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Change activation of elemental brand ego -- only ball(100), no more temporaly resistance.
authordis- <dis-@0568b783-4c39-0410-ac80-bf13821ea2a2>
Sun, 26 May 2013 06:50:04 +0000 (06:50 +0000)
committerdis- <dis-@0568b783-4c39-0410-ac80-bf13821ea2a2>
Sun, 26 May 2013 06:50:04 +0000 (06:50 +0000)
Add activation of shiled elemental resistance ego -- temporaly resistance.

lib/edit/e_info.txt
src/artifact.c
src/defines.h
src/tables.c

index 8a3664f..236f21c 100644 (file)
@@ -166,25 +166,29 @@ N:16:
 E:of Resist Acid
 X:25:16
 W:0:18:0:1000
-F:RES_ACID | IGNORE_ACID
+F:RES_ACID | IGNORE_ACID | ACTIVATE
+U:RESIST_ACID
 
 N:17:ÂÑÅŤÎ
 E:of Resist Lightning
 X:25:10
 W:0:7:0:400
-F:RES_ELEC | IGNORE_ELEC
+F:RES_ELEC | IGNORE_ELEC| ACTIVATE
+U:RESIST_ELEC
 
 N:18:ÂѲФÎ
 E:of Resist Fire
 X:25:14
 W:0:9:0:800
-F:RES_FIRE | IGNORE_FIRE
+F:RES_FIRE | IGNORE_FIRE| ACTIVATE
+U:RESIST_FIRE
 
 N:19:ÂÑÎä¤Î
 E:of Resist Cold
 X:25:12
 W:0:7:0:600
-F:RES_COLD | IGNORE_COLD
+F:RES_COLD | IGNORE_COLD | ACTIVATE
+U:RESIST_COLD
 
 N:20:Á´ÂÑÀ­¤Î
 E:of Resistance
@@ -616,28 +620,28 @@ E:of Melting
 X:24:15
 W:0:36:0:8000
 F:BRAND_ACID | RES_ACID | IGNORE_ACID | ACTIVATE
-U:RESIST_ACID
+U:BA_ACID_1
 
 N:73:ÅÅ·â¤Î
 E:of Shocking
 X:24:20
 W:0:36:0:4500
 F:BRAND_ELEC | RES_ELEC | IGNORE_ELEC | ACTIVATE
-U:RESIST_ELEC
+U:BA_ELEC_2
 
 N:74:¾Æ´þ¤Î
 E:of Burning
 X:24:20
 W:0:36:0:3000
 F:BRAND_FIRE | RES_FIRE | IGNORE_FIRE | LITE | ACTIVATE
-U:RESIST_FIRE
+U:BA_FIRE_4
 
 N:75:Åà·ë¤Î
 E:of Freezing
 X:24:15
 W:0:36:0:2500
 F:BRAND_COLD | RES_COLD | IGNORE_COLD | ACTIVATE
-U:RESIST_COLD
+U:BA_COLD_2
 
 #JZ#
 N:76:ÆÇ»¦¤Î
@@ -645,7 +649,7 @@ E:of Venom
 X:24:20
 W:0:36:0:4500
 F:BRAND_POIS | RES_POIS | ACTIVATE
-U:RESIST_POIS
+U:BA_NUKE_1
 
 #JZ#
 N:77:(º®ÆÙ)
index dd01974..4769120 100644 (file)
@@ -2112,22 +2112,14 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_SUNLIGHT:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
-                       msg_print("A line of sunlight appears.");
-#endif
+                       msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
                        (void)lite_line(dir, damroll(6, 8));
                        break;
                }
 
