/* File: racial.c */
-/* Purpose: Racial powers (and mutations) */
-
/*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
+ * Copyright (c) 1997 Ben Harrison, 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.
+ * 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. Other copyrights may also apply.
*/
+/* Purpose: Racial powers (and mutations) */
+
#include "angband.h"
/*
q = "¤É¤Î¥¢¥¤¥Æ¥à¤ÎËâÎϤò¼è¤ê¹þ¤ß¤Þ¤¹¤«? ";
s = "ËâÎϤò¼è¤ê¹þ¤á¤ë¥¢¥¤¥Æ¥à¤¬¤Ê¤¤¡£";
#else
- q = "Gain power which item? ";
+ q = "Gain power of which item? ";
s = "You have nothing to gain power.";
#endif
o_ptr = &o_list[0 - item];
}
+ if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
+ {
+#ifdef JP
+ msg_print("¤³¤Î¾ó¤Ë¤Ïȯư¤Î°Ù¤ÎǽÎϤϲ¿¤âÈ÷¤ï¤Ã¤Æ¤¤¤Ê¤¤¤è¤¦¤À¡£");
+#else
+ msg_print("This staff doesn't have any magical ability.");
+#endif
+ return FALSE;
+ }
+
+
if (!object_known_p(o_ptr))
{
+#ifdef JP
msg_print("´ÕÄꤵ¤ì¤Æ¤¤¤Ê¤¤¤È¼è¤ê¹þ¤á¤Ê¤¤¡£");
+#else
+ msg_print("You need to identify before absorbing.");
+#endif
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
return FALSE;
}
if (p_ptr->magic_num2[o_ptr->sval + ext])
{
gain_num *= 256;
- gain_num = (gain_num/3 + rand_int(gain_num/3)) / 256;
+ gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
if (gain_num < 1) gain_num = 1;
}
p_ptr->magic_num2[o_ptr->sval + ext] += gain_num;
#ifdef JP
msg_print("¤â¤È¤â¤È¹½¤¨¤Æ¤¤¤Ê¤¤¡£");
#else
- msg_print("You are not assuming a posture.");
+ msg_print("You are not assuming a posture.");
#endif
screen_load();
return TRUE;
if (use_hp)
{
#ifdef JP
- take_hit(DAMAGE_USELIFE, (cost / 2) + randint(cost / 2),
+ take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
"²áÅ٤ν¸Ãæ", -1);
#else
- take_hit(DAMAGE_USELIFE, (cost / 2) + randint(cost / 2),
+ take_hit(DAMAGE_USELIFE, (cost / 2) + randint1(cost / 2),
"concentrating too hard", -1);
#endif
}
else
{
- p_ptr->csp -= (cost / 2) + randint(cost / 2);
+ p_ptr->csp -= (cost / 2) + randint1(cost / 2);
}
}
p_ptr->window |= (PW_PLAYER | PW_SPELL);
/* Success? */
- if (randint(p_ptr->stat_cur[use_stat]) >=
- ((difficulty / 2) + randint(difficulty / 2)))
+ if (randint1(p_ptr->stat_cur[use_stat]) >=
+ ((difficulty / 2) + randint1(difficulty / 2)))
{
return TRUE;
}
for (i = 0; i < 6; i++)
{
- dir = rand_int(8);
+ dir = randint0(8);
y = py + ddy_ddd[dir];
x = px + ddx_ddd[dir];
c_ptr = &cave[y][x];
}
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 (cave[y][x].m_idx)
{
py_attack(y, x, 0);
- if (rand_int(p_ptr->skill_dis) < 7)
+ if (randint0(p_ptr->skill_dis) < 7)
#ifdef JP
msg_print("¤¦¤Þ¤¯Æ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
#else
}
case CLASS_PALADIN:
{
- if (p_ptr->realm1 == REALM_LIFE)
+ if (is_good_realm(p_ptr->realm1))
{
if (racial_aux(30, 30, A_WIS, 20))
{
{
if (racial_aux(25, 0, A_INT, 10))
{
- if (take_hit(DAMAGE_USELIFE, p_ptr->lev,
+ int gain_sp;
#ifdef JP
-"£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1))
+ if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "£È£Ð¤«¤é£Í£Ð¤Ø¤Î̵ËŤÊÊÑ´¹", -1)))
#else
