#ifdef JP
msg_print("¤«¤ó¹â¤¤¶âÀÚ¤êÀ¼¤ò¤¢¤²¤¿¡£");
#else
- msg_print("You makes a high pitched shriek.");
+ msg_print("You make a high pitched shriek.");
#endif
aggravate_monsters(0);
#ifdef JP
msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡£");
#else
- msg_print("You fires a rocket.");
+ msg_print("You fire a rocket.");
#endif
damage = hp / 4;
fire_rocket(GF_ROCKET, dir, damage, 2);
#ifdef JP
msg_print("Ìð¤òÊü¤Ã¤¿¡£");
#else
- msg_print("You fires an arrow.");
+ msg_print("You fire an arrow.");
#endif
damage = damroll(2, 5);
fire_bolt(GF_ARROW, dir, damage);
#ifdef JP
msg_print("¥Ü¥ë¥È¤ò·â¤Ã¤¿¡£");
#else
- msg_print("You fires a bolt.");
+ msg_print("You fire a bolt.");
#endif
damage = damroll(5, 6);
fire_bolt(GF_ARROW, dir, damage);
#ifdef JP
msg_print("¥Ü¥ë¥È¤ò·â¤Ã¤¿¡£");
#else
- msg_print("You fires a bolt.");
+ msg_print("You fire a bolt.");
#endif
damage = damroll(7, 6);
fire_bolt(GF_ARROW, dir, damage);
#ifdef JP
else msg_print("»À¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes acid.");
+ else msg_print("You breathe acid.");
#endif
damage = hp / 3;
fire_ball(GF_ACID, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("°ðºÊ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes lightning.");
+ else msg_print("You breathe lightning.");
#endif
damage = hp / 3;
fire_ball(GF_ELEC, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes fire.");
+ else msg_print("You breathe fire.");
#endif
damage = hp / 3;
fire_ball(GF_FIRE, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("Î䵤¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes frost.");
+ else msg_print("You breathe frost.");
#endif
damage = hp / 3;
fire_ball(GF_COLD, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¥¬¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes gas.");
+ else msg_print("You breathe gas.");
#endif
damage = hp / 3;
fire_ball(GF_POIS, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("ÃϹö¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes nether.");
+ else msg_print("You breathe nether.");
#endif
damage = hp / 6;
fire_ball(GF_NETHER, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("Á®¸÷¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes light.");
+ else msg_print("You breathe light.");
#endif
damage = hp / 6;
fire_ball(GF_LITE, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("°Å¹õ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes darkness.");
+ else msg_print("You breathe darkness.");
#endif
damage = hp / 6;
fire_ball(GF_DARK, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("º®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes confusion.");
+ else msg_print("You breathe confusion.");
#endif
damage = hp / 6;
fire_ball(GF_CONFUSION, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¹ì²»¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes sound.");
+ else msg_print("You breathe sound.");
#endif
damage = hp / 6;
fire_ball(GF_SOUND, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¥«¥ª¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes chaos.");
+ else msg_print("You breathe chaos.");
#endif
damage = hp / 6;
fire_ball(GF_CHAOS, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("Îô²½¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes disenchantment.");
+ else msg_print("You breathe disenchantment.");
#endif
damage = hp / 6;
fire_ball(GF_DISENCHANT, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("°ø²Ìº®Íð¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes nexus.");
+ else msg_print("You breathe nexus.");
#endif
damage = MIN(hp / 3, 250);
fire_ball(GF_NEXUS, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("»þ´ÖµÕž¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes time.");
+ else msg_print("You breathe time.");
#endif
damage = MIN(hp / 3, 150);
