#include "realm/realm-demon.h"
#include "cmd-action/cmd-spell.h"
-#include "io/targeting.h"
#include "monster-floor/monster-summon.h"
#include "monster-floor/place-monster-types.h"
-#include "player/player-class.h"
#include "player/player-damage.h"
-#include "player/player-effects.h"
#include "player/player-race.h"
+#include "player/player-realm.h"
#include "spell-kind/spells-charm.h"
#include "spell-kind/spells-detection.h"
#include "spell-kind/spells-floor.h"
#include "spell-kind/spells-launcher.h"
#include "spell-kind/spells-pet.h"
#include "spell-kind/spells-sight.h"
+#include "spell-realm/spells-demon.h"
+#include "spell/spell-types.h"
#include "spell/spells-diceroll.h"
#include "spell/spells-object.h"
#include "spell/spells-status.h"
#include "spell/spells-summon.h"
-#include "spell/spell-types.h"
+#include "spell/summon-types.h"
#include "status/bad-status-setter.h"
#include "status/buff-setter.h"
#include "status/element-resistance.h"
+#include "status/shape-changer.h"
#include "status/sight-setter.h"
#include "status/temporary-resistance.h"
+#include "target/target-getter.h"
#include "view/display-messages.h"
/*!
-* @brief 悪魔領域魔法の各処理を行う
-* @param caster_ptr プレーヤーへの参照ポインタ
-* @param spell 魔法ID
-* @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
-* @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
-*/
+ * @brief 悪魔領域魔法の各処理を行う
+ * @param caster_ptr プレーヤーへの参照ポインタ
+ * @param spell 魔法ID
+ * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)
+ * @return SPELL_NAME / SPELL_DESC / SPELL_INFO 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
+ */
concptr do_daemon_spell(player_type *caster_ptr, SPELL_IDX spell, spell_type mode)
{
- bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
- bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
- bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
- bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
-
- DIRECTION dir;
- PLAYER_LEVEL plev = caster_ptr->lev;
-
- switch (spell)
- {
- case 0:
- if (name) return _("マジック・ミサイル", "Magic Missile");
- if (desc) return _("弱い魔法の矢を放つ。", "Fires a weak bolt of magic.");
-
- {
- DICE_NUMBER dice = 3 + (plev - 1) / 5;
- DICE_SID sides = 4;
-
- if (info) return info_damage(dice, sides, 0);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir, damroll(dice, sides));
- }
- }
- break;
-
- case 1:
- if (name) return _("無生命感知", "Detect Unlife");
- if (desc) return _("近くの生命のないモンスターを感知する。", "Detects all nonliving monsters in your vicinity.");
-
- {
- POSITION rad = DETECT_RAD_DEFAULT;
-
- if (info) return info_radius(rad);
-
- if (cast)
- {
- detect_monsters_nonliving(caster_ptr, rad);
- }
- }
- break;
-
- case 2:
- if (name) return _("邪なる祝福", "Evil Bless");
- if (desc) return _("一定時間、命中率とACにボーナスを得る。", "Gives a bonus to hit and AC for a few turns.");
-
- {
- int base = 12;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_blessed(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 3:
- if (name) return _("耐火炎", "Resist Fire");
- if (desc) return _("一定時間、炎への耐性を得る。装備による耐性に累積する。",
- "Gives resistance to fire, cold and electricity for a while. These resistances can be added to those from equipment for more powerful resistances.");
-
- {