                case ACT_BO_MISS_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows extremely brightly...");
-#endif
+                       msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_bolt(GF_MISSILE, dir, damroll(2, 6));
                        break;
@@ -2135,11 +2127,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BA_POIS_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...");
-#else
-                       msg_print("It throbs deep green...");
-#endif
+                       msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_ball(GF_POIS, dir, 12, 3);
                        break;
@@ -2147,11 +2135,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BO_ELEC_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
-                       msg_print("It is covered in sparks...");
-#endif
+                       msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_bolt(GF_ELEC, dir, damroll(4, 8));
                        break;
@@ -2159,11 +2143,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BO_ACID_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...");
-#else
-                       msg_print("It is covered in acid...");
-#endif
+                       msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_bolt(GF_ACID, dir, damroll(5, 8));
                        break;
@@ -2171,11 +2151,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BO_COLD_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
-#else
-                       msg_print("It is covered in frost...");
-#endif
+                       msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_bolt(GF_COLD, dir, damroll(6, 8));
                        break;
@@ -2183,11 +2159,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BO_FIRE_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
-                       msg_print("It is covered in fire...");
-#endif
+                       msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_bolt(GF_FIRE, dir, damroll(9, 8));
                        break;
@@ -2195,144 +2167,124 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BA_COLD_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
-#else
-                       msg_print("It is covered in frost...");
-#endif
+                       msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_ball(GF_COLD, dir, 48, 2);
                        break;
                }
+               
+               case ACT_BA_COLD_2:
+               {
+                       msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
+                       if (!get_aim_dir(&dir)) return FALSE;
+                       fire_ball(GF_COLD, dir, 100, 2);
+                       break;
+               }
+               
+               case ACT_BA_COLD_3:
+               {
+                       msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
+                       if (!get_aim_dir(&dir)) return FALSE;
+                       fire_ball(GF_COLD, dir, 400, 3);
+                       break;
+               }
 
                case ACT_BA_FIRE_1:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
-                       msg_print("It glows an intense red...");
-#endif
+                       msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_ball(GF_FIRE, dir, 72, 2);
                        break;
                }
-
-               case ACT_DRAIN_1:
+               
+               case ACT_BA_FIRE_2:
                {
-#ifdef JP
-                       msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name);
-#else
-                       msg_format("You order the %s to strangle your opponent.", name);
-#endif
+                       msg_format(_("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", "The %s rages in fire..."), name);
                        if (!get_aim_dir(&dir)) return FALSE;
-                       if (drain_life(dir, 100))
+                       fire_ball(GF_FIRE, dir, 120, 3);
                        break;
                }
-
-               case ACT_BA_COLD_2:
+               
+               case ACT_BA_FIRE_3:
                {
-#ifdef JP
-                       msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
-                       msg_print("It glows an intense blue...");
-#endif
+                       msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 100, 2);
+                       fire_ball(GF_FIRE, dir, 300, 3);
                        break;
                }
-
+               
+               case ACT_BA_FIRE_4:
+               {
+                       msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
+                       if (!get_aim_dir(&dir)) return FALSE;
+                       fire_ball(GF_FIRE, dir, 100, 2);
+                       break;
+               }
+               
                case ACT_BA_ELEC_2:
                {
-#ifdef JP
-                       msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...");
-#else
-                       msg_print("It crackles with electricity...");
-#endif
+                       msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_ball(GF_ELEC, dir, 100, 3);
                        break;
                }
-
-               case ACT_BA_FIRE_2:
+               
+               case ACT_BA_ELEC_3:
                {
-#ifdef JP
-                       msg_format("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", name);
-#else
-                       msg_format("The %s rages in fire...", name);
-#endif
+                       msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 120, 3);
+                       fire_ball(GF_ELEC, dir, 500, 3);
                        break;
                }
-
-               case ACT_DRAIN_2:
+               
+               case ACT_BA_ACID_1:
                {
-#ifdef JP
-                       msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows black...");
-#endif
+                       msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       drain_life(dir, 120);
+                       fire_ball(GF_ACID, dir, 100, 2);
                        break;
                }
-
-               case ACT_VAMPIRE_1:
+               
+               case ACT_BA_NUKE_1:
                {
+                       msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       for (dummy = 0; dummy < 3; dummy++)
-                       {
-                               if (drain_life(dir, 50))
-                               hp_player(50);
-                       }
+                       fire_ball(GF_NUKE, dir, 100, 2);
                        break;
                }
-
-               case ACT_BO_MISS_2:
+               
+               case ACT_DRAIN_1:
                {
-#ifdef JP
-                       msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
-                       msg_print("It grows magical spikes...");
-#endif
+                       msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_bolt(GF_ARROW, dir, 150);
+                       if (drain_life(dir, 100))
                        break;
                }
 
