{
if (creature_ptr->image)
{
- msg_print(_("幻覚が見えて集中できない!", "You are too hallucinated!"));
+ msg_print(_("幻覚が見えて集中できない!", "Your hallucinations prevent you from concentrating!"));
return TRUE;
}
return FALSE;
{
if (creature_ptr->stun)
{
- msg_print(_("頭が朦朧としていて集中できない!", "You are too stuned!"));
+ msg_print(_("頭が朦朧としていて集中できない!", "You are too stunned!"));
return TRUE;
}
return FALSE;
/*!
- * @brief 探索コマンドのメインルーチン / Simple command to "search" for one current_world_ptr->game_turn
+ * @brief 探索コマンドのメインルーチン / Simple command to "search" for one turn
* @return なし
*/
void do_cmd_search(void)
if ((g_ptr->o_idx || (g_ptr->info & CAVE_OBJECT)) &&
(closed_feat != old_feat) && !have_flag(f_info[closed_feat].flags, FF_DROP))
{
- msg_print(_("何かがつっかえて閉まらない。", "There seems stuck."));
+ msg_print(_("何かがつっかえて閉まらない。", "Something prevents it from closing."));
}
else
{
* @details
* <pre>
* Note that you must tunnel in order to hit invisible monsters
- * in walls, though moving into walls still takes a current_world_ptr->game_turn anyway.
+ * in walls, though moving into walls still takes a turn anyway.
*
* Digging is very difficult without a "digger" weapon, but can be
* accomplished by strong players using heavy weapons.
*
* Consider confusion
*
- * This command must always take a current_world_ptr->game_turn, to prevent free detection
+ * This command must always take a turn, to prevent free detection
* of invisible monsters.
* </pre>
*/
if (p_ptr->special_defense & NINJA_S_STEALTH) set_superstealth(FALSE);
- /* Take a current_world_ptr->game_turn (?) */
+ /* Take a turn (?) */
take_turn(p_ptr, 100);
/* The sin of sloth */
if (j_ptr->sval == SV_CRIMSON)
{
- msg_print(_("この武器は発動して使うもののようだ。", "Do activate."));
+ msg_print(_("この武器は発動して使うもののようだ。", "It's already activated."));
flush();
return;
}
}
if (snipe_type == SP_FINAL)
{
- msg_print(_("射撃の反動が体を襲った。", "A reactionary of shooting attacked you. "));
+ msg_print(_("射撃の反動が体を襲った。", "The weapon's recoil stuns you. "));
(void)set_slow(p_ptr->slow + randint0(7) + 7, FALSE);
(void)set_stun(p_ptr->stun + randint1(25));
}
{
grid_type *g_ptr = ¤t_floor_ptr->grid_array[y][x];
monster_type *m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
+ GAME_TEXT m_name[MAX_NLEN];
+ monster_name(g_ptr->m_idx, m_name);
/* Check the visibility */
visible = m_ptr->ml;
/* Handle visible monster */
else
{
- 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 (m_ptr->ml)
if (fear && m_ptr->ml)
{
sound(SOUND_FLEE);
- 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);
}
}
}
-
/* Potions smash open */
if (object_is_potion(q_ptr))
{
if (potion_smash_effect(0, y, x, q_ptr->k_idx))
{
monster_type *m_ptr = ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx];
-
- /* ToDo (Robert): fix the invulnerability */
- if (current_floor_ptr->grid_array[y][x].m_idx &&
- is_friendly(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]) &&
- !MON_INVULNER(m_ptr))
+ if (current_floor_ptr->grid_array[y][x].m_idx && is_friendly(m_ptr) && !MON_INVULNER(m_ptr))
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, ¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx], 0);
+ monster_desc(m_name, m_ptr, 0);
msg_format(_("%sは怒った!", "%^s gets angry!"), m_name);
set_hostile(¤t_floor_ptr->m_list[current_floor_ptr->grid_array[y][x].m_idx]);
}
{
if (item >= 0)
{
- msg_format(_("%sを受け損ねた!", "%s backs, but you can't catch!"), o2_name);
+ msg_format(_("%sを受け損ねた!", "%s comes back, but you can't catch!"), o2_name);
}
else
{
}
else
{
- msg_format(_("%sが返ってこなかった!", "%s doesn't back!"), o2_name);
+ msg_format(_("%sが返ってこなかった!", "%s doesn't come back!"), o2_name);
}
}