- int base = 20;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 4:
- if (name) return _("恐慌", "Horrify");
- if (desc) return _("モンスター1体を恐怖させ、朦朧させる。抵抗されると無効。", "Attempts to scare and stun a monster.");
-
- {
- PLAYER_LEVEL power = plev;
-
- if (info) return info_power(power);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fear_monster(caster_ptr, dir, power);
- stun_monster(caster_ptr, dir, power);
- }
- }
- break;
-
- case 5:
- if (name) return _("地獄の矢", "Nether Bolt");
- if (desc) return _("地獄のボルトもしくはビームを放つ。", "Fires a bolt or beam of nether.");
-
- {
- DICE_NUMBER dice = 6 + (plev - 5) / 4;
- DICE_SID sides = 8;
-
- if (info) return info_damage(dice, sides, 0);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_NETHER, dir, damroll(dice, sides));
- }
- }
- break;
-
- case 6:
- if (name) return _("古代の死霊召喚", "Summon Manes");
- if (desc) return _("古代の死霊を召喚する。", "Summons a manes.");
-
- {
- if (cast)
- {
- if (!summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, (plev * 3) / 2, SUMMON_MANES, (PM_ALLOW_GROUP | PM_FORCE_PET)))
- {
- msg_print(_("古代の死霊は現れなかった。", "No Manes arrive."));
- }
- }
- }
- break;
-
- case 7:
- if (name) return _("地獄の焔", "Hellish Flame");
- if (desc) return _("邪悪な力を持つボールを放つ。善良なモンスターには大きなダメージを与える。",
- "Fires a ball of evil power. Hurts good monsters greatly.");
-
- {
- DICE_NUMBER dice = 3;
- DICE_SID sides = 6;
- POSITION rad = (plev < 30) ? 2 : 3;
- int base;
-
- if (IS_WIZARD_CLASS(caster_ptr))
- base = plev + plev / 2;
- else
- base = plev + plev / 4;
-
-
- if (info) return info_damage(dice, sides, base);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_HELL_FIRE, dir, damroll(dice, sides) + base, rad);
- }
- }
- break;
-
- case 8:
- if (name) return _("デーモン支配", "Dominate Demon");
- if (desc) return _("悪魔1体を魅了する。抵抗されると無効", "Attempts to charm a demon.");
-
- {
- int power = plev;
-
- if (info) return info_power(power);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- control_one_demon(caster_ptr, dir, plev);
- }
- }
- break;
-
- case 9:
- if (name) return _("ビジョン", "Vision");
- if (desc) return _("周辺の地形を感知する。", "Maps nearby area.");
-
- {
- POSITION rad = DETECT_RAD_MAP;
-
- if (info) return info_radius(rad);
-
- if (cast)
- {
- map_area(caster_ptr, rad);
- }
- }
- break;
-
- case 10:
- if (name) return _("耐地獄", "Resist Nether");
- if (desc) return _("一定時間、地獄への耐性を得る。", "Gives resistance to nether for a while.");
-
- {
- int base = 20;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_tim_res_nether(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 11:
- if (name) return _("プラズマ・ボルト", "Plasma bolt");
- if (desc) return _("プラズマのボルトもしくはビームを放つ。", "Fires a bolt or beam of plasma.");
-
- {
- DICE_NUMBER dice = 11 + (plev - 5) / 4;
- DICE_SID sides = 8;
-
- if (info) return info_damage(dice, sides, 0);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_PLASMA, dir, damroll(dice, sides));
- }
- }
- break;
-
- case 12:
- if (name) return _("ファイア・ボール", "Fire Ball");
- if (desc) return _("炎の球を放つ。", "Fires a ball of fire.");
-
- {
- HIT_POINT dam = plev + 55;
- POSITION rad = 2;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_FIRE, dir, dam, rad);
- }
- }
- break;
-
- case 13:
- if (name) return _("炎の刃", "Fire Branding");
