3 /* Purpose: Monster attacks */
6 * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
8 * This software may be copied and distributed for educational, research, and
9 * not for profit purposes provided that this copyright and statement are
10 * included in all such copies.
15 extern cptr silly_attacks[MAX_SILLY_ATTACK];
18 * Critical blow. All hits that do 95% of total possible damage,
19 * and which also do at least 20 damage, or, sometimes, N damage.
20 * This is used only to determine "cuts" and "stuns".
22 static int monster_critical(int dice, int sides, int dam)
25 int total = dice * sides;
27 /* Must do at least 95% of perfect */
28 if (dam < total * 19 / 20) return (0);
30 /* Weak blows rarely work */
31 if ((dam < 20) && (randint0(100) >= dam)) return (0);
34 if (dam == total && dam >= 40) max++;
39 while (randint0(100) < 2) max++;
43 if (dam > 45) return (6 + max);
44 if (dam > 33) return (5 + max);
45 if (dam > 25) return (4 + max);
46 if (dam > 18) return (3 + max);
47 if (dam > 11) return (2 + max);
56 * Determine if a monster attack against the player succeeds.
57 * Always miss 5% of the time, Always hit 5% of the time.
58 * Otherwise, match monster power against player armor.
60 static int check_hit(int power, int level, int stun)
67 if (stun && one_in_(2)) return FALSE;
69 /* Hack -- Always miss or hit */
70 if (k < 10) return (k < 5);
72 /* Calculate the "attack quality" */
73 i = (power + (level * 3));
76 ac = p_ptr->ac + p_ptr->to_a;
77 if (p_ptr->special_attack & ATTACK_SUIKEN) ac += (p_ptr->lev * 2);
79 /* Power and Level compete against Armor */
80 if ((i > 0) && (randint1(i) > ((ac * 3) / 4))) return (TRUE);
89 * Hack -- possible "insult" messages
91 static cptr desc_insult[] =
94 "¤¬¤¢¤Ê¤¿¤òÉî¿«¤·¤¿¡ª",
95 "¤¬¤¢¤Ê¤¿¤ÎÊì¤òÉî¿«¤·¤¿¡ª",
96 "¤¬¤¢¤Ê¤¿¤ò·ÚÊΤ·¤¿¡ª",
99 "¤¬¤¢¤Ê¤¿¤Î²ó¤ê¤ÇÍ٤ä¿¡ª",
100 "¤¬àÐêø¤Ê¿È¤Ö¤ê¤ò¤·¤¿¡ª",
101 "¤¬¤¢¤Ê¤¿¤ò¤Ü¤ó¤ä¤ê¤È¸«¤¿¡ª¡ª¡ª",
102 "¤¬¤¢¤Ê¤¿¤ò¥Ñ¥é¥µ¥¤¥È¸Æ¤Ð¤ï¤ê¤·¤¿¡ª",
103 "¤¬¤¢¤Ê¤¿¤ò¥µ¥¤¥Ü¡¼¥°°·¤¤¤·¤¿¡ª"
106 "insults your mother!",
107 "gives you the finger!",
110 "dances around you!",
111 "makes obscene gestures!",
113 "calls you a parasite!",
114 "calls you a cyborg!"
122 * Hack -- possible "insult" messages
124 static cptr desc_moan[] =
127 "¤Ï²¿¤«¤òÈᤷ¤ó¤Ç¤¤¤ë¤è¤¦¤À¡£",
128 "¤¬Èà¤Î»ô¤¤¸¤¤ò¸«¤Ê¤«¤Ã¤¿¤«¤È¿Ò¤Í¤Æ¤¤¤ë¡£",
129 "¤¬ÆìÄ¥¤ê¤«¤é½Ð¤Æ¹Ô¤±¤È¸À¤Ã¤Æ¤¤¤ë¡£",
130 "¤Ï¥¥Î¥³¤¬¤É¤¦¤È¤«Ò줤¤Æ¤¤¤ë¡£"
132 "seems sad about something.",
133 "asks if you have seen his dogs.",
134 "tells you to get off his land.",
135 "mumbles something about mushrooms."
142 * Attack the player via physical attacks.
