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 * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
22 * Hook to determine if an object is contertible in an arrow/bolt
23 * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
25 static bool do_cmd_archer(void)
34 char o_name[MAX_NLEN];
39 sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
40 else if(p_ptr->lev >= 10)
41 sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
43 sprintf(com, _("[S]弾:", "Create [S]hots ?"));
47 msg_print(_("混乱してる!", "You are too confused!"));
53 msg_print(_("目が見えない!", "You are blind!"));
59 if (!get_com(com, &ch, TRUE))
63 if (ch == 'S' || ch == 's')
68 if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
73 if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
80 /**********Create shots*********/
86 if (!get_rep_dir(&dir, FALSE)) return FALSE;
87 y = p_ptr->y + ddy[dir];
88 x = p_ptr->x + ddx[dir];
91 if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
93 msg_print(_("そこには岩石がない。", "You need pile of rubble."));
96 else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
98 msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
104 /* Get local object */
107 /* Hack -- Give the player some small firestones */
108 object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
109 q_ptr->number = (byte)rand_range(15,30);
112 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
113 q_ptr->discount = 99;
115 slot = inven_carry(q_ptr);
117 object_desc(o_name, q_ptr, 0);
118 msg_format(_("%sを作った。", "You make some ammo."), o_name);
120 /* Auto-inscription */
121 if (slot >= 0) autopick_alter_item(slot, FALSE);
123 /* Destroy the wall */
124 cave_alter_feat(y, x, FF_HURT_ROCK);
126 p_ptr->update |= (PU_FLOW);
129 /**********Create arrows*********/
136 item_tester_hook = item_tester_hook_convertible;
139 q = _("どのアイテムから作りますか? ", "Convert which item? ");
140 s = _("材料を持っていない。", "You have no item to convert.");
141 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
143 /* Get the item (in the pack) */
146 q_ptr = &inventory[item];
149 /* Get the item (on the floor) */
152 q_ptr = &o_list[0 - item];
155 /* Get local object */
158 /* Hack -- Give the player some small firestones */
159 object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
160 q_ptr->number = (byte)rand_range(5, 10);
163 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
165 q_ptr->discount = 99;
167 object_desc(o_name, q_ptr, 0);
168 msg_format(_("%sを作った。", "You make some ammo."), o_name);
172 inven_item_increase(item, -1);
173 inven_item_describe(item);
174 inven_item_optimize(item);
178 floor_item_increase(0 - item, -1);
179 floor_item_describe(0 - item);
180 floor_item_optimize(0 - item);
183 slot = inven_carry(q_ptr);
185 /* Auto-inscription */
186 if (slot >= 0) autopick_alter_item(slot, FALSE);
188 /**********Create bolts*********/
195 item_tester_hook = item_tester_hook_convertible;
198 q = _("どのアイテムから作りますか? ", "Convert which item? ");
199 s = _("材料を持っていない。", "You have no item to convert.");
200 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
202 /* Get the item (in the pack) */
205 q_ptr = &inventory[item];
208 /* Get the item (on the floor) */
211 q_ptr = &o_list[0 - item];
214 /* Get local object */
217 /* Hack -- Give the player some small firestones */
218 object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
219 q_ptr->number = (byte)rand_range(4, 8);
222 apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
224 q_ptr->discount = 99;
226 object_desc(o_name, q_ptr, 0);
227 msg_format(_("%sを作った。", "You make some ammo."), o_name);
231 inven_item_increase(item, -1);
232 inven_item_describe(item);
233 inven_item_optimize(item);
237 floor_item_increase(0 - item, -1);
238 floor_item_describe(0 - item);
239 floor_item_optimize(0 - item);
242 slot = inven_carry(q_ptr);
244 /* Auto-inscription */
245 if (slot >= 0) autopick_alter_item(slot, FALSE);
251 * @brief 魔道具術師の魔力取り込み処理
252 * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
254 bool gain_magic(void)
257 PARAMETER_VALUE pval;
261 char o_name[MAX_NLEN];
263 /* Only accept legal items */
264 item_tester_hook = item_tester_hook_recharge;
267 q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
268 s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
270 if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
272 /* Get the item (in the pack) */
275 o_ptr = &inventory[item];
278 /* Get the item (on the floor) */
281 o_ptr = &o_list[0 - item];
284 if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
286 msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
291 if (!object_is_known(o_ptr))
293 msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
299 msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
304 if (o_ptr->tval == TV_ROD)
306 else if (o_ptr->tval == TV_WAND)
309 if (o_ptr->tval == TV_ROD)
311 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
312 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
317 for (num = o_ptr->number; num; num--)
320 if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
321 if (p_ptr->magic_num2[o_ptr->sval + ext])
324 gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
325 if (gain_num < 1) gain_num = 1;
327 p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
328 if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
329 p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
330 if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
331 if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
332 if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
336 object_desc(o_name, o_ptr, 0);
338 msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
340 /* Eliminate the item (from the pack) */
343 inven_item_increase(item, -999);
344 inven_item_describe(item);
345 inven_item_optimize(item);
348 /* Eliminate the item (from the floor) */
351 floor_item_increase(0 - item, -999);
352 floor_item_describe(0 - item);
353 floor_item_optimize(0 - item);
355 p_ptr->energy_use = 100;
360 * @brief 魔法系コマンドを実行できるかの判定を返す
361 * @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。
363 static bool can_do_cmd_cast(void)
365 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
367 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
371 else if (p_ptr->anti_magic)
373 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
376 else if (p_ptr->shero)
378 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
387 * @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。
389 static bool choose_kamae(void)
398 msg_print(_("混乱していて構えられない!", "Too confused."));
404 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
406 for (i = 0; i < MAX_KAMAE; i++)
408 if (p_ptr->lev >= kamae_shurui[i].min_level)
410 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
416 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
422 if (choice == ESCAPE)
427 else if ((choice == 'a') || (choice == 'A'))
429 if (p_ptr->action == ACTION_KAMAE)
431 set_action(ACTION_NONE);
434 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
