-/* File: racial.c */
-
-/* Purpose: Racial powers (and mutations) */
-
-/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
+/*!
+ * @file racial.c
+ * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
+ * @date 2014/01/08
+ * @author
+ * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
+ * This software may be copied and distributed for educational, research,\n
+ * and not for profit purposes provided that this copyright and statement\n
+ * are included in all such copies. Other copyrights may also apply.\n
+ * 2014 Deskull rearranged comment for Doxygen. \n
*/
#include "angband.h"
-/*
+/*!
+ * @brief 対象のアイテムが矢やクロスボウの矢の材料になるかを返す。/
* Hook to determine if an object is contertible in an arrow/bolt
+ * @param o_ptr オブジェクトの構造体の参照ポインタ。
+ * @return 材料にできるならTRUEを返す
*/
static bool item_tester_hook_convertible(object_type *o_ptr)
{
return (FALSE);
}
-
-/*
- * do_cmd_cast calls this function if the player's class
- * is 'archer'.
+/*!
+ * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
+ * Hook to determine if an object is contertible in an arrow/bolt
+ * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
*/
static bool do_cmd_archer(void)
{
q_ptr = &forge;
if(p_ptr->lev >= 20)
-#ifdef JP
- sprintf(com, "[S]ÃÆ, [A]Ìð, [B]¥¯¥í¥¹¥Ü¥¦¤ÎÌð :");
-#else
- sprintf(com, "Create [S]hots, Create [A]rrow or Create [B]olt ?");
-#endif
+ sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
else if(p_ptr->lev >= 10)
-#ifdef JP
- sprintf(com, "[S]ÃÆ, [A]Ìð:");
-#else
- sprintf(com, "Create [S]hots or Create [A]rrow ?");
-#endif
+ sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
else
-#ifdef JP
- sprintf(com, "[S]ÃÆ:");
-#else
- sprintf(com, "Create [S]hots ?");
-#endif
+ sprintf(com, _("[S]弾:", "Create [S]hots ?"));
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("º®Í𤷤Ƥ롪");
-#else
- msg_print("You are too confused!");
-#endif
+ msg_print(_("混乱してる!", "You are too confused!"));
return FALSE;
}
if (p_ptr->blind)
{
-#ifdef JP
- msg_print("Ìܤ¬¸«¤¨¤Ê¤¤¡ª");
-#else
- msg_print("You are blind!");
-#endif
+ msg_print(_("目が見えない!", "You are blind!"));
return FALSE;
}
cave_type *c_ptr;
if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
- if (c_ptr->feat == FEAT_RUBBLE)
+
+ if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
+ {
+ msg_print(_("そこには岩石がない。", "You need pile of rubble."));
+ return FALSE;
+ }
+ else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
+ {
+ msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
+ }
+ else
{
+ s16b slot;
+
/* Get local object */
q_ptr = &forge;
q_ptr->number = (byte)rand_range(15,30);
object_aware(q_ptr);
object_known(q_ptr);
- apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
+ apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
q_ptr->discount = 99;
- (void)inven_carry(q_ptr);
+ slot = inven_carry(q_ptr);
- object_desc(o_name, q_ptr, TRUE, 2);
-#ifdef JP
- msg_format("´äÀФòºï¤Ã¤Æ%s¤òºî¤Ã¤¿¡£",o_name);
-#else
- msg_print("You make some ammo.");
-#endif
+ object_desc(o_name, q_ptr, 0);
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
- (void)wall_to_mud(dir);
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW);
- p_ptr->window |= (PW_OVERHEAD);
- }
- else
- {
-#ifdef JP
- msg_print("¤½¤³¤Ë¤Ï´äÀФ¬¤Ê¤¤¡£");
-#else
- msg_print("You need pile of rubble.");
-#endif
+ /* Auto-inscription */
+ if (slot >= 0) autopick_alter_item(slot, FALSE);
+
+ /* Destroy the wall */
+ cave_alter_feat(y, x, FF_HURT_ROCK);
+
+ p_ptr->update |= (PU_FLOW);
}
}
/**********Create arrows*********/
else if (ext == 2)
{
int item;
-
cptr q, s;
+ s16b slot;
item_tester_hook = item_tester_hook_convertible;
/* Get an item */
-#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
- s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
-#else
- q = "Convert which item? ";
- s = "You have no item to convert.";
-#endif
+ q = _("どのアイテムから作りますか? ", "Convert which item? ");
+ s = _("材料を持っていない。", "You have no item to convert.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
/* Get the item (in the pack) */
else
{
q_ptr = &o_list[0 - item];
- }
+ }
/* Get local object */
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
object_prep(q_ptr, lookup_kind(TV_ARROW, m_bonus(1, p_ptr->lev)+ 1));
- q_ptr->number = (byte)rand_range(5,10);
+ q_ptr->number = (byte)rand_range(5, 10);
object_aware(q_ptr);
object_known(q_ptr);
- apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
+ apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
q_ptr->discount = 99;
- object_desc(o_name, q_ptr, TRUE, 2);
-#ifdef JP
- msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
-#else
- msg_print("You make some ammo.");
-#endif
+ object_desc(o_name, q_ptr, 0);
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
if (item >= 0)
{
floor_item_describe(0 - item);
floor_item_optimize(0 - item);
}
- (void)inven_carry(q_ptr);
+
+ slot = inven_carry(q_ptr);
+
+ /* Auto-inscription */
+ if (slot >= 0) autopick_alter_item(slot, FALSE);
}
/**********Create bolts*********/
else if (ext == 3)
{
int item;
-
cptr q, s;
+ s16b slot;
item_tester_hook = item_tester_hook_convertible;
/* Get an item */
-#ifdef JP
- q = "¤É¤Î¥¢¥¤¥Æ¥à¤«¤éºî¤ê¤Þ¤¹¤«¡© ";
- s = "ºàÎÁ¤ò»ý¤Ã¤Æ¤¤¤Ê¤¤¡£";
-#else
- q = "Convert which item? ";
- s = "You have no item to convert.";
-#endif
+ q = _("どのアイテムから作りますか? ", "Convert which item? ");
+ s = _("材料を持っていない。", "You have no item to convert.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
/* Get the item (in the pack) */
else
{
q_ptr = &o_list[0 - item];
- }
+ }
/* Get local object */
q_ptr = &forge;
/* Hack -- Give the player some small firestones */
object_prep(q_ptr, lookup_kind(TV_BOLT, m_bonus(1, p_ptr->lev)+1));
- q_ptr->number = (byte)rand_range(4,8);
+ q_ptr->number = (byte)rand_range(4, 8);
object_aware(q_ptr);
object_known(q_ptr);
- apply_magic(q_ptr, p_ptr->lev, FALSE, FALSE, FALSE, FALSE);
+ apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
q_ptr->discount = 99;
- object_desc(o_name, q_ptr, TRUE, 2);
-#ifdef JP
- msg_format("%s¤òºî¤Ã¤¿¡£", o_name);
-#else
- msg_print("You make some ammo.");
-#endif
+ object_desc(o_name, q_ptr, 0);
+ msg_format(_("%sを作った。", "You make some ammo."), o_name);
if (item >= 0)
{
floor_item_optimize(0 - item);
}
- (void)inven_carry(q_ptr);
+ slot = inven_carry(q_ptr);
+
+ /* Auto-inscription */
+ if (slot >= 0) autopick_alter_item(slot, FALSE);
}
return TRUE;
}
+/*!
+ * @brief 魔道具術師の魔力取り込み処理
+ * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
+ */
bool gain_magic(void)
{
int item;
item_tester_hook = item_tester_hook_recharge;
/* Get an item */
-#ifdef JP
-q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
-s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
-#else
- q = "Gain power of which item? ";
- s = "You have nothing to gain power.";
-#endif
+ q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
+ s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
o_ptr = &o_list[0 - item];
}
- if (!object_known_p(o_ptr))
+ if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
{
-#ifdef JP
- msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
-#else
- msg_print("You need to identify before absorbing.");
-#endif
+ msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
+ return FALSE;
+ }
+
+
+ if (!object_is_known(o_ptr))
+ {
+ msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
return FALSE;
}
if (o_ptr->timeout)
{
-#ifdef JP
- msg_print("½¼Å¶Ãæ¤Î¥¢¥¤¥Æ¥à¤Ï¼è¤ê¹þ¤á¤Ê¤¤¡£");
-#else
- msg_print("This item is still charging.");
-#endif
+ msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
return FALSE;
}
}
}
- object_desc(o_name, o_ptr, TRUE, 3);
+ object_desc(o_name, o_ptr, 0);
/* Message */
-#ifdef JP
- msg_format("%s¤ÎËâÎϤò¼è¤ê¹þ¤ó¤À¡£", o_name);
-#else
- msg_format("You absorb magic of %s.", o_name);
-#endif
+ msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
/* Eliminate the item (from the pack) */
if (item >= 0)
floor_item_describe(0 - item);
floor_item_optimize(0 - item);
}
- energy_use = 100;
+ p_ptr->energy_use = 100;
return TRUE;
}
+/*!
+ * @brief 魔法系コマンドを実行できるかの判定を返す
+ * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
+ */
+static bool can_do_cmd_cast(void)
+{
+ if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
+ {
+ msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
+ msg_print(NULL);
+ return FALSE;
+ }
+ else if (p_ptr->anti_magic)
+ {
+ msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
+ return FALSE;
+ }
+ else if (p_ptr->shero)
+ {
+ msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
+ return FALSE;
+ }
+ else
+ return TRUE;
+}
+/*!
+ * @brief 修行僧の構え設定処理
+ * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
+ */
static bool choose_kamae(void)
{
char choice;
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("Too confused.");
-#endif
+ msg_print(_("混乱していて構えられない!", "Too confused."));
return FALSE;
}
/* Save screen */
screen_save();
-
-#ifdef JP
- prt(" a) ¹½¤¨¤ò¤È¤¯", 2, 20);
-#else
- prt(" a) No form", 2, 20);
-#endif
+ prt(_(" a) 構えをとく", " a) No form"), 2, 20);
for (i = 0; i < MAX_KAMAE; i++)
{
}
prt("", 1, 0);
-#ifdef JP
- prt(" ¤É¤Î¹½¤¨¤ò¤È¤ê¤Þ¤¹¤«¡©", 1, 14);
-#else
- prt(" Choose Form: ", 1, 14);
-#endif
+ prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
while(1)
{
screen_load();
return FALSE;
}
- else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
+ else if ((choice == 'a') || (choice == 'A'))
{
if (p_ptr->action == ACTION_KAMAE)
{
set_action(ACTION_NONE);
}
else
-#ifdef JP
- msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("You are not assuming a posture.");
-#endif
+ msg_print(_("もともと構えていない。", "You are not assuming a posture."));
screen_load();
return TRUE;
}
if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
{
-#ifdef JP
- msg_print("¹½¤¨Ä¾¤·¤¿¡£");
-#else
- msg_print("You reassume a posture.");
-#endif
+ msg_print(_("構え直した。", "You reassume a posture."));
}
else
{
p_ptr->special_defense &= ~(KAMAE_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->redraw |= (PR_STATE);
-#ifdef JP
- msg_format("%s¤Î¹½¤¨¤ò¤È¤Ã¤¿¡£",kamae_shurui[new_kamae].desc);
-#else
- msg_format("You assume a posture of %s form.",kamae_shurui[new_kamae].desc);
-#endif
+ msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
}
p_ptr->redraw |= PR_STATE;
return TRUE;
}
+/*!
+ * @brief 剣術家の型設定処理
+ * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
+ */
static bool choose_kata(void)
{
char choice;
if (p_ptr->confused)
{
-#ifdef JP
- msg_print("º®Í𤷤Ƥ¤¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("Too confused.");
-#endif
+ msg_print(_("混乱していて構えられない!", "Too confused."));
return FALSE;
}
if (p_ptr->stun)
{
-#ifdef JP
- msg_print("°Õ¼±¤¬¤Ï¤Ã¤¤ê¤È¤·¤Ê¤¤¡£");
-#else
- msg_print("You are not clear headed");
-#endif
+ msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
return FALSE;
}
if (p_ptr->afraid)
{
-#ifdef JP
- msg_print("ÂΤ¬¿Ì¤¨¤Æ¹½¤¨¤é¤ì¤Ê¤¤¡ª");
-#else
- msg_print("You are trembling with fear!");
-#endif
+ msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
return FALSE;
}
/* Save screen */
screen_save();
-
-#ifdef JP
- prt(" a) ·¿¤òÊø¤¹", 2, 20);
-#else
- prt(" a) No Form", 2, 20);
-#endif
+ prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
for (i = 0; i < MAX_KATA; i++)
{
if (p_ptr->lev >= kata_shurui[i].min_level)
{
-#ifdef JP
- sprintf(buf," %c) %s¤Î·¿ %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
-#else
- sprintf(buf," %c) Form of %-12s %s",I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
-#endif
+ sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
prt(buf, 3+i, 20);
}
}
prt("", 1, 0);
-#ifdef JP
- prt(" ¤É¤Î·¿¤Ç¹½¤¨¤Þ¤¹¤«¡©", 1, 14);
-#else
- prt(" Choose Form: ", 1, 14);
-#endif
+ prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
while(1)
{
screen_load();
return FALSE;
}
- else if ((choice == 'a') || (choice == 'A') || (choice == ESCAPE))
+ else if ((choice == 'a') || (choice == 'A'))
{
if (p_ptr->action == ACTION_KATA)
{
set_action(ACTION_NONE);
}
else
-#ifdef JP
- msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
-#else
- msg_print("You are not assuming posture.");
-#endif
+ msg_print(_("もともと構えていない。", "You are not assuming posture."));
screen_load();
return TRUE;
}
if (p_ptr->special_defense & (KATA_IAI << new_kata))
{
-#ifdef JP
- msg_print("¹½¤¨Ä¾¤·¤¿¡£");
-#else
- msg_print("You reassume a posture.");
-#endif
+ msg_print(_("構え直した。", "You reassume a posture."));
}
else
{
p_ptr->special_defense &= ~(KATA_MASK);
p_ptr->update |= (PU_BONUS);
p_ptr->update |= (PU_MONSTERS);
-#ifdef JP
- msg_format("%s¤Î·¿¤Ç¹½¤¨¤¿¡£",kata_shurui[new_kata].desc);
-#else
- msg_format("You assume a posture of %s form.",kata_shurui[new_kata].desc);
-#endif
+ msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
p_ptr->special_defense |= (KATA_IAI << new_kata);
}
p_ptr->redraw |= (PR_STATE);
}
-/*
- * Returns the chance to activate a racial power/mutation
+/*!
