if (gold < minimum_deposit)
gold = minimum_deposit;
- if (creature_ptr->pseikaku == SEIKAKU_NAMAKE)
+ if (creature_ptr->pseikaku == PERSONALITY_LAZY)
gold /= 2;
- else if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+ else if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
gold = 10000000;
if (creature_ptr->prace == RACE_ANDROID)
gold /= 5;
add_outfit(creature_ptr, q_ptr);
}
} else if (creature_ptr->pclass == CLASS_TOURIST) {
- if (creature_ptr->pseikaku != SEIKAKU_SEXY) {
+ if (creature_ptr->pseikaku != PERSONALITY_SEXY) {
object_prep(q_ptr, lookup_kind(TV_SHOT, SV_AMMO_LIGHT));
q_ptr->number = rand_range(15, 20);
add_outfit(creature_ptr, q_ptr);
add_outfit(creature_ptr, q_ptr);
}
- if (creature_ptr->pseikaku == SEIKAKU_SEXY) {
+ if (creature_ptr->pseikaku == PERSONALITY_SEXY) {
player_init[creature_ptr->pclass][2][0] = TV_HAFTED;
player_init[creature_ptr->pclass][2][1] = SV_WHIP;
}
check_find_art_quest_completion(creature_ptr, o_ptr);
- if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+ if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
{
identify_item(creature_ptr, o_ptr);
{
PERCENTAGE chance = 5, chance_left = 90;
if(reli <= 0) return 5;
- if(attacker_ptr->pseikaku == SEIKAKU_NAMAKE) chance_left = (chance_left * 19 + 9) / 20;
+ if(attacker_ptr->pseikaku == PERSONALITY_LAZY) chance_left = (chance_left * 19 + 9) / 20;
chance += (100 - ((ac * 75) / reli)) * chance_left / 100;
if (chance < 5) chance = 5;
return chance;
if (k <= 5) return FALSE;
if (k > 95) return TRUE;
- if (shooter_ptr->pseikaku == SEIKAKU_NAMAKE)
+ if (shooter_ptr->pseikaku == PERSONALITY_LAZY)
if (one_in_(20)) return FALSE;
/* Never hit */
panel_row_min = floor_ptr->height;
panel_col_min = floor_ptr->width;
- if (player_ptr->pseikaku == SEIKAKU_SEXY)
+ if (player_ptr->pseikaku == PERSONALITY_SEXY)
s_info[player_ptr->pclass].w_max[TV_HAFTED - TV_WEAPON_BEGIN][SV_WHIP] = WEAPON_EXP_MASTER;
set_floor_and_wall(player_ptr->dungeon_idx);
if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
if (IS_ECHIZEN(player_ptr))
msg_print(_("『とにかく入ってみようぜぇ。』", ""));
- else if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
+ else if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN) msg_print("『全滅してやるぞ!』");
/* Player enters a new quest */
player_ptr->oldpy = 0;
current_world_ptr->character_dungeon = TRUE;
/* Hack -- Munchkin characters always get whole map */
- if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+ if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
wiz_lite(creature_ptr, (bool)(creature_ptr->pclass == CLASS_NINJA));
/* Remember when this level was "created" */
/* Hack -- 5% hit, 5% miss */
if (k < 10) return (k < 5);
- if (target_ptr->pseikaku == SEIKAKU_NAMAKE)
+ if (target_ptr->pseikaku == PERSONALITY_LAZY)
if (one_in_(20)) return TRUE;
/* Paranoia -- No power */
msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));
if (IS_ECHIZEN(trapped_ptr))
msg_print(_("くっそ~!", ""));
- else if((trapped_ptr->pseikaku == SEIKAKU_CHARGEMAN))
+ else if((trapped_ptr->pseikaku == PERSONALITY_CHARGEMAN))
msg_print(_("ジュラル星人の仕業に違いない!", ""));
case BACT_LOSE_MUTATION:
if (player_ptr->muta1 || player_ptr->muta2 || (player_ptr->muta3 & ~MUT3_GOOD_LUCK) ||
- (player_ptr->pseikaku != SEIKAKU_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
