* @param tmp 返すメッセージを格納する配列
* @return なし
*/
-void set_bluemage_damage(int SPELL_NUM, int plev, cptr msg, char* tmp)
+void set_bluemage_damage(int SPELL_NUM, PLAYER_LEVEL plev, cptr msg, char* tmp)
{
int base_damage = monspell_bluemage_damage(SPELL_NUM, plev, BASE_DAM);
int dice_num = monspell_bluemage_damage(SPELL_NUM, plev, DICE_NUM);
*/
static void learned_info(char *p, int power)
{
- int plev = pseudo_plev();
+ PLAYER_LEVEL plev = pseudo_plev();
#ifdef JP
cptr s_dam = " 損傷:%s";
/* No redraw yet */
redraw = FALSE;
-#ifdef ALLOW_REPEAT /* TNB */
-
/* Get the spell, if available */
if (repeat_pull(&code))
}
*sn = (SPELL_IDX)code;
-#endif /* ALLOW_REPEAT -- TNB */
-
if (use_menu)
{
screen_save();
/* Show choices */
p_ptr->window |= (PW_SPELL);
- /* Window stuff */
window_stuff();
/* Abort if needed */
/* Save the choice */
(*sn) = spellnum[i];
-#ifdef ALLOW_REPEAT /* TNB */
-
repeat_push((COMMAND_CODE)spellnum[i]);
-#endif /* ALLOW_REPEAT -- TNB */
-
/* Success */
return (TRUE);
}
msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
damage = monspell_bluemage_damage((MS_BR_COLD), plev, DAM_ROLL);
- fire_ball(GF_COLD, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_COLD, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_POIS:
if (!get_aim_dir(&dir)) return FALSE;
/* Hack */
p_ptr->energy_need -= 1000 + (100 + randint1(200)+200)*TURNS_PER_TICK/10;
- /* Redraw map */
p_ptr->redraw |= (PR_MAP);
/* Update monsters */
p_ptr->update |= (PU_MONSTERS);
- /* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
handle_stuff();
p_ptr->csp = 0;
p_ptr->csp_frac = 0;
- /* Message */
msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!"));
/* Hack -- Bypass free action */
{
bool perm = (randint0(100) < 25);
- /* Message */
msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
/* Reduce constitution */
}
}
- /* Take a turn */
p_ptr->energy_use = 100;
- /* Window stuff */
p_ptr->redraw |= (PR_MANA);
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
msg_format(_("%sを学習した!", "You have learned %s!"), monster_powers[monspell].name);
gain_exp(monster_powers[monspell].level * monster_powers[monspell].smana);
- /* Sound */
sound(SOUND_STUDY);
new_mane = TRUE;