- int base_damage = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, BASE_DAM);
- int dice_num = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_NUM);
- int dice_side = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_SIDE);
- int dice_mult = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_MULT);
- int dice_div = monspell_race_damage(p_ptr, SPELL_NUM, r_idx, DICE_DIV);
+ int base_damage = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, BASE_DAM);
+ int dice_num = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_NUM);
+ int dice_side = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_SIDE);
+ int dice_mult = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_MULT);
+ int dice_div = monspell_race_damage(player_ptr, SPELL_NUM, r_idx, DICE_DIV);
- /* Not unique, but killed us */
- else if (r_ptr->r_deaths)
- {
- /* Dead ancestors */
- hooked_roff(
- _(format("このモンスターはあなたの先祖を %d 人葬っている", r_ptr->r_deaths),
- format("%d of your ancestors %s been killed by this creature, ", r_ptr->r_deaths, plural(r_ptr->r_deaths, "has", "have"))));
-
- /* Some kills this life */
- if (r_ptr->r_pkills)
- {
- hooked_roff(format(
- _("が、あなたはこのモンスターを少なくとも %d 体は倒している。",
- "and you have exterminated at least %d of the creatures. "), r_ptr->r_pkills));
- }
-
- /* Some kills past lives */
- else if (r_ptr->r_tkills)
- {
- hooked_roff(format(
- _("が、あなたの先祖はこのモンスターを少なくとも %d 体は倒している。",
- "and your ancestors have exterminated at least %d of the creatures. "), r_ptr->r_tkills));
- }
-
- /* No kills */
- else
- {
- hooked_roff(format(
- _("が、まだ%sを倒したことはない。",
- "and %s is not ever known to have been defeated. "), wd_he[msex]));
- }
-
- /* Start a new line */
- hooked_roff("\n");
- }
- else
+ concptr tmp = r_text + r_ptr->text;
+ if (tmp[0])
+
+ hooked_roff(_("不規則に", " erratically"));
+ if (speed != 110) hooked_roff(_("、かつ", ", and"));
+ }
+
+ if (speed > 110)
+ {
+ if (speed > 139) hook_c_roff(TERM_RED, _("信じ難いほど", " incredibly"));
+ else if (speed > 134) hook_c_roff(TERM_ORANGE, _("猛烈に", " extremely"));
+ else if (speed > 129) hook_c_roff(TERM_ORANGE, _("非常に", " very"));
+ else if (speed > 124) hook_c_roff(TERM_UMBER, _("かなり", " fairly"));
+ else if (speed < 120) hook_c_roff(TERM_L_UMBER, _("やや", " somewhat"));
+ hook_c_roff(TERM_L_RED, _("素早く", " quickly"));
+ }
+ else if (speed < 110)
+ {
+ if (speed < 90) hook_c_roff(TERM_L_GREEN, _("信じ難いほど", " incredibly"));
+ else if (speed < 95) hook_c_roff(TERM_BLUE, _("非常に", " very"));
+ else if (speed < 100) hook_c_roff(TERM_BLUE, _("かなり", " fairly"));
+ else if (speed > 104) hook_c_roff(TERM_GREEN, _("やや", " somewhat"));
+ hook_c_roff(TERM_L_BLUE, _("ゆっくりと", " slowly"));
+ }
+ else
+ {
+ hooked_roff(_("普通の速さで", " at normal speed"));
+ }
+
- /* Mention the experience */
- hooked_roff(format(" is worth about %ld.%02ld point%s",
- (long)i, (long)j, ((i == 1) && (j == 0)) ? "" : "s"));
-
- /* Take account of annoying English */
- p = "th";
- i = p_ptr->lev % 10;
- if ((p_ptr->lev / 10) == 1) /* nothing */;
- else if (i == 1) p = "st";
- else if (i == 2) p = "nd";
- else if (i == 3) p = "rd";
-
- /* Take account of "leading vowels" in numbers */
- q = "";
- i = p_ptr->lev;
- if ((i == 8) || (i == 11) || (i == 18)) q = "n";
-
- /* Mention the dependance on the player's level */
- hooked_roff(format(" for a%s %lu%s level character. ",
- q, (long)i, p));
-#endif
-
+ char *ordinal;
+ ordinal = "th";
