-\r
-/*!\r
-* @brief \83x\81[\83X\83A\83C\83e\83\80\90¶\90¬\8aK\91w\82ª\89Á\8eZ\82³\82ê\82é\8am\97¦\r
-* @details\r
-* There is a 1/10 (10%) chance of inflating the requested object_level\r
-* during the creation of an object (see "get_obj_num()" in "object.c").\r
-* Lower values yield better objects more often.\r
-*/\r
-#define GREAT_OBJ 10\r
-\r
-/*!\r
-* @brief \90[\91w\83\82\83\93\83X\83^\81[\82ª\90¶\90¬\82³\82ê\82é(NASTY\90¶\90¬)\82Ì\8aî\96{\8am\97¦(1/x)\r
-* @details\r
-* There is a 1/25 (4%) chance of inflating the requested monster_level\r
-* during the creation of a monsters (see "get_mon_num()" in "monster.c").\r
-* Lower values yield harder monsters more often.\r
-*/\r
-#define NASTY_MON_BASE 25\r
-#define NASTY_MON_MAX 3 /*!< \90[\91w\83\82\83\93\83X\83^\81[\82ª1\83t\83\8d\83A\82É\90¶\90¬\82³\82ê\82é\8dÅ\91å\90\94 */\r
-#define NASTY_MON_PLUS_MAX 25 /*!< \90[\91w\83\82\83\93\83X\83^\81[\82Ì\8aK\91w\89Á\8eZ\8dÅ\91å\97Ê */\r
-\r
-#define PENETRATE_INVULNERABILITY 13 /*!< \96³\93G\89»\82ª\94j\82ç\82ê\82é\8am\97¦(1/x) / 1/x chance of hurting even if invulnerable! */\r
-\r
-#define MAX_TELEPORT_DISTANCE 200 /*!< \83e\83\8c\83|\81[\83g\8dÅ\91å\8b\97\97£ */\r
-\r
-/*\r
-* Refueling constants\r
-*/\r
-#define FUEL_TORCH 5000 /*!< \8f¼\96¾\82Ì\8aî\96{\8eõ\96½\92l / Maximum amount of fuel in a torch */\r
-#define FUEL_LAMP 15000 /*!< \83\89\83\93\83^\83\93\82Ì\8aî\96{\8eõ\96½\92l / Maximum amount of fuel in a lantern */\r
-\r
-/*\r
-* More maximum values\r
-*/\r
-#define MAX_SIGHT 20 /*!< \83v\83\8c\83C\83\84\81[\82Ì\8dÅ\91å\8e\8b\8aE\94Í\88Í(\83}\83X) / Maximum view distance */\r
-#define MAX_RANGE (p_ptr->inside_battle ? 36 : 18) /*!< \83v\83\8c\83C\83\84\81[\82Ì\8dU\8c\82\8eË\92ö(\83}\83X) / Maximum range (spells, etc) */\r
-#define AAF_LIMIT 100 /*!< \83\82\83\93\83X\83^\81[\82Ì\8cÀ\8aE\8a´\92m\94Í\88Í(\83}\83X) Limit of sensing radius */\r
-\r
-#define MIN_M_ALLOC_TD 4 /*!< \8aX(\92\8b\8aÔ)\82Ì\8dÅ\92á\8fZ\90l\94z\92u\90\94 / The town starts out with 4 residents during the day */\r
-#define MIN_M_ALLOC_TN 8 /*!< \8aX(\96é\8aÔ)\82Ì\8dÅ\92á\8fZ\90l\94z\92u\90\94 / The town starts out with 8 residents during the night */\r
-\r
-/*!\r
-* @brief \83\82\83\93\83X\83^\81[\91\9d\90B\82Ì\8dÅ\91å\90\94\r
-* @details\r
-* A monster can only "multiply" (reproduce) if there are fewer than 100\r
-* monsters on the level capable of such spontaneous reproduction. This\r
-* is a hack which prevents the "m_list[]" array from exploding due to\r
-* reproducing monsters. Messy, but necessary.\r
-*/\r
-#define MAX_REPRO 100\r
-\r
-#define MAX_VAMPIRIC_DRAIN 50 /*!< \8bz\8c\8c\8f\88\97\9d\82Ì\8dÅ\91å\89ñ\95\9cHP */\r