- if (desc) return _("武器に炎の属性をつける。", "Makes current weapon fire branded.");
-
- {
- if (cast)
- {
- brand_weapon(caster_ptr, 1);
- }
- }
- break;
-
- case 14:
- if (name) return _("地獄球", "Nether Ball");
- if (desc) return _("大きな地獄の球を放つ。", "Fires a huge ball of nether.");
-
- {
- HIT_POINT dam = plev * 3 / 2 + 100;
- POSITION rad = plev / 20 + 2;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_NETHER, dir, dam, rad);
- }
- }
- break;
-
- case 15:
- if (name) return _("デーモン召喚", "Summon Demon");
- if (desc) return _("悪魔1体を召喚する。", "Summons a demon.");
-
- {
- if (cast)
- {
- cast_summon_demon(caster_ptr, plev * 2 / 3 + randint1(plev / 2));
- }
- }
- break;
-
- case 16:
- if (name) return _("悪魔の目", "Devilish Eye");
- if (desc) return _("一定時間、テレパシー能力を得る。", "Gives telepathy for a while.");
-
- {
- int base = 30;
- DICE_SID sides = 25;
-
- if (info) return info_duration(base, sides);
-
- if (cast)
- {
- set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
- }
- }
- break;
-
- case 17:
- if (name) return _("悪魔のクローク", "Devil Cloak");
- if (desc) return _("恐怖を取り除き、一定時間、炎と冷気の耐性、炎のオーラを得る。耐性は装備による耐性に累積する。",
- "Removes fear. Gives resistance to fire and cold, and aura of fire. These resistances can be added to those from equipment for more powerful resistances.");
-
- {
- TIME_EFFECT base = 20;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- TIME_EFFECT dur = randint1(base) + base;
-
- set_oppose_fire(caster_ptr, dur, FALSE);
- set_oppose_cold(caster_ptr, dur, FALSE);
- set_tim_sh_fire(caster_ptr, dur, FALSE);
- set_afraid(caster_ptr, 0);
- break;
- }
- }
- break;
-
- case 18:
- if (name) return _("溶岩流", "The Flow of Lava");
- if (desc) return _("自分を中心とした炎の球を作り出し、床を溶岩に変える。",
- "Generates a ball of fire centered on you which transforms floors to magma.");
-
- {
- HIT_POINT dam = (55 + plev) * 2;
- POSITION rad = 3;
-
- if (info) return info_damage(0, 0, dam / 2);
-
- if (cast)
- {
- fire_ball(caster_ptr, GF_FIRE, 0, dam, rad);
- fire_ball_hide(caster_ptr, GF_LAVA_FLOW, 0, 2 + randint1(2), rad);
- }
- }
- break;
-
- case 19:
- if (name) return _("プラズマ球", "Plasma Ball");
- if (desc) return _("プラズマの球を放つ。", "Fires a ball of plasma.");
-
- {
- HIT_POINT dam = plev * 3 / 2 + 80;
- POSITION rad = 2 + plev / 40;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_PLASMA, dir, dam, rad);
- }
- }
- break;
-
- case 20:
- if (name) return _("悪魔変化", "Polymorph Demon");
- if (desc) return _("一定時間、悪魔に変化する。変化している間は本来の種族の能力を失い、代わりに悪魔としての能力を得る。",
- "Causes you to mimic a demon for a while. You lose the abilities of your original race and get the abilities of a demon for that time.");
-
- {
- int base = 10 + plev / 2;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_mimic(caster_ptr, base + randint1(base), MIMIC_DEMON, FALSE);
- }
- }
- break;
-
- case 21:
- if (name) return _("地獄の波動", "Nather Wave");
- if (desc) return _("視界内の全てのモンスターにダメージを与える。善良なモンスターに特に大きなダメージを与える。",
- "Damages all monsters in sight. Hurts good monsters greatly.");
-
- {
- int sides1 = plev * 2;
- int sides2 = plev * 2;
-
- if (info) return format("%sd%d+d%d", KWD_DAM, sides1, sides2);
-
- if (cast)
- {
- dispel_monsters(caster_ptr, randint1(sides1));
- dispel_good(caster_ptr, randint1(sides2));
