3 * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
18 * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
19 * Hook to determine if an object is contertible in an arrow/bolt
20 * @param o_ptr オブジェクトの構造体の参照ポインタ。
21 * @return 材料にできるならTRUEを返す
23 static bool item_tester_hook_convertible(object_type *o_ptr)
25 if((o_ptr->tval==TV_JUNK) || (o_ptr->tval==TV_SKELETON)) return TRUE;
27 if ((o_ptr->tval == TV_CORPSE) && (o_ptr->sval == SV_SKELETON)) return TRUE;
33 * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
34 * Hook to determine if an object is contertible in an arrow/bolt
35 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
37 static bool do_cmd_archer(void)
46 char o_name[MAX_NLEN];
51 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
52 else if(p_ptr->lev >= 10)
53 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
55 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
59 msg_print(_("混乱してる!", "You are too confused!"));
65 msg_print(_("目が見えない!", "You are blind!"));
71 if (!get_com(com, &ch, TRUE))
75 if (ch == 'S' || ch == 's')
80 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
85 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
92 /**********Create shots*********/
98 if (!get_rep_dir(&dir, FALSE)) return FALSE;
99 y = p_ptr->y + ddy[dir];
100 x = p_ptr->x + ddx[dir];
103 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
105 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
108 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
110 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
116 /* Get local object */
119 /* Hack -- Give the player some small firestones */
120 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
121 q_ptr->number = (byte)rand_range(15,30);
124 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
125 q_ptr->discount = 99;
127 slot = inven_carry(q_ptr);
129 object_desc(o_name, q_ptr, 0);
130 msg_format(_("%sを作った。", "You make some ammo."), o_name);
132 /* Auto-inscription */
133 if (slot >= 0) autopick_alter_item(slot, FALSE);
135 /* Destroy the wall */
136 cave_alter_feat(y, x, FF_HURT_ROCK);
138 p_ptr->update |= (PU_FLOW);
141 /**********Create arrows*********/
148 item_tester_hook = item_tester_hook_convertible;
151 q = _("どのアイテムから作りますか? ", "Convert which item? ");
152 s = _("材料を持っていない。", "You have no item to convert.");
153 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
155 /* Get the item (in the pack) */
158 q_ptr = &inventory[item];
161 /* Get the item (on the floor) */
164 q_ptr = &o_list[0 - item];
167 /* Get local object */
170 /* Hack -- Give the player some small firestones */
171 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
172 q_ptr->number = (byte)rand_range(5, 10);
175 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
177 q_ptr->discount = 99;
179 object_desc(o_name, q_ptr, 0);
180 msg_format(_("%sを作った。", "You make some ammo."), o_name);
184 inven_item_increase(item, -1);
185 inven_item_describe(item);
186 inven_item_optimize(item);
190 floor_item_increase(0 - item, -1);
191 floor_item_describe(0 - item);
192 floor_item_optimize(0 - item);
195 slot = inven_carry(q_ptr);
197 /* Auto-inscription */
198 if (slot >= 0) autopick_alter_item(slot, FALSE);
200 /**********Create bolts*********/
207 item_tester_hook = item_tester_hook_convertible;
210 q = _("どのアイテムから作りますか? ", "Convert which item? ");
211 s = _("材料を持っていない。", "You have no item to convert.");
212 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
214 /* Get the item (in the pack) */
217 q_ptr = &inventory[item];
220 /* Get the item (on the floor) */
223 q_ptr = &o_list[0 - item];
226 /* Get local object */
229 /* Hack -- Give the player some small firestones */
230 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
231 q_ptr->number = (byte)rand_range(4, 8);
234 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
236 q_ptr->discount = 99;
238 object_desc(o_name, q_ptr, 0);
239 msg_format(_("%sを作った。", "You make some ammo."), o_name);
243 inven_item_increase(item, -1);
244 inven_item_describe(item);
245 inven_item_optimize(item);
249 floor_item_increase(0 - item, -1);
250 floor_item_describe(0 - item);
251 floor_item_optimize(0 - item);
254 slot = inven_carry(q_ptr);
256 /* Auto-inscription */
257 if (slot >= 0) autopick_alter_item(slot, FALSE);
263 * @brief 魔道具術師の魔力取り込み処理
264 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
266 bool gain_magic(void)
269 PARAMETER_VALUE pval;
273 char o_name[MAX_NLEN];
275 /* Only accept legal items */
276 item_tester_hook = item_tester_hook_recharge;
279 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
280 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
282 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
284 /* Get the item (in the pack) */
287 o_ptr = &inventory[item];
290 /* Get the item (on the floor) */
293 o_ptr = &o_list[0 - item];
296 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
298 msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
303 if (!object_is_known(o_ptr))
305 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
311 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
316 if (o_ptr->tval == TV_ROD)
318 else if (o_ptr->tval == TV_WAND)
321 if (o_ptr->tval == TV_ROD)
323 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
324 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
329 for (num = o_ptr->number; num; num--)
332 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
333 if (p_ptr->magic_num2[o_ptr->sval + ext])
336 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
337 if (gain_num < 1) gain_num = 1;
339 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
340 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
341 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
342 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
343 if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
344 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
348 object_desc(o_name, o_ptr, 0);
350 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
352 /* Eliminate the item (from the pack) */
355 inven_item_increase(item, -999);
356 inven_item_describe(item);
357 inven_item_optimize(item);
360 /* Eliminate the item (from the floor) */
363 floor_item_increase(0 - item, -999);
364 floor_item_describe(0 - item);
365 floor_item_optimize(0 - item);
367 p_ptr->energy_use = 100;
372 * @brief 魔法系コマンドを実行できるかの判定を返す
373 * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
375 static bool can_do_cmd_cast(void)
377 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
379 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
383 else if (p_ptr->anti_magic)
385 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
388 else if (p_ptr->shero)
390 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
399 * @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。
401 static bool choose_kamae(void)
410 msg_print(_("混乱していて構えられない!", "Too confused."));
416 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
418 for (i = 0; i < MAX_KAMAE; i++)
420 if (p_ptr->lev >= kamae_shurui[i].min_level)
