dispel_player(target_ptr);
if (target_ptr->riding) dispel_monster_status(target_ptr, target_ptr->riding);
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_print(_("やりやがったな!", ""));
else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
_("%^sが自分の体に念を送った。", format("%%^s concentrates on %s body.", m_poss)),
target_ptr->blind > 0, TARGET_TYPE);
- /* Allow quick speed increases to base+10 */
if (set_monster_fast(target_ptr, m_idx, MON_FAST(m_ptr) + 100))
{
if (TARGET_TYPE == MONSTER_TO_PLAYER ||
_("%^sは自分の傷に念を集中した。", format("%%^s concentrates on %s wounds.", m_poss)),
target_ptr->blind > 0, TARGET_TYPE);
- /* Heal some */
m_ptr->hp += (rlev * 6);
-
- /* Fully healed */
if (m_ptr->hp >= m_ptr->maxhp)
{
/* Fully healed */
_("%^sは完全に治った!", "%^s looks completely healed!"),
!seen, TARGET_TYPE);
}
-
- /* Partially healed */
else
{
monspell_message_base(target_ptr, m_idx, t_idx,
!seen, TARGET_TYPE);
}
- /* Redraw (later) if needed */
if (target_ptr->health_who == m_idx) target_ptr->redraw |= (PR_HEALTH);
if (target_ptr->riding == m_idx) target_ptr->redraw |= (PR_UHEALTH);
- /* Cancel fear */
if (!MON_MONFEAR(m_ptr)) return;
- /* Cancel fear */
(void)set_monster_monfear(target_ptr, m_idx, 0);
if (see_monster(floor_ptr, m_idx))
- msg_format(_("%^sは勇気を取り戻した。", "%^s recovers %s courage."), m_name);
+ msg_format(_("%^sは勇気を取り戻した。", format("%%^s recovers %s courage.", m_poss)), m_name);
}
floor_ptr->m_list[hack_m_idx_ii].hp = dummy_hp;
floor_ptr->m_list[hack_m_idx_ii].maxhp = dummy_maxhp;
- msg_print(_("『バーノール・ルパート』が分裂した!", "Banor=Rupart splits in two person!"));
+ msg_print(_("『バーノール・ルパート』が分裂した!", "Banor=Rupart splits into two persons!"));
break;
case MON_BANOR:
{
count += summon_named_creature(target_ptr, m_idx, y, x, MON_SHURYUUDAN, mode);
}
-
if (target_ptr->blind && count)
- msg_print(_("多くのものが間近にばらまかれる音がする。", "You hear many things are scattered nearby."));
-
+ {
+ msg_print(_("多くのものが間近にばらまかれる音がする。", "You hear many things scattered nearby."));
+ }
return 0;
}
if (monster_to_player ||
(monster_to_monster && target_ptr->riding == t_idx))
{
- /* Mega hack -- this special action deals damage to the player. Therefore the code of "eyeeye" is necessary.
- -- henkma
- */
get_damage = take_hit(target_ptr, DAMAGE_NOESCAPE, dam, m_name, -1);
if (target_ptr->tim_eyeeye && get_damage > 0 && !target_ptr->is_dead)
{
GAME_TEXT m_name_self[80];
- /* hisself */
monster_desc(target_ptr, m_name_self, m_ptr, MD_PRON_VISIBLE | MD_POSSESSIVE | MD_OBJECTIVE);
-
msg_format(_("攻撃が%s自身を傷つけた!", "The attack of %s has wounded %s!"), m_name, m_name_self);
-
project(target_ptr, 0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL, -1);
set_tim_eyeeye(target_ptr, target_ptr->tim_eyeeye - 5, TRUE);
}
switch (m_ptr->r_idx)
{
case MON_OHMU:
- /* Moved to process_monster(), like multiplication */
return -1;
case MON_BANORLUPART:
break;
}
- /* Something is wrong */
else return -1;
}
}
if (TARGET_TYPE == MONSTER_TO_PLAYER)
{
- if ((target_ptr->pseikaku == SEIKAKU_COMBAT) || (target_ptr->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+ if (IS_ECHIZEN(target_ptr))
