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"
27 * @brief 魔法系コマンドを実行できるかの判定を返す
28 * @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。
30 static bool can_do_cmd_cast(void)
32 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
34 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
38 else if (p_ptr->anti_magic)
40 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
43 else if (p_ptr->shero)
45 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
54 * @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。
56 static bool choose_kamae(void)
65 msg_print(_("混乱していて構えられない!", "Too confused."));
69 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
71 for (i = 0; i < MAX_KAMAE; i++)
73 if (p_ptr->lev >= kamae_shurui[i].min_level)
75 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
81 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
92 else if ((choice == 'a') || (choice == 'A'))
94 if (p_ptr->action == ACTION_KAMAE)
96 set_action(ACTION_NONE);
99 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
103 else if ((choice == 'b') || (choice == 'B'))
108 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
113 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
118 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
124 set_action(ACTION_KAMAE);
126 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
128 msg_print(_("構え直した。", "You reassume a posture."));
132 p_ptr->special_defense &= ~(KAMAE_MASK);
133 p_ptr->update |= (PU_BONUS);
134 p_ptr->redraw |= (PR_STATE);
135 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
136 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
138 p_ptr->redraw |= PR_STATE;
145 * @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。
147 static bool choose_kata(void)
156 msg_print(_("混乱していて構えられない!", "Too confused."));
162 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
168 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
172 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
174 for (i = 0; i < MAX_KATA; i++)
176 if (p_ptr->lev >= kata_shurui[i].min_level)
178 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
184 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
190 if (choice == ESCAPE)
195 else if ((choice == 'a') || (choice == 'A'))
197 if (p_ptr->action == ACTION_KATA)
199 set_action(ACTION_NONE);
202 msg_print(_("もともと構えていない。", "You are not assuming posture."));
206 else if ((choice == 'b') || (choice == 'B'))
211 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
216 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
221 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
227 set_action(ACTION_KATA);
229 if (p_ptr->special_defense & (KATA_IAI << new_kata))
231 msg_print(_("構え直した。", "You reassume a posture."));
235 p_ptr->special_defense &= ~(KATA_MASK);
236 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
237 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
238 p_ptr->special_defense |= (KATA_IAI << new_kata);
240 p_ptr->redraw |= (PR_STATE | PR_STATUS);
247 * @brief レイシャル・パワー情報のtypedef
249 typedef struct power_desc_type power_desc_type;
252 * @brief レイシャル・パワー情報の構造体定義
254 struct power_desc_type
256 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
257 PLAYER_LEVEL level; //!<体得レベル
266 * @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
267 * @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
270 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
272 PLAYER_LEVEL min_level = pd_ptr->level;
273 int difficulty = pd_ptr->fail;
278 int stat = p_ptr->stat_cur[pd_ptr->stat];
280 /* No chance for success */
281 if ((p_ptr->lev < min_level) || p_ptr->confused)
286 if (difficulty == 0) return 100;
288 /* Calculate difficulty */
291 difficulty += p_ptr->stun;
293 else if (p_ptr->lev > min_level)
295 int lev_adj = ((p_ptr->lev - min_level) / 3);
296 if (lev_adj > 10) lev_adj = 10;
297 difficulty -= lev_adj;
300 if (difficulty < 5) difficulty = 5;
302 /* We only need halfs of the difficulty */
303 difficulty = difficulty / 2;
305 for (i = 1; i <= stat; i++)
307 val = i - difficulty;
309 sum += (val <= difficulty) ? val : difficulty;
315 return (((sum * 100) / difficulty) / stat);
319 static int racial_cost;
322 * @brief レイシャル・パワーの発動の判定処理
323 * @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
325 * 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。
326 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
328 static int racial_aux(power_desc_type *pd_ptr)
330 PLAYER_LEVEL min_level = pd_ptr->level;
331 int use_stat = pd_ptr->stat;
332 int difficulty = pd_ptr->fail;
335 racial_cost = pd_ptr->cost;
337 /* Not enough mana - use hp */
338 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
340 /* Power is not available yet */
341 if (p_ptr->lev < min_level)
343 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。",
344 "You need to attain level %d to use this power."), min_level);
346 p_ptr->energy_use = 0;
351 else if (p_ptr->confused)
353 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."));
354 p_ptr->energy_use = 0;
