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 #include "object-hook.h"
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
26 * @brief 魔法系コマンドを実行できるかの判定を返す
27 * @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。
29 static bool can_do_cmd_cast(void)
31 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
33 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
37 else if (p_ptr->anti_magic)
39 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
42 else if (p_ptr->shero)
44 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
53 * @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。
55 static bool choose_kamae(void)
64 msg_print(_("混乱していて構えられない!", "Too confused."));
68 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
70 for (i = 0; i < MAX_KAMAE; i++)
72 if (p_ptr->lev >= kamae_shurui[i].min_level)
74 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
80 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
91 else if ((choice == 'a') || (choice == 'A'))
93 if (p_ptr->action == ACTION_KAMAE)
95 set_action(ACTION_NONE);
98 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
102 else if ((choice == 'b') || (choice == 'B'))
107 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
112 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
117 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
123 set_action(ACTION_KAMAE);
125 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
127 msg_print(_("構え直した。", "You reassume a posture."));
131 p_ptr->special_defense &= ~(KAMAE_MASK);
132 p_ptr->update |= (PU_BONUS);
133 p_ptr->redraw |= (PR_STATE);
134 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
135 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
137 p_ptr->redraw |= PR_STATE;
144 * @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。
146 static bool choose_kata(void)
155 msg_print(_("混乱していて構えられない!", "Too confused."));
161 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
167 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
171 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
173 for (i = 0; i < MAX_KATA; i++)
175 if (p_ptr->lev >= kata_shurui[i].min_level)
177 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
183 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
189 if (choice == ESCAPE)
194 else if ((choice == 'a') || (choice == 'A'))
196 if (p_ptr->action == ACTION_KATA)
198 set_action(ACTION_NONE);
201 msg_print(_("もともと構えていない。", "You are not assuming posture."));
205 else if ((choice == 'b') || (choice == 'B'))
210 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
215 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
220 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
226 set_action(ACTION_KATA);
228 if (p_ptr->special_defense & (KATA_IAI << new_kata))
230 msg_print(_("構え直した。", "You reassume a posture."));
234 p_ptr->special_defense &= ~(KATA_MASK);
235 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
236 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
237 p_ptr->special_defense |= (KATA_IAI << new_kata);
239 p_ptr->redraw |= (PR_STATE | PR_STATUS);
246 * @brief レイシャル・パワー情報のtypedef
248 typedef struct power_desc_type power_desc_type;
251 * @brief レイシャル・パワー情報の構造体定義
253 struct power_desc_type
255 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
256 PLAYER_LEVEL level; //!<体得レベル
265 * @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
266 * @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
269 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
271 PLAYER_LEVEL min_level = pd_ptr->level;
272 int difficulty = pd_ptr->fail;
277 int stat = p_ptr->stat_cur[pd_ptr->stat];
279 /* No chance for success */
280 if ((p_ptr->lev < min_level) || p_ptr->confused)
285 if (difficulty == 0) return 100;
287 /* Calculate difficulty */
290 difficulty += p_ptr->stun;
292 else if (p_ptr->lev > min_level)
294 int lev_adj = ((p_ptr->lev - min_level) / 3);
295 if (lev_adj > 10) lev_adj = 10;
296 difficulty -= lev_adj;
299 if (difficulty < 5) difficulty = 5;
301 /* We only need halfs of the difficulty */
302 difficulty = difficulty / 2;
304 for (i = 1; i <= stat; i++)
306 val = i - difficulty;
308 sum += (val <= difficulty) ? val : difficulty;
314 return (((sum * 100) / difficulty) / stat);
318 static int racial_cost;
321 * @brief レイシャル・パワーの発動の判定処理
322 * @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
324 * 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。
325 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
327 static int racial_aux(power_desc_type *pd_ptr)
329 PLAYER_LEVEL min_level = pd_ptr->level;
330 int use_stat = pd_ptr->stat;
331 int difficulty = pd_ptr->fail;
334 racial_cost = pd_ptr->cost;
336 /* Not enough mana - use hp */
337 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
339 /* Power is not available yet */
340 if (p_ptr->lev < min_level)
342 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。",
343 "You need to attain level %d to use this power."), min_level);
345 p_ptr->energy_use = 0;
350 else if (p_ptr->confused)
352 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."));
353 p_ptr->energy_use = 0;
358 else if (p_ptr->chp < use_hp)
360 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? ")))
362 p_ptr->energy_use = 0;
367 /* Else attempt to do it! */
373 difficulty += p_ptr->stun;
375 else if (p_ptr->lev > min_level)
377 int lev_adj = ((p_ptr->lev - min_level) / 3);
