3 * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
18 #include "object-hook.h"
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
24 #include "cmd-spell.h"
25 #include "realm-hex.h"
28 * @brief 魔法系コマンドを実行できるかの判定を返す
29 * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
31 static bool can_do_cmd_cast(void)
33 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
35 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
39 else if (p_ptr->anti_magic)
41 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
44 else if (p_ptr->shero)
46 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
55 * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
57 static bool choose_kamae(void)
64 if (cmd_limit_confused(p_ptr)) return FALSE;
66 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
68 for (i = 0; i < MAX_KAMAE; i++)
70 if (p_ptr->lev >= kamae_shurui[i].min_level)
72 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
78 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
89 else if ((choice == 'a') || (choice == 'A'))
91 if (p_ptr->action == ACTION_KAMAE)
93 set_action(ACTION_NONE);
96 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
100 else if ((choice == 'b') || (choice == 'B'))
105 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
110 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
115 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
121 set_action(ACTION_KAMAE);
123 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
125 msg_print(_("構え直した。", "You reassume a posture."));
129 p_ptr->special_defense &= ~(KAMAE_MASK);
130 p_ptr->update |= (PU_BONUS);
131 p_ptr->redraw |= (PR_STATE);
132 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
133 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
135 p_ptr->redraw |= PR_STATE;
142 * @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。
144 static bool choose_kata(void)
151 if (cmd_limit_confused(p_ptr)) return FALSE;
155 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
161 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
165 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
167 for (i = 0; i < MAX_KATA; i++)
169 if (p_ptr->lev >= kata_shurui[i].min_level)
171 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
177 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
183 if (choice == ESCAPE)
188 else if ((choice == 'a') || (choice == 'A'))
190 if (p_ptr->action == ACTION_KATA)
192 set_action(ACTION_NONE);
195 msg_print(_("もともと構えていない。", "You are not assuming posture."));
199 else if ((choice == 'b') || (choice == 'B'))
204 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
209 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
214 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
220 set_action(ACTION_KATA);
222 if (p_ptr->special_defense & (KATA_IAI << new_kata))
224 msg_print(_("構え直した。", "You reassume a posture."));
228 p_ptr->special_defense &= ~(KATA_MASK);
229 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
230 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
231 p_ptr->special_defense |= (KATA_IAI << new_kata);
233 p_ptr->redraw |= (PR_STATE | PR_STATUS);
240 * @brief レイシャル・パワー情報のtypedef
242 typedef struct power_desc_type power_desc_type;
245 * @brief レイシャル・パワー情報の構造体定義
247 struct power_desc_type
249 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
250 PLAYER_LEVEL level; //!<体得レベル
259 * @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
260 * @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
263 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
265 PLAYER_LEVEL min_level = pd_ptr->level;
266 int difficulty = pd_ptr->fail;
271 int stat = p_ptr->stat_cur[pd_ptr->stat];
273 /* No chance for success */
274 if ((p_ptr->lev < min_level) || p_ptr->confused)
279 if (difficulty == 0) return 100;
281 /* Calculate difficulty */
284 difficulty += p_ptr->stun;
286 else if (p_ptr->lev > min_level)
288 int lev_adj = ((p_ptr->lev - min_level) / 3);
289 if (lev_adj > 10) lev_adj = 10;
290 difficulty -= lev_adj;
293 if (difficulty < 5) difficulty = 5;
295 /* We only need halfs of the difficulty */
296 difficulty = difficulty / 2;
298 for (i = 1; i <= stat; i++)
300 val = i - difficulty;
302 sum += (val <= difficulty) ? val : difficulty;
308 return (((sum * 100) / difficulty) / stat);
312 static int racial_cost;
315 * @brief レイシャル・パワーの発動の判定処理
316 * @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
318 * 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。
319 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
321 static int racial_aux(power_desc_type *pd_ptr)
323 PLAYER_LEVEL min_level = pd_ptr->level;
324 int use_stat = pd_ptr->stat;
325 int difficulty = pd_ptr->fail;
328 racial_cost = pd_ptr->cost;
330 /* Not enough mana - use hp */
331 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
333 /* Power is not available yet */
334 if (p_ptr->lev < min_level)
336 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。",
337 "You need to attain level %d to use this power."), min_level);
