2 * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
5 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
6 * This software may be copied and distributed for educational, research,\n
7 * and not for profit purposes provided that this copyright and statement\n
8 * are included in all such copies. Other copyrights may also apply.\n
9 * 2014 Deskull rearranged comment for Doxygen. \n
12 #include "racial/racial-switcher.h"
13 #include "action/action-limited.h"
14 #include "action/mutation-execution.h"
15 #include "cmd-action/cmd-mane.h"
16 #include "cmd-action/cmd-spell.h"
17 #include "cmd-item/cmd-magiceat.h"
18 #include "cmd-item/cmd-zapwand.h"
19 #include "core/asking-player.h"
20 #include "core/player-redraw-types.h"
21 #include "core/player-update-types.h"
22 #include "core/stuff-handler.h"
23 #include "core/window-redrawer.h"
24 #include "effect/spells-effect-util.h"
25 #include "game-option/disturbance-options.h"
26 #include "game-option/text-display-options.h"
27 #include "inventory/inventory-slot-types.h"
28 #include "io/command-repeater.h"
29 #include "io/input-key-acceptor.h"
30 #include "io/input-key-requester.h"
31 #include "main/sound-of-music.h"
32 #include "melee/melee-postprocess.h"
33 #include "mind/mind-cavalry.h"
34 #include "mind/mind-force-trainer.h"
35 #include "mind/mind-mage.h"
36 #include "mind/mind-mirror-master.h"
37 #include "mind/mind-ninja.h"
38 #include "mind/mind-samurai.h"
39 #include "mind/mind-warrior-mage.h"
40 #include "mind/mind-warrior.h"
41 #include "mind/monk-attack.h"
42 #include "mind/stances-table.h"
43 #include "mutation/mutation-flag-types.h"
44 #include "object/item-tester-hooker.h"
45 #include "player/attack-defense-types.h"
46 #include "player/player-class.h"
47 #include "player/player-damage.h"
48 #include "player/player-race-types.h"
49 #include "player/player-race.h"
50 #include "player/player-status.h"
51 #include "racial/racial-android.h"
52 #include "racial/racial-balrog.h"
53 #include "racial/racial-draconian.h"
54 #include "racial/racial-kutar.h"
55 #include "racial/racial-vampire.h"
56 #include "realm/realm-names-table.h"
57 #include "spell-kind/spells-beam.h"
58 #include "spell-kind/spells-detection.h"
59 #include "spell-kind/spells-grid.h"
60 #include "spell-kind/spells-launcher.h"
61 #include "spell-kind/spells-neighbor.h"
62 #include "spell-kind/spells-perception.h"
63 #include "spell-kind/spells-sight.h"
64 #include "spell-kind/spells-teleport.h"
65 #include "spell-kind/spells-world.h"
66 #include "spell-realm/spells-hex.h"
67 #include "spell/spell-types.h"
68 #include "spell/spells-object.h"
69 #include "spell/spells-status.h"
70 #include "status/action-setter.h"
71 #include "status/bad-status-setter.h"
72 #include "status/buff-setter.h"
73 #include "status/experience.h"
74 #include "target/target-getter.h"
75 #include "term/screen-processor.h"
76 #include "util/int-char-converter.h"
77 #include "view/display-messages.h"
81 * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
83 static bool choose_kamae(player_type *creature_ptr)
90 if (cmd_limit_confused(creature_ptr))
93 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
95 for (i = 0; i < MAX_KAMAE; i++) {
96 if (creature_ptr->lev >= monk_stances[i].min_level) {
97 sprintf(buf, " %c) %-12s %s", I2A(i + 1), monk_stances[i].desc, monk_stances[i].info);
103 prt(_(" どの構えをとりますか?", " Choose Stance: "), 1, 14);
108 if (choice == ESCAPE) {
111 } else if ((choice == 'a') || (choice == 'A')) {
112 if (creature_ptr->action == ACTION_KAMAE) {
113 set_action(creature_ptr, ACTION_NONE);
115 msg_print(_("もともと構えていない。", "You are not in a special stance."));
118 } else if ((choice == 'b') || (choice == 'B')) {
121 } else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29)) {
124 } else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34)) {
127 } else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39)) {
132 set_action(creature_ptr, ACTION_KAMAE);
134 if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae)) {
135 msg_print(_("構え直した。", "You reassume a stance."));
137 creature_ptr->special_defense &= ~(KAMAE_MASK);
138 creature_ptr->update |= (PU_BONUS);
139 creature_ptr->redraw |= (PR_STATE);
140 msg_format(_("%sの構えをとった。", "You assume the %s stance."), monk_stances[new_kamae].desc);
141 creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
143 creature_ptr->redraw |= PR_STATE;
149 * @brief レイシャル・パワー情報の構造体定義
151 typedef struct power_desc_type {
152 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
153 PLAYER_LEVEL level; //!<体得レベル
161 * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
162 * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
165 static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
167 PLAYER_LEVEL min_level = pd_ptr->level;
168 PERCENTAGE difficulty = pd_ptr->fail;
173 BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
175 /* No chance for success */
176 if ((creature_ptr->lev < min_level) || creature_ptr->confused) {
183 /* Calculate difficulty */
184 if (creature_ptr->stun) {
185 difficulty += (PERCENTAGE)creature_ptr->stun;
186 } else if (creature_ptr->lev > min_level) {
187 PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
190 difficulty -= lev_adj;
196 /* We only need halfs of the difficulty */
197 difficulty = difficulty / 2;
199 for (i = 1; i <= stat; i++) {
200 val = i - difficulty;
202 sum += (val <= difficulty) ? val : difficulty;
208 return (((sum * 100) / difficulty) / stat);