378 if (lev_adj > 10) lev_adj = 10;
379 difficulty -= lev_adj;
382 if (difficulty < 5) difficulty = 5;
385 /* take time and pay the price */
386 p_ptr->energy_use = 100;
389 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
394 if (flush_failure) flush();
395 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
402 * @brief レイシャル・パワー発動処理
403 * @param command 発動するレイシャルのID
404 * @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。
406 static bool cmd_racial_power_aux(s32b command)
408 PLAYER_LEVEL plev = p_ptr->lev;
413 switch (p_ptr->pclass)
417 POSITION y = 0, x = 0;
421 for (i = 0; i < A_MAX; i++)
424 y = p_ptr->y + ddy_ddd[dir];
425 x = p_ptr->x + ddx_ddd[dir];
428 /* Hack -- attack monsters */
433 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
438 case CLASS_HIGH_MAGE:
439 if (p_ptr->realm1 == REALM_HEX)
441 bool retval = stop_hex_spell();
442 if (retval) p_ptr->energy_use = 10;
446 /* case CLASS_HIGH_MAGE: */
449 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
454 if (is_good_realm(p_ptr->realm1))
456 if (!bless_weapon()) return FALSE;
460 (void)dispel_monsters(plev * 4);
461 turn_monsters(plev * 4);
462 banish_monsters(plev * 4);
468 if(!panic_hit()) return FALSE;
474 msg_print(_("敵を調査した...", "You examine your foes..."));
480 if (!get_aim_dir(&dir)) return FALSE;
481 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
485 case CLASS_WARRIOR_MAGE:
489 return comvert_hp_to_mp(p_ptr);
491 else if (command == -4)
493 return comvert_mp_to_hp(p_ptr);
497 case CLASS_CHAOS_WARRIOR:
499 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
500 slow_monsters(p_ptr->lev);
501 stun_monsters(p_ptr->lev * 4);
502 confuse_monsters(p_ptr->lev * 4);
503 turn_monsters(p_ptr->lev * 4);
504 stasis_monsters(p_ptr->lev * 4);
509 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
511 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
516 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
522 if (!choose_kamae()) return FALSE;
523 p_ptr->update |= (PU_BONUS);
525 else if (command == -4)
527 return double_attack(p_ptr);
531 case CLASS_MINDCRAFTER:
532 case CLASS_FORCETRAINER:
536 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."));
539 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
541 p_ptr->csp += (3 + p_ptr->lev/20);
542 if (p_ptr->csp >= p_ptr->msp)
544 p_ptr->csp = p_ptr->msp;
547 p_ptr->redraw |= (PR_MANA);
554 if (!get_aim_dir(&dir)) return FALSE;
556 fire_beam(GF_PHOTO, dir, 1);
558 else if (command == -4)
560 if (!identify_fully(FALSE)) return FALSE;
567 if (!do_cmd_mane(TRUE)) return FALSE;
570 case CLASS_BEASTMASTER:
574 if (!get_aim_dir(&dir)) return FALSE;
575 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
577 else if (command == -4)
579 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
585 if (!create_ammo()) return FALSE;
588 case CLASS_MAGIC_EATER:
591 if (!import_magic_device()) return FALSE;
592 } else if (command == -4) {
593 if (!can_do_cmd_cast()) return FALSE;
594 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
600 /* Singing is already stopped */
601 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
604 p_ptr->energy_use = 10;
609 if (!can_do_cmd_cast()) return FALSE;
613 if (!p_ptr->paralyzed && can_do_cmd_cast())
621 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
625 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."));
628 if (p_ptr->special_defense & KATA_MASK)
630 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
633 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
635 p_ptr->csp += p_ptr->msp / 2;
636 if (p_ptr->csp >= max_csp)
638 p_ptr->csp = max_csp;
641 p_ptr->redraw |= (PR_MANA);
643 else if (command == -4)
645 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
647 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
650 if (!choose_kata()) return FALSE;
651 p_ptr->update |= (PU_BONUS);
655 case CLASS_BLUE_MAGE:
657 if (p_ptr->action == ACTION_LEARN)
659 set_action(ACTION_NONE);
663 set_action(ACTION_LEARN);
665 p_ptr->energy_use = 0;
670 GAME_TEXT m_name[MAX_NLEN];
677 msg_print(_("今は乗馬中だ。", "You ARE riding."));
680 if (!do_riding(TRUE)) return TRUE;
681 m_ptr = &m_list[p_ptr->riding];
682 r_ptr = &r_info[m_ptr->r_idx];
683 monster_desc(m_name, m_ptr, 0);
684 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
685 if (is_pet(m_ptr)) break;
687 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
688 if (rlev > 60) rlev = 60+(rlev-60)/2;
689 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
690 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
691 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
692 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
694 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
699 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
703 /* 落馬処理に失敗してもとにかく乗馬解除 */
708 case CLASS_BERSERKER:
710 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
717 if (!identify_fully(TRUE)) return FALSE;
721 if (!ident_spell(TRUE)) return FALSE;
725 case CLASS_MIRROR_MASTER:
729 /* Explode all mirrors */
730 remove_all_mirrors(TRUE);
732 else if (command == -4)
736 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."));
739 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
741 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
743 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
744 if (p_ptr->csp >= p_ptr->msp)
