case RBE_SUPERHURT: /* AC軽減あり / Player armor reduces total damage */
{
- if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
+ if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW(p_ptr))
{
int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
msg_print(_("痛恨の一撃!", "It was a critical hit!"));
if (explode) break;
/* Take "poison" effect */
- if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW())
+ if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()) && !CHECK_MULTISHADOW(p_ptr))
{
if (set_poisoned(p_ptr, p_ptr->poisoned + randint1(rlev) + 5))
{
if (explode) break;
/* Allow complete resist */
- if (!p_ptr->resist_disen && !CHECK_MULTISHADOW())
+ if (!p_ptr->resist_disen && !CHECK_MULTISHADOW(p_ptr))
{
/* Apply disenchantment */
if (apply_disenchant(0))
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
/* Find an item */
for (k = 0; k < 10; k++)
/* Confused monsters cannot steal successfully. -LM-*/
if (MON_CONFUSED(m_ptr)) break;
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
obvious = TRUE;
/* Confused monsters cannot steal successfully. -LM-*/
if (MON_CONFUSED(m_ptr)) break;
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
/* Saving throw (unless paralyzed) based on dex and level */
- if (!p_ptr->paralyzed &&
- (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
- p_ptr->lev)))
+ if (!p_ptr->paralyzed && (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] + p_ptr->lev)))
{
/* Saving throw message */
msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
/* Steal some food */
for (k = 0; k < 10; k++)
o_ptr = &p_ptr->inventory_list[INVEN_LITE];
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
/* Drain fuel */
if ((o_ptr->xtra4 > 0) && (!object_is_fixed_artifact(o_ptr)))
if (p_ptr->is_dead) break;
/* Increase "blind" */
- if (!p_ptr->resist_blind && !CHECK_MULTISHADOW())
+ if (!p_ptr->resist_blind && !CHECK_MULTISHADOW(p_ptr))
{
if (set_blind(p_ptr, p_ptr->blind + 10 + randint1(rlev)))
{
if (p_ptr->is_dead) break;
/* Increase "confused" */
- if (!p_ptr->resist_conf && !CHECK_MULTISHADOW())
+ if (!p_ptr->resist_conf && !CHECK_MULTISHADOW(p_ptr))
{
if (set_confused(p_ptr, p_ptr->confused + 3 + randint1(rlev)))
{
if (p_ptr->is_dead) break;
/* Increase "afraid" */
- if (CHECK_MULTISHADOW())
+ if (CHECK_MULTISHADOW(p_ptr))
{
/* Do nothing */
}
if (p_ptr->is_dead) break;
/* Increase "paralyzed" */
- if (CHECK_MULTISHADOW())
+ if (CHECK_MULTISHADOW(p_ptr))
{
/* Do nothing */
}
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
if (do_dec_stat(p_ptr, A_STR)) obvious = TRUE;
break;
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
if (do_dec_stat(p_ptr, A_INT)) obvious = TRUE;
break;
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
if (do_dec_stat(p_ptr, A_WIS)) obvious = TRUE;
break;
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
if (do_dec_stat(p_ptr, A_DEX)) obvious = TRUE;
break;
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
if (do_dec_stat(p_ptr, A_CON)) obvious = TRUE;
break;
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
if (do_dec_stat(p_ptr, A_CHR)) obvious = TRUE;
break;
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
/* Damage (stats) */
if (do_dec_stat(p_ptr, A_STR)) obvious = TRUE;
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
(void)drain_exp(p_ptr, d, d / 10, 95);
break;
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
(void)drain_exp(p_ptr, d, d / 10, 90);
break;
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
(void)drain_exp(p_ptr, d, d / 10, 75);
break;
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
(void)drain_exp(p_ptr, d, d / 10, 50);
break;
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
/* Take "poison" effect */
