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When an object has activation flag and xtra2=0, restore activation index by referring...
[hengband/hengband.git] / src / object1.c
index 4da8509..40fbdad 100644 (file)
@@ -330,12 +330,37 @@ void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
 }
 
 
+cptr item_activation_dragon_breath(object_type *o_ptr)
+{
+       static char desc[256];
+       u32b flgs[4]; /* for resistance flags */
+       int i, n = 0;
+
+       object_flags(o_ptr, flgs);
+       strcpy(desc, _("", "breath "));
+
+       for (i = 0; dragonbreath_info[i].flag != 0; i++)
+       {
+               if (have_flag(flgs, dragonbreath_info[i].flag))
+               {
+                       if (n > 0) strcat(desc, _("¡¢", ", "));
+                       strcat(desc, dragonbreath_info[i].name);
+                       n++;
+               }
+       }
+
+       strcat(desc, _("¤Î¥Ö¥ì¥¹(250) : 200+d200 ¥¿¡¼¥óËè"," every 200+d200 turns"));
+
+       return (desc);
+}
+
 /*
  * Determine the "Activation" (if any) for an artifact
  * Return a string, or NULL for "no activation"
  */
 cptr item_activation(object_type *o_ptr)
 {
+       static char *buf[256];
        u32b flgs[TR_FLAG_SIZE];
 
        /* Extract the flags */
@@ -355,13 +380,61 @@ cptr item_activation(object_type *o_ptr)
         * for art_name
         */
 
+       /* Give priority to weaponsmith's essential activations */
+       if (object_is_smith(o_ptr))
+       {
+               switch (o_ptr->xtra3 - 1)
+               {
+               case ESSENCE_TMP_RES_ACID:
+#ifdef JP
+                       return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
+#else
+                       return "resist acid every 50+d50 turns";
+#endif
+               case ESSENCE_TMP_RES_ELEC:
+#ifdef JP
+                       return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
+#else
+                       return "resist elec every 50+d50 turns";
+#endif
+               case ESSENCE_TMP_RES_FIRE:
+#ifdef JP
+                       return "²Ð¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
+#else
+                       return "resist fire every 50+d50 turns";
+#endif
+               case ESSENCE_TMP_RES_COLD:
+#ifdef JP
+                       return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
+#else
+                       return "resist cold every 50+d50 turns";
+#endif
+               case TR_IMPACT:
+#ifdef JP
+                       return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
+#else
+                       return "earthquake every 100+d100 turns";
+#endif
+               }
+       }
+
+       /* Paranoia - Set activation index for older save data */
        if (object_is_fixed_artifact(o_ptr))
        {
                if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
        }
+       else if (object_is_ego(o_ptr))
+       {
+               if (!o_ptr->xtra2) o_ptr->xtra2 = e_info[o_ptr->name2].act_idx;
+       }
+       else
+       {
+               if (!o_ptr->xtra2) o_ptr->xtra2 = k_info[o_ptr->k_idx].act_idx;
+       }
 
-       if ((object_is_artifact(o_ptr) || object_is_ego(o_ptr)) &&
-               (o_ptr->xtra2))
+       /* Get an explain of an activation */
+       /* if ((object_is_artifact(o_ptr) || object_is_ego(o_ptr)) && (o_ptr->xtra2)) */
+       if (o_ptr->xtra2)
        {
                switch (o_ptr->xtra2)
                {
@@ -373,7 +446,7 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_BO_MISS_1:
                                return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
                        case ACT_BA_POIS_1:
-                               return "°­½­±À (12) : 4+d4 ¥¿¡¼¥óËè";
+                               return "°­½­±À(12) : 4+d4 ¥¿¡¼¥óËè";
                        case ACT_BO_ELEC_1:
                                return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
                        case ACT_BO_ACID_1:
@@ -383,41 +456,41 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_BO_FIRE_1:
                                return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
                        case ACT_BA_COLD_1:
-                               return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (48) : 6+d6 ¥¿¡¼¥óËè";
+                               return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48) : 6+d6 ¥¿¡¼¥óËè";
                        case ACT_BA_FIRE_1:
-                               return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 9+d9 ¥¿¡¼¥óËè";
+                               return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 9+d9 ¥¿¡¼¥óËè";
                        case ACT_DRAIN_1:
                                return "Ã⩹¶·â(100) : 100+d100 ¥¿¡¼¥óËè";
                        case ACT_BA_COLD_2:
-                               return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 12+d12 ¥¿¡¼¥óËè";
+                               return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100) : 12+d12 ¥¿¡¼¥óËè";
                        case ACT_BA_ELEC_2:
-                               return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 12+d12 ¥¿¡¼¥óËè";
+                               return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë(100) : 12+d12 ¥¿¡¼¥óËè";
                        case ACT_DRAIN_2:
                                return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
                        case ACT_VAMPIRE_1:
-                               return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè";
+                               return "µÛ·ì¥É¥ì¥¤¥ó(3*50) : 400 ¥¿¡¼¥óËè";
                        case ACT_BO_MISS_2:
-                               return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
+                               return "Ìð(150) : 90+d90 ¥¿¡¼¥óËè";
                        case ACT_BA_FIRE_3:
-                               return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (300) : 225+d225 ¥¿¡¼¥óËè";
+                               return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300) : 225+d225 ¥¿¡¼¥óËè";
                        case ACT_BA_COLD_3:
-                               return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë (400) : 325+d325 ¥¿¡¼¥óËè";
+                               return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400) : 325+d325 ¥¿¡¼¥óËè";
                        case ACT_BA_ELEC_3:
-                               return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë (500) : 425+d425 ¥¿¡¼¥óËè";
+                               return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500) : 425+d425 ¥¿¡¼¥óËè";
                        case ACT_WHIRLWIND:
                                return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè";
                        case ACT_VAMPIRE_2:
-                               return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè";
+                               return "µÛ·ì¥É¥ì¥¤¥ó(3*100) : 400 ¥¿¡¼¥óËè";
                        case ACT_CALL_CHAOS:
                                return "º®ÆÙ¾¤Íè : 350 ¥¿¡¼¥óËè"; /*nuke me*/
                        case ACT_ROCKET:
-                               return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè";
+                               return "¥í¥±¥Ã¥È(120+¥ì¥Ù¥ë) : 400 ¥¿¡¼¥óËè";
                        case ACT_DISP_EVIL:
-                               return "¼Ù°­Â໶ (x5) : 100+d100 ¥¿¡¼¥óËè";
+                               return "¼Ù°­Â໶(x5) : 100+d100 ¥¿¡¼¥óËè";
                        case ACT_BA_MISS_3:
-                               return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
+                               return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 200+d200 ¥¿¡¼¥óËè";
                        case ACT_DISP_GOOD:
-                               return "Á±ÎÉÂ໶ (x5) : 100+d100 ¥¿¡¼¥óËè";
+                               return "Á±ÎÉÂ໶(x5) : 100+d100 ¥¿¡¼¥óËè";
                        case ACT_BO_MANA:
                                return "ËâË¡¤ÎÌð(150) : 90+d90 ¥¿¡¼¥óËè";
                        case ACT_BA_FIRE_2:
@@ -429,7 +502,7 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_BA_DARK:
                                return "°Å¹õ¤ÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
                        case ACT_BA_MANA:
-                               return "ËâÎϤÎÍò(400) : 250+d250¥¿¡¼¥óËè";
+                               return "ËâÎϤÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
                        case ACT_PESTICIDE:
                                return "³²Ãî¤Î¶î½ü : 55+d55¥¿¡¼¥óËè";
                        case ACT_BLINDING_LIGHT:
@@ -439,15 +512,28 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_CAST_BA_STAR:
                                return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë¡¦¥À¥¹¥È(150) : 1000 ¥¿¡¼¥óËè";
                        case ACT_BLADETURNER:
-                               return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ­";
+                               return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ­ : 400 ¥¿¡¼¥óËè";
+                       case ACT_BA_ACID_1:
+                               return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë(100) : 12+d12 ¥¿¡¼¥óËè";
+                       case ACT_BR_FIRE:
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+                                       return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
+                               return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
+                       case ACT_BR_COLD:
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+                                       return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
+                               return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
+                       case ACT_BR_DRAGON:
+                               return item_activation_dragon_breath(o_ptr);
+
                        case ACT_CONFUSE:
                                return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
                        case ACT_SLEEP:
                                return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè";
                        case ACT_QUAKE:
-                               return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè";
+                               return "ÃÏ¿Ì : 50 ¥¿¡¼¥óËè";
                        case ACT_TERROR:
-                               return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
+                               return "¶²¹² : 3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè";
                        case ACT_TELE_AWAY:
                                return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
                        case ACT_BANISH_EVIL:
@@ -459,8 +545,8 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_SCARE_AREA:
                                return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè";
                        case ACT_AGGRAVATE:
-                               if (o_ptr->name1 == ART_HYOUSIGI) return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
-                               return "¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë : ¤¤¤Ä¤Ç¤â";
+                               if(o_ptr->name1 != ART_HYOUSIGI) return "¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë : ¤¤¤Ä¤Ç¤â";
+                               return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
                        case ACT_CHARM_ANIMAL:
                                return "ưʪ̥λ : 200 ¥¿¡¼¥óËè";
                        case ACT_CHARM_UNDEAD:
@@ -489,7 +575,7 @@ cptr item_activation(object_type *o_ptr)
                                return "Âý¤ÎÂç·²¾¤´­ : 300+d150¥¿¡¼¥óËè";
 
                        case ACT_CHOIR_SINGS:
-                               return "²óÉü (777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè";
+                               return "²óÉü(777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè";
                        case ACT_CURE_LW:
                                return "¶²Éݽüµî/ÂÎÎϲóÉü(30) : 10 ¥¿¡¼¥óËè";
                        case ACT_CURE_MW:
@@ -509,35 +595,44 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_CURE_MANA_FULL:
                                return "ËâÎÏÉü³è: 777 ¥¿¡¼¥óËè";
                        case ACT_ESP:
-                               return "¥Æ¥ì¥Ñ¥·¡¼ (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
+                               return "¥Æ¥ì¥Ñ¥·¡¼(´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
                        case ACT_BERSERK:
-                               return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
+                               /* return "»Îµ¤¹âÍȤȽËÊ¡(´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè"; */
+                               return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
                        case ACT_PROT_EVIL:
-                               return "Âмٰ­·ë³¦ (´ü´Ö level*3 + d25) : 200+d200 ¥¿¡¼¥óËè";
+                               return "Âмٰ­·ë³¦(´ü´Ö 3*¥ì¥Ù¥ë+d25) : 200+d200 ¥¿¡¼¥óËè";
                        case ACT_RESIST_ALL:
-                               return "Á´ÂÑÀ­ (´ü´Ö 20+d20) : 111 ¥¿¡¼¥óËè";
+                               return "Á´ÂÑÀ­(´ü´Ö 20+d20) : 111 ¥¿¡¼¥óËè";
                        case ACT_SPEED:
-                               return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
+                               return "²Ã®(´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
                        case ACT_XTRA_SPEED:
-                               return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
+                               return "²Ã®(´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
                        case ACT_WRAITH:
-                               return "Í©Âβ½ (´ü´Ö level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè";
+                               return "Í©Âβ½(´ü´Ö (¥ì¥Ù¥ë/2)+d(¥ì¥Ù¥ë/2)) : 1000 ¥¿¡¼¥óËè";
                        case ACT_INVULN:
-                               return "̵Ũ²½ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
+                               return "̵Ũ²½(´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
                        case ACT_HELO:
                                return "»Îµ¤¹âÍÈ : 30+d30¥¿¡¼¥óËè";
                        case ACT_HELO_SPEED:
-                               return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
+                               return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(´ü´Ö 50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
                        case ACT_RESIST_ACID:
-                               return "»À¤Ø¤ÎÂÑÀ­ (´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
+                                       return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ­ : 40+d40 ¥¿¡¼¥óËè";
+                               return "»À¤Ø¤ÎÂÑÀ­(´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
                        case ACT_RESIST_FIRE:
-                               return "²Ð±ê¤Ø¤ÎÂÑÀ­ (´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+                                       return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 40+d40 ¥¿¡¼¥óËè";
+                               return "²Ð±ê¤Ø¤ÎÂÑÀ­(´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
                        case ACT_RESIST_COLD:
-                               return "Î䵤¤Ø¤ÎÂÑÀ­ (´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+                                       return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 40+d40 ¥¿¡¼¥óËè";
+                               return "Î䵤¤Ø¤ÎÂÑÀ­(´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
                        case ACT_RESIST_ELEC:
-                               return "ÅÅ·â¤Ø¤ÎÂÑÀ­ (´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
+                                       return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ­ : 40+d40 ¥¿¡¼¥óËè";
+                               return "ÅÅ·â¤Ø¤ÎÂÑÀ­(´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
                        case ACT_RESIST_POIS:
-                               return "ÆǤؤÎÂÑÀ­ (´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
+                               return "ÆǤؤÎÂÑÀ­(´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
 
                        case ACT_LIGHT:
                                return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
@@ -568,7 +663,7 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_DIM_DOOR:
                                return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
                        case ACT_TELEPORT:
-                               return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 25 ¥¿¡¼¥óËè";
+                               return "¥Æ¥ì¥Ý¡¼¥È : 25 ¥¿¡¼¥óËè";
                        case ACT_RECALL:
                                return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
                        case ACT_JUDGE:
@@ -588,7 +683,13 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_LORE:
                                return "´í¸±¤òȼ¤¦´ÕÄê : ¤¤¤Ä¤Ç¤â";
                        case ACT_SHIKOFUMI:
-                               return "»Í¸ÔƧ¤ß : 100+d100¥¿¡¼¥óËè";
+                               return "»Í¸ÔƧ¤ß : 100+d100 ¥¿¡¼¥óËè";
+                       case ACT_PHASE_DOOR:
+                               return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10 ¥¿¡¼¥óËè";
+                       case ACT_DETECT_ALL_MONS:
+                               return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃΠ: 150 ¥¿¡¼¥óËè";
+                       case ACT_ULTIMATE_RESIST:
+                               return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ­ : 777 ¥¿¡¼¥óËè";
 
                        /* Unique activation */
                        case ACT_FISHING:
@@ -654,7 +755,7 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_DISP_EVIL:
                                return "dispel evil (x5) every 100+d100 turns";
                        case ACT_BA_MISS_3:
-                               return "elemental breath (300) every 500 turns";
+                               return "elemental breath (300) every 200+d200 turns";
                        case ACT_DISP_GOOD:
                                return "dispel good (x5) every 100+d100 turns";
                        case ACT_BO_MANA:
@@ -668,7 +769,7 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_BA_DARK:
                                return "darkness storm (250) every 150+d150 turns";
                        case ACT_BA_MANA:
-                               return "a mana storm every 250+d250 turns";
+                               return "a mana storm (250) every 150+d150 turns";
                        case ACT_PESTICIDE:
                                return "dispel small life every 55+d55 turns";
                        case ACT_BLINDING_LIGHT:
@@ -678,14 +779,26 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_CAST_BA_STAR:
                                return "cast star balls (150) every 1000 turns";
                        case ACT_BLADETURNER:
-                               return "breathe elements (300), hero, bless, and resistance";
+                               return "breathe elements (300), hero, bless, and resistance every 400 turns";
+                       case ACT_BA_ACID_1:
+                               return "ball of acid (100) every 12+d12 turns";
+                       case ACT_BR_FIRE:
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+                                       return "breath of fire (200) and resist fire every 200 turns";
+                               return "fire breath (200) every 250 turns";
+                       case ACT_BR_COLD:
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+                                       return "breath of cold (200) and resist cold every 200 turns";
+                               return "cold breath (200) every 250 turns";
+                       case ACT_BR_DRAGON:
+                               return item_activation_dragon_breath(o_ptr);
 
                        case ACT_CONFUSE:
                                return "confuse monster every 15 turns";
                        case ACT_SLEEP:
                                return "sleep nearby monsters every 55 turns";
                        case ACT_QUAKE:
-                               return "earthquake (rad 10) every 50 turns";
+                               return "earthquake every 50 turns";
                        case ACT_TERROR:
                                return "terror every 3 * (level+10) turns";
                        case ACT_TELE_AWAY:
@@ -752,7 +865,8 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_ESP:
                                return "telepathy (dur 25+d30) every 200 turns";
                        case ACT_BERSERK:
-                               return "heroism and blessed (dur 50+d50) every 100+d100 turns";
+                               /* return "heroism and blessed (dur 50+d50) every 100+d100 turns"; */
+                               return "berserk (25+d25 turns) every 75+d75 turns";
                        case ACT_PROT_EVIL:
                                return "protect evil (dur level*3 + d25) every 200+d200 turns";
                        case ACT_RESIST_ALL:
@@ -770,12 +884,20 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_HELO_SPEED:
                                return "hero and +10 to speed (50) every 100+200d turns";
                        case ACT_RESIST_ACID:
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
+                                       return "ball of acid (100) and resist acid every 40+d40 turns";
                                return "resist acid (dur 20+d20) every 40+d40 turns";
                        case ACT_RESIST_FIRE:
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+                                       return "ball of fire (100) and resist fire every 40+d40 turns";
                                return "resist fire (dur 20+d20) every 40+d40 turns";
                        case ACT_RESIST_COLD:
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+                                       return "ball of cold (100) and resist cold every 40+d40 turns";
                                return "resist cold (dur 20+d20) every 40+d40 turns";
                        case ACT_RESIST_ELEC:
+                               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
+                                       return "ball of elec (100) and resist elec every 40+d40 turns";
                                return "resist thunder (dur 20+d20) every 40+d40 turns";
                        case ACT_RESIST_POIS:
                                return "resist poison (dur 20+d20) every 40+d40 turns";
@@ -809,7 +931,7 @@ cptr item_activation(object_type *o_ptr)
                        case ACT_DIM_DOOR:
                                return "dimension door every 100 turns";
                        case ACT_TELEPORT:
-                               return "teleport (range 100) every 25 turns";
+                               return "teleport every 25 turns";
                        case ACT_RECALL:
                                return "word of recall every 200 turns";
                        case ACT_TELEKINESIS:
@@ -830,6 +952,12 @@ cptr item_activation(object_type *o_ptr)
                                return "perilous identify every turn";
                        case ACT_SHIKOFUMI:
                                return "shiko every 100+d100 turns";
+                       case ACT_PHASE_DOOR:
+                               return "blink every 10 turns";
+                       case ACT_DETECT_ALL_MONS:
+                               return "detect all monsters every 150 turns";
+                       case ACT_ULTIMATE_RESIST:
+                               return "hero, bless, and ultimate resistance every 777 turns";
 
                        /* Unique activation */
                        case ACT_FISHING:
@@ -849,335 +977,7 @@ cptr item_activation(object_type *o_ptr)
                }
        }
 
-#if 0
-       /* Some artifacts can be activated */
-       switch (o_ptr->name1)
-       {
-               /* Nothing */
-       }
-#endif
-
-       if (object_is_smith(o_ptr))
-       {
-               switch (o_ptr->xtra3 - 1)
-               {
-               case ESSENCE_TMP_RES_ACID:
-#ifdef JP
-                       return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                       return "resist acid every 50+d50 turns";
-#endif
-
-               case ESSENCE_TMP_RES_ELEC:
-#ifdef JP
-                       return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                       return "resist elec every 50+d50 turns";
-#endif
-
-               case ESSENCE_TMP_RES_FIRE:
-#ifdef JP
-                       return "²Ð¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                       return "resist fire every 50+d50 turns";
-#endif
-
-               case ESSENCE_TMP_RES_COLD:
-#ifdef JP
-                       return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                       return "resist cold every 50+d50 turns";
-#endif
-
-               case TR_IMPACT:
-#ifdef JP
-                       return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
-#else
-                       return "earthquake every 100+d100 turns";
-#endif
-               }
-       }
-
-       if (o_ptr->name2 == EGO_TRUMP)
-       {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
-#else
-               return "teleport every 50+d50 turns";
-#endif
-
-       }
-
-       if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
-       {
-#ifdef JP
-return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
-#else
-                       return "illumination every 10+d10 turns";
-#endif
-       }
-
-       else if (o_ptr->name2 == EGO_EARTHQUAKES)
-       {
-#ifdef JP
-return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
-#else
-               return "earthquake every 100+d100 turns";
-#endif
-
-       }
-
-       else if (o_ptr->name2 == EGO_JUMP)
-       {
-#ifdef JP
-return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
-#else
-               return "blink every 10+d10 turns";
-#endif
-
-       }
-
-       if (o_ptr->tval == TV_RING)
-       {
-               if (object_is_ego(o_ptr))
-               {
-                       switch (o_ptr->name2)
-                       {
-                       case EGO_RING_HERO:
-#ifdef JP
-return "»Îµ¤¹âÍÈ : 100+d100¥¿¡¼¥óËè";
-#else
-                               return "heroism every 100+d100 turns";
-#endif
-                       case EGO_RING_MAGIC_MIS:
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
-                       return "magic missile (2d6) every 2 turns";
-#endif
-                       case EGO_RING_FIRE_BOLT:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
-                       return "fire bolt (9d8) every 8+d8 turns";
-#endif
-                       case EGO_RING_COLD_BOLT:
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
-                               return "frost bolt (6d8) every 7+d7 turns";
-#endif
-                       case EGO_RING_ELEC_BOLT:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
-                               return "lightning bolt (4d8) every 5+d5 turns";
-#endif
-                       case EGO_RING_ACID_BOLT:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
-                               return "acid bolt (5d8) every 6+d6 turns";
-#endif
-                       case EGO_RING_MANA_BOLT:
-#ifdef JP
-return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
-#else
-                       return "a mana bolt (120) every 120+d120 turns";
-#endif
-                       case EGO_RING_FIRE_BALL:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
-                               return "fire ball (100) every 80+d80 turns";
-#endif
-                       case EGO_RING_COLD_BALL:
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
-                               return "cold ball (100) every 80+d80 turns";
-#endif
-                       case EGO_RING_ELEC_BALL:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
-                               return "elec ball (100) every 80+d80 turns";
-#endif
-                       case EGO_RING_ACID_BALL:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
-                               return "acid ball (100) every 80+d80 turns";
-#endif
-                       case EGO_RING_MANA_BALL:
-#ifdef JP
-return "ËâÎϤÎÍò (250) : 300 ¥¿¡¼¥óËè";
-#else
-                               return "mana storm (250) every 300 turns";
-#endif
-                       case EGO_RING_DRAGON_F:
-                               if (o_ptr->sval == SV_RING_FLAMES)
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
-#else
-                                       return "breath of fire (200) and resist fire every 200 turns";
-#endif
-                               else
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
-#else
-                                       return "fire breath (200) every 250 turns";
-#endif
-                       case EGO_RING_DRAGON_C:
-                               if (o_ptr->sval == SV_RING_ICE)
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
-#else
-                                       return "breath of cold (200) and resist cold every 200 turns";
-#endif
-                               else
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
-#else
-                                       return "cold breath (200) every 250 turns";
-#endif
-                       case EGO_RING_M_DETECT:
-#ifdef JP
-return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃΠ: 150 ¥¿¡¼¥óËè";
-#else
-                               return "detect all monsters every 150 turns";
-#endif
-                       case EGO_RING_D_SPEED:
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(15+d30¥¿¡¼¥ó) : 100 ¥¿¡¼¥óËè";
-#else
-                               return "haste self (15+d30 turns) every 100 turns";
-#endif
-                       case EGO_RING_BERSERKER:
-#ifdef JP
-return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
-#else
-                               return "berserk (25+d25 turns) every 75+d75 turns";
-#endif
-                       case EGO_RING_TELE_AWAY:
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
-                       return "teleport away every 150 turns";
-#endif
-                       case EGO_RING_TRUE:
-#ifdef JP
-return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ­ : 777 ¥¿¡¼¥óËè";
-#else
-                       return "hero, bless, and ultimate resistance every 777 turns";
-#endif
-                       }
-               }
-               switch (o_ptr->sval)
-               {
-                       case SV_RING_FLAMES:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
-#else
-                               return "ball of fire (100) and resist fire every 50+d50 turns";
-#endif
-
-                       case SV_RING_ICE:
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
-#else
-                               return "ball of cold (100) and resist cold every 50+d50 turns";
-#endif
-
-                       case SV_RING_ACID:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
-#else
-                               return "ball of acid (100) and resist acid every 50+d50 turns";
-#endif
-
-                       case SV_RING_ELEC:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
-#else
-                               return "ball of elec (100) and resist elec every 50+d50 turns";
-#endif
-
-                       default:
-                               return NULL;
-               }
-       }
-
-       if (o_ptr->tval == TV_AMULET)
-       {
-               if (object_is_ego(o_ptr))
-               {
-                       switch (o_ptr->name2)
-                       {
-                       case EGO_AMU_IDENT:
-#ifdef JP
-                               return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-#else
-                               return "identify every 10 turns";
-#endif
-                       case EGO_AMU_CHARM:
-#ifdef JP
-                               return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 200 ¥¿¡¼¥óËè";
-#else
-                               return "charm monster every 200 turns";
-#endif
-                       case EGO_AMU_JUMP:
-#ifdef JP
-                               return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
-#else
-                               return "blink every 10+d10 turns";
-#endif
-                       case EGO_AMU_TELEPORT:
-#ifdef JP
-                               return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
-#else
-                               return "teleport every 50+d50 turns";
-#endif
-                       case EGO_AMU_D_DOOR:
-#ifdef JP
-                               return "¼¡¸µ¤ÎÈâ : 200 ¥¿¡¼¥óËè";
-#else
-                               return "dimension door every 200 turns";
-#endif
-                       case EGO_AMU_RES_FIRE_:
-#ifdef JP
-                               return "²Ð±ê¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                               return "resist fire every 50+d50 turns";
-#endif
-                       case EGO_AMU_RES_COLD_:
-#ifdef JP
-                               return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                               return "resist cold every 50+d50 turns";
-#endif
-                       case EGO_AMU_RES_ELEC_:
-#ifdef JP
-                               return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                               return "resist elec every 50+d50 turns";
-#endif
-                       case EGO_AMU_RES_ACID_:
-#ifdef JP
-                               return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                               return "resist acid every 50+d50 turns";
-#endif
-                       case EGO_AMU_DETECTION:
-#ifdef JP
-                               return "Á´´¶ÃΠ: 55+d55¥¿¡¼¥óËè";
-#else
-                               return "detect all floor every 55+d55 turns";
-#endif
-                       }
-               }
-       }
-
+       /* Special items */
        if (o_ptr->tval == TV_WHISTLE)
        {
 #ifdef JP
@@ -1196,143 +996,12 @@ return "
 #endif
        }
 
-       /* Require dragon scale mail */
-#ifdef JP
-if (o_ptr->tval != TV_DRAG_ARMOR) return ("´ñ̯¤Ê¸÷");
-#else
-       if (o_ptr->tval != TV_DRAG_ARMOR) return ("a strange glow");
-#endif
-
-
-       /* Branch on the sub-type */
-       switch (o_ptr->sval)
-       {
-               case SV_DRAGON_BLUE:
-               {
-#ifdef JP
-return "°ðºÊ¤Î¥Ö¥ì¥¹(100) : 150+d150 ¥¿¡¼¥óËè";
-#else
-                       return "breathe lightning (100) every 150+d150 turns";
-#endif
-
-               }
-               case SV_DRAGON_WHITE:
-               {
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹(110) : 150+d150 ¥¿¡¼¥óËè";
-#else
-                       return "breathe frost (110) every 150+d150 turns";
-#endif
-
-               }
-               case SV_DRAGON_BLACK:
-               {
-#ifdef JP
-return "»À¤Î¥Ö¥ì¥¹(130) : 150+d150 ¥¿¡¼¥óËè";
-#else
-                       return "breathe acid (130) every 150+d150 turns";
-#endif
-
-               }
-               case SV_DRAGON_GREEN:
-               {
-#ifdef JP
-return "ÆǤΥ¬¥¹¤Î¥Ö¥ì¥¹(150) : 180+d180 ¥¿¡¼¥óËè";
-#else
-                       return "breathe poison gas (150) every 180+d180 turns";
-#endif
-
-               }
-               case SV_DRAGON_RED:
-               {
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe fire (200) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_MULTIHUED:
-               {
-#ifdef JP
-return "Ëü¿§¤Î¥Ö¥ì¥¹(250) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe multi-hued (250) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_BRONZE:
-               {
-#ifdef JP
-return "º®Íð¤Î¥Ö¥ì¥¹(120) : 180+d180 ¥¿¡¼¥óËè";
-#else
-                       return "breathe confusion (120) every 180+d180 turns";
-#endif
-
-               }
-               case SV_DRAGON_GOLD:
-               {
-#ifdef JP
-return "¹ì²»¤Î¥Ö¥ì¥¹(130) : 180+d180 ¥¿¡¼¥óËè";
-#else
-                       return "breathe sound (130) every 180+d180 turns";
-#endif
-
-               }
-               case SV_DRAGON_CHAOS:
-               {
-#ifdef JP
-return "¥«¥ª¥¹/Îô²½¤Î¥Ö¥ì¥¹(220) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe chaos/disenchant (220) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_LAW:
-               {
-#ifdef JP
-return "¹ì²»/ÇËÊҤΥ֥쥹(230) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe sound/shards (230) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_BALANCE:
-               {
-#ifdef JP
-return "¥Ð¥é¥ó¥¹¤Î¥Ö¥ì¥¹ (250) 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe balance (250) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_SHINING:
-               {
-#ifdef JP
-return "Á®¸÷/°Å¹õ¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe light/darkness (200) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_POWER:
-               {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe the elements (300) every 200+d200 turns";
-#endif
-
-               }
-       }
-
        /* Oops */
 #ifdef JP
-return "¶õµ¤¤Î©";
+       return "²¿¤âµ¯¤­¤Ê¤¤";
 #else
-       return "breathe air";
+       return "Nothing";
 #endif
-
 }
 
 
@@ -2636,7 +2305,7 @@ info[i++] = "
 #endif
 
        }
-       if (o_ptr->curse_flags & TRC_ADD_L_CURSE)
+       if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
        {
 #ifdef JP
 info[i++] = "¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£";
@@ -2645,7 +2314,7 @@ info[i++] = "
 #endif
 
        }
-       if (o_ptr->curse_flags & TRC_ADD_H_CURSE)
+       if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
        {
 #ifdef JP
 info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£";