438 else if ((choice == 'b') || (choice == 'B'))
443 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
448 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
453 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
459 set_action(ACTION_KAMAE);
461 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
463 msg_print(_("構え直した。", "You reassume a posture."));
467 p_ptr->special_defense &= ~(KAMAE_MASK);
468 p_ptr->update |= (PU_BONUS);
469 p_ptr->redraw |= (PR_STATE);
470 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
471 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
473 p_ptr->redraw |= PR_STATE;
480 * @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。
482 static bool choose_kata(void)
491 msg_print(_("混乱していて構えられない!", "Too confused."));
497 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
503 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
509 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
511 for (i = 0; i < MAX_KATA; i++)
513 if (p_ptr->lev >= kata_shurui[i].min_level)
515 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
521 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
527 if (choice == ESCAPE)
532 else if ((choice == 'a') || (choice == 'A'))
534 if (p_ptr->action == ACTION_KATA)
536 set_action(ACTION_NONE);
539 msg_print(_("もともと構えていない。", "You are not assuming posture."));
543 else if ((choice == 'b') || (choice == 'B'))
548 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
553 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
558 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
564 set_action(ACTION_KATA);
566 if (p_ptr->special_defense & (KATA_IAI << new_kata))
568 msg_print(_("構え直した。", "You reassume a posture."));
572 p_ptr->special_defense &= ~(KATA_MASK);
573 p_ptr->update |= (PU_BONUS);
574 p_ptr->update |= (PU_MONSTERS);
575 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
576 p_ptr->special_defense |= (KATA_IAI << new_kata);
578 p_ptr->redraw |= (PR_STATE);
579 p_ptr->redraw |= (PR_STATUS);
586 * @brief レイシャル・パワー情報のtypedef
588 typedef struct power_desc_type power_desc_type;
591 * @brief レイシャル・パワー情報の構造体定義
593 struct power_desc_type
605 * @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
606 * @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
609 static int racial_chance(power_desc_type *pd_ptr)
611 PLAYER_LEVEL min_level = pd_ptr->level;
612 int difficulty = pd_ptr->fail;
617 int stat = p_ptr->stat_cur[pd_ptr->stat];
619 /* No chance for success */
620 if ((p_ptr->lev < min_level) || p_ptr->confused)
625 if (difficulty == 0) return 100;
627 /* Calculate difficulty */
630 difficulty += p_ptr->stun;
632 else if (p_ptr->lev > min_level)
634 int lev_adj = ((p_ptr->lev - min_level) / 3);
635 if (lev_adj > 10) lev_adj = 10;
636 difficulty -= lev_adj;
639 if (difficulty < 5) difficulty = 5;
641 /* We only need halfs of the difficulty */
642 difficulty = difficulty / 2;
644 for (i = 1; i <= stat; i++)
646 val = i - difficulty;
648 sum += (val <= difficulty) ? val : difficulty;
654 return (((sum * 100) / difficulty) / stat);
658 static int racial_cost;
661 * @brief レイシャル・パワーの発動の判定処理
662 * @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
664 * 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。
665 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
667 static int racial_aux(power_desc_type *pd_ptr)
669 s16b min_level = pd_ptr->level;
670 int use_stat = pd_ptr->stat;
671 int difficulty = pd_ptr->fail;
674 racial_cost = pd_ptr->cost;
676 /* Not enough mana - use hp */
677 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
679 /* Power is not available yet */
680 if (p_ptr->lev < min_level)
682 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。",
683 "You need to attain level %d to use this power."), min_level);
685 p_ptr->energy_use = 0;
690 else if (p_ptr->confused)
692 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."));
693 p_ptr->energy_use = 0;
698 else if (p_ptr->chp < use_hp)
700 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? ")))
702 p_ptr->energy_use = 0;
707 /* Else attempt to do it! */
713 difficulty += p_ptr->stun;
715 else if (p_ptr->lev > min_level)
717 int lev_adj = ((p_ptr->lev - min_level) / 3);
718 if (lev_adj > 10) lev_adj = 10;
719 difficulty -= lev_adj;
722 if (difficulty < 5) difficulty = 5;
725 /* take time and pay the price */
726 p_ptr->energy_use = 100;
729 if (randint1(p_ptr->stat_cur[use_stat]) >=
730 ((difficulty / 2) + randint1(difficulty / 2)))
735 if (flush_failure) flush();
736 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
742 * @brief レイシャル・パワー発動時に口を使う継続的な詠唱処理を中断する
745 void ratial_stop_mouth(void)
747 if (music_singing_any()) stop_singing();
748 if (hex_spelling_any()) stop_hex_spell_all();
752 * @brief レイシャル・パワー発動処理
753 * @param command 発動するレイシャルのID
754 * @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。
756 static bool cmd_racial_power_aux(s32b command)
758 s16b plev = p_ptr->lev;
763 switch (p_ptr->pclass)
770 for (i = 0; i < 6; i++)
773 y = p_ptr->y + ddy_ddd[dir];
774 x = p_ptr->x + ddx_ddd[dir];
777 /* Hack -- attack monsters */
782 msg_print(_("攻撃が空をきった。", "You attack the empty air."));
787 case CLASS_HIGH_MAGE:
788 if (p_ptr->realm1 == REALM_HEX)
790 bool retval = stop_hex_spell();
791 if (retval) p_ptr->energy_use = 10;
795 /* case CLASS_HIGH_MAGE: */
798 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
803 if (is_good_realm(p_ptr->realm1))
805 if (!bless_weapon()) return FALSE;
809 (void)dispel_monsters(plev * 4);
810 turn_monsters(plev * 4);
811 banish_monsters(plev * 4);
819 if (!get_rep_dir(&dir, FALSE)) return FALSE;
820 y = p_ptr->y + ddy[dir];
821 x = p_ptr->x + ddx[dir];
822 if (cave[y][x].m_idx)
825 if (randint0(p_ptr->skill_dis) < 7)
826 msg_print(_("うまく逃げられなかった。", "You are failed to run away."));
827 else teleport_player(30, 0L);
831 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
839 msg_print(_("敵を調査した...", "You examine your foes..."));
845 if (!get_aim_dir(&dir)) return FALSE;
846 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
850 case CLASS_WARRIOR_MAGE:
854 int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
855 _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
858 p_ptr->csp += gain_sp;
859 if (p_ptr->csp > p_ptr->msp)
861 p_ptr->csp = p_ptr->msp;
867 msg_print(_("変換に失敗した。", "You failed to convert."));
870 else if (command == -4)
872 if (p_ptr->csp >= p_ptr->lev / 5)
874 p_ptr->csp -= p_ptr->lev / 5;
875 hp_player(p_ptr->lev);
879 msg_print(_("変換に失敗した。", "You failed to convert."));
883 /* Redraw mana and hp */
884 p_ptr->redraw |= (PR_HP | PR_MANA);
888 case CLASS_CHAOS_WARRIOR:
890 msg_print(_("辺りを睨んだ...", "You glare nearby monsters..."));
891 slow_monsters(p_ptr->lev);
892 stun_monsters(p_ptr->lev * 4);
893 confuse_monsters(p_ptr->lev * 4);
894 turn_monsters(p_ptr->lev * 4);
895 stasis_monsters(p_ptr->lev * 4);
900 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
902 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
907 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
