{
ElementRealmType::FIRE, {
_("炎", "Fire"),
- { AttributeType::FIRE, AttributeType::HELL_FIRE, AttributeType::PLASMA },
- { _("火炎", "Fire"), _("業火", "Hell Fire"), _("プラズマ", "Plasma") },
+ { { AttributeType::FIRE, AttributeType::HELL_FIRE, AttributeType::PLASMA } },
+ { { _("火炎", "Fire"), _("業火", "Hell Fire"), _("プラズマ", "Plasma") } },
{ },
}
},
{
ElementRealmType::ICE, {
_("氷", "Ice"),
- { AttributeType::COLD, AttributeType::INERTIAL, AttributeType::TIME },
- { _("冷気", "Ice"), _("遅鈍", "Inertia"), _("時間逆転", "Time Stream") },
+ { { AttributeType::COLD, AttributeType::INERTIAL, AttributeType::TIME } },
+ { { _("冷気", "Ice"), _("遅鈍", "Inertia"), _("時間逆転", "Time Stream") } },
{ { AttributeType::COLD, AttributeType::ICE} },
}
},
{
ElementRealmType::SKY, {
_("空", "Sky"),
- { AttributeType::ELEC, AttributeType::LITE, AttributeType::MANA },
- { _("電撃", "Lightning"), _("光", "Light"), _("魔力", "Mana") },
+ { { AttributeType::ELEC, AttributeType::LITE, AttributeType::MANA } },
+ { { _("電撃", "Lightning"), _("光", "Light"), _("魔力", "Mana") } },
{ },
}
},
{
ElementRealmType::SEA, {
_("海", "Sea"),
- { AttributeType::ACID, AttributeType::WATER, AttributeType::DISINTEGRATE },
- { _("酸", "Acid"), _("水", "Water"), _("分解", "Disintegration") },
+ { { AttributeType::ACID, AttributeType::WATER, AttributeType::DISINTEGRATE } },
+ { { _("酸", "Acid"), _("水", "Water"), _("分解", "Disintegration") } },
{ },
}
},
{
ElementRealmType::DARKNESS, {
_("闇", "Darkness"),
- { AttributeType::DARK, AttributeType::NETHER, AttributeType::VOID_MAGIC },
- { _("暗黒", "Darkness"), _("地獄", "Nether"), _("虚無", "void") },
+ { { AttributeType::DARK, AttributeType::NETHER, AttributeType::VOID_MAGIC } },
+ { { _("暗黒", "Darkness"), _("地獄", "Nether"), _("虚無", "void") } },
{ { AttributeType::DARK, AttributeType::ABYSS } },
}
},
{
ElementRealmType::CHAOS, {
_("混沌", "Chaos"),
- { AttributeType::CONFUSION, AttributeType::CHAOS, AttributeType::NEXUS },
- { _("混乱", "Confusion"), _("カオス", "Chaos"), _("因果混乱", "Nexus") },
+ { { AttributeType::CONFUSION, AttributeType::CHAOS, AttributeType::NEXUS } },
+ { { _("混乱", "Confusion"), _("カオス", "Chaos"), _("因果混乱", "Nexus") } },
{ },
}
},
{
ElementRealmType::EARTH, {
_("地", "Earth"),
- { AttributeType::SHARDS, AttributeType::FORCE, AttributeType::METEOR },
- { _("破片", "Shards"), _("フォース", "Force"), _("隕石", "Meteor") },
+ { { AttributeType::SHARDS, AttributeType::FORCE, AttributeType::METEOR } },
+ { { _("破片", "Shards"), _("フォース", "Force"), _("隕石", "Meteor") } },
{ },
}
},
{
ElementRealmType::DEATH, {
_("瘴気", "Death"),
- { AttributeType::POIS, AttributeType::HYPODYNAMIA, AttributeType::DISENCHANT },
- { _("毒", "Poison"), _("吸血", "Drain Life"), _("劣化", "Disenchantment") },
+ { { AttributeType::POIS, AttributeType::HYPODYNAMIA, AttributeType::DISENCHANT } },
+ { { _("毒", "Poison"), _("吸血", "Drain Life"), _("劣化", "Disenchantment") } },
{ },
}
},
void PlayerSkill::gain_melee_weapon_exp(const ObjectType *o_ptr)
{
- const GainAmountList gain_amount_list{ 80, 10, 1, (one_in_(2) ? 1 : 0) };
- constexpr GainAmountList others_gain_amount_list{ 8, 1, 0, 0 };
+ const GainAmountList gain_amount_list{ { 80, 10, 1, (one_in_(2) ? 1 : 0) } };
+ constexpr GainAmountList others_gain_amount_list{ { 8, 1, 0, 0 } };
for (auto sval = 0U; sval < this->player_ptr->weapon_exp[o_ptr->tval].size(); ++sval) {
auto &now_exp = this->player_ptr->weapon_exp[o_ptr->tval][sval];
void PlayerSkill::gain_range_weapon_exp(const ObjectType *o_ptr)
{
- constexpr GainAmountList gain_amount_list{ 80, 25, 10, 2 };
- constexpr GainAmountList others_gain_amount_list{ 8, 2, 0, 0 };
+ constexpr GainAmountList gain_amount_list{ { 80, 25, 10, 2 } };
+ constexpr GainAmountList others_gain_amount_list{ { 8, 2, 0, 0 } };
for (auto sval = 0U; sval < this->player_ptr->weapon_exp[o_ptr->tval].size(); ++sval) {
auto &now_exp = this->player_ptr->weapon_exp[o_ptr->tval][sval];
return;
}
- constexpr GainAmountList gain_amount_list_first{ 60, 8, 2, 1 };
- constexpr GainAmountList gain_amount_list_second{ 60, 8, 2, 0 };
+ constexpr GainAmountList gain_amount_list_first{ { 60, 8, 2, 1 } };
+ constexpr GainAmountList gain_amount_list_second{ { 60, 8, 2, 0 } };
const auto is_first_realm = (realm == this->player_ptr->realm1);
const auto *s_ptr = &mp_ptr->info[realm - 1][spell_idx];