'New' charm spell, Seduce. Charms a monster or minion to fight for you for a short time. New colored dots for minions on map/minimap. Minion AI fixed.

Part of the spell overhaul for 1.0.1.4, Riija level 6.

This spell was sort of already in the game (coded but not available to players), but needed quite a bit of work. Costs 22 mana, 20 vigor, 3 kriipa claws and 2 web moss (possibly the most expensive spell). Lasts for 30-60 seconds.

Can charm a monster with less than the caster's max health to fight for them, similar to an animated monster or reflection. Why does it cost so much? You can use this to charm other people's reflections and evil twins, however this is safety checked. You can also charm people's seduced or animated minions which is also safety checked.

When the seduce time is up the monster will attack you in revenge, so while it's possible to run around with a bunch of evil twins or other people's reflections (they can still log off to remove them) it's probably not practical. Testing will show whether we need a hard limit on this spell or if it should be something where players can push the limits of what is possible.

Seduce chance is based on caster HP/3 + intellect + spellpower/2 (so each contributes 50) and it rolls this number against the max hitpoints of the target. Some debuff.kod changes required for this request are in #609 due to merge conflicts.

**EDIT**

Fixed up the minion AI code, so 'proper' minions (reflections, animated and seduced mobs) will attack, defend and move properly. Minions can be made to attack by selecting a target and attempting to attack (even if out of range). Reflections still stand still for a little while when created unless they are given a target (since they also can be used for decoys). Evil twins and apparitions don't behave in this way unless seduced since the ETs have their target and apparitions are dumb :)

Added a limit on non-reflection minions (4) so players can have 6 total if they have 2 of their own reflections up. Can change this via setting.

Minions now have different colored dots on the map and minimap: green for your own minions and purple for other players' minions.

Misc changes: Cleaned up the code in animate.kod and verified that this spell works with minion AI correctly. Reflections now have slightly more HP so they don't die in one hit (1/3 spellpower HP, lower bound 15). Fixed an error in CanReach() in monster.kod that was occasionally allowing monsters to hit targets far away from themselves.

Added the Seduce spell to Riija monk, added in a small requirement to purchase it (the Monk will elaborate on that) and enabled some of the flavor text he was supposed to say but was disabled because it wouldn't work properly as written.

**TODO**

Currently the toughest mob a player can seduce is an avar; the question is if players should be able to grab anything stronger than that.
Once this gets some use on 103 (just in case there are any issues we miss), move all the code to Battler and allow monsters to have minions.