746 p_ptr->csp = p_ptr->msp;
749 p_ptr->redraw |= (PR_MANA);
753 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
763 else if (p_ptr->mimic_form)
765 switch (p_ptr->mimic_form)
768 case MIMIC_DEMON_LORD:
770 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
771 if (!get_aim_dir(&dir)) return FALSE;
773 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
774 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
786 switch (p_ptr->prace)
789 msg_print(_("周囲を調べた。", "You examine your surroundings."));
790 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
791 (void)detect_doors(DETECT_RAD_DEFAULT);
792 (void)detect_stairs(DETECT_RAD_DEFAULT);
796 return create_ration(p_ptr);
800 msg_print(_("パッ!", "Blink!"));
801 teleport_player(10, 0L);
805 msg_print(_("勇気を出した。", "You play tough."));
809 case RACE_HALF_TROLL:
810 msg_print(_("うがぁぁ!", "RAAAGH!"));
811 (void)berserk(10 + randint1(plev));
817 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
820 else if (command == -2)
822 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..."));
824 (void)true_healing(0);
825 (void)restore_all_status();
826 (void)restore_level();
831 msg_print(_("うぉぉおお!", "Raaagh!"));
832 (void)berserk(10 + randint1(plev));
836 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
840 case RACE_HALF_GIANT:
841 if (!get_aim_dir(&dir)) return FALSE;
842 (void)wall_to_mud(dir, 20 + randint1(30));
845 case RACE_HALF_TITAN:
846 msg_print(_("敵を調査した...", "You examine your foes..."));
851 if (!get_aim_dir(&dir)) return FALSE;
852 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
853 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
857 if (!get_aim_dir(&dir)) return FALSE;
859 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
860 (void)fear_monster(dir, plev);
864 if (!get_aim_dir(&dir)) return FALSE;
866 msg_print(_("酸を吐いた。", "You spit acid."));
867 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
868 else fire_ball(GF_ACID, dir, plev, 2);
872 if (!get_aim_dir(&dir)) return FALSE;
873 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
874 fire_bolt(GF_POIS, dir, plev);
878 msg_print(_("周囲を調査した。", "You examine your surroundings."));
879 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
880 (void)detect_doors(DETECT_RAD_DEFAULT);
881 (void)detect_stairs(DETECT_RAD_DEFAULT);
885 if (!get_aim_dir(&dir)) return FALSE;
886 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
887 fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
891 return draconian_breath(p_ptr);
894 case RACE_MIND_FLAYER:
895 if (!get_aim_dir(&dir)) return FALSE;
896 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
897 fire_bolt(GF_PSI, dir, plev);
901 if (!get_aim_dir(&dir)) return FALSE;
904 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
905 fire_ball(GF_FIRE, dir, plev, 2);
909 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
910 fire_bolt(GF_FIRE, dir, plev);
915 (void)set_shield(randint1(20) + 30, FALSE);
920 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."));
921 (void)restore_level();
929 if (!get_aim_dir(&dir)) return FALSE;
931 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!"));
932 (void)fear_monster(dir, plev);
936 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
937 if (plev < 25) sleep_monsters_touch();
938 else (void)sleep_monsters(plev);
943 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
944 if (!get_aim_dir(&dir)) return FALSE;
946 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."),((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
947 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
952 (void)set_tsubureru(randint1(20) + 30, FALSE);
956 return android_inside_weapon(p_ptr);
960 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."));
961 p_ptr->energy_use = 0;
968 * @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
971 void do_cmd_racial_power(void)
973 power_desc_type power_desc[36];
977 PLAYER_LEVEL lvl = p_ptr->lev;
978 bool flag, redraw, cast = FALSE;
979 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
982 int menu_line = (use_menu ? 1 : 0);
984 if (p_ptr->wild_mode) return;
986 for (num = 0; num < 36; num++)
988 strcpy(power_desc[num].name, "");
989 power_desc[num].number = 0;
996 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!"));
997 p_ptr->energy_use = 0;
1001 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1003 set_action(ACTION_NONE);
1006 switch (p_ptr->pclass)
1010 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1011 power_desc[num].level = 40;
1012 power_desc[num].cost = 75;
1013 power_desc[num].stat = A_DEX;
1014 power_desc[num].fail = 35;
1015 power_desc[num++].number = -3;
1018 case CLASS_HIGH_MAGE:
1019 if (p_ptr->realm1 == REALM_HEX)
1021 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1022 power_desc[num].level = 1;
1023 power_desc[num].cost = 0;
1024 power_desc[num].stat = A_INT;
1025 power_desc[num].fail = 0;
1026 power_desc[num++].number = -3;
1030 /* case CLASS_HIGH_MAGE: */
1031 case CLASS_SORCERER:
1033 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1034 power_desc[num].level = 25;
1035 power_desc[num].cost = 1;
1036 power_desc[num].stat = A_INT;
1037 power_desc[num].fail = 25;
1038 power_desc[num++].number = -3;
1043 if (is_good_realm(p_ptr->realm1))
1045 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1046 power_desc[num].level = 35;
1047 power_desc[num].cost = 70;
