W:5:0:0:300
C:0:0:0:0
F:ACTIVATE
+U:HELO
N:151:»¦Ù¤¤Î
E:and Slaying
W:2:0:0:200
C:0:0:0:0
F:ACTIVATE
+U:BO_MISS_1
N:154:²Ð±ê¤ÎÌð¤Î
E:and Fire bolt
W:10:0:0:700
C:0:0:0:0
F:ACTIVATE
+U:BO_FIRE_1
N:155:Î䵤¤ÎÌð¤Î
E:and Frost bolt
W:9:0:0:600
C:0:0:0:0
F:ACTIVATE
+U:BO_COLD_1
N:156:ÅÅ·â¤ÎÌð¤Î
E:and Lightning bolt
W:7:0:0:400
C:0:0:0:0
F:ACTIVATE
+U:BO_ELEC_1
N:157:»À¤ÎÌð¤Î
E:and Acid bolt
W:8:0:0:500
C:0:0:0:0
F:ACTIVATE
+U:BO_ACID_1
N:158:ËâÎϤÎÌð¤Î
E:and Mana bolt
W:50:0:0:1500
C:0:0:0:0
F:ACTIVATE
+U:BO_MANA
N:159:²Ðµå¤Î
E:and Fire ball
W:40:0:0:1500
C:0:0:0:0
F:ACTIVATE
+U:BA_FIRE_1
N:160:¥Ö¥ê¥¶¡¼¥É¤Î
E:and Blizzard
W:40:0:0:1500
C:0:0:0:0
F:ACTIVATE
+U:BA_COLD_2
N:161:Íëµå¤Î
E:and Ball Lightning
W:40:0:0:1500
C:0:0:0:0
F:ACTIVATE
+U:BA_ELEC_2
N:162:»À¤Îµå¤Î
E:and Acid ball
W:40:0:0:1500
C:0:0:0:0
F:ACTIVATE
+U:BA_ACID_1
N:163:ËâÎϤÎÍò¤Î
E:and Mana Storm
W:100:0:0:8000
C:0:0:0:0
F:ACTIVATE
+U:BA_MANA
N:164:¥É¥é¥´¥ó¤Î²Ð±ê¤Î
E:and Dragon's Flame
W:70:0:0:5000
C:0:0:0:0
F:ACTIVATE
+U:BR_FIRE
N:165:¥É¥é¥´¥ó¤ÎÎ䵤¤Î
E:and Dragon's Frost
W:70:0:0:5000
C:0:0:0:0
F:ACTIVATE
+U:BR_COLD
N:166:ÆóÃʲî¤Î
E:and Haste
W:90:0:0:30000
C:0:0:0:0
F:ACTIVATE
+U:SPEED
N:167:¶¸Àï»Î¤Î
E:of Berserker
W:30:0:0:2000
C:0:0:0:0
F:ACTIVATE
+U:BERSERK
N:168:¼í¿Í¤Î
E:of Hunter
W:30:0:0:1000
C:0:0:0:0
F:ACTIVATE
+U:DETECT_ALL_MONS
N:173:Ǧ¤Ó¤Î
E:and Stealth
W:45:0:0:2000
C:0:0:0:0
F:ACTIVATE
+U:TELE_AWAY
N:175:ÀºÅÙ¤Î
E:and Accuracy
W:100:0:0:50000
C:0:0:15:0
F:ACTIVATE
+U:ULTIMATE_RESIST
N:181:·Ð¸³Ã͵ۼý¤Î
E:and Experience Drain
msg_format("The %s glows pale...", name);
#endif
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_MANA, dir, 400, 4);
- o_ptr->timeout = randint0(250) + 250;
+ fire_ball(GF_MANA, dir, 250, 4);
+ o_ptr->timeout = randint0(150) + 150;
break;
}
o_ptr->timeout = 400;
break;
}
+ case ACT_BA_ACID_1:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_ACID, dir, 100, 2);
+ o_ptr->timeout = randint0(12) + 12;
+ break;
+ }
+
+ case ACT_BR_FIRE:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 200, -2);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ {
+ (void)set_oppose_fire(randint1(20) + 20, FALSE);
+ o_ptr->timeout = 200;
+ }
+ else o_ptr->timeout = 250;
+ break;
+ }
+ case ACT_BR_COLD:
+ {
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 200, -2);
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ {
+ (void)set_oppose_cold(randint1(20) + 20, FALSE);
+ o_ptr->timeout = 200;
+ }
+ else o_ptr->timeout = 250;
+ break;
+ }
/* Activate for other offensive action */
case ACT_BERSERK:
{
(void)set_afraid(0);
+ (void)set_shero(randint1(25) + 25, FALSE);
+ o_ptr->timeout = randint0(75)+75;
+ /* (void)set_afraid(0);
(void)set_hero(randint1(50) + 50, FALSE);
(void)set_blessed(randint1(50) + 50, FALSE);
- o_ptr->timeout = 100 + randint1(100);
+ o_ptr->timeout = 100 + randint1(100); */
break;
}
break;
}
+ case ACT_DETECT_ALL_MONS:
+ {
+ (void)detect_monsters_invis(255);
+ (void)detect_monsters_normal(255);
+ o_ptr->timeout = 150;
+ break;
+ }
+
+ case ACT_ULTIMATE_RESIST:
+ {
+ int v = randint1(25)+25;
+ (void)set_afraid(0);
+ (void)set_hero(v, FALSE);
+ (void)hp_player(10);
+ (void)set_blessed(v, FALSE);
+ (void)set_oppose_acid(v, FALSE);
+ (void)set_oppose_elec(v, FALSE);
+ (void)set_oppose_fire(v, FALSE);
+ (void)set_oppose_cold(v, FALSE);
+ (void)set_oppose_pois(v, FALSE);
+ (void)set_ultimate_res(v, FALSE);
+ o_ptr->timeout = 777;
+ break;
+ }
+
+
/* Unique activation */
case ACT_FISHING:
{
else if (o_ptr->tval == TV_RING)
{
- if (object_is_ego(o_ptr))
- {
- bool success = TRUE;
-
- switch (o_ptr->name2)
- {
- case EGO_RING_HERO:
- (void)set_afraid(0);
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(10);