+ * @brief レイシャル・パワー情報のtypedef
+ */
+typedef struct power_desc_type power_desc_type;
+
+/*!
+ * @brief レイシャル・パワー情報の構造体定義
+ */
+struct power_desc_type
+{
+ char name[40];
+ int level;
+ int cost;
+ int stat;
+ int fail;
+ int number;
+};
+
+
+/*!
+ * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
+ * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
+ * @return 成功率(%)を返す
*/
-static int racial_chance(s16b min_level, int use_stat, int difficulty)
+static int racial_chance(power_desc_type *pd_ptr)
{
+ s16b min_level = pd_ptr->level;
+ int difficulty = pd_ptr->fail;
+
int i;
int val;
int sum = 0;
- int stat = p_ptr->stat_cur[use_stat];
+ int stat = p_ptr->stat_cur[pd_ptr->stat];
/* No chance for success */
if ((p_ptr->lev < min_level) || p_ptr->confused)
}
-/* Note: return value indicates that we have succesfully used the power */
+static int racial_cost;
-bool racial_aux(s16b min_level, int cost, int use_stat, int difficulty)
+/*!
+ * @brief レイシャル・パワーの発動の判定処理
+ * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
+ * @return
+ * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
+ * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
+ */
+static int racial_aux(power_desc_type *pd_ptr)
{
- bool use_hp = FALSE;
+ s16b min_level = pd_ptr->level;
+ int use_stat = pd_ptr->stat;
+ int difficulty = pd_ptr->fail;
+ int use_hp = 0;
+
+ racial_cost = pd_ptr->cost;
/* Not enough mana - use hp */
- if (p_ptr->csp < cost) use_hp = TRUE;
+ if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
/* Power is not available yet */
if (p_ptr->lev < min_level)
{
-#ifdef JP
-msg_format("¤³¤ÎǽÎϤò»ÈÍѤ¹¤ë¤Ë¤Ï¥ì¥Ù¥ë %d ¤Ë㤷¤Æ¤¤¤Ê¤±¤ì¤Ð¤Ê¤ê¤Þ¤»¤ó¡£", min_level);
-#else
- msg_format("You need to attain level %d to use this power.", min_level);
-#endif
+ msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。",
+ "You need to attain level %d to use this power."), min_level);
- energy_use = 0;
- return FALSE;
+ p_ptr->energy_use = 0;
+ return 0;
}
/* Too confused */
else if (p_ptr->confused)
{
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤Æ¤½¤ÎǽÎϤϻȤ¨¤Ê¤¤¡£");
-#else
- msg_print("You are too confused to use this power.");
-#endif
-
- energy_use = 0;
- return FALSE;
+ msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
+ p_ptr->energy_use = 0;
+ return 0;
}
/* Risk death? */
- else if (use_hp && (p_ptr->chp < cost))
+ else if (p_ptr->chp < use_hp)
{
-#ifdef JP
-if (!get_check("ËÜÅö¤Ëº£¤Î¿ê¼å¤·¤¿¾õÂ֤Ǥ³¤ÎǽÎϤò»È¤¤¤Þ¤¹¤«¡©"))
-#else
- if (!get_check("Really use the power in your weakened state? "))
-#endif
-
+ if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
{
- energy_use = 0;
- return FALSE;
+ p_ptr->energy_use = 0;
+ return 0;
}
}
}
/* take time and pay the price */
- energy_use = 100;
-
- if (cost)
- {
- if (use_hp)
- {
-#ifdef JP
- take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
- "²áÅ٤ν¸Ãæ", -1);
-#else
- take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
- "concentrating too hard", -1);
-#endif
-
- }
- else
- {
- p_ptr->csp -= (cost / 2) + randint1(cost / 2);
- }
- }
-
-
- /* Redraw mana and hp */
- p_ptr->redraw |= (PR_HP | PR_MANA);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER | PW_SPELL);
+ p_ptr->energy_use = 100;
/* Success? */
if (randint1(p_ptr->stat_cur[use_stat]) >=
((difficulty / 2) + randint1(difficulty / 2)))
{
- return TRUE;
+ return 1;
}
-#ifdef JP
-msg_print("½¼Ê¬¤Ë½¸Ãæ¤Ç¤¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You've failed to concentrate hard enough.");
-#endif
if (flush_failure) flush();
+ msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
- return FALSE;
+ return -1;
}
+/*!
+ * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
+ * @return なし
+ */
+void ratial_stop_mouth()
+{
+ if (music_singing_any()) stop_singing();
+ if (hex_spelling_any()) stop_hex_spell_all();
+}
+/*!
+ * @brief レイシャル・パワー発動処理
+ * @param command 発動するレイシャルのID
+ * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
+ */
static bool cmd_racial_power_aux(s32b command)
{
s16b plev = p_ptr->lev;
{
case CLASS_WARRIOR:
{
- if (racial_aux(40, 75, A_DEX, 35))
+ int y = 0, x = 0, i;
+ cave_type *c_ptr;
+
+ for (i = 0; i < 6; i++)
{
- int y = 0, x = 0, i;
- cave_type *c_ptr;
- monster_type *m_ptr;
+ dir = randint0(8);
+ y = p_ptr->y + ddy_ddd[dir];
+ x = p_ptr->x + ddx_ddd[dir];
+ c_ptr = &cave[y][x];
- for (i = 0; i < 6; i++)
+ /* Hack -- attack monsters */
+ if (c_ptr->m_idx)
+ py_attack(y, x, 0);
+ else
{
- dir = randint0(8);
- y = py + ddy_ddd[dir];
- x = px + ddx_ddd[dir];
- c_ptr = &cave[y][x];
-
- /* Get the monster */
- m_ptr = &m_list[c_ptr->m_idx];
-
- /* Hack -- attack monsters */
- if (c_ptr->m_idx)
- py_attack(y, x, 0);
- else
- {
-#ifdef JP
-msg_print("¹¶·â¤¬¶õ¤ò¤¤Ã¤¿¡£");
-#else
- msg_print("You attack the empty air.");
-#endif
- }
+ msg_print(_("攻撃が空をきった。", "You attack the empty air."));
}
}
break;
}
- case CLASS_MAGE:
case CLASS_HIGH_MAGE:
+ if (p_ptr->realm1 == REALM_HEX)
+ {
+ bool retval = stop_hex_spell();
+ if (retval) p_ptr->energy_use = 10;
+ return (retval);
+ }
+ case CLASS_MAGE:
+ /* case CLASS_HIGH_MAGE: */
case CLASS_SORCERER:
{
- if (racial_aux(25, 1, A_INT, 25))
- {
- if (!eat_magic(p_ptr->lev * 2)) return FALSE;
- }
+ if (!eat_magic(p_ptr->lev * 2)) return FALSE;
break;
}
case CLASS_PRIEST:
{
- if (p_ptr->realm1 == REALM_LIFE)
+ if (is_good_realm(p_ptr->realm1))
{
- if (racial_aux(35, 70, A_WIS, 50))
- {
- if (!bless_weapon()) return FALSE;
- }
+ if (!bless_weapon()) return FALSE;
}
else
{
- if (racial_aux(42, 40, A_WIS, 30))
- {
- (void)dispel_monsters(plev * 4);
- turn_monsters(plev * 4);
- banish_monsters(plev * 4);
- }
+ (void)dispel_monsters(plev * 4);
+ turn_monsters(plev * 4);
+ banish_monsters(plev * 4);
}
break;
}
case CLASS_ROGUE:
{
- if (racial_aux(8, 12, A_DEX, 14))
- {
- int x, y;
-
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
- if (cave[y][x].m_idx)
- {
- py_attack(y, x, 0);
- if (randint0(p_ptr->skill_dis) < 7)
-#ifdef JP
-msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("You are failed to run away.");
-#endif
- else teleport_player(30);
- }
- else
- {
-#ifdef JP
-msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You don't see any monster in this direction");
-#endif
+ int x, y;
- msg_print(NULL);
- }
+ if (!get_rep_dir(&dir, FALSE)) return FALSE;
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
+ if (cave[y][x].m_idx)
+ {
+ py_attack(y, x, 0);
+ if (randint0(p_ptr->skill_dis) < 7)
+ msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
+ else teleport_player(30, 0L);
+ }
+ else
+ {
+ msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
+ msg_print(NULL);
}
break;
}
case CLASS_RANGER:
+ case CLASS_SNIPER:
{
- if (racial_aux(15, 20, A_INT, 12))
- {
-#ifdef JP
-msg_print("Ũ¤òÄ´ºº¤·¤¿...");
-#else
- msg_print("You examine your foes...");
-#endif
-
- probing();
- }
+ msg_print(_("敵を調査した...", "You examine your foes..."));
+ probing();
break;
}
case CLASS_PALADIN:
{
- if (p_ptr->realm1 == REALM_LIFE)
- {
- if (racial_aux(30, 30, A_WIS, 20))
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(GF_HOLY_FIRE, dir, plev * 3);
- }
- }
- else
- {
- if (racial_aux(30, 30, A_WIS, 20))
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(GF_HELL_FIRE, dir, plev * 3);
- }
- }
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
+ dir, plev * 3);
break;
}
case CLASS_WARRIOR_MAGE:
{
if (command == -3)
{
- if (racial_aux(25, 0, A_INT, 10))
+ int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
+ _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
+ if (gain_sp)
{
- if (take_hit(DAMAGE_USELIFE, p_ptr->lev,
-#ifdef JP
-"£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1))
-#else
-"thoughtless convertion from HP to SP", -1))
-#endif
+ p_ptr->csp += gain_sp;
+ if (p_ptr->csp > p_ptr->msp)
{
- p_ptr->csp += p_ptr->lev / 5;
- if (p_ptr->csp > p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- }
- }
- else
-#ifdef JP
-msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("You failed to convert.");
-#endif
+ p_ptr->csp = p_ptr->msp;
+ p_ptr->csp_frac = 0;
+ }
+ }
+ else
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
}
}
else if (command == -4)
{
- if (racial_aux(25, 0, A_INT, 10))
+ if (p_ptr->csp >= p_ptr->lev / 5)
{
- if (p_ptr->csp >= p_ptr->lev/5)
- {
- p_ptr->csp -= p_ptr->lev / 5;
- hp_player(p_ptr->lev);
- }
- else
-#ifdef JP
-msg_print("ÊÑ´¹¤Ë¼ºÇÔ¤·¤¿¡£");
-#else
- msg_print("You failed to convert.");
-#endif
+ p_ptr->csp -= p_ptr->lev / 5;
+ hp_player(p_ptr->lev);
+ }
+ else
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
}
}
+
+ /* Redraw mana and hp */
+ p_ptr->redraw |= (PR_HP | PR_MANA);
+
break;
}
case CLASS_CHAOS_WARRIOR:
{
- if (racial_aux(40, 50, A_INT, 25))
- {
-#ifdef JP
-msg_print("ÊÕ¤ê¤òâˤó¤À...");
-#else
- msg_print("You glare nearby monsters...");
-#endif
- slow_monsters();
- stun_monsters(p_ptr->lev * 4);
- confuse_monsters(p_ptr->lev * 4);
- turn_monsters(p_ptr->lev * 4);
- stasis_monsters(p_ptr->lev * 4);
- }
+ msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
+ slow_monsters(p_ptr->lev);
+ stun_monsters(p_ptr->lev * 4);
+ confuse_monsters(p_ptr->lev * 4);
+ turn_monsters(p_ptr->lev * 4);
+ stasis_monsters(p_ptr->lev * 4);
break;
}
case CLASS_MONK:
{
+ if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
+ {
+ msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
+ return FALSE;
+ }
+ if (p_ptr->riding)
+ {
+ msg_print(_("乗馬中はできません。", "You need to get off a pet."));
+ return FALSE;
+ }
+
if (command == -3)
{
- if (empty_hands(TRUE) < 2)
- {
-#ifdef JP
-msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You need to be bare hands.");
-#endif
- return FALSE;
- }
- if (racial_aux(25, 0, A_DEX, 0))
- {
- if (choose_kamae()) energy_use = 100;
- else energy_use = 0;
- p_ptr->update |= (PU_BONUS);
- p_ptr->redraw |= (PR_ARMOR);
- }
+ if (!choose_kamae()) return FALSE;
+ p_ptr->update |= (PU_BONUS);
}
- if (command == -4)
+ else if (command == -4)
{
- if (empty_hands(TRUE) < 2)
- {
-#ifdef JP
-msg_print("ÁǼꤸ¤ã¤Ê¤¤¤È¤Ç¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You need to be bare hand.");
-#endif
- return FALSE;
- }
- if (racial_aux(30, 30, A_STR, 20))
+ int x, y;
+
+ if (!get_rep_dir(&dir, FALSE)) return FALSE;
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
+ if (cave[y][x].m_idx)
{
- int x, y;
+ if (one_in_(2))
+ msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
+ "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
+ else
+ msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
+ "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = py + ddy[dir];
- x = px + ddx[dir];
+ py_attack(y, x, 0);
if (cave[y][x].m_idx)
