-/*!
+/*!
* @file mspells3.c
- * @brief ÀÄËâË¡¤Î½èÍý¼ÂÁõ / Blue magic
+ * @brief 青魔法の処理実装 / Blue magic
* @date 2014/01/15
* @author
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
#include "angband.h"
-#define pseudo_plev() (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 130) /*!< ¥â¥ó¥¹¥¿¡¼ËâË¡¤ò¥×¥ì¥¤¥ä¡¼¤¬»ÈÍѤ¹¤ë¾ì¹ç¤Î´¹»»¥ì¥Ù¥ë */
+#define pseudo_plev() (((p_ptr->lev + 40) * (p_ptr->lev + 40) - 1550) / 130) /*!< モンスター魔法をプレイヤーが使用する場合の換算レベル */
+
/*!
- * @brief ¼õ¤±¼è¤Ã¤¿¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID¤Ë±þ¤¸¤ÆÀÄËâË¡¤Î¸ú²Ì¾ðÊó¤ò¤Þ¤È¤á¤¿¥Õ¥©¡¼¥Þ¥Ã¥È¤òÊÖ¤¹
- * @param p ¾ðÊó¤òÊÖ¤¹Ê¸»úÎ󻲾ȥݥ¤¥ó¥¿
- * @param power ¥â¥ó¥¹¥¿¡¼ËâË¡¤ÎID
- * @return ¤Ê¤·
+* @brief 文字列に青魔導師の呪文の攻撃力を加える
+* @param SPELL_NUM 呪文番号
+* @param plev プレイヤーレベル
+* @param msg 表示する文字列
+* @param tmp 返すメッセージを格納する配列
+* @return なし
+*/
+void set_bluemage_damage(int SPELL_NUM, int plev, cptr msg, char* tmp)
+{
+ int base_damage = monspell_bluemage_damage(SPELL_NUM, plev, BASE_DAM);
+ int dice_num = monspell_bluemage_damage(SPELL_NUM, plev, DICE_NUM);
+ int dice_side = monspell_bluemage_damage(SPELL_NUM, plev, DICE_SIDE);
+ int dice_mult = monspell_bluemage_damage(SPELL_NUM, plev, DICE_MULT);
+ int dice_div = monspell_bluemage_damage(SPELL_NUM, plev, DICE_DIV);
+ char dmg_str[80];
+ dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
+ sprintf(tmp, msg, dmg_str);
+}
+
+/*!
+ * @brief 受け取ったモンスター魔法のIDに応じて青魔法の効果情報をまとめたフォーマットを返す
+ * @param p 情報を返す文字列参照ポインタ
+ * @param power モンスター魔法のID
+ * @return なし
*/
static void learned_info(char *p, int power)
{
int plev = pseudo_plev();
- int hp = p_ptr->chp;
#ifdef JP
- cptr s_dam = "»½ý:";
- cptr s_dur = "´ü´Ö:";
- cptr s_range = "ÈÏ°Ï:";
- cptr s_heal = "²óÉü:";
+ cptr s_dam = " 損傷:%s";
+ cptr s_dur = "期間:";
+ cptr s_range = "範囲:";
+ cptr s_heal = " 回復:%s";
#else
- cptr s_dam = "dam ";
+ cptr s_dam = " dam %s";
cptr s_dur = "dur ";
cptr s_range = "range ";
- cptr s_heal = "heal ";
+ cptr s_heal = " heal %s";
#endif
strcpy(p, "");
case MS_S_AMBERITE:
case MS_S_UNIQUE:
break;
- case MS_BALL_MANA:
- case MS_BALL_DARK:
- case MS_STARBURST:
- sprintf(p, " %s%d+10d10", s_dam, plev * 8 + 50);
- break;
+ case MS_BALL_MANA:
+ case MS_BALL_DARK:
+ case MS_STARBURST:
+ set_bluemage_damage((power), plev, s_dam, p); break;
case MS_DISPEL:
break;
- case MS_ROCKET:
- sprintf(p, " %s%d", s_dam, hp/4);
- break;
- case MS_SHOOT:
- {
- object_type *o_ptr = NULL;
- if (buki_motteruka(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM];
- else if (buki_motteruka(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM];
- else
- sprintf(p, " %s1", s_dam);
- if (o_ptr)
- sprintf(p, " %s%dd%d+%d", s_dam, o_ptr->dd, o_ptr->ds, o_ptr->to_d);
- break;
- }
- case MS_BR_ACID:
- case MS_BR_ELEC:
- case MS_BR_FIRE:
- case MS_BR_COLD:
- case MS_BR_POIS:
- case MS_BR_NUKE:
- sprintf(p, " %s%d", s_dam, hp/3);
- break;
- case MS_BR_NEXUS:
- sprintf(p, " %s%d", s_dam, MIN(hp/3, 250));
- break;
- case MS_BR_TIME:
- sprintf(p, " %s%d", s_dam, MIN(hp/3, 150));
- break;
- case MS_BR_GRAVITY:
- sprintf(p, " %s%d", s_dam, MIN(hp/3, 200));
- break;
- case MS_BR_MANA:
- sprintf(p, " %s%d", s_dam, MIN(hp/3, 250));
- break;
- case MS_BR_NETHER:
- case MS_BR_LITE:
- case MS_BR_DARK:
- case MS_BR_CONF:
- case MS_BR_SOUND:
- case MS_BR_CHAOS:
- case MS_BR_DISEN:
- case MS_BR_SHARDS:
- case MS_BR_PLASMA:
- sprintf(p, " %s%d", s_dam, hp/6);
- break;
- case MS_BR_INERTIA:
- case MS_BR_FORCE:
- sprintf(p, " %s%d", s_dam, MIN(hp/6, 200));
- break;
- case MS_BR_DISI:
- sprintf(p, " %s%d", s_dam, MIN(hp/6, 150));
- break;
- case MS_BALL_NUKE:
- sprintf(p, " %s%d+10d6", s_dam, plev * 2);
- break;
- case MS_BALL_CHAOS:
- sprintf(p, " %s%d+10d10", s_dam, plev * 4);
- break;
- case MS_BALL_ACID:
- sprintf(p, " %s15+d%d", s_dam, plev * 6);
- break;
- case MS_BALL_ELEC:
- sprintf(p, " %s8+d%d", s_dam, plev * 3);
- break;
- case MS_BALL_FIRE:
- sprintf(p, " %s10+d%d", s_dam, plev * 7);
- break;
- case MS_BALL_COLD:
- sprintf(p, " %s10+d%d", s_dam, plev * 3);
- break;
- case MS_BALL_POIS:
- sprintf(p, " %s12d2", s_dam);
- break;
- case MS_BALL_NETHER:
- sprintf(p, " %s%d+10d10", s_dam, plev * 2 + 50);
- break;
- case MS_BALL_WATER:
- sprintf(p, " %s50+d%d", s_dam, plev * 4);
- break;
- case MS_DRAIN_MANA:
- sprintf(p, " %sd%d+%d", s_heal, plev, plev);
- break;
- case MS_MIND_BLAST:
- sprintf(p, " %s8d8", s_dam);
- break;
- case MS_BRAIN_SMASH:
- sprintf(p, " %s12d15", s_dam);
- break;
- case MS_CAUSE_1:
- sprintf(p, " %s3d8", s_dam);
- break;
- case MS_CAUSE_2:
- sprintf(p, " %s8d8", s_dam);
- break;
- case MS_CAUSE_3:
- sprintf(p, " %s10d15", s_dam);
- break;
- case MS_CAUSE_4:
- sprintf(p, " %s15d15", s_dam);
- break;
- case MS_BOLT_ACID:
- sprintf(p, " %s%d+7d8", s_dam, plev * 2 / 3);
- break;
- case MS_BOLT_ELEC:
- sprintf(p, " %s%d+4d8", s_dam, plev * 2 / 3);
- break;
- case MS_BOLT_FIRE:
- sprintf(p, " %s%d+9d8", s_dam, plev * 2 / 3);
- break;
- case MS_BOLT_COLD:
- sprintf(p, " %s%d+6d8", s_dam, plev * 2 / 3);
- break;
- case MS_BOLT_NETHER:
- sprintf(p, " %s%d+5d5", s_dam, 30 + plev * 8 / 3);
- break;
- case MS_BOLT_WATER:
- sprintf(p, " %s%d+10d10", s_dam, plev * 2);
- break;
- case MS_BOLT_MANA:
- sprintf(p, " %s50+d%d", s_dam, plev * 7);
- break;
- case MS_BOLT_PLASMA:
- sprintf(p, " %s%d+8d7", s_dam, plev * 2 + 10);
- break;
- case MS_BOLT_ICE:
- sprintf(p, " %s%d+6d6", s_dam, plev * 2);
- break;
- case MS_MAGIC_MISSILE:
- sprintf(p, " %s%d+2d6", s_dam, plev * 2 / 3);
- break;
+ case MS_ROCKET:
+ case MS_SHOOT:
+ case MS_BR_ACID:
+ case MS_BR_ELEC:
+ case MS_BR_FIRE:
+ case MS_BR_COLD:
+ case MS_BR_POIS:
+ case MS_BR_NUKE:
+ case MS_BR_NEXUS:
+ case MS_BR_TIME:
+ case MS_BR_GRAVITY:
+ case MS_BR_MANA:
+ case MS_BR_NETHER:
+ case MS_BR_LITE:
+ case MS_BR_DARK:
+ case MS_BR_CONF:
+ case MS_BR_SOUND:
+ case MS_BR_CHAOS:
+ case MS_BR_DISEN:
+ case MS_BR_SHARDS:
+ case MS_BR_PLASMA:
+ case MS_BR_INERTIA:
+ case MS_BR_FORCE:
+ case MS_BR_DISI:
+ case MS_BALL_NUKE:
+ case MS_BALL_CHAOS:
+ case MS_BALL_ACID:
+ case MS_BALL_ELEC:
+ case MS_BALL_FIRE:
+ case MS_BALL_COLD:
+ case MS_BALL_POIS:
+ case MS_BALL_NETHER:
+ case MS_BALL_WATER:
+ set_bluemage_damage((power), plev, s_dam, p); break;
+ case MS_DRAIN_MANA:
+ set_bluemage_damage((power), plev, s_heal, p); break;