1048 power_desc[num].stat = A_WIS;
1049 power_desc[num].fail = 50;
1050 power_desc[num++].number = -3;
1054 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1055 power_desc[num].level = 42;
1056 power_desc[num].cost = 40;
1057 power_desc[num].stat = A_WIS;
1058 power_desc[num].fail = 35;
1059 power_desc[num++].number = -3;
1065 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1066 power_desc[num].level = 8;
1067 power_desc[num].cost = 12;
1068 power_desc[num].stat = A_DEX;
1069 power_desc[num].fail = 14;
1070 power_desc[num++].number = -3;
1076 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1077 power_desc[num].level = 15;
1078 power_desc[num].cost = 20;
1079 power_desc[num].stat = A_INT;
1080 power_desc[num].fail = 12;
1081 power_desc[num++].number = -3;
1086 if (is_good_realm(p_ptr->realm1))
1088 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1089 power_desc[num].level = 30;
1090 power_desc[num].cost = 30;
1091 power_desc[num].stat = A_WIS;
1092 power_desc[num].fail = 30;
1093 power_desc[num++].number = -3;
1097 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1098 power_desc[num].level = 30;
1099 power_desc[num].cost = 30;
1100 power_desc[num].stat = A_WIS;
1101 power_desc[num].fail = 30;
1102 power_desc[num++].number = -3;
1106 case CLASS_WARRIOR_MAGE:
1108 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1109 power_desc[num].level = 25;
1110 power_desc[num].cost = 0;
1111 power_desc[num].stat = A_INT;
1112 power_desc[num].fail = 10;
1113 power_desc[num++].number = -3;
1115 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1116 power_desc[num].level = 25;
1117 power_desc[num].cost = 0;
1118 power_desc[num].stat = A_INT;
1119 power_desc[num].fail = 10;
1120 power_desc[num++].number = -4;
1123 case CLASS_CHAOS_WARRIOR:
1125 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1126 power_desc[num].level = 40;
1127 power_desc[num].cost = 50;
1128 power_desc[num].stat = A_INT;
1129 power_desc[num].fail = 25;
1130 power_desc[num++].number = -3;
1135 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1136 power_desc[num].level = 25;
1137 power_desc[num].cost = 0;
1138 power_desc[num].stat = A_DEX;
1139 power_desc[num].fail = 0;
1140 power_desc[num++].number = -3;
1142 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1143 power_desc[num].level = 30;
1144 power_desc[num].cost = 30;
1145 power_desc[num].stat = A_STR;
1146 power_desc[num].fail = 20;
1147 power_desc[num++].number = -4;
1150 case CLASS_MINDCRAFTER:
1151 case CLASS_FORCETRAINER:
1153 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1154 power_desc[num].level = 15;
1155 power_desc[num].cost = 0;
1156 power_desc[num].stat = A_WIS;
1157 power_desc[num].fail = 10;
1158 power_desc[num++].number = -3;
1163 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1164 power_desc[num].level = 1;
1165 power_desc[num].cost = 0;
1166 power_desc[num].stat = A_DEX;
1167 power_desc[num].fail = 0;
1168 power_desc[num++].number = -3;
1170 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1171 power_desc[num].level = 25;
1172 power_desc[num].cost = 20;
1173 power_desc[num].stat = A_INT;
1174 power_desc[num].fail = 20;
1175 power_desc[num++].number = -4;
1178 case CLASS_IMITATOR:
1180 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1181 power_desc[num].level = 30;
1182 power_desc[num].cost = 100;
1183 power_desc[num].stat = A_DEX;
1184 power_desc[num].fail = 30;
1185 power_desc[num++].number = -3;
1188 case CLASS_BEASTMASTER:
1190 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1191 power_desc[num].level = 1;
1192 power_desc[num].cost = (p_ptr->lev+3)/4;
1193 power_desc[num].stat = A_CHR;
1194 power_desc[num].fail = 10;
1195 power_desc[num++].number = -3;
1197 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1198 power_desc[num].level = 30;
1199 power_desc[num].cost = (p_ptr->lev+20)/2;
1200 power_desc[num].stat = A_CHR;
1201 power_desc[num].fail = 10;
1202 power_desc[num++].number = -4;
1207 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1208 power_desc[num].level = 1;
1209 power_desc[num].cost = 0;
1210 power_desc[num].stat = A_DEX;
1211 power_desc[num].fail = 0;
1212 power_desc[num++].number = -3;
1215 case CLASS_MAGIC_EATER:
1217 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1218 power_desc[num].level = 1;
1219 power_desc[num].cost = 0;
1220 power_desc[num].stat = A_INT;
1221 power_desc[num].fail = 0;
1222 power_desc[num++].number = -3;
1224 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1225 power_desc[num].level = 10;
1226 power_desc[num].cost = 10 + (lvl - 10) / 2;
1227 power_desc[num].stat = A_INT;
1228 power_desc[num].fail = 0;
1229 power_desc[num++].number = -4;
1234 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1235 power_desc[num].level = 1;
1236 power_desc[num].cost = 0;
1237 power_desc[num].stat = A_CHR;
1238 power_desc[num].fail = 0;
1239 power_desc[num++].number = -3;
1242 case CLASS_RED_MAGE:
1244 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1245 power_desc[num].level = 48;
1246 power_desc[num].cost = 20;
1247 power_desc[num].stat = A_INT;
1248 power_desc[num].fail = 0;
1249 power_desc[num++].number = -3;
1254 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1255 power_desc[num].level = 1;
1256 power_desc[num].cost = 0;
1257 power_desc[num].stat = A_WIS;
1258 power_desc[num].fail = 0;
1259 power_desc[num++].number = -3;
