#include "grid.h"
/*!
+ * @brief 装備耐性に準じたブレス効果の選択テーブル /
+ * Define flags, effect type, name for dragon breath activation
+ */
+const dragonbreath_type dragonbreath_info[] = {
+ { TR_RES_ACID, GF_ACID, _("酸", "acid") },
+ { TR_RES_ELEC, GF_ELEC, _("電撃", "lightning") },
+ { TR_RES_FIRE, GF_FIRE, _("火炎", "fire") },
+ { TR_RES_COLD, GF_COLD, _("冷気", "cold") },
+ { TR_RES_POIS, GF_POIS, _("毒", "poison") },
+ { TR_RES_LITE, GF_LITE, _("閃光", "light") },
+ { TR_RES_DARK, GF_DARK, _("暗黒", "dark") },
+ { TR_RES_SHARDS, GF_SHARDS, _("破片", "shard") },
+ { TR_RES_CONF, GF_CONFUSION, _("混乱", "confusion") },
+ { TR_RES_SOUND, GF_SOUND, _("轟音", "sound") },
+ { TR_RES_NEXUS, GF_NEXUS, _("因果混乱", "nexus") },
+ { TR_RES_NETHER, GF_NETHER, _("地獄", "nether") },
+ { TR_RES_CHAOS, GF_CHAOS, _("カオス", "chaos") },
+ { TR_RES_DISEN, GF_DISENCHANT, _("劣化", "disenchant") },
+ { 0, 0, NULL }
+};
+
+/*!
* @brief アイテムの発動効果テーブル /
* Define flags, levels, values of activations
*/
extern const activation_type activation_info[];
+typedef struct {
+ int flag;
+ int type;
+ concptr name;
+} dragonbreath_type;
+
+extern const dragonbreath_type dragonbreath_info[];
/* Activation effects for random artifacts */
#define ACT_SUNLIGHT 1
extern const kamae kamae_shurui[MAX_KAMAE];
extern const kamae kata_shurui[MAX_KATA];
-
extern const concptr ident_info[];
extern const byte feature_action_flags[FF_FLAG_MAX];
-extern const dragonbreath_type dragonbreath_info[];
/* variable.c */
extern const concptr copyright[5];
0, /* GLASS */
};
-
-/*!
- * @brief 装備耐性に準じたブレス効果の選択テーブル /
- * Define flags, effect type, name for dragon breath activation
- */
-const dragonbreath_type dragonbreath_info[] = {
- { TR_RES_ACID, GF_ACID, _("酸", "acid") },
- { TR_RES_ELEC, GF_ELEC, _("電撃", "lightning") },
- { TR_RES_FIRE, GF_FIRE, _("火炎", "fire") },
- { TR_RES_COLD, GF_COLD, _("冷気", "cold") },
- { TR_RES_POIS, GF_POIS, _("毒", "poison") },
- { TR_RES_LITE, GF_LITE, _("閃光", "light") },
- { TR_RES_DARK, GF_DARK, _("暗黒", "dark") },
- { TR_RES_SHARDS, GF_SHARDS, _("破片", "shard") },
- { TR_RES_CONF, GF_CONFUSION, _("混乱", "confusion") },
- { TR_RES_SOUND, GF_SOUND, _("轟音", "sound") },
- { TR_RES_NEXUS, GF_NEXUS, _("因果混乱", "nexus") },
- { TR_RES_NETHER, GF_NETHER, _("地獄", "nether") },
- { TR_RES_CHAOS, GF_CHAOS, _("カオス", "chaos") },
- { TR_RES_DISEN, GF_DISENCHANT, _("劣化", "disenchant") },
- { 0, 0, NULL }
-};
-
}
feat_prob;
-typedef struct {
- int flag;
- int type;
- concptr name;
-} dragonbreath_type;