+ case MS_MIND_BLAST:
+ case MS_BRAIN_SMASH:
+ case MS_CAUSE_1:
+ case MS_CAUSE_2:
+ case MS_CAUSE_3:
+ case MS_CAUSE_4:
+ case MS_BOLT_ACID:
+ case MS_BOLT_ELEC:
+ case MS_BOLT_FIRE:
+ case MS_BOLT_COLD:
+ case MS_BOLT_NETHER:
+ case MS_BOLT_WATER:
+ case MS_BOLT_MANA:
+ case MS_BOLT_PLASMA:
+ case MS_BOLT_ICE:
+ case MS_MAGIC_MISSILE:
+ set_bluemage_damage((power), plev, s_dam, p); break;
case MS_SPEED:
sprintf(p, " %sd%d+%d", s_dur, 20+plev, plev);
break;
- case MS_HEAL:
- sprintf(p, " %s%d", s_heal, plev*4);
- break;
+ case MS_HEAL:
+ set_bluemage_damage((power), plev, s_heal, p); break;
case MS_INVULNER:
sprintf(p, " %sd7+7", s_dur);
break;
case MS_TELEPORT:
sprintf(p, " %s%d", s_range, plev * 5);
break;
- case MS_PSY_SPEAR:
- sprintf(p, " %s100+d%d", s_dam, plev * 3);
+ case MS_PSY_SPEAR:
+ set_bluemage_damage((power), plev, s_dam, p); break;
break;
case MS_RAISE_DEAD:
sprintf(p, " %s5", s_range);
/*!
- * @brief »ÈÍѲÄǽ¤ÊÀÄËâË¡¤òÁªÂò¤¹¤ë /
+ * @brief 使用可能な青魔法を選択する /
* Allow user to choose a imitation.
- * @param sn ÁªÂò¤·¤¿¥â¥ó¥¹¥¿¡¼¹¶·âID¡¢¥¥ã¥ó¥»¥ë¤Î¾ì¹ç-1¡¢ÉÔÀµ¤ÊÁªÂò¤Î¾ì¹ç-2¤òÊÖ¤¹
- * @return ȯư²Äǽ¤ÊËâË¡¤òÁªÂò¤·¤¿¾ì¹çTRUE¡¢¥¥ã¥ó¥»¥ë½èÍý¤«ÉÔÀµ¤ÊÁªÂò¤¬¹Ô¤ï¤ì¤¿¾ì¹çFALSE¤òÊÖ¤¹¡£
+ * @param sn 選択したモンスター攻撃ID、キャンセルの場合-1、不正な選択の場合-2を返す
+ * @return 発動可能な魔法を選択した場合TRUE、キャンセル処理か不正な選択が行われた場合FALSEを返す。
* @details
* If a valid spell is chosen, saves it in '*sn' and returns TRUE\n
* If the user hits escape, returns FALSE, and set '*sn' to -1\n
* when you run it. It's probably easy to fix but I haven't tried,\n
* sorry.\n
*/
-static int get_learned_power(int *sn)
+static int get_learned_power(SPELL_IDX *sn)
{
int i = 0;
int num = 0;
int y = 1;
int x = 18;
- int minfail = 0;
- int plev = p_ptr->lev;
- int chance = 0;
+ PERCENTAGE minfail = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ PERCENTAGE chance = 0;
int ask = TRUE, mode = 0;
int spellnum[MAX_MONSPELLS];
char ch;
char out_val[160];
char comment[80];
s32b f4 = 0, f5 = 0, f6 = 0;
-#ifdef JP
-cptr p = "ËâË¡";
-#else
- cptr p = "magic";
-#endif
-
+ cptr p = _("魔法", "magic");
+ COMMAND_CODE code;
monster_power spell;
bool flag, redraw;
int menu_line = (use_menu ? 1 : 0);
#ifdef ALLOW_REPEAT /* TNB */
/* Get the spell, if available */
- if (repeat_pull(sn))
+
+ if (repeat_pull(&code))
{
/* Success */
return (TRUE);
}
+ *sn = (SPELL_IDX)code;
#endif /* ALLOW_REPEAT -- TNB */
while(!mode)
{
#ifdef JP
- prt(format(" %s ¥Ü¥ë¥È", (menu_line == 1) ? "¡Õ" : " "), 2, 14);
- prt(format(" %s ¥Ü¡¼¥ë", (menu_line == 2) ? "¡Õ" : " "), 3, 14);
- prt(format(" %s ¥Ö¥ì¥¹", (menu_line == 3) ? "¡Õ" : " "), 4, 14);
- prt(format(" %s ¾¤´", (menu_line == 4) ? "¡Õ" : " "), 5, 14);
- prt(format(" %s ¤½¤Î¾", (menu_line == 5) ? "¡Õ" : " "), 6, 14);
- prt("¤É¤Î¼ïÎà¤ÎËâË¡¤ò»È¤¤¤Þ¤¹¤«¡©", 0, 0);
+ prt(format(" %s ボルト", (menu_line == 1) ? "》" : " "), 2, 14);
+ prt(format(" %s ボール", (menu_line == 2) ? "》" : " "), 3, 14);
+ prt(format(" %s ブレス", (menu_line == 3) ? "》" : " "), 4, 14);
+ prt(format(" %s 召喚", (menu_line == 4) ? "》" : " "), 5, 14);
+ prt(format(" %s その他", (menu_line == 5) ? "》" : " "), 6, 14);
+ prt("どの種類の魔法を使いますか?", 0, 0);
#else
prt(format(" %s bolt", (menu_line == 1) ? "> " : " "), 2, 14);
prt(format(" %s ball", (menu_line == 2) ? "> " : " "), 3, 14);
}
else
{
-#ifdef JP
- sprintf(comment, "[A]¥Ü¥ë¥È, [B]¥Ü¡¼¥ë, [C]¥Ö¥ì¥¹, [D]¾¤´, [E]¤½¤Î¾:");
-#else
- sprintf(comment, "[A] bolt, [B] ball, [C] breath, [D] summoning, [E] others:");
-#endif
+ sprintf(comment, _("[A]ボルト, [B]ボール, [C]ブレス, [D]召喚, [E]その他:", "[A] bolt, [B] ball, [C] breath, [D] summoning, [E] others:"));
while (TRUE)
{
if (!get_com(comment, &ch, TRUE))
}
if (i == num)
{
-#ifdef JP
- msg_print("¤½¤Î¼ïÎà¤ÎËâË¡¤Ï³Ð¤¨¤Æ¤¤¤Ê¤¤¡ª");
-#else
- msg_print("You don't know any spell of this type.");
-#endif
+ msg_print(_("その種類の魔法は覚えていない!", "You don't know any spell of this type."));
return (FALSE);
}
/* Build a prompt (accept all spells) */
(void)strnfmt(out_val, 78,
-#ifdef JP
- "(%c-%c, '*'¤Ç°ìÍ÷, ESC) ¤É¤Î%s¤ò¾§¤¨¤Þ¤¹¤«¡©",
-#else
- "(%c-%c, *=List, ESC=exit) Use which %s? ",
-#endif
+ _("(%c-%c, '*'で一覧, ESC) どの%sを唱えますか?", "(%c-%c, *=List, ESC=exit) Use which %s? "),
I2A(0), I2A(num - 1), p);
if (use_menu) screen_save();
/* Display a list of spells */
prt("", y, x);
-#ifdef JP
-put_str("̾Á°", y, x + 5);
-#else
- put_str("Name", y, x + 5);
-#endif
-
-#ifdef JP
-put_str("MP ¼ºÎ¨ ¸ú²Ì", y, x + 33);
-#else
- put_str("SP Fail Info", y, x + 32);
-#endif
+ put_str(_("名前", "Name"), y, x + 5);
+ put_str(_("MP 失率 効果", "SP Fail Info"), y, x + 33);
/* Dump the spells */
if (use_menu)
{
-#ifdef JP
- if (i == (menu_line-1)) strcpy(psi_desc, " ¡Õ");
-#else
- if (i == (menu_line-1)) strcpy(psi_desc, " > ");
-#endif
+ if (i == (menu_line-1)) strcpy(psi_desc, _(" 》", " > "));
else strcpy(psi_desc, " ");
}
else sprintf(psi_desc, " %c)", I2A(i));
ask = isupper(choice);
/* Lowercase */
- if (ask) choice = tolower(choice);
+ if (ask) choice = (char)tolower(choice);
/* Extract request */
i = (islower(choice) ? A2I(choice) : -1);
char tmp_val[160];
/* Prompt */
-#ifdef JP
- (void) strnfmt(tmp_val, 78, "%s¤ÎËâË¡¤ò¾§¤¨¤Þ¤¹¤«¡©", monster_powers[spellnum[i]].name);
-#else
- (void)strnfmt(tmp_val, 78, "Use %s? ", monster_powers[spellnum[i]].name);
-#endif
-
+ (void) strnfmt(tmp_val, 78, _("%sの魔法を唱えますか?", "Use %s? "), monster_powers[spellnum[i]].name);
/* Belay that order */
if (!get_check(tmp_val)) continue;
#ifdef ALLOW_REPEAT /* TNB */
- repeat_push(*sn);
+ repeat_push((COMMAND_CODE)spellnum[i]);
#endif /* ALLOW_REPEAT -- TNB */
/*!
- * @brief ÀÄËâË¡¤Îȯư /
+ * @brief 青魔法の発動 /
* do_cmd_cast calls this function if the player's class is 'blue-mage'.
- * @param spell ȯư¤¹¤ë¥â¥ó¥¹¥¿¡¼¹¶·â¤ÎID
- * @param success TRUE¤ÏÀ®¸ù»þ¡¢FALSE¤Ï¼ºÇÔ»þ¤Î½èÍý¤ò¹Ô¤¦
- * @return ½èÍý¤ò¼Â¹Ô¤·¤¿¤éTRUE¡¢¥¥ã¥ó¥»¥ë¤·¤¿¾ì¹çFALSE¤òÊÖ¤¹¡£
+ * @param spell 発動するモンスター攻撃のID
+ * @param success TRUEは成功時、FALSEは失敗時の処理を行う
+ * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
*/
static bool cast_learned_spell(int spell, bool success)
{
- int dir;
- int plev = pseudo_plev();
- int summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
- int hp = p_ptr->chp;
- int damage = 0;
- bool pet = success;
- bool no_trump = FALSE;
- u32b p_mode, u_mode = 0L, g_mode;
+ DIRECTION dir;
+ PLAYER_LEVEL plev = pseudo_plev();
