--- /dev/null
+#include "angband.h"\r
+#include "cmd-spell.h"\r
+\r
+\r
+\r
+/*!\r
+* @brief \94j\8e×\97Ì\88æ\96\82\96@\82Ì\8ae\8f\88\97\9d\82ð\8ds\82¤\r
+* @param spell \96\82\96@ID\r
+* @param mode \8f\88\97\9d\93à\97e (SPELL_NAME / SPELL_DESC / SPELL_INFO / SPELL_CAST)\r
+* @return SPELL_NAME / SPELL_DESC / SPELL_INFO \8e\9e\82É\82Í\95¶\8e\9a\97ñ\83|\83C\83\93\83^\82ð\95Ô\82·\81BSPELL_CAST\8e\9e\82ÍNULL\95¶\8e\9a\97ñ\82ð\95Ô\82·\81B\r
+*/\r
+cptr do_crusade_spell(SPELL_IDX spell, BIT_FLAGS mode)\r
+{\r
+ bool name = (mode == SPELL_NAME) ? TRUE : FALSE;\r
+ bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;\r
+ bool info = (mode == SPELL_INFO) ? TRUE : FALSE;\r
+ bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;\r
+\r
+ int dir;\r
+ int plev = p_ptr->lev;\r
+\r
+ switch (spell)\r
+ {\r
+ case 0:\r
+ if (name) return _("\92¦\94±", "Punishment");\r
+ if (desc) return _("\93d\8c\82\82Ì\83{\83\8b\83g\82à\82µ\82\82Í\83r\81[\83\80\82ð\95ú\82Â\81B", "Fires a bolt or beam of lightning.");\r
+\r
+ {\r
+ int dice = 3 + (plev - 1) / 5;\r
+ int sides = 4;\r
+\r
+ if (info) return info_damage(dice, sides, 0);\r
+\r
+ if (cast)\r
+ {\r
+ if (!get_aim_dir(&dir)) return NULL;\r
+\r
+ fire_bolt_or_beam(beam_chance() - 10, GF_ELEC, dir, damroll(dice, sides));\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 1:\r
+ if (name) return _("\8e×\88«\91¶\8dÝ\8a´\92m", "Detect Evil");\r
+ if (desc) return _("\8bß\82\82Ì\8e×\88«\82È\83\82\83\93\83X\83^\81[\82ð\8a´\92m\82·\82é\81B", "Detects all evil monsters in your vicinity.");\r
+\r
+ {\r
+ int rad = DETECT_RAD_DEFAULT;\r
+\r
+ if (info) return info_radius(rad);\r
+\r
+ if (cast)\r
+ {\r
+ detect_monsters_evil(rad);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 2:\r
+ if (name) return _("\8b°\95|\8f\9c\8b\8e", "Remove Fear");\r
+ if (desc) return _("\8b°\95|\82ð\8eæ\82è\8f\9c\82\81B", "Removes fear.");\r
+\r
+ {\r
+ if (cast)\r
+ {\r
+ set_afraid(0);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 3:\r
+ if (name) return _("\88Ð\88³", "Scare Monster");\r
+ if (desc) return _("\83\82\83\93\83X\83^\81[1\91Ì\82ð\8b°\95|\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to scare a monster.");\r
+\r
+ {\r
+ int power = plev;\r
+\r
+ if (info) return info_power(power);\r
+\r
+ if (cast)\r
+ {\r
+ if (!get_aim_dir(&dir)) return NULL;\r
+\r
+ fear_monster(dir, power);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 4:\r
+ if (name) return _("\90¹\88æ", "Sanctuary");\r
+ if (desc) return _("\97×\90Ú\82µ\82½\91S\82Ä\82Ì\83\82\83\93\83X\83^\81[\82ð\96°\82ç\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to sleep monsters in the adjacent squares.");\r
+\r
+ {\r
+ int power = plev;\r
+\r
+ if (info) return info_power(power);\r
+\r
+ if (cast)\r
+ {\r
+ sleep_monsters_touch();\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 5:\r
+ if (name) return _("\93ü\8cû", "Portal");\r
+ if (desc) return _("\92\86\8b\97\97£\82Ì\83e\83\8c\83|\81[\83g\82ð\82·\82é\81B", "Teleport medium distance.");\r
+\r
+ {\r
+ POSITION range = 25 + plev / 2;\r
