if (player_ptr->alter_reality || turns == 0) {
player_ptr->alter_reality = 0;
msg_print(_("景色が元に戻った...", "The view around you returns to normal..."));
- player_ptr->redraw |= PR_STATUS;
+ player_ptr->redraw |= PR_TIMED_EFFECT;
return;
}
player_ptr->alter_reality = turns;
msg_print(_("回りの景色が変わり始めた...", "The view around you begins to change..."));
- player_ptr->redraw |= PR_STATUS;
+ player_ptr->redraw |= PR_TIMED_EFFECT;
}
/*!
if (player_ptr->word_recall || turns == 0) {
player_ptr->word_recall = 0;
msg_print(_("張りつめた大気が流れ去った...", "A tension leaves the air around you..."));
- player_ptr->redraw |= (PR_STATUS);
+ player_ptr->redraw |= (PR_TIMED_EFFECT);
return true;
}
player_ptr->word_recall = turns;
msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
- player_ptr->redraw |= (PR_STATUS);
+ player_ptr->redraw |= (PR_TIMED_EFFECT);
return true;
}
msg_print(_("回りの大気が張りつめてきた...", "The air about you becomes charged..."));
- player_ptr->redraw |= PR_STATUS;
+ player_ptr->redraw |= PR_TIMED_EFFECT;
return true;
}