PLAYER_LEVEL level; //!<体得レベル
int cost;
int stat;
- int fail;
+ PERCENTAGE fail;
int number;
};
static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
{
PLAYER_LEVEL min_level = pd_ptr->level;
- int difficulty = pd_ptr->fail;
+ PERCENTAGE difficulty = pd_ptr->fail;
int i;
int val;
/* Calculate difficulty */
if (p_ptr->stun)
{
- difficulty += p_ptr->stun;
+ difficulty += (PERCENTAGE)p_ptr->stun;
}
else if (p_ptr->lev > min_level)
{
- int lev_adj = ((p_ptr->lev - min_level) / 3);
+ PERCENTAGE lev_adj = (PERCENTAGE)((p_ptr->lev - min_level) / 3);
if (lev_adj > 10) lev_adj = 10;
difficulty -= lev_adj;
}