msg_print(_("くっそ~", ""));
else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN))
{
}
learn_spell(target_ptr, MS_TELE_AWAY);
- teleport_player_away(m_idx, target_ptr, 100);
+ teleport_player_away(m_idx, target_ptr, 100, FALSE);
return;
}
}
if (t_idx == target_ptr->riding)
- teleport_player_away(m_idx, target_ptr, MAX_SIGHT * 2 + 5);
+ teleport_player_away(m_idx, target_ptr, MAX_SIGHT * 2 + 5, FALSE);
else
teleport_away(target_ptr, t_idx, MAX_SIGHT * 2 + 5, TELEPORT_PASSIVE);
set_monster_csleep(target_ptr, t_idx, 0);
* @param m_idx 呪文を唱えるモンスターID
* @return 攻撃呪文のダメージ、または召喚したモンスターの数を返す。その他の場合0。以降の処理を中断するなら-1を返す。
*/
-HIT_POINT monspell_to_player(int SPELL_NUM, player_type *target_ptr, POSITION y, POSITION x, MONSTER_IDX m_idx)
+HIT_POINT monspell_to_player(player_type *target_ptr, int SPELL_NUM, POSITION y, POSITION x, MONSTER_IDX m_idx)
{
switch (SPELL_NUM)
{
switch (SPELL_NUM)
{
- case MS_SHRIEK: return -1; /* RF4_SHRIEK */
- case MS_XXX1: return -1; /* RF4_XXX1 */
- case MS_DISPEL: return -1; /* RF4_DISPEL */
-
- /* RF4_ROCKET */
+ case MS_SHRIEK: return -1;
+ case MS_XXX1: return -1;
+ case MS_DISPEL: return -1;
case MS_ROCKET:
dam = (hp / 4) > 800 ? 800 : (hp / 4);
break;
-
- /* RF4_SHOOT */
case MS_SHOOT:
dice_num = shoot_dd;
dice_side = shoot_ds;
dam = shoot_base;
break;
- case MS_XXX2: return -1; /* RF4_XXX2 */
- case MS_XXX3: return -1; /* RF4_XXX3 */
- case MS_XXX4: return -1; /* RF4_XXX4 */
-
- /* RF4_BR_ACID */
- /* RF4_BR_ELEC */
- /* RF4_BR_FIRE */
- /* RF4_BR_COLD */
+ case MS_XXX2: return -1;
+ case MS_XXX3: return -1;
+ case MS_XXX4: return -1;
+
case MS_BR_ACID:
case MS_BR_ELEC:
case MS_BR_FIRE:
case MS_BR_COLD:
dam = ((hp / 3) > 1600 ? 1600 : (hp / 3));
break;
-
- /* RF4_BR_POIS */
case MS_BR_POIS:
dam = ((hp / 3) > 800 ? 800 : (hp / 3));
break;
-
- /* RF4_BR_NETH */
case MS_BR_NETHER:
dam = ((hp / 6) > 550 ? 550 : (hp / 6));
break;
-
- /* RF4_BR_LITE */
- /* RF4_BR_DARK */
case MS_BR_LITE:
case MS_BR_DARK:
dam = ((hp / 6) > 400 ? 400 : (hp / 6));
break;
-
- /* RF4_BR_CONF */
- /* RF4_BR_SOUN */
case MS_BR_CONF:
case MS_BR_SOUND:
dam = ((hp / 6) > 450 ? 450 : (hp / 6));
break;
-
- /* RF4_BR_CHAO */
case MS_BR_CHAOS:
dam = ((hp / 6) > 600 ? 600 : (hp / 6));
break;
-
- /* RF4_BR_DISE */
case MS_BR_DISEN:
dam = ((hp / 6) > 500 ? 500 : (hp / 6));
break;
-
- /* RF4_BR_NEXU */
case MS_BR_NEXUS:
dam = ((hp / 3) > 250 ? 250 : (hp / 3));
break;
-
- /* RF4_BR_TIME */
case MS_BR_TIME:
dam = ((hp / 3) > 150 ? 150 : (hp / 3));
break;
-
- /* RF4_BR_INER */
- /* RF4_BR_GRAV */
case MS_BR_INERTIA:
case MS_BR_GRAVITY:
dam = ((hp / 6) > 200 ? 200 : (hp / 6));
break;
-
- /* RF4_BR_SHAR */
case MS_BR_SHARDS:
dam = ((hp / 6) > 500 ? 500 : (hp / 6));
break;
-
- /* RF4_BR_PLAS */
case MS_BR_PLASMA:
dam = ((hp / 6) > 150 ? 150 : (hp / 6));
break;
-
- /* RF4_BR_WALL */
case MS_BR_FORCE:
dam = ((hp / 6) > 200 ? 200 : (hp / 6));
break;
-
- /* RF4_BR_MANA */
case MS_BR_MANA:
dam = ((hp / 3) > 250 ? 250 : (hp / 3));
break;
-
- /* RF4_BA_NUKE */
