{
if (!(empty_hands_status & EMPTY_HAND_RARM))
{
- set_action(ACTION_NONE);
+ set_action(p_ptr, ACTION_NONE);
}
}
msg_print(_("今の装備はどうも自分にふさわしくない気がする。", "You do not feel comfortable with your weapon."));
if (current_world_ptr->is_loading_now)
{
- chg_virtue(V_FAITH, -1);
+ chg_virtue(p_ptr, V_FAITH, -1);
}
}
else if (has_melee_weapon(INVEN_RARM + i))
msg_print(_("装備が重くてバランスを取れない。", "The weight of your armor disrupts your balance."));
if (current_world_ptr->is_loading_now)
{
- chg_virtue(V_HARMONY, -1);
+ chg_virtue(p_ptr, V_HARMONY, -1);
}
}
else
p_ptr->old_lite = p_ptr->cur_lite;
if ((p_ptr->cur_lite > 0) && (p_ptr->special_defense & NINJA_S_STEALTH))
- set_superstealth(FALSE);
+ set_superstealth(p_ptr, FALSE);
}
}
msg_print(_("パターンを血で汚してしまった!", "You bleed on the Pattern!"));
msg_print(_("何か恐ろしい事が起こった!", "Something terrible happens!"));
- if (!IS_INVULN()) take_hit(DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
+ if (!IS_INVULN()) take_hit(p_ptr, DAMAGE_NOESCAPE, damroll(10, 8), _("パターン損壊", "corrupting the Pattern"), -1);
to_ruin = randint1(45) + 35;
while (to_ruin--)
case 20:
case 21:
/* Amnesia */
- if (lose_all_info())
+ if (lose_all_info(p_ptr))
msg_print(_("あまりの恐怖に全てのことを忘れてしまった!", "You forget everything in your utmost terror!"));
break;
}
prt("", n + 2, 14);
if (get_check(_("よろしいですか?", "Are you sure? "))) break;
}
- do_inc_stat(choice - 'a');
+ do_inc_stat(p_ptr, choice - 'a');
screen_load();
}
else if (!(p_ptr->max_plv % 2))
- do_inc_stat(randint0(6));
+ do_inc_stat(p_ptr, randint0(6));
}
if (level_mutation)
*/
if (level_reward)
{
- gain_level_reward(0);
+ gain_level_reward(p_ptr, 0);
level_reward = FALSE;
}