static const char s_dam[] = _("損傷:", "dam ");
DIRECTION dir;
- int plev = p_ptr->lev;
+ PLAYER_LEVEL plev = p_ptr->lev;
switch (spell)
{
if (desc) return _("弱い魔法の矢を放つ。", "Fires a weak bolt of magic.");
{
- int dice = 3 + (plev - 1) / 5;
- int sides = 4;
+ DICE_NUMBER dice = 3 + (plev - 1) / 5;
+ DICE_SID sides = 4;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("近くの生命のないモンスターを感知する。", "Detects all nonliving monsters in your vicinity.");
{
- int rad = DETECT_RAD_DEFAULT;
+ POSITION rad = DETECT_RAD_DEFAULT;
if (info) return info_radius(rad);
if (desc) return _("モンスター1体を恐怖させ、朦朧させる。抵抗されると無効。", "Attempts to scare and stun a monster.");
{
- int power = plev;
+ PLAYER_LEVEL power = plev;
if (info) return info_power(power);
if (desc) return _("地獄のボルトもしくはビームを放つ。", "Fires a bolt or beam of nether.");
{
- int dice = 6 + (plev - 5) / 4;
- int sides = 8;
+ DICE_NUMBER dice = 6 + (plev - 5) / 4;
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
"Fires a ball of evil power. Hurts good monsters greatly.");
{
- int dice = 3;
- int sides = 6;
- int rad = (plev < 30) ? 2 : 3;
+ DICE_NUMBER dice = 3;
+ DICE_SID sides = 6;
+ POSITION rad = (plev < 30) ? 2 : 3;
int base;
if (IS_WIZARD_CLASS())
{
if (!get_aim_dir(&dir)) return NULL;
- control_one_demon(dir, power);
+ control_one_demon(dir, plev);
}
}
break;
if (desc) return _("周辺の地形を感知する。", "Maps nearby area.");
{
- int rad = DETECT_RAD_MAP;
+ POSITION rad = DETECT_RAD_MAP;
if (info) return info_radius(rad);
if (desc) return _("プラズマのボルトもしくはビームを放つ。", "Fires a bolt or beam of plasma.");
{
- int dice = 11 + (plev - 5) / 4;
- int sides = 8;
+ DICE_NUMBER dice = 11 + (plev - 5) / 4;
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
{
HIT_POINT dam = plev + 55;
- int rad = 2;
+ POSITION rad = 2;
if (info) return info_damage(0, 0, dam);
{
HIT_POINT dam = plev * 3 / 2 + 100;
- int rad = plev / 20 + 2;
+ POSITION rad = plev / 20 + 2;
if (info) return info_damage(0, 0, dam);
{
if (cast)
{
- bool pet = !one_in_(3);
- u32b flg = 0L;
-
- if (pet) flg |= PM_FORCE_PET;
- else flg |= PM_NO_PET;
- if (!(pet && (plev < 50))) flg |= PM_ALLOW_GROUP;
-
- if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, plev * 2 / 3 + randint1(plev / 2), SUMMON_DEMON, flg))
- {
- msg_print(_("硫黄の悪臭が充満した。", "The area fills with a stench of sulphur and brimstone."));
-
- if (pet)
- {
- msg_print(_("「ご用でございますか、ご主人様」", "'What is thy bidding... Master?'"));
- }
- else
- {
- msg_print(_("「卑しき者よ、我は汝の下僕にあらず! お前の魂を頂くぞ!」",
- "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
- }
- }
- else
- {
- msg_print(_("悪魔は現れなかった。", "No demons arrive."));
- }
- break;
+ cast_summon_demon(plev * 2 / 3 + randint1(plev / 2));
}
}
break;
{
int base = 30;
- int sides = 25;
+ DICE_SID sides = 25;
if (info) return info_duration(base, sides);
{
HIT_POINT dam = (55 + plev) * 2;
- int rad = 3;
+ POSITION rad = 3;
if (info) return info_damage(0, 0, dam / 2);
{
HIT_POINT dam = plev * 3 / 2 + 80;
- int rad = 2 + plev / 40;
+ POSITION rad = 2 + plev / 40;
if (info) return info_damage(0, 0, dam);
{
HIT_POINT dam = 100 + plev * 2;
- int rad = 4;
+ POSITION rad = 4;
if (info) return info_damage(0, 0, dam);
{
HIT_POINT dam = 50 + plev;
int power = 20 + plev;
- int rad = 3 + plev / 20;
+ POSITION rad = 3 + plev / 20;
if (info) return format("%s%d+%d", s_dam, dam / 2, dam / 2);
{
HIT_POINT dam = plev * 15;
- int rad = plev / 5;
+ POSITION rad = plev / 5;
if (info) return info_damage(0, 0, dam);
{
HIT_POINT dam = 600;
- int rad = 0;
+ POSITION rad = 0;
if (info) return info_damage(0, 0, dam);