#include "player-effects.h"
#include "player-damage.h"
#include "feature.h"
-#include "spells.h"
+#include "spell/spells-common.h"
#include "grid.h"
#include "targeting.h"
-#include "view-mainwindow.h"
+#include "view/display-main-window.h"
#include "spells-floor.h"
#include "world.h"
{
case 0:
if (name) return _("飛飯綱", "Tobi-Izuna");
- if (desc) return _("2マス離れたところにいるモンスターを攻撃する。", "Attacks a two squares distant monster.");
+ if (desc) return _("2マス離れたところにいるモンスターを攻撃する。", "Attacks a monster two squares away.");
if (cast)
{
case 1:
if (name) return _("五月雨斬り", "3-Way Attack");
- if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
+ if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions at one time.");
if (cast)
{
case 2:
if (name) return _("ブーメラン", "Boomerang");
if (desc) return _("武器を手元に戻ってくるように投げる。戻ってこないこともある。",
- "Throws current weapon. And it'll return to your hand unless failed.");
+ "Throws current weapon. It'll return to your hand unless the action failed.");
if (cast)
{
case 4:
if (name) return _("殺気感知", "Detect Ferocity");
- if (desc) return _("近くの思考することができるモンスターを感知する。", "Detects all monsters except mindless in your vicinity.");
+ if (desc) return _("近くの思考することができるモンスターを感知する。", "Detects all monsters except the mindless in your vicinity.");
if (cast)
{
case 5:
if (name) return _("みね打ち", "Strike to Stun");
- if (desc) return _("相手にダメージを与えないが、朦朧とさせる。", "Attempts to stun a monster in the adjacent.");
+ if (desc) return _("相手にダメージを与えないが、朦朧とさせる。", "Attempts to stun a monster next to you.");
if (cast)
{
case 6:
if (name) return _("カウンター", "Counter");
if (desc) return _("相手に攻撃されたときに反撃する。反撃するたびにMPを消費。",
- "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
+ "Prepares to counterattack. When attacked by a monster, strikes back using SP each time.");
if (cast)
{
msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
return NULL;
}
- msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
+ msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counterattack."));
caster_ptr->counter = TRUE;
}
break;
case 7:
if (name) return _("払い抜け", "Harainuke");
if (desc) return _("攻撃した後、反対側に抜ける。",
- "Attacks monster with your weapons normally, then move through counter side of the monster.");
+ "In one action, attacks a monster with your weapons normally and then moves to the space beyond the monster if that space is not blocked.");
if (cast)
{
py_attack(caster_ptr, y, x, 0);
- if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr->current_floor_ptr->grid_array[y][x].feat))
+ if (!player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat))
break;
y += ddy[dir];
x += ddx[dir];
- if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
+ if (player_can_enter(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(caster_ptr, caster_ptr->current_floor_ptr->grid_array[y][x].feat) && !caster_ptr->current_floor_ptr->grid_array[y][x].m_idx)
{
msg_print(NULL);
(void)move_player_effect(caster_ptr, y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
case 9:
if (name) return _("斬魔剣弐の太刀", "Zammaken");
if (desc) return _("生命のない邪悪なモンスターに大ダメージを与えるが、他のモンスターには全く効果がない。",
- "Attacks an evil unliving monster with great damage. No effect to other monsters.");
+ "Attacks an evil unliving monster with great damage. Has no effect on other monsters.");
if (cast)
{
case 10:
if (name) return _("裂風剣", "Wind Blast");
- if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster, and blow it away.");
+ if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster and blows it away.");
if (cast)
{
{
y += ddy[dir];
x += ddx[dir];
- if (cave_empty_bold(caster_ptr->current_floor_ptr, y, x))
+ if (is_cave_empty_bold(caster_ptr, y, x))
{
ty = y;
tx = x;
m_ptr->fx = tx;
update_monster(caster_ptr, m_idx, TRUE);
- lite_spot(oy, ox);
- lite_spot(ty, tx);
+ lite_spot(caster_ptr, oy, ox);
+ lite_spot(caster_ptr, ty, tx);
if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
caster_ptr->update |= (PU_MON_LITE);
case 11:
if (name) return _("刀匠の目利き", "Judge");
if (desc) return _("武器・防具を1つ識別する。レベル45以上で武器・防具の能力を完全に知ることができる。",
- "Identifies a weapon or armor. Or *identifies* these at level 45.");
+ "Identifies a weapon or armor. *Identifies* the item at level 45.");
if (cast)
{
case 12:
if (name) return _("破岩斬", "Rock Smash");
- if (desc) return _("岩を壊し、岩石系のモンスターに大ダメージを与える。", "Breaks rock. Or greatly damage a monster made by rocks.");
+ if (desc) return _("岩を壊し、岩石系のモンスターに大ダメージを与える。", "Breaks rock or greatly damages a monster made of rocks.");
if (cast)
{
case 13:
if (name) return _("乱れ雪月花", "Midare-Setsugekka");
if (desc) return _("攻撃回数が増え、冷気耐性のないモンスターに大ダメージを与える。",
- "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
+ "Attacks a monster with an increased number of attacks and more damage unless it has resistance to cold.");
if (cast)
{
case 14:
if (name) return _("急所突き", "Spot Aiming");
if (desc) return _("モンスターを一撃で倒す攻撃を繰り出す。失敗すると1点しかダメージを与えられない。",
- "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
+ "Attempts to kill a monster instantly. If that fails, causes only 1HP of damage.");
if (cast)
{
case 15:
if (name) return _("魔神斬り", "Majingiri");