-               case ACT_BA_FIRE_3:
+               case ACT_DRAIN_2:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep red...");
-#endif
+                       msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_FIRE, dir, 300, 3);
+                       drain_life(dir, 120);
                        break;
                }
 
-               case ACT_BA_COLD_3:
+               case ACT_VAMPIRE_1:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows bright white...");
-#endif
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_COLD, dir, 400, 3);
+                       for (dummy = 0; dummy < 3; dummy++)
+                       {
+                               if (drain_life(dir, 50))
+                               hp_player(50);
+                       }
                        break;
                }
 
-               case ACT_BA_ELEC_3:
+               case ACT_BO_MISS_2:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-#endif
+                       msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
                        if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ELEC, dir, 500, 3);
+                       fire_bolt(GF_ARROW, dir, 150);
                        break;
                }
 
@@ -2374,11 +2326,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CALL_CHAOS:
                {
-#ifdef JP
-                       msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows in scintillating colours...");
-#endif
+                       msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
                        call_chaos();
                        break;
                }
@@ -2386,22 +2334,14 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_ROCKET:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
-#else
-                       msg_print("You launch a rocket!");
-#endif
+                       msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
                        fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
                        break;
                }
 
                case ACT_DISP_EVIL:
                {
-#ifdef JP
-                       msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
-                       msg_print("It floods the area with goodness...");
-#endif
+                       msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
                        dispel_evil(p_ptr->lev * 5);
                        break;
                }
@@ -2409,33 +2349,21 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_BA_MISS_3:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                       msg_print("You breathe the elements.");
-#endif
+                       msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
                        fire_ball(GF_MISSILE, dir, 300, -4);
                        break;
                }
 
                case ACT_DISP_GOOD:
                {
-#ifdef JP
-                       msg_print("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
-                       msg_print("It floods the area with evil...");
-#endif
+                       msg_print(_("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
                        dispel_good(p_ptr->lev * 5);
                        break;
                }
 
                case ACT_BO_MANA:
                {
-#ifdef JP
-                       msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name);
-#else
-                       msg_format("The %s grows magical spikes...", name);
-#endif
+                       msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_bolt(GF_ARROW, dir, 150);
                        break;
@@ -2443,11 +2371,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BA_WATER:
                {
-#ifdef JP
-                       msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name);
-#else
-                       msg_format("The %s throbs deep blue...", name);
-#endif
+                       msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_ball(GF_WATER, dir, 200, 3);
                        break;
@@ -2455,11 +2379,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BA_DARK:
                {
-#ifdef JP
-                       msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name);
-#else
-                       msg_format("The %s is coverd in pitch-darkness...", name);
-#endif
+                       msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_ball(GF_DARK, dir, 250, 4);
                        break;
@@ -2467,11 +2387,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BA_MANA:
                {
-#ifdef JP
-                       msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
-#else
-                       msg_format("The %s glows pale...", name);
-#endif
+                       msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
                        if (!get_aim_dir(&dir)) return FALSE;
                        fire_ball(GF_MANA, dir, 250, 4);
                        break;
@@ -2479,22 +2395,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_PESTICIDE:
                {
-#ifdef JP
-                       msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
-#else
-                       msg_print("You exterminate small life.");
-#endif
+                       msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
                        (void)dispel_monsters(4);
                        break;
                }
 