- }
- }
- break;
-
- case 22:
- if (name) return _("サキュバスの接吻", "Kiss of Succubus");
- if (desc) return _("因果混乱の球を放つ。", "Fires a ball of nexus.");
-
- {
- HIT_POINT dam = 100 + plev * 2;
- POSITION rad = 4;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
- fire_ball(caster_ptr, GF_NEXUS, dir, dam, rad);
- }
- }
- break;
-
- case 23:
- if (name) return _("破滅の手", "Doom Hand");
- if (desc) return _("破滅の手を放つ。食らったモンスターはそのときのHPの半分前後のダメージを受ける。", "Attempts to cut a monster's HP roughly in half.");
-
- {
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir))
- return NULL;
- else
- msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
-
- fire_ball_hide(caster_ptr, GF_HAND_DOOM, dir, plev * 2, 0);
- }
- }
- break;
-
- case 24:
- if (name) return _("士気高揚", "Raise the Morale");
- if (desc) return _("一定時間、ヒーロー気分になる。", "Removes fear. Gives a bonus to hit for a while. Heals you for 10 HP.");
-
- {
- int base = 25;
- if (info) return info_duration(base, base);
- if (cast)heroism(caster_ptr, base);
- }
- break;
-
- case 25:
- if (name) return _("不滅の肉体", "Immortal Body");
- if (desc) return _("一定時間、時間逆転への耐性を得る。", "Gives resistance to time for a while.");
-
- {
- int base = 20;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_tim_res_time(caster_ptr, randint1(base) + base, FALSE);
- }
- }
- break;
-
- case 26:
- if (name) return _("狂気の円環", "Insanity Circle");
- if (desc) return _("自分を中心としたカオスの球、混乱の球を発生させ、近くのモンスターを魅了する。",
- "Generates balls of chaos, confusion and charm centered on you.");
-
- {
- HIT_POINT dam = 50 + plev;
- int power = 20 + plev;
- POSITION rad = 3 + plev / 20;
-
- if (info) return format("%s%d+%d", KWD_DAM, dam / 2, dam / 2);
-
- if (cast)
- {
- fire_ball(caster_ptr, GF_CHAOS, 0, dam, rad);
- fire_ball(caster_ptr, GF_CONFUSION, 0, dam, rad);
- fire_ball(caster_ptr, GF_CHARM, 0, power, rad);
- }
- }
- break;
-
- case 27:
- if (name) return _("ペット爆破", "Explode Pets");
- if (desc) return _("全てのペットを強制的に爆破させる。", "Makes all pets explode.");
-
- {
- if (cast)
- {
- discharge_minion(caster_ptr);
- }
- }
- break;
-
- case 28:
- if (name) return _("グレーターデーモン召喚", "Summon Greater Demon");
- if (desc) return _("上級デーモンを召喚する。召喚するには人間('p','h','t'で表されるモンスター)の死体を捧げなければならない。",
- "Summons greater demon. Requires the sacrifice of a human corpse ('p', 'h' or 't').");
-
- {
- if (cast)
- {
- if (!cast_summon_greater_demon(caster_ptr)) return NULL;
- }
- }
- break;
-
- case 29:
- if (name) return _("地獄嵐", "Nether Storm");
- if (desc) return _("超巨大な地獄の球を放つ。", "Generates a huge ball of nether.");
-
- {
- HIT_POINT dam = plev * 15;
- POSITION rad = plev / 5;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball(caster_ptr, GF_NETHER, dir, dam, rad);
- }
- }
- break;
-
- case 30:
- if (name) return _("血の呪い", "Bloody Curse");
- if (desc) return _("自分がダメージを受けることによって対象に呪いをかけ、ダメージを与え様々な効果を引き起こす。",
- "Puts blood curse, which damages and causes various effects, on a monster. You also take damage.");
-
- {
- HIT_POINT dam = 600;
- POSITION rad = 0;
-
- if (info) return info_damage(0, 0, dam);
-
- if (cast)
- {
- if (!get_aim_dir(caster_ptr, &dir)) return NULL;
-
- fire_ball_hide(caster_ptr, GF_BLOOD_CURSE, dir, dam, rad);