1261 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1262 power_desc[num].level = 25;
1263 power_desc[num].cost = 0;
1264 power_desc[num].stat = A_DEX;
1265 power_desc[num].fail = 0;
1266 power_desc[num++].number = -4;
1269 case CLASS_BLUE_MAGE:
1271 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1272 power_desc[num].level = 1;
1273 power_desc[num].cost = 0;
1274 power_desc[num].stat = A_INT;
1275 power_desc[num].fail = 0;
1276 power_desc[num++].number = -3;
1281 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1282 power_desc[num].level = 10;
1283 power_desc[num].cost = 0;
1284 power_desc[num].stat = A_STR;
1285 power_desc[num].fail = 10;
1286 power_desc[num++].number = -3;
1289 case CLASS_BERSERKER:
1291 strcpy(power_desc[num].name, _("帰還", "Recall"));
1292 power_desc[num].level = 10;
1293 power_desc[num].cost = 10;
1294 power_desc[num].stat = A_DEX;
1295 power_desc[num].fail = 20;
1296 power_desc[num++].number = -3;
1299 case CLASS_MIRROR_MASTER:
1301 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1302 power_desc[num].level = 1;
1303 power_desc[num].cost = 0;
1304 power_desc[num].stat = A_INT;
1305 power_desc[num].fail = 0;
1306 power_desc[num++].number = -3;
1308 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1309 power_desc[num].level = 30;
1310 power_desc[num].cost = 0;
1311 power_desc[num].stat = A_INT;
1312 power_desc[num].fail = 20;
1313 power_desc[num++].number = -4;
1318 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1319 power_desc[num].level = 5;
1320 power_desc[num].cost = 15;
1321 power_desc[num].stat = A_INT;
1322 power_desc[num].fail = 20;
1323 power_desc[num++].number = -3;
1328 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1329 power_desc[num].level = 20;
1330 power_desc[num].cost = 0;
1331 power_desc[num].stat = A_DEX;
1332 power_desc[num].fail = 0;
1333 power_desc[num++].number = -3;
1337 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1340 if (p_ptr->mimic_form)
1342 switch (p_ptr->mimic_form)
1345 case MIMIC_DEMON_LORD:
1346 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);
1347 power_desc[num].level = 15;
1348 power_desc[num].cost = 10+lvl/3;
1349 power_desc[num].stat = A_CON;
1350 power_desc[num].fail = 20;
1351 power_desc[num++].number = -1;
1354 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1355 power_desc[num].level = 2;
1356 power_desc[num].cost = 1 + (lvl / 3);
1357 power_desc[num].stat = A_CON;
1358 power_desc[num].fail = 9;
1359 power_desc[num++].number = -1;
1365 switch (p_ptr->prace)
1368 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1369 power_desc[num].level = 5;
1370 power_desc[num].cost = 5;
1371 power_desc[num].stat = A_WIS;
1372 power_desc[num].fail = 12;
1373 power_desc[num++].number = -1;
1376 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1377 power_desc[num].level = 10;
1378 power_desc[num].cost = 5;
1379 power_desc[num].stat = A_WIS;
1380 power_desc[num].fail = 10;
1381 power_desc[num++].number = -1;
1384 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1385 power_desc[num].level = 15;
1386 power_desc[num].cost = 10;
1387 power_desc[num].stat = A_INT;
1388 power_desc[num].fail = 10;
1389 power_desc[num++].number = -1;
1392 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1393 power_desc[num].level = 5;
1394 power_desc[num].cost = 5;
1395 power_desc[num].stat = A_INT;
1396 power_desc[num].fail = 12;
1397 power_desc[num++].number = -1;
1400 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1401 power_desc[num].level = 3;
1402 power_desc[num].cost = 5;
1403 power_desc[num].stat = A_WIS;
1404 power_desc[num].fail = warrior ? 5 : 10;
1405 power_desc[num++].number = -1;
1407 case RACE_HALF_TROLL:
1408 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1409 power_desc[num].level = 10;
1410 power_desc[num].cost = 12;
1411 power_desc[num].stat = A_STR;
1412 power_desc[num].fail = warrior ? 6 : 12;
1413 power_desc[num++].number = -1;
1415 case RACE_BARBARIAN:
1416 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1417 power_desc[num].level = 8;
1418 power_desc[num].cost = 10;
1419 power_desc[num].stat = A_STR;
1420 power_desc[num].fail = warrior ? 6 : 12;
1421 power_desc[num++].number = -1;
1424 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1425 power_desc[num].level = 30;
1426 power_desc[num].cost = 50;
1427 power_desc[num].stat = A_INT;
1428 power_desc[num].fail = 50;
1429 power_desc[num++].number = -1;
1431 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1432 power_desc[num].level = 40;
1433 power_desc[num].cost = 75;
1434 power_desc[num].stat = A_WIS;
1435 power_desc[num].fail = 50;
1436 power_desc[num++].number = -2;
1438 case RACE_HALF_OGRE:
1439 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1440 power_desc[num].level = 25;
1441 power_desc[num].cost = 35;
1442 power_desc[num].stat = A_INT;
1443 power_desc[num].fail = 15;
1444 power_desc[num++].number = -1;
1446 case RACE_HALF_GIANT:
1447 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1448 power_desc[num].level = 20;
1449 power_desc[num].cost = 10;
1450 power_desc[num].stat = A_STR;
1451 power_desc[num].fail = 12;
1452 power_desc[num++].number = -1;
1454 case RACE_HALF_TITAN:
1455 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1456 power_desc[num].level = 15;
1457 power_desc[num].cost = 10;
1458 power_desc[num].stat = A_INT;
1459 power_desc[num].fail = 12;
1460 power_desc[num++].number = -1;