144 bool make_attack_normal(int m_idx)
146 monster_type *m_ptr = &m_list[m_idx];
148 monster_race *r_ptr = &r_info[m_ptr->r_idx];
152 int i, k, tmp, ac, rlev;
161 char o_name[MAX_NLEN];
168 bool touched = FALSE, fear = FALSE, alive = TRUE;
169 bool explode = FALSE;
170 bool resist_drain = FALSE;
171 bool do_silly_attack = (one_in_(2) && p_ptr->image);
175 /* Not allowed to attack */
176 if (r_ptr->flags1 & (RF1_NEVER_BLOW)) return (FALSE);
178 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE) return (FALSE);
180 /* ...nor if friendly */
181 if (!is_hostile(m_ptr)) return FALSE;
184 ac = p_ptr->ac + p_ptr->to_a;
186 /* Extract the effective monster level */
187 rlev = ((r_ptr->level >= 1) ? r_ptr->level : 1);
190 /* Get the monster name (or "it") */
191 monster_desc(m_name, m_ptr, 0);
193 /* Get the "died from" information (i.e. "a kobold") */
194 monster_desc(ddesc, m_ptr, 0x288);
196 if (p_ptr->special_defense & KATA_IAI)
199 msg_print("Áê¼ê¤¬½±¤¤¤«¤«¤ëÁ°¤ËÁÇÁ᤯Éð´ï¤ò¿¶¤ë¤Ã¤¿¡£");
201 msg_format("You took sen, draw and cut in one motion before %s move.", m_name);
203 if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
206 if ((p_ptr->special_defense & NINJA_KAWARIMI) && (randint0(55) < (p_ptr->lev*3/5+20)))
212 /* Assume no blink */
215 /* Scan through all four blows */
216 for (ap_cnt = 0; ap_cnt < 4; ap_cnt++)
218 bool visible = FALSE;
219 bool obvious = FALSE;
226 /* Extract the attack infomation */
227 int effect = r_ptr->blow[ap_cnt].effect;
228 int method = r_ptr->blow[ap_cnt].method;
229 int d_dice = r_ptr->blow[ap_cnt].d_dice;
230 int d_side = r_ptr->blow[ap_cnt].d_side;
233 if (!m_ptr->r_idx) break;
235 /* Hack -- no more attacks */
238 if (is_pet(m_ptr) && (r_ptr->flags1 & RF1_UNIQUE) && (method == RBM_EXPLODE))
244 /* Stop if player is dead or gone */
245 if (!alive || death) break;
246 if (distance(py, px, m_ptr->fy, m_ptr->fx) > 1) break;
248 /* Handle "leaving" */
249 if (p_ptr->leaving) break;
251 if (method == RBM_SHOOT) continue;
253 /* Extract visibility (before blink) */
254 if (m_ptr->ml) visible = TRUE;
256 /* Extract the attack "power" */
259 case RBE_HURT: power = 60; break;
260 case RBE_POISON: power = 5; break;
261 case RBE_UN_BONUS: power = 20; break;
262 case RBE_UN_POWER: power = 15; break;
263 case RBE_EAT_GOLD: power = 5; break;
264 case RBE_EAT_ITEM: power = 5; break;
265 case RBE_EAT_FOOD: power = 5; break;
266 case RBE_EAT_LITE: power = 5; break;
267 case RBE_ACID: power = 0; break;
268 case RBE_ELEC: power = 10; break;
269 case RBE_FIRE: power = 10; break;
270 case RBE_COLD: power = 10; break;
271 case RBE_BLIND: power = 2; break;
272 case RBE_CONFUSE: power = 10; break;
273 case RBE_TERRIFY: power = 10; break;
274 case RBE_PARALYZE: power = 2; break;
275 case RBE_LOSE_STR: power = 0; break;
276 case RBE_LOSE_DEX: power = 0; break;
277 case RBE_LOSE_CON: power = 0; break;
278 case RBE_LOSE_INT: power = 0; break;
279 case RBE_LOSE_WIS: power = 0; break;
280 case RBE_LOSE_CHR: power = 0; break;
281 case RBE_LOSE_ALL: power = 2; break;
282 case RBE_SHATTER: power = 60; break;
283 case RBE_EXP_10: power = 5; break;
284 case RBE_EXP_20: power = 5; break;
285 case RBE_EXP_40: power = 5; break;
286 case RBE_EXP_80: power = 5; break;
287 case RBE_DISEASE: power = 5; break;
288 case RBE_TIME: power = 5; break;
