* @details
* <pre>
* This will light up all spaces with "magic" items, including artifacts,
- * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
+ * ego-items, potions, scrolls, books, rods, wands, staffs, amulets, rings,
* and "enchanted" items of the "good" variety.
*
* It can probably be argued that this function is now too powerful.
{
case 1:
{
- msg_print(_("ダンジョンの壁が崩れた!", "The current_floor_ptr->grid_array ceiling collapses!"));
+ msg_print(_("ダンジョンの壁が崩れた!", "The dungeon's ceiling collapses!"));
break;
}
case 2:
{
- msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The current_floor_ptr->grid_array floor twists in an unnatural way!"));
+ msg_print(_("ダンジョンの床が不自然にねじ曲がった!", "The dungeon's floor twists in an unnatural way!"));
break;
}
default:
{
- msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The current_floor_ptr->grid_array quakes! You are pummeled with debris!"));
+ msg_print(_("ダンジョンが揺れた!崩れた岩が頭に降ってきた!", "The dungeon quakes! You are pummeled with debris!"));
break;
}
}
bool comvert_hp_to_mp(player_type *creature_ptr)
{
- int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
+ int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless conversion from HP to SP"), -1) / 5;
if (gain_sp)
{
creature_ptr->csp += gain_sp;