{
monster_race *r_ptr = &r_info[r_idx];
- s32b level = r_ptr->level;
+ DEPTH level = r_ptr->level;
s32b a = r_ptr->r_blows[i];
*/
void dice_to_string(int base_damage, int dice_num, int dice_side, int dice_mult, int dice_div, char* msg)
{
- char base[80] = "", dice[80] = "", mult[80]="";
+ char base[80] = "", dice[80] = "", mult[80] = "";
- if (dice_num == 0)
- {
- sprintf(msg, "%d", base_damage);
- }
- else
- {
- if (base_damage != 0)
- sprintf(base, "%d+", base_damage);
-
- if (dice_num == 1)
- sprintf(dice, "d%d", dice_side);
- else
- sprintf(dice, "%dd%d", dice_num, dice_side);
-
- if (dice_mult != 1 || dice_div != 1)
- {
- if (dice_div == 1)
- sprintf(mult, "*%d", dice_mult);
- else
- sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
- }
- sprintf(msg, "%s%s%s", base, dice, mult);
- }
+ if (dice_num == 0)
+ {
+ sprintf(msg, "%d", base_damage);
+ }
+ else
+ {
+ if (base_damage != 0)
+ sprintf(base, "%d+", base_damage);
+
+ if (dice_num == 1)
+ sprintf(dice, "d%d", dice_side);
+ else
+ sprintf(dice, "%dd%d", dice_num, dice_side);
+
+ if (dice_mult != 1 || dice_div != 1)
+ {
+ if (dice_div == 1)
+ sprintf(mult, "*%d", dice_mult);
+ else
+ sprintf(mult, "*(%d/%d)", dice_mult, dice_div);
+ }
+ sprintf(msg, "%s%s%s", base, dice, mult);
+ }
}
/*!
*/
void set_damage(MONRACE_IDX r_idx, int SPELL_NUM, char* msg, char* tmp)
{
- int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
- int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
- int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
- int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
- int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
- char dmg_str[80], dice_str[80];
- dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
- sprintf(dice_str, "(%s)", dmg_str);
-
- if (know_armour(r_idx))
- sprintf(tmp, msg, dice_str);
- else
- sprintf(tmp, msg, "");
+ int base_damage = monspell_race_damage(SPELL_NUM, r_idx, BASE_DAM);
+ int dice_num = monspell_race_damage(SPELL_NUM, r_idx, DICE_NUM);
+ int dice_side = monspell_race_damage(SPELL_NUM, r_idx, DICE_SIDE);
+ int dice_mult = monspell_race_damage(SPELL_NUM, r_idx, DICE_MULT);
+ int dice_div = monspell_race_damage(SPELL_NUM, r_idx, DICE_DIV);
+ char dmg_str[80], dice_str[80];
+ dice_to_string(base_damage, dice_num, dice_side, dice_mult, dice_div, dmg_str);
+ sprintf(dice_str, "(%s)", dmg_str);
+
+ if (know_armour(r_idx))
+ sprintf(tmp, msg, dice_str);
+ else
+ sprintf(tmp, msg, "");
}
/*!
}
if (flags4 & RF4_SHOOT)
- {
+ {
for (r = 0, m = 0; m < 4; m++)
{
if (r_ptr->blow[m].method == RBM_SHOOT)
- {
- if (know_armour(r_idx))
- sprintf(tmp_msg[vn], _("威力 %dd%d の射撃をする","fire an arrow (Power:%dd%d)"), r_ptr->blow[m].d_side, r_ptr->blow[m].d_dice);
- else
- sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
- vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
+ {
+ if (know_armour(r_idx))
+ sprintf(tmp_msg[vn], _("威力 %dd%d の射撃をする", "fire an arrow (Power:%dd%d)"), r_ptr->blow[m].d_side, r_ptr->blow[m].d_dice);
+ else
+ sprintf(tmp_msg[vn], _("射撃をする", "fire an arrow"));
+ vp[vn] = tmp_msg[vn]; color[vn++] = TERM_UMBER;
break;
}
}
/* Collect breaths */
vn = 0;
- if (flags4 & (RF4_BR_ACID))
- {
+ if (flags4 & (RF4_BR_ACID))
+ {
set_damage(r_idx, (MS_BR_ACID), _("酸%s", "acid%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_GREEN;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_GREEN;
}
- if (flags4 & (RF4_BR_ELEC))
- {
+ if (flags4 & (RF4_BR_ELEC))
+ {
set_damage(r_idx, (MS_BR_ELEC), _("稲妻%s", "lightning%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_BLUE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_BLUE;
}
- if (flags4 & (RF4_BR_FIRE))
