Sacrifice Cult

WOOOOO!! Here we go - months and months of thinking and procrastination finally leading up to a week of blitzing through this overhaul of Cult I've been wanting to do for ages.

Here are the changes:.
Required players increased by 5, from 15 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
-
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")
|-rune maker 
-|-test imbued tome /
-|-test normal tome /
|-proc /

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!!
---¬Made Corgi Sacrifice !!FUN!!

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.

Religious supplies crate (contains 2 flasks of holy water, 2 bibles, 2 sets of chaplain hoody and hood)

Changed the admin Traitor Panel command to make someone a cultist use the ticker proc - because of 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.