case 28:
case 29:
{
- hit_prob bonus_h;
- hit_point bonus_d;
+ HIT_PROB bonus_h;
+ HIT_POINT bonus_d;
add_flag(o_ptr->art_flags, TR_SHOW_MODS);
- bonus_h = 4 + (hit_prob)(randint1(11));
- bonus_d = 4 + (hit_point)(randint1(11));
+ bonus_h = 4 + (HIT_PROB)(randint1(11));
+ bonus_d = 4 + (HIT_POINT)(randint1(11));
if ((o_ptr->tval != TV_SWORD) && (o_ptr->tval != TV_POLEARM) && (o_ptr->tval != TV_HAFTED) && (o_ptr->tval != TV_DIGGING) && (o_ptr->tval != TV_GLOVES) && (o_ptr->tval != TV_RING))
{
bonus_h /= 2;
case ACT_CAST_BA_STAR:
{
- int num = damroll(5, 3);
- int y = 0, x = 0;
+ HIT_POINT num = damroll(5, 3);
+ POSITION y = 0, x = 0;
int attempts;
msg_format(_("%sが稲妻で覆われた...","The %s is surrounded by lightning..."), name);
for (k = 0; k < num; k++)
case ACT_ULTIMATE_RESIST:
{
- time_effect v = randint1(25)+25;
+ TIME_EFFECT v = randint1(25)+25;
(void)set_afraid(0);
(void)set_hero(v, FALSE);
(void)hp_player(10);
{
object_type forge;
object_type *q_ptr;
- int i;
+ IDX i;
artifact_type *a_ptr = &a_info[a_idx];