3 * @brief レイシャルと突然変異の技能処理 / Racial powers (and mutations)
6 * Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke\n
7 * This software may be copied and distributed for educational, research,\n
8 * and not for profit purposes provided that this copyright and statement\n
9 * are included in all such copies. Other copyrights may also apply.\n
10 * 2014 Deskull rearranged comment for Doxygen. \n
14 #include "cmd-magiceat.h"
15 #include "cmd-zapwand.h"
18 #include "object-hook.h"
21 #include "player-status.h"
22 #include "spells-status.h"
23 #include "spells-object.h"
26 * @brief 魔法系コマンドを実行できるかの判定を返す
27 * @return 魔法系コマンドを使用可能ならTRUE、不可能ならば理由をメッセージ表示してFALSEを返す。
29 static bool can_do_cmd_cast(void)
31 if (dun_level && (d_info[dungeon_type].flags1 & DF1_NO_MAGIC))
33 msg_print(_("ダンジョンが魔法を吸収した!", "The dungeon absorbs all attempted magic!"));
37 else if (p_ptr->anti_magic)
39 msg_print(_("反魔法バリアが魔法を邪魔した!", "An anti-magic shell disrupts your magic!"));
42 else if (p_ptr->shero)
44 msg_format(_("狂戦士化していて頭が回らない!", "You cannot think directly!"));
53 * @return 構えを変化させたらTRUE、構え不能かキャンセルしたらFALSEを返す。
55 static bool choose_kamae(void)
64 msg_print(_("混乱していて構えられない!", "Too confused."));
68 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
70 for (i = 0; i < MAX_KAMAE; i++)
72 if (p_ptr->lev >= kamae_shurui[i].min_level)
74 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
80 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
91 else if ((choice == 'a') || (choice == 'A'))
93 if (p_ptr->action == ACTION_KAMAE)
95 set_action(ACTION_NONE);
98 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
102 else if ((choice == 'b') || (choice == 'B'))
107 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
112 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
117 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
123 set_action(ACTION_KAMAE);
125 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
127 msg_print(_("構え直した。", "You reassume a posture."));
131 p_ptr->special_defense &= ~(KAMAE_MASK);
132 p_ptr->update |= (PU_BONUS);
133 p_ptr->redraw |= (PR_STATE);
134 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
135 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
137 p_ptr->redraw |= PR_STATE;
144 * @return 型を変化させたらTRUE、型の構え不能かキャンセルしたらFALSEを返す。
146 static bool choose_kata(void)
155 msg_print(_("混乱していて構えられない!", "Too confused."));
161 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
167 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
171 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
173 for (i = 0; i < MAX_KATA; i++)
175 if (p_ptr->lev >= kata_shurui[i].min_level)
177 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
183 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
189 if (choice == ESCAPE)
194 else if ((choice == 'a') || (choice == 'A'))
196 if (p_ptr->action == ACTION_KATA)
198 set_action(ACTION_NONE);
201 msg_print(_("もともと構えていない。", "You are not assuming posture."));
205 else if ((choice == 'b') || (choice == 'B'))
210 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
215 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
220 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
226 set_action(ACTION_KATA);
228 if (p_ptr->special_defense & (KATA_IAI << new_kata))
230 msg_print(_("構え直した。", "You reassume a posture."));
234 p_ptr->special_defense &= ~(KATA_MASK);
235 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
236 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
237 p_ptr->special_defense |= (KATA_IAI << new_kata);
239 p_ptr->redraw |= (PR_STATE | PR_STATUS);
246 * @brief レイシャル・パワー情報のtypedef
248 typedef struct power_desc_type power_desc_type;
251 * @brief レイシャル・パワー情報の構造体定義
253 struct power_desc_type
255 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
256 PLAYER_LEVEL level; //!<体得レベル
265 * @brief レイシャル・パワーの発動成功率を計算する / Returns the chance to activate a racial power/mutation
266 * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
269 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
271 PLAYER_LEVEL min_level = pd_ptr->level;
272 int difficulty = pd_ptr->fail;
277 int stat = p_ptr->stat_cur[pd_ptr->stat];
279 /* No chance for success */
280 if ((p_ptr->lev < min_level) || p_ptr->confused)
285 if (difficulty == 0) return 100;
287 /* Calculate difficulty */
290 difficulty += p_ptr->stun;
292 else if (p_ptr->lev > min_level)
294 int lev_adj = ((p_ptr->lev - min_level) / 3);
295 if (lev_adj > 10) lev_adj = 10;
296 difficulty -= lev_adj;
299 if (difficulty < 5) difficulty = 5;
301 /* We only need halfs of the difficulty */
302 difficulty = difficulty / 2;
304 for (i = 1; i <= stat; i++)
306 val = i - difficulty;
308 sum += (val <= difficulty) ? val : difficulty;
314 return (((sum * 100) / difficulty) / stat);
318 static int racial_cost;
321 * @brief レイシャル・パワーの発動の判定処理
322 * @param pd_ptr 発動したいレイシャル・パワー情報の構造体参照ポインタ
324 * 発動成功ならば1、発動失敗ならば-1、キャンセルならば0を返す。
325 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
327 static int racial_aux(power_desc_type *pd_ptr)
329 PLAYER_LEVEL min_level = pd_ptr->level;
330 int use_stat = pd_ptr->stat;
331 int difficulty = pd_ptr->fail;
334 racial_cost = pd_ptr->cost;
336 /* Not enough mana - use hp */
337 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
339 /* Power is not available yet */
340 if (p_ptr->lev < min_level)
342 msg_format(_("この能力を使用するにはレベル %d に達していなければなりません。",
343 "You need to attain level %d to use this power."), min_level);
345 p_ptr->energy_use = 0;
350 else if (p_ptr->confused)
352 msg_print(_("混乱していてその能力は使えない。", "You are too confused to use this power."));
353 p_ptr->energy_use = 0;
358 else if (p_ptr->chp < use_hp)
360 if (!get_check(_("本当に今の衰弱した状態でこの能力を使いますか?", "Really use the power in your weakened state? ")))
362 p_ptr->energy_use = 0;
367 /* Else attempt to do it! */
373 difficulty += p_ptr->stun;
375 else if (p_ptr->lev > min_level)
377 int lev_adj = ((p_ptr->lev - min_level) / 3);
378 if (lev_adj > 10) lev_adj = 10;
379 difficulty -= lev_adj;
382 if (difficulty < 5) difficulty = 5;
385 /* take time and pay the price */
386 p_ptr->energy_use = 100;
389 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
394 if (flush_failure) flush();
395 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
402 * @brief レイシャル・パワー発動処理
403 * @param command 発動するレイシャルのID
404 * @return 処理を実際に実行した場合はTRUE、キャンセルした場合FALSEを返す。
406 static bool cmd_racial_power_aux(s32b command)
408 PLAYER_LEVEL plev = p_ptr->lev;
413 switch (p_ptr->pclass)
417 return sword_dancing(p_ptr);
420 case CLASS_HIGH_MAGE:
421 if (p_ptr->realm1 == REALM_HEX)
423 bool retval = stop_hex_spell();
424 if (retval) p_ptr->energy_use = 10;
428 /* case CLASS_HIGH_MAGE: */
431 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
436 if (is_good_realm(p_ptr->realm1))
438 if (!bless_weapon()) return FALSE;
442 (void)dispel_monsters(plev * 4);
443 turn_monsters(plev * 4);
444 banish_monsters(plev * 4);
450 if(!panic_hit()) return FALSE;
456 msg_print(_("敵を調査した...", "You examine your foes..."));
462 if (!get_aim_dir(&dir)) return FALSE;
463 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
467 case CLASS_WARRIOR_MAGE:
471 return comvert_hp_to_mp(p_ptr);
473 else if (command == -4)
475 return comvert_mp_to_hp(p_ptr);
479 case CLASS_CHAOS_WARRIOR:
481 return confusing_light(p_ptr);
486 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
488 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
493 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
499 if (!choose_kamae()) return FALSE;
500 p_ptr->update |= (PU_BONUS);
502 else if (command == -4)
504 return double_attack(p_ptr);
508 case CLASS_MINDCRAFTER:
509 case CLASS_FORCETRAINER:
513 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."));
516 msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
518 p_ptr->csp += (3 + p_ptr->lev/20);
519 if (p_ptr->csp >= p_ptr->msp)
521 p_ptr->csp = p_ptr->msp;
524 p_ptr->redraw |= (PR_MANA);
531 if (!get_aim_dir(&dir)) return FALSE;
533 fire_beam(GF_PHOTO, dir, 1);
535 else if (command == -4)
537 if (!identify_fully(FALSE)) return FALSE;
544 if (!do_cmd_mane(TRUE)) return FALSE;
547 case CLASS_BEASTMASTER:
551 if (!get_aim_dir(&dir)) return FALSE;
552 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
554 else if (command == -4)