359 else if (p_ptr->chp < use_hp)
361 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? ")))
363 p_ptr->energy_use = 0;
368 /* Else attempt to do it! */
374 difficulty += p_ptr->stun;
376 else if (p_ptr->lev > min_level)
378 int lev_adj = ((p_ptr->lev - min_level) / 3);
379 if (lev_adj > 10) lev_adj = 10;
380 difficulty -= lev_adj;
383 if (difficulty < 5) difficulty = 5;
386 /* take time and pay the price */
387 p_ptr->energy_use = 100;
390 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
395 if (flush_failure) flush();
396 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
403 * @brief レイシャル・パワー発動処理
404 * @param command 発動するレイシャルのID
405 * @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。
407 static bool cmd_racial_power_aux(s32b command)
409 PLAYER_LEVEL plev = p_ptr->lev;
414 switch (p_ptr->pclass)
418 return sword_dancing(p_ptr);
421 case CLASS_HIGH_MAGE:
422 if (p_ptr->realm1 == REALM_HEX)
424 bool retval = stop_hex_spell();
425 if (retval) p_ptr->energy_use = 10;
429 /* case CLASS_HIGH_MAGE: */
432 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
437 if (is_good_realm(p_ptr->realm1))
439 if (!bless_weapon()) return FALSE;
443 (void)dispel_monsters(plev * 4);
444 turn_monsters(plev * 4);
445 banish_monsters(plev * 4);
451 if(!panic_hit()) return FALSE;
457 msg_print(_("敵を調査した...", "You examine your foes..."));
463 if (!get_aim_dir(&dir)) return FALSE;
464 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
468 case CLASS_WARRIOR_MAGE:
472 return comvert_hp_to_mp(p_ptr);
474 else if (command == -4)
476 return comvert_mp_to_hp(p_ptr);
480 case CLASS_CHAOS_WARRIOR:
482 return confusing_light(p_ptr);
487 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
489 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
494 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
500 if (!choose_kamae()) return FALSE;
501 p_ptr->update |= (PU_BONUS);
503 else if (command == -4)
505 return double_attack(p_ptr);
509 case CLASS_MINDCRAFTER:
510 case CLASS_FORCETRAINER:
512 return clear_mind(p_ptr);
518 if (!get_aim_dir(&dir)) return FALSE;
520 fire_beam(GF_PHOTO, dir, 1);
522 else if (command == -4)
524 if (!identify_fully(FALSE)) return FALSE;
531 if (!do_cmd_mane(TRUE)) return FALSE;
534 case CLASS_BEASTMASTER:
538 if (!get_aim_dir(&dir)) return FALSE;
539 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
541 else if (command == -4)
543 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
549 if (!create_ammo()) return FALSE;
552 case CLASS_MAGIC_EATER:
555 if (!import_magic_device()) return FALSE;
556 } else if (command == -4) {
557 if (!can_do_cmd_cast()) return FALSE;
558 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
564 /* Singing is already stopped */
565 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
568 p_ptr->energy_use = 10;
573 if (!can_do_cmd_cast()) return FALSE;
577 if (!p_ptr->paralyzed && can_do_cmd_cast())
586 else if (command == -4)
588 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
590 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
593 if (!choose_kata()) return FALSE;
594 p_ptr->update |= (PU_BONUS);
598 case CLASS_BLUE_MAGE:
600 if (p_ptr->action == ACTION_LEARN)
602 set_action(ACTION_NONE);
606 set_action(ACTION_LEARN);
608 p_ptr->energy_use = 0;
615 case CLASS_BERSERKER:
617 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
624 if (!identify_fully(TRUE)) return FALSE;
628 if (!ident_spell(TRUE)) return FALSE;
632 case CLASS_MIRROR_MASTER:
636 /* Explode all mirrors */
637 remove_all_mirrors(TRUE);
639 else if (command == -4)
641 return mirror_concentration(p_ptr);
650 else if (p_ptr->mimic_form)
652 switch (p_ptr->mimic_form)
655 case MIMIC_DEMON_LORD:
657 return demonic_breath(p_ptr);
668 switch (p_ptr->prace)
671 msg_print(_("周囲を調べた。", "You examine your surroundings."));
672 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
673 (void)detect_doors(DETECT_RAD_DEFAULT);
674 (void)detect_stairs(DETECT_RAD_DEFAULT);
678 return create_ration(p_ptr);
682 msg_print(_("パッ!", "Blink!"));
683 teleport_player(10, 0L);
687 msg_print(_("勇気を出した。", "You play tough."));
691 case RACE_HALF_TROLL:
692 msg_print(_("うがぁぁ!", "RAAAGH!"));
693 (void)berserk(10 + randint1(plev));
699 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
702 else if (command == -2)
704 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..."));
706 (void)true_healing(0);
707 (void)restore_all_status();
708 (void)restore_level();
713 msg_print(_("うぉぉおお!", "Raaagh!"));
714 (void)berserk(10 + randint1(plev));
718 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
722 case RACE_HALF_GIANT:
723 if (!get_aim_dir(&dir)) return FALSE;
724 (void)wall_to_mud(dir, 20 + randint1(30));
727 case RACE_HALF_TITAN:
728 msg_print(_("敵を調査した...", "You examine your foes..."));
733 if (!get_aim_dir(&dir)) return FALSE;
734 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
735 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
739 if (!get_aim_dir(&dir)) return FALSE;
741 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