913 if (!choose_kamae()) return FALSE;
914 p_ptr->update |= (PU_BONUS);
916 else if (command == -4)
920 if (!get_rep_dir(&dir, FALSE)) return FALSE;
921 y = p_ptr->y + ddy[dir];
922 x = p_ptr->x + ddx[dir];
923 if (cave[y][x].m_idx)
926 msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
927 "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
929 msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
930 "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
933 if (cave[y][x].m_idx)
938 p_ptr->energy_need += ENERGY_NEED();
942 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
948 case CLASS_MINDCRAFTER:
949 case CLASS_FORCETRAINER:
953 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
956 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
958 p_ptr->csp += (3 + p_ptr->lev/20);
959 if (p_ptr->csp >= p_ptr->msp)
961 p_ptr->csp = p_ptr->msp;
966 p_ptr->redraw |= (PR_MANA);
973 if (!get_aim_dir(&dir)) return FALSE;
975 fire_beam(GF_PHOTO, dir, 1);
977 else if (command == -4)
979 if (!identify_fully(FALSE)) return FALSE;
986 if (!do_cmd_mane(TRUE)) return FALSE;
989 case CLASS_BEASTMASTER:
993 if (!get_aim_dir(&dir)) return FALSE;
994 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
996 else if (command == -4)
998 project_hack(GF_CHARM_LIVING, p_ptr->lev);
1004 if (!do_cmd_archer()) return FALSE;
1007 case CLASS_MAGIC_EATER:
1009 if (command == -3) {
1010 if (!gain_magic()) return FALSE;
1011 } else if (command == -4) {
1012 if (!can_do_cmd_cast()) return FALSE;
1013 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
1019 /* Singing is already stopped */
1020 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
1023 p_ptr->energy_use = 10;
1026 case CLASS_RED_MAGE:
1028 if (!can_do_cmd_cast()) return FALSE;
1032 if (!p_ptr->paralyzed && can_do_cmd_cast())
1040 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
1044 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
1047 if (p_ptr->special_defense & KATA_MASK)
1049 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
1052 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
1054 p_ptr->csp += p_ptr->msp / 2;
1055 if (p_ptr->csp >= max_csp)
1057 p_ptr->csp = max_csp;
1058 p_ptr->csp_frac = 0;
1062 p_ptr->redraw |= (PR_MANA);
1064 else if (command == -4)
1066 if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
1068 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
1071 if (!choose_kata()) return FALSE;
1072 p_ptr->update |= (PU_BONUS);
1076 case CLASS_BLUE_MAGE:
1078 if (p_ptr->action == ACTION_LEARN)
1080 set_action(ACTION_NONE);
1084 set_action(ACTION_LEARN);
1086 p_ptr->energy_use = 0;
1092 monster_type *m_ptr;
1093 monster_race *r_ptr;
1098 msg_print(_("今は乗馬中だ。", "You ARE riding."));
1101 if (!do_riding(TRUE)) return TRUE;
1102 m_ptr = &m_list[p_ptr->riding];
1103 r_ptr = &r_info[m_ptr->r_idx];
1104 monster_desc(m_name, m_ptr, 0);
1105 msg_format(_("%sに乗った。", "You ride on %s."),m_name);
1106 if (is_pet(m_ptr)) break;
1107 rlev = r_ptr->level;
1108 if (r_ptr->flags1 & RF1_UNIQUE) rlev = rlev * 3 / 2;
1109 if (rlev > 60) rlev = 60+(rlev-60)/2;
1110 if ((randint1(p_ptr->skill_exp[GINOU_RIDING] / 120 + p_ptr->lev * 2 / 3) > rlev)
1111 && one_in_(2) && !p_ptr->inside_arena && !p_ptr->inside_battle
1112 && !(r_ptr->flags7 & (RF7_GUARDIAN)) && !(r_ptr->flags1 & (RF1_QUESTOR))
1113 && (rlev < p_ptr->lev * 3 / 2 + randint0(p_ptr->lev / 5)))
1115 msg_format(_("%sを手なずけた。", "You tame %s."),m_name);
1120 msg_format(_("%sに振り落とされた!", "You have thrown off by %s."),m_name);
1124 /* 落馬処理に失敗してもとにかく乗馬解除 */
1129 case CLASS_BERSERKER:
1131 if (!word_of_recall()) return FALSE;
1136 if (p_ptr->lev > 29)
1138 if (!identify_fully(TRUE)) return FALSE;
1142 if (!ident_spell(TRUE)) return FALSE;
1146 case CLASS_MIRROR_MASTER:
1150 /* Explode all mirrors */
1151 remove_all_mirrors(TRUE);
1153 else if (command == -4)
1157 msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
1160 if (is_mirror_grid(&cave[p_ptr->y][p_ptr->x]))
1162 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
1164 p_ptr->csp += (5 + p_ptr->lev * p_ptr->lev / 100);
1165 if (p_ptr->csp >= p_ptr->msp)
1167 p_ptr->csp = p_ptr->msp;
1168 p_ptr->csp_frac = 0;
1172 p_ptr->redraw |= (PR_MANA);
1176 msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
1183 if (p_ptr->action == ACTION_HAYAGAKE)
1185 set_action(ACTION_NONE);
1189 cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
1190 feature_type *f_ptr = &f_info[c_ptr->feat];
1192 if (!have_flag(f_ptr->flags, FF_PROJECT) ||
1193 (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
1195 msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
1199 set_action(ACTION_HAYAGAKE);
1204 p_ptr->energy_use = 0;
1210 else if (p_ptr->mimic_form)
1212 switch (p_ptr->mimic_form)
1215 case MIMIC_DEMON_LORD:
1217 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1218 if (!get_aim_dir(&dir)) return FALSE;
1219 ratial_stop_mouth();
1221 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1223 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1226 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1230 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1232 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1237 int y, x, dummy = 0;
1240 /* Only works on adjacent monsters */
1241 if (!get_rep_dir(&dir, FALSE)) return FALSE; /* was get_aim_dir */
1242 y = p_ptr->y + ddy[dir];
1243 x = p_ptr->x + ddx[dir];
1244 c_ptr = &cave[y][x];
1246 ratial_stop_mouth();
1250 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1254 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1255 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1256 if (hypodynamic_bolt(dir, dummy))
1258 if (p_ptr->food < PY_FOOD_FULL)
1259 /* No heal if we are "full" */
1260 (void)hp_player(dummy);
1262 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1264 /* Gain nutritional sustenance: 150/hp drained */
1265 /* A Food ration gives 5000 food points (by contrast) */
1266 /* Don't ever get more than "Full" this way */
1267 /* But if we ARE Gorged, it won't cure us */
1268 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1269 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1270 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1273 msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1282 switch (p_ptr->prace)
1285 msg_print(_("周囲を調べた。", "You examine your surroundings."));
1286 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1287 (void)detect_doors(DETECT_RAD_DEFAULT);
1288 (void)detect_stairs(DETECT_RAD_DEFAULT);
1296 /* Get local object */
1299 /* Create the food ration */
1300 object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
1302 /* Drop the object from heaven */
1303 (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
1304 msg_print(_("食事を料理して作った。", "You cook some food."));
1309 msg_print(_("パッ!", "Blink!"));
1310 teleport_player(10, 0L);
1314 msg_print(_("勇気を出した。", "You play tough."));
1315 (void)set_afraid(0);
1318 case RACE_HALF_TROLL:
1319 msg_print(_("うがぁぁ!", "RAAAGH!"));
