return GF_SWITCH_CONTINUE;
}
+static gf_switch_result effect_monster_nether(player_type *caster_ptr, effect_monster_type *em_ptr)
+{
+ if (em_ptr->seen) em_ptr->obvious = TRUE;
+ if (em_ptr->r_ptr->flagsr & RFR_RES_NETH)
+ {
+ if (em_ptr->r_ptr->flags3 & RF3_UNDEAD)
+ {
+ em_ptr->note = _("には完全な耐性がある!", " is immune.");
+ em_ptr->dam = 0;
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
+ }
+ else
+ {
+ em_ptr->note = _("には耐性がある。", " resists.");
+ em_ptr->dam *= 3; em_ptr->dam /= randint1(6) + 6;
+ }
+
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ em_ptr->r_ptr->r_flagsr |= (RFR_RES_NETH);
+
+ return GF_SWITCH_CONTINUE;
+ }
+
+ if ((em_ptr->r_ptr->flags3 & RF3_EVIL) == 0) return GF_SWITCH_CONTINUE;
+
+ em_ptr->note = _("はいくらか耐性を示した。", " resists somewhat.");
+ em_ptr->dam /= 2;
+ if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr))
+ em_ptr->r_ptr->r_flags3 |= (RF3_EVIL);
+
+ return GF_SWITCH_CONTINUE;
+}
+
/*!
* @brief 魔法の効果によって様々なメッセーを出力したり与えるダメージの増減を行ったりする
case GF_PLASMA:
return effect_monster_plasma(caster_ptr, em_ptr);
case GF_NETHER:
- {
- if (em_ptr->seen) em_ptr->obvious = TRUE;
- if (em_ptr->r_ptr->flagsr & RFR_RES_NETH)
- {
- if (em_ptr->r_ptr->flags3 & RF3_UNDEAD)
- {
- em_ptr->note = _("には完全な耐性がある!", " is immune.");
- em_ptr->dam = 0;
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_UNDEAD);
- }
- else
- {
- em_ptr->note = _("には耐性がある。", " resists.");
- em_ptr->dam *= 3; em_ptr->dam /= randint1(6) + 6;
- }
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flagsr |= (RFR_RES_NETH);
- }
- else if (em_ptr->r_ptr->flags3 & RF3_EVIL)
- {
- em_ptr->note = _("はいくらか耐性を示した。", " resists somewhat.");
- em_ptr->dam /= 2;
- if (is_original_ap_and_seen(caster_ptr, em_ptr->m_ptr)) em_ptr->r_ptr->r_flags3 |= (RF3_EVIL);
- }
-
- break;
- }
+ return effect_monster_nether(caster_ptr, em_ptr);
case GF_WATER:
{
if (em_ptr->seen) em_ptr->obvious = TRUE;