- take_hit(caster_ptr, DAMAGE_USELIFE, 20 + randint1(30), _("血の呪い", "Blood curse"), -1);
- }
- }
- break;
-
- case 31:
- if (name) return _("魔王変化", "Polymorph Demonlord");
- if (desc) return _("悪魔の王に変化する。変化している間は本来の種族の能力を失い、代わりに悪魔の王としての能力を得、壁を破壊しながら歩く。",
- "Causes you to mimic a demon lord for a while. You lose the abilities of your original race and get the great abilities of a demon lord for that time. Even hard walls can't stop your walking.");
-
- {
- int base = 15;
-
- if (info) return info_duration(base, base);
-
- if (cast)
- {
- set_mimic(caster_ptr, base + randint1(base), MIMIC_DEMON_LORD, FALSE);
- }
- }
- break;
- }
-
- return "";
+ bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
+ bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
+ bool info = (mode == SPELL_INFO) ? TRUE : FALSE;
+ bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
+
+ DIRECTION dir;
+ PLAYER_LEVEL plev = caster_ptr->lev;
+
+ switch (spell) {
+ case 0:
+ if (name)
+ return _("マジック・ミサイル", "Magic Missile");
+ if (desc)
+ return _("弱い魔法の矢を放つ。", "Fires a weak bolt of magic.");
+
+ {
+ DICE_NUMBER dice = 3 + (plev - 1) / 5;
+ DICE_SID sides = 4;
+
+ if (info)
+ return info_damage(dice, sides, 0);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr) - 10, GF_MISSILE, dir, damroll(dice, sides));
+ }
+ }
+ break;
+
+ case 1:
+ if (name)
+ return _("無生命感知", "Detect Unlife");
+ if (desc)
+ return _("近くの生命のないモンスターを感知する。", "Detects all nonliving monsters in your vicinity.");
+
+ {
+ POSITION rad = DETECT_RAD_DEFAULT;
+
+ if (info)
+ return info_radius(rad);
+
+ if (cast) {
+ detect_monsters_nonliving(caster_ptr, rad);
+ }
+ }
+ break;
+
+ case 2:
+ if (name)
+ return _("邪なる祝福", "Evil Bless");
+ if (desc)
+ return _("一定時間、命中率とACにボーナスを得る。", "Gives a bonus to hit and AC for a few turns.");
+
+ {
+ int base = 12;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ set_blessed(caster_ptr, randint1(base) + base, FALSE);
+ }
+ }
+ break;
+
+ case 3:
+ if (name)
+ return _("耐火炎", "Resist Fire");
+ if (desc)
+ return _("一定時間、炎への耐性を得る。装備による耐性に累積する。",
+ "Gives resistance to fire, cold and electricity for a while. These resistances can be added to those from equipment for more powerful "
+ "resistances.");
+
+ {
+ int base = 20;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ set_oppose_fire(caster_ptr, randint1(base) + base, FALSE);
+ }
+ }
+ break;
+
+ case 4:
+ if (name)
+ return _("恐慌", "Horrify");
+ if (desc)
+ return _("モンスター1体を恐怖させ、朦朧させる。抵抗されると無効。", "Attempts to scare and stun a monster.");
+
+ {
+ PLAYER_LEVEL power = plev;
+
+ if (info)
+ return info_power(power);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fear_monster(caster_ptr, dir, power);
+ stun_monster(caster_ptr, dir, power);
+ }
+ }
+ break;
+
+ case 5:
+ if (name)
+ return _("地獄の矢", "Nether Bolt");
+ if (desc)
+ return _("地獄のボルトもしくはビームを放つ。", "Fires a bolt or beam of nether.");
+
+ {
+ DICE_NUMBER dice = 6 + (plev - 5) / 4;
+ DICE_SID sides = 8;
+
+ if (info)
+ return info_damage(dice, sides, 0);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_NETHER, dir, damroll(dice, sides));
+ }
+ }
+ break;
+
+ case 6:
+ if (name)
+ return _("古代の死霊召喚", "Summon Manes");
+ if (desc)
+ return _("古代の死霊を召喚する。", "Summons a manes.");
+
+ {
+ if (cast) {
