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
17 #include "cmd-basic.h"
18 #include "cmd-magiceat.h"
20 #include "cmd-zapwand.h"
23 #include "object-hook.h"
24 #include "realm-song.h"
27 #include "player-race.h"
28 #include "player-effects.h"
29 #include "player-status.h"
30 #include "player-damage.h"
31 #include "spells-status.h"
32 #include "spells-object.h"
33 #include "spells-floor.h"
35 #include "cmd-spell.h"
36 #include "realm-hex.h"
37 #include "targeting.h"
38 #include "view-mainwindow.h"
39 #include "player-class.h"
43 * @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。
45 static bool choose_kamae(player_type *creature_ptr)
52 if (cmd_limit_confused(creature_ptr)) return FALSE;
54 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
56 for (i = 0; i < MAX_KAMAE; i++)
58 if (creature_ptr->lev >= kamae_shurui[i].min_level)
60 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
66 prt(_(" どの構えをとりますか?", " Choose Stance: "), 1, 14);
77 else if ((choice == 'a') || (choice == 'A'))
79 if (creature_ptr->action == ACTION_KAMAE)
81 set_action(creature_ptr, ACTION_NONE);
84 msg_print(_("もともと構えていない。", "You are not in a special stance."));
88 else if ((choice == 'b') || (choice == 'B'))
93 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
98 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
103 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
109 set_action(creature_ptr, ACTION_KAMAE);
111 if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
113 msg_print(_("構え直した。", "You reassume a stance."));
117 creature_ptr->special_defense &= ~(KAMAE_MASK);
118 creature_ptr->update |= (PU_BONUS);
119 creature_ptr->redraw |= (PR_STATE);
120 msg_format(_("%sの構えをとった。", "You assume the %s stance."), kamae_shurui[new_kamae].desc);
121 creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
123 creature_ptr->redraw |= PR_STATE;
130 * @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。
132 static bool choose_kata(player_type *creature_ptr)
139 if (cmd_limit_confused(creature_ptr)) return FALSE;
141 if (creature_ptr->stun)
143 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
147 if (creature_ptr->afraid)
149 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
153 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
155 for (i = 0; i < MAX_KATA; i++)
157 if (creature_ptr->lev >= kata_shurui[i].min_level)
159 sprintf(buf,_(" %c) %sの型 %s", " %c) Stance of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
165 prt(_(" どの型で構えますか?", " Choose Stance: "), 1, 14);
171 if (choice == ESCAPE)
176 else if ((choice == 'a') || (choice == 'A'))
178 if (creature_ptr->action == ACTION_KATA)
180 set_action(creature_ptr, ACTION_NONE);
183 msg_print(_("もともと構えていない。", "You are not in a special stance."));
187 else if ((choice == 'b') || (choice == 'B'))
192 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
197 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
202 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
208 set_action(creature_ptr, ACTION_KATA);
210 if (creature_ptr->special_defense & (KATA_IAI << new_kata))
212 msg_print(_("構え直した。", "You reassume a stance."));
216 creature_ptr->special_defense &= ~(KATA_MASK);
217 creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
218 msg_format(_("%sの型で構えた。", "You assume the %s stance."), kata_shurui[new_kata].desc);
219 creature_ptr->special_defense |= (KATA_IAI << new_kata);
221 creature_ptr->redraw |= (PR_STATE | PR_STATUS);
228 * @brief レイシャル・パワー情報のtypedef
230 typedef struct power_desc_type power_desc_type;
233 * @brief レイシャル・パワー情報の構造体定義
235 struct power_desc_type
237 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
238 PLAYER_LEVEL level; //!<体得レベル
247 * @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
248 * @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
251 static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
253 PLAYER_LEVEL min_level = pd_ptr->level;
254 PERCENTAGE difficulty = pd_ptr->fail;
259 BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
261 /* No chance for success */
262 if ((creature_ptr->lev < min_level) || creature_ptr->confused)
267 if (difficulty == 0) return 100;
269 /* Calculate difficulty */
270 if (creature_ptr->stun)
272 difficulty += (PERCENTAGE)creature_ptr->stun;
274 else if (creature_ptr->lev > min_level)
276 PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
277 if (lev_adj > 10) lev_adj = 10;
278 difficulty -= lev_adj;
281 if (difficulty < 5) difficulty = 5;
283 /* We only need halfs of the difficulty */
284 difficulty = difficulty / 2;
286 for (i = 1; i <= stat; i++)
288 val = i - difficulty;
290 sum += (val <= difficulty) ? val : difficulty;
296 return (((sum * 100) / difficulty) / stat);
300 static int racial_cost;
303 * @brief レイシャル・パワーの発動の判定処理
304 * @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
306 * 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。
307 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
309 static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
311 PLAYER_LEVEL min_level = pd_ptr->level;
312 int use_stat = pd_ptr->stat;
313 int difficulty = pd_ptr->fail;
316 racial_cost = pd_ptr->cost;
318 /* Not enough mana - use hp */
319 if (creature_ptr->csp < racial_cost) use_hp = racial_cost - creature_ptr->csp;
321 /* Power is not available yet */
322 if (creature_ptr->lev < min_level)