211 static int racial_cost;
214 * @brief レイシャル・パワーの発動の判定処理
215 * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
217 * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
218 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
220 static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
222 PLAYER_LEVEL min_level = pd_ptr->level;
223 int use_stat = pd_ptr->stat;
224 int difficulty = pd_ptr->fail;
227 racial_cost = pd_ptr->cost;
229 /* Not enough mana - use hp */
230 if (creature_ptr->csp < racial_cost)
231 use_hp = racial_cost - creature_ptr->csp;
233 /* Power is not available yet */
234 if (creature_ptr->lev < min_level) {
235 msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。", "You need to attain level %d to use this power."), min_level);
237 free_turn(creature_ptr);
241 if (cmd_limit_confused(creature_ptr)) {
242 free_turn(creature_ptr);
247 else if (creature_ptr->chp < use_hp) {
248 if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? "))) {
249 free_turn(creature_ptr);
254 /* Else attempt to do it! */
257 if (creature_ptr->stun) {
258 difficulty += creature_ptr->stun;
259 } else if (creature_ptr->lev > min_level) {
260 int lev_adj = ((creature_ptr->lev - min_level) / 3);
263 difficulty -= lev_adj;
270 /* take time and pay the price */
271 take_turn(creature_ptr, 100);
274 if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2))) {
280 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
286 * @brief レイシャル・パワー発動処理
287 * @param creature_ptr プレーヤーへの参照ポインタ
288 * @param command 発動するレイシャルのID
289 * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
291 static bool exe_racial_power(player_type *creature_ptr, s32b command)
293 PLAYER_LEVEL plev = creature_ptr->lev;
297 switch (creature_ptr->pclass) {
298 case CLASS_WARRIOR: {
299 return sword_dancing(creature_ptr);
302 case CLASS_HIGH_MAGE:
303 if (creature_ptr->realm1 == REALM_HEX) {
304 bool retval = stop_hex_spell(creature_ptr);
306 creature_ptr->energy_use = 10;
313 case CLASS_SORCERER: {
314 if (!eat_magic(creature_ptr, creature_ptr->lev * 2))
320 if (is_good_realm(creature_ptr->realm1)) {
321 if (!bless_weapon(creature_ptr))
324 (void)dispel_monsters(creature_ptr, plev * 4);
325 turn_monsters(creature_ptr, plev * 4);
326 banish_monsters(creature_ptr, plev * 4);
331 if (!hit_and_away(creature_ptr))
337 msg_print(_("敵を調査した...", "You examine your foes..."));
338 probing(creature_ptr);
341 case CLASS_PALADIN: {
342 if (!get_aim_dir(creature_ptr, &dir))
344 fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE, dir, plev * 3);
347 case CLASS_WARRIOR_MAGE: {
349 return comvert_hp_to_mp(creature_ptr);
350 } else if (command == -4) {
351 return comvert_mp_to_hp(creature_ptr);
355 case CLASS_CHAOS_WARRIOR: {
356 return confusing_light(creature_ptr);
360 if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM)) {
361 msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
364 if (creature_ptr->riding) {
365 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
370 if (!choose_kamae(creature_ptr))
372 creature_ptr->update |= (PU_BONUS);
373 } else if (command == -4) {
374 return double_attack(creature_ptr);
378 case CLASS_MINDCRAFTER:
379 case CLASS_FORCETRAINER: {
380 return clear_mind(creature_ptr);
382 case CLASS_TOURIST: {
384 if (!get_aim_dir(creature_ptr, &dir))
387 fire_beam(creature_ptr, GF_PHOTO, dir, 1);
388 } else if (command == -4) {
389 if (!identify_fully(creature_ptr, FALSE, 0))
394 case CLASS_IMITATOR: {
395 handle_stuff(creature_ptr);
396 if (!do_cmd_mane(creature_ptr, TRUE))
400 case CLASS_BEASTMASTER: {
402 if (!get_aim_dir(creature_ptr, &dir))
404 (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
405 } else if (command == -4) {
406 project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
411 if (!create_ammo(creature_ptr))
415 case CLASS_MAGIC_EATER: {
417 if (!import_magic_device(creature_ptr))
419 } else if (command == -4) {
420 if (cmd_limit_cast(creature_ptr))
422 if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE))
428 /* Singing is already stopped */
429 if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr))
432 stop_singing(creature_ptr);
433 creature_ptr->energy_use = 10;
436 case CLASS_RED_MAGE: {
437 if (cmd_limit_cast(creature_ptr))
439 handle_stuff(creature_ptr);
440 do_cmd_cast(creature_ptr);
441 handle_stuff(creature_ptr);
442 if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
443 do_cmd_cast(creature_ptr);
446 case CLASS_SAMURAI: {
448 concentration(creature_ptr);
449 } else if (command == -4) {
450 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM)) {
451 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
454 if (!choose_kata(creature_ptr))
456 creature_ptr->update |= (PU_BONUS);
460 case CLASS_BLUE_MAGE: {
461 if (creature_ptr->action == ACTION_LEARN) {
462 set_action(creature_ptr, ACTION_NONE);
464 set_action(creature_ptr, ACTION_LEARN);
466 free_turn(creature_ptr);
469 case CLASS_CAVALRY: {
470 return rodeo(creature_ptr);
472 case CLASS_BERSERKER: {
473 if (!recall_player(creature_ptr, randint0(21) + 15))
478 if (creature_ptr->lev > 29) {
479 if (!identify_fully(creature_ptr, TRUE, 0))
482 if (!ident_spell(creature_ptr, TRUE, 0))
487 case CLASS_MIRROR_MASTER: {
489 /* Explode all mirrors */
490 remove_all_mirrors(creature_ptr, TRUE);
491 } else if (command == -4) {
492 return mirror_concentration(creature_ptr);
497 hayagake(creature_ptr);
500 } else if (creature_ptr->mimic_form) {
