monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_NUKE, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::NUKE, dam, 2, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::NUKE, dam, 2, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_POIS);
}
monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_CHAO, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::CHAOS, dam, 4, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::CHAOS, dam, 4, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_CHAOS);
}
const auto rad = monster_is_powerful(player_ptr->current_floor_ptr, m_idx) ? 4 : 2;
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_ACID, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::ACID, dam, rad, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::ACID, dam, rad, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_ACID);
}
const auto rad = monster_is_powerful(player_ptr->current_floor_ptr, m_idx) ? 4 : 2;
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_ELEC, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::ELEC, dam, rad, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::ELEC, dam, rad, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_ELEC);
}
const auto rad = monster_is_powerful(player_ptr->current_floor_ptr, m_idx) ? 4 : 2;
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_FIRE, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::FIRE, dam, rad, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::FIRE, dam, rad, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_FIRE);
}
const auto rad = monster_is_powerful(player_ptr->current_floor_ptr, m_idx) ? 4 : 2;
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_COLD, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::COLD, dam, rad, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::COLD, dam, rad, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_COLD);
}
monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_POIS, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::POIS, dam, 2, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::POIS, dam, 2, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_POIS);
}
monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_NETH, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::NETHER, dam, 2, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::NETHER, dam, 2, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_NETH);
}
}
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_WATE, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::WATER, dam, 4, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::WATER, dam, 4, target_type);
auto res = MonsterSpellResult::make_valid(dam);
res.learnable = proj_res.affected_player;
monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_MANA, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::MANA, dam, 4, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::MANA, dam, 4, target_type);
auto res = MonsterSpellResult::make_valid(dam);
res.learnable = proj_res.affected_player;
monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_DARK, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::DARK, dam, 4, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::DARK, dam, 4, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_DARK);
}
monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_LITE, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::LITE, dam, 4, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::LITE, dam, 4, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_LITE);
}
monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_VOID, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::VOID_MAGIC, dam, 4, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::VOID_MAGIC, dam, 4, target_type);
auto res = MonsterSpellResult::make_valid(dam);
res.learnable = proj_res.affected_player;
monspell_message(player_ptr, m_idx, t_idx, msg, target_type);
const auto dam = monspell_damage(player_ptr, MonsterAbilityType::BA_ABYSS, m_idx, DAM_ROLL);
- const auto proj_res = breath(player_ptr, y, x, m_idx, AttributeType::ABYSS, dam, 4, false, target_type);
+ const auto proj_res = ball(player_ptr, y, x, m_idx, AttributeType::ABYSS, dam, 4, target_type);
if (target_type == MONSTER_TO_PLAYER) {
update_smart_learn(player_ptr, m_idx, DRS_DARK);
}