* bonuses for any given weapon used, as well as weapons selection
* code for monsters.
*/
+
+/* JNetHack Copyright */
+/* (c) Issei Numata, Naoki Hamada, Shigehiro Miyashita, 1994-2000 */
+/* For 3.4-, Copyright (c) SHIRAKATA Kentaro, 2002-2016 */
+/* JNetHack may be freely redistributed. See license for details. */
+
#include "hack.h"
/* Categories whose names don't come from OBJ_NAME(objects[type])
give_may_advance_msg(skill)
int skill;
{
+#if 0 /*JP*/
You_feel("more confident in your %sskills.",
skill == P_NONE ? "" : skill <= P_LAST_WEAPON
? "weapon "
: skill <= P_LAST_SPELL
? "spell casting "
: "fighting ");
+#else
+ You("%s\83X\83L\83\8b\82ð\8d\82\82ß\82é\8e©\90M\82ª\97N\82¢\82Ä\82«\82½\81D",
+ skill == P_NONE ? "" : skill <= P_LAST_WEAPON
+ ? "\95\90\8aí\82Ì"
+ : skill <= P_LAST_SPELL
+ ? "\96\82\96@\82Ì"
+ : "\90í\82¢\82Ì");
+#endif
}
STATIC_DCL boolean FDECL(can_advance, (int, BOOLEAN_P));
mon->weapon_check = NO_WEAPON_WANTED;
obj_extract_self(obj);
if (cansee(mon->mx, mon->my)) {
+/*JP
pline("%s drops %s.", Monnam(mon), distant_name(obj, doname));
+*/
+ pline("%s\82Í%s\82ð\92u\82¢\82½\81D", Monnam(mon), distant_name(obj, doname));
newsym(mon->mx, mon->my);
}
/* might be dropping object into water or lava */
+/*JP
if (!flooreffects(obj, mon->mx, mon->my, "drop")) {
+*/
+ if (!flooreffects(obj, mon->mx, mon->my, "\97\8e\82¿\82é")) {
if (polyspot)
bypass_obj(obj);
place_object(obj, mon->mx, mon->my);
if (bimanual(mw_tmp))
mon_hand = makeplural(mon_hand);
+#if 0 /*JP*/
Sprintf(welded_buf, "%s welded to %s %s",
otense(mw_tmp, "are"), mhis(mon), mon_hand);
+#endif
if (obj->otyp == PICK_AXE) {
+#if 0 /*JP*/
pline("Since %s weapon%s %s,", s_suffix(mon_nam(mon)),
plur(mw_tmp->quan), welded_buf);
+#else
+ pline("%s\82Í\95\90\8aí\82ð\8eè\82É\82µ\82æ\82¤\82Æ\82µ\82½\82ª\81C", mon_nam(mon));
+#endif
+#if 0 /*JP*/
pline("%s cannot wield that %s.", mon_nam(mon),
xname(obj));
+#else
+ pline("%s\82Í%s\82ð\91\95\94õ\82Å\82«\82È\82©\82Á\82½\81D", mon_nam(mon),
+ xname(obj));
+#endif
} else {
+/*JP
pline("%s tries to wield %s.", Monnam(mon), doname(obj));
+*/
+ pline("%s\82Í%s\82ð\91\95\94õ\82µ\82æ\82¤\82Æ\82µ\82½\81D", Monnam(mon), doname(obj));
+/*JP
pline("%s %s!", Yname2(mw_tmp), welded_buf);
+*/
+ pline("%s\82Í%s\82ð\8eè\82É\82µ\82½\81I", Monnam(mon), xname(mw_tmp));
}
mw_tmp->bknown = 1;
}
setmnotwielded(mon, mw_tmp);
mon->weapon_check = NEED_WEAPON;
if (canseemon(mon)) {
+/*JP
pline("%s wields %s!", Monnam(mon), doname(obj));
+*/
+ pline("%s\82Í%s\82ð\91\95\94õ\82µ\82½\81I", Monnam(mon), doname(obj));
if (mwelded(mw_tmp)) {
+#if 0 /*JP*/
pline("%s %s to %s %s!", Tobjnam(obj, "weld"),
is_plural(obj) ? "themselves" : "itself",
s_suffix(mon_nam(mon)), mbodypart(mon, HAND));
+#else
+ pline("%s\82Í\8f\9f\8eè\82É%s\82Ì%s\82É\91\95\94õ\82³\82ê\82½\81I",
+ xname(obj),
+ mon_nam(mon), mbodypart(mon, HAND));
+#endif
obj->bknown = 1;
}
}
if (artifact_light(obj) && !obj->lamplit) {
begin_burn(obj, FALSE);
if (canseemon(mon))
+#if 0 /*JP*/
pline("%s %s in %s %s!", Tobjnam(obj, "shine"),
arti_light_description(obj), s_suffix(mon_nam(mon)),
mbodypart(mon, HAND));
+#else
+ pline("%s\82Í%s\82Ì%s\82Ì\92\86\82Å%s\8bP\82¢\82½\81I",
+ xname(obj), mon_nam(mon),
+ mbodypart(mon, HAND), arti_light_description(obj));
+#endif
}
obj->owornmask = W_WEP;
return 1;
switch (P_SKILL(skill)) {
case P_UNSKILLED:
+/*JP
ptr = "Unskilled";
+*/
+ ptr = "\8f\89\90S\8eÒ";
break;