501 switch (creature_ptr->mimic_form) {
503 case MIMIC_DEMON_LORD: {
504 return demonic_breath(creature_ptr);
507 vampirism(creature_ptr);
514 switch (creature_ptr->prace) {
516 msg_print(_("周囲を調べた。", "You examine your surroundings."));
517 (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
518 (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
519 (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
523 return create_ration(creature_ptr);
527 msg_print(_("パッ!", "Blink!"));
528 teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
532 msg_print(_("勇気を出した。", "You play tough."));
533 (void)set_afraid(creature_ptr, 0);
536 case RACE_HALF_TROLL:
537 msg_print(_("うがぁぁ!", "RAAAGH!"));
538 (void)berserk(creature_ptr, 10 + randint1(plev));
543 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
544 reserve_alter_reality(creature_ptr);
545 } else if (command == -2) {
546 msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
548 (void)true_healing(creature_ptr, 0);
549 (void)restore_all_status(creature_ptr);
550 (void)restore_level(creature_ptr);
555 msg_print(_("うぉぉおお!", "Raaagh!"));
556 (void)berserk(creature_ptr, 10 + randint1(plev));
560 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
561 explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
564 case RACE_HALF_GIANT:
565 if (!get_aim_dir(creature_ptr, &dir))
567 (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
570 case RACE_HALF_TITAN:
571 msg_print(_("敵を調査した...", "You examine your foes..."));
572 probing(creature_ptr);
576 if (!get_aim_dir(creature_ptr, &dir))
578 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
579 fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
583 if (!get_aim_dir(creature_ptr, &dir))
585 stop_mouth(creature_ptr);
586 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
587 (void)fear_monster(creature_ptr, dir, plev);
591 if (!get_aim_dir(creature_ptr, &dir))
593 stop_mouth(creature_ptr);
594 msg_print(_("酸を吐いた。", "You spit acid."));
596 fire_bolt(creature_ptr, GF_ACID, dir, plev);
598 fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
602 if (!get_aim_dir(creature_ptr, &dir))
604 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
605 fire_bolt(creature_ptr, GF_POIS, dir, plev);
609 msg_print(_("周囲を調査した。", "You examine your surroundings."));
610 (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
611 (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
612 (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
616 if (!get_aim_dir(creature_ptr, &dir))
618 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
619 fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
623 return draconian_breath(creature_ptr);
626 case RACE_MIND_FLAYER:
627 if (!get_aim_dir(creature_ptr, &dir))
629 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
630 fire_bolt(creature_ptr, GF_PSI, dir, plev);
634 if (!get_aim_dir(creature_ptr, &dir))
637 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
638 fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
640 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
641 fire_bolt(creature_ptr, GF_FIRE, dir, plev);
646 (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
651 msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
652 (void)restore_level(creature_ptr);
656 vampirism(creature_ptr);
660 if (!get_aim_dir(creature_ptr, &dir))
662 stop_mouth(creature_ptr);
663 msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
664 (void)fear_monster(creature_ptr, dir, plev);
668 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
670 sleep_monsters_touch(creature_ptr);
672 (void)sleep_monsters(creature_ptr, plev);
676 return demonic_breath(creature_ptr);
680 (void)set_leveling(creature_ptr, randint1(20) + 30, FALSE);
684 return android_inside_weapon(creature_ptr);
688 msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
689 free_turn(creature_ptr);
697 * @brief レイシャル・パワーコマンドのメインルーチン / Allow user to choose a power (racial / mutation) to activate
700 void do_cmd_racial_power(player_type *creature_ptr)
702 power_desc_type power_desc[36];
706 PLAYER_LEVEL lvl = creature_ptr->lev;
707 bool flag, redraw, cast = FALSE;
708 bool warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
711 int menu_line = (use_menu ? 1 : 0);
713 if (creature_ptr->wild_mode)
716 for (num = 0; num < 36; num++) {
717 strcpy(power_desc[num].name, "");
718 power_desc[num].number = 0;
723 if (cmd_limit_confused(creature_ptr)) {
724 free_turn(creature_ptr);
728 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN)) {
729 set_action(creature_ptr, ACTION_NONE);
732 switch (creature_ptr->pclass) {
733 case CLASS_WARRIOR: {
734 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
735 power_desc[num].level = 40;
736 power_desc[num].cost = 75;
737 power_desc[num].stat = A_DEX;
738 power_desc[num].fail = 35;
739 power_desc[num++].number = -3;
742 case CLASS_HIGH_MAGE:
743 if (creature_ptr->realm1 == REALM_HEX) {
744 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spell casting"));
745 power_desc[num].level = 1;
746 power_desc[num].cost = 0;
747 power_desc[num].stat = A_INT;
748 power_desc[num].fail = 0;
749 power_desc[num++].number = -3;
754 /* case CLASS_HIGH_MAGE: */
755 case CLASS_SORCERER: {
756 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
757 power_desc[num].level = 25;
758 power_desc[num].cost = 1;
759 power_desc[num].stat = A_INT;
760 power_desc[num].fail = 25;
761 power_desc[num++].number = -3;
