if (name) return _("軽傷の治癒", "Cure Light Wounds");
if (desc) return _("怪我と体力を少し回復させる。", "Heals cut and HP a little.");
{
- int dice = 2;
- int sides = 10;
+ DICE_NUMBER dice = 2;
+ DICE_SID sides = 10;
if (info) return info_heal(dice, sides, 0);
if (cast) (void)cure_light_wounds(dice, sides);
}
if (name) return _("軽傷", "Cause Light Wounds");
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.");
{
- 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 (name) return _("光の召喚", "Call Light");
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.");
{
- int dice = 2;
- int sides = plev / 2;
+ DICE_NUMBER dice = 2;
+ DICE_SID sides = plev / 2;
POSITION rad = plev / 10 + 1;
if (info) return info_damage(dice, sides, 0);
if (name) return _("重傷の治癒", "Cure Medium Wounds");
if (desc) return _("怪我と体力を中程度回復させる。", "Heals cut and HP more.");
{
- int dice = 4;
- int sides = 10;
+ DICE_NUMBER dice = 4;
+ DICE_SID sides = 10;
if (info) return info_heal(dice, sides, 0);
if (cast) (void)cure_serious_wounds(dice, sides);
if (name) return _("解呪", "Remove Curse");
if (desc) return _("アイテムにかかった弱い呪いを解除する。", "Removes normal curses from equipped items.");
{
- if (cast)
- {
- if (remove_curse())
- {
- msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
- }
- }
+ if (cast) (void)remove_curse();
}
break;
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;
- int dice = 8;
+ DICE_SID sides = 8 + (plev - 5) / 4;
+ DICE_NUMBER dice = 8;
if (info) return info_damage(dice, sides, 0);
if (name) return _("致命傷の治癒", "Cure Critical Wounds");
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.");
{
- int dice = 8;
- int sides = 10;
+ DICE_NUMBER dice = 8;
+ DICE_SID sides = 10;
if (info) return info_heal(dice, sides, 0);
if (cast) (void)cure_critical_wounds(damroll(dice, sides));
case 16:
if (name) return _("*解呪*", "Dispel Curse");
if (desc) return _("アイテムにかかった強力な呪いを解除する。", "Removes normal and heavy curse from equipped items.");
-
{
- if (cast)
- {
- if (remove_all_curse())
- {
- msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
- }
- }
+ if (cast) (void)remove_all_curse();
}
break;
if (desc) return _("視界内の全てのアンデッドにダメージを与える。", "Damages all undead monsters in sight.");
{
- int dice = 1;
- int sides = plev * 5;
+ DICE_NUMBER dice = 1;
+ DICE_SID sides = plev * 5;
if (info) return info_damage(dice, sides, 0);
if (desc) return _("1体のモンスターに大ダメージを与える。抵抗されると無効。", "Wounds a monster critically unless resisted.");
{
- int dice = 5 + (plev - 5) / 3;
- int sides = 15;
+ DICE_NUMBER dice = 5 + (plev - 5) / 3;
+ 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);