static const char s_dam[] = _("損傷:", "dam ");
static const char s_random[] = _("ランダム", "random");
- int dir;
- int plev = p_ptr->lev;
+ DIRECTION dir;
+ PLAYER_LEVEL plev = p_ptr->lev;
switch (spell)
{
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);
"Fires a tiny ball of evil power which hurts good monsters greatly.");
{
- int dice = 3 + (plev - 1) / 5;
- int sides = 4;
- int rad = 0;
+ DICE_NUMBER dice = 3 + (plev - 1) / 5;
+ DICE_SID sides = 4;
+ POSITION rad = 0;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("近くの邪悪なモンスターを感知する。", "Detects all evil monsters in your vicinity.");
{
- int rad = DETECT_RAD_DEFAULT;
+ POSITION rad = DETECT_RAD_DEFAULT;
if (info) return info_radius(rad);
{
HIT_POINT dam = 10 + plev / 2;
- int rad = 2;
+ POSITION rad = 2;
if (info) return info_damage(0, 0, dam);
{
if (!get_aim_dir(&dir)) return NULL;
- fear_monster(dir, power);
- stun_monster(dir, power);
+ fear_monster(dir, plev);
+ stun_monster(dir, plev);
}
}
break;
{
if (!get_aim_dir(&dir)) return NULL;
- control_one_undead(dir, power);
+ control_one_undead(dir, plev);
}
}
break;
if (desc) return _("生命のある者のHPと最大HP双方にダメージを与える効果のある球を放つ。", "Fires a ball which damages to both HP and MaxHP of living monsters.");
{
- 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 (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 = 8 + (plev - 5) / 4;
- int sides = 8;
+ DICE_NUMBER dice = 8 + (plev - 5) / 4;
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
{
HIT_POINT dam = (30 + plev) * 2;
- int rad = plev / 10 + 2;
+ POSITION rad = plev / 10 + 2;
if (info) return info_damage(0, 0, dam / 2);
"Absorbs some HP from a monster and gives them to you by bolt. You will also gain nutritional sustenance from this.");
{
- int dice = 1;
- int sides = plev * 2;
+ DICE_NUMBER dice = 1;
+ DICE_SID sides = plev * 2;
int base = plev * 2;
if (info) return info_damage(dice, sides, base);
if (desc) return _("暗黒のボルトもしくはビームを放つ。", "Fires a bolt or beam of darkness.");
{
- int dice = 4 + (plev - 5) / 4;
- int sides = 8;
+ DICE_NUMBER dice = 4 + (plev - 5) / 4;
+ DICE_SID sides = 8;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("視界内の生命のあるモンスターにダメージを与える。", "Damages all living monsters in sight.");
{
- int sides = plev * 3;
+ DICE_SID sides = plev * 3;
if (info) return info_damage(1, sides, 0);
{
HIT_POINT dam = 100 + plev * 2;
- int rad = 4;
+ POSITION rad = 4;
if (info) return info_damage(0, 0, dam);
{
HIT_POINT dam = 666;
- int rad = 3;
+ POSITION rad = 3;
if (info) return info_damage(0, 0, dam);