+\r
+ if (info) return info_range(range);\r
+\r
+ if (cast)\r
+ {\r
+ teleport_player(range, 0L);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 6:\r
+ if (name) return _("\83X\83^\81[\83_\83X\83g", "Star Dust");\r
+ if (desc) return _("\83^\81[\83Q\83b\83g\95t\8bß\82É\91M\8cõ\82Ì\83{\83\8b\83g\82ð\98A\8eË\82·\82é\81B", "Fires many bolts of light near the target.");\r
+\r
+ {\r
+ int dice = 3 + (plev - 1) / 9;\r
+ int sides = 2;\r
+\r
+ if (info) return info_multi_damage_dice(dice, sides);\r
+\r
+ if (cast)\r
+ {\r
+ if (!get_aim_dir(&dir)) return NULL;\r
+ fire_blast(GF_LITE, dir, dice, sides, 10, 3);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 7:\r
+ if (name) return _("\90g\91Ì\8fò\89»", "Purify");\r
+ if (desc) return _("\8f\9d\81A\93Å\81A\9eN\9eO\82©\82ç\91S\89õ\82·\82é\81B", "Heals all cut, stun and poison status.");\r
+\r
+ {\r
+ if (cast)\r
+ {\r
+ set_cut(0);\r
+ set_poisoned(0);\r
+ set_stun(0);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 8:\r
+ if (name) return _("\8e×\88«\94ò\82Î\82µ", "Scatter Evil");\r
+ if (desc) return _("\8e×\88«\82È\83\82\83\93\83X\83^\81[1\91Ì\82ð\83e\83\8c\83|\81[\83g\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B", "Attempts to teleport an evil monster away.");\r
+\r
+ {\r
+ int power = MAX_SIGHT * 5;\r
+\r
+ if (info) return info_power(power);\r
+\r
+ if (cast)\r
+ {\r
+ if (!get_aim_dir(&dir)) return NULL;\r
+ fire_ball(GF_AWAY_EVIL, dir, power, 0);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 9:\r
+ if (name) return _("\90¹\82È\82é\8cõ\8b\85", "Holy Orb");\r
+ if (desc) return _("\90¹\82È\82é\97Í\82ð\82à\82Â\95ó\8eì\82ð\95ú\82Â\81B\8e×\88«\82È\83\82\83\93\83X\83^\81[\82É\91Î\82µ\82Ä\91å\82«\82È\83_\83\81\81[\83W\82ð\97^\82¦\82é\82ª\81A\91P\97Ç\82È\83\82\83\93\83X\83^\81[\82É\82Í\8cø\89Ê\82ª\82È\82¢\81B",\r
+ "Fires a ball with holy power. Hurts evil monsters greatly, but don't effect good monsters.");\r
+\r
+ {\r
+ int dice = 3;\r
+ int sides = 6;\r
+ int rad = (plev < 30) ? 2 : 3;\r
+ int base;\r
+\r
+ if (p_ptr->pclass == CLASS_PRIEST ||\r
+ p_ptr->pclass == CLASS_HIGH_MAGE ||\r
+ p_ptr->pclass == CLASS_SORCERER)\r
+ base = plev + plev / 2;\r
+ else\r
+ base = plev + plev / 4;\r
+\r
+\r
+ if (info) return info_damage(dice, sides, base);\r
+\r
+ if (cast)\r
+ {\r
+ if (!get_aim_dir(&dir)) return NULL;\r
+\r
+ fire_ball(GF_HOLY_FIRE, dir, damroll(dice, sides) + base, rad);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 10:\r
+ if (name) return _("\88«\96\82\95¥\82¢", "Exorcism");\r
+ if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83A\83\93\83f\83b\83h\8by\82Ñ\88«\96\82\82É\83_\83\81\81[\83W\82ð\97^\82¦\81A\8e×\88«\82È\83\82\83\93\83X\83^\81[\82ð\8b°\95|\82³\82¹\82é\81B",\r
+ "Damages all undead and demons in sight, and scares all evil monsters in sight.");\r
+\r
+ {\r
+ int sides = plev;\r
+ int power = plev;\r
+\r
+ if (info) return info_damage(1, sides, 0);\r
+\r
+ if (cast)\r
+ {\r
+ dispel_undead(randint1(sides));\r
+ dispel_demons(randint1(sides));\r