                case ACT_BLINDING_LIGHT:
                {
-#ifdef JP
-                       msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name);
-#else
-                       msg_format("The %s gleams with blinding light...", name);
-#endif
+                       msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
                        fire_ball(GF_LITE, 0, 300, 6);
                        confuse_monsters(3 * p_ptr->lev / 2);
                        break;
@@ -2502,11 +2410,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_BIZARRE:
                {
-#ifdef JP
-                       msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name);
-#else
-                       msg_format("The %s glows intensely black...", name);
-#endif
+                       msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
                        if (!get_aim_dir(&dir)) return FALSE;
                        ring_of_power(dir);
                        break;
@@ -2517,11 +2421,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        int num = damroll(5, 3);
                        int y, x;
                        int attempts;
-#ifdef JP
-                       msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name);
-#else
-                       msg_format("The %s is surrounded by lightning...", name);
-#endif
+                       msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
                        for (k = 0; k < num; k++)
                        {
                                attempts = 1000;
@@ -2545,17 +2445,9 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_BLADETURNER:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
-                       msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
-                       msg_print("You breathe the elements.");
-#endif
+                       msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
                        fire_ball(GF_MISSILE, dir, 300, -4);
-#ifdef JP
-                       msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
-#else
-                       msg_print("Your armor glows many colours...");
-#endif
+                       msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
                        (void)set_afraid(0);
                        (void)set_hero(randint1(50) + 50, FALSE);
                        (void)hp_player(10);
@@ -2567,12 +2459,6 @@ bool activate_random_artifact(object_type *o_ptr)
                        (void)set_oppose_pois(randint1(50) + 50, FALSE);
                        break;
                }
-               case ACT_BA_ACID_1:
-               {
-                       if (!get_aim_dir(&dir)) return FALSE;
-                       fire_ball(GF_ACID, dir, 100, 2);
-                       break;
-               }
 
                case ACT_BR_FIRE:
                {
@@ -2604,11 +2490,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CONFUSE:
                {
-#ifdef JP
-                       msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows in scintillating colours...");
-#endif
+                       msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
                        if (!get_aim_dir(&dir)) return FALSE;
                        confuse_monster(dir, 20);
                        break;
@@ -2616,11 +2498,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_SLEEP:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-#endif
+                       msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
                        sleep_monsters_touch();
                        break;
                }
@@ -2648,33 +2526,21 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        if (banish_evil(100))
                        {
-#ifdef JP
-                               msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª");
-#else
-                               msg_print("The power of the artifact banishes evil!");
-#endif
+                               msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
                        }
                        break;
                }
 
                case ACT_GENOCIDE:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-#endif
+                       msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
                        (void)symbol_genocide(200, TRUE);
                        break;
                }
 
                case ACT_MASS_GENO:
                {
-#ifdef JP
-                       msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
-                       msg_print("It lets out a long, shrill note...");
-#endif
+                       msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
                        (void)mass_genocide(200, TRUE);
                        break;
                }
@@ -2683,11 +2549,8 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        if (music_singing_any()) stop_singing();
                        if (hex_spelling_any()) stop_hex_spell_all();
-#ifdef JP
-                       msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
-#else
-                       msg_print("You wind a mighty blast; your enemies tremble!");
-#endif
+                       msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
+                                       "You wind a mighty blast; your enemies tremble!"));
                        (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
                        break;
                }
@@ -2696,19 +2559,11 @@ bool activate_random_artifact(object_type *o_ptr)
                {
                        if (o_ptr->name1 == ART_HYOUSIGI)
                        {
-#ifdef JP
-                               msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
-#else
-                               msg_print("You beat Your wooden clappers.");
-#endif
+                               msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
                        }
                        else
                        {
-#ifdef JP
-                               msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name);
-#else
-                               msg_format("The %s sounds an unpleasant noise.", name);
-#endif
+                               msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
                        }
                        aggravate_monsters(0);
                        break;
@@ -2757,11 +2612,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_SUMMON_PHANTOM:
                {
-#ifdef JP
-                       msg_print("¸¸Îî¤ò¾¤´­¤·¤¿¡£");
-#else
-                       msg_print("You summon a phantasmal servant.");
-#endif
+                       msg_print(_("¸¸Îî¤ò¾¤´­¤·¤¿¡£", "You summon a phantasmal servant."));
                        (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
                        break;
                }
@@ -2777,23 +2628,11 @@ bool activate_random_artifact(object_type *o_ptr)
 
                        if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
                        {
-#ifdef JP
-                               msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
-#else
-                               msg_print("An elemental materializes...");
-#endif
+                               msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
                                if (pet)
-#ifdef JP
-                                       msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
-                                       msg_print("It seems obedient to you.");
-#endif
+                                       msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
                                else
-#ifdef JP
-                                       msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª");
-#else
-                                       msg_print("You fail to control it!");
-#endif
+                                       msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
                        }
 