case MS_BALL_NUKE:
mult = powerful ? 2 : 1;
dam = rlev * (mult / div);
dice_num = 10;
dice_side = 6;
break;
-
- /* RF4_BR_NUKE */
case MS_BR_NUKE:
dam = ((hp / 3) > 800 ? 800 : (hp / 3));
break;
-
- /* RF4_BA_CHAO */
case MS_BALL_CHAOS:
dam = (powerful ? (rlev * 3) : (rlev * 2));
dice_num = 10;
dice_side = 10;
break;
-
- /* RF4_BR_DISI */
case MS_BR_DISI:
dam = ((hp / 6) > 150 ? 150 : (hp / 6));
break;
-
- /* RF5_BA_ACID */
case MS_BALL_ACID:
if (powerful)
{
}
break;
-
- /* RF5_BA_ELEC */
case MS_BALL_ELEC:
if (powerful)
{
}
break;
-
- /* RF5_BA_FIRE */
case MS_BALL_FIRE:
if (powerful)
{
}
break;
-
- /* RF5_BA_COLD */
case MS_BALL_COLD:
if (powerful)
{
}
break;
-
- /* RF5_BA_POIS */
case MS_BALL_POIS:
mult = powerful ? 2 : 1;
dice_num = 12;
dice_side = 2;
break;
-
- /* RF5_BA_NETH */
case MS_BALL_NETHER:
dam = 50 + rlev * (powerful ? 2 : 1);
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_BA_WATE */
case MS_BALL_WATER:
dam = 50;
dice_num = 1;
dice_side = powerful ? (rlev * 3) : (rlev * 2);
break;
-
- /* RF5_BA_MANA */
- /* RF5_BA_DARK */
case MS_BALL_MANA:
case MS_BALL_DARK:
dam = (rlev * 4) + 50;
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_DRAIN_MANA */
case MS_DRAIN_MANA:
dam = rlev;
div = 1;
dice_num = 1;
dice_side = rlev;
break;
-
- /* RF5_MIND_BLAST */
case MS_MIND_BLAST:
dice_num = 7;
dice_side = 7;
break;
-
- /* RF5_BRAIN_SMASH */
case MS_BRAIN_SMASH:
dice_num = 12;
dice_side = 12;
break;
-
- /* RF5_CAUSE_1 */
case MS_CAUSE_1:
dice_num = 3;
dice_side = 8;
break;
-
- /* RF5_CAUSE_2 */
case MS_CAUSE_2:
dice_num = 8;
dice_side = 8;
break;
-
- /* RF5_CAUSE_3 */
case MS_CAUSE_3:
dice_num = 10;
dice_side = 15;
break;
-
- /* RF5_CAUSE_4 */
case MS_CAUSE_4:
dice_num = 15;
dice_side = 15;
break;
-
- /* RF5_BO_ACID */
case MS_BOLT_ACID:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 7;
dice_side = 8;
break;
-
- /* RF5_BO_ELEC */
case MS_BOLT_ELEC:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 4;
dice_side = 8;
break;
-
- /* RF5_BO_FIRE */
case MS_BOLT_FIRE:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 9;
dice_side = 8;
break;
-
- /* RF5_BO_COLD */
case MS_BOLT_COLD:
mult = powerful ? 2 : 1;
dam = rlev / 3 * (mult / div);
dice_num = 6;
dice_side = 8;
break;
-
- /* RF5_BA_LITE */
case MS_STARBURST:
dam = (rlev * 4) + 50;
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_BO_NETH */
case MS_BOLT_NETHER:
dam = 30 + (rlev * 4) / (powerful ? 2 : 3);
dice_num = 5;
dice_side = 5;
break;
-
- /* RF5_BO_WATE */
case MS_BOLT_WATER:
dam = (rlev * 3 / (powerful ? 2 : 3));
dice_num = 10;
dice_side = 10;
break;
-
- /* RF5_BO_MANA */
case MS_BOLT_MANA:
dam = 50;
dice_num = 1;
dice_side = rlev * 7 / 2;
break;
-
- /* RF5_BO_PLAS */
case MS_BOLT_PLASMA:
dam = 10 + (rlev * 3 / (powerful ? 2 : 3));
dice_num = 8;
dice_side = 7;
break;
-
- /* RF5_BO_ICEE */
case MS_BOLT_ICE:
dam = (rlev * 3 / (powerful ? 2 : 3));
dice_num = 6;
dice_side = 6;
break;
-
- /* RF5_MISSILE */
case MS_MAGIC_MISSILE:
dam = (rlev / 3);
dice_num = 2;
dice_side = 6;
break;
+ case MS_SCARE: return -1;