742 (void)fear_monster(dir, plev);
746 if (!get_aim_dir(&dir)) return FALSE;
748 msg_print(_("酸を吐いた。", "You spit acid."));
749 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
750 else fire_ball(GF_ACID, dir, plev, 2);
754 if (!get_aim_dir(&dir)) return FALSE;
755 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
756 fire_bolt(GF_POIS, dir, plev);
760 msg_print(_("周囲を調査した。", "You examine your surroundings."));
761 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
762 (void)detect_doors(DETECT_RAD_DEFAULT);
763 (void)detect_stairs(DETECT_RAD_DEFAULT);
767 if (!get_aim_dir(&dir)) return FALSE;
768 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
769 fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
773 return draconian_breath(p_ptr);
776 case RACE_MIND_FLAYER:
777 if (!get_aim_dir(&dir)) return FALSE;
778 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
779 fire_bolt(GF_PSI, dir, plev);
783 if (!get_aim_dir(&dir)) return FALSE;
786 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
787 fire_ball(GF_FIRE, dir, plev, 2);
791 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
792 fire_bolt(GF_FIRE, dir, plev);
797 (void)set_shield(randint1(20) + 30, FALSE);
802 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."));
803 (void)restore_level();
811 if (!get_aim_dir(&dir)) return FALSE;
813 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!"));
814 (void)fear_monster(dir, plev);
818 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
819 if (plev < 25) sleep_monsters_touch();
820 else (void)sleep_monsters(plev);
824 return demonic_breath(p_ptr);
828 (void)set_tsubureru(randint1(20) + 30, FALSE);
832 return android_inside_weapon(p_ptr);
836 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."));
837 p_ptr->energy_use = 0;
844 * @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
847 void do_cmd_racial_power(void)
849 power_desc_type power_desc[36];
853 PLAYER_LEVEL lvl = p_ptr->lev;
854 bool flag, redraw, cast = FALSE;
855 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
858 int menu_line = (use_menu ? 1 : 0);
860 if (p_ptr->wild_mode) return;
862 for (num = 0; num < 36; num++)
864 strcpy(power_desc[num].name, "");
865 power_desc[num].number = 0;
872 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!"));
873 p_ptr->energy_use = 0;
877 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
879 set_action(ACTION_NONE);
882 switch (p_ptr->pclass)
886 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
887 power_desc[num].level = 40;
888 power_desc[num].cost = 75;
889 power_desc[num].stat = A_DEX;
890 power_desc[num].fail = 35;
891 power_desc[num++].number = -3;
894 case CLASS_HIGH_MAGE:
895 if (p_ptr->realm1 == REALM_HEX)
897 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
898 power_desc[num].level = 1;
899 power_desc[num].cost = 0;
900 power_desc[num].stat = A_INT;
901 power_desc[num].fail = 0;
902 power_desc[num++].number = -3;
906 /* case CLASS_HIGH_MAGE: */
909 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
910 power_desc[num].level = 25;
911 power_desc[num].cost = 1;
912 power_desc[num].stat = A_INT;
913 power_desc[num].fail = 25;
914 power_desc[num++].number = -3;
919 if (is_good_realm(p_ptr->realm1))
921 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
922 power_desc[num].level = 35;
923 power_desc[num].cost = 70;
924 power_desc[num].stat = A_WIS;
925 power_desc[num].fail = 50;
926 power_desc[num++].number = -3;
930 strcpy(power_desc[num].name, _("召魂", "Evocation"));
931 power_desc[num].level = 42;
932 power_desc[num].cost = 40;
933 power_desc[num].stat = A_WIS;
934 power_desc[num].fail = 35;
935 power_desc[num++].number = -3;
941 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
942 power_desc[num].level = 8;
943 power_desc[num].cost = 12;
944 power_desc[num].stat = A_DEX;
945 power_desc[num].fail = 14;
946 power_desc[num++].number = -3;
952 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
953 power_desc[num].level = 15;
954 power_desc[num].cost = 20;
955 power_desc[num].stat = A_INT;
956 power_desc[num].fail = 12;
957 power_desc[num++].number = -3;
962 if (is_good_realm(p_ptr->realm1))
964 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
965 power_desc[num].level = 30;
966 power_desc[num].cost = 30;
967 power_desc[num].stat = A_WIS;
968 power_desc[num].fail = 30;
969 power_desc[num++].number = -3;
973 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
974 power_desc[num].level = 30;
975 power_desc[num].cost = 30;
976 power_desc[num].stat = A_WIS;
977 power_desc[num].fail = 30;
978 power_desc[num++].number = -3;
982 case CLASS_WARRIOR_MAGE:
984 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
985 power_desc[num].level = 25;
986 power_desc[num].cost = 0;
987 power_desc[num].stat = A_INT;
988 power_desc[num].fail = 10;
989 power_desc[num++].number = -3;
991 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
992 power_desc[num].level = 25;
993 power_desc[num].cost = 0;
994 power_desc[num].stat = A_INT;
995 power_desc[num].fail = 10;
