lore_ptr->color[lore_ptr->vn++] = TERM_SLATE;
}
}
+
+void set_status_types(lore_type *lore_ptr)
+{
+ if (lore_ptr->a_ability_flags1 & (RF5_SCARE)) {
+ lore_ptr->vp[lore_ptr->vn] = _("恐怖", "terrify");
+ lore_ptr->color[lore_ptr->vn++] = TERM_SLATE;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_BLIND)) {
+ lore_ptr->vp[lore_ptr->vn] = _("目くらまし", "blind");
+ lore_ptr->color[lore_ptr->vn++] = TERM_L_DARK;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_CONF)) {
+ lore_ptr->vp[lore_ptr->vn] = _("混乱", "confuse");
+ lore_ptr->color[lore_ptr->vn++] = TERM_L_UMBER;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_SLOW)) {
+ lore_ptr->vp[lore_ptr->vn] = _("減速", "slow");
+ lore_ptr->color[lore_ptr->vn++] = TERM_UMBER;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_HOLD)) {
+ lore_ptr->vp[lore_ptr->vn] = _("麻痺", "paralyze");
+ lore_ptr->color[lore_ptr->vn++] = TERM_RED;
+ }
+
+ if (lore_ptr->a_ability_flags2 & (RF6_HASTE)) {
+ lore_ptr->vp[lore_ptr->vn] = _("加速", "haste-self");
+ lore_ptr->color[lore_ptr->vn++] = TERM_L_GREEN;
+ }
+
+ if (lore_ptr->a_ability_flags2 & (RF6_HEAL)) {
+ lore_ptr->vp[lore_ptr->vn] = _("治癒", "heal-self");
+ lore_ptr->color[lore_ptr->vn++] = TERM_WHITE;
+ }
+
+ if (lore_ptr->a_ability_flags2 & (RF6_INVULNER)) {
+ lore_ptr->vp[lore_ptr->vn] = _("無敵化", "make invulnerable");
+ lore_ptr->color[lore_ptr->vn++] = TERM_WHITE;
+ }
+
+ if (lore_ptr->flags4 & RF4_DISPEL) {
+ lore_ptr->vp[lore_ptr->vn] = _("魔力消去", "dispel-magic");
+ lore_ptr->color[lore_ptr->vn++] = TERM_L_WHITE;
+ }
+}
set_ball_types(player_ptr, lore_ptr);
set_particular_types(player_ptr, lore_ptr);
set_bolt_types(player_ptr, lore_ptr);
- if (lore_ptr->a_ability_flags1 & (RF5_SCARE)) {
- lore_ptr->vp[lore_ptr->vn] = _("恐怖", "terrify");
- lore_ptr->color[lore_ptr->vn++] = TERM_SLATE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BLIND)) {
- lore_ptr->vp[lore_ptr->vn] = _("目くらまし", "blind");
- lore_ptr->color[lore_ptr->vn++] = TERM_L_DARK;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_CONF)) {
- lore_ptr->vp[lore_ptr->vn] = _("混乱", "confuse");
- lore_ptr->color[lore_ptr->vn++] = TERM_L_UMBER;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_SLOW)) {
- lore_ptr->vp[lore_ptr->vn] = _("減速", "slow");
- lore_ptr->color[lore_ptr->vn++] = TERM_UMBER;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_HOLD)) {
- lore_ptr->vp[lore_ptr->vn] = _("麻痺", "paralyze");
- lore_ptr->color[lore_ptr->vn++] = TERM_RED;
- }
-
- if (lore_ptr->a_ability_flags2 & (RF6_HASTE)) {
- lore_ptr->vp[lore_ptr->vn] = _("加速", "haste-self");
- lore_ptr->color[lore_ptr->vn++] = TERM_L_GREEN;
- }
-
- if (lore_ptr->a_ability_flags2 & (RF6_HEAL)) {
- lore_ptr->vp[lore_ptr->vn] = _("治癒", "heal-self");
- lore_ptr->color[lore_ptr->vn++] = TERM_WHITE;
- }
-
- if (lore_ptr->a_ability_flags2 & (RF6_INVULNER)) {
- lore_ptr->vp[lore_ptr->vn] = _("無敵化", "make invulnerable");
- lore_ptr->color[lore_ptr->vn++] = TERM_WHITE;
- }
-
- if (lore_ptr->flags4 & RF4_DISPEL) {
- lore_ptr->vp[lore_ptr->vn] = _("魔力消去", "dispel-magic");
- lore_ptr->color[lore_ptr->vn++] = TERM_L_WHITE;
- }
-
+ set_status_types(lore_ptr);
if (lore_ptr->a_ability_flags2 & (RF6_BLINK)) {
lore_ptr->vp[lore_ptr->vn] = _("ショートテレポート", "blink-self");
lore_ptr->color[lore_ptr->vn++] = TERM_UMBER;