1320 (void)berserk(10 + randint1(plev));
1326 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
1329 else if (command == -2)
1331 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..."));
1333 (void)true_healing(0);
1334 (void)restore_all_status();
1335 (void)restore_level();
1339 case RACE_BARBARIAN:
1340 msg_print(_("うぉぉおお!", "Raaagh!"));
1341 (void)berserk(10 + randint1(plev));
1344 case RACE_HALF_OGRE:
1345 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
1349 case RACE_HALF_GIANT:
1350 if (!get_aim_dir(&dir)) return FALSE;
1351 (void)wall_to_mud(dir, 20 + randint1(30));
1354 case RACE_HALF_TITAN:
1355 msg_print(_("敵を調査した...", "You examine your foes..."));
1360 if (!get_aim_dir(&dir)) return FALSE;
1361 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
1362 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
1366 if (!get_aim_dir(&dir)) return FALSE;
1367 ratial_stop_mouth();
1368 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
1369 (void)fear_monster(dir, plev);
1373 if (!get_aim_dir(&dir)) return FALSE;
1374 ratial_stop_mouth();
1375 msg_print(_("酸を吐いた。", "You spit acid."));
1376 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
1377 else fire_ball(GF_ACID, dir, plev, 2);
1381 if (!get_aim_dir(&dir)) return FALSE;
1382 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
1383 fire_bolt(GF_POIS, dir, plev);
1387 msg_print(_("周囲を調査した。", "You examine your surroundings."));
1388 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
1389 (void)detect_doors(DETECT_RAD_DEFAULT);
1390 (void)detect_stairs(DETECT_RAD_DEFAULT);
1394 if (!get_aim_dir(&dir)) return FALSE;
1395 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
1396 fire_bolt_or_beam(10, GF_MISSILE, dir,
1397 damroll(3 + ((plev - 1) / 5), 4));
1400 case RACE_DRACONIAN:
1402 int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
1404 cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
1406 cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
1409 if (!get_aim_dir(&dir)) return FALSE;
1411 if (randint1(100) < plev)
1413 switch (p_ptr->pclass)
1416 case CLASS_BERSERKER:
1419 case CLASS_IMITATOR:
1425 Type_desc = _("エレメント", "the elements");
1430 Type_desc = _("破片", "shards");
1434 case CLASS_WARRIOR_MAGE:
1435 case CLASS_HIGH_MAGE:
1436 case CLASS_SORCERER:
1437 case CLASS_MAGIC_EATER:
1438 case CLASS_RED_MAGE:
1439 case CLASS_BLUE_MAGE:
1440 case CLASS_MIRROR_MASTER:
1444 Type_desc = _("魔力", "mana");
1448 Type = GF_DISENCHANT;
1449 Type_desc = _("劣化", "disenchantment");
1452 case CLASS_CHAOS_WARRIOR:
1455 Type = GF_CONFUSION;
1456 Type_desc = _("混乱", "confusion");
1461 Type_desc = _("カオス", "chaos");
1466 case CLASS_FORCETRAINER:
1469 Type = GF_CONFUSION;
1470 Type_desc = _("混乱", "confusion");
1475 Type_desc = _("轟音", "sound");
1478 case CLASS_MINDCRAFTER:
1481 Type = GF_CONFUSION;
1482 Type_desc = _("混乱", "confusion");
1487 Type_desc = _("精神エネルギー", "mental energy");
1494 Type = GF_HELL_FIRE;
1495 Type_desc = _("地獄の劫火", "hellfire");
1499 Type = GF_HOLY_FIRE;
1500 Type_desc = _("聖なる炎", "holy fire");
1508 Type_desc = _("暗黒", "darkness");
1513 Type_desc = _("毒", "poison");
1520 Type_desc = _("轟音", "sound");
1524 Type = GF_CONFUSION;
1525 Type_desc = _("混乱", "confusion");
1531 ratial_stop_mouth();
1532 msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
1534 fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
1538 case RACE_MIND_FLAYER:
1539 if (!get_aim_dir(&dir)) return FALSE;
1540 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
1541 fire_bolt(GF_PSI, dir, plev);
1545 if (!get_aim_dir(&dir)) return FALSE;
1548 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
1549 fire_ball(GF_FIRE, dir, plev, 2);
1553 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
1554 fire_bolt(GF_FIRE, dir, plev);
1559 (void)set_shield(randint1(20) + 30, FALSE);
1564 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."));
1565 (void)restore_level();
1569 if (d_info[dungeon_type].flags1 & DF1_NO_MELEE)
1571 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
1576 int y, x, dummy = 0;
1579 /* Only works on adjacent monsters */
1580 if (!get_rep_dir(&dir,FALSE)) return FALSE; /* was get_aim_dir */
1581 y = p_ptr->y + ddy[dir];
1582 x = p_ptr->x + ddx[dir];
1583 c_ptr = &cave[y][x];
1585 ratial_stop_mouth();
1589 msg_print(_("何もない場所に噛みついた!", "You bite into thin air!"));
1593 msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
1594 dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
1595 if (hypodynamic_bolt(dir, dummy))
1597 if (p_ptr->food < PY_FOOD_FULL)
1598 /* No heal if we are "full" */
1599 (void)hp_player(dummy);
1601 msg_print(_("あなたは空腹ではありません。", "You were not hungry."));
1603 /* Gain nutritional sustenance: 150/hp drained */
1604 /* A Food ration gives 5000 food points (by contrast) */
1605 /* Don't ever get more than "Full" this way */
1606 /* But if we ARE Gorged, it won't cure us */
1607 dummy = p_ptr->food + MIN(5000, 100 * dummy);
1608 if (p_ptr->food < PY_FOOD_MAX) /* Not gorged already */
1609 (void)set_food(dummy >= PY_FOOD_MAX ? PY_FOOD_MAX - 1 : dummy);
1612 msg_print(_("げぇ。ひどい味だ。", "Yechh. That tastes foul."));
1617 if (!get_aim_dir(&dir)) return FALSE;
1618 ratial_stop_mouth();
1619 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!"));
1620 (void)fear_monster(dir, plev);
1624 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
1625 if (plev < 25) sleep_monsters_touch();
1626 else (void)sleep_monsters(plev);
1631 int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
1632 if (!get_aim_dir(&dir)) return FALSE;
1633 ratial_stop_mouth();
1635 msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
1637 msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
1640 fire_breath(type, dir, plev * 3, (plev / 15) + 1);
1645 (void)set_tsubureru(randint1(20) + 30, FALSE);
1649 if (!get_aim_dir(&dir)) return FALSE;
1652 msg_print(_("レイガンを発射した。", "You fire your ray gun."));
1653 fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
1657 msg_print(_("ブラスターを発射した。", "You fire your blaster."));
1658 fire_bolt(GF_MISSILE, dir, plev);
1662 msg_print(_("バズーカを発射した。", "You fire your bazooka."));
1663 fire_ball(GF_MISSILE, dir, plev * 2, 2);
1667 msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
1668 fire_beam(GF_MISSILE, dir, plev * 2);
1672 msg_print(_("ロケットを発射した。", "You fire a rocket."));
1673 fire_rocket(GF_ROCKET, dir, plev * 5, 2);
1678 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."));
1679 p_ptr->energy_use = 0;
1686 * @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
1689 void do_cmd_racial_power(void)
1691 power_desc_type power_desc[36];
1695 PLAYER_LEVEL lvl = p_ptr->lev;
1696 bool flag, redraw, cast = FALSE;
1697 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
1700 int menu_line = (use_menu ? 1 : 0);
1703 for (num = 0; num < 36; num++)
1705 strcpy(power_desc[num].name, "");
1706 power_desc[num].number = 0;
1711 if (p_ptr->confused)
1713 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!"));
1714 p_ptr->energy_use = 0;
1718 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
