/* part of the output on gain or loss of attribute */
static const char
-#if 0 /*JP*/
+#if 0 /*JP:T*/
*const plusattr[] = { "strong", "smart", "wise",
"agile", "tough", "charismatic" },
#else
*const plusattr[] = { "\8b\82¢", "\8c«\96¾\82¾", "\8c«\82¢",
"\8b@\95q\82¾", "\8aæ\8fä\82¾", "\96£\97Í\93I\82¾" },
#endif
-#if 0 /*JP*/
+#if 0 /*JP:T*/
*const minusattr[] = { "weak", "stupid",
"foolish", "clumsy",
"fragile", "repulsive" };
#endif
/* also used by enlightenment for non-abbreviated status info */
const char
-#if 0 /*JP*/
+#if 0 /*JP:T*/
*const attrname[] = { "strength", "intelligence", "wisdom",
"dexterity", "constitution", "charisma" };
#else
if (ACURR(ndx) == old_acurr) {
if (msgflg == 0 && flags.verbose) {
if (ABASE(ndx) == old_abase && AMAX(ndx) == old_amax) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("You're %s as %s as you can get.",
abonflg ? "currently" : "already", attrstr);
#else
} else {
/* current stayed the same but base value changed, or
base is at minimum and reduction caused max to drop */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
Your("innate %s has %s.", attrname[ndx],
(incr > 0) ? "improved" : "declined");
#else
void VDECL((*delivery_func), (const char *, ...));
const char *effect_msg;
} poiseff[] = {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
{ You_feel, "weaker" }, /* A_STR */
#else
{ You_feel, "\8eã\82\82È\82Á\82½" }, /* A_STR */
#endif
-#if 0 /*JP*/
+#if 0 /*JP:T*/
{ Your, "brain is on fire" }, /* A_INT */
#else
{ You, "\93ª\82É\8c\8c\82ª\82Ì\82Ú\82Á\82½" }, /* A_INT */
#endif
-#if 0 /*JP*/
+#if 0 /*JP:T*/
{ Your, "judgement is impaired" }, /* A_WIS */
#else
{ You, "\94»\92f\97Í\82ð\8e¸\82Á\82½" }, /* A_WIS */
#endif
-#if 0 /*JP*/
+#if 0 /*JP:T*/
{ Your, "muscles won't obey you" }, /* A_DEX */
#else
{ You, "\8ev\82¤\82æ\82¤\82É\93®\82¯\82È\82¢" }, /* A_DEX */
#endif
-#if 0 /*JP*/
+#if 0 /*JP:T*/
{ You_feel, "very sick" }, /* A_CON */
#else
{ You_feel, "\82Æ\82Ä\82à\8bC\95ª\82ª\88«\82\82È\82Á\82½" }, /* A_CON */
#endif
-#if 0 /*JP*/
+#if 0 /*JP:T*/
{ You, "break out in hives" } /* A_CHA */
#else
{ You, "\82¶\82ñ\82Ü\82µ\82ñ\82ª\82 \82ç\82í\82ê\82½" } /* A_CHA */
/* inform player about being poisoned unless that's already been done;
"blast" has given a "blast of poison gas" message; "poison arrow",
"poison dart", etc have implicitly given poison messages too... */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
if (strcmp(reason, "blast") && !strstri(reason, "poison")) {
#else
if (strcmp(reason, "\95\97") && strcmp(reason, "\91§") && !strstri(reason, "\93Å")) {
#endif
/* avoid "The" Orcus's sting was poisoned... */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s%s %s poisoned!",
isupper((uchar) *reason) ? "" : "The ", reason,
plural ? "were" : "was");
/* exercise/abuse text (must be in attribute order, not botl order);
phrased as "You must have been [][0]." or "You haven't been [][1]." */
static NEARDATA const char *const exertext[A_MAX][2] = {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
{ "exercising diligently", "exercising properly" }, /* Str */
{ 0, 0 }, /* Int */
{ "very observant", "paying attention" }, /* Wis */
/* if you actually changed an attrib - zero accumulation */
AEXE(i) = ax = 0;
/* then print an explanation */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("%s %s.",
(mod_val > 0) ? "must have been" : "haven't been",
exertext[i][(mod_val > 0) ? 0 : 1]);
*/
Strcpy(buf, "\8c»\8dÝ\82Ì\8ep\82É\82æ\82Á\82Ä");
else if (propidx == FAST && Very_fast)
-#if 0 /*JP*/
+#if 0 /*JP:T*/
Sprintf(buf, because_of,
((HFast & TIMEOUT) != 0L) ? "a potion or spell"
: ((EFast & W_ARMF) != 0L && uarmf->dknown
/* worn helm of opposite alignment might block change */
if (!uarmh || uarmh->otyp != HELM_OF_OPPOSITE_ALIGNMENT)
u.ualign.type = u.ualignbase[A_CURRENT];
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("have a %ssense of a new direction.",
(u.ualign.type != oldalign) ? "sudden " : "");
#else
*/
You("%s\90Q\95Ô\82Á\82½\81D", Hallucination ? "\8dr\82Á\82Û\82" : "\82 \82Á\82³\82è\82Æ");
else if (reason == 2)
-#if 0 /*JP*/
+#if 0 /*JP:T*/
Your("mind is %s.", Hallucination
? "much of a muchness"
: "back in sync with your body");