{
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 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)
{
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)
{
monster_type *m_ptr = &caster_ptr->current_floor_ptr->m_list[m_idx];
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
for (i = 0; i < 5; i++)
{
y += ddy[dir];
x += ddx[dir];
- if (cave_empty_bold(p_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 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 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 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 cut status. Then increases your cut status. Has no effect on unliving monsters.");
if (cast)
{
{
GAME_TEXT m_name[MAX_NLEN];
- monster_desc(m_name, m_ptr, 0);
+ monster_desc(caster_ptr, m_name, m_ptr, 0);
msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
}
else py_attack(caster_ptr, y, x, HISSATSU_SEKIRYUKA);
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);
}
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 to 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)
{
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))
{
{
POSITION x, y;
- if (!get_rep_dir(&dir, FALSE)) return NULL;
+ if (!get_rep_dir(caster_ptr, &dir, FALSE)) return NULL;
y = caster_ptr->y + ddy[dir];
x = caster_ptr->x + ddx[dir];
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 effects 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."));