339 p_ptr->energy_use = 0;
343 if (cmd_limit_confused(p_ptr))
345 p_ptr->energy_use = 0;
350 else if (p_ptr->chp < use_hp)
352 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? ")))
354 p_ptr->energy_use = 0;
359 /* Else attempt to do it! */
365 difficulty += p_ptr->stun;
367 else if (p_ptr->lev > min_level)
369 int lev_adj = ((p_ptr->lev - min_level) / 3);
370 if (lev_adj > 10) lev_adj = 10;
371 difficulty -= lev_adj;
374 if (difficulty < 5) difficulty = 5;
377 /* take time and pay the price */
378 p_ptr->energy_use = 100;
381 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
386 if (flush_failure) flush();
387 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
394 * @brief レイシャル・パワー発動処理
395 * @param command 発動するレイシャルのID
396 * @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。
398 static bool cmd_racial_power_aux(s32b command)
400 PLAYER_LEVEL plev = p_ptr->lev;
405 switch (p_ptr->pclass)
409 return sword_dancing(p_ptr);
412 case CLASS_HIGH_MAGE:
413 if (p_ptr->realm1 == REALM_HEX)
415 bool retval = stop_hex_spell();
416 if (retval) p_ptr->energy_use = 10;
420 /* case CLASS_HIGH_MAGE: */
423 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
428 if (is_good_realm(p_ptr->realm1))
430 if (!bless_weapon()) return FALSE;
434 (void)dispel_monsters(plev * 4);
435 turn_monsters(plev * 4);
436 banish_monsters(plev * 4);
442 if(!panic_hit()) return FALSE;
448 msg_print(_("敵を調査した...", "You examine your foes..."));
454 if (!get_aim_dir(&dir)) return FALSE;
455 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
459 case CLASS_WARRIOR_MAGE:
463 return comvert_hp_to_mp(p_ptr);
465 else if (command == -4)
467 return comvert_mp_to_hp(p_ptr);
471 case CLASS_CHAOS_WARRIOR:
473 return confusing_light(p_ptr);
478 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
480 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
485 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
491 if (!choose_kamae()) return FALSE;
492 p_ptr->update |= (PU_BONUS);
494 else if (command == -4)
496 return double_attack(p_ptr);
500 case CLASS_MINDCRAFTER:
501 case CLASS_FORCETRAINER:
503 return clear_mind(p_ptr);
509 if (!get_aim_dir(&dir)) return FALSE;
511 fire_beam(GF_PHOTO, dir, 1);
513 else if (command == -4)
515 if (!identify_fully(FALSE)) return FALSE;
522 if (!do_cmd_mane(TRUE)) return FALSE;
525 case CLASS_BEASTMASTER:
529 if (!get_aim_dir(&dir)) return FALSE;
530 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
532 else if (command == -4)
534 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
540 if (!create_ammo()) return FALSE;
543 case CLASS_MAGIC_EATER:
546 if (!import_magic_device()) return FALSE;
547 } else if (command == -4) {
548 if (!can_do_cmd_cast()) return FALSE;
549 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
555 /* Singing is already stopped */
556 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
559 p_ptr->energy_use = 10;
564 if (!can_do_cmd_cast()) return FALSE;
568 if (!p_ptr->paralyzed && can_do_cmd_cast())
577 else if (command == -4)
579 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
581 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
584 if (!choose_kata()) return FALSE;
585 p_ptr->update |= (PU_BONUS);
589 case CLASS_BLUE_MAGE:
591 if (p_ptr->action == ACTION_LEARN)
593 set_action(ACTION_NONE);
597 set_action(ACTION_LEARN);
599 p_ptr->energy_use = 0;
606 case CLASS_BERSERKER:
608 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
615 if (!identify_fully(TRUE)) return FALSE;
619 if (!ident_spell(TRUE)) return FALSE;
623 case CLASS_MIRROR_MASTER:
627 /* Explode all mirrors */
628 remove_all_mirrors(TRUE);
630 else if (command == -4)
632 return mirror_concentration(p_ptr);
641 else if (p_ptr->mimic_form)
643 switch (p_ptr->mimic_form)
646 case MIMIC_DEMON_LORD:
648 return demonic_breath(p_ptr);
659 switch (p_ptr->prace)
662 msg_print(_("周囲を調べた。", "You examine your surroundings."));
663 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
664 (void)detect_doors(DETECT_RAD_DEFAULT);
665 (void)detect_stairs(DETECT_RAD_DEFAULT);
669 return create_ration(p_ptr);
673 msg_print(_("パッ!", "Blink!"));
674 teleport_player(10, 0L);
678 msg_print(_("勇気を出した。", "You play tough."));
682 case RACE_HALF_TROLL:
683 msg_print(_("うがぁぁ!", "RAAAGH!"));
684 (void)berserk(10 + randint1(plev));
690 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
693 else if (command == -2)
695 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..."));
697 (void)true_healing(0);
698 (void)restore_all_status();
699 (void)restore_level();
704 msg_print(_("うぉぉおお!", "Raaagh!"));
705 (void)berserk(10 + randint1(plev));
709 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
713 case RACE_HALF_GIANT:
714 if (!get_aim_dir(&dir)) return FALSE;
715 (void)wall_to_mud(dir, 20 + randint1(30));
718 case RACE_HALF_TITAN:
719 msg_print(_("敵を調査した...", "You examine your foes..."));
724 if (!get_aim_dir(&dir)) return FALSE;
725 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
726 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