765 if (is_good_realm(creature_ptr->realm1)) {
766 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
767 power_desc[num].level = 35;
768 power_desc[num].cost = 70;
769 power_desc[num].stat = A_WIS;
770 power_desc[num].fail = 50;
771 power_desc[num++].number = -3;
773 strcpy(power_desc[num].name, _("召魂", "Evocation"));
774 power_desc[num].level = 42;
775 power_desc[num].cost = 40;
776 power_desc[num].stat = A_WIS;
777 power_desc[num].fail = 35;
778 power_desc[num++].number = -3;
783 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
784 power_desc[num].level = 8;
785 power_desc[num].cost = 12;
786 power_desc[num].stat = A_DEX;
787 power_desc[num].fail = 14;
788 power_desc[num++].number = -3;
793 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
794 power_desc[num].level = 15;
795 power_desc[num].cost = 20;
796 power_desc[num].stat = A_INT;
797 power_desc[num].fail = 12;
798 power_desc[num++].number = -3;
801 case CLASS_PALADIN: {
802 if (is_good_realm(creature_ptr->realm1)) {
803 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
804 power_desc[num].level = 30;
805 power_desc[num].cost = 30;
806 power_desc[num].stat = A_WIS;
807 power_desc[num].fail = 30;
808 power_desc[num++].number = -3;
810 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
811 power_desc[num].level = 30;
812 power_desc[num].cost = 30;
813 power_desc[num].stat = A_WIS;
814 power_desc[num].fail = 30;
815 power_desc[num++].number = -3;
819 case CLASS_WARRIOR_MAGE: {
820 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
821 power_desc[num].level = 25;
822 power_desc[num].cost = 0;
823 power_desc[num].stat = A_INT;
824 power_desc[num].fail = 10;
825 power_desc[num++].number = -3;
827 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
828 power_desc[num].level = 25;
829 power_desc[num].cost = 0;
830 power_desc[num].stat = A_INT;
831 power_desc[num].fail = 10;
832 power_desc[num++].number = -4;
835 case CLASS_CHAOS_WARRIOR: {
836 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
837 power_desc[num].level = 40;
838 power_desc[num].cost = 50;
839 power_desc[num].stat = A_INT;
840 power_desc[num].fail = 25;
841 power_desc[num++].number = -3;
845 strcpy(power_desc[num].name, _("構える", "Assume a Stance"));
846 power_desc[num].level = 25;
847 power_desc[num].cost = 0;
848 power_desc[num].stat = A_DEX;
849 power_desc[num].fail = 0;
850 power_desc[num++].number = -3;
852 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
853 power_desc[num].level = 30;
854 power_desc[num].cost = 30;
855 power_desc[num].stat = A_STR;
856 power_desc[num].fail = 20;
857 power_desc[num++].number = -4;
860 case CLASS_MINDCRAFTER:
861 case CLASS_FORCETRAINER: {
862 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
863 power_desc[num].level = 15;
864 power_desc[num].cost = 0;
865 power_desc[num].stat = A_WIS;
866 power_desc[num].fail = 10;
867 power_desc[num++].number = -3;
870 case CLASS_TOURIST: {
871 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
872 power_desc[num].level = 1;
873 power_desc[num].cost = 0;
874 power_desc[num].stat = A_DEX;
875 power_desc[num].fail = 0;
876 power_desc[num++].number = -3;
878 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
879 power_desc[num].level = 25;
880 power_desc[num].cost = 20;
881 power_desc[num].stat = A_INT;
882 power_desc[num].fail = 20;
883 power_desc[num++].number = -4;
886 case CLASS_IMITATOR: {
887 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
888 power_desc[num].level = 30;
889 power_desc[num].cost = 100;
890 power_desc[num].stat = A_DEX;
891 power_desc[num].fail = 30;
892 power_desc[num++].number = -3;
895 case CLASS_BEASTMASTER: {
896 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
897 power_desc[num].level = 1;
898 power_desc[num].cost = (creature_ptr->lev + 3) / 4;
899 power_desc[num].stat = A_CHR;
900 power_desc[num].fail = 10;
901 power_desc[num++].number = -3;
903 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
904 power_desc[num].level = 30;
905 power_desc[num].cost = (creature_ptr->lev + 20) / 2;
906 power_desc[num].stat = A_CHR;
907 power_desc[num].fail = 10;
908 power_desc[num++].number = -4;
912 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
913 power_desc[num].level = 1;
914 power_desc[num].cost = 0;
915 power_desc[num].stat = A_DEX;
916 power_desc[num].fail = 0;
917 power_desc[num++].number = -3;
920 case CLASS_MAGIC_EATER: {
921 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
922 power_desc[num].level = 1;
923 power_desc[num].cost = 0;
924 power_desc[num].stat = A_INT;
925 power_desc[num].fail = 0;
926 power_desc[num++].number = -3;
928 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
929 power_desc[num].level = 10;
930 power_desc[num].cost = 10 + (lvl - 10) / 2;
931 power_desc[num].stat = A_INT;
932 power_desc[num].fail = 0;
933 power_desc[num++].number = -4;
937 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
938 power_desc[num].level = 1;
939 power_desc[num].cost = 0;
940 power_desc[num].stat = A_CHR;
941 power_desc[num].fail = 0;
942 power_desc[num++].number = -3;
945 case CLASS_RED_MAGE: {
946 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
947 power_desc[num].level = 48;
948 power_desc[num].cost = 20;
949 power_desc[num].stat = A_INT;
950 power_desc[num].fail = 0;
951 power_desc[num++].number = -3;
954 case CLASS_SAMURAI: {
955 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
956 power_desc[num].level = 1;
957 power_desc[num].cost = 0;