422 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
428 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
434 if (choice == ESCAPE)
439 else if ((choice == 'a') || (choice == 'A'))
441 if (p_ptr->action == ACTION_KAMAE)
443 set_action(ACTION_NONE);
446 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
450 else if ((choice == 'b') || (choice == 'B'))
455 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
460 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
465 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
471 set_action(ACTION_KAMAE);
473 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
475 msg_print(_("構え直した。", "You reassume a posture."));
479 p_ptr->special_defense &= ~(KAMAE_MASK);
480 p_ptr->update |= (PU_BONUS);
481 p_ptr->redraw |= (PR_STATE);
482 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
483 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
485 p_ptr->redraw |= PR_STATE;
492 * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
494 static bool choose_kata(void)
503 msg_print(_("混乱していて構えられない!", "Too confused."));
509 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
515 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
521 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
523 for (i = 0; i < MAX_KATA; i++)
525 if (p_ptr->lev >= kata_shurui[i].min_level)
527 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
533 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
539 if (choice == ESCAPE)
544 else if ((choice == 'a') || (choice == 'A'))
546 if (p_ptr->action == ACTION_KATA)
548 set_action(ACTION_NONE);
551 msg_print(_("もともと構えていない。", "You are not assuming posture."));
555 else if ((choice == 'b') || (choice == 'B'))
560 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
565 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
570 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
576 set_action(ACTION_KATA);
578 if (p_ptr->special_defense & (KATA_IAI << new_kata))
580 msg_print(_("構え直した。", "You reassume a posture."));
584 p_ptr->special_defense &= ~(KATA_MASK);
585 p_ptr->update |= (PU_BONUS);
586 p_ptr->update |= (PU_MONSTERS);
587 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
588 p_ptr->special_defense |= (KATA_IAI << new_kata);
590 p_ptr->redraw |= (PR_STATE);
591 p_ptr->redraw |= (PR_STATUS);
598 * @brief レイシャル・パワー情報のtypedef
600 typedef struct power_desc_type power_desc_type;
603 * @brief レイシャル・パワー情報の構造体定義
605 struct power_desc_type
617 * @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
618 * @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
621 static int racial_chance(power_desc_type *pd_ptr)
623 PLAYER_LEVEL min_level = pd_ptr->level;
624 int difficulty = pd_ptr->fail;
629 int stat = p_ptr->stat_cur[pd_ptr->stat];
631 /* No chance for success */
632 if ((p_ptr->lev < min_level) || p_ptr->confused)
637 if (difficulty == 0) return 100;
639 /* Calculate difficulty */
642 difficulty += p_ptr->stun;
644 else if (p_ptr->lev > min_level)
646 int lev_adj = ((p_ptr->lev - min_level) / 3);
647 if (lev_adj > 10) lev_adj = 10;
648 difficulty -= lev_adj;
651 if (difficulty < 5) difficulty = 5;
653 /* We only need halfs of the difficulty */
654 difficulty = difficulty / 2;
656 for (i = 1; i <= stat; i++)
658 val = i - difficulty;
660 sum += (val <= difficulty) ? val : difficulty;
666 return (((sum * 100) / difficulty) / stat);
670 static int racial_cost;
673 * @brief レイシャル・パワーの発動の判定処理
674 * @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
676 * 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。
677 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
679 static int racial_aux(power_desc_type *pd_ptr)
681 s16b min_level = pd_ptr->level;
682 int use_stat = pd_ptr->stat;
683 int difficulty = pd_ptr->fail;
686 racial_cost = pd_ptr->cost;
688 /* Not enough mana - use hp */
689 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
691 /* Power is not available yet */
692 if (p_ptr->lev < min_level)
694 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。",
695 "You need to attain level %d to use this power."), min_level);
697 p_ptr->energy_use = 0;
702 else if (p_ptr->confused)
704 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
705 p_ptr->energy_use = 0;
710 else if (p_ptr->chp < use_hp)
712 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? ")))
714 p_ptr->energy_use = 0;
719 /* Else attempt to do it! */
725 difficulty += p_ptr->stun;
727 else if (p_ptr->lev > min_level)
729 int lev_adj = ((p_ptr->lev - min_level) / 3);
730 if (lev_adj > 10) lev_adj = 10;
731 difficulty -= lev_adj;
734 if (difficulty < 5) difficulty = 5;
737 /* take time and pay the price */
738 p_ptr->energy_use = 100;
741 if (randint1(p_ptr->stat_cur[use_stat]) >=
742 ((difficulty / 2) + randint1(difficulty / 2)))
747 if (flush_failure) flush();
748 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
754 * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
757 void ratial_stop_mouth(void)
759 if (music_singing_any()) stop_singing();
760 if (hex_spelling_any()) stop_hex_spell_all();
764 * @brief レイシャル・パワー発動処理
765 * @param command 発動するレイシャルのID
766 * @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。
768 static bool cmd_racial_power_aux(s32b command)
770 s16b plev = p_ptr->lev;
775 switch (p_ptr->pclass)
782 for (i = 0; i < 6; i++)
785 y = p_ptr->y + ddy_ddd[dir];
786 x = p_ptr->x + ddx_ddd[dir];
789 /* Hack -- attack monsters */
794 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
799 case CLASS_HIGH_MAGE:
800 if (p_ptr->realm1 == REALM_HEX)
802 bool retval = stop_hex_spell();
803 if (retval) p_ptr->energy_use = 10;
807 /* case CLASS_HIGH_MAGE: */
810 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
815 if (is_good_realm(p_ptr->realm1))
817 if (!bless_weapon()) return FALSE;
821 (void)dispel_monsters(plev * 4);
822 turn_monsters(plev * 4);
823 banish_monsters(plev * 4);
831 if (!get_rep_dir(&dir, FALSE)) return FALSE;
832 y = p_ptr->y + ddy[dir];
833 x = p_ptr->x + ddx[dir];
834 if (cave[y][x].m_idx)
837 if (randint0(p_ptr->skill_dis) < 7)
838 msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
839 else teleport_player(30, 0L);
843 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
851 msg_print(_("敵を調査した...", "You examine your foes..."));
857 if (!get_aim_dir(&dir)) return FALSE;
858 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
862 case CLASS_WARRIOR_MAGE:
866 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
867 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
870 p_ptr->csp += gain_sp;
871 if (p_ptr->csp > p_ptr->msp)
873 p_ptr->csp = p_ptr->msp;
879 msg_print(_("変換に失敗した。", "You failed to convert."));
882 else if (command == -4)
884 if (p_ptr->csp >= p_ptr->lev / 5)
886 p_ptr->csp -= p_ptr->lev / 5;
887 hp_player(p_ptr->lev);
891 msg_print(_("変換に失敗した。", "You failed to convert."));
895 /* Redraw mana and hp */
896 p_ptr->redraw |= (PR_HP | PR_MANA);
900 case CLASS_CHAOS_WARRIOR:
902 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
903 slow_monsters(p_ptr->lev);
904 stun_monsters(p_ptr->lev * 4);
905 confuse_monsters(p_ptr->lev * 4);
