}
auto is_paralyzed = player_ptr->effects()->paralysis()->is_paralyzed();
- if (!is_paralyzed && BadStatusSetter(player_ptr).paralysis(3 + randint1(monap_ptr->rlev))) {
+ if (!is_paralyzed && BadStatusSetter(player_ptr).set_paralysis(3 + randint1(monap_ptr->rlev))) {
monap_ptr->obvious = true;
}
}
(void)bss.hallucination(0);
(void)bss.stun(0);
(void)bss.cut(0);
- (void)bss.paralysis(0);
+ (void)bss.set_paralysis(0);
(void)restore_all_status(player_ptr);
(void)set_shero(player_ptr, 0, true);
handle_stuff(player_ptr);
* @param v 継続時間
* @return ステータスに影響を及ぼす変化があった場合TRUEを返す。
*/
-bool BadStatusSetter::paralysis(const TIME_EFFECT tmp_v)
+bool BadStatusSetter::set_paralysis(const TIME_EFFECT tmp_v)
{
auto notice = false;
auto v = std::clamp<short>(tmp_v, 0, 10000);
bool BadStatusSetter::mod_paralysis(const TIME_EFFECT tmp_v)
{
- return this->paralysis(this->player_ptr->effects()->paralysis()->current() + tmp_v);
+ return this->set_paralysis(this->player_ptr->effects()->paralysis()->current() + tmp_v);
}
/*!
bool mod_poison(const TIME_EFFECT tmp_v);
bool set_fear(const TIME_EFFECT tmp_v);
bool mod_fear(const TIME_EFFECT tmp_v);
- bool paralysis(const TIME_EFFECT tmp_v);
+ bool set_paralysis(const TIME_EFFECT tmp_v);
bool mod_paralysis(const TIME_EFFECT tmp_v);
bool hallucination(const TIME_EFFECT tmp_v);
bool mod_hallucination(const TIME_EFFECT tmp_v);