+ turn_evil(power);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 11:\r
+ if (name) return _("\89ð\8eô", "Remove Curse");\r
+ if (desc) return _("\83A\83C\83e\83\80\82É\82©\82©\82Á\82½\8eã\82¢\8eô\82¢\82ð\89ð\8f\9c\82·\82é\81B", "Removes normal curses from equipped items.");\r
+\r
+ {\r
+ if (cast)\r
+ {\r
+ if (remove_curse())\r
+ {\r
+ msg_print(_("\92N\82©\82É\8c©\8eç\82ç\82ê\82Ä\82¢\82é\82æ\82¤\82È\8bC\82ª\82·\82é\81B", "You feel as if someone is watching over you."));\r
+ }\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 12:\r
+ if (name) return _("\93§\96¾\8e\8b\94F", "Sense Unseen");\r
+ if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\93§\96¾\82È\82à\82Ì\82ª\8c©\82¦\82é\82æ\82¤\82É\82È\82é\81B", "Gives see invisible for a while.");\r
+\r
+ {\r
+ int base = 24;\r
+\r
+ if (info) return info_duration(base, base);\r
+\r
+ if (cast)\r
+ {\r
+ set_tim_invis(randint1(base) + base, FALSE);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 13:\r
+ if (name) return _("\91Î\8e×\88«\8c\8b\8aE", "Protection from Evil");\r
+ if (desc) return _("\8e×\88«\82È\83\82\83\93\83X\83^\81[\82Ì\8dU\8c\82\82ð\96h\82®\83o\83\8a\83A\82ð\92£\82é\81B", "Gives aura which protect you from evil monster's physical attack.");\r
+\r
+ {\r
+ int base = 25;\r
+ int sides = 3 * plev;\r
+\r
+ if (info) return info_duration(base, sides);\r
+\r
+ if (cast)\r
+ {\r
+ set_protevil(randint1(sides) + base, FALSE);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 14:\r
+ if (name) return _("\8dÙ\82«\82Ì\97\8b", "Judgment Thunder");\r
+ if (desc) return _("\8b\97Í\82È\93d\8c\82\82Ì\83{\83\8b\83g\82ð\95ú\82Â\81B", "Fires a powerful bolt of lightning.");\r
+\r
+ {\r
+ HIT_POINT dam = plev * 5;\r
+\r
+ if (info) return info_damage(0, 0, dam);\r
+\r
+ if (cast)\r
+ {\r
+ if (!get_aim_dir(&dir)) return NULL;\r
+ fire_bolt(GF_ELEC, dir, dam);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 15:\r
+ if (name) return _("\90¹\82È\82é\8cä\8c¾\97t", "Holy Word");\r
+ if (desc) return _("\8e\8b\8aE\93à\82Ì\8e×\88«\82È\91¶\8dÝ\82É\91å\82«\82È\83_\83\81\81[\83W\82ð\97^\82¦\81A\91Ì\97Í\82ð\89ñ\95\9c\82µ\81A\93Å\81A\8b°\95|\81A\9eN\9eO\8fó\91Ô\81A\95\89\8f\9d\82©\82ç\91S\89õ\82·\82é\81B",\r
+ "Damages all evil monsters in sight, heals HP somewhat, and completely heals poison, fear, stun and cut status.");\r
+\r
+ {\r
+ int dam_sides = plev * 6;\r
+ int heal = 100;\r
+\r
+ if (info) return format(_("\91¹:1d%d/\89ñ%d", "dam:d%d/h%d"), dam_sides, heal);\r
+ if (cast)\r
+ {\r
+ dispel_evil(randint1(dam_sides));\r
+ hp_player(heal);\r
+ set_afraid(0);\r
+ set_poisoned(0);\r
+ set_stun(0);\r
+ set_cut(0);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 16:\r
+ if (name) return _("\8aJ\82©\82ê\82½\93¹", "Unbarring Ways");\r
+ if (desc) return _("\88ê\92¼\90ü\8fã\82Ì\91S\82Ä\82Ìã©\82Æ\94à\82ð\94j\89ó\82·\82é\81B", "Fires a beam which destroy traps and doors.");\r
+\r
+ {\r
+ if (cast)\r
+ {\r
+ if (!get_aim_dir(&dir)) return NULL;\r
+\r
+ destroy_door(dir);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 17:\r
+ if (name) return _("\95\95\96\82", "Arrest");\r