+ exp_integer = player_ptr->lev % 10;
+ if ((player_ptr->lev / 10) != 1)
+ {
+ if (exp_integer == 1) ordinal = "st";
+ else if (exp_integer == 2) ordinal = "nd";
+ else if (exp_integer == 3) ordinal = "rd";
- if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
- if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
- if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
- if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
- if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
- if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
- if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
- if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
- if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
- if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
- if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
- if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
- if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
- if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
- if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
+
+ if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }
+ if (a_ability_flags1 & (RF5_BLIND)) { vp[vn] = _("目くらまし", "blind"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags1 & (RF5_CONF)) { vp[vn] = _("混乱", "confuse"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags1 & (RF5_SLOW)) { vp[vn] = _("減速", "slow"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags1 & (RF5_HOLD)) { vp[vn] = _("麻痺", "paralyze"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_HASTE)) { vp[vn] = _("加速", "haste-self"); color[vn++] = TERM_L_GREEN; }
+ if (a_ability_flags2 & (RF6_HEAL)) { vp[vn] = _("治癒", "heal-self"); color[vn++] = TERM_WHITE; }
+ if (a_ability_flags2 & (RF6_INVULNER)) { vp[vn] = _("無敵化", "make invulnerable"); color[vn++] = TERM_WHITE; }
+ if (flags4 & RF4_DISPEL) { vp[vn] = _("魔力消去", "dispel-magic"); color[vn++] = TERM_L_WHITE; }
+ if (a_ability_flags2 & (RF6_BLINK)) { vp[vn] = _("ショートテレポート", "blink-self"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_TPORT)) { vp[vn] = _("テレポート", "teleport-self"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_WORLD)) { vp[vn] = _("時を止める", "stop the time"); color[vn++] = TERM_L_BLUE; }
+ if (a_ability_flags2 & (RF6_TELE_TO)) { vp[vn] = _("テレポートバック", "teleport to"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags2 & (RF6_TELE_AWAY)) { vp[vn] = _("テレポートアウェイ", "teleport away"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_TELE_LEVEL)) { vp[vn] = _("テレポート・レベル", "teleport level"); color[vn++] = TERM_ORANGE; }
- vp[vn] = _("閃光", "create light"); color[vn++] = TERM_YELLOW;
- }
- }
-
- if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
- if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
- if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
- if (a_ability_flags2 & (RF6_S_MONSTER)) { vp[vn] = _("モンスター一体召喚", "summon a monster"); color[vn++] = TERM_SLATE; }
- if (a_ability_flags2 & (RF6_S_MONSTERS)) { vp[vn] = _("モンスター複数召喚", "summon monsters"); color[vn++] = TERM_L_WHITE; }
- if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
- if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
- if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
- if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
- if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
- if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