556 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
562 if (!create_ammo()) return FALSE;
565 case CLASS_MAGIC_EATER:
568 if (!import_magic_device()) return FALSE;
569 } else if (command == -4) {
570 if (!can_do_cmd_cast()) return FALSE;
571 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
577 /* Singing is already stopped */
578 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
581 p_ptr->energy_use = 10;
586 if (!can_do_cmd_cast()) return FALSE;
590 if (!p_ptr->paralyzed && can_do_cmd_cast())
598 int max_csp = MAX(p_ptr->msp*4, p_ptr->lev*5+5);
602 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."));
605 if (p_ptr->special_defense & KATA_MASK)
607 msg_print(_("今は構えに集中している。", "You need concentration on your form."));
610 msg_print(_("精神を集中して気合いを溜めた。", "You concentrate to charge your power."));
612 p_ptr->csp += p_ptr->msp / 2;
613 if (p_ptr->csp >= max_csp)
615 p_ptr->csp = max_csp;
618 p_ptr->redraw |= (PR_MANA);
620 else if (command == -4)
622 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
624 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
627 if (!choose_kata()) return FALSE;
628 p_ptr->update |= (PU_BONUS);
632 case CLASS_BLUE_MAGE:
634 if (p_ptr->action == ACTION_LEARN)
636 set_action(ACTION_NONE);
640 set_action(ACTION_LEARN);
642 p_ptr->energy_use = 0;
649 case CLASS_BERSERKER:
651 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
658 if (!identify_fully(TRUE)) return FALSE;
662 if (!ident_spell(TRUE)) return FALSE;
666 case CLASS_MIRROR_MASTER:
670 /* Explode all mirrors */
671 remove_all_mirrors(TRUE);
673 else if (command == -4)
675 return mirror_concentration(p_ptr);
684 else if (p_ptr->mimic_form)
686 switch (p_ptr->mimic_form)
689 case MIMIC_DEMON_LORD:
691 return demonic_breath(p_ptr);
702 switch (p_ptr->prace)
705 msg_print(_("周囲を調べた。", "You examine your surroundings."));
706 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
707 (void)detect_doors(DETECT_RAD_DEFAULT);
708 (void)detect_stairs(DETECT_RAD_DEFAULT);
712 return create_ration(p_ptr);
716 msg_print(_("パッ!", "Blink!"));
717 teleport_player(10, 0L);
721 msg_print(_("勇気を出した。", "You play tough."));
725 case RACE_HALF_TROLL:
726 msg_print(_("うがぁぁ!", "RAAAGH!"));
727 (void)berserk(10 + randint1(plev));
733 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
736 else if (command == -2)
738 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..."));
740 (void)true_healing(0);
741 (void)restore_all_status();
742 (void)restore_level();
747 msg_print(_("うぉぉおお!", "Raaagh!"));
748 (void)berserk(10 + randint1(plev));
752 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
756 case RACE_HALF_GIANT:
757 if (!get_aim_dir(&dir)) return FALSE;
758 (void)wall_to_mud(dir, 20 + randint1(30));
761 case RACE_HALF_TITAN:
762 msg_print(_("敵を調査した...", "You examine your foes..."));
767 if (!get_aim_dir(&dir)) return FALSE;
768 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
769 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
773 if (!get_aim_dir(&dir)) return FALSE;
775 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
776 (void)fear_monster(dir, plev);
780 if (!get_aim_dir(&dir)) return FALSE;
782 msg_print(_("酸を吐いた。", "You spit acid."));
783 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
784 else fire_ball(GF_ACID, dir, plev, 2);
788 if (!get_aim_dir(&dir)) return FALSE;
789 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
790 fire_bolt(GF_POIS, dir, plev);
794 msg_print(_("周囲を調査した。", "You examine your surroundings."));
795 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
796 (void)detect_doors(DETECT_RAD_DEFAULT);
797 (void)detect_stairs(DETECT_RAD_DEFAULT);
801 if (!get_aim_dir(&dir)) return FALSE;
802 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
803 fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
807 return draconian_breath(p_ptr);
810 case RACE_MIND_FLAYER:
811 if (!get_aim_dir(&dir)) return FALSE;
812 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
813 fire_bolt(GF_PSI, dir, plev);
817 if (!get_aim_dir(&dir)) return FALSE;
820 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
821 fire_ball(GF_FIRE, dir, plev, 2);