289 case RBE_EXP_VAMP: power = 5; break;
290 case RBE_DR_MANA: power = 5; break;
291 case RBE_SUPERHURT: power = 60; break;
295 /* Monster hits player */
296 if (!effect || check_hit(power, rlev, m_ptr->stunned))
298 /* Always disturbing */
302 /* Hack -- Apply "protection from evil" */
303 if ((p_ptr->protevil > 0) &&
304 (r_ptr->flags3 & RF3_EVIL) &&
305 (p_ptr->lev >= rlev) &&
306 ((randint0(100) + p_ptr->lev) > 50))
308 /* Remember the Evil-ness */
311 r_ptr->r_flags3 |= RF3_EVIL;
317 msg_format("·âÂष¤¿¡£");
319 msg_format("%^s¤Ï·âÂव¤ì¤¿¡£", m_name);
320 syouryaku = 1;/*£²²óÌܰʹߤϾÊά */
322 msg_format("%^s is repelled.", m_name);
326 /* Hack -- Next attack */
331 /* Assume no cut or stun */
332 do_cut = do_stun = 0;
334 /* Describe the attack method */
345 do_cut = do_stun = 1;
356 act = "touches you.";
367 act = "¥Ñ¥ó¥Á¤µ¤ì¤¿¡£";
369 act = "punches you.";
395 act = "¤Ò¤Ã¤«¤«¤ì¤¿¡£";
438 act = "slashes you.";
450 act = "³Ñ¤ÇÆͤ«¤ì¤¿¡£";
464 act = "ÂÎÅö¤¿¤ê¤µ¤ì¤¿¡£";
466 act = "crushes you.";
478 act = "°û¤ß¹þ¤Þ¤ì¤¿¡£";
480 act = "engulfs you.";
492 act = "¤ÏÀÁµá½ñ¤ò¤è¤³¤·¤¿¡£";
494 act = "charges you.";
498 sound(SOUND_BUY); /* Note! This is "charges", not "charges at". */
506 act = "¤¬ÂΤξå¤òÇ礤²ó¤Ã¤¿¡£";
508 act = "crawls on you.";
519 act = "¤è¤À¤ì¤ò¤¿¤é¤µ¤ì¤¿¡£";
521 act = "drools on you.";
531 act = "ÂäòÅǤ«¤ì¤¿¡£";
533 act = "spits on you.";
544 act = "¤ÏÇúȯ¤·¤¿¡£";
556 act = "¤Ë¤é¤Þ¤ì¤¿¡£";
558 act = "gazes at you.";
567 act = "µã¤¶«¤Ð¤ì¤¿¡£";
569 act = "wails at you.";
579 act = "˦»Ò¤òÈô¤Ð¤µ¤ì¤¿¡£";
581 act = "releases spores at you.";
592 act = "¤¬ XXX4 ¤òȯ¼Í¤·¤¿¡£";
594 act = "projects XXX4's at you.";
603 act = "¶â¤ò¤»¤¬¤Þ¤ì¤¿¡£";
605 act = "begs you for money.";
615 act = desc_insult[randint0(m_ptr->r_idx == MON_DEBBY ? 10 : 8)];
623 act = desc_moan[randint0(4)];
631 if (m_ptr->r_idx == MON_JAIAN)
639 act = "¡Ö¢ö¤ª¡Á¤ì¤Ï¥¸¥ã¥¤¥¢¥ó¡Á¡Á¥¬¡Á¥¤À¤¤¤·¤ç¤¦¡Á¡×";
642 act = "¡Ö¢ö¤Æ¡Á¤ó¤«¤à¡Á¤Æ¤¤Î¤ª¡Á¤È¤³¤À¤¼¡Á¡Á¡×";
645 act = "¡Ö¢ö¤Î¡Á¤ÓÂÀ¥¹¥ÍÉפϥᤸ¤ã¤Ê¤¤¤è¡Á¡Á¡×";
648 act = "¡Ö¢ö¤±¡Á¤ó¤«¥¹¥Ý¡Á¥Ä¡Á¤É¤ó¤È¤³¤¤¡Á¡×";
651 act = "¡Ö¢ö¤¦¤¿¡Á¤â¡Á¡Á¤¦¡Á¤Þ¤¤¤¼¡Á¤Þ¤«¤·¤È¤±¡Á¡×";
654 act = "¡Ö¢ö¤Þ¡Á¤Á¤¤¤Á¤Ð¡Á¤ó¤Î¤Ë¡Á¤ó¤¤â¤Î¡Á¡Á¡×";
657 act = "¡Ö¢ö¤Ù¤ó¤¤ç¤¦¤·¤å¤¯¤À¤¤¥á¤¸¤ã¤Ê¤¤¤è¡Á¡Á¡×";
660 act = "¡Ö¢ö¤¤Ï¤ä¤µ¤·¡Á¤¯¤Æ¡Á¤Á¡Á¤«¤é¤â¤Á¡Á¡×";
663 act = "¡Ö¢ö¤«¤ª¡Á¤â¡Á¡Á¥¹¥¿¥¤¥ë¤â¡Á¥Ð¥Ä¥°¥ó¤µ¡Á¡×";
666 act = "¡Ö¢ö¤¬¤Ã¤³¤¦¤¤¡Á¤Á¤Î¡Á¤¢¡Á¤Ð¤ì¤ó¤Ü¤¦¡Á¡Á¡×";
669 act = "¡Ö¢ö¥É¡Á¥é¤â¥É¥é¥ß¤â¥á¤¸¤ã¤Ê¤¤¤è¡Á¡Á¡×";
672 act = "¡Ö¢ö¤è¤¸¤²¤ó¤Ý¤±¤Ã¤È¡Á¤Ê¡Á¤¯¤¿¤Ã¤Æ¡Á¡×";
675 act = "¡Ö¢ö¤¢¤·¡Á¤Î¡Á¡Á¤Ê¤¬¤µ¡Á¤Ï¡Á¤Þ¤±¤Ê¤¤¤¼¡Á¡×";
679 act = "horribly sings 'I AM GIAAAAAN. THE BOOOSS OF THE KIIIIDS.'";
686 act = "¤Ï¢öËͤé¤Ï³Ú¤·¤¤²È²¢ö¤È²Î¤Ã¤Æ¤¤¤ë¡£";
688 act = "¤Ï¢ö¥¢¥¤ ¥é¥Ö ¥æ¡¼¡¢¥æ¡¼ ¥é¥Ö ¥ß¡¼¢ö¤È²Î¤Ã¤Æ¤¤¤ë¡£";
690 act = "sings 'We are a happy family.'";
692 act = "sings 'I love you, you love me.'";
707 act = silly_attacks[randint0(MAX_SILLY_ATTACK)];
711 msg_format("%^s¤Ë%s", m_name, act);
712 else if(syouryaku==1)
713 msg_format("%s", act);
714 else /*if(syouryaku==-1)*/
715 msg_format("%^s%s", m_name, act);
716 syouryaku = 1;/*£²²óÌܰʹߤϾÊά */
718 msg_format("%^s %s", m_name, act);
722 /* Hack -- assume all attacks are obvious */
725 /* Roll out the damage */
726 damage = damroll(d_dice, d_side);
729 * Skip the effect when exploding, since the explosion
730 * already causes the effect.