958 power_desc[num].stat = A_WIS;
959 power_desc[num].fail = 0;
960 power_desc[num++].number = -3;
962 strcpy(power_desc[num].name, _("型", "Assume a Stance"));
963 power_desc[num].level = 25;
964 power_desc[num].cost = 0;
965 power_desc[num].stat = A_DEX;
966 power_desc[num].fail = 0;
967 power_desc[num++].number = -4;
970 case CLASS_BLUE_MAGE: {
971 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
972 power_desc[num].level = 1;
973 power_desc[num].cost = 0;
974 power_desc[num].stat = A_INT;
975 power_desc[num].fail = 0;
976 power_desc[num++].number = -3;
979 case CLASS_CAVALRY: {
980 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
981 power_desc[num].level = 10;
982 power_desc[num].cost = 0;
983 power_desc[num].stat = A_STR;
984 power_desc[num].fail = 10;
985 power_desc[num++].number = -3;
988 case CLASS_BERSERKER: {
989 strcpy(power_desc[num].name, _("帰還", "Recall"));
990 power_desc[num].level = 10;
991 power_desc[num].cost = 10;
992 power_desc[num].stat = A_DEX;
993 power_desc[num].fail = 20;
994 power_desc[num++].number = -3;
997 case CLASS_MIRROR_MASTER: {
998 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
999 power_desc[num].level = 1;
1000 power_desc[num].cost = 0;
1001 power_desc[num].stat = A_INT;
1002 power_desc[num].fail = 0;
1003 power_desc[num++].number = -3;
1005 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1006 power_desc[num].level = 30;
1007 power_desc[num].cost = 0;
1008 power_desc[num].stat = A_INT;
1009 power_desc[num].fail = 20;
1010 power_desc[num++].number = -4;
1014 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1015 power_desc[num].level = 5;
1016 power_desc[num].cost = 15;
1017 power_desc[num].stat = A_INT;
1018 power_desc[num].fail = 20;
1019 power_desc[num++].number = -3;
1023 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1024 power_desc[num].level = 20;
1025 power_desc[num].cost = 0;
1026 power_desc[num].stat = A_DEX;
1027 power_desc[num].fail = 0;
1028 power_desc[num++].number = -3;
1032 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1035 if (creature_ptr->mimic_form) {
1036 switch (creature_ptr->mimic_form) {
1038 case MIMIC_DEMON_LORD:
1039 sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
1040 power_desc[num].level = 15;
1041 power_desc[num].cost = 10 + lvl / 3;
1042 power_desc[num].stat = A_CON;
1043 power_desc[num].fail = 20;
1044 power_desc[num++].number = -1;
1047 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1048 power_desc[num].level = 2;
1049 power_desc[num].cost = 1 + (lvl / 3);
1050 power_desc[num].stat = A_CON;
1051 power_desc[num].fail = 9;
1052 power_desc[num++].number = -1;
1056 switch (creature_ptr->prace) {
1058 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1059 power_desc[num].level = 5;
1060 power_desc[num].cost = 5;
1061 power_desc[num].stat = A_WIS;
1062 power_desc[num].fail = 12;
1063 power_desc[num++].number = -1;
1066 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1067 power_desc[num].level = 10;
1068 power_desc[num].cost = 5;
1069 power_desc[num].stat = A_WIS;
1070 power_desc[num].fail = 10;
1071 power_desc[num++].number = -1;
1074 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1075 power_desc[num].level = 15;
1076 power_desc[num].cost = 10;
1077 power_desc[num].stat = A_INT;
1078 power_desc[num].fail = 10;
1079 power_desc[num++].number = -1;
1082 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1083 power_desc[num].level = 5;
1084 power_desc[num].cost = 5;
1085 power_desc[num].stat = A_INT;
1086 power_desc[num].fail = 12;
1087 power_desc[num++].number = -1;
1090 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1091 power_desc[num].level = 3;
1092 power_desc[num].cost = 5;
1093 power_desc[num].stat = A_WIS;
1094 power_desc[num].fail = warrior ? 5 : 10;
1095 power_desc[num++].number = -1;
1097 case RACE_HALF_TROLL:
1098 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1099 power_desc[num].level = 10;
1100 power_desc[num].cost = 12;
1101 power_desc[num].stat = A_STR;
1102 power_desc[num].fail = warrior ? 6 : 12;
1103 power_desc[num++].number = -1;
1105 case RACE_BARBARIAN:
1106 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1107 power_desc[num].level = 8;
1108 power_desc[num].cost = 10;
1109 power_desc[num].stat = A_STR;
1110 power_desc[num].fail = warrior ? 6 : 12;
1111 power_desc[num++].number = -1;
1114 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1115 power_desc[num].level = 30;
1116 power_desc[num].cost = 50;
1117 power_desc[num].stat = A_INT;
1118 power_desc[num].fail = 50;
1119 power_desc[num++].number = -1;
1121 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1122 power_desc[num].level = 40;
1123 power_desc[num].cost = 75;
1124 power_desc[num].stat = A_WIS;
1125 power_desc[num].fail = 50;
1126 power_desc[num++].number = -2;
1128 case RACE_HALF_OGRE:
1129 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1130 power_desc[num].level = 25;
1131 power_desc[num].cost = 35;
1132 power_desc[num].stat = A_INT;
1133 power_desc[num].fail = 15;
1134 power_desc[num++].number = -1;
1136 case RACE_HALF_GIANT:
1137 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1138 power_desc[num].level = 20;
1139 power_desc[num].cost = 10;
1140 power_desc[num].stat = A_STR;
1141 power_desc[num].fail = 12;
1142 power_desc[num++].number = -1;
1144 case RACE_HALF_TITAN:
1145 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1146 power_desc[num].level = 15;
1147 power_desc[num].cost = 10;