730 if (!get_aim_dir(&dir)) return FALSE;
732 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
733 (void)fear_monster(dir, plev);
737 if (!get_aim_dir(&dir)) return FALSE;
739 msg_print(_("酸を吐いた。", "You spit acid."));
740 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
741 else fire_ball(GF_ACID, dir, plev, 2);
745 if (!get_aim_dir(&dir)) return FALSE;
746 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
747 fire_bolt(GF_POIS, dir, plev);
751 msg_print(_("周囲を調査した。", "You examine your surroundings."));
752 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
753 (void)detect_doors(DETECT_RAD_DEFAULT);
754 (void)detect_stairs(DETECT_RAD_DEFAULT);
758 if (!get_aim_dir(&dir)) return FALSE;
759 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
760 fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
764 return draconian_breath(p_ptr);
767 case RACE_MIND_FLAYER:
768 if (!get_aim_dir(&dir)) return FALSE;
769 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
770 fire_bolt(GF_PSI, dir, plev);
774 if (!get_aim_dir(&dir)) return FALSE;
777 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
778 fire_ball(GF_FIRE, dir, plev, 2);
782 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
783 fire_bolt(GF_FIRE, dir, plev);
788 (void)set_shield(randint1(20) + 30, FALSE);
793 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."));
794 (void)restore_level();
802 if (!get_aim_dir(&dir)) return FALSE;
804 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!"));
805 (void)fear_monster(dir, plev);
809 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
810 if (plev < 25) sleep_monsters_touch();
811 else (void)sleep_monsters(plev);
815 return demonic_breath(p_ptr);
819 (void)set_tsubureru(randint1(20) + 30, FALSE);
823 return android_inside_weapon(p_ptr);
827 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."));
828 p_ptr->energy_use = 0;
835 * @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
838 void do_cmd_racial_power(void)
840 power_desc_type power_desc[36];
844 PLAYER_LEVEL lvl = p_ptr->lev;
845 bool flag, redraw, cast = FALSE;
846 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
849 int menu_line = (use_menu ? 1 : 0);
851 if (p_ptr->wild_mode) return;
853 for (num = 0; num < 36; num++)
855 strcpy(power_desc[num].name, "");
856 power_desc[num].number = 0;
861 if (cmd_limit_confused(p_ptr))
863 p_ptr->energy_use = 0;
867 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
869 set_action(ACTION_NONE);
872 switch (p_ptr->pclass)
876 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
877 power_desc[num].level = 40;
878 power_desc[num].cost = 75;
879 power_desc[num].stat = A_DEX;
880 power_desc[num].fail = 35;
881 power_desc[num++].number = -3;
884 case CLASS_HIGH_MAGE:
885 if (p_ptr->realm1 == REALM_HEX)
887 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
888 power_desc[num].level = 1;
889 power_desc[num].cost = 0;
890 power_desc[num].stat = A_INT;
891 power_desc[num].fail = 0;
892 power_desc[num++].number = -3;
896 /* case CLASS_HIGH_MAGE: */
899 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
900 power_desc[num].level = 25;
901 power_desc[num].cost = 1;
902 power_desc[num].stat = A_INT;
903 power_desc[num].fail = 25;
904 power_desc[num++].number = -3;
909 if (is_good_realm(p_ptr->realm1))
911 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
912 power_desc[num].level = 35;
913 power_desc[num].cost = 70;
914 power_desc[num].stat = A_WIS;
915 power_desc[num].fail = 50;
916 power_desc[num++].number = -3;
920 strcpy(power_desc[num].name, _("召魂", "Evocation"));
921 power_desc[num].level = 42;
922 power_desc[num].cost = 40;
923 power_desc[num].stat = A_WIS;
924 power_desc[num].fail = 35;
925 power_desc[num++].number = -3;
931 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
932 power_desc[num].level = 8;
933 power_desc[num].cost = 12;
934 power_desc[num].stat = A_DEX;
935 power_desc[num].fail = 14;
936 power_desc[num++].number = -3;
942 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
943 power_desc[num].level = 15;
944 power_desc[num].cost = 20;
945 power_desc[num].stat = A_INT;
946 power_desc[num].fail = 12;
947 power_desc[num++].number = -3;
952 if (is_good_realm(p_ptr->realm1))
954 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
955 power_desc[num].level = 30;
956 power_desc[num].cost = 30;
957 power_desc[num].stat = A_WIS;
958 power_desc[num].fail = 30;
959 power_desc[num++].number = -3;
963 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell 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 case CLASS_WARRIOR_MAGE:
974 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
975 power_desc[num].level = 25;
976 power_desc[num].cost = 0;
977 power_desc[num].stat = A_INT;
978 power_desc[num].fail = 10;
979 power_desc[num++].number = -3;
981 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
982 power_desc[num].level = 25;
983 power_desc[num].cost = 0;
984 power_desc[num].stat = A_INT;
985 power_desc[num].fail = 10;
986 power_desc[num++].number = -4;
989 case CLASS_CHAOS_WARRIOR:
991 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
992 power_desc[num].level = 40;
993 power_desc[num].cost = 50;
994 power_desc[num].stat = A_INT;
995 power_desc[num].fail = 25;
996 power_desc[num++].number = -3;
1001 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1002 power_desc[num].level = 25;
1003 power_desc[num].cost = 0;
1004 power_desc[num].stat = A_DEX;
1005 power_desc[num].fail = 0;
1006 power_desc[num++].number = -3;
1008 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1009 power_desc[num].level = 30;
1010 power_desc[num].cost = 30;
1011 power_desc[num].stat = A_STR;
1012 power_desc[num].fail = 20;
1013 power_desc[num++].number = -4;
1016 case CLASS_MINDCRAFTER:
1017 case CLASS_FORCETRAINER:
1019 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1020 power_desc[num].level = 15;
1021 power_desc[num].cost = 0;
1022 power_desc[num].stat = A_WIS;
1023 power_desc[num].fail = 10;
1024 power_desc[num++].number = -3;
1029 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1030 power_desc[num].level = 1;
1031 power_desc[num].cost = 0;
1032 power_desc[num].stat = A_DEX;
1033 power_desc[num].fail = 0;
1034 power_desc[num++].number = -3;
1036 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1037 power_desc[num].level = 25;
1038 power_desc[num].cost = 20;
1039 power_desc[num].stat = A_INT;
1040 power_desc[num].fail = 20;
1041 power_desc[num++].number = -4;
1044 case CLASS_IMITATOR:
1046 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1047 power_desc[num].level = 30;
1048 power_desc[num].cost = 100;
1049 power_desc[num].stat = A_DEX;
1050 power_desc[num].fail = 30;
1051 power_desc[num++].number = -3;
1054 case CLASS_BEASTMASTER:
1056 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1057 power_desc[num].level = 1;
1058 power_desc[num].cost = (p_ptr->lev+3)/4;
1059 power_desc[num].stat = A_CHR;
1060 power_desc[num].fail = 10;
1061 power_desc[num++].number = -3;
1063 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1064 power_desc[num].level = 30;
1065 power_desc[num].cost = (p_ptr->lev+20)/2;
1066 power_desc[num].stat = A_CHR;
1067 power_desc[num].fail = 10;
1068 power_desc[num++].number = -4;
1073 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1074 power_desc[num].level = 1;
1075 power_desc[num].cost = 0;
1076 power_desc[num].stat = A_DEX;
1077 power_desc[num].fail = 0;
1078 power_desc[num++].number = -3;
1081 case CLASS_MAGIC_EATER:
1083 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1084 power_desc[num].level = 1;
1085 power_desc[num].cost = 0;
1086 power_desc[num].stat = A_INT;
1087 power_desc[num].fail = 0;
1088 power_desc[num++].number = -3;
1090 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1091 power_desc[num].level = 10;
1092 power_desc[num].cost = 10 + (lvl - 10) / 2;
1093 power_desc[num].stat = A_INT;
1094 power_desc[num].fail = 0;
1095 power_desc[num++].number = -4;
1100 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1101 power_desc[num].level = 1;
1102 power_desc[num].cost = 0;
1103 power_desc[num].stat = A_CHR;
1104 power_desc[num].fail = 0;
1105 power_desc[num++].number = -3;
1108 case CLASS_RED_MAGE:
1110 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1111 power_desc[num].level = 48;
1112 power_desc[num].cost = 20;
1113 power_desc[num].stat = A_INT;
1114 power_desc[num].fail = 0;
1115 power_desc[num++].number = -3;
1120 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1121 power_desc[num].level = 1;
1122 power_desc[num].cost = 0;
1123 power_desc[num].stat = A_WIS;
1124 power_desc[num].fail = 0;
1125 power_desc[num++].number = -3;
1127 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1128 power_desc[num].level = 25;
1129 power_desc[num].cost = 0;
1130 power_desc[num].stat = A_DEX;
1131 power_desc[num].fail = 0;
1132 power_desc[num++].number = -4;
1135 case CLASS_BLUE_MAGE:
1137 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1138 power_desc[num].level = 1;
1139 power_desc[num].cost = 0;
1140 power_desc[num].stat = A_INT;
1141 power_desc[num].fail = 0;
1142 power_desc[num++].number = -3;
1147 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1148 power_desc[num].level = 10;
1149 power_desc[num].cost = 0;
1150 power_desc[num].stat = A_STR;
1151 power_desc[num].fail = 10;
1152 power_desc[num++].number = -3;
1155 case CLASS_BERSERKER:
1157 strcpy(power_desc[num].name, _("帰還", "Recall"));
1158 power_desc[num].level = 10;
1159 power_desc[num].cost = 10;
1160 power_desc[num].stat = A_DEX;
1161 power_desc[num].fail = 20;
1162 power_desc[num++].number = -3;
1165 case CLASS_MIRROR_MASTER:
1167 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1168 power_desc[num].level = 1;
1169 power_desc[num].cost = 0;
1170 power_desc[num].stat = A_INT;
1171 power_desc[num].fail = 0;
1172 power_desc[num++].number = -3;
1174 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1175 power_desc[num].level = 30;
1176 power_desc[num].cost = 0;
1177 power_desc[num].stat = A_INT;
1178 power_desc[num].fail = 20;
1179 power_desc[num++].number = -4;