734 /* Apply appropriate damage */
739 /* Hack -- Assume obvious */
742 /* Hack -- No damage */
750 int ac = p_ptr->ac+p_ptr->to_a;
751 if ((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) {
752 int tmp_damage = damage-(damage*((ac < 150) ? ac : 150)/250);
754 msg_print("Ä˺¨¤Î°ì·â¡ª");
756 msg_print("It was a critical hit!");
759 tmp_damage = MAX(damage, tmp_damage*2);
762 get_damage += take_hit(DAMAGE_ATTACK, tmp_damage, ddesc, -1);
771 /* Hack -- Player armor reduces total damage */
772 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
775 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
784 /* Take "poison" effect */
785 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
787 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
793 /* Take some damage */
794 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
796 /* Learn about the player */
797 update_smart_learn(m_idx, DRS_POIS);
806 /* Allow complete resist */
807 if (!p_ptr->resist_disen)
809 /* Apply disenchantment */
810 if (apply_disenchant(0)) obvious = TRUE;
813 /* Take some damage */
814 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
816 /* Learn about the player */
817 update_smart_learn(m_idx, DRS_DISEN);
824 /* Take some damage */
825 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
830 for (k = 0; k < 10; k++)
833 i = randint0(INVEN_PACK);
835 /* Obtain the item */
836 o_ptr = &inventory[i];
838 /* Skip non-objects */
839 if (!o_ptr->k_idx) continue;
841 /* Drain charged wands/staffs */
842 if (((o_ptr->tval == TV_STAFF) ||
843 (o_ptr->tval == TV_WAND)) &&
846 /* Calculate healed hitpoints */
847 int heal=rlev * o_ptr->pval;
848 if( o_ptr->tval == TV_STAFF)
849 heal *= o_ptr->number;
851 /* Don't heal more than max hp */
852 heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
856 msg_print("¥¶¥Ã¥¯¤«¤é¥¨¥Í¥ë¥®¡¼¤¬µÛ¤¤¼è¤é¤ì¤¿¡ª");
858 msg_print("Energy drains from your pack!");
865 /* Heal the monster */
868 /* Redraw (later) if needed */
869 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
870 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
875 /* Combine / Reorder the pack */
876 p_ptr->notice |= (PN_COMBINE | PN_REORDER);
879 p_ptr->window |= (PW_INVEN);
891 /* Take some damage */
892 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
894 /* Confused monsters cannot steal successfully. -LM-*/
895 if (m_ptr->confused) break;
902 /* Saving throw (unless paralyzed) based on dex and level */
903 if (!p_ptr->paralyzed &&
904 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
907 /* Saving throw message */
909 msg_print("¤·¤«¤·ÁÇÁ᤯ºâÉÛ¤ò¼é¤Ã¤¿¡ª");
911 msg_print("You quickly protect your money pouch!");
915 /* Occasional blink anyway */
916 if (randint0(3)) blinked = TRUE;
922 gold = (p_ptr->au / 10) + randint1(25);
923 if (gold < 2) gold = 2;
924 if (gold > 5000) gold = (p_ptr->au / 20) + randint1(3000);
925 if (gold > p_ptr->au) gold = p_ptr->au;
930 msg_print("¤·¤«¤·²¿¤âÅð¤Þ¤ì¤Ê¤«¤Ã¤¿¡£");
932 msg_print("Nothing was stolen.");
939 msg_print("ºâÉÛ¤¬·Ú¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
940 msg_format("$%ld ¤Î¤ª¶â¤¬Åð¤Þ¤ì¤¿¡ª", (long)gold);
942 msg_print("Your purse feels lighter.");
943 msg_format("%ld coins were stolen!", (long)gold);
945 chg_virtue(V_SACRIFICE, 1);
950 msg_print("ºâÉÛ¤¬·Ú¤¯¤Ê¤Ã¤¿µ¤¤¬¤¹¤ë¡£");
951 msg_print("¤ª¶â¤¬Á´ÉôÅð¤Þ¤ì¤¿¡ª");
953 msg_print("Your purse feels lighter.");
954 msg_print("All of your coins were stolen!");
957 chg_virtue(V_SACRIFICE, 2);
961 p_ptr->redraw |= (PR_GOLD);
964 p_ptr->window |= (PW_PLAYER);
975 /* Take some damage */
976 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
978 /* Confused monsters cannot steal successfully. -LM-*/
979 if (m_ptr->confused) break;
983 /* Saving throw (unless paralyzed) based on dex and level */
984 if (!p_ptr->paralyzed &&
985 (randint0(100) < (adj_dex_safe[p_ptr->stat_ind[A_DEX]] +
988 /* Saving throw message */
990 msg_print("¤·¤«¤·¤¢¤ï¤Æ¤Æ¥¶¥Ã¥¯¤ò¼è¤êÊÖ¤·¤¿¡ª");
992 msg_print("You grab hold of your backpack!");
996 /* Occasional "blink" anyway */
1007 for (k = 0; k < 10; k++)
1012 i = randint0(INVEN_PACK);
1014 /* Obtain the item */
1015 o_ptr = &inventory[i];
1017 /* Skip non-objects */
1018 if (!o_ptr->k_idx) continue;
1020 /* Skip artifacts */
1021 if (artifact_p(o_ptr) || o_ptr->art_name) continue;
1023 /* Get a description */
1024 object_desc(o_name, o_ptr, FALSE, 3);
1028 msg_format("%s(%c)¤ò%sÅð¤Þ¤ì¤¿¡ª",
1029 o_name, index_to_label(i),
1030 ((o_ptr->number > 1) ? "°ì¤Ä" : ""));
1032 msg_format("%sour %s (%c) was stolen!",
1033 ((o_ptr->number > 1) ? "One of y" : "Y"),
1034 o_name, index_to_label(i));
1037 chg_virtue(V_SACRIFICE, 1);
1040 /* Make an object */
1048 /* Get new object */
