I:23:20:-2
W:30:1:50:3500
P:0:8d4:-10:-10:-15
-F:DEX | HIDE_TYPE | BLOWS | HEAVY_SPELL | AGGRAVATE | IM_COLD
+F:DEX | HIDE_TYPE | BLOWS | HARD_SPELL | AGGRAVATE | IM_COLD
F:SHOW_MODS | SPEED | CURSED | HEAVY_CURSE | TY_CURSE
F:RANDOM_CURSE0 | RANDOM_CURSE2 | WARNING
D:$Ala, ala, ala.
X:27:0
W:30:0:0:0
C:0:0:0:3
-F:INT | CURSED | HEAVY_CURSE | HEAVY_SPELL
+F:INT | CURSED | HEAVY_CURSE | HARD_SPELL
N:216:反感の
E:and Aggravate
{ "EASY2_WEAPON", TR_EASY2_WEAPON },
{ "DOWN_SAVING", TR_DOWN_SAVING },
{ "NO_AC", TR_NO_AC },
- { "HEAVY_SPELL", TR_HEAVY_SPELL },
{ "RES_TIME", TR_RES_TIME },
{ "RES_WATER", TR_RES_WATER },
{ "INVULN_ARROW", TR_INVULN_ARROW },
TR_EASY2_WEAPON = 139,
TR_DOWN_SAVING = 140,
TR_NO_AC = 141,
- TR_HEAVY_SPELL = 142,
+ TR_XXX_142 = 142, //!< 未使用 / Unused
TR_RES_TIME = 143,
TR_RES_WATER = 144,
TR_INVULN_ARROW = 145,
info[i++] = _("それは魔法の難易度を下げる。", "It affects your ability to cast spells.");
}
- if (flags.has(TR_HEAVY_SPELL)) {
- info[i++] = _("それは魔法の難易度を上げる。", "It interferes with casting spells.");
- }
-
if (flags.has(TR_MIGHTY_THROW)) {
info[i++] = _("それは物を強く投げることを可能にする。", "It provides great strength when you throw an item.");
}
self_ptr->info[self_ptr->line++] = _("あなたは低い失敗率で魔法を唱えることができる。", "Your magic fails less often.");
}
- if (player_ptr->heavy_spell) {
- self_ptr->info[self_ptr->line++] = _("あなたは高い失敗率で魔法を唱えなければいけない。", "Your magic fails more often.");
- }
-
if (player_ptr->mighty_throw) {
self_ptr->info[self_ptr->line++] = _("あなたは強く物を投げる。", "You can throw objects powerfully.");
}
case TR_COWARDICE:
case TR_LOW_MELEE:
case TR_LOW_AC:
+ return check_equipment_flags(player_ptr, tr_flag);
case TR_HARD_SPELL:
+ return has_hard_spell(player_ptr);
case TR_FAST_DIGEST:
case TR_SLOW_REGEN:
return check_equipment_flags(player_ptr, tr_flag);
return has_down_saving(player_ptr);
case TR_NO_AC:
return has_no_ac(player_ptr);
- case TR_HEAVY_SPELL:
- return has_heavy_spell(player_ptr);
+ case TR_XXX_142:
+ return check_equipment_flags(player_ptr, tr_flag);
case TR_INVULN_ARROW:
return has_invuln_arrow(player_ptr);
case TR_DARK_SOURCE:
return common_cause_flags(player_ptr, TR_EASY_SPELL);
}
-BIT_FLAGS has_heavy_spell(PlayerType *player_ptr)
+BIT_FLAGS has_hard_spell(PlayerType *player_ptr)
{
- return common_cause_flags(player_ptr, TR_HEAVY_SPELL);
+ return common_cause_flags(player_ptr, TR_HARD_SPELL);
}
BIT_FLAGS has_hold_exp(PlayerType *player_ptr)
BIT_FLAGS has_sh_elec(PlayerType *player_ptr);
BIT_FLAGS has_sh_cold(PlayerType *player_ptr);
BIT_FLAGS has_easy_spell(PlayerType *player_ptr);
-BIT_FLAGS has_heavy_spell(PlayerType *player_ptr);
+BIT_FLAGS has_hard_spell(PlayerType *player_ptr);
BIT_FLAGS has_hold_exp(PlayerType *player_ptr);
BIT_FLAGS has_see_inv(PlayerType *player_ptr);
BIT_FLAGS has_magic_mastery(PlayerType *player_ptr);
player_ptr->anti_magic = has_anti_magic(player_ptr);
player_ptr->anti_tele = has_anti_tele(player_ptr);
player_ptr->easy_spell = has_easy_spell(player_ptr);
- player_ptr->heavy_spell = has_heavy_spell(player_ptr);
+ player_ptr->hard_spell = has_hard_spell(player_ptr);
player_ptr->hold_exp = has_hold_exp(player_ptr);
player_ptr->see_inv = has_see_inv(player_ptr);
player_ptr->free_act = has_free_act(player_ptr);
{ TR_EASY2_WEAPON, { SmithEssenceType::EASY2_WEAPON }, 10 },
{ TR_DOWN_SAVING, {}, -1 },
{ TR_NO_AC, {}, -1 },
- { TR_HEAVY_SPELL, {}, -1 },
+ { TR_XXX_142, {}, -1 },
{ TR_RES_TIME, { SmithEssenceType::RES_TIME }, 10 },
{ TR_RES_WATER, { SmithEssenceType::RES_WATER }, 10 },
{ TR_INVULN_ARROW, {}, 0 },
{
chance += player_ptr->to_m_chance;
- if (player_ptr->heavy_spell) {
+ if (player_ptr->hard_spell) {
chance += 20;
}
if (player_ptr->dec_mana) {
chance--;
}
- if (player_ptr->heavy_spell) {
+ if (player_ptr->hard_spell) {
chance += 5;
}
return std::max(chance, 0);
BIT_FLAGS earthquake{}; //!< 地震を起こす装備をしている / Earthquake blows
BIT_FLAGS dec_mana{};
BIT_FLAGS easy_spell{};
- BIT_FLAGS heavy_spell{};
+ BIT_FLAGS hard_spell{};
BIT_FLAGS warning{};
BIT_FLAGS mighty_throw{};
BIT_FLAGS see_nocto{}; /* Noctovision */