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Vanillaのままになっていて変愚と合わなくなっていたアイテムのsvalの記号定数を変愚蛮怒
authornothere <nothere@0568b783-4c39-0410-ac80-bf13821ea2a2>
Mon, 5 May 2003 06:26:49 +0000 (06:26 +0000)
committernothere <nothere@0568b783-4c39-0410-ac80-bf13821ea2a2>
Mon, 5 May 2003 06:26:49 +0000 (06:26 +0000)
仕様に合わせた.

src/defines.h
src/dungeon.c
src/object2.c
src/spells3.c
src/xtra2.c

index 694b2f2..82312c1 100644 (file)
 #define TV_CHEST         7      /* Chests ('&') */
 #define TV_FIGURINE      8      /* Magical figurines */
 #define TV_STATUE        9      /* Statue, what a silly object... */
-#define TV_CORPSE      10      /* Corpses and Skeletons, specific */
-#define TV_CAPTURE     11      /* Monster ball */
+#define TV_CORPSE       10      /* Corpses and Skeletons, specific */
+#define TV_CAPTURE      11      /* Monster ball */
 #define TV_NO_AMMO      15      /* Ammo for crimson */
 #define TV_SHOT         16      /* Ammo for slings */
 #define TV_ARROW        17      /* Ammo for bows */
 #define SV_LONG_BOW                     13     /* (x3) */
 #define SV_LIGHT_XBOW                   23     /* (x3) */
 #define SV_HEAVY_XBOW                   24     /* (x4) */
-#define SV_CRIMSON                      50
-#define SV_NAMAKE_BOW                   63
+#define SV_CRIMSON                      50     /* (x0) */
+#define SV_NAMAKE_BOW                   63     /* (x3) */
 
 /* The "sval" codes for TV_DIGGING */
 #define SV_SHOVEL                        1
 #define SV_TWO_HANDED_FLAIL             18     /* 3d6  */
 #define SV_GREAT_HAMMER                 19     /* 4d6  */
 #define SV_MACE_OF_DISRUPTION           20     /* 5d8  */
-#define SV_WIZSTAFF                     21      /* 1d4  */
-#define SV_GROND                        50     /* 3d4  */
-#define SV_NAMAKE_HAMMER                63
+#define SV_WIZSTAFF                     21     /* 1d2  */
+#define SV_GROND                        50     /* 3d9  */
+#define SV_NAMAKE_HAMMER                63     /* 1d77 */
 
 /* The "sval" values for TV_POLEARM */
 #define SV_HATCHET                       1     /* 1d5 */
 #define SV_BLADE_OF_CHAOS               30  /* 6d5 */
 #define SV_DIAMOND_EDGE                 31  /* 7d5 */
 #define SV_DOKUBARI                     32  /* 1d1 */
-#define SV_HAYABUSA                     33  /* 1d4 */
+#define SV_HAYABUSA                     33  /* 1d6 */
 
 /* The "sval" codes for TV_SHIELD */
 #define SV_SMALL_LEATHER_SHIELD          2
 #define SV_LARGE_METAL_SHIELD            5
 #define SV_DRAGON_SHIELD                 6
 #define SV_KNIGHT_SHIELD                 7
-#define SV_SHIELD_OF_DEFLECTION         10
+#define SV_MIRROR_SHIELD                10
 #define SV_YATA_MIRROR                  50
 
 /* The "sval" codes for TV_HELM */
 #define SV_STEEL_HELM                    6
 #define SV_DRAGON_HELM                   7
 #define SV_KABUTO                        8  /* 7 */
+
+/* The "sval" codes for TV_CROWN */
 #define SV_IRON_CROWN                   10
 #define SV_GOLDEN_CROWN                 11
 #define SV_JEWELED_CROWN                12
-#define SV_MORGOTH                      50
+#define SV_CHAOS                        50
 