906 turn_monsters(p_ptr->lev * 4);
907 stasis_monsters(p_ptr->lev * 4);
912 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
914 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
919 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
925 if (!choose_kamae()) return FALSE;
926 p_ptr->update |= (PU_BONUS);
928 else if (command == -4)
932 if (!get_rep_dir(&dir, FALSE)) return FALSE;
933 y = p_ptr->y + ddy[dir];
934 x = p_ptr->x + ddx[dir];
935 if (cave[y][x].m_idx)
938 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
939 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
941 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
942 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
945 if (cave[y][x].m_idx)
950 p_ptr->energy_need += ENERGY_NEED();
954 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
960 case CLASS_MINDCRAFTER:
961 case CLASS_FORCETRAINER:
965 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
968 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
970 p_ptr->csp += (3 + p_ptr->lev/20);
971 if (p_ptr->csp >= p_ptr->msp)
973 p_ptr->csp = p_ptr->msp;
978 p_ptr->redraw |= (PR_MANA);
985 if (!get_aim_dir(&dir)) return FALSE;
987 fire_beam(GF_PHOTO, dir, 1);
989 else if (command == -4)
991 if (!identify_fully(FALSE)) return FALSE;
998 if (!do_cmd_mane(TRUE)) return FALSE;
1001 case CLASS_BEASTMASTER:
1005 if (!get_aim_dir(&dir)) return FALSE;
1006 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
1008 else if (command == -4)
1010 project_hack(GF_CHARM_LIVING, p_ptr->lev);
1016 if (!do_cmd_archer()) return FALSE;
1019 case CLASS_MAGIC_EATER:
1021 if (command == -3) {
1022 if (!gain_magic()) return FALSE;
1023 } else if (command == -4) {
1024 if (!can_do_cmd_cast()) return FALSE;
1025 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1031 /* Singing is already stopped */
1032 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
1035 p_ptr->energy_use = 10;
1038 case CLASS_RED_MAGE:
1040 if (!can_do_cmd_cast()) return FALSE;
1044 if (!p_ptr->paralyzed && can_do_cmd_cast())
1052 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1056 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
1059 if (p_ptr->special_defense & KATA_MASK)
1061 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1064 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1066 p_ptr->csp += p_ptr->msp / 2;
1067 if (p_ptr->csp >= max_csp)
1069 p_ptr->csp = max_csp;
1070 p_ptr->csp_frac = 0;
1074 p_ptr->redraw |= (PR_MANA);
1076 else if (command == -4)
1078 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1080 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1083 if (!choose_kata()) return FALSE;
1084 p_ptr->update |= (PU_BONUS);
1088 case CLASS_BLUE_MAGE:
1090 if (p_ptr->action == ACTION_LEARN)
1092 set_action(ACTION_NONE);
1096 set_action(ACTION_LEARN);
1098 p_ptr->energy_use = 0;
1104 monster_type *m_ptr;
1105 monster_race *r_ptr;
1110 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1113 if (!do_riding(TRUE)) return TRUE;
1114 m_ptr = &m_list[p_ptr->riding];
1115 r_ptr = &r_info[m_ptr->r_idx];
1116 monster_desc(m_name, m_ptr, 0);
1117 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1118 if (is_pet(m_ptr)) break;
1119 rlev = r_ptr->level;
1120 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1121 if (rlev > 60) rlev = 60+(rlev-60)/2;
1122 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1123 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1124 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1125 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1127 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1132 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1136 /* 落馬処理に失敗してもとにかく乗馬解除 */
1141 case CLASS_BERSERKER:
1143 if (!word_of_recall()) return FALSE;
1148 if (p_ptr->lev > 29)
1150 if (!identify_fully(TRUE)) return FALSE;
1154 if (!ident_spell(TRUE)) return FALSE;
1158 case CLASS_MIRROR_MASTER:
1162 /* Explode all mirrors */
1163 remove_all_mirrors(TRUE);
1165 else if (command == -4)
1169 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
1172 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1174 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1176 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1177 if (p_ptr->csp >= p_ptr->msp)
1179 p_ptr->csp = p_ptr->msp;
1180 p_ptr->csp_frac = 0;
1184 p_ptr->redraw |= (PR_MANA);
1188 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1195 if (p_ptr->action == ACTION_HAYAGAKE)
1197 set_action(ACTION_NONE);
1201 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1202 feature_type *f_ptr = &f_info[c_ptr->feat];
1204 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1205 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1207 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1211 set_action(ACTION_HAYAGAKE);
1216 p_ptr->energy_use = 0;
1222 else if (p_ptr->mimic_form)
1224 switch (p_ptr->mimic_form)
1227 case MIMIC_DEMON_LORD:
1229 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1230 if (!get_aim_dir(&dir)) return FALSE;
1231 ratial_stop_mouth();
1233 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1235 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1238 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1242 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1244 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1249 int y, x, dummy = 0;
1252 /* Only works on adjacent monsters */
1253 if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
1254 y = p_ptr->y + ddy[dir];
1255 x = p_ptr->x + ddx[dir];
1256 c_ptr = &cave[y][x];
1258 ratial_stop_mouth();
1262 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1266 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1267 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1268 if (hypodynamic_bolt(dir, dummy))
1270 if (p_ptr->food < PY_FOOD_FULL)
1271 /* No heal if we are "full" */
1272 (void)hp_player(dummy);
1274 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1276 /* Gain nutritional sustenance: 150/hp drained */
1277 /* A Food ration gives 5000 food points (by contrast) */
1278 /* Don't ever get more than "Full" this way */
1279 /* But if we ARE Gorged, it won't cure us */
1280 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1281 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1282 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1285 msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1294 switch (p_ptr->prace)
1297 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1298 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1299 (void)detect_doors(DETECT_RAD_DEFAULT);
1300 (void)detect_stairs(DETECT_RAD_DEFAULT);
1308 /* Get local object */
1311 /* Create the food ration */
1312 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1314 /* Drop the object from heaven */
1315 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1316 msg_print(_("食事を料理して作った。", "You cook some food."));
1321 msg_print(_("パッ!", "Blink!"));
1322 teleport_player(10, 0L);
1326 msg_print(_("勇気を出した。", "You play tough."));
1327 (void)set_afraid(0);
1330 case RACE_HALF_TROLL:
1331 msg_print(_("うがぁぁ!", "RAAAGH!"));
1332 (void)set_afraid(0);
1333 (void)set_shero(10 + randint1(plev), FALSE);
1334 (void)hp_player(30);
1340 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1343 else if (command == -2)
1345 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..."));
1347 (void)set_poisoned(0);
1352 (void)set_afraid(0);
1353 (void)do_res_stat(A_STR);
1354 (void)do_res_stat(A_INT);
1355 (void)do_res_stat(A_WIS);
1356 (void)do_res_stat(A_DEX);
1357 (void)do_res_stat(A_CON);
1358 (void)do_res_stat(A_CHR);
1359 (void)restore_level();
1363 case RACE_BARBARIAN:
1364 msg_print(_("うぉぉおお!", "Raaagh!"));
1365 (void)set_afraid(0);
1366 (void)set_shero(10 + randint1(plev), FALSE);
1367 (void)hp_player(30);
1370 case RACE_HALF_OGRE:
1371 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1375 case RACE_HALF_GIANT:
1376 if (!get_aim_dir(&dir)) return FALSE;
1377 (void)wall_to_mud(dir, 20 + randint1(30));
1380 case RACE_HALF_TITAN:
1381 msg_print(_("敵を調査した...", "You examine your foes..."));
1386 if (!get_aim_dir(&dir)) return FALSE;
1387 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1388 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1392 if (!get_aim_dir(&dir)) return FALSE;
1393 ratial_stop_mouth();
1394 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1395 (void)fear_monster(dir, plev);
1399 if (!get_aim_dir(&dir)) return FALSE;
1400 ratial_stop_mouth();
1401 msg_print(_("酸を吐いた。", "You spit acid."));
1402 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1403 else fire_ball(GF_ACID, dir, plev, 2);
1407 if (!get_aim_dir(&dir)) return FALSE;
1408 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1409 fire_bolt(GF_POIS, dir, plev);
1413 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1414 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1415 (void)detect_doors(DETECT_RAD_DEFAULT);
1416 (void)detect_stairs(DETECT_RAD_DEFAULT);
1420 if (!get_aim_dir(&dir)) return FALSE;
1421 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1422 fire_bolt_or_beam(10, GF_MISSILE, dir,
1423 damroll(3 + ((plev - 1) / 5), 4));
1426 case RACE_DRACONIAN:
1428 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1430 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1432 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1435 if (!get_aim_dir(&dir)) return FALSE;
1437 if (randint1(100) < plev)
1439 switch (p_ptr->pclass)
1442 case CLASS_BERSERKER:
1445 case CLASS_IMITATOR:
1451 Type_desc = _("エレメント", "the elements");
1456 Type_desc = _("破片", "shards");
1460 case CLASS_WARRIOR_MAGE:
1461 case CLASS_HIGH_MAGE:
1462 case CLASS_SORCERER:
1463 case CLASS_MAGIC_EATER:
1464 case CLASS_RED_MAGE:
1465 case CLASS_BLUE_MAGE:
1466 case CLASS_MIRROR_MASTER:
1470 Type_desc = _("魔力", "mana");
1474 Type = GF_DISENCHANT;
1475 Type_desc = _("劣化", "disenchantment");
1478 case CLASS_CHAOS_WARRIOR:
1481 Type = GF_CONFUSION;
1482 Type_desc = _("混乱", "confusion");
1487 Type_desc = _("カオス", "chaos");
1492 case CLASS_FORCETRAINER:
1495 Type = GF_CONFUSION;
1496 Type_desc = _("混乱", "confusion");
1501 Type_desc = _("轟音", "sound");
1504 case CLASS_MINDCRAFTER:
1507 Type = GF_CONFUSION;
1508 Type_desc = _("混乱", "confusion");
1513 Type_desc = _("精神エネルギー", "mental energy");
1520 Type = GF_HELL_FIRE;
1521 Type_desc = _("地獄の劫火", "hellfire");
1525 Type = GF_HOLY_FIRE;
1526 Type_desc = _("聖なる炎", "holy fire");
1534 Type_desc = _("暗黒", "darkness");
1539 Type_desc = _("毒", "poison");
1546 Type_desc = _("轟音", "sound");
1550 Type = GF_CONFUSION;
1551 Type_desc = _("混乱", "confusion");
1557 ratial_stop_mouth();
1558 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1560 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1564 case RACE_MIND_FLAYER:
1565 if (!get_aim_dir(&dir)) return FALSE;
1566 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1567 fire_bolt(GF_PSI, dir, plev);
1571 if (!get_aim_dir(&dir)) return FALSE;
1574 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1575 fire_ball(GF_FIRE, dir, plev, 2);
1579 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1580 fire_bolt(GF_FIRE, dir, plev);
1585 (void)set_shield(randint1(20) + 30, FALSE);
1590 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."));
1591 (void)restore_level();
1595 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1597 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1602 int y, x, dummy = 0;
1605 /* Only works on adjacent monsters */
1606 if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
1607 y = p_ptr->y + ddy[dir];
1608 x = p_ptr->x + ddx[dir];
1609 c_ptr = &cave[y][x];
1611 ratial_stop_mouth();
1615 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1619 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1620 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1621 if (hypodynamic_bolt(dir, dummy))
1623 if (p_ptr->food < PY_FOOD_FULL)
1624 /* No heal if we are "full" */
1625 (void)hp_player(dummy);
1627 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1629 /* Gain nutritional sustenance: 150/hp drained */
1630 /* A Food ration gives 5000 food points (by contrast) */
1631 /* Don't ever get more than "Full" this way */
1632 /* But if we ARE Gorged, it won't cure us */
1633 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1634 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1635 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1638 msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1643 if (!get_aim_dir(&dir)) return FALSE;
1644 ratial_stop_mouth();
1645 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!"));
1646 (void)fear_monster(dir, plev);
1650 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1651 if (plev < 25) sleep_monsters_touch();
1652 else (void)sleep_monsters(plev);
1657 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1658 if (!get_aim_dir(&dir)) return FALSE;
1659 ratial_stop_mouth();
1661 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1663 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1666 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1671 (void)set_tsubureru(randint1(20) + 30, FALSE);
1675 if (!get_aim_dir(&dir)) return FALSE;
1678 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1679 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1683 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1684 fire_bolt(GF_MISSILE, dir, plev);
1688 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1689 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1693 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1694 fire_beam(GF_MISSILE, dir, plev * 2);
1698 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1699 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1704 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."));
1705 p_ptr->energy_use = 0;
1712 * @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
1715 void do_cmd_racial_power(void)
1717 power_desc_type power_desc[36];
1721 PLAYER_LEVEL lvl = p_ptr->lev;
1722 bool flag, redraw, cast = FALSE;
1723 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1726 int menu_line = (use_menu ? 1 : 0);
1729 for (num = 0; num < 36; num++)
