deathsavechanceAA ect as ExtraDIChance
Confirmed on live that this effect persists even if caster not in zone.
not_reflectable -> reflectable
Merge pull request #118 from KayenEQ/master

Spell effects , buff table changes
SetDestructibleObject exported to lua
Merge branch 'master' of github.com:EQEmu/Server
Export of eq.clock(), os.clock() isn't a good option on unix
Merchants will now keep track of charges sold to them properly so it is no longer possible to recharge items using merchants.