-/* File: spells2.c */
+/* File: spells2.c */
/*
* Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
((PY_MAX_LEVEL - 1+3) * (p_ptr->hitdie + 1))));
#ifdef JP
-sprintf(Dummy, "¸½ºß¤ÎÂÎÎÏ¥é¥ó¥¯ : %d/100", percent);
+sprintf(Dummy, "ç\8f¾å\9c¨ã\81®ä½\93å\8a\9bã\83©ã\83³ã\82¯ : %d/100", percent);
#else
sprintf(Dummy, "Your current Life Rating is %d/100.", percent);
#endif
}
#ifdef JP
- info[i++] = "ǽÎϤκÇÂçÃÍ";
+ info[i++] = "能力の最大値";
#else
info[i++] = "Limits of maximum stats";
#endif
info[i++] = "";
#ifdef JP
- sprintf(Dummy, "¸½ºß¤Î°À : %s(%ld)", your_alignment(), p_ptr->align);
+ sprintf(Dummy, "現在の属性 : %s(%ld)", your_alignment(), (long int)p_ptr->align);
#else
- sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), p_ptr->align);
+ sprintf(Dummy, "Your alighnment : %s(%ld)", your_alignment(), (long int)p_ptr->align);
#endif
strcpy(buf[1], Dummy);
info[i++] = buf[1];
strcpy(v_name, virtue[(p_ptr->vir_types[v_nr])-1]);
#ifdef JP
- sprintf(vir_desc, "¤ª¤Ã¤È¡£%s¤Î¾ðÊó¤Ê¤·¡£", v_name);
+ sprintf(vir_desc, "おっと。%sの情報なし。", v_name);
#else
sprintf(vir_desc, "Oops. No info about %s.", v_name);
#endif
if (tester < -100)
#ifdef JP
- sprintf(vir_desc, "[%s]¤ÎÂÐ¶Ë (%d)",
+ sprintf(vir_desc, "[%s]の対極 (%d)",
#else
sprintf(vir_desc, "You are the polar opposite of %s (%d).",
#endif
v_name, tester);
else if (tester < -80)
#ifdef JP
- sprintf(vir_desc, "[%s]¤ÎÂçŨ (%d)",
+ sprintf(vir_desc, "[%s]の大敵 (%d)",
#else
sprintf(vir_desc, "You are an arch-enemy of %s (%d).",
#endif
v_name, tester);
else if (tester < -60)
#ifdef JP
- sprintf(vir_desc, "[%s]¤Î¶¯Å¨ (%d)",
+ sprintf(vir_desc, "[%s]の強敵 (%d)",
#else
sprintf(vir_desc, "You are a bitter enemy of %s (%d).",
#endif
v_name, tester);
else if (tester < -40)
#ifdef JP
- sprintf(vir_desc, "[%s]¤ÎŨ (%d)",
+ sprintf(vir_desc, "[%s]の敵 (%d)",
#else
sprintf(vir_desc, "You are an enemy of %s (%d).",
#endif
v_name, tester);
else if (tester < -20)
#ifdef JP
- sprintf(vir_desc, "[%s]¤Îºá¼Ô (%d)",
+ sprintf(vir_desc, "[%s]の罪者 (%d)",
#else
sprintf(vir_desc, "You have sinned against %s (%d).",
#endif
v_name, tester);
else if (tester < 0)
#ifdef JP
- sprintf(vir_desc, "[%s]¤ÎÌÂÆ»¼Ô (%d)",
+ sprintf(vir_desc, "[%s]の迷道者 (%d)",
#else
sprintf(vir_desc, "You have strayed from the path of %s (%d).",
#endif
v_name, tester);
else if (tester == 0)
#ifdef JP
- sprintf(vir_desc, "[%s]¤ÎÃæΩ¼Ô (%d)",
+ sprintf(vir_desc, "[%s]の中立者 (%d)",
#else
sprintf(vir_desc,"You are neutral to %s (%d).",
#endif
v_name, tester);
else if (tester < 20)
#ifdef JP
- sprintf(vir_desc, "[%s]¤Î¾®ÆÁ¼Ô (%d)",
+ sprintf(vir_desc, "[%s]の小徳者 (%d)",
#else
sprintf(vir_desc,"You are somewhat virtuous in %s (%d).",
#endif
v_name, tester);
else if (tester < 40)
#ifdef JP
- sprintf(vir_desc, "[%s]¤ÎÃæÆÁ¼Ô (%d)",
+ sprintf(vir_desc, "[%s]の中徳者 (%d)",
#else
sprintf(vir_desc,"You are virtuous in %s (%d).",
#endif
v_name, tester);
else if (tester < 60)
#ifdef JP
- sprintf(vir_desc, "[%s]¤Î¹âÆÁ¼Ô (%d)",
+ sprintf(vir_desc, "[%s]の高徳者 (%d)",
#else
sprintf(vir_desc,"You are very virtuous in %s (%d).",
#endif
v_name, tester);
else if (tester < 80)
#ifdef JP
- sprintf(vir_desc, "[%s]¤ÎÇÆ¼Ô (%d)",
+ sprintf(vir_desc, "[%s]の覇者 (%d)",
#else
sprintf(vir_desc,"You are a champion of %s (%d).",
#endif
v_name, tester);
else if (tester < 100)
#ifdef JP
- sprintf(vir_desc, "[%s]¤Î°ÎÂç¤ÊÇÆ¼Ô (%d)",
+ sprintf(vir_desc, "[%s]の偉大な覇者 (%d)",
#else
sprintf(vir_desc,"You are a great champion of %s (%d).",
#endif
v_name, tester);
else
#ifdef JP
- sprintf(vir_desc, "[%s]¤Î¶ñ¸½¼Ô (%d)",
+ sprintf(vir_desc, "[%s]の具現者 (%d)",
#else
sprintf(vir_desc,"You are the living embodiment of %s (%d).",
#endif
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
+sprintf(Dummy, "あなたは %d ダメージの地獄か火炎のブレスを吐くことができる。(%d MP)", 3 * plev, 10+plev/3);
#else
sprintf(Dummy, "You can nether breathe, dam. %d (cost %d).", 3 * plev, 10+plev/3);
#endif
if (plev > 1)
{
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
+sprintf(Dummy, "あなたは敵から %d-%d HP の生命力を吸収できる。(%d MP)",
#else
sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
#endif
case RACE_DWARF:
if (plev > 4)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï櫤ȥɥ¢¤È³¬Ãʤò´¶ÃΤǤ¤ë¡£(5 MP)";
+info[i++] = "あなたは罠とドアと階段を感知できる。(5 MP)";
#else
info[i++] = "You can find traps, doors and stairs (cost 5).";
#endif
if (plev > 14)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¿©ÎÁ¤òÀ¸À®¤Ç¤¤ë¡£(10 MP)";
+info[i++] = "あなたは食料を生成できる。(10 MP)";
#else
info[i++] = "You can produce food (cost 10).";
#endif
if (plev > 4)
{
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤ÏÈÏ°Ï %d °ÊÆâ¤Ë¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£(%d MP)",
+sprintf(Dummy, "あなたは範囲 %d 以内にテレポートできる。(%d MP)",
#else
sprintf(Dummy, "You can teleport, range %d (cost %d).",
#endif
case RACE_HALF_ORC:
if (plev > 2)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò½üµî¤Ç¤¤ë¡£(5 MP)";
+info[i++] = "あなたは恐怖を除去できる。(5 MP)";
#else
info[i++] = "You can remove fear (cost 5).";
#endif
case RACE_HALF_TROLL:
if (plev > 9)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP) ";
+info[i++] = "あなたは狂暴化することができる。(12 MP) ";
#else
info[i++] = "You enter berserk fury (cost 12).";
#endif
case RACE_AMBERITE:
if (plev > 29)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥·¥ã¥É¥¦¥·¥Õ¥È¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
+info[i++] = "あなたはシャドウシフトすることができる。(50 MP)";
#else
info[i++] = "You can Shift Shadows (cost 50).";
#endif
if (plev > 39)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¡Ö¥Ñ¥¿¡¼¥ó¡×¤ò¿´¤ËÉÁ¤¤¤ÆÊ⤯¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
+info[i++] = "あなたは「パターン」を心に描いて歩くことができる。(75 MP)";
#else
info[i++] = "You can mentally Walk the Pattern (cost 75).";
#endif
case RACE_BARBARIAN:
if (plev > 7)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Ë½²½¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(10 MP) ";
+info[i++] = "あなたは狂暴化することができる。(10 MP) ";
#else
info[i++] = "You can enter berserk fury (cost 10).";
#endif
case RACE_HALF_OGRE:
if (plev > 24)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÇúȯ¤Î¥ë¡¼¥ó¤ò»Å³Ý¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(35 MP)";
+info[i++] = "あなたは爆発のルーンを仕掛けることができる。(35 MP)";
#else
info[i++] = "You can set an Explosive Rune (cost 35).";
#endif
case RACE_HALF_GIANT:
if (plev > 19)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀФÎÊɤò²õ¤¹¤³¤È¤¬¤Ç¤¤ë¡£(10 MP)";
+info[i++] = "あなたは石の壁を壊すことができる。(10 MP)";
#else
info[i++] = "You can break stone walls (cost 10).";
#endif
case RACE_HALF_TITAN:
if (plev > 34)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤ò¥¹¥¥ã¥ó¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
+info[i++] = "あなたはモンスターをスキャンすることができる。(20 MP)";
#else
info[i++] = "You can probe monsters (cost 20).";
#endif
if (plev > 19)
{
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î´äÀФòÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)",
+sprintf(Dummy, "あなたは %d ダメージの岩石を投げることができる。(15 MP)",
#else
sprintf(Dummy, "You can throw a boulder, dam. %d (cost 15).",
#endif
case RACE_YEEK:
if (plev > 14)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤò¸Æ¤Óµ¯¤³¤¹¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
+info[i++] = "あなたは恐怖を呼び起こす叫び声を発することができる。(15 MP)";
#else
info[i++] = "You can make a terrifying scream (cost 15).";
#endif
if (plev > 8)
{
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(9 MP)", plev);
+sprintf(Dummy, "あなたは %d ダメージの酸を吹きかけることができる。(9 MP)", plev);
#else
sprintf(Dummy, "You can spit acid, dam. %d (cost 9).", plev);
#endif
{
sprintf(Dummy,
#ifdef JP
- "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÆÇÌð¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(8 MP)", plev);
+ "あなたは %d ダメージの毒矢を投げることができる。(8 MP)", plev);
#else
"You can throw a dart of poison, dam. %d (cost 8).", plev);
#endif
if (plev > 1)
{
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(2 MP)",
+sprintf(Dummy, "あなたは %d ダメージのマジック・ミサイルの呪文を使える。(2 MP)",
#else
sprintf(Dummy, "You can cast a Magic Missile, dam %d (cost 2).",
#endif
break;
case RACE_DRACONIAN:
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 2 * plev, plev);
+sprintf(Dummy, "あなたは %d ダメージのブレスを吐くことができる。(%d MP)", 2 * plev, plev);
#else
sprintf(Dummy, "You can breathe, dam. %d (cost %d).", 2 * plev, plev);
#endif
case RACE_MIND_FLAYER:
if (plev > 14)
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÀº¿À¹¶·â¤ò¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)", plev);
+sprintf(Dummy, "あなたは %d ダメージの精神攻撃をすることができる。(12 MP)", plev);
#else
sprintf(Dummy, "You can mind blast your enemies, dam %d (cost 12).", plev);
#endif
if (plev > 29)
{
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
+sprintf(Dummy, "あなたは %d ダメージのファイア・ボールの呪文を使える。(15 MP)", plev);
#else
sprintf(Dummy, "You can cast a Fire Ball, dam. %d (cost 15).", plev);
#endif
else if (plev > 8)
{
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò»È¤¨¤ë¡£(15 MP)", plev);
+sprintf(Dummy, "あなたは %d ダメージのファイア・ボルトの呪文を使える。(15 MP)", plev);
#else
sprintf(Dummy, "You can cast a Fire Bolt, dam. %d (cost 15).", plev);
#endif
case RACE_GOLEM:
if (plev > 19)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´ÖÈ©¤òÀФËÊѲ½¤µ¤»¤é¤ì¤ë¡£(15 MP)";
+info[i++] = "あなたは d20+30 ターンの間肌を石に変化させられる。(15 MP)";
#else
info[i++] = "You can turn your skin to stone, dur d20+30 (cost 15).";
#endif
case RACE_SKELETON:
if (plev > 29)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
+info[i++] = "あなたは失った経験値を回復することができる。(30 MP)";
#else
- info[i++] = "You can restore lost life forces (cost 30).";
+ info[i++] = "You can restore lost experience (cost 30).";
#endif
break;
if (plev > 1)
{
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤ÏŨ¤«¤é %d-%d HP ¤ÎÀ¸Ì¿ÎϤòµÛ¼ý¤Ç¤¤ë¡£(%d MP)",
+sprintf(Dummy, "あなたは敵から %d-%d HP の生命力を吸収できる。(%d MP)",
#else
sprintf(Dummy, "You can steal life from a foe, dam. %d-%d (cost %d).",
#endif
if (plev > 3)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïµã¤¶«¤ó¤ÇŨ¤ò¶²Éݤµ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(3 MP)";
+info[i++] = "あなたは泣き叫んで敵を恐怖させることができる。(3 MP)";
#else
info[i++] = "You can wail to terrify your enemies (cost 3).";
#endif
if (plev > 11)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò̲¤é¤»¤ëËâË¡¤ÎÊ´¤òÅꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
+info[i++] = "あなたは敵を眠らせる魔法の粉を投げることができる。(12 MP)";
#else
info[i++] = "You can throw magical dust which induces sleep (cost 12).";
#endif
break;
case RACE_DEMON:
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤ÎÃϹö¤«²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(%d MP)", 3 * plev, 10+plev/3);
+sprintf(Dummy, "あなたは %d ダメージの地獄か火炎のブレスを吐くことができる。(%d MP)", 3 * plev, 10+plev/3);
#else
sprintf(Dummy, "You can breathe nether, dam. %d (cost %d).", 3 * plev, 10+plev/3);
#endif
info[i++] = Dummy;
break;
- case RACE_KUTA:
+ case RACE_KUTAR:
if (plev > 19)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï d20+30 ¥¿¡¼¥ó¤Î´Ö²£¤Ë¿¤Ó¤ë¤³¤È¤¬¤Ç¤¤ë¡£(15 MP)";
+info[i++] = "あなたは d20+30 ターンの間横に伸びることができる。(15 MP)";
#else
info[i++] = "You can expand horizontally, dur d20+30 (cost 15).";
#endif
case RACE_ANDROID:
if (plev < 10)
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥ì¥¤¥¬¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(7 MP)", (plev + 1) / 2);
+sprintf(Dummy, "あなたは %d ダメージのレイガンを撃つことができる。(7 MP)", (plev + 1) / 2);
#else
sprintf(Dummy, "You can fire a ray gun with damage %d (cost 7).", (plev+1)/2);
#endif
else if (plev < 25)
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ö¥é¥¹¥¿¡¼¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(13 MP)", plev);
+sprintf(Dummy, "あなたは %d ダメージのブラスターを撃つことができる。(13 MP)", plev);
#else
sprintf(Dummy, "You can fire a blaster with damage %d (cost 13).", plev);
#endif
else if (plev < 35)
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ð¥º¡¼¥«¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(26 MP)", plev * 2);
+sprintf(Dummy, "あなたは %d ダメージのバズーカを撃つことができる。(26 MP)", plev * 2);
#else
sprintf(Dummy, "You can fire a bazooka with damage %d (cost 26).", plev * 2);
#endif
else if (plev < 45)
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥Ó¡¼¥à¥¥ã¥Î¥ó¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)", plev * 2);
+sprintf(Dummy, "あなたは %d ダメージのビームキャノンを撃つことができる。(40 MP)", plev * 2);
#else
sprintf(Dummy, "You can fire a beam cannon with damage %d (cost 40).", plev * 2);
#endif
else
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï %d ¥À¥á¡¼¥¸¤Î¥í¥±¥Ã¥È¤ò·â¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(60 MP)", plev * 5);
+sprintf(Dummy, "あなたは %d ダメージのロケットを撃つことができる。(60 MP)", plev * 5);
#else
sprintf(Dummy, "You can fire a rocket with damage %d (cost 60).", plev * 5);
#endif
if (plev > 39)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ÊÊý¸þ¤ËÂФ·¤Æ¿ô²ó¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(75 MP)";
+info[i++] = "あなたはランダムな方向に対して数回攻撃することができる。(75 MP)";
#else
info[i++] = "You can attack some random directions at a time (cost 75).";
#endif
}
break;
- case CLASS_MAGE:
case CLASS_HIGH_MAGE:
+ if (p_ptr->realm1 == REALM_HEX) break;
+ case CLASS_MAGE:
case CLASS_SORCERER:
if (plev > 24)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ÎËâÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(1 MP)";
+info[i++] = "あなたはアイテムの魔力を吸収することができる。(1 MP)";
#else
info[i++] = "You can absorb charges from an item (cost 1).";
#endif
if (plev > 34)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÉð´ï¤ò½ËÊ¡¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(70 MP)";
+info[i++] = "あなたは武器を祝福することができる。(70 MP)";
#else
info[i++] = "You can bless a weapon (cost 70).";
#endif
if (plev > 41)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼þ¤ê¤Î¤¹¤Ù¤Æ¤Î¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(40 MP)";
+info[i++] = "あなたは周りのすべてのモンスターを攻撃することができる。(40 MP)";
#else
info[i++] = "You can damages all monsters in sight (cost 40).";
#endif
if (plev > 7)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤Æ¨ºÂ¤Ëƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£(12 MP)";
+info[i++] = "あなたは攻撃して即座に逃げることができる。(12 MP)";
#else
info[i++] = "You can hit a monster and teleport at a time (cost 12).";
#endif
if (plev > 14)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤òÄ´ºº¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
+info[i++] = "あなたは怪物を調査することができる。(20 MP)";
#else
info[i++] = "You can prove monsters (cost 20).";
#endif
if (plev > 29)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
+info[i++] = "あなたは聖なる槍を放つことができる。(30 MP)";
#else
info[i++] = "You can fires a holy spear (cost 30).";
#endif
if (plev > 29)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀ¸Ì¿ÎϤò¸º¾¯¤µ¤»¤ëÁä¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
+info[i++] = "あなたは生命力を減少させる槍を放つことができる。(30 MP)";
#else
info[i++] = "You can fires a spear which drains vitality (cost 30).";
#endif
if (plev > 24)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï£È£Ð¤ò£Í£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
+info[i++] = "あなたはHPをMPに変換することができる。(0 MP)";
#else
info[i++] = "You can convert HP to SP (cost 0).";
#endif
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï£Í£Ð¤ò£È£Ð¤ËÊÑ´¹¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
+info[i++] = "あなたはMPをHPに変換することができる。(0 MP)";
#else
info[i++] = "You can convert SP to HP (cost 0).";
#endif
if (plev > 39)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë²øʪ¤òÏǤ魯¸÷¤òȯÀ¸¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(50 MP)";
+info[i++] = "あなたは周囲に怪物を惑わす光を発生させることができる。(50 MP)";
#else
info[i++] = "You can radiate light which confuses nearby monsters (cost 50).";
#endif
if (plev > 24)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
+info[i++] = "あなたは構えることができる。(0 MP)";
#else
info[i++] = "You can assume a posture of special form (cost 0).";
#endif
if (plev > 29)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾ï¤Î2Çܤι¶·â¤ò¹Ô¤¦¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
+info[i++] = "あなたは通常の2倍の攻撃を行うことができる。(30 MP)";
#else
info[i++] = "You can perform double attacks in a time (cost 30).";
#endif
if (plev > 14)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æ£Í£Ð¤ò²óÉü¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
+info[i++] = "あなたは精神を集中してMPを回復させることができる。(0 MP)";
#else
info[i++] = "You can concentrate to regenerate your mana (cost 0).";
#endif
break;
case CLASS_TOURIST:
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼Ì¿¿¤ò»£±Æ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
+info[i++] = "あなたは写真を撮影することができる。(0 MP)";
#else
info[i++] = "You can take a photograph (cost 0).";
