x = p_ptr->x;
teleport_player(10 + randint1(90), 0L);
-
object_wipe(q_ptr);
-
object_prep(q_ptr, lookup_kind(TV_STATUE, SV_WOODEN_STATUE));
q_ptr->pval = MON_NINJA;
(void)drop_near(q_ptr, -1, y, x);
-#ifdef JP
- if (success) msg_print("攻撃を受ける前に素早く身をひるがえした。");
- else msg_print("失敗!攻撃を受けてしまった。");
-#else
- if (success) msg_print("You have turned around just before the attack hit you.");
- else msg_print("Failed! You are hit by the attack.");
-#endif
+ if (success) msg_print(_("攻撃を受ける前に素早く身をひるがえした。", "You have turned around just before the attack hit you."));
+ else msg_print(_("失敗!攻撃を受けてしまった。", "Failed! You are hit by the attack."));
p_ptr->special_defense &= ~(NINJA_KAWARIMI);
p_ptr->redraw |= (PR_STATUS);
if (tm_idx != cave[ny][nx].m_idx)
{
#ifdef JP
- msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "",
- m_ptr->ml ? "モンスター" : "何か");
+ msg_format("%s%sが立ちふさがっている!", tm_idx ? "別の" : "", m_ptr->ml ? "モンスター" : "何か");
#else
msg_format("There is %s in the way!", m_ptr->ml ? (tm_idx ? "another monster" : "a monster") : "someone");
#endif