1731 strcpy(power_desc[num].name, "");
1732 power_desc[num].number = 0;
1737 if (p_ptr->confused)
1739 msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
1740 p_ptr->energy_use = 0;
1744 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1746 set_action(ACTION_NONE);
1749 switch (p_ptr->pclass)
1753 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1754 power_desc[num].level = 40;
1755 power_desc[num].cost = 75;
1756 power_desc[num].stat = A_DEX;
1757 power_desc[num].fail = 35;
1758 power_desc[num++].number = -3;
1761 case CLASS_HIGH_MAGE:
1762 if (p_ptr->realm1 == REALM_HEX)
1764 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1765 power_desc[num].level = 1;
1766 power_desc[num].cost = 0;
1767 power_desc[num].stat = A_INT;
1768 power_desc[num].fail = 0;
1769 power_desc[num++].number = -3;
1773 /* case CLASS_HIGH_MAGE: */
1774 case CLASS_SORCERER:
1776 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1777 power_desc[num].level = 25;
1778 power_desc[num].cost = 1;
1779 power_desc[num].stat = A_INT;
1780 power_desc[num].fail = 25;
1781 power_desc[num++].number = -3;
1786 if (is_good_realm(p_ptr->realm1))
1788 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1789 power_desc[num].level = 35;
1790 power_desc[num].cost = 70;
1791 power_desc[num].stat = A_WIS;
1792 power_desc[num].fail = 50;
1793 power_desc[num++].number = -3;
1797 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1798 power_desc[num].level = 42;
1799 power_desc[num].cost = 40;
1800 power_desc[num].stat = A_WIS;
1801 power_desc[num].fail = 35;
1802 power_desc[num++].number = -3;
1808 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1809 power_desc[num].level = 8;
1810 power_desc[num].cost = 12;
1811 power_desc[num].stat = A_DEX;
1812 power_desc[num].fail = 14;
1813 power_desc[num++].number = -3;
1819 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1820 power_desc[num].level = 15;
1821 power_desc[num].cost = 20;
1822 power_desc[num].stat = A_INT;
1823 power_desc[num].fail = 12;
1824 power_desc[num++].number = -3;
1829 if (is_good_realm(p_ptr->realm1))
1831 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1832 power_desc[num].level = 30;
1833 power_desc[num].cost = 30;
1834 power_desc[num].stat = A_WIS;
1835 power_desc[num].fail = 30;
1836 power_desc[num++].number = -3;
1840 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1841 power_desc[num].level = 30;
1842 power_desc[num].cost = 30;
1843 power_desc[num].stat = A_WIS;
1844 power_desc[num].fail = 30;
1845 power_desc[num++].number = -3;
1849 case CLASS_WARRIOR_MAGE:
1851 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1852 power_desc[num].level = 25;
1853 power_desc[num].cost = 0;
1854 power_desc[num].stat = A_INT;
1855 power_desc[num].fail = 10;
1856 power_desc[num++].number = -3;
1858 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1859 power_desc[num].level = 25;
1860 power_desc[num].cost = 0;
1861 power_desc[num].stat = A_INT;
1862 power_desc[num].fail = 10;
1863 power_desc[num++].number = -4;
1866 case CLASS_CHAOS_WARRIOR:
1868 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1869 power_desc[num].level = 40;
1870 power_desc[num].cost = 50;
1871 power_desc[num].stat = A_INT;
1872 power_desc[num].fail = 25;
1873 power_desc[num++].number = -3;
1878 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1879 power_desc[num].level = 25;
1880 power_desc[num].cost = 0;
1881 power_desc[num].stat = A_DEX;
1882 power_desc[num].fail = 0;
1883 power_desc[num++].number = -3;
1885 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1886 power_desc[num].level = 30;
1887 power_desc[num].cost = 30;
1888 power_desc[num].stat = A_STR;
1889 power_desc[num].fail = 20;
1890 power_desc[num++].number = -4;
1893 case CLASS_MINDCRAFTER:
1894 case CLASS_FORCETRAINER:
1896 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1897 power_desc[num].level = 15;
1898 power_desc[num].cost = 0;
1899 power_desc[num].stat = A_WIS;
1900 power_desc[num].fail = 10;
1901 power_desc[num++].number = -3;
1906 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1907 power_desc[num].level = 1;
1908 power_desc[num].cost = 0;
1909 power_desc[num].stat = A_DEX;
1910 power_desc[num].fail = 0;
1911 power_desc[num++].number = -3;
1913 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1914 power_desc[num].level = 25;
1915 power_desc[num].cost = 20;
1916 power_desc[num].stat = A_INT;
1917 power_desc[num].fail = 20;
1918 power_desc[num++].number = -4;
1921 case CLASS_IMITATOR:
1923 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1924 power_desc[num].level = 30;
1925 power_desc[num].cost = 100;
1926 power_desc[num].stat = A_DEX;
1927 power_desc[num].fail = 30;
1928 power_desc[num++].number = -3;
1931 case CLASS_BEASTMASTER:
1933 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1934 power_desc[num].level = 1;
1935 power_desc[num].cost = (p_ptr->lev+3)/4;
1936 power_desc[num].stat = A_CHR;
1937 power_desc[num].fail = 10;
1938 power_desc[num++].number = -3;
1940 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1941 power_desc[num].level = 30;
1942 power_desc[num].cost = (p_ptr->lev+20)/2;
1943 power_desc[num].stat = A_CHR;
1944 power_desc[num].fail = 10;
1945 power_desc[num++].number = -4;
1950 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1951 power_desc[num].level = 1;
1952 power_desc[num].cost = 0;
1953 power_desc[num].stat = A_DEX;
1954 power_desc[num].fail = 0;
1955 power_desc[num++].number = -3;
1958 case CLASS_MAGIC_EATER:
1960 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1961 power_desc[num].level = 1;
1962 power_desc[num].cost = 0;
1963 power_desc[num].stat = A_INT;
1964 power_desc[num].fail = 0;
1965 power_desc[num++].number = -3;
1967 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1968 power_desc[num].level = 10;
1969 power_desc[num].cost = 10 + (lvl - 10) / 2;
1970 power_desc[num].stat = A_INT;
1971 power_desc[num].fail = 0;
1972 power_desc[num++].number = -4;
1977 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1978 power_desc[num].level = 1;
1979 power_desc[num].cost = 0;
1980 power_desc[num].stat = A_CHR;
1981 power_desc[num].fail = 0;
1982 power_desc[num++].number = -3;
1985 case CLASS_RED_MAGE:
1987 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1988 power_desc[num].level = 48;
1989 power_desc[num].cost = 20;
1990 power_desc[num].stat = A_INT;
1991 power_desc[num].fail = 0;
1992 power_desc[num++].number = -3;
1997 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1998 power_desc[num].level = 1;
1999 power_desc[num].cost = 0;
2000 power_desc[num].stat = A_WIS;
2001 power_desc[num].fail = 0;
2002 power_desc[num++].number = -3;
2004 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
2005 power_desc[num].level = 25;
2006 power_desc[num].cost = 0;
2007 power_desc[num].stat = A_DEX;
2008 power_desc[num].fail = 0;
2009 power_desc[num++].number = -4;
2012 case CLASS_BLUE_MAGE:
2014 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
2015 power_desc[num].level = 1;
2016 power_desc[num].cost = 0;
2017 power_desc[num].stat = A_INT;
2018 power_desc[num].fail = 0;