if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
- "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
+ "Attempts to attack with a critical hit, but this attack is easy to evade for a monster.");
if (cast)
{
case 16:
if (name) return _("捨て身", "Desperate Attack");
if (desc) return _("強力な攻撃を繰り出す。次のターンまでの間、食らうダメージが増える。",
- "Attacks with all of your power. But all damages you take will be doubled for one current_world_ptr->game_turn.");
+ "Attacks with all of your power, but all damage you take will be doubled for one turn.");
if (cast)
{
case 18:
if (name) return _("入身", "Rush Attack");
- if (desc) return _("素早く相手に近寄り攻撃する。", "Steps close to a monster and attacks at a time.");
+ if (desc) return _("素早く相手に近寄り攻撃する。", "Steps close to a monster and attacks at the same time.");
if (cast)
{
case 19:
if (name) return _("赤流渦", "Bloody Maelstrom");
if (desc) return _("自分自身も傷を作りつつ、その傷が深いほど大きい威力で全方向の敵を攻撃できる。生きていないモンスターには効果がない。",
- "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
+ "Attacks all adjacent monsters with power corresponding to your cuts. Then increases your cuts. Has no effect on unliving monsters.");
if (cast)
{
case 21:
if (name) return _("地走り", "Crack");
- if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
+ if (desc) return _("衝撃波のビームを放つ。", "Fires a shock wave as a beam.");
if (cast)
{
case 22:
if (name) return _("気迫の雄叫び", "War Cry");
if (desc) return _("視界内の全モンスターに対して轟音の攻撃を行う。さらに、近くにいるモンスターを怒らせる。",
- "Damages all monsters in sight with sound. Aggravate nearby monsters.");
+ "Damages all monsters in sight with sound. Aggravates nearby monsters.");
if (cast)
{
- msg_print(_("雄叫びをあげた!", "You roar out!"));
+ msg_print(_("雄叫びをあげた!", "You roar!"));
project_all_los(caster_ptr, GF_SOUND, randint1(plev * 3));
aggravate_monsters(caster_ptr, 0);
}
case 23:
if (name) return _("無双三段", "Musou-Sandan");
- if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
+ if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with three powerful strikes.");
if (cast)
{
m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
/* Monster cannot move back? */
- if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
+ if (!monster_can_enter(caster_ptr, ny, nx, &r_info[m_ptr->r_idx], 0))
{
/* -more- */
if (i < 2) msg_print(NULL);
update_monster(caster_ptr, m_idx, TRUE);
/* Redraw the old spot */
- lite_spot(y, x);
+ lite_spot(caster_ptr, y, x);
/* Redraw the new spot */
- lite_spot(ny, nx);
+ lite_spot(caster_ptr, ny, nx);
/* Player can move forward? */
if (player_can_enter(caster_ptr, g_ptr->feat, 0))
case 24:
if (name) return _("吸血鬼の牙", "Vampire's Fang");
if (desc) return _("攻撃した相手の体力を吸いとり、自分の体力を回復させる。生命を持たないモンスターには通じない。",
- "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
+ "Attacks with vampiric strikes which absorb HP from a monster and heal you. Has no effect on unliving monsters.");
if (cast)
{
case 25:
if (name) return _("幻惑", "Moon Dazzling");
- if (desc) return _("視界内の起きている全モンスターに朦朧、混乱、眠りを与えようとする。", "Attempts to stun, confuse and sleep all waking monsters.");
+ if (desc) return _("視界内の起きている全モンスターに朦朧、混乱、眠りを与えようとする。", "Attempts to stun, confuse and put to sleep all waking monsters.");
if (cast)
{
case 26:
if (name) return _("百人斬り", "Hundred Slaughter");
if (desc) return _("連続して入身でモンスターを攻撃する。攻撃するたびにMPを消費。MPがなくなるか、モンスターを倒せなかったら百人斬りは終了する。",
- "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
+ "Performs a series of rush attacks. The series continues as long as the attacked monster dies and you have sufficient SP.");
if (cast)
{
if (!tgt_pt(caster_ptr, &x, &y)) return NULL;
- if (!cave_player_teleportable_bold(y, x, 0L) ||
+ if (!cave_player_teleportable_bold(caster_ptr, y, x, 0L) ||
(distance(y, x, caster_ptr->y, caster_ptr->x) > MAX_SIGHT / 2) ||
!projectable(caster_ptr, caster_ptr->y, caster_ptr->x, y, x))
{
case 29:
if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
- if (desc) return _("強力な攻撃を行い、近くの場所にも効果が及ぶ。", "Performs a powerful attack which even effect nearby monsters.");
+ if (desc) return _("強力な攻撃を行い、近くの場所にも効果が及ぶ。", "Performs a powerful attack which even affects nearby monsters.");
if (cast)
{
if (d_info[caster_ptr->dungeon_idx].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."));
+ msg_print(_("なぜか攻撃することができない。", "Something prevents you from attacking."));
return "";
}
msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
case 30:
if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
if (desc) return _("自分もダメージをくらうが、相手に非常に大きなダメージを与える。アンデッドには特に効果がある。",
- "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
+ "Attacks a monster with extremely powerful damage, but you also take some damage. Hurts an undead monster greatly.");
if (cast)
{
case 31:
if (name) return _("切腹", "Harakiri");
- if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
+ if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Bushido, the way of warriors, is found in death'");
if (cast)
{
}
else
{
- msg_print(_("武士道とは、死ぬことと見つけたり。", "Meaning of Bushi-do is found in the death."));
+ msg_print(_("武士道とは、死ぬことと見つけたり。", "The meaning of bushido is found in death."));
take_hit(caster_ptr, DAMAGE_FORCE, 9999, "Seppuku", -1);
}
}