2 * @brief プレーヤーのステータス (麻痺等)に影響を与えるモンスターの打撃処理
7 #include "monster-attack/monster-attack-status.h"
8 #include "mind/mind-mirror-master.h"
9 #include "player/player-effects.h"
11 void process_blind_attack(player_type *target_ptr, monap_type *monap_ptr)
13 if (target_ptr->resist_blind || check_multishadow(target_ptr))
16 if (!set_blind(target_ptr, target_ptr->blind + 10 + randint1(monap_ptr->rlev)))
19 if (monap_ptr->m_ptr->r_idx == MON_DIO)
20 msg_print(_("どうだッ!この血の目潰しはッ!", "How is it! This blood-blinding!"));
22 monap_ptr->obvious = TRUE;
25 void process_terrify_attack(player_type *target_ptr, monap_type *monap_ptr)
27 if (check_multishadow(target_ptr))
30 monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
31 if (target_ptr->resist_fear) {
32 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
33 monap_ptr->obvious = TRUE;
37 if (randint0(100 + r_ptr->level / 2) < target_ptr->skill_sav) {
38 msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
39 monap_ptr->obvious = TRUE;
43 if (set_afraid(target_ptr, target_ptr->afraid + 3 + randint1(monap_ptr->rlev)))
44 monap_ptr->obvious = TRUE;
47 void process_paralyze_attack(player_type *target_ptr, monap_type *monap_ptr)
49 if (check_multishadow(target_ptr))
52 monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
53 if (target_ptr->free_act) {
54 msg_print(_("しかし効果がなかった!", "You are unaffected!"));
55 monap_ptr->obvious = TRUE;
59 if (randint0(100 + r_ptr->level / 2) < target_ptr->skill_sav) {
60 msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
61 monap_ptr->obvious = TRUE;
65 if (!target_ptr->paralyzed && set_paralyzed(target_ptr, 3 + randint1(monap_ptr->rlev)))
66 monap_ptr->obvious = TRUE;
69 void process_lose_all_attack(player_type *target_ptr, monap_type *monap_ptr)
71 if (do_dec_stat(target_ptr, A_STR))
72 monap_ptr->obvious = TRUE;
74 if (do_dec_stat(target_ptr, A_DEX))
75 monap_ptr->obvious = TRUE;
77 if (do_dec_stat(target_ptr, A_CON))
78 monap_ptr->obvious = TRUE;
80 if (do_dec_stat(target_ptr, A_INT))
81 monap_ptr->obvious = TRUE;
83 if (do_dec_stat(target_ptr, A_WIS))
84 monap_ptr->obvious = TRUE;
86 if (do_dec_stat(target_ptr, A_CHR))
87 monap_ptr->obvious = TRUE;
90 void process_stun_attack(player_type *target_ptr, monap_type *monap_ptr)
92 if (target_ptr->resist_sound || check_multishadow(target_ptr))
95 monster_race *r_ptr = &r_info[monap_ptr->m_ptr->r_idx];
96 if (set_stun(target_ptr, target_ptr->stun + 10 + randint1(r_ptr->level / 4)))
97 monap_ptr->obvious = TRUE;
101 * @brief 時間逆転攻撃による能力低下
102 * @param target_ptr プレーヤーへの参照ポインタ
103 * @monap_ptr モンスターからモンスターへの直接攻撃構造体への参照ポインタ
106 static void describe_disability(player_type *target_ptr, monap_type *monap_ptr)
108 int stat = randint0(6);
111 monap_ptr->act = _("強く", "strong");
114 monap_ptr->act = _("聡明で", "bright");
117 monap_ptr->act = _("賢明で", "wise");
120 monap_ptr->act = _("器用で", "agile");
123 monap_ptr->act = _("健康で", "hale");
126 monap_ptr->act = _("美しく", "beautiful");
130 msg_format(_("あなたは以前ほど%sなくなってしまった...。", "You're not as %s as you used to be..."), monap_ptr->act);
131 target_ptr->stat_cur[stat] = (target_ptr->stat_cur[stat] * 3) / 4;
132 if (target_ptr->stat_cur[stat] < 3)
133 target_ptr->stat_cur[stat] = 3;
136 void process_monster_attack_time(player_type *target_ptr, monap_type *monap_ptr)
138 if (target_ptr->resist_time || check_multishadow(target_ptr))
141 switch (randint1(10)) {
147 if (target_ptr->prace == RACE_ANDROID)
150 msg_print(_("人生が逆戻りした気がする。", "You feel like a chunk of the past has been ripped away."));
151 lose_exp(target_ptr, 100 + (target_ptr->exp / 100) * MON_DRAIN_LIFE);
158 describe_disability(target_ptr, monap_ptr);
159 target_ptr->update |= (PU_BONUS);
163 msg_print(_("あなたは以前ほど力強くなくなってしまった...。", "You're not as powerful as you used to be..."));
164 for (int i = 0; i < A_MAX; i++) {
165 target_ptr->stat_cur[i] = (target_ptr->stat_cur[i] * 7) / 8;
166 if (target_ptr->stat_cur[i] < 3)
167 target_ptr->stat_cur[i] = 3;
170 target_ptr->update |= (PU_BONUS);