{
- if (one_in_(2))
-#ifdef JP
-msg_print("¤¢¡¼¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¤¿¡ª¡ª¡ª");
-#else
-msg_print("Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!");
-#endif
- else
-#ifdef JP
-msg_print("¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¥ª¥é¡ª¡ª¡ª");
-#else
-msg_print("Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!");
-#endif
+ handle_stuff();
py_attack(y, x, 0);
- if (cave[y][x].m_idx)
- {
- handle_stuff();
- py_attack(y, x, 0);
- }
- p_ptr->energy_need += ENERGY_NEED();
- }
- else
- {
-#ifdef JP
-msg_print("¤½¤ÎÊý¸þ¤Ë¤Ï¥â¥ó¥¹¥¿¡¼¤Ï¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("You don't see any monster in this direction");
-#endif
-
- msg_print(NULL);
}
+ p_ptr->energy_need += ENERGY_NEED();
+ }
+ else
+ {
+ msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
+ msg_print(NULL);
}
}
break;
{
if (total_friends)
{
-#ifdef JP
-msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
-#else
- msg_print("You need concentration on the pets now.");
-#endif
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
return FALSE;
}
- if (racial_aux(15, 0, A_WIS, 10))
- {
-#ifdef JP
-msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥¥ê¤·¤¿¡£");
-#else
- msg_print("You feel your head clear a little.");
-#endif
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
- p_ptr->csp += (3 + p_ptr->lev/20);
- if (p_ptr->csp >= p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- }
+ p_ptr->csp += (3 + p_ptr->lev/20);
+ if (p_ptr->csp >= p_ptr->msp)
+ {
+ p_ptr->csp = p_ptr->msp;
+ p_ptr->csp_frac = 0;
}
+
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
break;
}
case CLASS_TOURIST:
{
if (command == -3)
{
- if (racial_aux(1, 0, A_DEX, 0))
- {
- if (!get_aim_dir(&dir)) return FALSE;
- project_length = 1;
- fire_beam(GF_PHOTO, dir, 1);
- }
+ if (!get_aim_dir(&dir)) return FALSE;
+ project_length = 1;
+ fire_beam(GF_PHOTO, dir, 1);
}
else if (command == -4)
{
- if (racial_aux(25, 20, A_INT, 20))
- {
- if (!identify_fully(FALSE)) return FALSE;
- }
+ if (!identify_fully(FALSE)) return FALSE;
}
break;
}
case CLASS_IMITATOR:
{
- if (racial_aux(30, 100, A_DEX, 30))
- {
- handle_stuff();
- if (!do_cmd_mane(TRUE)) return FALSE;
- }
+ handle_stuff();
+ if (!do_cmd_mane(TRUE)) return FALSE;
break;
}
case CLASS_BEASTMASTER:
{
if (command == -3)
{
- if (racial_aux(1, (p_ptr->lev+3) / 4, A_CHR, 10))
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
- }
- break;
+ if (!get_aim_dir(&dir)) return FALSE;
+ (void)fire_ball_hide(GF_CONTROL_LIVING, dir, p_ptr->lev, 0);
}
else if (command == -4)
{
- if (racial_aux(30, (p_ptr->lev+20) / 2, A_CHR, 10))
- {
- project_hack(GF_CONTROL_LIVING, p_ptr->lev);
- }
- break;
+ project_hack(GF_CONTROL_LIVING, p_ptr->lev);
}
+ break;
}
case CLASS_ARCHER:
{
- if (racial_aux(1, 0, A_DEX, 0))
- {
- if (!do_cmd_archer()) return FALSE;
- }
+ if (!do_cmd_archer()) return FALSE;
break;
}
case CLASS_MAGIC_EATER:
{
- if (racial_aux(1, 0, A_INT, 0))
- {
+ if (command == -3) {
if (!gain_magic()) return FALSE;
+ } else if (command == -4) {
+ if (!can_do_cmd_cast()) return FALSE;
+ if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
}
break;
}
case CLASS_BARD:
{
- if (racial_aux(1, 0, A_CHR, 0))
- {
- stop_singing();
- energy_use = 10;
- return FALSE;
- }
+ /* Singing is already stopped */
+ if (!p_ptr->magic_num1[0] && !p_ptr->magic_num1[1]) return FALSE;
+
+ stop_singing();
+ p_ptr->energy_use = 10;
break;
}
case CLASS_RED_MAGE:
{
- if (racial_aux(48, 20, A_INT, 0))
- {
- handle_stuff();
+ if (!can_do_cmd_cast()) return FALSE;
+ handle_stuff();
+ do_cmd_cast();
+ handle_stuff();
+ if (!p_ptr->paralyzed && can_do_cmd_cast())
do_cmd_cast();
- handle_stuff();
- if (!p_ptr->paralyzed)
- do_cmd_cast();
- }
break;
}
case CLASS_SAMURAI:
{
- if (total_friends)
- {
-#ifdef JP
-msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
-#else
-msg_print("You need concentration on the pets now.");
-#endif
- return FALSE;
- }
if (command == -3)
{
- if (p_ptr->special_defense & KATA_MASK)
+ int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
+
+ if (total_friends)
{
-#ifdef JP
-msg_print("º£¤Ï¹½¤¨¤Ë½¸Ã椷¤Æ¤¤¤ë¡£");
-#else
- msg_print("You need concentration on your form.");
-#endif
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
return FALSE;
}
- if (racial_aux(1, 0, A_WIS, 0))
+ if (p_ptr->special_defense & KATA_MASK)
{
- int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
-#ifdef JP
-msg_print("Àº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤¿¡£");
-#else
- msg_print("You concentrate to charge your power.");
-#endif
+ msg_print(_("今は構えに集中している。", "You need concentration on your form."));
+ return FALSE;
+ }
+ msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
- p_ptr->csp += p_ptr->msp / 2;
- if (p_ptr->csp >= max_csp)
- {
- p_ptr->csp = max_csp;
- p_ptr->csp_frac = 0;
- }
+ p_ptr->csp += p_ptr->msp / 2;
+ if (p_ptr->csp >= max_csp)
+ {
+ p_ptr->csp = max_csp;
+ p_ptr->csp_frac = 0;
}
+
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
}
- if (command == -4)
+ else if (command == -4)
{
- if (!buki_motteruka(INVEN_RARM))
+ if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
{
-#ifdef JP
-msg_print("Éð´ï¤ò»ý¤¿¤Ê¤¤¤È¤¤¤±¤Þ¤»¤ó¡£");
-#else
- msg_print("You need to wield a weapon.");
-#endif
+ msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
return FALSE;
}
- if (racial_aux(25, 0, A_DEX, 0))
- {
- if (choose_kata()) energy_use = 100;
- else energy_use = 0;
- p_ptr->update |= (PU_BONUS);
- p_ptr->redraw |= (PR_ARMOR);
- }
+ if (!choose_kata()) return FALSE;
+ p_ptr->update |= (PU_BONUS);
}
break;
}
case CLASS_BLUE_MAGE:
{
- if (racial_aux(1, 0, A_INT, 0))
+ if (p_ptr->action == ACTION_LEARN)
{
- if (p_ptr->action == ACTION_LEARN)
- {
- set_action(ACTION_NONE);
- }
- else
- {
- set_action(ACTION_LEARN);
- }
- energy_use = 0;
+ set_action(ACTION_NONE);
+ }
+ else
+ {
+ set_action(ACTION_LEARN);
}
+ p_ptr->energy_use = 0;
break;
}
case CLASS_CAVALRY:
{
- if (racial_aux(10, 0, A_STR, 10))
+ char m_name[80];
+ monster_type *m_ptr;
+ monster_race *r_ptr;
+ int rlev;
+
+ if (p_ptr->riding)
{
- char m_name[80];
- monster_type *m_ptr;
- monster_race *r_ptr;
- int rlev;
+ msg_print(_("今は乗馬中だ。", "You ARE riding."));
+ return FALSE;
+ }
+ if (!do_riding(TRUE)) return TRUE;
+ m_ptr = &m_list[p_ptr->riding];
+ r_ptr = &r_info[m_ptr->r_idx];
+ monster_desc(m_name, m_ptr, 0);
+ msg_format(_("%sに乗った。", "You ride on %s."),m_name);
+ if (is_pet(m_ptr)) break;
+ rlev = r_ptr->level;
+ if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
+ if (rlev > 60) rlev = 60+(rlev-60)/2;
+ if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
+ && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
+ && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
+ && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
+ {
+ msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
+ set_pet(m_ptr);
+ }
+ else
+ {
+ msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
+ rakuba(1,TRUE);
- if (p_ptr->riding)
- {
-#ifdef JP
- msg_print("º£¤Ï¾èÇÏÃæ¤À¡£");
-#else
- msg_print("You ARE riding.");
-#endif
- return FALSE;
- }
- if (!do_riding(TRUE)) return TRUE;
- m_ptr = &m_list[p_ptr->riding];
- r_ptr = &r_info[m_ptr->r_idx];
- monster_desc(m_name, m_ptr, 0);
-#ifdef JP
- msg_format("%s¤Ë¾è¤Ã¤¿¡£",m_name);
-#else
- msg_format("You ride on %s.",m_name);
-#endif
- if (is_pet(m_ptr)) break;
- rlev = r_ptr->level;
- if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
- if (rlev > 60) rlev = 60+(rlev-60)/2;
- if ((randint1(skill_exp[GINOU_RIDING]/120+p_ptr->lev*2/3) > rlev) && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR)) && (rlev < p_ptr->lev*3/2+randint0(p_ptr->lev/5)))
- {
-#ifdef JP
- msg_format("%s¤ò¼ê¤Ê¤º¤±¤¿¡£",m_name);
-#else
- msg_format("You tame %s.",m_name);
-#endif
- set_pet(m_ptr);
- }
- else
- {
-#ifdef JP
- msg_format("%s¤Ë¿¶¤êÍî¤È¤µ¤ì¤¿¡ª",m_name);
-#else
- msg_format("You have thrown off by %s.",m_name);
-#endif
- rakuba(1,TRUE);
- }
+ /* Paranoia */
+ /* 落馬処理に失敗してもとにかく乗馬解除 */
+ p_ptr->riding = 0;
}
break;
}
case CLASS_BERSERKER:
{
- if (command == -3)
- {
- if (racial_aux(5, 5, A_DEX, 10))
- {
- (void)set_food(PY_FOOD_MAX - 1);
- }
- }
- else if (command == -4)
- {
- if (racial_aux(10, 10, A_DEX, 20))
- {
- if (!word_of_recall()) return FALSE;
- }
- }
+ if (!word_of_recall()) return FALSE;
break;
}
case CLASS_SMITH:
{
- if (racial_aux(5, 15, A_INT, 20))
+ if (p_ptr->lev > 29)
{
- if (p_ptr->lev > 29)
- {
- if (!identify_fully(TRUE)) return FALSE;
- }
- else
- {
- if (!ident_spell(TRUE)) return FALSE;
- }
+ if (!identify_fully(TRUE)) return FALSE;
+ }
+ else
+ {
+ if (!ident_spell(TRUE)) return FALSE;
}
break;
}
{
if (command == -3)
{
- if (racial_aux(1, 0, A_INT, 0)){
- int x,y;
- for( x=0 ; x < cur_wid ;x++){
- for( y=0 ; y < cur_hgt ;y++){
- if( cave[y][x].feat == FEAT_MIRROR){
- cave_set_feat( y , x , FEAT_FLOOR );
- project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_REF|PROJECT_NO_HANGEKI),-1);
- }
- }
- }
- }
+ /* Explode all mirrors */
+ remove_all_mirrors(TRUE);
}
else if (command == -4)
{
- if (total_friends)
- {
-#ifdef JP
-msg_print("º£¤Ï¥Ú¥Ã¥È¤òÁà¤ë¤³¤È¤Ë½¸Ã椷¤Æ¤¤¤Ê¤¤¤È¡£");
-#else
- msg_print("You need concentration on the pets now.");
-#endif
- return FALSE;
- }
- if (racial_aux(30, 0, A_INT, 20)){
- if( cave[py][px].feat == FEAT_MIRROR)
+ if (total_friends)
{
-#ifdef JP
-msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥¥ê¤·¤¿¡£");
-#else
- msg_print("You feel your head clear a little.");
-#endif
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
+ return FALSE;
+ }
+ if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
+ {
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
- p_ptr->csp += ( 5 + (p_ptr->lev)*(p_ptr->lev)/100);
+ p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
if (p_ptr->csp >= p_ptr->msp)
{
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
}
- }
- else {
-#ifdef JP
-msg_print("¶À¤Î¾å¤Ç¤Ê¤¤¤È½¸Ãæ¤Ç¤¤Ê¤¤¡ª");
-#else
- msg_print("Here are not any mirrors!");
-#endif
+ /* Redraw mana */
+ p_ptr->redraw |= (PR_MANA);
+ }
+ else
+ {
+ msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
}
- }
}
break;
}
case CLASS_NINJA:
{
- if (command == -3)
+ if (p_ptr->action == ACTION_HAYAGAKE)
+ {
+ set_action(ACTION_NONE);
+ }
+ else
{
- if (racial_aux(20, 0, A_DEX, 0))
+ cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
+ if (!have_flag(f_ptr->flags, FF_PROJECT) ||
+ (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
+ {
+ msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
+ }
+ else
{
- if (p_ptr->action == ACTION_HAYAGAKE) set_action(ACTION_NONE);