1184 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1185 power_desc[num].level = 5;
1186 power_desc[num].cost = 15;
1187 power_desc[num].stat = A_INT;
1188 power_desc[num].fail = 20;
1189 power_desc[num++].number = -3;
1194 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1195 power_desc[num].level = 20;
1196 power_desc[num].cost = 0;
1197 power_desc[num].stat = A_DEX;
1198 power_desc[num].fail = 0;
1199 power_desc[num++].number = -3;
1203 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1206 if (p_ptr->mimic_form)
1208 switch (p_ptr->mimic_form)
1211 case MIMIC_DEMON_LORD:
1212 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);
1213 power_desc[num].level = 15;
1214 power_desc[num].cost = 10+lvl/3;
1215 power_desc[num].stat = A_CON;
1216 power_desc[num].fail = 20;
1217 power_desc[num++].number = -1;
1220 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1221 power_desc[num].level = 2;
1222 power_desc[num].cost = 1 + (lvl / 3);
1223 power_desc[num].stat = A_CON;
1224 power_desc[num].fail = 9;
1225 power_desc[num++].number = -1;
1231 switch (p_ptr->prace)
1234 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1235 power_desc[num].level = 5;
1236 power_desc[num].cost = 5;
1237 power_desc[num].stat = A_WIS;
1238 power_desc[num].fail = 12;
1239 power_desc[num++].number = -1;
1242 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1243 power_desc[num].level = 10;
1244 power_desc[num].cost = 5;
1245 power_desc[num].stat = A_WIS;
1246 power_desc[num].fail = 10;
1247 power_desc[num++].number = -1;
1250 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1251 power_desc[num].level = 15;
1252 power_desc[num].cost = 10;
1253 power_desc[num].stat = A_INT;
1254 power_desc[num].fail = 10;
1255 power_desc[num++].number = -1;
1258 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1259 power_desc[num].level = 5;
1260 power_desc[num].cost = 5;
1261 power_desc[num].stat = A_INT;
1262 power_desc[num].fail = 12;
1263 power_desc[num++].number = -1;
1266 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1267 power_desc[num].level = 3;
1268 power_desc[num].cost = 5;
1269 power_desc[num].stat = A_WIS;
1270 power_desc[num].fail = warrior ? 5 : 10;
1271 power_desc[num++].number = -1;
1273 case RACE_HALF_TROLL:
1274 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1275 power_desc[num].level = 10;
1276 power_desc[num].cost = 12;
1277 power_desc[num].stat = A_STR;
1278 power_desc[num].fail = warrior ? 6 : 12;
1279 power_desc[num++].number = -1;
1281 case RACE_BARBARIAN:
1282 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1283 power_desc[num].level = 8;
1284 power_desc[num].cost = 10;
1285 power_desc[num].stat = A_STR;
1286 power_desc[num].fail = warrior ? 6 : 12;
1287 power_desc[num++].number = -1;
1290 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1291 power_desc[num].level = 30;
1292 power_desc[num].cost = 50;
1293 power_desc[num].stat = A_INT;
1294 power_desc[num].fail = 50;
1295 power_desc[num++].number = -1;
1297 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1298 power_desc[num].level = 40;
1299 power_desc[num].cost = 75;
1300 power_desc[num].stat = A_WIS;
1301 power_desc[num].fail = 50;
1302 power_desc[num++].number = -2;
1304 case RACE_HALF_OGRE:
1305 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1306 power_desc[num].level = 25;
1307 power_desc[num].cost = 35;
1308 power_desc[num].stat = A_INT;
1309 power_desc[num].fail = 15;
1310 power_desc[num++].number = -1;
1312 case RACE_HALF_GIANT:
1313 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1314 power_desc[num].level = 20;
1315 power_desc[num].cost = 10;
1316 power_desc[num].stat = A_STR;
1317 power_desc[num].fail = 12;
1318 power_desc[num++].number = -1;
1320 case RACE_HALF_TITAN:
1321 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1322 power_desc[num].level = 15;
1323 power_desc[num].cost = 10;
1324 power_desc[num].stat = A_INT;
1325 power_desc[num].fail = 12;
1326 power_desc[num++].number = -1;
1329 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1330 power_desc[num].level = 20;
1331 power_desc[num].cost = 15;
1332 power_desc[num].stat = A_STR;
1333 power_desc[num].fail = 12;
1334 power_desc[num++].number = -1;
1337 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1338 power_desc[num].level = 15;
1339 power_desc[num].cost = 15;
1340 power_desc[num].stat = A_WIS;
1341 power_desc[num].fail = 10;
1342 power_desc[num++].number = -1;
1345 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1346 power_desc[num].level = 4;
1347 power_desc[num].cost = 6;
1348 power_desc[num].stat = A_INT;
1349 power_desc[num].fail = 3;
1350 power_desc[num++].number = -1;
1353 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1354 power_desc[num].level = 9;
1355 power_desc[num].cost = 9;
1356 power_desc[num].stat = A_DEX;
1357 power_desc[num].fail = 14;
1358 power_desc[num++].number = -1;
1361 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1362 power_desc[num].level = 12;
1363 power_desc[num].cost = 8;
1364 power_desc[num].stat = A_DEX;