- {
+ if (flags4 & (RF4_BR_FIRE))
+ {
set_damage(r_idx, (MS_BR_FIRE), _("火炎%s", "fire%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_RED;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_RED;
}
- if (flags4 & (RF4_BR_COLD))
- {
+ if (flags4 & (RF4_BR_COLD))
+ {
set_damage(r_idx, (MS_BR_COLD), _("冷気%s", "frost%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_WHITE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_WHITE;
}
- if (flags4 & (RF4_BR_POIS))
- {
+ if (flags4 & (RF4_BR_POIS))
+ {
set_damage(r_idx, (MS_BR_POIS), _("毒%s", "poison%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_GREEN;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_GREEN;
}
if (flags4 & (RF4_BR_NETH))
- {
+ {
set_damage(r_idx, (MS_BR_NETHER), _("地獄%s", "nether%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
}
- if (flags4 & (RF4_BR_LITE))
- {
+ if (flags4 & (RF4_BR_LITE))
+ {
set_damage(r_idx, (MS_BR_LITE), _("閃光%s", "light%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_YELLOW;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_YELLOW;
}
- if (flags4 & (RF4_BR_DARK))
- {
+ if (flags4 & (RF4_BR_DARK))
+ {
set_damage(r_idx, (MS_BR_DARK), _("暗黒%s", "darkness%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_DARK;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_DARK;
}
if (flags4 & (RF4_BR_CONF))
- {
+ {
set_damage(r_idx, (MS_BR_CONF), _("混乱%s", "confusion%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_UMBER;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_UMBER;
}
- if (flags4 & (RF4_BR_SOUN))
+ if (flags4 & (RF4_BR_SOUN))
{
set_damage(r_idx, (MS_BR_SOUND), _("轟音%s", "sound%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_ORANGE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_ORANGE;
}
- if (flags4 & (RF4_BR_CHAO))
- {
+ if (flags4 & (RF4_BR_CHAO))
+ {
set_damage(r_idx, (MS_BR_CHAOS), _("カオス%s", "chaos%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
}
- if (flags4 & (RF4_BR_DISE))
- {
+ if (flags4 & (RF4_BR_DISE))
+ {
set_damage(r_idx, (MS_BR_DISEN), _("劣化%s", "disenchantment%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
}
- if (flags4 & (RF4_BR_NEXU))
- {
+ if (flags4 & (RF4_BR_NEXU))
+ {
set_damage(r_idx, (MS_BR_NEXUS), _("因果混乱%s", "nexus%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_VIOLET;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_VIOLET;
}
- if (flags4 & (RF4_BR_TIME))
- {
+ if (flags4 & (RF4_BR_TIME))
+ {
set_damage(r_idx, (MS_BR_TIME), _("時間逆転%s", "time%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_BLUE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_BLUE;
}
- if (flags4 & (RF4_BR_INER))
- {
+ if (flags4 & (RF4_BR_INER))
+ {
set_damage(r_idx, (MS_BR_INERTIA), _("遅鈍%s", "inertia%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
}
- if (flags4 & (RF4_BR_GRAV))
- {
+ if (flags4 & (RF4_BR_GRAV))
+ {
set_damage(r_idx, (MS_BR_GRAVITY), _("重力%s", "gravity%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
}
- if (flags4 & (RF4_BR_SHAR))
- {
+ if (flags4 & (RF4_BR_SHAR))
+ {
set_damage(r_idx, (MS_BR_SHARDS), _("破片%s", "shards%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_UMBER;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_UMBER;
}
- if (flags4 & (RF4_BR_PLAS))
- {
+ if (flags4 & (RF4_BR_PLAS))
+ {
set_damage(r_idx, (MS_BR_PLASMA), _("プラズマ%s", "plasma%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_RED;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_RED;
}
- if (flags4 & (RF4_BR_WALL))
- {
+ if (flags4 & (RF4_BR_WALL))
+ {
set_damage(r_idx, (MS_BR_FORCE), _("フォース%s", "force%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_UMBER;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_UMBER;