+ if (!summon_specific(caster_ptr, -1, caster_ptr->y, caster_ptr->x, (plev * 3) / 2, SUMMON_MANES, (PM_ALLOW_GROUP | PM_FORCE_PET))) {
+ msg_print(_("古代の死霊は現れなかった。", "No Manes arrive."));
+ }
+ }
+ }
+ break;
+
+ case 7:
+ if (name)
+ return _("地獄の焔", "Hellish Flame");
+ if (desc)
+ return _("邪悪な力を持つボールを放つ。善良なモンスターには大きなダメージを与える。", "Fires a ball of evil power. Hurts good monsters greatly.");
+
+ {
+ DICE_NUMBER dice = 3;
+ DICE_SID sides = 6;
+ POSITION rad = (plev < 30) ? 2 : 3;
+ int base;
+
+ if (is_wizard_class(caster_ptr))
+ base = plev + plev / 2;
+ else
+ base = plev + plev / 4;
+
+ if (info)
+ return info_damage(dice, sides, base);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball(caster_ptr, GF_HELL_FIRE, dir, damroll(dice, sides) + base, rad);
+ }
+ }
+ break;
+
+ case 8:
+ if (name)
+ return _("デーモン支配", "Dominate Demon");
+ if (desc)
+ return _("悪魔1体を魅了する。抵抗されると無効", "Attempts to charm a demon.");
+
+ {
+ int power = plev;
+
+ if (info)
+ return info_power(power);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ control_one_demon(caster_ptr, dir, plev);
+ }
+ }
+ break;
+
+ case 9:
+ if (name)
+ return _("ビジョン", "Vision");
+ if (desc)
+ return _("周辺の地形を感知する。", "Maps nearby area.");
+
+ {
+ POSITION rad = DETECT_RAD_MAP;
+
+ if (info)
+ return info_radius(rad);
+
+ if (cast) {
+ map_area(caster_ptr, rad);
+ }
+ }
+ break;
+
+ case 10:
+ if (name)
+ return _("耐地獄", "Resist Nether");
+ if (desc)
+ return _("一定時間、地獄への耐性を得る。", "Gives resistance to nether for a while.");
+
+ {
+ int base = 20;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ set_tim_res_nether(caster_ptr, randint1(base) + base, FALSE);
+ }
+ }
+ break;
+
+ case 11:
+ if (name)
+ return _("プラズマ・ボルト", "Plasma bolt");
+ if (desc)
+ return _("プラズマのボルトもしくはビームを放つ。", "Fires a bolt or beam of plasma.");
+
+ {
+ DICE_NUMBER dice = 11 + (plev - 5) / 4;
+ DICE_SID sides = 8;
+
+ if (info)
+ return info_damage(dice, sides, 0);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_bolt_or_beam(caster_ptr, beam_chance(caster_ptr), GF_PLASMA, dir, damroll(dice, sides));
+ }
+ }
+ break;
+
+ case 12:
+ if (name)
+ return _("ファイア・ボール", "Fire Ball");
+ if (desc)
+ return _("炎の球を放つ。", "Fires a ball of fire.");
+
+ {
+ HIT_POINT dam = plev + 55;
+ POSITION rad = 2;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball(caster_ptr, GF_FIRE, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 13:
+ if (name)
+ return _("炎の刃", "Fire Branding");
+ if (desc)
+ return _("武器に炎の属性をつける。", "Makes current weapon fire branded.");
+
+ {
+ if (cast) {
+ brand_weapon(caster_ptr, 1);
+ }
+ }
+ break;
+
+ case 14:
+ if (name)
+ return _("地獄球", "Nether Ball");
+ if (desc)
+ return _("大きな地獄の球を放つ。", "Fires a huge ball of nether.");
+
+ {
+ HIT_POINT dam = plev * 3 / 2 + 100;
+ POSITION rad = plev / 20 + 2;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball(caster_ptr, GF_NETHER, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 15:
+ if (name)
+ return _("デーモン召喚", "Summon Demon");
+ if (desc)
+ return _("悪魔1体を召喚する。", "Summons a demon.");
+
+ {
+ if (cast) {
+ cast_summon_demon(caster_ptr, plev * 2 / 3 + randint1(plev / 2));
+ }
+ }
+ break;
+
+ case 16:
+ if (name)
+ return _("悪魔の目", "Devilish Eye");
