Might & Aim calculations fixed

Might and Aim have not been adding damage correctly. They
have both been skipping a good half of base damage when giving their
percentage bonus.

This is why Might and Aim have been useless all these years. They haven't
been including the 5 base damage from a player's Mastery.
Therefore the stats' bonuses have been reduced by half or more.

This fix will increase Might's bonus to melee at 65 Might by +2 damage.
It will also increase Aim's bonus to bows at 60 Aim (highest achievable) by 1.75,
50 aim by 1.25, 40 aim by 1, and 25 aim and less by zero.

The full achievable Aim bonus using nerudite arrows, a battle bow, and 99% archery
will now roughly be:
0 damage at 25 aim
1 damage at 35 aim
2 damage at 45 aim
2-3 damage at 50 aim
2-4 damage at 55 aim
3-4 damage at 60 aim.

The new values should actually be noticeable, finally, and give a new reason
to actually put points into Aim. Might's bonuses will be similar to that list,
but of course, many characters already take high Might and Super Strength
is an easy +20.
Might & Aim calculations fixed

Might and Aim have not been adding damage correctly. They
have both been skipping a good half of base damage when giving their
percentage bonus.

This is why Might and Aim have been useless all these years. They haven't
been including the 5 base damage from a player's Mastery.
Therefore the stats' bonuses have been reduced by half or more.

This fix will increase Might's bonus to melee at 65 Might by +2 damage.
It will also increase Aim's bonus to bows at 60 Aim (highest achievable) by 1.75,
50 aim by 1.25, 40 aim by 1, and 25 aim and less by zero.

The full achievable Aim bonus using nerudite arrows, a battle bow, and 99% archery
will now roughly be:
0 damage at 25 aim
1 damage at 35 aim
2 damage at 45 aim
2-3 damage at 50 aim
2-4 damage at 55 aim
3-4 damage at 60 aim.

The new values should actually be noticeable, finally, and give a new reason
to actually put points into Aim. Might's bonuses will be similar to that list,
but of course, many characters already take high Might and Super Strength
is an easy +20.
Armor of Gort damage cap bug fix

Armor of Gort wasn't capping damage taken properly, because order
mattered. To receive the full benefit of Armor of Gort, a player would
have to buff while already wearing his armor, and then never switch to
any other gear. Switching would lose the benefits due to pushing Armor
of Gort later in the list of defense mods.

This change moves the capping mechanism before all defense modifiers.

This change will make Armor of Gort appear stronger.
In reality, it will just be working as intended, and as it always did for
a select few players with bad buffing habits.

There was a myth that casting Gort in armor made it better. Turns out,
in some fashion, it was true. This was why.

Example: a 30 damage hit with Gort first would be capped to 15,
then reduced by plate and jonas shield by up to 10, to 5 damage taken.

A 30 damage hit with Gort last (if cast in robes then switch to plate)
would have plate and jonas shield go first, reducing 30 to possibly 20,
then capped to 15. Thus the gear-switching changed your minimum
damage taken from 5 to 15. It's a pretty big swing in many common situations,
and there's no way for players to know how badly this was tilting things.
Armor of Gort damage cap bug fix

Armor of Gort wasn't capping damage taken properly, because order
mattered. To receive the full benefit of Armor of Gort, a player would
have to buff while already wearing his armor, and then never switch to
any other gear. Switching would lose the benefits due to pushing Armor
of Gort later in the list of defense mods.

This change moves the capping mechanism before all defense modifiers.

This change will make Armor of Gort appear stronger.
In reality, it will just be working as intended, and as it always did for
a select few players with bad buffing habits.

There was a myth that casting Gort in armor made it better. Turns out,
in some fashion, it was true. This was why.

Example: a 30 damage hit with Gort first would be capped to 15,
then reduced by plate and jonas shield by up to 10, to 5 damage taken.

A 30 damage hit with Gort last (if cast in robes then switch to plate)
would have plate and jonas shield go first, reducing 30 to possibly 20,
then capped to 15. Thus the gear-switching changed your minimum
damage taken from 5 to 15. It's a pretty big swing in many common situations,
and there's no way for players to know how badly this was tilting things.
Allow non-damage walls in doors

Popular requests to re-enable webs and spores in doors have been
intense, to say the least, predicated on the basis that they do not deal
damage and can't be used to kill newbies in a cheesy fashion. They are
also very important for crowd control, and best used in doors
specifically.
Might & Aim calculations fixed

Fix1 by Daenks
Might & Aim calculations fixed

Fix1 by Daenks
Rescue Potion - No Karma Restriction

Karma restriction on rescue potions didn't work out.
Ammo fix

by M59Gar
Nerudite Arrows haven't been shattering because BaseDamage wasn't
passing who and target. Silver Arrows also weren't doing double damage
to undead.
Fixed Gauntlets breaking behavior

by M59Gar
Server-side fix for the black color of playernames in the wholist

by cyberjunk
unset DRAWFX_INVISIBLE (=OF_INVISIBLE) bits in playerlist
Merge pull request #3 from Nagath/fixe

Nagath's Bug Fixes
Merge remote-tracking branch 'origin/bug-fixes'
Merge branch 'master' of https://github.com/tsShergill/Meridian59-Underground