}
- if (flags4 & (RF4_BR_MANA))
- {
+ if (flags4 & (RF4_BR_MANA))
+ {
set_damage(r_idx, (MS_BR_MANA), _("魔力%s", "mana%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_BLUE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_BLUE;
}
- if (flags4 & (RF4_BR_NUKE))
- {
+ if (flags4 & (RF4_BR_NUKE))
+ {
set_damage(r_idx, (MS_BR_NUKE), _("放射性廃棄物%s", "toxic waste%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_L_GREEN;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_L_GREEN;
}
- if (flags4 & (RF4_BR_DISI))
- {
+ if (flags4 & (RF4_BR_DISI))
+ {
set_damage(r_idx, (MS_BR_DISI), _("分解%s", "disintegration%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
- color[vn++] = TERM_SLATE;
+ vp[vn] = tmp_msg[vn];
+ color[vn++] = TERM_SLATE;
}
/* Describe breaths */
/* Collect spells */
vn = 0;
- if (a_ability_flags1 & (RF5_BA_ACID))
+ if (a_ability_flags1 & (RF5_BA_ACID))
{
set_damage(r_idx, (MS_BALL_ACID), _("アシッド・ボール%s", "produce acid balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
- if (a_ability_flags1 & (RF5_BA_ELEC))
+ if (a_ability_flags1 & (RF5_BA_ELEC))
{
set_damage(r_idx, (MS_BALL_ELEC), _("サンダー・ボール%s", "produce lightning balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (a_ability_flags1 & (RF5_BA_FIRE))
+ if (a_ability_flags1 & (RF5_BA_FIRE))
{
set_damage(r_idx, (MS_BALL_FIRE), _("ファイア・ボール%s", "produce fire balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (a_ability_flags1 & (RF5_BA_COLD))
+ if (a_ability_flags1 & (RF5_BA_COLD))
{
set_damage(r_idx, (MS_BALL_COLD), _("アイス・ボール%s", "produce frost balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_BA_POIS))
+ if (a_ability_flags1 & (RF5_BA_POIS))
{
set_damage(r_idx, (MS_BALL_POIS), _("悪臭雲%s", "produce poison balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
- if (a_ability_flags1 & (RF5_BA_NETH))
+ if (a_ability_flags1 & (RF5_BA_NETH))
{
set_damage(r_idx, (MS_BALL_NETHER), _("地獄球%s", "produce nether balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (a_ability_flags1 & (RF5_BA_WATE))
+ if (a_ability_flags1 & (RF5_BA_WATE))
{
set_damage(r_idx, (MS_BALL_WATER), _("ウォーター・ボール%s", "produce water balls%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (flags4 & (RF4_BA_NUKE))
+ if (flags4 & (RF4_BA_NUKE))
{
set_damage(r_idx, (MS_BALL_NUKE), _("放射能球%s", "produce balls of radiation%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_GREEN;
}
- if (a_ability_flags1 & (RF5_BA_MANA))
+ if (a_ability_flags1 & (RF5_BA_MANA))
{
set_damage(r_idx, (MS_BALL_MANA), _("魔力の嵐%s", "invoke mana storms%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
- if (a_ability_flags1 & (RF5_BA_DARK))
+ if (a_ability_flags1 & (RF5_BA_DARK))
{
set_damage(r_idx, (MS_BALL_DARK), _("暗黒の嵐%s", "invoke darkness storms%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (a_ability_flags1 & (RF5_BA_LITE))
+ if (a_ability_flags1 & (RF5_BA_LITE))
{
set_damage(r_idx, (MS_STARBURST), _("スターバースト%s", "invoke starburst%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
- if (flags4 & (RF4_BA_CHAO))
+ if (flags4 & (RF4_BA_CHAO))
{
set_damage(r_idx, (MS_BALL_CHAOS), _("純ログルス%s", "invoke raw Logrus%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_VIOLET;
}
- if (a_ability_flags2 & (RF6_HAND_DOOM)){ vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
+ if (a_ability_flags2 & (RF6_HAND_DOOM)) { vp[vn] = _("破滅の手(40%-60%)", "invoke the Hand of Doom(40%-60%)"); color[vn++] = TERM_VIOLET; }
if (a_ability_flags2 & (RF6_PSY_SPEAR))
{
set_damage(r_idx, (MS_PSY_SPEAR), _("光の剣%s", "psycho-spear%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_YELLOW;
