slot = inven_carry(creature_ptr, q_ptr);
- object_desc(o_name, q_ptr, 0);
+ object_desc(creature_ptr, o_name, q_ptr, 0);
msg_format(_("%sを作った。", "You make some ammo."), o_name);
/* Auto-inscription */
q_ptr->discount = 99;
- object_desc(o_name, q_ptr, 0);
+ object_desc(creature_ptr, o_name, q_ptr, 0);
msg_format(_("%sを作った。", "You make some ammo."), o_name);
vary_item(creature_ptr, item, -1);
q_ptr->discount = 99;
- object_desc(o_name, q_ptr, 0);
+ object_desc(creature_ptr, o_name, q_ptr, 0);
msg_format(_("%sを作った。", "You make some ammo."), o_name);
vary_item(creature_ptr, item, -1);
}
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, 0);
+ object_desc(user_ptr, o_name, o_ptr, 0);
msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
vary_item(user_ptr, item, -999);
if (!o_ptr->k_idx) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
+ object_desc(owner_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
/* Attempt a saving throw for artifacts */
if (object_is_artifact(o_ptr) && (randint0(100) < 50))
if (!o_ptr->k_idx) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, OD_OMIT_PREFIX);
+ object_desc(owner_ptr, o_name, o_ptr, OD_OMIT_PREFIX);
/* Attempt a saving throw */
if (object_is_artifact(o_ptr) && (randint0(100) < 50) && !force)
if (!o_ptr) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
if (!o_ptr) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
if (!o_ptr) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
BIT_FLAGS flgs[TR_FLAG_SIZE];
object_flags(o_ptr, flgs);
if (!o_ptr) return FALSE;
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
#ifdef JP
msg_format("%s は明るく輝いた!", o_name);
#else
/* Let's get the name before it is changed... */
GAME_TEXT o_name[MAX_NLEN];
- object_desc(o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
+ object_desc(caster_ptr, o_name, o_ptr, (OD_OMIT_PREFIX | OD_NAME_ONLY));
concptr act = NULL;
switch (brand_type)