324 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。",
325 "You need to attain level %d to use this power."), min_level);
327 free_turn(creature_ptr);
331 if (cmd_limit_confused(creature_ptr))
333 free_turn(creature_ptr);
338 else if (creature_ptr->chp < use_hp)
340 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? ")))
342 free_turn(creature_ptr);
347 /* Else attempt to do it! */
351 if (creature_ptr->stun)
353 difficulty += creature_ptr->stun;
355 else if (creature_ptr->lev > min_level)
357 int lev_adj = ((creature_ptr->lev - min_level) / 3);
358 if (lev_adj > 10) lev_adj = 10;
359 difficulty -= lev_adj;
362 if (difficulty < 5) difficulty = 5;
365 /* take time and pay the price */
366 take_turn(creature_ptr, 100);
369 if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
374 if (flush_failure) flush();
375 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
382 * @brief レイシャル・パワー発動処理
383 * @param creature_ptr プレーヤーへの参照ポインタ
384 * @param command 発動するレイシャルのID
385 * @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。
387 static bool exe_racial_power(player_type *creature_ptr, s32b command)
389 PLAYER_LEVEL plev = creature_ptr->lev;
394 switch (creature_ptr->pclass)
398 return sword_dancing(creature_ptr);
401 case CLASS_HIGH_MAGE:
402 if (creature_ptr->realm1 == REALM_HEX)
404 bool retval = stop_hex_spell(creature_ptr);
405 if (retval) creature_ptr->energy_use = 10;
409 /* case CLASS_HIGH_MAGE: */
412 if (!eat_magic(creature_ptr, creature_ptr->lev * 2)) return FALSE;
417 if (is_good_realm(creature_ptr->realm1))
419 if (!bless_weapon(creature_ptr)) return FALSE;
423 (void)dispel_monsters(creature_ptr, plev * 4);
424 turn_monsters(creature_ptr, plev * 4);
425 banish_monsters(creature_ptr, plev * 4);
431 if(!hit_and_away(creature_ptr)) return FALSE;
437 msg_print(_("敵を調査した...", "You examine your foes..."));
438 probing(creature_ptr);
443 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
444 fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
448 case CLASS_WARRIOR_MAGE:
452 return comvert_hp_to_mp(creature_ptr);
454 else if (command == -4)
456 return comvert_mp_to_hp(creature_ptr);
460 case CLASS_CHAOS_WARRIOR:
462 return confusing_light(creature_ptr);
467 if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
469 msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
472 if (creature_ptr->riding)
474 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
480 if (!choose_kamae(creature_ptr)) return FALSE;
481 creature_ptr->update |= (PU_BONUS);
483 else if (command == -4)
485 return double_attack(creature_ptr);
489 case CLASS_MINDCRAFTER:
490 case CLASS_FORCETRAINER:
492 return clear_mind(creature_ptr);
498 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
500 fire_beam(creature_ptr, GF_PHOTO, dir, 1);
502 else if (command == -4)
504 if (!identify_fully(creature_ptr, FALSE)) return FALSE;
510 handle_stuff(creature_ptr);
511 if (!do_cmd_mane(creature_ptr, TRUE)) return FALSE;
514 case CLASS_BEASTMASTER:
518 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
519 (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
521 else if (command == -4)
523 project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
529 if (!create_ammo(creature_ptr)) return FALSE;
532 case CLASS_MAGIC_EATER:
535 if (!import_magic_device(creature_ptr)) return FALSE;
536 } else if (command == -4) {
537 if (cmd_limit_cast(creature_ptr)) return FALSE;
538 if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE)) return FALSE;
544 /* Singing is already stopped */
545 if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return FALSE;
547 stop_singing(creature_ptr);
548 creature_ptr->energy_use = 10;
553 if (cmd_limit_cast(creature_ptr)) return FALSE;
554 handle_stuff(creature_ptr);
555 do_cmd_cast(creature_ptr);
556 handle_stuff(creature_ptr);
557 if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
558 do_cmd_cast(creature_ptr);
565 concentration(creature_ptr);
567 else if (command == -4)
569 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
571 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
574 if (!choose_kata(creature_ptr)) return FALSE;
575 creature_ptr->update |= (PU_BONUS);
579 case CLASS_BLUE_MAGE:
581 if (creature_ptr->action == ACTION_LEARN)
583 set_action(creature_ptr, ACTION_NONE);
587 set_action(creature_ptr, ACTION_LEARN);
589 free_turn(creature_ptr);
594 return rodeo(creature_ptr);
596 case CLASS_BERSERKER:
598 if (!recall_player(creature_ptr, randint0(21) + 15)) return FALSE;
603 if (creature_ptr->lev > 29)
605 if (!identify_fully(creature_ptr, TRUE)) return FALSE;
609 if (!ident_spell(creature_ptr, TRUE)) return FALSE;
613 case CLASS_MIRROR_MASTER:
617 /* Explode all mirrors */
618 remove_all_mirrors(creature_ptr, TRUE);
620 else if (command == -4)
622 return mirror_concentration(creature_ptr);
627 hayagake(creature_ptr);
631 else if (creature_ptr->mimic_form)
633 switch (creature_ptr->mimic_form)
636 case MIMIC_DEMON_LORD:
638 return demonic_breath(creature_ptr);
641 vampirism(creature_ptr);
649 switch (creature_ptr->prace)
652 msg_print(_("周囲を調べた。", "You examine your surroundings."));
653 (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
654 (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
655 (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
659 return create_ration(creature_ptr);
663 msg_print(_("パッ!", "Blink!"));
664 teleport_player(creature_ptr, 10, 0L);