1365 power_desc[num].fail = 14;
1366 power_desc[num++].number = -1;
1369 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);
1370 power_desc[num].level = 2;
1371 power_desc[num].cost = 2;
1372 power_desc[num].stat = A_INT;
1373 power_desc[num].fail = 9;
1374 power_desc[num++].number = -1;
1376 case RACE_DRACONIAN:
1377 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1378 power_desc[num].level = 1;
1379 power_desc[num].cost = lvl;
1380 power_desc[num].stat = A_CON;
1381 power_desc[num].fail = 12;
1382 power_desc[num++].number = -1;
1384 case RACE_MIND_FLAYER:
1385 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1386 power_desc[num].level = 15;
1387 power_desc[num].cost = 12;
1388 power_desc[num].stat = A_INT;
1389 power_desc[num].fail = 14;
1390 power_desc[num++].number = -1;
1393 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);
1394 power_desc[num].level = 9;
1395 power_desc[num].cost = 15;
1396 power_desc[num].stat = A_WIS;
1397 power_desc[num].fail = 15;
1398 power_desc[num++].number = -1;
1401 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1402 power_desc[num].level = 20;
1403 power_desc[num].cost = 15;
1404 power_desc[num].stat = A_CON;
1405 power_desc[num].fail = 8;
1406 power_desc[num++].number = -1;
1410 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1411 power_desc[num].level = 30;
1412 power_desc[num].cost = 30;
1413 power_desc[num].stat = A_WIS;
1414 power_desc[num].fail = 18;
1415 power_desc[num++].number = -1;
1418 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1419 power_desc[num].level = 2;
1420 power_desc[num].cost = 1 + (lvl / 3);
1421 power_desc[num].stat = A_CON;
1422 power_desc[num].fail = 9;
1423 power_desc[num++].number = -1;
1426 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1427 power_desc[num].level = 12;
1428 power_desc[num].cost = 12;
1429 power_desc[num].stat = A_INT;
1430 power_desc[num].fail = 15;
1431 power_desc[num++].number = -1;
1434 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);
1435 power_desc[num].level = 15;
1436 power_desc[num].cost = 10+lvl/3;
1437 power_desc[num].stat = A_CON;
1438 power_desc[num].fail = 20;
1439 power_desc[num++].number = -1;
1442 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1443 power_desc[num].level = 20;
1444 power_desc[num].cost = 15;
1445 power_desc[num].stat = A_CHR;
1446 power_desc[num].fail = 8;
1447 power_desc[num++].number = -1;
1450 if (p_ptr->lev < 10)
1452 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1453 power_desc[num].level = 1;
1454 power_desc[num].cost = 7;
1455 power_desc[num].fail = 8;
1457 else if (p_ptr->lev < 25)
1459 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1460 power_desc[num].level = 10;
1461 power_desc[num].cost = 13;
1462 power_desc[num].fail = 10;
1464 else if (p_ptr->lev < 35)
1466 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1467 power_desc[num].level = 25;
1468 power_desc[num].cost = 26;
1469 power_desc[num].fail = 12;
1471 else if (p_ptr->lev < 45)
1473 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1474 power_desc[num].level = 35;
1475 power_desc[num].cost = 40;
1476 power_desc[num].fail = 15;
1480 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1481 power_desc[num].level = 45;
1482 power_desc[num].cost = 60;
1483 power_desc[num].fail = 18;
1485 power_desc[num].stat = A_STR;
1486 power_desc[num++].number = -1;
1497 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1499 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1500 power_desc[num].level = 9;
1501 power_desc[num].cost = 9;
1502 power_desc[num].stat = A_DEX;
1503 power_desc[num].fail = 15;
1504 power_desc[num++].number = MUT1_SPIT_ACID;
1507 if (p_ptr->muta1 & MUT1_BR_FIRE)
1509 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1510 power_desc[num].level = 20;
1511 power_desc[num].cost = lvl;
1512 power_desc[num].stat = A_CON;
1513 power_desc[num].fail = 18;
1514 power_desc[num++].number = MUT1_BR_FIRE;
1517 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1519 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1520 power_desc[num].level = 12;
1521 power_desc[num].cost = 12;
1522 power_desc[num].stat = A_CHR;
1523 power_desc[num].fail = 18;
1524 power_desc[num++].number = MUT1_HYPN_GAZE;
1527 if (p_ptr->muta1 & MUT1_TELEKINES)
1529 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1530 power_desc[num].level = 9;
1531 power_desc[num].cost = 9;
1532 power_desc[num].stat = A_WIS;
1533 power_desc[num].fail = 14;
1534 power_desc[num++].number = MUT1_TELEKINES;
1537 if (p_ptr->muta1 & MUT1_VTELEPORT)
1539 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1540 power_desc[num].level = 7;
1541 power_desc[num].cost = 7;
1542 power_desc[num].stat = A_WIS;
1543 power_desc[num].fail = 15;
1544 power_desc[num++].number = MUT1_VTELEPORT;
1547 if (p_ptr->muta1 & MUT1_MIND_BLST)
1549 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1550 power_desc[num].level = 5;
1551 power_desc[num].cost = 3;
1552 power_desc[num].stat = A_WIS;
1553 power_desc[num].fail = 15;
1554 power_desc[num++].number = MUT1_MIND_BLST;