}
if (a_ability_flags1 & (RF5_DRAIN_MANA))
{
set_damage(r_idx, (MS_DRAIN_MANA), _("魔力吸収%s", "drain mana%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
- if (a_ability_flags1 & (RF5_MIND_BLAST))
+ if (a_ability_flags1 & (RF5_MIND_BLAST))
{
set_damage(r_idx, (MS_MIND_BLAST), _("精神攻撃%s", "cause mind blasting%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
- if (a_ability_flags1 & (RF5_BRAIN_SMASH))
+ if (a_ability_flags1 & (RF5_BRAIN_SMASH))
{
set_damage(r_idx, (MS_BRAIN_SMASH), _("脳攻撃%s", "cause brain smashing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (a_ability_flags1 & (RF5_CAUSE_1))
+ if (a_ability_flags1 & (RF5_CAUSE_1))
{
- set_damage(r_idx, (MS_CAUSE_1),
+ set_damage(r_idx, (MS_CAUSE_1),
_("軽傷+呪い%s", "cause light wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_CAUSE_2))
+ if (a_ability_flags1 & (RF5_CAUSE_2))
{
- set_damage(r_idx, (MS_CAUSE_2),
+ set_damage(r_idx, (MS_CAUSE_2),
_("重傷+呪い%s", "cause serious wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_CAUSE_3))
+ if (a_ability_flags1 & (RF5_CAUSE_3))
{
- set_damage(r_idx, (MS_CAUSE_3),
+ set_damage(r_idx, (MS_CAUSE_3),
_("致命傷+呪い%s", "cause critical wounds and cursing%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_CAUSE_4))
+ if (a_ability_flags1 & (RF5_CAUSE_4))
{
- set_damage(r_idx, (MS_CAUSE_4),
+ set_damage(r_idx, (MS_CAUSE_4),
_("秘孔を突く%s", "cause mortal wounds%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_BO_ACID))
+ if (a_ability_flags1 & (RF5_BO_ACID))
{
set_damage(r_idx, (MS_BOLT_ACID), _("アシッド・ボルト%s", "produce acid bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_GREEN;
}
- if (a_ability_flags1 & (RF5_BO_ELEC))
+ if (a_ability_flags1 & (RF5_BO_ELEC))
{
set_damage(r_idx, (MS_BOLT_ELEC), _("サンダー・ボルト%s", "produce lightning bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (a_ability_flags1 & (RF5_BO_FIRE))
+ if (a_ability_flags1 & (RF5_BO_FIRE))
{
set_damage(r_idx, (MS_BOLT_FIRE), _("ファイア・ボルト%s", "produce fire bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_RED;
}
- if (a_ability_flags1 & (RF5_BO_COLD))
+ if (a_ability_flags1 & (RF5_BO_COLD))
{
set_damage(r_idx, (MS_BOLT_COLD), _("アイス・ボルト%s", "produce frost bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_WHITE;
}
- if (a_ability_flags1 & (RF5_BO_NETH))
+ if (a_ability_flags1 & (RF5_BO_NETH))
{
set_damage(r_idx, (MS_BOLT_NETHER), _("地獄の矢%s", "produce nether bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_DARK;
}
- if (a_ability_flags1 & (RF5_BO_WATE))
+ if (a_ability_flags1 & (RF5_BO_WATE))
{
set_damage(r_idx, (MS_BOLT_WATER), _("ウォーター・ボルト%s", "produce water bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_BLUE;
}
- if (a_ability_flags1 & (RF5_BO_MANA))
+ if (a_ability_flags1 & (RF5_BO_MANA))
{
set_damage(r_idx, (MS_BOLT_MANA), _("魔力の矢%s", "produce mana bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_BLUE;
}
- if (a_ability_flags1 & (RF5_BO_PLAS))
+ if (a_ability_flags1 & (RF5_BO_PLAS))
{
set_damage(r_idx, (MS_BOLT_PLASMA), _("プラズマ・ボルト%s", "produce plasma bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_L_RED;
}
- if (a_ability_flags1 & (RF5_BO_ICEE))
+ if (a_ability_flags1 & (RF5_BO_ICEE))
{
set_damage(r_idx, (MS_BOLT_ICE), _("極寒の矢%s", "produce ice bolts%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_WHITE;
}
- if (a_ability_flags1 & (RF5_MISSILE))
+ if (a_ability_flags1 & (RF5_MISSILE))
{
set_damage(r_idx, (MS_MAGIC_MISSILE), _("マジックミサイル%s", "produce magic missiles%s"), tmp_msg[vn]);
- vp[vn] = tmp_msg[vn];
+ vp[vn] = tmp_msg[vn];
color[vn++] = TERM_SLATE;
}
if (a_ability_flags1 & (RF5_SCARE)) { vp[vn] = _("恐怖", "terrify"); color[vn++] = TERM_SLATE; }