/* Chance of using syllables to form the name instead of the "template" files */
+#define SINDARIN_NAME 10
#define TABLE_NAME 20
#define A_CURSED 13
#define WEIRD_LUCK 12
*/
void one_low_esp(object_type *o_ptr)
{
- switch (randint1(9))
+ switch (randint1(10))
{
- case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
- case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
- case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
- case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
- case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
- case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
- case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
- case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
- case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
+ case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
+ case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
+ case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
+ case 4: add_flag(o_ptr->art_flags, TR_ESP_ORC); break;
+ case 5: add_flag(o_ptr->art_flags, TR_ESP_TROLL); break;
+ case 6: add_flag(o_ptr->art_flags, TR_ESP_GIANT); break;
+ case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
+ case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
+ case 9: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
+ case 10: add_flag(o_ptr->art_flags, TR_ESP_UNIQUE); break;
}
}
switch (randint0(10))
{
case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
- case 1: add_flag(o_ptr->art_flags, TR_LITE); break;
+ case 1: add_flag(o_ptr->art_flags, TR_LITE_1); break;
case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
}
}
+/*
+ * Choose one random activation
+ */
+void one_activation(object_type *o_ptr)
+{
+ int type = 0;
+ int chance = 0;
+
+ while (randint1(100) >= chance)
+ {
+ type = randint1(255);
+ switch (type)
+ {
+ case ACT_SUNLIGHT:
+ case ACT_BO_MISS_1:
+ case ACT_BA_POIS_1:
+ case ACT_BO_ELEC_1:
+ case ACT_BO_ACID_1:
+ case ACT_BO_COLD_1:
+ case ACT_BO_FIRE_1:
+ case ACT_CONFUSE:
+ case ACT_SLEEP:
+ case ACT_QUAKE:
+ case ACT_CURE_LW:
+ case ACT_CURE_MW:
+ case ACT_CURE_POISON:
+ case ACT_BERSERK:
+ case ACT_LIGHT:
+ case ACT_MAP_LIGHT:
+ case ACT_DEST_DOOR:
+ case ACT_STONE_MUD:
+ case ACT_TELEPORT:
+ chance = 101;
+ break;
+ case ACT_BA_COLD_1:
+ case ACT_BA_FIRE_1:
+ 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:
+ chance = 85;
+ break;
+ case ACT_TERROR:
+ case ACT_PROT_EVIL:
+ case ACT_ID_PLAIN:
+ chance = 75;
+ break;
+ case ACT_DRAIN_2:
+ case ACT_VAMPIRE_1:
+ case ACT_BO_MISS_2:
+ case ACT_BA_FIRE_2:
+ case ACT_REST_LIFE:
+ chance = 66;
+ break;
+ case ACT_BA_FIRE_3:
+ case ACT_BA_COLD_3:
+ case ACT_BA_ELEC_3:
+ case ACT_WHIRLWIND:
+ case ACT_VAMPIRE_2:
+ case ACT_CHARM_ANIMAL:
+ chance = 50;
+ break;
+ case ACT_SUMMON_ANIMAL:
+ chance = 40;
+ break;
+ case ACT_DISP_EVIL:
+ case ACT_BA_MISS_3:
+ case ACT_DISP_GOOD:
+ case ACT_BANISH_EVIL:
+ case ACT_GENOCIDE:
+ case ACT_MASS_GENO:
+ case ACT_CHARM_UNDEAD:
+ case ACT_CHARM_OTHER:
+ case ACT_SUMMON_PHANTOM:
+ case ACT_REST_ALL:
+ case ACT_RUNE_EXPLO:
+ chance = 33;
+ break;
+ case ACT_CALL_CHAOS:
+ case ACT_ROCKET:
+ case ACT_CHARM_ANIMALS:
+ case ACT_CHARM_OTHERS:
+ case ACT_SUMMON_ELEMENTAL:
+ case ACT_CURE_700:
+ case ACT_SPEED:
+ case ACT_ID_FULL:
+ case ACT_RUNE_PROT:
+ chance = 25;
+ break;
+ case ACT_CURE_1000:
+ case ACT_XTRA_SPEED:
+ case ACT_DETECT_XTRA:
+ case ACT_DIM_DOOR:
+ chance = 10;
+ break;
+ case ACT_SUMMON_UNDEAD:
+ case ACT_SUMMON_DEMON:
+ case ACT_WRAITH:
+ case ACT_INVULN:
+ case ACT_ALCHEMY:
+ chance = 5;
+ break;
+ default:
+ chance = 0;
+ }
+ }
+
+ /* A type was chosen... */
+ o_ptr->xtra2 = type;
+ add_flag(o_ptr->art_flags, TR_ACTIVATE);
+ o_ptr->timeout = 0;
+}
static void curse_artifact(object_type * o_ptr)
{
if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
+ if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_HP);
+ if (one_in_(9)) add_flag(o_ptr->art_flags, TR_DRAIN_MANA);
if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
break;
case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_LITE)))
+ if (!(have_flag(o_ptr->art_flags, TR_LITE_1)))
{
- add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */
+ add_flag(o_ptr->art_flags, TR_LITE_1); /* Freebie */
}
break;
}
break;
case 10:
case 11:
- add_flag(o_ptr->art_flags, TR_LITE);
+ add_flag(o_ptr->art_flags, TR_LITE_1);
break;
case 12:
case 13:
if (!artifact_bias && one_in_(3))
artifact_bias = BIAS_LAW;
break;
+ case 9:
+ add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
+ if (!artifact_bias && one_in_(3))
+ artifact_bias = BIAS_LAW;
+ break;
}
break;
}
break;
}
- while (!type || (randint1(100) >= chance))
+ if (!type || (randint1(100) >= chance))
{
- type = randint1(255);
- switch (type)
- {
- case ACT_SUNLIGHT:
- case ACT_BO_MISS_1:
- case ACT_BA_POIS_1:
- case ACT_BO_ELEC_1:
- case ACT_BO_ACID_1:
- case ACT_BO_COLD_1:
- case ACT_BO_FIRE_1:
- case ACT_CONFUSE:
- case ACT_SLEEP:
- case ACT_QUAKE:
- case ACT_CURE_LW:
- case ACT_CURE_MW:
- case ACT_CURE_POISON:
- case ACT_BERSERK:
- case ACT_LIGHT:
- case ACT_MAP_LIGHT:
- case ACT_DEST_DOOR:
- case ACT_STONE_MUD:
- case ACT_TELEPORT:
- chance = 101;
- break;
- case ACT_BA_COLD_1:
- case ACT_BA_FIRE_1:
- 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:
- chance = 85;
- break;
- case ACT_TERROR:
- case ACT_PROT_EVIL:
- case ACT_ID_PLAIN:
- chance = 75;
- break;
- case ACT_DRAIN_2:
- case ACT_VAMPIRE_1:
- case ACT_BO_MISS_2:
- case ACT_BA_FIRE_2:
- case ACT_REST_LIFE:
- chance = 66;
- break;
- case ACT_BA_COLD_3:
- case ACT_BA_ELEC_3:
- case ACT_WHIRLWIND:
- case ACT_VAMPIRE_2:
- case ACT_CHARM_ANIMAL:
- chance = 50;
- break;
- case ACT_SUMMON_ANIMAL:
- chance = 40;
- break;
- case ACT_DISP_EVIL:
- case ACT_BA_MISS_3:
- case ACT_DISP_GOOD:
- case ACT_BANISH_EVIL:
- case ACT_GENOCIDE:
- case ACT_MASS_GENO:
- case ACT_CHARM_UNDEAD:
- case ACT_CHARM_OTHER:
- case ACT_SUMMON_PHANTOM:
- case ACT_REST_ALL:
- case ACT_RUNE_EXPLO:
- chance = 33;
- break;
- case ACT_CALL_CHAOS:
- case ACT_ROCKET:
- case ACT_CHARM_ANIMALS:
- case ACT_CHARM_OTHERS:
- case ACT_SUMMON_ELEMENTAL:
- case ACT_CURE_700:
- case ACT_SPEED:
- case ACT_ID_FULL:
- case ACT_RUNE_PROT:
- chance = 25;
- break;
- case ACT_CURE_1000:
- case ACT_XTRA_SPEED:
- case ACT_DETECT_XTRA:
- case ACT_DIM_DOOR:
- chance = 10;
- break;
- case ACT_SUMMON_UNDEAD:
- case ACT_SUMMON_DEMON:
- case ACT_WRAITH:
- case ACT_INVULN:
- case ACT_ALCHEMY:
- chance = 5;
- break;
- default:
- chance = 0;
- }
+ one_activation(o_ptr);
+ return;
}
/* A type was chosen... */
}
-/*
- * Create a name from random parts.
