DNC AF and Relic
Light/Dark arts fix

Changed Light/Dark arts to give a skill bonus, not just raise the skill
max cap, so as to more closely follow the behaviour outlined at
http://wiki.ffxiclopedia.org/wiki/Dark_Arts?oldid=1176123
Dark/Light arts skill max is unchanged

Dark and Light arts don't actually change the skill max, they just give
a bonus
Changed Dark/Light Arts

to behave more like retail, raising skills up to a certain Arts Threshold as per the formula devised here: http://ffxi.allakhazam.com/forum.html?forum=256&mid=1196214921192173460&h=50&p=1#17

The decision to use the E cap as the minimum skill level after which to raise the skill above the Arts Threshold is based on claims of it working that way between skill ranks 200 and 210 at lvl 75 (i.e. between E cap and D cap). http://wiki.ffxiclopedia.org/wiki/Dark_Arts?oldid=1176123
May Update: NPC ID Updates

Attempted batch update of NPC IDs with my batch job from #215. The new mapping file approach helped the job a lot in its verification, but it still struggles a lot with some of the more generic npc name (csnpc, blank, etc).

I will need to see what I can do to improve this approach further -- but we should also start standardizing on a naming convention. The lesser used zones (WoTG, etc) are all extremely inconsistent, and these areas are the hardest for automation right now because of it.

After the batch update I did some basic manual review of my own, but @gedads should probably eventually glance over it with his usual process. I specifically looked out and fixed areas I knew the batch was weak at currently, and left the areas it seemed to be updating fine alone.

Covered the basics of - the file still loads, the server seems to work, and I did fix the startup warnings in conquest.lua and server.lua right off the bat as well this time.

Overall, there didn't seem to be nearly as many changes detected this time around as last time when the random achieve masters all over the place bumped almost all zones.

Hopefully that means less scripts to fix, since we still haven't fixed all of them from the April update.
CORE/SCRIPTS: implement WS elemental gorgets and belts
Rewrite master with DarkstarProject/master
Rewrite Jupiter065/darkstar/master with DarkstarProject/master
Rewrite master with DarkstarProject/darkstar/master
Jump/Super Jump enmity

Jump and Super Jump should not give 1000 VE and CE
Merge pull request #236 from Jupiter065/Jump_fix

Jump fix
database added latest npcs soa missions z 281 282 some small adds on older areas (267,274,woh gates,western adoulin)
use ipairs for ws affinity arrays
Updated baseline for level 75+
Merge pull request #234 from starlightknight/may14-npcid-updates

May Update: NPC ID Updates
CoP 6-4: One to Be Feared Fixes

This commit addresses the following issues:

1) Broken Airship Door due to outdated NPC ID (blocker in progressing in the battle)

2) Fixed clunky teleporting between phases of the fight - rewrote the teleporting to be less hacky and happen after the event between fights finishes. This makes it appear proper to the player.

3) Added healing between phases. Players are supposed to get the HP & MP restored in between phases of the fight, but their TP set to 0

See:
http://wiki.ffxiclopedia.org/wiki/One_to_be_Feared
CoP 6-4 Fixes - Code Cleanup

-Remove unnecessary switch statement
-Avoid duplicating add title
Animated Flourish Enmity fix

Added bonus enmity from Animated Flourish if 2 finishing moves are used.
May Update: Fix Automatisation.lua

Ro'Meave Moongate NPC ID was off by 1 post update, causing the script to error when the game day changes.
Merge pull request #239 from starlightknight/may14-automatisation-fix

May Update: Fix Automatisation.lua