case P_BASIC:
+/*JP
ptr = "Basic";
+*/
+ ptr = "\93ü\96å\8eÒ";
break;
case P_SKILLED:
+/*JP
ptr = "Skilled";
+*/
+ ptr = "\8fn\97û\8eÒ";
break;
case P_EXPERT:
+/*JP
ptr = "Expert";
+*/
+ ptr = "\83G\83L\83X\83p\81[\83g";
break;
/* these are for unarmed combat/martial arts only */
case P_MASTER:
+/*JP
ptr = "Master";
+*/
+ ptr = "\83}\83X\83^\81[";
break;
case P_GRAND_MASTER:
+/*JP
ptr = "Grand Master";
+*/
+ ptr = "\83O\83\89\83\93\83h\83}\83X\83^\81[";
break;
default:
+/*JP
ptr = "Unknown";
+*/
+ ptr = "\95s\96¾";
break;
}
Strcpy(buf, ptr);
P_SKILL(skill)++;
u.skill_record[u.skills_advanced++] = skill;
/* subtly change the advance message to indicate no more advancement */
+#if 0 /*JP*/
You("are now %s skilled in %s.",
P_SKILL(skill) >= P_MAX_SKILL(skill) ? "most" : "more",
P_NAME(skill));
+#else
+ Your("%s\82Ì\83X\83L\83\8b\82ð%s\8d\82\82ß\82½\81D",
+ P_NAME(skill),
+ P_SKILL(skill) >= P_MAX_SKILL(skill) ? "\8dÅ\8d\82\82É" : "\82³\82ç\82É");
+#endif
}
static const struct skill_range {
short first, last;
const char *name;
} skill_ranges[] = {
+/*JP
{ P_FIRST_H_TO_H, P_LAST_H_TO_H, "Fighting Skills" },
+*/
+ { P_FIRST_H_TO_H, P_LAST_H_TO_H, "\90í\82¢\82Ì\83X\83L\83\8b" },
+/*JP
{ P_FIRST_WEAPON, P_LAST_WEAPON, "Weapon Skills" },
+*/
+ { P_FIRST_WEAPON, P_LAST_WEAPON, "\95\90\8aí\82Ì\83X\83L\83\8b" },
+/*JP
{ P_FIRST_SPELL, P_LAST_SPELL, "Spellcasting Skills" },
+*/
+ { P_FIRST_SPELL, P_LAST_SPELL, "\96\82\96@\82Ì\83X\83L\83\8b" },
};
/*
if (eventually_advance > 0 || maxxed_cnt > 0) {
any = zeroany;
if (eventually_advance > 0) {
+#if 0 /*JP*/
Sprintf(buf, "(Skill%s flagged by \"*\" may be enhanced %s.)",
plur(eventually_advance),
(u.ulevel < MAXULEV)
? "when you're more experienced"
: "if skill slots become available");
+#else
+ Sprintf(buf, "(\"*\"\82ª\82Â\82¢\82Ä\82¢\82é\83X\83L\83\8b\82Í%s\8d\82\82ß\82ç\82ê\82é\81D)",
+ (u.ulevel < MAXULEV)
+ ? "\82à\82Á\82Æ\8co\8c±\82ð\82Â\82ß\82Î"
+ : "\83X\83L\83\8b\83X\83\8d\83b\83g\82ª\8eg\82¦\82é\82æ\82¤\82É\82È\82ê\82Î");
+#endif
add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, buf,
MENU_UNSELECTED);
}
if (maxxed_cnt > 0) {
+#if 0 /*JP*/
Sprintf(buf,
"(Skill%s flagged by \"#\" cannot be enhanced any further.)",
plur(maxxed_cnt));
+#else
+ Sprintf(buf,
+ "(\"#\"\82ª\82Â\82¢\82Ä\82¢\82é\83X\83L\83\8b\82Í\82±\82ê\88È\8fã\8d\82\82ß\82ç\82ê\82È\82¢\81D)");
+#endif
add_menu(win, NO_GLYPH, &any, 0, 0, ATR_NONE, buf,
MENU_UNSELECTED);
}
MENU_UNSELECTED);
}
+#if 0 /*JP*/
Strcpy(buf, (to_advance > 0) ? "Pick a skill to advance:"
: "Current skills:");
+#else
+ Strcpy(buf, (to_advance > 0) ? "\83X\83L\83\8b\82ð\91I\91ð\82µ\82Ä\82\82¾\82³\82¢\81F"
+ : "\8c»\8dÝ\82Ì\83X\83L\83\8b\81F");
+#endif
if (wizard && !speedy)
Sprintf(eos(buf), " (%d slot%s available)", u.weapon_slots,
plur(u.weapon_slots));
for (n = i = 0; i < P_NUM_SKILLS; i++) {
if (can_advance(i, speedy)) {
if (!speedy)
+/*JP
You_feel("you could be more dangerous!");
+*/
+ You("\82³\82ç\82É\83X\83L\83\8b\82ð\8d\82\82ß\82é\82±\82Æ\82ª\82Å\82«\82»\82¤\82È\8bC\82ª\82µ\82½\81I");
n++;
break;
}
if (artifact_light(obj) && obj->lamplit) {
end_burn(obj, FALSE);
if (canseemon(mon))
+#if 0 /*JP*/
pline("%s in %s %s %s shining.", The(xname(obj)),
s_suffix(mon_nam(mon)), mbodypart(mon, HAND),
otense(obj, "stop"));
+#else
+ pline("%s\82ª\8e\9d\82Â%s\82Ì\8bP\82«\82ª\8fÁ\82¦\82½\81D",
+ mon_nam(mon), xname(obj));
+#endif
}
if (MON_WEP(mon) == obj)
MON_NOWEP(mon);