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Demon Weapon/Armor have TR_CALL_DEMON at 1/5.
[hengband/hengband.git] / src / artifact.c
index da88b01..5fe1017 100644 (file)
@@ -170,7 +170,7 @@ void one_ability(object_type *o_ptr)
        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;
@@ -184,6 +184,122 @@ void one_ability(object_type *o_ptr)
        }
 }
 
+/*
+ * 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)
 {
@@ -201,6 +317,8 @@ static void curse_artifact(object_type * o_ptr)
        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);
 
@@ -818,9 +936,9 @@ static void random_misc(object_type * o_ptr)
                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;
        }
@@ -871,7 +989,7 @@ static void random_misc(object_type * o_ptr)
                        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:
@@ -1435,107 +1553,10 @@ static void give_activation_power(object_type *o_ptr)
                        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_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;
-               }
+               one_activation(o_ptr);
+               return;
        }
 
        /* A type was chosen... */
@@ -1924,6 +1945,9 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
                /* Mark the item as fully known */
                o_ptr->ident |= (IDENT_MENTAL);
 
+               /* 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)
@@ -1975,12 +1999,53 @@ bool create_artifact(object_type *o_ptr, bool a_scroll)
 }
 
 
-static const activation_type* find_activation_info(const object_type *o_ptr)
+int activation_index(object_type *o_ptr)
+{
+       /* 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 == o_ptr->xtra2)
+               if (p->index == index)
                {
                        return p;
                }
@@ -2018,12 +2083,9 @@ static bool activate_dragon_breath(object_type *o_ptr)
        /* Stop speaking */
        if (music_singing_any()) stop_singing();
        if (hex_spelling_any()) stop_hex_spell_all();
+
        t = randint0(n);
-#ifdef JP
-       msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", name[t]);
-#else
-       msg_format("You breathe %s.", name[n]);
-#endif
+       msg_format(_("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe %s."), name[t]);
        fire_ball(type[t], dir, 250, -4);
 
        return TRUE;
@@ -2035,33 +2097,29 @@ 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* act_ptr;
+       const activation_type* const act_ptr = find_activation_info(o_ptr);
 
        /* Paranoia */
-       if (!o_ptr->xtra2) return FALSE;
+       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);
+                       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));
                        break;
@@ -2069,11 +2127,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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);
                        break;
@@ -2081,11 +2135,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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));
                        break;
@@ -2093,11 +2143,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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));
                        break;
@@ -2105,11 +2151,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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));
                        break;
@@ -2117,11 +2159,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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));
                        break;
@@ -2129,144 +2167,124 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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);
                        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);
                        break;
                }
-
-               case ACT_DRAIN_1:
+               
+               case ACT_BA_FIRE_2:
                {
-#ifdef JP
-                       msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name);
-#else
-                       msg_format("You order the %s to strangle your opponent.", name);
-#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))
+                       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);
+                       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);
                        break;
                }
-
-               case ACT_BA_FIRE_2:
+               
+               case ACT_BA_ELEC_3:
                {
-#ifdef JP
-                       msg_format("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", name);
-#else
-                       msg_format("The %s rages in fire...", name);
-#endif
+                       msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 120, 3);
+                       fire_ball(GF_ELEC, dir, 500, 3);
                        break;
                }
-
-               case ACT_DRAIN_2:
+               
+               case ACT_BA_ACID_1:
                {
-#ifdef JP
-                       msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows black...");
-#endif
+                       msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       drain_life(dir, 120);
+                       fire_ball(GF_ACID, dir, 100, 2);
                        break;
                }
-
-               case ACT_VAMPIRE_1:
+               
+               case ACT_BA_NUKE_1:
                {
+                       msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       for (dummy = 0; dummy < 3; dummy++)
-                       {
-                               if (drain_life(dir, 50))
-                               hp_player(50);
-                       }
+                       fire_ball(GF_NUKE, dir, 100, 2);
                        break;
                }
-
-               case ACT_BO_MISS_2:
+               
+               case ACT_DRAIN_1:
                {
-#ifdef JP
-                       msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
-                       msg_print("It grows magical spikes...");
-#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_bolt(GF_ARROW, dir, 150);
+                       if (drain_life(dir, 100))
                        break;
                }
 
-               case ACT_BA_FIRE_3:
+               case ACT_DRAIN_2:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep red...");
-#endif
+                       msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 300, 3);
+                       drain_life(dir, 120);
                        break;
                }
 