2019 power_desc[num++].number = -3;
2024 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
2025 power_desc[num].level = 10;
2026 power_desc[num].cost = 0;
2027 power_desc[num].stat = A_STR;
2028 power_desc[num].fail = 10;
2029 power_desc[num++].number = -3;
2032 case CLASS_BERSERKER:
2034 strcpy(power_desc[num].name, _("帰還", "Recall"));
2035 power_desc[num].level = 10;
2036 power_desc[num].cost = 10;
2037 power_desc[num].stat = A_DEX;
2038 power_desc[num].fail = 20;
2039 power_desc[num++].number = -3;
2042 case CLASS_MIRROR_MASTER:
2044 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2045 power_desc[num].level = 1;
2046 power_desc[num].cost = 0;
2047 power_desc[num].stat = A_INT;
2048 power_desc[num].fail = 0;
2049 power_desc[num++].number = -3;
2051 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2052 power_desc[num].level = 30;
2053 power_desc[num].cost = 0;
2054 power_desc[num].stat = A_INT;
2055 power_desc[num].fail = 20;
2056 power_desc[num++].number = -4;
2061 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2062 power_desc[num].level = 5;
2063 power_desc[num].cost = 15;
2064 power_desc[num].stat = A_INT;
2065 power_desc[num].fail = 20;
2066 power_desc[num++].number = -3;
2071 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2072 power_desc[num].level = 20;
2073 power_desc[num].cost = 0;
2074 power_desc[num].stat = A_DEX;
2075 power_desc[num].fail = 0;
2076 power_desc[num++].number = -3;
2080 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2083 if (p_ptr->mimic_form)
2085 switch (p_ptr->mimic_form)
2088 case MIMIC_DEMON_LORD:
2089 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);
2090 power_desc[num].level = 15;
2091 power_desc[num].cost = 10+lvl/3;
2092 power_desc[num].stat = A_CON;
2093 power_desc[num].fail = 20;
2094 power_desc[num++].number = -1;
2097 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2098 power_desc[num].level = 2;
2099 power_desc[num].cost = 1 + (lvl / 3);
2100 power_desc[num].stat = A_CON;
2101 power_desc[num].fail = 9;
2102 power_desc[num++].number = -1;
2108 switch (p_ptr->prace)
2111 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2112 power_desc[num].level = 5;
2113 power_desc[num].cost = 5;
2114 power_desc[num].stat = A_WIS;
2115 power_desc[num].fail = 12;
2116 power_desc[num++].number = -1;
2119 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2120 power_desc[num].level = 10;
2121 power_desc[num].cost = 5;
2122 power_desc[num].stat = A_WIS;
2123 power_desc[num].fail = 10;
2124 power_desc[num++].number = -1;
2127 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2128 power_desc[num].level = 15;
2129 power_desc[num].cost = 10;
2130 power_desc[num].stat = A_INT;
2131 power_desc[num].fail = 10;
2132 power_desc[num++].number = -1;
2135 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2136 power_desc[num].level = 5;
2137 power_desc[num].cost = 5;
2138 power_desc[num].stat = A_INT;
2139 power_desc[num].fail = 12;
2140 power_desc[num++].number = -1;
2143 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2144 power_desc[num].level = 3;
2145 power_desc[num].cost = 5;
2146 power_desc[num].stat = A_WIS;
2147 power_desc[num].fail = warrior ? 5 : 10;
2148 power_desc[num++].number = -1;
2150 case RACE_HALF_TROLL:
2151 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2152 power_desc[num].level = 10;
2153 power_desc[num].cost = 12;
2154 power_desc[num].stat = A_STR;
2155 power_desc[num].fail = warrior ? 6 : 12;
2156 power_desc[num++].number = -1;
2158 case RACE_BARBARIAN:
2159 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2160 power_desc[num].level = 8;
2161 power_desc[num].cost = 10;
2162 power_desc[num].stat = A_STR;
2163 power_desc[num].fail = warrior ? 6 : 12;
2164 power_desc[num++].number = -1;
2167 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2168 power_desc[num].level = 30;
2169 power_desc[num].cost = 50;
2170 power_desc[num].stat = A_INT;
2171 power_desc[num].fail = 50;
2172 power_desc[num++].number = -1;
2174 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2175 power_desc[num].level = 40;
2176 power_desc[num].cost = 75;
2177 power_desc[num].stat = A_WIS;
2178 power_desc[num].fail = 50;
2179 power_desc[num++].number = -2;
2181 case RACE_HALF_OGRE:
2182 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2183 power_desc[num].level = 25;
2184 power_desc[num].cost = 35;
2185 power_desc[num].stat = A_INT;
2186 power_desc[num].fail = 15;
2187 power_desc[num++].number = -1;
2189 case RACE_HALF_GIANT:
2190 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2191 power_desc[num].level = 20;
2192 power_desc[num].cost = 10;
2193 power_desc[num].stat = A_STR;
2194 power_desc[num].fail = 12;
2195 power_desc[num++].number = -1;
2197 case RACE_HALF_TITAN:
2198 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2199 power_desc[num].level = 15;
2200 power_desc[num].cost = 10;
2201 power_desc[num].stat = A_INT;
2202 power_desc[num].fail = 12;
2203 power_desc[num++].number = -1;
2206 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2207 power_desc[num].level = 20;
2208 power_desc[num].cost = 15;
2209 power_desc[num].stat = A_STR;
2210 power_desc[num].fail = 12;
2211 power_desc[num++].number = -1;
2214 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2215 power_desc[num].level = 15;
2216 power_desc[num].cost = 15;
2217 power_desc[num].stat = A_WIS;
2218 power_desc[num].fail = 10;
2219 power_desc[num++].number = -1;
2222 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2223 power_desc[num].level = 4;
2224 power_desc[num].cost = 6;
2225 power_desc[num].stat = A_INT;
2226 power_desc[num].fail = 3;
2227 power_desc[num++].number = -1;
2230 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2231 power_desc[num].level = 9;
2232 power_desc[num].cost = 9;
2233 power_desc[num].stat = A_DEX;
2234 power_desc[num].fail = 14;
2235 power_desc[num++].number = -1;
2238 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2239 power_desc[num].level = 12;
2240 power_desc[num].cost = 8;
2241 power_desc[num].stat = A_DEX;
2242 power_desc[num].fail = 14;
2243 power_desc[num++].number = -1;
2246 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);
2247 power_desc[num].level = 2;
2248 power_desc[num].cost = 2;
2249 power_desc[num].stat = A_INT;
2250 power_desc[num].fail = 9;
2251 power_desc[num++].number = -1;
2253 case RACE_DRACONIAN:
2254 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2255 power_desc[num].level = 1;
2256 power_desc[num].cost = lvl;
2257 power_desc[num].stat = A_CON;
2258 power_desc[num].fail = 12;
2259 power_desc[num++].number = -1;
2261 case RACE_MIND_FLAYER:
2262 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2263 power_desc[num].level = 15;
2264 power_desc[num].cost = 12;
2265 power_desc[num].stat = A_INT;
2266 power_desc[num].fail = 14;
2267 power_desc[num++].number = -1;
2270 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);
2271 power_desc[num].level = 9;
2272 power_desc[num].cost = 15;
2273 power_desc[num].stat = A_WIS;
2274 power_desc[num].fail = 15;
2275 power_desc[num++].number = -1;
2278 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2279 power_desc[num].level = 20;
2280 power_desc[num].cost = 15;
2281 power_desc[num].stat = A_CON;
2282 power_desc[num].fail = 8;
2283 power_desc[num++].number = -1;
2287 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2288 power_desc[num].level = 30;
2289 power_desc[num].cost = 30;
2290 power_desc[num].stat = A_WIS;
2291 power_desc[num].fail = 18;
2292 power_desc[num++].number = -1;
2295 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2296 power_desc[num].level = 2;
2297 power_desc[num].cost = 1 + (lvl / 3);
2298 power_desc[num].stat = A_CON;
2299 power_desc[num].fail = 9;
2300 power_desc[num++].number = -1;
2303 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2304 power_desc[num].level = 12;
2305 power_desc[num].cost = 12;
2306 power_desc[num].stat = A_INT;
2307 power_desc[num].fail = 15;
2308 power_desc[num++].number = -1;
2311 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);
2312 power_desc[num].level = 15;
2313 power_desc[num].cost = 10+lvl/3;
2314 power_desc[num].stat = A_CON;
2315 power_desc[num].fail = 20;
2316 power_desc[num++].number = -1;
2319 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2320 power_desc[num].level = 20;
2321 power_desc[num].cost = 15;
2322 power_desc[num].stat = A_CHR;
2323 power_desc[num].fail = 8;
2324 power_desc[num++].number = -1;
2327 if (p_ptr->lev < 10)
2329 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2330 power_desc[num].level = 1;
2331 power_desc[num].cost = 7;
2332 power_desc[num].fail = 8;
2334 else if (p_ptr->lev < 25)
2336 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2337 power_desc[num].level = 10;
2338 power_desc[num].cost = 13;
2339 power_desc[num].fail = 10;
2341 else if (p_ptr->lev < 35)
2343 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2344 power_desc[num].level = 25;
2345 power_desc[num].cost = 26;
2346 power_desc[num].fail = 12;
2348 else if (p_ptr->lev < 45)
2350 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2351 power_desc[num].level = 35;
2352 power_desc[num].cost = 40;
2353 power_desc[num].fail = 15;
2357 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2358 power_desc[num].level = 45;
2359 power_desc[num].cost = 60;
2360 power_desc[num].fail = 18;
2362 power_desc[num].stat = A_STR;
2363 power_desc[num++].number = -1;
2374 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2376 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2377 power_desc[num].level = 9;
2378 power_desc[num].cost = 9;
2379 power_desc[num].stat = A_DEX;
2380 power_desc[num].fail = 15;
2381 power_desc[num++].number = MUT1_SPIT_ACID;
2384 if (p_ptr->muta1 & MUT1_BR_FIRE)
2386 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2387 power_desc[num].level = 20;
2388 power_desc[num].cost = lvl;
2389 power_desc[num].stat = A_CON;
2390 power_desc[num].fail = 18;
2391 power_desc[num++].number = MUT1_BR_FIRE;
2394 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2396 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2397 power_desc[num].level = 12;
2398 power_desc[num].cost = 12;
2399 power_desc[num].stat = A_CHR;
2400 power_desc[num].fail = 18;
2401 power_desc[num++].number = MUT1_HYPN_GAZE;
2404 if (p_ptr->muta1 & MUT1_TELEKINES)
2406 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2407 power_desc[num].level = 9;
2408 power_desc[num].cost = 9;
2409 power_desc[num].stat = A_WIS;
2410 power_desc[num].fail = 14;
2411 power_desc[num++].number = MUT1_TELEKINES;
2414 if (p_ptr->muta1 & MUT1_VTELEPORT)
2416 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2417 power_desc[num].level = 7;
2418 power_desc[num].cost = 7;
2419 power_desc[num].stat = A_WIS;
2420 power_desc[num].fail = 15;
2421 power_desc[num++].number = MUT1_VTELEPORT;
2424 if (p_ptr->muta1 & MUT1_MIND_BLST)
2426 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2427 power_desc[num].level = 5;
2428 power_desc[num].cost = 3;
2429 power_desc[num].stat = A_WIS;
2430 power_desc[num].fail = 15;
2431 power_desc[num++].number = MUT1_MIND_BLST;
2434 if (p_ptr->muta1 & MUT1_RADIATION)
2436 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2437 power_desc[num].level = 15;
2438 power_desc[num].cost = 15;
2439 power_desc[num].stat = A_CON;
2440 power_desc[num].fail = 14;
2441 power_desc[num++].number = MUT1_RADIATION;
2444 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2446 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2447 power_desc[num].level = 2;
2448 power_desc[num].cost = (1 + (lvl / 3));
2449 power_desc[num].stat = A_CON;
2450 power_desc[num].fail = 9;
2451 power_desc[num++].number = MUT1_VAMPIRISM;
2454 if (p_ptr->muta1 & MUT1_SMELL_MET)
2456 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2457 power_desc[num].level = 3;
2458 power_desc[num].cost = 2;
2459 power_desc[num].stat = A_INT;
2460 power_desc[num].fail = 12;
2461 power_desc[num++].number = MUT1_SMELL_MET;
2464 if (p_ptr->muta1 & MUT1_SMELL_MON)
2466 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2467 power_desc[num].level = 5;
2468 power_desc[num].cost = 4;
2469 power_desc[num].stat = A_INT;
2470 power_desc[num].fail = 15;
2471 power_desc[num++].number = MUT1_SMELL_MON;
2474 if (p_ptr->muta1 & MUT1_BLINK)
2476 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2477 power_desc[num].level = 3;
2478 power_desc[num].cost = 3;
2479 power_desc[num].stat = A_WIS;
2480 power_desc[num].fail = 12;
2481 power_desc[num++].number = MUT1_BLINK;
2484 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2486 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2487 power_desc[num].level = 8;
2488 power_desc[num].cost = 12;
2489 power_desc[num].stat = A_CON;
2490 power_desc[num].fail = 18;
2491 power_desc[num++].number = MUT1_EAT_ROCK;
2494 if (p_ptr->muta1 & MUT1_SWAP_POS)
2496 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2497 power_desc[num].level = 15;
2498 power_desc[num].cost = 12;
2499 power_desc[num].stat = A_DEX;
2500 power_desc[num].fail = 16;
2501 power_desc[num++].number = MUT1_SWAP_POS;
2504 if (p_ptr->muta1 & MUT1_SHRIEK)
2506 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2507 power_desc[num].level = 20;
2508 power_desc[num].cost = 14;
2509 power_desc[num].stat = A_CON;
2510 power_desc[num].fail = 16;
2511 power_desc[num++].number = MUT1_SHRIEK;
2514 if (p_ptr->muta1 & MUT1_ILLUMINE)
2516 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2517 power_desc[num].level = 3;
2518 power_desc[num].cost = 2;
2519 power_desc[num].stat = A_INT;
2520 power_desc[num].fail = 10;
2521 power_desc[num++].number = MUT1_ILLUMINE;
2524 if (p_ptr->muta1 & MUT1_DET_CURSE)
2526 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2527 power_desc[num].level = 7;
2528 power_desc[num].cost = 14;
2529 power_desc[num].stat = A_WIS;
2530 power_desc[num].fail = 14;
2531 power_desc[num++].number = MUT1_DET_CURSE;
2534 if (p_ptr->muta1 & MUT1_BERSERK)
2536 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2537 power_desc[num].level = 8;
2538 power_desc[num].cost = 8;
2539 power_desc[num].stat = A_STR;
2540 power_desc[num].fail = 14;
2541 power_desc[num++].number = MUT1_BERSERK;
2544 if (p_ptr->muta1 & MUT1_POLYMORPH)
