/* Handle visible monster */
else
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Get "the monster" or "it" */
monster_desc(m_name, m_ptr, 0);
if ((randint1(randint1(r_ptr->level / (3 + p_ptr->concent)) + (8 - p_ptr->concent)) == 1)
&& !(r_ptr->flags1 & RF1_UNIQUE) && !(r_ptr->flags7 & RF7_UNIQUE2))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
/* Get "the monster" or "it" */
monster_desc(m_name, m_ptr, 0);
if (object_is_fixed_artifact(q_ptr) &&
(p_ptr->pclass != CLASS_SNIPER || p_ptr->concent == 0))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if (fear && m_ptr->ml)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
sound(SOUND_FLEE);
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
/* Handle visible monster */
else
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%sが%sに命中した。", "The %s hits %s."), o_name, m_name);
if (fear && m_ptr->ml)
{
sound(SOUND_FLEE);
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
is_friendly(&m_list[cave[y][x].m_idx]) &&
!MON_INVULNER(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
set_hostile(&m_list[cave[y][x].m_idx]);