monster_race *r_ptr = &r_info[m_ptr->r_idx];
char m_name[80];
- int dss, ddd;
+ int dice_num, dice_side;
cptr atk_desc;
switch (attack)
{
case MUT2_SCOR_TAIL:
- dss = 3;
- ddd = 7;
+ dice_num = 3;
+ dice_side = 7;
n_weight = 5;
atk_desc = _("尻尾", "tail");
break;
case MUT2_HORNS:
- dss = 2;
- ddd = 6;
+ dice_num = 2;
+ dice_side = 6;
n_weight = 15;
atk_desc = _("角", "horns");
break;
case MUT2_BEAK:
- dss = 2;
- ddd = 4;
+ dice_num = 2;
+ dice_side = 4;
n_weight = 5;
atk_desc = _("クチバシ", "beak");
break;
case MUT2_TRUNK:
- dss = 1;
- ddd = 4;
+ dice_num = 1;
+ dice_side = 4;
n_weight = 35;
atk_desc = _("象の鼻", "trunk");
break;
case MUT2_TENTACLES:
- dss = 2;
- ddd = 5;
+ dice_num = 2;
+ dice_side = 5;
n_weight = 5;
atk_desc = _("触手", "tentacles");
break;
default:
- dss = ddd = n_weight = 1;
+ dice_num = dice_side = n_weight = 1;
atk_desc = _("未定義の部位", "undefined body part");
}
sound(SOUND_HIT);
msg_format(_("%sを%sで攻撃した。", "You hit %s with your %s."), m_name, atk_desc);
- k = damroll(ddd, dss);
+ k = damroll(dice_num, dice_side);
k = critical_norm(n_weight, bonus, k, (s16b)bonus, 0);
/* Apply the player damage bonuses */
#define FAKE_VER_MAJOR 12 /*!< ゲームのバージョン番号定義(メジャー番号 + 10) */
#define FAKE_VER_MINOR 2 /*!< ゲームのバージョン番号定義(マイナー番号) */
#define FAKE_VER_PATCH 0 /*!< ゲームのバージョン番号定義(パッチ番号) */
-#define FAKE_VER_EXTRA 32 /*!< ゲームのバージョン番号定義(エクストラ番号) */
+#define FAKE_VER_EXTRA 33 /*!< ゲームのバージョン番号定義(エクストラ番号) */
/*!