#endif
if (plev > 24)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤ò´°Á´¤Ë´ÕÄꤹ¤ë¤³¤È¤¬¤Ç¤¤ë¡£(20 MP)";
+info[i++] = "あなたはアイテムを完全に鑑定することができる。(20 MP)";
#else
info[i++] = "You can *identify* items (cost 20).";
#endif
if (plev > 29)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï²øʪ¤ÎÆü칶·â¤ò¥À¥á¡¼¥¸2ÇܤǤޤͤ뤳¤È¤¬¤Ç¤¤ë¡£(100 MP)";
+info[i++] = "あなたは怪物の特殊攻撃をダメージ2倍でまねることができる。(100 MP)";
#else
info[i++] = "You can imitate monster's special attacks with double damage (cost 100).";
#endif
break;
case CLASS_BEASTMASTER:
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï1ɤ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥ì¥Ù¥ë/4 MP)";
+info[i++] = "あなたは1体の生命のあるモンスターを支配することができる。(レベル/4 MP)";
#else
info[i++] = "You can dominate a monster (cost level/4).";
#endif
if (plev > 29)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»ë³¦Æâ¤ÎÀ¸Ì¿¤Î¤¢¤ë¥â¥ó¥¹¥¿¡¼¤ò»ÙÇÛ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£((¥ì¥Ù¥ë+20)/2 MP)";
+info[i++] = "あなたは視界内の生命のあるモンスターを支配することができる。((レベル+20)/2 MP)";
#else
info[i++] = "You can dominate living monsters in sight (cost (level+20)/4).";
#endif
break;
case CLASS_MAGIC_EATER:
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¾ó/ËâË¡ËÀ/¥í¥Ã¥É¤ÎËâÎϤò¼«Ê¬¤Î¤â¤Î¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは杖/魔法棒/ロッドの魔力を自分のものにすることができる。";
#else
info[i++] = "You can absorb a staff, wand or rod itself.";
#endif
if (plev > 47)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï1¥¿¡¼¥ó¤Ë2²óËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£(77 MP)";
+info[i++] = "あなたは1ターンに2回魔法を唱えることができる。(20 MP)";
#else
- info[i++] = "You can cast two spells in one time (cost 77).";
+ info[i++] = "You can cast two spells in one time (cost 20).";
#endif
}
break;
case CLASS_SAMURAI:
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¤ò½¸Ã椷¤Æµ¤¹ç¤¤¤òί¤á¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは精神を集中して気合いを溜めることができる。";
#else
info[i++] = "You can concentrate to regenerate your mana.";
#endif
if (plev > 24)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆüì¤Ê·¿¤Ç¹½¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは特殊な型で構えることができる。";
#else
info[i++] = "You can assume a posture of special form.";
#endif
break;
case CLASS_BLUE_MAGE:
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÁê¼ê¤Ë»È¤ï¤ì¤¿ËâË¡¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは相手に使われた魔法を学ぶことができる。";
#else
info[i++] = "You can study spells which your enemy casts on you.";
#endif
if (plev > 9)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤Ë¾è¤Ã¤Æ̵ÍýÌðÍý¥Ú¥Ã¥È¤Ë¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたはモンスターに乗って無理矢理ペットにすることができる。";
#else
info[i++] = "You can ride on a hostile monster forcibly to turn it into pet.";
#endif
if (plev > 9)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは街とダンジョンの間を行き来することができる。";
#else
info[i++] = "You can travel between town and the depths.";
#endif
break;
case CLASS_MIRROR_MASTER:
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤òºî¤ê½Ð¤¹¤³¤È¤¬¤Ç¤¤ë¡£(2 MP)";
+info[i++] = "あなたは鏡を作り出すことができる。(2 MP)";
#else
info[i++] = "You can create a Mirror (cost 2).";
#endif
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶À¤ò³ä¤ë¤³¤È¤¬¤Ç¤¤ë¡£(0 MP)";
+info[i++] = "あなたは鏡を割ることができる。(0 MP)";
#else
info[i++] = "You can break distant Mirrors (cost 0).";
#endif
if (plev > 19)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯°ÜÆ°¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは素早く移動することができる。";
#else
info[i++] = "You can walk extremery fast.";
#endif
if (p_ptr->muta1 & MUT1_SPIT_ACID)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ò¿á¤¤«¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX1)";
+info[i++] = "あなたは酸を吹きかけることができる。(ダメージ レベルX1)";
#else
info[i++] = "You can spit acid (dam lvl).";
#endif
if (p_ptr->muta1 & MUT1_BR_FIRE)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
+info[i++] = "あなたは炎のブレスを吐くことができる。(ダメージ レベルX2)";
#else
info[i++] = "You can breathe fire (dam lvl * 2).";
#endif
if (p_ptr->muta1 & MUT1_HYPN_GAZE)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎâˤߤϺÅ̲¸ú²Ì¤ò¤â¤Ä¡£";
+info[i++] = "あなたの睨みは催眠効果をもつ。";
#else
info[i++] = "Your gaze is hypnotic.";
#endif
if (p_ptr->muta1 & MUT1_TELEKINES)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÇ°Æ°ÎϤò¤â¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは念動力をもっている。";
#else
info[i++] = "You are telekinetic.";
#endif
if (p_ptr->muta1 & MUT1_VTELEPORT)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
+info[i++] = "あなたは自分の意思でテレポートできる。";
#else
info[i++] = "You can teleport at will.";
#endif
if (p_ptr->muta1 & MUT1_MIND_BLST)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿À¹¶·â¤ò¹Ô¤¨¤ë¡£(¥À¥á¡¼¥¸ 3¡Á12d3)";
+info[i++] = "あなたは精神攻撃を行える。(ダメージ 3~12d3)";
#else
info[i++] = "You can Mind Blast your enemies (3 to 12d3 dam).";
#endif
if (p_ptr->muta1 & MUT1_RADIATION)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¯¤¤Êü¼ÍÀþ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
+info[i++] = "あなたは自分の意思で強い放射線を発生することができる。(ダメージ レベルX2)";
#else
info[i++] = "You can emit hard radiation at will (dam lvl * 2).";
#endif
if (p_ptr->muta1 & MUT1_VAMPIRISM)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏµÛ·ìµ´¤Î¤è¤¦¤ËŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
+info[i++] = "あなたは吸血鬼のように敵から生命力を吸収することができる。(ダメージ レベルX2)";
#else
info[i++] = "You can drain life from a foe like a vampire (dam lvl * 2).";
#endif
if (p_ptr->muta1 & MUT1_SMELL_MET)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Ë¤¢¤ëµ®¶â°¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは近くにある貴金属をかぎ分けることができる。";
#else
info[i++] = "You can smell nearby precious metal.";
#endif
if (p_ptr->muta1 & MUT1_SMELL_MON)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò¤«¤®Ê¬¤±¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは近くのモンスターの存在をかぎ分けることができる。";
#else
info[i++] = "You can smell nearby monsters.";
#endif
if (p_ptr->muta1 & MUT1_BLINK)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïû¤¤µ÷Î¥¤ò¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤ë¡£";
+info[i++] = "あなたは短い距離をテレポートできる。";
#else
info[i++] = "You can teleport yourself short distances.";
#endif
if (p_ptr->muta1 & MUT1_EAT_ROCK)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¹Å¤¤´ä¤ò¿©¤Ù¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは硬い岩を食べることができる。";
#else
info[i++] = "You can consume solid rock.";
#endif
if (p_ptr->muta1 & MUT1_SWAP_POS)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¾¤Î¼Ô¤È¾ì½ê¤òÆþ¤ìÂؤï¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは他の者と場所を入れ替わることができる。";
#else
info[i++] = "You can switch locations with another being.";
#endif
if (p_ptr->muta1 & MUT1_SHRIEK)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¿È¤ÎÌÓ¤â¤è¤À¤Ä¶«¤ÓÀ¼¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
+info[i++] = "あなたは身の毛もよだつ叫び声を発することができる。(ダメージ レベルX2)";
#else
info[i++] = "You can emit a horrible shriek (dam 2 * lvl).";
#endif
if (p_ptr->muta1 & MUT1_ILLUMINE)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÌÀ¤ë¤¤¸÷¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは明るい光を放つことができる。";
#else
info[i++] = "You can emit bright light.";
#endif
if (p_ptr->muta1 & MUT1_DET_CURSE)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊËâË¡¤Î´í¸±¤ò´¶¤¸¤È¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは邪悪な魔法の危険を感じとることができる。";
#else
info[i++] = "You can feel the danger of evil magic.";
#endif
if (p_ptr->muta1 & MUT1_BERSERK)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»×¤Ç¶¸ÍðÀïÆ®¾õÂ֤ˤʤ뤳¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは自分の意思で狂乱戦闘状態になることができる。";
#else
info[i++] = "You can drive yourself into a berserk frenzy.";
#endif
if (p_ptr->muta1 & MUT1_POLYMORPH)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Î°Õ»Ö¤ÇÊѲ½¤Ç¤¤ë¡£";
+info[i++] = "あなたは自分の意志で変化できる。";
#else
info[i++] = "You can polymorph yourself at will.";
#endif
if (p_ptr->muta1 & MUT1_MIDAS_TCH)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÄ̾異¥¤¥Æ¥à¤ò¶â¤ËÊѤ¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは通常アイテムを金に変えることができる。";
#else
info[i++] = "You can turn ordinary items to gold.";
#endif
if (p_ptr->muta1 & MUT1_GROW_MOLD)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Ë¥¥Î¥³¤òÀ¸¤ä¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは周囲にキノコを生やすことができる。";
#else
info[i++] = "You can cause mold to grow near you.";
#endif
if (p_ptr->muta1 & MUT1_RESIST)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤ËÂФ·¤Æ¿È¤ò¹Å¤¯¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは元素の攻撃に対して身を硬くすることができる。";
#else
info[i++] = "You can harden yourself to the ravages of the elements.";
#endif
if (p_ptr->muta1 & MUT1_EARTHQUAKE)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼þ°Ï¤Î¥À¥ó¥¸¥ç¥ó¤òÊø²õ¤µ¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは周囲のダンジョンを崩壊させることができる。";
#else
info[i++] = "You can bring down the dungeon around your ears.";
#endif
if (p_ptr->muta1 & MUT1_EAT_MAGIC)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤ò¼«Ê¬¤Îʪ¤È¤·¤Æ»ÈÍѤǤ¤ë¡£";
+info[i++] = "あなたは魔法のエネルギーを自分の物として使用できる。";
#else
info[i++] = "You can consume magic energy for your own use.";
#endif
if (p_ptr->muta1 & MUT1_WEIGH_MAG)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼«Ê¬¤Ë±Æ¶Á¤òÍ¿¤¨¤ëËâË¡¤ÎÎϤò´¶¤¸¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは自分に影響を与える魔法の力を感じることができる。";
#else
info[i++] = "You can feel the strength of the magics affecting you.";
#endif
if (p_ptr->muta1 & MUT1_STERILITY)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï½¸ÃÄŪÀ¸¿£ÉÔǽ¤òµ¯¤³¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは集団的生殖不能を起こすことができる。";
#else
info[i++] = "You can cause mass impotence.";
#endif
if (p_ptr->muta1 & MUT1_PANIC_HIT)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤·¤¿¸å¿È¤ò¼é¤ë¤¿¤áƨ¤²¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは攻撃した後身を守るため逃げることができる。";
#else
info[i++] = "You can run for your life after hitting something.";
#endif
if (p_ptr->muta1 & MUT1_DAZZLE)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤ÈÌÕÌܤò°ú¤µ¯¤³¤¹Êü¼Íǽ¤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£ ";
+info[i++] = "あなたは混乱と盲目を引き起こす放射能を発生することができる。 ";
#else
info[i++] = "You can emit confusing, blinding radiation.";
#endif
if (p_ptr->muta1 & MUT1_LASER_EYE)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ«¤é¥ì¡¼¥¶¡¼¸÷Àþ¤òȯ¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX2)";
+info[i++] = "あなたは目からレーザー光線を発することができる。(ダメージ レベルX2)";
#else
info[i++] = "Your eyes can fire laser beams (dam 2 * lvl).";
#endif
if (p_ptr->muta1 & MUT1_RECALL)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï³¹¤È¥À¥ó¥¸¥ç¥ó¤Î´Ö¤ò¹Ô¤Í褹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは街とダンジョンの間を行き来することができる。";
#else
info[i++] = "You can travel between town and the depths.";
#endif
if (p_ptr->muta1 & MUT1_BANISH)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¥â¥ó¥¹¥¿¡¼¤òÃϹö¤ËÍî¤È¤¹¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたは邪悪なモンスターを地獄に落とすことができる。";
#else
info[i++] = "You can send evil creatures directly to Hell.";
#endif
if (p_ptr->muta1 & MUT1_COLD_TOUCH)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤ò¿¨¤Ã¤ÆÅà¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£(¥À¥á¡¼¥¸ ¥ì¥Ù¥ëX3)";
+info[i++] = "あなたは敵を触って凍らせることができる。(ダメージ レベルX3)";
#else
info[i++] = "You can freeze things with a touch (dam 3 * lvl).";
#endif
if (p_ptr->muta1 & MUT1_LAUNCHER)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥¤¥Æ¥à¤òÎ϶¯¤¯Åꤲ¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたはアイテムを力強く投げることができる。";
#else
info[i++] = "You can hurl objects with great force.";
#endif
if (p_ptr->muta2 & MUT2_BERS_RAGE)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶¸Àï»Î²½¤Îȯºî¤òµ¯¤³¤¹¡£";
+info[i++] = "あなたは狂戦士化の発作を起こす。";
#else
info[i++] = "You are subject to berserker fits.";
#endif
if (p_ptr->muta2 & MUT2_COWARDICE)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
+info[i++] = "あなたは時々臆病になる。";
#else
info[i++] = "You are subject to cowardice.";
#endif
if (p_ptr->muta2 & MUT2_RTELEPORT)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤Ë¥Æ¥ì¥Ý¡¼¥È¤¹¤ë¡£";
+info[i++] = "あなたはランダムにテレポートする。";
#else
info[i++] = "You are teleporting randomly.";
#endif
if (p_ptr->muta2 & MUT2_ALCOHOL)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϥ¢¥ë¥³¡¼¥ë¤òʬÈ礹¤ë¡£";
+info[i++] = "あなたの体はアルコールを分泌する。";
#else
info[i++] = "Your body produces alcohol.";
#endif
if (p_ptr->muta2 & MUT2_HALLU)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò°ú¤µ¯¤³¤¹Àº¿ÀºøÍð¤Ë¿¯¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは幻覚を引き起こす精神錯乱に侵されている。";
#else
info[i++] = "You have a hallucinatory insanity.";
#endif
if (p_ptr->muta2 & MUT2_FLATULENT)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æ¤Ç¤¤Ê¤¤¶¯Îõ¤ÊÕû¤ò¤³¤¯¡£";
+info[i++] = "あなたは制御できない強烈な屁をこく。";
#else
info[i++] = "You are subject to uncontrollable flatulence.";
#endif
if (p_ptr->muta2 & MUT2_PROD_MANA)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀ©¸æÉÔǽ¤ÊËâË¡¤Î¥¨¥Í¥ë¥®¡¼¤òȯ¤·¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは制御不能な魔法のエネルギーを発している。";
#else
info[i++] = "You are producing magical energy uncontrollably.";
#endif
if (p_ptr->muta2 & MUT2_ATT_DEMON)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥Ç¡¼¥â¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
+info[i++] = "あなたはデーモンを引きつける。";
#else
info[i++] = "You attract demons.";
#endif
if (p_ptr->muta2 & MUT2_SCOR_TAIL)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥µ¥½¥ê¤Î¿¬Èø¤¬À¸¤¨¤Æ¤¤¤ë¡£(ÆÇ¡¢¥À¥á¡¼¥¸ 3d7)";
+info[i++] = "ã\81\82ã\81ªã\81\9fã\81¯ã\82µã\82½ã\83ªã\81®å°»å°¾ã\81\8cç\94\9fã\81\88ã\81¦ã\81\84ã\82\8bã\80\82(æ¯\92ã\80\81ã\83\80ã\83¡ã\83¼ã\82¸ 3d7)";
#else
info[i++] = "You have a scorpion tail (poison, 3d7).";
#endif
if (p_ptr->muta2 & MUT2_HORNS)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï³Ñ¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d6)";
+info[i++] = "ã\81\82ã\81ªã\81\9fã\81¯è§\92ã\81\8cç\94\9fã\81\88ã\81¦ã\81\84ã\82\8bã\80\82(ã\83\80ã\83¡ã\83¼ã\82¸ 2d6)";
#else
info[i++] = "You have horns (dam. 2d6).";
#endif
if (p_ptr->muta2 & MUT2_BEAK)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥¯¥Á¥Ð¥·¤¬À¸¤¨¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d4)";
+info[i++] = "ã\81\82ã\81ªã\81\9fã\81¯ã\82¯ã\83\81ã\83\90ã\82·ã\81\8cç\94\9fã\81\88ã\81¦ã\81\84ã\82\8bã\80\82(ã\83\80ã\83¡ã\83¼ã\82¸ 2d4)";
#else
info[i++] = "You have a beak (dam. 2d4).";
#endif
if (p_ptr->muta2 & MUT2_SPEED_FLUX)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥é¥ó¥À¥à¤ËÁ᤯ư¤¤¤¿¤êÃÙ¤¯Æ°¤¤¤¿¤ê¤¹¤ë¡£";
+info[i++] = "あなたはランダムに早く動いたり遅く動いたりする。";
#else
info[i++] = "You move faster or slower randomly.";
#endif
if (p_ptr->muta2 & MUT2_BANISH_ALL)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¶á¤¯¤Î¥â¥ó¥¹¥¿¡¼¤ò¾ÃÌǤµ¤»¤ë¡£";
+info[i++] = "あなたは時々近くのモンスターを消滅させる。";
#else
info[i++] = "You sometimes cause nearby creatures to vanish.";
#endif
if (p_ptr->muta2 & MUT2_EAT_LIGHT)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹¼þ°Ï¤Î¸÷¤òµÛ¼ý¤·¤Æ±ÉÍܤˤ¹¤ë¡£";
+info[i++] = "あなたは時々周囲の光を吸収して栄養にする。";
#else
info[i++] = "You sometimes feed off of the light around you.";
#endif
if (p_ptr->muta2 & MUT2_TRUNK)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¾Ý¤Î¤è¤¦¤ÊÉ¡¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 1d4)";
+info[i++] = "ã\81\82ã\81ªã\81\9fã\81¯è±¡ã\81®ã\82\88ã\81\86ã\81ªé¼»ã\82\92æ\8c\81ã\81£ã\81¦ã\81\84ã\82\8bã\80\82(ã\83\80ã\83¡ã\83¼ã\82¸ 1d4)";
#else
info[i++] = "You have an elephantine trunk (dam 1d4).";
#endif
if (p_ptr->muta2 & MUT2_ATT_ANIMAL)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ò°ú¤¤Ä¤±¤ë¡£";
+info[i++] = "あなたは動物を引きつける。";
#else
info[i++] = "You attract animals.";
#endif
if (p_ptr->muta2 & MUT2_TENTACLES)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¿¨¼ê¤ò»ý¤Ã¤Æ¤¤¤ë¡£(¥À¥á¡¼¥¸ 2d5)";
+info[i++] = "ã\81\82ã\81ªã\81\9fã\81¯é\82ªæ\82ªã\81ªè§¦æ\89\8bã\82\92æ\8c\81ã\81£ã\81¦ã\81\84ã\82\8bã\80\82(ã\83\80ã\83¡ã\83¼ã\82¸ 2d5)";
#else
info[i++] = "You have evil looking tentacles (dam 2d5).";
#endif
if (p_ptr->muta2 & MUT2_RAW_CHAOS)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð½ã¥«¥ª¥¹¤ËÊñ¤Þ¤ì¤ë¡£";
+info[i++] = "あなたはしばしば純カオスに包まれる。";
#else
info[i++] = "You occasionally are surrounded with raw chaos.";
#endif
if (p_ptr->muta2 & MUT2_NORMALITY)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÊÑ°Û¤·¤Æ¤¤¤¿¤¬¡¢²óÉü¤·¤Æ¤¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは変異していたが、回復してきている。";
#else
info[i++] = "You may be mutated, but you're recovering.";
#endif