-\r
-/*\r
-* Dungeon generation values\r
-*/\r
-#define DUN_UNUSUAL 250 /*!< \92Ê\8fí\82Å\82Í\82È\82¢\95\94\89®\82ª\90¶\90¬\82³\82ê\82é\8aî\96{\8am\97¦(\83\8c\83x\83\8b/\92è\90\94) / Level/chance of unusual room (was 200) */\r
-#define DUN_DEST 18 /*!< \94j\89ó\92n\8c`\82ª\83t\83\8d\83A\82É\94\90¶\82·\82é\8aî\96{\8am\97¦(1/\92è\90\94) / 1/chance of having a destroyed level */\r
-#define SMALL_LEVEL 3 /*!< \8f¬\82³\82¢\83t\83\8d\83A\82Ì\90¶\90¬\82³\82ê\82é\8aî\96{\8am\97¦(1/\92è\90\94) / 1/chance of smaller size (3) */\r
-#define EMPTY_LEVEL 24 /*!< \83A\83\8a\81[\83i\83\8c\83x\83\8b(\8aO\95Ç\82Ì\82È\82¢\83t\83\8d\83A)\82Ì\90¶\90¬\82³\82ê\82é\8aî\96{\8am\97¦(1/\92è\90\94) / 1/chance of being 'empty' (15) */\r
-#define LAKE_LEVEL 24 /*!< \90ì\82â\8cÎ\82Ì\82 \82é\83t\83\8d\83A\82Ì\90¶\90¬\82³\82ê\82é\8am\97¦(1/\92è\90\94) / 1/chance of being a lake on the level */\r
-#define DARK_EMPTY 5 /*!< \83t\83\8d\83A\91S\91Ì\82ª\88Ã\82¢\89Â\94\\90«\82Ì\8aî\96{\8am\97¦(1/\92è\90\94) / 1/chance of arena level NOT being lit (2) */\r
-#define DUN_CAVERN 20 /*!< \93´\8cA\8fó\82Ì\83_\83\93\83W\83\87\83\93\82ª\90¶\90¬\82³\82ê\82é\8aî\96{\8am\97¦(1/\92è\90\94) / 1/chance of having a cavern level */\r
-\r
-/*\r
- * Dungeon tunnel generation values\r
- */\r
-#define DUN_TUN_RND_MIN 5 /* Chance of random direction (was 10) */\r
-#define DUN_TUN_RND_MAX 20\r
-#define DUN_TUN_CHG_MIN 20 /* Chance of changing direction (was 30) */\r
-#define DUN_TUN_CHG_MAX 60\r
-#define DUN_TUN_CON_MIN 10 /* Chance of extra tunneling (was 15) */\r
-#define DUN_TUN_CON_MAX 40\r
-#define DUN_TUN_PEN_MIN 30 /* Chance of doors at room entrances (was 25) */\r
-#define DUN_TUN_PEN_MAX 70\r
-#define DUN_TUN_JCT_MIN 60 /* Chance of doors at tunnel junctions (was 90) */\r
-#define DUN_TUN_JCT_MAX 90\r
-\r
-/*\r
- * Dungeon streamer generation values\r
- */\r
-#define DUN_STR_DEN 5 /* Density of streamers */\r
-#define DUN_STR_RNG 5 /* Width of streamers */\r
-#define DUN_STR_MAG 6 /* Number of magma streamers */\r
-#define DUN_STR_MC 30 /* 1/chance of treasure per magma */\r
-#define DUN_STR_QUA 4 /* Number of quartz streamers */\r
-#define DUN_STR_QC 15 /* 1/chance of treasure per quartz */\r
-#define DUN_STR_WLW 1 /* Width of lava & water streamers -KMW- */\r
-#define DUN_STR_DWLW 8 /* Density of water & lava streams -KMW- */\r
-\r
-#define DUN_MOS_DEN 2 /* Density of moss streamers */\r
-#define DUN_MOS_RNG 10 /* Width of moss streamers */\r
-#define DUN_STR_MOS 2 /* Number of moss streamers */\r
-#define DUN_WAT_DEN 15 /* Density of rivers */\r
-#define DUN_WAT_RNG 2 /* Width of rivers */\r