668 msg_print(_("勇気を出した。", "You play tough."));
669 (void)set_afraid(creature_ptr, 0);
672 case RACE_HALF_TROLL:
673 msg_print(_("うがぁぁ!", "RAAAGH!"));
674 (void)berserk(creature_ptr, 10 + randint1(plev));
680 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
681 reserve_alter_reality(creature_ptr);
683 else if (command == -2)
685 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..."));
687 (void)true_healing(creature_ptr, 0);
688 (void)restore_all_status(creature_ptr);
689 (void)restore_level(creature_ptr);
694 msg_print(_("うぉぉおお!", "Raaagh!"));
695 (void)berserk(creature_ptr, 10 + randint1(plev));
699 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
700 explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
703 case RACE_HALF_GIANT:
704 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
705 (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
708 case RACE_HALF_TITAN:
709 msg_print(_("敵を調査した...", "You examine your foes..."));
710 probing(creature_ptr);
714 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
715 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
716 fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
720 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
721 stop_mouth(creature_ptr);
722 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
723 (void)fear_monster(creature_ptr, dir, plev);
727 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
728 stop_mouth(creature_ptr);
729 msg_print(_("酸を吐いた。", "You spit acid."));
730 if (plev < 25) fire_bolt(creature_ptr, GF_ACID, dir, plev);
731 else fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
735 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
736 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
737 fire_bolt(creature_ptr, GF_POIS, dir, plev);
741 msg_print(_("周囲を調査した。", "You examine your surroundings."));
742 (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
743 (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
744 (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
748 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
749 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
750 fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
754 return draconian_breath(creature_ptr);
757 case RACE_MIND_FLAYER:
758 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
759 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
760 fire_bolt(creature_ptr, GF_PSI, dir, plev);
764 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
767 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
768 fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
772 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
773 fire_bolt(creature_ptr, GF_FIRE, dir, plev);
778 (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
783 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."));
784 (void)restore_level(creature_ptr);
788 vampirism(creature_ptr);
792 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
793 stop_mouth(creature_ptr);
794 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!"));
795 (void)fear_monster(creature_ptr, dir, plev);
799 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
800 if (plev < 25) sleep_monsters_touch(creature_ptr);
801 else (void)sleep_monsters(creature_ptr, plev);
805 return demonic_breath(creature_ptr);
809 (void)set_tsubureru(creature_ptr, randint1(20) + 30, FALSE);
813 return android_inside_weapon(creature_ptr);
817 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."));
818 free_turn(creature_ptr);
827 * @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
830 void do_cmd_racial_power(player_type *creature_ptr)
832 power_desc_type power_desc[36];
836 PLAYER_LEVEL lvl = creature_ptr->lev;
837 bool flag, redraw, cast = FALSE;
838 bool warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
841 int menu_line = (use_menu ? 1 : 0);
843 if (creature_ptr->wild_mode) return;
845 for (num = 0; num < 36; num++)
847 strcpy(power_desc[num].name, "");
848 power_desc[num].number = 0;
853 if (cmd_limit_confused(creature_ptr))
855 free_turn(creature_ptr);
859 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
861 set_action(creature_ptr, ACTION_NONE);
864 switch (creature_ptr->pclass)
868 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
869 power_desc[num].level = 40;
870 power_desc[num].cost = 75;
871 power_desc[num].stat = A_DEX;
872 power_desc[num].fail = 35;
873 power_desc[num++].number = -3;
876 case CLASS_HIGH_MAGE:
877 if (creature_ptr->realm1 == REALM_HEX)
879 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
880 power_desc[num].level = 1;
881 power_desc[num].cost = 0;
882 power_desc[num].stat = A_INT;
883 power_desc[num].fail = 0;
884 power_desc[num++].number = -3;
888 /* case CLASS_HIGH_MAGE: */
891 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
892 power_desc[num].level = 25;
893 power_desc[num].cost = 1;
894 power_desc[num].stat = A_INT;
895 power_desc[num].fail = 25;
896 power_desc[num++].number = -3;
901 if (is_good_realm(creature_ptr->realm1))
903 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
904 power_desc[num].level = 35;
905 power_desc[num].cost = 70;
906 power_desc[num].stat = A_WIS;
907 power_desc[num].fail = 50;
908 power_desc[num++].number = -3;
912 strcpy(power_desc[num].name, _("召魂", "Evocation"));
913 power_desc[num].level = 42;
914 power_desc[num].cost = 40;
915 power_desc[num].stat = A_WIS;
