- switch (o_ptr->xtra2)
- {
- case ACT_SUNLIGHT:
- case ACT_BO_MISS_1:
- case ACT_BA_POIS_1:
- case ACT_CONFUSE:
- case ACT_SLEEP:
- case ACT_CURE_LW:
- case ACT_CURE_POISON:
- case ACT_BERSERK:
- case ACT_LIGHT:
- case ACT_DEST_DOOR:
- case ACT_TELEPORT:
- lev = 10;
- break;
- case ACT_BO_ELEC_1:
- case ACT_BO_ACID_1:
- case ACT_BO_COLD_1:
- case ACT_BO_FIRE_1:
- case ACT_MAP_LIGHT:
- case ACT_STONE_MUD:
- case ACT_CURE_MW:
- case ACT_QUAKE:
- lev = 20;
- break;
- case ACT_DRAIN_1:
- case ACT_TELE_AWAY:
- case ACT_ESP:
- case ACT_RESIST_ALL:
- case ACT_DETECT_ALL:
- case ACT_RECALL:
- case ACT_SATIATE:
- case ACT_RECHARGE:
- lev = 30;
- break;
- case ACT_BA_COLD_1:
- case ACT_BA_FIRE_1:
- case ACT_TERROR:
- case ACT_PROT_EVIL:
- case ACT_ID_PLAIN:
- case ACT_REST_LIFE:
- case ACT_SPEED:
- case ACT_BANISH_EVIL:
- lev = 40;
- break;
- case ACT_DRAIN_2:
- case ACT_VAMPIRE_1:
- case ACT_BO_MISS_2:
- case ACT_BA_FIRE_2:
- case ACT_WHIRLWIND:
- case ACT_CHARM_ANIMAL:
- case ACT_SUMMON_ANIMAL:
- case ACT_DISP_EVIL:
- case ACT_DISP_GOOD:
- case ACT_XTRA_SPEED:
- case ACT_DETECT_XTRA:
- case ACT_ID_FULL:
- lev = 50;
- break;
- case ACT_VAMPIRE_2:
- case ACT_BA_COLD_3:
- case ACT_BA_ELEC_3:
- case ACT_GENOCIDE:
- case ACT_CHARM_UNDEAD:
- case ACT_CHARM_OTHER:
- case ACT_SUMMON_PHANTOM:
- case ACT_SUMMON_ELEMENTAL:
- case ACT_RUNE_EXPLO:
- lev = 60;
- break;
- case ACT_MASS_GENO:
- case ACT_CHARM_ANIMALS:
- case ACT_CHARM_OTHERS:
- case ACT_CURE_700:
- case ACT_RUNE_PROT:
- case ACT_ALCHEMY:
- case ACT_REST_ALL:
- lev = 70;
- break;
- case ACT_CALL_CHAOS:
- case ACT_ROCKET:
- case ACT_BA_MISS_3:
- case ACT_CURE_1000:
- case ACT_DIM_DOOR:
- case ACT_SUMMON_UNDEAD:
- case ACT_SUMMON_DEMON:
- lev = 80;
- break;
- case ACT_WRAITH:
- case ACT_INVULN:
- lev = 100;
- break;
- default:
- lev = 0;
- }
- }
- else if (((o_ptr->tval == TV_RING) || (o_ptr->tval == TV_AMULET)) && o_ptr->name2) lev = e_info[o_ptr->name2].level;
-
- /* Base chance of success */
- chance = p_ptr->skill_dev;
-
- /* Confusion hurts skill */
- if (p_ptr->confused) chance = chance / 2;
-
- fail = lev+5;
- if (chance > fail) fail -= (chance - fail)*2;
- else chance -= (fail - chance)*2;
- if (fail < USE_DEVICE) fail = USE_DEVICE;
- if (chance < USE_DEVICE) chance = USE_DEVICE;
-
- if (world_player)
- {
- if (flush_failure) flush();
-#ifdef JP
- msg_print("»ß¤Þ¤Ã¤¿»þ¤ÎÃæ¤Ç¤Ï¤¦¤Þ¤¯Æ¯¤«¤Ê¤¤¤è¤¦¤À¡£");
-#else
- msg_print("It shows no reaction.");
-#endif
-
- sound(SOUND_FAIL);
- return;
- }
-
- if (p_ptr->pclass == CLASS_BERSERKER) success = FALSE;
- else if (chance > fail)
- {
- if (randint0(chance*2) < fail) success = FALSE;
- else success = TRUE;
- }
- else
- {
- if (randint0(fail*2) < chance) success = TRUE;
- else success = FALSE;
- }
-
- /* Roll for usage */
- if (!success)
- {
- if (flush_failure) flush();
-#ifdef JP
- msg_print("¤¦¤Þ¤¯»ÏÆ°¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to activate it properly.");
-#endif
-
- sound(SOUND_FAIL);
- return;
- }
-
- /* Check the recharge */
- if (o_ptr->timeout)
- {
-#ifdef JP
- msg_print("¤½¤ì¤ÏÈù¤«¤Ë²»¤òΩ¤Æ¡¢µ±¤¡¢¾Ã¤¨¤¿...");
-#else
- msg_print("It whines, glows and fades...");
-#endif
-
- return;
- }
-
-
- /* Activate the artifact */
-#ifdef JP
- msg_print("»ÏÆ°¤µ¤»¤¿...");
-#else
- msg_print("You activate it...");
-#endif
-
-
- /* Sound */
- sound(SOUND_ZAP);
-
-
- if (o_ptr->art_name && o_ptr->xtra2)
- {
- (void)activate_random_artifact(o_ptr);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Success */
- return;
- }
-
- /* Artifacts */
- else if (o_ptr->name1)
- {
- /* Choose effect */
- switch (o_ptr->name1)
- {
- case ART_GALADRIEL:
- {
-#ifdef JP
- msg_print("ààÎÜÉÓ¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
-#else
- msg_print("The phial wells with clear light...");
-#endif
-
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
- break;
- }
-
- case ART_ELENDIL:
- {
-#ifdef JP
- msg_print("À±¤¬âÁ¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("The star shines brightly...");
-#endif
-
- map_area(DETECT_RAD_MAP);
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
-
- case ART_JUDGE:
- {
-#ifdef JP
-msg_print("¤½¤ÎÊõÀФÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª");
-#else
- msg_print("The Jewel flashes bright red!");
-#endif
-
- chg_virtue(V_KNOWLEDGE, 1);
- chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE);
-#ifdef JP
-msg_print("¤½¤ÎÊõÀФϤ¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...");
-take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
-#else
- msg_print("The Jewel drains your vitality...");
- take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
-#endif
-
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
-
-#ifdef JP
-if (get_check("µ¢´Ô¤ÎÎϤò»È¤¤¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Activate recall? "))
-#endif
-
- {
- (void)word_of_recall();
- }
-
- o_ptr->timeout = randint0(20) + 20;
- break;
- }
-
- case ART_CARLAMMAS:
- {
-#ifdef JP
- msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("The amulet lets out a shrill wail...");
-#endif
-
- k = 3 * p_ptr->lev;
