case TV_ARCANE_BOOK:
case TV_ENCHANT_BOOK:
case TV_DAEMON_BOOK:
+ case TV_CRUSADE_BOOK:
case TV_MUSIC_BOOK:
case TV_HISSATSU_BOOK:
{
*¡Êcmd1.c ¤ÇήÍѤ¹¤ë¤¿¤á¤Ë object_desc_japanese ¤«¤é°ÜÆ°¤·¤¿¡£¡Ë
*/
-extern char *object_desc_kosuu(char *t, object_type *o_ptr)
+char *object_desc_kosuu(char *t, object_type *o_ptr)
{
t = object_desc_num(t, o_ptr->number);
case TV_ARCANE_BOOK:
case TV_ENCHANT_BOOK:
case TV_DAEMON_BOOK:
+ case TV_CRUSADE_BOOK:
case TV_MUSIC_BOOK:
case TV_HISSATSU_BOOK:
{
break;
}
+ case TV_CRUSADE_BOOK:
+ {
+ modstr = basenm;
+#ifdef JP
+ basenm = "& Ç˼٤ÎËâË¡½ñ#";
+#else
+ if (mp_ptr->spell_book == TV_LIFE_BOOK)
+ basenm = "& Book~ of Crusade Magic #";
+ else
+ basenm = "& Crusade Spellbook~ #";
+#endif
+
+ break;
+ }
case TV_MUSIC_BOOK:
{
modstr = basenm;
}
else if (o_ptr->number > 1)
{
- if ( old_way_of_kaz == FALSE ){
+ if ( change_numeral == FALSE ){
t = object_desc_num(t, o_ptr->number);
if (o_ptr->number > 9)
t = object_desc_str(t, "¸Ä¤Î ");
/* No inscription yet */
tmp_val2[0] = '\0';
- /* Use the standard inscription if available */
- if (o_ptr->inscription)
- {
- char *u = tmp_val2;
-
- strcpy(tmp_val2, quark_str(o_ptr->inscription));
-
- for (; *u && (*u != '#'); u++);
-
- *u = '\0';
- }
-
/* Use the game-generated "feeling" otherwise, if available */
- else if (o_ptr->feeling)
+ if (o_ptr->feeling)
{
strcpy(tmp_val2, game_inscriptions[o_ptr->feeling]);
}
}
+ /* Use the standard inscription if available */
+ if (o_ptr->inscription)
+ {
+ char *u = tmp_val2;
+
+ if (tmp_val2[0]) strcat(tmp_val2, ", ");
+
+ strcat(tmp_val2, quark_str(o_ptr->inscription));
+
+ for (; *u && (*u != '#'); u++);
+
+ *u = '\0';
+ }
+
/* Note the discount, if any */
- else if (o_ptr->discount)
+ else if (o_ptr->discount && !(tmp_val2[0]))
{
(void)object_desc_num(tmp_val2, o_ptr->discount);
#ifdef JP
-strcat(tmp_val2, "%°ú¤");
+ strcat(tmp_val2, "%°ú¤");
#else
strcat(tmp_val2, "% off");
#endif