December Update - Patch 2 - Id Updates

NPC IDs: Done by the new next-gen job. I have sanity checked results and they look ok. If anyone finds any still off, please tag me so I can investigate why

Lua Scripts: Same disclaimer as before. This script shifts any ids that were shifted by the NPC ID job by the same amount. What this means is, if the lua script was in sync, it should be updated correctly. But if the script had the wrong id to begin with, it will still have the wrong id (and remain off by the same amount). If we find and manually fix these, they will get picked up correctly next time. At worst, these should maintain current behavior less there is a bug in the NPC ID job.

Note: I spot checked the scripts for conquest, excavation, harvesting, and logging. Some conquest npcs were out of sync, so i fixed the ones that were so that they can be picked up next time. ALL excavation, harvesting, and logging ids were out of sync. I fixed the ones in the zones that shifted, but the whole file is probably out of date. If someone who cares about these wants to clean these up, they will get updated correctly next time they shift. I'm not motivated enough right now to comb all of the zones in the file manually :p
Merge pull request #690 from starlightknight/dec14-patch2-id-updates

December Update - Patch 2 - Id Updates
Database first part of corrections for mixed mobs/npcs
Update Auroral_Updraft.lua

changed Auroral Updraft ID to fix NPC shift
Merge pull request #694 from Fiocitrine/patch-1

Update Auroral_Updraft.lua
Update mining.lua

Fixed ALL the mining point IDs
Merge pull request #696 from Fiocitrine/patch-2

Update mining.lua
SCRIPTS: Fix syntax error
CORE: fixed a crash when Charm wears off
fixed summon/unsummon animations on Avatars and Automatons
Merge branch 'master' of https://github.com/DarkstarProject/darkstar
CORE: updatemask in ai_char_charm.cpp
CORE: Cleaned up decompress.dat and zlib.cpp now that I understand how this stupid file works. :)
Fixed 3 of the many truncated / improperly formatted mob names sitting in mob_spawn_points.sql which should fix issue #672
Merge pull request #698 from TeoTwawki/master

Fixed 3 of the many truncated / improperly formatted mob names sitting in mob_spawn_points.sql which should fix issue #672
script sando mission 9-2 totally forgot to add the bcnm file
Added

	Reactor Cool

		o Undispellable Ice spikes and Defense Boost

		o Used in Any Form

	Static Filament

		o Usable only in Bar Form (AnimationSub() == 2)

		o Blinkable 1-2 Hit Cone Stun

	Decayed Filament

		o Usable only in Bar Form (AnimationSub() == 2)

		o Blinkable 1-2 hit AoE Poison

	Reactor Overload

		o Usable only in Ring Form (AnimationSub() == 3)

		o Blinkable 1-3 hit AoE Silence.

	Reactor Overheat

		o Usable only in Ring Form (AnimationSub() == 3)

		o Blinkable 1-3 hit AoE Plague.

	Zdei Logic

		o Added Eo’Zdei

		 Animation change every 15-45 seconds

		 Does not change form to previous form

		 Has 4 forms

			• 0, Pot Form, Big Eye Facing Target

			• 1, Pot Form, Small Eye Facing Target

			• 2, Bar Form

			• 3, Ring Form

	Added Aw’Zdei

		 Animation change every 15-45 seconds

		 Does not change form to previous form

		 Has 4 forms

			• 0, Pot Form, Big Eye Facing Target

			• 1, Pot Form, Small Eye Facing Target

			• 2, Bar Form

			• 3, Ring Form

Modified

	Optic Induration

		o   Set to only use in Pot Form, per BGWiki

	Updated mob_skills.sql to enable Reactor Cool

References

http://www.bg-wiki.com/bg/Category:Zdei

http://wiki.ffxiclopedia.org/wiki/Category%3AZdei
CORE: fixed a crash if a 0x0D packet was dropped on changing zones
Merge branch 'master' of https://github.com/DarkstarProject/darkstar
Merge pull request #699 from korietsu/Zdei

Implement Zdei - One Commit this time!
CORE: Reverted zlib changes for now since it broke 64bit.