if (tval == ItemKindType::NONE) {
chance = (player_ptr->skill_thb + ((weapon_exps[0] - median_skill_exp) / bow_magnification + bonus) * BTH_PLUS_ADJ);
} else {
- const auto sval = j_ptr->bi_key.sval().value();
+ const auto sval = *j_ptr->bi_key.sval();
if (j_ptr->is_cross_bow()) {
chance = (player_ptr->skill_thb + (weapon_exps[sval] / xbow_magnification + bonus) * BTH_PLUS_ADJ);
} else {
if (tval == ItemKindType::NONE) {
power = player_ptr->skill_thb + ((weapon_exps[0] - median_skill_exp) / bow_magnification + bonus) * BTH_PLUS_ADJ;
} else {
- const auto sval = item.bi_key.sval().value();
+ const auto sval = *item.bi_key.sval();
const auto weapon_exp = weapon_exps[sval];
if (player_ptr->tval_ammo == ItemKindType::BOLT) {
power = (player_ptr->skill_thb + (weapon_exp / xbow_magnification + bonus) * BTH_PLUS_ADJ);
/* Extract "shot" power */
auto i = player_ptr->to_h_b + plus_ammo;
const auto tval = j_ptr->bi_key.tval();
- const auto sval = j_ptr->bi_key.sval().value();
+ const auto sval = *j_ptr->bi_key.sval();
if (player_ptr->tval_ammo == ItemKindType::BOLT) {
i = (player_ptr->skill_thb + (player_ptr->weapon_exp[tval][sval] / 400 + i) * BTH_PLUS_ADJ);
} else {