Before: It's going to be kinda confusing when a new player goes to setup their jobs and they see this: http://i.imgur.com/miK9Isk.png
Specifically "unavailable occupations are in red" and then a list of days till they can play that role but also RED [NEVER] which to a new player migth cause confusion thinking
they can never play that role.
After: Remove the red and add a strikethrough ( http://i.imgur.com/BQ90xr6.png ) to show "these jobs are unavailable" while making the other jobs look, well more available.
Invisimins won't show what their rank is it will simply say "Admin"
Non-staff won't get to see the adminlink (?)
People receiving adminPM's won't get the wrong version of it allowing them to only reply to themselves.
Removed the commented out stuffs.
Adds a config option MENTORS which sets the variable config.mods_are_mentors
Adds a rights level of R_MENTOR which gets msay, private message, aghost, notes, and a new proc for checking for new players (requires database support).
If the confic option for mentors is set then
the ckeys listed in moderators.txt file will instead be set as mentors, you can still make moderators by adding them in admins.txt
staffwho will show Mentors instead of Moderators as the heading above the listing of non-admins.
Also: Players now get a message gently reminding them to click the name of the staff member to reply instead of ahelping over and over.
dionaea will understand and be understood by humans if they have stolen any blood, it's assumed they learned common.
and a minor fix in hear_say for observers to not get not see simple_animals in (parens) since they have no real_name.
Adjusted hardsuit values to match descriptions a little better. Returned
some atmos hardsuit values to eng ones since they don't seem to have
reduced slowdown after all, instead they trade radiation protection for
thermal protection.
Updated syndie hardsuit species excludes as those species now have their
own syndie hardsuits.