-#define DUN_STR_WAT 3 /* Max number of rivers */\r
-#define DUN_WAT_CHG 50 /* 1 in 50 chance of junction in river */\r
-\r
-/*\r
- * Dungeon treausre allocation values\r
- */\r
-#define DUN_AMT_ROOM 9 /* Amount of objects for rooms */\r
-#define DUN_AMT_ITEM 3 /* Amount of objects for rooms/corridors */\r
-#define DUN_AMT_GOLD 3 /* Amount of treasure for rooms/corridors */\r
-#define DUN_AMT_INVIS 3 /* Amount of invisible walls for rooms/corridors */\r
-\r
- /* Chance of using syllables to form the name instead of the "template" files */\r
-#define SINDARIN_NAME 10 /*!< \83\89\83\93\83_\83\80\83A\81[\83e\83B\83t\83@\83N\83g\82É\83V\83\93\83_\83\8a\83\93\96Á\82ð\82Â\82¯\82é\8am\97¦ */\r
-#define TABLE_NAME 20 /*!< \83\89\83\93\83_\83\80\83A\81[\83e\83B\83t\83@\83N\83g\82É\8a¿\8e\9a\96Á\82ð\82Â\82¯\82é\8am\97¦(\90³\8am\82É\82Í TABLE_NAME - SINDARIN_NAME %)\82Æ\82È\82é */\r
-#define A_CURSED 13 /*!< 1/n\82Ì\8am\97¦\82Å\90¶\90¬\82Ì\8aª\95¨\88È\8aO\82Ì\83\89\83\93\83_\83\80\83A\81[\83e\83B\83t\83@\83N\83g\82ª\8eô\82¢\82Â\82«\82É\82È\82é\81B */\r
-#define WEIRD_LUCK 12 /*!< 1/n\82Ì\8am\97¦\82Årandom_resistance()\82Ì\8f\88\97\9d\92\86\83o\83C\83A\83X\8aO\82Ì\91Ï\90«\82ª\82Â\82«\81Acreate_artifact\82Å4\82ð\92´\82¦\82épval\82ª\8b\96\89Â\82³\82ê\82é\81B*/\r
-#define BIAS_LUCK 20 /*!< 1/n\82Ì\8am\97¦\82Årandom_resistance()\82Å\95t\89Á\82·\82é\8c³\91f\91Ï\90«\82ª\96Æ\89u\82É\82È\82é */\r
-#define IM_LUCK 7 /*!< 1/n\82Ì\8am\97¦\82Årandom_resistance()\82Å\95¡\90\94\96Æ\89u\82Ì\8f\9c\8b\8e\8f\88\97\9d\82ª\96Æ\8f\9c\82³\82ê\82é */\r
-\r
- /*! @note\r
- * Bias luck needs to be higher than weird luck,\r
- * since it is usually tested several times...\r
- */\r
-\r
-#define ACTIVATION_CHANCE 3 /*!< 1/n\82Ì\8am\97¦\82Å\83\89\83\93\83_\83\80\83A\81[\83e\83B\83t\83@\83N\83g\82É\94\93®\82ª\95t\89Á\82³\82ê\82é\81B\82½\82¾\82µ\96h\8bï\82Í\82³\82ç\82É1/2 */\r
-\r
-#define TY_CURSE_CHANCE 200 /*!<\91¾\8cÃ\82Ì\89\85\94O\82Ì1\83^\81[\83\93\96\88\82Ì\94\93®\8am\97¦(1/n)*/\r
-#define CHAINSWORD_NOISE 100 /*!<\83`\83F\83\93\83\\81[\82Ì1\83^\81[\83\93\96\88\82Ì\94\93®\8am\97¦(1/n)*/\r
-\r
-#define SPEAK_CHANCE 8\r
-#define GRINDNOISE 20\r
-#define CYBERNOISE 20\r
-\r
-#define GROUP_MAX 32 /*!< place_monster_group() \8aÖ\90\94\82É\82æ\82é\83\82\83\93\83X\83^\81[\82ÌGROUP\90¶\90¬\8e\9e\82Ì\94z\92u\8dÅ\91å\90\94 / Maximum size of a group of monsters */\r
-\r
- /* ToDo: Make this global */\r
-#define HURT_CHANCE 16 /*!< \91®\90«\8dU\8c\82\82ð\8eó\82¯\82½\8dÛ\82É\94\\97Í\92l\92á\89º\82ð\8bN\82±\82·\8am\97¦(1/X) / 1/x chance of reducing stats (for elemental attacks) */\r
+
+/*!