+ if (desc) return _("\8e×\88«\82È\83\82\83\93\83X\83^\81[\82Ì\93®\82«\82ð\8e~\82ß\82é\81B", "Attempts to paralyze an evil monster.");\r
+\r
+ {\r
+ int power = plev * 2;\r
+\r
+ if (info) return info_power(power);\r
+\r
+ if (cast)\r
+ {\r
+ if (!get_aim_dir(&dir)) return NULL;\r
+ stasis_evil(dir);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 18:\r
+ if (name) return _("\90¹\82È\82é\83I\81[\83\89", "Holy Aura");\r
+ if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\8e×\88«\82È\83\82\83\93\83X\83^\81[\82ð\8f\9d\82Â\82¯\82é\90¹\82È\82é\83I\81[\83\89\82ð\93¾\82é\81B",\r
+ "Gives aura of holy power which injures evil monsters which attacked you for a while.");\r
+\r
+ {\r
+ int base = 20;\r
+\r
+ if (info) return info_duration(base, base);\r
+\r
+ if (cast)\r
+ {\r
+ set_tim_sh_holy(randint1(base) + base, FALSE);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 19:\r
+ if (name) return _("\83A\83\93\83f\83b\83h&\88«\96\82\91Þ\8eU", "Dispel Undead & Demons");\r
+ if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\83A\83\93\83f\83b\83h\8by\82Ñ\88«\96\82\82É\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Damages all undead and demons in sight.");\r
+\r
+ {\r
+ int sides = plev * 4;\r
+\r
+ if (info) return info_damage(1, sides, 0);\r
+\r
+ if (cast)\r
+ {\r
+ dispel_undead(randint1(sides));\r
+ dispel_demons(randint1(sides));\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 20:\r
+ if (name) return _("\8e×\88«\91Þ\8eU", "Dispel Evil");\r
+ if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\8e×\88«\82È\83\82\83\93\83X\83^\81[\82É\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B", "Damages all evil monsters in sight.");\r
+\r
+ {\r
+ int sides = plev * 4;\r
+\r
+ if (info) return info_damage(1, sides, 0);\r
+\r
+ if (cast)\r
+ {\r
+ dispel_evil(randint1(sides));\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 21:\r
+ if (name) return _("\90¹\82È\82é\90n", "Holy Blade");\r
+ if (desc) return _("\92Ê\8fí\82Ì\95\90\8aí\82É\96Å\8e×\82Ì\91®\90«\82ð\82Â\82¯\82é\81B", "Makes current weapon especially deadly against evil monsters.");\r
+\r
+ {\r
+ if (cast)\r
+ {\r
+ brand_weapon(13);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 22:\r
+ if (name) return _("\83X\83^\81[\83o\81[\83X\83g", "Star Burst");\r
+ if (desc) return _("\8b\90\91å\82È\91M\8cõ\82Ì\8b\85\82ð\95ú\82Â\81B", "Fires a huge ball of powerful light.");\r
+\r
+ {\r
+ HIT_POINT dam = 100 + plev * 2;\r
+ int rad = 4;\r
+\r
+ if (info) return info_damage(0, 0, dam);\r
+\r
+ if (cast)\r
+ {\r
+ if (!get_aim_dir(&dir)) return NULL;\r
+\r
+ fire_ball(GF_LITE, dir, dam, rad);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 23:\r
+ if (name) return _("\93V\8eg\8f¢\8a«", "Summon Angel");\r
+ if (desc) return _("\93V\8eg\82ð1\91Ì\8f¢\8a«\82·\82é\81B", "Summons an angel.");\r
+\r
+ {\r
+ if (cast)\r
+ {\r
+ bool pet = !one_in_(3);\r
+ u32b flg = 0L;\r
+\r
+ if (pet) flg |= PM_FORCE_PET;\r
+ else flg |= PM_NO_PET;\r
+ if (!(pet && (plev < 50))) flg |= PM_ALLOW_GROUP;\r