if (p_ptr->muta2 & MUT2_WRAITH)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÍ©Â⽤·¤¿¤ê¼ÂÂ⽤·¤¿¤ê¤¹¤ë¡£";
+info[i++] = "あなたの肉体は幽体化したり実体化したりする。";
#else
info[i++] = "You fade in and out of physical reality.";
#endif
if (p_ptr->muta2 & MUT2_POLY_WOUND)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î·ò¹¯¤Ï¥«¥ª¥¹¤ÎÎϤ˱ƶÁ¤ò¼õ¤±¤ë¡£";
+info[i++] = "あなたの健康はカオスの力に影響を受ける。";
#else
info[i++] = "Your health is subject to chaotic forces.";
#endif
if (p_ptr->muta2 & MUT2_WASTING)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¿ê¼å¤¹¤ë¶²¤í¤·¤¤Éµ¤¤Ë¤«¤«¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは衰弱する恐ろしい病気にかかっている。";
#else
info[i++] = "You have a horrible wasting disease.";
#endif
if (p_ptr->muta2 & MUT2_ATT_DRAGON)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ò°ú¤¤Ä¤±¤ë¡£";
+info[i++] = "あなたはドラゴンを引きつける。";
#else
info[i++] = "You attract dragons.";
#endif
if (p_ptr->muta2 & MUT2_WEIRD_MIND)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÀº¿À¤Ï¥é¥ó¥À¥à¤Ë³ÈÂ礷¤¿¤ê½Ì¾®¤·¤¿¤ê¤·¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの精神はランダムに拡大したり縮小したりしている。";
#else
info[i++] = "Your mind randomly expands and contracts.";
#endif
if (p_ptr->muta2 & MUT2_NAUSEA)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î°ß¤ÏÈó¾ï¤ËÍî¤ÁÃ夤¬¤Ê¤¤¡£";
+info[i++] = "あなたの胃は非常に落ち着きがない。";
#else
info[i++] = "You have a seriously upset stomach.";
#endif
if (p_ptr->muta2 & MUT2_CHAOS_GIFT)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤Î¼é¸î°Ë⤫¤éË«Èþ¤ò¤¦¤±¤È¤ë¡£";
+info[i++] = "あなたはカオスの守護悪魔から褒美をうけとる。";
#else
info[i++] = "Chaos deities give you gifts.";
#endif
if (p_ptr->muta2 & MUT2_WALK_SHAD)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¤·¤Ð¤·¤Ð¾¤Î¡Ö±Æ¡×¤Ë̤¤¹þ¤à¡£";
+info[i++] = "あなたはしばしば他の「影」に迷い込む。";
#else
info[i++] = "You occasionally stumble into other shadows.";
#endif
if (p_ptr->muta2 & MUT2_WARNING)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏŨ¤Ë´Ø¤¹¤ë·Ù¹ð¤ò´¶¤¸¤ë¡£";
+info[i++] = "あなたは敵に関する警告を感じる。";
#else
info[i++] = "You receive warnings about your foes.";
#endif
if (p_ptr->muta2 & MUT2_INVULN)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹É餱ÃΤ餺¤Êµ¤Ê¬¤Ë¤Ê¤ë¡£";
+info[i++] = "あなたは時々負け知らずな気分になる。";
#else
info[i++] = "You occasionally feel invincible.";
#endif
if (p_ptr->muta2 & MUT2_SP_TO_HP)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹·ì¤¬¶ÚÆù¤Ë¤É¤Ã¤Èή¤ì¤ë¡£";
+info[i++] = "あなたは時々血が筋肉にどっと流れる。";
#else
info[i++] = "Your blood sometimes rushes to your muscles.";
#endif
if (p_ptr->muta2 & MUT2_HP_TO_SP)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹Æ¬¤Ë·ì¤¬¤É¤Ã¤Èή¤ì¤ë¡£";
+info[i++] = "あなたは時々頭に血がどっと流れる。";
#else
info[i++] = "Your blood sometimes rushes to your head.";
#endif
if (p_ptr->muta2 & MUT2_DISARM)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¤è¤¯¤Ä¤Þ¤Å¤¤¤Æʪ¤òÍî¤È¤¹¡£";
+info[i++] = "あなたはよくつまづいて物を落とす。";
#else
info[i++] = "You occasionally stumble and drop things.";
#endif
if (p_ptr->muta3 & MUT3_HYPER_STR)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏĶ¿ÍŪ¤Ë¶¯¤¤¡£(ÏÓÎÏ+4)";
+info[i++] = "あなたは超人的に強い。(腕力+4)";
#else
info[i++] = "You are superhumanly strong (+4 STR).";
#endif
if (p_ptr->muta3 & MUT3_PUNY)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïµõ¼å¤À¡£(ÏÓÎÏ-4)";
+info[i++] = "あなたは虚弱だ。(腕力-4)";
#else
info[i++] = "You are puny (-4 STR).";
#endif
if (p_ptr->muta3 & MUT3_HYPER_INT)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎǾ¤ÏÀ¸ÂÎ¥³¥ó¥Ô¥å¡¼¥¿¤À¡£(ÃÎǽ¡õ¸¤µ+4)";
+info[i++] = "あなたの脳は生体コンピュータだ。(知能&賢さ+4)";
#else
info[i++] = "Your brain is a living computer (+4 INT/WIS).";
#endif
if (p_ptr->muta3 & MUT3_MORONIC)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀº¿ÀÇö¼å¤À¡£(ÃÎǽ¡õ¸¤µ-4)";
+info[i++] = "あなたは精神薄弱だ。(知能&賢さ-4)";
#else
info[i++] = "You are moronic (-4 INT/WIS).";
#endif
if (p_ptr->muta3 & MUT3_RESILIENT)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÈó¾ï¤Ë¥¿¥Õ¤À¡£(Âѵ×+4)";
+info[i++] = "あなたは非常にタフだ。(耐久+4)";
#else
info[i++] = "You are very resilient (+4 CON).";
#endif
if (p_ptr->muta3 & MUT3_XTRA_FAT)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶Ëü¤ËÂÀ¤Ã¤Æ¤¤¤ë¡£(Âѵ×+2,¥¹¥Ô¡¼¥É-2)";
+info[i++] = "あなたは極端に太っている。(耐久+2,スピード-2)";
#else
info[i++] = "You are extremely fat (+2 CON, -2 speed).";
#endif
if (p_ptr->muta3 & MUT3_ALBINO)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ë¥Ó¥Î¤À¡£(Âѵ×-4)";
+info[i++] = "あなたはアルビノだ。(耐久-4)";
#else
info[i++] = "You are albino (-4 CON).";
#endif
if (p_ptr->muta3 & MUT3_FLESH_ROT)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÆùÂΤÏÉåÇÔ¤·¤Æ¤¤¤ë¡£(Âѵ×-2,Ì¥ÎÏ-1)";
+info[i++] = "あなたの肉体は腐敗している。(耐久-2,魅力-1)";
#else
info[i++] = "Your flesh is rotting (-2 CON, -1 CHR).";
#endif
if (p_ptr->muta3 & MUT3_SILLY_VOI)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÀ¼¤Ï´ÖÈ´¤±¤Ê¥¡¼¥¡¼À¼¤À¡£(Ì¥ÎÏ-4)";
+info[i++] = "あなたの声は間抜けなキーキー声だ。(魅力-4)";
#else
info[i++] = "Your voice is a silly squeak (-4 CHR).";
#endif
if (p_ptr->muta3 & MUT3_BLANK_FAC)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¤Î¤Ã¤Ú¤é¤Ü¤¦¤À¡£(Ì¥ÎÏ-1)";
+info[i++] = "あなたはのっぺらぼうだ。(魅力-1)";
#else
info[i++] = "Your face is featureless (-1 CHR).";
#endif
if (p_ptr->muta3 & MUT3_ILL_NORM)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸¸±Æ¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは幻影に覆われている。";
#else
info[i++] = "Your appearance is masked with illusion.";
#endif
if (p_ptr->muta3 & MUT3_XTRA_EYES)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆó¤Ä¤ÎÌܤò»ý¤Ã¤Æ¤¤¤ë¡£(õº÷+15)";
+info[i++] = "あなたは余分に二つの目を持っている。(探索+15)";
#else
info[i++] = "You have an extra pair of eyes (+15 search).";
#endif
if (p_ptr->muta3 & MUT3_MAGIC_RES)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤Ø¤ÎÂÑÀ¤ò¤â¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは魔法への耐性をもっている。";
#else
info[i++] = "You are resistant to magic.";
#endif
if (p_ptr->muta3 & MUT3_XTRA_NOIS)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÊѤʲ»¤òȯ¤·¤Æ¤¤¤ë¡£(±£Ì©-3)";
+info[i++] = "あなたは変な音を発している。(隠密-3)";
#else
info[i++] = "You make a lot of strange noise (-3 stealth).";
#endif
if (p_ptr->muta3 & MUT3_INFRAVIS)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÀ²¤é¤·¤¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤¤¤ë¡£(+3)";
+info[i++] = "あなたは素晴らしい赤外線視力を持っている。(+3)";
#else
info[i++] = "You have remarkable infravision (+3).";
#endif
if (p_ptr->muta3 & MUT3_XTRA_LEGS)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï;ʬ¤ËÆóËܤΤ¬À¸¤¨¤Æ¤¤¤ë¡£(²Ã®+3)";
+info[i++] = "あなたは余分に二本の足が生えている。(加速+3)";
#else
info[i++] = "You have an extra pair of legs (+3 speed).";
#endif
if (p_ptr->muta3 & MUT3_SHORT_LEG)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¤Ïû¤¤Æ͵¯¤À¡£(²Ã®-3)";
+info[i++] = "あなたの足は短い突起だ。(加速-3)";
#else
info[i++] = "Your legs are short stubs (-3 speed).";
#endif
if (p_ptr->muta3 & MUT3_ELEC_TOUC)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î·ì´É¤Ë¤ÏÅÅή¤¬Î®¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの血管には電流が流れている。";
#else
info[i++] = "Electricity is running through your veins.";
#endif
if (p_ptr->muta3 & MUT3_FIRE_BODY)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÂΤϱê¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの体は炎につつまれている。";
#else
info[i++] = "Your body is enveloped in flames.";
#endif
if (p_ptr->muta3 & MUT3_WART_SKIN)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤Ï¥¤¥Ü¤ËÈï¤ï¤ì¤Æ¤¤¤ë¡£(Ì¥ÎÏ-2, AC+5)";
+info[i++] = "あなたの肌はイボに被われている。(魅力-2, AC+5)";
#else
info[i++] = "Your skin is covered with warts (-2 CHR, +5 AC).";
#endif
if (p_ptr->muta3 & MUT3_SCALES)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÎڤˤʤäƤ¤¤ë¡£(Ì¥ÎÏ-1, AC+10)";
+info[i++] = "あなたの肌は鱗になっている。(魅力-1, AC+10)";
#else
info[i++] = "Your skin has turned into scales (-1 CHR, +10 AC).";
#endif
if (p_ptr->muta3 & MUT3_IRON_SKIN)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÈ©¤ÏÅ´¤Ç¤Ç¤¤Æ¤¤¤ë¡£(´ïÍÑ-1, AC+25)";
+info[i++] = "あなたの肌は鉄でできている。(器用-1, AC+25)";
#else
info[i++] = "Your skin is made of steel (-1 DEX, +25 AC).";
#endif
if (p_ptr->muta3 & MUT3_WINGS)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï±©¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは羽を持っている。";
#else
info[i++] = "You have wings.";
#endif
if (p_ptr->muta3 & MUT3_LIMBER)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÂΤÏÈó¾ï¤Ë¤·¤Ê¤ä¤«¤À¡£(´ïÍÑ+3)";
+info[i++] = "あなたの体は非常にしなやかだ。(器用+3)";
#else
info[i++] = "Your body is very limber (+3 DEX).";
#endif
if (p_ptr->muta3 & MUT3_ARTHRITIS)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¤¤¤Ä¤â´ØÀá¤ËÄˤߤò´¶¤¸¤Æ¤¤¤ë¡£(´ïÍÑ-3)";
+info[i++] = "あなたはいつも関節に痛みを感じている。(器用-3)";
#else
info[i++] = "Your joints ache constantly (-3 DEX).";
#endif
if (p_ptr->muta3 & MUT3_VULN_ELEM)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸µÁǤι¶·â¤Ë¼å¤¤¡£";
+info[i++] = "あなたは元素の攻撃に弱い。";
#else
info[i++] = "You are susceptible to damage from the elements.";
#endif
if (p_ptr->muta3 & MUT3_MOTION)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÆ°ºî¤ÏÀµ³Î¤ÇÎ϶¯¤¤¡£(±£Ì©+1)";
+info[i++] = "あなたの動作は正確で力強い。(隠密+1)";
#else
info[i++] = "Your movements are precise and forceful (+1 STL).";
#endif
if (p_ptr->muta3 & MUT3_GOOD_LUCK)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÇò¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは白いオーラにつつまれている。";
#else
info[i++] = "There is a white aura surrounding you.";
#endif
if (p_ptr->muta3 & MUT3_BAD_LUCK)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¹õ¤¤¥ª¡¼¥é¤Ë¤Ä¤Ä¤Þ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは黒いオーラにつつまれている。";
#else
info[i++] = "There is a black aura surrounding you.";
#endif
if (p_ptr->blind)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
+info[i++] = "あなたは目が見えない。";
#else
info[i++] = "You cannot see.";
#endif
if (p_ptr->confused)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
+info[i++] = "あなたは混乱している。";
#else
info[i++] = "You are confused.";
#endif
if (p_ptr->afraid)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは恐怖に侵されている。";
#else
info[i++] = "You are terrified.";
#endif
if (p_ptr->cut)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï½Ð·ì¤·¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは出血している。";
#else
info[i++] = "You are bleeding.";
#endif
if (p_ptr->stun)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¤â¤¦¤í¤¦¤È¤·¤Æ¤¤¤ë¡£";
+info[i++] = "あなたはもうろうとしている。";
#else
info[i++] = "You are stunned.";
#endif
if (p_ptr->poisoned)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは毒に侵されている。";
#else
info[i++] = "You are poisoned.";
#endif
if (p_ptr->image)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは幻覚を見ている。";
#else
info[i++] = "You are hallucinating.";
#endif
}
if (p_ptr->cursed & TRC_TY_CURSE)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê±åÇ°¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You carry an ancient foul curse.";
-#endif
-
+ info[i++] = _("あなたは邪悪な怨念に包まれている。", "You carry an ancient foul curse.");
}
if (p_ptr->cursed & TRC_AGGRAVATE)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You aggravate monsters.";
-#endif
-
+ info[i++] = _("あなたはモンスターを怒らせている。", "You aggravate monsters.");
}
if (p_ptr->cursed & TRC_DRAIN_EXP)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï·Ð¸³ÃͤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are drained.";
-#endif
-
+ info[i++] = _("あなたは経験値を吸われている。", "You are drained.");
}
if (p_ptr->cursed & TRC_SLOW_REGEN)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î²óÉüÎϤÏÈó¾ï¤ËÃÙ¤¤¡£";
-#else
- info[i++] = "You regenerate slowly.";
-#endif
-
+ info[i++] = _("あなたの回復力は非常に遅い。", "You regenerate slowly.");
}
if (p_ptr->cursed & TRC_ADD_L_CURSE)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¼å¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
-#else
- info[i++] = "Your weak curses multiply.";
-#endif
-
+ info[i++] = _("あなたの弱い呪いは増える。","Your weak curses multiply."); /* 暫定的 -- henkma */
}
if (p_ptr->cursed & TRC_ADD_H_CURSE)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¶¯¤¤¼ö¤¤¤ÏÁý¤¨¤ë¡£"; /* »ÃÄêŪ -- henkma */
-#else
- info[i++] = "Your heavy curses multiply.";
-#endif
-
+ info[i++] = _("あなたの強い呪いは増える。","Your heavy curses multiply."); /* 暫定的 -- henkma */
}
if (p_ptr->cursed & TRC_CALL_ANIMAL)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïưʪ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You attract animals.";
-#endif
-
+ info[i++] = _("あなたは動物に狙われている。", "You attract animals.");
}
if (p_ptr->cursed & TRC_CALL_DEMON)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You attract demons.";
-#endif
-
+ info[i++] = _("あなたは悪魔に狙われている。", "You attract demons.");
}
if (p_ptr->cursed & TRC_CALL_DRAGON)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤ËÁÀ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You attract dragons.";
-#endif
-
+ info[i++] = _("あなたはドラゴンに狙われている。", "You attract dragons.");
}
if (p_ptr->cursed & TRC_COWARDICE)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»þ¡¹²²É¤ˤʤ롣";
-#else
- info[i++] = "You are subject to cowardice.";
-#endif
-
+ info[i++] = _("あなたは時々臆病になる。", "You are subject to cowardice.");
}
if (p_ptr->cursed & TRC_TELEPORT)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î°ÌÃ֤ϤҤ¸¤ç¤¦¤ËÉÔ°ÂÄê¤À¡£";
-#else
- info[i++] = "Your position is very uncertain.";
-#endif
-
+ info[i++] = _("あなたの位置はひじょうに不安定だ。", "Your position is very uncertain.");
}
if (p_ptr->cursed & TRC_LOW_MELEE)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¹¶·â¤ò³°¤·¤ä¤¹¤¤¡£";
-#else
- info[i++] = "Your weapon causes you to miss blows.";
-#endif
-
+ info[i++] = _("あなたの武器は攻撃を外しやすい。", "Your weapon causes you to miss blows.");
}
if (p_ptr->cursed & TRC_LOW_AC)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¹¶·â¤ò¼õ¤±¤ä¤¹¤¤¡£";
-#else
- info[i++] = "You are subject to be hit.";
-#endif
-
+ info[i++] = _("あなたは攻撃を受けやすい。", "You are subject to be hit.");
}
if (p_ptr->cursed & TRC_LOW_MAGIC)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏËâË¡¤ò¼ºÇÔ¤·¤ä¤¹¤¤¡£";
-#else
- info[i++] = "You are subject to fail spellcasting.";
-#endif
-
+ info[i++] = _("あなたは魔法を失敗しやすい。", "You are subject to fail spellcasting.");
}
if (p_ptr->cursed & TRC_FAST_DIGEST)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤ªÊ¢¤¬¤Ø¤ë¡£";
-#else
- info[i++] = "You have a good appetite.";
-#endif
-
+ info[i++] = _("あなたはすぐお腹がへる。", "You have a good appetite.");
}
if (p_ptr->cursed & TRC_DRAIN_HP)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÂÎÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are drained.";
-#endif
-
+ info[i++] = _("あなたは体力を吸われている。", "You are drained.");
}
if (p_ptr->cursed & TRC_DRAIN_MANA)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏËâÎϤòµÛ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You brain is drained.";
-#endif
-
+ info[i++] = _("あなたは魔力を吸われている。", "You brain is drained.");
}
if (IS_BLESSED())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You feel rightous.";
-#endif
-
+ info[i++] = _("あなたは高潔さを感じている。", "You feel rightous.");
}
if (IS_HERO())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
-#else
- info[i++] = "You feel heroic.";
-#endif
-
+ info[i++] = _("あなたはヒーロー気分だ。", "You feel heroic.");
}
if (p_ptr->shero)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
-#else
- info[i++] = "You are in a battle rage.";
-#endif
-
+ info[i++] = _("あなたは戦闘狂だ。", "You are in a battle rage.");
}
if (p_ptr->protevil)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are protected from evil.";
-#endif
-
+ info[i++] = _("あなたは邪悪なる存在から守られている。", "You are protected from evil.");
}
if (p_ptr->shield)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are protected by a mystic shield.";
-#endif
-
+ info[i++] = _("あなたは神秘のシールドで守られている。", "You are protected by a mystic shield.");
}
if (IS_INVULN())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸½ºß½ý¤Ä¤«¤Ê¤¤¡£";
-#else
- info[i++] = "You are temporarily invulnerable.";
-#endif
-
+ info[i++] = _("あなたは現在傷つかない。", "You are temporarily invulnerable.");
}
if (p_ptr->wraith_form)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï°ì»þŪ¤ËÍ©Â⽤·¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are temporarily incorporeal.";
-#endif
-
+ info[i++] = _("あなたは一時的に幽体化している。", "You are temporarily incorporeal.");
}
if (p_ptr->special_attack & ATTACK_CONFUSE)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "Your hands are glowing dull red.";
-#endif
-
+ info[i++] = _("あなたの手は赤く輝いている。", "Your hands are glowing dull red.");
}
if (p_ptr->special_attack & ATTACK_FIRE)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï²Ð±ê¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You can strike the enemy with flame.";
-#endif
-