1557 if (p_ptr->muta1 & MUT1_RADIATION)
1559 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1560 power_desc[num].level = 15;
1561 power_desc[num].cost = 15;
1562 power_desc[num].stat = A_CON;
1563 power_desc[num].fail = 14;
1564 power_desc[num++].number = MUT1_RADIATION;
1567 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1569 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1570 power_desc[num].level = 2;
1571 power_desc[num].cost = (1 + (lvl / 3));
1572 power_desc[num].stat = A_CON;
1573 power_desc[num].fail = 9;
1574 power_desc[num++].number = MUT1_VAMPIRISM;
1577 if (p_ptr->muta1 & MUT1_SMELL_MET)
1579 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1580 power_desc[num].level = 3;
1581 power_desc[num].cost = 2;
1582 power_desc[num].stat = A_INT;
1583 power_desc[num].fail = 12;
1584 power_desc[num++].number = MUT1_SMELL_MET;
1587 if (p_ptr->muta1 & MUT1_SMELL_MON)
1589 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1590 power_desc[num].level = 5;
1591 power_desc[num].cost = 4;
1592 power_desc[num].stat = A_INT;
1593 power_desc[num].fail = 15;
1594 power_desc[num++].number = MUT1_SMELL_MON;
1597 if (p_ptr->muta1 & MUT1_BLINK)
1599 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1600 power_desc[num].level = 3;
1601 power_desc[num].cost = 3;
1602 power_desc[num].stat = A_WIS;
1603 power_desc[num].fail = 12;
1604 power_desc[num++].number = MUT1_BLINK;
1607 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1609 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1610 power_desc[num].level = 8;
1611 power_desc[num].cost = 12;
1612 power_desc[num].stat = A_CON;
1613 power_desc[num].fail = 18;
1614 power_desc[num++].number = MUT1_EAT_ROCK;
1617 if (p_ptr->muta1 & MUT1_SWAP_POS)
1619 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1620 power_desc[num].level = 15;
1621 power_desc[num].cost = 12;
1622 power_desc[num].stat = A_DEX;
1623 power_desc[num].fail = 16;
1624 power_desc[num++].number = MUT1_SWAP_POS;
1627 if (p_ptr->muta1 & MUT1_SHRIEK)
1629 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1630 power_desc[num].level = 20;
1631 power_desc[num].cost = 14;
1632 power_desc[num].stat = A_CON;
1633 power_desc[num].fail = 16;
1634 power_desc[num++].number = MUT1_SHRIEK;
1637 if (p_ptr->muta1 & MUT1_ILLUMINE)
1639 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1640 power_desc[num].level = 3;
1641 power_desc[num].cost = 2;
1642 power_desc[num].stat = A_INT;
1643 power_desc[num].fail = 10;
1644 power_desc[num++].number = MUT1_ILLUMINE;
1647 if (p_ptr->muta1 & MUT1_DET_CURSE)
1649 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1650 power_desc[num].level = 7;
1651 power_desc[num].cost = 14;
1652 power_desc[num].stat = A_WIS;
1653 power_desc[num].fail = 14;
1654 power_desc[num++].number = MUT1_DET_CURSE;
1657 if (p_ptr->muta1 & MUT1_BERSERK)
1659 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1660 power_desc[num].level = 8;
1661 power_desc[num].cost = 8;
1662 power_desc[num].stat = A_STR;
1663 power_desc[num].fail = 14;
1664 power_desc[num++].number = MUT1_BERSERK;
1667 if (p_ptr->muta1 & MUT1_POLYMORPH)
1669 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1670 power_desc[num].level = 18;
1671 power_desc[num].cost = 20;
1672 power_desc[num].stat = A_CON;
1673 power_desc[num].fail = 18;
1674 power_desc[num++].number = MUT1_POLYMORPH;
1677 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1679 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1680 power_desc[num].level = 10;
1681 power_desc[num].cost = 5;
1682 power_desc[num].stat = A_INT;
1683 power_desc[num].fail = 12;
1684 power_desc[num++].number = MUT1_MIDAS_TCH;
1687 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1689 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1690 power_desc[num].level = 1;
1691 power_desc[num].cost = 6;
1692 power_desc[num].stat = A_CON;
1693 power_desc[num].fail = 14;
1694 power_desc[num++].number = MUT1_GROW_MOLD;
1697 if (p_ptr->muta1 & MUT1_RESIST)
1699 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1700 power_desc[num].level = 10;
1701 power_desc[num].cost = 12;
1702 power_desc[num].stat = A_CON;
1703 power_desc[num].fail = 12;
1704 power_desc[num++].number = MUT1_RESIST;
1707 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1709 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1710 power_desc[num].level = 12;
1711 power_desc[num].cost = 12;
1712 power_desc[num].stat = A_STR;
1713 power_desc[num].fail = 16;
1714 power_desc[num++].number = MUT1_EARTHQUAKE;
1717 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1719 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1720 power_desc[num].level = 17;
1721 power_desc[num].cost = 1;
1722 power_desc[num].stat = A_WIS;
1723 power_desc[num].fail = 15;
1724 power_desc[num++].number = MUT1_EAT_MAGIC;
1727 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1729 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1730 power_desc[num].level = 6;
1731 power_desc[num].cost = 6;
1732 power_desc[num].stat = A_INT;
