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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@@ -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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