+ PLAYER_LEVEL summon_lev = p_ptr->lev * 2 / 3 + randint1(p_ptr->lev/2);
+ HIT_POINT damage = 0;
+ bool pet = success;
+ bool no_trump = FALSE;
+ BIT_FLAGS p_mode, u_mode = 0L, g_mode;
if (pet)
{
switch (spell)
{
case MS_SHRIEK:
- msg_print(_("¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£", "You make a high pitched shriek."));
+ msg_print(_("かん高い金切り声をあげた。", "You make a high pitched shriek."));
aggravate_monsters(0);
break;
case MS_XXX1:
break;
case MS_DISPEL:
{
- int m_idx;
+ MONSTER_IDX m_idx;
if (!target_set(TARGET_KILL)) return FALSE;
m_idx = cave[target_row][target_col].m_idx;
if (!m_idx) break;
if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(py, px, target_row, target_col)) break;
+ if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
dispel_monster_status(m_idx);
break;
}
case MS_ROCKET:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£", "You fire a rocket."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_ROCKET), plev, DAM_ROLL);
+ msg_print(_("ロケットを発射した。", "You fire a rocket."));
+ damage = monspell_bluemage_damage((MS_ROCKET), plev, DAM_ROLL);
fire_rocket(GF_ROCKET, dir, damage, 2);
break;
case MS_SHOOT:
{
- object_type *o_ptr = NULL;
-
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("Ìð¤òÊü¤Ã¤¿¡£", "You fire an arrow."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_SHOOT), plev, DAM_ROLL);
+ msg_print(_("矢を放った。", "You fire an arrow."));
+ damage = monspell_bluemage_damage((MS_SHOOT), plev, DAM_ROLL);
fire_bolt(GF_ARROW, dir, damage);
break;
}
case MS_BR_ACID:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe acid."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_ACID), plev, DAM_ROLL);
+ msg_print(_("酸のブレスを吐いた。", "You breathe acid."));
+ damage = monspell_bluemage_damage((MS_BR_ACID), plev, DAM_ROLL);
fire_ball(GF_ACID, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe lightning."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_ELEC), plev, DAM_ROLL);
+ msg_print(_("稲妻のブレスを吐いた。", "You breathe lightning."));
+ damage = monspell_bluemage_damage((MS_BR_ELEC), plev, DAM_ROLL);
fire_ball(GF_ELEC, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe fire."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_FIRE), plev, DAM_ROLL);
+ msg_print(_("火炎のブレスを吐いた。", "You breathe fire."));
+ damage = monspell_bluemage_damage((MS_BR_FIRE), plev, DAM_ROLL);
fire_ball(GF_FIRE, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_COLD:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe frost."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_COLD), plev, DAM_ROLL);
+ msg_print(_("冷気のブレスを吐いた。", "You breathe frost."));
+ damage = monspell_bluemage_damage((MS_BR_COLD), plev, DAM_ROLL);
fire_ball(GF_COLD, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_POIS:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe gas."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_POIS), plev, DAM_ROLL);
+ msg_print(_("ガスのブレスを吐いた。", "You breathe gas."));
+ damage = monspell_bluemage_damage((MS_BR_POIS), plev, DAM_ROLL);
fire_ball(GF_POIS, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe nether."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_NETH), plev, DAM_ROLL);
+ msg_print(_("地獄のブレスを吐いた。", "You breathe nether."));
+ damage = monspell_bluemage_damage((MS_BR_NETHER), plev, DAM_ROLL);
fire_ball(GF_NETHER, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_LITE:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe light."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_LITE), plev, DAM_ROLL);
+ msg_print(_("閃光のブレスを吐いた。", "You breathe light."));
+ damage = monspell_bluemage_damage((MS_BR_LITE), plev, DAM_ROLL);
fire_ball(GF_LITE, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_DARK:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe darkness."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_DARK), plev, DAM_ROLL);
+ msg_print(_("暗黒のブレスを吐いた。", "You breathe darkness."));
+ damage = monspell_bluemage_damage((MS_BR_DARK), plev, DAM_ROLL);
fire_ball(GF_DARK, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_CONF:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe confusion."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_CONF), plev, DAM_ROLL);
+ msg_print(_("混乱のブレスを吐いた。", "You breathe confusion."));
+ damage = monspell_bluemage_damage((MS_BR_CONF), plev, DAM_ROLL);
fire_ball(GF_CONFUSION, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_SOUND:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe sound."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_SOUN), plev, DAM_ROLL);
+ msg_print(_("轟音のブレスを吐いた。", "You breathe sound."));
+ damage = monspell_bluemage_damage((MS_BR_SOUND), plev, DAM_ROLL);
fire_ball(GF_SOUND, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe chaos."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_CHAO), plev, DAM_ROLL);
+ msg_print(_("カオスのブレスを吐いた。", "You breathe chaos."));
+ damage = monspell_bluemage_damage((MS_BR_CHAOS), plev, DAM_ROLL);
fire_ball(GF_CHAOS, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_DISEN:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe disenchantment."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_DISE), plev, DAM_ROLL);
+ msg_print(_("劣化のブレスを吐いた。", "You breathe disenchantment."));
+ damage = monspell_bluemage_damage((MS_BR_DISEN), plev, DAM_ROLL);
fire_ball(GF_DISENCHANT, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_NEXUS:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe nexus."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_NEXU), plev, DAM_ROLL);
+ msg_print(_("因果混乱のブレスを吐いた。", "You breathe nexus."));
+ damage = monspell_bluemage_damage((MS_BR_NEXUS), plev, DAM_ROLL);
fire_ball(GF_NEXUS, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_TIME:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe time."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_TIME), plev, DAM_ROLL);
+ msg_print(_("時間逆転のブレスを吐いた。", "You breathe time."));
+ damage = monspell_bluemage_damage((MS_BR_TIME), plev, DAM_ROLL);
fire_ball(GF_TIME, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_INERTIA:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£", "You breathe inertia."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_INER), plev, DAM_ROLL);