1733 power_desc[num].fail = 10;
1734 power_desc[num++].number = MUT1_WEIGH_MAG;
1737 if (p_ptr->muta1 & MUT1_STERILITY)
1739 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1740 power_desc[num].level = 12;
1741 power_desc[num].cost = 23;
1742 power_desc[num].stat = A_CHR;
1743 power_desc[num].fail = 15;
1744 power_desc[num++].number = MUT1_STERILITY;
1747 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1749 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1750 power_desc[num].level = 10;
1751 power_desc[num].cost = 12;
1752 power_desc[num].stat = A_DEX;
1753 power_desc[num].fail = 14;
1754 power_desc[num++].number = MUT1_PANIC_HIT;
1757 if (p_ptr->muta1 & MUT1_DAZZLE)
1759 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1760 power_desc[num].level = 7;
1761 power_desc[num].cost = 15;
1762 power_desc[num].stat = A_CHR;
1763 power_desc[num].fail = 8;
1764 power_desc[num++].number = MUT1_DAZZLE;
1767 if (p_ptr->muta1 & MUT1_LASER_EYE)
1769 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1770 power_desc[num].level = 7;
1771 power_desc[num].cost = 10;
1772 power_desc[num].stat = A_WIS;
1773 power_desc[num].fail = 9;
1774 power_desc[num++].number = MUT1_LASER_EYE;
1777 if (p_ptr->muta1 & MUT1_RECALL)
1779 strcpy(power_desc[num].name, _("帰還", "Recall"));
1780 power_desc[num].level = 17;
1781 power_desc[num].cost = 50;
1782 power_desc[num].stat = A_INT;
1783 power_desc[num].fail = 16;
1784 power_desc[num++].number = MUT1_RECALL;
1787 if (p_ptr->muta1 & MUT1_BANISH)
1789 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1790 power_desc[num].level = 25;
1791 power_desc[num].cost = 25;
1792 power_desc[num].stat = A_WIS;
1793 power_desc[num].fail = 18;
1794 power_desc[num++].number = MUT1_BANISH;
1797 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1799 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1800 power_desc[num].level = 2;
1801 power_desc[num].cost = 2;
1802 power_desc[num].stat = A_CON;
1803 power_desc[num].fail = 11;
1804 power_desc[num++].number = MUT1_COLD_TOUCH;
1807 if (p_ptr->muta1 & MUT1_LAUNCHER)
1809 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1810 power_desc[num].level = 1;
1811 power_desc[num].cost = lvl;
1812 power_desc[num].stat = A_STR;
1813 power_desc[num].fail = 6;
1814 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1815 power_desc[num++].number = 3;
1819 /* Nothing chosen yet */
1825 /* Build a prompt */
1826 (void) strnfmt(out_val, 78,
1827 _("(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? "),
1828 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1830 if (!repeat_pull(&i) || i<0 || i>=num) {
1831 if (use_menu) screen_save();
1832 /* Get a spell from the user */
1834 choice = (always_show_list || use_menu) ? ESCAPE:1;
1837 if( choice==ESCAPE ) choice = ' ';
1838 else if( !get_com(out_val, &choice, FALSE) )break;
1840 if (use_menu && choice != ' ')
1847 p_ptr->energy_use = 0;
1855 menu_line += (num - 1);
1876 else if (menu_line+18 <= num)
1890 if (menu_line > num) menu_line -= num;
1892 /* Request redraw */
1893 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1896 if (!redraw || use_menu)
1908 if (!use_menu) screen_save();
1910 /* Print header(s) */
1912 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
1914 prt(_(" Lv MP 失率 Lv MP 失率",
1915 " Lv Cost Fail Lv Cost Fail"), y++, x);
1921 x1 = ((ctr < 18) ? x : x + 40);
1922 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1926 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
1927 else strcpy(dummy, " ");
1931 /* letter/number for power selection */
1935 letter = '0' + ctr - 26;
1936 sprintf(dummy, " %c) ",letter);
1938 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1939 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1940 100 - racial_chance(&power_desc[ctr])));
1960 if (choice == '\r' && num == 1)
1965 if (isalpha(choice))
1968 ask = (isupper(choice));
1971 if (ask) choice = (char)tolower(choice);
1973 /* Extract request */
1974 i = (islower(choice) ? A2I(choice) : -1);
1978 ask = FALSE; /* Can't uppercase digits */
1980 i = choice - '0' + 26;
1984 /* Totally Illegal */
1985 if ((i < 0) || (i >= num))
1997 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1999 /* Belay that order */
2000 if (!get_check(tmp_val)) continue;
2006 if (redraw) screen_load();
2008 /* Abort if needed */
2011 p_ptr->energy_use = 0;
2015 } /*if (!repeat_pull(&i) || ...)*/
2016 switch (racial_aux(&power_desc[i]))
2019 if (power_desc[i].number < 0)
2020 cast = cmd_racial_power_aux(power_desc[i].number);
2022 cast = mutation_power_aux(power_desc[i].number);
2036 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2038 /* If mana is not enough, player consumes hit point! */
2039 if (p_ptr->csp < actual_racial_cost)
2041 actual_racial_cost -= p_ptr->csp;
2043 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2045 else p_ptr->csp -= actual_racial_cost;
2047 /* Redraw mana and hp */
2048 p_ptr->redraw |= (PR_HP | PR_MANA);
2050 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2053 else p_ptr->energy_use = 0;