- */
-static void get_table_name_aux(char *out_string)
+static void get_random_name(char *return_name, bool armour, int power)
{
-#ifdef JP
- char Syllable[80];
- get_rnd_line("aname_j.txt", 1, Syllable);
- strcat(out_string, Syllable);
- get_rnd_line("aname_j.txt", 2, Syllable);
- strcat(out_string, Syllable);
-#else
- int testcounter = randint1(3) + 1;
-
- strcpy(out_string, "'");
+ int prob = randint1(100);
- if (randint1(3) == 2)
- {
- while (testcounter--)
- strcat(out_string, syllables[randint0(MAX_SYLLABLES)]);
- }
- else
+ if (prob <= SINDARIN_NAME)
{
- char Syllable[80];
- testcounter = randint1(2) + 1;
- while (testcounter--)
- {
- (void)get_rnd_line("elvish.txt", 0, Syllable);
- strcat(out_string, Syllable);
- }
+ get_table_sindarin(return_name);
}
-
- out_string[0] = toupper(out_string[1]);
-
- strcat(out_string, "'");
-
- out_string[16] = '\0';
-#endif
-}
-
-
-/*
- * Create a name from random parts without quotes.
- */
-static void get_table_name(char *out_string)
-{
- char buff[80];
- get_table_name_aux(buff);
-
-#ifdef JP
- sprintf(out_string, "¡Ø%s¡Ù", buff);
-#else
- sprintf(out_string, "'%s'", buff);
-#endif
-}
-
-
-static void get_random_name(char *return_name, bool armour, int power)
-{
- if (randint1(100) <= TABLE_NAME)
+ else if (prob <= TABLE_NAME)
{
get_table_name(return_name);
}
{
case 0:
#ifdef JP
-filename = "a_cursed_j.txt";
+ filename = "a_cursed_j.txt";
#else
filename = "a_cursed.txt";
#endif
-
break;
case 1:
#ifdef JP
-filename = "a_low_j.txt";
+ filename = "a_low_j.txt";
#else
filename = "a_low.txt";
#endif
-
break;
case 2:
#ifdef JP
-filename = "a_med_j.txt";
+ filename = "a_med_j.txt";
#else
filename = "a_med.txt";
#endif
-
break;
default:
#ifdef JP
-filename = "a_high_j.txt";
+ filename = "a_high_j.txt";
#else
filename = "a_high.txt";
#endif
-
}
break;
default:
{
case 0:
#ifdef JP
-filename = "w_cursed_j.txt";
+ filename = "w_cursed_j.txt";
#else
filename = "w_cursed.txt";
#endif
-
break;
case 1:
#ifdef JP
-filename = "w_low_j.txt";
+ filename = "w_low_j.txt";
#else
filename = "w_low.txt";
#endif
-
break;
case 2:
#ifdef JP
-filename = "w_med_j.txt";
+ filename = "w_med_j.txt";
#else
filename = "w_med.txt";
#endif
-
break;
default:
#ifdef JP
-filename = "w_high_j.txt";
+ filename = "w_high_j.txt";
#else
filename = "w_high.txt";
#endif
-
}
}
(void)get_rnd_line(filename, artifact_bias, return_name);
#ifdef JP
- if(return_name[0]==0)get_table_name(return_name);
+ if (return_name[0] == 0) get_table_name(return_name);
#endif
}
}
warrior_artifact_bias = 25;
break;
case CLASS_RANGER:
+ case CLASS_SNIPER:
artifact_bias = BIAS_RANGER;
warrior_artifact_bias = 30;
break;
/* Mark the item as fully known */
o_ptr->ident |= (IDENT_MENTAL);
- (void)screen_object(o_ptr, TRUE);
+ /* For being treated as random artifact in screen_object() */
+ o_ptr->art_name = quark_add("");
+
+ (void)screen_object(o_ptr, 0L);
if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
|| !dummy_name[0])
{
/* Cancelled */
-#if 0
if (one_in_(2))
{
- get_table_sindarin(dummy_name);
+ get_table_sindarin_aux(dummy_name);
}
else
-#endif
{
get_table_name_aux(dummy_name);
}
}
-bool activate_random_artifact(object_type * o_ptr)
+int activation_index(object_type *o_ptr)
{
- int plev = p_ptr->lev;
- int k, dir, dummy = 0;
-
- if (!o_ptr->art_name) return FALSE; /* oops? */
+ /* Give priority to weaponsmith's essential activations */
+ if (object_is_smith(o_ptr))
+ {
+ switch (o_ptr->xtra3-1)
+ {
+ case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
+ case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
+ case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
+ case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
+ case TR_IMPACT: return ACT_QUAKE;
+ }
+ }
+
+ if (object_is_fixed_artifact(o_ptr))
+ {
+ if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
+ {
+ return a_info[o_ptr->name1].act_idx;
+ }
+ }
+ if (object_is_ego(o_ptr))
+ {
+ if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
+ {
+ return e_info[o_ptr->name2].act_idx;
+ }
+ }
+ if (!object_is_random_artifact(o_ptr))
+ {
+ if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
+ {
+ return k_info[o_ptr->k_idx].act_idx;
+ }
+ }
+
+ return o_ptr->xtra2;
+}
+
+const activation_type* find_activation_info(object_type *o_ptr)
+{
+ const int index = activation_index(o_ptr);
+ const activation_type* p;
+
+ for (p = activation_info; p->flag != NULL; ++ p) {
+ if (p->index == index)
+ {
+ return p;
+ }
+ }
+
+ return NULL;
+}
+
+
+/* Dragon breath activation */
+static bool activate_dragon_breath(object_type *o_ptr)
+{
+ u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
+ int type[20];
+ cptr name[20];
+ int i, dir, t, n = 0;
+
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ object_flags(o_ptr, flgs);
+
+ for (i = 0; dragonbreath_info[i].flag != 0; i++)
+ {
+ if (have_flag(flgs, dragonbreath_info[i].flag))
+ {
+ type[n] = dragonbreath_info[i].type;
+ name[n] = dragonbreath_info[i].name;
+ n++;
+ }
+ }
+
+ /* Paranoia */
+ if (n == 0) return FALSE;
+
+ /* Stop speaking */
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
+
+ t = randint0(n);
+ msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
+ fire_ball(type[t], dir, 250, -4);
+
+ return TRUE;
+}
+
+
+bool activate_random_artifact(object_type *o_ptr)
+{
+ int plev = p_ptr->lev;
+ int k, dir, dummy = 0;
+ cptr name = k_name + k_info[o_ptr->k_idx].name;
+ const activation_type* const act_ptr = find_activation_info(o_ptr);
+
+ /* Paranoia */
+ if (!act_ptr) {
+ /* Maybe forgot adding information to activation_info table ? */
+ msg_print("Activation information is not found.");
+ return FALSE;
+ }
/* Activate for attack */
- switch (o_ptr->xtra2)
+ switch (act_ptr->index)
{
case ACT_SUNLIGHT:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
- msg_print("A line of sunlight appears.");
-#endif
-
- (void)lite_line(dir);
- o_ptr->timeout = 10;
+ msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
+ (void)lite_line(dir, damroll(6, 8));
break;
}
case ACT_BO_MISS_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows extremely brightly...");
-#endif
-
+ msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- o_ptr->timeout = 2;
break;
}
case ACT_BA_POIS_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It throbs deep green...");
-#endif
-
+ msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_POIS, dir, 12, 3);
- o_ptr->timeout = randint0(4) + 4;
break;
}
case ACT_BO_ELEC_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in sparks...");
-#endif
-
+ msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
break;
}
case ACT_BO_ACID_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in acid...");
-#endif
-
+ msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ACID, dir, damroll(5, 8));
- o_ptr->timeout = randint0(6) + 6;
break;
}
case ACT_BO_COLD_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in frost...");
-#endif
-
+ msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
break;
}
case ACT_BO_FIRE_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in fire...");
-#endif
-
+ msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
break;
}
case ACT_BA_COLD_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in frost...");
-#endif
-
+ msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 48, 2);
- o_ptr->timeout = 400;
+ break;
+ }
+
+ case ACT_BA_COLD_2:
+ {
+ msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 100, 2);
+ break;
+ }
+
+ case ACT_BA_COLD_3:
+ {
+ msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 400, 3);
break;
}
case ACT_BA_FIRE_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("It glows an intense red...");
-#endif
-
+ msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 72, 2);
- o_ptr->timeout = 400;
break;
}
-
- case ACT_DRAIN_1:
+
+ case ACT_BA_FIRE_2:
{
-#ifdef JP
- msg_print("¤½¤ì¤Ï¹õ¤¯µ±¤¤¤¿...");
-#else
- msg_print("It glows black...");
-#endif
-
+ msg_format(_("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", "The %s rages in fire..."), name);
if (!get_aim_dir(&dir)) return FALSE;
- if (drain_life(dir, 100))
- o_ptr->timeout = randint0(100) + 100;
+ fire_ball(GF_FIRE, dir, 120, 3);
break;
}
-
- case ACT_BA_COLD_2:
+
+ case ACT_BA_FIRE_3:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("It glows an intense blue...");
-#endif
-
+ msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 100, 2);
- o_ptr->timeout = 300;
+ fire_ball(GF_FIRE, dir, 300, 3);
break;
}
-
+
+ case ACT_BA_FIRE_4:
+ {
+ msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 100, 2);
+ break;
+ }
+
case ACT_BA_ELEC_2:
{
-#ifdef JP
- msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...");
-#else
- msg_print("It crackles with electricity...");
-#endif
-
+ msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 100, 3);
- o_ptr->timeout = 500;
break;
}
-
- case ACT_DRAIN_2:
+
+ case ACT_BA_ELEC_3:
{
-#ifdef JP
- msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows black...");
-#endif
-
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
if (!get_aim_dir(&dir)) return FALSE;
- drain_life(dir, 120);
- o_ptr->timeout = 400;
+ fire_ball(GF_ELEC, dir, 500, 3);
break;
}
-
- case ACT_VAMPIRE_1:
+
+ case ACT_BA_ACID_1:
{
+ msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
if (!get_aim_dir(&dir)) return FALSE;
- for (dummy = 0; dummy < 3; dummy++)
- {
- if (drain_life(dir, 50))
- hp_player(50);
- }
- o_ptr->timeout = 400;
+ fire_ball(GF_ACID, dir, 100, 2);
break;
}
-
- case ACT_BO_MISS_2:
+
+ case ACT_BA_NUKE_1:
{
-#ifdef JP
- msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
- msg_print("It grows magical spikes...");
-#endif
-
+ msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ARROW, dir, 150);
- o_ptr->timeout = randint0(90) + 90;
+ fire_ball(GF_NUKE, dir, 100, 2);
break;
}
-
- case ACT_BA_FIRE_2:
+
+ case ACT_DRAIN_1:
{
-#ifdef JP
- msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep red...");
-#endif
-
+ msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 120, 3);
- o_ptr->timeout = randint0(225) + 225;
+ if (drain_life(dir, 100))
break;
}
- case ACT_BA_COLD_3:
+ case ACT_DRAIN_2:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows bright white...");
-#endif
-
+ msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 200, 3);
- o_ptr->timeout = randint0(325) + 325;
+ drain_life(dir, 120);
break;
}
- case ACT_BA_ELEC_3:
+ case ACT_VAMPIRE_1:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
+ if (!get_aim_dir(&dir)) return FALSE;
+ for (dummy = 0; dummy < 3; dummy++)
+ {
+ if (drain_life(dir, 50))
+ hp_player(50);
+ }
+ break;
+ }
+ case ACT_BO_MISS_2:
+ {
+ msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ELEC, dir, 250, 3);
- o_ptr->timeout = randint0(425) + 425;
+ fire_bolt(GF_ARROW, dir, 150);
break;
}
py_attack(y, x, 0);
}
}
- o_ptr->timeout = 250;
break;
}
if (drain_life(dir, 100))
hp_player(100);
}
-
- o_ptr->timeout = 400;
break;
}
case ACT_CALL_CHAOS:
{
-#ifdef JP
- msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It glows in scintillating colours...");
-#endif
-
+ msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
call_chaos();
- o_ptr->timeout = 350;
break;
}
case ACT_ROCKET:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
-#else
- msg_print("You launch a rocket!");
-#endif
-
+ msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
- o_ptr->timeout = 400;
break;
}
case ACT_DISP_EVIL:
{
-#ifdef JP
- msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
- msg_print("It floods the area with goodness...");
-#endif
-
+ msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
dispel_evil(p_ptr->lev * 5);
- o_ptr->timeout = randint0(300) + 300;
break;
}
- case ACT_DISP_GOOD:
+ case ACT_BA_MISS_3:
{
-#ifdef JP
- msg_print("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
- msg_print("It floods the area with evil...");
-#endif
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
+ fire_ball(GF_MISSILE, dir, 300, -4);
+ break;
+ }
+ case ACT_DISP_GOOD:
+ {
+ msg_print(_("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
dispel_good(p_ptr->lev * 5);
- o_ptr->timeout = randint0(300) + 300;
break;
}
- case ACT_BA_MISS_3:
+ case ACT_BO_MANA:
{
+ msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
if (!get_aim_dir(&dir)) return FALSE;
-#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);
- o_ptr->timeout = 500;
+ fire_bolt(GF_ARROW, dir, 150);
break;
}
- /* Activate for other offensive action */
-
- case ACT_CONFUSE:
+ case ACT_BA_WATER:
{
-#ifdef JP
- msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It glows in scintillating colours...");
-#endif
-
+ msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
if (!get_aim_dir(&dir)) return FALSE;
- confuse_monster(dir, 20);
- o_ptr->timeout = 15;
+ fire_ball(GF_WATER, dir, 200, 3);
break;
}
- case ACT_SLEEP:
+ case ACT_BA_DARK:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
+ msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_DARK, dir, 250, 4);
+ break;
+ }
- sleep_monsters_touch();
- o_ptr->timeout = 55;
+ case ACT_BA_MANA:
+ {
+ msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_MANA, dir, 250, 4);
break;
}
- case ACT_QUAKE:
+ case ACT_PESTICIDE:
{
- earthquake(py, px, 10);
- o_ptr->timeout = 50;
+ msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
+ (void)dispel_monsters(4);
break;
}
- case ACT_TERROR:
+ case ACT_BLINDING_LIGHT:
{
- turn_monsters(40 + p_ptr->lev);
- o_ptr->timeout = 3 * (p_ptr->lev + 10);
+ msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
+ fire_ball(GF_LITE, 0, 300, 6);
+ confuse_monsters(3 * p_ptr->lev / 2);
break;
}
- case ACT_TELE_AWAY:
+ case ACT_BIZARRE:
{
+ msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- o_ptr->timeout = 200;
+ ring_of_power(dir);
break;
}
- case ACT_BANISH_EVIL:
+ case ACT_CAST_BA_STAR:
{
- if (banish_evil(100))
+ int num = damroll(5, 3);
+ int y, x;
+ int attempts;
+ msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
+ for (k = 0; k < num; k++)
{
-#ifdef JP
- msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª");
-#else
- msg_print("The power of the artifact banishes evil!");
-#endif
+ attempts = 1000;
+
+ while (attempts--)
+ {
+ scatter(&y, &x, py, px, 4, 0);
+ if (!cave_have_flag_bold(y, x, FF_PROJECT)) 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 = 250 + randint1(250);
+
break;
}
- case ACT_GENOCIDE:
+ case ACT_BLADETURNER:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
-
- (void)symbol_genocide(200, TRUE);
- o_ptr->timeout = 500;
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
+ fire_ball(GF_MISSILE, dir, 300, -4);
+ msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
+ (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);
break;
}
- case ACT_MASS_GENO:
+ case ACT_BR_FIRE:
{
-#ifdef JP
- msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("It lets out a long, shrill note...");
-#endif
-
- (void)mass_genocide(200, TRUE);
- o_ptr->timeout = 1000;
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 200, -2);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ {
+ (void)set_oppose_fire(randint1(20) + 20, FALSE);
+ }
+ break;
+ }
+ case ACT_BR_COLD:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 200, -2);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ {
+ (void)set_oppose_cold(randint1(20) + 20, FALSE);
+ }
+ break;
+ }
+ case ACT_BR_DRAGON:
+ {
+ if (!activate_dragon_breath(o_ptr)) return FALSE;
+ break;
+ }
+
+ /* Activate for other offensive action */
+
+ case ACT_CONFUSE:
+ {
+ msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ confuse_monster(dir, 20);
+ break;
+ }
+
+ case ACT_SLEEP:
+ {
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
+ sleep_monsters_touch();
+ break;
+ }
+
+ case ACT_QUAKE:
+ {
+ earthquake(py, px, 5);
+ break;
+ }
+
+ case ACT_TERROR:
+ {
+ turn_monsters(40 + p_ptr->lev);
+ break;
+ }
+
+ case ACT_TELE_AWAY:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ (void)fire_beam(GF_AWAY_ALL, dir, plev);
+ break;
+ }
+
+ case ACT_BANISH_EVIL:
+ {
+ if (banish_evil(100))
+ {
+ msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
+ }
+ break;
+ }
+
+ case ACT_GENOCIDE:
+ {
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
+ (void)symbol_genocide(200, TRUE);
+ break;
+ }
+
+ case ACT_MASS_GENO:
+ {
+ msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
+ (void)mass_genocide(200, TRUE);
+ break;
+ }
+
+ case ACT_SCARE_AREA:
+ {
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
+ msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
+ "You wind a mighty blast; your enemies tremble!"));
+ (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
+ break;
+ }
+
+ case ACT_AGGRAVATE:
+ {
+ if (o_ptr->name1 == ART_HYOUSIGI)
+ {
+ msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
+ }
+ else
+ {
+ msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
+ }
+ aggravate_monsters(0);
break;
}
case ACT_CHARM_ANIMAL:
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)charm_animal(dir, plev);
- o_ptr->timeout = 300;
+ (void)charm_animal(dir, plev * 2);
break;
}
case ACT_CHARM_UNDEAD:
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)control_one_undead(dir, plev);
- o_ptr->timeout = 333;
+ (void)control_one_undead(dir, plev * 2);
break;
}
case ACT_CHARM_OTHER:
{
if (!get_aim_dir(&dir)) return FALSE;
- (void)charm_monster(dir, plev);
- o_ptr->timeout = 400;
+ (void)charm_monster(dir, plev * 2);
break;
}
case ACT_CHARM_ANIMALS:
{
(void)charm_animals(plev * 2);
- o_ptr->timeout = 500;
break;
}
case ACT_CHARM_OTHERS:
{
charm_monsters(plev * 2);
- o_ptr->timeout = 750;
break;
}
case ACT_SUMMON_ANIMAL:
{
(void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 200 + randint1(300);
break;
}
case ACT_SUMMON_PHANTOM:
{
-#ifdef JP
- msg_print("¸¸Îî¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon a phantasmal servant.");
-#endif
-
+ msg_print(_("¸¸Îî¤ò¾¤´¤·¤¿¡£", "You summon a phantasmal servant."));
(void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
- o_ptr->timeout = 200 + randint1(200);
break;
}
if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
{
-#ifdef JP
- msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
-#else
- msg_print("An elemental materializes...");
-#endif
-
-
+ msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
if (pet)
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
- msg_print("It seems obedient to you.");
-#endif
-
+ msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
else
-#ifdef JP
- msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You fail to control it!");
-#endif
-
+ msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
}
- o_ptr->timeout = 750;
break;
}
if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
{
-#ifdef JP
- msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
-#else
- msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
-
+ msg_print(_("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
if (pet)
-#ifdef JP
- msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
- msg_print("'What is thy bidding... Master?'");
-#endif
-
+ msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
else
-#ifdef JP
- msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
-#else
- msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
-#endif
-
+ msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
}
- o_ptr->timeout = 666 + randint1(333);
break;
}
if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
{
-#ifdef JP
- msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...");
-#else
- msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
-#endif
-
+ msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...",
+ "Cold winds begin to blow around you, carrying with them the stench of decay..."));
if (pet)
-#ifdef JP
- msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
-#else
- msg_print("Ancient, long-dead forms arise from the ground to serve you!");
-#endif
+ msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
+ "Ancient, long-dead forms arise from the ground to serve you!"));
+ else
+ msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
+ "'The dead arise... to punish you for disturbing them!'"));
+ }
+
+ break;
+ }
+ case ACT_SUMMON_HOUND:
+ {