+ info[i++] = _("あなたの手は火炎に覆われている。", "You can strike the enemy with flame.");
}
if (p_ptr->special_attack & ATTACK_COLD)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÎ䵤¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You can strike the enemy with cold.";
-#endif
-
+ info[i++] = _("あなたの手は冷気に覆われている。", "You can strike the enemy with cold.");
}
if (p_ptr->special_attack & ATTACK_ACID)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤Ï»À¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You can strike the enemy with acid.";
-#endif
-
+ info[i++] = _("あなたの手は酸に覆われている。", "You can strike the enemy with acid.");
}
if (p_ptr->special_attack & ATTACK_ELEC)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÅÅ·â¤Ëʤ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You can strike the enemy with electoric shock.";
-#endif
-
+ info[i++] = _("あなたの手は電撃に覆われている。", "You can strike the enemy with electoric shock.");
}
if (p_ptr->special_attack & ATTACK_POIS)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÆǤËʤ¤ï¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You can strike the enemy with poison.";
-#endif
-
+ info[i++] = _("あなたの手は毒に覆われている。", "You can strike the enemy with poison.");
}
switch (p_ptr->action)
{
case ACTION_SEARCH:
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¤Ò¤¸¤ç¤¦¤ËÃí°Õ¿¼¤¯¼þ°Ï¤ò¸«ÅϤ·¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are looking around very carefully.";
-#endif
+ info[i++] = _("あなたはひじょうに注意深く周囲を見渡している。", "You are looking around very carefully.");
break;
}
if (p_ptr->new_spells)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼öʸ¤äµ§¤ê¤ò³Ø¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "You can learn some spells/prayers.";
-#endif
-
+ info[i++] = _("あなたは呪文や祈りを学ぶことができる。", "You can learn some spells/prayers.");
}
if (p_ptr->word_recall)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ëµ¢´Ô¤¹¤ë¤À¤í¤¦¡£";
-#else
- info[i++] = "You will soon be recalled.";
-#endif
-
+ info[i++] = _("あなたはすぐに帰還するだろう。", "You will soon be recalled.");
}
if (p_ptr->alter_reality)
{
-#ifdef JP
- info[i++] = "¤¢¤Ê¤¿¤Ï¤¹¤°¤Ë¤³¤ÎÀ¤³¦¤òÎ¥¤ì¤ë¤À¤í¤¦¡£";
-#else
- info[i++] = "You will soon be altered.";
-#endif
-
+ info[i++] = _("あなたはすぐにこの世界を離れるだろう。", "You will soon be altered.");
}
if (p_ptr->see_infra)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÆ·¤ÏÀÖ³°Àþ¤ËÉÒ´¶¤Ç¤¢¤ë¡£";
-#else
- info[i++] = "Your eyes are sensitive to infrared light.";
-#endif
-
+ info[i++] = _("あなたの瞳は赤外線に敏感である。", "Your eyes are sensitive to infrared light.");
}
if (p_ptr->see_inv)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆ©ÌÀ¤Ê¥â¥ó¥¹¥¿¡¼¤ò¸«¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "You can see invisible creatures.";
-#endif
-
+ info[i++] = _("あなたは透明なモンスターを見ることができる。", "You can see invisible creatures.");
}
if (p_ptr->levitation)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÈô¤Ö¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "You can fly.";
-#endif
-
+ info[i++] = _("あなたは飛ぶことができる。", "You can fly.");
}
if (p_ptr->free_act)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏËãáãÃΤ餺¤Î¸ú²Ì¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You have free action.";
-#endif
-
+ info[i++] = _("あなたは麻痺知らずの効果を持っている。", "You have free action.");
}
if (p_ptr->regenerate)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÁÇÁ᤯ÂÎÎϤò²óÉü¤¹¤ë¡£";
-#else
- info[i++] = "You regenerate quickly.";
-#endif
-
+ info[i++] = _("あなたは素早く体力を回復する。", "You regenerate quickly.");
}
if (p_ptr->slow_digest)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¿©Íߤ¬¾¯¤Ê¤¤¡£";
-#else
- info[i++] = "Your appetite is small.";
-#endif
-
+ info[i++] = _("あなたは食欲が少ない。", "Your appetite is small.");
}
if (p_ptr->telepathy)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ñ¥·¡¼Ç½ÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You have ESP.";
-#endif
-
+ info[i++] = _("あなたはテレパシー能力を持っている。", "You have ESP.");
}
if (p_ptr->esp_animal)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼«Á³³¦¤ÎÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense natural creatures.";
-#endif
-
+ info[i++] = _("あなたは自然界の生物の存在を感じる能力を持っている。", "You sense natural creatures.");
}
if (p_ptr->esp_undead)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥¢¥ó¥Ç¥Ã¥É¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense undead.";
-#endif
-
+ info[i++] = _("あなたはアンデッドの存在を感じる能力を持っている。", "You sense undead.");
}
if (p_ptr->esp_demon)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï°Ëâ¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense demons.";
-#endif
-
+ info[i++] = _("あなたは悪魔の存在を感じる能力を持っている。", "You sense demons.");
}
if (p_ptr->esp_orc)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥ª¡¼¥¯¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense orcs.";
-#endif
-
+ info[i++] = _("あなたはオークの存在を感じる能力を持っている。", "You sense orcs.");
}
if (p_ptr->esp_troll)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥È¥í¥ë¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense trolls.";
-#endif
-
+ info[i++] = _("あなたはトロルの存在を感じる能力を持っている。", "You sense trolls.");
}
if (p_ptr->esp_giant)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïµð¿Í¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense giants.";
-#endif
-
+ info[i++] = _("あなたは巨人の存在を感じる能力を持っている。", "You sense giants.");
}
if (p_ptr->esp_dragon)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥É¥é¥´¥ó¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense dragons.";
-#endif
-
+ info[i++] = _("あなたはドラゴンの存在を感じる能力を持っている。", "You sense dragons.");
}
if (p_ptr->esp_human)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¿Í´Ö¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense humans.";
-#endif
-
+ info[i++] = _("あなたは人間の存在を感じる能力を持っている。", "You sense humans.");
}
if (p_ptr->esp_evil)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤ÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense evil creatures.";
-#endif
-
+ info[i++] = _("あなたは邪悪な生き物の存在を感じる能力を持っている。", "You sense evil creatures.");
}
if (p_ptr->esp_good)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÁ±ÎɤÊÀ¸¤Êª¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense good creatures.";
-#endif
-
+ info[i++] = _("あなたは善良な生き物の存在を感じる能力を持っている。", "You sense good creatures.");
}
if (p_ptr->esp_nonliving)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï³èÆ°¤¹¤ë̵À¸ÊªÂΤθºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense non-living creatures.";
-#endif
-
+ info[i++] = _("あなたは活動する無生物体の存在を感じる能力を持っている。", "You sense non-living creatures.");
}
if (p_ptr->esp_unique)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆÃÊ̤ʶ¯Å¨¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You sense unique monsters.";
-#endif
-
+ info[i++] = _("あなたは特別な強敵の存在を感じる能力を持っている。", "You sense unique monsters.");
}
- if (p_ptr->hold_life)
+ if (p_ptr->hold_exp)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£";
-#else
- info[i++] = "You have a firm hold on your life force.";
-#endif
-
+ info[i++] = _("あなたは自己の経験値をしっかりと維持する。", "You have a firm hold on your experience.");
}
if (p_ptr->reflect)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÌð¤ä¥Ü¥ë¥È¤òÈ¿¼Í¤¹¤ë¡£";
-#else
- info[i++] = "You reflect arrows and bolts.";
-#endif
-
+ info[i++] = _("あなたは矢の呪文を反射する。", "You reflect bolt spells.");
}
if (p_ptr->sh_fire)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï±ê¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are surrounded with a fiery aura.";
-#endif
-
+ info[i++] = _("あなたは炎のオーラに包まれている。", "You are surrounded with a fiery aura.");
}
if (p_ptr->sh_elec)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÅŵ¤¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are surrounded with electricity.";
-#endif
-
+ info[i++] = _("あなたは電気に包まれている。", "You are surrounded with electricity.");
}
if (p_ptr->sh_cold)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are surrounded with an aura of coldness.";
-#endif
-
+ info[i++] = _("あなたは冷気のオーラに包まれている。", "You are surrounded with an aura of coldness.");
}
if (p_ptr->tim_sh_holy)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are surrounded with a holy aura.";
-#endif
-
+ info[i++] = _("あなたは聖なるオーラに包まれている。", "You are surrounded with a holy aura.");
}
if (p_ptr->tim_sh_touki)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆ®µ¤¤Î¥ª¡¼¥é¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are surrounded with a energy aura.";
-#endif
-
+ info[i++] = _("あなたは闘気のオーラに包まれている。", "You are surrounded with a energy aura.");
}
if (p_ptr->anti_magic)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÈ¿ËâË¡¥·¡¼¥ë¥É¤ËÊñ¤Þ¤ì¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are surrounded by an anti-magic shell.";
-#endif
-
+ info[i++] = _("あなたは反魔法シールドに包まれている。", "You are surrounded by an anti-magic shell.");
}
if (p_ptr->anti_tele)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥Æ¥ì¥Ý¡¼¥È¤Ç¤¤Ê¤¤¡£";
-#else
- info[i++] = "You cannot teleport.";
-#endif
-
+ info[i++] = _("あなたはテレポートできない。", "You cannot teleport.");
}
if (p_ptr->lite)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¿ÈÂΤϸ÷¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are carrying a permanent light.";
-#endif
-
+ info[i++] = _("あなたの身体は光っている。", "You are carrying a permanent light.");
}
if (p_ptr->warning)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¹ÔÆ°¤ÎÁ°¤Ë´í¸±¤ò»¡ÃΤ¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "You will be warned before dangerous actions.";
-#endif
-
+ info[i++] = _("あなたは行動の前に危険を察知することができる。", "You will be warned before dangerous actions.");
}
if (p_ptr->dec_mana)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¾¯¤Ê¤¤¾ÃÈñËâÎϤÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "You can cast spells with fewer mana points.";
-#endif
-
+ info[i++] = _("あなたは少ない消費魔力で魔法を唱えることができる。", "You can cast spells with fewer mana points.");
}
if (p_ptr->easy_spell)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÄ㤤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
-#else
- info[i++] = "Fail rate of your magic is decreased.";
-#endif
-
+ info[i++] = _("あなたは低い失敗率で魔法を唱えることができる。", "Fail rate of your magic is decreased.");
}
if (p_ptr->heavy_spell)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¹â¤¤¼ºÇÔΨ¤ÇËâË¡¤ò¾§¤¨¤Ê¤±¤ì¤Ð¤¤¤±¤Ê¤¤¡£";
-#else
- info[i++] = "Fail rate of your magic is increased.";
-#endif
-
+ info[i++] = _("あなたは高い失敗率で魔法を唱えなければいけない。", "Fail rate of your magic is increased.");
}
if (p_ptr->mighty_throw)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶¯¤¯Êª¤òÅꤲ¤ë¡£";
-#else
- info[i++] = "You can throw objects powerfully.";
-#endif
-
+ info[i++] = _("あなたは強く物を投げる。", "You can throw objects powerfully.");
}
if (p_ptr->immune_acid)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»À¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are completely immune to acid.";
-#endif
-
+ info[i++] = _("あなたは酸に対する完全なる免疫を持っている。", "You are completely immune to acid.");
}
else if (p_ptr->resist_acid && IS_OPPOSE_ACID())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You resist acid exceptionally well.";
-#endif
-
+ info[i++] = _("あなたは酸への強力な耐性を持っている。", "You resist acid exceptionally well.");
}
else if (p_ptr->resist_acid || IS_OPPOSE_ACID())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to acid.";
-#endif
-
+ info[i++] = _("あなたは酸への耐性を持っている。", "You are resistant to acid.");
}
if (p_ptr->immune_elec)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are completely immune to lightning.";
-#endif
-
+ info[i++] = _("あなたは電撃に対する完全なる免疫を持っている。", "You are completely immune to lightning.");
}
else if (p_ptr->resist_elec && IS_OPPOSE_ELEC())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You resist lightning exceptionally well.";
-#endif
-
+ info[i++] = _("あなたは電撃への強力な耐性を持っている。", "You resist lightning exceptionally well.");
}
else if (p_ptr->resist_elec || IS_OPPOSE_ELEC())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to lightning.";
-#endif
-
+ info[i++] = _("あなたは電撃への耐性を持っている。", "You are resistant to lightning.");
}
if (prace_is_(RACE_ANDROID) && !p_ptr->immune_elec)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ë¼å¤¤¡£";
-#else
- info[i++] = "You are susceptible to damage from lightning.";
-#endif
-
+ info[i++] = _("あなたは電撃に弱い。", "You are susceptible to damage from lightning.");
}
if (p_ptr->immune_fire)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are completely immune to fire.";
-#endif
-
+ info[i++] = _("あなたは火に対する完全なる免疫を持っている。", "You are completely immune to fire.");
}
else if (p_ptr->resist_fire && IS_OPPOSE_FIRE())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You resist fire exceptionally well.";
-#endif
-
+ info[i++] = _("あなたは火への強力な耐性を持っている。", "You resist fire exceptionally well.");
}
else if (p_ptr->resist_fire || IS_OPPOSE_FIRE())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to fire.";
-#endif
-
+ info[i++] = _("あなたは火への耐性を持っている。", "You are resistant to fire.");
}
if (prace_is_(RACE_ENT) && !p_ptr->immune_fire)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ë¼å¤¤¡£";
-#else
- info[i++] = "You are susceptible to damage from fire.";
-#endif
-
+ info[i++] = _("あなたは火に弱い。", "You are susceptible to damage from fire.");
}
if (p_ptr->immune_cold)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are completely immune to cold.";
-#endif
-
+ info[i++] = _("あなたは冷気に対する完全なる免疫を持っている。", "You are completely immune to cold.");
}
else if (p_ptr->resist_cold && IS_OPPOSE_COLD())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤Î¶¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You resist cold exceptionally well.";
-#endif
-
+ info[i++] = _("あなたは冷気への強力な耐性を持っている。", "You resist cold exceptionally well.");
}
else if (p_ptr->resist_cold || IS_OPPOSE_COLD())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to cold.";
-#endif
-
+ info[i++] = _("あなたは冷気への耐性を持っている。", "You are resistant to cold.");
}
if (p_ptr->resist_pois && IS_OPPOSE_POIS())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤζ¯ÎϤÊÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You resist poison exceptionally well.";
-#endif
-
+ info[i++] = _("あなたは毒への強力な耐性を持っている。", "You resist poison exceptionally well.");
}
else if (p_ptr->resist_pois || IS_OPPOSE_POIS())
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to poison.";
-#endif
-
+ info[i++] = _("あなたは毒への耐性を持っている。", "You are resistant to poison.");
}
if (p_ptr->resist_lite)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to bright light.";
-#endif
-
+ info[i++] = _("あなたは閃光への耐性を持っている。", "You are resistant to bright light.");
}
if (prace_is_(RACE_VAMPIRE) || prace_is_(RACE_S_FAIRY) || (p_ptr->mimic_form == MIMIC_VAMPIRE))
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÁ®¸÷¤Ë¼å¤¤¡£";
-#else
- info[i++] = "You are susceptible to damage from bright light.";
-#endif
-
+ info[i++] = _("あなたは閃光に弱い。", "You are susceptible to damage from bright light.");
}
if (prace_is_(RACE_VAMPIRE) || (p_ptr->mimic_form == MIMIC_VAMPIRE) || p_ptr->wraith_form)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤ËÂФ¹¤ë´°Á´¤Ê¤ëÌȱ֤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are completely immune to darkness.";
-#endif
+ info[i++] = _("あなたは暗黒に対する完全なる免疫を持っている。", "You are completely immune to darkness.");
}
else if (p_ptr->resist_dark)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï°Å¹õ¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to darkness.";
-#endif
-
+ info[i++] = _("あなたは暗黒への耐性を持っている。", "You are resistant to darkness.");
}
if (p_ptr->resist_conf)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïº®Íð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to confusion.";
-#endif
-
+ info[i++] = _("あなたは混乱への耐性を持っている。", "You are resistant to confusion.");
}
if (p_ptr->resist_sound)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï²»ÇȤξ׷â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to sonic attacks.";
-#endif
-
+ info[i++] = _("あなたは音波の衝撃への耐性を持っている。", "You are resistant to sonic attacks.");
}
if (p_ptr->resist_disen)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÎô²½¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to disenchantment.";
-#endif
-
+ info[i++] = _("あなたは劣化への耐性を持っている。", "You are resistant to disenchantment.");
}
if (p_ptr->resist_chaos)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥«¥ª¥¹¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to chaos.";
-#endif
-
+ info[i++] = _("あなたはカオスの力への耐性を持っている。", "You are resistant to chaos.");
}
if (p_ptr->resist_shard)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÇËÊҤι¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to blasts of shards.";
