if (!get_check(_("クエストに入りますか?", "Do you enter? "))) return;
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("『とにかく入ってみようぜぇ。』", ""));
+ else if(p_ptr->pseikaku == SEIKAKU_CHARGEMAN) msg_print("『全滅してやるぞ!』");
/* Player enters a new quest */
p_ptr->oldpy = 0;
v = (v > 10000) ? 10000 : (v < 0) ? 0 : v;
if (p_ptr->is_dead) return FALSE;
+ if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN) v = 0;
/* Open */
if (p_ptr->pseikaku == SEIKAKU_SEXY)
add_flag(flgs, TR_AGGRAVATE);
+ if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+ add_flag(flgs, TR_RES_CONF);
if (p_ptr->pseikaku == SEIKAKU_MUNCHKIN)
{
add_flag(flgs, TR_RES_BLIND);
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("やりやがったな!", ""));
+ else if ((p_ptr->pseikaku == SEIKAKU_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!", ""));
+ }
learn_spell(MS_DISPEL);
}
{
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print(_("くっそ~", ""));
-
+ else if ((p_ptr->pseikaku == SEIKAKU_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!", ""));
+ }
+
learn_spell(MS_TELE_AWAY);
teleport_player_away(m_idx, 100);
}
#ifdef JP
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))
msg_print("やりやがったな!");
+ else if ((p_ptr->pseikaku == SEIKAKU_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!", ""));
+ }
#endif
/* Potions smash open */
msg_print(_("落とし戸に落ちた!", "You have fallen through a trap door!"));\r
if ((p_ptr->pseikaku == SEIKAKU_COMBAT) || (inventory[INVEN_BOW].name1 == ART_CRIMSON))\r
msg_print(_("くっそ~!", ""));\r
+ else if((p_ptr->pseikaku == SEIKAKU_CHARGEMAN))\r
+ msg_print(_("ジュラル星人の仕業に違いない!", ""));\r
+\r
\r
sound(SOUND_FALL);\r
dam = damroll(2, 8);\r
/* Sexy Gal */
if (p_ptr->pseikaku == SEIKAKU_SEXY) p_ptr->cursed |= (TRC_AGGRAVATE);
+
if (p_ptr->pseikaku == SEIKAKU_NAMAKE) p_ptr->to_m_chance += 10;
if (p_ptr->pseikaku == SEIKAKU_KIREMONO) p_ptr->to_m_chance -= 3;
if ((p_ptr->pseikaku == SEIKAKU_GAMAN) || (p_ptr->pseikaku == SEIKAKU_CHIKARA)) p_ptr->to_m_chance++;
+ if (p_ptr->pseikaku == SEIKAKU_CHARGEMAN)
+ {
+ p_ptr->to_m_chance += 5;
+ p_ptr->resist_conf = TRUE;
+ }
+
/* Lucky man */
if (p_ptr->pseikaku == SEIKAKU_LUCKY) p_ptr->muta3 |= MUT3_GOOD_LUCK;