+ 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)
+ msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
+ "A group of hounds appear as your servant."));
else
-#ifdef JP
- msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
-#else
- msg_print("'The dead arise... to punish you for disturbing them!'");
-#endif
+ msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
+ "A group of hounds appear as your enemy!"));
+ }
+
+ break;
+ }
+
+ case ACT_SUMMON_DAWN:
+ {
+ msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£","You summon the Legion of the Dawn."));
+ (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
+ break;
+ }
+
+ case ACT_SUMMON_OCTOPUS:
+ {
+ 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)
+ msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
+ else
+ msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
}
- o_ptr->timeout = 666 + randint1(333);
break;
}
/* Activate for healing */
+ case ACT_CHOIR_SINGS:
+ {
+ msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
+ (void)set_poisoned(0);
+ (void)set_cut(0);
+ (void)set_stun(0);
+ (void)set_confused(0);
+ (void)set_blind(0);
+ (void)set_afraid(0);
+ (void)set_hero(randint1(25) + 25, FALSE);
+ (void)hp_player(777);
+ break;
+ }
+
case ACT_CURE_LW:
{
(void)set_afraid(0);
(void)hp_player(30);
- o_ptr->timeout = 10;
break;
}
case ACT_CURE_MW:
{
-#ifdef JP
- msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It radiates deep purple...");
-#endif
-
+ msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
hp_player(damroll(4, 8));
(void)set_cut((p_ptr->cut / 2) - 50);
- o_ptr->timeout = randint0(3) + 3;
break;
}
case ACT_CURE_POISON:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
-
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
(void)set_afraid(0);
(void)set_poisoned(0);
- o_ptr->timeout = 5;
break;
}
case ACT_REST_LIFE:
{
-#ifdef JP
- msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows a deep red...");
-#endif
-
+ msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
restore_level();
- o_ptr->timeout = 450;
break;
}
case ACT_REST_ALL:
{
-#ifdef JP
- msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows a deep green...");
-#endif
-
+ msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
(void)do_res_stat(A_STR);
(void)do_res_stat(A_INT);
(void)do_res_stat(A_WIS);
(void)do_res_stat(A_CON);
(void)do_res_stat(A_CHR);
(void)restore_level();
- o_ptr->timeout = 750;
break;
}
case ACT_CURE_700:
{
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
+ msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
+ (void)hp_player(700);
+ (void)set_cut(0);
+ break;
+ }
+
+ case ACT_CURE_1000:
+ {
+ msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
+ msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
+ (void)hp_player(1000);
+ (void)set_cut(0);
+ break;
+ }
+
+ case ACT_CURING:
+ {
+ msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
+ (void)set_poisoned(0);
+ (void)set_confused(0);
+ (void)set_blind(0);
+ (void)set_stun(0);
+ (void)set_cut(0);
+ (void)set_image(0);
+
+ break;
+ }
+
+ case ACT_CURE_MANA_FULL:
+ {
+ msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
+ 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;
+ }
+ msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
+ p_ptr->window |= (PW_PLAYER);
+ }
+ else if (p_ptr->csp < p_ptr->msp)
+ {
+ p_ptr->csp = p_ptr->msp;
+ p_ptr->csp_frac = 0;
+ msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
+ p_ptr->redraw |= (PR_MANA);
+ p_ptr->window |= (PW_PLAYER);
+ p_ptr->window |= (PW_SPELL);
+ }
+ break;
+ }
+
+ /* Activate for timed effect */
+
+ case ACT_ESP:
+ {
+ (void)set_tim_esp(randint1(30) + 25, FALSE);
+ break;
+ }
+
+ case ACT_BERSERK:
+ {
+ (void)set_afraid(0);
+ (void)set_shero(randint1(25) + 25, FALSE);
+ /* (void)set_afraid(0);
+ (void)set_hero(randint1(50) + 50, FALSE);
+ (void)set_blessed(randint1(50) + 50, FALSE);
+ o_ptr->timeout = 100 + randint1(100); */
+ break;
+ }
+
+ case ACT_PROT_EVIL:
+ {
+ msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
+ k = 3 * p_ptr->lev;
+ (void)set_protevil(randint1(25) + k, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_ALL:
+ {
+ msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
+ (void)set_oppose_acid(randint1(40) + 40, FALSE);
+ (void)set_oppose_elec(randint1(40) + 40, FALSE);
+ (void)set_oppose_fire(randint1(40) + 40, FALSE);
+ (void)set_oppose_cold(randint1(40) + 40, FALSE);
+ (void)set_oppose_pois(randint1(40) + 40, FALSE);
+ break;
+ }
+
+ case ACT_SPEED:
+ {
+ msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
+ (void)set_fast(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ case ACT_XTRA_SPEED:
+ {
+ msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
+ (void)set_fast(randint1(75) + 75, FALSE);
+ break;
+ }
+
+ case ACT_WRAITH:
+ {
+ set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
+ break;
+ }
+
+ case ACT_INVULN:
+ {
+ (void)set_invuln(randint1(8) + 8, FALSE);
+ break;
+ }
+
+ case ACT_HELO:
+ {
+ (void)set_afraid(0);
+ set_hero(randint1(25)+25, FALSE);
+ hp_player(10);
+ break;
+ }
+
+ case ACT_HELO_SPEED:
+ {
+ (void)set_fast(randint1(50) + 50, FALSE);
+ hp_player(10);
+ set_afraid(0);
+ set_hero(randint1(50) + 50, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_ACID:
+ {
+ msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ACID, dir, 100, 2);
+ }
+ (void)set_oppose_acid(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_FIRE:
+ {
+ msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 100, 2);
+ }
+ (void)set_oppose_fire(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_COLD:
+ {
+ msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 100, 2);
+ }
+ (void)set_oppose_cold(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_ELEC:
+ {
+ msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ELEC, dir, 100, 2);
+ }
+ (void)set_oppose_elec(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ case ACT_RESIST_POIS:
+ {
+ msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
+ (void)set_oppose_pois(randint1(20) + 20, FALSE);
+ break;
+ }
+
+ /* Activate for general purpose effect (detection etc.) */
+
+ case ACT_LIGHT:
+ {
#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
+ msg_format("%s¤«¤éÀ¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...", name);
#else
- msg_print("It glows deep blue...");
+ msg_format("The %s wells with clear light...", name);
#endif
+ lite_area(damroll(2, 15), 3);
+ break;
+ }
+ case ACT_MAP_LIGHT:
+ {
#ifdef JP
- msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
+ msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
#else
- msg_print("You feel a warm tingling inside...");
+ msg_print("It shines brightly...");
#endif
-
- (void)hp_player(700);
