3 * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
18 #include "object-hook.h"
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
24 #include "cmd-spell.h"
25 #include "realm-hex.h"
28 * @brief 魔法系コマンドを実行できるかの判定を返す
29 * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
31 static bool can_do_cmd_cast(void)
33 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
35 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
39 else if (p_ptr->anti_magic)
41 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
44 else if (p_ptr->shero)
46 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
55 * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
57 static bool choose_kamae(void)
66 msg_print(_("混乱していて構えられない!", "Too confused."));
70 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
72 for (i = 0; i < MAX_KAMAE; i++)
74 if (p_ptr->lev >= kamae_shurui[i].min_level)
76 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
82 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
93 else if ((choice == 'a') || (choice == 'A'))
95 if (p_ptr->action == ACTION_KAMAE)
97 set_action(ACTION_NONE);
100 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
104 else if ((choice == 'b') || (choice == 'B'))
109 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
114 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
119 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
125 set_action(ACTION_KAMAE);
127 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
129 msg_print(_("構え直した。", "You reassume a posture."));
133 p_ptr->special_defense &= ~(KAMAE_MASK);
134 p_ptr->update |= (PU_BONUS);
135 p_ptr->redraw |= (PR_STATE);
136 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
137 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
139 p_ptr->redraw |= PR_STATE;
146 * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
148 static bool choose_kata(void)
157 msg_print(_("混乱していて構えられない!", "Too confused."));
163 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
169 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
173 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
175 for (i = 0; i < MAX_KATA; i++)
177 if (p_ptr->lev >= kata_shurui[i].min_level)
179 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
185 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
191 if (choice == ESCAPE)
196 else if ((choice == 'a') || (choice == 'A'))
198 if (p_ptr->action == ACTION_KATA)
200 set_action(ACTION_NONE);
203 msg_print(_("もともと構えていない。", "You are not assuming posture."));
207 else if ((choice == 'b') || (choice == 'B'))
212 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
217 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
222 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
228 set_action(ACTION_KATA);
230 if (p_ptr->special_defense & (KATA_IAI << new_kata))
232 msg_print(_("構え直した。", "You reassume a posture."));
236 p_ptr->special_defense &= ~(KATA_MASK);
237 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
238 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
239 p_ptr->special_defense |= (KATA_IAI << new_kata);
241 p_ptr->redraw |= (PR_STATE | PR_STATUS);
248 * @brief レイシャル・パワー情報のtypedef
250 typedef struct power_desc_type power_desc_type;
253 * @brief レイシャル・パワー情報の構造体定義
255 struct power_desc_type
257 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
258 PLAYER_LEVEL level; //!<体得レベル
267 * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
268 * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
271 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
273 PLAYER_LEVEL min_level = pd_ptr->level;
274 int difficulty = pd_ptr->fail;
279 int stat = p_ptr->stat_cur[pd_ptr->stat];
281 /* No chance for success */
282 if ((p_ptr->lev < min_level) || p_ptr->confused)
287 if (difficulty == 0) return 100;
289 /* Calculate difficulty */
292 difficulty += p_ptr->stun;
294 else if (p_ptr->lev > min_level)
296 int lev_adj = ((p_ptr->lev - min_level) / 3);
297 if (lev_adj > 10) lev_adj = 10;
298 difficulty -= lev_adj;
301 if (difficulty < 5) difficulty = 5;
303 /* We only need halfs of the difficulty */
304 difficulty = difficulty / 2;
306 for (i = 1; i <= stat; i++)
308 val = i - difficulty;
310 sum += (val <= difficulty) ? val : difficulty;
316 return (((sum * 100) / difficulty) / stat);
320 static int racial_cost;
323 * @brief レイシャル・パワーの発動の判定処理
324 * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
326 * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
327 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
329 static int racial_aux(power_desc_type *pd_ptr)
331 PLAYER_LEVEL min_level = pd_ptr->level;
332 int use_stat = pd_ptr->stat;
333 int difficulty = pd_ptr->fail;
336 racial_cost = pd_ptr->cost;
338 /* Not enough mana - use hp */
339 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
341 /* Power is not available yet */
342 if (p_ptr->lev < min_level)
344 msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。",
345 "You need to attain level %d to use this power."), min_level);
347 p_ptr->energy_use = 0;
352 else if (p_ptr->confused)
354 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
355 p_ptr->energy_use = 0;
360 else if (p_ptr->chp < use_hp)
362 if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
364 p_ptr->energy_use = 0;
369 /* Else attempt to do it! */
375 difficulty += p_ptr->stun;
377 else if (p_ptr->lev > min_level)
379 int lev_adj = ((p_ptr->lev - min_level) / 3);
380 if (lev_adj > 10) lev_adj = 10;
381 difficulty -= lev_adj;
384 if (difficulty < 5) difficulty = 5;
387 /* take time and pay the price */
388 p_ptr->energy_use = 100;
391 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
396 if (flush_failure) flush();
397 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
404 * @brief レイシャル・パワー発動処理
405 * @param command 発動するレイシャルのID
406 * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
408 static bool cmd_racial_power_aux(s32b command)
410 PLAYER_LEVEL plev = p_ptr->lev;
415 switch (p_ptr->pclass)
419 return sword_dancing(p_ptr);
422 case CLASS_HIGH_MAGE:
423 if (p_ptr->realm1 == REALM_HEX)
425 bool retval = stop_hex_spell();
426 if (retval) p_ptr->energy_use = 10;
430 /* case CLASS_HIGH_MAGE: */
433 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
438 if (is_good_realm(p_ptr->realm1))
440 if (!bless_weapon()) return FALSE;
444 (void)dispel_monsters(plev * 4);
445 turn_monsters(plev * 4);
446 banish_monsters(plev * 4);
452 if(!panic_hit()) return FALSE;
458 msg_print(_("敵を調査した...", "You examine your foes..."));
464 if (!get_aim_dir(&dir)) return FALSE;
465 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
469 case CLASS_WARRIOR_MAGE:
473 return comvert_hp_to_mp(p_ptr);
475 else if (command == -4)
477 return comvert_mp_to_hp(p_ptr);
481 case CLASS_CHAOS_WARRIOR:
483 return confusing_light(p_ptr);
488 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
490 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
495 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
501 if (!choose_kamae()) return FALSE;
502 p_ptr->update |= (PU_BONUS);
504 else if (command == -4)
506 return double_attack(p_ptr);
510 case CLASS_MINDCRAFTER:
511 case CLASS_FORCETRAINER:
513 return clear_mind(p_ptr);
519 if (!get_aim_dir(&dir)) return FALSE;
521 fire_beam(GF_PHOTO, dir, 1);
523 else if (command == -4)
525 if (!identify_fully(FALSE)) return FALSE;
532 if (!do_cmd_mane(TRUE)) return FALSE;
535 case CLASS_BEASTMASTER:
539 if (!get_aim_dir(&dir)) return FALSE;
540 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
542 else if (command == -4)
544 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
550 if (!create_ammo()) return FALSE;
553 case CLASS_MAGIC_EATER:
556 if (!import_magic_device()) return FALSE;
557 } else if (command == -4) {
558 if (!can_do_cmd_cast()) return FALSE;
559 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
565 /* Singing is already stopped */
566 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
569 p_ptr->energy_use = 10;
574 if (!can_do_cmd_cast()) return FALSE;
578 if (!p_ptr->paralyzed && can_do_cmd_cast())
587 else if (command == -4)
589 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
591 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
594 if (!choose_kata()) return FALSE;
595 p_ptr->update |= (PU_BONUS);
599 case CLASS_BLUE_MAGE:
601 if (p_ptr->action == ACTION_LEARN)
603 set_action(ACTION_NONE);
607 set_action(ACTION_LEARN);
609 p_ptr->energy_use = 0;
616 case CLASS_BERSERKER:
618 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
625 if (!identify_fully(TRUE)) return FALSE;
629 if (!ident_spell(TRUE)) return FALSE;
633 case CLASS_MIRROR_MASTER:
637 /* Explode all mirrors */
638 remove_all_mirrors(TRUE);
640 else if (command == -4)
642 return mirror_concentration(p_ptr);
651 else if (p_ptr->mimic_form)
653 switch (p_ptr->mimic_form)
656 case MIMIC_DEMON_LORD:
658 return demonic_breath(p_ptr);
669 switch (p_ptr->prace)
672 msg_print(_("周囲を調べた。", "You examine your surroundings."));
673 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
674 (void)detect_doors(DETECT_RAD_DEFAULT);
675 (void)detect_stairs(DETECT_RAD_DEFAULT);
679 return create_ration(p_ptr);
683 msg_print(_("パッ!", "Blink!"));
684 teleport_player(10, 0L);
688 msg_print(_("勇気を出した。", "You play tough."));
692 case RACE_HALF_TROLL:
693 msg_print(_("うがぁぁ!", "RAAAGH!"));
694 (void)berserk(10 + randint1(plev));
700 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
703 else if (command == -2)
705 msg_print(_("あなたは「パターン」を心に描いてその上を歩いた...", "You picture the Pattern in your mind and walk it..."));
707 (void)true_healing(0);
708 (void)restore_all_status();
709 (void)restore_level();
714 msg_print(_("うぉぉおお!", "Raaagh!"));
715 (void)berserk(10 + randint1(plev));
719 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
723 case RACE_HALF_GIANT:
724 if (!get_aim_dir(&dir)) return FALSE;
725 (void)wall_to_mud(dir, 20 + randint1(30));
728 case RACE_HALF_TITAN:
729 msg_print(_("敵を調査した...", "You examine your foes..."));
734 if (!get_aim_dir(&dir)) return FALSE;
735 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
736 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
740 if (!get_aim_dir(&dir)) return FALSE;
742 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
743 (void)fear_monster(dir, plev);
747 if (!get_aim_dir(&dir)) return FALSE;
749 msg_print(_("酸を吐いた。", "You spit acid."));
750 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
751 else fire_ball(GF_ACID, dir, plev, 2);
755 if (!get_aim_dir(&dir)) return FALSE;
756 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
757 fire_bolt(GF_POIS, dir, plev);
761 msg_print(_("周囲を調査した。", "You examine your surroundings."));
762 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
763 (void)detect_doors(DETECT_RAD_DEFAULT);
764 (void)detect_stairs(DETECT_RAD_DEFAULT);
768 if (!get_aim_dir(&dir)) return FALSE;
769 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
770 fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
774 return draconian_breath(p_ptr);
777 case RACE_MIND_FLAYER:
778 if (!get_aim_dir(&dir)) return FALSE;
779 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
780 fire_bolt(GF_PSI, dir, plev);
784 if (!get_aim_dir(&dir)) return FALSE;
787 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
788 fire_ball(GF_FIRE, dir, plev, 2);
792 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
793 fire_bolt(GF_FIRE, dir, plev);
798 (void)set_shield(randint1(20) + 30, FALSE);
803 msg_print(_("あなたは失ったエネルギーを取り戻そうと試みた。", "You attempt to restore your lost energies."));
804 (void)restore_level();
812 if (!get_aim_dir(&dir)) return FALSE;
814 msg_print(_("あなたはおどろおどろしい叫び声をあげた!", "You emit an eldritch howl!"));
815 (void)fear_monster(dir, plev);
819 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
820 if (plev < 25) sleep_monsters_touch();
821 else (void)sleep_monsters(plev);
825 return demonic_breath(p_ptr);
829 (void)set_tsubureru(randint1(20) + 30, FALSE);
833 return android_inside_weapon(p_ptr);
837 msg_print(_("この種族は特殊な能力を持っていません。", "This race has no bonus power."));
838 p_ptr->energy_use = 0;
845 * @brief レイシャル・パワーコマンドのメインルーチン / Allow user to choose a power (racial / mutation) to activate
848 void do_cmd_racial_power(void)
850 power_desc_type power_desc[36];
854 PLAYER_LEVEL lvl = p_ptr->lev;
855 bool flag, redraw, cast = FALSE;
856 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
859 int menu_line = (use_menu ? 1 : 0);
861 if (p_ptr->wild_mode) return;
863 for (num = 0; num < 36; num++)
865 strcpy(power_desc[num].name, "");
866 power_desc[num].number = 0;
873 msg_print(_("混乱していて特殊能力を使えません!", "You are too confused to use any powers!"));
874 p_ptr->energy_use = 0;
878 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
880 set_action(ACTION_NONE);
883 switch (p_ptr->pclass)
887 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
888 power_desc[num].level = 40;
889 power_desc[num].cost = 75;
890 power_desc[num].stat = A_DEX;
891 power_desc[num].fail = 35;
892 power_desc[num++].number = -3;
895 case CLASS_HIGH_MAGE:
896 if (p_ptr->realm1 == REALM_HEX)
898 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
899 power_desc[num].level = 1;
900 power_desc[num].cost = 0;
901 power_desc[num].stat = A_INT;
902 power_desc[num].fail = 0;
903 power_desc[num++].number = -3;
907 /* case CLASS_HIGH_MAGE: */
910 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
911 power_desc[num].level = 25;
912 power_desc[num].cost = 1;
913 power_desc[num].stat = A_INT;
914 power_desc[num].fail = 25;
915 power_desc[num++].number = -3;
920 if (is_good_realm(p_ptr->realm1))
922 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
923 power_desc[num].level = 35;
924 power_desc[num].cost = 70;
925 power_desc[num].stat = A_WIS;
926 power_desc[num].fail = 50;
927 power_desc[num++].number = -3;
931 strcpy(power_desc[num].name, _("召魂", "Evocation"));
932 power_desc[num].level = 42;
933 power_desc[num].cost = 40;
934 power_desc[num].stat = A_WIS;
935 power_desc[num].fail = 35;
936 power_desc[num++].number = -3;
942 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
943 power_desc[num].level = 8;
944 power_desc[num].cost = 12;
945 power_desc[num].stat = A_DEX;
946 power_desc[num].fail = 14;
947 power_desc[num++].number = -3;
953 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
954 power_desc[num].level = 15;
955 power_desc[num].cost = 20;
956 power_desc[num].stat = A_INT;
957 power_desc[num].fail = 12;
958 power_desc[num++].number = -3;
963 if (is_good_realm(p_ptr->realm1))
965 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
966 power_desc[num].level = 30;
967 power_desc[num].cost = 30;
968 power_desc[num].stat = A_WIS;
969 power_desc[num].fail = 30;
970 power_desc[num++].number = -3;
974 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
975 power_desc[num].level = 30;
976 power_desc[num].cost = 30;
977 power_desc[num].stat = A_WIS;
978 power_desc[num].fail = 30;
979 power_desc[num++].number = -3;
983 case CLASS_WARRIOR_MAGE:
985 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
986 power_desc[num].level = 25;
987 power_desc[num].cost = 0;
988 power_desc[num].stat = A_INT;
989 power_desc[num].fail = 10;
990 power_desc[num++].number = -3;
992 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
993 power_desc[num].level = 25;
