#include "spell-kind/spells-world.h"
#include "spell-realm/spells-hex.h"
#include "spell-realm/spells-song.h"
-#include "spell/spell-types.h"
+#include "effect/attribute-types.h"
#include "spell/spells-status.h"
#include "status/bad-status-setter.h"
#include "status/body-improvement.h"
bool activate_grand_cross(player_type *player_ptr)
{
msg_print(_("「闇に還れ!」", "You say, 'Return to darkness!'"));
- (void)project(player_ptr, 0, 8, player_ptr->y, player_ptr->x, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID);
+ (void)project(player_ptr, 0, 8, player_ptr->y, player_ptr->x, (randint1(100) + 200) * 2, AttributeType::HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID);
return true;
}
bool activate_blinding_light(player_type *player_ptr, concptr name)
{
msg_format(_("%sが眩しい光で輝いた...", "The %s gleams with blinding light..."), name);
- (void)fire_ball(player_ptr, GF_LITE, 0, 300, 6);
+ (void)fire_ball(player_ptr, AttributeType::LITE, 0, 300, 6);
confuse_monsters(player_ptr, 3 * player_ptr->lev / 2);
return true;
}