case 0:
if (name) return _("懲罰", "Punishment");
if (desc) return _("電撃のボルトもしくはビームを放つ。", "Fires a bolt or beam of lightning.");
-
{
- int dice = 3 + (plev - 1) / 5;
- int sides = 4;
-
+ DICE_NUMBER dice = 3 + (plev - 1) / 5;
+ DICE_SID sides = 4;
if (info) return info_damage(dice, sides, 0);
-
if (cast)
{
if (!get_aim_dir(&dir)) return NULL;
-
fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir, damroll(dice, sides));
}
}
case 1:
if (name) return _("邪悪存在感知", "Detect Evil");
if (desc) return _("近くの邪悪なモンスターを感知する。", "Detects all evil monsters in your vicinity.");
-
{
POSITION rad = DETECT_RAD_DEFAULT;
-
if (info) return info_radius(rad);
-
if (cast)
{
detect_monsters_evil(rad);
case 2:
if (name) return _("恐怖除去", "Remove Fear");
if (desc) return _("恐怖を取り除く。", "Removes fear.");
-
{
- if (cast)
- {
- set_afraid(0);
- }
+ if (cast) set_afraid(0);
}
break;
{
PLAYER_LEVEL power = plev;
-
if (info) return info_power(power);
-
if (cast)
{
if (!get_aim_dir(&dir)) return NULL;
-
fear_monster(dir, power);
}
}
case 4:
if (name) return _("聖域", "Sanctuary");
if (desc) return _("隣接した全てのモンスターを眠らせる。抵抗されると無効。", "Attempts to sleep monsters in the adjacent squares.");
-
{
PLAYER_LEVEL power = plev;
-
if (info) return info_power(power);
-
- if (cast)
- {
- sleep_monsters_touch();
- }
+ if (cast) sleep_monsters_touch();
}
break;
{
POSITION range = 25 + plev / 2;
-
if (info) return info_range(range);
-
- if (cast)
- {
- teleport_player(range, 0L);
- }
+ if (cast) teleport_player(range, 0L);
}
break;
if (desc) return _("ターゲット付近に閃光のボルトを連射する。", "Fires many bolts of light near the target.");
{
- int dice = 3 + (plev - 1) / 9;
- int sides = 2;
-
+ DICE_NUMBER dice = 3 + (plev - 1) / 9;
+ DICE_SID sides = 2;
if (info) return info_multi_damage_dice(dice, sides);
-
if (cast)
{
if (!get_aim_dir(&dir)) return NULL;
case 7:
if (name) return _("身体浄化", "Purify");
if (desc) return _("傷、毒、朦朧から全快する。", "Heals all cut, stun and poison status.");
-
{
if (cast)
{
{
int power = MAX_SIGHT * 5;
-
if (info) return info_power(power);
-
if (cast)
{
if (!get_aim_dir(&dir)) return NULL;
"Fires a ball with holy power. Hurts evil monsters greatly, but don't effect good monsters.");
{
- int dice = 3;
- int sides = 6;
+ DICE_NUMBER dice = 3;
+ DICE_SID sides = 6;
POSITION rad = (plev < 30) ? 2 : 3;
int base;
-
if (p_ptr->pclass == CLASS_PRIEST ||
p_ptr->pclass == CLASS_HIGH_MAGE ||
p_ptr->pclass == CLASS_SORCERER)
if (name) return _("悪魔払い", "Exorcism");
if (desc) return _("視界内の全てのアンデッド及び悪魔にダメージを与え、邪悪なモンスターを恐怖させる。",
"Damages all undead and demons in sight, and scares all evil monsters in sight.");
-
{
- int sides = plev;
+ DICE_SID sides = plev;
int power = plev;
-
if (info) return info_damage(1, sides, 0);
-
if (cast)
{
dispel_undead(randint1(sides));
case 11:
if (name) return _("解呪", "Remove Curse");
if (desc) return _("アイテムにかかった弱い呪いを解除する。", "Removes normal curses from equipped items.");
-
{
- if (cast)
- {
- if (remove_curse())
- {
- msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
- }
- }
+ if (cast) (void)remove_curse();
}
break;
{
int base = 25;
- int sides = 3 * plev;
+ DICE_SID sides = 3 * plev;
if (info) return info_duration(base, sides);
if (desc) return _("視界内の全てのアンデッド及び悪魔にダメージを与える。", "Damages all undead and demons in sight.");
{
- int sides = plev * 4;
+ DICE_SID sides = plev * 4;
if (info) return info_damage(1, sides, 0);
if (desc) return _("視界内の全ての邪悪なモンスターにダメージを与える。", "Damages all evil monsters in sight.");
{
- int sides = plev * 4;
+ DICE_SID sides = plev * 4;
if (info) return info_damage(1, sides, 0);
if (desc) return _("アイテムにかかった強力な呪いを解除する。", "Removes normal and heavy curse from equipped items.");
{
- if (cast)
- {
- if (remove_all_curse())
- {
- msg_print(_("誰かに見守られているような気がする。", "You feel as if someone is watching over you."));
- }
- }
+ if (cast) (void)remove_all_curse();
}
break;
{
int base = 12;
- int sides = 4;
+ DICE_SID sides = 4;
if (cast)
{