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.
Safety on/off direct commands and notifying sounds

This change creates two new commands for the client: "safetyon" and
"safetyoff"
These can be bound to hotkeys aliases or typed.

The effect is obvious.  "safetyon" turns the player's safety on while
"safetyoff" turns it off.

I also added a subtle safetyon message sound "click" and a more
aggressive safetyoff noise.

The reason for this change is that safety management is tedious during
pvp.  Players now have access to multiple characters and can
inadventently turn their innocent characters into outlaws or murderers.
The notification sounds provide instant feedback upon logging in as to
the state of the safety and the aliases allow players to quickly disable
or enable the safety without having to fight the interface.

I am not sure where to put the sound files to be committed.  I have
placed them in the run\localclient\resource directory as that is the
place that makes the most sense to me.
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.
re-added deleted line

re-added deleted line
fixed indentation

fixed indentation
GetObjectFlags in NPC UserEntered

Updated GetObjectFlags in NPC UserEntered functions to use the more
modern CheckPlayerFlag.
Fixed error message

I must have missed this when testing, it generates an error if a player
without a string dies.

I changed so it checks first if the player actually has a string set, if
that is the case then it will check if it is the newbie string.
Fix