+ (player_ptr->pseikaku != PERSONALITY_LUCKY && (player_ptr->muta3 & MUT3_GOOD_LUCK)))
{
while (!lose_mutation(player_ptr, 0));
paid = TRUE;
case MON_MORGOTH:
case MON_ONE_RING:
{
- if (player_ptr->pseikaku != SEIKAKU_NAMAKE) break;
+ if (player_ptr->pseikaku != PERSONALITY_LAZY) break;
if (!drop_chosen_item) break;
ARTIFACT_IDX a_idx = 0;
static MONRACE_IDX initial_r_appearance(player_type *player_ptr, MONRACE_IDX r_idx, BIT_FLAGS generate_mode)
{
floor_type *floor_ptr = player_ptr->current_floor_ptr;
- if (player_ptr->pseikaku == SEIKAKU_CHARGEMAN && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
+ if (player_ptr->pseikaku == PERSONALITY_CHARGEMAN && (generate_mode & PM_JURAL) && !(generate_mode & (PM_MULTIPLY | PM_KAGE)))
{
return MON_ALIEN_JURAL;
}
if (TARGET_TYPE == MONSTER_TO_PLAYER) {
if (IS_ECHIZEN(target_ptr))
msg_print(_("くっそ~", ""));
- else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN)) {
+ else if ((target_ptr->pseikaku == PERSONALITY_CHARGEMAN)) {
if (randint0(2) == 0)
msg_print(_("ジュラル星人め!", ""));
else
if (IS_ECHIZEN(target_ptr))
msg_print(_("やりやがったな!", ""));
- else if ((target_ptr->pseikaku == SEIKAKU_CHARGEMAN)) {
+ else if ((target_ptr->pseikaku == PERSONALITY_CHARGEMAN)) {
if (randint0(2) == 0)
msg_print(_("ジュラル星人め!", ""));
else
break;
case 188:
- if (creature_ptr->pseikaku == SEIKAKU_LUCKY) break;
+ if (creature_ptr->pseikaku == PERSONALITY_LUCKY) break;
muta_class = &(creature_ptr->muta3);
muta_which = MUT3_BAD_LUCK;
muta_desc = _( "悪意に満ちた黒いオーラがあなたをとりまいた...", "There is a malignant black aura surrounding you...");
break;
case 193:
- if (creature_ptr->pseikaku == SEIKAKU_LUCKY) break;
+ if (creature_ptr->pseikaku == PERSONALITY_LUCKY) break;
muta_class = &(creature_ptr->muta3);
muta_which = MUT3_GOOD_LUCK;
muta_desc = _( "白いオーラは輝いて消えた。", "Your white aura shimmers and fades.");
* only 5% decrease per additional mutation
*/
- if (creature_ptr->pseikaku == SEIKAKU_LUCKY) count--;
+ if (creature_ptr->pseikaku == PERSONALITY_LUCKY) count--;
if (creature_ptr->prace == RACE_BEASTMAN)
{
count -= 10;
if (o_ptr->name1 == ART_MILIM)
{
- if (player_ptr->pseikaku == SEIKAKU_SEXY)
+ if (player_ptr->pseikaku == PERSONALITY_SEXY)
{
o_ptr->pval = 3;
add_flag(o_ptr->art_flags, TR_STR);
*/
void apply_magic(player_type *owner_ptr, object_type *o_ptr, DEPTH lev, BIT_FLAGS mode)
{
- if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
+ if (owner_ptr->pseikaku == PERSONALITY_MUNCHKIN) lev += randint0(owner_ptr->lev / 2 + 10);
if (lev > MAX_DEPTH - 1) lev = MAX_DEPTH - 1;
int f1 = lev + 10;
if (f1 > d_info[owner_ptr->dungeon_idx].obj_good) f1 = d_info[owner_ptr->dungeon_idx].obj_good;
int f2 = f1 * 2 / 3;
- if ((owner_ptr->pseikaku != SEIKAKU_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
+ if ((owner_ptr->pseikaku != PERSONALITY_MUNCHKIN) && (f2 > d_info[owner_ptr->dungeon_idx].obj_great))
f2 = d_info[owner_ptr->dungeon_idx].obj_great;
if (owner_ptr->muta3 & MUT3_GOOD_LUCK)
if (o_ptr->name1 == ART_MILIM)
{
- if (owner_ptr->pseikaku == SEIKAKU_SEXY)
+ if (owner_ptr->pseikaku == PERSONALITY_SEXY)
{
o_ptr->pval = 3;
}
if ((o_ptr->tval == TV_SOFT_ARMOR) &&
(o_ptr->sval == SV_ABUNAI_MIZUGI) &&
- (owner_ptr->pseikaku == SEIKAKU_SEXY))