1049 j_ptr = &o_list[o_idx];
1052 object_copy(j_ptr, o_ptr);
1057 /* Hack -- If a rod or wand, allocate total
1058 * maximum timeouts or charges between those
1059 * stolen and those missed. -LM-
1061 if ((o_ptr->tval == TV_ROD) || (o_ptr->tval == TV_WAND))
1063 k_ptr = &k_info[o_ptr->k_idx];
1064 j_ptr->pval = o_ptr->pval / o_ptr->number;
1065 o_ptr->pval -= j_ptr->pval;
1069 j_ptr->marked = FALSE;
1071 /* Memorize monster */
1072 j_ptr->held_m_idx = m_idx;
1075 j_ptr->next_o_idx = m_ptr->hold_o_idx;
1078 m_ptr->hold_o_idx = o_idx;
1081 /* Steal the items */
1082 inven_item_increase(i, -1);
1083 inven_item_optimize(i);
1100 /* Take some damage */
1101 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1105 /* Steal some food */
1106 for (k = 0; k < 10; k++)
1108 /* Pick an item from the pack */
1109 i = randint0(INVEN_PACK);
1112 o_ptr = &inventory[i];
1114 /* Skip non-objects */
1115 if (!o_ptr->k_idx) continue;
1117 /* Skip non-food objects */
1118 if ((o_ptr->tval != TV_FOOD) && !((o_ptr->tval == TV_CORPSE) && (o_ptr->sval))) continue;
1120 /* Get a description */
1121 object_desc(o_name, o_ptr, FALSE, 0);
1125 msg_format("%s(%c)¤ò%s¿©¤Ù¤é¤ì¤Æ¤·¤Þ¤Ã¤¿¡ª",
1126 o_name, index_to_label(i),
1127 ((o_ptr->number > 1) ? "°ì¤Ä" : ""));
1129 msg_format("%sour %s (%c) was eaten!",
1130 ((o_ptr->number > 1) ? "One of y" : "Y"),
1131 o_name, index_to_label(i));
1135 /* Steal the items */
1136 inven_item_increase(i, -1);
1137 inven_item_optimize(i);
1151 /* Access the lite */
1152 o_ptr = &inventory[INVEN_LITE];
1154 /* Take some damage */
1155 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1160 if ((o_ptr->xtra4 > 0) && (!artifact_p(o_ptr)))
1163 o_ptr->pval -= (250 + randint1(250));
1164 if (o_ptr->pval < 1) o_ptr->pval = 1;
1170 msg_print("ÌÀ¤«¤ê¤¬°Å¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿¡£");
1172 msg_print("Your light dims.");
1179 p_ptr->window |= (PW_EQUIP);
1193 msg_print("»À¤òÍá¤Ó¤»¤é¤ì¤¿¡ª");
1195 msg_print("You are covered in acid!");
1199 /* Special damage */
1200 acid_dam(damage, ddesc, -1);
1202 /* Learn about the player */
1203 update_smart_learn(m_idx, DRS_ACID);
1216 msg_print("ÅÅ·â¤òÍá¤Ó¤»¤é¤ì¤¿¡ª");
1218 msg_print("You are struck by electricity!");
1222 /* Special damage */
1223 elec_dam(damage, ddesc, -1);
1225 /* Learn about the player */
1226 update_smart_learn(m_idx, DRS_ELEC);
1239 msg_print("Á´¿È¤¬±ê¤ËÊñ¤Þ¤ì¤¿¡ª");
1241 msg_print("You are enveloped in flames!");
1245 /* Special damage */
1246 fire_dam(damage, ddesc, -1);
1248 /* Learn about the player */
1249 update_smart_learn(m_idx, DRS_FIRE);
1262 msg_print("Á´¿È¤¬Î䵤¤Çʤ¤ï¤ì¤¿¡ª");
1264 msg_print("You are covered with frost!");
1268 /* Special damage */
1269 cold_dam(damage, ddesc, -1);
1271 /* Learn about the player */
1272 update_smart_learn(m_idx, DRS_COLD);
1280 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1284 /* Increase "blind" */
1285 if (!p_ptr->resist_blind)
1287 if (set_blind(p_ptr->blind + 10 + randint1(rlev)))
1290 if(m_ptr->r_idx == MON_DIO) msg_print("¤É¤¦¤À¥Ã¡ª¤³¤Î·ì¤ÎÌÜÄÙ¤·¤Ï¥Ã¡ª");
1298 /* Learn about the player */
1299 update_smart_learn(m_idx, DRS_BLIND);
1308 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1312 /* Increase "confused" */
1313 if (!p_ptr->resist_conf)
1315 if (set_confused(p_ptr->confused + 3 + randint1(rlev)))
1321 /* Learn about the player */
1322 update_smart_learn(m_idx, DRS_CONF);
1330 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1334 /* Increase "afraid" */
1335 if (p_ptr->resist_fear)
1338 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
1340 msg_print("You stand your ground!");
1345 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1348 msg_print("¤·¤«¤·¶²Éݤ˿¯¤µ¤ì¤Ê¤«¤Ã¤¿¡ª");
1350 msg_print("You stand your ground!");
1357 if (set_afraid(p_ptr->afraid + 3 + randint1(rlev)))
1363 /* Learn about the player */
1364 update_smart_learn(m_idx, DRS_FEAR);
1372 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1376 /* Increase "paralyzed" */
1377 if (p_ptr->free_act)
1380 msg_print("¤·¤«¤·¸ú²Ì¤¬¤Ê¤«¤Ã¤¿¡ª");
1382 msg_print("You are unaffected!");
1387 else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
1390 msg_print("¤·¤«¤·¸úÎϤòÄ·¤ÍÊÖ¤·¤¿¡ª");
1392 msg_print("You resist the effects!");
1399 if (!p_ptr->paralyzed)
1401 if (set_paralyzed(3 + randint1(rlev)))
1408 /* Learn about the player */
1409 update_smart_learn(m_idx, DRS_FREE);
1416 /* Damage (physical) */
1417 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1422 if (do_dec_stat(A_STR)) obvious = TRUE;
1429 /* Damage (physical) */
1430 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1435 if (do_dec_stat(A_INT)) obvious = TRUE;
1442 /* Damage (physical) */
1443 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1448 if (do_dec_stat(A_WIS)) obvious = TRUE;