+\r
+ if (summon_specific((pet ? -1 : 0), p_ptr->y, p_ptr->x, (plev * 3) / 2, SUMMON_ANGEL, flg))\r
+ {\r
+ if (pet)\r
+ {\r
+ msg_print(_("\81u\82²\97p\82Å\82²\82´\82¢\82Ü\82·\82©\81A\82²\8eå\90l\97l\81v", "'What is thy bidding... Master?'"));\r
+ }\r
+ else\r
+ {\r
+ msg_print(_("\81u\89ä\82Í\93ð\82Ì\89º\96l\82É\82 \82ç\82¸\81I \88«\8ds\8eÒ\82æ\81A\89÷\82¢\89ü\82ß\82æ\81I\81v", "Mortal! Repent of thy impiousness."));\r
+ }\r
+ }\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 24:\r
+ if (name) return _("\8em\8bC\8d\82\97g", "Heroism");\r
+ if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\83q\81[\83\8d\81[\8bC\95ª\82É\82È\82é\81B", "Removes fear, and gives bonus to hit and 10 more HP for a while.");\r
+\r
+ {\r
+ int base = 25;\r
+\r
+ if (info) return info_duration(base, base);\r
+\r
+ if (cast)\r
+ {\r
+ set_hero(randint1(base) + base, FALSE);\r
+ hp_player(10);\r
+ set_afraid(0);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 25:\r
+ if (name) return _("\8eô\82¢\91Þ\8eU", "Dispel Curse");\r
+ if (desc) return _("\83A\83C\83e\83\80\82É\82©\82©\82Á\82½\8b\97Í\82È\8eô\82¢\82ð\89ð\8f\9c\82·\82é\81B", "Removes normal and heavy curse from equipped items.");\r
+\r
+ {\r
+ if (cast)\r
+ {\r
+ if (remove_all_curse())\r
+ {\r
+ msg_print(_("\92N\82©\82É\8c©\8eç\82ç\82ê\82Ä\82¢\82é\82æ\82¤\82È\8bC\82ª\82·\82é\81B", "You feel as if someone is watching over you."));\r
+ }\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 26:\r
+ if (name) return _("\8e×\88«\92Ç\95ú", "Banish Evil");\r
+ if (desc) return _("\8e\8b\8aE\93à\82Ì\91S\82Ä\82Ì\8e×\88«\82È\83\82\83\93\83X\83^\81[\82ð\83e\83\8c\83|\81[\83g\82³\82¹\82é\81B\92ï\8dR\82³\82ê\82é\82Æ\96³\8cø\81B",\r
+ "Teleports all evil monsters in sight away unless resisted.");\r
+\r
+ {\r
+ int power = 100;\r
+\r
+ if (info) return info_power(power);\r
+\r
+ if (cast)\r
+ {\r
+ if (banish_evil(power))\r
+ {\r
+ msg_print(_("\90_\90¹\82È\97Í\82ª\8e×\88«\82ð\91Å\82¿\95¥\82Á\82½\81I", "The holy power banishes evil!"));\r
+ }\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 27:\r
+ if (name) return _("\83n\83\8b\83}\83Q\83h\83\93", "Armageddon");\r
+ if (desc) return _("\8eü\95Ó\82Ì\83A\83C\83e\83\80\81A\83\82\83\93\83X\83^\81[\81A\92n\8c`\82ð\94j\89ó\82·\82é\81B", "Destroy everything in nearby area.");\r
+\r
+ {\r
+ int base = 12;\r
+ int sides = 4;\r
+\r
+ if (cast)\r
+ {\r
+ destroy_area(p_ptr->y, p_ptr->x, base + randint1(sides), FALSE);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 28:\r
+ if (name) return _("\96Ú\82É\82Í\96Ú\82ð", "An Eye for an Eye");\r
+ if (desc) return _("\88ê\92è\8e\9e\8aÔ\81A\8e©\95ª\82ª\83_\83\81\81[\83W\82ð\8eó\82¯\82½\82Æ\82«\82É\8dU\8c\82\82ð\8ds\82Á\82½\83\82\83\93\83X\83^\81[\82É\91Î\82µ\82Ä\93¯\93\99\82Ì\83_\83\81\81[\83W\82ð\97^\82¦\82é\81B",\r
+ "Gives special aura for a while. When you are attacked by a monster, the monster are injured with same amount of damage as you take.");\r
+\r
+ {\r
+ int base = 10;\r
+\r
+ if (info) return info_duration(base, base);\r
+\r
+ if (cast)\r
+ {\r