- (void)set_protevil(randint1(25) + k, FALSE);
- o_ptr->timeout = randint0(225) + 225;
- break;
- }
-
- case ART_INGWE:
- {
-#ifdef JP
- msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
- msg_print("The amulet floods the area with goodness...");
-#endif
-
- dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case ART_YATA:
- {
-#ifdef JP
- msg_print("¶À¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
- msg_print("The mirror floods the area with goodness...");
-#endif
-
- dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case ART_FRAKIR:
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Õ¥é¥¥¢¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£");
-#else
- msg_print("You order Frakir to strangle your opponent.");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- if (drain_life(dir, 100))
- o_ptr->timeout = randint0(100) + 100;
- break;
- }
-
- case ART_TULKAS:
- {
-#ifdef JP
- msg_print("»ØÎؤÏÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("The ring glows brightly...");
-#endif
-
- (void)set_fast(randint1(75) + 75, FALSE);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case ART_NARYA:
- {
-#ifdef JP
- msg_print("»ØÎؤϿ¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("The ring glows deep red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 300, 3);
- o_ptr->timeout = randint0(225) + 225;
- break;
- }
-
- case ART_NENYA:
- {
-#ifdef JP
- msg_print("»ØÎؤÏÇò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("The ring glows bright white...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 400, 3);
- o_ptr->timeout = randint0(325) + 325;
- break;
- }
-
- case ART_VILYA:
- case ART_GOURYU:
- {
-#ifdef JP
- msg_format("%s¤Ï¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_VILYA ? "»ØÎØ" : "¥½¡¼¥É");
-#else
- msg_format("The %s glows deep blue...", o_ptr->name1 == ART_VILYA ? "ring" : "sword");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ELEC, dir, 500, 3);
- o_ptr->timeout = randint0(425) + 425;
- break;
- }
-
- case ART_POWER:
- case ART_AHO:
- {
-#ifdef JP
- msg_print("»ØÎؤϼ¿¹õ¤Ëµ±¤¤¤¿...");
-#else
- msg_print("The ring glows intensely black...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- ring_of_power(dir);
- o_ptr->timeout = randint0(450) + 450;
- break;
- }
-
- case ART_RAZORBACK:
- {
- int num = damroll(5, 3);
- int y, x;
- int attempts;
-
-#ifdef JP
- msg_print("³»¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your armor is surrounded by lightning...");
-#endif
-
-
- for (k = 0; k < num; k++)
- {
- attempts = 1000;
-
- while (attempts--)
- {
- scatter(&y, &x, py, px, 4, 0);
-
- if (!cave_floor_bold(y, x)) continue;
-
- if (!player_bold(y, x)) break;
- }
-
- project(0, 3, y, x, 150, GF_ELEC,
- (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
- }
-
- o_ptr->timeout = 1000;
- break;
- }
-
- case ART_BLADETURNER:
- {
- if (!get_aim_dir(&dir)) return;
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe the elements.");
-#endif
-
- fire_ball(GF_MISSILE, dir, 300, 4);
-#ifdef JP
- msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your armor glows many colours...");
-#endif
-
- (void)set_afraid(0);
- (void)set_hero(randint1(50) + 50, FALSE);
- (void)hp_player(10);
- (void)set_blessed(randint1(50) + 50, FALSE);
- (void)set_oppose_acid(randint1(50) + 50, FALSE);
- (void)set_oppose_elec(randint1(50) + 50, FALSE);
- (void)set_oppose_fire(randint1(50) + 50, FALSE);
- (void)set_oppose_cold(randint1(50) + 50, FALSE);
- (void)set_oppose_pois(randint1(50) + 50, FALSE);
- o_ptr->timeout = 400;
- break;
- }
-
- case ART_SOULKEEPER:
- {
-#ifdef JP
- msg_print("³»¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
- msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
-#else
- msg_print("Your armor glows a bright white...");
- msg_print("You feel much better...");
-#endif
-
- (void)hp_player(1000);
- (void)set_cut(0);
- o_ptr->timeout = 888;
- break;
- }
-
- case ART_LOHENGRIN:
- {
-#ifdef JP
-msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
-#else
- msg_print("A heavenly choir sings...");
-#endif
-
- (void)set_poisoned(0);
- (void)set_cut(0);
- (void)set_stun(0);
- (void)set_confused(0);
- (void)set_blind(0);
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(777);
- o_ptr->timeout = 300;
- break;
- }
-
- case ART_JULIAN:
- {
-#ifdef JP
- msg_print("³»¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your armor glows deep blue...");
-#endif
-
- (void)symbol_genocide(200, TRUE);
- o_ptr->timeout = 500;
- break;
- }
-
- case ART_CASPANION:
- {
-#ifdef JP
- msg_print("³»¤¬ÀÖ¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your armor glows bright red...");
-#endif
-
- destroy_doors_touch();
- o_ptr->timeout = 10;
- break;
- }
-
- case ART_DOR:
- case ART_TERROR:
- case ART_STONEMASK:
- {
- turn_monsters(40 + p_ptr->lev);
- o_ptr->timeout = 3 * (p_ptr->lev + 10);
-
- break;
- }
-
- case ART_HOLHENNETH:
- {
-#ifdef JP
- msg_print("¥Ø¥ë¥á¥Ã¥È¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
- msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
-#else
- msg_print("Your helm glows bright white...");
