still more Master Key of Thievery
Make #untrap while carrying the non-cursed (for rogues) or blessed (for non-rogues) Key work the same as #invoke has been doing (without regard to its bless/curse state): when used on trapped door or chest, that trap will always be found and disarming it will always succeed. It should work when carried by monsters too: if they try to open a trapped door while carrying the Key (must be blessed since they're not rogues) the trap will be automatically disarmed. (Caveat: that hasn't been adequately tested.) TODO (maybe...): change the #invoke property to detect unseen/secret door detection instead of #untrap. The latter isn't completely redundant; it works when the Key is cursed. But quest artifacts strongly resist becoming cursed so that isn't a particularly useful distinction. Also, trap hints when wielding the Key without gloves didn't notice adjacent door and chest traps. Now it does. And the behavior is slightly different: known traps covered by objects or monsters are treated like unknown traps as far as the hot/cold hints go.
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@@ -208,6 +208,9 @@ A("The Palantir of Westernesse", CRYSTAL_BALL,
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PHYS(5, 0), NO_DFNS, NO_CARY, CREATE_AMMO, A_CHAOTIC, PM_RANGER, NON_PM,
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4000L, NO_COLOR),
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/* MKoT has an additional carry property if the Key is not cursed (for
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rogues) or blessed (for non-rogues): #untrap of doors and chests
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will always find any traps and disarming those will always succeed */
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A("The Master Key of Thievery", SKELETON_KEY,
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(SPFX_NOGEN | SPFX_RESTR | SPFX_INTEL | SPFX_SPEAK),
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(SPFX_WARN | SPFX_TCTRL | SPFX_HPHDAM), 0, NO_ATTK, NO_DFNS, NO_CARY,
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