#include "angband.h"
+#include "projection.h"
+#include "spells-summon.h"
+#include "artifact.h"
+#include "player-status.h"
/*!
* @brief モンスターIDを取り、モンスター名をm_nameに代入する /
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("やりやがったな!", ""));
+ else if ((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
+ {
+ if (randint0(2) == 0) msg_print(_("ジュラル星人め!", ""));
+ else msg_print(_("弱い者いじめは止めるんだ!", ""));
+ }
learn_spell(MS_DISPEL);
}
{
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("くっそ~", ""));
-
+ else if ((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))
+ {
+ if (randint0(2) == 0) msg_print(_("ジュラル星人め!", ""));
+ else msg_print(_("弱い者いじめは止めるんだ!", ""));
+ }
+
learn_spell(MS_TELE_AWAY);
teleport_player_away(m_idx, 100);
}
int shoot_dd = 1, shoot_ds = 1, shoot_base = 0;
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];
+ if (has_melee_weapon(INVEN_RARM)) o_ptr = &inventory[INVEN_RARM];
+ else if (has_melee_weapon(INVEN_LARM)) o_ptr = &inventory[INVEN_LARM];
if (o_ptr)
{