#define GF_SEEKER 110
#define GF_SUPER_RAY 111
#define GF_STAR_HEAL 112
+#define GF_WATER_FLOW 113
#define MAX_GF 113
#define MON_CYBER_KING 843
#define MON_WYRM_POWER 847
#define MON_NODENS 849
+#define MON_JORMUNGAND 854
#define MON_DESTROYER 855
#define MON_GOTHMOG 856
#define MON_G_CTHULHU 857
else if (m_ptr->r_idx == MON_SERPENT)
{
int num = 2 + randint(3);
+
+ if (r_info[MON_JORMUNGAND].cur_num < r_info[MON_JORMUNGAND].max_num && one_in_(6))
+ {
+#ifdef JP
+ msg_print("ÃÏÌ̤«¤é¿å¤¬¿á¤½Ð¤·¤¿¡ª");
+#else
+ msg_print("Water blew off from the ground!");
+#endif
+ fire_ball_hide(GF_WATER_FLOW, 0, 3, 8);
+ }
+
for (k = 0; k < num; k++)
{
count += summon_specific(m_idx, y, x, rlev, SUMMON_GUARDIANS, TRUE, FALSE, FALSE, TRUE, FALSE);
break;
}
+ case GF_WATER_FLOW:
+ {
+ /* Shallow Water */
+ if(dam == 1)
+ {
+ /* Require a "naked" floor grid */
+ if (!cave_naked_bold(y, x)) break;
+
+ /* Place a shallow lava */
+ cave_set_feat(y, x, FEAT_SHAL_WATER);
+ }
+ /* Deep Water */
+ else
+ {
+ /* Require a "naked" floor grid */
+ if (cave_perma_bold(y, x) || !dam) break;
+
+ /* Place a deep lava */
+ cave_set_feat(y, x, FEAT_DEEP_WATER);
+
+ /* Dam is used as a counter for the number of grid to convert */
+ dam--;
+ }
+ break;
+ }
+
/* Lite up the grid */
case GF_LITE_WEAK:
case GF_LITE: