constant = act_ptr->timeout.constant;
dice = act_ptr->timeout.dice;
if (constant == 0 && dice == 0) {
- /* We can activate it every current_world_ptr->game_turn */
- strcpy(timeout, _("いつでも", "every current_world_ptr->game_turn"));
+ /* We can activate it every turn */
+ strcpy(timeout, _("いつでも", "every turn"));
} else if (constant < 0) {
/* Activations that have special timeout */
switch (act_ptr->index) {
/* Figurines, a hack */
if (o_ptr->name1 == ART_STONEMASK)
{
- info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you current_world_ptr->game_turn into a vampire permanently.");
+ info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you turn into a vampire permanently.");
}
if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
/* Output each entry */
for (j = 0; j < k; j++)
{
- /* Get the index */
i = out_index[j];
-
o_ptr = &inventory[i];
/* Clear the line */
/* Output each entry */
for (j = 0; j < k; j++)
{
- /* Get the index */
i = out_index[j];
-
o_ptr = &inventory[i];
/* Clear the line */
/* Prepare an index --(-- */
sprintf(tmp_val, "%c)", equip_label[i - INVEN_RARM]);
}
- else /* Paranoia */
+ else
{
/* Prepare an index --(-- */
sprintf(tmp_val, "%c)", index_to_label(i));
}
}
}
-
- /* Paranoia */
msg_print(NULL);
/* Not done */
{
object_type *o_ptr;
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Accept the item on the floor if legal */
{
object_type *o_ptr;
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Validate the item */
{
object_type *o_ptr;
o_ptr = ¤t_floor_ptr->o_list[this_o_idx];
-
- /* Acquire next object */
next_o_idx = o_ptr->next_o_idx;
/* Item tester */
/* Output each entry */
for (j = 0; j < k; j++)
{
- /* Get the index */
m = floor_list[out_index[j]];
-
o_ptr = ¤t_floor_ptr->o_list[m];
/* Clear the line */
}
}
-
- /* Paranoia */
msg_print(NULL);
/* Access the next object */
next_o_idx = o_ptr->next_o_idx;
- /* Hack -- disturb */
disturb(FALSE, FALSE);
/* Pick up gold */
* @details
* Note that artifacts never break, see the "drop_near()" function.
*/
-PERCENTAGE breakage_chance(object_type *o_ptr)
+PERCENTAGE breakage_chance(object_type *o_ptr, SPELL_IDX snipe_type)
{
PERCENTAGE archer_bonus = (p_ptr->pclass == CLASS_ARCHER ? (PERCENTAGE)(p_ptr->lev - 1) / 7 + 4 : 0);