/* Notice the "waking up" */
if (m_ptr->ml)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sが目を覚ました。", "%^s wakes up."), m_name);
}
{
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう加速されていない。", "%^s is no longer fast."), m_name);
}
{
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう減速されていない。", "%^s is no longer slow."), m_name);
}
/* Message if visible */
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは朦朧状態から立ち直った。", "%^s is no longer stunned."), m_name);
}
/* Message if visible */
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sは混乱から立ち直った。", "%^s is no longer confused."), m_name);
}
/* Visual note */
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
#ifndef JP
char m_poss[80];
{
if (is_seen(m_ptr))
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
msg_format(_("%^sはもう無敵でない。", "%^s is no longer invulnerable."), m_name);
}
void dispel_monster_status(MONSTER_IDX m_idx)
{
monster_type *m_ptr = &m_list[m_idx];
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if (set_monster_invulner(m_idx, 0, TRUE))
if (vs_player)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_desc(m_name, m_ptr, 0);
if (who == 1)
if (m_ptr->exp >= r_ptr->next_exp)
{
- GAME_TEXT m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
int old_hp = m_ptr->hp;
int old_maxhp = m_ptr->max_maxhp;
int old_r_idx = m_ptr->r_idx;