- fire_ball(GF_INERTIA, dir, damage, (plev > 40 ? -3 : -2));
+ msg_print(_("遅鈍のブレスを吐いた。", "You breathe inertia."));
+ damage = monspell_bluemage_damage((MS_BR_INERTIA), plev, DAM_ROLL);
+ fire_ball(GF_INERTIAL, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_GRAVITY:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", "You breathe gravity."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_GRAV), plev, DAM_ROLL);
+ msg_print(_("重力のブレスを吐いた。", "You breathe gravity."));
+ damage = monspell_bluemage_damage((MS_BR_GRAVITY), plev, DAM_ROLL);
fire_ball(GF_GRAVITY, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_SHARDS:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£", "You breathe shards."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_SHAR), plev, DAM_ROLL);
+ msg_print(_("破片のブレスを吐いた。", "You breathe shards."));
+ damage = monspell_bluemage_damage((MS_BR_SHARDS), plev, DAM_ROLL);
fire_ball(GF_SHARDS, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_PLASMA:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe plasma."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_PLAS), plev, DAM_ROLL);
+ msg_print(_("プラズマのブレスを吐いた。", "You breathe plasma."));
+ damage = monspell_bluemage_damage((MS_BR_PLASMA), plev, DAM_ROLL);
fire_ball(GF_PLASMA, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_FORCE:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe force."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_WALL), plev, DAM_ROLL);
+ msg_print(_("フォースのブレスを吐いた。", "You breathe force."));
+ damage = monspell_bluemage_damage((MS_BR_FORCE), plev, DAM_ROLL);
fire_ball(GF_FORCE, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BR_MANA:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£", "You breathe mana."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_MANA), plev, DAM_ROLL);
+ msg_print(_("魔力のブレスを吐いた。", "You breathe mana."));
+ damage = monspell_bluemage_damage((MS_BR_MANA), plev, DAM_ROLL);
fire_ball(GF_MANA, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BALL_NUKE:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("Êü¼Íǽµå¤òÊü¤Ã¤¿¡£", "You cast a ball of radiation."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BA_NUKE), plev, DAM_ROLL);
+ msg_print(_("放射能球を放った。", "You cast a ball of radiation."));
+ damage = monspell_bluemage_damage((MS_BALL_NUKE), plev, DAM_ROLL);
fire_ball(GF_NUKE, dir, damage, 2);
break;
case MS_BR_NUKE:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe toxic waste."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_NUKE), plev, DAM_ROLL);
+ msg_print(_("放射性廃棄物のブレスを吐いた。", "You breathe toxic waste."));
+ damage = monspell_bluemage_damage((MS_BR_NUKE), plev, DAM_ROLL);
fire_ball(GF_NUKE, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BALL_CHAOS:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£", "You invoke a raw Logrus."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BA_CHAO), plev, DAM_ROLL);
+ msg_print(_("純ログルスを放った。", "You invoke a raw Logrus."));
+ damage = monspell_bluemage_damage((MS_BALL_CHAOS), plev, DAM_ROLL);
fire_ball(GF_CHAOS, dir, damage, 4);
break;
case MS_BR_DISI:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ʬ²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe disintegration."));
- damage = monspell_bluemage_damage(monspell_num(RF4_SPELL_START, RF4_BR_DISI), plev, DAM_ROLL);
+ msg_print(_("分解のブレスを吐いた。", "You breathe disintegration."));
+ damage = monspell_bluemage_damage((MS_BR_DISI), plev, DAM_ROLL);
fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 40 ? -3 : -2));
break;
case MS_BALL_ACID:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast an acid ball."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BA_ACID), plev, DAM_ROLL);
+ msg_print(_("アシッド・ボールの呪文を唱えた。", "You cast an acid ball."));
+ damage = monspell_bluemage_damage((MS_BALL_ACID), plev, DAM_ROLL);
fire_ball(GF_ACID, dir, damage, 2);
break;
case MS_BALL_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a lightning ball."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BA_ELEC), plev, DAM_ROLL);
+ msg_print(_("サンダー・ボールの呪文を唱えた。", "You cast a lightning ball."));
+ damage = monspell_bluemage_damage((MS_BALL_ELEC), plev, DAM_ROLL);
fire_ball(GF_ELEC, dir, damage, 2);
break;
case MS_BALL_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a fire ball."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BA_FIRE), plev, DAM_ROLL);
+ msg_print(_("ファイア・ボールの呪文を唱えた。", "You cast a fire ball."));
+ damage = monspell_bluemage_damage((MS_BALL_FIRE), plev, DAM_ROLL);
fire_ball(GF_FIRE, dir, damage, 2);
break;
case MS_BALL_COLD:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a frost ball."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BA_COLD), plev, DAM_ROLL);
+ msg_print(_("アイス・ボールの呪文を唱えた。", "You cast a frost ball."));
+ damage = monspell_bluemage_damage((MS_BALL_COLD), plev, DAM_ROLL);
fire_ball(GF_COLD, dir, damage, 2);
break;
case MS_BALL_POIS:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a stinking cloud."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BA_POIS), plev, DAM_ROLL);
+ msg_print(_("悪臭雲の呪文を唱えた。", "You cast a stinking cloud."));
+ damage = monspell_bluemage_damage((MS_BALL_POIS), plev, DAM_ROLL);
fire_ball(GF_POIS, dir, damage, 2);
break;
case MS_BALL_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a nether ball."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BA_NETH), plev, DAM_ROLL);
+ msg_print(_("地獄球の呪文を唱えた。", "You cast a nether ball."));
+ damage = monspell_bluemage_damage((MS_BALL_NETHER), plev, DAM_ROLL);
fire_ball(GF_NETHER, dir, damage, 2);
break;
case MS_BALL_WATER:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ή¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£", "You gesture fluidly."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BA_WATE), plev, DAM_ROLL);
+ msg_print(_("流れるような身振りをした。", "You gesture fluidly."));
+ damage = monspell_bluemage_damage((MS_BALL_WATER), plev, DAM_ROLL);
fire_ball(GF_WATER, dir, damage, 4);
break;
case MS_BALL_MANA:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "You invoke a mana storm."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BA_MANA), plev, DAM_ROLL);
+ msg_print(_("魔力の嵐の呪文を念じた。", "You invoke a mana storm."));
+ damage = monspell_bluemage_damage((MS_BALL_MANA), plev, DAM_ROLL);