 /* The "sval" codes for TV_BOOTS */
 #define SV_PAIR_OF_SOFT_LEATHER_BOOTS    2
 #define SV_CLOAK                         1
 #define SV_ELVEN_CLOAK                   2
 #define SV_FUR_CLOAK                     3
-#define SV_ETHEREAL_CLOAK               5
+#define SV_ETHEREAL_CLOAK                5
 #define SV_SHADOW_CLOAK                  6
 
 /* The "sval" codes for TV_GLOVES */
 #define SV_LITE_EDISON                   3
 #define SV_LITE_GALADRIEL                4
 #define SV_LITE_ELENDIL                  5
-#define SV_LITE_THRAIN                   6
+#define SV_LITE_JUDGE                    6
 #define SV_LITE_LORE                     7
 #define SV_LITE_PALANTIR                 8
 #define SV_LITE_FLY_STONE                9
 #define SV_RING_DAMAGE                  29
 #define SV_RING_SLAYING                 30
 #define SV_RING_SPEED                   31
-#define SV_RING_BARAHIR                 32
+#define SV_RING_FRAKIR                  32
 #define SV_RING_TULKAS                  33
 #define SV_RING_NARYA                   34
 #define SV_RING_NENYA                   35
index 1bf0e73..a4da796 100644 (file)
@@ -3609,7 +3609,7 @@ msg_format("%s
        if (one_in_(999) && !p_ptr->anti_magic)
        {
                if ((inventory[INVEN_LITE].tval) &&
-                   (inventory[INVEN_LITE].sval == SV_LITE_THRAIN))
+                   (inventory[INVEN_LITE].sval == SV_LITE_JUDGE))
                {
 #ifdef JP
 msg_print("¡Ø¿³È½¤ÎÊõÀС٤Ϥ¢¤Ê¤¿¤ÎÂÎÎϤòµÛ¼ý¤·¤¿¡ª");
index 090cfa2..961be9c 100644 (file)
@@ -2791,7 +2791,7 @@ static void a_m_aux_2(object_type *o_ptr, int level, int power)
                                        if (one_in_(4)) add_flag(o_ptr->art_flags, TR_RES_POIS);
                                        break;
                                case EGO_REFLECTION:
-                                       if (o_ptr->sval == SV_SHIELD_OF_DEFLECTION)
+                                       if (o_ptr->sval == SV_MIRROR_SHIELD)
                                                o_ptr->name2 = 0;
                                        break;
                                }
index 526bbd5..b69dacb 100644 (file)
@@ -3460,7 +3460,7 @@ s = "
        object_flags(o_ptr, flgs);
 
        if (o_ptr->k_idx && !artifact_p(o_ptr) && !ego_item_p(o_ptr) &&
-           !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_SHIELD_OF_DEFLECTION))
+           !o_ptr->art_name && !cursed_p(o_ptr) && (o_ptr->sval != SV_MIRROR_SHIELD))
        {
 #ifdef JP
 msg_format("%s¤Ïµ±¤¤¤¿¡ª", o_name);
index 7c14880..3a58f38 100644 (file)
@@ -1113,13 +1113,13 @@ msg_print("
                        /* Get local object */
                        q_ptr = &forge;
 
-                       /* Mega-Hack -- Prepare to make "Morgoth" */
-                       object_prep(q_ptr, lookup_kind(TV_CROWN, SV_MORGOTH));
+                       /* Mega-Hack -- Prepare to make "Chaos" */
+                       object_prep(q_ptr, lookup_kind(TV_CROWN, SV_CHAOS));
 
-                       /* Mega-Hack -- Mark this item as "Morgoth" */
+                       /* Mega-Hack -- Mark this item as "Chaos" */
                        q_ptr->name1 = ART_CHAOS;
 
-                       /* Mega-Hack -- Actually create "Morgoth" */
+                       /* Mega-Hack -- Actually create "Chaos" */
                        apply_magic(q_ptr, -1, TRUE, TRUE, TRUE, FALSE);
 
                        /* Drop it in the dungeon */