}
/*!
+ * @brief 雷撃鷲爪斬
+ * @param attacker_ptr プレーヤーへの参照ポインタ
+ * @param samurai_slaying_ptr スレイ計算に必要なパラメータ群への参照ポインタ
+ * @return なし
+ */
+static void hissatsu_lightning_eagle(player_type *attacker_ptr, samurai_slaying_type *samurai_slaying_ptr)
+{
+ if (samurai_slaying_ptr->mode != HISSATSU_ELEC)
+ return;
+
+ /* Notice immunity */
+ if (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) {
+ if (is_original_ap_and_seen(attacker_ptr, samurai_slaying_ptr->m_ptr)) {
+ samurai_slaying_ptr->r_ptr->r_flagsr |= (samurai_slaying_ptr->r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
+ }
+
+ return;
+ }
+
+ /* Otherwise, take the damage */
+ if (have_flag(samurai_slaying_ptr->flags, TR_BRAND_ELEC)) {
+ if (samurai_slaying_ptr->mult < 70)
+ samurai_slaying_ptr->mult = 70;
+ } else {
+ if (samurai_slaying_ptr->mult < 50)
+ samurai_slaying_ptr->mult = 50;
+ }
+}
+
+/*!
* @brief 剣術のスレイ倍率計算を行う /
* Calcurate magnification of hissatsu technics
* @param mult 剣術のスレイ効果以前に算出している多要素の倍率(/10倍)
hissatsu_zanma_ken(samurai_slaying_ptr);
hissatsu_rock_smash(attacker_ptr, samurai_slaying_ptr);
hissatsu_midare_setsugetsuka(attacker_ptr, samurai_slaying_ptr);
-
- /* Lightning Eagle (Elec) */
- if (mode == HISSATSU_ELEC) {
- /* Notice immunity */
- if (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK) {
- if (is_original_ap_and_seen(attacker_ptr, m_ptr)) {
- r_ptr->r_flagsr |= (r_ptr->flagsr & RFR_EFF_IM_ELEC_MASK);
- }
- }
-
- /* Otherwise, take the damage */
- else if (have_flag(flags, TR_BRAND_ELEC)) {
- if (mult < 70)
- mult = 70;
- } else {
- if (mult < 50)
- mult = 50;
- }
- }
+ hissatsu_lightning_eagle(attacker_ptr, samurai_slaying_ptr);
/* Bloody Maelstrom */
if ((mode == HISSATSU_SEKIRYUKA) && attacker_ptr->cut && monster_living(m_ptr->r_idx)) {