- (void)set_cut(0);
- o_ptr->timeout = 250;
+ map_area(DETECT_RAD_MAP);
+ lite_area(damroll(2, 15), 3);
break;
}
- case ACT_CURE_1000:
+ case ACT_DETECT_ALL:
{
#ifdef JP
msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
+ msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
#else
- msg_print("It glows a bright white...");
+ msg_print("It glows bright white...");
+ msg_print("An image forms in your mind...");
#endif
+ detect_all(DETECT_RAD_DEFAULT);
+ break;
+ }
+ case ACT_DETECT_XTRA:
+ {
#ifdef JP
- msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
+ msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
#else
- msg_print("You feel much better...");
+ msg_print("It glows brightly...");
#endif
+ detect_all(DETECT_RAD_DEFAULT);
+ probing();
+ identify_fully(FALSE);
+ break;
+ }
- (void)hp_player(1000);
- (void)set_cut(0);
- o_ptr->timeout = 888;
+ case ACT_ID_FULL:
+ {
+#ifdef JP
+ msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
+#else
+ msg_print("It glows yellow...");
+#endif
+ identify_fully(FALSE);
break;
}
- /* Activate for timed effect */
+ case ACT_ID_PLAIN:
+ {
+ if (!ident_spell(FALSE)) return FALSE;
+ break;
+ }
- case ACT_ESP:
+ case ACT_RUNE_EXPLO:
{
- (void)set_tim_esp(randint1(30) + 25, FALSE);
- o_ptr->timeout = 200;
+#ifdef JP
+ msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
+#else
+ msg_print("It glows bright red...");
+#endif
+ explosive_rune();
break;
}
- case ACT_BERSERK:
+ case ACT_RUNE_PROT:
{
- (void)set_hero(randint1(50) + 50, FALSE);
- (void)set_blessed(randint1(50) + 50, FALSE);
- o_ptr->timeout = 100 + randint1(100);
+#ifdef JP
+ msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
+#else
+ msg_print("It glows light blue...");
+#endif
+ warding_glyph();
break;
}
- case ACT_PROT_EVIL:
+ case ACT_SATIATE:
+ {
+ (void)set_food(PY_FOOD_MAX - 1);
+ break;
+ }
+
+ case ACT_DEST_DOOR:
{
#ifdef JP
- msg_print("±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
+ msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
#else
- msg_print("It lets out a shrill wail...");
+ msg_print("It glows bright red...");
#endif
+ destroy_doors_touch();
+ break;
+ }
+
+ case ACT_STONE_MUD:
+ {
+#ifdef JP
+ msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
+#else
+ msg_print("It pulsates...");
+#endif
+ if (!get_aim_dir(&dir)) return FALSE;
+ wall_to_mud(dir, 20 + randint1(30));
+ break;
+ }
+
+ case ACT_RECHARGE:
+ {
+ recharge(130);
+ break;
+ }
+
+ case ACT_ALCHEMY:
+ {
+#ifdef JP
+ msg_print("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
+#else
+ msg_print("It glows bright yellow...");
+#endif
+ (void)alchemy();
+ break;
+ }
+
+ case ACT_DIM_DOOR:
+ {
+#ifdef JP
+ msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
+#else
+ msg_print("You open a dimensional gate. Choose a destination.");
+#endif
+ if (!dimension_door()) return FALSE;
+ break;
+ }
+
+
+ case ACT_TELEPORT:
+ {
+#ifdef JP
+ msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
+#else
+ msg_print("It twists space around you...");
+#endif
+ teleport_player(100, 0L);
+ break;
+ }
+
+ case ACT_RECALL:
+ {
+#ifdef JP
+ msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
+#else
+ msg_print("It glows soft white...");
+#endif
+ if (!word_of_recall()) return FALSE;
+ break;
+ }
+
+ case ACT_JUDGE:
+ {
+#ifdef JP
+ msg_format("%s¤ÏÀÖ¤¯ÌÀ¤ë¤¯¸÷¤Ã¤¿¡ª", name);
+#else
+ msg_format("The %s flashes bright red!", name);
+#endif
+ chg_virtue(V_KNOWLEDGE, 1);
+ chg_virtue(V_ENLIGHTEN, 1);
+ wiz_lite(FALSE);
+#ifdef JP
+ msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3,8), "¿³È½¤ÎÊõÀÐ", -1);
+#else
+ msg_format("The %s drains your vitality...", name);
+ 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();
+ }
- k = 3 * p_ptr->lev;
- (void)set_protevil(randint1(25) + k, FALSE);
- o_ptr->timeout = randint0(225) + 225;
break;
}
- case ACT_RESIST_ALL:
+ case ACT_TELEKINESIS:
{
+ if (!get_aim_dir(&dir)) return FALSE;
#ifdef JP
- msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
+ msg_format("%s¤ò¿¤Ð¤·¤¿¡£", name);
#else
- msg_print("It glows many colours...");
+ msg_format("You stretched your %s.", name);
#endif
-
- (void)set_oppose_acid(randint1(40) + 40, FALSE);
- (void)set_oppose_elec(randint1(40) + 40, FALSE);
- (void)set_oppose_fire(randint1(40) + 40, FALSE);
- (void)set_oppose_cold(randint1(40) + 40, FALSE);
- (void)set_oppose_pois(randint1(40) + 40, FALSE);
- o_ptr->timeout = 200;
+ fetch(dir, 500, TRUE);
break;
}
- case ACT_SPEED:
+ case ACT_DETECT_UNIQUE:
{
+ int i;
+ monster_type *m_ptr;
+ monster_race *r_ptr;
#ifdef JP
- msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
+ msg_print("´ñ̯¤Ê¾ì½ê¤¬Æ¬¤ÎÃæ¤ËÉ⤫¤ó¤À¡¥¡¥¡¥");
#else
- msg_print("It glows bright green...");
+ 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];
- (void)set_fast(randint1(20) + 20, FALSE);
- o_ptr->timeout = 250;
+ /* 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
+ }
+ }
break;
}
- case ACT_XTRA_SPEED:
+ case ACT_ESCAPE:
{
+ switch (randint1(13))
+ {
+ case 1: case 2: case 3: case 4: case 5:
+ teleport_player(10, 0L);
+ break;
+ case 6: case 7: case 8: case 9: case 10:
+ teleport_player(222, 0L);
+ break;
+ case 11: case 12:
+ (void)stair_creation();
+ break;
+ default:
#ifdef JP
- msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
+ if (get_check("¤³¤Î³¬¤òµî¤ê¤Þ¤¹¤«¡©"))
#else
- msg_print("It glows brightly...");
+ if (get_check("Leave this level? "))
#endif
+ {
+ if (autosave_l) do_cmd_save_game(TRUE);
- (void)set_fast(randint1(75) + 75, FALSE);
- o_ptr->timeout = randint0(200) + 200;
+ /* Leaving */
+ p_ptr->leaving = TRUE;
+ }
+ }
break;
}
- case ACT_WRAITH:
+ case ACT_DISP_CURSE_XTRA:
{
- set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
- o_ptr->timeout = 1000;
+#ifdef JP
+ msg_format("%s¤¬¿¿¼Â¤ò¾È¤é¤·½Ð¤¹...", name);
+#else
+ msg_format("The %s exhibits the truth...", name);
+#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 ACT_INVULN:
+ case ACT_BRAND_FIRE_BOLTS:
{
- (void)set_invuln(randint1(8) + 8, FALSE);
- o_ptr->timeout = 1000;
+#ifdef JP
+ msg_format("%s¤¬¿¼¹È¤Ëµ±¤¤¤¿...", name);
+#else
+ msg_format("Your %s glows deep red...", name);
+#endif
+ (void)brand_bolts();
break;
}
- /* Activate for general purpose effect (detection etc.) */
-
- case ACT_LIGHT:
+ case ACT_RECHARGE_XTRA:
{
#ifdef JP
- msg_print("À¡¤ó¤À¸÷¤¬¤¢¤Õ¤ì½Ð¤¿...");
+ msg_format("%s¤¬Çò¤¯µ±¤¤¤¿¡¥¡¥¡¥", name);
#else
- msg_print("It wells with clear light...");
+ msg_format("The %s gleams with blinding light...", name);
#endif
-
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
+ if (!recharge(1000)) return FALSE;
break;
}
- case ACT_MAP_LIGHT:
+ case ACT_LORE:
{
#ifdef JP
- msg_print("âÁ¤·¤¯µ±¤¤¤¿...");
+ msg_print("ÀФ¬±£¤µ¤ì¤¿ÈëÌ©¤ò¼Ì¤·½Ð¤·¤¿¡¥¡¥¡¥");
#else
