Implement Thief Ambush Merit ability

Checks for the ambush trait and that the player is behind the monster, the same as it checks for sneak attack.  Each level of the merit should increase accuracy by 3.  Also added this to the ranged check as a final accuracy boost for both throwing and ranged weapons.
Fixed typo in comment
Fixed missing '))'

In the ranged accuracy check
Spells give enmity even when resisted/no effect

http://kanican.livejournal.com/13848.html?thread=236312#t236312
Merge pull request #280 from towbes/Ambush

Implement Thief Ambush Ability
Merge pull request #282 from Jupiter065/spell_enmity

Spells give enmity even when resisted/no effect
CORE: fixed interaction with packet based gear swaps and instant cast spells
- fixed laggy equip swap
- lowered time to recalculate path for mobs chasing targets
- corrected mob speed and pathfinding calculations
- speed_mod is applied to mobs in combat
Merge branch 'master' of https://github.com/DarkstarProject/darkstar
CORE: fix acc002eea39f35b9a2864f42874c82fd8a4a6e61
Merge pull request #1 from towbes/GOV

Thanks towbes!
Update Monolith to open doors in Shrine

Updated NPC ID to use correct one after recent updates
Merge pull request #283 from korietsu/master

Update Monolith.lua to open doors in Shrine of Ru'Avitau
Sky Blue Teleport NPC ID and Event Updates

Updated Sky Blue Teleports to work post May Patch.

Update NPC ID's in order to enable teleports to/from Sky isles

Added comments in Zone.lua and Pincerstone.lua in order to facilitate
rapid fixes for future NPC ID Updates
Attempt to implement remaining RDM Spells and Abilities, all the way up to Lv99

Implemented Abilities:

Spontaneity - Makes the next spell have no cast time or recast time, as if the caster was under the effect of Chainspell. The implementation mirrors Chainspell, but removes itself after a single spell

Stymie - One Hour Special. Grants a magic accuracy bonus to the next enfeeble spell. From the available information, it seems that as long as the mob is not immune to the status effect, then it will land unresisted. The implementation attempts to mirror this by checking for Stymie + Immunity, and returning unresisted if not immune in the function to calculate  resistance to a status effect that is used by all enfeebling spells.

Implemented Spells:

Addle - Increases the targets casting time and lowers their magic accuracy. The exact formula is not known, but the best available information says that the raw value is ~30%, and is boosted to ~50% if Saboteur is active, so this implementation assumes that is the case.

Temper - Grants the target the effect of Multi Strikes, which gives them Double Attack.

Formula used from BGWiki:
-Enhancing Magic Skill < 360 : DA % = 5%
-Enhancing Magic Skill ≥ 360 : DA % = floor( Enhancing Magic Skill - 300 ) ÷ 10 )
-Cap: 20%

TODO: Spell animations, confirm ability animations.
RDM: Fix High Level Spell Animations

Fixed the following animations:
-Gain-STR
-Gain-DEX
-Gain-VIT
-Gain-AGI
-Gain-INT
-Gain-MND
-Gain-CHR
-Addle
-Temper

Special thanks to @teschnei for helping me find the animations.
RDM Spells/Abilities - Incorporate Feedback from @teschnei

Addle: Use negative power values so that addMod/delMod can be used on effect gain / loss respectively. Makes it read less confusing

Spontaneity: Use flag to delete effect instead of explicit check. Thanks for the pointer about this, I didn't realize how all these flags work.
SQL: Promathia phase 2 group, Prishe family, Prishe and Selh'teus skills
Merge branch 'master' of https://github.com/DarkstarProject/darkstar
CORE: fix crash when using Reward with no head slot equipped
Merge pull request #284 from korietsu/master

Sky Blue Teleport NPC ID and Event Updates