#include "effect/effect-monster-oldies.h"
#include "core/player-redraw-types.h"
+#include "effect/effect-monster-util.h"
+#include "monster-floor/monster-generator.h"
#include "monster-race/monster-race.h"
#include "monster-race/race-flags1.h"
#include "monster-race/race-flags3.h"
#include "monster-race/race-flags7.h"
#include "monster-race/race-indice-types.h"
-#include "monster/monster-status.h"
-#include "monster-floor/monster-generator.h"
#include "monster/monster-info.h"
-#include "player/avatar.h"
+#include "monster/monster-status-setter.h"
+#include "monster/monster-status.h"
+#include "player-info/avatar.h"
#include "system/floor-type-definition.h"
#include "view/display-messages.h"
// Powerful monsters can resist.
-gf_switch_result effect_monster_old_poly(effect_monster_type *em_ptr)
+process_result effect_monster_old_poly(effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- em_ptr->do_polymorph = TRUE;
-
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->flags1 & RF1_QUESTOR) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->do_polymorph = FALSE;
- em_ptr->obvious = FALSE;
- }
-
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+ em_ptr->do_polymorph = TRUE;
+
+ if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) || (em_ptr->r_ptr->flags1 & RF1_QUESTOR)
+ || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->do_polymorph = FALSE;
+ em_ptr->obvious = FALSE;
+ }
+
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
}
-
-gf_switch_result effect_monster_old_clone(player_type *caster_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_old_clone(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if ((caster_ptr->current_floor_ptr->inside_arena) ||
- is_pet(em_ptr->m_ptr) ||
- (em_ptr->r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) ||
- (em_ptr->r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2)))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
- }
-
- em_ptr->m_ptr->hp = em_ptr->m_ptr->maxhp;
- if (multiply_monster(caster_ptr, em_ptr->g_ptr->m_idx, TRUE, 0L))
- em_ptr->note = _("が分裂した!", " spawns!");
-
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+
+ if ((caster_ptr->current_floor_ptr->inside_arena) || is_pet(em_ptr->m_ptr) || (em_ptr->r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR))
+ || (em_ptr->r_ptr->flags7 & (RF7_NAZGUL | RF7_UNIQUE2))) {
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
+ }
+
+ em_ptr->m_ptr->hp = em_ptr->m_ptr->maxhp;
+ if (multiply_monster(caster_ptr, em_ptr->g_ptr->m_idx, TRUE, 0L))
+ em_ptr->note = _("が分裂した!", " spawns!");
+
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
}
-
-gf_switch_result effect_monster_star_heal(player_type *caster_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_star_heal(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
- (void)set_monster_csleep(caster_ptr, em_ptr->g_ptr->m_idx, 0);
+ (void)set_monster_csleep(caster_ptr, em_ptr->g_ptr->m_idx, 0);
- if (em_ptr->m_ptr->maxhp < em_ptr->m_ptr->max_maxhp)
- {
- if (em_ptr->seen_msg)
- msg_format(_("%^sの強さが戻った。", "%^s recovers %s vitality."), em_ptr->m_name, em_ptr->m_poss);
- em_ptr->m_ptr->maxhp = em_ptr->m_ptr->max_maxhp;
- }
+ if (em_ptr->m_ptr->maxhp < em_ptr->m_ptr->max_maxhp) {
+ if (em_ptr->seen_msg)
+ msg_format(_("%^sの強さが戻った。", "%^s recovers %s vitality."), em_ptr->m_name, em_ptr->m_poss);
+ em_ptr->m_ptr->maxhp = em_ptr->m_ptr->max_maxhp;
+ }
- if (!em_ptr->dam)
- {
- if (caster_ptr->health_who == em_ptr->g_ptr->m_idx)
- caster_ptr->redraw |= (PR_HEALTH);
- if (caster_ptr->riding == em_ptr->g_ptr->m_idx)
- caster_ptr->redraw |= (PR_UHEALTH);
+ if (!em_ptr->dam) {
+ if (caster_ptr->health_who == em_ptr->g_ptr->m_idx)
+ caster_ptr->redraw |= (PR_HEALTH);
+ if (caster_ptr->riding == em_ptr->g_ptr->m_idx)
+ caster_ptr->redraw |= (PR_UHEALTH);
- return GF_SWITCH_FALSE;
- }
+ return PROCESS_FALSE;
+ }
- return GF_SWITCH_TRUE;
+ effect_monster_old_heal(caster_ptr, em_ptr);
+ return PROCESS_TRUE;
}
-
// who == 0ならばプレーヤーなので、それの判定.