fire_ball(GF_MANA, dir, damage, 4);
break;
case MS_BALL_DARK:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "You invoke a darkness storm."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BA_DARK), plev, DAM_ROLL);
+ msg_print(_("暗黒の嵐の呪文を念じた。", "You invoke a darkness storm."));
+ damage = monspell_bluemage_damage((MS_BALL_DARK), plev, DAM_ROLL);
fire_ball(GF_DARK, dir, damage, 4);
break;
case MS_DRAIN_MANA:
if (!get_aim_dir(&dir)) return FALSE;
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_DRAIN_MANA), plev, DAM_ROLL);
+ damage = monspell_bluemage_damage((MS_DRAIN_MANA), plev, DAM_ROLL);
fire_ball_hide(GF_DRAIN_MANA, dir, damage, 0);
break;
case MS_MIND_BLAST:
if (!get_aim_dir(&dir)) return FALSE;
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_MIND_BLAST), plev, DAM_ROLL);
+ damage = monspell_bluemage_damage((MS_MIND_BLAST), plev, DAM_ROLL);
fire_ball_hide(GF_MIND_BLAST, dir, damage, 0);
break;
case MS_BRAIN_SMASH:
if (!get_aim_dir(&dir)) return FALSE;
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BRAIN_SMASH), plev, DAM_ROLL);
+ damage = monspell_bluemage_damage((MS_BRAIN_SMASH), plev, DAM_ROLL);
fire_ball_hide(GF_BRAIN_SMASH, dir, damage, 0);
break;
case MS_CAUSE_1:
if (!get_aim_dir(&dir)) return FALSE;
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_CAUSE_1), plev, DAM_ROLL);
+ damage = monspell_bluemage_damage((MS_CAUSE_1), plev, DAM_ROLL);
fire_ball_hide(GF_CAUSE_1, dir, damage, 0);
break;
case MS_CAUSE_2:
if (!get_aim_dir(&dir)) return FALSE;
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_CAUSE_2), plev, DAM_ROLL);
+ damage = monspell_bluemage_damage((MS_CAUSE_2), plev, DAM_ROLL);
fire_ball_hide(GF_CAUSE_2, dir, damage, 0);
break;
case MS_CAUSE_3:
if (!get_aim_dir(&dir)) return FALSE;
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_CAUSE_3), plev, DAM_ROLL);
+ damage = monspell_bluemage_damage((MS_CAUSE_3), plev, DAM_ROLL);
fire_ball_hide(GF_CAUSE_3, dir, damage, 0);
break;
case MS_CAUSE_4:
if (!get_aim_dir(&dir)) return FALSE;
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_CAUSE_4), plev, DAM_ROLL);
+ damage = monspell_bluemage_damage((MS_CAUSE_4), plev, DAM_ROLL);
fire_ball_hide(GF_CAUSE_4, dir, damage, 0);
break;
case MS_BOLT_ACID:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast an acid bolt."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BO_ACID), plev, DAM_ROLL);
+ msg_print(_("アシッド・ボルトの呪文を唱えた。", "You cast an acid bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_ACID), plev, DAM_ROLL);
fire_bolt(GF_ACID, dir, damage);
break;
case MS_BOLT_ELEC:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a lightning bolt."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BO_ELEC), plev, DAM_ROLL);
+ msg_print(_("サンダー・ボルトの呪文を唱えた。", "You cast a lightning bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_ELEC), plev, DAM_ROLL);
fire_bolt(GF_ELEC, dir, damage);
break;
case MS_BOLT_FIRE:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a fire bolt."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BO_FIRE), plev, DAM_ROLL);
+ msg_print(_("ファイア・ボルトの呪文を唱えた。", "You cast a fire bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_FIRE), plev, DAM_ROLL);
fire_bolt(GF_FIRE, dir, damage);
break;
case MS_BOLT_COLD:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a frost bolt."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BO_COLD), plev, DAM_ROLL);
+ msg_print(_("アイス・ボルトの呪文を唱えた。", "You cast a frost bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_COLD), plev, DAM_ROLL);
fire_bolt(GF_COLD, dir, damage);
break;
case MS_STARBURST:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£", "You invoke a starburst."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BA_LITE), plev, DAM_ROLL);
+ msg_print(_("スターバーストの呪文を念じた。", "You invoke a starburst."));
+ damage = monspell_bluemage_damage((MS_STARBURST), plev, DAM_ROLL);
fire_ball(GF_LITE, dir, damage, 4);
break;
case MS_BOLT_NETHER:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a nether bolt."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BO_NETH), plev, DAM_ROLL);
+ msg_print(_("地獄の矢の呪文を唱えた。", "You cast a nether bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_NETHER), plev, DAM_ROLL);
fire_bolt(GF_NETHER, dir, damage);
break;
case MS_BOLT_WATER:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a water bolt."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BO_WATE), plev, DAM_ROLL);
+ msg_print(_("ウォーター・ボルトの呪文を唱えた。", "You cast a water bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_WATER), plev, DAM_ROLL);
fire_bolt(GF_WATER, dir, damage);
break;
case MS_BOLT_MANA:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a mana bolt."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BO_MANA), plev, DAM_ROLL);
+ msg_print(_("魔力の矢の呪文を唱えた。", "You cast a mana bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_MANA), plev, DAM_ROLL);
fire_bolt(GF_MANA, dir, damage);
break;
case MS_BOLT_PLASMA:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a plasma bolt."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BO_PLAS), plev, DAM_ROLL);
+ msg_print(_("プラズマ・ボルトの呪文を唱えた。", "You cast a plasma bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_PLASMA), plev, DAM_ROLL);
fire_bolt(GF_PLASMA, dir, damage);
break;
case MS_BOLT_ICE:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a ice bolt."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_BO_ICEE), plev, DAM_ROLL);
+ msg_print(_("極寒の矢の呪文を唱えた。", "You cast a ice bolt."));
+ damage = monspell_bluemage_damage((MS_BOLT_ICE), plev, DAM_ROLL);
fire_bolt(GF_ICE, dir, damage);
break;
case MS_MAGIC_MISSILE:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a magic missile."));
- damage = monspell_bluemage_damage(monspell_num(RF5_SPELL_START, RF5_MISSILE), plev, DAM_ROLL);
+ msg_print(_("マジック・ミサイルの呪文を唱えた。", "You cast a magic missile."));
+ damage = monspell_bluemage_damage((MS_MAGIC_MISSILE), plev, DAM_ROLL);
fire_bolt(GF_MISSILE, dir, damage);
break;
case MS_SCARE:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£", "You cast a fearful illusion."));
+ msg_print(_("恐ろしげな幻覚を作り出した。", "You cast a fearful illusion."));
fear_monster(dir, plev+10);
break;
case MS_BLIND:
case MS_CONF:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("ͶÏÇŪ¤Ê¸¸³Ð¤ò¤Ä¤¯¤ê½Ð¤·¤¿¡£", "You cast a mesmerizing illusion."));
+ msg_print(_("誘惑的な幻覚をつくり出した。", "You cast a mesmerizing illusion."));
confuse_monster(dir, plev * 2);
break;
case MS_SLOW:
{
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª", "You invoke the Hand of Doom!"));
+ msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 0);
break;
}
case MS_HEAL:
- msg_print(_("¼«Ê¬¤Î½ý¤ËÇ°¤ò½¸Ã椷¤¿¡£", "You concentrate on your wounds!"));
+ msg_print(_("自分の傷に念を集中した。", "You concentrate on your wounds!"));
(void)hp_player(plev*4);
(void)set_stun(0);
(void)set_cut(0);
break;
case MS_INVULNER:
- msg_print(_("̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a Globe of Invulnerability."));
+ msg_print(_("無傷の球の呪文を唱えた。", "You cast a Globe of Invulnerability."));
(void)set_invuln(randint1(4) + 4, FALSE);
break;
case MS_BLINK:
break;
case MS_WORLD:
world_player = TRUE;
- msg_print(_("¡Ö»þ¤è¡ª¡×", "'Time!'"));
+ msg_print(_("「時よ!」", "'Time!'"));
msg_print(NULL);
/* Hack */
if (!target_set(TARGET_KILL)) return FALSE;
if (!cave[target_row][target_col].m_idx) break;
if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(py, px, target_row, target_col)) break;
+ if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
m_ptr = &m_list[cave[target_row][target_col].m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
if ((r_ptr->flags1 & (RF1_UNIQUE)) || (r_ptr->flagsr & RFR_RES_ALL))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
- msg_format(_("%s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", "%s is unaffected!"), m_name);
+ msg_format(_("%sには効果がなかった!", "%s is unaffected!"), m_name);
break;
}
else if (r_ptr->level > randint1(100))
{
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
- msg_format(_("%s¤Ë¤ÏÂÑÀ¤¬¤¢¤ë¡ª", "%s resists!"), m_name);
+ msg_format(_("%sには耐性がある!", "%s resists!"), m_name);
break;
}
}
- msg_format(_("%s¤ò°ú¤Ìᤷ¤¿¡£", "You command %s to return."), m_name);
- teleport_monster_to(cave[target_row][target_col].m_idx, py, px, 100, TELEPORT_PASSIVE);
+ msg_format(_("%sを引き戻した。", "You command %s to return."), m_name);
+ teleport_monster_to(cave[target_row][target_col].m_idx, p_ptr->y, p_ptr->x, 100, TELEPORT_PASSIVE);
break;
}
case MS_TELE_AWAY:
break;
case MS_TELE_LEVEL:
{
- int target_m_idx;
+ MONSTER_IDX target_m_idx;
monster_type *m_ptr;
monster_race *r_ptr;
char m_name[80];
target_m_idx = cave[target_row][target_col].m_idx;
if (!target_m_idx) break;
if (!player_has_los_bold(target_row, target_col)) break;
- if (!projectable(py, px, target_row, target_col)) break;
+ if (!projectable(p_ptr->y, p_ptr->x, target_row, target_col)) break;
m_ptr = &m_list[target_m_idx];
r_ptr = &r_info[m_ptr->r_idx];
monster_desc(m_name, m_ptr, 0);
- msg_format(_("%^s¤Î¤ò»Ø¤µ¤·¤¿¡£", "You gesture at %^s's feet."), m_name);
+ msg_format(_("%^sの足を指さした。", "You gesture at %^s's feet."), m_name);
if ((r_ptr->flagsr & (RFR_EFF_RES_NEXU_MASK | RFR_RES_TELE)) ||
(r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint1(50) > plev + randint1(60)))
{
- msg_format(_("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª", "%^s is unaffected!"), m_name);
+ msg_format(_("しかし効果がなかった!", "%^s is unaffected!"), m_name);
}
else teleport_level(target_m_idx);
break;
case MS_PSY_SPEAR:
if (!get_aim_dir(&dir)) return FALSE;
- msg_print(_("¸÷¤Î·õ¤òÊü¤Ã¤¿¡£", "You throw a psycho-spear."));
- damage = monspell_bluemage_damage(monspell_num(RF6_SPELL_START, RF6_PSY_SPEAR), plev, DAM_ROLL);
+ msg_print(_("光の剣を放った。", "You throw a psycho-spear."));
+ damage = monspell_bluemage_damage((MS_PSY_SPEAR), plev, DAM_ROLL);
(void)fire_beam(GF_PSY_SPEAR, dir, damage);
break;
case MS_DARKNESS:
- msg_print(_("°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£", "You gesture in shadow."));
+ msg_print(_("暗闇の中で手を振った。", "You gesture in shadow."));
(void)unlite_area(10, 3);
break;
case MS_MAKE_TRAP:
if (!target_set(TARGET_KILL)) return FALSE;
- msg_print(_("¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£", "You cast a spell and cackle evilly."));
+ msg_print(_("呪文を唱えて邪悪に微笑んだ。", "You cast a spell and cackle evilly."));
trap_creation(target_row, target_col);
break;
case MS_FORGET:
- msg_print(_("¤·¤«¤·²¿¤âµ¯¤¤Ê¤«¤Ã¤¿¡£", "Nothing happen."));
+ msg_print(_("しかし何も起きなかった。", "Nothing happen."));
break;
case MS_RAISE_DEAD:
- msg_print(_("»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£", "You cast a animate dead."));
- (void)animate_dead(0, py, px);
+ msg_print(_("死者復活の呪文を唱えた。", "You cast a animate dead."));
+ (void)animate_dead(0, p_ptr->y, p_ptr->x);
break;
case MS_S_KIN:
{
int k;
- msg_print(_("±ç·³¤ò¾¤´¤·¤¿¡£", "You summon minions."));
+ msg_print(_("援軍を召喚した。", "You summon minions."));
for (k = 0;k < 1; k++)
{
- if (summon_kin_player(summon_lev, py, px, (pet ? PM_FORCE_PET : 0L)))
+ if (summon_kin_player(summon_lev, p_ptr->y, p_ptr->x, (pet ? PM_FORCE_PET : 0L)))
{
- if (!pet) msg_print(_("¾¤´¤µ¤ì¤¿Ãç´Ö¤ÏÅܤäƤ¤¤ë¡ª", "Summoned fellows are angry!"));
+ if (!pet) msg_print(_("召喚された仲間は怒っている!", "Summoned fellows are angry!"));
}
else
{
{
int k;
- msg_print(_("¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª", "You summon a Cyberdemon!"));
+ msg_print(_("サイバーデーモンを召喚した!", "You summon a Cyberdemon!"));
for (k = 0 ;k < 1 ; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_CYBER, p_mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_CYBER, p_mode))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª", "The summoned Cyberdemon are angry!"));
+ msg_print(_("召喚されたサイバーデーモンは怒っている!", "The summoned Cyberdemon are angry!"));
}
else
{
case MS_S_MONSTER:
{
int k;
- msg_print(_("Ãç´Ö¤ò¾¤´¤·¤¿¡£", "You summon help."));
+ msg_print(_("仲間を召喚した。", "You summon help."));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, p_mode))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, p_mode))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª", "The summoned monster is angry!"));
+ msg_print(_("召喚されたモンスターは怒っている!", "The summoned monster is angry!"));
}
else
{
case MS_S_MONSTERS:
{
int k;
- msg_print(_("¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª", "You summon monsters!"));
+ msg_print(_("モンスターを召喚した!", "You summon monsters!"));
for (k = 0;k < plev / 15 + 2; k++)
- if(summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, (p_mode | u_mode)))