if (!(p_ptr->resist_pois || IS_OPPOSE_POIS()))
case RBE_TIME:
{
if (explode) break;
- if (!p_ptr->resist_time && !CHECK_MULTISHADOW())
+ if (!p_ptr->resist_time && !CHECK_MULTISHADOW(p_ptr))
{
switch (randint1(10))
{
get_damage += take_hit(p_ptr, DAMAGE_ATTACK, damage, ddesc, -1);
- if (p_ptr->is_dead || CHECK_MULTISHADOW()) break;
+ if (p_ptr->is_dead || CHECK_MULTISHADOW(p_ptr)) break;
resist_drain = !drain_exp(p_ptr, d, d / 10, 50);
{
obvious = TRUE;
- if (CHECK_MULTISHADOW())
+ if (CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
}
if (p_ptr->is_dead) break;
/* Decrease speed */
- if (CHECK_MULTISHADOW())
+ if (CHECK_MULTISHADOW(p_ptr))
{
/* Do nothing */
}
if (p_ptr->is_dead) break;
/* Decrease speed */
- if (p_ptr->resist_sound || CHECK_MULTISHADOW())
+ if (p_ptr->resist_sound || CHECK_MULTISHADOW(p_ptr))
{
/* Do nothing */
}
"%^ss corrupted mind backlashes your attack!")), m_name);
/* Saving throw */
- if ((randint0(100 + r_ptr->level / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+ if ((randint0(100 + r_ptr->level / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
}
/* Injure +/- confusion */
monster_desc(killer, m_ptr, MD_WRONGDOER_NAME);
take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, -1); /* has already been /3 */
- if (one_in_(4) && !CHECK_MULTISHADOW())
+ if (one_in_(4) && !CHECK_MULTISHADOW(p_ptr))
{
switch (randint1(4))
{
(seen ? "%^s's corrupted mind backlashes your attack!" :
"%^ss corrupted mind backlashes your attack!")), m_name);
/* Saving throw */
- if ((randint0(100 + r_ptr->level / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+ if ((randint0(100 + r_ptr->level / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("あなたは効力を跳ね返した!", "You resist the effects!"));
}
{
/* Injure + mana drain */
monster_desc(killer, m_ptr, MD_WRONGDOER_NAME);
- if (!CHECK_MULTISHADOW())
+ if (!CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("超能力パワーを吸いとられた!", "Your psychic energy is drained!"));
p_ptr->csp -= damroll(5, dam) / 2;
if (p_ptr->resist_pois) dam = (dam + 2) / 3;
if (double_resist) dam = (dam + 2) / 3;
- if ((!(double_resist || p_ptr->resist_pois)) && one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW())
+ if ((!(double_resist || p_ptr->resist_pois)) && one_in_(HURT_CHANCE) && !CHECK_MULTISHADOW(p_ptr))
{
do_dec_stat(p_ptr, A_CON);
}
get_damage = take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, monspell);
- if (!(double_resist || p_ptr->resist_pois) && !CHECK_MULTISHADOW())
+ if (!(double_resist || p_ptr->resist_pois) && !CHECK_MULTISHADOW(p_ptr))
{
set_poisoned(p_ptr, p_ptr->poisoned + randint0(dam) + 10);
}
if (p_ptr->resist_pois) dam = (2 * dam + 2) / 5;
if (double_resist) dam = (2 * dam + 2) / 5;
get_damage = take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, monspell);
- if (!(double_resist || p_ptr->resist_pois) && !CHECK_MULTISHADOW())
+ if (!(double_resist || p_ptr->resist_pois) && !CHECK_MULTISHADOW(p_ptr))
{
set_poisoned(p_ptr, p_ptr->poisoned + randint0(dam) + 10);
if (fuzzy) msg_print(_("何かとても熱いもので攻撃された!", "You are hit by something *HOT*!"));
get_damage = take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, monspell);
- if (!p_ptr->resist_sound && !CHECK_MULTISHADOW())
+ if (!p_ptr->resist_sound && !CHECK_MULTISHADOW(p_ptr))
{
int plus_stun = (randint1((dam > 40) ? 35 : (dam * 3 / 4 + 5)));
(void)set_stun(p_ptr, p_ptr->stun + plus_stun);
dam *= 6; dam /= (randint1(4) + 7);
}
}
- else if (!CHECK_MULTISHADOW()) drain_exp(p_ptr, 200 + (p_ptr->exp / 100), 200 + (p_ptr->exp / 1000), 75);
+ else if (!CHECK_MULTISHADOW(p_ptr)) drain_exp(p_ptr, 200 + (p_ptr->exp / 100), 200 + (p_ptr->exp / 1000), 75);
- if (PRACE_IS_(p_ptr, RACE_SPECTRE) && !CHECK_MULTISHADOW())