- else set_action(ACTION_HAYAGAKE);
- energy_use = 0;
+ set_action(ACTION_HAYAGAKE);
}
}
+
+
+ p_ptr->energy_use = 0;
break;
}
+
}
}
else if (p_ptr->mimic_form)
{
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
- if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
- {
- int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
- if (!get_aim_dir(&dir)) break;
+ {
+ int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
+ if (!get_aim_dir(&dir)) return FALSE;
+ ratial_stop_mouth();
#ifdef JP
-msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
+ msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
#else
- msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
+ msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
#endif
- fire_ball(type, dir, plev * 3,
- -(plev / 15) - 1);
- }
+ fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
break;
+ }
case MIMIC_VAMPIRE:
if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
{
-#ifdef JP
- msg_print("¤Ê¤¼¤«¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤Ê¤¤¡£");
-#else
- msg_print("Something prevent you from attacking.");
-#endif
+ msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
return FALSE;
}
- if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
+ else
{
int y, x, dummy = 0;
cave_type *c_ptr;
/* Only works on adjacent monsters */
- if (!get_rep_dir(&dir,FALSE)) break; /* was get_aim_dir */
- y = py + ddy[dir];
- x = px + ddx[dir];
+ if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
+ ratial_stop_mouth();
+
if (!c_ptr->m_idx)
{
-#ifdef JP
-msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
-#else
- msg_print("You bite into thin air!");
-#endif
-
+ msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
break;
}
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
-#else
- msg_print("You grin and bare your fangs...");
-#endif
-
+ msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
if (drain_life(dir, dummy))
{
/* No heal if we are "full" */
(void)hp_player(dummy);
else
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You were not hungry.");
-#endif
+ msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
+ /* Gain nutritional sustenance: 150/hp drained */
+ /* A Food ration gives 5000 food points (by contrast) */
+ /* Don't ever get more than "Full" this way */
+ /* But if we ARE Gorged, it won't cure us */
+ dummy = p_ptr->food + MIN(5000, 100 * dummy);
if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
(void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
}
else
-#ifdef JP
-msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
-#else
- msg_print("Yechh. That tastes foul.");
-#endif
-
+ msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
}
break;
}
-
}
else
switch (p_ptr->prace)
{
case RACE_DWARF:
- if (racial_aux(5, 5, A_WIS, 12))
- {
-#ifdef JP
-msg_print("¼þ°Ï¤òÄ´¤Ù¤¿¡£");
-#else
- msg_print("You examine your surroundings.");
-#endif
-
- (void)detect_traps(DETECT_RAD_DEFAULT);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- }
+ msg_print(_("周囲を調べた。", "You examine your surroundings."));
+ (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
+ (void)detect_doors(DETECT_RAD_DEFAULT);
+ (void)detect_stairs(DETECT_RAD_DEFAULT);
break;
case RACE_HOBBIT:
- if (racial_aux(15, 10, A_INT, 10))
{
object_type *q_ptr;
object_type forge;
q_ptr = &forge;
/* Create the food ration */
- object_prep(q_ptr, 21);
+ object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
/* Drop the object from heaven */
- (void)drop_near(q_ptr, -1, py, px);
-#ifdef JP
-msg_print("¿©»ö¤òÎÁÍý¤·¤Æºî¤Ã¤¿¡£");
-#else
- msg_print("You cook some food.");
-#endif
-
+ (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
+ msg_print(_("食事を料理して作った。", "You cook some food."));
}
break;
case RACE_GNOME:
- if (racial_aux(5, 5, A_INT, 12))
- {
-#ifdef JP
-msg_print("¥Ñ¥Ã¡ª");
-#else
- msg_print("Blink!");
-#endif
-
- teleport_player(10);
- }
+ msg_print(_("パッ!", "Blink!"));
+ teleport_player(10, 0L);
break;
case RACE_HALF_ORC:
- if (racial_aux(3, 5, A_WIS,
- ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 5 : 10)))
- {
-#ifdef JP
-msg_print("ͦµ¤¤ò½Ð¤·¤¿¡£");
-#else
- msg_print("You play tough.");
-#endif
-
- (void)set_afraid(0);
- }
+ msg_print(_("勇気を出した。", "You play tough."));
+ (void)set_afraid(0);
break;
case RACE_HALF_TROLL:
- if (racial_aux(10, 12, A_STR,
- ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
- {
-#ifdef JP
-msg_print("¤¦¤¬¤¡¤¡¡ª");
-#else
- msg_print("RAAAGH!");
-#endif
-
- (void)set_afraid(0);
-
- (void)set_shero(10 + randint1(plev), FALSE);
- (void)hp_player(30);
- }
+ msg_print(_("うがぁぁ!", "RAAAGH!"));
+ (void)set_afraid(0);
+ (void)set_shero(10 + randint1(plev), FALSE);
+ (void)hp_player(30);
break;
case RACE_AMBERITE:
- if (command == -2)
+ if (command == -1)
{
- if (racial_aux(40, 75, A_WIS, 50))
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤Æ¤½¤Î¾å¤òÊ⤤¤¿...");
-#else
- msg_print("You picture the Pattern in your mind and walk it...");
-#endif
-
- (void)set_poisoned(0);
- (void)set_image(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_blind(0);
- (void)set_afraid(0);
- (void)do_res_stat(A_STR);
- (void)do_res_stat(A_INT);
- (void)do_res_stat(A_WIS);
- (void)do_res_stat(A_DEX);
- (void)do_res_stat(A_CON);
- (void)do_res_stat(A_CHR);
- (void)restore_level();
- }
+ msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
+ alter_reality();
}
-
- else if (command == -1)
+ else if (command == -2)
{
- if (racial_aux(30, 50, A_INT, 50))
- {
- /* No effect in arena or quest */
- if (p_ptr->inside_arena || p_ptr->inside_quest)
- {
-#ifdef JP
-msg_print("¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£");
-#else
- msg_print("There is no effect.");
-#endif
+ msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
- }
- else
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏÊ⤼þ¤ê»Ï¤á¤¿¡£¼þ°Ï¤¬ÊѲ½¤·¤Æ¤¤¤ë¡£");
-#else
- msg_print("You start walking around. Your surroundings change.");
-#endif
-
-
- if (autosave_l) do_cmd_save_game(TRUE);
-
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
- }
+ (void)set_poisoned(0);
+ (void)set_image(0);
+ (void)set_stun(0);
+ (void)set_cut(0);
+ (void)set_blind(0);
+ (void)set_afraid(0);
+ (void)do_res_stat(A_STR);
+ (void)do_res_stat(A_INT);
+ (void)do_res_stat(A_WIS);
+ (void)do_res_stat(A_DEX);
+ (void)do_res_stat(A_CON);
+ (void)do_res_stat(A_CHR);
+ (void)restore_level();
}
break;
case RACE_BARBARIAN:
- if (racial_aux(8, 10, A_STR, ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? 6 : 12)))
- {
-#ifdef JP
-msg_print("¤¦¤©¤©¤ª¤ª¡ª");
-#else
- msg_print("Raaagh!");
-#endif
-
- (void)set_afraid(0);
-
- (void)set_shero(10 + randint1(plev), FALSE);
- (void)hp_player(30);
- }
+ msg_print(_("うぉぉおお!", "Raaagh!"));
+ (void)set_afraid(0);
+ (void)set_shero(10 + randint1(plev), FALSE);
+ (void)hp_player(30);
break;
case RACE_HALF_OGRE:
- if (racial_aux(25, 35, A_INT, 15))
- {
-#ifdef JP
-msg_print("Çúȯ¤Î¥ë¡¼¥ó¤ò¿µ½Å¤Ë»Å³Ý¤±¤¿...");
-#else
- msg_print("You carefully set an explosive rune...");
-#endif
-
- explosive_rune();
- }
+ msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
+ explosive_rune();
break;
case RACE_HALF_GIANT:
- if (racial_aux(20, 10, A_STR, 12))
- {
- if (!get_aim_dir(&dir)) break;
-#ifdef JP
-msg_print("ÀФÎÊɤòᤤĤ±¤¿¡£");
-#else
- msg_print("You bash at a stone wall.");
-#endif
-
- (void)wall_to_mud(dir);
- }
+ if (!get_aim_dir(&dir)) return FALSE;
+ (void)wall_to_mud(dir, 20 + randint1(30));
break;
case RACE_HALF_TITAN:
- if (racial_aux(15, 10, A_INT, 12))
- {
-#ifdef JP
-msg_print("Ũ¤òÄ´ºº¤·¤¿...");
-#else
- msg_print("You examine your foes...");
-#endif
-
- probing();
- }
+ msg_print(_("敵を調査した...", "You examine your foes..."));
+ probing();
break;
case RACE_CYCLOPS:
- if (racial_aux(20, 15, A_STR, 12))
- {
- if (!get_aim_dir(&dir)) break;
-#ifdef JP
-msg_print("µðÂç¤Ê´ä¤òÅꤲ¤¿¡£");
-#else
- msg_print("You throw a huge boulder.");
-#endif
-
- fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
- }
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
+ fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
break;
case RACE_YEEK:
- if (racial_aux(15, 15, A_WIS, 10))
- {
- if (!get_aim_dir(&dir)) break;
-#ifdef JP
-msg_print("¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤ò¾å¤²¤¿¡ª");
-#else
- msg_print("You make a horrible scream!");
-#endif
-
- (void)fear_monster(dir, plev);
- }
+ if (!get_aim_dir(&dir)) return FALSE;
+ ratial_stop_mouth();
+ msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
+ (void)fear_monster(dir, plev);
break;
case RACE_KLACKON:
- if (racial_aux(9, 9, A_DEX, 14))
- {
- if (!get_aim_dir(&dir)) break;
-#ifdef JP
-msg_print("»À¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You spit acid.");
-#endif
-
- if (plev < 25)
- fire_bolt(GF_ACID, dir, plev);
- else
- fire_ball(GF_ACID, dir, plev, 2);
- }
+ if (!get_aim_dir(&dir)) return FALSE;
+ ratial_stop_mouth();
+ msg_print(_("酸を吐いた。", "You spit acid."));
+ if (plev < 25) fire_bolt(GF_ACID, dir, plev);
+ else fire_ball(GF_ACID, dir, plev, 2);
break;
case RACE_KOBOLD:
- if (racial_aux(12, 8, A_DEX, 14))
- {
- if(!get_aim_dir(&dir)) break;
-#ifdef JP
-msg_print("ÆǤΥÀ¡¼¥Ä¤òÅꤲ¤¿¡£");
-#else
- msg_print("You throw a dart of poison.");
-#endif
-
- fire_bolt(GF_POIS, dir, plev);
- }
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
+ fire_bolt(GF_POIS, dir, plev);
break;
case RACE_NIBELUNG:
- if (racial_aux(10, 5, A_WIS, 10))
- {
-#ifdef JP
-msg_print("¼þ°Ï¤òÄ´ºº¤·¤¿¡£");
-#else
- msg_print("You examine your surroundings.");
-#endif
-
- (void)detect_traps(DETECT_RAD_DEFAULT);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- }
+ msg_print(_("周囲を調査した。", "You examine your surroundings."));
+ (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
+ (void)detect_doors(DETECT_RAD_DEFAULT);
+ (void)detect_stairs(DETECT_RAD_DEFAULT);
break;
case RACE_DARK_ELF:
- if (racial_aux(2, 2, A_INT, 9))
- {
- if (!get_aim_dir(&dir)) break;
-#ifdef JP
-msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤òÊü¤Ã¤¿¡£");
-#else
- msg_print("You cast a magic missile.");
-#endif
-
- fire_bolt_or_beam(10, GF_MISSILE, dir,
- damroll(3 + ((plev - 1) / 5), 4));
- }
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
+ fire_bolt_or_beam(10, GF_MISSILE, dir,
+ damroll(3 + ((plev - 1) / 5), 4));
break;
case RACE_DRACONIAN:
- if (racial_aux(1, plev, A_CON, 12))
{
int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
#ifdef JP
-cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
+ cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
#else
cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
#endif