1148 power_desc[num].stat = A_INT;
1149 power_desc[num].fail = 12;
1150 power_desc[num++].number = -1;
1153 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1154 power_desc[num].level = 20;
1155 power_desc[num].cost = 15;
1156 power_desc[num].stat = A_STR;
1157 power_desc[num].fail = 12;
1158 power_desc[num++].number = -1;
1161 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1162 power_desc[num].level = 15;
1163 power_desc[num].cost = 15;
1164 power_desc[num].stat = A_WIS;
1165 power_desc[num].fail = 10;
1166 power_desc[num++].number = -1;
1169 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1170 power_desc[num].level = 4;
1171 power_desc[num].cost = 6;
1172 power_desc[num].stat = A_INT;
1173 power_desc[num].fail = 3;
1174 power_desc[num++].number = -1;
1177 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1178 power_desc[num].level = 9;
1179 power_desc[num].cost = 9;
1180 power_desc[num].stat = A_DEX;
1181 power_desc[num].fail = 14;
1182 power_desc[num++].number = -1;
1185 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1186 power_desc[num].level = 12;
1187 power_desc[num].cost = 8;
1188 power_desc[num].stat = A_DEX;
1189 power_desc[num].fail = 14;
1190 power_desc[num++].number = -1;
1193 sprintf(power_desc[num].name, _("マジック・ミサイル (ダメージ %dd%d)", "Magic Missile (dm %dd%d)"), 3 + ((lvl - 1) / 5), 4);
1194 power_desc[num].level = 2;
1195 power_desc[num].cost = 2;
1196 power_desc[num].stat = A_INT;
1197 power_desc[num].fail = 9;
1198 power_desc[num++].number = -1;
1200 case RACE_DRACONIAN:
1201 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1202 power_desc[num].level = 1;
1203 power_desc[num].cost = lvl;
1204 power_desc[num].stat = A_CON;
1205 power_desc[num].fail = 12;
1206 power_desc[num++].number = -1;
1208 case RACE_MIND_FLAYER:
1209 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1210 power_desc[num].level = 15;
1211 power_desc[num].cost = 12;
1212 power_desc[num].stat = A_INT;
1213 power_desc[num].fail = 14;
1214 power_desc[num++].number = -1;
1217 sprintf(power_desc[num].name, _("ファイア・ボルト/ボール (ダメージ %d)", "Fire Bolt/Ball (dam %d)"), lvl);
1218 power_desc[num].level = 9;
1219 power_desc[num].cost = 15;
1220 power_desc[num].stat = A_WIS;
1221 power_desc[num].fail = 15;
1222 power_desc[num++].number = -1;
1225 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1226 power_desc[num].level = 20;
1227 power_desc[num].cost = 15;
1228 power_desc[num].stat = A_CON;
1229 power_desc[num].fail = 8;
1230 power_desc[num++].number = -1;
1234 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1235 power_desc[num].level = 30;
1236 power_desc[num].cost = 30;
1237 power_desc[num].stat = A_WIS;
1238 power_desc[num].fail = 18;
1239 power_desc[num++].number = -1;
1242 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1243 power_desc[num].level = 2;
1244 power_desc[num].cost = 1 + (lvl / 3);
1245 power_desc[num].stat = A_CON;
1246 power_desc[num].fail = 9;
1247 power_desc[num++].number = -1;
1250 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1251 power_desc[num].level = 12;
1252 power_desc[num].cost = 12;
1253 power_desc[num].stat = A_INT;
1254 power_desc[num].fail = 15;
1255 power_desc[num++].number = -1;
1258 sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
1259 power_desc[num].level = 15;
1260 power_desc[num].cost = 10 + lvl / 3;
1261 power_desc[num].stat = A_CON;
1262 power_desc[num].fail = 20;
1263 power_desc[num++].number = -1;
1266 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1267 power_desc[num].level = 20;
1268 power_desc[num].cost = 15;
1269 power_desc[num].stat = A_CHR;
1270 power_desc[num].fail = 8;
1271 power_desc[num++].number = -1;
1274 if (creature_ptr->lev < 10) {
1275 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1276 power_desc[num].level = 1;
1277 power_desc[num].cost = 7;
1278 power_desc[num].fail = 8;
1279 } else if (creature_ptr->lev < 25) {
1280 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1281 power_desc[num].level = 10;
1282 power_desc[num].cost = 13;
1283 power_desc[num].fail = 10;
1284 } else if (creature_ptr->lev < 35) {
1285 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1286 power_desc[num].level = 25;
1287 power_desc[num].cost = 26;
1288 power_desc[num].fail = 12;
1289 } else if (creature_ptr->lev < 45) {
1290 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1291 power_desc[num].level = 35;
1292 power_desc[num].cost = 40;
1293 power_desc[num].fail = 15;
1295 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1296 power_desc[num].level = 45;
1297 power_desc[num].cost = 60;
1298 power_desc[num].fail = 18;
1300 power_desc[num].stat = A_STR;
1301 power_desc[num++].number = -1;
1309 if (creature_ptr->muta1) {
1310 if (creature_ptr->muta1 & MUT1_SPIT_ACID) {
1311 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1312 power_desc[num].level = 9;
1313 power_desc[num].cost = 9;
1314 power_desc[num].stat = A_DEX;
1315 power_desc[num].fail = 15;
1316 power_desc[num++].number = MUT1_SPIT_ACID;
1319 if (creature_ptr->muta1 & MUT1_BR_FIRE) {
1320 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1321 power_desc[num].level = 20;
1322 power_desc[num].cost = lvl;
1323 power_desc[num].stat = A_CON;
1324 power_desc[num].fail = 18;
1325 power_desc[num++].number = MUT1_BR_FIRE;
1328 if (creature_ptr->muta1 & MUT1_HYPN_GAZE) {
1329 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1330 power_desc[num].level = 12;
1331 power_desc[num].cost = 12;