-"thoughtless convertion from HP to SP", -1))
+ if ((gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev, "thoughtless convertion from HP to SP", -1)))
#endif
{
- p_ptr->csp += p_ptr->lev / 5;
+ p_ptr->csp += gain_sp / 5;
if (p_ptr->csp > p_ptr->msp)
{
p_ptr->csp = p_ptr->msp;
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
py_attack(y, x, 0);
if (cave[y][x].m_idx)
{
handle_stuff();
py_attack(y, x, 0);
}
- p_ptr->energy -= 100;
+ p_ptr->energy_need += ENERGY_NEED();
}
else
{
}
case CLASS_RED_MAGE:
{
- if (racial_aux(48, 60, A_INT, 25))
+ if (racial_aux(48, 20, A_INT, 0))
{
handle_stuff();
do_cmd_cast();
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 ((randint(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+rand_int(p_ptr->lev/5)))
+ 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)))
{
+#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 */
+ /* ÍîÇϽèÍý¤Ë¼ºÇÔ¤·¤Æ¤â¤È¤Ë¤«¤¯¾èÇϲò½ü */
+ p_ptr->riding = 0;
}
}
break;
{
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;
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);
+ if( is_mirror_grid(&cave[y][x])) {
+ remove_mirror(y,x);
+ project(0,2,y,x, p_ptr->lev /2 +5 ,GF_SHARDS,(PROJECT_GRID|PROJECT_ITEM|PROJECT_KILL|PROJECT_JUMP|PROJECT_NO_HANGEKI),-1);
}
}
}
return FALSE;
}
if (racial_aux(30, 0, A_INT, 20)){
- if( cave[py][px].feat == FEAT_MIRROR)
+ if( is_mirror_grid(&cave[py][px]))
{
#ifdef JP
msg_print("¾¯¤·Æ¬¤¬¥Ï¥Ã¥¥ê¤·¤¿¡£");
}
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
+ return FALSE;
+ }
if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
{
int y, x, dummy = 0;
msg_print("You grin and bare your fangs...");
#endif
- dummy = plev + randint(plev) * MAX(1, plev / 10); /* Dmg */
+ dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
if (drain_life(dir, dummy))
{
if (p_ptr->food < PY_FOOD_FULL)
msg_print("You examine your surroundings.");
#endif
- (void)detect_traps(DETECT_RAD_DEFAULT);
+ (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
}
/* Create the food ration */
object_prep(q_ptr, 21);
-#ifdef USE_SCRIPT
- q_ptr->python = object_create_callback(q_ptr);
-#endif /* USE_SCRIPT */
-
/* Drop the object from heaven */
(void)drop_near(q_ptr, -1, py, px);
#ifdef JP
(void)set_afraid(0);
- (void)set_shero(10 + randint(plev), FALSE);
+ (void)set_shero(10 + randint1(plev), FALSE);
(void)hp_player(30);
}
break;
{
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¤¿¡£");
+ msg_print("¤¢¤Ê¤¿¤ÏÊ⤼þ¤ê»Ï¤á¤¿¡£");
#else
- msg_print("There is no effect.");
+ msg_print("You start walking around. ");
#endif
-
- }
- 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;
- }
+ alter_reality();
}
}
break;
(void)set_afraid(0);
- (void)set_shero(10 + randint(plev), FALSE);
+ (void)set_shero(10 + randint1(plev), FALSE);
(void)hp_player(30);
}
break;
msg_print("You examine your surroundings.");
#endif
- (void)detect_traps(DETECT_RAD_DEFAULT);
+ (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
(void)detect_doors(DETECT_RAD_DEFAULT);
(void)detect_stairs(DETECT_RAD_DEFAULT);
}
case RACE_DRACONIAN:
if (racial_aux(1, plev, A_CON, 12))
{
- int Type = ((randint(3) == 1) ? GF_COLD : GF_FIRE);
+ int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
#ifdef JP
cptr Type_desc = ((Type == GF_COLD) ? "Î䵤" : "±ê");
#else
#endif
- if (randint(100) < plev)
+ if (randint1(100) < plev)
{
switch (p_ptr->pclass)
{
case CLASS_IMITATOR:
case CLASS_ARCHER:
case CLASS_SMITH:
- if (randint(3) == 1)
+ if (one_in_(3))
{
Type = GF_MISSILE;
#ifdef JP
case CLASS_RED_MAGE:
case CLASS_BLUE_MAGE:
case CLASS_MIRROR_MASTER:
- if (randint(3) == 1)
+ if (one_in_(3))
{
Type = GF_MANA;
#ifdef JP
}
break;
case CLASS_CHAOS_WARRIOR:
- if (randint(3) != 1)
+ if (!one_in_(3))
{
Type = GF_CONFUSION;
#ifdef JP
case CLASS_MONK:
case CLASS_SAMURAI:
case CLASS_FORCETRAINER:
- if (randint(3) != 1)
+ if (!one_in_(3))
{
Type = GF_CONFUSION;
#ifdef JP
}
break;
case CLASS_MINDCRAFTER:
- if (randint(3) != 1)
+ if (!one_in_(3))
{
Type = GF_CONFUSION;
#ifdef JP
break;
case CLASS_PRIEST:
case CLASS_PALADIN:
- if (randint(3) == 1)
+ if (one_in_(3))
{
Type = GF_HELL_FIRE;
#ifdef JP
break;
case CLASS_ROGUE:
case CLASS_NINJA:
- if (randint(3) == 1)
+ if (one_in_(3))
{
Type = GF_DARK;
#ifdef JP
}
break;
case CLASS_BARD:
- if (randint(3) != 1)
+ if (!one_in_(3))
{
Type = GF_SOUND;
#ifdef JP
case RACE_GOLEM:
if (racial_aux(20, 15, A_CON, 8))
{
- (void)set_shield(randint(20) + 30, FALSE);
+ (void)set_shield(randint1(20) + 30, FALSE);
}
break;
break;
case RACE_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
+ return FALSE;
+ }
if (racial_aux(2, (1 + (plev / 3)), A_CON, 9))
{
int y, x, dummy = 0;
msg_print("You grin and bare your fangs...");
#endif
- dummy = plev + randint(plev) * MAX(1, plev / 10); /* Dmg */
+ dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
if (drain_life(dir, dummy))
{
if (p_ptr->food < PY_FOOD_FULL)
case RACE_KUTA:
if (racial_aux(20, 15, A_CHR, 8))
{
- (void)set_tsubureru(randint(20) + 30, FALSE);
+ (void)set_tsubureru(randint1(20) + 30, FALSE);
}
break;
#ifdef JP
strcpy(power_desc[num].name, "·õ¤ÎÉñ¤¤");
#else
- strcpy(power_desc[num].name, "Whirl Strike");
+ strcpy(power_desc[num].name, "Sword Dancing");
#endif
power_desc[num].level = 40;
#ifdef JP
strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
#else
- strcpy(power_desc[num].name, "eat magic");
+ strcpy(power_desc[num].name, "Eat Magic");
#endif
power_desc[num].level = 25;
}
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");
+ strcpy(power_desc[num].name, "Bless Weapon");
#endif
power_desc[num].level = 35;
#ifdef JP
strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
#else
- strcpy(power_desc[num].name, "hit and away");
+ strcpy(power_desc[num].name, "Hit and Away");
#endif
power_desc[num].level = 8;
#ifdef JP
strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼Ä´ºº");
#else
- strcpy(power_desc[num].name, "probe monster");
+ strcpy(power_desc[num].name, "Probe Monster");
#endif
power_desc[num].level = 15;
}
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");
+ strcpy(power_desc[num].name, "Holy Lance");
#endif