+ if (!get_aim_dir(&dir)) return FALSE;
if (randint1(100) < plev)
{
if (one_in_(3))
{
Type = GF_MISSILE;
-#ifdef JP
-Type_desc = "¥¨¥ì¥á¥ó¥È";
-#else
- Type_desc = "the elements";
-#endif
-
+ Type_desc = _("エレメント", "the elements");
}
else
{
Type = GF_SHARDS;
-#ifdef JP
-Type_desc = "ÇËÊÒ";
-#else
- Type_desc = "shards";
-#endif
-
+ Type_desc = _("破片", "shards");
}
break;
case CLASS_MAGE:
if (one_in_(3))
{
Type = GF_MANA;
-#ifdef JP
-Type_desc = "ËâÎÏ";
-#else
- Type_desc = "mana";
-#endif
-
+ Type_desc = _("魔力", "mana");
}
else
{
Type = GF_DISENCHANT;
-#ifdef JP
-Type_desc = "Îô²½";
-#else
- Type_desc = "disenchantment";
-#endif
-
+ Type_desc = _("劣化", "disenchantment");
}
break;
case CLASS_CHAOS_WARRIOR:
if (!one_in_(3))
{
Type = GF_CONFUSION;
-#ifdef JP
-Type_desc = "º®Íð";
-#else
- Type_desc = "confusion";
-#endif
-
+ Type_desc = _("混乱", "confusion");
}
else
{
Type = GF_CHAOS;
-#ifdef JP
-Type_desc = "¥«¥ª¥¹";
-#else
- Type_desc = "chaos";
-#endif
-
+ Type_desc = _("カオス", "chaos");
}
break;
case CLASS_MONK:
if (!one_in_(3))
{
Type = GF_CONFUSION;
-#ifdef JP
-Type_desc = "º®Íð";
-#else
- Type_desc = "confusion";
-#endif
-
+ Type_desc = _("混乱", "confusion");
}
else
{
Type = GF_SOUND;
-#ifdef JP
-Type_desc = "¹ì²»";
-#else
- Type_desc = "sound";
-#endif
-
+ Type_desc = _("轟音", "sound");
}
break;
case CLASS_MINDCRAFTER:
if (!one_in_(3))
{
Type = GF_CONFUSION;
-#ifdef JP
-Type_desc = "º®Íð";
-#else
- Type_desc = "confusion";
-#endif
-
+ Type_desc = _("混乱", "confusion");
}
else
{
Type = GF_PSI;
-#ifdef JP
-Type_desc = "Àº¿À¥¨¥Í¥ë¥®¡¼";
-#else
- Type_desc = "mental energy";
-#endif
-
+ Type_desc = _("精神エネルギー", "mental energy");
}
break;
case CLASS_PRIEST:
if (one_in_(3))
{
Type = GF_HELL_FIRE;
-#ifdef JP
-Type_desc = "ÃϹö¤Î¹å²Ð";
-#else
- Type_desc = "hellfire";
-#endif
-
+ Type_desc = _("地獄の劫火", "hellfire");
}
else
{
Type = GF_HOLY_FIRE;
-#ifdef JP
-Type_desc = "À»¤Ê¤ë±ê";
-#else
- Type_desc = "holy fire";
-#endif
-
+ Type_desc = _("聖なる炎", "holy fire");
}
break;
case CLASS_ROGUE:
if (one_in_(3))
{
Type = GF_DARK;
-#ifdef JP
-Type_desc = "°Å¹õ";
-#else
- Type_desc = "darkness";
-#endif
-
+ Type_desc = _("暗黒", "darkness");
}
else
{
Type = GF_POIS;
-#ifdef JP
-Type_desc = "ÆÇ";
-#else
- Type_desc = "poison";
-#endif
-
+ Type_desc = _("毒", "poison");
}
break;
case CLASS_BARD:
if (!one_in_(3))
{
Type = GF_SOUND;
-#ifdef JP
-Type_desc = "¹ì²»";
-#else
- Type_desc = "sound";
-#endif
-
+ Type_desc = _("轟音", "sound");
}
else
{
Type = GF_CONFUSION;
-#ifdef JP
-Type_desc = "º®Íð";
-#else
- Type_desc = "confusion";
-#endif
-
+ Type_desc = _("混乱", "confusion");
}
break;
}
}
- if (!get_aim_dir(&dir)) break;
-#ifdef JP
-msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", Type_desc);
-#else
- msg_format("You breathe %s.", Type_desc);
-#endif
+ ratial_stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
fire_ball(Type, dir, plev * 2,
-(plev / 15) - 1);
break;
case RACE_MIND_FLAYER:
- if (racial_aux(15, 12, A_INT, 14))
- {
- if (!get_aim_dir(&dir)) break;
- else
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï½¸Ã椷¡¢Ìܤ¬ÀÖ¤¯µ±¤¤¤¿...");
-#else
- msg_print("You concentrate and your eyes glow red...");
-#endif
-
- fire_bolt(GF_PSI, dir, plev);
- }
- }
+ if (!get_aim_dir(&dir)) return FALSE;
+ msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
+ fire_bolt(GF_PSI, dir, plev);
break;
case RACE_IMP:
- if (racial_aux(9, 15, A_WIS, 15))
+ if (!get_aim_dir(&dir)) return FALSE;
+ if (plev >= 30)
{
- if (!get_aim_dir(&dir)) break;
- if (plev >= 30)
- {
-#ifdef JP
-msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¡¼¥ë¤òÊü¤Ã¤¿¡£");
-#else
- msg_print("You cast a ball of fire.");
-#endif
-
- fire_ball(GF_FIRE, dir, plev, 2);
- }
- else
- {
-#ifdef JP
-msg_print("¥Õ¥¡¥¤¥¢¡¼¥Ü¥ë¥È¤òÊü¤Ã¤¿¡£");
-#else
- msg_print("You cast a bolt of fire.");
-#endif
-
- fire_bolt(GF_FIRE, dir, plev);
- }
+ msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
+ fire_ball(GF_FIRE, dir, plev, 2);
+ }
+ else
+ {
+ msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
+ fire_bolt(GF_FIRE, dir, plev);
}
break;
case RACE_GOLEM:
- if (racial_aux(20, 15, A_CON, 8))
- {
- (void)set_shield(randint1(20) + 30, FALSE);
- }
+ (void)set_shield(randint1(20) + 30, FALSE);
break;
case RACE_SKELETON:
case RACE_ZOMBIE:
- if (racial_aux(30, 30, A_WIS, 18))
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿¥¨¥Í¥ë¥®¡¼¤ò¼è¤êÌ᤽¤¦¤È»î¤ß¤¿¡£");
-#else
- msg_print("You attempt to restore your lost energies.");
-#endif
-
- (void)restore_level();
- }
+ msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
+ (void)restore_level();
break;
case RACE_VAMPIRE:
- if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
+ if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
+ {
+ msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
+ return FALSE;
+ }
+ else
{
int y, x, dummy = 0;
cave_type *c_ptr;
/* Only works on adjacent monsters */
- if (!get_rep_dir(&dir,FALSE)) break; /* was get_aim_dir */
- y = py + ddy[dir];
- x = px + ddx[dir];
+ if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
+ y = p_ptr->y + ddy[dir];
+ x = p_ptr->x + ddx[dir];
c_ptr = &cave[y][x];
+ ratial_stop_mouth();
+
if (!c_ptr->m_idx)
{
-#ifdef JP
-msg_print("²¿¤â¤Ê¤¤¾ì½ê¤Ë³ú¤ß¤Ä¤¤¤¿¡ª");
-#else
- msg_print("You bite into thin air!");
-#endif
-
+ msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
break;
}
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¥Ë¥ä¥ê¤È¤·¤Æ²ç¤ò¤à¤¤¤¿...");
-#else
- msg_print("You grin and bare your fangs...");
-#endif
-
+ msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
if (drain_life(dir, dummy))
{
/* No heal if we are "full" */
(void)hp_player(dummy);
else
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¶õÊ¢¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£");
-#else
- msg_print("You were not hungry.");
-#endif
+ msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
- /* Gain nutritional sustenance: 150/hp drained */
- /* A Food ration gives 5000 food points (by contrast) */
- /* Don't ever get more than "Full" this way */
- /* But if we ARE Gorged, it won't cure us */
- dummy = p_ptr->food + MIN(5000, 100 * dummy);
+ /* Gain nutritional sustenance: 150/hp drained */
+ /* A Food ration gives 5000 food points (by contrast) */
+ /* Don't ever get more than "Full" this way */
+ /* But if we ARE Gorged, it won't cure us */
+ dummy = p_ptr->food + MIN(5000, 100 * dummy);
if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
(void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
}
else
-#ifdef JP
-msg_print("¤²¤§¡£¤Ò¤É¤¤Ì£¤À¡£");
-#else
- msg_print("Yechh. That tastes foul.");
-#endif
-
+ msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
}
break;
- case RACE_SPECTRE:
- if (racial_aux(4, 6, A_INT, 3))
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¤ª¤É¤í¤ª¤É¤í¤·¤¤¶«¤ÓÀ¼¤ò¤¢¤²¤¿¡ª");
-#else
- msg_print("You emit an eldritch howl!");
-#endif
-
- if (!get_aim_dir(&dir)) break;
- (void)fear_monster(dir, plev);
- }
+ case RACE_SPECTRE:
+ if (!get_aim_dir(&dir)) return FALSE;
+ ratial_stop_mouth();
+ msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
+ (void)fear_monster(dir, plev);
break;
case RACE_SPRITE:
- if (racial_aux(12, 12, A_INT, 15))
- {
-#ifdef JP
-msg_print("¤¢¤Ê¤¿¤ÏËâË¡¤ÎÊ´¤òÅꤲ¤Ä¤±¤¿...");
-#else
- msg_print("You throw some magic dust...");
-#endif
-
- if (plev < 25)
- sleep_monsters_touch();
- else
- (void)sleep_monsters();
- }
+ msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
+ if (plev < 25) sleep_monsters_touch();
+ else (void)sleep_monsters(plev);
break;
case RACE_DEMON:
- if (racial_aux(15, 10+p_ptr->lev/3, A_CON, 20))
{
int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
- if (!get_aim_dir(&dir)) break;
+ if (!get_aim_dir(&dir)) return FALSE;
+ ratial_stop_mouth();
#ifdef JP
-msg_format("¤¢¤Ê¤¿¤Ï%s¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£",((type == GF_NETHER) ? "ÃϹö" : "²Ð±ê"));
+ msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
#else
msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
#endif
- fire_ball(type, dir, plev * 3,
- -(plev / 15) - 1);
+ fire_ball(type, dir, plev * 3, -(plev / 15) - 1);
}
break;
- case RACE_KUTA:
- if (racial_aux(20, 15, A_CHR, 8))
- {
- (void)set_tsubureru(randint1(20) + 30, FALSE);
- }
+ case RACE_KUTAR:
+ (void)set_tsubureru(randint1(20) + 30, FALSE);
break;
case RACE_ANDROID:
+ if (!get_aim_dir(&dir)) return FALSE;
if (plev < 10)
{
- if (racial_aux(1, 7, A_STR, 8))
- {
- if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¥ì¥¤¥¬¥ó¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire your ray gun.");
-#endif
- fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
- }
+ msg_print(_("レイガンを発射した。", "You fire your ray gun."));
+ fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
}
else if (plev < 25)
{
- if (racial_aux(10, 13, A_STR, 10))
- {
- if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¥Ö¥é¥¹¥¿¡¼¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire your blaster.");
-#endif
- fire_bolt(GF_MISSILE, dir, plev);
- }
+ msg_print(_("ブラスターを発射した。", "You fire your blaster."));
+ fire_bolt(GF_MISSILE, dir, plev);
}
else if (plev < 35)
{
- if (racial_aux(25, 26, A_STR, 12))
- {
- if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¥Ð¥º¡¼¥«¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire your bazooka.");
-#endif
- fire_ball(GF_MISSILE, dir, plev * 2, 2);
- }
+ msg_print(_("バズーカを発射した。", "You fire your bazooka."));
+ fire_ball(GF_MISSILE, dir, plev * 2, 2);
}
else if (plev < 45)
{
- if (racial_aux(35, 40, A_STR, 15))
- {
- if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¥Ó¡¼¥à¥¥ã¥Î¥ó¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire a beam cannon.");
-#endif
- fire_beam(GF_MISSILE, dir, plev * 2);
- }
+ msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
+ fire_beam(GF_MISSILE, dir, plev * 2);
}
else
{
- if (racial_aux(45, 60, A_STR, 18))
- {
- if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
-#else
- msg_print("You fire a rocket.");
-#endif
- fire_ball(GF_ROCKET, dir, plev * 5, 2);
- }
+ msg_print(_("ロケットを発射した。", "You fire a rocket."));
+ fire_rocket(GF_ROCKET, dir, plev * 5, 2);
}
break;
default:
-#ifdef JP
-msg_print("¤³¤Î¼ï²¤ÏÆüì¤ÊǽÎϤò»ý¤Ã¤Æ¤¤¤Þ¤»¤ó¡£");
-#else
- msg_print("This race has no bonus power.");
-#endif
-
- energy_use = 0;
+ msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
+ p_ptr->energy_use = 0;
}
}
return TRUE;
}
-
-typedef struct power_desc_type power_desc_type;
-
-struct power_desc_type
-{
- char name[40];
- int level;
- int cost;
- int fail;
- int number;
-};
-
-
-/*
- * Allow user to choose a power (racial / mutation) to activate
+/*!