+ if(summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, 0, (p_mode | u_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª", "The summoned monsters are angry!"));
+ msg_print(_("召喚されたモンスターは怒っている!", "The summoned monsters are angry!"));
}
else
{
case MS_S_ANT:
{
int k;
- msg_print(_("¥¢¥ê¤ò¾¤´¤·¤¿¡£", "You summon ants."));
+ msg_print(_("アリを召喚した。", "You summon ants."));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANT, (PM_ALLOW_GROUP | p_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥¢¥ê¤ÏÅܤäƤ¤¤ë¡ª", "The summoned ants are angry!"));
+ msg_print(_("召喚されたアリは怒っている!", "The summoned ants are angry!"));
}
else
{
case MS_S_SPIDER:
{
int k;
- msg_print(_("ÃØéá¤ò¾¤´¤·¤¿¡£", "You summon spiders."));
+ msg_print(_("蜘蛛を召喚した。", "You summon spiders."));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_SPIDER, (PM_ALLOW_GROUP | p_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿ÃØéá¤ÏÅܤäƤ¤¤ë¡ª", "Summoned spiders are angry!"));
+ msg_print(_("召喚された蜘蛛は怒っている!", "Summoned spiders are angry!"));
}
else
{
case MS_S_HOUND:
{
int k;
- msg_print(_("¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£", "You summon hounds."));
+ msg_print(_("ハウンドを召喚した。", "You summon hounds."));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HOUND, (PM_ALLOW_GROUP | p_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥Ï¥¦¥ó¥É¤ÏÅܤäƤ¤¤ë¡ª", "Summoned hounds are angry!"));
+ msg_print(_("召喚されたハウンドは怒っている!", "Summoned hounds are angry!"));
}
else
{
case MS_S_HYDRA:
{
int k;
- msg_print(_("¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£", "You summon a hydras."));
+ msg_print(_("ヒドラを召喚した。", "You summon a hydras."));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HYDRA, (g_mode | p_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥Ò¥É¥é¤ÏÅܤäƤ¤¤ë¡ª", "Summoned hydras are angry!"));
+ msg_print(_("召喚されたヒドラは怒っている!", "Summoned hydras are angry!"));
}
else
{
case MS_S_ANGEL:
{
int k;
- msg_print(_("Å·»È¤ò¾¤´¤·¤¿¡ª", "You summon an angel!"));
+ msg_print(_("天使を召喚した!", "You summon an angel!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_ANGEL, (g_mode | p_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿Å·»È¤ÏÅܤäƤ¤¤ë¡ª", "Summoned angels are angry!"));
+ msg_print(_("召喚された天使は怒っている!", "Summoned angels are angry!"));
}
else
{
case MS_S_DEMON:
{
int k;
- msg_print(_("º®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª", "You summon a demon from the Courts of Chaos!"));
+ msg_print(_("混沌の宮廷から悪魔を召喚した!", "You summon a demon from the Courts of Chaos!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DEMON, (g_mode | p_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª", "Summoned demons are angry!"));
+ msg_print(_("召喚されたデーモンは怒っている!", "Summoned demons are angry!"));
}
else
{
case MS_S_UNDEAD:
{
int k;
- msg_print(_("¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª", "You summon an undead adversary!"));
+ msg_print(_("アンデッドの強敵を召喚した!", "You summon an undead adversary!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNDEAD, (g_mode | p_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª", "Summoned undeads are angry!"));
+ msg_print(_("召喚されたアンデッドは怒っている!", "Summoned undeads are angry!"));
}
else
{
case MS_S_DRAGON:
{
int k;
- msg_print(_("¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", "You summon a dragon!"));
+ msg_print(_("ドラゴンを召喚した!", "You summon a dragon!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_DRAGON, (g_mode | p_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª", "Summoned dragons are angry!"));
+ msg_print(_("召喚されたドラゴンは怒っている!", "Summoned dragons are angry!"));
}
else
{
case MS_S_HI_UNDEAD:
{
int k;
- msg_print(_("¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª", "You summon a greater undead!"));
+ msg_print(_("強力なアンデッドを召喚した!", "You summon a greater undead!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | u_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª", "Summoned greater undeads are angry!"));
+ msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!"));
}
else
{
case MS_S_HI_DRAGON:
{
int k;
- msg_print(_("¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª", "You summon an ancient dragon!"));
+ msg_print(_("古代ドラゴンを召喚した!", "You summon an ancient dragon!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_DRAGON, (g_mode | p_mode | u_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¸ÅÂå¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª", "Summoned ancient dragons are angry!"));
+ msg_print(_("召喚された古代ドラゴンは怒っている!", "Summoned ancient dragons are angry!"));
}
else
{
case MS_S_AMBERITE:
{
int k;
- msg_print(_("¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ò¾¤´¤·¤¿¡ª", "You summon a Lord of Amber!"));
+ msg_print(_("アンバーの王族を召喚した!", "You summon a Lord of Amber!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_AMBERITES, (g_mode | p_mode | u_mode)))
{
if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥¢¥ó¥Ð¡¼¤Î²¦Â²¤ÏÅܤäƤ¤¤ë¡ª", "Summoned Lords of Amber are angry!"));
+ msg_print(_("召喚されたアンバーの王族は怒っている!", "Summoned Lords of Amber are angry!"));
}
else
{
case MS_S_UNIQUE:
{
int k, count = 0;
- msg_print(_("ÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª", "You summon a special opponent!"));
+ msg_print(_("特別な強敵を召喚した!", "You summon a special opponent!"));
for (k = 0;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_UNIQUE, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
{
count++;
- if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¥æ¥Ë¡¼¥¯¡¦¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª", "Summoned special opponents are angry!"));
+ if (!pet)
+ msg_print(_("召喚されたユニーク・モンスターは怒っている!", "Summoned special opponents are angry!"));
}
for (k = count;k < 1; k++)
- if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, summon_lev, SUMMON_HI_UNDEAD, (g_mode | p_mode | PM_ALLOW_UNIQUE)))
{
count++;
- if (!pet)
- msg_print(_("¾¤´¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª", "Summoned greater undeads are angry!"));
+ if (!pet)
+ msg_print(_("召喚された上級アンデッドは怒っている!", "Summoned greater undeads are angry!"));
}
if (!count)
{
}
if (no_trump)
{
- msg_print(_("²¿¤â¸½¤ì¤Ê¤«¤Ã¤¿¡£", "No one have appeared."));
+ msg_print(_("何も現れなかった。", "No one have appeared."));
}
return TRUE;
}
/*!