-#endif
-
+ info[i++] = _("あなたは破片の攻撃への耐性を持っている。", "You are resistant to blasts of shards.");
}
if (p_ptr->resist_nexus)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï°ø²Ìº®Íð¤Î¹¶·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to nexus attacks.";
-#endif
-
+ info[i++] = _("あなたは因果混乱の攻撃への耐性を持っている。", "You are resistant to nexus attacks.");
}
if (prace_is_(RACE_SPECTRE))
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤòµÛ¼ý¤Ç¤¤ë¡£";
-#else
- info[i++] = "You can drain nether forces.";
-#endif
-
+ info[i++] = _("あなたは地獄の力を吸収できる。", "You can drain nether forces.");
}
else if (p_ptr->resist_neth)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÃϹö¤ÎÎϤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to nether forces.";
-#endif
-
+ info[i++] = _("あなたは地獄の力への耐性を持っている。", "You are resistant to nether forces.");
}
if (p_ptr->resist_fear)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÁ´¤¯¶²Éݤò´¶¤¸¤Ê¤¤¡£";
-#else
- info[i++] = "You are completely fearless.";
-#endif
-
+ info[i++] = _("あなたは全く恐怖を感じない。", "You are completely fearless.");
}
if (p_ptr->resist_blind)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÌܤÏÌÕÌܤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "Your eyes are resistant to blindness.";
-#endif
-
+ info[i++] = _("あなたの目は盲目への耐性を持っている。", "Your eyes are resistant to blindness.");
}
if (p_ptr->resist_time)
{
-#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»þ´ÖµÕž¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
-#else
- info[i++] = "You are resistant to time.";
-#endif
-
+ info[i++] = _("あなたは時間逆転への耐性を持っている。", "You are resistant to time.");
}
if (p_ptr->sustain_str)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの腕力は維持されている。";
#else
info[i++] = "Your strength is sustained.";
#endif
if (p_ptr->sustain_int)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの知能は維持されている。";
#else
info[i++] = "Your intelligence is sustained.";
#endif
if (p_ptr->sustain_wis)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの賢さは維持されている。";
#else
info[i++] = "Your wisdom is sustained.";
#endif
if (p_ptr->sustain_con)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの耐久力は維持されている。";
#else
info[i++] = "Your constitution is sustained.";
#endif
if (p_ptr->sustain_dex)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤Ï°Ý»ý¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの器用さは維持されている。";
#else
info[i++] = "Your dexterity is sustained.";
#endif
if (p_ptr->sustain_chr)
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤϰݻý¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの魅力は維持されている。";
#else
info[i++] = "Your charisma is sustained.";
#endif
if (have_flag(flgs, TR_STR))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÏÓÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの腕力は装備によって影響を受けている。";
#else
info[i++] = "Your strength is affected by your equipment.";
#endif
if (have_flag(flgs, TR_INT))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÃÎǽ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの知能は装備によって影響を受けている。";
#else
info[i++] = "Your intelligence is affected by your equipment.";
#endif
if (have_flag(flgs, TR_WIS))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¸¤µ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの賢さは装備によって影響を受けている。";
#else
info[i++] = "Your wisdom is affected by your equipment.";
#endif
if (have_flag(flgs, TR_DEX))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î´ïÍѤµ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの器用さは装備によって影響を受けている。";
#else
info[i++] = "Your dexterity is affected by your equipment.";
#endif
if (have_flag(flgs, TR_CON))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÂѵ×ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの耐久力は装備によって影響を受けている。";
#else
info[i++] = "Your constitution is affected by your equipment.";
#endif
if (have_flag(flgs, TR_CHR))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÌ¥ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの魅力は装備によって影響を受けている。";
#else
info[i++] = "Your charisma is affected by your equipment.";
#endif
if (have_flag(flgs, TR_STEALTH))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î±£Ì©¹ÔưǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの隠密行動能力は装備によって影響を受けている。";
#else
info[i++] = "Your stealth is affected by your equipment.";
#endif
if (have_flag(flgs, TR_SEARCH))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Îõº÷ǽÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの探索能力は装備によって影響を受けている。";
#else
info[i++] = "Your searching ability is affected by your equipment.";
#endif
if (have_flag(flgs, TR_INFRA))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÀÖ³°Àþ»ëÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの赤外線視力は装備によって影響を受けている。";
#else
info[i++] = "Your infravision is affected by your equipment.";
#endif
if (have_flag(flgs, TR_TUNNEL))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎºÎ·¡Ç½ÎϤÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの採掘能力は装備によって影響を受けている。";
#else
info[i++] = "Your digging ability is affected by your equipment.";
#endif
if (have_flag(flgs, TR_SPEED))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¥¹¥Ô¡¼¥É¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたのスピードは装備によって影響を受けている。";
#else
info[i++] = "Your speed is affected by your equipment.";
#endif
if (have_flag(flgs, TR_BLOWS))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¹¶·â®ÅÙ¤ÏÁõÈ÷¤Ë¤è¤Ã¤Æ±Æ¶Á¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの攻撃速度は装備によって影響を受けている。";
#else
info[i++] = "Your attack speed is affected by your equipment.";
#endif
if (have_flag(flgs, TR_BLESSED))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿À¤Î½ËÊ¡¤ò¼õ¤±¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの武器は神の祝福を受けている。";
#else
info[i++] = "Your weapon has been blessed by the gods.";
#endif
if (have_flag(flgs, TR_CHAOTIC))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥í¥°¥ë¥¹¤Îħ¤Î°À¤ò¤â¤Ä¡£";
+info[i++] = "あなたの武器はログルスの徴の属性をもつ。";
#else
info[i++] = "Your weapon is branded with the Sign of Logrus.";
#endif
if (have_flag(flgs, TR_IMPACT))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÂÇ·â¤ÇÃϿ̤òȯÀ¸¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£";
+info[i++] = "あなたの武器は打撃で地震を発生することができる。";
#else
info[i++] = "The impact of your weapon can cause earthquakes.";
#endif
if (have_flag(flgs, TR_VORPAL))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÈó¾ï¤Ë±Ô¤¤¡£";
+info[i++] = "あなたの武器は非常に鋭い。";
#else
info[i++] = "Your weapon is very sharp.";
#endif
if (have_flag(flgs, TR_VAMPIRIC))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
+info[i++] = "あなたの武器は敵から生命力を吸収する。";
#else
info[i++] = "Your weapon drains life from your foes.";
#endif
if (have_flag(flgs, TR_BRAND_ACID))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÍϤ«¤¹¡£";
+info[i++] = "あなたの武器は敵を溶かす。";
#else
info[i++] = "Your weapon melts your foes.";
#endif
if (have_flag(flgs, TR_BRAND_ELEC))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤ò´¶ÅŤµ¤»¤ë¡£";
+info[i++] = "あなたの武器は敵を感電させる。";
#else
info[i++] = "Your weapon shocks your foes.";
#endif
if (have_flag(flgs, TR_BRAND_FIRE))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òdz¤ä¤¹¡£";
+info[i++] = "あなたの武器は敵を燃やす。";
#else
info[i++] = "Your weapon burns your foes.";
#endif
if (have_flag(flgs, TR_BRAND_COLD))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÅà¤é¤»¤ë¡£";
+info[i++] = "あなたの武器は敵を凍らせる。";
#else
info[i++] = "Your weapon freezes your foes.";
#endif
if (have_flag(flgs, TR_BRAND_POIS))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏŨ¤òÆǤǿ¯¤¹¡£";
+info[i++] = "あなたの武器は敵を毒で侵す。";
#else
info[i++] = "Your weapon poisons your foes.";
#endif
if (have_flag(flgs, TR_KILL_ANIMAL))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ÎŷŨ¤Ç¤¢¤ë¡£";
+info[i++] = "あなたの武器は動物の天敵である。";
#else
info[i++] = "Your weapon is a great bane of animals.";
#endif
else if (have_flag(flgs, TR_SLAY_ANIMAL))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ïưʪ¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
+info[i++] = "あなたの武器は動物に対して強い力を発揮する。";
#else
info[i++] = "Your weapon strikes at animals with extra force.";
#endif
if (have_flag(flgs, TR_KILL_EVIL))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ÎŷŨ¤Ç¤¢¤ë¡£";
+info[i++] = "あなたの武器は邪悪なる存在の天敵である。";
#else
info[i++] = "Your weapon is a great bane of evil.";
#endif
else if (have_flag(flgs, TR_SLAY_EVIL))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¼Ù°¤Ê¤ë¸ºß¤ËÂФ·¤Æ¶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
+info[i++] = "あなたの武器は邪悪なる存在に対して強い力を発揮する。";
#else
info[i++] = "Your weapon strikes at evil with extra force.";
#endif
if (have_flag(flgs, TR_KILL_HUMAN))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ÎŷŨ¤Ç¤¢¤ë¡£";
+info[i++] = "あなたの武器は人間の天敵である。";
#else
info[i++] = "Your weapon is a great bane of humans.";
#endif
else if (have_flag(flgs, TR_SLAY_HUMAN))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¿Í´Ö¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
+info[i++] = "あなたの武器は人間に対して特に強い力を発揮する。";
#else
info[i++] = "Your weapon is especially deadly against humans.";
#endif
if (have_flag(flgs, TR_KILL_UNDEAD))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ÎŷŨ¤Ç¤¢¤ë¡£";
+info[i++] = "あなたの武器はアンデッドの天敵である。";
#else
info[i++] = "Your weapon is a great bane of undead.";
#endif
else if (have_flag(flgs, TR_SLAY_UNDEAD))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¢¥ó¥Ç¥Ã¥É¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
+info[i++] = "あなたの武器はアンデッドに対して神聖なる力を発揮する。";
#else
info[i++] = "Your weapon strikes at undead with holy wrath.";
#endif
if (have_flag(flgs, TR_KILL_DEMON))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
+info[i++] = "あなたの武器はデーモンの天敵である。";
#else
info[i++] = "Your weapon is a great bane of demons.";
#endif
else if (have_flag(flgs, TR_SLAY_DEMON))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥Ç¡¼¥â¥ó¤ËÂФ·¤Æ¿ÀÀ»¤Ê¤ëÎϤòȯ´ø¤¹¤ë¡£";
+info[i++] = "あなたの武器はデーモンに対して神聖なる力を発揮する。";
#else
info[i++] = "Your weapon strikes at demons with holy wrath.";
#endif
if (have_flag(flgs, TR_KILL_ORC))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ÎŷŨ¤Ç¤¢¤ë¡£";
+info[i++] = "あなたの武器はオークの天敵である。";
#else
info[i++] = "Your weapon is a great bane of orcs.";
#endif
else if (have_flag(flgs, TR_SLAY_ORC))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥ª¡¼¥¯¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
+info[i++] = "あなたの武器はオークに対して特に強い力を発揮する。";
#else
info[i++] = "Your weapon is especially deadly against orcs.";
#endif
if (have_flag(flgs, TR_KILL_TROLL))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ÎŷŨ¤Ç¤¢¤ë¡£";
+info[i++] = "あなたの武器はトロルの天敵である。";
#else
info[i++] = "Your weapon is a great bane of trolls.";
#endif
else if (have_flag(flgs, TR_SLAY_TROLL))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥È¥í¥ë¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
+info[i++] = "あなたの武器はトロルに対して特に強い力を発揮する。";
#else
info[i++] = "Your weapon is especially deadly against trolls.";
#endif
if (have_flag(flgs, TR_KILL_GIANT))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ÎŷŨ¤Ç¤¢¤ë¡£";
+info[i++] = "あなたの武器はジャイアントの天敵である。";
#else
info[i++] = "Your weapon is a great bane of giants.";
#endif
else if (have_flag(flgs, TR_SLAY_GIANT))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥¸¥ã¥¤¥¢¥ó¥È¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
+info[i++] = "あなたの武器はジャイアントに対して特に強い力を発揮する。";
#else
info[i++] = "Your weapon is especially deadly against giants.";
#endif
if (have_flag(flgs, TR_KILL_DRAGON))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ÎŷŨ¤Ç¤¢¤ë¡£";
+info[i++] = "あなたの武器はドラゴンの天敵である。";
#else
info[i++] = "Your weapon is a great bane of dragons.";
#endif
else if (have_flag(flgs, TR_SLAY_DRAGON))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤Ï¥É¥é¥´¥ó¤ËÂФ·¤ÆÆä˶¯¤¤ÎϤòȯ´ø¤¹¤ë¡£";
+info[i++] = "あなたの武器はドラゴンに対して特に強い力を発揮する。";
#else
info[i++] = "Your weapon is especially deadly against dragons.";
#endif
if (have_flag(flgs, TR_FORCE_WEAPON))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
+info[i++] = "あなたの武器はMPを使って攻撃する。";
#else
info[i++] = "Your weapon causes greate damages using your MP.";
#endif
if (have_flag(flgs, TR_THROW))
{
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏÅꤲ¤ä¤¹¤¤¡£";
+info[i++] = "あなたの武器は投げやすい。";
#else
info[i++] = "Your weapon can be thrown well.";
#endif
/* Label the information */
#ifdef JP
-prt(" ¤¢¤Ê¤¿¤Î¾õÂÖ:", 1, 15);
+prt(" あなたの状態:", 1, 15);
#else
prt(" Your Attributes:", 1, 15);
#endif
if ((k == 22) && (j+1 < i))
{
#ifdef JP
-prt("-- ³¤¯ --", k, 15);
+prt("-- 続く --", k, 15);
#else
prt("-- more --", k, 15);
#endif
/* Pause */
#ifdef JP
-prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
+prt("[何かキーを押すとゲームに戻ります]", k, 13);
#else
prt("[Press any key to continue]", k, 13);
#endif
static cptr report_magic_durations[] =
{
#ifdef JP
-"¤´¤¯Ã»¤¤´Ö",
-"¾¯¤·¤Î´Ö",
-"¤·¤Ð¤é¤¯¤Î´Ö",
-"¿¾¯Ä¹¤¤´Ö",
-"Ť¤´Ö",
-"Èó¾ï¤ËŤ¤´Ö",
-"¿®¤¸Æñ¤¤¤Û¤ÉŤ¤´Ö",
-"¥â¥ó¥¹¥¿¡¼¤ò¹¶·â¤¹¤ë¤Þ¤Ç"
+"ごく短い間",
+"少しの間",
+"しばらくの間",
+"多少長い間",
+"長い間",
+"非常に長い間",
+"信じ難いほど長い間",
+"モンスターを攻撃するまで"
#else
"for a short time",
"for a little while",
{
info2[i] = report_magics_aux(p_ptr->blind);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÌܤ¬¸«¤¨¤Ê¤¤¡£";
+info[i++] = "あなたは目が見えない";
#else
info[i++] = "You cannot see";
#endif
{
info2[i] = report_magics_aux(p_ptr->confused);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ïº®Í𤷤Ƥ¤¤ë¡£";
+info[i++] = "あなたは混乱している";
#else
info[i++] = "You are confused";
#endif
{
info2[i] = report_magics_aux(p_ptr->afraid);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¶²Éݤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは恐怖に侵されている";
#else
info[i++] = "You are terrified";
#endif
{
info2[i] = report_magics_aux(p_ptr->poisoned);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆǤ˿¯¤µ¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは毒に侵されている";
#else
info[i++] = "You are poisoned";
#endif
{
info2[i] = report_magics_aux(p_ptr->image);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸¸³Ð¤ò¸«¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは幻覚を見ている";
#else
info[i++] = "You are hallucinating";
#endif
{
info2[i] = report_magics_aux(p_ptr->blessed);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¸øÀµ¤µ¤ò´¶¤¸¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは高潔さを感じている";
#else
info[i++] = "You feel rightous";
#endif
{
info2[i] = report_magics_aux(p_ptr->hero);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¥Ò¡¼¥í¡¼µ¤Ê¬¤À¡£";
+info[i++] = "あなたはヒーロー気分だ";
#else
info[i++] = "You feel heroic";
#endif
{
info2[i] = report_magics_aux(p_ptr->shero);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÀïÆ®¶¸¤À¡£";
+info[i++] = "あなたは戦闘狂だ";
#else
info[i++] = "You are in a battle rage";
#endif
{
info2[i] = report_magics_aux(p_ptr->protevil);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼Ù°¤Ê¤ë¸ºß¤«¤é¼é¤é¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは邪悪なる存在から守られている";
#else
info[i++] = "You are protected from evil";
#endif
{
info2[i] = report_magics_aux(p_ptr->shield);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¿ÀÈë¤Î¥·¡¼¥ë¥É¤Ç¼é¤é¤ì¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは神秘のシールドで守られている";
#else
info[i++] = "You are protected by a mystic shield";
#endif
{
info2[i] = report_magics_aux(p_ptr->invuln);
#ifdef JP
-info[i++] = "̵Ũ¤Ç¤¤¤é¤ì¤ë¡£";
+info[i++] = "あなたは無敵だ";
#else
info[i++] = "You are invulnerable";
#endif
{
info2[i] = report_magics_aux(p_ptr->wraith_form);
#ifdef JP
-info[i++] = "Í©Âβ½¤Ç¤¤ë¡£";
+info[i++] = "あなたは幽体化している";
#else
info[i++] = "You are incorporeal";
#endif
{
info2[i] = 7;
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Î¼ê¤ÏÀÖ¤¯µ±¤¤¤Æ¤¤¤ë¡£";
+info[i++] = "あなたの手は赤く輝いている";
#else
info[i++] = "Your hands are glowing dull red.";
#endif
{
info2[i] = report_magics_aux(p_ptr->word_recall);
#ifdef JP
- info[i++] = "¤³¤Î¸åµ¢´Ô¤Î¾Û¤òȯư¤¹¤ë¡£";
+ info[i++] = "この後帰還の詔が発動する";
#else
info[i++] = "You are waiting to be recalled";
#endif
{
info2[i] = report_magics_aux(p_ptr->alter_reality);
#ifdef JP
- info[i++] = "¤³¤Î¸å¸½¼ÂÊÑÍƤ¬È¯Æ°¤¹¤ë¡£";
+ info[i++] = "この後現実変容が発動する";
#else
info[i++] = "You waiting to be altered";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_acid);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï»À¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは酸への耐性を持っている";
#else