- msg_print("An image forms in your mind...");
-#endif
-
- detect_all(DETECT_RAD_DEFAULT);
- o_ptr->timeout = randint0(55) + 55;
- break;
- }
-
- case ART_AMBER:
- {
-#ifdef JP
- msg_print("²¦´§¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
- msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
-#else
- msg_print("Your crown glows deep blue...");
- msg_print("You feel a warm tingling inside...");
-#endif
-
- (void)hp_player(700);
- (void)set_cut(0);
- o_ptr->timeout = 250;
- break;
- }
-
- case ART_COLLUIN:
- case ART_SEIRYU:
- {
-#ifdef JP
- msg_format("%s¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", o_ptr->name1 == ART_COLLUIN ? "¥¯¥í¡¼¥¯" : "³»");
-#else
- msg_format("Your %s glows many colours...", o_ptr->name1 == ART_COLLUIN ? "cloak" : "armor");
-#endif
-
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- (void)set_oppose_pois(randint1(20) + 20, FALSE);
- o_ptr->timeout = 111;
- break;
- }
-
- case ART_HOLCOLLETH:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your cloak glows deep blue...");
-#endif
-
- sleep_monsters_touch();
- o_ptr->timeout = 55;
- break;
- }
-
- case ART_THINGOL:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬²«¿§¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your cloak glows bright yellow...");
-#endif
-
- recharge(130);
- o_ptr->timeout = 70;
- break;
- }
-
- case ART_COLANNON:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬ÊÕ¤ê¤Î¶õ´Ö¤ò¤æ¤¬¤Þ¤»¤¿...");
-#else
- msg_print("Your cloak twists space around you...");
-#endif
-
- teleport_player(100);
- o_ptr->timeout = 45;
- break;
- }
-
- case ART_LUTHIEN:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your cloak glows a deep red...");
-#endif
-
- restore_level();
- o_ptr->timeout = 450;
- break;
- }
-
- case ART_CAMMITHRIM:
- {
-#ifdef JP
- msg_print("¥°¥í¡¼¥Ö¤¬âÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your gloves glow extremely brightly...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- o_ptr->timeout = 2;
- break;
- }
-
- case ART_PAURHACH:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in fire...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
- break;
- }
-
- case ART_PAURNIMMEN:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in frost...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
- break;
- }
-
- case ART_PAURAEGEN:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in sparks...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
- break;
- }
-
- case ART_PAURNEN:
- {
-#ifdef JP
- msg_print("¥¬¥ó¥È¥ì¥Ã¥È¤¬»À¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your gauntlets are covered in acid...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ACID, dir, damroll(5, 8));
- o_ptr->timeout = randint0(6) + 6;
- break;
- }
-
- case ART_FINGOLFIN:
- {
-#ifdef JP
- msg_print("¥»¥¹¥¿¥¹¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
- msg_print("Your cesti grows magical spikes...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ARROW, dir, 150);
- o_ptr->timeout = randint0(90) + 90;
- break;
- }
-
- case ART_FEANOR:
- {
-#ifdef JP
- msg_print("¥Ö¡¼¥Ä¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your boots glow bright green...");
-#endif
-
- (void)set_fast(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_FLORA:
- {
-#ifdef JP
- msg_print("¥Ö¡¼¥Ä¤¬¿¼¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your boots glow deep blue...");
-#endif
-
- (void)set_afraid(0);
- (void)set_poisoned(0);
- o_ptr->timeout = 5;
- break;
- }
-
- case ART_NARTHANC:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in fire...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
- break;
- }
-
- case ART_NIMTHANC:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in frost...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
- break;
- }
-
- case ART_DETHANC:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in sparks...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
- break;
- }
-
- case ART_RILIA:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬¿¼¤¤Îп§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
-#else
- msg_print("Your dagger throbs deep green...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_POIS, dir, 12, 3);
- o_ptr->timeout = randint0(4) + 4;
- break;
- }
-
- case ART_NUMAHOKO:
- {
-#ifdef JP
- msg_print("Ì·¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...");
-#else
- msg_print("Your dagger throbs deep blue...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_WATER, dir, 200, 3);
- o_ptr->timeout = 250;
- break;
- }
-
- case ART_FIONA:
- {
-#ifdef JP
- msg_print("¥À¥¬¡¼¤¬Î䵤¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your dagger is covered in frost...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 48, 2);
- o_ptr->timeout = randint0(5) + 5;
- break;
- }
-
- case ART_KUSANAGI:
- case ART_WEREWINDLE:
- {
- switch (randint1(13))
- {
- case 1: case 2: case 3: case 4: case 5:
- teleport_player(10);
- break;
- case 6: case 7: case 8: case 9: case 10:
- teleport_player(222);
- break;
- case 11: case 12:
- (void)stair_creation();