- o_ptr->timeout = randint1(100)+100;
- break;
- case EGO_RING_MAGIC_MIS:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- o_ptr->timeout = 2;
- break;
- case EGO_RING_FIRE_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- o_ptr->timeout = randint0(8) + 8;
- break;
- case EGO_RING_COLD_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- o_ptr->timeout = randint0(7) + 7;
- break;
- case EGO_RING_ELEC_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- o_ptr->timeout = randint0(5) + 5;
- break;
- case EGO_RING_ACID_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_ACID, dir, damroll(5, 8));
- o_ptr->timeout = randint0(6) + 6;
- break;
- case EGO_RING_MANA_BOLT:
- if (!get_aim_dir(&dir)) return;
- fire_bolt(GF_MANA, dir, 120);
- o_ptr->timeout = randint0(120)+120;
- break;
- case EGO_RING_FIRE_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_COLD_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_ELEC_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ELEC, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_ACID_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_ACID, dir, 100, 2);
- o_ptr->timeout = randint0(80) + 80;
- break;
- case EGO_RING_MANA_BALL:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_MANA, dir, 250, 2);
- o_ptr->timeout = 300;
- break;
- case EGO_RING_DRAGON_F:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_FIRE, dir, 200, -2);
- if (o_ptr->sval == SV_RING_FLAMES)
- {
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
- }
- else o_ptr->timeout = 250;
- break;
- case EGO_RING_DRAGON_C:
- if (!get_aim_dir(&dir)) return;
- fire_ball(GF_COLD, dir, 200, -2);
- if (o_ptr->sval == SV_RING_ICE)
- {
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- o_ptr->timeout = 200;
- }
- else o_ptr->timeout = 250;
- break;
- case EGO_RING_M_DETECT:
- (void)detect_monsters_invis(255);
- (void)detect_monsters_normal(255);
- o_ptr->timeout = 150;
- break;
- case EGO_RING_D_SPEED:
- (void)set_fast(randint1(30) + 15, FALSE);
- o_ptr->timeout = 100;
- break;
- case EGO_RING_BERSERKER:
- (void)set_afraid(0);
- (void)set_shero(randint1(25) + 25, FALSE);
- o_ptr->timeout = randint0(75)+75;
- break;
- case EGO_RING_TELE_AWAY:
- if (!get_aim_dir(&dir)) return;
- teleport_monster(dir);
- o_ptr->timeout = 150;
- break;
- case EGO_RING_TRUE:
- {
- int v = randint1(25)+25;
- (void)set_afraid(0);
- (void)set_hero(v, FALSE);
- (void)hp_player(10);
- (void)set_blessed(v, FALSE);
- (void)set_oppose_acid(v, FALSE);
- (void)set_oppose_elec(v, FALSE);
- (void)set_oppose_fire(v, FALSE);
- (void)set_oppose_cold(v, FALSE);
- (void)set_oppose_pois(v, FALSE);
- (void)set_ultimate_res(v, FALSE);
- o_ptr->timeout = 777;
- break;
- }
- default:
- success = FALSE;
- break;
- }
- if (success) return;
- }
-
/* Get a direction for breathing (or abort) */
if (!get_aim_dir(&dir)) return;
#define ACT_BIZARRE 34
#define ACT_CAST_BA_STAR 35
#define ACT_BLADETURNER 36
+#define ACT_BA_ACID_1 37
+#define ACT_BR_FIRE 38
+#define ACT_BR_COLD 39
/* 33 - 50 unused */
#define ACT_CONFUSE 51
#define ACT_SLEEP 52
#define ACT_LORE 134
#define ACT_SHIKOFUMI 135
#define ACT_PHASE_DOOR 136
+#define ACT_DETECT_ALL_MONS 137
+#define ACT_ULTIMATE_RESIST 138
/* 127 -> unused */
#define ACT_FISHING 251
#define ACT_INROU 252
case ACT_BA_DARK:
return "°Å¹õ¤ÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
case ACT_BA_MANA:
- return "ËâÎϤÎÍò(400) : 250+d250¥¿¡¼¥óËè";
+ return "ËâÎϤÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
case ACT_PESTICIDE:
return "³²Ãî¤Î¶î½ü : 55+d55¥¿¡¼¥óËè";
case ACT_BLINDING_LIGHT:
return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë¡¦¥À¥¹¥È(150) : 1000 ¥¿¡¼¥óËè";