static void effect_monster_old_heal_check_player(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->who != 0) return;
-
- chg_virtue(caster_ptr, V_VITALITY, 1);
- if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
-
- if (is_friendly(em_ptr->m_ptr))
- chg_virtue(caster_ptr, V_HONOUR, 1);
- else if (!(em_ptr->r_ptr->flags3 & RF3_EVIL))
- {
- if (em_ptr->r_ptr->flags3 & RF3_GOOD)
- chg_virtue(caster_ptr, V_COMPASSION, 2);
- else
- chg_virtue(caster_ptr, V_COMPASSION, 1);
- }
-
- if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
- chg_virtue(caster_ptr, V_NATURE, 1);
+ if (em_ptr->who != 0)
+ return;
+
+ chg_virtue(caster_ptr, V_VITALITY, 1);
+ if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
+ chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
+
+ if (is_friendly(em_ptr->m_ptr))
+ chg_virtue(caster_ptr, V_HONOUR, 1);
+ else if (!(em_ptr->r_ptr->flags3 & RF3_EVIL)) {
+ if (em_ptr->r_ptr->flags3 & RF3_GOOD)
+ chg_virtue(caster_ptr, V_COMPASSION, 2);
+ else
+ chg_virtue(caster_ptr, V_COMPASSION, 1);
+ }
+
+ if (em_ptr->r_ptr->flags3 & RF3_ANIMAL)
+ chg_virtue(caster_ptr, V_NATURE, 1);
}
-
static void effect_monster_old_heal_recovery(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (monster_stunned_remaining(em_ptr->m_ptr))
- {
- if (em_ptr->seen_msg)
- msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), em_ptr->m_name);
+ if (monster_stunned_remaining(em_ptr->m_ptr)) {
+ if (em_ptr->seen_msg)
+ msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), em_ptr->m_name);
- (void)set_monster_stunned(caster_ptr, em_ptr->g_ptr->m_idx, 0);
- }
+ (void)set_monster_stunned(caster_ptr, em_ptr->g_ptr->m_idx, 0);
+ }
- if (monster_confused_remaining(em_ptr->m_ptr))
- {
- if (em_ptr->seen_msg)
- msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), em_ptr->m_name);
+ if (monster_confused_remaining(em_ptr->m_ptr)) {
+ if (em_ptr->seen_msg)
+ msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), em_ptr->m_name);
- (void)set_monster_confused(caster_ptr, em_ptr->g_ptr->m_idx, 0);
- }
+ (void)set_monster_confused(caster_ptr, em_ptr->g_ptr->m_idx, 0);
+ }
- if (monster_fear_remaining(em_ptr->m_ptr))
- {
- if (em_ptr->seen_msg)
- msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), em_ptr->m_name, em_ptr->m_poss);
+ if (monster_fear_remaining(em_ptr->m_ptr)) {
+ if (em_ptr->seen_msg)
+ msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), em_ptr->m_name, em_ptr->m_poss);
- (void)set_monster_monfear(caster_ptr, em_ptr->g_ptr->m_idx, 0);
- }
+ (void)set_monster_monfear(caster_ptr, em_ptr->g_ptr->m_idx, 0);
+ }
}
-
// todo サーペントのHPがマジックナンバー扱いになっている
-gf_switch_result effect_monster_old_heal(player_type *caster_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_old_heal(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- /* Wake up */
- (void)set_monster_csleep(caster_ptr, em_ptr->g_ptr->m_idx, 0);
- effect_monster_old_heal_recovery(caster_ptr, em_ptr);
- if (em_ptr->m_ptr->hp < 30000) em_ptr->m_ptr->hp += em_ptr->dam;
- if (em_ptr->m_ptr->hp > em_ptr->m_ptr->maxhp) em_ptr->m_ptr->hp = em_ptr->m_ptr->maxhp;
-
- effect_monster_old_heal_check_player(caster_ptr, em_ptr);
- if (em_ptr->m_ptr->r_idx == MON_LEPER)
- {
- em_ptr->heal_leper = TRUE;
- if (!em_ptr->who) chg_virtue(caster_ptr, V_COMPASSION, 5);
- }
-
- if (caster_ptr->health_who == em_ptr->g_ptr->m_idx) caster_ptr->redraw |= (PR_HEALTH);
- if (caster_ptr->riding == em_ptr->g_ptr->m_idx) caster_ptr->redraw |= (PR_UHEALTH);
-
- em_ptr->note = _("は体力を回復したようだ。", " looks healthier.");
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+
+ /* Wake up */
+ (void)set_monster_csleep(caster_ptr, em_ptr->g_ptr->m_idx, 0);
+ effect_monster_old_heal_recovery(caster_ptr, em_ptr);
+ if (em_ptr->m_ptr->hp < 30000)
+ em_ptr->m_ptr->hp += em_ptr->dam;
+ if (em_ptr->m_ptr->hp > em_ptr->m_ptr->maxhp)
+ em_ptr->m_ptr->hp = em_ptr->m_ptr->maxhp;
+
+ effect_monster_old_heal_check_player(caster_ptr, em_ptr);
+ if (em_ptr->m_ptr->r_idx == MON_LEPER) {
+ em_ptr->heal_leper = TRUE;
+ if (!em_ptr->who)
+ chg_virtue(caster_ptr, V_COMPASSION, 5);
+ }
+
+ if (caster_ptr->health_who == em_ptr->g_ptr->m_idx)
+ caster_ptr->redraw |= (PR_HEALTH);
+ if (caster_ptr->riding == em_ptr->g_ptr->m_idx)
+ caster_ptr->redraw |= (PR_UHEALTH);
+
+ em_ptr->note = _("は体力を回復したようだ。", " looks healthier.");
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
}
-
-gf_switch_result effect_monster_old_speed(player_type *caster_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_old_speed(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if (set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, monster_fast_remaining(em_ptr->m_ptr) + 100))
- {
- em_ptr->note = _("の動きが速くなった。", " starts moving faster.");
- }
-
- if (!em_ptr->who)
- {
- if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
- chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
- if (is_friendly(em_ptr->m_ptr))
- chg_virtue(caster_ptr, V_HONOUR, 1);
- }
-
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+
+ if (set_monster_fast(caster_ptr, em_ptr->g_ptr->m_idx, monster_fast_remaining(em_ptr->m_ptr) + 100)) {
+ em_ptr->note = _("の動きが速くなった。", " starts moving faster.");
+ }
+
+ if (!em_ptr->who) {
+ if (em_ptr->r_ptr->flags1 & RF1_UNIQUE)
+ chg_virtue(caster_ptr, V_INDIVIDUALISM, 1);
+ if (is_friendly(em_ptr->m_ptr))
+ chg_virtue(caster_ptr, V_HONOUR, 1);
+ }
+
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
}
-
-gf_switch_result effect_monster_old_slow(player_type *caster_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_old_slow(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- /* Powerful monsters can resist */
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
- }
-
- if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, monster_slow_remaining(em_ptr->m_ptr) + 50))
- em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
-
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+
+ /* Powerful monsters can resist */
+ if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->obvious = FALSE;
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
+ }
+
+ if (set_monster_slow(caster_ptr, em_ptr->g_ptr->m_idx, monster_slow_remaining(em_ptr->m_ptr) + 50))
+ em_ptr->note = _("の動きが遅くなった。", " starts moving slower.");
+
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
}
-
/*!
* todo 「ユニークは (魔法では)常に眠らない」はr_infoの趣旨に反すると思われる
* 眠る確率を半分にするとかしておいた方が良さそう
*/
-gf_switch_result effect_monster_old_sleep(player_type *caster_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_old_sleep(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) ||
- (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
- }
-
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
- else
- {
- em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
- em_ptr->do_sleep = 500;
- }
-
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+
+ if ((em_ptr->r_ptr->flags1 & RF1_UNIQUE) || (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP)
+ || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
+ if (em_ptr->r_ptr->flags3 & RF3_NO_SLEEP) {
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ em_ptr->r_ptr->r_flags3 |= (RF3_NO_SLEEP);
+ }
+
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->obvious = FALSE;
+ } else {
+ em_ptr->note = _("は眠り込んでしまった!", " falls asleep!");
+ em_ptr->do_sleep = 500;
+ }
+
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
}
-
/*!
