Magic Mania 1.5: Big Trouble in Little Boxstation

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A Few New Wizard Items

Staff of Chaos: Shoots random magic bolts. Charges faster and can hold more shots than other staves.
Staff of Door Creation: Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves.
Wand Assortment: A belt that comes of one of each useful wand, generated with the highest number of shots possible.

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Cleaning Up the Spellbook

The spellbook was getting REALLY long, so it's been segmented into pages for spells, items, and one time use spells (aka the fun page). The spellbook also highlights the fact that you can upgrade spells better now.

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Summon Magic Rebalancing

There's now a new catagory of magic items that are especially potent. These have a very low chance of showing up now and only one can spawn during a casting of summon magic, if one even spawns at all. The person who gets it is not guarenteed to be a surivor either.

In this category: Staff of Animation, Staff of Change, Staff of Chaos, Wand Assortment, Contract of Apprenticeship.

Additionally the staff of door creation is now in the normal pool and the staff of change is no longer in the normal pool.

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Misc Stuff

Adds Bats and Goats to the staff of change.
Changes the charge spell so if you charge something that can charge on its own there's no chance of degradation.
Tray's chemical procession is made into a separate proc.
Nutriments again affect plant's mutations and yeild.
Containers will no longer splash their contents at trays and biogenerators (fixes #2992).
Almost all spawn() removed from grown creation.
Minor fix
Required players increased by 5 to 20
Starting cultists increased to 9
Convert no longer gives words
Cultists start with sacrifice and convert
Made sacrifice trap the victims soul in a shard (credit to @adrix89 - although with how long it took to fix the compile times from porting the code I probably wouldve been better starting afresh)
Changed convert to require three cultists
Fixes #3084. The message will appear on mob creation and also if the player check their notes.

Known thing I can't do anything about: There's no good way to selectively delete memories which may or may not exist on a mob. Someone who gets turned into a lot of ventcrawling mobs (a ling who likes lesser forming, a player slime reproducing) will continue to accrue a new message with each new incarnation. Considering we log multiple times of death in the same fashion I'm calling non-issue.
moved the sacrifice_target var up a branch
added a check for the sacrifice target under check_convertables (aka - a check for dumb unobservant players)
added flavour text to the convert rune for failure due to attempt to convert sac target

ADDED A DEBUG MODE CHECK TO BYPASS GAME MODE REQUIREMENT CHECKS - NO MORE FAFFING ABOUT CHANGING THE VARS.
Activate using the Debug-game verb on the debug panel
New rune: summon artificer shell ("travel", "hell", "tech")
1 cultist
Requires 4 plasteel to convert to a shell

Boring coder stuff: Wrote a proc called mob/proc/sac_act - pretty simple thing that gets called in the sacrifice rune instead of it being a huge unwieldy wall of text full of conditionals
Exciting future of the game stuff: This will allow me to enable all mobs to be sacrificed.
¬TO-DO: Move current sacrifice code into relevent sac_act procs for humans, monkeys, aliums
¬TO-DO: Write sac_acts for the other mob types
-¬DONE: Corgis
--¬TO-DO: Make corgi sacrifice !!FUN!!
AIs are notified when a cyborg is slaved to it

Includes:
-Roundstart cyborgs
-New cyborgs
-Reclassified cyborgs
-Cyborgs when the AI wire is pulsed
Added tracking links to the notices
Included fixing cyborg camera names not updating when reclassed or renamed by admins
Added a notice for module changes as well.
Resolved conflicts and added an AI notice when a cyborg renames itself.

Also fixes the comments of the BORG_RENAME config
typo
Update unsorted.dm
cult.dm - made the objectives always be declared in ticker.mode
changed the var name from objectives to cult_objectives

cultists hitting mobs (and only mobs) will convert any holy water to unholy water

trying to summon narsie when shes not an objective will dose all the summoners with hell water

chaplain with his bible can purify the unholy water in a container

wrote the sac act for corgis - this will cause !!FUN!! to the sacrificer

Holy water will deconvert cultists now, takes around 2 minutes

Unholy water generally buffs cultists, but causes brain damage. Its very poisonous to non-cultists.

Hell water - this is a punishment reagent, amongst other bad affects chiefy it (re)sets people on fire

Misc: Fixed hyperzine being double consumed.
paipairing

Stuff
Changed the admin Traitor Panel command to make someone a cultist use the ticker proc - because its previous snowflake nature I wasted an hour wondering why something wasnt working.... bah

Tidied the supplypacks up for consistant names and to avoid The Bureaucracy crate etc.

Created an Innate Communication verb thats given to the cultists when converted and removed when deconverted.
It possibly works with constructs but cant really test because the make constructs procs are all kinds of messed up.
Anyway - they'll tear at their arms, smear blood on the floor, and communicate as normal per the rune. Its pretty rudimentry right now and could be improved in a few ways - see the comments.

Added a link to open the Read Tome window on the Notes page as apparently alert() is limited to a whopping three choices.

Added a built in communication system for the tomes, it works pretty much like the current communicate rune.

Fixed a load of fucked up tabbing in ritual.dm, I don't know who to blame but I'm betting it was sadbutt.
That computer is horrendous

Still doesn't work properly for AI. Probably never will.
Merge branch 'master' of https://github.com/tgstation/-tg-station into saccult

Conflicts:
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/wizard/soulstone.dm