+ case MS_BLIND: return -1;
+ case MS_CONF: return -1;
+ case MS_SLOW: return -1;
+ case MS_SLEEP: return -1;
+ case MS_SPEED: return -1;
- case MS_SCARE: return -1; /* RF5_SCARE */
- case MS_BLIND: return -1; /* RF5_BLIND */
- case MS_CONF: return -1; /* RF5_CONF */
- case MS_SLOW: return -1; /* RF5_SLOW */
- case MS_SLEEP: return -1; /* RF5_HOLD */
- case MS_SPEED: return -1; /* RF6_HASTE */
-
- /* RF6_HAND_DOOM */
case MS_HAND_DOOM:
mult = target_ptr->chp;
div = 100;
dice_side = 20;
break;
- case MS_HEAL: return -1; /* RF6_HEAL */
- case MS_INVULNER: return -1; /* RF6_INVULNER */
- case MS_BLINK: return -1; /* RF6_BLINK */
- case MS_TELEPORT: return -1; /* RF6_TPORT */
- case MS_WORLD: return -1; /* RF6_WORLD */
- case MS_SPECIAL: return -1; /* RF6_SPECIAL */
- case MS_TELE_TO: return -1; /* RF6_TELE_TO */
- case MS_TELE_AWAY: return -1; /* RF6_TELE_AWAY */
- case MS_TELE_LEVEL: return -1; /* RF6_TELE_LEVEL */
-
- /* RF6_PSY_SPEAR */
+ case MS_HEAL: return -1;
+ case MS_INVULNER: return -1;
+ case MS_BLINK: return -1;
+ case MS_TELEPORT: return -1;
+ case MS_WORLD: return -1;
+ case MS_SPECIAL: return -1;
+ case MS_TELE_TO: return -1;
+ case MS_TELE_AWAY: return -1;
+ case MS_TELE_LEVEL: return -1;
+
case MS_PSY_SPEAR:
dam = powerful ? 150 : 100;
dice_num = 1;
dice_side = powerful ? (rlev * 2) : (rlev * 3 / 2);
break;
- case MS_DARKNESS: return -1; /* RF6_DARKNESS */
- case MS_MAKE_TRAP: return -1; /* RF6_TRAPS */
- case MS_FORGET: return -1; /* RF6_FORGET */
- case MS_RAISE_DEAD: return -1; /* RF6_RAISE_DEAD */
- case MS_S_KIN: return -1; /* RF6_S_KIN */
- case MS_S_CYBER: return -1; /* RF6_S_CYBER */
- case MS_S_MONSTER: return -1; /* RF6_S_MONSTER */
- case MS_S_MONSTERS: return -1; /* RF6_S_MONSTER */
- case MS_S_ANT: return -1; /* RF6_S_ANT */
- case MS_S_SPIDER: return -1; /* RF6_S_SPIDER */
- case MS_S_HOUND: return -1; /* RF6_S_HOUND */
- case MS_S_HYDRA: return -1; /* RF6_S_HYDRA */
- case MS_S_ANGEL: return -1; /* RF6_S_ANGEL */
- case MS_S_DEMON: return -1; /* RF6_S_DEMON */
- case MS_S_UNDEAD: return -1; /* RF6_S_UNDEAD */
- case MS_S_DRAGON: return -1; /* RF6_S_DRAGON */
- case MS_S_HI_UNDEAD: return -1; /* RF6_S_HI_UNDEAD */
- case MS_S_HI_DRAGON: return -1; /* RF6_S_HI_DRAGON */
- case MS_S_AMBERITE: return -1; /* RF6_S_AMBERITES */
- case MS_S_UNIQUE: return -1; /* RF6_S_UNIQUE */
+ case MS_DARKNESS: return -1;
+ case MS_MAKE_TRAP: return -1;
+ case MS_FORGET: return -1;
+ case MS_RAISE_DEAD: return -1;
+ case MS_S_KIN: return -1;
+ case MS_S_CYBER: return -1;
+ case MS_S_MONSTER: return -1;
+ case MS_S_MONSTERS: return -1;
+ case MS_S_ANT: return -1;
+ case MS_S_SPIDER: return -1;
+ case MS_S_HOUND: return -1;
+ case MS_S_HYDRA: return -1;
+ case MS_S_ANGEL: return -1;
+ case MS_S_DEMON: return -1;
+ case MS_S_UNDEAD: return -1;
+ case MS_S_DRAGON: return -1;
+ case MS_S_HI_UNDEAD: return -1;
+ case MS_S_HI_DRAGON: return -1;
+ case MS_S_AMBERITE: return -1;
+ case MS_S_UNIQUE: return -1;
}
return monspell_damage_roll(dam, dice_num, dice_side, mult, div, TYPE);