996 power_desc[num++].number = -4;
999 case CLASS_CHAOS_WARRIOR:
1001 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1002 power_desc[num].level = 40;
1003 power_desc[num].cost = 50;
1004 power_desc[num].stat = A_INT;
1005 power_desc[num].fail = 25;
1006 power_desc[num++].number = -3;
1011 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1012 power_desc[num].level = 25;
1013 power_desc[num].cost = 0;
1014 power_desc[num].stat = A_DEX;
1015 power_desc[num].fail = 0;
1016 power_desc[num++].number = -3;
1018 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1019 power_desc[num].level = 30;
1020 power_desc[num].cost = 30;
1021 power_desc[num].stat = A_STR;
1022 power_desc[num].fail = 20;
1023 power_desc[num++].number = -4;
1026 case CLASS_MINDCRAFTER:
1027 case CLASS_FORCETRAINER:
1029 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1030 power_desc[num].level = 15;
1031 power_desc[num].cost = 0;
1032 power_desc[num].stat = A_WIS;
1033 power_desc[num].fail = 10;
1034 power_desc[num++].number = -3;
1039 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1040 power_desc[num].level = 1;
1041 power_desc[num].cost = 0;
1042 power_desc[num].stat = A_DEX;
1043 power_desc[num].fail = 0;
1044 power_desc[num++].number = -3;
1046 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1047 power_desc[num].level = 25;
1048 power_desc[num].cost = 20;
1049 power_desc[num].stat = A_INT;
1050 power_desc[num].fail = 20;
1051 power_desc[num++].number = -4;
1054 case CLASS_IMITATOR:
1056 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1057 power_desc[num].level = 30;
1058 power_desc[num].cost = 100;
1059 power_desc[num].stat = A_DEX;
1060 power_desc[num].fail = 30;
1061 power_desc[num++].number = -3;
1064 case CLASS_BEASTMASTER:
1066 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1067 power_desc[num].level = 1;
1068 power_desc[num].cost = (p_ptr->lev+3)/4;
1069 power_desc[num].stat = A_CHR;
1070 power_desc[num].fail = 10;
1071 power_desc[num++].number = -3;
1073 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1074 power_desc[num].level = 30;
1075 power_desc[num].cost = (p_ptr->lev+20)/2;
1076 power_desc[num].stat = A_CHR;
1077 power_desc[num].fail = 10;
1078 power_desc[num++].number = -4;
1083 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1084 power_desc[num].level = 1;
1085 power_desc[num].cost = 0;
1086 power_desc[num].stat = A_DEX;
1087 power_desc[num].fail = 0;
1088 power_desc[num++].number = -3;
1091 case CLASS_MAGIC_EATER:
1093 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1094 power_desc[num].level = 1;
1095 power_desc[num].cost = 0;
1096 power_desc[num].stat = A_INT;
1097 power_desc[num].fail = 0;
1098 power_desc[num++].number = -3;
1100 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1101 power_desc[num].level = 10;
1102 power_desc[num].cost = 10 + (lvl - 10) / 2;
1103 power_desc[num].stat = A_INT;
1104 power_desc[num].fail = 0;
1105 power_desc[num++].number = -4;
1110 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1111 power_desc[num].level = 1;
1112 power_desc[num].cost = 0;
1113 power_desc[num].stat = A_CHR;
1114 power_desc[num].fail = 0;
1115 power_desc[num++].number = -3;
1118 case CLASS_RED_MAGE:
1120 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1121 power_desc[num].level = 48;
1122 power_desc[num].cost = 20;
1123 power_desc[num].stat = A_INT;
1124 power_desc[num].fail = 0;
1125 power_desc[num++].number = -3;
1130 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1131 power_desc[num].level = 1;
1132 power_desc[num].cost = 0;
1133 power_desc[num].stat = A_WIS;
1134 power_desc[num].fail = 0;
1135 power_desc[num++].number = -3;
1137 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1138 power_desc[num].level = 25;
1139 power_desc[num].cost = 0;
1140 power_desc[num].stat = A_DEX;
1141 power_desc[num].fail = 0;
1142 power_desc[num++].number = -4;
1145 case CLASS_BLUE_MAGE:
1147 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1148 power_desc[num].level = 1;
1149 power_desc[num].cost = 0;
1150 power_desc[num].stat = A_INT;
1151 power_desc[num].fail = 0;
1152 power_desc[num++].number = -3;
1157 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1158 power_desc[num].level = 10;
1159 power_desc[num].cost = 0;
1160 power_desc[num].stat = A_STR;
1161 power_desc[num].fail = 10;
1162 power_desc[num++].number = -3;
1165 case CLASS_BERSERKER:
1167 strcpy(power_desc[num].name, _("帰還", "Recall"));
1168 power_desc[num].level = 10;
1169 power_desc[num].cost = 10;
1170 power_desc[num].stat = A_DEX;
1171 power_desc[num].fail = 20;
1172 power_desc[num++].number = -3;
1175 case CLASS_MIRROR_MASTER:
1177 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1178 power_desc[num].level = 1;
1179 power_desc[num].cost = 0;
1180 power_desc[num].stat = A_INT;
1181 power_desc[num].fail = 0;
1182 power_desc[num++].number = -3;
1184 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1185 power_desc[num].level = 30;
1186 power_desc[num].cost = 0;
1187 power_desc[num].stat = A_INT;
1188 power_desc[num].fail = 20;
