Create feral_howl.lua

add missing ability script for beastmaster feral howl. this is a rough draft which needs tweaking so that it matches retail specs. the ability recognizes the monster jackcoat +2 but I am not sure how to make it check for augment.
Update feral_howl.lua

changed to reflect new MOD submission in status.lua and modifier.h
added 5% increase in accuracy per merit 
correctly calls for feral howl modifier from augmented Monster Jackcoat +2
still needs tweaking to make it match retail accuracy.
Update modifier.h

added MOD for feral howl duration when wearing augmented Monster Jackcoat +2.
Update status.lua

added mod for feral howl duration when wearing the augmented monster Jackcoat +2
Update feral_howl.lua

applied changes related to properly calculating resistance and duration based on what the server should return from the MOD values. Added better description of what the script addresses in the introduction section to include references. The math was a lot easier when the assumed return values were 1 for feral howl merits instead of 5.
Update augments.sql

added modId to feral howl entry and brief description of what item activates the augment. preferred numerical values should be 0 and 1 for off and on since this merely reflects if the character has the augmented Moster Jackcoat +2. This is the only known modification to this ability other than merits.
Update feral_howl.lua

localized variables used in script. fixed math error in calculation of resistance value. 

I am fairly positive I have fixed all of the small issues with the script; excluding tweaking the accuracy and duration to match actual retail specs.
Update feral_howl.lua

localizing the duration variable bugged the script and required moving the duration variable to the main body of the script.
Update status.lua

removed used spare to prevent others from making my mistake.
Update augments.sql

changed to reflect correct use of table values. script already handles the math involved, so this only needs to return 1.
SCRIPTS/SQL: November Update - Misc Id Shifts

Attempts to locate and shift script ids to match new npc ids as necessary

I double checked any that were noted in a comment, but otherwise largely assumed they shifted by one, since all zones shifted by 1 with the addition of UnityMaster npc.

This means that if the npc was broken before from neglect, it probably still is, but otherwise its likely fixed.

I couldn't possibly test everything myself so please help test and report remaining issues.
Merge pull request #575 from maadgamer/patch-6

Create feral_howl.lua
Merge pull request #586 from starlightknight/nov14-script-updates

SCRIPTS/SQL: November Update: Misc Id Shifts
Merge remote-tracking branch 'remotes/upstream/master'

Conflicts:
	scripts/globals/server.lua
	sql/treasure_spawn_points.sql

Signed-off-by: otakusquared <otakusquared@gmail.com>