- msg_print("It shines brightly...");
+ msg_print("The stone reveals hidden mysteries...");
#endif
+ if (!ident_spell(FALSE)) return FALSE;
- map_area(DETECT_RAD_MAP);
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(50) + 50;
- break;
- }
+ if (mp_ptr->spell_book)
+ {
+ /* Sufficient mana */
+ if (20 <= p_ptr->csp)
+ {
+ /* Use some mana */
+ p_ptr->csp -= 20;
+ }
- case ACT_DETECT_ALL:
- {
+ /* 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("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
+ msg_print("ÀФòÀ©¸æ¤Ç¤¤Ê¤¤¡ª");
#else
- msg_print("It glows bright white...");
+ 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
- msg_print("¿´¤Ë¥¤¥á¡¼¥¸¤¬É⤫¤ó¤Ç¤¤¿...");
+ take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "´í¸±¤ÊÈëÌ©", -1);
#else
- msg_print("An image forms in your mind...");
+ take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
#endif
+ /* Confusing. */
+ if (one_in_(5)) (void)set_confused(p_ptr->confused +
+ randint1(10));
- detect_all(DETECT_RAD_DEFAULT);
- o_ptr->timeout = randint0(55) + 55;
+ /* 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
break;
}
- case ACT_DETECT_XTRA:
+ case ACT_SHIKOFUMI:
{
#ifdef JP
- msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
+ msg_print("Î϶¯¤¯»Í¸Ô¤òƧ¤ó¤À¡£");
#else
- msg_print("It glows brightly...");
+ msg_print("You stamp. (as if you are in a ring.)");
#endif
-
- detect_all(DETECT_RAD_DEFAULT);
- probing();
- identify_fully(FALSE);
- o_ptr->timeout = 1000;
+ (void)set_afraid(0);
+ (void)set_hero(randint1(20) + 20, FALSE);
+ dispel_evil(p_ptr->lev * 3);
break;
}
- case ACT_ID_FULL:
+ case ACT_PHASE_DOOR:
{
-#ifdef JP
- msg_print("²«¿§¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows yellow...");
-#endif
+ teleport_player(10, 0L);
+ break;
+ }
- identify_fully(FALSE);
- o_ptr->timeout = 750;
+ case ACT_DETECT_ALL_MONS:
+ {
+ (void)detect_monsters_invis(255);
+ (void)detect_monsters_normal(255);
break;
}
- case ACT_ID_PLAIN:
+ case ACT_ULTIMATE_RESIST:
{
- if (!ident_spell(FALSE)) return FALSE;
- o_ptr->timeout = 10;
+ int v = randint1(25)+25;
+ (void)set_afraid(0);
+ (void)set_hero(v, FALSE);
+ (void)hp_player(10);
+ (void)set_blessed(v, FALSE);
+ (void)set_oppose_acid(v, FALSE);
+ (void)set_oppose_elec(v, FALSE);
+ (void)set_oppose_fire(v, FALSE);
+ (void)set_oppose_cold(v, FALSE);
+ (void)set_oppose_pois(v, FALSE);
+ (void)set_ultimate_res(v, FALSE);
break;
}
- case ACT_RUNE_EXPLO:
+
+ /* Unique activation */
+ case ACT_CAST_OFF:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows bright red...");
-#endif
+ int inv, o_idx, t;
+ char o_name[MAX_NLEN];
+ object_type forge;
+
+ /* Cast off activated item */
+ for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
+ {
+ if (o_ptr == &inventory[inv]) break;
+ }
+
+ /* Paranoia */
+ if (inv > INVEN_FEET) return FALSE;
+
+ object_copy(&forge, o_ptr);
+ inven_item_increase(inv, (0 - o_ptr->number));
+ inven_item_optimize(inv);
+ o_idx = drop_near(&forge, 0, py, px);
+ o_ptr = &o_list[o_idx];
+
+ object_desc(o_name, o_ptr, OD_NAME_ONLY);
+ msg_format(_("%s¤ò椮¼Î¤Æ¤¿¡£", "You cast off %s."), o_name);
+
+ /* Get effects */
+ msg_print(_("¡Ödz¤¨¾å¤¬¤ì²¶¤Î¾®±§Ã衪¡×", "You say, 'Burn up my cosmo!"));
+ t = 20 + randint1(20);
+ (void)set_blind(p_ptr->blind + t);
+ (void)set_afraid(0);
+ (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
+ (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
+ (void)set_hero(p_ptr->hero + t, FALSE);
+ (void)set_blessed(p_ptr->blessed + t, FALSE);
+ (void)set_fast(p_ptr->fast + t, FALSE);
+ (void)set_shero(p_ptr->shero + t, FALSE);
+ if (p_ptr->pclass == CLASS_FORCETRAINER)
+ {
+ p_ptr->magic_num1[0] = plev * 5 + 190;
+ msg_print(_("µ¤¤¬ÇúȯÀ£Á°¤Ë¤Ê¤Ã¤¿¡£", "Your force are immediatly before explosion."));
+ }
- explosive_rune();
- o_ptr->timeout = 200;
break;
}
- case ACT_RUNE_PROT:
+ case ACT_FALLING_STAR:
{
-#ifdef JP
- msg_print("¥Ö¥ë¡¼¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows light blue...");
-#endif
-
- warding_glyph();
- o_ptr->timeout = 400;
+ msg_print(_("¤¢¤Ê¤¿¤ÏÍÅÅá¤ËÌ¥Æþ¤é¤ì¤¿¡Ä", "You are enchanted by cursed blade..."));
+ msg_print(_("¡Ö¶¸¤Û¤·¤¯ ·ì¤Î¤´¤È¤ ·î¤Ï¤Î¤Ü¤ì¤ê Èë¤á¤ª¤¤· Ëâ·õ ¤¤¤º¤³¤¾¤ä¡×", "'Behold the blade arts.'"));
+ massacre(py, px);
break;
}
- case ACT_SATIATE:
+ case ACT_GRAND_CROSS:
{
- (void)set_food(PY_FOOD_MAX - 1);
- o_ptr->timeout = 200;
+ msg_print(_("¡Ö°Ç¤Ë´Ô¤ì¡ª¡×", "You say, 'Return to darkness!'"));
+ project(0, 8, py, px, (randint1(100) + 200) * 2, GF_HOLY_FIRE, PROJECT_KILL | PROJECT_ITEM | PROJECT_GRID, -1);
break;
}
- case ACT_DEST_DOOR:
+ case ACT_TELEPORT_LEVEL:
{
#ifdef JP
- msg_print("ÌÀ¤ë¤¤ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
+ if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
#else
- msg_print("It glows bright red...");
+ if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
#endif
-
- destroy_doors_touch();
- o_ptr->timeout = 10;
+ teleport_level(0);
break;
}
- case ACT_STONE_MUD:
+ case ACT_STRAIN_HASTE:
{
+ int t;
#ifdef JP
- msg_print("¸ÝÆ°¤·¤Æ¤¤¤ë...");
+ msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
#else
- msg_print("It pulsates...");
+ msg_format("The %s drains your vitality...", name);
+ take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
#endif
-
- if (!get_aim_dir(&dir)) return FALSE;
- wall_to_mud(dir);
- o_ptr->timeout = 5;
+ t = 25 + randint1(25);
+ (void)set_fast(p_ptr->fast + t, FALSE);
break;
}
- case ACT_RECHARGE:
+ case ACT_FISHING:
{
- recharge(130);
- o_ptr->timeout = 70;
+ int x, y;
+
+ if (!get_rep_dir2(&dir)) return FALSE;
+ y = py+ddy[dir];
+ x = px+ddx[dir];
+ tsuri_dir = dir;
+ if (!cave_have_flag_bold(y, x, FF_WATER))
+ {
+#ifdef JP
+ msg_print("¤½¤³¤Ï¿åÊդǤϤʤ¤¡£");
+#else
+ msg_print("There is no fishing place.");
+#endif
+ return FALSE;
+ }
+ 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 FALSE;
+ }
+ set_action(ACTION_FISH);
+ p_ptr->redraw |= (PR_STATE);
break;
}
- case ACT_ALCHEMY:
+ case ACT_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("ÌÀ¤ë¤¤²«¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
+ msg_print("¡Ø½õ¤µ¤ó¡Ù¤¬¸½¤ì¤¿¡£");
#else
- msg_print("It glows bright yellow...");
+ 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;
+ if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
+ count++;
+ break;
+ }
+ }
- (void)alchemy();
- o_ptr->timeout = 500;
+ 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
+ }
break;
}
- case ACT_DIM_DOOR:
+ case ACT_MURAMASA:
{
+ /* Only for Muramasa */
+ if (o_ptr->name1 != ART_MURAMASA) return FALSE;
#ifdef JP
- msg_print("¼¡¸µ¤ÎÈ⤬³«¤¤¤¿¡£ÌÜŪÃϤòÁª¤ó¤Ç²¼¤µ¤¤¡£");
+ if (get_check("ËÜÅö¤Ë»È¤¤¤Þ¤¹¤«¡©"))
#else
- msg_print("You open a dimensional gate. Choose a destination.");
+ if (get_check("Are you sure?!"))