1720 set_action(ACTION_NONE);
1723 switch (p_ptr->pclass)
1727 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
1728 power_desc[num].level = 40;
1729 power_desc[num].cost = 75;
1730 power_desc[num].stat = A_DEX;
1731 power_desc[num].fail = 35;
1732 power_desc[num++].number = -3;
1735 case CLASS_HIGH_MAGE:
1736 if (p_ptr->realm1 == REALM_HEX)
1738 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
1739 power_desc[num].level = 1;
1740 power_desc[num].cost = 0;
1741 power_desc[num].stat = A_INT;
1742 power_desc[num].fail = 0;
1743 power_desc[num++].number = -3;
1747 /* case CLASS_HIGH_MAGE: */
1748 case CLASS_SORCERER:
1750 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1751 power_desc[num].level = 25;
1752 power_desc[num].cost = 1;
1753 power_desc[num].stat = A_INT;
1754 power_desc[num].fail = 25;
1755 power_desc[num++].number = -3;
1760 if (is_good_realm(p_ptr->realm1))
1762 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
1763 power_desc[num].level = 35;
1764 power_desc[num].cost = 70;
1765 power_desc[num].stat = A_WIS;
1766 power_desc[num].fail = 50;
1767 power_desc[num++].number = -3;
1771 strcpy(power_desc[num].name, _("召魂", "Evocation"));
1772 power_desc[num].level = 42;
1773 power_desc[num].cost = 40;
1774 power_desc[num].stat = A_WIS;
1775 power_desc[num].fail = 35;
1776 power_desc[num++].number = -3;
1782 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
1783 power_desc[num].level = 8;
1784 power_desc[num].cost = 12;
1785 power_desc[num].stat = A_DEX;
1786 power_desc[num].fail = 14;
1787 power_desc[num++].number = -3;
1793 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
1794 power_desc[num].level = 15;
1795 power_desc[num].cost = 20;
1796 power_desc[num].stat = A_INT;
1797 power_desc[num].fail = 12;
1798 power_desc[num++].number = -3;
1803 if (is_good_realm(p_ptr->realm1))
1805 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
1806 power_desc[num].level = 30;
1807 power_desc[num].cost = 30;
1808 power_desc[num].stat = A_WIS;
1809 power_desc[num].fail = 30;
1810 power_desc[num++].number = -3;
1814 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1815 power_desc[num].level = 30;
1816 power_desc[num].cost = 30;
1817 power_desc[num].stat = A_WIS;
1818 power_desc[num].fail = 30;
1819 power_desc[num++].number = -3;
1823 case CLASS_WARRIOR_MAGE:
1825 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1826 power_desc[num].level = 25;
1827 power_desc[num].cost = 0;
1828 power_desc[num].stat = A_INT;
1829 power_desc[num].fail = 10;
1830 power_desc[num++].number = -3;
1832 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1833 power_desc[num].level = 25;
1834 power_desc[num].cost = 0;
1835 power_desc[num].stat = A_INT;
1836 power_desc[num].fail = 10;
1837 power_desc[num++].number = -4;
1840 case CLASS_CHAOS_WARRIOR:
1842 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1843 power_desc[num].level = 40;
1844 power_desc[num].cost = 50;
1845 power_desc[num].stat = A_INT;
1846 power_desc[num].fail = 25;
1847 power_desc[num++].number = -3;
1852 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1853 power_desc[num].level = 25;
1854 power_desc[num].cost = 0;
1855 power_desc[num].stat = A_DEX;
1856 power_desc[num].fail = 0;
1857 power_desc[num++].number = -3;
1859 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1860 power_desc[num].level = 30;
1861 power_desc[num].cost = 30;
1862 power_desc[num].stat = A_STR;
1863 power_desc[num].fail = 20;
1864 power_desc[num++].number = -4;
1867 case CLASS_MINDCRAFTER:
1868 case CLASS_FORCETRAINER:
1870 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1871 power_desc[num].level = 15;
1872 power_desc[num].cost = 0;
1873 power_desc[num].stat = A_WIS;
1874 power_desc[num].fail = 10;
1875 power_desc[num++].number = -3;
1880 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1881 power_desc[num].level = 1;
1882 power_desc[num].cost = 0;
1883 power_desc[num].stat = A_DEX;
1884 power_desc[num].fail = 0;
1885 power_desc[num++].number = -3;
1887 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1888 power_desc[num].level = 25;
1889 power_desc[num].cost = 20;
1890 power_desc[num].stat = A_INT;
1891 power_desc[num].fail = 20;
1892 power_desc[num++].number = -4;
1895 case CLASS_IMITATOR:
1897 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1898 power_desc[num].level = 30;
1899 power_desc[num].cost = 100;
1900 power_desc[num].stat = A_DEX;
1901 power_desc[num].fail = 30;
1902 power_desc[num++].number = -3;
1905 case CLASS_BEASTMASTER:
1907 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1908 power_desc[num].level = 1;
1909 power_desc[num].cost = (p_ptr->lev+3)/4;
1910 power_desc[num].stat = A_CHR;
1911 power_desc[num].fail = 10;
1912 power_desc[num++].number = -3;
1914 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1915 power_desc[num].level = 30;
1916 power_desc[num].cost = (p_ptr->lev+20)/2;
1917 power_desc[num].stat = A_CHR;
1918 power_desc[num].fail = 10;
1919 power_desc[num++].number = -4;
1924 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1925 power_desc[num].level = 1;
1926 power_desc[num].cost = 0;
1927 power_desc[num].stat = A_DEX;
1928 power_desc[num].fail = 0;
1929 power_desc[num++].number = -3;
1932 case CLASS_MAGIC_EATER:
1934 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1935 power_desc[num].level = 1;
1936 power_desc[num].cost = 0;
1937 power_desc[num].stat = A_INT;
1938 power_desc[num].fail = 0;
1939 power_desc[num++].number = -3;
1941 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1942 power_desc[num].level = 10;
1943 power_desc[num].cost = 10 + (lvl - 10) / 2;
1944 power_desc[num].stat = A_INT;
1945 power_desc[num].fail = 0;
1946 power_desc[num++].number = -4;
1951 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1952 power_desc[num].level = 1;
1953 power_desc[num].cost = 0;
1954 power_desc[num].stat = A_CHR;
1955 power_desc[num].fail = 0;
1956 power_desc[num++].number = -3;
1959 case CLASS_RED_MAGE:
1961 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1962 power_desc[num].level = 48;
1963 power_desc[num].cost = 20;
1964 power_desc[num].stat = A_INT;
1965 power_desc[num].fail = 0;
1966 power_desc[num++].number = -3;
1971 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1972 power_desc[num].level = 1;
1973 power_desc[num].cost = 0;
1974 power_desc[num].stat = A_WIS;
1975 power_desc[num].fail = 0;
1976 power_desc[num++].number = -3;
1978 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1979 power_desc[num].level = 25;
1980 power_desc[num].cost = 0;
1981 power_desc[num].stat = A_DEX;
1982 power_desc[num].fail = 0;
1983 power_desc[num++].number = -4;
1986 case CLASS_BLUE_MAGE:
1988 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1989 power_desc[num].level = 1;
1990 power_desc[num].cost = 0;
1991 power_desc[num].stat = A_INT;
1992 power_desc[num].fail = 0;
1993 power_desc[num++].number = -3;
1998 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1999 power_desc[num].level = 10;
2000 power_desc[num].cost = 0;
2001 power_desc[num].stat = A_STR;