1463 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1464 power_desc[num].level = 20;
1465 power_desc[num].cost = 15;
1466 power_desc[num].stat = A_STR;
1467 power_desc[num].fail = 12;
1468 power_desc[num++].number = -1;
1471 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1472 power_desc[num].level = 15;
1473 power_desc[num].cost = 15;
1474 power_desc[num].stat = A_WIS;
1475 power_desc[num].fail = 10;
1476 power_desc[num++].number = -1;
1479 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1480 power_desc[num].level = 4;
1481 power_desc[num].cost = 6;
1482 power_desc[num].stat = A_INT;
1483 power_desc[num].fail = 3;
1484 power_desc[num++].number = -1;
1487 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1488 power_desc[num].level = 9;
1489 power_desc[num].cost = 9;
1490 power_desc[num].stat = A_DEX;
1491 power_desc[num].fail = 14;
1492 power_desc[num++].number = -1;
1495 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1496 power_desc[num].level = 12;
1497 power_desc[num].cost = 8;
1498 power_desc[num].stat = A_DEX;
1499 power_desc[num].fail = 14;
1500 power_desc[num++].number = -1;
1503 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);
1504 power_desc[num].level = 2;
1505 power_desc[num].cost = 2;
1506 power_desc[num].stat = A_INT;
1507 power_desc[num].fail = 9;
1508 power_desc[num++].number = -1;
1510 case RACE_DRACONIAN:
1511 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1512 power_desc[num].level = 1;
1513 power_desc[num].cost = lvl;
1514 power_desc[num].stat = A_CON;
1515 power_desc[num].fail = 12;
1516 power_desc[num++].number = -1;
1518 case RACE_MIND_FLAYER:
1519 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1520 power_desc[num].level = 15;
1521 power_desc[num].cost = 12;
1522 power_desc[num].stat = A_INT;
1523 power_desc[num].fail = 14;
1524 power_desc[num++].number = -1;
1527 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);
1528 power_desc[num].level = 9;
1529 power_desc[num].cost = 15;
1530 power_desc[num].stat = A_WIS;
1531 power_desc[num].fail = 15;
1532 power_desc[num++].number = -1;
1535 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1536 power_desc[num].level = 20;
1537 power_desc[num].cost = 15;
1538 power_desc[num].stat = A_CON;
1539 power_desc[num].fail = 8;
1540 power_desc[num++].number = -1;
1544 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1545 power_desc[num].level = 30;
1546 power_desc[num].cost = 30;
1547 power_desc[num].stat = A_WIS;
1548 power_desc[num].fail = 18;
1549 power_desc[num++].number = -1;
1552 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1553 power_desc[num].level = 2;
1554 power_desc[num].cost = 1 + (lvl / 3);
1555 power_desc[num].stat = A_CON;
1556 power_desc[num].fail = 9;
1557 power_desc[num++].number = -1;
1560 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1561 power_desc[num].level = 12;
1562 power_desc[num].cost = 12;
1563 power_desc[num].stat = A_INT;
1564 power_desc[num].fail = 15;
1565 power_desc[num++].number = -1;
1568 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);
1569 power_desc[num].level = 15;
1570 power_desc[num].cost = 10+lvl/3;
1571 power_desc[num].stat = A_CON;
1572 power_desc[num].fail = 20;
1573 power_desc[num++].number = -1;
1576 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1577 power_desc[num].level = 20;
1578 power_desc[num].cost = 15;
1579 power_desc[num].stat = A_CHR;
1580 power_desc[num].fail = 8;
1581 power_desc[num++].number = -1;
1584 if (p_ptr->lev < 10)
1586 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1587 power_desc[num].level = 1;
1588 power_desc[num].cost = 7;
1589 power_desc[num].fail = 8;
1591 else if (p_ptr->lev < 25)
1593 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1594 power_desc[num].level = 10;
1595 power_desc[num].cost = 13;
1596 power_desc[num].fail = 10;
1598 else if (p_ptr->lev < 35)
1600 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1601 power_desc[num].level = 25;
1602 power_desc[num].cost = 26;
1603 power_desc[num].fail = 12;
1605 else if (p_ptr->lev < 45)
1607 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1608 power_desc[num].level = 35;
1609 power_desc[num].cost = 40;
1610 power_desc[num].fail = 15;
1614 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1615 power_desc[num].level = 45;
1616 power_desc[num].cost = 60;
1617 power_desc[num].fail = 18;
1619 power_desc[num].stat = A_STR;
1620 power_desc[num++].number = -1;
1631 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1633 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1634 power_desc[num].level = 9;
1635 power_desc[num].cost = 9;
1636 power_desc[num].stat = A_DEX;
1637 power_desc[num].fail = 15;
1638 power_desc[num++].number = MUT1_SPIT_ACID;
1641 if (p_ptr->muta1 & MUT1_BR_FIRE)
1643 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1644 power_desc[num].level = 20;
1645 power_desc[num].cost = lvl;
1646 power_desc[num].stat = A_CON;
1647 power_desc[num].fail = 18;
1648 power_desc[num++].number = MUT1_BR_FIRE;
1651 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1653 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1654 power_desc[num].level = 12;
1655 power_desc[num].cost = 12;
1656 power_desc[num].stat = A_CHR;
1657 power_desc[num].fail = 18;
1658 power_desc[num++].number = MUT1_HYPN_GAZE;
1661 if (p_ptr->muta1 & MUT1_TELEKINES)
1663 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1664 power_desc[num].level = 9;
