/* Clear screen */
clear_bldg(0, 22);
- /* Notice */
prt(_("修復には材料となるもう1つの武器が必要です。", "Hand one material weapon to repair a broken weapon."), row, 2);
prt(_("材料に使用した武器はなくなります!", "The material weapon will disappear after repairing!!"), row+1, 2);
/* Update the monster */
if (c_ptr->m_idx) update_mon(c_ptr->m_idx, FALSE);
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Update the monster */
if (cc_ptr->m_idx) update_mon(cc_ptr->m_idx, FALSE);
- /* Notice */
note_spot(yy, xx);
/* Redraw */
update_local_illumination(y, x);
}
- /* Notice */
note_spot(y, x);
/* Redraw */
}
}
- /* Disturb the player */
disturb(0, 1);
if (!boundary_floor(c_ptr, f_ptr, mimic_f_ptr)) sound(SOUND_HITWALL);
{
cave[ny][nx].info |= (CAVE_GLOW);
- /* Notice */
note_spot(ny, nx);
/* Redraw */
{
cave[ny][nx].info &= ~(CAVE_GLOW | CAVE_MARK);
- /* Notice */
note_spot(ny, nx);
/* Redraw */
{
cave[ny][nx].info |= (CAVE_GLOW);
- /* Notice */
note_spot(ny, nx);
/* Redraw */
/* Hex */
if (hex_spelling_any()) stop_hex_spell_all();
- /* Notice */
notice = TRUE;
}
break;
}
- /* Notice */
notice = TRUE;
}
case 7: msg_print(_("致命的な傷を負ってしまった。", "You have been given a mortal wound.")); break;
}
- /* Notice */
notice = TRUE;
if (randint1(1000) < v || one_in_(16))
break;
}
- /* Notice */
notice = TRUE;
}
msg_print(_("ひじょうに気分が良くなった。", "You feel very good."));
}
- /* Notice */
return (TRUE);
}
{
msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
- /* Notice */
return (TRUE);
}
msg_format(_("ワーオ!とても%sなった!", "Wow! You feel very %s!"), desc_stat_pos[stat]);
- /* Notice */
return (TRUE);
}
{
msg_format(_("元通りに%sなった気がする。", "You feel less %s."), desc_stat_pos[stat]);
- /* Notice */
return (TRUE);
}
}
else
{
- /* Disturb the player */
disturb(1, 1);
}
monster_race *r_ptr = &r_info[m_ptr->r_idx];
char m_name[80];
- /* Disturb the player */
disturb(0, 1);
p_ptr->energy_use = 100;
o_ptr->xtra4 -= (s16b)(250 + randint1(250));
if (o_ptr->xtra4 < 1) o_ptr->xtra4 = 1;
- /* Notice */
if (!p_ptr->blind)
{
msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
/* Allow movement */
do_move = TRUE;
- /* Notice */
note_spot(ny, nx);
}
}
c_ptr->info &= ~(CAVE_OBJECT);
c_ptr->mimic = 0;
- /* Notice */
note_spot(y, x);
}
else return FALSE;
/* Place the object */
c_ptr->o_idx = o_idx;
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Place the object */
c_ptr->o_idx = o_idx;
- /* Notice */
note_spot(y, x);
/* Redraw */
c_ptr->mimic = old_mimic;
- /* Notice */
note_spot(y, x);
/* Redraw */
c_ptr->info |= CAVE_OBJECT;
c_ptr->mimic = feat_glyph;
- /* Notice */
note_spot(y, x);
/* Redraw */
{
c_ptr->info |= (CAVE_GLOW);
- /* Notice */
note_spot(y, x);
/* Redraw */
/* Forget */
c_ptr->info &= ~(CAVE_MARK);
- /* Notice */
note_spot(y, x);
}
update_local_illumination(y, x);
- /* Notice */
if (player_can_see_bold(y, x)) obvious = TRUE;
/* Mega-Hack -- Update the monster in the affected grid */
/* Identify */
object_known(o_ptr);
- /* Notice */
if (known && (o_ptr->marked & OM_FOUND))
{
msg_print(_("カチッと音がした!", "Click!"));
/* Forget the grid */
if (!view_torch_grids) c_ptr->info &= ~(CAVE_MARK);
- /* Notice */
note_spot(y, x);
}
#endif
- /* Notice */
return (TRUE);
}
calc_android_exp();
}
- /* Notice */
return (TRUE);
}
cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
cave[p_ptr->y][p_ptr->x].mimic = feat_glyph;
- /* Notice */
note_spot(p_ptr->y, p_ptr->x);
/* Redraw */
/* Turn on the light */
cave[p_ptr->y][p_ptr->x].info |= CAVE_GLOW;
- /* Notice */
note_spot(p_ptr->y, p_ptr->x);
/* Redraw */
cave[p_ptr->y][p_ptr->x].info |= CAVE_OBJECT;
cave[p_ptr->y][p_ptr->x].mimic = feat_explosive_rune;
- /* Notice */
note_spot(p_ptr->y, p_ptr->x);
/* Redraw */
p_ptr->window |= (PW_INVEN | PW_EQUIP | PW_PLAYER);
}
- /* Notice */
return (TRUE);
}
/* Enchant */
enchant(o_ptr, randint0(3) + 4, ENCH_TOHIT | ENCH_TODAM);
- /* Notice */
return (TRUE);
}
/* Fail */
msg_print(_("炎で強化するのに失敗した。", "The fiery enchantment failed."));
- /* Notice */
return (TRUE);
}
/* No longer hidden */\r
c_ptr->mimic = 0;\r
\r
- /* Notice */\r
note_spot(y, x);\r
\r
/* Redraw */\r
*/\r
static int check_hit(int power)\r
{\r
- int k, ac;\r
+ int k;\r
+ ARMOUR_CLASS ac;\r
\r
/* Percentile dice */\r
k = randint0(100);\r
}\r
}\r
\r
- /* Take the damage */\r
take_hit(DAMAGE_NOESCAPE, dam, trap_name, -1);\r
}\r
\r
int trap_feat_type = have_flag(f_ptr->flags, FF_TRAP) ? f_ptr->subtype : NOT_TRAP;\r
cptr name = _("トラップ", "a trap");\r
\r
- /* Disturb the player */\r
disturb(0, 1);\r
\r
cave_alter_feat(y, x, FF_HIT_TRAP);\r
else if (have_flag(f_ptr->flags, FF_MIRROR))
c_ptr->info |= (CAVE_GLOW | CAVE_OBJECT);
- /* Notice */
note_spot(y, x);
/* Redraw */