fire_ball(GF_TIME, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("ÃÙÆߤΥ֥쥹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes inertia.");
+ else msg_print("You breathe inertia.");
#endif
damage = MIN(hp / 6, 200);
fire_ball(GF_INERTIA, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("½ÅÎϤΥ֥쥹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes gravity.");
+ else msg_print("You breathe gravity.");
#endif
damage = MIN(hp / 3, 200);
fire_ball(GF_GRAVITY, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("ÇËÊҤΥ֥쥹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes shards.");
+ else msg_print("You breathe shards.");
#endif
damage = hp / 6;
fire_ball(GF_SHARDS, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¥×¥é¥º¥Þ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes plasma.");
+ else msg_print("You breathe plasma.");
#endif
damage = MIN(hp / 6, 150);
fire_ball(GF_PLASMA, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¥Õ¥©¡¼¥¹¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes force.");
+ else msg_print("You breathe force.");
#endif
damage = MIN(hp / 6, 200);
fire_ball(GF_FORCE, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("ËâÎϤΥ֥쥹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes mana.");
+ else msg_print("You breathe mana.");
#endif
damage = MIN(hp / 3, 250);
#ifdef JP
else msg_print("Êü¼Íǽµå¤òÊü¤Ã¤¿¡£");
#else
- else msg_print("You casts a ball of radiation.");
+ else msg_print("You cast a ball of radiation.");
#endif
damage = plev * 2 + damroll(10, 6);
fire_ball(GF_NUKE, dir, damage, 2);
#ifdef JP
else msg_print("Êü¼ÍÀÇÑ´þʪ¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes toxic waste.");
+ else msg_print("You breathe toxic waste.");
#endif
damage = hp / 3;
fire_ball(GF_NUKE, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("½ã¥í¥°¥ë¥¹¤òÊü¤Ã¤¿¡£");
#else
- else msg_print("You invokes a raw Logrus.");
+ else msg_print("You invoke a raw Logrus.");
#endif
damage = plev * 4 + damroll(10, 10);
fire_ball(GF_CHAOS, dir, damage, 4);
#ifdef JP
else msg_print("ʬ²ò¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
#else
- else msg_print("You breathes disintegration.");
+ else msg_print("You breathe disintegration.");
#endif
damage = MIN(hp / 6, 150);
fire_ball(GF_DISINTEGRATE, dir, damage, (plev > 40 ? -3 : -2));
#ifdef JP
else msg_print("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts an acid ball.");
+ else msg_print("You cast an acid ball.");
#endif
damage = randint(plev * 6) + 15;
fire_ball(GF_ACID, dir, damage, 2);
#ifdef JP
else msg_print("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a lightning ball.");
+ else msg_print("You cast a lightning ball.");
#endif
damage = randint(plev * 3) + 8;
fire_ball(GF_ELEC, dir, damage, 2);
#ifdef JP
else msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a fire ball.");
+ else msg_print("You cast a fire ball.");
#endif
damage = randint(plev * 7) + 10;
fire_ball(GF_FIRE, dir, damage, 2);
#ifdef JP
else msg_print("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a frost ball.");
+ else msg_print("You cast a frost ball.");
#endif
damage = randint(plev * 3) + 10;
fire_ball(GF_COLD, dir, damage, 2);
#ifdef JP
else msg_print("°½±À¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a stinking cloud.");
+ else msg_print("You cast a stinking cloud.");
#endif
damage = damroll(12,2);
fire_ball(GF_POIS, dir, damage, 2);
#ifdef JP
else msg_print("ÃϹöµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a nether ball.");
+ else msg_print("You cast a nether ball.");
#endif
damage = plev * 2 + 50 + damroll(10, 10);
fire_ball(GF_NETHER, dir, damage, 2);
#ifdef JP
else msg_print("ή¤ì¤ë¤è¤¦¤Ê¿È¿¶¤ê¤ò¤·¤¿¡£");
#else
- else msg_print("You gestures fluidly.");
+ else msg_print("You gesture fluidly.");
#endif
damage = randint(plev * 4) + 50;