+ * @brief レイシャル・パワーコマンドのメインルーチン / Allow user to choose a power (racial / mutation) to activate
+ * @return なし
*/
void do_cmd_racial_power(void)
{
int num, i = 0;
int ask = TRUE;
int lvl = p_ptr->lev;
- bool flag, redraw;
+ bool flag, redraw, cast = FALSE;
bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
char choice;
char out_val[160];
if (p_ptr->confused)
{
-#ifdef JP
-msg_print("º®Í𤷤Ƥ¤¤ÆÆüìǽÎϤò»È¤¨¤Þ¤»¤ó¡ª");
-#else
- msg_print("You are too confused to use any powers!");
-#endif
-
- energy_use = 0;
+ msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
+ p_ptr->energy_use = 0;
return;
}
{
case CLASS_WARRIOR:
{
-#ifdef JP
-strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
-#else
- strcpy(power_desc[num].name, "Sword Dancing");
-#endif
-
+ strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
power_desc[num].level = 40;
power_desc[num].cost = 75;
- power_desc[num].fail = 100 - racial_chance(40, A_DEX, 35);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 35;
power_desc[num++].number = -3;
break;
}
- case CLASS_MAGE:
case CLASS_HIGH_MAGE:
+ if (p_ptr->realm1 == REALM_HEX)
+ {
+ strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
+ power_desc[num].level = 1;
+ power_desc[num].cost = 0;
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 0;
+ power_desc[num++].number = -3;
+ break;
+ }
+ case CLASS_MAGE:
+ /* case CLASS_HIGH_MAGE: */
case CLASS_SORCERER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
-#else
- strcpy(power_desc[num].name, "Eat Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
power_desc[num].level = 25;
power_desc[num].cost = 1;
- power_desc[num].fail = 100 - racial_chance(25, A_INT, 25);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 25;
power_desc[num++].number = -3;
break;
}
case CLASS_PRIEST:
{
- if (p_ptr->realm1 == REALM_LIFE)
+ if (is_good_realm(p_ptr->realm1))
{
-#ifdef JP
-strcpy(power_desc[num].name, "Éð´ï½ËÊ¡");
-#else
- strcpy(power_desc[num].name, "Bless Weapon");
-#endif
-
+ strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
power_desc[num].level = 35;
power_desc[num].cost = 70;
- power_desc[num].fail = 100 - racial_chance(35, A_WIS, 50);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 50;
power_desc[num++].number = -3;
}
else
{
-#ifdef JP
-strcpy(power_desc[num].name, "¾¤º²");
-#else
- strcpy(power_desc[num].name, "Evocation");
-#endif
-
+ strcpy(power_desc[num].name, _("召魂", "Evocation"));
power_desc[num].level = 42;
power_desc[num].cost = 40;
- power_desc[num].fail = 100 - racial_chance(42, A_WIS, 35);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 35;
power_desc[num++].number = -3;
}
break;
}
case CLASS_ROGUE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
-#else
- strcpy(power_desc[num].name, "Hit and Away");
-#endif
-
+ strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
power_desc[num].level = 8;
power_desc[num].cost = 12;
- power_desc[num].fail = 100 - racial_chance(8, A_DEX, 14);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 14;
power_desc[num++].number = -3;
break;
}
case CLASS_RANGER:
+ case CLASS_SNIPER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
-#else
- strcpy(power_desc[num].name, "Probe Monster");
-#endif
-
+ strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
power_desc[num].level = 15;
power_desc[num].cost = 20;
- power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 12;
power_desc[num++].number = -3;
break;
}
case CLASS_PALADIN:
{
- if (p_ptr->realm1 == REALM_LIFE)
+ if (is_good_realm(p_ptr->realm1))
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Û¡¼¥ê¡¼¡¦¥é¥ó¥¹");
-#else
- strcpy(power_desc[num].name, "Holy Lance");
-#endif
-
+ strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
- power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 30;
power_desc[num++].number = -3;
}
else
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
-#else
- strcpy(power_desc[num].name, "Hell Lance");
-#endif
-
+ strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
- power_desc[num].fail = 100 - racial_chance(30, A_WIS, 30);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 30;
power_desc[num++].number = -3;
}
break;
}
case CLASS_WARRIOR_MAGE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
-#else
- strcpy(power_desc[num].name, "Convert HP to SP");
-#endif
-
+ strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 10;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
-#else
- strcpy(power_desc[num].name, "Convert SP to HP");
-#endif
-
+
+ strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(25, A_INT, 10);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 10;
power_desc[num++].number = -4;
break;
}
case CLASS_CHAOS_WARRIOR:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¸¸ÏǤθ÷");
-#else
- strcpy(power_desc[num].name, "Confusing Light");
-#endif
-
+ strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
power_desc[num].level = 40;
power_desc[num].cost = 50;
- power_desc[num].fail = 100 - racial_chance(40, A_INT, 25);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 25;
power_desc[num++].number = -3;
break;
}
case CLASS_MONK:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¹½¤¨¤ë");
-#else
- strcpy(power_desc[num].name, "Assume a Posture");
-#endif
-
+ strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "É´Îö·ý");
-#else
- strcpy(power_desc[num].name, "Double Attack");
-#endif
-
+
+ strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
- power_desc[num].fail = 100 - racial_chance(20, A_STR, 20);
+ power_desc[num].stat = A_STR;
+ power_desc[num].fail = 20;
power_desc[num++].number = -4;
break;
}
case CLASS_MINDCRAFTER:
case CLASS_FORCETRAINER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÌÀ¶À»ß¿å");
-#else
- strcpy(power_desc[num].name, "Clear Mind");
-#endif
-
+ strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
power_desc[num].level = 15;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 10;
power_desc[num++].number = -3;
break;
}
case CLASS_TOURIST:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
-#else
- strcpy(power_desc[num].name, "Take a Photograph");
-#endif
-
+ strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(1, A_DEX, 0);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "¿¿¡¦´ÕÄê");
-#else
- strcpy(power_desc[num].name, "Identify True");
-#endif
-
+
+ strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
power_desc[num].level = 25;
power_desc[num].cost = 20;
- power_desc[num].fail = 100 - racial_chance(25, A_INT, 20);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 20;
power_desc[num++].number = -4;
break;
}
case CLASS_IMITATOR:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÇÜÊÖ¤·");
-#else
- strcpy(power_desc[num].name, "Double Revenge");
-#endif
-
+ strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
power_desc[num].level = 30;
power_desc[num].cost = 100;
- power_desc[num].fail = 100 - racial_chance(30, A_DEX, 30);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 30;
power_desc[num++].number = -3;
break;
}
case CLASS_BEASTMASTER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
-#else
- strcpy(power_desc[num].name, "Dominate a Living Thing");
-#endif
-
+ strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
power_desc[num].level = 1;
power_desc[num].cost = (p_ptr->lev+3)/4;
- power_desc[num].fail = 100 - racial_chance(1, A_CHR, 10);
+ power_desc[num].stat = A_CHR;
+ power_desc[num].fail = 10;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
-#else
- strcpy(power_desc[num].name, "Dominate Living Things");
-#endif
-
+
+ strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
power_desc[num].level = 30;
power_desc[num].cost = (p_ptr->lev+20)/2;
- power_desc[num].fail = 100 - racial_chance(30, A_CHR, 10);
+ power_desc[num].stat = A_CHR;
+ power_desc[num].fail = 10;
power_desc[num++].number = -4;
break;
}
case CLASS_ARCHER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
-#else
- strcpy(power_desc[num].name, "Create Ammo");
-#endif
-
+ strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(0, A_DEX, 0);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 0;
power_desc[num++].number = -3;
break;
}
case CLASS_MAGIC_EATER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
-#else
- strcpy(power_desc[num].name, "Absorb Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(0, A_INT, 0);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 0;
power_desc[num++].number = -3;
+
+ strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
+ power_desc[num].level = 10;
+ power_desc[num].cost = 10 + (lvl - 10) / 2;
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 0;
+ power_desc[num++].number = -4;
break;
}
case CLASS_BARD:
{
-#ifdef JP
-strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
-#else
- strcpy(power_desc[num].name, "Stop Singing");
-#endif
-
+ strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(0, A_CHR, 0);
+ power_desc[num].stat = A_CHR;
+ power_desc[num].fail = 0;
power_desc[num++].number = -3;
break;
}
case CLASS_RED_MAGE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "Ϣ³Ëâ");
-#else
- strcpy(power_desc[num].name, "Double Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
power_desc[num].level = 48;
power_desc[num].cost = 20;
- power_desc[num].fail = 100 - racial_chance(48, A_INT, 0);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 0;
power_desc[num++].number = -3;
break;
}
case CLASS_SAMURAI:
{
-#ifdef JP
-strcpy(power_desc[num].name, "µ¤¹ç¤¤¤¿¤á");
-#else
- strcpy(power_desc[num].name, "Concentration");
-#endif
-
+ strcpy(power_desc[num].name, _("気合いため", "Concentration"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(1, A_WIS, 0);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "·¿");
-#else
- strcpy(power_desc[num].name, "Assume a Posture");
-#endif
-
+
+ strcpy(power_desc[num].name, _("型", "Assume a Posture"));
power_desc[num].level = 25;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 0;
power_desc[num++].number = -4;
break;
}
case CLASS_BLUE_MAGE:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥é¡¼¥Ë¥ó¥°");
-#else
- strcpy(power_desc[num].name, "Learning");
-#endif
-
+ strcpy(power_desc[num].name, _("ラーニング", "Learning"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 0;
power_desc[num++].number = -3;
break;
}
case CLASS_CAVALRY:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¹ÓÇϤʤ餷");
-#else
- strcpy(power_desc[num].name, "Rodeo");
-#endif
-
+ strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
power_desc[num].level = 10;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
+ power_desc[num].stat = A_STR;
+ power_desc[num].fail = 10;
power_desc[num++].number = -3;
break;
}
case CLASS_BERSERKER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¶õÊ¢½¼Â");
-#else
- strcpy(power_desc[num].name, "Satisfy Hunger");
-#endif
-
- power_desc[num].level = 5;
- power_desc[num].cost = 5;
- power_desc[num].fail = 100 - racial_chance(5, A_DEX, 10);
- power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "µ¢´Ô");
-#else
- strcpy(power_desc[num].name, "Recall");
-#endif
-
+ strcpy(power_desc[num].name, _("帰還", "Recall"));
power_desc[num].level = 10;
power_desc[num].cost = 10;
- power_desc[num].fail = 100 - racial_chance(10, A_DEX, 20);
- power_desc[num++].number = -4;
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 20;
+ power_desc[num++].number = -3;
break;
}
case CLASS_MIRROR_MASTER:
{
-#ifdef JP
-strcpy(power_desc[num].name, "¶À³ä¤ê");
-#else
- strcpy(power_desc[num].name, "Break Mirrors");
-#endif
-
+ strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
power_desc[num].level = 1;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(1, A_INT, 0);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 0;
power_desc[num++].number = -3;
-#ifdef JP
-strcpy(power_desc[num].name, "ÀÅ¿å");
-#else
- strcpy(power_desc[num].name, "Mirror Concentration");
-#endif
-
+
+ strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
power_desc[num].level = 30;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(30, A_INT, 20);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 20;
power_desc[num++].number = -4;
break;
}
case CLASS_SMITH:
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÌÜÍø¤");
-#else
- strcpy(power_desc[num].name, "Judgment");
-#endif
-
+ strcpy(power_desc[num].name, _("目利き", "Judgment"));
power_desc[num].level = 5;
power_desc[num].cost = 15;
- power_desc[num].fail = 100 - racial_chance(5, A_INT, 20);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 20;
power_desc[num++].number = -3;
break;
}
case CLASS_NINJA:
{
-#ifdef JP
-strcpy(power_desc[num].name, "®¶î¤±");
-#else
- strcpy(power_desc[num].name, "Quick Walk");
-#endif
-
+ strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
power_desc[num].level = 20;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 0;
power_desc[num++].number = -3;
break;
}
default:
-#ifdef JP
-strcpy(power_desc[0].name, "(¤Ê¤·)");
-#else
- strcpy(power_desc[0].name, "(none)");
-#endif
-
+ strcpy(power_desc[0].name, _("(なし)", "(none)"));
}
if (p_ptr->mimic_form)
{
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
-#ifdef JP
-sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
-#else
- sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
-#endif
-
+ sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
power_desc[num].level = 15;
power_desc[num].cost = 10+lvl/3;
- power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 20;
power_desc[num++].number = -1;
break;
case MIMIC_VAMPIRE:
-#ifdef JP
-strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
-#else
- strcpy(power_desc[num].name, "Drain Life");
-#endif
-
+ strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
- power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 9;
power_desc[num++].number = -1;
break;
}
switch (p_ptr->prace)
{
case RACE_DWARF:
-#ifdef JP
-strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
-#else
- strcpy(power_desc[num].name, "Detect Doors+Traps");
-#endif
-
+ strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
power_desc[num].level = 5;
power_desc[num].cost = 5;
- power_desc[num].fail = 100 - racial_chance(5, A_WIS, 12);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 12;
power_desc[num++].number = -1;
break;
case RACE_NIBELUNG:
-#ifdef JP
-strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
-#else
- strcpy(power_desc[num].name, "Detect Doors+Traps");
-#endif
-
+ strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
power_desc[num].level = 10;
power_desc[num].cost = 5;
- power_desc[num].fail = 100 - racial_chance(10, A_WIS, 10);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 10;
power_desc[num++].number = -1;
break;
case RACE_HOBBIT:
-#ifdef JP
-strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
-#else
- strcpy(power_desc[num].name, "Create Food");
-#endif
-
+ strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
