my first update to meridian 59s open source project => I have updated
player.kod to propagage kills, damage (dealt/taken), improvements and
toughers to shrunken heads. The shrunken heads now provides much needed
moral support (controlled by shruhead.kod: KILL_CHAT_PROB = 5%) to the
owning player and also collects basic statistics - controlled by the two
new commands.
new shrunken commands: "Shrunken head, status report!", "Shrunken head,
reset!"
updates to merge with main branch
Correction to code formatting
- re-introduced some original random text (legacy/history)
- Added 10% change for head to divulge exact number of hitpoints
- Added greater refinement to chat probabilities, now contains:
  KILL_CHAT_PROB_HIT, KILL_CHAT_PROB_KIL, KILL_CHAT_PROB_IMP.
commented out "unresolved externals" warning that seems to be of no use.
Mark's "East" expansion
Defense Skill Improvement Fix

Defense skills had random improvement architecture that made it
extremely difficult to improve defensive skills because dodge was
soaking up advancement even if it was 99.

Parry now has priority over Block, and both have priority over Dodge. If
a player wants to improve Dodge, they can remove their shield and
weapon.

This should make it significantly easier to max Parry, which was only
receiving improve checks 3 out of every 10 kills.
Added Mark's Elemental and Dragon graphics
Mark's Beetle
Mark's mutantranunculus Graphics
Vault Upgrade

* Vaults now have a maximum limit of 600 items.

* Vaults no longer have a weight or bulk limit.

* You can always store a single stack of items, so that Conveyance
always works.

This will allow players to store unlimited amounts of reagents, and a
large amount of singular items, without making the vault list too long
and causing crashes.
Faster item disposal

Dispose behavior is already asymptotic (the oldest 20% of the items in
the room are cleared). It doesn't need to be 5 minutes in between each
cleanup. Players have always had issues with rooms filling up with loot;
this should help.
Group Combat System

Players in the same room will join a building group automatically upon
killing a monster. Thereafter, every kill by a group member will share
experience with other group members, exactly as if the players were
fighting the same mobs.

Players must get a kill within a room's GroupTime to remain in the
group. Otherwise, they will leave the group until another kill is made.

Players that leave a room also leave the group.

Group members are denoted by green halos. Guilded group members will
have both yellow and green rings.

Enemies that join your group will remain red halo to avoid confusion
(and what are you doing building next to enemies anyway?)
Nerudite Arrows fix

Nerudite Arrows haven't been shattering because basedamage wasn't
passing who and target.
Public Tougher sound

The same way that we hear improves of other players, we now hear
toughers. Hooray!
Axe Description change

Yeah, this weapon has said for 15 years that it can cleave the thick
hide of trolls, BUT IT CAN'T. Quite a lot of people are very angry about
this.
Added BMP files for textures of the East Expansion
Added makefile entries for said textures. BGFs are successfully created.
Moved roo files from the "mark" folder to rooms
Wrote stub classes for each room, assined RID numbers
Added stub classes to makefile
Added CreateOneRoomIfNew code for each room
removing old crusher bgfs
Naming the graphics properly and adjusting scale where appropriate
renamed textures to describe what they are...