7 monster_type *m_caster_ptr;
25 GAME_TEXT m_name[MAX_NLEN];
27 PARAMETER_VALUE photo;
37 EFFECT_ID effect_type;
40 } effect_monster_type;
42 void initialize_effect_monster(player_type *caster_ptr, effect_monster_type *em_ptr, MONSTER_IDX who, POSITION r, POSITION y, POSITION x, HIT_POINT dam, EFFECT_ID effect_type, BIT_FLAGS flag, bool see_s_msg);