power_desc[num].level = 15;
power_desc[num].cost = 10;
- power_desc[num].fail = 100 - racial_chance(15, A_INT, 10);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 10;
power_desc[num++].number = -1;
break;
case RACE_GNOME:
-#ifdef JP
-sprintf(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
-#else
- sprintf(power_desc[num].name, "Blink");
-#endif
-
+ sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
power_desc[num].level = 5;
power_desc[num].cost = 5;
- power_desc[num].fail = 100 - racial_chance(5, A_INT, 12);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 12;
power_desc[num++].number = -1;
break;
case RACE_HALF_ORC:
-#ifdef JP
-strcpy(power_desc[num].name, "¶²Éݽüµî");
-#else
- strcpy(power_desc[num].name, "Remove Fear");
-#endif
-
+ strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
power_desc[num].level = 3;
power_desc[num].cost = 5;
- power_desc[num].fail = 100 - racial_chance(3, A_WIS, (warrior ? 5 : 10));
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = warrior ? 5 : 10;
power_desc[num++].number = -1;
break;
case RACE_HALF_TROLL:
-#ifdef JP
-strcpy(power_desc[num].name, "¶¸Àï»Î²½");
-#else
- strcpy(power_desc[num].name, "Berserk");
-#endif
-
+ strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
power_desc[num].level = 10;
power_desc[num].cost = 12;
- power_desc[num].fail = 100 - racial_chance(10, A_STR, (warrior ? 6 : 12));
+ power_desc[num].stat = A_STR;
+ power_desc[num].fail = warrior ? 6 : 12;
power_desc[num++].number = -1;
break;
case RACE_BARBARIAN:
-#ifdef JP
-strcpy(power_desc[num].name, "¶¸Àï»Î²½");
-#else
- strcpy(power_desc[num].name, "Berserk");
-#endif
-
+ strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
power_desc[num].level = 8;
power_desc[num].cost = 10;
- power_desc[num].fail = 100 - racial_chance(8, A_STR, (warrior ? 6 : 12));
+ power_desc[num].stat = A_STR;
+ power_desc[num].fail = warrior ? 6 : 12;
power_desc[num++].number = -1;
break;
case RACE_AMBERITE:
-#ifdef JP
-strcpy(power_desc[num].name, "¥·¥ã¥É¥¦¡¦¥·¥Õ¥È");
-#else
- strcpy(power_desc[num].name, "Shadow Shifting");
-#endif
-
- power_desc[num].level = 30;
- power_desc[num].cost = 50;
- power_desc[num].fail = 100 - racial_chance(30, A_INT, 50);
- power_desc[num++].number = -1;
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ñ¥¿¡¼¥ó¡¦¥¦¥©¡¼¥¯");
-#else
- strcpy(power_desc[num].name, "Pattern Mindwalking");
-#endif
-
+ strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
+ power_desc[num].level = 30;
+ power_desc[num].cost = 50;
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 50;
+ power_desc[num++].number = -1;
+
+ strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
power_desc[num].level = 40;
power_desc[num].cost = 75;
- power_desc[num].fail = 100 - racial_chance(40, A_WIS, 50);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 50;
power_desc[num++].number = -2;
break;
case RACE_HALF_OGRE:
-#ifdef JP
-strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
-#else
- strcpy(power_desc[num].name, "Explosive Rune");
-#endif
-
+ strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
power_desc[num].level = 25;
power_desc[num].cost = 35;
- power_desc[num].fail = 100 - racial_chance(25, A_INT, 15);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 15;
power_desc[num++].number = -1;
break;
case RACE_HALF_GIANT:
-#ifdef JP
-strcpy(power_desc[num].name, "´äÀÐÍϲò");
-#else
- strcpy(power_desc[num].name, "Stone to Mud");
-#endif
-
+ strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
power_desc[num].level = 20;
power_desc[num].cost = 10;
- power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
+ power_desc[num].stat = A_STR;
+ power_desc[num].fail = 12;
power_desc[num++].number = -1;
break;
case RACE_HALF_TITAN:
-#ifdef JP
-strcpy(power_desc[num].name, "¥¹¥¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
-#else
- strcpy(power_desc[num].name, "Probing");
-#endif
-
+ strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
power_desc[num].level = 15;
power_desc[num].cost = 10;
- power_desc[num].fail = 100 - racial_chance(15, A_INT, 12);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 12;
power_desc[num++].number = -1;
break;
case RACE_CYCLOPS:
-#ifdef JP
-sprintf(power_desc[num].name, "´äÀÐÅꤲ¡Ê¥À¥á¡¼¥¸ %d¡Ë", (3 * lvl) / 2);
-#else
- sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
-#endif
-
+ sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
power_desc[num].level = 20;
power_desc[num].cost = 15;
- power_desc[num].fail = 100 - racial_chance(20, A_STR, 12);
+ power_desc[num].stat = A_STR;
+ power_desc[num].fail = 12;
power_desc[num++].number = -1;
break;
case RACE_YEEK:
-#ifdef JP
-strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
-#else
- strcpy(power_desc[num].name, "Scare Monster");
-#endif
-
+ strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
power_desc[num].level = 15;
power_desc[num].cost = 15;
- power_desc[num].fail = 100 - racial_chance(15, A_WIS, 10);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 10;
power_desc[num++].number = -1;
break;
case RACE_SPECTRE:
-#ifdef JP
-strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
-#else
- strcpy(power_desc[num].name, "Scare Monster");
-#endif
-
+ strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
power_desc[num].level = 4;
power_desc[num].cost = 6;
- power_desc[num].fail = 100 - racial_chance(4, A_INT, 3);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 3;
power_desc[num++].number = -1;
break;
case RACE_KLACKON:
-#ifdef JP
-sprintf(power_desc[num].name, "»À¤ÎÂà (¥À¥á¡¼¥¸ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
power_desc[num].level = 9;
power_desc[num].cost = 9;
- power_desc[num].fail = 100 - racial_chance(9, A_DEX, 14);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 14;
power_desc[num++].number = -1;
break;
case RACE_KOBOLD:
-#ifdef JP
-sprintf(power_desc[num].name, "ÆǤΥÀ¡¼¥Ä (¥À¥á¡¼¥¸ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
power_desc[num].level = 12;
power_desc[num].cost = 8;
- power_desc[num].fail = 100 - racial_chance(12, A_DEX, 14);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 14;
power_desc[num++].number = -1;
break;
case RACE_DARK_ELF:
-#ifdef JP
-sprintf(power_desc[num].name, "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë (¥À¥á¡¼¥¸ %dd%d)", 3 + ((lvl - 1) / 5), 4);
-#else
- sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
-#endif
-
+ sprintf(power_desc[num].name, _("マジック・ミサイル (ダメージ %dd%d)", "Magic Missile (dm %dd%d)"), 3 + ((lvl - 1) / 5), 4);
power_desc[num].level = 2;
power_desc[num].cost = 2;
- power_desc[num].fail = 100 - racial_chance(2, A_INT, 9);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 9;
power_desc[num++].number = -1;
break;
case RACE_DRACONIAN:
-#ifdef JP
-sprintf(power_desc[num].name, "¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 2);
-#else
- sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
-#endif
-
+ sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
power_desc[num].level = 1;
power_desc[num].cost = lvl;
- power_desc[num].fail = 100 - racial_chance(1, A_CON, 12);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 12;
power_desc[num++].number = -1;
break;
case RACE_MIND_FLAYER:
-#ifdef JP
-sprintf(power_desc[num].name, "Àº¿À¹¶·â (¥À¥á¡¼¥¸ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
power_desc[num].level = 15;
power_desc[num].cost = 12;
- power_desc[num].fail = 100 - racial_chance(15, A_INT, 14);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 14;
power_desc[num++].number = -1;
break;
case RACE_IMP:
-#ifdef JP
-sprintf(power_desc[num].name, "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È/¥Ü¡¼¥ë (¥À¥á¡¼¥¸ %d)", lvl);
-#else
- sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
-#endif
-
+ sprintf(power_desc[num].name, _("ファイア・ボルト/ボール (ダメージ %d)", "Fire Bolt/Ball (dam %d)"), lvl);
power_desc[num].level = 9;
power_desc[num].cost = 15;
- power_desc[num].fail = 100 - racial_chance(9, A_WIS, 15);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 15;
power_desc[num++].number = -1;
break;
case RACE_GOLEM:
-#ifdef JP
-strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
-#else
- strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
-#endif
-
+ strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
power_desc[num].level = 20;
power_desc[num].cost = 15;
- power_desc[num].fail = 100 - racial_chance(20, A_CON, 8);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 8;
power_desc[num++].number = -1;
break;
case RACE_SKELETON:
case RACE_ZOMBIE:
-#ifdef JP
-strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
-#else
- strcpy(power_desc[num].name, "Restore Life");
-#endif
-
+ strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
power_desc[num].level = 30;
power_desc[num].cost = 30;
- power_desc[num].fail = 100 - racial_chance(30, A_WIS, 18);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 18;
power_desc[num++].number = -1;
break;
case RACE_VAMPIRE:
-#ifdef JP
-strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
-#else
- strcpy(power_desc[num].name, "Drain Life");
-#endif
-
+ strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
- power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 9;
power_desc[num++].number = -1;
break;
case RACE_SPRITE:
-#ifdef JP
-strcpy(power_desc[num].name, "̲¤êÊ´");
-#else
- strcpy(power_desc[num].name, "Sleeping Dust");
-#endif
-
+ strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
power_desc[num].level = 12;
power_desc[num].cost = 12;
- power_desc[num].fail = 100 - racial_chance(12, A_INT, 15);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 15;
power_desc[num++].number = -1;
break;
case RACE_DEMON:
-#ifdef JP
-sprintf(power_desc[num].name, "ÃϹö/²Ð±ê¤Î¥Ö¥ì¥¹ (¥À¥á¡¼¥¸ %d)", lvl * 3);
-#else
- sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
-#endif
-
+ sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
power_desc[num].level = 15;
power_desc[num].cost = 10+lvl/3;
- power_desc[num].fail = 100 - racial_chance(15, A_CON, 20);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 20;
power_desc[num++].number = -1;
break;
- case RACE_KUTA:
-#ifdef JP
-strcpy(power_desc[num].name, "²£¤Ë¿¤Ó¤ë");
-#else
- strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
-#endif
-
+ case RACE_KUTAR:
+ strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
power_desc[num].level = 20;
power_desc[num].cost = 15;
- power_desc[num].fail = 100 - racial_chance(15, A_CHR, 8);
+ power_desc[num].stat = A_CHR;
+ power_desc[num].fail = 8;
power_desc[num++].number = -1;
break;
case RACE_ANDROID:
if (p_ptr->lev < 10)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
-#else
- strcpy(power_desc[num].name, "Ray Gun");
-#endif
-
+ strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
power_desc[num].level = 1;
power_desc[num].cost = 7;
- power_desc[num].fail = 100 - racial_chance(1, A_STR, 8);
+ power_desc[num].fail = 8;
}
else if (p_ptr->lev < 25)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
-#else
- strcpy(power_desc[num].name, "Blaster");
-#endif
-
+ strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
power_desc[num].level = 10;
power_desc[num].cost = 13;
- power_desc[num].fail = 100 - racial_chance(10, A_STR, 10);
+ power_desc[num].fail = 10;
}
else if (p_ptr->lev < 35)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
-#else
- strcpy(power_desc[num].name, "Bazooka");
-#endif
-
+ strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
power_desc[num].level = 25;
power_desc[num].cost = 26;
- power_desc[num].fail = 100 - racial_chance(25, A_STR, 12);
+ power_desc[num].fail = 12;
}
else if (p_ptr->lev < 45)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ó¡¼¥à¥¥ã¥Î¥ó");
-#else
- strcpy(power_desc[num].name, "Beam Cannon");
-#endif
-
+ strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
power_desc[num].level = 35;
power_desc[num].cost = 40;
- power_desc[num].fail = 100 - racial_chance(35, A_STR, 15);
+ power_desc[num].fail = 15;
}
else
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
-#else
- strcpy(power_desc[num].name, "Rocket");
-#endif
-
+ strcpy(power_desc[num].name, _("ロケット", "Rocket"));
power_desc[num].level = 45;
power_desc[num].cost = 60;
- power_desc[num].fail = 100 - racial_chance(45, A_STR, 18);
+ power_desc[num].fail = 18;
}
+ power_desc[num].stat = A_STR;
power_desc[num++].number = -1;
break;
default:
{
if (p_ptr->muta1 & MUT1_SPIT_ACID)
{
-#ifdef JP
-strcpy(power_desc[num].name, "»À¤ÎÂÃ");
-#else
- strcpy(power_desc[num].name, "Spit Acid");
-#endif
-
+ strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
power_desc[num].level = 9;
power_desc[num].cost = 9;
- power_desc[num].fail = 100 - racial_chance(9, A_DEX, 15);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 15;
power_desc[num++].number = MUT1_SPIT_ACID;
}
if (p_ptr->muta1 & MUT1_BR_FIRE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
-#else
- strcpy(power_desc[num].name, "Fire Breath");
-#endif
-
+ strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
power_desc[num].level = 20;
power_desc[num].cost = lvl;
- power_desc[num].fail = 100 - racial_chance(20, A_CON, 18);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 18;
power_desc[num++].number = MUT1_BR_FIRE;
}
if (p_ptr->muta1 & MUT1_HYPN_GAZE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ºÅ̲âˤß");
-#else
- strcpy(power_desc[num].name, "Hypnotic Gaze");
-#endif
-
+ strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
power_desc[num].level = 12;
power_desc[num].cost = 12;
- power_desc[num].fail = 100 - racial_chance(12, A_CHR, 18);
+ power_desc[num].stat = A_CHR;
+ power_desc[num].fail = 18;
power_desc[num++].number = MUT1_HYPN_GAZE;
}
if (p_ptr->muta1 & MUT1_TELEKINES)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
-#else
- strcpy(power_desc[num].name, "Telekinesis");
-#endif
-
+ strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
power_desc[num].level = 9;
power_desc[num].cost = 9;
- power_desc[num].fail = 100 - racial_chance(9, A_WIS, 14);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 14;
power_desc[num++].number = MUT1_TELEKINES;
}
if (p_ptr->muta1 & MUT1_VTELEPORT)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
-#else
- strcpy(power_desc[num].name, "Teleport");
-#endif
-
+ strcpy(power_desc[num].name, _("テレポート", "Teleport"));
power_desc[num].level = 7;
power_desc[num].cost = 7;
- power_desc[num].fail = 100 - racial_chance(7, A_WIS, 15);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 15;
power_desc[num++].number = MUT1_VTELEPORT;
}
if (p_ptr->muta1 & MUT1_MIND_BLST)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Àº¿À¹¶·â");
-#else
- strcpy(power_desc[num].name, "Mind Blast");
-#endif
-
+ strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
power_desc[num].level = 5;
power_desc[num].cost = 3;
- power_desc[num].fail = 100 - racial_chance(5, A_WIS, 15);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 15;
