Module building changes (Community Patch Project)

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Toolset related changes

 * Item Level Restriction level 41+ (ie unusable items) fixed
 * If builder wishes to make "uber" item while ILR is still ON, he is now allowed to.
 * added missing description to some doors
 * reorganized trigger palette, namely traps, they are now all in correct categories
 * new placeable blueprints for secret placeables (Slasher & Shadooow & Pstemarie)
 * Blade Barrier added into Immunity specific spell item property
 * Inflict damage spells added into On hit cast spell item property now (were not available because of bug)
 * several spells can be added into potion in toolset now
 * Harm, Improved Invisibility, Regenerate, Monstrous Regenerate, Legend Lore, War Cry, Aura of Vitality, Energy Buffer, Protection from Alignment, Magic Circle vs Alignment, Aura vs Alignment, Shadow Conjuration, Nature's Balance, Mass Haste, Invisiblity Purge, Invisibility Sphere, Healing Circle, Dirge, Undeath Eternal Foe, Stone to Flesh, Battletide, Mestil's Acid Sheat, Stone Bones, Etherealness
 * all (non-epic) spells can be added into wand in toolset now
 * ioun stones spell cannot be placed into potion/wand anymore
 * Barkskin caster level changed from 6 to 7 and from 12 to 13 to allow builder to make potions +4 and +5AC

New features in toolset

 * Dragon Wing Buffet
 * special ability intended for dragons, it was always there but unimplemented and disabled, but now its implemented and available
 * this ability is known to those who played BG II, for others: dragon makes a fly charge, hurts and knocks away (yes away! not down) everyone in the area of effect
 * ability to overwrite a special ability caster level higher than toolset maximum which is 15
 * by setting integer variable "SPECIAL_ABILITY_CASTER_LEVEL_OVERRIDE" on creature to any value you want, but do not forget that most spells are capped at lvl 20 anyway
 * ability to overwrite a metamagic use of any spell/special ability creature casts to workaround AI limitations
 * by setting integer variable "METAMAGIC_OVERRIDE" on creature to one of these values:
 * 1: randomly choose extend, empower or maximize for each spell cast (if the use of this metamagic is possible ofc)
 * 2: every spell cast will be extended (if possible)
 * 3: every spell cast will be empowered (if possible)
 * 4: every spell cast will be maximized (if possible)
 * ability to overwrite a potion (or other item) spell's caster level to any level to workaround engine limitation (caster level is fixed for items)
 * by setting integer variable "ITEM_CASTER_LEVEL_OVERRIDE" on item to any value you want (and since duration isn't capped you can make really long lasting potions)