- break;
- default:
-#ifdef JP
-if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Leave this level? "))
-#endif
-
- {
- if (autosave_l) do_cmd_save_game(TRUE);
-
- /* Clear all saved floors */
- prepare_change_floor_mode(CFM_CLEAR_ALL);
-
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
- }
- o_ptr->timeout = 35;
- break;
- }
-
- case ART_KAMUI:
- {
- teleport_player(222);
- o_ptr->timeout = 25;
- break;
- }
-
- case ART_RINGIL:
- {
-#ifdef JP
- msg_print("¥½¡¼¥É¤¬ÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your sword glows an intense blue...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 100, 2);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_DAWN:
- {
-#ifdef JP
-msg_print("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon the Legion of the Dawn.");
-#endif
-
- (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 500 + randint1(500);
- break;
- }
-
- case ART_ANDURIL:
- {
-#ifdef JP
- msg_print("¥½¡¼¥É¤¬ÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your sword glows an intense red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 72, 2);
- o_ptr->timeout = 400;
- break;
- }
-
- case ART_THEODEN:
- {
-#ifdef JP
- msg_print("¥¢¥Ã¥¯¥¹¤Î¿Ï¤¬¹õ¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your axe blade glows black...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- drain_life(dir, 120);
- o_ptr->timeout = 400;
- break;
- }
-
- case ART_RUNESPEAR:
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÎÁä¤ÏÅŵ¤¤Ç¥¹¥Ñ¡¼¥¯¤·¤Æ¤¤¤ë...");
-#else
- msg_print("Your spear crackles with electricity...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ELEC, dir, 100, 3);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_AEGLOS:
- {
-#ifdef JP
- msg_print("¥¹¥Ô¥¢¤¬Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your spear glows a bright white...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 100, 3);
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_DESTINY:
- {
-#ifdef JP
- msg_print("¥¹¥Ô¥¢¤¬¸ÝÆ°¤·¤¿...");
-#else
- msg_print("Your spear pulsates...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- wall_to_mud(dir);
- o_ptr->timeout = 5;
- break;
- }
-
- case ART_NAIN:
- {
-#ifdef JP
- msg_print("¤Ä¤ë¤Ï¤·¤¬¸ÝÆ°¤·¤¿...");
-#else
- msg_print("Your mattock pulsates...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- wall_to_mud(dir);
- o_ptr->timeout = 2;
- break;
- }
-
- case ART_EONWE:
- {
-#ifdef JP
- msg_print("¥¢¥Ã¥¯¥¹¤«¤é¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("Your axe lets out a long, shrill note...");
-#endif
-
- (void)mass_genocide(200, TRUE);
- o_ptr->timeout = 1000;
- break;
- }
-
- case ART_LOTHARANG:
- {
-#ifdef JP
- msg_print("¥Ð¥È¥ë¡¦¥¢¥Ã¥¯¥¹¤¬¿¼»ç¤Î¸÷¤òÊü¼Í¤·¤¿...");
-#else
- msg_print("Your battle axe radiates deep purple...");
-#endif
-
- hp_player(damroll(4, 8));
- (void)set_cut((p_ptr->cut / 2) - 50);
- o_ptr->timeout = randint0(3) + 3;
- break;
- }
-
- case ART_ULMO:
- {
-#ifdef JP
- msg_print("¥È¥é¥¤¥Ç¥ó¥È¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your trident glows deep red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- teleport_monster(dir);
- o_ptr->timeout = 150;
- break;
- }
-
- case ART_AVAVIR:
- {
-#ifdef JP
- msg_print("Âç³ù¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows soft white...");
-#endif
- if (!word_of_recall()) return;
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_MAGATAMA:
- {
-#ifdef JP
- msg_print("¸û¶Ì¤¬½À¤é¤«¤¯Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows soft white...");
-#endif
- if (!word_of_recall()) return;
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_TOTILA:
- {
-#ifdef JP
- msg_print("¥Õ¥ì¥¤¥ë¤¬ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤¿...");
-#else
- msg_print("Your flail glows in scintillating colours...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- confuse_monster(dir, 20);
- o_ptr->timeout = 15;
- break;
- }
-
- case ART_FIRESTAR:
- {
-#ifdef JP
- msg_print("¥â¡¼¥Ë¥ó¥°¥¹¥¿¡¼¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...");
-#else
- msg_print("Your morning star rages in fire...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 72, 3);
- o_ptr->timeout = 100;
- break;
- }
-
- case ART_GOTHMOG:
- {
-#ifdef JP
- msg_print("¥à¥Á¤¬¿¼¤¤ÀÖ¿§¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your whip glows deep red...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 120, 3);
- o_ptr->timeout = 15;
- break;
- }
-
- case ART_TARATOL:
- {
-#ifdef JP
- msg_print("¥á¥¤¥¹¤¬¥°¥ê¡¼¥ó¤ËÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your mace glows bright green...");
-#endif
-
- (void)set_fast(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(100) + 100;
- break;
- }
-
- case ART_ERIRIL:
- {
-#ifdef JP
- msg_print("¥¯¥©¡¼¥¿¡¼¥¹¥¿¥Ã¥Õ¤¬²«¿§¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your quarterstaff glows yellow...");
-#endif
-
- if (!ident_spell(FALSE)) return;
- o_ptr->timeout = 10;
- break;
- }
-
- case ART_GANDALF:
- {
-#ifdef JP
- msg_print("¾ó¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your quarterstaff glows brightly...");
