[CHANGE] Poison Fog

Not only does it take up a summoning slot, it is hardly effective.

Allow multiple poisons to make it more useful.
Fix a German translation
Re-disable Miles Sound System
Re-disable Miles Sound System
Fix build break in blakcomp
Remove SMTP, and some Windows types
[CHANGE] Ring of Flames

Turn Ring of Flames into a target spell that surrounds your opponent.
Added missing KocName for Orc.
Hometown Penalties

This commit adds a system setting pbHometownPenaltiesEnable. If TRUE,
non-angeled players that take a logoff penalty will be sent to their
hometown instead of the room's blink coordinates.

Angeled players are not affected. They will go to the room's blink
coordinates in either case.
Only change karma if good player does bad stuff (or vice versa).

If a +80 karma dude kills a -40 karma monster currently he will lose
karma towards +40, with this change he'd only lose karma if he kills a
good monster.
Works the same for evil people respectively.
tabs => spaces
No karma changes from killing players.

looks a bit strange, but it's all right...
Fix safety check
Fix look up/down or turn action going too far on first action
Ranged Weapon Attributes Fix

Ranged weapons had a mistake in their GetDamage function - they haven't
taken into account item attributes for years. With this change, ranged
weapons can have attributes added to them once again.

The attributes in question don't normally drop in-game on ranged
weapons, but admins can create them for events now.
Ranged Weapons GetBaseDamage rename

Changed code back to original, just renamed Ranged.GetDamage to
Ranged.GetBaseDamage.

Tested and functions as intended.
Ranged Weapons Fix cleanup

Deleted unused variable oWeapAtt

Added back in line 199, accidentally deleted in an earlier commit
Hometown Penalties Fixed

Moved the setting from system.kod to settings.kod
Hometown Penalties cleanup

Default state FALSE, fixed spacing, added comment
Armor Tweaks

Made a series of very conservative changes to the armors and shields
that players never use.

Chain Armor - had severe vulnerabilities that made it worse than
useless. It may now find a niche as comparable to plate vs arrows.

Leather - changed spellpower penalty from -10 to 0. May find a use as
caster armor, compared to +20 spellpower from robes.

Scale - flipped minor vulnerability

Gold Shield - added thrust resistance to match other resists. Might find
use vs skeletons for builders.

Small Round Shield - did virtually nothing. Added a tiny defense.

Orc Shield - gave it stats on par with the only worthwhile shield
(Herald Shield). Formerly, it was an incredible liability, taking
enormous damage from the most common weapons. It is now also vulnerable
to Holy damage. Qors might use this shield now (but unfortunately
Soldier Shields still override shield choice for many players...)