2002 power_desc[num].fail = 10;
2003 power_desc[num++].number = -3;
2006 case CLASS_BERSERKER:
2008 strcpy(power_desc[num].name, _("帰還", "Recall"));
2009 power_desc[num].level = 10;
2010 power_desc[num].cost = 10;
2011 power_desc[num].stat = A_DEX;
2012 power_desc[num].fail = 20;
2013 power_desc[num++].number = -3;
2016 case CLASS_MIRROR_MASTER:
2018 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
2019 power_desc[num].level = 1;
2020 power_desc[num].cost = 0;
2021 power_desc[num].stat = A_INT;
2022 power_desc[num].fail = 0;
2023 power_desc[num++].number = -3;
2025 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
2026 power_desc[num].level = 30;
2027 power_desc[num].cost = 0;
2028 power_desc[num].stat = A_INT;
2029 power_desc[num].fail = 20;
2030 power_desc[num++].number = -4;
2035 strcpy(power_desc[num].name, _("目利き", "Judgment"));
2036 power_desc[num].level = 5;
2037 power_desc[num].cost = 15;
2038 power_desc[num].stat = A_INT;
2039 power_desc[num].fail = 20;
2040 power_desc[num++].number = -3;
2045 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
2046 power_desc[num].level = 20;
2047 power_desc[num].cost = 0;
2048 power_desc[num].stat = A_DEX;
2049 power_desc[num].fail = 0;
2050 power_desc[num++].number = -3;
2054 strcpy(power_desc[0].name, _("(なし)", "(none)"));
2057 if (p_ptr->mimic_form)
2059 switch (p_ptr->mimic_form)
2062 case MIMIC_DEMON_LORD:
2063 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);
2064 power_desc[num].level = 15;
2065 power_desc[num].cost = 10+lvl/3;
2066 power_desc[num].stat = A_CON;
2067 power_desc[num].fail = 20;
2068 power_desc[num++].number = -1;
2071 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2072 power_desc[num].level = 2;
2073 power_desc[num].cost = 1 + (lvl / 3);
2074 power_desc[num].stat = A_CON;
2075 power_desc[num].fail = 9;
2076 power_desc[num++].number = -1;
2082 switch (p_ptr->prace)
2085 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2086 power_desc[num].level = 5;
2087 power_desc[num].cost = 5;
2088 power_desc[num].stat = A_WIS;
2089 power_desc[num].fail = 12;
2090 power_desc[num++].number = -1;
2093 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
2094 power_desc[num].level = 10;
2095 power_desc[num].cost = 5;
2096 power_desc[num].stat = A_WIS;
2097 power_desc[num].fail = 10;
2098 power_desc[num++].number = -1;
2101 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
2102 power_desc[num].level = 15;
2103 power_desc[num].cost = 10;
2104 power_desc[num].stat = A_INT;
2105 power_desc[num].fail = 10;
2106 power_desc[num++].number = -1;
2109 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
2110 power_desc[num].level = 5;
2111 power_desc[num].cost = 5;
2112 power_desc[num].stat = A_INT;
2113 power_desc[num].fail = 12;
2114 power_desc[num++].number = -1;
2117 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
2118 power_desc[num].level = 3;
2119 power_desc[num].cost = 5;
2120 power_desc[num].stat = A_WIS;
2121 power_desc[num].fail = warrior ? 5 : 10;
2122 power_desc[num++].number = -1;
2124 case RACE_HALF_TROLL:
2125 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2126 power_desc[num].level = 10;
2127 power_desc[num].cost = 12;
2128 power_desc[num].stat = A_STR;
2129 power_desc[num].fail = warrior ? 6 : 12;
2130 power_desc[num++].number = -1;
2132 case RACE_BARBARIAN:
2133 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2134 power_desc[num].level = 8;
2135 power_desc[num].cost = 10;
2136 power_desc[num].stat = A_STR;
2137 power_desc[num].fail = warrior ? 6 : 12;
2138 power_desc[num++].number = -1;
2141 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
2142 power_desc[num].level = 30;
2143 power_desc[num].cost = 50;
2144 power_desc[num].stat = A_INT;
2145 power_desc[num].fail = 50;
2146 power_desc[num++].number = -1;
2148 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
2149 power_desc[num].level = 40;
2150 power_desc[num].cost = 75;
2151 power_desc[num].stat = A_WIS;
2152 power_desc[num].fail = 50;
2153 power_desc[num++].number = -2;
2155 case RACE_HALF_OGRE:
2156 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
2157 power_desc[num].level = 25;
2158 power_desc[num].cost = 35;
2159 power_desc[num].stat = A_INT;
2160 power_desc[num].fail = 15;
2161 power_desc[num++].number = -1;
2163 case RACE_HALF_GIANT:
2164 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
2165 power_desc[num].level = 20;
2166 power_desc[num].cost = 10;
2167 power_desc[num].stat = A_STR;
2168 power_desc[num].fail = 12;
2169 power_desc[num++].number = -1;
2171 case RACE_HALF_TITAN:
2172 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
2173 power_desc[num].level = 15;
2174 power_desc[num].cost = 10;
2175 power_desc[num].stat = A_INT;
2176 power_desc[num].fail = 12;
2177 power_desc[num++].number = -1;
2180 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
2181 power_desc[num].level = 20;
2182 power_desc[num].cost = 15;
2183 power_desc[num].stat = A_STR;
2184 power_desc[num].fail = 12;
2185 power_desc[num++].number = -1;
2188 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2189 power_desc[num].level = 15;
2190 power_desc[num].cost = 15;
2191 power_desc[num].stat = A_WIS;
2192 power_desc[num].fail = 10;
2193 power_desc[num++].number = -1;
2196 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
2197 power_desc[num].level = 4;
2198 power_desc[num].cost = 6;
2199 power_desc[num].stat = A_INT;
2200 power_desc[num].fail = 3;
2201 power_desc[num++].number = -1;
2204 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
2205 power_desc[num].level = 9;
2206 power_desc[num].cost = 9;
2207 power_desc[num].stat = A_DEX;
2208 power_desc[num].fail = 14;
2209 power_desc[num++].number = -1;
2212 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
2213 power_desc[num].level = 12;
2214 power_desc[num].cost = 8;
2215 power_desc[num].stat = A_DEX;
2216 power_desc[num].fail = 14;
2217 power_desc[num++].number = -1;
2220 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);
2221 power_desc[num].level = 2;
2222 power_desc[num].cost = 2;
2223 power_desc[num].stat = A_INT;
2224 power_desc[num].fail = 9;
2225 power_desc[num++].number = -1;
2227 case RACE_DRACONIAN:
2228 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
2229 power_desc[num].level = 1;
2230 power_desc[num].cost = lvl;
2231 power_desc[num].stat = A_CON;
2232 power_desc[num].fail = 12;
2233 power_desc[num++].number = -1;
2235 case RACE_MIND_FLAYER:
2236 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
2237 power_desc[num].level = 15;
2238 power_desc[num].cost = 12;
2239 power_desc[num].stat = A_INT;
2240 power_desc[num].fail = 14;
2241 power_desc[num++].number = -1;
2244 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);
2245 power_desc[num].level = 9;
2246 power_desc[num].cost = 15;
2247 power_desc[num].stat = A_WIS;
2248 power_desc[num].fail = 15;
2249 power_desc[num++].number = -1;
2252 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
2253 power_desc[num].level = 20;
2254 power_desc[num].cost = 15;