                        break;
@@ -2810,23 +2649,11 @@ bool activate_random_artifact(object_type *o_ptr)
 
                        if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
                        {
-#ifdef JP
-                               msg_print("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£");
-#else
-                               msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
+                               msg_print(_("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
                                if (pet)
-#ifdef JP
-                                       msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
-                                       msg_print("'What is thy bidding... Master?'");
-#endif
+                                       msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
                                else
-#ifdef JP
-                                       msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
-#else
-                                       msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
-#endif
+                                       msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
                        }
 
                        break;
@@ -2846,23 +2673,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                        if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
                        {
-#ifdef JP
-                               msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...");
-#else
-                               msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
-#endif
+                               msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...",
+                                               "Cold winds begin to blow around you, carrying with them the stench of decay..."));
                                if (pet)
-#ifdef JP
-                                       msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
-#else
-                                       msg_print("Ancient, long-dead forms arise from the ground to serve you!");
-#endif
+                               msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
+                                               "Ancient, long-dead forms arise from the ground to serve you!"));
                                else
-#ifdef JP
-                                       msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
-#else
-                                       msg_print("'The dead arise... to punish you for disturbing them!'");
-#endif
+                               msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
+                                               "'The dead arise... to punish you for disturbing them!'"));
                        }
 
                        break;
@@ -2879,19 +2697,11 @@ bool activate_random_artifact(object_type *o_ptr)
                        {
 
                                if (pet)
-#ifdef JP
-                                       msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
-                               msg_print("A group of hounds appear as your servant.");
-#endif
-
+                                       msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
+                                               "A group of hounds appear as your servant."));
                                else
-#ifdef JP
-                                       msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
-#else
-                                       msg_print("A group of hounds appear as your enemy!");
-#endif
-
+                                       msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
+                                               "A group of hounds appear as your enemy!"));
                        }
 
                        break;
@@ -2899,11 +2709,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_SUMMON_DAWN:
                {
-#ifdef JP
-                       msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£");
-#else
-                       msg_print("You summon the Legion of the Dawn.");
-#endif
+                       msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£","You summon the Legion of the Dawn."));
                        (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
                        break;
                }
@@ -2917,17 +2723,9 @@ bool activate_random_artifact(object_type *o_ptr)
                        if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
                        {
                                if (pet)
-#ifdef JP
-                                       msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
-                                       msg_print("A group of octopuses appear as your servant.");
-#endif
+                                       msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
                                else
-#ifdef JP
-                                       msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
-#else
-                                       msg_print("A group of octopuses appear as your enemy!");
-#endif
+                                       msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
                        }
 
                        break;
@@ -2937,11 +2735,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CHOIR_SINGS:
                {
-#ifdef JP
-                       msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
-#else
-                       msg_print("A heavenly choir sings...");
-#endif
+                       msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
                        (void)set_poisoned(0);
                        (void)set_cut(0);
                        (void)set_stun(0);
@@ -2962,11 +2756,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CURE_MW:
                {
-#ifdef JP
-                       msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...");
-#else
-                       msg_print("It radiates deep purple...");
-#endif
+                       msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
                        hp_player(damroll(4, 8));
                        (void)set_cut((p_ptr->cut / 2) - 50);
                        break;
@@ -2974,11 +2764,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CURE_POISON:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-#endif
+                       msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
                        (void)set_afraid(0);
                        (void)set_poisoned(0);
                        break;
@@ -2986,22 +2772,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_REST_LIFE:
                {
-#ifdef JP
-                       msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows a deep red...");
-#endif
+                       msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
                        restore_level();
                        break;
                }
 