-               case ACT_BA_COLD_3:
+               case ACT_VAMPIRE_1:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows bright white...");
-#endif
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 400, 3);
+                       for (dummy = 0; dummy < 3; dummy++)
+                       {
+                               if (drain_life(dir, 50))
+                               hp_player(50);
+                       }
                        break;
                }
 
-               case ACT_BA_ELEC_3:
+               case ACT_BO_MISS_2:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-#endif
+                       msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ELEC, dir, 500, 3);
+                       fire_bolt(GF_ARROW, dir, 150);
                        break;
                }
 
@@ -2308,11 +2326,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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();
                        break;
                }
@@ -2320,22 +2334,14 @@ bool activate_random_artifact(object_type *o_ptr)
                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);
                        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);
                        break;
                }
@@ -2343,33 +2349,21 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_BA_MISS_3:
                {
                        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
+                       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:
                {
-#ifdef JP
-                       msg_print("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
-                       msg_print("It floods the area with evil...");
-#endif
+                       msg_print(_("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
                        dispel_good(p_ptr->lev * 5);
                        break;
                }
 
                case ACT_BO_MANA:
                {
-#ifdef JP
-                       msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name);
-#else
-                       msg_format("The %s grows magical spikes...", name);
-#endif
+                       msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_bolt(GF_ARROW, dir, 150);
                        break;
@@ -2377,11 +2371,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BA_WATER:
                {
-#ifdef JP
-                       msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name);
-#else
-                       msg_format("The %s throbs deep blue...", name);
-#endif
+                       msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_ball(GF_WATER, dir, 200, 3);
                        break;
@@ -2389,11 +2379,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BA_DARK:
                {
-#ifdef JP
-                       msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name);
-#else
-                       msg_format("The %s is coverd in pitch-darkness...", name);
-#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;
@@ -2401,11 +2387,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BA_MANA:
                {
-#ifdef JP
-                       msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
-#else
-                       msg_format("The %s glows pale...", name);
-#endif
+                       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;
@@ -2413,22 +2395,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_PESTICIDE:
                {
-#ifdef JP
-                       msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
-#else
-                       msg_print("You exterminate small life.");
-#endif
+                       msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
                        (void)dispel_monsters(4);
                        break;
                }
 
                case ACT_BLINDING_LIGHT:
                {
-#ifdef JP
-                       msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name);
-#else
-                       msg_format("The %s gleams with blinding light...", name);
-#endif
+                       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;
@@ -2436,11 +2410,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BIZARRE:
                {
-#ifdef JP
-                       msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name);
-#else
-                       msg_format("The %s glows intensely black...", name);
-#endif
+                       msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
                        if (!get_aim_dir(&dir)) return FALSE;
                        ring_of_power(dir);
                        break;
@@ -2451,11 +2421,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        int num = damroll(5, 3);
                        int y, x;
                        int attempts;
-#ifdef JP
-                       msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name);
-#else
-                       msg_format("The %s is surrounded by lightning...", name);
-#endif
+                       msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
                        for (k = 0; k < num; k++)
                        {
                                attempts = 1000;
@@ -2479,17 +2445,9 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_BLADETURNER:
                {
                        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
+                       msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
                        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
+                       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);
@@ -2501,12 +2459,6 @@ bool activate_random_artifact(object_type *o_ptr)
                        (void)set_oppose_pois(randint1(50) + 50, FALSE);
                        break;
                }
-               case ACT_BA_ACID_1:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ACID, dir, 100, 2);
-                       break;
-               }
 
                case ACT_BR_FIRE:
                {
@@ -2538,11 +2490,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CONFUSE:
                {
-#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..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        confuse_monster(dir, 20);
                        break;
@@ -2550,11 +2498,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_SLEEP:
                {
-#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..."));
                        sleep_monsters_touch();
                        break;
                }
@@ -2582,33 +2526,21 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        if (banish_evil(100))
                        {
-#ifdef JP
-                               msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª");
-#else
-                               msg_print("The power of the artifact banishes evil!");
-#endif
+                               msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
                        }
                        break;
                }
 
                case ACT_GENOCIDE:
                {
-#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)symbol_genocide(200, TRUE);
                        break;
                }
 
