Ghost time tweaks, self-harm bug fix

Players can now purge themselves (and any other self-harm spell) without
the guildmate protection code interfering.

Murderer ghost time defaults have been upped to 3 minutes.
Innocent ghost time defaults have been lowered to 8 minutes.
Group Combat improvements

* The first kill to join the group now spreads experience to the other
group members.

* A message will inform you when you get experience for a non-group kill
that still shares. For example, if someone killsteals you, or if you're
both fighting the same monster but not grouped.

* The message for group experience is only sent if you actually gain
experience. You won't see a message for mobs too weak to give you
experience.
Ballots no longer drop on death

People are carrying 100 of these and never dropping real items in pens.
Group Building Diminishing Returns

Players will no longer get a tougher roll on kills from other group
members. This will extend the time required once HP chance is positive,
and ensure leechers or multiboxers can't actually advance very well.

Players will also be increasingly unlikely to gain XP from a group
member kill on a diminishing return scale.

Your expected building speed increases:
+50% for the first friend you build with
+67% for building with two friends
+75% for three
+80% for four
+83% for five

And so on, asymptotically approaching double building speed. But the
emphasis is on the first friend, that's the largest bonus by far, and
every extra group member after that is just icing on the cake.

This also makes 'slow killing' or 'multi boxing' very unappealing. If
you try to game timers with multiple characters, you really won't get
anywhere. Normal builders take note, however, that leechers really can't
impact your build rate all that much, since the larger part of your
advancement is still from your own killing. You're just fine, it's not
ruining your building, and you can't really be griefed this way.
No halo for outlaws in guild_pk_only zones

If a guild_pk_only zone prevents the attack of a character you could
otherwise hit, that player will not have a red halo. That same player
will still have a red halo elsewhere, such as inns.

This should help clear up some confusion (namely seeing a red halo for
an outlaw in the city and going to attack them, only to find that you
can't). But we keep red halos for enemies in inns for informational
purposes.
Mollusk Creature upgrade

Mollusk creatures were rather bland and unfinished. They've been given
proper AI behavior and a speed upgrade. As a result, they can have
rather deadly spikes in damage with thrown rocks - the safest place when
fighting a Mollusk Creature is up close, where it is forced to use its
slower claw attack. Mollusks WILL try to move away from you as you fight
in order to reach optimal range for throwing rocks. Don't let them.

Mollusk Creatures are AI_FIGHT_NEWBIESAFE now, so those 50 and under can
travel through their area safely.

Even so, I'm pretty sure some people are going to die to Mollusks.
Ballots cannot be used for swap

Ding ding ding. No more swap mule abuse.
Walls don't join builder group

Players were 'building' by laying a wall and letting others kill for
them.

This also moves joining the builder group to KilledSomething (player
finds out first) rather than SomethingKilled (a message from the room).
Merge branch 'GhostsPensPackage' of git://github.com/M59Gar/Meridian59 into M59Gar-GhostsPensPackage
Merge branch 'Grouping' of git://github.com/M59Gar/Meridian59 into M59Gar-Grouping

Conflicts:
	kod/object/active/holder/nomoveon/battler/monster/mollusk.kod