#endif
-
- if (!dimension_door()) return FALSE;
- o_ptr->timeout = 100;
+ {
+#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_object(TRUE, o_ptr);
+ }
+ }
break;
}
-
- case ACT_TELEPORT:
+ case ACT_BLOODY_MOON:
{
+ /* Only for Bloody Moon */
+ if (o_ptr->name1 != ART_BLOOD) return FALSE;
#ifdef JP
- msg_print("¼þ¤ê¤Î¶õ´Ö¤¬ÏĤó¤Ç¤¤¤ë...");
+ msg_print("³ù¤¬ÌÀ¤ë¤¯µ±¤¤¤¿...");
#else
- msg_print("It twists space around you...");
+ msg_print("Your scythe glows brightly!");
#endif
-
- teleport_player(100, FALSE);
- o_ptr->timeout = 45;
+ get_bloody_moon_flags(o_ptr);
+ if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
+ p_ptr->update |= (PU_BONUS | PU_HP);
break;
}
- case ACT_RECALL:
+ case ACT_CRIMSON:
{
+ int num = 1;
+ int i;
+ int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
+ int tx, ty;
+
+ /* Only for Crimson */
+ if (o_ptr->name1 != ART_CRIMSON) return FALSE;
+
#ifdef JP
- msg_print("¤ä¤ï¤é¤«¤ÊÇò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
+ msg_print("¤»¤Ã¤«¤¯¤À¤«¤é¡Ø¥¯¥ê¥à¥¾¥ó¡Ù¤ò¤Ö¤Ã¤Ñ¤Ê¤¹¤¼¡ª");
#else
- msg_print("It glows soft white...");
+ msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
#endif
- if (!word_of_recall()) return FALSE;
- o_ptr->timeout = 200;
+
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ /* 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);
break;
}
default:
{
#ifdef JP
- msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
+ msg_format("Unknown activation effect: %d.", act_ptr->index);
#else
- msg_format("Unknown activation effect: %d.", o_ptr->xtra2);
+ msg_format("Unknown activation effect: %d.", act_ptr->index);
#endif
+ return FALSE;
+ }
+ }
+ /* Set activation timeout */
+ if (act_ptr->timeout.constant >= 0) {
+ o_ptr->timeout = act_ptr->timeout.constant;
+ if (act_ptr->timeout.dice > 0) {
+ o_ptr->timeout += randint1(act_ptr->timeout.dice);
+ }
+ } else {
+ /* Activations that have special timeout */
+ switch (act_ptr->index) {
+ case ACT_BR_FIRE:
+ o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
+ break;
+ case ACT_BR_COLD:
+ o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
+ break;
+ case ACT_TERROR:
+ o_ptr->timeout = 3 * (p_ptr->lev + 10);
+ break;
+ case ACT_MURAMASA:
+ /* Nothing to do */
+ break;
+ default:
+ msg_format("Special timeout is not implemented: %d.", act_ptr->index);
return FALSE;
}
}
}
+void get_bloody_moon_flags(object_type *o_ptr)
+{
+ int dummy, i;
+
+ 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(26);
+ if (flag >= 20) add_flag(o_ptr->art_flags, TR_KILL_UNDEAD + flag - 20);
+ else if (flag == 19) add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
+ else 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);
+
+ for (i = 0; i < 2; 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);
+ }
+}
+
+
void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
{
bool give_resistance = FALSE, give_power = FALSE;
return;
}
}
+
if (o_ptr->name1 == ART_MURAMASA)
{
if (p_ptr->pclass != CLASS_SAMURAI)
if (o_ptr->name1 == ART_BLOOD)
{
- int dummy, i;
- dummy = randint1(2)+randint1(2);
- for (i = 0; i < dummy; i++)
+ get_bloody_moon_flags(o_ptr);
+ }
+
+ if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
+ {
+ if (p_ptr->psex != SEX_FEMALE)
{
- 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);
+ add_flag(o_ptr->art_flags, TR_AGGRAVATE);
}
- dummy = randint1(2);
- for (i = 0; i < dummy; i++)
- one_resistance(o_ptr);
- dummy = 2;
- for (i = 0; i < dummy; i++)
+ }
+
+ if (o_ptr->name1 == ART_MILIM)
+ {
+ if (p_ptr->pseikaku == SEIKAKU_SEXY)
{
- 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->pval = 3;
+ add_flag(o_ptr->art_flags, TR_STR);
+ add_flag(o_ptr->art_flags, TR_INT);
+ add_flag(o_ptr->art_flags, TR_WIS);
+ add_flag(o_ptr->art_flags, TR_DEX);
+ add_flag(o_ptr->art_flags, TR_CON);
+ add_flag(o_ptr->art_flags, TR_CHR);
}
}
/*
* Create the artifact of the specified number
*/
-void create_named_art(int a_idx, int y, int x)
+bool create_named_art(int a_idx, int y, int x)
{
object_type forge;
object_type *q_ptr;
q_ptr = &forge;
/* Ignore "empty" artifacts */
- if (!a_ptr->name) return;
+ if (!a_ptr->name) return FALSE;
/* Acquire the "kind" index */
i = lookup_kind(a_ptr->tval, a_ptr->sval);
/* Oops */
- if (!i) return;
+ if (!i) return FALSE;
/* Create the artifact */
object_prep(q_ptr, i);
random_artifact_resistance(q_ptr, a_ptr);
+ /*
+ * drop_near()Æâ¤ÇÉáÄ̤θÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬½Å¤Ê¤é¤Ê¤¤À¼Á¤Ë°Í¸¤¹¤ë.
+ * ²¾¤Ë2¸Ä°Ê¾å¸ºß²Äǽ¤«¤ÄÁõÈ÷Éʰʳ°¤Î¸ÇÄꥢ¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤¬ºîÀ®¤µ¤ì¤ì¤Ð
+ * ¤³¤Î´Ø¿ô¤ÎÊÖ¤êÃͤϿ®ÍѤǤ¤Ê¤¯¤Ê¤ë.
+ */
+
/* Drop the artifact from heaven */
- (void)drop_near(q_ptr, -1, y, x);
+ return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
}