                case ACT_REST_ALL:
                {
-#ifdef JP
-                       msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows a deep green...");
-#endif
+                       msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
                        (void)do_res_stat(A_STR);
                        (void)do_res_stat(A_INT);
                        (void)do_res_stat(A_WIS);
@@ -3014,13 +2792,8 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CURE_700:
                {
-#ifdef JP
-                       msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-                       msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
-#else
-                       msg_print("It glows deep blue...");
-                       msg_print("You feel a warm tingling inside...");
-#endif
+                       msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
+                       msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
                        (void)hp_player(700);
                        (void)set_cut(0);
                        break;
@@ -3028,13 +2801,8 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CURE_1000:
                {
-#ifdef JP
-                       msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-                       msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
-#else
-                       msg_print("It glows a bright white...");
-                       msg_print("You feel much better...");
-#endif
+                       msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
+                       msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
                        (void)hp_player(1000);
                        (void)set_cut(0);
                        break;
@@ -3042,11 +2810,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CURING:
                {
-#ifdef JP
-                       msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name);
-#else
-                       msg_format("the %s cures you affectionately ...", name);
-#endif
+                       msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
                        (void)set_poisoned(0);
                        (void)set_confused(0);
                        (void)set_blind(0);
@@ -3059,11 +2823,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_CURE_MANA_FULL:
                {
-#ifdef JP
-                       msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
-#else
-                       msg_format("The %s glows pale...", name);
-#endif
+                       msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
                        if (p_ptr->pclass == CLASS_MAGIC_EATER)
                        {
                                int i;
@@ -3078,22 +2838,14 @@ bool activate_random_artifact(object_type *o_ptr)
                                        p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
                                        if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
                                }
-#ifdef JP
-                               msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
-#else
-                               msg_print("You feel your head clear.");
-#endif
+                               msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear."));
                                p_ptr->window |= (PW_PLAYER);
                        }
                        else if (p_ptr->csp < p_ptr->msp)
                        {
                                p_ptr->csp = p_ptr->msp;
                                p_ptr->csp_frac = 0;
-#ifdef JP
-                               msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£");
-#else
-                               msg_print("You feel your head clear.");
-#endif
+                               msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear."));
                                p_ptr->redraw |= (PR_MANA);
                                p_ptr->window |= (PW_PLAYER);
                                p_ptr->window |= (PW_SPELL);
@@ -3122,11 +2874,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_PROT_EVIL:
                {
-#ifdef JP
-                       msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name);
-#else
-                       msg_format("The %s lets out a shrill wail...", name);
-#endif
+                       msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
                        k = 3 * p_ptr->lev;
                        (void)set_protevil(randint1(25) + k, FALSE);
                        break;
@@ -3134,11 +2882,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_RESIST_ALL:
                {
-#ifdef JP
-                       msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows many colours...");
-#endif
+                       msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
                        (void)set_oppose_acid(randint1(40) + 40, FALSE);
                        (void)set_oppose_elec(randint1(40) + 40, FALSE);
                        (void)set_oppose_fire(randint1(40) + 40, FALSE);
@@ -3149,22 +2893,14 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_SPEED:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows bright green...");
-#endif
+                       msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
                        (void)set_fast(randint1(20) + 20, FALSE);
                        break;
                }
 