2255 power_desc[num].stat = A_CON;
2256 power_desc[num].fail = 8;
2257 power_desc[num++].number = -1;
2261 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
2262 power_desc[num].level = 30;
2263 power_desc[num].cost = 30;
2264 power_desc[num].stat = A_WIS;
2265 power_desc[num].fail = 18;
2266 power_desc[num++].number = -1;
2269 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2270 power_desc[num].level = 2;
2271 power_desc[num].cost = 1 + (lvl / 3);
2272 power_desc[num].stat = A_CON;
2273 power_desc[num].fail = 9;
2274 power_desc[num++].number = -1;
2277 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
2278 power_desc[num].level = 12;
2279 power_desc[num].cost = 12;
2280 power_desc[num].stat = A_INT;
2281 power_desc[num].fail = 15;
2282 power_desc[num++].number = -1;
2285 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);
2286 power_desc[num].level = 15;
2287 power_desc[num].cost = 10+lvl/3;
2288 power_desc[num].stat = A_CON;
2289 power_desc[num].fail = 20;
2290 power_desc[num++].number = -1;
2293 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
2294 power_desc[num].level = 20;
2295 power_desc[num].cost = 15;
2296 power_desc[num].stat = A_CHR;
2297 power_desc[num].fail = 8;
2298 power_desc[num++].number = -1;
2301 if (p_ptr->lev < 10)
2303 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
2304 power_desc[num].level = 1;
2305 power_desc[num].cost = 7;
2306 power_desc[num].fail = 8;
2308 else if (p_ptr->lev < 25)
2310 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
2311 power_desc[num].level = 10;
2312 power_desc[num].cost = 13;
2313 power_desc[num].fail = 10;
2315 else if (p_ptr->lev < 35)
2317 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
2318 power_desc[num].level = 25;
2319 power_desc[num].cost = 26;
2320 power_desc[num].fail = 12;
2322 else if (p_ptr->lev < 45)
2324 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
2325 power_desc[num].level = 35;
2326 power_desc[num].cost = 40;
2327 power_desc[num].fail = 15;
2331 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
2332 power_desc[num].level = 45;
2333 power_desc[num].cost = 60;
2334 power_desc[num].fail = 18;
2336 power_desc[num].stat = A_STR;
2337 power_desc[num++].number = -1;
2348 if (p_ptr->muta1 & MUT1_SPIT_ACID)
2350 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
2351 power_desc[num].level = 9;
2352 power_desc[num].cost = 9;
2353 power_desc[num].stat = A_DEX;
2354 power_desc[num].fail = 15;
2355 power_desc[num++].number = MUT1_SPIT_ACID;
2358 if (p_ptr->muta1 & MUT1_BR_FIRE)
2360 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
2361 power_desc[num].level = 20;
2362 power_desc[num].cost = lvl;
2363 power_desc[num].stat = A_CON;
2364 power_desc[num].fail = 18;
2365 power_desc[num++].number = MUT1_BR_FIRE;
2368 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
2370 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
2371 power_desc[num].level = 12;
2372 power_desc[num].cost = 12;
2373 power_desc[num].stat = A_CHR;
2374 power_desc[num].fail = 18;
2375 power_desc[num++].number = MUT1_HYPN_GAZE;
2378 if (p_ptr->muta1 & MUT1_TELEKINES)
2380 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
2381 power_desc[num].level = 9;
2382 power_desc[num].cost = 9;
2383 power_desc[num].stat = A_WIS;
2384 power_desc[num].fail = 14;
2385 power_desc[num++].number = MUT1_TELEKINES;
2388 if (p_ptr->muta1 & MUT1_VTELEPORT)
2390 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
2391 power_desc[num].level = 7;
2392 power_desc[num].cost = 7;
2393 power_desc[num].stat = A_WIS;
2394 power_desc[num].fail = 15;
2395 power_desc[num++].number = MUT1_VTELEPORT;
2398 if (p_ptr->muta1 & MUT1_MIND_BLST)
2400 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
2401 power_desc[num].level = 5;
2402 power_desc[num].cost = 3;
2403 power_desc[num].stat = A_WIS;
2404 power_desc[num].fail = 15;
2405 power_desc[num++].number = MUT1_MIND_BLST;
2408 if (p_ptr->muta1 & MUT1_RADIATION)
2410 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
2411 power_desc[num].level = 15;
2412 power_desc[num].cost = 15;
2413 power_desc[num].stat = A_CON;
2414 power_desc[num].fail = 14;
2415 power_desc[num++].number = MUT1_RADIATION;
2418 if (p_ptr->muta1 & MUT1_VAMPIRISM)
2420 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
2421 power_desc[num].level = 2;
2422 power_desc[num].cost = (1 + (lvl / 3));
2423 power_desc[num].stat = A_CON;
2424 power_desc[num].fail = 9;
2425 power_desc[num++].number = MUT1_VAMPIRISM;
2428 if (p_ptr->muta1 & MUT1_SMELL_MET)
2430 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
2431 power_desc[num].level = 3;
2432 power_desc[num].cost = 2;
2433 power_desc[num].stat = A_INT;
2434 power_desc[num].fail = 12;
2435 power_desc[num++].number = MUT1_SMELL_MET;
2438 if (p_ptr->muta1 & MUT1_SMELL_MON)
2440 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
2441 power_desc[num].level = 5;
2442 power_desc[num].cost = 4;
2443 power_desc[num].stat = A_INT;
2444 power_desc[num].fail = 15;
2445 power_desc[num++].number = MUT1_SMELL_MON;
2448 if (p_ptr->muta1 & MUT1_BLINK)
2450 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
2451 power_desc[num].level = 3;
2452 power_desc[num].cost = 3;
2453 power_desc[num].stat = A_WIS;
2454 power_desc[num].fail = 12;
2455 power_desc[num++].number = MUT1_BLINK;
2458 if (p_ptr->muta1 & MUT1_EAT_ROCK)
2460 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
2461 power_desc[num].level = 8;
2462 power_desc[num].cost = 12;
2463 power_desc[num].stat = A_CON;
2464 power_desc[num].fail = 18;
2465 power_desc[num++].number = MUT1_EAT_ROCK;
2468 if (p_ptr->muta1 & MUT1_SWAP_POS)
2470 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
2471 power_desc[num].level = 15;
2472 power_desc[num].cost = 12;
2473 power_desc[num].stat = A_DEX;
2474 power_desc[num].fail = 16;
2475 power_desc[num++].number = MUT1_SWAP_POS;
2478 if (p_ptr->muta1 & MUT1_SHRIEK)
2480 strcpy(power_desc[num].name, _("叫び", "Shriek"));
2481 power_desc[num].level = 20;
2482 power_desc[num].cost = 14;
2483 power_desc[num].stat = A_CON;
2484 power_desc[num].fail = 16;
2485 power_desc[num++].number = MUT1_SHRIEK;
2488 if (p_ptr->muta1 & MUT1_ILLUMINE)
2490 strcpy(power_desc[num].name, _("照明", "Illuminate"));
2491 power_desc[num].level = 3;
2492 power_desc[num].cost = 2;
2493 power_desc[num].stat = A_INT;
2494 power_desc[num].fail = 10;
2495 power_desc[num++].number = MUT1_ILLUMINE;
2498 if (p_ptr->muta1 & MUT1_DET_CURSE)
2500 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
2501 power_desc[num].level = 7;
2502 power_desc[num].cost = 14;
2503 power_desc[num].stat = A_WIS;
2504 power_desc[num].fail = 14;
2505 power_desc[num++].number = MUT1_DET_CURSE;
2508 if (p_ptr->muta1 & MUT1_BERSERK)
2510 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
2511 power_desc[num].level = 8;
2512 power_desc[num].cost = 8;
2513 power_desc[num].stat = A_STR;
2514 power_desc[num].fail = 14;
2515 power_desc[num++].number = MUT1_BERSERK;
2518 if (p_ptr->muta1 & MUT1_POLYMORPH)
2520 strcpy(power_desc[num].name, _("変身", "Polymorph"));