+ (owner_ptr->pseikaku == PERSONALITY_SEXY))
{
o_ptr->pval = 3;
add_flag(o_ptr->art_flags, TR_STR);
*/
static void add_personality_flags(player_type *creature_ptr, BIT_FLAGS *flags)
{
- if (creature_ptr->pseikaku == SEIKAKU_SEXY)
+ if (creature_ptr->pseikaku == PERSONALITY_SEXY)
add_flag(flags, TR_AGGRAVATE);
- if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+ if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
add_flag(flags, TR_RES_CONF);
- if (creature_ptr->pseikaku != SEIKAKU_MUNCHKIN) return;
+ if (creature_ptr->pseikaku != PERSONALITY_MUNCHKIN) return;
add_flag(flags, TR_RES_BLIND);
add_flag(flags, TR_RES_CONF);
#ifdef JP
if (IS_ECHIZEN(player_ptr))
msg_print("やりやがったな!");
- else if ((player_ptr->pseikaku == SEIKAKU_CHARGEMAN))
+ else if ((player_ptr->pseikaku == PERSONALITY_CHARGEMAN))
{
if (randint0(2) == 0) msg_print(_("ジュラル星人め!", ""));
else msg_print(_("弱い者いじめは止めるんだ!", ""));
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (creature_ptr->is_dead) return FALSE;
- if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
+ if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN) v = 0;
if (v)
{
value = object_value_real(q_ptr);
if (value <= 0) continue;
- if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (creature_ptr->pseikaku != SEIKAKU_SEXY)) value /= 32;
+ if ((o_ptr->tval == TV_SOFT_ARMOR) && (o_ptr->sval == SV_ABUNAI_MIZUGI) && (creature_ptr->pseikaku != PERSONALITY_SEXY)) value /= 32;
if (value > 5000000L) value = 5000000L;
if ((o_ptr->tval == TV_DRAG_ARMOR) || (o_ptr->tval == TV_CARD)) level /= 2;
delete_object_idx(owner_ptr, o_idx);
- if (owner_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+ if (owner_ptr->pseikaku == PERSONALITY_MUNCHKIN)
{
bool old_known = identify_item(owner_ptr, o_ptr);
object_desc(owner_ptr, o_name, o_ptr, 0);
#ifdef JP
- if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == SEIKAKU_COMBAT))
+ if ((o_ptr->name1 == ART_CRIMSON) && (owner_ptr->pseikaku == PERSONALITY_COMBAT))
{
msg_format("こうして、%sは『クリムゾン』を手に入れた。", owner_ptr->name);
msg_print("しかし今、『混沌のサーペント』の放ったモンスターが、");
#pragma once
typedef enum player_personality_type {
- SEIKAKU_FUTUU = 0,
- SEIKAKU_CHIKARA = 1,
- SEIKAKU_KIREMONO = 2,
- SEIKAKU_SHIAWASE = 3,
- SEIKAKU_SUBASI = 4,
- SEIKAKU_INOCHI = 5,
- SEIKAKU_COMBAT = 6,
- SEIKAKU_NAMAKE = 7,
- SEIKAKU_SEXY = 8,
- SEIKAKU_LUCKY = 9,
- SEIKAKU_GAMAN = 10,
- SEIKAKU_MUNCHKIN = 11,
- SEIKAKU_CHARGEMAN = 12,
+ PERSONALITY_ORDINARY = 0,
+ PERSONALITY_MIGHTY = 1,
+ PERSONALITY_SHREWD = 2,
+ PERSONALITY_PIOUS = 3,
+ PERSONALITY_NIMBLE = 4,
+ PERSONALITY_FEARLESS = 5,
+ PERSONALITY_COMBAT = 6,
+ PERSONALITY_LAZY = 7,
+ PERSONALITY_SEXY = 8,
+ PERSONALITY_LUCKY = 9,
+ PERSONALITY_PATIENT = 10,
+ PERSONALITY_MUNCHKIN = 11,
+ PERSONALITY_CHARGEMAN = 12,
} player_personality_type;
{
if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
PRACE_IS_(creature_ptr, RACE_SPRITE) ||
- (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
+ (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
new_speed += (creature_ptr->lev) / 10;
if (creature_ptr->lev > 24)
new_speed += 3;
if (!(PRACE_IS_(creature_ptr, RACE_KLACKON) ||
PRACE_IS_(creature_ptr, RACE_SPRITE) ||
- (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)))
+ (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)))