- if (a_ability_flags2 & (RF6_S_DEMON)) { vp[vn] = _("デーモン一体召喚", "summon a demon"); color[vn++] = TERM_L_RED; }
- if (a_ability_flags2 & (RF6_S_UNDEAD)) { vp[vn] = _("アンデッド一体召喚", "summon an undead"); color[vn++] = TERM_L_DARK; }
- if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
- if (a_ability_flags2 & (RF6_S_HI_UNDEAD)) { vp[vn] = _("強力なアンデッド召喚", "summon Greater Undead"); color[vn++] = TERM_L_DARK; }
- if (a_ability_flags2 & (RF6_S_HI_DRAGON)) { vp[vn] = _("古代ドラゴン召喚", "summon Ancient Dragons"); color[vn++] = TERM_ORANGE; }
- if (a_ability_flags2 & (RF6_S_CYBER)) { vp[vn] = _("サイバーデーモン召喚", "summon Cyberdemons"); color[vn++] = TERM_UMBER; }
- if (a_ability_flags2 & (RF6_S_AMBERITES)) { vp[vn] = _("アンバーの王族召喚", "summon Lords of Amber"); color[vn++] = TERM_VIOLET; }
- if (a_ability_flags2 & (RF6_S_UNIQUE)) { vp[vn] = _("ユニーク・モンスター召喚", "summon Unique Monsters"); color[vn++] = TERM_VIOLET; }
-
-
- /* Describe spells */
+ vp[vn] = _("閃光", "create light");
+ color[vn++] = TERM_YELLOW;
+ }
+ }
+
+ if (a_ability_flags2 & (RF6_TRAPS)) { vp[vn] = _("トラップ", "create traps"); color[vn++] = TERM_BLUE; }
+ if (a_ability_flags2 & (RF6_FORGET)) { vp[vn] = _("記憶消去", "cause amnesia"); color[vn++] = TERM_BLUE; }
+ if (a_ability_flags2 & (RF6_RAISE_DEAD)) { vp[vn] = _("死者復活", "raise dead"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_S_MONSTER)) { vp[vn] = _("モンスター一体召喚", "summon a monster"); color[vn++] = TERM_SLATE; }
+ if (a_ability_flags2 & (RF6_S_MONSTERS)) { vp[vn] = _("モンスター複数召喚", "summon monsters"); color[vn++] = TERM_L_WHITE; }
+ if (a_ability_flags2 & (RF6_S_KIN)) { vp[vn] = _("救援召喚", "summon aid"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_S_ANT)) { vp[vn] = _("アリ召喚", "summon ants"); color[vn++] = TERM_RED; }
+ if (a_ability_flags2 & (RF6_S_SPIDER)) { vp[vn] = _("クモ召喚", "summon spiders"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags2 & (RF6_S_HOUND)) { vp[vn] = _("ハウンド召喚", "summon hounds"); color[vn++] = TERM_L_UMBER; }
+ if (a_ability_flags2 & (RF6_S_HYDRA)) { vp[vn] = _("ヒドラ召喚", "summon hydras"); color[vn++] = TERM_L_GREEN; }
+ if (a_ability_flags2 & (RF6_S_ANGEL)) { vp[vn] = _("天使一体召喚", "summon an angel"); color[vn++] = TERM_YELLOW; }
+ if (a_ability_flags2 & (RF6_S_DEMON)) { vp[vn] = _("デーモン一体召喚", "summon a demon"); color[vn++] = TERM_L_RED; }
+ if (a_ability_flags2 & (RF6_S_UNDEAD)) { vp[vn] = _("アンデッド一体召喚", "summon an undead"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags2 & (RF6_S_DRAGON)) { vp[vn] = _("ドラゴン一体召喚", "summon a dragon"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_S_HI_UNDEAD)) { vp[vn] = _("強力なアンデッド召喚", "summon Greater Undead"); color[vn++] = TERM_L_DARK; }
+ if (a_ability_flags2 & (RF6_S_HI_DRAGON)) { vp[vn] = _("古代ドラゴン召喚", "summon Ancient Dragons"); color[vn++] = TERM_ORANGE; }
+ if (a_ability_flags2 & (RF6_S_CYBER)) { vp[vn] = _("サイバーデーモン召喚", "summon Cyberdemons"); color[vn++] = TERM_UMBER; }
+ if (a_ability_flags2 & (RF6_S_AMBERITES)) { vp[vn] = _("アンバーの王族召喚", "summon Lords of Amber"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_S_UNIQUE)) { vp[vn] = _("ユニーク・モンスター召喚", "summon Unique Monsters"); color[vn++] = TERM_VIOLET; }
+
+ bool magic = FALSE;
- case RBM_HIT: p = _("殴る", "hit"); break;
- case RBM_TOUCH: p = _("触る", "touch"); break;
- case RBM_PUNCH: p = _("パンチする", "punch"); break;
- case RBM_KICK: p = _("蹴る", "kick"); break;
- case RBM_CLAW: p = _("ひっかく", "claw"); break;