info[i++] = "You are resistant to acid";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_elec);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÅÅ·â¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは電撃への耐性を持っている";
#else
info[i++] = "You are resistant to lightning";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_fire);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï²Ð¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは火への耐性を持っている";
#else
info[i++] = "You are resistant to fire";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_cold);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÎ䵤¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは冷気への耐性を持っている";
#else
info[i++] = "You are resistant to cold";
#endif
{
info2[i] = report_magics_aux(p_ptr->oppose_pois);
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤ÏÆǤؤÎÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤ë¡£";
+info[i++] = "あなたは毒への耐性を持っている";
#else
info[i++] = "You are resistant to poison";
#endif
/* Label the information */
#ifdef JP
-prt(" ËâË¡ :", 1, 15);
+prt(" 現在かかっている魔法 :", 1, 15);
#else
prt(" Your Current Magic:", 1, 15);
#endif
{
/* Show the info */
#ifdef JP
-sprintf(Dummy, "¤¢¤Ê¤¿¤Ï%s%s", info[j],
+ sprintf(Dummy, "%-28s : 期間 - %s ", info[j],
#else
sprintf(Dummy, "%s %s.", info[j],
#endif
if ((k == 22) && (j + 1 < i))
{
#ifdef JP
-prt("-- ³¤¯ --", k, 15);
+prt("-- 続く --", k, 15);
#else
prt("-- more --", k, 15);
#endif
/* Pause */
#ifdef JP
-prt("[²¿¤«¥¡¼¤ò²¡¤¹¤È¥²¡¼¥à¤ËÌá¤ê¤Þ¤¹]", k, 13);
+prt("[何かキーを押すとゲームに戻ります]", k, 13);
#else
prt("[Press any key to continue]", k, 13);
#endif
if (known) p_ptr->dtrap = TRUE;
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
/* Describe */
if (detect)
{
#ifdef JP
- msg_print("¥È¥é¥Ã¥×¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+ msg_print("トラップの存在を感じとった!");
#else
msg_print("You sense the presence of traps!");
#endif
{
bool detect = detect_feat_flag(range, FF_DOOR, TRUE);
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
/* Describe */
if (detect)
{
#ifdef JP
- msg_print("¥É¥¢¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+ msg_print("ドアの存在を感じとった!");
#else
msg_print("You sense the presence of doors!");
#endif
{
bool detect = detect_feat_flag(range, FF_STAIRS, TRUE);
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 0) detect = FALSE;
/* Describe */
if (detect)
{
#ifdef JP
- msg_print("³¬Ãʤθºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+ msg_print("階段の存在を感じとった!");
#else
msg_print("You sense the presence of stairs!");
#endif
{
bool detect = detect_feat_flag(range, FF_HAS_GOLD, TRUE);
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
/* Describe */
if (detect)
{
#ifdef JP
- msg_print("Ë䢤µ¤ì¤¿ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+ msg_print("埋蔵された財宝の存在を感じとった!");
#else
msg_print("You sense the presence of buried treasure!");
#endif
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
/* Describe */
if (detect)
{
#ifdef JP
-msg_print("ºâÊõ¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+msg_print("財宝の存在を感じとった!");
#else
msg_print("You sense the presence of treasure!");
#endif
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+6)) detect = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 6) detect = FALSE;
/* Describe */
if (detect)
{
#ifdef JP
-msg_print("¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+msg_print("アイテムの存在を感じとった!");
#else
msg_print("You sense the presence of objects!");
#endif
(tv == TV_DEATH_BOOK) ||
(tv == TV_TRUMP_BOOK) ||
(tv == TV_ARCANE_BOOK) ||
- (tv == TV_ENCHANT_BOOK) ||
+ (tv == TV_CRAFT_BOOK) ||
(tv == TV_DAEMON_BOOK) ||
(tv == TV_CRUSADE_BOOK) ||
(tv == TV_MUSIC_BOOK) ||
(tv == TV_HISSATSU_BOOK) ||
+ (tv == TV_HEX_BOOK) ||
((o_ptr->to_a > 0) || (o_ptr->to_h + o_ptr->to_d > 0)))
{
/* Memorize the item */
if (detect)
{
#ifdef JP
-msg_print("ËâË¡¤Î¥¢¥¤¥Æ¥à¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+msg_print("魔法のアイテムの存在を感じとった!");
#else
msg_print("You sense the presence of magic objects!");
#endif
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
/* Describe */
if (flag)
{
/* Describe result */
#ifdef JP
-msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+msg_print("モンスターの存在を感じとった!");
#else
msg_print("You sense the presence of monsters!");
#endif
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
/* Describe */
if (flag)
{
/* Describe result */
#ifdef JP
-msg_print("Æ©ÌÀ¤ÊÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+msg_print("透明な生物の存在を感じとった!");
#else
msg_print("You sense the presence of invisible creatures!");
#endif
{
/* Describe result */
#ifdef JP
-msg_print("¼Ù°¤Ê¤ëÀ¸Êª¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+msg_print("邪悪なる生物の存在を感じとった!");
#else
msg_print("You sense the presence of evil creatures!");
#endif
{
/* Describe result */
#ifdef JP
-msg_print("¼«Á³¤Ç¤Ê¤¤¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤¿¡ª");
+msg_print("自然でないモンスターの存在を感じた!");
#else
msg_print("You sense the presence of unnatural beings!");
#endif
{
/* Describe result */
#ifdef JP
-msg_print("»¦µ¤¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+msg_print("殺気を感じとった!");
#else
msg_print("You sense the presence of someone's mind!");
#endif
}
}
- if ((p_ptr->pclass == CLASS_BARD) && (p_ptr->magic_num1[0] > MUSIC_DETECT+3)) flag = FALSE;
+ if (music_singing(MUSIC_DETECT) && p_ptr->magic_num1[2] > 3) flag = FALSE;
/* Describe */
if (flag)
{
/* Describe result */
#ifdef JP
-msg_print("¥â¥ó¥¹¥¿¡¼¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª");
+msg_print("モンスターの存在を感じとった!");
#else
msg_print("You sense the presence of monsters!");
#endif
int i, y, x;
bool flag = FALSE;
#ifdef JP
-cptr desc_monsters = "ÊѤʥâ¥ó¥¹¥¿¡¼";
+cptr desc_monsters = "å¤\89ã\81ªã\83¢ã\83³ã\82¹ã\82¿ã\83¼";
#else
cptr desc_monsters = "weird monsters";
#endif
{
case RF3_DEMON:
#ifdef JP
-desc_monsters = "¥Ç¡¼¥â¥ó";
+desc_monsters = "デーモン";
#else
desc_monsters = "demons";
#endif
break;
case RF3_UNDEAD:
#ifdef JP
-desc_monsters = "¥¢¥ó¥Ç¥Ã¥É";
+desc_monsters = "アンデッド";
#else
desc_monsters = "the undead";
#endif
/* Describe result */
#ifdef JP
-msg_format("%s¤Î¸ºß¤ò´¶¤¸¤È¤Ã¤¿¡ª", desc_monsters);
+msg_format("%sの存在を感じとった!", desc_monsters);
#else
msg_format("You sense the presence of %s!", desc_monsters);
#endif
/*
* Slow monsters
*/
-bool slow_monsters(void)
+bool slow_monsters(int power)
{
- return (project_hack(GF_OLD_SLOW, p_ptr->lev));
+ return (project_hack(GF_OLD_SLOW, power));
}
/*
* Sleep monsters
*/
-bool sleep_monsters(void)
+bool sleep_monsters(int power)
{
- return (project_hack(GF_OLD_SLEEP, p_ptr->lev));
+ return (project_hack(GF_OLD_SLEEP, power));
}
if (m_ptr->cdis < MAX_SIGHT * 2)
{
/* Wake up */
- if (m_ptr->csleep)
+ if (MON_CSLEEP(m_ptr))
{
- /* Wake up */
- m_ptr->csleep = 0;
- if (r_info[m_ptr->r_idx].flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ (void)set_monster_csleep(i, 0);
sleep = TRUE;
}
if (!is_pet(m_ptr)) m_ptr->mflag2 |= MFLAG2_NOPET;
{
if (!is_pet(m_ptr))
{
- m_ptr->fast = MIN(200, m_ptr->fast + 100);
+ (void)set_monster_fast(i, MON_FAST(m_ptr) + 100);
speed = TRUE;
}
}
/* Messages */
#ifdef JP
-if (speed) msg_print("ÉÕ¶á¤Ç²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤Ê´¶¤¸¤ò¼õ¤±¤¿¡ª");
-else if (sleep) msg_print("²¿¤«¤¬ÆÍÇ¡¶½Ê³¤·¤¿¤è¤¦¤ÊÁû¡¹¤·¤¤²»¤¬±ó¤¯¤Ëʹ¤³¤¨¤¿¡ª");
+ if (speed) msg_print("付近で何かが突如興奮したような感じを受けた!");
+ else if (sleep) msg_print("何かが突如興奮したような騒々しい音が遠くに聞こえた!");
#else
if (speed) msg_print("You feel a sudden stirring nearby!");
else if (sleep) msg_print("You hear a sudden stirring in the distance!");
}
-
/*
- * Delete all non-unique/non-quest monsters of a given "type" from the level
+ * Delete a non-unique/non-quest monster
*/
-bool symbol_genocide(int power, int player_cast)
+bool genocide_aux(int m_idx, int power, bool player_cast, int dam_side, cptr spell_name)
{
- int i;
- char typ;
- bool result = FALSE;
- int msec = delay_factor * delay_factor * delay_factor;
-
- /* Prevent genocide in quest levels */
- if (p_ptr->inside_quest && !random_quest_number(dun_level))
- {
- return (FALSE);
- }
+ int msec = delay_factor * delay_factor * delay_factor;
+ monster_type *m_ptr = &m_list[m_idx];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
+ bool resist = FALSE;
- /* Mega-Hack -- Get a monster symbol */
-#ifdef JP
-while(!get_com("¤É¤Î¼ïÎà(ʸ»ú)¤Î¥â¥ó¥¹¥¿¡¼¤òËõ»¦¤·¤Þ¤¹¤«: ", &typ, FALSE));
-#else
- while(!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE));
-#endif
-
-
- /* Delete the monsters of that "type" */
- for (i = 1; i < m_max; i++)
- {
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool angry = FALSE;
- char m_name[80];
+ if (is_pet(m_ptr) && !player_cast) return FALSE;
- /* Paranoia -- Skip dead monsters */
- if (!m_ptr->r_idx) continue;
+ /* Hack -- Skip Unique Monsters or Quest Monsters */
+ if (r_ptr->flags1 & (RF1_UNIQUE | RF1_QUESTOR)) resist = TRUE;
- /* Skip "wrong" monsters */
- if (r_ptr->d_char != typ) continue;
+ else if (r_ptr->flags7 & RF7_UNIQUE2) resist = TRUE;
- if (is_pet(m_ptr) && !player_cast) continue;
+ else if (m_idx == p_ptr->riding) resist = TRUE;
- /* Hack -- Skip Unique Monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
+ else if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle) resist = TRUE;
- /* Hack -- Skip Quest Monsters */
- else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
+ else if (player_cast && (r_ptr->level > randint0(power))) resist = TRUE;
- else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
+ else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) resist = TRUE;
- else if (i == p_ptr->riding) angry = TRUE;
+ /* Delete the monster */
+ else
+ {
+ if (record_named_pet && is_pet(m_ptr) && m_ptr->nickname)
+ {
+ char m_name[80];
- else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_GENOCIDE, m_name);
+ }
- else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) angry = TRUE;
+ delete_monster_idx(m_idx);
+ }
- /* Delete the monster */
- else delete_monster_idx(i);
+ if (resist && player_cast)
+ {
+ bool see_m = is_seen(m_ptr);
+ char m_name[80];
- if (angry && player_cast)
+ monster_desc(m_name, m_ptr, 0);
+ if (see_m)
{
- bool see_m = is_seen(m_ptr);
-
- monster_desc(m_name, m_ptr, 0);
- if (see_m && !p_ptr->blind)
- {
#ifdef JP
-msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
+ msg_format("%^sには効果がなかった。", m_name);
#else
- msg_format("%^s is unaffected.", m_name);
+ msg_format("%^s is unaffected.", m_name);
#endif
- }
- if (m_ptr->csleep)
+ }
+ if (MON_CSLEEP(m_ptr))
+ {
+ (void)set_monster_csleep(m_idx, 0);
+ if (m_ptr->ml)
{
- m_ptr->csleep = 0;
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
- if (see_m && !p_ptr->blind)
- {
#ifdef JP
-msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+ msg_format("%^sが目を覚ました。", m_name);
#else
- msg_format("%^s wakes up.", m_name);
+ msg_format("%^s wakes up.", m_name);
#endif
- }
}
- if (is_friendly(m_ptr) && !is_pet(m_ptr))
+ }
+ if (is_friendly(m_ptr) && !is_pet(m_ptr))
+ {
+ if (see_m)
{
- if (see_m && !p_ptr->blind)
- {
#ifdef JP
- msg_format("%s¤ÏÅܤä¿¡ª", m_name);
+ msg_format("%sは怒った!", m_name);
#else
- msg_format("%^s gets angry!", m_name);
+ msg_format("%^s gets angry!", m_name);
#endif
- }
- set_hostile(m_ptr);
}
- if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
+ set_hostile(m_ptr);
}
+ if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
+ }
- if (player_cast)
- {
- /* Take damage */
+ if (player_cast)
+ {
+ /* Take damage */
#ifdef JP
-take_hit(DAMAGE_GENO, randint1(4), "Ëõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
+ take_hit(DAMAGE_GENO, randint1(dam_side), format("%^sの呪文を唱えた疲労", spell_name), -1);
#else
- take_hit(DAMAGE_GENO, randint1(4), "the strain of casting Genocide", -1);
+ take_hit(DAMAGE_GENO, randint1(dam_side), format("the strain of casting %^s", spell_name), -1);
#endif
+ }
+
+ /* Visual feedback */
+ move_cursor_relative(py, px);
+
+ /* Redraw */
+ p_ptr->redraw |= (PR_HP);
+
+ /* Window stuff */
+ p_ptr->window |= (PW_PLAYER);
+
+ /* Handle */
+ handle_stuff();
+
+ /* Fresh */
+ Term_fresh();
+
+ /* Delay */
+ Term_xtra(TERM_XTRA_DELAY, msec);
+
+ return !resist;
+}
- }
- /* Visual feedback */
- move_cursor_relative(py, px);
+/*
+ * Delete all non-unique/non-quest monsters of a given "type" from the level
+ */
+bool symbol_genocide(int power, bool player_cast)
+{
+ int i;
+ char typ;
+ bool result = FALSE;
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
+ /* Prevent genocide in quest levels */
+ if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
+ {
+ return (FALSE);
+ }
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
+ /* Mega-Hack -- Get a monster symbol */
+#ifdef JP
+ while (!get_com("どの種類(文字)のモンスターを抹殺しますか: ", &typ, FALSE)) ;
+#else
+ while (!get_com("Choose a monster race (by symbol) to genocide: ", &typ, FALSE)) ;
+#endif
- /* Handle */
- handle_stuff();
+ /* Delete the monsters of that "type" */
+ for (i = 1; i < m_max; i++)
+ {
+ monster_type *m_ptr = &m_list[i];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
- /* Fresh */
- Term_fresh();
+ /* Paranoia -- Skip dead monsters */
+ if (!m_ptr->r_idx) continue;
- /* Delay */
- Term_xtra(TERM_XTRA_DELAY, msec);
+ /* Skip "wrong" monsters */
+ if (r_ptr->d_char != typ) continue;
/* Take note */
- result = TRUE;
+#ifdef JP
+ result |= genocide_aux(i, power, player_cast, 4, "抹殺");
+#else
+ result |= genocide_aux(i, power, player_cast, 4, "Genocide");
+#endif
}
+
if (result)
{
chg_virtue(V_VITALITY, -2);
chg_virtue(V_CHANCE, -1);
}
- return (result);
+ return result;
}
/*
* Delete all nearby (non-unique) monsters
*/
-bool mass_genocide(int power, int player_cast)
+bool mass_genocide(int power, bool player_cast)
{
- int i;
- bool result = FALSE;
- int msec = delay_factor * delay_factor * delay_factor;
-
+ int i;
+ bool result = FALSE;
/* Prevent mass genocide in quest levels */
- if (p_ptr->inside_quest && !random_quest_number(dun_level))
+ if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
{
return (FALSE);
}
/* Delete the (nearby) monsters */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool angry = FALSE;
- char m_name[80];
+ monster_type *m_ptr = &m_list[i];
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
/* Skip distant monsters */
if (m_ptr->cdis > MAX_SIGHT) continue;
- if (is_pet(m_ptr) && !player_cast) continue;
-
- /* Hack -- Skip unique monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
-
- /* Hack -- Skip Quest Monsters */
- else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
-
- else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
-
- else if (i == p_ptr->riding) angry = TRUE;
-
- else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
-
- else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) angry = TRUE;
-
- /* Delete the monster */
- else delete_monster_idx(i);
-
- if (angry && player_cast)
- {
- bool see_m = is_seen(m_ptr);
-
- monster_desc(m_name, m_ptr, 0);
- if (see_m && !p_ptr->blind)
- {
-#ifdef JP
-msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
- }
- if (m_ptr->csleep)
- {
- m_ptr->csleep = 0;
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
- if (see_m && !p_ptr->blind)
- {
-#ifdef JP
-msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
-#else
- msg_format("%^s wakes up.", m_name);
-#endif
- }
- }
- if (is_friendly(m_ptr) && !is_pet(m_ptr))
- {
- if (see_m && !p_ptr->blind)
- {
-#ifdef JP
- msg_format("%s¤ÏÅܤä¿¡ª", m_name);
-#else
- msg_format("%^s gets angry!", m_name);
-#endif
- }
- set_hostile(m_ptr);
- }
- if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
- }
-
- if (player_cast)
- {
- /* Hack -- visual feedback */
+ /* Note effect */
#ifdef JP
-take_hit(DAMAGE_GENO, randint1(3), "¼þÊÕËõ»¦¤Î¼öʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
+ result |= genocide_aux(i, power, player_cast, 3, "周辺抹殺");
#else
- take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
+ result |= genocide_aux(i, power, player_cast, 3, "Mass Genocide");
#endif
-
- }
-
- move_cursor_relative(py, px);
-
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Handle */
- handle_stuff();
-
- /* Fresh */
- Term_fresh();
-
- /* Delay */
- Term_xtra(TERM_XTRA_DELAY, msec);
-
- /* Note effect */
- result = TRUE;
}
if (result)
chg_virtue(V_CHANCE, -1);
}
- return (result);
+ return result;
}
/*
* Delete all nearby (non-unique) undead
*/
-bool mass_genocide_undead(int power, int player_cast)
+bool mass_genocide_undead(int power, bool player_cast)
{
- int i;
- bool result = FALSE;
