return FALSE;
/* Prevent wielding cockatrice when not wearing gloves --KAA */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("wield %s in your bare %s.",
corpse_xname(obj, (const char *) 0, CXN_PFX_THE),
makeplural(body_part(HAND)));
/* hero must have been life-saved to get here; use a turn */
res++; /* corpse won't be wielded */
} else if (uarms && bimanual(wep)) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("cannot wield a two-handed %s while wearing a shield.",
is_sword(wep) ? "sword" : wep->otyp == BATTLE_AXE ? "axe"
: "weapon");
if (artifact_light(wep) && !wep->lamplit) {
begin_burn(wep, FALSE);
if (!Blind)
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s to shine %s!", Tobjnam(wep, "begin"),
arti_light_description(wep));
#else
if ((this_shkp = shop_keeper(inside_shop(u.ux, u.uy)))
!= (struct monst *) 0) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s says \"You be careful with my %s!\"",
shkname(this_shkp), xname(wep));
#else
/* require confirmation to ready the main weapon */
if (ynq(qbuf) != 'y') {
(void) Shk_Your(qbuf, uwep); /* replace qbuf[] contents */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s%s %s wielded.", qbuf,
simpleonames(uwep), otense(uwep, "remain"));
#else
/* require confirmation to ready the alternate weapon */
if (ynq(qbuf) != 'y') {
(void) Shk_Your(qbuf, uswapwep); /* replace qbuf[] contents */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s%s %s %s.", qbuf,
simpleonames(uswapwep), otense(uswapwep, "remain"),
u.twoweap ? "wielded" : "as secondary weapon");
#endif
if (obj->owornmask & (W_ARMOR | W_ACCESSORY)) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You_cant("%s %s while wearing %s.", verb, yname(obj),
more_than_1 ? "them" : "it");
#else
}
/* check shield */
if (uarms && bimanual(obj)) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
You("cannot %s a two-handed %s while wearing a shield.", verb,
(obj->oclass == WEAPON_CLASS) ? "weapon" : "tool");
#else
*/
You("\8f\82\82ð\8e\9d\82Á\82Ä\82¢\82é\8aÔ\82Í\97¼\8eè\8e\9d\82¿\82Å\82«\82È\82¢\81D");
else if (uswapwep->oartifact)
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s being held second to another weapon!",
Yobjnam2(uswapwep, "resist"));
#else
if (amount >= 0 && uwep && will_weld(uwep)) { /* cursed tin opener */
if (!Blind) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
Sprintf(buf, "%s with %s aura.",
Yobjnam2(uwep, "glow"), an(hcolor(NH_AMBER)));
#else
uncurse(uwep);
update_inventory();
} else {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
Sprintf(buf, "Your %s %s.", makeplural(body_part(HAND)),
(amount >= 0) ? "twitch" : "itch");
#else
if (uwep->otyp == WORM_TOOTH && amount >= 0) {
multiple = (uwep->quan > 1L);
/* order: message, transformation, shop handling */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
Your("%s %s much sharper now.", simpleonames(uwep),
multiple ? "fuse, and become" : "is");
#else
} else if (uwep->otyp == CRYSKNIFE && amount < 0) {
multiple = (uwep->quan > 1L);
/* order matters: message, shop handling, transformation */
-#if 0 /*JP*/
+#if 0 /*JP:T*/
Your("%s %s much duller now.", simpleonames(uwep),
multiple ? "fuse, and become" : "is");
#else
if (((uwep->spe > 5 && amount >= 0) || (uwep->spe < -5 && amount < 0))
&& rn2(3)) {
if (!Blind)
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s %s for a while and then %s.",
Yobjnam2(uwep, "violently glow"), color,
otense(uwep, "evaporate"));
xtime = (amount * amount == 1) ? "moment" : "while";
*/
xtime = (amount*amount == 1) ? "\88ê\8fu" : "\82µ\82Î\82ç\82\82Ì\8aÔ";
-#if 0 /*JP*/
+#if 0 /*JP:T*/
pline("%s %s for a %s.",
Yobjnam2(uwep, amount == 0 ? "violently glow" : "glow"), color,
xtime);
* spe dependent. Give an obscure clue here.
*/
if (uwep->oartifact == ART_MAGICBANE && uwep->spe >= 0) {
-#if 0 /*JP*/
+#if 0 /*JP:T*/
Your("right %s %sches!", body_part(HAND),
(((amount > 1) && (uwep->spe > 1)) ? "flin" : "it"));
#else