* and which also do at least 20 damage, or, sometimes, N damage.
* This is used only to determine "cuts" and "stuns".
*/
-static int monster_critical(int dice, int sides, HIT_POINT dam)
+static int monster_critical(DICE_NUMBER dice, DICE_SID sides, HIT_POINT dam)
{
int max = 0;
int total = dice * sides;
{
sound(SOUND_MISS);
- /* Message */
msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
}
}
sound(SOUND_HIT);
- /* Message */
if (backstab) msg_format(_("あなたは冷酷にも眠っている無力な%sを突き刺した!", "You cruelly stab the helpless, sleeping %s!"), m_name);
else if (fuiuchi) msg_format(_("不意を突いて%sに強烈な一撃を喰らわせた!", "You make surprise attack, and hit %s with a powerful blow!"), m_name);
else if (stab_fleeing) msg_format(_("逃げる%sを背中から突き刺した!", "You backstab the fleeing %s!"), m_name);
sound(SOUND_HIT);
- /* Message */
msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
- /* Message */
msg_print(_("振り回した大鎌が自分自身に返ってきた!", "Your scythe returns to you!"));
/* Extract the flags */
{
sound(SOUND_MISS);
- /* Message */
msg_format(_("ミス! %sにかわされた。", "You miss %s."), m_name);
}
}
/* Handle player fear */
if (p_ptr->afraid)
{
- /* Message */
if (m_ptr->ml)
msg_format(_("恐くて%sを攻撃できない!", "You are too afraid to attack %s!"), m_name);
else
/* Disturb the monster */
(void)set_monster_csleep(c_ptr->m_idx, 0);
- /* Done */
return FALSE;
}
{
sound(SOUND_FLEE);
- /* Message */
msg_format(_("%^sは恐怖して逃げ出した!", "%^s flees in terror!"), m_name);
}
/* Remember the Evil-ness */
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flags3 |= RF3_EVIL;
- /* Message */
#ifdef JP
if (abbreviate)
msg_format("撃退した。");
}
}
- /* Message */
if (act)
{
if (do_silly_attack)
/* Don't heal more than max hp */
heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
- /* Message */
msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
/* Obvious */
/* Combine / Reorder the pack */
p_ptr->notice |= (PN_COMBINE | PN_REORDER);
- /* Window stuff */
p_ptr->window |= (PW_INVEN);
- /* Done */
break;
}
}
/* Redraw gold */
p_ptr->redraw |= (PR_GOLD);
- /* Window stuff */
p_ptr->window |= (PW_PLAYER);
/* Blink away */
/* Obvious */
obvious = TRUE;
- /* Done */
break;
}
/* Get a description */
object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
- /* Message */
#ifdef JP
msg_format("%s(%c)を%s盗まれた!",
o_name, index_to_label(i),
/* Blink away */
blinked = TRUE;
- /* Done */
break;
}
/* Get a description */
object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
- /* Message */
#ifdef JP
msg_format("%s(%c)を%s食べられてしまった!",
o_name, index_to_label(i),
/* Obvious */
obvious = TRUE;
- /* Done */
break;
}
obvious = TRUE;
}
- /* Window stuff */
p_ptr->window |= (PW_EQUIP);
}
/* Obvious */
obvious = TRUE;
- /* Message */
msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
/* Special damage */
/* Obvious */
obvious = TRUE;
- /* Message */
msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
/* Special damage */
/* Obvious */
obvious = TRUE;
- /* Message */
msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
/* Special damage */
/* Obvious */
obvious = TRUE;
- /* Message */
msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
/* Special damage */
/* Disturbing */
disturb(1, 1);
- /* Message */
#ifdef JP
if (abbreviate)
msg_format("%sかわした。", (p_ptr->special_attack & ATTACK_SUIKEN) ? "奇妙な動きで" : "");