hex_spelling(HEX_CURE_SERIOUS) ||
hex_spelling(HEX_CURE_CRITICAL)) ADD_FLG(BAR_CURE);
- if (p_ptr->magic_num2[2])
+ if (HEX_REVENGE_TURN(p_ptr))
{
- if (p_ptr->magic_num2[1] == 1) ADD_FLG(BAR_PATIENCE);
- if (p_ptr->magic_num2[1] == 2) ADD_FLG(BAR_REVENGE);
+ if (HEX_REVENGE_TYPE(p_ptr) == 1) ADD_FLG(BAR_PATIENCE);
+ if (HEX_REVENGE_TYPE(p_ptr) == 2) ADD_FLG(BAR_REVENGE);
}
}
/* Hex bonuses */
if (p_ptr->realm1 == REALM_HEX)
{
- if (hex_spelling_any()) p_ptr->skill_stl -= (1 + p_ptr->magic_num2[0]);
+ if (hex_spelling_any()) p_ptr->skill_stl -= (1 + CASTING_HEX_NUM(p_ptr));
if (hex_spelling(HEX_DETECT_EVIL)) p_ptr->esp_evil = TRUE;
if (hex_spelling(HEX_XTRA_MIGHT)) p_ptr->stat_add[A_STR] += 4;
if (hex_spelling(HEX_BUILDING))
if (p_ptr->icky_wield[i])
{
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 (hack_mind)
+ if (is_loading_now)
{
chg_virtue(V_FAITH, -1);
}
if (heavy_armor())
{
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 (hack_mind)
+ if (is_loading_now)
{
chg_virtue(V_HARMONY, -1);
}