994 power_desc[num].cost = 0;
995 power_desc[num].stat = A_INT;
996 power_desc[num].fail = 10;
997 power_desc[num++].number = -4;
1000 case CLASS_CHAOS_WARRIOR:
1002 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1003 power_desc[num].level = 40;
1004 power_desc[num].cost = 50;
1005 power_desc[num].stat = A_INT;
1006 power_desc[num].fail = 25;
1007 power_desc[num++].number = -3;
1012 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1013 power_desc[num].level = 25;
1014 power_desc[num].cost = 0;
1015 power_desc[num].stat = A_DEX;
1016 power_desc[num].fail = 0;
1017 power_desc[num++].number = -3;
1019 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1020 power_desc[num].level = 30;
1021 power_desc[num].cost = 30;
1022 power_desc[num].stat = A_STR;
1023 power_desc[num].fail = 20;
1024 power_desc[num++].number = -4;
1027 case CLASS_MINDCRAFTER:
1028 case CLASS_FORCETRAINER:
1030 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1031 power_desc[num].level = 15;
1032 power_desc[num].cost = 0;
1033 power_desc[num].stat = A_WIS;
1034 power_desc[num].fail = 10;
1035 power_desc[num++].number = -3;
1040 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1041 power_desc[num].level = 1;
1042 power_desc[num].cost = 0;
1043 power_desc[num].stat = A_DEX;
1044 power_desc[num].fail = 0;
1045 power_desc[num++].number = -3;
1047 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1048 power_desc[num].level = 25;
1049 power_desc[num].cost = 20;
1050 power_desc[num].stat = A_INT;
1051 power_desc[num].fail = 20;
1052 power_desc[num++].number = -4;
1055 case CLASS_IMITATOR:
1057 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1058 power_desc[num].level = 30;
1059 power_desc[num].cost = 100;
1060 power_desc[num].stat = A_DEX;
1061 power_desc[num].fail = 30;
1062 power_desc[num++].number = -3;
1065 case CLASS_BEASTMASTER:
1067 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1068 power_desc[num].level = 1;
1069 power_desc[num].cost = (p_ptr->lev+3)/4;
1070 power_desc[num].stat = A_CHR;
1071 power_desc[num].fail = 10;
1072 power_desc[num++].number = -3;
1074 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1075 power_desc[num].level = 30;
1076 power_desc[num].cost = (p_ptr->lev+20)/2;
1077 power_desc[num].stat = A_CHR;
1078 power_desc[num].fail = 10;
1079 power_desc[num++].number = -4;
1084 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1085 power_desc[num].level = 1;
1086 power_desc[num].cost = 0;
1087 power_desc[num].stat = A_DEX;
1088 power_desc[num].fail = 0;
1089 power_desc[num++].number = -3;
1092 case CLASS_MAGIC_EATER:
1094 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1095 power_desc[num].level = 1;
1096 power_desc[num].cost = 0;
1097 power_desc[num].stat = A_INT;
1098 power_desc[num].fail = 0;
1099 power_desc[num++].number = -3;
1101 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1102 power_desc[num].level = 10;
1103 power_desc[num].cost = 10 + (lvl - 10) / 2;
1104 power_desc[num].stat = A_INT;
1105 power_desc[num].fail = 0;
1106 power_desc[num++].number = -4;
1111 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1112 power_desc[num].level = 1;
1113 power_desc[num].cost = 0;
1114 power_desc[num].stat = A_CHR;
1115 power_desc[num].fail = 0;
1116 power_desc[num++].number = -3;
1119 case CLASS_RED_MAGE:
1121 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1122 power_desc[num].level = 48;
1123 power_desc[num].cost = 20;
1124 power_desc[num].stat = A_INT;
1125 power_desc[num].fail = 0;
1126 power_desc[num++].number = -3;
1131 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1132 power_desc[num].level = 1;
1133 power_desc[num].cost = 0;
1134 power_desc[num].stat = A_WIS;
1135 power_desc[num].fail = 0;
1136 power_desc[num++].number = -3;
1138 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1139 power_desc[num].level = 25;
1140 power_desc[num].cost = 0;
1141 power_desc[num].stat = A_DEX;
1142 power_desc[num].fail = 0;
1143 power_desc[num++].number = -4;
1146 case CLASS_BLUE_MAGE:
1148 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1149 power_desc[num].level = 1;
1150 power_desc[num].cost = 0;
1151 power_desc[num].stat = A_INT;
1152 power_desc[num].fail = 0;
1153 power_desc[num++].number = -3;
1158 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1159 power_desc[num].level = 10;
1160 power_desc[num].cost = 0;
1161 power_desc[num].stat = A_STR;
1162 power_desc[num].fail = 10;
1163 power_desc[num++].number = -3;
1166 case CLASS_BERSERKER:
1168 strcpy(power_desc[num].name, _("帰還", "Recall"));
1169 power_desc[num].level = 10;
1170 power_desc[num].cost = 10;
1171 power_desc[num].stat = A_DEX;
1172 power_desc[num].fail = 20;
1173 power_desc[num++].number = -3;
1176 case CLASS_MIRROR_MASTER:
1178 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1179 power_desc[num].level = 1;
1180 power_desc[num].cost = 0;
1181 power_desc[num].stat = A_INT;
1182 power_desc[num].fail = 0;
1183 power_desc[num++].number = -3;
1185 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1186 power_desc[num].level = 30;
1187 power_desc[num].cost = 0;
1188 power_desc[num].stat = A_INT;
1189 power_desc[num].fail = 20;
1190 power_desc[num++].number = -4;
1195 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1196 power_desc[num].level = 5;
1197 power_desc[num].cost = 15;
1198 power_desc[num].stat = A_INT;
1199 power_desc[num].fail = 20;
1200 power_desc[num++].number = -3;
1205 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1206 power_desc[num].level = 20;
1207 power_desc[num].cost = 0;
1208 power_desc[num].stat = A_DEX;
1209 power_desc[num].fail = 0;
1210 power_desc[num++].number = -3;
1214 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1217 if (p_ptr->mimic_form)
1219 switch (p_ptr->mimic_form)
1222 case MIMIC_DEMON_LORD:
1223 sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
1224 power_desc[num].level = 15;
1225 power_desc[num].cost = 10+lvl/3;
1226 power_desc[num].stat = A_CON;
1227 power_desc[num].fail = 20;
1228 power_desc[num++].number = -1;
1231 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1232 power_desc[num].level = 2;
1233 power_desc[num].cost = 1 + (lvl / 3);
1234 power_desc[num].stat = A_CON;
1235 power_desc[num].fail = 9;
1236 power_desc[num++].number = -1;
1242 switch (p_ptr->prace)
1245 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1246 power_desc[num].level = 5;
1247 power_desc[num].cost = 5;
1248 power_desc[num].stat = A_WIS;
1249 power_desc[num].fail = 12;
1250 power_desc[num++].number = -1;
1253 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1254 power_desc[num].level = 10;
1255 power_desc[num].cost = 5;
1256 power_desc[num].stat = A_WIS;
1257 power_desc[num].fail = 10;
1258 power_desc[num++].number = -1;
1261 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1262 power_desc[num].level = 15;
1263 power_desc[num].cost = 10;
1264 power_desc[num].stat = A_INT;
1265 power_desc[num].fail = 10;
1266 power_desc[num++].number = -1;
1269 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1270 power_desc[num].level = 5;
1271 power_desc[num].cost = 5;
1272 power_desc[num].stat = A_INT;
1273 power_desc[num].fail = 12;
1274 power_desc[num++].number = -1;
1277 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1278 power_desc[num].level = 3;
1279 power_desc[num].cost = 5;
1280 power_desc[num].stat = A_WIS;
1281 power_desc[num].fail = warrior ? 5 : 10;
1282 power_desc[num++].number = -1;
1284 case RACE_HALF_TROLL:
1285 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1286 power_desc[num].level = 10;
1287 power_desc[num].cost = 12;
1288 power_desc[num].stat = A_STR;
1289 power_desc[num].fail = warrior ? 6 : 12;
1290 power_desc[num++].number = -1;
1292 case RACE_BARBARIAN:
1293 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1294 power_desc[num].level = 8;
1295 power_desc[num].cost = 10;
1296 power_desc[num].stat = A_STR;
1297 power_desc[num].fail = warrior ? 6 : 12;
1298 power_desc[num++].number = -1;
1301 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1302 power_desc[num].level = 30;
1303 power_desc[num].cost = 50;
1304 power_desc[num].stat = A_INT;
1305 power_desc[num].fail = 50;
1306 power_desc[num++].number = -1;
1308 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1309 power_desc[num].level = 40;
1310 power_desc[num].cost = 75;
1311 power_desc[num].stat = A_WIS;
1312 power_desc[num].fail = 50;
1313 power_desc[num++].number = -2;
1315 case RACE_HALF_OGRE:
1316 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1317 power_desc[num].level = 25;
1318 power_desc[num].cost = 35;
1319 power_desc[num].stat = A_INT;
1320 power_desc[num].fail = 15;
1321 power_desc[num++].number = -1;
1323 case RACE_HALF_GIANT:
1324 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1325 power_desc[num].level = 20;
1326 power_desc[num].cost = 10;
1327 power_desc[num].stat = A_STR;
1328 power_desc[num].fail = 12;
1329 power_desc[num++].number = -1;
1331 case RACE_HALF_TITAN:
1332 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1333 power_desc[num].level = 15;
1334 power_desc[num].cost = 10;
1335 power_desc[num].stat = A_INT;
1336 power_desc[num].fail = 12;
1337 power_desc[num++].number = -1;
1340 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1341 power_desc[num].level = 20;
1342 power_desc[num].cost = 15;
1343 power_desc[num].stat = A_STR;
1344 power_desc[num].fail = 12;
1345 power_desc[num++].number = -1;
1348 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1349 power_desc[num].level = 15;
1350 power_desc[num].cost = 15;
1351 power_desc[num].stat = A_WIS;
1352 power_desc[num].fail = 10;
1353 power_desc[num++].number = -1;
1356 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1357 power_desc[num].level = 4;
1358 power_desc[num].cost = 6;
1359 power_desc[num].stat = A_INT;
1360 power_desc[num].fail = 3;
1361 power_desc[num++].number = -1;
1364 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1365 power_desc[num].level = 9;
1366 power_desc[num].cost = 9;
1367 power_desc[num].stat = A_DEX;
1368 power_desc[num].fail = 14;
1369 power_desc[num++].number = -1;
1372 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1373 power_desc[num].level = 12;
1374 power_desc[num].cost = 8;
1375 power_desc[num].stat = A_DEX;
1376 power_desc[num].fail = 14;
1377 power_desc[num++].number = -1;
1380 sprintf(power_desc[num].name, _("マジック・ミサイル (ダメージ %dd%d)", "Magic Missile (dm %dd%d)"), 3 + ((lvl - 1) / 5), 4);
1381 power_desc[num].level = 2;
1382 power_desc[num].cost = 2;
1383 power_desc[num].stat = A_INT;
1384 power_desc[num].fail = 9;
1385 power_desc[num++].number = -1;
1387 case RACE_DRACONIAN:
1388 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1389 power_desc[num].level = 1;
1390 power_desc[num].cost = lvl;
1391 power_desc[num].stat = A_CON;
1392 power_desc[num].fail = 12;
1393 power_desc[num++].number = -1;
1395 case RACE_MIND_FLAYER:
1396 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1397 power_desc[num].level = 15;
1398 power_desc[num].cost = 12;
1399 power_desc[num].stat = A_INT;
1400 power_desc[num].fail = 14;
1401 power_desc[num++].number = -1;
1404 sprintf(power_desc[num].name, _("ファイア・ボルト/ボール (ダメージ %d)", "Fire Bolt/Ball (dam %d)"), lvl);
1405 power_desc[num].level = 9;
1406 power_desc[num].cost = 15;
1407 power_desc[num].stat = A_WIS;
1408 power_desc[num].fail = 15;
1409 power_desc[num++].number = -1;
1412 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1413 power_desc[num].level = 20;
1414 power_desc[num].cost = 15;
1415 power_desc[num].stat = A_CON;
1416 power_desc[num].fail = 8;
1417 power_desc[num++].number = -1;
1421 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1422 power_desc[num].level = 30;
1423 power_desc[num].cost = 30;
1424 power_desc[num].stat = A_WIS;
1425 power_desc[num].fail = 18;
1426 power_desc[num++].number = -1;
1429 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1430 power_desc[num].level = 2;
1431 power_desc[num].cost = 1 + (lvl / 3);
1432 power_desc[num].stat = A_CON;
1433 power_desc[num].fail = 9;
1434 power_desc[num++].number = -1;
1437 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1438 power_desc[num].level = 12;
1439 power_desc[num].cost = 12;
1440 power_desc[num].stat = A_INT;
1441 power_desc[num].fail = 15;
1442 power_desc[num++].number = -1;
1445 sprintf(power_desc[num].name, _("地獄/火炎のブレス (ダメージ %d)", "Nether or Fire Breath (dam %d)"), lvl * 3);
1446 power_desc[num].level = 15;
1447 power_desc[num].cost = 10+lvl/3;
1448 power_desc[num].stat = A_CON;
1449 power_desc[num].fail = 20;
1450 power_desc[num++].number = -1;
1453 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1454 power_desc[num].level = 20;
1455 power_desc[num].cost = 15;
1456 power_desc[num].stat = A_CHR;
1457 power_desc[num].fail = 8;
1458 power_desc[num++].number = -1;
1461 if (p_ptr->lev < 10)
1463 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1464 power_desc[num].level = 1;
1465 power_desc[num].cost = 7;
1466 power_desc[num].fail = 8;
1468 else if (p_ptr->lev < 25)
1470 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1471 power_desc[num].level = 10;
1472 power_desc[num].cost = 13;
1473 power_desc[num].fail = 10;
1475 else if (p_ptr->lev < 35)
1477 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1478 power_desc[num].level = 25;
1479 power_desc[num].cost = 26;
1480 power_desc[num].fail = 12;
1482 else if (p_ptr->lev < 45)
1484 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1485 power_desc[num].level = 35;
1486 power_desc[num].cost = 40;
1487 power_desc[num].fail = 15;
1491 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1492 power_desc[num].level = 45;
1493 power_desc[num].cost = 60;
1494 power_desc[num].fail = 18;
1496 power_desc[num].stat = A_STR;
1497 power_desc[num++].number = -1;
1508 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1510 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1511 power_desc[num].level = 9;
1512 power_desc[num].cost = 9;
1513 power_desc[num].stat = A_DEX;
1514 power_desc[num].fail = 15;
1515 power_desc[num++].number = MUT1_SPIT_ACID;
1518 if (p_ptr->muta1 & MUT1_BR_FIRE)
1520 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1521 power_desc[num].level = 20;
1522 power_desc[num].cost = lvl;
1523 power_desc[num].stat = A_CON;
1524 power_desc[num].fail = 18;
1525 power_desc[num++].number = MUT1_BR_FIRE;
1528 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1530 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1531 power_desc[num].level = 12;
1532 power_desc[num].cost = 12;
1533 power_desc[num].stat = A_CHR;
1534 power_desc[num].fail = 18;
1535 power_desc[num++].number = MUT1_HYPN_GAZE;
1538 if (p_ptr->muta1 & MUT1_TELEKINES)
1540 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1541 power_desc[num].level = 9;
1542 power_desc[num].cost = 9;
1543 power_desc[num].stat = A_WIS;
1544 power_desc[num].fail = 14;
1545 power_desc[num++].number = MUT1_TELEKINES;
1548 if (p_ptr->muta1 & MUT1_VTELEPORT)
1550 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1551 power_desc[num].level = 7;
1552 power_desc[num].cost = 7;
1553 power_desc[num].stat = A_WIS;
1554 power_desc[num].fail = 15;
1555 power_desc[num++].number = MUT1_VTELEPORT;
1558 if (p_ptr->muta1 & MUT1_MIND_BLST)
1560 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1561 power_desc[num].level = 5;
1562 power_desc[num].cost = 3;
1563 power_desc[num].stat = A_WIS;
1564 power_desc[num].fail = 15;
1565 power_desc[num++].number = MUT1_MIND_BLST;
1568 if (p_ptr->muta1 & MUT1_RADIATION)
1570 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1571 power_desc[num].level = 15;
1572 power_desc[num].cost = 15;
1573 power_desc[num].stat = A_CON;
1574 power_desc[num].fail = 14;
1575 power_desc[num++].number = MUT1_RADIATION;
1578 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1580 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1581 power_desc[num].level = 2;
1582 power_desc[num].cost = (1 + (lvl / 3));
1583 power_desc[num].stat = A_CON;
1584 power_desc[num].fail = 9;
1585 power_desc[num++].number = MUT1_VAMPIRISM;
1588 if (p_ptr->muta1 & MUT1_SMELL_MET)
1590 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1591 power_desc[num].level = 3;
1592 power_desc[num].cost = 2;
1593 power_desc[num].stat = A_INT;
1594 power_desc[num].fail = 12;
1595 power_desc[num++].number = MUT1_SMELL_MET;
1598 if (p_ptr->muta1 & MUT1_SMELL_MON)
1600 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1601 power_desc[num].level = 5;
1602 power_desc[num].cost = 4;
1603 power_desc[num].stat = A_INT;
1604 power_desc[num].fail = 15;
1605 power_desc[num++].number = MUT1_SMELL_MON;
1608 if (p_ptr->muta1 & MUT1_BLINK)
1610 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1611 power_desc[num].level = 3;
1612 power_desc[num].cost = 3;
1613 power_desc[num].stat = A_WIS;
1614 power_desc[num].fail = 12;
1615 power_desc[num++].number = MUT1_BLINK;
1618 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1620 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1621 power_desc[num].level = 8;
1622 power_desc[num].cost = 12;
1623 power_desc[num].stat = A_CON;
1624 power_desc[num].fail = 18;
1625 power_desc[num++].number = MUT1_EAT_ROCK;
1628 if (p_ptr->muta1 & MUT1_SWAP_POS)
1630 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1631 power_desc[num].level = 15;
1632 power_desc[num].cost = 12;
1633 power_desc[num].stat = A_DEX;
1634 power_desc[num].fail = 16;
1635 power_desc[num++].number = MUT1_SWAP_POS;
1638 if (p_ptr->muta1 & MUT1_SHRIEK)
1640 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1641 power_desc[num].level = 20;
1642 power_desc[num].cost = 14;
1643 power_desc[num].stat = A_CON;
1644 power_desc[num].fail = 16;
1645 power_desc[num++].number = MUT1_SHRIEK;
1648 if (p_ptr->muta1 & MUT1_ILLUMINE)
1650 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1651 power_desc[num].level = 3;
1652 power_desc[num].cost = 2;
1653 power_desc[num].stat = A_INT;
1654 power_desc[num].fail = 10;
1655 power_desc[num++].number = MUT1_ILLUMINE;
1658 if (p_ptr->muta1 & MUT1_DET_CURSE)
1660 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1661 power_desc[num].level = 7;
1662 power_desc[num].cost = 14;
1663 power_desc[num].stat = A_WIS;
1664 power_desc[num].fail = 14;
1665 power_desc[num++].number = MUT1_DET_CURSE;
1668 if (p_ptr->muta1 & MUT1_BERSERK)
1670 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1671 power_desc[num].level = 8;
1672 power_desc[num].cost = 8;
1673 power_desc[num].stat = A_STR;
1674 power_desc[num].fail = 14;
1675 power_desc[num++].number = MUT1_BERSERK;
1678 if (p_ptr->muta1 & MUT1_POLYMORPH)
1680 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1681 power_desc[num].level = 18;
1682 power_desc[num].cost = 20;
1683 power_desc[num].stat = A_CON;
1684 power_desc[num].fail = 18;
1685 power_desc[num++].number = MUT1_POLYMORPH;
1688 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1690 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1691 power_desc[num].level = 10;
1692 power_desc[num].cost = 5;
1693 power_desc[num].stat = A_INT;
1694 power_desc[num].fail = 12;
1695 power_desc[num++].number = MUT1_MIDAS_TCH;
1698 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1700 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1701 power_desc[num].level = 1;
1702 power_desc[num].cost = 6;
1703 power_desc[num].stat = A_CON;
1704 power_desc[num].fail = 14;
1705 power_desc[num++].number = MUT1_GROW_MOLD;
1708 if (p_ptr->muta1 & MUT1_RESIST)
1710 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1711 power_desc[num].level = 10;
1712 power_desc[num].cost = 12;
1713 power_desc[num].stat = A_CON;
1714 power_desc[num].fail = 12;
1715 power_desc[num++].number = MUT1_RESIST;
1718 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1720 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1721 power_desc[num].level = 12;
1722 power_desc[num].cost = 12;
1723 power_desc[num].stat = A_STR;
1724 power_desc[num].fail = 16;
1725 power_desc[num++].number = MUT1_EARTHQUAKE;
1728 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1730 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1731 power_desc[num].level = 17;
1732 power_desc[num].cost = 1;
1733 power_desc[num].stat = A_WIS;
1734 power_desc[num].fail = 15;
1735 power_desc[num++].number = MUT1_EAT_MAGIC;
1738 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1740 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1741 power_desc[num].level = 6;
1742 power_desc[num].cost = 6;
1743 power_desc[num].stat = A_INT;
1744 power_desc[num].fail = 10;
1745 power_desc[num++].number = MUT1_WEIGH_MAG;
1748 if (p_ptr->muta1 & MUT1_STERILITY)
1750 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1751 power_desc[num].level = 12;
1752 power_desc[num].cost = 23;
1753 power_desc[num].stat = A_CHR;
1754 power_desc[num].fail = 15;
1755 power_desc[num++].number = MUT1_STERILITY;
1758 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1760 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1761 power_desc[num].level = 10;
1762 power_desc[num].cost = 12;
1763 power_desc[num].stat = A_DEX;
1764 power_desc[num].fail = 14;
1765 power_desc[num++].number = MUT1_PANIC_HIT;
1768 if (p_ptr->muta1 & MUT1_DAZZLE)
1770 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1771 power_desc[num].level = 7;
1772 power_desc[num].cost = 15;
1773 power_desc[num].stat = A_CHR;
1774 power_desc[num].fail = 8;
1775 power_desc[num++].number = MUT1_DAZZLE;
1778 if (p_ptr->muta1 & MUT1_LASER_EYE)
1780 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1781 power_desc[num].level = 7;
1782 power_desc[num].cost = 10;
1783 power_desc[num].stat = A_WIS;
1784 power_desc[num].fail = 9;
1785 power_desc[num++].number = MUT1_LASER_EYE;
1788 if (p_ptr->muta1 & MUT1_RECALL)
1790 strcpy(power_desc[num].name, _("帰還", "Recall"));
1791 power_desc[num].level = 17;
1792 power_desc[num].cost = 50;
1793 power_desc[num].stat = A_INT;
1794 power_desc[num].fail = 16;
1795 power_desc[num++].number = MUT1_RECALL;
1798 if (p_ptr->muta1 & MUT1_BANISH)
1800 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1801 power_desc[num].level = 25;
1802 power_desc[num].cost = 25;
1803 power_desc[num].stat = A_WIS;
1804 power_desc[num].fail = 18;
1805 power_desc[num++].number = MUT1_BANISH;
1808 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1810 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1811 power_desc[num].level = 2;
1812 power_desc[num].cost = 2;
1813 power_desc[num].stat = A_CON;
1814 power_desc[num].fail = 11;
1815 power_desc[num++].number = MUT1_COLD_TOUCH;
1818 if (p_ptr->muta1 & MUT1_LAUNCHER)
1820 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1821 power_desc[num].level = 1;
1822 power_desc[num].cost = lvl;
1823 power_desc[num].stat = A_STR;
1824 power_desc[num].fail = 6;
1825 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1826 power_desc[num++].number = 3;
1830 /* Nothing chosen yet */
1836 /* Build a prompt */
1837 (void) strnfmt(out_val, 78,
1838 _("(特殊能力 %c-%c, *'で一覧, ESCで中断) どの特殊能力を使いますか?", "(Powers %c-%c, *=List, ESC=exit) Use which power? "),
1839 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1841 if (!repeat_pull(&i) || i<0 || i>=num) {
1842 if (use_menu) screen_save();
1843 /* Get a spell from the user */
1845 choice = (always_show_list || use_menu) ? ESCAPE:1;
1848 if( choice==ESCAPE ) choice = ' ';
1849 else if( !get_com(out_val, &choice, FALSE) )break;
1851 if (use_menu && choice != ' ')
1858 p_ptr->energy_use = 0;
1866 menu_line += (num - 1);
1887 else if (menu_line+18 <= num)
1901 if (menu_line > num) menu_line -= num;
1903 /* Request redraw */
1904 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1907 if (!redraw || use_menu)
1919 if (!use_menu) screen_save();
1921 /* Print header(s) */
1923 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
1925 prt(_(" Lv MP 失率 Lv MP 失率",
1926 " Lv Cost Fail Lv Cost Fail"), y++, x);
1932 x1 = ((ctr < 18) ? x : x + 40);
1933 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1937 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
1938 else strcpy(dummy, " ");
1942 /* letter/number for power selection */
1946 letter = '0' + ctr - 26;
1947 sprintf(dummy, " %c) ",letter);
1949 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1950 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1951 100 - racial_chance(&power_desc[ctr])));
1971 if (choice == '\r' && num == 1)
1976 if (isalpha(choice))
1979 ask = (isupper(choice));
1982 if (ask) choice = (char)tolower(choice);
1984 /* Extract request */
1985 i = (islower(choice) ? A2I(choice) : -1);
1989 ask = FALSE; /* Can't uppercase digits */
1991 i = choice - '0' + 26;
1995 /* Totally Illegal */
1996 if ((i < 0) || (i >= num))
2008 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2010 /* Belay that order */
2011 if (!get_check(tmp_val)) continue;
2017 if (redraw) screen_load();
2019 /* Abort if needed */
2022 p_ptr->energy_use = 0;
2026 } /*if (!repeat_pull(&i) || ...)*/
2027 switch (racial_aux(&power_desc[i]))
2030 if (power_desc[i].number < 0)
2031 cast = cmd_racial_power_aux(power_desc[i].number);
2033 cast = mutation_power_aux(power_desc[i].number);
2047 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2049 /* If mana is not enough, player consumes hit point! */
2050 if (p_ptr->csp < actual_racial_cost)
2052 actual_racial_cost -= p_ptr->csp;
2054 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2056 else p_ptr->csp -= actual_racial_cost;
2058 /* Redraw mana and hp */
2059 p_ptr->redraw |= (PR_HP | PR_MANA);
2061 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2064 else p_ptr->energy_use = 0;