if (desc) return _("怪我と体力を少し回復させる。", "Heals cut and HP a little.");
{
DICE_NUMBER dice = 2;
- int sides = 10;
+ DICE_SID sides = 10;
if (info) return info_heal(dice, sides, 0);
if (cast) (void)cure_light_wounds(dice, sides);
}
if (desc) return _("1体のモンスターに小ダメージを与える。抵抗されると無効。", "Wounds a monster a little unless resisted.");
{
DICE_NUMBER dice = 3 + (plev - 1) / 5;
- int sides = 4;
+ DICE_SID sides = 4;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("光源が照らしている範囲か部屋全体を永久に明るくする。", "Lights up nearby area and the inside of a room permanently.");
{
DICE_NUMBER dice = 2;
- int sides = plev / 2;
+ DICE_SID sides = plev / 2;
POSITION rad = plev / 10 + 1;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("怪我と体力を中程度回復させる。", "Heals cut and HP more.");
{
DICE_NUMBER dice = 4;
- int sides = 10;
+ DICE_SID sides = 10;
if (info) return info_heal(dice, sides, 0);
if (cast) (void)cure_serious_wounds(dice, sides);
if (name) return _("重傷", "Cause Medium Wounds");
if (desc) return _("1体のモンスターに中ダメージを与える。抵抗されると無効。", "Wounds a monster unless resisted.");
{
- int sides = 8 + (plev - 5) / 4;
+ DICE_SID sides = 8 + (plev - 5) / 4;
DICE_NUMBER dice = 8;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("体力を大幅に回復させ、負傷と朦朧状態も全快する。", "Heals cut, stun and HP greatly.");
{
DICE_NUMBER dice = 8;
- int sides = 10;
+ DICE_SID sides = 10;
if (info) return info_heal(dice, sides, 0);
if (cast) (void)cure_critical_wounds(damroll(dice, sides));
{
DICE_NUMBER dice = 1;
- int sides = plev * 5;
+ DICE_SID sides = plev * 5;
if (info) return info_damage(dice, sides, 0);
{
DICE_NUMBER dice = 5 + (plev - 5) / 3;
- int sides = 15;
+ DICE_SID sides = 15;
if (info) return info_damage(dice, sides, 0);
{
int base = 15;
- int sides = 20;
+ DICE_SID sides = 20;
if (info) return info_delay(base, sides);
{
int base = 15;
- int sides = 20;
+ DICE_SID sides = 20;
if (info) return info_delay(base, sides);