implement #H6051 - fake players resist Conflict
The rationale is that since the player character resists conflict, fake players should too. [I'm not sure that I buy that. Player character is always the one *causing* conflict and it doesn't affect self. But this is simple as long as no other resistance checks are against attack-by-ring.]
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@@ -156,9 +156,6 @@ a wand of polymorph lost its magical ability for the turn just because the
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much sense
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floating eye is classified as a flyer but flying is blocked while levitating,
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so don't set intrinsic flying if hero is polymorphed into one
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being trapped (bear trap, web, molten or solidified lava, chained to buried
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iron ball) blocks both levitation and flight (note: being stuck in a
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pit ends when either of those starts so doesn't apply)
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change default value for the 'autodescribe' option to 'on'
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Elbereth hypocrisy penalty doesn't apply if attacking a monster which isn't
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frightened by Elbereth; normal scuffing of engravings still applies
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@@ -452,6 +449,11 @@ for ^X and enlightenment, display the information in a menu rather than a
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needed for interfaces (tty) without text popup scrollbar support;
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end of game disclosure of attributes remains single-forward-pass
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for ^X, include current state of 'autopickup'
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being trapped (bear trap, web, molten or solidified lava, chained to buried
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iron ball) blocks both levitation and flight (note: being stuck in a
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pit ends when either of those starts so doesn't apply)
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early level traps are sometimes covered by the remains of fake players
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fake player characters resist Conflict
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NetHack Community Patches (or Variation) Included
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@@ -1,4 +1,4 @@
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/* NetHack 3.6 zap.c $NHDT-Date: 1545431660 2018/12/21 22:34:20 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.303 $ */
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/* NetHack 3.6 zap.c $NHDT-Date: 1545614662 2018/12/24 01:24:22 $ $NHDT-Branch: NetHack-3.6.2-beta01 $:$NHDT-Revision: 1.304 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2013. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -5090,6 +5090,11 @@ int damage, tell;
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int resisted;
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int alev, dlev;
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/* fake players always pass resistance test against Conflict
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(this doesn't guarantee that they're never affected by it) */
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if (oclass == RING_CLASS && !damage && !tell && is_mplayer(mtmp->data))
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return 1;
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/* attack level */
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switch (oclass) {
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case WAND_CLASS:
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