power_desc[num].level = 30;
#ifdef JP
strcpy(power_desc[num].name, "¥Ø¥ë¡¦¥é¥ó¥¹");
#else
- strcpy(power_desc[num].name, "hell lance");
+ strcpy(power_desc[num].name, "Hell Lance");
#endif
power_desc[num].level = 30;
#ifdef JP
strcpy(power_desc[num].name, "ÊÑ´¹: £È£Ð¢ª£Í£Ð");
#else
- strcpy(power_desc[num].name, "convert HP to SP");
+ strcpy(power_desc[num].name, "Convert HP to SP");
#endif
power_desc[num].level = 25;
#ifdef JP
strcpy(power_desc[num].name, "ÊÑ´¹: £Í£Ð¢ª£È£Ð");
#else
- strcpy(power_desc[num].name, "convert SP to HP");
+ strcpy(power_desc[num].name, "Convert SP to HP");
#endif
power_desc[num].level = 25;
#ifdef JP
strcpy(power_desc[num].name, "¹½¤¨¤ë");
#else
- strcpy(power_desc[num].name, "asuume a posture");
+ strcpy(power_desc[num].name, "Assume a Posture");
#endif
power_desc[num].level = 25;
power_desc[num].cost = 0;
- power_desc[num].fail = 100 - racial_chance(20, A_DEX, 0);
+ power_desc[num].fail = 100 - racial_chance(25, A_DEX, 0);
power_desc[num++].number = -3;
#ifdef JP
strcpy(power_desc[num].name, "É´Îö·ý");
power_desc[num].level = 30;
power_desc[num].cost = 30;
- power_desc[num].fail = 100 - racial_chance(20, A_STR, 20);
+ power_desc[num].fail = 100 - racial_chance(30, A_STR, 20);
power_desc[num++].number = -4;
break;
}
#ifdef JP
strcpy(power_desc[num].name, "¼Ì¿¿»£±Æ");
#else
- strcpy(power_desc[num].name, "take a photograph");
+ strcpy(power_desc[num].name, "Take a Photograph");
#endif
power_desc[num].level = 1;
#ifdef JP
strcpy(power_desc[num].name, "À¸Êª»ÙÇÛ");
#else
- strcpy(power_desc[num].name, "dominate a living thing");
+ strcpy(power_desc[num].name, "Dominate a Living Thing");
#endif
power_desc[num].level = 1;
#ifdef JP
strcpy(power_desc[num].name, "¿¿¡¦À¸Êª»ÙÇÛ");
#else
- strcpy(power_desc[num].name, "dominate living things");
+ strcpy(power_desc[num].name, "Dominate Living Things");
#endif
power_desc[num].level = 30;
#ifdef JP
strcpy(power_desc[num].name, "ÃÆ/Ìð¤ÎÀ½Â¤");
#else
- strcpy(power_desc[num].name, "create ammo");
+ strcpy(power_desc[num].name, "Create Ammo");
#endif
power_desc[num].level = 1;
#ifdef JP
strcpy(power_desc[num].name, "ËâÎϤμè¤ê¹þ¤ß");
#else
- strcpy(power_desc[num].name, "absorb magic");
+ strcpy(power_desc[num].name, "Absorb Magic");
#endif
power_desc[num].level = 1;
#ifdef JP
strcpy(power_desc[num].name, "²Î¤ò»ß¤á¤ë");
#else
- strcpy(power_desc[num].name, "stop singing");
+ strcpy(power_desc[num].name, "Stop Singing");
#endif
power_desc[num].level = 1;
#endif
power_desc[num].level = 48;
- power_desc[num].cost = 60;
- power_desc[num].fail = 100 - racial_chance(48, A_INT, 25);
+ power_desc[num].cost = 20;
+ power_desc[num].fail = 100 - racial_chance(48, A_INT, 0);
power_desc[num++].number = -3;
break;
}
#ifdef JP
strcpy(power_desc[num].name, "·¿");
#else
- strcpy(power_desc[num].name, "assume a posture");
+ strcpy(power_desc[num].name, "Assume a Posture");
#endif
power_desc[num].level = 25;
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");
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++].number = -3;