+ if (desc)
+ return _("一定時間、テレパシー能力を得る。", "Gives telepathy for a while.");
+
+ {
+ int base = 30;
+ DICE_SID sides = 25;
+
+ if (info)
+ return info_duration(base, sides);
+
+ if (cast) {
+ set_tim_esp(caster_ptr, randint1(sides) + base, FALSE);
+ }
+ }
+ break;
+
+ case 17:
+ if (name)
+ return _("悪魔のクローク", "Devil Cloak");
+ if (desc)
+ return _("恐怖を取り除き、一定時間、炎と冷気の耐性、炎のオーラを得る。耐性は装備による耐性に累積する。",
+ "Removes fear. Gives resistance to fire and cold, and aura of fire. These resistances can be added to those from equipment for more powerful "
+ "resistances.");
+
+ {
+ TIME_EFFECT base = 20;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ TIME_EFFECT dur = randint1(base) + base;
+
+ set_oppose_fire(caster_ptr, dur, FALSE);
+ set_oppose_cold(caster_ptr, dur, FALSE);
+ set_tim_sh_fire(caster_ptr, dur, FALSE);
+ set_afraid(caster_ptr, 0);
+ break;
+ }
+ }
+ break;
+
+ case 18:
+ if (name)
+ return _("溶岩流", "The Flow of Lava");
+ if (desc)
+ return _("自分を中心とした炎の球を作り出し、床を溶岩に変える。", "Generates a ball of fire centered on you which transforms floors to magma.");
+
+ {
+ HIT_POINT dam = (55 + plev) * 2;
+ POSITION rad = 3;
+
+ if (info)
+ return info_damage(0, 0, dam / 2);
+
+ if (cast) {
+ fire_ball(caster_ptr, GF_FIRE, 0, dam, rad);
+ fire_ball_hide(caster_ptr, GF_LAVA_FLOW, 0, 2 + randint1(2), rad);
+ }
+ }
+ break;
+
+ case 19:
+ if (name)
+ return _("プラズマ球", "Plasma Ball");
+ if (desc)
+ return _("プラズマの球を放つ。", "Fires a ball of plasma.");
+
+ {
+ HIT_POINT dam = plev * 3 / 2 + 80;
+ POSITION rad = 2 + plev / 40;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball(caster_ptr, GF_PLASMA, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 20:
+ if (name)
+ return _("悪魔変化", "Polymorph Demon");
+ if (desc)
+ return _("一定時間、悪魔に変化する。変化している間は本来の種族の能力を失い、代わりに悪魔としての能力を得る。",
+ "Causes you to mimic a demon for a while. You lose the abilities of your original race and get the abilities of a demon for that time.");
+
+ {
+ int base = 10 + plev / 2;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ set_mimic(caster_ptr, base + randint1(base), MIMIC_DEMON, FALSE);
+ }
+ }
+ break;
+
+ case 21:
+ if (name)
+ return _("地獄の波動", "Nather Wave");
+ if (desc)
+ return _("視界内の全てのモンスターにダメージを与える。善良なモンスターに特に大きなダメージを与える。",
+ "Damages all monsters in sight. Hurts good monsters greatly.");
+
+ {
+ int sides1 = plev * 2;
+ int sides2 = plev * 2;
+
+ if (info)
+ return format("%sd%d+d%d", KWD_DAM, sides1, sides2);
+
+ if (cast) {
+ dispel_monsters(caster_ptr, randint1(sides1));
+ dispel_good(caster_ptr, randint1(sides2));
+ }
+ }
+ break;
+
+ case 22:
+ if (name)
+ return _("サキュバスの接吻", "Kiss of Succubus");
+ if (desc)
+ return _("因果混乱の球を放つ。", "Fires a ball of nexus.");
+
+ {
+ HIT_POINT dam = 100 + plev * 2;
+ POSITION rad = 4;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+ fire_ball(caster_ptr, GF_NEXUS, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 23:
+ if (name)
+ return _("破滅の手", "Doom Hand");
+ if (desc)
+ return _("破滅の手を放つ。食らったモンスターはそのときのHPの半分前後のダメージを受ける。", "Attempts to cut a monster's HP roughly in half.");
+
+ {
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+ else
+ msg_print(_("<破滅の手>を放った!", "You invoke the Hand of Doom!"));
+