fire_ball(GF_WATER, dir, damage, 4);
#ifdef JP
else msg_print("ËâÎϤÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£");
#else
- else msg_print("You invokes a mana storm.");
+ else msg_print("You invoke a mana storm.");
#endif
damage = plev * 8 + 50 + damroll(10, 10);
fire_ball(GF_MANA, dir, damage, 4);
#ifdef JP
else msg_print("°Å¹õ¤ÎÍò¤Î¼öʸ¤òÇ°¤¸¤¿¡£");
#else
- else msg_print("You invokes a darkness storm.");
+ else msg_print("You invoke a darkness storm.");
#endif
damage = plev * 8 + 50 + damroll(10, 10);
fire_ball(GF_DARK, dir, damage, 4);
#ifdef JP
else msg_print("¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts an acid bolt.");
+ else msg_print("You cast an acid bolt.");
#endif
damage = damroll(7, 8) + plev * 2 / 3;
fire_bolt(GF_ACID, dir, damage);
#ifdef JP
else msg_print("¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a lightning bolt.");
+ else msg_print("You cast a lightning bolt.");
#endif
damage = damroll(4, 8) + plev * 2 / 3;
fire_bolt(GF_ELEC, dir, damage);
#ifdef JP
else msg_print("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a fire bolt.");
+ else msg_print("You cast a fire bolt.");
#endif
damage = damroll(9, 8) + plev * 2 / 3;
fire_bolt(GF_FIRE, dir, damage);
#ifdef JP
else msg_print("¥¢¥¤¥¹¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a frost bolt.");
+ else msg_print("You cast a frost bolt.");
#endif
damage = damroll(6, 8) + plev * 2 / 3;
fire_bolt(GF_COLD, dir, damage);
#ifdef JP
msg_print("¥¹¥¿¡¼¥Ð¡¼¥¹¥È¤Î¼öʸ¤òÇ°¤¸¤¿¡£");
#else
- msg_print("You invokes a starburst.");
+ msg_print("You invoke a starburst.");
#endif
damage = plev * 8 + 50 + damroll(10, 10);
fire_ball(GF_LITE, dir, damage, 4);
#ifdef JP
else msg_print("ÃϹö¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a nether bolt.");
+ else msg_print("You cast a nether bolt.");
#endif
damage = 30 + damroll(5, 5) + plev * 8 / 3;
fire_bolt(GF_NETHER, dir, damage);
#ifdef JP
else msg_print("¥¦¥©¡¼¥¿¡¼¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a water bolt.");
+ else msg_print("You cast a water bolt.");
#endif
damage = damroll(10, 10) + plev * 2;
fire_bolt(GF_WATER, dir, damage);
#ifdef JP
else msg_print("ËâÎϤÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a mana bolt.");
+ else msg_print("You cast a mana bolt.");
#endif
damage = randint(plev * 7) + 50;
fire_bolt(GF_MANA, dir, damage);
#ifdef JP
else msg_print("¥×¥é¥º¥Þ¡¦¥Ü¥ë¥È¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a plasma bolt.");
+ else msg_print("You cast a plasma bolt.");
#endif
damage = 10 + damroll(8, 7) + plev * 2;
fire_bolt(GF_PLASMA, dir, damage);
#ifdef JP
else msg_print("¶Ë´¨¤ÎÌð¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a ice bolt.");
+ else msg_print("You cast a ice bolt.");
#endif
damage = damroll(6, 6) + plev * 2;
fire_bolt(GF_ICE, dir, damage);
#ifdef JP
else msg_print("¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- else msg_print("You casts a magic missile.");
+ else msg_print("You cast a magic missile.");
#endif
damage = damroll(2, 6) + plev * 2 / 3;
fire_bolt(GF_MISSILE, dir, damage);
#ifdef JP
else msg_print("¶²¤í¤·¤²¤Ê¸¸³Ð¤òºî¤ê½Ð¤·¤¿¡£");
#else
- else msg_print("You casts a fearful illusion.");
+ else msg_print("You cast a fearful illusion.");
#endif
fear_monster(dir, plev+10);
break;
#ifdef JP
else msg_print("ͶÏÇŪ¤Ê¸¸³Ð¤ò¤Ä¤¯¤ê½Ð¤·¤¿¡£");
#else
- else msg_print("You casts a mesmerizing illusion.");
+ else msg_print("You cast a mesmerizing illusion.");
#endif
confuse_monster(dir, plev * 2);
break;
#ifdef JP
else msg_print("<ÇËÌǤμê>¤òÊü¤Ã¤¿¡ª");
#else
- else msg_print("You invokes the Hand of Doom!");
+ else msg_print("You invoke the Hand of Doom!");
#endif
fire_ball_hide(GF_HAND_DOOM, dir, plev * 3, 0);
#ifdef JP
msg_print("¼«Ê¬¤Î½ý¤ËÇ°¤ò½¸Ã椷¤¿¡£");
#else
- msg_print("You concentrates on your wounds!");