break;
}
case CLASS_MIRROR_MASTER:
#ifdef JP
strcpy(power_desc[num].name, "¶À³ä¤ê");
#else
- strcpy(power_desc[num].name, "break mirrors");
+ strcpy(power_desc[num].name, "Break Mirrors");
#endif
power_desc[num].level = 1;
#ifdef JP
strcpy(power_desc[num].name, "ÀÅ¿å");
#else
- strcpy(power_desc[num].name, "Clear mind");
+ strcpy(power_desc[num].name, "Mirror Concentration");
#endif
power_desc[num].level = 30;
#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);
+ sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
#endif
power_desc[num].level = 15;
#ifdef JP
strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
#else
- strcpy(power_desc[num].name, "drain life");
+ strcpy(power_desc[num].name, "Drain Life");
#endif
power_desc[num].level = 2;
#ifdef JP
strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
#else
- strcpy(power_desc[num].name, "detect doors+traps");
+ strcpy(power_desc[num].name, "Detect Doors+Traps");
#endif
power_desc[num].level = 5;
#ifdef JP
strcpy(power_desc[num].name, "¥É¥¢¤Èæ« ´¶ÃÎ");
#else
- strcpy(power_desc[num].name, "detect doors+traps");
+ strcpy(power_desc[num].name, "Detect Doors+Traps");
#endif
power_desc[num].level = 10;
#ifdef JP
strcpy(power_desc[num].name, "¿©ÎÈÀ¸À®");
#else
- strcpy(power_desc[num].name, "create food");
+ strcpy(power_desc[num].name, "Create Food");
#endif
power_desc[num].level = 15;
#ifdef JP
strcpy(power_desc[num].name, "¶²Éݽüµî");
#else
- strcpy(power_desc[num].name, "remove fear");
+ strcpy(power_desc[num].name, "Remove Fear");
#endif
power_desc[num].level = 3;
#ifdef JP
strcpy(power_desc[num].name, "¶¸Àï»Î²½");
#else
- strcpy(power_desc[num].name, "berserk");
+ strcpy(power_desc[num].name, "Berserk");
#endif
power_desc[num].level = 10;
#ifdef JP
strcpy(power_desc[num].name, "¶¸Àï»Î²½");
#else
- strcpy(power_desc[num].name, "berserk");
+ strcpy(power_desc[num].name, "Berserk");
#endif
power_desc[num].level = 8;
#ifdef JP
strcpy(power_desc[num].name, "Çúȯ¤Î¥ë¡¼¥ó");
#else
- strcpy(power_desc[num].name, "explosive rune");
+ strcpy(power_desc[num].name, "Explosive Rune");
#endif
power_desc[num].level = 25;
#ifdef JP
strcpy(power_desc[num].name, "´äÀÐÍϲò");
#else
- strcpy(power_desc[num].name, "stone to mud");
+ strcpy(power_desc[num].name, "Stone to Mud");
#endif
power_desc[num].level = 20;
#ifdef JP
strcpy(power_desc[num].name, "¥¹¥¥ã¥ó¡¦¥â¥ó¥¹¥¿¡¼");
#else
- strcpy(power_desc[num].name, "probing");
+ strcpy(power_desc[num].name, "Probing");
#endif
power_desc[num].level = 15;
#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);
+ sprintf(power_desc[num].name, "Throw Boulder (dam %d)", (3 * lvl) / 2);
#endif
power_desc[num].level = 20;
#ifdef JP
strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
#else
- strcpy(power_desc[num].name, "scare monster");
+ strcpy(power_desc[num].name, "Scare Monster");
#endif
power_desc[num].level = 15;
#ifdef JP
strcpy(power_desc[num].name, "¥â¥ó¥¹¥¿¡¼¶²¹²");
#else
- strcpy(power_desc[num].name, "scare monster");
+ strcpy(power_desc[num].name, "Scare Monster");
#endif
