#include "object-curse.h"
#include "projection.h"
#include "spells-status.h"
+#include "player-status.h"
#define MAX_KEEP 4 /*!<呪術の最大詠唱数 */
if (p_ptr->spell_exp[spell] < SPELL_EXP_BEGINNER)
p_ptr->spell_exp[spell] += 5;
else if(p_ptr->spell_exp[spell] < SPELL_EXP_SKILLED)
- { if (one_in_(2) && (dun_level > 4) && ((dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
+ { if (one_in_(2) && (current_floor_ptr->dun_level > 4) && ((current_floor_ptr->dun_level + 10) > p_ptr->lev)) p_ptr->spell_exp[spell] += 1; }
else if(p_ptr->spell_exp[spell] < SPELL_EXP_EXPERT)
- { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && ((dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
+ { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && ((current_floor_ptr->dun_level + 5) > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
else if(p_ptr->spell_exp[spell] < SPELL_EXP_MASTER)
- { if (one_in_(5) && ((dun_level + 5) > p_ptr->lev) && (dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
+ { if (one_in_(5) && ((current_floor_ptr->dun_level + 5) > p_ptr->lev) && (current_floor_ptr->dun_level > s_ptr->slevel)) p_ptr->spell_exp[spell] += 1; }
}
/* Do any effects of continual spells */
*/
bool teleport_barrier(MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!hex_spelling(HEX_ANTI_TELE)) return FALSE;
*/
bool magic_barrier(MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!hex_spelling(HEX_ANTI_MAGIC)) return FALSE;
*/
bool multiply_barrier(MONSTER_IDX m_idx)
{
- monster_type *m_ptr = &m_list[m_idx];
+ monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
monster_race *r_ptr = &r_info[m_ptr->r_idx];
if (!hex_spelling(HEX_ANTI_MULTI)) return FALSE;
if (desc) return _("炎のオーラを身にまとい、回復速度が速くなる。", "Gives fire aura and regeneration.");
if (cast)
{
- msg_print(_("体が炎のオーラで覆われた。", "You have enveloped by fiery aura!"));
+ msg_print(_("体が炎のオーラで覆われた。", "You are enveloped by a fiery aura!"));
}
if (stop)
{
- msg_print(_("炎のオーラが消え去った。", "Fiery aura disappeared."));
+ msg_print(_("炎のオーラが消え去った。", "The fiery aura disappeared."));
}
break;
case 3:
if (name) return _("悪臭霧", "Stinking mist");
- if (desc) return _("視界内のモンスターに微弱量の毒のダメージを与える。", "Deals few damages of poison to all monsters in your sight.");
+ if (desc) return _("視界内のモンスターに微弱量の毒のダメージを与える。", "Deals a little poison damage to all monsters in your sight.");
power = plev / 2 + 5;
if (info) return info_damage(1, power, 0);
if (cast || cont)
item_tester_hook = item_tester_hook_weapon_except_bow;
q = _("どれを呪いますか?", "Which weapon do you curse?");
- s = _("武器を装備していない。", "You wield no weapons.");
+ s = _("武器を装備していない。", "You're not wielding a weapon.");
o_ptr = choose_object(&item, q, s, (USE_EQUIP));
if (!o_ptr) return FALSE;
case 7:
if (name) return _("我慢", "Patience");
if (desc) return _("数ターン攻撃を耐えた後、受けたダメージを地獄の業火として周囲に放出する。",
- "Bursts hell fire strongly after patients any damage while few turns.");
+ "Bursts hell fire strongly after enduring damage for a few turns.");
power = MIN(200, (HEX_REVENGE_POWER(p_ptr) * 2));
if (info) return info_damage(0, 0, power);
if (cast)
if (HEX_REVENGE_TURN(p_ptr) > 0)
{
- msg_print(_("すでに我慢をしている。", "You are already patienting."));
+ msg_print(_("すでに我慢をしている。", "You are already biding your time for vengeance."));
return NULL;
}
HEX_REVENGE_TYPE(p_ptr) = 1;
HEX_REVENGE_TURN(p_ptr) = r;
HEX_REVENGE_POWER(p_ptr) = 0;
- msg_print(_("じっと耐えることにした。", "You decide to patient all damages."));
+ msg_print(_("じっと耐えることにした。", "You decide to endure damage for future retribution."));
add = FALSE;
}
if (cont)