1332 power_desc[num].stat = A_CHR;
1333 power_desc[num].fail = 18;
1334 power_desc[num++].number = MUT1_HYPN_GAZE;
1337 if (creature_ptr->muta1 & MUT1_TELEKINES) {
1338 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1339 power_desc[num].level = 9;
1340 power_desc[num].cost = 9;
1341 power_desc[num].stat = A_WIS;
1342 power_desc[num].fail = 14;
1343 power_desc[num++].number = MUT1_TELEKINES;
1346 if (creature_ptr->muta1 & MUT1_VTELEPORT) {
1347 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1348 power_desc[num].level = 7;
1349 power_desc[num].cost = 7;
1350 power_desc[num].stat = A_WIS;
1351 power_desc[num].fail = 15;
1352 power_desc[num++].number = MUT1_VTELEPORT;
1355 if (creature_ptr->muta1 & MUT1_MIND_BLST) {
1356 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1357 power_desc[num].level = 5;
1358 power_desc[num].cost = 3;
1359 power_desc[num].stat = A_WIS;
1360 power_desc[num].fail = 15;
1361 power_desc[num++].number = MUT1_MIND_BLST;
1364 if (creature_ptr->muta1 & MUT1_RADIATION) {
1365 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1366 power_desc[num].level = 15;
1367 power_desc[num].cost = 15;
1368 power_desc[num].stat = A_CON;
1369 power_desc[num].fail = 14;
1370 power_desc[num++].number = MUT1_RADIATION;
1373 if (creature_ptr->muta1 & MUT1_VAMPIRISM) {
1374 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1375 power_desc[num].level = 2;
1376 power_desc[num].cost = (1 + (lvl / 3));
1377 power_desc[num].stat = A_CON;
1378 power_desc[num].fail = 9;
1379 power_desc[num++].number = MUT1_VAMPIRISM;
1382 if (creature_ptr->muta1 & MUT1_SMELL_MET) {
1383 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1384 power_desc[num].level = 3;
1385 power_desc[num].cost = 2;
1386 power_desc[num].stat = A_INT;
1387 power_desc[num].fail = 12;
1388 power_desc[num++].number = MUT1_SMELL_MET;
1391 if (creature_ptr->muta1 & MUT1_SMELL_MON) {
1392 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1393 power_desc[num].level = 5;
1394 power_desc[num].cost = 4;
1395 power_desc[num].stat = A_INT;
1396 power_desc[num].fail = 15;
1397 power_desc[num++].number = MUT1_SMELL_MON;
1400 if (creature_ptr->muta1 & MUT1_BLINK) {
1401 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1402 power_desc[num].level = 3;
1403 power_desc[num].cost = 3;
1404 power_desc[num].stat = A_WIS;
1405 power_desc[num].fail = 12;
1406 power_desc[num++].number = MUT1_BLINK;
1409 if (creature_ptr->muta1 & MUT1_EAT_ROCK) {
1410 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1411 power_desc[num].level = 8;
1412 power_desc[num].cost = 12;
1413 power_desc[num].stat = A_CON;
1414 power_desc[num].fail = 18;
1415 power_desc[num++].number = MUT1_EAT_ROCK;
1418 if (creature_ptr->muta1 & MUT1_SWAP_POS) {
1419 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1420 power_desc[num].level = 15;
1421 power_desc[num].cost = 12;
1422 power_desc[num].stat = A_DEX;
1423 power_desc[num].fail = 16;
1424 power_desc[num++].number = MUT1_SWAP_POS;
1427 if (creature_ptr->muta1 & MUT1_SHRIEK) {
1428 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1429 power_desc[num].level = 20;
1430 power_desc[num].cost = 14;
1431 power_desc[num].stat = A_CON;
1432 power_desc[num].fail = 16;
1433 power_desc[num++].number = MUT1_SHRIEK;
1436 if (creature_ptr->muta1 & MUT1_ILLUMINE) {
1437 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1438 power_desc[num].level = 3;
1439 power_desc[num].cost = 2;
1440 power_desc[num].stat = A_INT;
1441 power_desc[num].fail = 10;
1442 power_desc[num++].number = MUT1_ILLUMINE;
1445 if (creature_ptr->muta1 & MUT1_DET_CURSE) {
1446 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1447 power_desc[num].level = 7;
1448 power_desc[num].cost = 14;
1449 power_desc[num].stat = A_WIS;
1450 power_desc[num].fail = 14;
1451 power_desc[num++].number = MUT1_DET_CURSE;
1454 if (creature_ptr->muta1 & MUT1_BERSERK) {
1455 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1456 power_desc[num].level = 8;
1457 power_desc[num].cost = 8;
1458 power_desc[num].stat = A_STR;
1459 power_desc[num].fail = 14;
1460 power_desc[num++].number = MUT1_BERSERK;
1463 if (creature_ptr->muta1 & MUT1_POLYMORPH) {
1464 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1465 power_desc[num].level = 18;
1466 power_desc[num].cost = 20;
1467 power_desc[num].stat = A_CON;
1468 power_desc[num].fail = 18;
1469 power_desc[num++].number = MUT1_POLYMORPH;
1472 if (creature_ptr->muta1 & MUT1_MIDAS_TCH) {
1473 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1474 power_desc[num].level = 10;
1475 power_desc[num].cost = 5;
1476 power_desc[num].stat = A_INT;
1477 power_desc[num].fail = 12;
1478 power_desc[num++].number = MUT1_MIDAS_TCH;
1481 if (creature_ptr->muta1 & MUT1_GROW_MOLD) {
1482 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1483 power_desc[num].level = 1;
1484 power_desc[num].cost = 6;
1485 power_desc[num].stat = A_CON;
1486 power_desc[num].fail = 14;
1487 power_desc[num++].number = MUT1_GROW_MOLD;
1490 if (creature_ptr->muta1 & MUT1_RESIST) {
1491 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1492 power_desc[num].level = 10;
1493 power_desc[num].cost = 12;
1494 power_desc[num].stat = A_CON;
1495 power_desc[num].fail = 12;
1496 power_desc[num++].number = MUT1_RESIST;
1499 if (creature_ptr->muta1 & MUT1_EARTHQUAKE) {
1500 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1501 power_desc[num].level = 12;
1502 power_desc[num].cost = 12;
1503 power_desc[num].stat = A_STR;