- int msec = delay_factor * delay_factor * delay_factor;
-
+ int i;
+ bool result = FALSE;
/* Prevent mass genocide in quest levels */
- if (p_ptr->inside_quest && !random_quest_number(dun_level))
+ if ((p_ptr->inside_quest && !random_quest_number(dun_level)) || p_ptr->inside_arena || p_ptr->inside_battle)
{
return (FALSE);
}
/* Delete the (nearby) monsters */
for (i = 1; i < m_max; i++)
{
- monster_type *m_ptr = &m_list[i];
- monster_race *r_ptr = &r_info[m_ptr->r_idx];
- bool angry = FALSE;
- char m_name[80];
+ monster_type *m_ptr = &m_list[i];
+ monster_race *r_ptr = &r_info[m_ptr->r_idx];
/* Paranoia -- Skip dead monsters */
if (!m_ptr->r_idx) continue;
/* Skip distant monsters */
if (m_ptr->cdis > MAX_SIGHT) continue;
- if (is_pet(m_ptr) && !player_cast) continue;
-
- /* Hack -- Skip unique monsters */
- if (r_ptr->flags1 & (RF1_UNIQUE)) angry = TRUE;
-
- /* Hack -- Skip Quest Monsters */
- else if (r_ptr->flags1 & RF1_QUESTOR) angry = TRUE;
-
- else if (r_ptr->flags7 & RF7_UNIQUE2) angry = TRUE;
-
- else if (i == p_ptr->riding) angry = TRUE;
-
- else if (player_cast && (r_ptr->level > randint0(power))) angry = TRUE;
-
- else if (player_cast && (m_ptr->mflag2 & MFLAG2_NOGENO)) angry = TRUE;
-
- /* Delete the monster */
- else delete_monster_idx(i);
-
- if (angry && player_cast)
- {
- bool see_m = is_seen(m_ptr);
-
- monster_desc(m_name, m_ptr, 0);
- if (see_m && !p_ptr->blind)
- {
-#ifdef JP
-msg_format("%^s¤Ë¤Ï¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡£", m_name);
-#else
- msg_format("%^s is unaffected.", m_name);
-#endif
- }
- if (m_ptr->csleep)
- {
- m_ptr->csleep = 0;
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
- if (see_m && !p_ptr->blind)
- {
-#ifdef JP
-msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
-#else
- msg_format("%^s wakes up.", m_name);
-#endif
- }
- }
- if (is_friendly(m_ptr) && !is_pet(m_ptr))
- {
- if (see_m && !p_ptr->blind)
- {
-#ifdef JP
- msg_format("%s¤ÏÅܤä¿¡ª", m_name);
-#else
- msg_format("%^s gets angry!", m_name);
-#endif
- }
- set_hostile(m_ptr);
- }
- if (one_in_(13)) m_ptr->mflag2 |= MFLAG2_NOGENO;
- }
-
- if (player_cast)
- {
- /* Hack -- visual feedback */
+ /* Note effect */
#ifdef JP
-take_hit(DAMAGE_GENO, randint1(3), "¥¢¥ó¥Ç¥Ã¥É¾ÃÌǤμöʸ¤ò¾§¤¨¤¿ÈèÏ«", -1);
+ result |= genocide_aux(i, power, player_cast, 3, "アンデッド消滅");
#else
- take_hit(DAMAGE_GENO, randint1(3), "the strain of casting Mass Genocide", -1);
+ result |= genocide_aux(i, power, player_cast, 3, "Annihilate Undead");
#endif
-
- }
-
- move_cursor_relative(py, px);
-
- /* Redraw */
- p_ptr->redraw |= (PR_HP);
-
- /* Window stuff */
- p_ptr->window |= (PW_PLAYER);
-
- /* Handle */
- handle_stuff();
-
- /* Fresh */
- Term_fresh();
-
- /* Delay */
- Term_xtra(TERM_XTRA_DELAY, msec);
-
- /* Note effect */
- result = TRUE;
}
if (result)
chg_virtue(V_CHANCE, -1);
}
- return (result);
+ return result;
}
if (!probe)
{
#ifdef JP
- msg_print("Ä´ººÃæ...");
+ msg_print("調査中...");
#else
msg_print("Probing...");
#endif
msg_print(NULL);
- if (m_ptr->ap_r_idx != m_ptr->r_idx)
+ if (!is_original_ap(m_ptr))
{
if (m_ptr->mflag2 & MFLAG2_KAGE)
m_ptr->mflag2 &= ~(MFLAG2_KAGE);
monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_INDEF_HIDDEN);
speed = m_ptr->mspeed - 110;
- if(m_ptr->fast) speed += 10;
- if(m_ptr->slow) speed -= 10;
+ if (MON_FAST(m_ptr)) speed += 10;
+ if (MON_SLOW(m_ptr)) speed -= 10;
/* Get the monster's alignment */
#ifdef JP
- if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "籡";
- else if (r_ptr->flags3 & RF3_EVIL) align = "¼Ù°";
- else if (r_ptr->flags3 & RF3_GOOD) align = "Á±ÎÉ";
- else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "ÃæΩ(Á±°)";
- else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "ÃæΩ(¼Ù°)";
- else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "ÃæΩ(Á±ÎÉ)";
- else align = "ÃæΩ";
+ if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "善悪";
+ else if (r_ptr->flags3 & RF3_EVIL) align = "邪悪";
+ else if (r_ptr->flags3 & RF3_GOOD) align = "善良";
+ else if ((m_ptr->sub_align & (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) == (SUB_ALIGN_EVIL | SUB_ALIGN_GOOD)) align = "中立(善悪)";
+ else if (m_ptr->sub_align & SUB_ALIGN_EVIL) align = "中立(邪悪)";
+ else if (m_ptr->sub_align & SUB_ALIGN_GOOD) align = "中立(善良)";
+ else align = "中立";
#else
if ((r_ptr->flags3 & (RF3_EVIL | RF3_GOOD)) == (RF3_EVIL | RF3_GOOD)) align = "good&evil";
else if (r_ptr->flags3 & RF3_EVIL) align = "evil";
/* Describe the monster */
#ifdef JP
-sprintf(buf,"%s ... °À:%s HP:%d/%d AC:%d ®ÅÙ:%s%d ·Ð¸³:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
+sprintf(buf,"%s ... 属性:%s HP:%d/%d AC:%d 速度:%s%d 経験:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
#else
sprintf(buf, "%s ... align:%s HP:%d/%d AC:%d speed:%s%d exp:", m_name, align, m_ptr->hp, m_ptr->maxhp, r_ptr->ac, (speed > 0) ? "+" : "", speed);
#endif
}
#ifdef JP
- if (m_ptr->csleep) strcat(buf,"¿ç̲ ");
- if (m_ptr->stunned) strcat(buf,"ۯ۰ ");
- if (m_ptr->monfear) strcat(buf,"¶²ÉÝ ");
- if (m_ptr->confused) strcat(buf,"º®Íð ");
- if (m_ptr->invulner) strcat(buf,"̵Ũ ");
+ if (MON_CSLEEP(m_ptr)) strcat(buf,"睡眠 ");
+ if (MON_STUNNED(m_ptr)) strcat(buf,"朦朧 ");
+ if (MON_MONFEAR(m_ptr)) strcat(buf,"恐怖 ");
+ if (MON_CONFUSED(m_ptr)) strcat(buf,"混乱 ");
+ if (MON_INVULNER(m_ptr)) strcat(buf,"無敵 ");
#else
- if (m_ptr->csleep) strcat(buf,"sleeping ");
- if (m_ptr->stunned) strcat(buf,"stunned ");
- if (m_ptr->monfear) strcat(buf,"scared ");
- if (m_ptr->confused) strcat(buf,"confused ");
- if (m_ptr->invulner) strcat(buf,"invulnerable ");
+ if (MON_CSLEEP(m_ptr)) strcat(buf,"sleeping ");
+ if (MON_STUNNED(m_ptr)) strcat(buf,"stunned ");
+ if (MON_MONFEAR(m_ptr)) strcat(buf,"scared ");
+ if (MON_CONFUSED(m_ptr)) strcat(buf,"confused ");
+ if (MON_INVULNER(m_ptr)) strcat(buf,"invulnerable ");
#endif
buf[strlen(buf)-1] = '\0';
prt(buf,0,0);
#ifdef JP
/* Note that we learnt some new flags -Mogami- */
- msg_format("%s¤Ë¤Ä¤¤¤Æ¤µ¤é¤Ë¾Ü¤·¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£", buf);
+ msg_format("%sについてさらに詳しくなった気がする。", buf);
#else
/* Pluralize it */
plural_aux(buf);
chg_virtue(V_KNOWLEDGE, 1);
#ifdef JP
-msg_print("¤³¤ì¤ÇÁ´Éô¤Ç¤¹¡£");
+msg_print("これで全部です。");
#else
msg_print("That's all.");
#endif
return (FALSE);
}
+ /* Lose monster light */
+ if (!in_generate) clear_mon_lite();
+
/* Big area of affect */
for (y = (y1 - r); y <= (y1 + r); y++)
{
c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY);
/* Lose light and knowledge */
- c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW);
+ c_ptr->info &= ~(CAVE_MARK | CAVE_GLOW | CAVE_KNOWN);
if (!in_generate) /* Normal */
{
- /* Lose unsafety and runes/mirrors */
- c_ptr->info &= ~(CAVE_UNSAFE | CAVE_OBJECT);
+ /* Lose unsafety */
+ c_ptr->info &= ~(CAVE_UNSAFE);
/* Hack -- Notice player affect */
if (player_bold(y, x))
m_ptr->hp = m_ptr->maxhp;
/* Try to teleport away quest monsters */
- if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TRUE, FALSE)) continue;
+ if (!teleport_away(c_ptr->m_idx, (r * 2) + 1, TELEPORT_DEC_VALOUR)) continue;
}
else
{
char m_name[80];
monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 6, m_name);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_DESTROY, m_name);
}
/* Delete the monster (if any) */
char o_name[MAX_NLEN];
object_desc(o_name, o_ptr, (OD_NAME_ONLY | OD_STORE));
#ifdef JP
- msg_format("ÅÁÀâ¤Î¥¢¥¤¥Æ¥à (%s) ¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£", o_name);
+ msg_format("伝説のアイテム (%s) は生成中に*破壊*された。", o_name);
#else
msg_format("Artifact (%s) was *destroyed* during generation.", o_name);
#endif
else if (in_generate && cheat_peek && o_ptr->art_name)
{
#ifdef JP
- msg_print("¥é¥ó¥À¥à¡¦¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤Î1¤Ä¤ÏÀ¸À®Ãæ¤Ë*Ç˲õ*¤µ¤ì¤¿¡£");
+ msg_print("ランダム・アーティファクトの1つは生成中に*破壊*された。");
#else
msg_print("One of the random artifacts was *destroyed* during generation.");
#endif
if (t < 20)
{
/* Create granite wall */
- cave_set_feat(y, x, FEAT_WALL);
+ cave_set_feat(y, x, feat_granite);
}
else if (t < 70)
{
/* Create quartz vein */
- cave_set_feat(y, x, FEAT_QUARTZ);
+ cave_set_feat(y, x, feat_quartz_vein);
}
else if (t < 100)
{
/* Create magma vein */
- cave_set_feat(y, x, FEAT_MAGMA);
+ cave_set_feat(y, x, feat_magma_vein);
}
else
{
else if (t < 70)
{
/* Create quartz vein */
- c_ptr->feat = FEAT_QUARTZ;
+ c_ptr->feat = feat_quartz_vein;
}
else if (t < 100)
{
/* Create magma vein */
- c_ptr->feat = FEAT_MAGMA;
+ c_ptr->feat = feat_magma_vein;
}
else
{
}
}
-
if (!in_generate)
{
+ /* Process "re-glowing" */
+ for (y = (y1 - r); y <= (y1 + r); y++)
+ {
+ for (x = (x1 - r); x <= (x1 + r); x++)
+ {
+ /* Skip illegal grids */
+ if (!in_bounds(y, x)) continue;
+
+ /* Extract the distance */
+ k = distance(y1, x1, y, x);
+
+ /* Stay in the circle of death */
+ if (k > r) continue;
+
+ /* Access the grid */
+ c_ptr = &cave[y][x];
+
+ if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
+ else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ {
+ int i, yy, xx;
+ cave_type *cc_ptr;
+
+ for (i = 0; i < 9; i++)
+ {
+ yy = y + ddy_ddd[i];
+ xx = x + ddx_ddd[i];
+ if (!in_bounds2(yy, xx)) continue;
+ cc_ptr = &cave[yy][xx];
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
+ {
+ c_ptr->info |= CAVE_GLOW;
+ break;
+ }
+ }
+ }
+ }
+ }
+
/* Hack -- Affect player */
if (flag)
{
/* Message */
#ifdef JP
- msg_print("dz¤¨¤ë¤è¤¦¤ÊÁ®¸÷¤¬È¯À¸¤·¤¿¡ª");
+ msg_print("燃えるような閃光が発生した!");
#else
msg_print("There is a searing blast of light!");
#endif
/* Become blind */
(void)set_blind(p_ptr->blind + 10 + randint1(10));
}
-
- if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->cur_lite <= 0))
- {
- if (!(cave[py][px].info & CAVE_GLOW)) set_superstealth(TRUE);
- }
}
forget_flow();
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
+ {
+ if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
+ }
}
/* Success */
* for a single turn, unless that monster can pass_walls or kill_walls.
* This has allowed massive simplification of the "monster" code.
*/
-bool earthquake(int cy, int cx, int r)
+bool earthquake_aux(int cy, int cx, int r, int m_idx)
{
int i, t, y, x, yy, xx, dy, dx;
int damage = 0;
c_ptr->info &= ~(CAVE_ROOM | CAVE_ICKY | CAVE_UNSAFE);
/* Lose light and knowledge */
- c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK);
+ c_ptr->info &= ~(CAVE_GLOW | CAVE_MARK | CAVE_KNOWN);
/* Skip the epicenter */
if (!dx && !dy) continue;
case 1:
{
#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤ÎÊɤ¬Êø¤ì¤¿¡ª");
+ msg_print("ダンジョンの壁が崩れた!");
#else
msg_print("The cave ceiling collapses!");
#endif
-
break;
}
case 2:
{
#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤Î¾²¤¬ÉÔ¼«Á³¤Ë¤Í¤¸¶Ê¤¬¤Ã¤¿¡ª");
+ msg_print("ダンジョンの床が不自然にねじ曲がった!");
#else
msg_print("The cave floor twists in an unnatural way!");
#endif
-
break;
}
default:
{
#ifdef JP
-msg_print("¥À¥ó¥¸¥ç¥ó¤¬Íɤ줿¡ªÊø¤ì¤¿´ä¤¬Æ¬¤Ë¹ß¤Ã¤Æ¤¤¿¡ª");
+ msg_print("ダンジョンが揺れた!崩れた岩が頭に降ってきた!");
#else
msg_print("The cave quakes! You are pummeled with debris!");
#endif
-
break;
}
}
{
/* Message and damage */
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¤Ò¤É¤¤²ø²æ¤òÉé¤Ã¤¿¡ª");
+ msg_print("あなたはひどい怪我を負った!");
#else
msg_print("You are severely crushed!");
#endif
-
damage = 200;
}
case 1:
{
#ifdef JP
-msg_print("¹ß¤êÃí¤°´ä¤ò¤¦¤Þ¤¯Èò¤±¤¿¡ª");
+ msg_print("降り注ぐ岩をうまく避けた!");
#else
msg_print("You nimbly dodge the blast!");
#endif
-
damage = 0;
break;
}
case 2:
{
#ifdef JP
-msg_print("´äÀФ¬¤¢¤Ê¤¿¤Ëľ·â¤·¤¿!");
+ msg_print("岩石があなたに直撃した!");
#else
msg_print("You are bashed by rubble!");
#endif
-
damage = damroll(10, 4);
(void)set_stun(p_ptr->stun + randint1(50));
break;
case 3:
{
#ifdef JP
-msg_print("¤¢¤Ê¤¿¤Ï¾²¤ÈÊɤȤδ֤˶´¤Þ¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª");
+ msg_print("あなたは床と壁との間に挟まれてしまった!");
#else
msg_print("You are crushed between the floor and ceiling!");
#endif
-
damage = damroll(10, 4);
(void)set_stun(p_ptr->stun + randint1(50));
break;
map[16+py-cy][16+px-cx] = FALSE;
/* Take some damage */
+ if (damage)
+ {
+ cptr killer;
+
+ if (m_idx)
+ {
+ char m_name[80];
+ monster_type *m_ptr = &m_list[m_idx];
+
+ /* Get the monster's real name */
+ monster_desc(m_name, m_ptr, MD_IGNORE_HALLU | MD_ASSUME_VISIBLE | MD_INDEF_VISIBLE);
+
#ifdef JP
-if (damage) take_hit(DAMAGE_ATTACK, damage, "ÃÏ¿Ì", -1);
+ killer = format("%sの起こした地震", m_name);
#else
- if (damage) take_hit(DAMAGE_ATTACK, damage, "an earthquake", -1);
+ killer = format("an earthquake caused by %s", m_name);
#endif
+ }
+ else
+ {
+#ifdef JP
+ killer = "地震";
+#else
+ killer = "an earthquake";
+#endif
+ }
- }
-
- if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->cur_lite <= 0))
- {
- if (!(cave[py][px].info & CAVE_GLOW)) set_superstealth(TRUE);
+ take_hit(DAMAGE_ATTACK, damage, killer, -1);
+ }
}
/* Examine the quaked region */
/* Scream in pain */
#ifdef JP
-msg_format("%^s¤Ï¶ìÄˤǵ㤤ï¤á¤¤¤¿¡ª", m_name);
+ if (!ignore_unview || is_seen(m_ptr)) msg_format("%^sは苦痛で泣きわめいた!", m_name);
#else
- msg_format("%^s wails out in pain!", m_name);
+ if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s wails out in pain!", m_name);
#endif
-
/* Take damage from the quake */
damage = (sn ? damroll(4, 8) : (m_ptr->hp + 1));
/* Monster is certainly awake */
- m_ptr->csleep = 0;
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
/* Apply damage directly */
m_ptr->hp -= damage;
{
/* Message */
#ifdef JP
-msg_format("%^s¤Ï´äÀФËËä¤â¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
+ if (!ignore_unview || is_seen(m_ptr)) msg_format("%^sは岩石に埋もれてしまった!", m_name);
#else
- msg_format("%^s is embedded in the rock!", m_name);
+ if (!ignore_unview || is_seen(m_ptr)) msg_format("%^s is embedded in the rock!", m_name);
#endif
if (c_ptr->m_idx)
char m2_name[80];
monster_desc(m2_name, m_ptr, MD_INDEF_VISIBLE);
- do_cmd_write_nikki(NIKKI_NAMED_PET, 7, m2_name);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_EARTHQUAKE, m2_name);
}
}
{
int m_idx = cave[yy][xx].m_idx;
- /* Update the new location */
- cave[sy][sx].m_idx = m_idx;
-
/* Update the old location */
cave[yy][xx].m_idx = 0;
+ /* Update the new location */
+ cave[sy][sx].m_idx = m_idx;
+
/* Move the monster */
m_ptr->fy = sy;
m_ptr->fx = sx;
}
}
+ /* Lose monster light */
+ clear_mon_lite();
/* Examine the quaked region */
for (dy = -r; dy <= r; dy++)
/* Delete objects */
delete_object(yy, xx);
- /* Clear mirror, runes flag */
- c_ptr->info &= ~CAVE_OBJECT;
-
/* Wall (or floor) type */
t = cave_have_flag_bold(yy, xx, FF_PROJECT) ? randint0(100) : 200;
if (t < 20)
{
/* Create granite wall */
- cave_set_feat(yy, xx, FEAT_WALL);
+ cave_set_feat(yy, xx, feat_granite);
}
/* Quartz */
else if (t < 70)
{
/* Create quartz vein */
- cave_set_feat(yy, xx, FEAT_QUARTZ);
+ cave_set_feat(yy, xx, feat_quartz_vein);
}
/* Magma */
else if (t < 100)
{
/* Create magma vein */
- cave_set_feat(yy, xx, FEAT_MAGMA);
+ cave_set_feat(yy, xx, feat_magma_vein);
}
/* Floor */
}
+ /* Process "re-glowing" */
+ for (dy = -r; dy <= r; dy++)
+ {
+ for (dx = -r; dx <= r; dx++)
+ {
+ /* Extract the location */
+ yy = cy + dy;
+ xx = cx + dx;
+
+ /* Skip illegal grids */
+ if (!in_bounds(yy, xx)) continue;
+
+ /* Skip distant grids */
+ if (distance(cy, cx, yy, xx) > r) continue;
+
+ /* Access the grid */
+ c_ptr = &cave[yy][xx];
+
+ if (is_mirror_grid(c_ptr)) c_ptr->info |= CAVE_GLOW;
+ else if (!(d_info[dungeon_type].flags1 & DF1_DARKNESS))
+ {
+ int ii, yyy, xxx;
+ cave_type *cc_ptr;
+
+ for (ii = 0; ii < 9; ii++)
+ {
+ yyy = yy + ddy_ddd[ii];
+ xxx = xx + ddx_ddd[ii];
+ if (!in_bounds2(yyy, xxx)) continue;
+ cc_ptr = &cave[yyy][xxx];
+ if (have_flag(f_info[get_feat_mimic(cc_ptr)].flags, FF_GLOW))
+ {
+ c_ptr->info |= CAVE_GLOW;
+ break;
+ }
+ }
+ }
+ }
+ }
+
+
/* Mega-Hack -- Forget the view and lite */
p_ptr->update |= (PU_UN_VIEW | PU_UN_LITE);
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_DISTANCE);
+ p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE | PU_MONSTERS);
/* Update the health bar */
p_ptr->redraw |= (PR_HEALTH | PR_UHEALTH);
/* Window stuff */
p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
+ if (p_ptr->special_defense & NINJA_S_STEALTH)
+ {
+ if (cave[py][px].info & CAVE_GLOW) set_superstealth(FALSE);
+ }
+
/* Success */
return (TRUE);
}
+bool earthquake(int cy, int cx, int r)
+{
+ return earthquake_aux(cy, cx, r, 0);
+}
+
void discharge_minion(void)
{
if (!okay || p_ptr->riding)
{
#ifdef JP
- if (!get_check("ËÜÅö¤ËÁ´¥Ú¥Ã¥È¤òÇúÇˤ·¤Þ¤¹¤«¡©"))
+ if (!get_check("本当に全ペットを爆破しますか?"))