                case ACT_XTRA_SPEED:
                {
-#ifdef JP
-                       msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
-                       msg_print("It glows brightly...");
-#endif
+                       msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
                        (void)set_fast(randint1(75) + 75, FALSE);
                        break;
                }
@@ -3201,7 +2937,7 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_RESIST_ACID:
                {
                        msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
-                       if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
+                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
                        {
                                if (!get_aim_dir(&dir)) return FALSE;
                                fire_ball(GF_ACID, dir, 100, 2);
@@ -3213,7 +2949,7 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_RESIST_FIRE:
                {
                        msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
-                       if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
+                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
                        {
                                if (!get_aim_dir(&dir)) return FALSE;
                                fire_ball(GF_FIRE, dir, 100, 2);
@@ -3225,7 +2961,7 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_RESIST_COLD:
                {
                        msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
-                       if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
+                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
                        {
                                if (!get_aim_dir(&dir)) return FALSE;
                                fire_ball(GF_COLD, dir, 100, 2);
@@ -3237,7 +2973,7 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_RESIST_ELEC:
                {
                        msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
-                       if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
+                       if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
                        {
                                if (!get_aim_dir(&dir)) return FALSE;
                                fire_ball(GF_ELEC, dir, 100, 2);
@@ -3249,12 +2985,6 @@ bool activate_random_artifact(object_type *o_ptr)
                case ACT_RESIST_POIS:
                {
                        msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
-                       if (o_ptr->name2 == EGO_BRAND_POIS)
-                       {
-                               if (!get_aim_dir(&dir)) return FALSE;
-                               fire_ball(GF_POIS, dir, 100, 2);
-                       }
-                       
                        (void)set_oppose_pois(randint1(20) + 20, FALSE);
                        break;
                }
index 400fe07..4090920 100644 (file)
 #define ACT_BR_FIRE             38
 #define ACT_BR_COLD             39
 #define ACT_BR_DRAGON           40
-/* 33 - 50 unused */
+#define ACT_BA_FIRE_4           41
+#define ACT_BA_NUKE_1           42
+/* 42 - 50 unused */
 #define ACT_CONFUSE             51
 #define ACT_SLEEP               52
 #define ACT_QUAKE               53
index aa38248..732d2d3 100644 (file)
@@ -6138,28 +6138,34 @@ const activation_type activation_info[] =
          _("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8)", "fire bolt (9d8)") },
        { "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 0},
          _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48)", "ball of cold (48)") },
+       { "BA_COLD_2", ACT_BA_COLD_2, 40, 1000, {12, 0},
+         _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100)", "ball of cold (100)") },
+       { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
+         _("µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400)", "ball of cold (400)") },
        { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 0},
          _("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72)", "ball of fire (72)") },
-       { "DRAIN_1", ACT_DRAIN_1, 30, 500, {12, 0},
-         _("Ã⩹¶·â(100)", "a strangling attack (100)") },
-       { "BA_COLD_2", ACT_BA_COLD_2, 40, 1250, {12, 0},
-         _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100)", "ball of cold (100)") },
-       { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1500, {12, 0},
-         _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë(100)", "ball of lightning (100)") },
        { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0},
          _("µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120)", "large fire ball (120)") },
+       { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
+         _("µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300)", "fire ball (300)") },
+       { "BA_FIRE_4", ACT_BA_FIRE_4, 40, 1000, {12, 0},
+         _("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(100)", "fire ball (100)") },
+       { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1000, {12, 0},
+         _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë(100)", "ball of lightning (100)") },
+       { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
+         _("µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500)", "ball of lightning (500)") },
+       { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
+         _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë(100)", "ball of acid (100)") },
+       { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0},
+         _("Êü¼Íǽµå(100)", "ball of nuke (100)") },
+       { "DRAIN_1", ACT_DRAIN_1, 30, 500, {12, 0},
+         _("Ã⩹¶·â(100)", "a strangling attack (100)") },
        { "DRAIN_2", ACT_DRAIN_2, 40, 750, {15, 0},
          _("À¸Ì¿Îϵۼý(120)", "drain life (120)") },
        { "VAMPIRE_1", ACT_VAMPIRE_1, 40, 1000, {20, 0},
          _("µÛ·ì¥É¥ì¥¤¥ó(3*50)", "vampiric drain (3*50)") },
        { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},
          _("Ìð(150)", "arrows (150)") },
-       { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
-         _("µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300)", "fire ball (300)") },
-       { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
-         _("µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400)", "ball of cold (400)") },
-       { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
-         _("µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500)", "ball of lightning (500)") },
        { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0},
          _("¥«¥Þ¥¤¥¿¥Á", "whirlwind attack") },
        { "VAMPIRE_2", ACT_VAMPIRE_2, 50, 2500, {40, 0},
@@ -6194,8 +6200,6 @@ const activation_type activation_info[] =
          _("¥¹¥¿¡¼¡¦¥Ü¡¼¥ë¡¦¥À¥¹¥È(150)", "cast star balls (150)") },
        { "BLADETURNER", ACT_BLADETURNER, 80, 20000, {80, 0},
          _("¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ­", "breathe elements (300), hero, bless, and resistance") },
-       { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
-         _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë(100)", "ball of acid (100)") },
        { "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0},
          _("²Ð±ê¤Î¥Ö¥ì¥¹ (200)", "fire breath (200)") },
        { "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0},