+ set_tim_eyeeye(randint1(base) + base, FALSE);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 29:\r
+ if (name) return _("\90_\82Ì\93{\82è", "Wrath of the God");\r
+ if (desc) return _("\83^\81[\83Q\83b\83g\82Ì\8eü\88Í\82É\95ª\89ð\82Ì\8b\85\82ð\91½\90\94\97\8e\82Æ\82·\81B", "Drops many balls of disintegration near the target.");\r
+\r
+ {\r
+ HIT_POINT dam = plev * 3 + 25;\r
+ int rad = 2;\r
+\r
+ if (info) return info_multi_damage(dam);\r
+\r
+ if (cast)\r
+ {\r
+ if (!cast_wrath_of_the_god(dam, rad)) return NULL;\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 30:\r
+ if (name) return _("\90_\88Ð", "Divine Intervention");\r
+ if (desc) return _("\97×\90Ú\82·\82é\83\82\83\93\83X\83^\81[\82É\90¹\82È\82é\83_\83\81\81[\83W\82ð\97^\82¦\81A\8e\8b\8aE\93à\82Ì\83\82\83\93\83X\83^\81[\82É\83_\83\81\81[\83W\81A\8c¸\91¬\81A\9eN\9eO\81A\8d¬\97\90\81A\8b°\95|\81A\96°\82è\82ð\97^\82¦\82é\81B\82³\82ç\82É\91Ì\97Í\82ð\89ñ\95\9c\82·\82é\81B",\r
+ "Damages all adjacent monsters with holy power. Damages and attempt to slow, stun, confuse, scare and freeze all monsters in sight. And heals HP.");\r
+\r
+ {\r
+ int b_dam = plev * 11;\r
+ int d_dam = plev * 4;\r
+ int heal = 100;\r
+ int power = plev * 4;\r
+\r
+ if (info) return format(_("\89ñ%d/\91¹%d+%d", "h%d/dm%d+%d"), heal, d_dam, b_dam / 2);\r
+ if (cast)\r
+ {\r
+ project(0, 1, p_ptr->y, p_ptr->x, b_dam, GF_HOLY_FIRE, PROJECT_KILL, -1);\r
+ dispel_monsters(d_dam);\r
+ slow_monsters(plev);\r
+ stun_monsters(power);\r
+ confuse_monsters(power);\r
+ turn_monsters(power);\r
+ stasis_monsters(power);\r
+ hp_player(heal);\r
+ }\r
+ }\r
+ break;\r
+\r
+ case 31:\r
+ if (name) return _("\90¹\90í", "Crusade");\r
+ if (desc) return _("\8e\8b\8aE\93à\82Ì\91P\97Ç\82È\83\82\83\93\83X\83^\81[\82ð\83y\83b\83g\82É\82µ\82æ\82¤\82Æ\82µ\81A\82È\82ç\82È\82©\82Á\82½\8fê\8d\87\8by\82Ñ\91P\97Ç\82Å\82È\82¢\83\82\83\93\83X\83^\81[\82ð\8b°\95|\82³\82¹\82é\81B\82³\82ç\82É\91½\90\94\82Ì\89Á\91¬\82³\82ê\82½\8bR\8em\82ð\8f¢\8a«\82µ\81A\83q\81[\83\8d\81[\81A\8fj\95\9f\81A\89Á\91¬\81A\91Î\8e×\88«\8c\8b\8aE\82ð\93¾\82é\81B",\r
+ "Attempts to charm all good monsters in sight, and scare all non-charmed monsters, and summons great number of knights, and gives heroism, bless, speed and protection from evil.");\r
+\r
+ {\r
+ if (cast)\r
+ {\r
+ int base = 25;\r
+ int sp_sides = 20 + plev;\r
+ int sp_base = plev;\r
+\r
+ int i;\r
+ crusade();\r
+ for (i = 0; i < 12; i++)\r
+ {\r
+ int attempt = 10;\r
+ POSITION my = 0, mx = 0;\r
+\r
+ while (attempt--)\r
+ {\r
+ scatter(&my, &mx, p_ptr->y, p_ptr->x, 4, 0);\r
+\r
+ /* Require empty grids */\r
+ if (cave_empty_bold2(my, mx)) break;\r
+ }\r
+ if (attempt < 0) continue;\r
+ summon_specific(-1, my, mx, plev, SUMMON_KNIGHTS, (PM_ALLOW_GROUP | PM_FORCE_PET | PM_HASTE));\r
+ }\r
+ set_hero(randint1(base) + base, FALSE);\r
+ set_blessed(randint1(base) + base, FALSE);\r
+ set_fast(randint1(sp_sides) + sp_base, FALSE);\r
+ set_protevil(randint1(base) + base, FALSE);\r
+ set_afraid(0);\r
+ }\r
+ }\r
+ break;\r
+ }\r
+\r
+ return "";\r
+}\r
+\r