1455 /* Damage (physical) */
1456 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1461 if (do_dec_stat(A_DEX)) obvious = TRUE;
1468 /* Damage (physical) */
1469 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1474 if (do_dec_stat(A_CON)) obvious = TRUE;
1481 /* Damage (physical) */
1482 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1487 if (do_dec_stat(A_CHR)) obvious = TRUE;
1494 /* Damage (physical) */
1495 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1499 /* Damage (stats) */
1500 if (do_dec_stat(A_STR)) obvious = TRUE;
1501 if (do_dec_stat(A_DEX)) obvious = TRUE;
1502 if (do_dec_stat(A_CON)) obvious = TRUE;
1503 if (do_dec_stat(A_INT)) obvious = TRUE;
1504 if (do_dec_stat(A_WIS)) obvious = TRUE;
1505 if (do_dec_stat(A_CHR)) obvious = TRUE;
1515 /* Hack -- Reduce damage based on the player armor class */
1516 damage -= (damage * ((ac < 150) ? ac : 150) / 250);
1519 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1521 /* Radius 8 earthquake centered at the monster */
1522 if (damage > 23 || explode)
1524 earthquake(m_ptr->fy, m_ptr->fx, 8);
1536 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1540 if (p_ptr->prace == RACE_ANDROID)
1543 else if (p_ptr->hold_life && (randint0(100) < 95))
1546 msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
1548 msg_print("You keep hold of your life force!");
1554 s32b d = damroll(10, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE;
1555 if (p_ptr->hold_life)
1558 msg_print("À¸Ì¿ÎϤò¾¯¤·µÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1560 msg_print("You feel your life slipping away!");
1568 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1570 msg_print("You feel your life draining away!");
1585 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1589 if (p_ptr->prace == RACE_ANDROID)
1592 else if (p_ptr->hold_life && (randint0(100) < 90))
1595 msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
1597 msg_print("You keep hold of your life force!");
1603 s32b d = damroll(20, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE;
1604 if (p_ptr->hold_life)
1607 msg_print("À¸Ì¿ÎϤò¾¯¤·µÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1609 msg_print("You feel your life slipping away!");
1617 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1619 msg_print("You feel your life draining away!");
1634 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1638 if (p_ptr->prace == RACE_ANDROID)
1641 else if (p_ptr->hold_life && (randint0(100) < 75))
1644 msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
1646 msg_print("You keep hold of your life force!");
1652 s32b d = damroll(40, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE;
1653 if (p_ptr->hold_life)
1656 msg_print("À¸Ì¿ÎϤò¾¯¤·µÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1658 msg_print("You feel your life slipping away!");
1666 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1668 msg_print("You feel your life draining away!");
1683 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1687 if (p_ptr->prace == RACE_ANDROID)
1690 else if (p_ptr->hold_life && (randint0(100) < 50))
1693 msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
1695 msg_print("You keep hold of your life force!");
1701 s32b d = damroll(80, 6) + (p_ptr->exp/100) * MON_DRAIN_LIFE;
1702 if (p_ptr->hold_life)
1705 msg_print("À¸Ì¿ÎϤò¾¯¤·µÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1707 msg_print("You feel your life slipping away!");
1715 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1717 msg_print("You feel your life draining away!");
1728 /* Take some damage */
1729 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1733 /* Take "poison" effect */
1734 if (!(p_ptr->resist_pois || p_ptr->oppose_pois))
1736 if (set_poisoned(p_ptr->poisoned + randint1(rlev) + 5))
1742 /* Damage CON (10% chance)*/
1743 if ((randint1(100) < 11) && (p_ptr->prace != RACE_ANDROID))
1745 /* 1% chance for perm. damage */
1746 bool perm = one_in_(10);
1747 if (dec_stat(A_CON, randint1(10), perm)) obvious = TRUE;
1755 if (!p_ptr->resist_time)
1757 switch (randint1(10))
1759 case 1: case 2: case 3: case 4: case 5:
1761 if (p_ptr->prace == RACE_ANDROID) break;
1763 msg_print("¿ÍÀ¸¤¬µÕÌá¤ê¤·¤¿µ¤¤¬¤¹¤ë¡£");
1765 msg_print("You feel life has clocked back.");
1768 lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
1772 case 6: case 7: case 8: case 9:
1774 int stat = randint0(6);
1779 case A_STR: act = "¶¯¤¯"; break;
1780 case A_INT: act = "ÁïÌÀ¤Ç"; break;
1781 case A_WIS: act = "¸ÌÀ¤Ç"; break;
1782 case A_DEX: act = "´ïÍѤÇ"; break;
1783 case A_CON: act = "·ò¹¯¤Ç"; break;
1784 case A_CHR: act = "Èþ¤·¤¯"; break;
1786 case A_STR: act = "strong"; break;