1189 power_desc[num++].number = -4;
1194 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1195 power_desc[num].level = 5;
1196 power_desc[num].cost = 15;
1197 power_desc[num].stat = A_INT;
1198 power_desc[num].fail = 20;
1199 power_desc[num++].number = -3;
1204 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1205 power_desc[num].level = 20;
1206 power_desc[num].cost = 0;
1207 power_desc[num].stat = A_DEX;
1208 power_desc[num].fail = 0;
1209 power_desc[num++].number = -3;
1213 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1216 if (p_ptr->mimic_form)
1218 switch (p_ptr->mimic_form)
1221 case MIMIC_DEMON_LORD:
1222 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);
1223 power_desc[num].level = 15;
1224 power_desc[num].cost = 10+lvl/3;
1225 power_desc[num].stat = A_CON;
1226 power_desc[num].fail = 20;
1227 power_desc[num++].number = -1;
1230 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1231 power_desc[num].level = 2;
1232 power_desc[num].cost = 1 + (lvl / 3);
1233 power_desc[num].stat = A_CON;
1234 power_desc[num].fail = 9;
1235 power_desc[num++].number = -1;
1241 switch (p_ptr->prace)
1244 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1245 power_desc[num].level = 5;
1246 power_desc[num].cost = 5;
1247 power_desc[num].stat = A_WIS;
1248 power_desc[num].fail = 12;
1249 power_desc[num++].number = -1;
1252 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1253 power_desc[num].level = 10;
1254 power_desc[num].cost = 5;
1255 power_desc[num].stat = A_WIS;
1256 power_desc[num].fail = 10;
1257 power_desc[num++].number = -1;
1260 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1261 power_desc[num].level = 15;
1262 power_desc[num].cost = 10;
1263 power_desc[num].stat = A_INT;
1264 power_desc[num].fail = 10;
1265 power_desc[num++].number = -1;
1268 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1269 power_desc[num].level = 5;
1270 power_desc[num].cost = 5;
1271 power_desc[num].stat = A_INT;
1272 power_desc[num].fail = 12;
1273 power_desc[num++].number = -1;
1276 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1277 power_desc[num].level = 3;
1278 power_desc[num].cost = 5;
1279 power_desc[num].stat = A_WIS;
1280 power_desc[num].fail = warrior ? 5 : 10;
1281 power_desc[num++].number = -1;
1283 case RACE_HALF_TROLL:
1284 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1285 power_desc[num].level = 10;
1286 power_desc[num].cost = 12;
1287 power_desc[num].stat = A_STR;
1288 power_desc[num].fail = warrior ? 6 : 12;
1289 power_desc[num++].number = -1;
1291 case RACE_BARBARIAN:
1292 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1293 power_desc[num].level = 8;
1294 power_desc[num].cost = 10;
1295 power_desc[num].stat = A_STR;
1296 power_desc[num].fail = warrior ? 6 : 12;
1297 power_desc[num++].number = -1;
1300 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1301 power_desc[num].level = 30;
1302 power_desc[num].cost = 50;
1303 power_desc[num].stat = A_INT;
1304 power_desc[num].fail = 50;
1305 power_desc[num++].number = -1;
1307 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1308 power_desc[num].level = 40;
1309 power_desc[num].cost = 75;
1310 power_desc[num].stat = A_WIS;
1311 power_desc[num].fail = 50;
1312 power_desc[num++].number = -2;
1314 case RACE_HALF_OGRE:
1315 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1316 power_desc[num].level = 25;
1317 power_desc[num].cost = 35;
1318 power_desc[num].stat = A_INT;
1319 power_desc[num].fail = 15;
1320 power_desc[num++].number = -1;
1322 case RACE_HALF_GIANT:
1323 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1324 power_desc[num].level = 20;
1325 power_desc[num].cost = 10;
1326 power_desc[num].stat = A_STR;
1327 power_desc[num].fail = 12;
1328 power_desc[num++].number = -1;
1330 case RACE_HALF_TITAN:
1331 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1332 power_desc[num].level = 15;
1333 power_desc[num].cost = 10;
1334 power_desc[num].stat = A_INT;
1335 power_desc[num].fail = 12;
1336 power_desc[num++].number = -1;
1339 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1340 power_desc[num].level = 20;
1341 power_desc[num].cost = 15;
1342 power_desc[num].stat = A_STR;
1343 power_desc[num].fail = 12;
1344 power_desc[num++].number = -1;
1347 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1348 power_desc[num].level = 15;
1349 power_desc[num].cost = 15;
1350 power_desc[num].stat = A_WIS;
1351 power_desc[num].fail = 10;
1352 power_desc[num++].number = -1;
1355 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1356 power_desc[num].level = 4;
1357 power_desc[num].cost = 6;
1358 power_desc[num].stat = A_INT;
1359 power_desc[num].fail = 3;
1360 power_desc[num++].number = -1;
1363 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1364 power_desc[num].level = 9;
1365 power_desc[num].cost = 9;
1366 power_desc[num].stat = A_DEX;
1367 power_desc[num].fail = 14;
1368 power_desc[num++].number = -1;
1371 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1372 power_desc[num].level = 12;
1373 power_desc[num].cost = 8;
1374 power_desc[num].stat = A_DEX;
1375 power_desc[num].fail = 14;
1376 power_desc[num++].number = -1;
1379 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);
1380 power_desc[num].level = 2;
1381 power_desc[num].cost = 2;
1382 power_desc[num].stat = A_INT;
1383 power_desc[num].fail = 9;
1384 power_desc[num++].number = -1;
1386 case RACE_DRACONIAN:
1387 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1388 power_desc[num].level = 1;
1389 power_desc[num].cost = lvl;
1390 power_desc[num].stat = A_CON;
1391 power_desc[num].fail = 12;
1392 power_desc[num++].number = -1;
1394 case RACE_MIND_FLAYER:
1395 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1396 power_desc[num].level = 15;
1397 power_desc[num].cost = 12;
1398 power_desc[num].stat = A_INT;
1399 power_desc[num].fail = 14;
1400 power_desc[num++].number = -1;
1403 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);
1404 power_desc[num].level = 9;
1405 power_desc[num].cost = 15;
1406 power_desc[num].stat = A_WIS;
1407 power_desc[num].fail = 15;
1408 power_desc[num++].number = -1;
1411 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1412 power_desc[num].level = 20;
1413 power_desc[num].cost = 15;
1414 power_desc[num].stat = A_CON;
1415 power_desc[num].fail = 8;
1416 power_desc[num++].number = -1;
1420 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1421 power_desc[num].level = 30;
1422 power_desc[num].cost = 30;
1423 power_desc[num].stat = A_WIS;
1424 power_desc[num].fail = 18;
1425 power_desc[num++].number = -1;
1428 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1429 power_desc[num].level = 2;
1430 power_desc[num].cost = 1 + (lvl / 3);
1431 power_desc[num].stat = A_CON;
1432 power_desc[num].fail = 9;
1433 power_desc[num++].number = -1;
1436 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1437 power_desc[num].level = 12;
1438 power_desc[num].cost = 12;
1439 power_desc[num].stat = A_INT;
1440 power_desc[num].fail = 15;
1441 power_desc[num++].number = -1;
1444 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);
1445 power_desc[num].level = 15;
1446 power_desc[num].cost = 10+lvl/3;
1447 power_desc[num].stat = A_CON;
1448 power_desc[num].fail = 20;
1449 power_desc[num++].number = -1;
1452 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1453 power_desc[num].level = 20;
1454 power_desc[num].cost = 15;
1455 power_desc[num].stat = A_CHR;
1456 power_desc[num].fail = 8;
1457 power_desc[num++].number = -1;
1460 if (p_ptr->lev < 10)
1462 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1463 power_desc[num].level = 1;
1464 power_desc[num].cost = 7;
1465 power_desc[num].fail = 8;
1467 else if (p_ptr->lev < 25)
1469 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1470 power_desc[num].level = 10;
1471 power_desc[num].cost = 13;
1472 power_desc[num].fail = 10;
1474 else if (p_ptr->lev < 35)
1476 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1477 power_desc[num].level = 25;
1478 power_desc[num].cost = 26;
1479 power_desc[num].fail = 12;
1481 else if (p_ptr->lev < 45)
1483 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1484 power_desc[num].level = 35;
1485 power_desc[num].cost = 40;
1486 power_desc[num].fail = 15;
1490 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1491 power_desc[num].level = 45;
1492 power_desc[num].cost = 60;
1493 power_desc[num].fail = 18;
1495 power_desc[num].stat = A_STR;
1496 power_desc[num++].number = -1;
1507 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1509 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1510 power_desc[num].level = 9;
1511 power_desc[num].cost = 9;
1512 power_desc[num].stat = A_DEX;
1513 power_desc[num].fail = 15;
1514 power_desc[num++].number = MUT1_SPIT_ACID;
1517 if (p_ptr->muta1 & MUT1_BR_FIRE)
1519 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1520 power_desc[num].level = 20;
1521 power_desc[num].cost = lvl;
1522 power_desc[num].stat = A_CON;
1523 power_desc[num].fail = 18;
1524 power_desc[num++].number = MUT1_BR_FIRE;
1527 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1529 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1530 power_desc[num].level = 12;
1531 power_desc[num].cost = 12;
1532 power_desc[num].stat = A_CHR;
1533 power_desc[num].fail = 18;
1534 power_desc[num++].number = MUT1_HYPN_GAZE;
1537 if (p_ptr->muta1 & MUT1_TELEKINES)
1539 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1540 power_desc[num].level = 9;
1541 power_desc[num].cost = 9;
1542 power_desc[num].stat = A_WIS;
1543 power_desc[num].fail = 14;
1544 power_desc[num++].number = MUT1_TELEKINES;
1547 if (p_ptr->muta1 & MUT1_VTELEPORT)
1549 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1550 power_desc[num].level = 7;
1551 power_desc[num].cost = 7;
1552 power_desc[num].stat = A_WIS;
1553 power_desc[num].fail = 15;
1554 power_desc[num++].number = MUT1_VTELEPORT;
1557 if (p_ptr->muta1 & MUT1_MIND_BLST)
1559 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1560 power_desc[num].level = 5;
1561 power_desc[num].cost = 3;
1562 power_desc[num].stat = A_WIS;
1563 power_desc[num].fail = 15;
1564 power_desc[num++].number = MUT1_MIND_BLST;
1567 if (p_ptr->muta1 & MUT1_RADIATION)
1569 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1570 power_desc[num].level = 15;
1571 power_desc[num].cost = 15;
1572 power_desc[num].stat = A_CON;
1573 power_desc[num].fail = 14;
1574 power_desc[num++].number = MUT1_RADIATION;
1577 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1579 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1580 power_desc[num].level = 2;
1581 power_desc[num].cost = (1 + (lvl / 3));
1582 power_desc[num].stat = A_CON;
1583 power_desc[num].fail = 9;
1584 power_desc[num++].number = MUT1_VAMPIRISM;
1587 if (p_ptr->muta1 & MUT1_SMELL_MET)
1589 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1590 power_desc[num].level = 3;
1591 power_desc[num].cost = 2;
1592 power_desc[num].stat = A_INT;
1593 power_desc[num].fail = 12;
1594 power_desc[num++].number = MUT1_SMELL_MET;
1597 if (p_ptr->muta1 & MUT1_SMELL_MON)
1599 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1600 power_desc[num].level = 5;
1601 power_desc[num].cost = 4;
1602 power_desc[num].stat = A_INT;
1603 power_desc[num].fail = 15;
1604 power_desc[num++].number = MUT1_SMELL_MON;
1607 if (p_ptr->muta1 & MUT1_BLINK)
1609 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1610 power_desc[num].level = 3;
1611 power_desc[num].cost = 3;
1612 power_desc[num].stat = A_WIS;
1613 power_desc[num].fail = 12;
1614 power_desc[num++].number = MUT1_BLINK;
1617 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1619 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1620 power_desc[num].level = 8;
1621 power_desc[num].cost = 12;
1622 power_desc[num].stat = A_CON;
1623 power_desc[num].fail = 18;
1624 power_desc[num++].number = MUT1_EAT_ROCK;
1627 if (p_ptr->muta1 & MUT1_SWAP_POS)
1629 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1630 power_desc[num].level = 15;
1631 power_desc[num].cost = 12;
1632 power_desc[num].stat = A_DEX;
1633 power_desc[num].fail = 16;
1634 power_desc[num++].number = MUT1_SWAP_POS;
1637 if (p_ptr->muta1 & MUT1_SHRIEK)
1639 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1640 power_desc[num].level = 20;
1641 power_desc[num].cost = 14;
1642 power_desc[num].stat = A_CON;
1643 power_desc[num].fail = 16;
1644 power_desc[num++].number = MUT1_SHRIEK;
1647 if (p_ptr->muta1 & MUT1_ILLUMINE)
1649 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1650 power_desc[num].level = 3;
1651 power_desc[num].cost = 2;
1652 power_desc[num].stat = A_INT;
1653 power_desc[num].fail = 10;
1654 power_desc[num++].number = MUT1_ILLUMINE;
1657 if (p_ptr->muta1 & MUT1_DET_CURSE)
1659 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1660 power_desc[num].level = 7;
1661 power_desc[num].cost = 14;
1662 power_desc[num].stat = A_WIS;
1663 power_desc[num].fail = 14;
1664 power_desc[num++].number = MUT1_DET_CURSE;
1667 if (p_ptr->muta1 & MUT1_BERSERK)
1669 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1670 power_desc[num].level = 8;
1671 power_desc[num].cost = 8;
1672 power_desc[num].stat = A_STR;
1673 power_desc[num].fail = 14;
1674 power_desc[num++].number = MUT1_BERSERK;
1677 if (p_ptr->muta1 & MUT1_POLYMORPH)
1679 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1680 power_desc[num].level = 18;
1681 power_desc[num].cost = 20;
1682 power_desc[num].stat = A_CON;
1683 power_desc[num].fail = 18;
1684 power_desc[num++].number = MUT1_POLYMORPH;
1687 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1689 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1690 power_desc[num].level = 10;
1691 power_desc[num].cost = 5;
1692 power_desc[num].stat = A_INT;
1693 power_desc[num].fail = 12;
1694 power_desc[num++].number = MUT1_MIDAS_TCH;
1697 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1699 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1700 power_desc[num].level = 1;
1701 power_desc[num].cost = 6;
1702 power_desc[num].stat = A_CON;
1703 power_desc[num].fail = 14;
1704 power_desc[num++].number = MUT1_GROW_MOLD;
1707 if (p_ptr->muta1 & MUT1_RESIST)
1709 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1710 power_desc[num].level = 10;
1711 power_desc[num].cost = 12;
1712 power_desc[num].stat = A_CON;
1713 power_desc[num].fail = 12;
1714 power_desc[num++].number = MUT1_RESIST;
1717 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1719 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1720 power_desc[num].level = 12;
1721 power_desc[num].cost = 12;
1722 power_desc[num].stat = A_STR;
1723 power_desc[num].fail = 16;
1724 power_desc[num++].number = MUT1_EARTHQUAKE;
1727 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1729 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1730 power_desc[num].level = 17;
1731 power_desc[num].cost = 1;
1732 power_desc[num].stat = A_WIS;
1733 power_desc[num].fail = 15;
1734 power_desc[num++].number = MUT1_EAT_MAGIC;
1737 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1739 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1740 power_desc[num].level = 6;
1741 power_desc[num].cost = 6;
1742 power_desc[num].stat = A_INT;
1743 power_desc[num].fail = 10;
1744 power_desc[num++].number = MUT1_WEIGH_MAG;
1747 if (p_ptr->muta1 & MUT1_STERILITY)
1749 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1750 power_desc[num].level = 12;
1751 power_desc[num].cost = 23;
1752 power_desc[num].stat = A_CHR;
1753 power_desc[num].fail = 15;
1754 power_desc[num++].number = MUT1_STERILITY;
1757 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1759 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1760 power_desc[num].level = 10;
1761 power_desc[num].cost = 12;
1762 power_desc[num].stat = A_DEX;
1763 power_desc[num].fail = 14;
1764 power_desc[num++].number = MUT1_PANIC_HIT;
1767 if (p_ptr->muta1 & MUT1_DAZZLE)
1769 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1770 power_desc[num].level = 7;
1771 power_desc[num].cost = 15;
1772 power_desc[num].stat = A_CHR;
1773 power_desc[num].fail = 8;
1774 power_desc[num++].number = MUT1_DAZZLE;
1777 if (p_ptr->muta1 & MUT1_LASER_EYE)
1779 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1780 power_desc[num].level = 7;
1781 power_desc[num].cost = 10;
1782 power_desc[num].stat = A_WIS;
1783 power_desc[num].fail = 9;
1784 power_desc[num++].number = MUT1_LASER_EYE;
1787 if (p_ptr->muta1 & MUT1_RECALL)
1789 strcpy(power_desc[num].name, _("帰還", "Recall"));
1790 power_desc[num].level = 17;
1791 power_desc[num].cost = 50;
1792 power_desc[num].stat = A_INT;
1793 power_desc[num].fail = 16;
1794 power_desc[num++].number = MUT1_RECALL;
1797 if (p_ptr->muta1 & MUT1_BANISH)
1799 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1800 power_desc[num].level = 25;
1801 power_desc[num].cost = 25;
1802 power_desc[num].stat = A_WIS;
1803 power_desc[num].fail = 18;
1804 power_desc[num++].number = MUT1_BANISH;
1807 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1809 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1810 power_desc[num].level = 2;
1811 power_desc[num].cost = 2;
1812 power_desc[num].stat = A_CON;
1813 power_desc[num].fail = 11;
1814 power_desc[num++].number = MUT1_COLD_TOUCH;
1817 if (p_ptr->muta1 & MUT1_LAUNCHER)
1819 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1820 power_desc[num].level = 1;
1821 power_desc[num].cost = lvl;
1822 power_desc[num].stat = A_STR;
1823 power_desc[num].fail = 6;
1824 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1825 power_desc[num++].number = 3;
1829 /* Nothing chosen yet */
1835 /* Build a prompt */
1836 (void) strnfmt(out_val, 78,
1837 _("(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? "),
1838 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1840 if (!repeat_pull(&i) || i<0 || i>=num) {
1841 if (use_menu) screen_save();
1842 /* Get a spell from the user */
1844 choice = (always_show_list || use_menu) ? ESCAPE:1;
1847 if( choice==ESCAPE ) choice = ' ';
1848 else if( !get_com(out_val, &choice, FALSE) )break;
1850 if (use_menu && choice != ' ')
1857 p_ptr->energy_use = 0;
1865 menu_line += (num - 1);
1886 else if (menu_line+18 <= num)
1900 if (menu_line > num) menu_line -= num;
1902 /* Request redraw */
1903 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1906 if (!redraw || use_menu)
1918 if (!use_menu) screen_save();
1920 /* Print header(s) */
1922 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
1924 prt(_(" Lv MP 失率 Lv MP 失率",
1925 " Lv Cost Fail Lv Cost Fail"), y++, x);
1931 x1 = ((ctr < 18) ? x : x + 40);
1932 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1936 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
1937 else strcpy(dummy, " ");
1941 /* letter/number for power selection */
1945 letter = '0' + ctr - 26;
1946 sprintf(dummy, " %c) ",letter);
1948 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1949 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1950 100 - racial_chance(&power_desc[ctr])));
1970 if (choice == '\r' && num == 1)
1975 if (isalpha(choice))
1978 ask = (isupper(choice));
1981 if (ask) choice = (char)tolower(choice);
1983 /* Extract request */
1984 i = (islower(choice) ? A2I(choice) : -1);
1988 ask = FALSE; /* Can't uppercase digits */
1990 i = choice - '0' + 26;
1994 /* Totally Illegal */
1995 if ((i < 0) || (i >= num))
2007 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2009 /* Belay that order */
2010 if (!get_check(tmp_val)) continue;
2016 if (redraw) screen_load();
2018 /* Abort if needed */
2021 p_ptr->energy_use = 0;
2025 } /*if (!repeat_pull(&i) || ...)*/
2026 switch (racial_aux(&power_desc[i]))
2029 if (power_desc[i].number < 0)
2030 cast = cmd_racial_power_aux(power_desc[i].number);
2032 cast = mutation_power_aux(power_desc[i].number);
2046 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2048 /* If mana is not enough, player consumes hit point! */
2049 if (p_ptr->csp < actual_racial_cost)
2051 actual_racial_cost -= p_ptr->csp;
2053 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2055 else p_ptr->csp -= actual_racial_cost;
2057 /* Redraw mana and hp */
2058 p_ptr->redraw |= (PR_HP | PR_MANA);
2060 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2063 else p_ptr->energy_use = 0;