916 power_desc[num].fail = 35;
917 power_desc[num++].number = -3;
923 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
924 power_desc[num].level = 8;
925 power_desc[num].cost = 12;
926 power_desc[num].stat = A_DEX;
927 power_desc[num].fail = 14;
928 power_desc[num++].number = -3;
934 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
935 power_desc[num].level = 15;
936 power_desc[num].cost = 20;
937 power_desc[num].stat = A_INT;
938 power_desc[num].fail = 12;
939 power_desc[num++].number = -3;
944 if (is_good_realm(creature_ptr->realm1))
946 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
947 power_desc[num].level = 30;
948 power_desc[num].cost = 30;
949 power_desc[num].stat = A_WIS;
950 power_desc[num].fail = 30;
951 power_desc[num++].number = -3;
955 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
956 power_desc[num].level = 30;
957 power_desc[num].cost = 30;
958 power_desc[num].stat = A_WIS;
959 power_desc[num].fail = 30;
960 power_desc[num++].number = -3;
964 case CLASS_WARRIOR_MAGE:
966 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
967 power_desc[num].level = 25;
968 power_desc[num].cost = 0;
969 power_desc[num].stat = A_INT;
970 power_desc[num].fail = 10;
971 power_desc[num++].number = -3;
973 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
974 power_desc[num].level = 25;
975 power_desc[num].cost = 0;
976 power_desc[num].stat = A_INT;
977 power_desc[num].fail = 10;
978 power_desc[num++].number = -4;
981 case CLASS_CHAOS_WARRIOR:
983 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
984 power_desc[num].level = 40;
985 power_desc[num].cost = 50;
986 power_desc[num].stat = A_INT;
987 power_desc[num].fail = 25;
988 power_desc[num++].number = -3;
993 strcpy(power_desc[num].name, _("構える", "Assume a Stance"));
994 power_desc[num].level = 25;
995 power_desc[num].cost = 0;
996 power_desc[num].stat = A_DEX;
997 power_desc[num].fail = 0;
998 power_desc[num++].number = -3;
1000 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1001 power_desc[num].level = 30;
1002 power_desc[num].cost = 30;
1003 power_desc[num].stat = A_STR;
1004 power_desc[num].fail = 20;
1005 power_desc[num++].number = -4;
1008 case CLASS_MINDCRAFTER:
1009 case CLASS_FORCETRAINER:
1011 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1012 power_desc[num].level = 15;
1013 power_desc[num].cost = 0;
1014 power_desc[num].stat = A_WIS;
1015 power_desc[num].fail = 10;
1016 power_desc[num++].number = -3;
1021 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1022 power_desc[num].level = 1;
1023 power_desc[num].cost = 0;
1024 power_desc[num].stat = A_DEX;
1025 power_desc[num].fail = 0;
1026 power_desc[num++].number = -3;
1028 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1029 power_desc[num].level = 25;
1030 power_desc[num].cost = 20;
1031 power_desc[num].stat = A_INT;
1032 power_desc[num].fail = 20;
1033 power_desc[num++].number = -4;
1036 case CLASS_IMITATOR:
1038 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1039 power_desc[num].level = 30;
1040 power_desc[num].cost = 100;
1041 power_desc[num].stat = A_DEX;
1042 power_desc[num].fail = 30;
1043 power_desc[num++].number = -3;
1046 case CLASS_BEASTMASTER:
1048 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1049 power_desc[num].level = 1;
1050 power_desc[num].cost = (creature_ptr->lev + 3) / 4;
1051 power_desc[num].stat = A_CHR;
1052 power_desc[num].fail = 10;
1053 power_desc[num++].number = -3;
1055 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1056 power_desc[num].level = 30;
1057 power_desc[num].cost = (creature_ptr->lev + 20) / 2;
1058 power_desc[num].stat = A_CHR;
1059 power_desc[num].fail = 10;
1060 power_desc[num++].number = -4;
1065 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1066 power_desc[num].level = 1;
1067 power_desc[num].cost = 0;
1068 power_desc[num].stat = A_DEX;
1069 power_desc[num].fail = 0;
1070 power_desc[num++].number = -3;
1073 case CLASS_MAGIC_EATER:
1075 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1076 power_desc[num].level = 1;
1077 power_desc[num].cost = 0;
1078 power_desc[num].stat = A_INT;
1079 power_desc[num].fail = 0;
1080 power_desc[num++].number = -3;
1082 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1083 power_desc[num].level = 10;
1084 power_desc[num].cost = 10 + (lvl - 10) / 2;
1085 power_desc[num].stat = A_INT;
1086 power_desc[num].fail = 0;
1087 power_desc[num++].number = -4;
1092 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1093 power_desc[num].level = 1;
1094 power_desc[num].cost = 0;
1095 power_desc[num].stat = A_CHR;
1096 power_desc[num].fail = 0;
1097 power_desc[num++].number = -3;
1100 case CLASS_RED_MAGE:
1102 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1103 power_desc[num].level = 48;
1104 power_desc[num].cost = 20;
1105 power_desc[num].stat = A_INT;
1106 power_desc[num].fail = 0;
1107 power_desc[num++].number = -3;
1112 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1113 power_desc[num].level = 1;
1114 power_desc[num].cost = 0;
1115 power_desc[num].stat = A_WIS;
1116 power_desc[num].fail = 0;
1117 power_desc[num++].number = -3;
1119 strcpy(power_desc[num].name, _("型", "Assume a Stance"));
1120 power_desc[num].level = 25;
1121 power_desc[num].cost = 0;
1122 power_desc[num].stat = A_DEX;
1123 power_desc[num].fail = 0;
1124 power_desc[num++].number = -4;
1127 case CLASS_BLUE_MAGE:
1129 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1130 power_desc[num].level = 1;
1131 power_desc[num].cost = 0;
1132 power_desc[num].stat = A_INT;
1133 power_desc[num].fail = 0;
1134 power_desc[num++].number = -3;
1139 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1140 power_desc[num].level = 10;
1141 power_desc[num].cost = 0;
1142 power_desc[num].stat = A_STR;
1143 power_desc[num].fail = 10;
1144 power_desc[num++].number = -3;
1147 case CLASS_BERSERKER:
1149 strcpy(power_desc[num].name, _("帰還", "Recall"));
1150 power_desc[num].level = 10;
1151 power_desc[num].cost = 10;
1152 power_desc[num].stat = A_DEX;
1153 power_desc[num].fail = 20;
1154 power_desc[num++].number = -3;
1157 case CLASS_MIRROR_MASTER:
1159 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1160 power_desc[num].level = 1;
1161 power_desc[num].cost = 0;
1162 power_desc[num].stat = A_INT;
1163 power_desc[num].fail = 0;
1164 power_desc[num++].number = -3;
1166 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1167 power_desc[num].level = 30;
1168 power_desc[num].cost = 0;
1169 power_desc[num].stat = A_INT;
1170 power_desc[num].fail = 20;
1171 power_desc[num++].number = -4;
1176 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1177 power_desc[num].level = 5;
1178 power_desc[num].cost = 15;
1179 power_desc[num].stat = A_INT;
1180 power_desc[num].fail = 20;
1181 power_desc[num++].number = -3;
1186 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1187 power_desc[num].level = 20;
1188 power_desc[num].cost = 0;
1189 power_desc[num].stat = A_DEX;
1190 power_desc[num].fail = 0;
1191 power_desc[num++].number = -3;
1195 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1198 if (creature_ptr->mimic_form)
1200 switch (creature_ptr->mimic_form)
1203 case MIMIC_DEMON_LORD:
1204 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);
1205 power_desc[num].level = 15;
1206 power_desc[num].cost = 10 + lvl / 3;
1207 power_desc[num].stat = A_CON;
1208 power_desc[num].fail = 20;
1209 power_desc[num++].number = -1;
1212 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1213 power_desc[num].level = 2;
1214 power_desc[num].cost = 1 + (lvl / 3);
1215 power_desc[num].stat = A_CON;
1216 power_desc[num].fail = 9;
1217 power_desc[num++].number = -1;
1223 switch (creature_ptr->prace)
1226 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1227 power_desc[num].level = 5;
1228 power_desc[num].cost = 5;
1229 power_desc[num].stat = A_WIS;
1230 power_desc[num].fail = 12;
1231 power_desc[num++].number = -1;
1234 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1235 power_desc[num].level = 10;
1236 power_desc[num].cost = 5;
1237 power_desc[num].stat = A_WIS;
1238 power_desc[num].fail = 10;
1239 power_desc[num++].number = -1;
1242 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1243 power_desc[num].level = 15;
1244 power_desc[num].cost = 10;
1245 power_desc[num].stat = A_INT;
1246 power_desc[num].fail = 10;
1247 power_desc[num++].number = -1;
1250 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1251 power_desc[num].level = 5;
1252 power_desc[num].cost = 5;
1253 power_desc[num].stat = A_INT;
1254 power_desc[num].fail = 12;
1255 power_desc[num++].number = -1;
1258 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1259 power_desc[num].level = 3;
1260 power_desc[num].cost = 5;
1261 power_desc[num].stat = A_WIS;
1262 power_desc[num].fail = warrior ? 5 : 10;
1263 power_desc[num++].number = -1;
1265 case RACE_HALF_TROLL:
1266 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1267 power_desc[num].level = 10;
1268 power_desc[num].cost = 12;
1269 power_desc[num].stat = A_STR;
1270 power_desc[num].fail = warrior ? 6 : 12;
1271 power_desc[num++].number = -1;
1273 case RACE_BARBARIAN:
1274 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1275 power_desc[num].level = 8;
1276 power_desc[num].cost = 10;
1277 power_desc[num].stat = A_STR;
1278 power_desc[num].fail = warrior ? 6 : 12;
1279 power_desc[num++].number = -1;
1282 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1283 power_desc[num].level = 30;
1284 power_desc[num].cost = 50;
1285 power_desc[num].stat = A_INT;
1286 power_desc[num].fail = 50;
1287 power_desc[num++].number = -1;
1289 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1290 power_desc[num].level = 40;
1291 power_desc[num].cost = 75;
1292 power_desc[num].stat = A_WIS;
1293 power_desc[num].fail = 50;
1294 power_desc[num++].number = -2;
1296 case RACE_HALF_OGRE:
1297 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1298 power_desc[num].level = 25;
1299 power_desc[num].cost = 35;
1300 power_desc[num].stat = A_INT;
1301 power_desc[num].fail = 15;
1302 power_desc[num++].number = -1;
1304 case RACE_HALF_GIANT:
1305 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1306 power_desc[num].level = 20;
1307 power_desc[num].cost = 10;
1308 power_desc[num].stat = A_STR;
1309 power_desc[num].fail = 12;
1310 power_desc[num++].number = -1;
1312 case RACE_HALF_TITAN:
1313 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1314 power_desc[num].level = 15;
1315 power_desc[num].cost = 10;
1316 power_desc[num].stat = A_INT;
1317 power_desc[num].fail = 12;
1318 power_desc[num++].number = -1;
1321 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1322 power_desc[num].level = 20;
1323 power_desc[num].cost = 15;
1324 power_desc[num].stat = A_STR;
1325 power_desc[num].fail = 12;
1326 power_desc[num++].number = -1;
1329 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1330 power_desc[num].level = 15;
1331 power_desc[num].cost = 15;
1332 power_desc[num].stat = A_WIS;
1333 power_desc[num].fail = 10;
1334 power_desc[num++].number = -1;
1337 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1338 power_desc[num].level = 4;
1339 power_desc[num].cost = 6;
1340 power_desc[num].stat = A_INT;
1341 power_desc[num].fail = 3;
1342 power_desc[num++].number = -1;
1345 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1346 power_desc[num].level = 9;
1347 power_desc[num].cost = 9;
1348 power_desc[num].stat = A_DEX;
1349 power_desc[num].fail = 14;
1350 power_desc[num++].number = -1;
1353 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1354 power_desc[num].level = 12;
1355 power_desc[num].cost = 8;
1356 power_desc[num].stat = A_DEX;
1357 power_desc[num].fail = 14;
1358 power_desc[num++].number = -1;
1361 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);
1362 power_desc[num].level = 2;
1363 power_desc[num].cost = 2;
1364 power_desc[num].stat = A_INT;
1365 power_desc[num].fail = 9;
1366 power_desc[num++].number = -1;
1368 case RACE_DRACONIAN:
1369 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1370 power_desc[num].level = 1;
1371 power_desc[num].cost = lvl;
1372 power_desc[num].stat = A_CON;
1373 power_desc[num].fail = 12;
1374 power_desc[num++].number = -1;
1376 case RACE_MIND_FLAYER:
1377 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1378 power_desc[num].level = 15;
1379 power_desc[num].cost = 12;
1380 power_desc[num].stat = A_INT;
1381 power_desc[num].fail = 14;
1382 power_desc[num++].number = -1;
1385 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);
1386 power_desc[num].level = 9;
1387 power_desc[num].cost = 15;
1388 power_desc[num].stat = A_WIS;
1389 power_desc[num].fail = 15;
1390 power_desc[num++].number = -1;
1393 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1394 power_desc[num].level = 20;
1395 power_desc[num].cost = 15;
1396 power_desc[num].stat = A_CON;
1397 power_desc[num].fail = 8;
1398 power_desc[num++].number = -1;
1402 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1403 power_desc[num].level = 30;
1404 power_desc[num].cost = 30;
1405 power_desc[num].stat = A_WIS;
1406 power_desc[num].fail = 18;
1407 power_desc[num++].number = -1;
1410 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1411 power_desc[num].level = 2;
1412 power_desc[num].cost = 1 + (lvl / 3);
1413 power_desc[num].stat = A_CON;
1414 power_desc[num].fail = 9;
1415 power_desc[num++].number = -1;
1418 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1419 power_desc[num].level = 12;
1420 power_desc[num].cost = 12;
1421 power_desc[num].stat = A_INT;
1422 power_desc[num].fail = 15;
1423 power_desc[num++].number = -1;
1426 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);
1427 power_desc[num].level = 15;
1428 power_desc[num].cost = 10 + lvl / 3;
1429 power_desc[num].stat = A_CON;
1430 power_desc[num].fail = 20;
1431 power_desc[num++].number = -1;
1434 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1435 power_desc[num].level = 20;
1436 power_desc[num].cost = 15;
1437 power_desc[num].stat = A_CHR;
1438 power_desc[num].fail = 8;
1439 power_desc[num++].number = -1;
1442 if (creature_ptr->lev < 10)
1444 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1445 power_desc[num].level = 1;
1446 power_desc[num].cost = 7;
1447 power_desc[num].fail = 8;
1449 else if (creature_ptr->lev < 25)
1451 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1452 power_desc[num].level = 10;
1453 power_desc[num].cost = 13;
1454 power_desc[num].fail = 10;
1456 else if (creature_ptr->lev < 35)
1458 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1459 power_desc[num].level = 25;
1460 power_desc[num].cost = 26;
1461 power_desc[num].fail = 12;
1463 else if (creature_ptr->lev < 45)
1465 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1466 power_desc[num].level = 35;
1467 power_desc[num].cost = 40;
1468 power_desc[num].fail = 15;
1472 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1473 power_desc[num].level = 45;
1474 power_desc[num].cost = 60;
1475 power_desc[num].fail = 18;
1477 power_desc[num].stat = A_STR;
1478 power_desc[num++].number = -1;
1487 if (creature_ptr->muta1)
1489 if (creature_ptr->muta1 & MUT1_SPIT_ACID)
1491 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1492 power_desc[num].level = 9;
1493 power_desc[num].cost = 9;
1494 power_desc[num].stat = A_DEX;
1495 power_desc[num].fail = 15;
1496 power_desc[num++].number = MUT1_SPIT_ACID;
1499 if (creature_ptr->muta1 & MUT1_BR_FIRE)
1501 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1502 power_desc[num].level = 20;
1503 power_desc[num].cost = lvl;
1504 power_desc[num].stat = A_CON;
1505 power_desc[num].fail = 18;
1506 power_desc[num++].number = MUT1_BR_FIRE;
1509 if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
1511 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1512 power_desc[num].level = 12;
1513 power_desc[num].cost = 12;
1514 power_desc[num].stat = A_CHR;
1515 power_desc[num].fail = 18;
1516 power_desc[num++].number = MUT1_HYPN_GAZE;
1519 if (creature_ptr->muta1 & MUT1_TELEKINES)
1521 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1522 power_desc[num].level = 9;
1523 power_desc[num].cost = 9;
1524 power_desc[num].stat = A_WIS;
1525 power_desc[num].fail = 14;
1526 power_desc[num++].number = MUT1_TELEKINES;
