#include "combat/aura-counterattack.h"
#include "effect/effect-characteristics.h"
-#include "floor/floor.h"
+#include "effect/effect-processor.h"
+#include "grid/grid.h"
+#include "inventory/inventory-slot-types.h"
+#include "monster-race/monster-race.h"
#include "monster-race/race-flags-resistance.h"
#include "monster-race/race-flags3.h"
+#include "monster/monster-info.h"
#include "monster/monster-status.h"
-#include "monster/monster1.h"
-#include "object/object-hook.h"
+#include "object-hook/hook-armor.h"
+#include "object-hook/hook-checker.h"
#include "realm/realm-hex-numbers.h"
-#include "spell/process-effect.h"
-#include "spell-realm/spells-hex.h"
#include "spell-kind/spells-teleport.h"
-#include "spell/spells-type.h"
+#include "spell-realm/spells-hex.h"
+#include "spell/spell-types.h"
+#include "system/floor-type-definition.h"
+#include "system/object-type-definition.h"
+#include "view/display-messages.h"
static void aura_fire_by_monster_attack(player_type *target_ptr, monap_type *monap_ptr)
{
HIT_POINT dam = damroll(2, 6);
dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
msg_format(_("%^sは電撃をくらった!", "%^s gets zapped!"), monap_ptr->m_name);
- if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は燃え殻の山になった。", " turns into a pile of cinder."))) {
+ if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("は燃え殻の山になった。", " turns into a pile of cinders."))) {
monap_ptr->blinked = FALSE;
monap_ptr->alive = FALSE;
}
} else {
HIT_POINT dam = damroll(2, 6);
dam = mon_damage_mod(target_ptr, monap_ptr->m_ptr, dam, FALSE);
- msg_format(_("%^sは鏡の破片をくらった!", "%^s gets zapped!"), monap_ptr->m_name);
- if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("はズタズタになった。", " had torn to pieces."))) {
+ msg_format(_("%^sは鏡の破片をくらった!", "%^s gets sliced!"), monap_ptr->m_name);
+ if (mon_take_hit(target_ptr, monap_ptr->m_idx, dam, &monap_ptr->fear, _("はズタズタになった。", " is torn to pieces."))) {
monap_ptr->blinked = FALSE;
monap_ptr->alive = FALSE;
}
/* Some cursed armours gives an extra effect */
for (int j = 0; j < 4; j++) {
o_armed_ptr = &target_ptr->inventory_list[typ[j][0]];
- if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(o_armed_ptr))
+ if ((o_armed_ptr->k_idx) && object_is_cursed(o_armed_ptr) && object_is_armour(target_ptr, o_armed_ptr))
project(target_ptr, 0, 0, monap_ptr->m_ptr->fy, monap_ptr->m_ptr->fx, (target_ptr->lev * 2), typ[j][1], flg, -1);
}
}