power_desc[num].level = 4;
#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);
+ sprintf(power_desc[num].name, "Spit Acid (dam %d)", lvl);
#endif
power_desc[num].level = 9;
#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);
+ sprintf(power_desc[num].name, "Poison Dart (dam %d)", lvl);
#endif
power_desc[num].level = 12;
#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);
+ sprintf(power_desc[num].name, "Magic Missile (dm %dd%d)", 3 + ((lvl - 1) / 5), 4);
#endif
power_desc[num].level = 2;
#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);
+ sprintf(power_desc[num].name, "Breath Weapon (dam %d)", lvl * 2);
#endif
power_desc[num].level = 1;
#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);
+ sprintf(power_desc[num].name, "Mind Blast (dam %d)", lvl);
#endif
power_desc[num].level = 15;
#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);
+ sprintf(power_desc[num].name, "Fire Bolt/Ball (dam %d)", lvl);
#endif
power_desc[num].level = 9;
#ifdef JP
strcpy(power_desc[num].name, "È©Àв½ (´ü´Ö 1d20+30)");
#else
- strcpy(power_desc[num].name, "stone skin (dur 1d20+30)");
+ strcpy(power_desc[num].name, "Stone Skin (dur 1d20+30)");
#endif
power_desc[num].level = 20;
#ifdef JP
strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
#else
- strcpy(power_desc[num].name, "restore life");
+ strcpy(power_desc[num].name, "Restore Life");
#endif
power_desc[num].level = 30;
#ifdef JP
strcpy(power_desc[num].name, "À¸Ì¿Îϵۼý");
#else
- strcpy(power_desc[num].name, "drain life");
+ strcpy(power_desc[num].name, "Drain Life");
#endif
power_desc[num].level = 2;
#ifdef JP
strcpy(power_desc[num].name, "̲¤êÊ´");
#else
- strcpy(power_desc[num].name, "sleeping dust");
+ strcpy(power_desc[num].name, "Sleeping Dust");
#endif
power_desc[num].level = 12;
#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);
+ sprintf(power_desc[num].name, "Nether or Fire Breath (dam %d)", lvl * 3);
#endif
power_desc[num].level = 15;
#ifdef JP
strcpy(power_desc[num].name, "²£¤Ë¿¤Ó¤ë");
#else
- strcpy(power_desc[num].name, "expand horizontally (dur 30+1d20)");
+ strcpy(power_desc[num].name, "Expand Horizontally (dur 30+1d20)");
#endif
power_desc[num].level = 20;
#ifdef JP
strcpy(power_desc[num].name, "¥ì¥¤¥¬¥ó");
#else
- strcpy(power_desc[num].name, "ray gun");
+ strcpy(power_desc[num].name, "Ray Gun");
#endif
power_desc[num].level = 1;
#ifdef JP
strcpy(power_desc[num].name, "¥Ö¥é¥¹¥¿¡¼");
#else
- strcpy(power_desc[num].name, "blaster");
+ strcpy(power_desc[num].name, "Blaster");
#endif
power_desc[num].level = 10;
#ifdef JP
strcpy(power_desc[num].name, "¥Ð¥º¡¼¥«");
#else
- strcpy(power_desc[num].name, "bazooka");
+ strcpy(power_desc[num].name, "Bazooka");
#endif
power_desc[num].level = 25;
#ifdef JP
strcpy(power_desc[num].name, "¥Ó¡¼¥à¥¥ã¥Î¥ó");
#else
- strcpy(power_desc[num].name, "beam cannon");
+ strcpy(power_desc[num].name, "Beam Cannon");
#endif
power_desc[num].level = 35;
#ifdef JP
strcpy(power_desc[num].name, "¥í¥±¥Ã¥È");
#else
- strcpy(power_desc[num].name, "rocket");
+ strcpy(power_desc[num].name, "Rocket");