- case RBM_BITE: p = _("噛む", "bite"); break;
- case RBM_STING: p = _("刺す", "sting"); break;
- case RBM_SLASH: p = _("斬る", "slash"); break;
- case RBM_BUTT: p = _("角で突く", "butt"); break;
- case RBM_CRUSH: p = _("体当たりする", "crush"); break;
- case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
- case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
- case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
- case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
- case RBM_SPIT: p = _("つばを吐く", "spit"); break;
- case RBM_EXPLODE: p = _("爆発する", "explode"); break;
- case RBM_GAZE: p = _("にらむ", "gaze"); break;
- case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
- case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
- case RBM_XXX4: break;
- case RBM_BEG: p = _("金をせがむ", "beg"); break;
- case RBM_INSULT: p = _("侮辱する", "insult"); break;
- case RBM_MOAN: p = _("うめく", "moan"); break;
- case RBM_SHOW: p = _("歌う", "sing"); break;
- }
-
-
- /* Default effect */
- q = NULL;
-
- /* Acquire the effect */
+ case RBM_HIT: p = _("殴る", "hit"); break;
+ case RBM_TOUCH: p = _("触る", "touch"); break;
+ case RBM_PUNCH: p = _("パンチする", "punch"); break;
+ case RBM_KICK: p = _("蹴る", "kick"); break;
+ case RBM_CLAW: p = _("ひっかく", "claw"); break;
+ case RBM_BITE: p = _("噛む", "bite"); break;
+ case RBM_STING: p = _("刺す", "sting"); break;
+ case RBM_SLASH: p = _("斬る", "slash"); break;
+ case RBM_BUTT: p = _("角で突く", "butt"); break;
+ case RBM_CRUSH: p = _("体当たりする", "crush"); break;
+ case RBM_ENGULF: p = _("飲み込む", "engulf"); break;
+ case RBM_CHARGE: p = _("請求書をよこす", "charge"); break;
+ case RBM_CRAWL: p = _("体の上を這い回る", "crawl on you"); break;
+ case RBM_DROOL: p = _("よだれをたらす", "drool on you"); break;
+ case RBM_SPIT: p = _("つばを吐く", "spit"); break;
+ case RBM_EXPLODE: p = _("爆発する", "explode"); break;
+ case RBM_GAZE: p = _("にらむ", "gaze"); break;
+ case RBM_WAIL: p = _("泣き叫ぶ", "wail"); break;
+ case RBM_SPORE: p = _("胞子を飛ばす", "release spores"); break;
+ case RBM_XXX4: break;
+ case RBM_BEG: p = _("金をせがむ", "beg"); break;
+ case RBM_INSULT: p = _("侮辱する", "insult"); break;
+ case RBM_MOAN: p = _("うめく", "moan"); break;
+ case RBM_SHOW: p = _("歌う", "sing"); break;
+ }
+
+ concptr q = NULL;
- case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
- case RBE_HURT: q = _("攻撃する", "attack"); break;
- case RBE_POISON: q = _("毒をくらわす", "poison"); break;
- case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
- case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
- case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
- case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
- case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
- case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
- case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
- case RBE_ELEC: q = _("感電させる", "electrocute"); break;
- case RBE_FIRE: q = _("燃やす", "burn"); break;
- case RBE_COLD: q = _("凍らせる", "freeze"); break;
- case RBE_BLIND: q = _("盲目にする", "blind"); break;
- case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
- case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
- case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
- case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
- case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
- case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
- case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