case ACT_BLADETURNER:
return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ";
+ case ACT_BA_ACID_1:
+ return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë(100) : 12+d12 ¥¿¡¼¥óËè";
+ case ACT_BR_FIRE:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ : 200 ¥¿¡¼¥óËè";
+ return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
+ case ACT_BR_COLD:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ : 200 ¥¿¡¼¥óËè";
+ return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
+
case ACT_CONFUSE:
return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
case ACT_SLEEP:
case ACT_SCARE_AREA:
return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè";
case ACT_AGGRAVATE:
- if(o_ptr->name1 == ART_HYOUSIGI) return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
- return "¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë : ¤¤¤Ä¤Ç¤â";
+ if(o_ptr->name1 != ART_HYOUSIGI) return "¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë : ¤¤¤Ä¤Ç¤â";
+ return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
case ACT_CHARM_ANIMAL:
return "ưʪ̥λ : 200 ¥¿¡¼¥óËè";
case ACT_CHARM_UNDEAD:
case ACT_ESP:
return "¥Æ¥ì¥Ñ¥·¡¼(´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
case ACT_BERSERK:
- return "»Îµ¤¹âÍȤȽËÊ¡(´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
+ /* return "»Îµ¤¹âÍȤȽËÊ¡(´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè"; */
+ return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
case ACT_PROT_EVIL:
return "Âмٰ·ë³¦(´ü´Ö 3*¥ì¥Ù¥ë+d25) : 200+d200 ¥¿¡¼¥óËè";
case ACT_RESIST_ALL:
return "»Í¸ÔƧ¤ß : 100+d100 ¥¿¡¼¥óËè";
case ACT_PHASE_DOOR:
return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10 ¥¿¡¼¥óËè";
+ case ACT_DETECT_ALL_MONS:
+ return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃÎ : 150 ¥¿¡¼¥óËè";
+ case ACT_ULTIMATE_RESIST:
+ return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ : 777 ¥¿¡¼¥óËè";
/* Unique activation */
case ACT_FISHING:
case ACT_BA_DARK:
return "darkness storm (250) every 150+d150 turns";
case ACT_BA_MANA:
- return "a mana storm every 250+d250 turns";
+ return "a mana storm (250) every 150+d150 turns";
case ACT_PESTICIDE:
return "dispel small life every 55+d55 turns";
case ACT_BLINDING_LIGHT:
return "cast star balls (150) every 1000 turns";
case ACT_BLADETURNER:
return "breathe elements (300), hero, bless, and resistance";
+ case ACT_BA_ACID_1:
+ return "ball of acid (100) every 12+d12 turns";
+ case ACT_BR_FIRE:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+ return "breath of fire (200) and resist fire every 200 turns";
+ return "fire breath (200) every 250 turns";
+ case ACT_BR_COLD:
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+ return "breath of cold (200) and resist cold every 200 turns";
+ return "cold breath (200) every 250 turns";
case ACT_CONFUSE:
return "confuse monster every 15 turns";
case ACT_ESP:
return "telepathy (dur 25+d30) every 200 turns";
case ACT_BERSERK:
- return "heroism and blessed (dur 50+d50) every 100+d100 turns";
+ /* return "heroism and blessed (dur 50+d50) every 100+d100 turns"; */
+ return "berserk (25+d25 turns) every 75+d75 turns";
case ACT_PROT_EVIL:
return "protect evil (dur level*3 + d25) every 200+d200 turns";
case ACT_RESIST_ALL:
return "shiko every 100+d100 turns";
case ACT_PHASE_DOOR:
return "blink every 10 turns";
+ case ACT_DETECT_ALL_MONS:
+ return "detect all monsters every 150 turns";
+ case ACT_ULTIMATE_RESIST:
+ return "hero, bless, and ultimate resistance every 777 turns";
/* Unique activation */
case ACT_FISHING:
if (o_ptr->tval == TV_RING)
{
- if (object_is_ego(o_ptr))
- {
- switch (o_ptr->name2)
- {
- case EGO_RING_HERO:
-#ifdef JP
-return "»Îµ¤¹âÍÈ : 100+d100¥¿¡¼¥óËè";