+ msg_print("You concentrate on your wounds!");
#endif
(void)hp_player(plev*4);
(void)set_stun(0);
#ifdef JP
msg_print("̵½ý¤Îµå¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- msg_print("You casts a Globe of Invulnerability.");
+ msg_print("You cast a Globe of Invulnerability.");
#endif
(void)set_invuln(randint(4) + 4, FALSE);
break;
#ifdef JP
msg_format("%s¤Î¤ò»Ø¤µ¤·¤¿¡£", m_name);
#else
- msg_format("You gestures at %s's feet.", m_name);
+ msg_format("You gesture at %s's feet.", m_name);
#endif
if ((r_ptr->flags3 & RF3_RES_TELE) || (r_ptr->flags1 & RF1_QUESTOR) || (r_ptr->level + randint(50) > plev + randint(60)))
#ifdef JP
msg_format("%s¤Ï¾²¤òÆͤÇˤäÆÄÀ¤ó¤Ç¤¤¤Ã¤¿¡£", m_name);
#else
- msg_format("%s sink through the floor.", m_name);
+ msg_format("%s sinks through the floor.", m_name);
#endif
delete_monster_idx(cave[target_row][target_col].m_idx);
}
#ifdef JP
msg_format("%s¤ÏÅ·°æ¤òÆͤÇˤäÆÃè¤ØÉ⤤¤Æ¤¤¤Ã¤¿¡£",m_name);
#else
- msg_format("%s rise up through the ceiling.", m_name);
+ msg_format("%s rises up through the ceiling.", m_name);
#endif
delete_monster_idx(cave[target_row][target_col].m_idx);
}
#ifdef JP
else msg_print("¸÷¤Î·õ¤òÊü¤Ã¤¿¡£");
#else
- else msg_print("You throws a psycho-spear.");
+ else msg_print("You throw a psycho-spear.");
#endif
damage = randint(plev * 3) + 100;
(void)fire_beam(GF_PSY_SPEAR, dir, damage);
#ifdef JP
msg_print("°Å°Ç¤ÎÃæ¤Ç¼ê¤ò¿¶¤Ã¤¿¡£");
#else
- msg_print("You gestures in shadow.");
+ msg_print("You gesture in shadow.");
#endif
(void)unlite_area(10, 3);
break;
#ifdef JP
msg_print("¼öʸ¤ò¾§¤¨¤Æ¼Ù°¤ËÈù¾Ð¤ó¤À¡£");
#else
- msg_print("You casts a spell and cackles evilly.");
+ msg_print("You cast a spell and cackle evilly.");
#endif
trap_creation(target_row, target_col);
break;
#ifdef JP
msg_print("»à¼ÔÉü³è¤Î¼öʸ¤ò¾§¤¨¤¿¡£");
#else
- msg_print("You casts a animate dead.");
+ msg_print("You cast a animate dead.");
#endif
(void)animate_dead(0, py, px);
break;
#ifdef JP
msg_print("±ç·³¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons minions.");
+ msg_print("You summon minions.");
#endif
for (k = 0;k < 1; k++)
{
#ifdef JP
msg_print("¾¤´Ô¤µ¤ì¤¿Ãç´Ö¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned fellows is angry!");
+msg_print("Summoned fellows are angry!");
#endif
}
else
#ifdef JP
msg_print("¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons Cyberdemons!");
+ msg_print("You summon a Cyberdemon!");
#endif
for (k = 0 ;k < 1 ; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_CYBER, FALSE, FALSE, pet, FALSE, not_pet))
#ifdef JP
msg_print("¾¤´Ô¤µ¤ì¤¿¥µ¥¤¥Ð¡¼¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned Cyberdemons are angry!");
+msg_print("The summoned Cyberdemon are angry!");
#endif
}
else
#ifdef JP
msg_print("Ãç´Ö¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons help.");
+ msg_print("You summon help.");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, FALSE, FALSE, pet, FALSE, not_pet))
#ifdef JP
msg_print("¾¤´Ô¤µ¤ì¤¿¥â¥ó¥¹¥¿¡¼¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned monster is angry!");
+msg_print("The summoned monster is angry!");
#endif
}
else
#ifdef JP
msg_print("¥â¥ó¥¹¥¿¡¼¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons monsters!");
+ msg_print("You summon monsters!");
#endif
for (k = 0;k < plev / 15 + 2; k++)
if(summon_specific((pet ? -1 : 0), py, px, summon_lev, 0, FALSE, FALSE, pet, unique_okay, not_pet))
#ifdef JP
msg_print("¥¢¥ê¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons ants.");
+ msg_print("You summon ants.");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANT, TRUE, FALSE, pet, FALSE, not_pet))
#ifdef JP
msg_print("ÃØéá¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons spiders.");
+ msg_print("You summon spiders.");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_SPIDER, TRUE, FALSE, pet, FALSE, not_pet))
