SCRIPTS: tweak monstertpmoves::applyPlayerResistance, status resist mods get applied to all resistance tiers. if status effect is resisted to quarter tier or higher it has no effect. create new function applyResistanceEffect in magic.lua - it's a copy of applyResistance with the logic copied from applyPlayerResistance for status resist mods. apply new resist function to scripts for slow and paralyze spells, apply new formula for paralyze potency and make duration of paralyze I random
rdm group 2 merits give 2macc per merit to their spell
SCRIPTS: fix duration of dia and bio 3
SCRIPTS/SQL: correct power/duration of rdm group 2 spells - scripts were not accounting for the fact that getMerit() returns the # of merits times the value per merit. Alter the potency effect of additional merits for para/blind 2 to be in line with slow 2. Correct typo in status effect resistmod logic. Apply applyResistanceEffect to bind, blind, break, curse, gravity, silence, stun, and virus.
SCRIPTS: applyResistanceEffect to sleep and poison
SCRIPTS: implement RDM group 1 macc merits
SCRIPTS: fix silence and stun not having 'no effect' message
change default case for rdm g2 spells (except dia/bio)
SCRIPTS: add erasable flag to dia 1 and 3
Merge pull request #95 from maxtherabbit/spellscripts

SCRIPTS: tweak monstertpmoves::applyPlayerResistance, status resist mods...