Set Loadout first attempt
Set & Loadout - robes, scrolls

Added a special case for Robes of the Disciple, which were complicated
to handle. Robes now have a GetSchool function so other objects can tell
what school they are.

Removed Set & Loadout as default spells. Instead, all innkeepers now
sell Set & Loadout scrolls that will perform the spells for players.
While they may be added as player-buyable spells in the future, I
thought it best to implement it this way for now in case the spells need
changed or removed.
Radiusench 1

Added radius enchantment class, moved umbrella, not done yet
Radius Enchant 2

Completed RadiusEnchantment, Umbrella overhaul, and hooks in player.kod
for modifydefensepower and modifyresistance.
Conditionals, reporting

Added a report option to 'room attack check' to eliminate safety-check
spam.
Added several conditionals to control who radius enchantments affect.
Polished up umbrella.
Added a refresh check for radius enchantments so room reloads won't lose
active spell icons.
white space removal
Minor text changes
Text message additions

Specific text messages for the caster, so they aren't seeing messages
about themselves in third person.
Added Visual Effect

Old gfx players will see the caster flicker. New gfx players will see a
glow aura, like a torch. This should help with visual information
regarding radius enchantments mid battle.
Variable Light Colors & Intensities

Apparently player light information was just an unfinished stub that
only accounted for torches. I put a check for radius enchantments to
light up the caster. Even cooler, the light gets more intense with
spellpower, indicating the larger range (that also increases with
spellpower). We'll be able to indicate spell type by color, too.
Fizzles Min Reduction

Currently players can never get below a 5% fizzle rate, even at max
spellpower. This might be the most common player complaint of all time.
This change reduces the minimum fizzle rate to 1% at max spellpower.
Bow Rebalancing

Magic Bow:
Doubled range to match long bow.
Added 100 hit roll modifier to match long bow.
Added 1 weapon damage.

Neru Bow:
Set spell modifier to match battle bow.
Added 1 damage.

Both of these weapons are now equivalent to a common type of bow, except
with 1 extra damage. Admins can always further modify their properties
if they wish, but magic bows were strictly inferior long bows, and neru
bows were overpowered battle bows.
Who List Colors fix

- Created GetPlayerWhoNameColor (based on GetPlayerNameColor)

This function ignores shadow form and frees us from dependency on the
actual displayed colors in names over players' heads.

Anonymity turned out not to cause any problems with the who list colors.
It just replaces text.

Morph had an obscure check in user.kod that temporarily eliminated all
colored name flags (outlaw/PK/dm/creator). This was the problem with the
who list colors, and it isn't necessary at all, as the removal of the
USER_YES flag hides displayed names.  In testing, Morph still works
exactly as it did before - morphed players are indistinguishable from
monsters visually.
Hunt only works on Murderers

This spell, once given a new prompt upon first casting, was immediately
used by established PKs to track and harass victims, completely
preventing them from playing the game. This should really only work on
Murderer targets.
GetObjectFlags in NPC UserEntered

Updated GetObjectFlags in NPC UserEntered functions to use the more
modern CheckPlayerFlag.
Changing edible mushrooms to viFilling = 3

This change would allow new players to keep up their vigor by eating the mushrooms they find while fighting. Edibles still wouldn't be viable for built characters, since they weigh 7.5 times as much as inkies per vigor restored. The Nutrition/Filling ratio would remain worse than inkies as well. (edibles:1.67, inkies:2)
Changing edible mushrooms to viFilling = 5

After some feedback, I decided that changing viFilling to 5 would still allow new players to sustain their vigor, allowing them to eat up to 20 edible mushrooms and reaching 180 vigor in that way. This preserves the current niche for cheese as being slightly less nutritious but lighter to carry and easily bought from vendors. Inkies remain miles ahead in every aspect, as they have always been.
Lupogg King Lair Fix

Problems with the generator locations made this room very broken. There
are only three generators, one of which was placed in a wall, thereby
preventing spawns. One of the generators is and remains in a tightly
confined space, preventing spawns after a short time.

This led the third generator actually *outside* the Lupogg King Lair to
spawn continually in a single hallway with a safespot right next to it.
It has thus become one of the most abused spots in the game.

This commit simply moves the generators. The one in the wall is now in
the tight tunnel, adding to the cluster of dangerous lupoggs one must
pass through, and the abused generator point is now in the lupogg king
chamber itself.
Island room_no_combat defaults

Every update an admin manually has to reset these rooms to enable
combat. This eliminates the non-combat defaults. This is an issue
because the island safe zones are literally adjacent to the three major
building spots and cause all sorts of problems with combat.
Changing karma of Narthyl Worm to -70 from 0

There is absolutely no reason why this demon living in Brax next to -90 karma mobs should have neutral karma, wrecking any Sha's karma who builds there. Pure annoyance.