Converts Malfunctioning AI modules from verbs to spells
Created by: JustSumBody
Sprites courtesy of blithering
Fixes a few things to make this work: AIs now able to use WAIT_FOR_CLICK spells(they didn't have the event listener thingy) and Sp_CHARGES spells now take away charge with WAIT_FOR_CLICK spells(shouldn't affect anything since no spells of this type existed before this)
The malf powers picker is now accessed through a spell rather than a verb, as is the System takeover thing. It's given to the AI when it's malfed and taken away if it's demalfed.
The Malf picker also now has a button to give the module's description rather than it only showing up after purchase.
Shunting to an APC gives you the "return to core" spell which sends you back, you get the nuke button when you begin the system takeover for when you win. I made sure to test these as best as I could because touching gamemode stuff made me anxious.
Things like the core/turret upgrade/highres cameras now automatically activate on purchase rather than having to hit any verb.
One time use abilities remove themselves as choices from the malf picker when they're purchased
The rest of the abilities have been transformed into spells, buying them when you don't have the spell gives you a new version of it. If you already have it, it instead adds the uses to the existing spell's charge_counter.
Machine overload now uses the WAIT_FOR_CLICK flag, and there's a proc to change what can or can't be overloaded rather than only being able to pull from the global list of machines.
Upgrade camera uses the WAIT_FOR_CLICK flag
Autoborger now uses the WAIT_FOR_CLICK flag rather than being placed next to the AI eye.
Reactivate camera now uses the WAIT_FOR_CLICK flag, while the spell is channeled images of deactivated cameras now appear over static. Clicking on one of these images will reactivate the camera in that location.
The rest should function similarly to how they did before.