RaM Fire Updated/
======= Pending ========

Merge pc_race_table with race_table in tables.c, add all functionality from
	pc_race_table. There is no reason to have more than one.
	Change nothing from OLC. Could use default race stats for mobs in future.

Change the prefix option for wiznet to make sense.

Make so you no longer come out of hiding for OOC things. Change in Interp.c
	so you only come out of hiding for performing an action where the min
	position is greater than sleeping. Unless it is "look" command or
	the min position is fighting to	give the element of surprise in
	initial attack. Multi_hit strips hide. Socials also strip hide
	on success. Casting a spell will take you out of hiding.

*Issue with Immortals switched into mobs don't get channels or actions
	IE: Cannot see what they're saying nor combat actions

Coming out of hiding/invis should send a message (coming out of hiding only gives
	message on a % based on skill lvl)

Think about weapons. What should be the affects? Should damage be different or same
    for all weapons? What factors increase/reduce damage? Perhaps make all equal but
    react differently to armor? Maces hurt more without armor, axes are about
    the same level of shitty?

	1d2; 1= number of dice, 2 = sides on dice.
	swords are conservative, high 1d but low d2
	maces are gamble, low 1d, but high d2 for the same avg dam. Needs testing.

Add to OLC - force petshops to state which vnum will store the mobs.
	Make petshops OLC work like shops. Possibly use same interface and
	definine petshop in shoptype.

Need to add ObjProgs and RoomProgs

MXP support?

Implement and perfect the language system for RaM fire.
        Not finished

In resets add a field to add percentage things repop. 100% = always, obviously.

OLC: Use default race stats for mobs.

*Need to stop the false errors - search for groups separately from skills

Lang thing needs to let channels remain separate. Or does it? What does it truly
    affect?

Check acid_effect, is first part supposed to cycle through room instead
	of eq? Nope, nevermind. It cycles through and damages eq on ground.
	
	Could be changed to damage actual condition of object.

First letter in channels needs to be in caps.

language for magic?

Add exa 1.,  murder 1., etc  - number_argument "It's like one_arg"

Reading language in scrolls via [Elven][/Elven] tags.

*Fixed wiznet show/status commands. Weren't previously working.
	Used send_to_char, should fix it up with ch_printf crap.

Tnaris says in elven 'hmm'
	Perhaps make it only mention language as relates to listener.
	In other words, if speaking elven (native language) it does not specify
	language, elven is default. If others speak in common, it specifies.

 Add DRUNK flag for mobs so they will have drunk speech.
 Allow mobs to speak in native languages with some option. Flag? Maybe all races
	speak native language unless flagged otherwise?

 Added code for ACT_GUARD - Flag needs to be added
    Grep GUARD and get to work!

grep hack/bug/revisit - In all forms. Hack, HACK, hack. etc.