1787 case A_INT: act = "bright"; break;
1788 case A_WIS: act = "wise"; break;
1789 case A_DEX: act = "agile"; break;
1790 case A_CON: act = "hale"; break;
1791 case A_CHR: act = "beautiful"; break;
1797 msg_format("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤É%s¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£", act);
1799 msg_format("You're not as %s as you used to be...", act);
1803 p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
1804 if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
1805 p_ptr->update |= (PU_BONUS);
1812 msg_print("¤¢¤Ê¤¿¤Ï°ÊÁ°¤Û¤ÉÎ϶¯¤¯¤Ê¤¯¤Ê¤Ã¤Æ¤·¤Þ¤Ã¤¿...¡£");
1814 msg_print("You're not as powerful as you used to be...");
1818 for (k = 0; k < 6; k++)
1820 p_ptr->stat_cur[k] = (p_ptr->stat_cur[k] * 7) / 8;
1821 if (p_ptr->stat_cur[k] < 3) p_ptr->stat_cur[k] = 3;
1823 p_ptr->update |= (PU_BONUS);
1828 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1838 get_damage += take_hit(DAMAGE_ATTACK, damage, ddesc, -1);
1842 if (p_ptr->prace == RACE_ANDROID)
1845 else if (p_ptr->hold_life && (randint0(100) < 50))
1848 msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
1850 msg_print("You keep hold of your life force!");
1853 resist_drain = TRUE;
1857 s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
1858 if (p_ptr->hold_life)
1861 msg_print("À¸Ì¿ÎϤ¬¾¯¤·ÂΤ«¤éÈ´¤±Íî¤Á¤¿µ¤¤¬¤¹¤ë¡ª");
1863 msg_print("You feel your life slipping away!");
1871 msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
1873 msg_print("You feel your life draining away!");
1880 /* Heal the attacker? */
1881 if ((!(p_ptr->prace == RACE_ZOMBIE ||
1882 p_ptr->prace == RACE_VAMPIRE ||
1883 p_ptr->prace == RACE_SPECTRE ||
1884 p_ptr->prace == RACE_SKELETON ||
1885 p_ptr->prace == RACE_DEMON ||
1886 p_ptr->prace == RACE_GOLEM ||
1887 p_ptr->prace == RACE_ANDROID) ||
1888 !(mimic_info[p_ptr->mimic_form].MIMIC_FLAGS & MIMIC_IS_NONLIVING)) &&
1889 (damage > 5) && !(resist_drain))
1891 bool did_heal = FALSE;
1893 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1896 m_ptr->hp += damroll(4, damage / 6);
1897 if (m_ptr->hp > m_ptr->maxhp) m_ptr->hp = m_ptr->maxhp;
1899 /* Redraw (later) if needed */
1900 if (p_ptr->health_who == m_idx) p_ptr->redraw |= (PR_HEALTH);
1901 if (p_ptr->riding == m_idx) p_ptr->redraw |= (PR_UHEALTH);
1903 /* Special message */
1904 if ((m_ptr->ml) && (did_heal))
1907 msg_format("%s¤ÏÂÎÎϤò²óÉü¤·¤¿¤è¤¦¤À¡£", m_name);
1909 msg_format("%^s appears healthier.", m_name);
1919 bool did_heal = FALSE;
1927 p_ptr->csp -= damage;
1931 p_ptr->csp_frac = 0;
1934 if (m_ptr->hp < m_ptr->maxhp) did_heal = TRUE;
1936 p_ptr->redraw |= (PR_MANA);
1942 /* Hack -- only one of cut or stun */
1943 if (do_cut && do_stun)
1946 if (randint0(100) < 50)
1963 /* Critical hit (zero if non-critical) */
1964 tmp = monster_critical(d_dice, d_side, damage);
1966 /* Roll for damage */
1969 case 0: k = 0; break;
1970 case 1: k = randint1(5); break;
1971 case 2: k = randint1(5) + 5; break;
1972 case 3: k = randint1(20) + 20; break;
1973 case 4: k = randint1(50) + 50; break;
1974 case 5: k = randint1(100) + 100; break;
1975 case 6: k = 300; break;
1976 default: k = 500; break;
1980 if (k) (void)set_cut(p_ptr->cut + k);
1988 /* Critical hit (zero if non-critical) */
1989 tmp = monster_critical(d_dice, d_side, damage);
1991 /* Roll for damage */
1994 case 0: k = 0; break;
1995 case 1: k = randint1(5); break;
1996 case 2: k = randint1(5) + 10; break;
1997 case 3: k = randint1(10) + 20; break;
1998 case 4: k = randint1(15) + 30; break;
1999 case 5: k = randint1(20) + 40; break;
2000 case 6: k = 80; break;
2001 default: k = 150; break;
2004 /* Apply the stun */
2005 if (k) (void)set_stun(p_ptr->stun + k);
2010 sound(SOUND_EXPLODE);
2012 if (mon_take_hit(m_idx, m_ptr->hp + 1, &fear, NULL))
2021 if (p_ptr->sh_fire && alive && !death)
2023 if (!(r_ptr->flags3 & RF3_IM_FIRE))
2025 int dam = damroll(2, 6);
2027 /* Modify the damage */
2028 dam = mon_damage_mod(m_ptr, dam, FALSE);
2031 msg_format("%^s¤ÏÆÍÁ³Ç®¤¯¤Ê¤Ã¤¿¡ª", m_name);
2032 if (mon_take_hit(m_idx, dam, &fear,
2033 "¤Ï³¥¤Î»³¤Ë¤Ê¤Ã¤¿¡£"))
2035 msg_format("%^s is suddenly very hot!", m_name);
2037 if (mon_take_hit(m_idx, dam, &fear,
2038 " turns into a pile of ash."))
2049 r_ptr->r_flags3 |= RF3_IM_FIRE;
2053 if (p_ptr->sh_elec && alive && !death)
2055 if (!(r_ptr->flags3 & RF3_IM_ELEC))
2057 int dam = damroll(2, 6);
2059 /* Modify the damage */
2060 dam = mon_damage_mod(m_ptr, dam, FALSE);
2063 msg_format("%^s¤ÏÅÅ·â¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
2064 if (mon_take_hit(m_idx, dam, &fear,
2065 "¤Ïdz¤¨³Ì¤Î»³¤Ë¤Ê¤Ã¤¿¡£"))
2067 msg_format("%^s gets zapped!", m_name);
2069 if (mon_take_hit(m_idx, dam, &fear,
2070 " turns into a pile of cinder."))
2081 r_ptr->r_flags3 |= RF3_IM_ELEC;
2085 if (p_ptr->sh_cold && alive && !death)
2087 if (!(r_ptr->flags3 & RF3_IM_COLD))
2089 int dam = damroll(2, 6);
2091 /* Modify the damage */
2092 dam = mon_damage_mod(m_ptr, dam, FALSE);
2095 msg_format("%^s¤ÏÎ䵤¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
2096 if (mon_take_hit(m_idx, dam, &fear,
2099 msg_format("%^s is very cold!", m_name);
2101 if (mon_take_hit(m_idx, dam, &fear,
2113 r_ptr->r_flags3 |= RF3_IM_COLD;
2118 if (p_ptr->dustrobe && alive && !death)
2120 if (!(r_ptr->flags4 & RF4_BR_SHAR))
2122 int dam = damroll(2, 6);
2124 /* Modify the damage */
2125 dam = mon_damage_mod(m_ptr, dam, FALSE);
2128 msg_format("%^s¤Ï¶À¤ÎÇËÊÒ¤ò¤¯¤é¤Ã¤¿¡ª", m_name);
2129 if (mon_take_hit(m_idx, dam, &fear,
2130 "¤Ï¥º¥¿¥º¥¿¤Ë¤Ê¤Ã¤¿¡£"))
2132 msg_format("%^s gets zapped!", m_name);
2134 if (mon_take_hit(m_idx, dam, &fear,
2135 " had torn to pieces."))
2143 if( cave[py][px].feat == FEAT_MIRROR ){
2144 teleport_player(10);
2148 if (p_ptr->tim_sh_holy && alive && !death)
2150 if (r_ptr->flags3 & RF3_EVIL)
2152 int dam = damroll(2, 6);
2154 /* Modify the damage */
2155 dam = mon_damage_mod(m_ptr, dam, FALSE);
2158 msg_format("%^s¤ÏÀ»¤Ê¤ë¥ª¡¼¥é¤Ç½ý¤Ä¤¤¤¿¡ª", m_name);
2159 if (mon_take_hit(m_idx, dam, &fear,
2162 msg_format("%^s nanka!", m_name);
2164 if (mon_take_hit(m_idx, dam, &fear,
2173 r_ptr->r_flags3 |= RF3_EVIL;
2177 if (p_ptr->tim_sh_touki && alive && !death)
2179 int dam = damroll(2, 6);
2181 /* Modify the damage */
2182 dam = mon_damage_mod(m_ptr, dam, FALSE);
2185 msg_format("%^s¤¬±Ô¤¤Æ®µ¤¤Î¥ª¡¼¥é¤Ç½ý¤Ä¤¤¤¿¡ª", m_name);
2186 if (mon_take_hit(m_idx, dam, &fear,
2189 msg_format("%^s nanka", m_name);
2191 if (mon_take_hit(m_idx, dam, &fear,
2203 /* Monster missed player */
2206 /* Analyze failed attacks */
2222 /* Visible monsters */
2231 msg_format("%s¤«¤ï¤·¤¿¡£", (p_ptr->special_attack & ATTACK_SUIKEN) ? "´ñ̯¤ÊÆ°¤¤Ç" : "");
2233 msg_format("%s%^s¤Î¹¶·â¤ò¤«¤ï¤·¤¿¡£", (p_ptr->special_attack & ATTACK_SUIKEN) ? "´ñ̯¤ÊÆ°¤¤Ç" : "", m_name);
2234 syouryaku = 1;/*£²²óÌܰʹߤϾÊά */
2236 msg_format("%^s misses you.", m_name);
2247 /* Analyze "visible" monsters only */
2248 if (visible && !do_silly_attack)
2250 /* Count "obvious" attacks (and ones that cause damage) */
2251 if (obvious || damage || (r_ptr->r_blows[ap_cnt] > 10))
2253 /* Count attacks of this type */
2254 if (r_ptr->r_blows[ap_cnt] < MAX_UCHAR)
2256 r_ptr->r_blows[ap_cnt]++;
2261 if (p_ptr->riding && damage)
2264 monster_desc(m_name, &m_list[p_ptr->riding], 0);
2265 if (rakuba((damage > 200) ? 200 : damage, FALSE))
2268 msg_format("%^s¤«¤éÍî¤Á¤Æ¤·¤Þ¤Ã¤¿¡ª", m_name);
2270 msg_format("You have fallen from %s.", m_name);
2274 if (p_ptr->special_defense & NINJA_KAWARIMI)
2281 if (p_ptr->tim_eyeeye && get_damage > 0 && !death)
2283 msg_format("¹¶·â¤¬%s¼«¿È¤ò½ý¤Ä¤±¤¿¡ª", m_name);
2284 project(0, 0, m_ptr->fy, m_ptr->fx, get_damage, GF_MISSILE, PROJECT_KILL | PROJECT_NO_REF, -1);
2285 set_tim_eyeeye(p_ptr->tim_eyeeye-5, TRUE);
2289 if ((p_ptr->counter || (p_ptr->special_defense & KATA_MUSOU)) && alive && !death && m_ptr->ml && (p_ptr->csp > 7))
2292 monster_desc(m_name, m_ptr, 0);
2296 msg_format("%^s¤ËÈ¿·â¤·¤¿¡ª", m_name);
2298 msg_format("Your counterattack to %s!", m_name);
2300 py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
2305 if (blinked && alive && !death)
2308 msg_print("Å¥ËÀ¤Ï¾Ð¤Ã¤Æƨ¤²¤¿¡ª");
2310 msg_print("The thief flees laughing!");
2313 teleport_away(m_idx, MAX_SIGHT * 2 + 5, FALSE);
2317 /* Always notice cause of death */
2318 if (death && (r_ptr->r_deaths < MAX_SHORT) && !p_ptr->inside_arena)
2323 if (m_ptr->ml && fear && alive && !death)
2327 msg_format("%^s¤Ï¶²ÉݤÇƨ¤²½Ð¤·¤¿¡ª", m_name);
2329 msg_format("%^s flees in terror!", m_name);
2334 if (p_ptr->special_defense & KATA_IAI)
2336 set_action(ACTION_NONE);
2339 /* Assume we attacked */