#endif
power_desc[num].level = 45;
#ifdef JP
strcpy(power_desc[num].name, "»À¤ÎÂÃ");
#else
- strcpy(power_desc[num].name, "spit acid");
+ strcpy(power_desc[num].name, "Spit Acid");
#endif
power_desc[num].level = 9;
#ifdef JP
strcpy(power_desc[num].name, "±ê¤Î¥Ö¥ì¥¹");
#else
- strcpy(power_desc[num].name, "fire breath");
+ strcpy(power_desc[num].name, "Fire Breath");
#endif
power_desc[num].level = 20;
#ifdef JP
strcpy(power_desc[num].name, "ºÅ̲âˤß");
#else
- strcpy(power_desc[num].name, "hypnotic gaze");
+ strcpy(power_desc[num].name, "Hypnotic Gaze");
#endif
power_desc[num].level = 12;
#ifdef JP
strcpy(power_desc[num].name, "Ç°Æ°ÎÏ");
#else
- strcpy(power_desc[num].name, "telekinesis");
+ strcpy(power_desc[num].name, "Telekinesis");
#endif
power_desc[num].level = 9;
#ifdef JP
strcpy(power_desc[num].name, "¥Æ¥ì¥Ý¡¼¥È");
#else
- strcpy(power_desc[num].name, "teleport");
+ strcpy(power_desc[num].name, "Teleport");
#endif
power_desc[num].level = 7;
#ifdef JP
strcpy(power_desc[num].name, "Àº¿À¹¶·â");
#else
- strcpy(power_desc[num].name, "mind blast");
+ strcpy(power_desc[num].name, "Mind Blast");
#endif
power_desc[num].level = 5;
#ifdef JP
strcpy(power_desc[num].name, "Êü¼Íǽ");
#else
- strcpy(power_desc[num].name, "emit radiation");
+ strcpy(power_desc[num].name, "Emit Radiation");
#endif
power_desc[num].level = 15;
#ifdef JP
strcpy(power_desc[num].name, "µÛ·ì¥É¥ì¥¤¥ó");
#else
- strcpy(power_desc[num].name, "vampiric drain");
+ strcpy(power_desc[num].name, "Vampiric Drain");
#endif
power_desc[num].level = 2;
#ifdef JP
strcpy(power_desc[num].name, "¶â°Ó̳Ð");
#else
- strcpy(power_desc[num].name, "smell metal");
+ strcpy(power_desc[num].name, "Smell Metal");
#endif
power_desc[num].level = 3;
#ifdef JP
strcpy(power_desc[num].name, "Ũ½Ó̳Ð");
#else
- strcpy(power_desc[num].name, "smell monsters");
+ strcpy(power_desc[num].name, "Smell Monsters");
#endif
power_desc[num].level = 5;
#ifdef JP
strcpy(power_desc[num].name, "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È");
#else
- strcpy(power_desc[num].name, "blink");
+ strcpy(power_desc[num].name, "Blink");
#endif
power_desc[num].level = 3;
#ifdef JP
strcpy(power_desc[num].name, "´ä¿©¤¤");
#else
- strcpy(power_desc[num].name, "eat rock");
+ strcpy(power_desc[num].name, "Eat Rock");
#endif
power_desc[num].level = 8;
#ifdef JP
strcpy(power_desc[num].name, "°ÌÃÖ¸ò´¹");
#else
- strcpy(power_desc[num].name, "swap position");
+ strcpy(power_desc[num].name, "Swap Position");
#endif
power_desc[num].level = 15;
#ifdef JP
strcpy(power_desc[num].name, "¶«¤Ó");
#else
- strcpy(power_desc[num].name, "shriek");
+ strcpy(power_desc[num].name, "Shriek");
#endif
power_desc[num].level = 20;
#ifdef JP
strcpy(power_desc[num].name, "¾ÈÌÀ");
#else
- strcpy(power_desc[num].name, "illuminate");
+ strcpy(power_desc[num].name, "Illuminate");
#endif
power_desc[num].level = 3;
#ifdef JP
strcpy(power_desc[num].name, "¼ö¤¤´¶ÃÎ");
#else
- strcpy(power_desc[num].name, "detect curses");
+ strcpy(power_desc[num].name, "Detect Curses");
#endif
power_desc[num].level = 7;
#ifdef JP
strcpy(power_desc[num].name, "¶¸Àï»Î²½");
#else
- strcpy(power_desc[num].name, "berserk");
+ strcpy(power_desc[num].name, "Berserk");
#endif
power_desc[num].level = 8;
#ifdef JP
strcpy(power_desc[num].name, "ÊÑ¿È");
#else
- strcpy(power_desc[num].name, "polymorph");
+ strcpy(power_desc[num].name, "Polymorph");
#endif
power_desc[num].level = 18;
#ifdef JP
strcpy(power_desc[num].name, "¥ß¥À¥¹¤Î¼ê");
#else
- strcpy(power_desc[num].name, "midas touch");
+ strcpy(power_desc[num].name, "Midas Touch");
#endif
power_desc[num].level = 10;
#ifdef JP
strcpy(power_desc[num].name, "¥«¥ÓȯÀ¸");
#else
- strcpy(power_desc[num].name, "grow mold");
+ strcpy(power_desc[num].name, "Grow Mold");
#endif
power_desc[num].level = 1;
#ifdef JP
strcpy(power_desc[num].name, "¥¨¥ì¥á¥ó¥ÈÂÑÀ");
#else
- strcpy(power_desc[num].name, "resist elements");
+ strcpy(power_desc[num].name, "Resist Elements");
#endif
power_desc[num].level = 10;
#ifdef JP
strcpy(power_desc[num].name, "ÃÏ¿Ì");
#else
- strcpy(power_desc[num].name, "earthquake");
+ strcpy(power_desc[num].name, "Earthquake");
#endif
power_desc[num].level = 12;
#ifdef JP
strcpy(power_desc[num].name, "ËâÎÏ¿©¤¤");
#else
- strcpy(power_desc[num].name, "eat magic");
+ strcpy(power_desc[num].name, "Eat Magic");
#endif
power_desc[num].level = 17;
#ifdef JP
strcpy(power_desc[num].name, "ËâÎÏ´¶ÃÎ");
#else
- strcpy(power_desc[num].name, "weigh magic");
+ strcpy(power_desc[num].name, "Weigh Magic");
#endif
power_desc[num].level = 6;
#ifdef JP
strcpy(power_desc[num].name, "Áý¿£ÁË»ß");
#else
- strcpy(power_desc[num].name, "sterilize");
+ strcpy(power_desc[num].name, "Sterilize");
#endif
power_desc[num].level = 12;
#ifdef JP
strcpy(power_desc[num].name, "¥Ò¥Ã¥È¡õ¥¢¥¦¥§¥¤");
#else
- strcpy(power_desc[num].name, "panic hit");
+ strcpy(power_desc[num].name, "Panic Hit");
#endif
power_desc[num].level = 10;
#ifdef JP
strcpy(power_desc[num].name, "âÁÏÇ");
#else
- strcpy(power_desc[num].name, "dazzle");
+ strcpy(power_desc[num].name, "Dazzle");
#endif
power_desc[num].level = 7;
#ifdef JP
strcpy(power_desc[num].name, "¥ì¡¼¥¶¡¼¡¦¥¢¥¤");
#else
- strcpy(power_desc[num].name, "laser eye");
+ strcpy(power_desc[num].name, "Laser Eye");
#endif
power_desc[num].level = 7;
#ifdef JP
strcpy(power_desc[num].name, "µ¢´Ô");
#else
- strcpy(power_desc[num].name, "recall");
+ strcpy(power_desc[num].name, "Recall");
#endif
power_desc[num].level = 17;
#ifdef JP
strcpy(power_desc[num].name, "¼Ù°¾ÃÌÇ");
#else
- strcpy(power_desc[num].name, "banish evil");
+ strcpy(power_desc[num].name, "Banish Evil");
#endif
power_desc[num].level = 25;
#ifdef JP
strcpy(power_desc[num].name, "Åà·ë¤Î¼ê");
#else
- strcpy(power_desc[num].name, "cold touch");
+ strcpy(power_desc[num].name, "Cold Touch");
#endif
power_desc[num].level = 2;
#ifdef JP
strcpy(power_desc[num].name, "¥¢¥¤¥Æ¥àÅꤲ");
#else
- strcpy(power_desc[num].name, "throw object");
+ strcpy(power_desc[num].name, "Throw Object");
#endif
power_desc[num].level = 1;
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;