+ if (PRACE_IS_(p_ptr, RACE_SPECTRE) && !CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("気分がよくなった。", "You feel invigorated!"));
hp_player(p_ptr, dam / 4);
case GF_WATER:
{
if (fuzzy) msg_print(_("何か湿ったもので攻撃された!", "You are hit by something wet!"));
- if (!CHECK_MULTISHADOW())
+ if (!CHECK_MULTISHADOW(p_ptr))
{
if (!p_ptr->resist_sound && !p_ptr->resist_water)
{
dam *= 6; dam /= (randint1(4) + 7);
}
- if (!CHECK_MULTISHADOW())
+ if (!CHECK_MULTISHADOW(p_ptr))
{
if (!p_ptr->resist_conf)
{
{
dam *= 6; dam /= (randint1(4) + 7);
}
- else if (!CHECK_MULTISHADOW())
+ else if (!CHECK_MULTISHADOW(p_ptr))
{
(void)set_cut(p_ptr,p_ptr->cut + dam);
}
{
dam *= 5; dam /= (randint1(4) + 7);
}
- else if (!CHECK_MULTISHADOW())
+ else if (!CHECK_MULTISHADOW(p_ptr))
{
int plus_stun = (randint1((dam > 90) ? 35 : (dam / 3 + 5)));
(void)set_stun(p_ptr, p_ptr->stun + plus_stun);
{
dam *= 5; dam /= (randint1(4) + 7);
}
- else if (!CHECK_MULTISHADOW())
+ else if (!CHECK_MULTISHADOW(p_ptr))
{
(void)set_confused(p_ptr, p_ptr->confused + randint1(20) + 10);
}
{
dam *= 6; dam /= (randint1(4) + 7);
}
- else if (!CHECK_MULTISHADOW())
+ else if (!CHECK_MULTISHADOW(p_ptr))
{
(void)apply_disenchant(0);
}
{
dam *= 6; dam /= (randint1(4) + 7);
}
- else if (!CHECK_MULTISHADOW())
+ else if (!CHECK_MULTISHADOW(p_ptr))
{
apply_nexus(m_ptr);
}
case GF_FORCE:
{
if (fuzzy) msg_print(_("運動エネルギーで攻撃された!", "You are hit by kinetic force!"));
- if (!p_ptr->resist_sound && !CHECK_MULTISHADOW())
+ if (!p_ptr->resist_sound && !CHECK_MULTISHADOW(p_ptr))
{
(void)set_stun(p_ptr, p_ptr->stun + randint1(20));
}
case GF_ROCKET:
{
if (fuzzy) msg_print(_("爆発があった!", "There is an explosion!"));
- if (!p_ptr->resist_sound && !CHECK_MULTISHADOW())
+ if (!p_ptr->resist_sound && !CHECK_MULTISHADOW(p_ptr))
{
(void)set_stun(p_ptr, p_ptr->stun + randint1(20));
}
{
dam /= 2;
}
- else if (!CHECK_MULTISHADOW())
+ else if (!CHECK_MULTISHADOW(p_ptr))
{
(void)set_cut(p_ptr,p_ptr->cut + (dam / 2));
}
case GF_INERTIAL:
{
if (fuzzy) msg_print(_("何か遅いもので攻撃された!", "You are hit by something slow!"));
- if (!CHECK_MULTISHADOW()) (void)set_slow(p_ptr, p_ptr->slow + randint0(4) + 4, FALSE);
+ if (!CHECK_MULTISHADOW(p_ptr)) (void)set_slow(p_ptr, p_ptr->slow + randint0(4) + 4, FALSE);
get_damage = take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, monspell);
break;
}
{
dam *= 4; dam /= (randint1(4) + 7);
}
- else if (!blind && !p_ptr->resist_blind && !CHECK_MULTISHADOW())
+ else if (!blind && !p_ptr->resist_blind && !CHECK_MULTISHADOW(p_ptr))
{
(void)set_blind(p_ptr, p_ptr->blind + randint1(5) + 2);
}
if (PRACE_IS_(p_ptr, RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
{
- if (!CHECK_MULTISHADOW()) msg_print(_("光で肉体が焦がされた!", "The light scorches your flesh!"));
+ if (!CHECK_MULTISHADOW(p_ptr)) msg_print(_("光で肉体が焦がされた!", "The light scorches your flesh!"));
dam *= 2;
}
else if (PRACE_IS_(p_ptr, RACE_S_FAIRY))
if (p_ptr->wraith_form) dam *= 2;
get_damage = take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, monspell);
- if (p_ptr->wraith_form && !CHECK_MULTISHADOW())
+ if (p_ptr->wraith_form && !CHECK_MULTISHADOW(p_ptr))
{
p_ptr->wraith_form = 0;
msg_print(_("閃光のため非物質的な影の存在でいられなくなった。",
if (PRACE_IS_(p_ptr, RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form) dam = 0;
}
- else if (!blind && !p_ptr->resist_blind && !CHECK_MULTISHADOW())
+ else if (!blind && !p_ptr->resist_blind && !CHECK_MULTISHADOW(p_ptr))
{
(void)set_blind(p_ptr, p_ptr->blind + randint1(5) + 2);
}
dam /= (randint1(4) + 7);
msg_print(_("時間が通り過ぎていく気がする。", "You feel as if time is passing you by."));
}
- else if (!CHECK_MULTISHADOW())
+ else if (!CHECK_MULTISHADOW(p_ptr))
{
switch (randint1(10))
{
