if (now_exp < s_info[p_ptr->pclass].w_max[0][j_ptr->sval])
{
int amount = 0;
- if (now_exp < SPELL_EXP_BEGINNER) amount = 80;
- else if (now_exp < SPELL_EXP_SKILLED) amount = 25;
- else if ((now_exp < SPELL_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
+ if (now_exp < WEAPON_EXP_BEGINNER) amount = 80;
+ else if (now_exp < WEAPON_EXP_SKILLED) amount = 25;
+ else if ((now_exp < WEAPON_EXP_EXPERT) && (p_ptr->lev > 19)) amount = 10;
else if (p_ptr->lev > 34) amount = 2;
p_ptr->weapon_exp[0][j_ptr->sval] += amount;
p_ptr->update |= (PU_BONUS);
{
bool fear = FALSE;
- /* Assume a default death */
-#ifdef JP
- cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
- cptr note_dies = " dies.";
-#endif
-
- /* Some monsters get "destroyed" */
- if (!monster_living(r_ptr))
- {
- int i;
- bool explode = FALSE;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
- }
-
- /* Special note at death */
- if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
- note_dies = " explodes into tiny shreds.";
-#endif
- else
-#ifdef JP
- note_dies = "¤òÅݤ·¤¿¡£";
-#else
- note_dies = " is destroyed.";
-#endif
-
- }
-
/* Handle unseen monster */
if (!visible)
{
}
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+ if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
{
/* Dead monster */
}
{
bool fear = FALSE;
- /* Assume a default death */
-#ifdef JP
- cptr note_dies = "¤Ï»à¤ó¤À¡£";
-#else
- cptr note_dies = " dies.";
-#endif
-
-
- /* Some monsters get "destroyed" */
- if (!monster_living(r_ptr))
- {
- int i;
- bool explode = FALSE;
-
- for (i = 0; i < 4; i++)
- {
- if (r_ptr->blow[i].method == RBM_EXPLODE) explode = TRUE;
- }
-
- /* Special note at death */
- if (explode)
-#ifdef JP
-note_dies = "¤ÏÇúȯ¤·¤ÆÊ´¡¹¤Ë¤Ê¤Ã¤¿¡£";
-#else
- note_dies = " explodes into tiny shreds.";
-#endif
- else
-#ifdef JP
- note_dies = "¤òÅݤ·¤¿¡£";
-#else
- note_dies = " is destroyed.";
-#endif
-
- }
-
-
/* Handle unseen monster */
if (!visible)
{
}
/* Hit the monster, check for death */
- if (mon_take_hit(c_ptr->m_idx, tdam, &fear, note_dies))
+ if (mon_take_hit(c_ptr->m_idx, tdam, &fear, extract_note_dies(real_r_ptr(m_ptr))))
{
/* Dead monster */
}