power_desc[num++].number = MUT1_MIND_BLST;
}
if (p_ptr->muta1 & MUT1_RADIATION)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Êü¼Íǽ");
-#else
- strcpy(power_desc[num].name, "Emit Radiation");
-#endif
-
+ strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
power_desc[num].level = 15;
power_desc[num].cost = 15;
- power_desc[num].fail = 100 - racial_chance(15, A_CON, 14);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 14;
power_desc[num++].number = MUT1_RADIATION;
}
if (p_ptr->muta1 & MUT1_VAMPIRISM)
{
-#ifdef JP
-strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
-#else
- strcpy(power_desc[num].name, "Vampiric Drain");
-#endif
-
+ strcpy(power_desc[num].name, _("吸血ドレイン", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = (1 + (lvl / 3));
- power_desc[num].fail = 100 - racial_chance(2, A_CON, 9);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 9;
power_desc[num++].number = MUT1_VAMPIRISM;
}
if (p_ptr->muta1 & MUT1_SMELL_MET)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¶â°Ó̳Ð");
-#else
- strcpy(power_desc[num].name, "Smell Metal");
-#endif
-
+ strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
power_desc[num].level = 3;
power_desc[num].cost = 2;
- power_desc[num].fail = 100 - racial_chance(3, A_INT, 12);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 12;
power_desc[num++].number = MUT1_SMELL_MET;
}
if (p_ptr->muta1 & MUT1_SMELL_MON)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Ũ½Ó̳Ð");
-#else
- strcpy(power_desc[num].name, "Smell Monsters");
-#endif
-
+ strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
power_desc[num].level = 5;
power_desc[num].cost = 4;
- power_desc[num].fail = 100 - racial_chance(5, A_INT, 15);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 15;
power_desc[num++].number = MUT1_SMELL_MON;
}
if (p_ptr->muta1 & MUT1_BLINK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
-#else
- strcpy(power_desc[num].name, "Blink");
-#endif
-
+ strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
power_desc[num].level = 3;
power_desc[num].cost = 3;
- power_desc[num].fail = 100 - racial_chance(3, A_WIS, 12);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 12;
power_desc[num++].number = MUT1_BLINK;
}
if (p_ptr->muta1 & MUT1_EAT_ROCK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "´ä¿©¤¤");
-#else
- strcpy(power_desc[num].name, "Eat Rock");
-#endif
-
+ strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
power_desc[num].level = 8;
power_desc[num].cost = 12;
- power_desc[num].fail = 100 - racial_chance(8, A_CON, 18);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 18;
power_desc[num++].number = MUT1_EAT_ROCK;
}
if (p_ptr->muta1 & MUT1_SWAP_POS)
{
-#ifdef JP
-strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
-#else
- strcpy(power_desc[num].name, "Swap Position");
-#endif
-
+ strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
power_desc[num].level = 15;
power_desc[num].cost = 12;
- power_desc[num].fail = 100 - racial_chance(15, A_DEX, 16);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 16;
power_desc[num++].number = MUT1_SWAP_POS;
}
if (p_ptr->muta1 & MUT1_SHRIEK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¶«¤Ó");
-#else
- strcpy(power_desc[num].name, "Shriek");
-#endif
-
+ strcpy(power_desc[num].name, _("叫び", "Shriek"));
power_desc[num].level = 20;
power_desc[num].cost = 14;
- power_desc[num].fail = 100 - racial_chance(20, A_CON, 16);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 16;
power_desc[num++].number = MUT1_SHRIEK;
}
if (p_ptr->muta1 & MUT1_ILLUMINE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¾ÈÌÀ");
-#else
- strcpy(power_desc[num].name, "Illuminate");
-#endif
-
+ strcpy(power_desc[num].name, _("照明", "Illuminate"));
power_desc[num].level = 3;
power_desc[num].cost = 2;
- power_desc[num].fail = 100 - racial_chance(3, A_INT, 10);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 10;
power_desc[num++].number = MUT1_ILLUMINE;
}
if (p_ptr->muta1 & MUT1_DET_CURSE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
-#else
- strcpy(power_desc[num].name, "Detect Curses");
-#endif
-
+ strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
power_desc[num].level = 7;
power_desc[num].cost = 14;
- power_desc[num].fail = 100 - racial_chance(7, A_WIS, 14);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 14;
power_desc[num++].number = MUT1_DET_CURSE;
}
if (p_ptr->muta1 & MUT1_BERSERK)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¶¸Àï»Î²½");
-#else
- strcpy(power_desc[num].name, "Berserk");
-#endif
-
+ strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
power_desc[num].level = 8;
power_desc[num].cost = 8;
- power_desc[num].fail = 100 - racial_chance(8, A_STR, 14);
+ power_desc[num].stat = A_STR;
+ power_desc[num].fail = 14;
power_desc[num++].number = MUT1_BERSERK;
}
if (p_ptr->muta1 & MUT1_POLYMORPH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÊÑ¿È");
-#else
- strcpy(power_desc[num].name, "Polymorph");
-#endif
-
+ strcpy(power_desc[num].name, _("変身", "Polymorph"));
power_desc[num].level = 18;
power_desc[num].cost = 20;
- power_desc[num].fail = 100 - racial_chance(18, A_CON, 18);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 18;
power_desc[num++].number = MUT1_POLYMORPH;
}
if (p_ptr->muta1 & MUT1_MIDAS_TCH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
-#else
- strcpy(power_desc[num].name, "Midas Touch");
-#endif
-
+ strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
power_desc[num].level = 10;
power_desc[num].cost = 5;
- power_desc[num].fail = 100 - racial_chance(10, A_INT, 12);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 12;
power_desc[num++].number = MUT1_MIDAS_TCH;
}
if (p_ptr->muta1 & MUT1_GROW_MOLD)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
-#else
- strcpy(power_desc[num].name, "Grow Mold");
-#endif
-
+ strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
power_desc[num].level = 1;
power_desc[num].cost = 6;
- power_desc[num].fail = 100 - racial_chance(1, A_CON, 14);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 14;
power_desc[num++].number = MUT1_GROW_MOLD;
}
if (p_ptr->muta1 & MUT1_RESIST)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ");
-#else
- strcpy(power_desc[num].name, "Resist Elements");
-#endif
-
+ strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
power_desc[num].level = 10;
power_desc[num].cost = 12;
- power_desc[num].fail = 100 - racial_chance(10, A_CON, 12);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 12;
power_desc[num++].number = MUT1_RESIST;
}
if (p_ptr->muta1 & MUT1_EARTHQUAKE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ÃÏ¿Ì");
-#else
- strcpy(power_desc[num].name, "Earthquake");
-#endif
-
+ strcpy(power_desc[num].name, _("地震", "Earthquake"));
power_desc[num].level = 12;
power_desc[num].cost = 12;
- power_desc[num].fail = 100 - racial_chance(12, A_STR, 16);
+ power_desc[num].stat = A_STR;
+ power_desc[num].fail = 16;
power_desc[num++].number = MUT1_EARTHQUAKE;
}
if (p_ptr->muta1 & MUT1_EAT_MAGIC)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
-#else
- strcpy(power_desc[num].name, "Eat Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
power_desc[num].level = 17;
power_desc[num].cost = 1;
- power_desc[num].fail = 100 - racial_chance(17, A_WIS, 15);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 15;
power_desc[num++].number = MUT1_EAT_MAGIC;
}
if (p_ptr->muta1 & MUT1_WEIGH_MAG)
{
-#ifdef JP
-strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
-#else
- strcpy(power_desc[num].name, "Weigh Magic");
-#endif
-
+ strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
power_desc[num].level = 6;
power_desc[num].cost = 6;
- power_desc[num].fail = 100 - racial_chance(6, A_INT, 10);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 10;
power_desc[num++].number = MUT1_WEIGH_MAG;
}
if (p_ptr->muta1 & MUT1_STERILITY)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
-#else
- strcpy(power_desc[num].name, "Sterilize");
-#endif
-
+ strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
power_desc[num].level = 12;
power_desc[num].cost = 23;
- power_desc[num].fail = 100 - racial_chance(12, A_CHR, 15);
+ power_desc[num].stat = A_CHR;
+ power_desc[num].fail = 15;
power_desc[num++].number = MUT1_STERILITY;
}
if (p_ptr->muta1 & MUT1_PANIC_HIT)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
-#else
- strcpy(power_desc[num].name, "Panic Hit");
-#endif
-
+ strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
power_desc[num].level = 10;
power_desc[num].cost = 12;
- power_desc[num].fail = 100 - racial_chance(10, A_DEX, 14);
+ power_desc[num].stat = A_DEX;
+ power_desc[num].fail = 14;
power_desc[num++].number = MUT1_PANIC_HIT;
}
if (p_ptr->muta1 & MUT1_DAZZLE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "âÁÏÇ");
-#else
- strcpy(power_desc[num].name, "Dazzle");
-#endif
-
+ strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
power_desc[num].level = 7;
power_desc[num].cost = 15;
- power_desc[num].fail = 100 - racial_chance(7, A_CHR, 8);
+ power_desc[num].stat = A_CHR;
+ power_desc[num].fail = 8;
power_desc[num++].number = MUT1_DAZZLE;
}
if (p_ptr->muta1 & MUT1_LASER_EYE)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
-#else
- strcpy(power_desc[num].name, "Laser Eye");
-#endif
-
+ strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
power_desc[num].level = 7;
power_desc[num].cost = 10;
- power_desc[num].fail = 100 - racial_chance(7, A_WIS, 9);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 9;
power_desc[num++].number = MUT1_LASER_EYE;
}
if (p_ptr->muta1 & MUT1_RECALL)
{
-#ifdef JP
-strcpy(power_desc[num].name, "µ¢´Ô");
-#else
- strcpy(power_desc[num].name, "Recall");
-#endif
-
+ strcpy(power_desc[num].name, _("帰還", "Recall"));
power_desc[num].level = 17;
power_desc[num].cost = 50;
- power_desc[num].fail = 100 - racial_chance(17, A_INT, 16);
+ power_desc[num].stat = A_INT;
+ power_desc[num].fail = 16;
power_desc[num++].number = MUT1_RECALL;
}
if (p_ptr->muta1 & MUT1_BANISH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¼Ù°¾ÃÌÇ");
-#else
- strcpy(power_desc[num].name, "Banish Evil");
-#endif
-
+ strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
power_desc[num].level = 25;
power_desc[num].cost = 25;
- power_desc[num].fail = 100 - racial_chance(25, A_WIS, 18);
+ power_desc[num].stat = A_WIS;
+ power_desc[num].fail = 18;
power_desc[num++].number = MUT1_BANISH;
}
if (p_ptr->muta1 & MUT1_COLD_TOUCH)
{
-#ifdef JP
-strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
-#else
- strcpy(power_desc[num].name, "Cold Touch");
-#endif
-
+ strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
power_desc[num].level = 2;
power_desc[num].cost = 2;
- power_desc[num].fail = 100 - racial_chance(2, A_CON, 11);
+ power_desc[num].stat = A_CON;
+ power_desc[num].fail = 11;
power_desc[num++].number = MUT1_COLD_TOUCH;
}
if (p_ptr->muta1 & MUT1_LAUNCHER)
{
-#ifdef JP
-strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
-#else
- strcpy(power_desc[num].name, "Throw Object");
-#endif
-
+ strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
power_desc[num].level = 1;
power_desc[num].cost = lvl;
- power_desc[num].fail = 100 - racial_chance(1, A_STR, 6);
+ power_desc[num].stat = A_STR;
+ power_desc[num].fail = 6;
/* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
power_desc[num++].number = 3;
}
redraw = FALSE;
/* Build a prompt */
-#ifdef JP
-(void) strnfmt(out_val, 78, "(ÆüìǽÎÏ %c-%c, *'¤Ç°ìÍ÷, ESC¤ÇÃæÃÇ) ¤É¤ÎÆüìǽÎϤò»È¤¤¤Þ¤¹¤«¡©",
-#else
- (void)strnfmt(out_val, 78, "(Powers %c-%c, *=List, ESC=exit) Use which power? ",
-#endif
-
- I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
+ (void) strnfmt(out_val, 78,
+ _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
+ I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
#ifdef ALLOW_REPEAT
if (!repeat_pull(&i) || i<0 || i>=num) {
if (use_menu) screen_save();
/* Get a spell from the user */
- choice = (always_show_list || use_menu) ? ESCAPE:1;
- while (!flag)
- {
+ choice = (always_show_list || use_menu) ? ESCAPE:1;
+ while (!flag)
+ {
if( choice==ESCAPE ) choice = ' ';
else if( !get_com(out_val, &choice, FALSE) )break;
case '0':
{
screen_load();
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
- break;
}
case '8':
/* Print header(s) */
if (num < 18)
-#ifdef JP
-prt(" Lv MP ¼ºÎ¨", y++, x);
-#else
- prt(" Lv Cost Fail", y++, x);
-#endif
-
+ prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
else
-#ifdef JP
-prt(" Lv MP ¼ºÎ¨ Lv MP ¼ºÎ¨", y++, x);
-#else
- prt(" Lv Cost Fail Lv Cost Fail", y++, x);
-#endif
+ prt(_(" Lv MP 失率 Lv MP 失率",
+ " Lv Cost Fail Lv Cost Fail"), y++, x);
/* Print list */
if (use_menu)
{
-#ifdef JP
- if (ctr == (menu_line-1)) strcpy(dummy, " ¡Õ ");
-#else
- if (ctr == (menu_line-1)) strcpy(dummy, " > ");
-#endif
+ if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
else strcpy(dummy, " ");
}
else
letter = '0' + ctr - 26;
sprintf(dummy, " %c) ",letter);
}
- strcat(dummy, format("%-23.23s %2d %4d %3d%%", power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost, power_desc[ctr].fail));
+ strcat(dummy, format("%-23.23s %2d %4d %3d%%",
+ power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
+ 100 - racial_chance(&power_desc[ctr])));
prt(dummy, y1, x1);
ctr++;
}
char tmp_val[160];
/* Prompt */
-#ifdef JP
-(void) strnfmt(tmp_val, 78, "%s¤ò»È¤¤¤Þ¤¹¤«¡© ", power_desc[i].name);
-#else
- (void)strnfmt(tmp_val, 78, "Use %s? ", power_desc[i].name);
-#endif
-
+ (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
/* Belay that order */
if (!get_check(tmp_val)) continue;
/* Abort if needed */
if (!flag)
{
- energy_use = 0;
+ p_ptr->energy_use = 0;
return;
}
#ifdef ALLOW_REPEAT
repeat_push(i);
} /*if (!repeat_pull(&i) || ...)*/
#endif /* ALLOW_REPEAT */
- if (power_desc[i].number < 0)
+ switch (racial_aux(&power_desc[i]))
{
- if (!cmd_racial_power_aux(power_desc[i].number)) energy_use = 0;
+ case 1:
+ if (power_desc[i].number < 0)
+ cast = cmd_racial_power_aux(power_desc[i].number);
+ else
+ cast = mutation_power_aux(power_desc[i].number);
+ break;
+ case 0:
+ cast = FALSE;
+ break;
+ case -1:
+ cast = TRUE;
+ break;
}
- else
+
+ if (cast)
{
- mutation_power_aux(power_desc[i].number);
- }
+ if (racial_cost)
+ {
+ int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
+
+ /* If mana is not enough, player consumes hit point! */
+ if (p_ptr->csp < actual_racial_cost)
+ {
+ actual_racial_cost -= p_ptr->csp;
+ p_ptr->csp = 0;
+ take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
+ }
+ else p_ptr->csp -= actual_racial_cost;
- /* Redraw mana and hp */
- p_ptr->redraw |= (PR_HP | PR_MANA);
+ /* Redraw mana and hp */
+ p_ptr->redraw |= (PR_HP | PR_MANA);
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER | PW_SPELL);
+ /* Window stuff */
+ p_ptr->window |= (PW_PLAYER | PW_SPELL);
+ }
+ }
+ else p_ptr->energy_use = 0;
/* Success */
return;