+* @brief ベースアイテム生成階層が加算される確率
+* @details
+* There is a 1/10 (10%) chance of inflating the requested object_level
+* during the creation of an object (see "get_obj_num()" in "object.c").
+* Lower values yield better objects more often.
+*/
+#define GREAT_OBJ 10
+
+/*!
+* @brief 深層モンスターが生成される(NASTY生成)の基本確率(1/x)
+* @details
+* There is a 1/25 (4%) chance of inflating the requested monster_level
+* during the creation of a monsters (see "get_mon_num()" in "monster.c").
+* Lower values yield harder monsters more often.
+*/
+#define NASTY_MON_BASE 25
+#define NASTY_MON_MAX 3 /*!< 深層モンスターが1フロアに生成される最大数 */
+#define NASTY_MON_PLUS_MAX 25 /*!< 深層モンスターの階層加算最大量 */
+
+#define PENETRATE_INVULNERABILITY 13 /*!< 無敵化が破られる確率(1/x) / 1/x chance of hurting even if invulnerable! */
+
+#define MAX_TELEPORT_DISTANCE 200 /*!< テレポート最大距離 */
+
+/*
+* Refueling constants
+*/
+#define FUEL_TORCH 5000 /*!< 松明の基本寿命値 / Maximum amount of fuel in a torch */
+#define FUEL_LAMP 15000 /*!< ランタンの基本寿命値 / Maximum amount of fuel in a lantern */
+
+/*
+* More maximum values
+*/
+#define MAX_SIGHT 20 /*!< プレイヤーの最大視界範囲(マス) / Maximum view distance */
+#define MAX_RANGE (p_ptr->inside_battle ? 36 : 18) /*!< プレイヤーの攻撃射程(マス) / Maximum range (spells, etc) */
+#define AAF_LIMIT 100 /*!< モンスターの限界感知範囲(マス) Limit of sensing radius */
+
+#define MIN_M_ALLOC_TD 4 /*!< 街(昼間)の最低住人配置数 / The town starts out with 4 residents during the day */
+#define MIN_M_ALLOC_TN 8 /*!< 街(夜間)の最低住人配置数 / The town starts out with 8 residents during the night */
+
+/*!
+* @brief モンスター増殖の最大数
+* @details
+* A monster can only "multiply" (reproduce) if there are fewer than 100
+* monsters on the level capable of such spontaneous reproduction. This
+* is a hack which prevents the "m_list[]" array from exploding due to
+* reproducing monsters. Messy, but necessary.
+*/
+#define MAX_REPRO 100
+
+#define MAX_VAMPIRIC_DRAIN 50 /*!< 吸血処理の最大回復HP */
+
+/*
+* Dungeon generation values
+*/
+#define DUN_UNUSUAL 250 /*!< 通常ではない部屋が生成される基本確率(レベル/定数) / Level/chance of unusual room (was 200) */
+#define DUN_DEST 18 /*!< 破壊地形がフロアに発生する基本確率(1/定数) / 1/chance of having a destroyed level */
+#define SMALL_LEVEL 3 /*!< 小さいフロアの生成される基本確率(1/定数) / 1/chance of smaller size (3) */
+#define EMPTY_LEVEL 24 /*!< アリーナレベル(外壁のないフロア)の生成される基本確率(1/定数) / 1/chance of being 'empty' (15) */
+#define LAKE_LEVEL 24 /*!< 川や湖のあるフロアの生成される確率(1/定数) / 1/chance of being a lake on the level */
+#define DARK_EMPTY 5 /*!< フロア全体が暗い可能性の基本確率(1/定数) / 1/chance of arena level NOT being lit (2) */
+#define DUN_CAVERN 20 /*!< 洞窟状のダンジョンが生成される基本確率(1/定数) / 1/chance of having a cavern level */
+
+/*
+ * Dungeon tunnel generation values
+ */
+#define DUN_TUN_RND_MIN 5 /* Chance of random direction (was 10) */
+#define DUN_TUN_RND_MAX 20
+#define DUN_TUN_CHG_MIN 20 /* Chance of changing direction (was 30) */
