User:Rogerb-on-NAO/sandbox

=Observations=

As yet unadded and possibly unverified and/or wholly inaccurate:

Conflict
Pets will not hold you with a "sticky" attack (u.ustuck), unless conflict is in operation (no resist) or your pet is confused. Source:apply.c Source:dogmove.c Source:hack.c

Steeds throw you under conflict, unless they resist. Source:dogmove.c

You get 1-4 hostile angels if you enter Astral with conflict Source:do.c(but we knew that.) Also, if you put the ring on later and the angel is in range of conflict and doesn't resist, your guardian angel disappears and you get the hostile angels. Source:dogmove.c

If you abuse your pet while under Conflict, tameness is halved, rather than reduced by one. Also if you aggravate monster. Source:dog.c

Pets can attack you under conflict (duh!) but have the chance to resist. Source:dogmove.c

Under conflict, pets will attack peaceful monsters more aggressively; the pet does not have to have 25% HP or more, and it will attack the quest guardians and leader. Otherwise, attack criteria (at Source:dogmove.c at least) appear unchanged. For example, stonable pets won't touch monsters that stone on touch, even under conflict (this is in contrast to hostile monsters, which mix it up with footrices quite happily. Until they turn to stone, that is.Source:mhitm.c This inludes you, if you stone on touch Source:mhitu.c) Inconsistency is a bug?

Conflict reduces hunger variable on even turns, unless from an artifact. (we knew that too, except maybe the artifact bit) Source:eat.c.

When monsters fight each other due to conflict, they have the chance to resist. Source:mhitm.c

Conflict works in an 8-square radius, within line-of-sight. Source:mon.c

Pet mind flayers' psychic attack will blast you if they fail to resist (knew that). Source:monmove.c

Peaceful monsters affected by conflict will wield weapons like hostile monsters Source:monmove.c

Elbereth
Elbereth protects pets' regular attacks Source:dogmove.c. Not so under conflict Source:mon.c.

Engraving Elbereth on a trap (if/when even possible - it is; I engraved on a hole when I escaped it, similarly a trapdoor, a teleport trap with magic resistance, polymorph trap) will prevent a monster using it for escape (although it could probably blunder into it due to bug C343-215) Appears to be the case; kobolds jump on the poly trap ASAP if no Elbereth; won't if there is.

C343-215 - Elbereth is sometimes ignored by monsters affects all play unless you are displaced(!) Source:mon.c Intended behaviour, according to Talk:Elbereth is that Elbereth should always be respected, whether or not there is an item there. Source should be altered as follows (untested):

info[cnt] = 0; -             if ((checkobj || Displaced) && onscary(dispx, dispy, mon)) { if(!(flag & ALLOW_SSM)) continue; info[cnt] |= ALLOW_SSM; info[cnt] = 0; +             if (onscary(dispx, dispy, mon)) { if(!(flag & ALLOW_SSM)) continue; info[cnt] |= ALLOW_SSM;

Random
vampires are not only scared by being hit by a clove of garlic, wielded (tested) or thrown (unverified; yet to hit one!), but they will not step on a square if there is a clove of garlic on it! Source:mon.c

Xorns can walk through walls but get stuck in lava (i.e. liquid rock). Strange, but could be intended behaviour. I would expect lava to affect Xorns like a rather hot pit. Lava is a bit mean anyway, as it will kill a fire resistant, unbreathing hero. No idea of the justification.

=Enlightenment=

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