-#endif
-
- detect_all(DETECT_RAD_DEFAULT);
- probing();
- identify_fully(FALSE);
- o_ptr->timeout = 100;
- break;
- }
-
- case ART_TURMIL:
- {
-#ifdef JP
- msg_print("¥Ï¥ó¥Þ¡¼¤¬Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your hammer glows white...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- drain_life(dir, 90);
- o_ptr->timeout = 70;
- break;
- }
-
- case ART_BRAND:
- {
-#ifdef JP
- msg_print("¥¯¥í¥¹¥Ü¥¦¤¬¿¼¹È¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your crossbow glows deep red...");
-#endif
-
- (void)brand_bolts();
- o_ptr->timeout = 999;
- break;
- }
- case ART_CRIMSON:
- {
- int num = 1;
- int i;
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- int tx, ty;
-#ifdef JP
- msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
-#else
- msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
-#endif
-
- if (!get_aim_dir(&dir)) return;
-
- /* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
-
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
-
- if (p_ptr->pclass == CLASS_ARCHER)
- {
- /* Extra shot at level 10 */
- if (p_ptr->lev >= 10) num++;
-
- /* Extra shot at level 30 */
- if (p_ptr->lev >= 30) num++;
-
- /* Extra shot at level 45 */
- if (p_ptr->lev >= 45) num++;
- }
-
- for (i = 0; i < num; i++)
- project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
- o_ptr->timeout = 15;
- break;
- }
- case ART_PALANTIR:
- {
- monster_type *m_ptr;
- monster_race *r_ptr;
- int i;
-
-#ifdef JP
- msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
-#else
- msg_print("Some strange places show up in your mind. And you see ...");
-#endif
-
- /* Process the monsters (backwards) */
- for (i = m_max - 1; i >= 1; i--)
- {
- /* Access the monster */
- m_ptr = &m_list[i];
-
- /* Ignore "dead" monsters */
- if (!m_ptr->r_idx) continue;
-
- r_ptr = &r_info[m_ptr->r_idx];
-
- if(r_ptr->flags1 & RF1_UNIQUE)
- {
-#ifdef JP
- msg_format("%s¡¥ ",r_name + r_ptr->name);
-#else
- msg_format("%s. ",r_name + r_ptr->name);
-#endif
- }
- }
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_STONE_LORE:
- {
-#ifdef JP
- msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
-#else
- msg_print("The stone reveals hidden mysteries...");
-#endif
- if (!ident_spell(FALSE)) return;
-
- if (mp_ptr->spell_book)
- {
- /* Sufficient mana */
- if (20 <= p_ptr->csp)
- {
- /* Use some mana */
- p_ptr->csp -= 20;
- }
-
- /* Over-exert the player */
- else
- {
- int oops = 20 - p_ptr->csp;
-
- /* No mana left */
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
-
- /* Message */
-#ifdef JP
- msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("You are too weak to control the stone!");
-#endif
-
- /* Hack -- Bypass free action */
- (void)set_paralyzed(p_ptr->paralyzed +
- randint1(5 * oops + 1));
-
- /* Confusing. */
- (void)set_confused(p_ptr->confused +
- randint1(5 * oops + 1));
- }
-
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
- }
-
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
-#endif
-
- /* Confusing. */
- if (one_in_(5)) (void)set_confused(p_ptr->confused +
- randint1(10));
-
- /* Exercise a little care... */
- if (one_in_(20))
-#ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "´í¸±¤ÊÈëÌ©", -1);
-#else
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
-#endif
- o_ptr->timeout = 0;
- break;
- }
-
- case ART_BOROMIR:
- {
- msg_print("You wind a mighty blast; your enemies tremble!");
- (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
- o_ptr->timeout = randint0(40) + 40;
- break;
- }
- case ART_FARAMIR:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
-#else
- msg_print("You exterminate small life.");
-#endif
- (void)dispel_monsters(4);
- o_ptr->timeout = randint0(55) + 55;
- break;
- }
-
- case ART_HIMRING:
- {
-#ifdef JP
- msg_print("Æߤ¤²»¤¬ÊÕ¤ê¤òÊñ¤ß¤³¤ó¤À¡£");
-#else
- msg_print("A shrill wailing sound surrounds you.");
-#endif
- (void)set_protevil(randint1(25) + p_ptr->lev, FALSE);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case ART_ICANUS:
- {
-
-#ifdef JP
- msg_print("¥í¡¼¥Ö¤¬½ã¿è¤ÊËâÎϤǿ̤¨¤¿¡£");
-#else
- msg_print("The robe pulsates with raw mana...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MANA, dir, 120);
- o_ptr->timeout = randint0(120) + 120;
- break;
- }
- case ART_HURIN:
- {
- (void)set_fast(randint1(50) + 50, FALSE);
- hp_player(10);
- set_afraid(0);
- set_hero(randint1(50) + 50, FALSE);
- o_ptr->timeout = randint0(200) + 100;
- break;
- }
- case ART_GIL_GALAD:
- {
-#ifdef JP
- msg_print("¥·¡¼¥ë¥É¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your shield gleams with blinding light...");
-#endif
- fire_ball(GF_LITE, 0, 300, 6);
- confuse_monsters(3 * p_ptr->lev / 2);
- o_ptr->timeout = 250;
- break;
- }
- case ART_YENDOR:
- {
-#ifdef JP
- msg_print("¥«¡¼¥É¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your card gleams with blinding light...");
-#endif
- if (!recharge(1000)) return;
- o_ptr->timeout = 200;
- break;
- }
- case ART_MURAMASA:
- {
-#ifdef JP
- if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
-#else
- if (get_check("Are you sure?!"))
-#endif
- {
-#ifdef JP
- msg_print("¼Àµ¤¬¿Ì¤¨¤¿¡¥¡¥¡¥");
-#else
- msg_print("The Muramasa pulsates...");
-#endif
- do_inc_stat(A_STR);
- if (one_in_(2))
- {
-#ifdef JP
- msg_print("¼Àµ¤Ï²õ¤ì¤¿¡ª");
-#else
- msg_print("The Muramasa is destroyed!");
-#endif
- curse_weapon(TRUE, item);
- }
- }
- break;
- }
- case ART_FLY_STONE:
- {
-#ifdef JP
- msg_print("ÀФ¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your stone glows pale...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_MANA, dir, 400, 4);
- o_ptr->timeout = randint0(250) + 250;
- break;
- }
- case ART_TAIKOBO:
- {
- int x, y;
-
- if (!get_rep_dir2(&dir)) return;
- y = py+ddy[dir];
- x = px+ddx[dir];
- tsuri_dir = dir;
- if (!(cave[y][x].feat == FEAT_DEEP_WATER) && !(cave[y][x].feat == FEAT_SHAL_WATER))
- {
-#ifdef JP
- msg_print("¤½¤³¤ÏΦÃϤÀ¡£");
-#else
- msg_print("There is no fishing place.");
-#endif
- return;
- }
- else if (cave[y][x].m_idx)
- {
- char m_name[80];
- monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
-#ifdef JP
- msg_format("%s¤¬¼ÙËâ¤À¡ª", m_name);
-#else
- msg_format("%^s is stand in your way.", m_name);
-#endif
- energy_use = 0;
- return;
- }
- set_action(ACTION_FISH);
- p_ptr->redraw |= (PR_STATE);
- break;
- }
- case ART_JONES:
- {
- if (!get_aim_dir(&dir)) return;
-#ifdef JP
- msg_print("¥à¥Á¤ò¿¤Ð¤·¤¿¡£");
-#else
- msg_print("You stretched your wip.");
-#endif
-
- fetch(dir, 500, TRUE);
- o_ptr->timeout = randint0(25) + 25;
- break;
- }
- case ART_ARRYU:
- {
- u32b mode = PM_ALLOW_GROUP;
- bool pet = !one_in_(5);
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
-
- if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
- {
-
- if (pet)
-#ifdef JP
- msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
- msg_print("A group of hounds appear as your servant.");
-#endif
-
- else
-#ifdef JP
- msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
-#else
- msg_print("A group of hounds appear as your enemy!");
-#endif
-
- }
-
- o_ptr->timeout = 300 + randint1(150);
- break;
- }
-
- case ART_GAEBOLG:
- {
-#ifdef JP
- msg_print("¥¹¥Ô¥¢¤ÏâÁ¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your spear grows brightly...");
-#endif
-
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_LITE, dir, 200, 3);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case ART_INROU:
- {
- int count = 0, i;
- monster_type *m_ptr;
-#ifndef JP
- cptr kakusan = "";
-#endif
-
- if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
- {
-#ifdef JP
- msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("Suke-san apperars.");
- kakusan = "Suke-san";
-#endif
- count++;
- }
- if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
- {
-#ifdef JP
- msg_print("¡Ø³Ê¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
-#else
- msg_print("Kaku-san appears.");
- kakusan = "Kaku-san";
-#endif
- count++;
- }
- if (!count)
- {
- for (i = m_max - 1; i > 0; i--)
- {
- m_ptr = &m_list[i];
- if (!m_ptr->r_idx) continue;
- if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
- if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
- count++;
- break;
- }
- }
-
- if (count)
- {
-#ifdef JP
- msg_print("¡Ö¼Ô¤É¤â¡¢¤Ò¤«¤¨¤ª¤í¤¦¡ª¡ª¡ª¤³¤Î¤ªÊý¤ò¤É¤Ê¤¿¤È¤³¤³¤í¤¨¤ë¡£¡×");
-#else
- msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
-#endif
-
- sukekaku = TRUE;
- stun_monsters(120);
- confuse_monsters(120);
- turn_monsters(120);
- stasis_monsters(120);
- sukekaku = FALSE;
- }
- else
- {
-#ifdef JP
- msg_print("¤·¤«¤·¡¢²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("Nothing happen.");
-#endif
- }
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case ART_HYOUSIGI:
- {
-#ifdef JP
- msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
-#else
- msg_print("You beat Your wooden clappers.");
-#endif
- aggravate_monsters(0);
- break;
- }
-
- case ART_MATOI:
- case ART_AEGISFANG:
- {
- set_hero(randint1(25)+25, FALSE);
- hp_player(10);
- o_ptr->timeout = randint0(30) + 30;
- break;
- }
-
- case ART_EARENDIL:
- {
- (void)set_poisoned(0);
- (void)set_confused(0);
- (void)set_blind(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_image(0);
-
- o_ptr->timeout = 100;
- break;
- }
-
- case ART_BOLISHOI:
- {
- if (!get_aim_dir(&dir)) return;
- (void)charm_animal(dir, p_ptr->lev);
-
- o_ptr->timeout = 200;
- break;
- }
-
- case ART_ARUNRUTH:
- {
-#ifdef JP
- msg_print("¥½¡¼¥É¤¬Ã¸¤¤¥Ö¥ë¡¼¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your sword glows a pale blue...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(12, 8));
- o_ptr->timeout = 50;
- break;
- }
- case ART_BLOOD:
- {
- int dummy, i;
-#ifdef JP
- msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your scythe glows brightly!");
-#endif