+#define DUN_TUN_CHG_MAX 60
+#define DUN_TUN_CON_MIN 10 /* Chance of extra tunneling (was 15) */
+#define DUN_TUN_CON_MAX 40
+#define DUN_TUN_PEN_MIN 30 /* Chance of doors at room entrances (was 25) */
+#define DUN_TUN_PEN_MAX 70
+#define DUN_TUN_JCT_MIN 60 /* Chance of doors at tunnel junctions (was 90) */
+#define DUN_TUN_JCT_MAX 90
+
+/*
+ * Dungeon streamer generation values
+ */
+#define DUN_STR_DEN 5 /* Density of streamers */
+#define DUN_STR_RNG 5 /* Width of streamers */
+#define DUN_STR_MAG 6 /* Number of magma streamers */
+#define DUN_STR_MC 30 /* 1/chance of treasure per magma */
+#define DUN_STR_QUA 4 /* Number of quartz streamers */
+#define DUN_STR_QC 15 /* 1/chance of treasure per quartz */
+#define DUN_STR_WLW 1 /* Width of lava & water streamers -KMW- */
+#define DUN_STR_DWLW 8 /* Density of water & lava streams -KMW- */
+
+#define DUN_MOS_DEN 2 /* Density of moss streamers */
+#define DUN_MOS_RNG 10 /* Width of moss streamers */
+#define DUN_STR_MOS 2 /* Number of moss streamers */
+#define DUN_WAT_DEN 15 /* Density of rivers */
+#define DUN_WAT_RNG 2 /* Width of rivers */
+#define DUN_STR_WAT 3 /* Max number of rivers */
+#define DUN_WAT_CHG 50 /* 1 in 50 chance of junction in river */
+
+/*
+ * Dungeon treausre allocation values
+ */
+#define DUN_AMT_ROOM 9 /* Amount of objects for rooms */
+#define DUN_AMT_ITEM 3 /* Amount of objects for rooms/corridors */
+#define DUN_AMT_GOLD 3 /* Amount of treasure for rooms/corridors */
+#define DUN_AMT_INVIS 3 /* Amount of invisible walls for rooms/corridors */
+
+ /* Chance of using syllables to form the name instead of the "template" files */
+#define SINDARIN_NAME 10 /*!< ランダムアーティファクトにシンダリン銘をつける確率 */
+#define TABLE_NAME 20 /*!< ランダムアーティファクトに漢字銘をつける確率(正確には TABLE_NAME - SINDARIN_NAME %)となる */
+#define A_CURSED 13 /*!< 1/nの確率で生成の巻物以外のランダムアーティファクトが呪いつきになる。 */
+#define WEIRD_LUCK 12 /*!< 1/nの確率でrandom_resistance()の処理中バイアス外の耐性がつき、create_artifactで4を超えるpvalが許可される。*/
+#define SWORDFISH_LUCK 6 /*!< 1/nの確率で一定以上のスレイダメージを超える武器のスレイ喪失が回避される。 */
+#define BIAS_LUCK 20 /*!< 1/nの確率でrandom_resistance()で付加する元素耐性が免疫になる */
+#define IM_LUCK 7 /*!< 1/nの確率でrandom_resistance()で複数免疫の除去処理が免除される */
+
+ /*! @note
+ * Bias luck needs to be higher than weird luck,
+ * since it is usually tested several times...
+ */
+
+#define ACTIVATION_CHANCE 3 /*!< 1/nの確率でランダムアーティファクトに発動が付加される。ただし防具はさらに1/2 */
+
+#define TY_CURSE_CHANCE 200 /*!<太古の怨念の1ターン毎の発動確率(1/n)*/
+#define CHAINSWORD_NOISE 100 /*!<チェンソーの1ターン毎の発動確率(1/n)*/
+
+#define SPEAK_CHANCE 8
+#define GRINDNOISE 20
+#define CYBERNOISE 20
+
+#define GROUP_MAX 32 /*!< place_monster_group() 関数によるモンスターのGROUP生成時の配置最大数 / Maximum size of a group of monsters */
+
+ /* ToDo: Make this global */
+#define HURT_CHANCE 16 /*!< 属性攻撃を受けた際に能力値低下を起こす確率(1/X) / 1/x chance of reducing stats (for elemental attacks) */