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"
26 * @brief 魔法系コマンドを実行できるかの判定を返す
27 * @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。
29 static bool can_do_cmd_cast(void)
31 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
33 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
37 else if (p_ptr->anti_magic)
39 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
42 else if (p_ptr->shero)
44 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
53 * @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。
55 static bool choose_kamae(void)
64 msg_print(_("混乱していて構えられない!", "Too confused."));
68 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
70 for (i = 0; i < MAX_KAMAE; i++)
72 if (p_ptr->lev >= kamae_shurui[i].min_level)
74 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
80 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
91 else if ((choice == 'a') || (choice == 'A'))
93 if (p_ptr->action == ACTION_KAMAE)
95 set_action(ACTION_NONE);
98 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
102 else if ((choice == 'b') || (choice == 'B'))
107 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
112 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
117 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
123 set_action(ACTION_KAMAE);
125 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
127 msg_print(_("構え直した。", "You reassume a posture."));
131 p_ptr->special_defense &= ~(KAMAE_MASK);
132 p_ptr->update |= (PU_BONUS);
133 p_ptr->redraw |= (PR_STATE);
134 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
135 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
137 p_ptr->redraw |= PR_STATE;
144 * @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。
146 static bool choose_kata(void)
155 msg_print(_("混乱していて構えられない!", "Too confused."));
161 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
167 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
171 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
173 for (i = 0; i < MAX_KATA; i++)
175 if (p_ptr->lev >= kata_shurui[i].min_level)
177 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
183 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
189 if (choice == ESCAPE)
194 else if ((choice == 'a') || (choice == 'A'))
196 if (p_ptr->action == ACTION_KATA)
198 set_action(ACTION_NONE);
201 msg_print(_("もともと構えていない。", "You are not assuming posture."));
205 else if ((choice == 'b') || (choice == 'B'))
210 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
215 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
220 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
226 set_action(ACTION_KATA);
228 if (p_ptr->special_defense & (KATA_IAI << new_kata))
230 msg_print(_("構え直した。", "You reassume a posture."));
234 p_ptr->special_defense &= ~(KATA_MASK);
235 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
236 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
237 p_ptr->special_defense |= (KATA_IAI << new_kata);
239 p_ptr->redraw |= (PR_STATE | PR_STATUS);
246 * @brief レイシャル・パワー情報のtypedef
248 typedef struct power_desc_type power_desc_type;
251 * @brief レイシャル・パワー情報の構造体定義
253 struct power_desc_type
255 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
256 PLAYER_LEVEL level; //!<体得レベル
265 * @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
266 * @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
269 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
271 PLAYER_LEVEL min_level = pd_ptr->level;
272 int difficulty = pd_ptr->fail;
277 int stat = p_ptr->stat_cur[pd_ptr->stat];
279 /* No chance for success */
280 if ((p_ptr->lev < min_level) || p_ptr->confused)
285 if (difficulty == 0) return 100;
287 /* Calculate difficulty */
290 difficulty += p_ptr->stun;
292 else if (p_ptr->lev > min_level)
294 int lev_adj = ((p_ptr->lev - min_level) / 3);
295 if (lev_adj > 10) lev_adj = 10;
296 difficulty -= lev_adj;
299 if (difficulty < 5) difficulty = 5;
301 /* We only need halfs of the difficulty */
302 difficulty = difficulty / 2;
304 for (i = 1; i <= stat; i++)
306 val = i - difficulty;
308 sum += (val <= difficulty) ? val : difficulty;
314 return (((sum * 100) / difficulty) / stat);
318 static int racial_cost;
321 * @brief レイシャル・パワーの発動の判定処理
322 * @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
324 * 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。
325 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
327 static int racial_aux(power_desc_type *pd_ptr)
329 PLAYER_LEVEL min_level = pd_ptr->level;
330 int use_stat = pd_ptr->stat;
331 int difficulty = pd_ptr->fail;
334 racial_cost = pd_ptr->cost;
336 /* Not enough mana - use hp */
337 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
339 /* Power is not available yet */
340 if (p_ptr->lev < min_level)
342 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。",
343 "You need to attain level %d to use this power."), min_level);
345 p_ptr->energy_use = 0;
350 else if (p_ptr->confused)
352 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."));
353 p_ptr->energy_use = 0;
358 else if (p_ptr->chp < use_hp)
360 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? ")))
362 p_ptr->energy_use = 0;
367 /* Else attempt to do it! */
373 difficulty += p_ptr->stun;
375 else if (p_ptr->lev > min_level)
377 int lev_adj = ((p_ptr->lev - min_level) / 3);
378 if (lev_adj > 10) lev_adj = 10;
379 difficulty -= lev_adj;
382 if (difficulty < 5) difficulty = 5;
385 /* take time and pay the price */
386 p_ptr->energy_use = 100;
389 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
394 if (flush_failure) flush();
395 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
402 * @brief レイシャル・パワー発動処理
403 * @param command 発動するレイシャルのID
404 * @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。
406 static bool cmd_racial_power_aux(s32b command)
408 PLAYER_LEVEL plev = p_ptr->lev;
413 switch (p_ptr->pclass)
417 return sword_dancing(p_ptr);
420 case CLASS_HIGH_MAGE:
421 if (p_ptr->realm1 == REALM_HEX)
423 bool retval = stop_hex_spell();
424 if (retval) p_ptr->energy_use = 10;
428 /* case CLASS_HIGH_MAGE: */
431 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
436 if (is_good_realm(p_ptr->realm1))
438 if (!bless_weapon()) return FALSE;
442 (void)dispel_monsters(plev * 4);
443 turn_monsters(plev * 4);
444 banish_monsters(plev * 4);
450 if(!panic_hit()) return FALSE;
456 msg_print(_("敵を調査した...", "You examine your foes..."));
462 if (!get_aim_dir(&dir)) return FALSE;
463 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
467 case CLASS_WARRIOR_MAGE:
471 return comvert_hp_to_mp(p_ptr);
473 else if (command == -4)
475 return comvert_mp_to_hp(p_ptr);
479 case CLASS_CHAOS_WARRIOR:
481 return confusing_light(p_ptr);
486 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
488 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
493 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
499 if (!choose_kamae()) return FALSE;
500 p_ptr->update |= (PU_BONUS);
502 else if (command == -4)
504 return double_attack(p_ptr);
508 case CLASS_MINDCRAFTER:
509 case CLASS_FORCETRAINER:
511 return clear_mind(p_ptr);
517 if (!get_aim_dir(&dir)) return FALSE;
519 fire_beam(GF_PHOTO, dir, 1);
521 else if (command == -4)
523 if (!identify_fully(FALSE)) return FALSE;
530 if (!do_cmd_mane(TRUE)) return FALSE;
533 case CLASS_BEASTMASTER:
537 if (!get_aim_dir(&dir)) return FALSE;
538 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
540 else if (command == -4)
542 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
548 if (!create_ammo()) return FALSE;
551 case CLASS_MAGIC_EATER:
554 if (!import_magic_device()) return FALSE;
555 } else if (command == -4) {
556 if (!can_do_cmd_cast()) return FALSE;
557 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
563 /* Singing is already stopped */
564 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
567 p_ptr->energy_use = 10;
572 if (!can_do_cmd_cast()) return FALSE;
576 if (!p_ptr->paralyzed && can_do_cmd_cast())
585 else if (command == -4)
587 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
589 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
592 if (!choose_kata()) return FALSE;
593 p_ptr->update |= (PU_BONUS);
597 case CLASS_BLUE_MAGE:
599 if (p_ptr->action == ACTION_LEARN)
601 set_action(ACTION_NONE);
605 set_action(ACTION_LEARN);
607 p_ptr->energy_use = 0;
614 case CLASS_BERSERKER:
616 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
623 if (!identify_fully(TRUE)) return FALSE;
627 if (!ident_spell(TRUE)) return FALSE;
631 case CLASS_MIRROR_MASTER:
635 /* Explode all mirrors */
636 remove_all_mirrors(TRUE);
638 else if (command == -4)
640 return mirror_concentration(p_ptr);
649 else if (p_ptr->mimic_form)
651 switch (p_ptr->mimic_form)
654 case MIMIC_DEMON_LORD:
656 return demonic_breath(p_ptr);
667 switch (p_ptr->prace)
670 msg_print(_("周囲を調べた。", "You examine your surroundings."));
671 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
672 (void)detect_doors(DETECT_RAD_DEFAULT);
673 (void)detect_stairs(DETECT_RAD_DEFAULT);
677 return create_ration(p_ptr);
681 msg_print(_("パッ!", "Blink!"));
682 teleport_player(10, 0L);
686 msg_print(_("勇気を出した。", "You play tough."));
690 case RACE_HALF_TROLL:
691 msg_print(_("うがぁぁ!", "RAAAGH!"));
692 (void)berserk(10 + randint1(plev));
698 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
701 else if (command == -2)
703 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..."));
705 (void)true_healing(0);
706 (void)restore_all_status();
707 (void)restore_level();
712 msg_print(_("うぉぉおお!", "Raaagh!"));
713 (void)berserk(10 + randint1(plev));
717 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
721 case RACE_HALF_GIANT:
722 if (!get_aim_dir(&dir)) return FALSE;
723 (void)wall_to_mud(dir, 20 + randint1(30));
726 case RACE_HALF_TITAN:
727 msg_print(_("敵を調査した...", "You examine your foes..."));
732 if (!get_aim_dir(&dir)) return FALSE;
733 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
734 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
738 if (!get_aim_dir(&dir)) return FALSE;
740 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
741 (void)fear_monster(dir, plev);
745 if (!get_aim_dir(&dir)) return FALSE;
747 msg_print(_("酸を吐いた。", "You spit acid."));
748 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
749 else fire_ball(GF_ACID, dir, plev, 2);
753 if (!get_aim_dir(&dir)) return FALSE;
754 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
755 fire_bolt(GF_POIS, dir, plev);
759 msg_print(_("周囲を調査した。", "You examine your surroundings."));
760 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
761 (void)detect_doors(DETECT_RAD_DEFAULT);
762 (void)detect_stairs(DETECT_RAD_DEFAULT);
766 if (!get_aim_dir(&dir)) return FALSE;
767 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
768 fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
772 return draconian_breath(p_ptr);
775 case RACE_MIND_FLAYER:
776 if (!get_aim_dir(&dir)) return FALSE;
777 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
778 fire_bolt(GF_PSI, dir, plev);
782 if (!get_aim_dir(&dir)) return FALSE;
785 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
786 fire_ball(GF_FIRE, dir, plev, 2);
790 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
791 fire_bolt(GF_FIRE, dir, plev);
796 (void)set_shield(randint1(20) + 30, FALSE);
801 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."));
802 (void)restore_level();
810 if (!get_aim_dir(&dir)) return FALSE;
812 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!"));
813 (void)fear_monster(dir, plev);
817 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
818 if (plev < 25) sleep_monsters_touch();
819 else (void)sleep_monsters(plev);
823 return demonic_breath(p_ptr);
827 (void)set_tsubureru(randint1(20) + 30, FALSE);
831 return android_inside_weapon(p_ptr);
835 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."));
836 p_ptr->energy_use = 0;
843 * @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
846 void do_cmd_racial_power(void)
848 power_desc_type power_desc[36];
852 PLAYER_LEVEL lvl = p_ptr->lev;
853 bool flag, redraw, cast = FALSE;
854 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
857 int menu_line = (use_menu ? 1 : 0);
859 if (p_ptr->wild_mode) return;
861 for (num = 0; num < 36; num++)
863 strcpy(power_desc[num].name, "");
864 power_desc[num].number = 0;
871 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!"));
872 p_ptr->energy_use = 0;
876 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
878 set_action(ACTION_NONE);
881 switch (p_ptr->pclass)
885 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
886 power_desc[num].level = 40;
887 power_desc[num].cost = 75;
888 power_desc[num].stat = A_DEX;
889 power_desc[num].fail = 35;
890 power_desc[num++].number = -3;
893 case CLASS_HIGH_MAGE:
894 if (p_ptr->realm1 == REALM_HEX)
896 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
897 power_desc[num].level = 1;
898 power_desc[num].cost = 0;
899 power_desc[num].stat = A_INT;
900 power_desc[num].fail = 0;
901 power_desc[num++].number = -3;
905 /* case CLASS_HIGH_MAGE: */
908 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
909 power_desc[num].level = 25;
910 power_desc[num].cost = 1;
911 power_desc[num].stat = A_INT;
912 power_desc[num].fail = 25;
913 power_desc[num++].number = -3;
918 if (is_good_realm(p_ptr->realm1))
920 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
921 power_desc[num].level = 35;
922 power_desc[num].cost = 70;
923 power_desc[num].stat = A_WIS;
924 power_desc[num].fail = 50;
925 power_desc[num++].number = -3;
929 strcpy(power_desc[num].name, _("召魂", "Evocation"));
930 power_desc[num].level = 42;
931 power_desc[num].cost = 40;
932 power_desc[num].stat = A_WIS;
933 power_desc[num].fail = 35;
934 power_desc[num++].number = -3;
940 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
941 power_desc[num].level = 8;
942 power_desc[num].cost = 12;
943 power_desc[num].stat = A_DEX;
944 power_desc[num].fail = 14;
945 power_desc[num++].number = -3;
951 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
952 power_desc[num].level = 15;
953 power_desc[num].cost = 20;
954 power_desc[num].stat = A_INT;
955 power_desc[num].fail = 12;
956 power_desc[num++].number = -3;
961 if (is_good_realm(p_ptr->realm1))
963 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
964 power_desc[num].level = 30;
965 power_desc[num].cost = 30;
966 power_desc[num].stat = A_WIS;
967 power_desc[num].fail = 30;
968 power_desc[num++].number = -3;
972 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
973 power_desc[num].level = 30;
974 power_desc[num].cost = 30;
975 power_desc[num].stat = A_WIS;
976 power_desc[num].fail = 30;
977 power_desc[num++].number = -3;
981 case CLASS_WARRIOR_MAGE:
983 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
984 power_desc[num].level = 25;
985 power_desc[num].cost = 0;
986 power_desc[num].stat = A_INT;
987 power_desc[num].fail = 10;
988 power_desc[num++].number = -3;
990 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
991 power_desc[num].level = 25;
992 power_desc[num].cost = 0;
993 power_desc[num].stat = A_INT;
994 power_desc[num].fail = 10;
995 power_desc[num++].number = -4;
998 case CLASS_CHAOS_WARRIOR:
1000 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1001 power_desc[num].level = 40;
1002 power_desc[num].cost = 50;
1003 power_desc[num].stat = A_INT;
1004 power_desc[num].fail = 25;
1005 power_desc[num++].number = -3;
1010 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1011 power_desc[num].level = 25;
1012 power_desc[num].cost = 0;
1013 power_desc[num].stat = A_DEX;
1014 power_desc[num].fail = 0;
1015 power_desc[num++].number = -3;
1017 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1018 power_desc[num].level = 30;
1019 power_desc[num].cost = 30;
1020 power_desc[num].stat = A_STR;
1021 power_desc[num].fail = 20;
1022 power_desc[num++].number = -4;
1025 case CLASS_MINDCRAFTER:
1026 case CLASS_FORCETRAINER:
1028 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1029 power_desc[num].level = 15;
1030 power_desc[num].cost = 0;
1031 power_desc[num].stat = A_WIS;
1032 power_desc[num].fail = 10;
1033 power_desc[num++].number = -3;
1038 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1039 power_desc[num].level = 1;
1040 power_desc[num].cost = 0;
1041 power_desc[num].stat = A_DEX;
1042 power_desc[num].fail = 0;
1043 power_desc[num++].number = -3;
1045 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1046 power_desc[num].level = 25;
1047 power_desc[num].cost = 20;
1048 power_desc[num].stat = A_INT;
1049 power_desc[num].fail = 20;
1050 power_desc[num++].number = -4;
1053 case CLASS_IMITATOR:
1055 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1056 power_desc[num].level = 30;
1057 power_desc[num].cost = 100;
1058 power_desc[num].stat = A_DEX;
1059 power_desc[num].fail = 30;
1060 power_desc[num++].number = -3;
1063 case CLASS_BEASTMASTER:
1065 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1066 power_desc[num].level = 1;
1067 power_desc[num].cost = (p_ptr->lev+3)/4;
1068 power_desc[num].stat = A_CHR;
1069 power_desc[num].fail = 10;
1070 power_desc[num++].number = -3;
1072 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1073 power_desc[num].level = 30;
1074 power_desc[num].cost = (p_ptr->lev+20)/2;
1075 power_desc[num].stat = A_CHR;
1076 power_desc[num].fail = 10;
1077 power_desc[num++].number = -4;
1082 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1083 power_desc[num].level = 1;
1084 power_desc[num].cost = 0;
1085 power_desc[num].stat = A_DEX;
1086 power_desc[num].fail = 0;
1087 power_desc[num++].number = -3;
1090 case CLASS_MAGIC_EATER:
1092 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1093 power_desc[num].level = 1;
1094 power_desc[num].cost = 0;
1095 power_desc[num].stat = A_INT;
1096 power_desc[num].fail = 0;
1097 power_desc[num++].number = -3;
1099 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1100 power_desc[num].level = 10;
1101 power_desc[num].cost = 10 + (lvl - 10) / 2;
1102 power_desc[num].stat = A_INT;
1103 power_desc[num].fail = 0;
1104 power_desc[num++].number = -4;
1109 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1110 power_desc[num].level = 1;
1111 power_desc[num].cost = 0;
1112 power_desc[num].stat = A_CHR;
1113 power_desc[num].fail = 0;
1114 power_desc[num++].number = -3;
1117 case CLASS_RED_MAGE:
1119 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1120 power_desc[num].level = 48;
1121 power_desc[num].cost = 20;
1122 power_desc[num].stat = A_INT;
1123 power_desc[num].fail = 0;
1124 power_desc[num++].number = -3;
1129 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1130 power_desc[num].level = 1;
1131 power_desc[num].cost = 0;
1132 power_desc[num].stat = A_WIS;
1133 power_desc[num].fail = 0;
1134 power_desc[num++].number = -3;
1136 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1137 power_desc[num].level = 25;
1138 power_desc[num].cost = 0;
1139 power_desc[num].stat = A_DEX;
1140 power_desc[num].fail = 0;
1141 power_desc[num++].number = -4;
1144 case CLASS_BLUE_MAGE:
1146 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1147 power_desc[num].level = 1;
1148 power_desc[num].cost = 0;
1149 power_desc[num].stat = A_INT;
1150 power_desc[num].fail = 0;
1151 power_desc[num++].number = -3;
1156 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1157 power_desc[num].level = 10;
1158 power_desc[num].cost = 0;
1159 power_desc[num].stat = A_STR;
1160 power_desc[num].fail = 10;
1161 power_desc[num++].number = -3;
1164 case CLASS_BERSERKER:
1166 strcpy(power_desc[num].name, _("帰還", "Recall"));
1167 power_desc[num].level = 10;
1168 power_desc[num].cost = 10;
1169 power_desc[num].stat = A_DEX;
1170 power_desc[num].fail = 20;
1171 power_desc[num++].number = -3;
1174 case CLASS_MIRROR_MASTER:
1176 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1177 power_desc[num].level = 1;
1178 power_desc[num].cost = 0;
1179 power_desc[num].stat = A_INT;
1180 power_desc[num].fail = 0;
1181 power_desc[num++].number = -3;
1183 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1184 power_desc[num].level = 30;
1185 power_desc[num].cost = 0;
1186 power_desc[num].stat = A_INT;
1187 power_desc[num].fail = 20;
1188 power_desc[num++].number = -4;
1193 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1194 power_desc[num].level = 5;
1195 power_desc[num].cost = 15;
1196 power_desc[num].stat = A_INT;
1197 power_desc[num].fail = 20;
1198 power_desc[num++].number = -3;
1203 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1204 power_desc[num].level = 20;
1205 power_desc[num].cost = 0;
1206 power_desc[num].stat = A_DEX;
1207 power_desc[num].fail = 0;
1208 power_desc[num++].number = -3;
1212 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1215 if (p_ptr->mimic_form)
1217 switch (p_ptr->mimic_form)
1220 case MIMIC_DEMON_LORD:
1221 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);
1222 power_desc[num].level = 15;
1223 power_desc[num].cost = 10+lvl/3;
1224 power_desc[num].stat = A_CON;
1225 power_desc[num].fail = 20;
1226 power_desc[num++].number = -1;
1229 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1230 power_desc[num].level = 2;
1231 power_desc[num].cost = 1 + (lvl / 3);
1232 power_desc[num].stat = A_CON;
1233 power_desc[num].fail = 9;
1234 power_desc[num++].number = -1;
1240 switch (p_ptr->prace)
1243 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1244 power_desc[num].level = 5;
1245 power_desc[num].cost = 5;
1246 power_desc[num].stat = A_WIS;
1247 power_desc[num].fail = 12;
1248 power_desc[num++].number = -1;
1251 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1252 power_desc[num].level = 10;
1253 power_desc[num].cost = 5;
1254 power_desc[num].stat = A_WIS;
1255 power_desc[num].fail = 10;
1256 power_desc[num++].number = -1;
1259 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1260 power_desc[num].level = 15;
1261 power_desc[num].cost = 10;
1262 power_desc[num].stat = A_INT;
1263 power_desc[num].fail = 10;
1264 power_desc[num++].number = -1;
1267 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1268 power_desc[num].level = 5;
1269 power_desc[num].cost = 5;
1270 power_desc[num].stat = A_INT;
1271 power_desc[num].fail = 12;
1272 power_desc[num++].number = -1;
1275 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1276 power_desc[num].level = 3;
1277 power_desc[num].cost = 5;
1278 power_desc[num].stat = A_WIS;
1279 power_desc[num].fail = warrior ? 5 : 10;
1280 power_desc[num++].number = -1;
1282 case RACE_HALF_TROLL:
1283 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1284 power_desc[num].level = 10;
1285 power_desc[num].cost = 12;
1286 power_desc[num].stat = A_STR;
1287 power_desc[num].fail = warrior ? 6 : 12;
1288 power_desc[num++].number = -1;
1290 case RACE_BARBARIAN:
1291 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1292 power_desc[num].level = 8;
1293 power_desc[num].cost = 10;
1294 power_desc[num].stat = A_STR;
1295 power_desc[num].fail = warrior ? 6 : 12;
1296 power_desc[num++].number = -1;
1299 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1300 power_desc[num].level = 30;
1301 power_desc[num].cost = 50;
1302 power_desc[num].stat = A_INT;
1303 power_desc[num].fail = 50;
1304 power_desc[num++].number = -1;
1306 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1307 power_desc[num].level = 40;
1308 power_desc[num].cost = 75;
1309 power_desc[num].stat = A_WIS;
1310 power_desc[num].fail = 50;
1311 power_desc[num++].number = -2;
1313 case RACE_HALF_OGRE:
1314 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1315 power_desc[num].level = 25;
1316 power_desc[num].cost = 35;
1317 power_desc[num].stat = A_INT;
1318 power_desc[num].fail = 15;
1319 power_desc[num++].number = -1;
1321 case RACE_HALF_GIANT:
1322 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1323 power_desc[num].level = 20;
1324 power_desc[num].cost = 10;
1325 power_desc[num].stat = A_STR;
1326 power_desc[num].fail = 12;
1327 power_desc[num++].number = -1;
1329 case RACE_HALF_TITAN:
1330 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1331 power_desc[num].level = 15;
1332 power_desc[num].cost = 10;
1333 power_desc[num].stat = A_INT;
1334 power_desc[num].fail = 12;
1335 power_desc[num++].number = -1;
1338 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1339 power_desc[num].level = 20;
1340 power_desc[num].cost = 15;
1341 power_desc[num].stat = A_STR;
1342 power_desc[num].fail = 12;
1343 power_desc[num++].number = -1;
1346 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1347 power_desc[num].level = 15;
1348 power_desc[num].cost = 15;
1349 power_desc[num].stat = A_WIS;
1350 power_desc[num].fail = 10;
1351 power_desc[num++].number = -1;
1354 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1355 power_desc[num].level = 4;
1356 power_desc[num].cost = 6;
1357 power_desc[num].stat = A_INT;
1358 power_desc[num].fail = 3;
1359 power_desc[num++].number = -1;
1362 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1363 power_desc[num].level = 9;
1364 power_desc[num].cost = 9;
1365 power_desc[num].stat = A_DEX;
1366 power_desc[num].fail = 14;
1367 power_desc[num++].number = -1;
1370 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1371 power_desc[num].level = 12;
1372 power_desc[num].cost = 8;
1373 power_desc[num].stat = A_DEX;
1374 power_desc[num].fail = 14;
1375 power_desc[num++].number = -1;
1378 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);
1379 power_desc[num].level = 2;
1380 power_desc[num].cost = 2;
1381 power_desc[num].stat = A_INT;
1382 power_desc[num].fail = 9;
1383 power_desc[num++].number = -1;
1385 case RACE_DRACONIAN:
1386 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1387 power_desc[num].level = 1;
1388 power_desc[num].cost = lvl;
1389 power_desc[num].stat = A_CON;
1390 power_desc[num].fail = 12;
1391 power_desc[num++].number = -1;
1393 case RACE_MIND_FLAYER:
1394 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1395 power_desc[num].level = 15;
1396 power_desc[num].cost = 12;
1397 power_desc[num].stat = A_INT;
1398 power_desc[num].fail = 14;
1399 power_desc[num++].number = -1;
1402 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);
1403 power_desc[num].level = 9;
1404 power_desc[num].cost = 15;
1405 power_desc[num].stat = A_WIS;
1406 power_desc[num].fail = 15;
1407 power_desc[num++].number = -1;
1410 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1411 power_desc[num].level = 20;
1412 power_desc[num].cost = 15;
1413 power_desc[num].stat = A_CON;
1414 power_desc[num].fail = 8;
1415 power_desc[num++].number = -1;
1419 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1420 power_desc[num].level = 30;
1421 power_desc[num].cost = 30;
1422 power_desc[num].stat = A_WIS;
1423 power_desc[num].fail = 18;
1424 power_desc[num++].number = -1;
1427 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1428 power_desc[num].level = 2;
1429 power_desc[num].cost = 1 + (lvl / 3);
1430 power_desc[num].stat = A_CON;
1431 power_desc[num].fail = 9;
1432 power_desc[num++].number = -1;
1435 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1436 power_desc[num].level = 12;
1437 power_desc[num].cost = 12;
1438 power_desc[num].stat = A_INT;
1439 power_desc[num].fail = 15;
1440 power_desc[num++].number = -1;
1443 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);
1444 power_desc[num].level = 15;
1445 power_desc[num].cost = 10+lvl/3;
1446 power_desc[num].stat = A_CON;
1447 power_desc[num].fail = 20;
1448 power_desc[num++].number = -1;
1451 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1452 power_desc[num].level = 20;
1453 power_desc[num].cost = 15;
1454 power_desc[num].stat = A_CHR;
1455 power_desc[num].fail = 8;
1456 power_desc[num++].number = -1;
1459 if (p_ptr->lev < 10)
1461 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1462 power_desc[num].level = 1;
1463 power_desc[num].cost = 7;
1464 power_desc[num].fail = 8;
1466 else if (p_ptr->lev < 25)
1468 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1469 power_desc[num].level = 10;
1470 power_desc[num].cost = 13;
1471 power_desc[num].fail = 10;
1473 else if (p_ptr->lev < 35)
1475 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1476 power_desc[num].level = 25;
1477 power_desc[num].cost = 26;
1478 power_desc[num].fail = 12;
1480 else if (p_ptr->lev < 45)
1482 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1483 power_desc[num].level = 35;
1484 power_desc[num].cost = 40;
1485 power_desc[num].fail = 15;
1489 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1490 power_desc[num].level = 45;
1491 power_desc[num].cost = 60;
1492 power_desc[num].fail = 18;
1494 power_desc[num].stat = A_STR;
1495 power_desc[num++].number = -1;
1506 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1508 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1509 power_desc[num].level = 9;
1510 power_desc[num].cost = 9;
1511 power_desc[num].stat = A_DEX;
1512 power_desc[num].fail = 15;
1513 power_desc[num++].number = MUT1_SPIT_ACID;
1516 if (p_ptr->muta1 & MUT1_BR_FIRE)
1518 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1519 power_desc[num].level = 20;
1520 power_desc[num].cost = lvl;
1521 power_desc[num].stat = A_CON;
1522 power_desc[num].fail = 18;
1523 power_desc[num++].number = MUT1_BR_FIRE;
1526 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1528 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1529 power_desc[num].level = 12;
1530 power_desc[num].cost = 12;
1531 power_desc[num].stat = A_CHR;
1532 power_desc[num].fail = 18;
1533 power_desc[num++].number = MUT1_HYPN_GAZE;
1536 if (p_ptr->muta1 & MUT1_TELEKINES)
1538 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1539 power_desc[num].level = 9;
1540 power_desc[num].cost = 9;
1541 power_desc[num].stat = A_WIS;
1542 power_desc[num].fail = 14;
1543 power_desc[num++].number = MUT1_TELEKINES;
1546 if (p_ptr->muta1 & MUT1_VTELEPORT)
1548 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1549 power_desc[num].level = 7;
1550 power_desc[num].cost = 7;
1551 power_desc[num].stat = A_WIS;
1552 power_desc[num].fail = 15;
1553 power_desc[num++].number = MUT1_VTELEPORT;
1556 if (p_ptr->muta1 & MUT1_MIND_BLST)
1558 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1559 power_desc[num].level = 5;
1560 power_desc[num].cost = 3;
1561 power_desc[num].stat = A_WIS;
1562 power_desc[num].fail = 15;
1563 power_desc[num++].number = MUT1_MIND_BLST;
1566 if (p_ptr->muta1 & MUT1_RADIATION)
1568 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1569 power_desc[num].level = 15;
1570 power_desc[num].cost = 15;
1571 power_desc[num].stat = A_CON;
1572 power_desc[num].fail = 14;
1573 power_desc[num++].number = MUT1_RADIATION;
1576 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1578 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1579 power_desc[num].level = 2;
1580 power_desc[num].cost = (1 + (lvl / 3));
1581 power_desc[num].stat = A_CON;
1582 power_desc[num].fail = 9;
1583 power_desc[num++].number = MUT1_VAMPIRISM;
1586 if (p_ptr->muta1 & MUT1_SMELL_MET)
1588 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1589 power_desc[num].level = 3;
1590 power_desc[num].cost = 2;
1591 power_desc[num].stat = A_INT;
1592 power_desc[num].fail = 12;
1593 power_desc[num++].number = MUT1_SMELL_MET;
1596 if (p_ptr->muta1 & MUT1_SMELL_MON)
1598 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1599 power_desc[num].level = 5;
1600 power_desc[num].cost = 4;
1601 power_desc[num].stat = A_INT;
1602 power_desc[num].fail = 15;
1603 power_desc[num++].number = MUT1_SMELL_MON;
1606 if (p_ptr->muta1 & MUT1_BLINK)
1608 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1609 power_desc[num].level = 3;
1610 power_desc[num].cost = 3;
1611 power_desc[num].stat = A_WIS;
1612 power_desc[num].fail = 12;
1613 power_desc[num++].number = MUT1_BLINK;
1616 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1618 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1619 power_desc[num].level = 8;
1620 power_desc[num].cost = 12;
1621 power_desc[num].stat = A_CON;
1622 power_desc[num].fail = 18;
1623 power_desc[num++].number = MUT1_EAT_ROCK;
1626 if (p_ptr->muta1 & MUT1_SWAP_POS)
1628 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1629 power_desc[num].level = 15;
1630 power_desc[num].cost = 12;
1631 power_desc[num].stat = A_DEX;
1632 power_desc[num].fail = 16;
1633 power_desc[num++].number = MUT1_SWAP_POS;
1636 if (p_ptr->muta1 & MUT1_SHRIEK)
1638 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1639 power_desc[num].level = 20;
1640 power_desc[num].cost = 14;
1641 power_desc[num].stat = A_CON;
1642 power_desc[num].fail = 16;
1643 power_desc[num++].number = MUT1_SHRIEK;
1646 if (p_ptr->muta1 & MUT1_ILLUMINE)
1648 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1649 power_desc[num].level = 3;
1650 power_desc[num].cost = 2;
1651 power_desc[num].stat = A_INT;
1652 power_desc[num].fail = 10;
1653 power_desc[num++].number = MUT1_ILLUMINE;
1656 if (p_ptr->muta1 & MUT1_DET_CURSE)
1658 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1659 power_desc[num].level = 7;
1660 power_desc[num].cost = 14;
1661 power_desc[num].stat = A_WIS;
1662 power_desc[num].fail = 14;
1663 power_desc[num++].number = MUT1_DET_CURSE;
1666 if (p_ptr->muta1 & MUT1_BERSERK)
1668 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1669 power_desc[num].level = 8;
1670 power_desc[num].cost = 8;
1671 power_desc[num].stat = A_STR;
1672 power_desc[num].fail = 14;
1673 power_desc[num++].number = MUT1_BERSERK;
1676 if (p_ptr->muta1 & MUT1_POLYMORPH)
1678 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1679 power_desc[num].level = 18;
1680 power_desc[num].cost = 20;
1681 power_desc[num].stat = A_CON;
1682 power_desc[num].fail = 18;
1683 power_desc[num++].number = MUT1_POLYMORPH;
1686 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1688 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1689 power_desc[num].level = 10;
1690 power_desc[num].cost = 5;
1691 power_desc[num].stat = A_INT;
1692 power_desc[num].fail = 12;
1693 power_desc[num++].number = MUT1_MIDAS_TCH;
1696 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1698 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1699 power_desc[num].level = 1;
1700 power_desc[num].cost = 6;
1701 power_desc[num].stat = A_CON;
1702 power_desc[num].fail = 14;
1703 power_desc[num++].number = MUT1_GROW_MOLD;
1706 if (p_ptr->muta1 & MUT1_RESIST)
1708 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1709 power_desc[num].level = 10;
1710 power_desc[num].cost = 12;
1711 power_desc[num].stat = A_CON;
1712 power_desc[num].fail = 12;
1713 power_desc[num++].number = MUT1_RESIST;
1716 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1718 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1719 power_desc[num].level = 12;
1720 power_desc[num].cost = 12;
1721 power_desc[num].stat = A_STR;
1722 power_desc[num].fail = 16;
1723 power_desc[num++].number = MUT1_EARTHQUAKE;
1726 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1728 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1729 power_desc[num].level = 17;
1730 power_desc[num].cost = 1;
1731 power_desc[num].stat = A_WIS;
1732 power_desc[num].fail = 15;
1733 power_desc[num++].number = MUT1_EAT_MAGIC;
1736 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1738 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1739 power_desc[num].level = 6;
1740 power_desc[num].cost = 6;
1741 power_desc[num].stat = A_INT;
1742 power_desc[num].fail = 10;
1743 power_desc[num++].number = MUT1_WEIGH_MAG;
1746 if (p_ptr->muta1 & MUT1_STERILITY)
1748 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1749 power_desc[num].level = 12;
1750 power_desc[num].cost = 23;
1751 power_desc[num].stat = A_CHR;
1752 power_desc[num].fail = 15;
1753 power_desc[num++].number = MUT1_STERILITY;
1756 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1758 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1759 power_desc[num].level = 10;
1760 power_desc[num].cost = 12;
1761 power_desc[num].stat = A_DEX;
1762 power_desc[num].fail = 14;
1763 power_desc[num++].number = MUT1_PANIC_HIT;
1766 if (p_ptr->muta1 & MUT1_DAZZLE)
1768 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1769 power_desc[num].level = 7;
1770 power_desc[num].cost = 15;
1771 power_desc[num].stat = A_CHR;
1772 power_desc[num].fail = 8;
1773 power_desc[num++].number = MUT1_DAZZLE;
1776 if (p_ptr->muta1 & MUT1_LASER_EYE)
1778 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1779 power_desc[num].level = 7;
1780 power_desc[num].cost = 10;
1781 power_desc[num].stat = A_WIS;
1782 power_desc[num].fail = 9;
1783 power_desc[num++].number = MUT1_LASER_EYE;
1786 if (p_ptr->muta1 & MUT1_RECALL)
1788 strcpy(power_desc[num].name, _("帰還", "Recall"));
1789 power_desc[num].level = 17;
1790 power_desc[num].cost = 50;
1791 power_desc[num].stat = A_INT;
1792 power_desc[num].fail = 16;
1793 power_desc[num++].number = MUT1_RECALL;
1796 if (p_ptr->muta1 & MUT1_BANISH)
1798 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1799 power_desc[num].level = 25;
1800 power_desc[num].cost = 25;
1801 power_desc[num].stat = A_WIS;
1802 power_desc[num].fail = 18;
1803 power_desc[num++].number = MUT1_BANISH;
1806 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1808 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1809 power_desc[num].level = 2;
1810 power_desc[num].cost = 2;
1811 power_desc[num].stat = A_CON;
1812 power_desc[num].fail = 11;
1813 power_desc[num++].number = MUT1_COLD_TOUCH;
1816 if (p_ptr->muta1 & MUT1_LAUNCHER)
1818 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1819 power_desc[num].level = 1;
1820 power_desc[num].cost = lvl;
1821 power_desc[num].stat = A_STR;
1822 power_desc[num].fail = 6;
1823 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1824 power_desc[num++].number = 3;
1828 /* Nothing chosen yet */
1834 /* Build a prompt */
1835 (void) strnfmt(out_val, 78,
1836 _("(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? "),
1837 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1839 if (!repeat_pull(&i) || i<0 || i>=num) {
1840 if (use_menu) screen_save();
1841 /* Get a spell from the user */
1843 choice = (always_show_list || use_menu) ? ESCAPE:1;
1846 if( choice==ESCAPE ) choice = ' ';
1847 else if( !get_com(out_val, &choice, FALSE) )break;
1849 if (use_menu && choice != ' ')
1856 p_ptr->energy_use = 0;
1864 menu_line += (num - 1);
1885 else if (menu_line+18 <= num)
1899 if (menu_line > num) menu_line -= num;
1901 /* Request redraw */
1902 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1905 if (!redraw || use_menu)
1917 if (!use_menu) screen_save();
1919 /* Print header(s) */
1921 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
1923 prt(_(" Lv MP 失率 Lv MP 失率",
1924 " Lv Cost Fail Lv Cost Fail"), y++, x);
1930 x1 = ((ctr < 18) ? x : x + 40);
1931 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1935 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
1936 else strcpy(dummy, " ");
1940 /* letter/number for power selection */
1944 letter = '0' + ctr - 26;
1945 sprintf(dummy, " %c) ",letter);
1947 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1948 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1949 100 - racial_chance(&power_desc[ctr])));
1969 if (choice == '\r' && num == 1)
1974 if (isalpha(choice))
1977 ask = (isupper(choice));
1980 if (ask) choice = (char)tolower(choice);
1982 /* Extract request */
1983 i = (islower(choice) ? A2I(choice) : -1);
1987 ask = FALSE; /* Can't uppercase digits */
1989 i = choice - '0' + 26;
1993 /* Totally Illegal */
1994 if ((i < 0) || (i >= num))
2006 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2008 /* Belay that order */
2009 if (!get_check(tmp_val)) continue;
2015 if (redraw) screen_load();
2017 /* Abort if needed */
2020 p_ptr->energy_use = 0;
2024 } /*if (!repeat_pull(&i) || ...)*/
2025 switch (racial_aux(&power_desc[i]))
2028 if (power_desc[i].number < 0)
2029 cast = cmd_racial_power_aux(power_desc[i].number);
2031 cast = mutation_power_aux(power_desc[i].number);
2045 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2047 /* If mana is not enough, player consumes hit point! */
2048 if (p_ptr->csp < actual_racial_cost)
2050 actual_racial_cost -= p_ptr->csp;
2052 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2054 else p_ptr->csp -= actual_racial_cost;
2056 /* Redraw mana and hp */
2057 p_ptr->redraw |= (PR_HP | PR_MANA);
2059 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2062 else p_ptr->energy_use = 0;