+ fire_ball_hide(caster_ptr, GF_HAND_DOOM, dir, plev * 2, 0);
+ }
+ }
+ break;
+
+ case 24:
+ if (name)
+ return _("士気高揚", "Raise the Morale");
+ if (desc)
+ return _("一定時間、ヒーロー気分になる。", "Removes fear. Gives a bonus to hit for a while. Heals you for 10 HP.");
+
+ {
+ int base = 25;
+ if (info)
+ return info_duration(base, base);
+ if (cast)
+ heroism(caster_ptr, base);
+ }
+ break;
+
+ case 25:
+ if (name)
+ return _("不滅の肉体", "Immortal Body");
+ if (desc)
+ return _("一定時間、時間逆転への耐性を得る。", "Gives resistance to time for a while.");
+
+ {
+ int base = 20;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ set_tim_res_time(caster_ptr, randint1(base) + base, FALSE);
+ }
+ }
+ break;
+
+ case 26:
+ if (name)
+ return _("狂気の円環", "Insanity Circle");
+ if (desc)
+ return _("自分を中心としたカオスの球、混乱の球を発生させ、近くのモンスターを魅了する。",
+ "Generates balls of chaos, confusion and charm centered on you.");
+
+ {
+ HIT_POINT dam = 50 + plev;
+ int power = 20 + plev;
+ POSITION rad = 3 + plev / 20;
+
+ if (info)
+ return format("%s%d+%d", KWD_DAM, dam / 2, dam / 2);
+
+ if (cast) {
+ fire_ball(caster_ptr, GF_CHAOS, 0, dam, rad);
+ fire_ball(caster_ptr, GF_CONFUSION, 0, dam, rad);
+ fire_ball(caster_ptr, GF_CHARM, 0, power, rad);
+ }
+ }
+ break;
+
+ case 27:
+ if (name)
+ return _("ペット爆破", "Explode Pets");
+ if (desc)
+ return _("全てのペットを強制的に爆破させる。", "Makes all pets explode.");
+
+ {
+ if (cast) {
+ discharge_minion(caster_ptr);
+ }
+ }
+ break;
+
+ case 28:
+ if (name)
+ return _("グレーターデーモン召喚", "Summon Greater Demon");
+ if (desc)
+ return _("上級デーモンを召喚する。召喚するには人間('p','h','t'で表されるモンスター)の死体を捧げなければならない。",
+ "Summons greater demon. Requires the sacrifice of a human corpse ('p', 'h' or 't').");
+
+ {
+ if (cast) {
+ if (!cast_summon_greater_demon(caster_ptr))
+ return NULL;
+ }
+ }
+ break;
+
+ case 29:
+ if (name)
+ return _("地獄嵐", "Nether Storm");
+ if (desc)
+ return _("超巨大な地獄の球を放つ。", "Generates a huge ball of nether.");
+
+ {
+ HIT_POINT dam = plev * 15;
+ POSITION rad = plev / 5;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball(caster_ptr, GF_NETHER, dir, dam, rad);
+ }
+ }
+ break;
+
+ case 30:
+ if (name)
+ return _("血の呪い", "Bloody Curse");
+ if (desc)
+ return _("自分がダメージを受けることによって対象に呪いをかけ、ダメージを与え様々な効果を引き起こす。",
+ "Puts blood curse, which damages and causes various effects, on a monster. You also take damage.");
+
+ {
+ HIT_POINT dam = 600;
+ POSITION rad = 0;
+
+ if (info)
+ return info_damage(0, 0, dam);
+
+ if (cast) {
+ if (!get_aim_dir(caster_ptr, &dir))
+ return NULL;
+
+ fire_ball_hide(caster_ptr, GF_BLOOD_CURSE, dir, dam, rad);
+ take_hit(caster_ptr, DAMAGE_USELIFE, 20 + randint1(30), _("血の呪い", "Blood curse"), -1);
+ }
+ }
+ break;
+
+ case 31:
+ if (name)
+ return _("魔王変化", "Polymorph Demonlord");
+ if (desc)
+ return _("悪魔の王に変化する。変化している間は本来の種族の能力を失い、代わりに悪魔の王としての能力を得、壁を破壊しながら歩く。",
+ "Causes you to mimic a demon lord for a while. You lose the abilities of your original race and get the great abilities of a demon lord for "
+ "that time. Even hard walls can't stop your walking.");
+
+ {
+ int base = 15;
+
+ if (info)
+ return info_duration(base, base);
+
+ if (cast) {
+ set_mimic(caster_ptr, base + randint1(base), MIMIC_DEMON_LORD, FALSE);
+ }
+ }
+ break;
+ }
+
+ return "";
}
-