-#else
- return "heroism every 100+d100 turns";
-#endif
- case EGO_RING_MAGIC_MIS:
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
- return "magic missile (2d6) every 2 turns";
-#endif
- case EGO_RING_FIRE_BOLT:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
- case EGO_RING_COLD_BOLT:
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
- case EGO_RING_ELEC_BOLT:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 5+d5 turns";
-#endif
- case EGO_RING_ACID_BOLT:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
- return "acid bolt (5d8) every 6+d6 turns";
-#endif
- case EGO_RING_MANA_BOLT:
-#ifdef JP
-return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
-#else
- return "a mana bolt (120) every 120+d120 turns";
-#endif
- case EGO_RING_FIRE_BALL:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "fire ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_COLD_BALL:
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "cold ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_ELEC_BALL:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "elec ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_ACID_BALL:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
- return "acid ball (100) every 80+d80 turns";
-#endif
- case EGO_RING_MANA_BALL:
-#ifdef JP
-return "ËâÎϤÎÍò (250) : 300 ¥¿¡¼¥óËè";
-#else
- return "mana storm (250) every 300 turns";
-#endif
- case EGO_RING_DRAGON_F:
- if (o_ptr->sval == SV_RING_FLAMES)
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ : 200 ¥¿¡¼¥óËè";
-#else
- return "breath of fire (200) and resist fire every 200 turns";
-#endif
- else
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
-#else
- return "fire breath (200) every 250 turns";
-#endif
- case EGO_RING_DRAGON_C:
- if (o_ptr->sval == SV_RING_ICE)
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ : 200 ¥¿¡¼¥óËè";
-#else
- return "breath of cold (200) and resist cold every 200 turns";
-#endif
- else
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
-#else
- return "cold breath (200) every 250 turns";
-#endif
- case EGO_RING_M_DETECT:
-#ifdef JP
-return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃÎ : 150 ¥¿¡¼¥óËè";
-#else
- return "detect all monsters every 150 turns";
-#endif
- case EGO_RING_D_SPEED:
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(15+d30¥¿¡¼¥ó) : 100 ¥¿¡¼¥óËè";
-#else
- return "haste self (15+d30 turns) every 100 turns";
-#endif
- case EGO_RING_BERSERKER:
-#ifdef JP
-return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
-#else
- return "berserk (25+d25 turns) every 75+d75 turns";
-#endif
- case EGO_RING_TELE_AWAY:
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
- return "teleport away every 150 turns";
-#endif
- case EGO_RING_TRUE:
-#ifdef JP
-return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ : 777 ¥¿¡¼¥óËè";
-#else
- return "hero, bless, and ultimate resistance every 777 turns";
-#endif
- }
- }
switch (o_ptr->sval)
{
case SV_RING_FLAMES:
{ "BIZARRE", ACT_BIZARRE, 90, 10000 },
{ "CAST_BA_STAR", ACT_CAST_BA_STAR, 70, 7500 },
{ "BLADETURNER", ACT_BLADETURNER, 80, 20000 },
+ { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000 },
+ { "BR_FIRE", ACT_BR_FIRE, 50, 5000 },
+ { "BR_COLD", ACT_BR_COLD, 50, 5000 },
{ "CONFUSE", ACT_CONFUSE, 10, 500 },
{ "SLEEP", ACT_SLEEP, 10, 750 },
{ "LORE", ACT_LORE, 10, 30000 },
{ "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000 },
{ "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500 },
+ { "DETECT_ALL_MONS", ACT_DETECT_ALL_MONS, 30, 3000 },
+ { "ULTIMATE_RESIST", ACT_ULTIMATE_RESIST, 90, 20000 },
{ "FISHING", ACT_FISHING, 0, 100 },
{ "INROU", ACT_INROU, 40, 15000 },