1529 if (creature_ptr->muta1 & MUT1_VTELEPORT)
1531 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1532 power_desc[num].level = 7;
1533 power_desc[num].cost = 7;
1534 power_desc[num].stat = A_WIS;
1535 power_desc[num].fail = 15;
1536 power_desc[num++].number = MUT1_VTELEPORT;
1539 if (creature_ptr->muta1 & MUT1_MIND_BLST)
1541 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1542 power_desc[num].level = 5;
1543 power_desc[num].cost = 3;
1544 power_desc[num].stat = A_WIS;
1545 power_desc[num].fail = 15;
1546 power_desc[num++].number = MUT1_MIND_BLST;
1549 if (creature_ptr->muta1 & MUT1_RADIATION)
1551 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1552 power_desc[num].level = 15;
1553 power_desc[num].cost = 15;
1554 power_desc[num].stat = A_CON;
1555 power_desc[num].fail = 14;
1556 power_desc[num++].number = MUT1_RADIATION;
1559 if (creature_ptr->muta1 & MUT1_VAMPIRISM)
1561 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1562 power_desc[num].level = 2;
1563 power_desc[num].cost = (1 + (lvl / 3));
1564 power_desc[num].stat = A_CON;
1565 power_desc[num].fail = 9;
1566 power_desc[num++].number = MUT1_VAMPIRISM;
1569 if (creature_ptr->muta1 & MUT1_SMELL_MET)
1571 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1572 power_desc[num].level = 3;
1573 power_desc[num].cost = 2;
1574 power_desc[num].stat = A_INT;
1575 power_desc[num].fail = 12;
1576 power_desc[num++].number = MUT1_SMELL_MET;
1579 if (creature_ptr->muta1 & MUT1_SMELL_MON)
1581 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1582 power_desc[num].level = 5;
1583 power_desc[num].cost = 4;
1584 power_desc[num].stat = A_INT;
1585 power_desc[num].fail = 15;
1586 power_desc[num++].number = MUT1_SMELL_MON;
1589 if (creature_ptr->muta1 & MUT1_BLINK)
1591 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1592 power_desc[num].level = 3;
1593 power_desc[num].cost = 3;
1594 power_desc[num].stat = A_WIS;
1595 power_desc[num].fail = 12;
1596 power_desc[num++].number = MUT1_BLINK;
1599 if (creature_ptr->muta1 & MUT1_EAT_ROCK)
1601 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1602 power_desc[num].level = 8;
1603 power_desc[num].cost = 12;
1604 power_desc[num].stat = A_CON;
1605 power_desc[num].fail = 18;
1606 power_desc[num++].number = MUT1_EAT_ROCK;
1609 if (creature_ptr->muta1 & MUT1_SWAP_POS)
1611 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1612 power_desc[num].level = 15;
1613 power_desc[num].cost = 12;
1614 power_desc[num].stat = A_DEX;
1615 power_desc[num].fail = 16;
1616 power_desc[num++].number = MUT1_SWAP_POS;
1619 if (creature_ptr->muta1 & MUT1_SHRIEK)
1621 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1622 power_desc[num].level = 20;
1623 power_desc[num].cost = 14;
1624 power_desc[num].stat = A_CON;
1625 power_desc[num].fail = 16;
1626 power_desc[num++].number = MUT1_SHRIEK;
1629 if (creature_ptr->muta1 & MUT1_ILLUMINE)
1631 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1632 power_desc[num].level = 3;
1633 power_desc[num].cost = 2;
1634 power_desc[num].stat = A_INT;
1635 power_desc[num].fail = 10;
1636 power_desc[num++].number = MUT1_ILLUMINE;
1639 if (creature_ptr->muta1 & MUT1_DET_CURSE)
1641 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1642 power_desc[num].level = 7;
1643 power_desc[num].cost = 14;
1644 power_desc[num].stat = A_WIS;
1645 power_desc[num].fail = 14;
1646 power_desc[num++].number = MUT1_DET_CURSE;
1649 if (creature_ptr->muta1 & MUT1_BERSERK)
1651 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1652 power_desc[num].level = 8;
1653 power_desc[num].cost = 8;
1654 power_desc[num].stat = A_STR;
1655 power_desc[num].fail = 14;
1656 power_desc[num++].number = MUT1_BERSERK;
1659 if (creature_ptr->muta1 & MUT1_POLYMORPH)
1661 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1662 power_desc[num].level = 18;
1663 power_desc[num].cost = 20;
1664 power_desc[num].stat = A_CON;
1665 power_desc[num].fail = 18;
1666 power_desc[num++].number = MUT1_POLYMORPH;
1669 if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
1671 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1672 power_desc[num].level = 10;
1673 power_desc[num].cost = 5;
1674 power_desc[num].stat = A_INT;
1675 power_desc[num].fail = 12;
1676 power_desc[num++].number = MUT1_MIDAS_TCH;
1679 if (creature_ptr->muta1 & MUT1_GROW_MOLD)
1681 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1682 power_desc[num].level = 1;
1683 power_desc[num].cost = 6;
1684 power_desc[num].stat = A_CON;
1685 power_desc[num].fail = 14;
1686 power_desc[num++].number = MUT1_GROW_MOLD;
1689 if (creature_ptr->muta1 & MUT1_RESIST)
1691 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1692 power_desc[num].level = 10;
1693 power_desc[num].cost = 12;
1694 power_desc[num].stat = A_CON;
1695 power_desc[num].fail = 12;
1696 power_desc[num++].number = MUT1_RESIST;
1699 if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
1701 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1702 power_desc[num].level = 12;
1703 power_desc[num].cost = 12;
1704 power_desc[num].stat = A_STR;
1705 power_desc[num].fail = 16;
1706 power_desc[num++].number = MUT1_EARTHQUAKE;
1709 if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
1711 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1712 power_desc[num].level = 17;
1713 power_desc[num].cost = 1;
1714 power_desc[num].stat = A_WIS;