                case ACT_MASS_GENO:
                {
-#ifdef JP
-                       msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
-                       msg_print("It lets out a long, shrill note...");
-#endif
+                       msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
                        (void)mass_genocide(200, TRUE);
                        break;
                }
@@ -2617,11 +2549,8 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        if (music_singing_any()) stop_singing();
                        if (hex_spelling_any()) stop_hex_spell_all();
-#ifdef JP
-                       msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
-#else
-                       msg_print("You wind a mighty blast; your enemies tremble!");
-#endif
+                       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;
                }
@@ -2630,19 +2559,11 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        if (o_ptr->name1 == ART_HYOUSIGI)
                        {
-#ifdef JP
-                               msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
-#else
-                               msg_print("You beat Your wooden clappers.");
-#endif
+                               msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
                        }
                        else
                        {
-#ifdef JP
-                               msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name);
-#else
-                               msg_format("The %s sounds an unpleasant noise.", name);
-#endif
+                               msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
                        }
                        aggravate_monsters(0);
                        break;
@@ -2691,11 +2612,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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));
                        break;
                }
@@ -2711,23 +2628,11 @@ bool activate_random_artifact(object_type *o_ptr)
 
                        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!"));
                        }
 
                        break;
@@ -2744,23 +2649,11 @@ bool activate_random_artifact(object_type *o_ptr)
 
                        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!'"));
                        }
 
                        break;
@@ -2780,23 +2673,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                        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
-#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(_("»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;
@@ -2813,19 +2697,11 @@ bool activate_random_artifact(object_type *o_ptr)
                        {
 
                                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
-
+                                       msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
+                                               "A group of hounds appear as your servant."));
                                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
-
+                                       msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
+                                               "A group of hounds appear as your enemy!"));
                        }
 
                        break;
@@ -2833,11 +2709,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_SUMMON_DAWN:
                {
-#ifdef JP
-                       msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£");
-#else
-                       msg_print("You summon the Legion of the Dawn.");
-#endif
+                       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;
                }
@@ -2851,17 +2723,9 @@ bool activate_random_artifact(object_type *o_ptr)
                        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
+                                       msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
                                else
-#ifdef JP
-                                       msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
-#else
-                                       msg_print("A group of octopuses appear as your enemy!");
-#endif
+                                       msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
                        }
 
                        break;
@@ -2871,11 +2735,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CHOIR_SINGS:
                {
-#ifdef JP
-                       msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
-#else
-                       msg_print("A heavenly choir sings...");
-#endif
+                       msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
                        (void)set_poisoned(0);
                        (void)set_cut(0);
                        (void)set_stun(0);
@@ -2896,11 +2756,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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);
                        break;
@@ -2908,11 +2764,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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);
                        break;
@@ -2920,22 +2772,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                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();
                        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);
@@ -2948,13 +2792,8 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CURE_700:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-                       msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-                       msg_print("You feel a warm tingling inside...");
-#endif
+                       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;
@@ -2962,13 +2801,8 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CURE_1000:
                {
-#ifdef JP
-                       msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-                       msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
-#else
-                       msg_print("It glows a bright white...");
-                       msg_print("You feel much better...");
-#endif
+                       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;
@@ -2976,11 +2810,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CURING:
                {
-#ifdef JP
-                       msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name);
-#else
-                       msg_format("the %s cures you affectionately ...", name);
-#endif
+                       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);
@@ -2993,11 +2823,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CURE_MANA_FULL:
                {
-#ifdef JP
-                       msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
-#else
-                       msg_format("The %s glows pale...", name);
-#endif
+                       msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
                        if (p_ptr->pclass == CLASS_MAGIC_EATER)
                        {
                                int i;
@@ -3012,22 +2838,14 @@ bool activate_random_artifact(object_type *o_ptr)
                                        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
+                               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;
-#ifdef JP
-                               msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
-#else
-                               msg_print("You feel your head clear.");
-#endif
+                               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);
@@ -3056,11 +2874,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_PROT_EVIL:
                {
-#ifdef JP
-                       msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name);
-#else
-                       msg_format("The %s lets out a shrill wail...", name);
-#endif
+                       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;
@@ -3068,11 +2882,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_RESIST_ALL:
                {
-#ifdef JP
-                       msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows many colours...");
-#endif
+                       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);
@@ -3083,22 +2893,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_SPEED:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows bright green...");
-#endif
+                       msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
                        (void)set_fast(randint1(20) + 20, FALSE);
                        break;
                }
 
