case 6:
/* Character Armour */
set_shield(p_ptr, (TIME_EFFECT)plev, FALSE);
- if (plev > 14) set_oppose_acid((TIME_EFFECT)plev, FALSE);
- if (plev > 19) set_oppose_fire((TIME_EFFECT)plev, FALSE);
- if (plev > 24) set_oppose_cold((TIME_EFFECT)plev, FALSE);
- if (plev > 29) set_oppose_elec((TIME_EFFECT)plev, FALSE);
- if (plev > 34) set_oppose_pois((TIME_EFFECT)plev, FALSE);
+ if (plev > 14) set_oppose_acid(p_ptr, (TIME_EFFECT)plev, FALSE);
+ if (plev > 19) set_oppose_fire(p_ptr, (TIME_EFFECT)plev, FALSE);
+ if (plev > 24) set_oppose_cold(p_ptr, (TIME_EFFECT)plev, FALSE);
+ if (plev > 29) set_oppose_elec(p_ptr, (TIME_EFFECT)plev, FALSE);
+ if (plev > 34) set_oppose_pois(p_ptr, (TIME_EFFECT)plev, FALSE);
break;
case 7:
/* Psychometry */
(void)lite_area(damroll(2, (plev / 2)), (plev / 10) + 1);
break;
case 2:
- set_tim_levitation(randint1(30) + 30 + boost / 5, FALSE);
+ set_tim_levitation(p_ptr, randint1(30) + 30 + boost / 5, FALSE);
break;
case 3:
project_length = plev / 8 + 3;
fire_beam(GF_MISSILE, dir, damroll(5 + ((plev - 1) / 5) + boost / 10, 5));
break;
case 4:
- set_resist_magic(randint1(20) + 20 + boost / 5, FALSE);
+ set_resist_magic(p_ptr, randint1(20) + 20 + boost / 5, FALSE);
break;
case 5:
msg_print(_("気を練った。", "You improved the Force."));
else return TRUE;
break;
case 6:
- set_tim_sh_touki(randint1(plev / 2) + 15 + boost / 7, FALSE);
+ set_tim_sh_touki(p_ptr, randint1(plev / 2) + 15 + boost / 7, FALSE);
break;
case 7:
return shock_power();
fire_beam(GF_MANA, dir, damroll(10 + (plev / 2) + boost * 3 / 10, 15));
break;
case 13:
- set_lightspeed(randint1(16) + 16 + boost / 20, FALSE);
+ set_lightspeed(p_ptr, randint1(16) + 16 + boost / 20, FALSE);
break;
default:
msg_print(_("なに?", "Zap?"));
break;
/* robe of dust */
case 6:
- set_dustrobe(20 + randint1(20), FALSE);
+ set_dustrobe(p_ptr, 20 + randint1(20), FALSE);
break;
/* banishing mirror */
case 7:
case 12:
t = 20 + randint1(20);
set_shield(p_ptr, t, FALSE);
- if (plev > 31)set_tim_reflect(t, FALSE);
- if (plev > 39)set_resist_magic(t, FALSE);
+ if (plev > 31)set_tim_reflect(p_ptr, t, FALSE);
+ if (plev > 39)set_resist_magic(p_ptr, t, FALSE);
break;
/* super ray */
case 13:
return recall_player(p_ptr, randint0(21) + 15);
/* multi-shadow */
case 18:
- set_multishadow(6 + randint1(6), FALSE);
+ set_multishadow(p_ptr, 6 + randint1(6), FALSE);
break;
/* binding field */
case 19:
break;
/* mirror of Ruffnor */
case 20:
- (void)set_invuln(randint1(4) + 4, FALSE);
+ (void)set_invuln(p_ptr, randint1(4) + 4, FALSE);
break;
default:
msg_print(_("なに?", "Zap?"));
case 7:
return ident_spell(FALSE);
case 8:
- set_tim_levitation(randint1(20) + 20, FALSE);
+ set_tim_levitation(p_ptr, randint1(20) + 20, FALSE);
break;
case 9:
fire_ball(GF_FIRE, 0, 50+plev, plev/10+2);
teleport_player(30, 0L);
- set_oppose_fire((TIME_EFFECT)plev, FALSE);
+ set_oppose_fire(p_ptr, (TIME_EFFECT)plev, FALSE);
break;
case 10:
return rush_attack(NULL);
explosive_rune();
break;
case 16:
- (void)set_kabenuke(randint1(plev/2) + plev/2, FALSE);
- set_oppose_acid((TIME_EFFECT)plev, FALSE);
+ (void)set_kabenuke(p_ptr, randint1(plev/2) + plev/2, FALSE);
+ set_oppose_acid(p_ptr, (TIME_EFFECT)plev, FALSE);
break;
case 17:
fire_ball(GF_POIS, 0, 75+plev*2/3, plev/5+2);
break;
}
case 19:
- set_multishadow(6+randint1(6), FALSE);
+ set_multishadow(p_ptr, 6+randint1(6), FALSE);
break;
default:
msg_print(_("なに?", "Zap?"));