- case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
- case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
- case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
- case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
- case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
- case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
- case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
- case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
- case RBE_DISEASE: q = _("病気にする", "disease"); break;
- case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
- case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
- case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
- case RBE_INERTIA: q = _("減速させる", "slow"); break;
- case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
+ case RBE_SUPERHURT: q = _("強力に攻撃する", "slaughter"); break;
+ case RBE_HURT: q = _("攻撃する", "attack"); break;
+ case RBE_POISON: q = _("毒をくらわす", "poison"); break;
+ case RBE_UN_BONUS: q = _("劣化させる", "disenchant"); break;
+ case RBE_UN_POWER: q = _("充填魔力を吸収する", "drain charges"); break;
+ case RBE_EAT_GOLD: q = _("金を盗む", "steal gold"); break;
+ case RBE_EAT_ITEM: q = _("アイテムを盗む", "steal items"); break;
+ case RBE_EAT_FOOD: q = _("あなたの食料を食べる", "eat your food"); break;
+ case RBE_EAT_LITE: q = _("明かりを吸収する", "absorb light"); break;
+ case RBE_ACID: q = _("酸を飛ばす", "shoot acid"); break;
+ case RBE_ELEC: q = _("感電させる", "electrocute"); break;
+ case RBE_FIRE: q = _("燃やす", "burn"); break;
+ case RBE_COLD: q = _("凍らせる", "freeze"); break;
+ case RBE_BLIND: q = _("盲目にする", "blind"); break;
+ case RBE_CONFUSE: q = _("混乱させる", "confuse"); break;
+ case RBE_TERRIFY: q = _("恐怖させる", "terrify"); break;
+ case RBE_PARALYZE: q = _("麻痺させる", "paralyze"); break;
+ case RBE_LOSE_STR: q = _("腕力を減少させる", "reduce strength"); break;
+ case RBE_LOSE_INT: q = _("知能を減少させる", "reduce intelligence"); break;
+ case RBE_LOSE_WIS: q = _("賢さを減少させる", "reduce wisdom"); break;
+ case RBE_LOSE_DEX: q = _("器用さを減少させる", "reduce dexterity"); break;
+ case RBE_LOSE_CON: q = _("耐久力を減少させる", "reduce constitution"); break;
+ case RBE_LOSE_CHR: q = _("魅力を減少させる", "reduce charisma"); break;
+ case RBE_LOSE_ALL: q = _("全ステータスを減少させる", "reduce all stats"); break;
+ case RBE_SHATTER: q = _("粉砕する", "shatter"); break;
+ case RBE_EXP_10: q = _("経験値を減少(10d6+)させる", "lower experience (by 10d6+)"); break;
+ case RBE_EXP_20: q = _("経験値を減少(20d6+)させる", "lower experience (by 20d6+)"); break;
+ case RBE_EXP_40: q = _("経験値を減少(40d6+)させる", "lower experience (by 40d6+)"); break;
+ case RBE_EXP_80: q = _("経験値を減少(80d6+)させる", "lower experience (by 80d6+)"); break;
+ case RBE_DISEASE: q = _("病気にする", "disease"); break;
+ case RBE_TIME: q = _("時間を逆戻りさせる", "time"); break;
+ case RBE_DR_LIFE: q = _("生命力を吸収する", "drain life"); break;
+ case RBE_DR_MANA: q = _("魔力を奪う", "drain mana force"); break;
+ case RBE_INERTIA: q = _("減速させる", "slow"); break;
+ case RBE_STUN: q = _("朦朧とさせる", "stun"); break;
- if (!p_ptr->current_floor_ptr->dun_level && !p_ptr->current_floor_ptr->inside_quest)
- {
- switch (wilderness[p_ptr->wilderness_y][p_ptr->wilderness_x].terrain)
- {
- case TERRAIN_TOWN:
- return (monsterrace_hook_type)mon_hook_town;
- case TERRAIN_DEEP_WATER:
- return (monsterrace_hook_type)mon_hook_ocean;
- case TERRAIN_SHALLOW_WATER:
- case TERRAIN_SWAMP:
- return (monsterrace_hook_type)mon_hook_shore;
- case TERRAIN_DIRT:
- case TERRAIN_DESERT:
- return (monsterrace_hook_type)mon_hook_waste;
- case TERRAIN_GRASS:
- return (monsterrace_hook_type)mon_hook_grass;
- case TERRAIN_TREES:
- return (monsterrace_hook_type)mon_hook_wood;
- case TERRAIN_SHALLOW_LAVA:
- case TERRAIN_DEEP_LAVA:
- return (monsterrace_hook_type)mon_hook_volcano;
- case TERRAIN_MOUNTAIN:
- return (monsterrace_hook_type)mon_hook_mountain;
- default:
- return (monsterrace_hook_type)mon_hook_dungeon;
- }
- }
- else
- {
+ if ((player_ptr->current_floor_ptr->dun_level > 0) || (player_ptr->current_floor_ptr->inside_quest > 0))
+ return (monsterrace_hook_type)mon_hook_dungeon;
+
+ switch (wilderness[player_ptr->wilderness_y][player_ptr->wilderness_x].terrain)
+ {
+ case TERRAIN_TOWN:
+ return (monsterrace_hook_type)mon_hook_town;
+ case TERRAIN_DEEP_WATER:
+ return (monsterrace_hook_type)mon_hook_ocean;
+ case TERRAIN_SHALLOW_WATER:
+ case TERRAIN_SWAMP:
+ return (monsterrace_hook_type)mon_hook_shore;
+ case TERRAIN_DIRT:
+ case TERRAIN_DESERT:
+ return (monsterrace_hook_type)mon_hook_waste;
+ case TERRAIN_GRASS:
+ return (monsterrace_hook_type)mon_hook_grass;
+ case TERRAIN_TREES:
+ return (monsterrace_hook_type)mon_hook_wood;
+ case TERRAIN_SHALLOW_LAVA:
+ case TERRAIN_DEEP_LAVA:
+ return (monsterrace_hook_type)mon_hook_volcano;
+ case TERRAIN_MOUNTAIN:
+ return (monsterrace_hook_type)mon_hook_mountain;
+ default:
- if (p_ptr->phase_out) return;
- if (is_friendly(m_ptr))
- {
- GAME_TEXT m_name[MAX_NLEN];
-
- monster_desc(m_name, m_ptr, 0);
- msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
-
- set_hostile(m_ptr);
-
- chg_virtue(p_ptr, V_INDIVIDUALISM, 1);
- chg_virtue(p_ptr, V_HONOUR, -1);
- chg_virtue(p_ptr, V_JUSTICE, -1);
- chg_virtue(p_ptr, V_COMPASSION, -1);
- }
+ if (player_ptr->phase_out) return;
+ if (!is_friendly(m_ptr)) return;
+
+ GAME_TEXT m_name[MAX_NLEN];
+
+ monster_desc(player_ptr, m_name, m_ptr, 0);
+ msg_format(_("%^sは怒った!", "%^s gets angry!"), m_name);
+ set_hostile(player_ptr, m_ptr);
+ chg_virtue(player_ptr, V_INDIVIDUALISM, 1);
+ chg_virtue(player_ptr, V_HONOUR, -1);
+ chg_virtue(player_ptr, V_JUSTICE, -1);
+ chg_virtue(player_ptr, V_COMPASSION, -1);
- if (p_ptr->phase_out) return;
-
- /* Winner? */
- if ((m_ptr->r_idx == MON_SERPENT) && !cloned)
- {
- /* Total winner */
- current_world_ptr->total_winner = TRUE;
-
- /* Redraw the "title" */
- p_ptr->redraw |= (PR_TITLE);
-
- play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
-
- exe_write_diary(p_ptr, NIKKI_BUNSHOU, 0, _("見事に変愚蛮怒の勝利者となった!", "become *WINNER* of Hengband finely!"));
-
- admire_from_patron(p_ptr);
-
- /* Congratulations */
- msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
- msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
- msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));
- }
+ if (player_ptr->phase_out) return;
+ if ((m_ptr->r_idx != MON_SERPENT) || cloned) return;
+
+ current_world_ptr->total_winner = TRUE;
+ player_ptr->redraw |= (PR_TITLE);
+ play_music(TERM_XTRA_MUSIC_BASIC, MUSIC_BASIC_FINAL_QUEST_CLEAR);
+ exe_write_diary(player_ptr, DIARY_DESCRIPTION, 0, _("見事に変愚蛮怒の勝利者となった!", "finally become *WINNER* of Hengband!"));
+ admire_from_patron(player_ptr);
+ msg_print(_("*** おめでとう ***", "*** CONGRATULATIONS ***"));
+ msg_print(_("あなたはゲームをコンプリートしました。", "You have won the game!"));
+ msg_print(_("準備が整ったら引退(自殺コマンド)しても結構です。", "You may retire (commit suicide) when you are ready."));