msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
damage = monspell_bluemage_damage((MS_BR_ACID), plev, DAM_ROLL);
- fire_ball(GF_ACID, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_ACID, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
damage = monspell_bluemage_damage((MS_BR_ELEC), plev, DAM_ROLL);
- fire_ball(GF_ELEC, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_ELEC, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
damage = monspell_bluemage_damage((MS_BR_FIRE), plev, DAM_ROLL);
- fire_ball(GF_FIRE, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_FIRE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_COLD:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
damage = monspell_bluemage_damage((MS_BR_POIS), plev, DAM_ROLL);
- fire_ball(GF_POIS, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_POIS, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
damage = monspell_bluemage_damage((MS_BR_NETHER), plev, DAM_ROLL);
- fire_ball(GF_NETHER, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_NETHER, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_LITE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
damage = monspell_bluemage_damage((MS_BR_LITE), plev, DAM_ROLL);
- fire_ball(GF_LITE, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_LITE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_DARK:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
damage = monspell_bluemage_damage((MS_BR_DARK), plev, DAM_ROLL);
- fire_ball(GF_DARK, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_DARK, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_CONF:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
damage = monspell_bluemage_damage((MS_BR_CONF), plev, DAM_ROLL);
- fire_ball(GF_CONFUSION, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_CONFUSION, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_SOUND:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
damage = monspell_bluemage_damage((MS_BR_SOUND), plev, DAM_ROLL);
- fire_ball(GF_SOUND, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_SOUND, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
damage = monspell_bluemage_damage((MS_BR_CHAOS), plev, DAM_ROLL);
- fire_ball(GF_CHAOS, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_CHAOS, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_DISEN:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
damage = monspell_bluemage_damage((MS_BR_DISEN), plev, DAM_ROLL);
- fire_ball(GF_DISENCHANT, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_DISENCHANT, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_NEXUS:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
damage = monspell_bluemage_damage((MS_BR_NEXUS), plev, DAM_ROLL);
- fire_ball(GF_NEXUS, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_NEXUS, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_TIME:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
damage = monspell_bluemage_damage((MS_BR_TIME), plev, DAM_ROLL);
- fire_ball(GF_TIME, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_TIME, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_INERTIA:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
damage = monspell_bluemage_damage((MS_BR_INERTIA), plev, DAM_ROLL);
- fire_ball(GF_INERTIAL, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_INERTIAL, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_GRAVITY:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
damage = monspell_bluemage_damage((MS_BR_GRAVITY), plev, DAM_ROLL);
- fire_ball(GF_GRAVITY, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_GRAVITY, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_SHARDS:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
damage = monspell_bluemage_damage((MS_BR_SHARDS), plev, DAM_ROLL);
- fire_ball(GF_SHARDS, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_SHARDS, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_PLASMA:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
damage = monspell_bluemage_damage((MS_BR_PLASMA), plev, DAM_ROLL);
- fire_ball(GF_PLASMA, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_PLASMA, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_FORCE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
damage = monspell_bluemage_damage((MS_BR_FORCE), plev, DAM_ROLL);
- fire_ball(GF_FORCE, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_FORCE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BR_MANA:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
damage = monspell_bluemage_damage((MS_BR_MANA), plev, DAM_ROLL);
- fire_ball(GF_MANA, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_MANA, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BALL_NUKE:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
damage = monspell_bluemage_damage((MS_BR_NUKE), plev, DAM_ROLL);
- fire_ball(GF_NUKE, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_NUKE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BALL_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
damage = monspell_bluemage_damage((MS_BR_DISI), plev, DAM_ROLL);
- fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 40 ? -3 : -2));
+ fire_breath(GF_DISINTEGRATE, dir, damage, (plev > 40 ? 3 : 2));
break;
case MS_BALL_ACID:
if (!get_aim_dir(&dir)) return FALSE;