* todo 「ユニークは (魔法では)常に混乱しない」はr_infoの趣旨に反すると思われる
* 眠る確率を半分にするとかしておいた方が良さそう
*/
-gf_switch_result effect_monster_old_conf(player_type *caster_ptr, effect_monster_type *em_ptr)
+process_result effect_monster_old_conf(player_type *caster_ptr, effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- em_ptr->do_conf = damroll(3, (em_ptr->dam / 2)) + 1;
- if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
- (em_ptr->r_ptr->flags3 & (RF3_NO_CONF)) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- if (em_ptr->r_ptr->flags3 & (RF3_NO_CONF))
- {
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_NO_CONF);
- }
-
- em_ptr->do_conf = 0;
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
-
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+
+ em_ptr->do_conf = damroll(3, (em_ptr->dam / 2)) + 1;
+ if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) || (em_ptr->r_ptr->flags3 & (RF3_NO_CONF))
+ || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
+ if (em_ptr->r_ptr->flags3 & (RF3_NO_CONF)) {
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ em_ptr->r_ptr->r_flags3 |= (RF3_NO_CONF);
+ }
+
+ em_ptr->do_conf = 0;
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->obvious = FALSE;
+ }
+
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
}
-
-gf_switch_result effect_monster_stasis(effect_monster_type *em_ptr, bool to_evil)
+process_result effect_monster_stasis(effect_monster_type *em_ptr, bool to_evil)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- int stasis_damage = (em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10);
- bool has_resistance = (em_ptr->r_ptr->flags1 & RF1_UNIQUE) != 0;
- has_resistance |= em_ptr->r_ptr->level > randint1(stasis_damage) + 10;
- if (to_evil) has_resistance |= (em_ptr->r_ptr->flags3 & RF3_EVIL) == 0;
-
- if (has_resistance)
- {
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
- else
- {
- em_ptr->note = _("は動けなくなった!", " is suspended!");
- em_ptr->do_sleep = 500;
- }
-
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+
+ int stasis_damage = (em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10);
+ bool has_resistance = (em_ptr->r_ptr->flags1 & RF1_UNIQUE) != 0;
+ has_resistance |= em_ptr->r_ptr->level > randint1(stasis_damage) + 10;
+ if (to_evil)
+ has_resistance |= (em_ptr->r_ptr->flags3 & RF3_EVIL) == 0;
+
+ if (has_resistance) {
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->obvious = FALSE;
+ } else {
+ em_ptr->note = _("は動けなくなった!", " is suspended!");
+ em_ptr->do_sleep = 500;
+ }
+
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
}
-
-gf_switch_result effect_monster_stun(effect_monster_type *em_ptr)
+process_result effect_monster_stun(effect_monster_type *em_ptr)
{
- if (em_ptr->seen) em_ptr->obvious = TRUE;
-
- em_ptr->do_stun = damroll((em_ptr->caster_lev / 20) + 3, (em_ptr->dam)) + 1;
- if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) ||
- (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10))
- {
- em_ptr->do_stun = 0;
- em_ptr->note = _("には効果がなかった。", " is unaffected.");
- em_ptr->obvious = FALSE;
- }
-
- em_ptr->dam = 0;
- return GF_SWITCH_CONTINUE;
-}
+ if (em_ptr->seen)
+ em_ptr->obvious = TRUE;
+
+ em_ptr->do_stun = damroll((em_ptr->caster_lev / 20) + 3, (em_ptr->dam)) + 1;
+ if ((em_ptr->r_ptr->flags1 & (RF1_UNIQUE)) || (em_ptr->r_ptr->level > randint1((em_ptr->dam - 10) < 1 ? 1 : (em_ptr->dam - 10)) + 10)) {
+ em_ptr->do_stun = 0;
+ em_ptr->note = _("には効果がなかった。", " is unaffected.");
+ em_ptr->obvious = FALSE;
+ }
+
+ em_ptr->dam = 0;
+ return PROCESS_CONTINUE;
+}
\ No newline at end of file