new_speed += (creature_ptr->lev) / 10;
creature_ptr->skill_stl += (creature_ptr->lev) / 10;
if (creature_ptr->lev > 24)
creature_ptr->resist_time = TRUE;
}
- if (creature_ptr->pseikaku == SEIKAKU_SEXY) creature_ptr->cursed |= (TRC_AGGRAVATE);
- if (creature_ptr->pseikaku == SEIKAKU_NAMAKE) creature_ptr->to_m_chance += 10;
- if (creature_ptr->pseikaku == SEIKAKU_KIREMONO) creature_ptr->to_m_chance -= 3;
- if ((creature_ptr->pseikaku == SEIKAKU_GAMAN) || (creature_ptr->pseikaku == SEIKAKU_CHIKARA)) creature_ptr->to_m_chance++;
- if (creature_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+ if (creature_ptr->pseikaku == PERSONALITY_SEXY) creature_ptr->cursed |= (TRC_AGGRAVATE);
+ if (creature_ptr->pseikaku == PERSONALITY_LAZY) creature_ptr->to_m_chance += 10;
+ if (creature_ptr->pseikaku == PERSONALITY_SHREWD) creature_ptr->to_m_chance -= 3;
+ if ((creature_ptr->pseikaku == PERSONALITY_PATIENT) || (creature_ptr->pseikaku == PERSONALITY_MIGHTY)) creature_ptr->to_m_chance++;
+ if (creature_ptr->pseikaku == PERSONALITY_CHARGEMAN)
{
creature_ptr->to_m_chance += 5;
creature_ptr->resist_conf = TRUE;
}
- if (creature_ptr->pseikaku == SEIKAKU_LUCKY) creature_ptr->muta3 |= MUT3_GOOD_LUCK;
- if (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)
+ if (creature_ptr->pseikaku == PERSONALITY_LUCKY) creature_ptr->muta3 |= MUT3_GOOD_LUCK;
+ if (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)
{
creature_ptr->resist_blind = TRUE;
creature_ptr->resist_conf = TRUE;
creature_ptr->skill_thb += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
creature_ptr->skill_tht += ((cp_ptr->x_thb * creature_ptr->lev / 10) + (ap_ptr->a_thb * creature_ptr->lev / 50));
- if ((PRACE_IS_(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != SEIKAKU_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE))
+ if ((PRACE_IS_(creature_ptr, RACE_S_FAIRY)) && (creature_ptr->pseikaku != PERSONALITY_SEXY) && (creature_ptr->cursed & TRC_AGGRAVATE))
{
creature_ptr->cursed &= ~(TRC_AGGRAVATE);
creature_ptr->skill_stl = MIN(creature_ptr->skill_stl - 3, (creature_ptr->skill_stl + 2) / 2);
msp = adj_mag_mana[creature_ptr->stat_ind[mp_ptr->spell_stat]] * (levels + 3) / 4;
if (msp) msp++;
if (msp) msp += (msp * rp_ptr->r_adj[mp_ptr->spell_stat] / 20);
- if (msp && (creature_ptr->pseikaku == SEIKAKU_MUNCHKIN)) msp += msp / 2;
+ if (msp && (creature_ptr->pseikaku == PERSONALITY_MUNCHKIN)) msp += msp / 2;
if (msp && (creature_ptr->pclass == CLASS_HIGH_MAGE)) msp += msp / 4;
if (msp && (creature_ptr->pclass == CLASS_SORCERER)) msp += msp * (25 + creature_ptr->lev) / 100;
}
point = point / 5;
}
- if ((creature_ptr->pseikaku == SEIKAKU_MUNCHKIN) && point)
+ if ((creature_ptr->pseikaku == PERSONALITY_MUNCHKIN) && point)
{
point = 1;
if (current_world_ptr->total_winner) point = 2;
#define IS_INVULN(C) (C->invuln || music_singing(C, MUSIC_INVULN))
#define IS_HERO(C) (C->hero || music_singing(C, MUSIC_HERO) || music_singing(C, MUSIC_SHERO))
-#define IS_ECHIZEN(C) (((C)->pseikaku == SEIKAKU_COMBAT) || ((C)->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
+#define IS_ECHIZEN(C) (((C)->pseikaku == PERSONALITY_COMBAT) || ((C)->inventory_list[INVEN_BOW].name1 == ART_CRIMSON))
#define P_PTR_KI (p_ptr->magic_num1[0])