2521 power_desc[num].level = 18;
2522 power_desc[num].cost = 20;
2523 power_desc[num].stat = A_CON;
2524 power_desc[num].fail = 18;
2525 power_desc[num++].number = MUT1_POLYMORPH;
2528 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
2530 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
2531 power_desc[num].level = 10;
2532 power_desc[num].cost = 5;
2533 power_desc[num].stat = A_INT;
2534 power_desc[num].fail = 12;
2535 power_desc[num++].number = MUT1_MIDAS_TCH;
2538 if (p_ptr->muta1 & MUT1_GROW_MOLD)
2540 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
2541 power_desc[num].level = 1;
2542 power_desc[num].cost = 6;
2543 power_desc[num].stat = A_CON;
2544 power_desc[num].fail = 14;
2545 power_desc[num++].number = MUT1_GROW_MOLD;
2548 if (p_ptr->muta1 & MUT1_RESIST)
2550 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
2551 power_desc[num].level = 10;
2552 power_desc[num].cost = 12;
2553 power_desc[num].stat = A_CON;
2554 power_desc[num].fail = 12;
2555 power_desc[num++].number = MUT1_RESIST;
2558 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
2560 strcpy(power_desc[num].name, _("地震", "Earthquake"));
2561 power_desc[num].level = 12;
2562 power_desc[num].cost = 12;
2563 power_desc[num].stat = A_STR;
2564 power_desc[num].fail = 16;
2565 power_desc[num++].number = MUT1_EARTHQUAKE;
2568 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
2570 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
2571 power_desc[num].level = 17;
2572 power_desc[num].cost = 1;
2573 power_desc[num].stat = A_WIS;
2574 power_desc[num].fail = 15;
2575 power_desc[num++].number = MUT1_EAT_MAGIC;
2578 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
2580 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
2581 power_desc[num].level = 6;
2582 power_desc[num].cost = 6;
2583 power_desc[num].stat = A_INT;
2584 power_desc[num].fail = 10;
2585 power_desc[num++].number = MUT1_WEIGH_MAG;
2588 if (p_ptr->muta1 & MUT1_STERILITY)
2590 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
2591 power_desc[num].level = 12;
2592 power_desc[num].cost = 23;
2593 power_desc[num].stat = A_CHR;
2594 power_desc[num].fail = 15;
2595 power_desc[num++].number = MUT1_STERILITY;
2598 if (p_ptr->muta1 & MUT1_PANIC_HIT)
2600 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
2601 power_desc[num].level = 10;
2602 power_desc[num].cost = 12;
2603 power_desc[num].stat = A_DEX;
2604 power_desc[num].fail = 14;
2605 power_desc[num++].number = MUT1_PANIC_HIT;
2608 if (p_ptr->muta1 & MUT1_DAZZLE)
2610 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
2611 power_desc[num].level = 7;
2612 power_desc[num].cost = 15;
2613 power_desc[num].stat = A_CHR;
2614 power_desc[num].fail = 8;
2615 power_desc[num++].number = MUT1_DAZZLE;
2618 if (p_ptr->muta1 & MUT1_LASER_EYE)
2620 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
2621 power_desc[num].level = 7;
2622 power_desc[num].cost = 10;
2623 power_desc[num].stat = A_WIS;
2624 power_desc[num].fail = 9;
2625 power_desc[num++].number = MUT1_LASER_EYE;
2628 if (p_ptr->muta1 & MUT1_RECALL)
2630 strcpy(power_desc[num].name, _("帰還", "Recall"));
2631 power_desc[num].level = 17;
2632 power_desc[num].cost = 50;
2633 power_desc[num].stat = A_INT;
2634 power_desc[num].fail = 16;
2635 power_desc[num++].number = MUT1_RECALL;
2638 if (p_ptr->muta1 & MUT1_BANISH)
2640 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
2641 power_desc[num].level = 25;
2642 power_desc[num].cost = 25;
2643 power_desc[num].stat = A_WIS;
2644 power_desc[num].fail = 18;
2645 power_desc[num++].number = MUT1_BANISH;
2648 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
2650 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
2651 power_desc[num].level = 2;
2652 power_desc[num].cost = 2;
2653 power_desc[num].stat = A_CON;
2654 power_desc[num].fail = 11;
2655 power_desc[num++].number = MUT1_COLD_TOUCH;
2658 if (p_ptr->muta1 & MUT1_LAUNCHER)
2660 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
2661 power_desc[num].level = 1;
2662 power_desc[num].cost = lvl;
2663 power_desc[num].stat = A_STR;
2664 power_desc[num].fail = 6;
2665 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
2666 power_desc[num++].number = 3;
2670 /* Nothing chosen yet */
2676 /* Build a prompt */
2677 (void) strnfmt(out_val, 78,
2678 _("(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? "),
2679 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
2682 if (!repeat_pull(&i) || i<0 || i>=num) {
2683 #endif /* ALLOW_REPEAT */
2684 if (use_menu) screen_save();
2685 /* Get a spell from the user */
2687 choice = (always_show_list || use_menu) ? ESCAPE:1;
2690 if( choice==ESCAPE ) choice = ' ';
2691 else if( !get_com(out_val, &choice, FALSE) )break;
2693 if (use_menu && choice != ' ')
2700 p_ptr->energy_use = 0;
2708 menu_line += (num - 1);
2729 else if (menu_line+18 <= num)
2743 if (menu_line > num) menu_line -= num;
2745 /* Request redraw */
2746 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
2749 if (!redraw || use_menu)
2762 /* Save the screen */
2763 if (!use_menu) screen_save();
2765 /* Print header(s) */
2767 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
2769 prt(_(" Lv MP 失率 Lv MP 失率",
2770 " Lv Cost Fail Lv Cost Fail"), y++, x);
2776 x1 = ((ctr < 18) ? x : x + 40);
2777 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
2781 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
2782 else strcpy(dummy, " ");
2786 /* letter/number for power selection */
2790 letter = '0' + ctr - 26;
2791 sprintf(dummy, " %c) ",letter);
2793 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
2794 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
2795 100 - racial_chance(&power_desc[ctr])));
2807 /* Restore the screen */
2817 if (choice == '\r' && num == 1)
2822 if (isalpha(choice))
2825 ask = (isupper(choice));
2828 if (ask) choice = (char)tolower(choice);
2830 /* Extract request */
2831 i = (islower(choice) ? A2I(choice) : -1);
2835 ask = FALSE; /* Can't uppercase digits */
2837 i = choice - '0' + 26;
2841 /* Totally Illegal */
2842 if ((i < 0) || (i >= num))
2854 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2856 /* Belay that order */
2857 if (!get_check(tmp_val)) continue;
2864 /* Restore the screen */
2865 if (redraw) screen_load();
2867 /* Abort if needed */
2870 p_ptr->energy_use = 0;
2875 } /*if (!repeat_pull(&i) || ...)*/
2876 #endif /* ALLOW_REPEAT */
2877 switch (racial_aux(&power_desc[i]))
2880 if (power_desc[i].number < 0)
2881 cast = cmd_racial_power_aux(power_desc[i].number);
2883 cast = mutation_power_aux(power_desc[i].number);
2897 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2899 /* If mana is not enough, player consumes hit point! */
2900 if (p_ptr->csp < actual_racial_cost)
2902 actual_racial_cost -= p_ptr->csp;
2904 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2906 else p_ptr->csp -= actual_racial_cost;
2908 /* Redraw mana and hp */
2909 p_ptr->redraw |= (PR_HP | PR_MANA);
2912 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2915 else p_ptr->energy_use = 0;