2546 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2547 power_desc[num].level = 18;
2548 power_desc[num].cost = 20;
2549 power_desc[num].stat = A_CON;
2550 power_desc[num].fail = 18;
2551 power_desc[num++].number = MUT1_POLYMORPH;
2554 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2556 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2557 power_desc[num].level = 10;
2558 power_desc[num].cost = 5;
2559 power_desc[num].stat = A_INT;
2560 power_desc[num].fail = 12;
2561 power_desc[num++].number = MUT1_MIDAS_TCH;
2564 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2566 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2567 power_desc[num].level = 1;
2568 power_desc[num].cost = 6;
2569 power_desc[num].stat = A_CON;
2570 power_desc[num].fail = 14;
2571 power_desc[num++].number = MUT1_GROW_MOLD;
2574 if (p_ptr->muta1 & MUT1_RESIST)
2576 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2577 power_desc[num].level = 10;
2578 power_desc[num].cost = 12;
2579 power_desc[num].stat = A_CON;
2580 power_desc[num].fail = 12;
2581 power_desc[num++].number = MUT1_RESIST;
2584 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2586 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2587 power_desc[num].level = 12;
2588 power_desc[num].cost = 12;
2589 power_desc[num].stat = A_STR;
2590 power_desc[num].fail = 16;
2591 power_desc[num++].number = MUT1_EARTHQUAKE;
2594 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2596 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2597 power_desc[num].level = 17;
2598 power_desc[num].cost = 1;
2599 power_desc[num].stat = A_WIS;
2600 power_desc[num].fail = 15;
2601 power_desc[num++].number = MUT1_EAT_MAGIC;
2604 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2606 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2607 power_desc[num].level = 6;
2608 power_desc[num].cost = 6;
2609 power_desc[num].stat = A_INT;
2610 power_desc[num].fail = 10;
2611 power_desc[num++].number = MUT1_WEIGH_MAG;
2614 if (p_ptr->muta1 & MUT1_STERILITY)
2616 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2617 power_desc[num].level = 12;
2618 power_desc[num].cost = 23;
2619 power_desc[num].stat = A_CHR;
2620 power_desc[num].fail = 15;
2621 power_desc[num++].number = MUT1_STERILITY;
2624 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2626 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2627 power_desc[num].level = 10;
2628 power_desc[num].cost = 12;
2629 power_desc[num].stat = A_DEX;
2630 power_desc[num].fail = 14;
2631 power_desc[num++].number = MUT1_PANIC_HIT;
2634 if (p_ptr->muta1 & MUT1_DAZZLE)
2636 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2637 power_desc[num].level = 7;
2638 power_desc[num].cost = 15;
2639 power_desc[num].stat = A_CHR;
2640 power_desc[num].fail = 8;
2641 power_desc[num++].number = MUT1_DAZZLE;
2644 if (p_ptr->muta1 & MUT1_LASER_EYE)
2646 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2647 power_desc[num].level = 7;
2648 power_desc[num].cost = 10;
2649 power_desc[num].stat = A_WIS;
2650 power_desc[num].fail = 9;
2651 power_desc[num++].number = MUT1_LASER_EYE;
2654 if (p_ptr->muta1 & MUT1_RECALL)
2656 strcpy(power_desc[num].name, _("帰還", "Recall"));
2657 power_desc[num].level = 17;
2658 power_desc[num].cost = 50;
2659 power_desc[num].stat = A_INT;
2660 power_desc[num].fail = 16;
2661 power_desc[num++].number = MUT1_RECALL;
2664 if (p_ptr->muta1 & MUT1_BANISH)
2666 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2667 power_desc[num].level = 25;
2668 power_desc[num].cost = 25;
2669 power_desc[num].stat = A_WIS;
2670 power_desc[num].fail = 18;
2671 power_desc[num++].number = MUT1_BANISH;
2674 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2676 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2677 power_desc[num].level = 2;
2678 power_desc[num].cost = 2;
2679 power_desc[num].stat = A_CON;
2680 power_desc[num].fail = 11;
2681 power_desc[num++].number = MUT1_COLD_TOUCH;
2684 if (p_ptr->muta1 & MUT1_LAUNCHER)
2686 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2687 power_desc[num].level = 1;
2688 power_desc[num].cost = lvl;
2689 power_desc[num].stat = A_STR;
2690 power_desc[num].fail = 6;
2691 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2692 power_desc[num++].number = 3;
2696 /* Nothing chosen yet */
2702 /* Build a prompt */
2703 (void) strnfmt(out_val, 78,
2704 _("(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? "),
2705 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2708 if (!repeat_pull(&i) || i<0 || i>=num) {
2709 #endif /* ALLOW_REPEAT */
2710 if (use_menu) screen_save();
2711 /* Get a spell from the user */
2713 choice = (always_show_list || use_menu) ? ESCAPE:1;
2716 if( choice==ESCAPE ) choice = ' ';
2717 else if( !get_com(out_val, &choice, FALSE) )break;
2719 if (use_menu && choice != ' ')
2726 p_ptr->energy_use = 0;
2734 menu_line += (num - 1);
2755 else if (menu_line+18 <= num)
2769 if (menu_line > num) menu_line -= num;
2771 /* Request redraw */
2772 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2775 if (!redraw || use_menu)
2788 /* Save the screen */
2789 if (!use_menu) screen_save();
2791 /* Print header(s) */
2793 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2795 prt(_(" Lv MP 失率 Lv MP 失率",
2796 " Lv Cost Fail Lv Cost Fail"), y++, x);
2802 x1 = ((ctr < 18) ? x : x + 40);
2803 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2807 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2808 else strcpy(dummy, " ");
2812 /* letter/number for power selection */
2816 letter = '0' + ctr - 26;
2817 sprintf(dummy, " %c) ",letter);
2819 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2820 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2821 100 - racial_chance(&power_desc[ctr])));
2833 /* Restore the screen */
2843 if (choice == '\r' && num == 1)
2848 if (isalpha(choice))
2851 ask = (isupper(choice));
2854 if (ask) choice = (char)tolower(choice);
2856 /* Extract request */
2857 i = (islower(choice) ? A2I(choice) : -1);
2861 ask = FALSE; /* Can't uppercase digits */
2863 i = choice - '0' + 26;
2867 /* Totally Illegal */
2868 if ((i < 0) || (i >= num))
2880 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2882 /* Belay that order */
2883 if (!get_check(tmp_val)) continue;
2890 /* Restore the screen */
2891 if (redraw) screen_load();
2893 /* Abort if needed */
2896 p_ptr->energy_use = 0;
2901 } /*if (!repeat_pull(&i) || ...)*/
2902 #endif /* ALLOW_REPEAT */
2903 switch (racial_aux(&power_desc[i]))
2906 if (power_desc[i].number < 0)
2907 cast = cmd_racial_power_aux(power_desc[i].number);
2909 cast = mutation_power_aux(power_desc[i].number);
2923 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2925 /* If mana is not enough, player consumes hit point! */
2926 if (p_ptr->csp < actual_racial_cost)
2928 actual_racial_cost -= p_ptr->csp;
2930 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2932 else p_ptr->csp -= actual_racial_cost;
2934 /* Redraw mana and hp */
2935 p_ptr->redraw |= (PR_HP | PR_MANA);
2938 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2941 else p_ptr->energy_use = 0;