- * @brief ÀÄËâË¡¥³¥Þ¥ó¥É¤Î¥á¥¤¥ó¥ë¡¼¥Á¥ó /
+ * @brief 青魔法コマンドのメインルーチン /
* do_cmd_cast calls this function if the player's class is 'Blue-Mage'.
- * @return ½èÍý¤ò¼Â¹Ô¤·¤¿¤éTRUE¡¢¥¥ã¥ó¥»¥ë¤·¤¿¾ì¹çFALSE¤òÊÖ¤¹¡£
+ * @return 処理を実行したらTRUE、キャンセルした場合FALSEを返す。
*/
bool do_cmd_cast_learned(void)
{
- int n = 0;
- int chance;
- int minfail = 0;
- int plev = p_ptr->lev;
- monster_power spell;
- bool cast;
- int need_mana;
+ SPELL_IDX n = 0;
+ PERCENTAGE chance;
+ PERCENTAGE minfail = 0;
+ PLAYER_LEVEL plev = p_ptr->lev;
+ monster_power spell;
+ bool cast;
+ MANA_POINT need_mana;
/* not if confused */
if (p_ptr->confused)
{
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤Æ¾§¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You are too confused!");
-#endif
-
+ msg_print(_("混乱していて唱えられない!", "You are too confused!"));
return TRUE;
}
if (need_mana > p_ptr->csp)
{
/* Warning */
-#ifdef JP
-msg_print("£Í£Ð¤¬Â¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You do not have enough mana to use this power.");
-#endif
-
+ msg_print(_("MPが足りません。", "You do not have enough mana to use this power."));
if (!over_exert) return FALSE;
/* Verify */
-#ifdef JP
-if (!get_check("¤½¤ì¤Ç¤âÄ©À路¤Þ¤¹¤«? ")) return FALSE;
-#else
- if (!get_check("Attempt it anyway? ")) return FALSE;
-#endif
-
+ if (!get_check(_("それでも挑戦しますか? ", "Attempt it anyway? "))) return FALSE;
}
/* Spell failure chance */
if (randint0(100) < chance)
{
if (flush_failure) flush();
-#ifdef JP
-msg_print("ËâË¡¤ò¤¦¤Þ¤¯¾§¤¨¤é¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You failed to concentrate hard enough!");
-#endif
+ msg_print(_("魔法をうまく唱えられなかった。", "You failed to concentrate hard enough!"));
sound(SOUND_FAIL);
p_ptr->csp_frac = 0;
/* Message */
-#ifdef JP
-msg_print("Àº¿À¤ò½¸Ã椷¤¹¤®¤Æµ¤¤ò¼º¤Ã¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You faint from the effort!");
-#endif
-
+ msg_print(_("精神を集中しすぎて気を失ってしまった!", "You faint from the effort!"));
/* Hack -- Bypass free action */
(void)set_paralyzed(p_ptr->paralyzed + randint1(5 * oops + 1));
bool perm = (randint0(100) < 25);
/* Message */
-#ifdef JP
-msg_print("ÂΤò°¤¯¤·¤Æ¤·¤Þ¤Ã¤¿¡ª");
-#else
- msg_print("You have damaged your health!");
-#endif
-
+ msg_print(_("体を悪くしてしまった!", "You have damaged your health!"));
/* Reduce constitution */
(void)dec_stat(A_CON, 15 + randint1(10), perm);
}
/* Take a turn */
- energy_use = 100;
+ p_ptr->energy_use = 100;
/* Window stuff */
p_ptr->redraw |= (PR_MANA);
}
/*!
- * @brief ÀÄËâË¡¤Î¥é¡¼¥Ë¥ó¥°È½Äê¤ÈÀ®¸ù¤·¤¿¾ì¹ç¤Î¥é¡¼¥Ë¥ó¥°½èÍý
- * @param monspell ¥é¡¼¥Ë¥ó¥°¤ò»î¤ß¤ë¥â¥ó¥¹¥¿¡¼¹¶·â¤ÎID
- * @return ¤Ê¤·
+ * @brief 青魔法のラーニング判定と成功した場合のラーニング処理
+ * @param monspell ラーニングを試みるモンスター攻撃のID
+ * @return なし
*/
void learn_spell(int monspell)
{
if (randint1(p_ptr->lev + 70) > monster_powers[monspell].level + 40)
{
p_ptr->magic_num2[monspell] = 1;
-#ifdef JP
- msg_format("%s¤ò³Ø½¬¤·¤¿¡ª", monster_powers[monspell].name);
-#else
- msg_format("You have learned %s!", monster_powers[monspell].name);
-#endif
+ msg_format(_("%sを学習した!", "You have learned %s!"), monster_powers[monspell].name);
gain_exp(monster_powers[monspell].level * monster_powers[monspell].smana);
/* Sound */
/*!
- * @brief ¥â¥ó¥¹¥¿¡¼ÆüìǽÎϤΥե饰ÇÛÎ󤫤éÆÃÄê¾ò·ï¤ÎËâË¡¤À¤±¤òÈ´¤½Ð¤¹½èÍý
+ * @brief モンスター特殊能力のフラグ配列から特定条件の魔法だけを抜き出す処理
* Extract monster spells mask for the given mode
- * @param f4 ¥â¥ó¥¹¥¿¡¼ÆüìǽÎϤÎ4ÈÖÌܤΥե饰ÇÛÎó
- * @param f5 ¥â¥ó¥¹¥¿¡¼ÆüìǽÎϤÎ5ÈÖÌܤΥե饰ÇÛÎó
- * @param f6 ¥â¥ó¥¹¥¿¡¼ÆüìǽÎϤÎ6ÈÖÌܤΥե饰ÇÛÎó
- * @param mode È´¤½Ð¤·¤¿¤¤¾ò·ï
- * @return ¤Ê¤·
+ * @param f4 モンスター特殊能力の4番目のフラグ配列
+ * @param f5 モンスター特殊能力の5番目のフラグ配列
+ * @param f6 モンスター特殊能力の6番目のフラグ配列
+ * @param mode 抜き出したい条件
+ * @return なし
*/
/*
*/
-void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, int mode)
+void set_rf_masks(s32b *f4, s32b *f5, s32b *f6, BIT_FLAGS mode)
{
switch (mode)
{