1715 power_desc[num].fail = 15;
1716 power_desc[num++].number = MUT1_EAT_MAGIC;
1719 if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
1721 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1722 power_desc[num].level = 6;
1723 power_desc[num].cost = 6;
1724 power_desc[num].stat = A_INT;
1725 power_desc[num].fail = 10;
1726 power_desc[num++].number = MUT1_WEIGH_MAG;
1729 if (creature_ptr->muta1 & MUT1_STERILITY)
1731 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1732 power_desc[num].level = 12;
1733 power_desc[num].cost = 23;
1734 power_desc[num].stat = A_CHR;
1735 power_desc[num].fail = 15;
1736 power_desc[num++].number = MUT1_STERILITY;
1739 if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY)
1741 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1742 power_desc[num].level = 10;
1743 power_desc[num].cost = 12;
1744 power_desc[num].stat = A_DEX;
1745 power_desc[num].fail = 14;
1746 power_desc[num++].number = MUT1_HIT_AND_AWAY;
1749 if (creature_ptr->muta1 & MUT1_DAZZLE)
1751 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1752 power_desc[num].level = 7;
1753 power_desc[num].cost = 15;
1754 power_desc[num].stat = A_CHR;
1755 power_desc[num].fail = 8;
1756 power_desc[num++].number = MUT1_DAZZLE;
1759 if (creature_ptr->muta1 & MUT1_LASER_EYE)
1761 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1762 power_desc[num].level = 7;
1763 power_desc[num].cost = 10;
1764 power_desc[num].stat = A_WIS;
1765 power_desc[num].fail = 9;
1766 power_desc[num++].number = MUT1_LASER_EYE;
1769 if (creature_ptr->muta1 & MUT1_RECALL)
1771 strcpy(power_desc[num].name, _("帰還", "Recall"));
1772 power_desc[num].level = 17;
1773 power_desc[num].cost = 50;
1774 power_desc[num].stat = A_INT;
1775 power_desc[num].fail = 16;
1776 power_desc[num++].number = MUT1_RECALL;
1779 if (creature_ptr->muta1 & MUT1_BANISH)
1781 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1782 power_desc[num].level = 25;
1783 power_desc[num].cost = 25;
1784 power_desc[num].stat = A_WIS;
1785 power_desc[num].fail = 18;
1786 power_desc[num++].number = MUT1_BANISH;
1789 if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
1791 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1792 power_desc[num].level = 2;
1793 power_desc[num].cost = 2;
1794 power_desc[num].stat = A_CON;
1795 power_desc[num].fail = 11;
1796 power_desc[num++].number = MUT1_COLD_TOUCH;
1799 if (creature_ptr->muta1 & MUT1_LAUNCHER)
1801 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1802 power_desc[num].level = 1;
1803 power_desc[num].cost = lvl;
1804 power_desc[num].stat = A_STR;
1805 power_desc[num].fail = 6;
1806 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1807 power_desc[num++].number = 3;
1814 (void)strnfmt(out_val, 78,
1815 _("(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? "),
1816 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1818 if (!repeat_pull(&i) || i < 0 || i >= num) {
1819 if (use_menu) screen_save();
1821 choice = (always_show_list || use_menu) ? ESCAPE : 1;
1824 if (choice == ESCAPE) choice = ' ';
1825 else if (!get_com(out_val, &choice, FALSE))break;
1827 if (use_menu && choice != ' ')
1834 free_turn(creature_ptr);
1842 menu_line += (num - 1);
1863 else if (menu_line + 18 <= num)
1877 if (menu_line > num) menu_line -= num;
1879 /* Request redraw */
1880 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1883 if (!redraw || use_menu)
1893 if (!use_menu) screen_save();
1895 /* Print header(s) */
1897 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
1899 prt(_(" Lv MP 失率 Lv MP 失率",
1900 " Lv Cost Fail Lv Cost Fail"), y++, x);
1906 x1 = ((ctr < 18) ? x : x + 40);
1907 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1911 if (ctr == (menu_line - 1)) strcpy(dummy, _(" 》 ", " > "));
1912 else strcpy(dummy, " ");
1916 /* letter/number for power selection */
1920 letter = '0' + ctr - 26;
1921 sprintf(dummy, " %c) ", letter);
1923 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1924 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1925 100 - racial_chance(creature_ptr, &power_desc[ctr])));
1945 if (choice == '\r' && num == 1)
1950 if (isalpha(choice))
1953 ask = (isupper(choice));
1956 if (ask) choice = (char)tolower(choice);
1958 /* Extract request */
1959 i = (islower(choice) ? A2I(choice) : -1);
1963 ask = FALSE; /* Can't uppercase digits */
1965 i = choice - '0' + 26;
1969 /* Totally Illegal */
1970 if ((i < 0) || (i >= num))
1982 (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1984 /* Belay that order */
1985 if (!get_check(tmp_val)) continue;
1991 if (redraw) screen_load();
1993 /* Abort if needed */
1996 free_turn(creature_ptr);
2000 } /*if (!repeat_pull(&i) || ...)*/
2001 switch (racial_aux(creature_ptr, &power_desc[i]))
2004 if (power_desc[i].number < 0)
2005 cast = exe_racial_power(creature_ptr, power_desc[i].number);
2007 cast = exe_mutation_power(creature_ptr, power_desc[i].number);
2021 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2023 /* If mana is not enough, player consumes hit point! */
2024 if (creature_ptr->csp < actual_racial_cost)
2026 actual_racial_cost -= creature_ptr->csp;
2027 creature_ptr->csp = 0;
2028 take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2030 else creature_ptr->csp -= actual_racial_cost;
2032 creature_ptr->redraw |= (PR_HP | PR_MANA);
2033 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
2036 else free_turn(creature_ptr);