                case ACT_XTRA_SPEED:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows brightly...");
-#endif
+                       msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
                        (void)set_fast(randint1(75) + 75, FALSE);
                        break;
                }
@@ -3134,11 +2936,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_RESIST_ACID:
                {
-#ifdef JP
-                       msg_format("%s¤¬¹õ¤¯µ±¤¤¤¿...", name);
-#else
-                       msg_format("The %s grows black.", name);
-#endif
+                       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;
@@ -3150,11 +2948,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_RESIST_FIRE:
                {
-#ifdef JP
-                       msg_format("%s¤¬ÀÖ¤¯µ±¤¤¤¿...", name);
-#else
-                       msg_format("The %s grows red.", name);
-#endif
+                       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;
@@ -3166,11 +2960,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_RESIST_COLD:
                {
-#ifdef JP
-                       msg_format("%s¤¬Çò¤¯µ±¤¤¤¿...", name);
-#else
-                       msg_format("The %s grows white.", name);
-#endif
+                       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;
@@ -3182,11 +2972,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_RESIST_ELEC:
                {
-#ifdef JP
-                       msg_format("%s¤¬ÀĤ¯µ±¤¤¤¿...", name);
-#else
-                       msg_format("The %s grows blue.", name);
-#endif
+                       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;
@@ -3198,11 +2984,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_RESIST_POIS:
                {
-#ifdef JP
-                       msg_format("%s¤¬ÎФ˵±¤¤¤¿...", name);
-#else
-                       msg_format("The %s grows green.", name);
-#endif
+                       msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
                        (void)set_oppose_pois(randint1(20) + 20, FALSE);
                        break;
                }
@@ -3322,7 +3104,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        msg_print("It pulsates...");
 #endif
                        if (!get_aim_dir(&dir)) return FALSE;
-                       wall_to_mud(dir);
+                       wall_to_mud(dir, 20 + randint1(30));
                        break;
                }
 
@@ -3632,6 +3414,91 @@ bool activate_random_artifact(object_type *o_ptr)
 
 
                /* Unique activation */
+               case ACT_CAST_OFF:
+               {
+                       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."));
+                       }
+
+                       break;
+               }
+
+               case ACT_FALLING_STAR:
+               {
+                       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_GRAND_CROSS:
+               {
+                       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_TELEPORT_LEVEL:
+               {
+#ifdef JP
+                       if (!get_check("ËÜÅö¤Ë¾¤Î³¬¤Ë¥Æ¥ì¥Ý¡¼¥È¤·¤Þ¤¹¤«¡©")) return FALSE;
+#else
+                       if (!get_check("Are you sure? (Teleport Level)")) return FALSE;
+#endif
+                       teleport_level(0);
+                       break;
+               }
+
+               case ACT_STRAIN_HASTE:
+               {
+                       int t;
+#ifdef JP
+                       msg_format("%s¤Ï¤¢¤Ê¤¿¤ÎÂÎÎϤòÃ¥¤Ã¤¿...", name);
+                       take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "²Ã®¤·¤¿ÈèÏ«", -1);
+#else
+                       msg_format("The %s drains your vitality...", name);
+                       take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the strain of haste", -1);
+#endif
+                       t = 25 + randint1(25);
+                       (void)set_fast(p_ptr->fast + t, FALSE);
+                       break;
+               }
+
                case ACT_FISHING:
                {
                        int x, y;
@@ -3825,23 +3692,15 @@ bool activate_random_artifact(object_type *o_ptr)
                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 */
-       act_ptr = find_activation_info(o_ptr);
-
-       if (!act_ptr) {
-               /* Maybe forgot adding information to activation_info table ? */
-               msg_format("Activation information is not found: %d.", o_ptr->xtra2);
-               return FALSE;
-       }
-
        if (act_ptr->timeout.constant >= 0) {
                o_ptr->timeout = act_ptr->timeout.constant;
                if (act_ptr->timeout.dice > 0) {
@@ -3849,7 +3708,7 @@ bool activate_random_artifact(object_type *o_ptr)
                }
        } else {
                /* Activations that have special timeout */
-               switch (o_ptr->xtra2) {
+               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;
@@ -3863,7 +3722,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        /* Nothing to do */
                        break;
                default:
-                       msg_format("Special timeout is not implemented: %d.", o_ptr->xtra2);
+                       msg_format("Special timeout is not implemented: %d.", act_ptr->index);
                        return FALSE;
                }
        }
@@ -3951,6 +3810,20 @@ void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
                }
        }
 
+       if (o_ptr->name1 == ART_MILIM)
+       {
+               if (p_ptr->pseikaku == SEIKAKU_SEXY)
+               {
+                       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);
+               }
+       }
+
        if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
        if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
        if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
@@ -4010,7 +3883,6 @@ bool create_named_art(int a_idx, int y, int x)
        q_ptr->to_h = a_ptr->to_h;
        q_ptr->to_d = a_ptr->to_d;
        q_ptr->weight = a_ptr->weight;
-       q_ptr->xtra2 = a_ptr->act_idx;
 
        /* Hack -- extract the "cursed" flag */
        if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);