1665 power_desc[num].cost = 9;
1666 power_desc[num].stat = A_WIS;
1667 power_desc[num].fail = 14;
1668 power_desc[num++].number = MUT1_TELEKINES;
1671 if (p_ptr->muta1 & MUT1_VTELEPORT)
1673 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1674 power_desc[num].level = 7;
1675 power_desc[num].cost = 7;
1676 power_desc[num].stat = A_WIS;
1677 power_desc[num].fail = 15;
1678 power_desc[num++].number = MUT1_VTELEPORT;
1681 if (p_ptr->muta1 & MUT1_MIND_BLST)
1683 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1684 power_desc[num].level = 5;
1685 power_desc[num].cost = 3;
1686 power_desc[num].stat = A_WIS;
1687 power_desc[num].fail = 15;
1688 power_desc[num++].number = MUT1_MIND_BLST;
1691 if (p_ptr->muta1 & MUT1_RADIATION)
1693 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1694 power_desc[num].level = 15;
1695 power_desc[num].cost = 15;
1696 power_desc[num].stat = A_CON;
1697 power_desc[num].fail = 14;
1698 power_desc[num++].number = MUT1_RADIATION;
1701 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1703 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1704 power_desc[num].level = 2;
1705 power_desc[num].cost = (1 + (lvl / 3));
1706 power_desc[num].stat = A_CON;
1707 power_desc[num].fail = 9;
1708 power_desc[num++].number = MUT1_VAMPIRISM;
1711 if (p_ptr->muta1 & MUT1_SMELL_MET)
1713 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1714 power_desc[num].level = 3;
1715 power_desc[num].cost = 2;
1716 power_desc[num].stat = A_INT;
1717 power_desc[num].fail = 12;
1718 power_desc[num++].number = MUT1_SMELL_MET;
1721 if (p_ptr->muta1 & MUT1_SMELL_MON)
1723 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1724 power_desc[num].level = 5;
1725 power_desc[num].cost = 4;
1726 power_desc[num].stat = A_INT;
1727 power_desc[num].fail = 15;
1728 power_desc[num++].number = MUT1_SMELL_MON;
1731 if (p_ptr->muta1 & MUT1_BLINK)
1733 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1734 power_desc[num].level = 3;
1735 power_desc[num].cost = 3;
1736 power_desc[num].stat = A_WIS;
1737 power_desc[num].fail = 12;
1738 power_desc[num++].number = MUT1_BLINK;
1741 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1743 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1744 power_desc[num].level = 8;
1745 power_desc[num].cost = 12;
1746 power_desc[num].stat = A_CON;
1747 power_desc[num].fail = 18;
1748 power_desc[num++].number = MUT1_EAT_ROCK;
1751 if (p_ptr->muta1 & MUT1_SWAP_POS)
1753 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1754 power_desc[num].level = 15;
1755 power_desc[num].cost = 12;
1756 power_desc[num].stat = A_DEX;
1757 power_desc[num].fail = 16;
1758 power_desc[num++].number = MUT1_SWAP_POS;
1761 if (p_ptr->muta1 & MUT1_SHRIEK)
1763 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1764 power_desc[num].level = 20;
1765 power_desc[num].cost = 14;
1766 power_desc[num].stat = A_CON;
1767 power_desc[num].fail = 16;
1768 power_desc[num++].number = MUT1_SHRIEK;
1771 if (p_ptr->muta1 & MUT1_ILLUMINE)
1773 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1774 power_desc[num].level = 3;
1775 power_desc[num].cost = 2;
1776 power_desc[num].stat = A_INT;
1777 power_desc[num].fail = 10;
1778 power_desc[num++].number = MUT1_ILLUMINE;
1781 if (p_ptr->muta1 & MUT1_DET_CURSE)
1783 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1784 power_desc[num].level = 7;
1785 power_desc[num].cost = 14;
1786 power_desc[num].stat = A_WIS;
1787 power_desc[num].fail = 14;
1788 power_desc[num++].number = MUT1_DET_CURSE;
1791 if (p_ptr->muta1 & MUT1_BERSERK)
1793 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1794 power_desc[num].level = 8;
1795 power_desc[num].cost = 8;
1796 power_desc[num].stat = A_STR;
1797 power_desc[num].fail = 14;
1798 power_desc[num++].number = MUT1_BERSERK;
1801 if (p_ptr->muta1 & MUT1_POLYMORPH)
1803 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1804 power_desc[num].level = 18;
1805 power_desc[num].cost = 20;
1806 power_desc[num].stat = A_CON;
1807 power_desc[num].fail = 18;
1808 power_desc[num++].number = MUT1_POLYMORPH;
1811 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1813 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1814 power_desc[num].level = 10;
1815 power_desc[num].cost = 5;
1816 power_desc[num].stat = A_INT;
1817 power_desc[num].fail = 12;
1818 power_desc[num++].number = MUT1_MIDAS_TCH;
1821 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1823 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1824 power_desc[num].level = 1;
1825 power_desc[num].cost = 6;
1826 power_desc[num].stat = A_CON;
1827 power_desc[num].fail = 14;
1828 power_desc[num++].number = MUT1_GROW_MOLD;
1831 if (p_ptr->muta1 & MUT1_RESIST)
1833 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1834 power_desc[num].level = 10;
1835 power_desc[num].cost = 12;
1836 power_desc[num].stat = A_CON;
1837 power_desc[num].fail = 12;
1838 power_desc[num++].number = MUT1_RESIST;
1841 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1843 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1844 power_desc[num].level = 12;
1845 power_desc[num].cost = 12;
1846 power_desc[num].stat = A_STR;
1847 power_desc[num].fail = 16;
1848 power_desc[num++].number = MUT1_EARTHQUAKE;
1851 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1853 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1854 power_desc[num].level = 17;