- for (i = 0; i < TR_FLAG_SIZE; i++)
- o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
-
- dummy = randint1(2)+randint1(2);
- for (i = 0; i < dummy; i++)
- {
- int flag = randint0(19);
- if (flag == 18) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- else add_flag(o_ptr->art_flags, TR_CHAOTIC + flag);
- }
- dummy = randint1(2);
- for (i = 0; i < dummy; i++)
- one_resistance(o_ptr);
- dummy = 2;
- for (i = 0; i < dummy; i++)
- {
- int tmp = randint0(11);
- if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
- else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
- }
- o_ptr->timeout = 3333;
- if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
- p_ptr->update |= (PU_BONUS | PU_HP);
- break;
- }
- case ART_KESHO:
- {
-#ifdef JP
- msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
-#else
- msg_print("You stamp. (as if you are in a ring.)");
-#endif
- (void)set_hero(randint1(20) + 20, FALSE);
- dispel_evil(p_ptr->lev * 3);
- o_ptr->timeout = 100 + randint1(100);
- break;
- }
- case ART_MOOK:
- {
-#ifdef JP
- msg_print("¥¯¥í¡¼¥¯¤¬Çò¤¯µ±¤¤¤¿...");
-#else
- msg_print("Your cloak grows white.");
-#endif
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 40 + randint1(40);
- break;
- }
- case ART_HERMIT:
- {
-#ifdef JP
- msg_print("¥à¥Á¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("The whip lets out a shrill wail...");
-#endif
-
- k = 3 * p_ptr->lev;
- (void)set_protevil(randint1(25) + k, FALSE);
- o_ptr->timeout = randint0(225) + 225;
- break;
- }
- case ART_JIZO:
- {
- u32b mode = PM_ALLOW_GROUP;
- bool pet = !one_in_(5);
- if (pet) mode |= PM_FORCE_PET;
-
- if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
- {
- if (pet)
-#ifdef JP
- msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
- msg_print("A group of octopuses appear as your servant.");
-#endif
-
- else
-#ifdef JP
- msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
-#else
- msg_print("A group of octopuses appear as your enemy!");
-#endif
-
- }
-
- o_ptr->timeout = 300 + randint1(150);
- break;
- }
-
- case ART_FUNDIN:
- {
-#ifdef JP
- msg_print("Å´µå¤ÏÊÕ¤ê¤òÁ±¤Î¥ª¡¼¥é¤ÇËþ¤¿¤·¤¿...");
-#else
- msg_print("The iron ball floods the area with goodness...");
-#endif
-
- dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(100) + 100;
- break;
- }
-
- case ART_NIGHT:
- {
-#ifdef JP
- msg_print("¥¢¥ß¥å¥ì¥Ã¥È¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your amulet is coverd in pitch-darkness...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_DARK, dir, 250, 4);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
- case ART_HELL:
- {
-#ifdef JP
- msg_print("¼óÎؤ¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("Your collar harness is coverd in pitch-darkness...");
-#endif
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_DARK, dir, 250, 4);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
- case ART_SACRED_KNIGHTS:
- {
-#ifdef JP
- msg_print("¼ó¾þ¤ê¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...");
-#else
- msg_print("Your amulet exhibits the truth...");
-#endif
- if (remove_all_curse())
- {
-#ifdef JP
- msg_print("狼¤Ë¸«¼é¤é¤ì¤Æ¤¤¤ë¤è¤¦¤Êµ¤¤¬¤¹¤ë¡£");
-#else
- msg_print("You feel as if someone is watching over you.");
-#endif
- }
- (void)probing();
- break;
- }
- case ART_CHARMED:
- {
-#ifdef JP
- msg_print("¥Ú¥ó¥À¥ó¥È¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥");
-#else
- msg_print("Your pendant glows pale...");
-#endif
- if (p_ptr->pclass == CLASS_MAGIC_EATER)
- {
- int i;
- for (i = 0; i < EATER_EXT*2; i++)
- {
- p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
- if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
- }
- for (; i < EATER_EXT*3; i++)
- {
- int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
- p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
- if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
- }
-#ifdef JP
- msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
-#else
- msg_print("You feel your head clear.");
-#endif
- p_ptr->window |= (PW_PLAYER);
- }
- else if (p_ptr->csp < p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
-#ifdef JP
- msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
-#else
- msg_print("You feel your head clear.");
-#endif
-
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
- }
- o_ptr->timeout = 777;
- break;
- }
- }
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
- if (item_tester_hook_smith(o_ptr))
- {
- switch (o_ptr->xtra3-1)
- {
- case ESSENCE_TMP_RES_ACID:
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_ELEC:
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_FIRE:
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case ESSENCE_TMP_RES_COLD:
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = randint0(50) + 50;
- return;
-
- case TR_IMPACT:
- earthquake(py, px, 5);
- o_ptr->timeout = 100 + randint1(100);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
- }
-
-
- if (o_ptr->name2 == EGO_TRUMP)
- {
- teleport_player(100);
- o_ptr->timeout = 50 + randint1(50);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
- {
- if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
- {
-#ifdef JP
- msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
-#else
- msg_print("It has no fuel.");
-#endif
- energy_use = 0;
- return;
- }
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- return;
- }
-
-
- if (o_ptr->name2 == EGO_EARTHQUAKES)
- {
- earthquake(py, px, 5);
- o_ptr->timeout = 100 + randint1(100);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- if (o_ptr->name2 == EGO_JUMP)
- {
- teleport_player(10);
- o_ptr->timeout = 10 + randint1(10);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- /* Hack -- Dragon Scale Mail can be activated as well */
- if (o_ptr->tval == TV_DRAG_ARMOR)
- {
- /* Get a direction for breathing (or abort) */
- if (!get_aim_dir(&dir)) return;
-
- /* Branch on the sub-type */
- switch (o_ptr->sval)
- {
- case SV_DRAGON_BLUE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe lightning.");
-#endif
-
- fire_ball(GF_ELEC, dir, 100, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_WHITE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe frost.");
-#endif
-
- fire_ball(GF_COLD, dir, 110, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_BLACK:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe acid.");
-#endif
-
- fire_ball(GF_ACID, dir, 130, -2);
- o_ptr->timeout = randint0(150) + 150;
- break;
- }
-
- case SV_DRAGON_GREEN:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÆÇ¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe poison gas.");
-#endif
-
- fire_ball(GF_POIS, dir, 150, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_RED:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe fire.");
-#endif
-
- fire_ball(GF_FIRE, dir, 200, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_MULTIHUED:
- {
- chance = randint0(5);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1) ? "°ðºÊ" :
- ((chance == 2) ? "Î䵤" :
- ((chance == 3) ? "»À" :
- ((chance == 4) ? "ÆÇ¥¬¥¹" : "²Ð±ê")))));
-#else
- msg_format("You breathe %s.",
- ((chance == 1) ? "lightning" :
- ((chance == 2) ? "frost" :
- ((chance == 3) ? "acid" :
- ((chance == 4) ? "poison gas" : "fire")))));
-#endif
-
- fire_ball(((chance == 1) ? GF_ELEC :
- ((chance == 2) ? GF_COLD :
- ((chance == 3) ? GF_ACID :
- ((chance == 4) ? GF_POIS : GF_FIRE)))),
- dir, 250, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_BRONZE:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ïº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe confusion.");
-#endif
-
- fire_ball(GF_CONFUSION, dir, 120, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_GOLD:
- {
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe sound.");
-#endif
-
- fire_ball(GF_SOUND, dir, 130, -2);
- o_ptr->timeout = randint0(180) + 180;
- break;
- }
-
- case SV_DRAGON_CHAOS:
- {
- chance = randint0(2);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1 ? "¥«¥ª¥¹" : "Îô²½")));
-#else
- msg_format("You breathe %s.",
- ((chance == 1 ? "chaos" : "disenchantment")));
-#endif
-
- fire_ball((chance == 1 ? GF_CHAOS : GF_DISENCHANT),
- dir, 220, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_LAW:
- {
- chance = randint0(2);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 1 ? "¹ì²»" : "ÇËÊÒ")));
-#else
- msg_format("You breathe %s.",
- ((chance == 1 ? "sound" : "shards")));
-#endif
-
- fire_ball((chance == 1 ? GF_SOUND : GF_SHARDS),
- dir, 230, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_BALANCE:
- {
- chance = randint0(4);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿",
- ((chance == 1) ? "¥«¥ª¥¹" :
- ((chance == 2) ? "Îô²½" :
- ((chance == 3) ? "¹ì²»" : "ÇËÊÒ"))));
-#else
- msg_format("You breathe %s.",
- ((chance == 1) ? "chaos" :
- ((chance == 2) ? "disenchantment" :
- ((chance == 3) ? "sound" : "shards"))));
-#endif
-
- fire_ball(((chance == 1) ? GF_CHAOS :
- ((chance == 2) ? GF_DISENCHANT :
- ((chance == 3) ? GF_SOUND : GF_SHARDS))),
- dir, 250, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }
-
- case SV_DRAGON_SHINING:
- {
- chance = randint0(2);
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",
- ((chance == 0 ? "Á®¸÷" : "°Å¹õ")));
-#else
- msg_format("You breathe %s.",
- ((chance == 0 ? "light" : "darkness")));
-#endif
-
- fire_ball((chance == 0 ? GF_LITE : GF_DARK), dir, 200, -2);
- o_ptr->timeout = randint0(200) + 200;
- break;
- }