lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
lore_ptr->color[lore_ptr->vn++] = TERM_L_WHITE;
}
-}
\ No newline at end of file
+}
+
+void set_bolt_types(player_type *player_ptr, lore_type *lore_ptr)
+{
+ if (lore_ptr->a_ability_flags1 & (RF5_BO_ACID)) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_GREEN;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_BO_ELEC)) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_BLUE;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_BO_FIRE)) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_RED;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_BO_COLD)) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_L_WHITE;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_BO_NETH)) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_L_DARK;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_BO_WATE)) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_BLUE;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_BO_MANA)) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_L_BLUE;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_BO_PLAS)) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_L_RED;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_BO_ICEE)) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_WHITE;
+ }
+
+ if (lore_ptr->a_ability_flags1 & (RF5_MISSILE)) {
+ set_damage(player_ptr, lore_ptr->r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
+ lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
+ lore_ptr->color[lore_ptr->vn++] = TERM_SLATE;
+ }
+}
lore_ptr->vn = 0;
set_ball_types(player_ptr, lore_ptr);
set_particular_types(player_ptr, lore_ptr);
- if (lore_ptr->a_ability_flags1 & (RF5_BO_ACID)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_GREEN;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_ELEC)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_BLUE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_FIRE)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_RED;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_COLD)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_L_WHITE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_NETH)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_L_DARK;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_WATE)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_BLUE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_MANA)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_L_BLUE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_PLAS)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_L_RED;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_BO_ICEE)) {
- set_damage(player_ptr, r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_WHITE;
- }
-
- if (lore_ptr->a_ability_flags1 & (RF5_MISSILE)) {
- set_damage(player_ptr, r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), lore_ptr->tmp_msg[lore_ptr->vn]);
- lore_ptr->vp[lore_ptr->vn] = lore_ptr->tmp_msg[lore_ptr->vn];
- lore_ptr->color[lore_ptr->vn++] = TERM_SLATE;
- }
-
+ set_bolt_types(player_ptr, lore_ptr);
if (lore_ptr->a_ability_flags1 & (RF5_SCARE)) {
lore_ptr->vp[lore_ptr->vn] = _("恐怖", "terrify");
lore_ptr->color[lore_ptr->vn++] = TERM_SLATE;
}
+
if (lore_ptr->a_ability_flags1 & (RF5_BLIND)) {
lore_ptr->vp[lore_ptr->vn] = _("目くらまし", "blind");
lore_ptr->color[lore_ptr->vn++] = TERM_L_DARK;
}
+
if (lore_ptr->a_ability_flags1 & (RF5_CONF)) {
lore_ptr->vp[lore_ptr->vn] = _("混乱", "confuse");
lore_ptr->color[lore_ptr->vn++] = TERM_L_UMBER;
}
+
if (lore_ptr->a_ability_flags1 & (RF5_SLOW)) {
lore_ptr->vp[lore_ptr->vn] = _("減速", "slow");
lore_ptr->color[lore_ptr->vn++] = TERM_UMBER;
}
+
if (lore_ptr->a_ability_flags1 & (RF5_HOLD)) {
lore_ptr->vp[lore_ptr->vn] = _("麻痺", "paralyze");
lore_ptr->color[lore_ptr->vn++] = TERM_RED;
}
+
if (lore_ptr->a_ability_flags2 & (RF6_HASTE)) {
lore_ptr->vp[lore_ptr->vn] = _("加速", "haste-self");
lore_ptr->color[lore_ptr->vn++] = TERM_L_GREEN;
}
+
if (lore_ptr->a_ability_flags2 & (RF6_HEAL)) {
lore_ptr->vp[lore_ptr->vn] = _("治癒", "heal-self");
lore_ptr->color[lore_ptr->vn++] = TERM_WHITE;
}
+
if (lore_ptr->a_ability_flags2 & (RF6_INVULNER)) {
lore_ptr->vp[lore_ptr->vn] = _("無敵化", "make invulnerable");
lore_ptr->color[lore_ptr->vn++] = TERM_WHITE;
}
+
if (lore_ptr->flags4 & RF4_DISPEL) {
lore_ptr->vp[lore_ptr->vn] = _("魔力消去", "dispel-magic");
lore_ptr->color[lore_ptr->vn++] = TERM_L_WHITE;
}
+
if (lore_ptr->a_ability_flags2 & (RF6_BLINK)) {
lore_ptr->vp[lore_ptr->vn] = _("ショートテレポート", "blink-self");
lore_ptr->color[lore_ptr->vn++] = TERM_UMBER;
}
+
if (lore_ptr->a_ability_flags2 & (RF6_TPORT)) {
lore_ptr->vp[lore_ptr->vn] = _("テレポート", "teleport-self");
lore_ptr->color[lore_ptr->vn++] = TERM_ORANGE;
}
+
if (lore_ptr->a_ability_flags2 & (RF6_WORLD)) {
lore_ptr->vp[lore_ptr->vn] = _("時を止める", "stop the time");
lore_ptr->color[lore_ptr->vn++] = TERM_L_BLUE;
}
+
if (lore_ptr->a_ability_flags2 & (RF6_TELE_TO)) {
lore_ptr->vp[lore_ptr->vn] = _("テレポートバック", "teleport to");
lore_ptr->color[lore_ptr->vn++] = TERM_L_UMBER;
}
+
if (lore_ptr->a_ability_flags2 & (RF6_TELE_AWAY)) {
lore_ptr->vp[lore_ptr->vn] = _("テレポートアウェイ", "teleport away");
lore_ptr->color[lore_ptr->vn++] = TERM_UMBER;
}
+
if (lore_ptr->a_ability_flags2 & (RF6_TELE_LEVEL)) {
lore_ptr->vp[lore_ptr->vn] = _("テレポート・レベル", "teleport level");
lore_ptr->color[lore_ptr->vn++] = TERM_ORANGE;