if (fuzzy) msg_print(_("何か重いもので攻撃された!", "You are hit by something heavy!"));
msg_print(_("周辺の重力がゆがんだ。", "Gravity warps around you."));
- if (!CHECK_MULTISHADOW())
+ if (!CHECK_MULTISHADOW(p_ptr))
{
teleport_player(5, TELEPORT_PASSIVE);
if (!p_ptr->levitation)
{
if (fuzzy) msg_print(_("何か鋭く冷たいもので攻撃された!", "You are hit by something sharp and cold!"));
get_damage = cold_dam(dam, killer, monspell, FALSE);
- if (!CHECK_MULTISHADOW())
+ if (!CHECK_MULTISHADOW(p_ptr))
{
if (!p_ptr->resist_shard)
{
/* Drain mana */
case GF_DRAIN_MANA:
{
- if (CHECK_MULTISHADOW())
+ if (CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
}
/* Mind blast */
case GF_MIND_BLAST:
{
- if ((randint0(100 + rlev / 2) < MAX(5, p_ptr->skill_sav)) && !CHECK_MULTISHADOW())
+ if ((randint0(100 + rlev / 2) < MAX(5, p_ptr->skill_sav)) && !CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
}
else
{
- if (!CHECK_MULTISHADOW())
+ if (!CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
/* Brain smash */
case GF_BRAIN_SMASH:
{
- if ((randint0(100 + rlev / 2) < MAX(5, p_ptr->skill_sav)) && !CHECK_MULTISHADOW())
+ if ((randint0(100 + rlev / 2) < MAX(5, p_ptr->skill_sav)) && !CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
}
else
{
- if (!CHECK_MULTISHADOW())
+ if (!CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("霊的エネルギーで精神が攻撃された。", "Your mind is blasted by psyonic energy."));
}
get_damage = take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, monspell);
- if (!CHECK_MULTISHADOW())
+ if (!CHECK_MULTISHADOW(p_ptr))
{
if (!p_ptr->resist_blind)
{
/* cause 1 */
case GF_CAUSE_1:
{
- if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+ if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
}
else
{
- if (!CHECK_MULTISHADOW()) curse_equipment(15, 0);
+ if (!CHECK_MULTISHADOW(p_ptr)) curse_equipment(15, 0);
get_damage = take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, monspell);
}
break;
/* cause 2 */
case GF_CAUSE_2:
{
- if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+ if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
}
else
{
- if (!CHECK_MULTISHADOW()) curse_equipment(25, MIN(rlev / 2 - 15, 5));
+ if (!CHECK_MULTISHADOW(p_ptr)) curse_equipment(25, MIN(rlev / 2 - 15, 5));
get_damage = take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, monspell);
}
break;
/* cause 3 */
case GF_CAUSE_3:
{
- if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+ if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
}
else
{
- if (!CHECK_MULTISHADOW()) curse_equipment(33, MIN(rlev / 2 - 15, 15));
+ if (!CHECK_MULTISHADOW(p_ptr)) curse_equipment(33, MIN(rlev / 2 - 15, 15));
get_damage = take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, monspell);
}
break;
/* cause 4 */
case GF_CAUSE_4:
{
- if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !(m_ptr->r_idx == MON_KENSHIROU) && !CHECK_MULTISHADOW())
+ if ((randint0(100 + rlev / 2) < p_ptr->skill_sav) && !(m_ptr->r_idx == MON_KENSHIROU) && !CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("しかし秘孔を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
else
{
get_damage = take_hit(p_ptr, DAMAGE_ATTACK, dam, killer, monspell);
- if (!CHECK_MULTISHADOW()) (void)set_cut(p_ptr,p_ptr->cut + damroll(10, 10));
+ if (!CHECK_MULTISHADOW(p_ptr)) (void)set_cut(p_ptr,p_ptr->cut + damroll(10, 10));
}
break;
}
/* Hand of Doom */
case GF_HAND_DOOM:
{
- if ((randint0(100 + rlev/2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW())
+ if ((randint0(100 + rlev/2) < p_ptr->skill_sav) && !CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
learn_spell(monspell);
}
else
{
- if (!CHECK_MULTISHADOW())
+ if (!CHECK_MULTISHADOW(p_ptr))
{
msg_print(_("あなたは命が薄まっていくように感じた!", "You feel your life fade away!"));
curse_equipment(40, 20);