if ((HEX_REVENGE_TURN(p_ptr) <= 0) || (power >= 200))
{
- msg_print(_("我慢が解かれた!", "Time for end of patioence!"));
+ msg_print(_("我慢が解かれた!", "My patience is at an end!"));
if (power)
{
project(0, rad, p_ptr->y, p_ptr->x, power, GF_HELL_FIRE,
/*** 2nd book (8-15) ***/
case 8:
if (name) return _("氷の鎧", "Ice armor");
- if (desc) return _("氷のオーラを身にまとい、防御力が上昇する。", "Gives fire aura and bonus to AC.");
+ if (desc) return _("氷のオーラを身にまとい、防御力が上昇する。", "Surrounds you with an icy aura and gives a bonus to AC.");
if (cast)
{
- msg_print(_("体が氷の鎧で覆われた。", "You have enveloped by ice armor!"));
+ msg_print(_("体が氷の鎧で覆われた。", "You are enveloped by icy armor!"));
}
if (stop)
{
- msg_print(_("氷の鎧が消え去った。", "Ice armor disappeared."));
+ msg_print(_("氷の鎧が消え去った。", "The icy armor disappeared."));
}
break;
break;
case 10:
- if (name) return _("薬品吸入", "Inhail potion");
+ if (name) return _("薬品吸入", "Inhale potion");
if (desc) return _("呪文詠唱を中止することなく、薬の効果を得ることができる。", "Quaffs a potion without canceling of casting a spell.");
if (cast)
{
#ifdef JP
msg_print("武器の輝きが消え去った。");
#else
- msg_format("Brightness of weapon%s disappeared.", (empty_hands(FALSE)) ? "" : "s");
+ msg_format("Your weapon%s.", (empty_hands(FALSE)) ? " no longer glows" : "s no longer glow");
#endif
}
break;
}
if (stop)
{
- msg_print(_("手の輝きがなくなった。", "Brightness on your hands disappeard."));
+ msg_print(_("手の輝きがなくなった。", "Your hands no longer glow."));
}
break;
if (desc) return _("電気のオーラを身にまとい、動きが速くなる。", "Gives lightning aura and a bonus to speed.");
if (cast)
{
- msg_print(_("体が稲妻のオーラで覆われた。", "You have enveloped by electrical aura!"));
+ msg_print(_("体が稲妻のオーラで覆われた。", "You are enveloped by an electrical aura!"));
}
if (stop)
{
- msg_print(_("稲妻のオーラが消え去った。", "Electrical aura disappeared."));
+ msg_print(_("稲妻のオーラが消え去った。", "The electrical aura disappeared."));
}
break;
item_tester_hook = object_is_armour;
q = _("どれを呪いますか?", "Which piece of armour do you curse?");
- s = _("防具を装備していない。", "You wield no piece of armours.");
+ s = _("防具を装備していない。", "You're not wearing any armor.");
o_ptr = choose_object(&item, q, s, (USE_EQUIP));
if (!o_ptr) return FALSE;
if (!o_ptr->k_idx)
{
- msg_print(_("クロークを身につけていない!", "You don't ware any cloak."));
+ msg_print(_("クロークを身につけていない!", "You are not wearing a cloak."));
return NULL;
}
else if (!object_is_cursed(o_ptr))
}
else
{
- msg_print(_("影のオーラを身にまとった。", "You have enveloped by shadow aura!"));
+ msg_print(_("影のオーラを身にまとった。", "You are enveloped by a shadowy aura!"));
}
}
if (cont)
}
if (stop)
{
- msg_print(_("影のオーラが消え去った。", "Shadow aura disappeared."));
+ msg_print(_("影のオーラが消え去った。", "The shadowy aura disappeared."));
}
break;
#ifdef JP
msg_print("武器の渇望が消え去った。");
#else
- msg_format("Thirsty of weapon%s disappeared.", (empty_hands(FALSE)) ? "" : "s");
+ msg_format("Your weapon%s less thirsty now.", (empty_hands(FALSE)) ? " is" : "s are");
#endif
}
break;
int dy = y + ddy_ddd[dir];
int dx = x + ddx_ddd[dir];
if (dir == 5) continue;
- if (current_floor->grid_array[dy][dx].m_idx) flag = TRUE;
+ if (current_floor_ptr->grid_array[dy][dx].m_idx) flag = TRUE;
}
- if (!cave_empty_bold(y, x) || (current_floor->grid_array[y][x].info & CAVE_ICKY) ||
+ if (!cave_empty_bold(y, x) || (current_floor_ptr->grid_array[y][x].info & CAVE_ICKY) ||
(distance(y, x, p_ptr->y, p_ptr->x) > plev + 2))
{
msg_print(_("そこには移動できない。", "Can not teleport to there."));
}
else
{
- msg_print(_("復讐する気が失せた。", "You are not a mood to revenge."));
+ msg_print(_("復讐する気が失せた。", "You are not in the mood for revenge."));
}
HEX_REVENGE_POWER(p_ptr) = 0;
}