1504 power_desc[num].fail = 16;
1505 power_desc[num++].number = MUT1_EARTHQUAKE;
1508 if (creature_ptr->muta1 & MUT1_EAT_MAGIC) {
1509 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1510 power_desc[num].level = 17;
1511 power_desc[num].cost = 1;
1512 power_desc[num].stat = A_WIS;
1513 power_desc[num].fail = 15;
1514 power_desc[num++].number = MUT1_EAT_MAGIC;
1517 if (creature_ptr->muta1 & MUT1_WEIGH_MAG) {
1518 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1519 power_desc[num].level = 6;
1520 power_desc[num].cost = 6;
1521 power_desc[num].stat = A_INT;
1522 power_desc[num].fail = 10;
1523 power_desc[num++].number = MUT1_WEIGH_MAG;
1526 if (creature_ptr->muta1 & MUT1_STERILITY) {
1527 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1528 power_desc[num].level = 12;
1529 power_desc[num].cost = 23;
1530 power_desc[num].stat = A_CHR;
1531 power_desc[num].fail = 15;
1532 power_desc[num++].number = MUT1_STERILITY;
1535 if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY) {
1536 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1537 power_desc[num].level = 10;
1538 power_desc[num].cost = 12;
1539 power_desc[num].stat = A_DEX;
1540 power_desc[num].fail = 14;
1541 power_desc[num++].number = MUT1_HIT_AND_AWAY;
1544 if (creature_ptr->muta1 & MUT1_DAZZLE) {
1545 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1546 power_desc[num].level = 7;
1547 power_desc[num].cost = 15;
1548 power_desc[num].stat = A_CHR;
1549 power_desc[num].fail = 8;
1550 power_desc[num++].number = MUT1_DAZZLE;
1553 if (creature_ptr->muta1 & MUT1_LASER_EYE) {
1554 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1555 power_desc[num].level = 7;
1556 power_desc[num].cost = 10;
1557 power_desc[num].stat = A_WIS;
1558 power_desc[num].fail = 9;
1559 power_desc[num++].number = MUT1_LASER_EYE;
1562 if (creature_ptr->muta1 & MUT1_RECALL) {
1563 strcpy(power_desc[num].name, _("帰還", "Recall"));
1564 power_desc[num].level = 17;
1565 power_desc[num].cost = 50;
1566 power_desc[num].stat = A_INT;
1567 power_desc[num].fail = 16;
1568 power_desc[num++].number = MUT1_RECALL;
1571 if (creature_ptr->muta1 & MUT1_BANISH) {
1572 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1573 power_desc[num].level = 25;
1574 power_desc[num].cost = 25;
1575 power_desc[num].stat = A_WIS;
1576 power_desc[num].fail = 18;
1577 power_desc[num++].number = MUT1_BANISH;
1580 if (creature_ptr->muta1 & MUT1_COLD_TOUCH) {
1581 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1582 power_desc[num].level = 2;
1583 power_desc[num].cost = 2;
1584 power_desc[num].stat = A_CON;
1585 power_desc[num].fail = 11;
1586 power_desc[num++].number = MUT1_COLD_TOUCH;
1589 if (creature_ptr->muta1 & MUT1_LAUNCHER) {
1590 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1591 power_desc[num].level = 1;
1592 power_desc[num].cost = lvl;
1593 power_desc[num].stat = A_STR;
1594 power_desc[num].fail = 6;
1595 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1596 power_desc[num++].number = 3;
1603 (void)strnfmt(out_val, 78, _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
1604 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1606 if (!repeat_pull(&i) || i < 0 || i >= num) {
1610 choice = (always_show_list || use_menu) ? ESCAPE : 1;
1612 if (choice == ESCAPE)
1614 else if (!get_com(out_val, &choice, FALSE))
1617 if (use_menu && choice != ' ') {
1621 free_turn(creature_ptr);
1628 menu_line += (num - 1);
1647 else if (menu_line + 18 <= num)
1660 if (menu_line > num)
1663 /* Request redraw */
1664 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask)) {
1666 if (!redraw || use_menu) {
1678 /* Print header(s) */
1680 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
1682 prt(_(" Lv MP 失率 Lv MP 失率",
1683 " Lv Cost Fail Lv Cost Fail"),
1688 x1 = ((ctr < 18) ? x : x + 40);
1689 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1692 if (ctr == (menu_line - 1))
1693 strcpy(dummy, _(" 》 ", " > "));
1697 /* letter/number for power selection */
1701 letter = '0' + ctr - 26;
1702 sprintf(dummy, " %c) ", letter);
1705 format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1706 100 - racial_chance(creature_ptr, &power_desc[ctr])));
1724 if (choice == '\r' && num == 1) {
1728 if (isalpha(choice)) {
1730 ask = (isupper(choice));
1734 choice = (char)tolower(choice);
1736 /* Extract request */
1737 i = (islower(choice) ? A2I(choice) : -1);
1739 ask = FALSE; /* Can't uppercase digits */
1741 i = choice - '0' + 26;
1745 /* Totally Illegal */
1746 if ((i < 0) || (i >= num)) {
1756 (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1758 /* Belay that order */
1759 if (!get_check(tmp_val))
1769 /* Abort if needed */
1771 free_turn(creature_ptr);
1775 } /*if (!repeat_pull(&i) || ...)*/
1776 switch (racial_aux(creature_ptr, &power_desc[i])) {
1778 if (power_desc[i].number < 0)
1779 cast = exe_racial_power(creature_ptr, power_desc[i].number);
1781 cast = exe_mutation_power(creature_ptr, power_desc[i].number);
1793 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
1795 /* If mana is not enough, player consumes hit point! */
1796 if (creature_ptr->csp < actual_racial_cost) {
1797 actual_racial_cost -= creature_ptr->csp;
1798 creature_ptr->csp = 0;
1799 take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
1801 creature_ptr->csp -= actual_racial_cost;
1803 creature_ptr->redraw |= (PR_HP | PR_MANA);
1804 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
1807 free_turn(creature_ptr);