#ifdef JP
msg_print("¥Ï¥¦¥ó¥É¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons hounds.");
+ msg_print("You summon hounds.");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HOUND, TRUE, FALSE, pet, FALSE, not_pet))
#ifdef JP
msg_print("¥Ò¥É¥é¤ò¾¤´¤·¤¿¡£");
#else
- msg_print("You summons hydras.");
+ msg_print("You summon a hydras.");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HYDRA, not_pet, FALSE, pet, FALSE, not_pet))
#ifdef JP
msg_print("Å·»È¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons angel!");
+ msg_print("You summon an angel!");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_ANGEL, not_pet, FALSE, pet, FALSE, not_pet))
#ifdef JP
msg_print("¾¤´Ô¤µ¤ì¤¿Å·»È¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned angel is angry!");
+msg_print("Summoned angels are angry!");
#endif
}
else
#ifdef JP
msg_print("º®Æ٤εÜÄ¤é°Ëâ¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons a demon from the Courts of Chaos!");
+ msg_print("You summon a demon from the Courts of Chaos!");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DEMON, not_pet, FALSE, pet, FALSE, not_pet))
#ifdef JP
msg_print("¾¤´Ô¤µ¤ì¤¿¥Ç¡¼¥â¥ó¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned demon is angry!");
+msg_print("Summoned demons are angry!");
#endif
}
else
#ifdef JP
msg_print("¥¢¥ó¥Ç¥Ã¥É¤Î¶¯Å¨¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons an undead adversary!");
+ msg_print("You summon an undead adversary!");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNDEAD, not_pet, FALSE, pet, FALSE, not_pet))
#ifdef JP
msg_print("¾¤´Ô¤µ¤ì¤¿¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned undead is angry!");
+msg_print("Summoned undeads are angry!");
#endif
}
else
#ifdef JP
msg_print("¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons dragon!");
+ msg_print("You summon a dragon!");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_DRAGON, not_pet, FALSE, pet, FALSE, not_pet))
#ifdef JP
msg_print("¾¤´Ô¤µ¤ì¤¿¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned dragon is angry!");
+msg_print("Summoned dragons are angry!");
#endif
}
else
#ifdef JP
msg_print("¶¯ÎϤʥ¢¥ó¥Ç¥Ã¥É¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons greater undead!");
+ msg_print("You summon a greater undead!");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_UNDEAD, not_pet, FALSE, pet, unique_okay, not_pet))
#ifdef JP
msg_print("¾¤´Ô¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned greater undead is angry!");
+msg_print("Summoned greater undeads are angry!");
#endif
}
else
#ifdef JP
msg_print("¸ÅÂå¥É¥é¥´¥ó¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons ancient dragons!");
+ msg_print("You summon an ancient dragon!");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_HI_DRAGON, not_pet, FALSE, pet, unique_okay, not_pet))
#ifdef JP
msg_print("¾¤´Ô¤µ¤ì¤¿¸ÅÂå¥É¥é¥´¥ó¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned ancient dragon is angry!");
+msg_print("Summoned ancient dragons are angry!");
#endif
}
else
#ifdef JP
msg_print("¥¢¥ó¥Ð¡¼¤Î²¦¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons Lords of Amber!");
+ msg_print("You summon a Lord of Amber!");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_AMBERITES, not_pet, FALSE, pet, unique_okay, not_pet))
#ifdef JP
msg_print("ÆÃÊ̤ʶ¯Å¨¤ò¾¤´¤·¤¿¡ª");
#else
- msg_print("You summons special opponents!");
+ msg_print("You summon a special opponent!");
#endif
for (k = 0;k < 1; k++)
if (summon_specific((pet ? -1 : 0), py, px, summon_lev, SUMMON_UNIQUE, not_pet, FALSE, pet, TRUE, not_pet))
#ifdef JP
msg_print("¾¤´Ô¤µ¤ì¤¿¾åµé¥¢¥ó¥Ç¥Ã¥É¤ÏÅܤäƤ¤¤ë¡ª");
#else
-msg_print("Summoned greater undead are angry!");
+msg_print("Summoned greater undeads are angry!");
#endif
}
if (!count)