#else
if (!get_check("You will blast all pets. Are you sure? "))
#endif
char m_name[80];
monster_desc(m_name, m_ptr, 0x00);
#ifdef JP
- msg_format("%s¤ÏÇúÇˤµ¤ì¤ë¤Î¤ò·ù¤¬¤ê¡¢¾¡¼ê¤Ë¼«Ê¬¤ÎÀ¤³¦¤Ø¤Èµ¢¤Ã¤¿¡£", m_name);
+ msg_format("%sは爆破されるのを嫌がり、勝手に自分の世界へと帰った。", m_name);
#else
msg_format("%^s resists to be blasted, and run away.", m_name);
#endif
project(i, 2+(r_ptr->level/20), m_ptr->fy,
m_ptr->fx, dam, GF_PLASMA,
PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL, -1);
+
+ if (record_named_pet && m_ptr->nickname)
+ {
+ char m_name[80];
+
+ monster_desc(m_name, m_ptr, MD_INDEF_VISIBLE);
+ do_cmd_write_nikki(NIKKI_NAMED_PET, RECORD_NAMED_PET_BLAST, m_name);
+ }
+
delete_monster_idx(i);
}
}
if (r_ptr->flags2 & (RF2_SMART)) chance = 100;
/* Sometimes monsters wake up */
- if (m_ptr->csleep && (randint0(100) < chance))
+ if (MON_CSLEEP(m_ptr) && (randint0(100) < chance))
{
/* Wake up! */
- m_ptr->csleep = 0;
-
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
/* Notice the "waking up" */
- if (is_seen(m_ptr))
+ if (m_ptr->ml)
{
char m_name[80];
/* Dump a message */
#ifdef JP
-msg_format("%^s¤¬Ìܤò³Ð¤Þ¤·¤¿¡£", m_name);
+ msg_format("%^sが目を覚ました。", m_name);
#else
msg_format("%^s wakes up.", m_name);
#endif
}
-
- /* Redraw the health bar */
- if (m_ptr->ml && (p_ptr->health_who == c_ptr->m_idx))
- p_ptr->redraw |= (PR_HEALTH);
}
}
/* Darken the grid */
if (do_dark)
{
- if (!p_ptr->inside_arena)
+ if (dun_level || !is_daytime())
{
for (j = 0; j < 9; j++)
{
/* Now, darken them all at once */
cave_temp_room_unlite();
-
- if ((p_ptr->pclass == CLASS_NINJA) && (p_ptr->cur_lite <= 0))
- {
- if (!(cave[py][px].info & CAVE_GLOW)) set_superstealth(TRUE);
- }
}
if (d_info[dungeon_type].flags1 & DF1_DARKNESS)
{
#ifdef JP
- msg_print("¥À¥ó¥¸¥ç¥ó¤¬¸÷¤òµÛ¼ý¤·¤¿¡£");
+ msg_print("ダンジョンが光を吸収した。");
#else
msg_print("The darkness of this dungeon absorb your light.");
#endif
if (!p_ptr->blind)
{
#ifdef JP
-msg_print("Çò¤¤¸÷¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
+msg_print("白い光が辺りを覆った。");
#else
msg_print("You are surrounded by a white light.");
#endif
if (!p_ptr->blind)
{
#ifdef JP
-msg_print("°Å°Ç¤¬ÊÕ¤ê¤òʤ¤Ã¤¿¡£");
+msg_print("暗闇が辺りを覆った。");
#else
msg_print("Darkness surrounds you.");
#endif
}
/* Use an actual "target" */
- else if (dir == 5)
+ else /* if (dir == 5) */
{
tx = target_col;
ty = target_row;
if (p_ptr->anti_tele)
{
#ifdef JP
-msg_print("ÉԻ׵ĤÊÎϤ¬¥Æ¥ì¥Ý¡¼¥È¤òËɤ¤¤À¡ª");
+msg_print("不思議な力がテレポートを防いだ!");
#else
msg_print("A mysterious force prevents you from teleporting!");
#endif
if (!c_ptr->m_idx || (c_ptr->m_idx == p_ptr->riding))
{
#ifdef JP
-msg_print("¤½¤ì¤È¤Ï¾ì½ê¤ò¸ò´¹¤Ç¤¤Þ¤»¤ó¡£");
+msg_print("それとは場所を交換できません。");
#else
msg_print("You can't trade places with that!");
#endif
if ((c_ptr->info & CAVE_ICKY) || (distance(ty, tx, py, px) > p_ptr->lev * 3 / 2 + 10))
{
#ifdef JP
-msg_print("¼ºÇÔ¤·¤¿¡£");
+msg_print("失敗した。");
#else
msg_print("Failed to swap.");
#endif
m_ptr = &m_list[c_ptr->m_idx];
r_ptr = &r_info[m_ptr->r_idx];
- /* Redraw the health bar */
- if (p_ptr->health_who == c_ptr->m_idx) p_ptr->redraw |= (PR_HEALTH);
+ (void)set_monster_csleep(c_ptr->m_idx, 0);
if (r_ptr->flagsr & RFR_RES_TELE)
{
#ifdef JP
- msg_print("¥Æ¥ì¥Ý¡¼¥È¤ò¼ÙË⤵¤ì¤¿¡ª");
+ msg_print("テレポートを邪魔された!");
#else
msg_print("Your teleportation is blocked!");
#endif
if (is_original_ap_and_seen(m_ptr)) r_ptr->r_flagsr |= RFR_RES_TELE;
- m_ptr->csleep = 0;
- if (r_ptr->flags7 & RF7_HAS_LD_MASK) p_ptr->update |= (PU_MON_LITE);
-
/* Failure */
return FALSE;
}
sound(SOUND_TELEPORT);
/* Swap the player and monster */
- (void)move_player_effect(ty, tx, MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
+ (void)move_player_effect(ty, tx, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
/* Success */
return TRUE;
*/
bool fire_bolt(int typ, int dir, int dam)
{
- int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE | PROJECT_GRID;
+ int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_GRID;
+ if (typ != GF_ARROW) flg |= PROJECT_REFLECTABLE;
return (project_hook(typ, dir, dam, flg));
}
/*
* Some of the old functions
*/
-bool lite_line(int dir)
+bool lite_line(int dir, int dam)
{
int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_KILL;
- return (project_hook(GF_LITE_WEAK, dir, damroll(6, 8), flg));
+ return (project_hook(GF_LITE_WEAK, dir, dam, flg));
}
}
-bool wall_to_mud(int dir)
+bool wall_to_mud(int dir, int dam)
{
int flg = PROJECT_BEAM | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- return (project_hook(GF_KILL_WALL, dir, 20 + randint1(30), flg));
+ return (project_hook(GF_KILL_WALL, dir, dam, flg));
}
}
-bool speed_monster(int dir)
+bool speed_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SPEED, dir, p_ptr->lev, flg));
+ return (project_hook(GF_OLD_SPEED, dir, power, flg));
}
-bool slow_monster(int dir)
+bool slow_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLOW, dir, p_ptr->lev, flg));
+ return (project_hook(GF_OLD_SLOW, dir, power, flg));
}
-bool sleep_monster(int dir)
+bool sleep_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- return (project_hook(GF_OLD_SLEEP, dir, p_ptr->lev, flg));
+ return (project_hook(GF_OLD_SLEEP, dir, power, flg));
}
}
-bool poly_monster(int dir)
+bool poly_monster(int dir, int power)
{
int flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
- bool tester = (project_hook(GF_OLD_POLY, dir, p_ptr->lev, flg));
+ bool tester = (project_hook(GF_OLD_POLY, dir, power, flg));
if (tester)
chg_virtue(V_CHANCE, 1);
return(tester);
}
-bool teleport_monster(int dir)
+bool teleport_monster(int dir, int distance)
{
int flg = PROJECT_BEAM | PROJECT_KILL;
- return (project_hook(GF_AWAY_ALL, dir, MAX_SIGHT * 5, flg));
+ return (project_hook(GF_AWAY_ALL, dir, distance, flg));
}
/*
bool dummy = (project(0, 1, py, px, 0, GF_STONE_WALL, flg, -1));
/* Update stuff */
- p_ptr->update |= (PU_VIEW | PU_LITE | PU_FLOW | PU_MON_LITE);
-
- /* Update the monsters */
- p_ptr->update |= (PU_MONSTERS);
+ p_ptr->update |= (PU_FLOW);
/* Redraw map */
p_ptr->redraw |= (PR_MAP);
- /* Window stuff */
- p_ptr->window |= (PW_OVERHEAD | PW_DUNGEON);
-
return dummy;
}
return (project(0, 1, py, px, 0, GF_KILL_DOOR, flg, -1));
}
+bool disarm_traps_touch(void)
+{
+ int flg = PROJECT_GRID | PROJECT_ITEM | PROJECT_HIDE;
+ return (project(0, 1, py, px, 0, GF_KILL_TRAP, flg, -1));
+}
bool sleep_monsters_touch(void)
{
if (!(*count))
{
#ifdef JP
-msg_print("ÃÏÌ̤¬Íɤ줿...");
+msg_print("地面が揺れた...");
#else
msg_print("The ground trembles...");
#endif
{
int dam = damroll(10, 10);
#ifdef JP
-msg_print("½ã¿è¤ÊËâÎϤμ¡¸µ¤Ø¤ÎÈ⤬³«¤¤¤¿¡ª");
+msg_print("純粋な魔力の次元への扉が開いた!");
#else
msg_print("A portal opens to a plane of raw mana!");
#endif
project(0, 8, py, px, dam, GF_MANA, flg, -1);
#ifdef JP
- take_hit(DAMAGE_NOESCAPE, dam, "½ã¿è¤ÊËâÎϤβòÊü", -1);
+ take_hit(DAMAGE_NOESCAPE, dam, "純粋な魔力の解放", -1);
#else
take_hit(DAMAGE_NOESCAPE, dam, "released pure mana", -1);
#endif
if (!(*count))
{
#ifdef JP
-msg_print("¼þ°Ï¤Î¶õ´Ö¤¬ÏĤó¤À¡ª");
+msg_print("周囲の空間が歪んだ!");
#else
msg_print("Space warps about you!");
#endif
- teleport_player(damroll(10, 10), TRUE);
+ teleport_player(damroll(10, 10), TELEPORT_PASSIVE);
if (randint0(13)) (*count) += activate_hi_summon(py, px, FALSE);
if (!one_in_(6)) break;
}
case 34:
#ifdef JP
-msg_print("¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê¤ò´¶¤¸¤¿¡ª");
+msg_print("エネルギーのうねりを感じた!");
#else
msg_print("You feel a surge of energy!");
#endif
{
project(0, 7, py, px, 50, GF_KILL_WALL, flg, -1);
#ifdef JP
- take_hit(DAMAGE_NOESCAPE, 50, "¥¨¥Í¥ë¥®¡¼¤Î¤¦¤Í¤ê", -1);
+ take_hit(DAMAGE_NOESCAPE, 50, "エネルギーのうねり", -1);
#else
take_hit(DAMAGE_NOESCAPE, 50, "surge of energy", -1);
#endif
if (!one_in_(6)) break;
case 10: case 11: case 12:
#ifdef JP
-msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
+msg_print("経験値が体から吸い取られた気がする!");
#else
- msg_print("You feel your life draining away...");
+ msg_print("You feel your experience draining away...");
#endif
lose_exp(p_ptr->exp / 16);
else
{
#ifdef JP
-msg_print("ĦÁü¤Ë¤Ê¤Ã¤¿µ¤Ê¬¤À¡ª");
+msg_print("彫像になった気分だ!");
#else
msg_print("You feel like a statue!");
#endif
if (!one_in_(6)) break;
case 24:
#ifdef JP
-msg_print("¤Û¤¨¡©»ä¤Ïï¡©¤³¤³¤Ç²¿¤·¤Æ¤ë¡©");
+msg_print("ほえ?私は誰?ここで何してる?");
#else
msg_print("Huh? Who am I? What am I doing here?");
#endif
}
-void kawarimi(bool success)
+bool kawarimi(bool success)
{
object_type forge;
object_type *q_ptr = &forge;
int y, x;
- if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return;
- if (randint0(200) < p_ptr->stun) return;
+ if (p_ptr->is_dead) return FALSE;
+ if (p_ptr->confused || p_ptr->blind || p_ptr->paralyzed || p_ptr->image) return FALSE;
+ if (randint0(200) < p_ptr->stun) return FALSE;
if (!success && one_in_(3))
{
#ifdef JP
- msg_print("¼ºÇÔ¡ªÆ¨¤²¤é¤ì¤Ê¤«¤Ã¤¿¡£");
+ msg_print("失敗!逃げられなかった。");
#else
msg_print("Failed! You couldn't run away.");
#endif
p_ptr->special_defense &= ~(NINJA_KAWARIMI);
p_ptr->redraw |= (PR_STATUS);
- return;
+ return FALSE;
}
y = py;
x = px;
- teleport_player(10 + randint1(90), FALSE);
+ teleport_player(10 + randint1(90), 0L);
object_wipe(q_ptr);
(void)drop_near(q_ptr, -1, y, x);
#ifdef JP
- if (success) msg_print("¹¶·â¤ò¼õ¤±¤ëÁ°¤ËÁÇÁ᤯¿È¤ò¤Ò¤ë¤¬¤¨¤·¤¿¡£");
- else msg_print("¼ºÇÔ¡ª¹¶·â¤ò¼õ¤±¤Æ¤·¤Þ¤Ã¤¿¡£");
+ if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
+ else msg_print("失敗!攻撃を受けてしまった。");
#else
if (success) msg_print("You have turned around just before the attack hit you.");
else msg_print("Failed! You are hit by the attack.");
p_ptr->special_defense &= ~(NINJA_KAWARIMI);
p_ptr->redraw |= (PR_STATUS);
+
+ /* Teleported */
+ return TRUE;
}
u16b path_g[32];
int path_n, i;
bool tmp_mdeath = FALSE;
+ bool moved = FALSE;
if (mdeath) *mdeath = FALSE;
if (tm_idx)
{
#ifdef JP
- msg_print("¼ºÇÔ¡ª");
+ msg_print("失敗!");
#else
msg_print("Failed!");
#endif
else
{
#ifdef JP
- msg_print("¤³¤³¤Ë¤ÏÆþ¿È¤Ç¤ÏÆþ¤ì¤Ê¤¤¡£");
+ msg_print("ここには入身では入れない。");
#else
msg_print("You can't move to that place.");
#endif
}
/* Move player before updating the monster */
- if (!player_bold(ty, tx)) teleport_player_to(ty, tx, FALSE, FALSE);
+ if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
/* Update the monster */
update_mon(cave[ny][nx].m_idx, TRUE);
if (tm_idx != cave[ny][nx].m_idx)
{
#ifdef JP
- msg_format("%s%s¤¬Î©¤Á¤Õ¤µ¤¬¤Ã¤Æ¤¤¤ë¡ª", tm_idx ? "Ê̤Î" : "",
- m_ptr->ml ? "¥â¥ó¥¹¥¿¡¼" : "²¿¤«");
+ msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
+ m_ptr->ml ? "モンスター" : "何か");
#else
msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
#endif
/* Get the monster name (BEFORE polymorphing) */
monster_desc(m_name, m_ptr, 0);
#ifdef JP
- msg_format("ÁÇÁ᤯%s¤Î²û¤ËÆþ¤ê¹þ¤ó¤À¡ª", m_name);
+ msg_format("素早く%sの懐に入り込んだ!", m_name);
#else
msg_format("You quickly jump in and attack %s!", m_name);
#endif
}
+ if (!player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
+ moved = TRUE;
tmp_mdeath = py_attack(ny, nx, HISSATSU_NYUSIN);
break;
}
- if (!player_bold(ty, tx)) teleport_player_to(ty, tx, FALSE, FALSE);
+ if (!moved && !player_bold(ty, tx)) teleport_player_to(ty, tx, TELEPORT_NONMAGICAL);
if (mdeath) *mdeath = tmp_mdeath;
return TRUE;