1855 power_desc[num].cost = 1;
1856 power_desc[num].stat = A_WIS;
1857 power_desc[num].fail = 15;
1858 power_desc[num++].number = MUT1_EAT_MAGIC;
1861 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1863 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1864 power_desc[num].level = 6;
1865 power_desc[num].cost = 6;
1866 power_desc[num].stat = A_INT;
1867 power_desc[num].fail = 10;
1868 power_desc[num++].number = MUT1_WEIGH_MAG;
1871 if (p_ptr->muta1 & MUT1_STERILITY)
1873 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1874 power_desc[num].level = 12;
1875 power_desc[num].cost = 23;
1876 power_desc[num].stat = A_CHR;
1877 power_desc[num].fail = 15;
1878 power_desc[num++].number = MUT1_STERILITY;
1881 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1883 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1884 power_desc[num].level = 10;
1885 power_desc[num].cost = 12;
1886 power_desc[num].stat = A_DEX;
1887 power_desc[num].fail = 14;
1888 power_desc[num++].number = MUT1_PANIC_HIT;
1891 if (p_ptr->muta1 & MUT1_DAZZLE)
1893 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1894 power_desc[num].level = 7;
1895 power_desc[num].cost = 15;
1896 power_desc[num].stat = A_CHR;
1897 power_desc[num].fail = 8;
1898 power_desc[num++].number = MUT1_DAZZLE;
1901 if (p_ptr->muta1 & MUT1_LASER_EYE)
1903 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1904 power_desc[num].level = 7;
1905 power_desc[num].cost = 10;
1906 power_desc[num].stat = A_WIS;
1907 power_desc[num].fail = 9;
1908 power_desc[num++].number = MUT1_LASER_EYE;
1911 if (p_ptr->muta1 & MUT1_RECALL)
1913 strcpy(power_desc[num].name, _("帰還", "Recall"));
1914 power_desc[num].level = 17;
1915 power_desc[num].cost = 50;
1916 power_desc[num].stat = A_INT;
1917 power_desc[num].fail = 16;
1918 power_desc[num++].number = MUT1_RECALL;
1921 if (p_ptr->muta1 & MUT1_BANISH)
1923 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1924 power_desc[num].level = 25;
1925 power_desc[num].cost = 25;
1926 power_desc[num].stat = A_WIS;
1927 power_desc[num].fail = 18;
1928 power_desc[num++].number = MUT1_BANISH;
1931 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1933 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1934 power_desc[num].level = 2;
1935 power_desc[num].cost = 2;
1936 power_desc[num].stat = A_CON;
1937 power_desc[num].fail = 11;
1938 power_desc[num++].number = MUT1_COLD_TOUCH;
1941 if (p_ptr->muta1 & MUT1_LAUNCHER)
1943 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1944 power_desc[num].level = 1;
1945 power_desc[num].cost = lvl;
1946 power_desc[num].stat = A_STR;
1947 power_desc[num].fail = 6;
1948 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1949 power_desc[num++].number = 3;
1953 /* Nothing chosen yet */
1959 /* Build a prompt */
1960 (void) strnfmt(out_val, 78,
1961 _("(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? "),
1962 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1964 if (!repeat_pull(&i) || i<0 || i>=num) {
1965 if (use_menu) screen_save();
1966 /* Get a spell from the user */
1968 choice = (always_show_list || use_menu) ? ESCAPE:1;
1971 if( choice==ESCAPE ) choice = ' ';
1972 else if( !get_com(out_val, &choice, FALSE) )break;
1974 if (use_menu && choice != ' ')
1981 p_ptr->energy_use = 0;
1989 menu_line += (num - 1);
2010 else if (menu_line+18 <= num)
2024 if (menu_line > num) menu_line -= num;
2026 /* Request redraw */
2027 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2030 if (!redraw || use_menu)
2042 if (!use_menu) screen_save();
2044 /* Print header(s) */
2046 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2048 prt(_(" Lv MP 失率 Lv MP 失率",
2049 " Lv Cost Fail Lv Cost Fail"), y++, x);
2055 x1 = ((ctr < 18) ? x : x + 40);
2056 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2060 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2061 else strcpy(dummy, " ");
2065 /* letter/number for power selection */
2069 letter = '0' + ctr - 26;
2070 sprintf(dummy, " %c) ",letter);
2072 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2073 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2074 100 - racial_chance(&power_desc[ctr])));
2094 if (choice == '\r' && num == 1)
2099 if (isalpha(choice))
2102 ask = (isupper(choice));
2105 if (ask) choice = (char)tolower(choice);
2107 /* Extract request */
2108 i = (islower(choice) ? A2I(choice) : -1);
2112 ask = FALSE; /* Can't uppercase digits */
2114 i = choice - '0' + 26;
2118 /* Totally Illegal */
2119 if ((i < 0) || (i >= num))
2131 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2133 /* Belay that order */
2134 if (!get_check(tmp_val)) continue;
2140 if (redraw) screen_load();
2142 /* Abort if needed */
2145 p_ptr->energy_use = 0;
2149 } /*if (!repeat_pull(&i) || ...)*/
2150 switch (racial_aux(&power_desc[i]))
2153 if (power_desc[i].number < 0)
2154 cast = cmd_racial_power_aux(power_desc[i].number);
2156 cast = mutation_power_aux(power_desc[i].number);
2170 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2172 /* If mana is not enough, player consumes hit point! */
2173 if (p_ptr->csp < actual_racial_cost)
2175 actual_racial_cost -= p_ptr->csp;
2177 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2179 else p_ptr->csp -= actual_racial_cost;
2181 /* Redraw mana and hp */
2182 p_ptr->redraw |= (PR_HP | PR_MANA);
2184 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2187 else p_ptr->energy_use = 0;