825 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
826 fire_bolt(GF_FIRE, dir, plev);
831 (void)set_shield(randint1(20) + 30, FALSE);
836 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."));
837 (void)restore_level();
845 if (!get_aim_dir(&dir)) return FALSE;
847 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!"));
848 (void)fear_monster(dir, plev);
852 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
853 if (plev < 25) sleep_monsters_touch();
854 else (void)sleep_monsters(plev);
858 return demonic_breath(p_ptr);
862 (void)set_tsubureru(randint1(20) + 30, FALSE);
866 return android_inside_weapon(p_ptr);
870 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."));
871 p_ptr->energy_use = 0;
878 * @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
881 void do_cmd_racial_power(void)
883 power_desc_type power_desc[36];
887 PLAYER_LEVEL lvl = p_ptr->lev;
888 bool flag, redraw, cast = FALSE;
889 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
892 int menu_line = (use_menu ? 1 : 0);
894 if (p_ptr->wild_mode) return;
896 for (num = 0; num < 36; num++)
898 strcpy(power_desc[num].name, "");
899 power_desc[num].number = 0;
906 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!"));
907 p_ptr->energy_use = 0;
911 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
913 set_action(ACTION_NONE);
916 switch (p_ptr->pclass)
920 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
921 power_desc[num].level = 40;
922 power_desc[num].cost = 75;
923 power_desc[num].stat = A_DEX;
924 power_desc[num].fail = 35;
925 power_desc[num++].number = -3;
928 case CLASS_HIGH_MAGE:
929 if (p_ptr->realm1 == REALM_HEX)
931 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
932 power_desc[num].level = 1;
933 power_desc[num].cost = 0;
934 power_desc[num].stat = A_INT;
935 power_desc[num].fail = 0;
936 power_desc[num++].number = -3;
940 /* case CLASS_HIGH_MAGE: */
943 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
944 power_desc[num].level = 25;
945 power_desc[num].cost = 1;
946 power_desc[num].stat = A_INT;
947 power_desc[num].fail = 25;
948 power_desc[num++].number = -3;
953 if (is_good_realm(p_ptr->realm1))
955 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
956 power_desc[num].level = 35;
957 power_desc[num].cost = 70;
958 power_desc[num].stat = A_WIS;
959 power_desc[num].fail = 50;
960 power_desc[num++].number = -3;
964 strcpy(power_desc[num].name, _("召魂", "Evocation"));
965 power_desc[num].level = 42;
966 power_desc[num].cost = 40;
967 power_desc[num].stat = A_WIS;
968 power_desc[num].fail = 35;
969 power_desc[num++].number = -3;
975 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
976 power_desc[num].level = 8;
977 power_desc[num].cost = 12;
978 power_desc[num].stat = A_DEX;
979 power_desc[num].fail = 14;
980 power_desc[num++].number = -3;
986 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
987 power_desc[num].level = 15;
988 power_desc[num].cost = 20;
989 power_desc[num].stat = A_INT;
990 power_desc[num].fail = 12;
991 power_desc[num++].number = -3;
996 if (is_good_realm(p_ptr->realm1))
998 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
999 power_desc[num].level = 30;
1000 power_desc[num].cost = 30;
1001 power_desc[num].stat = A_WIS;
1002 power_desc[num].fail = 30;
1003 power_desc[num++].number = -3;
1007 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
1008 power_desc[num].level = 30;
1009 power_desc[num].cost = 30;
1010 power_desc[num].stat = A_WIS;
1011 power_desc[num].fail = 30;
1012 power_desc[num++].number = -3;
1016 case CLASS_WARRIOR_MAGE:
1018 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
1019 power_desc[num].level = 25;
1020 power_desc[num].cost = 0;
1021 power_desc[num].stat = A_INT;
1022 power_desc[num].fail = 10;
1023 power_desc[num++].number = -3;
1025 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
1026 power_desc[num].level = 25;
1027 power_desc[num].cost = 0;
1028 power_desc[num].stat = A_INT;
1029 power_desc[num].fail = 10;
1030 power_desc[num++].number = -4;
1033 case CLASS_CHAOS_WARRIOR:
1035 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
1036 power_desc[num].level = 40;
1037 power_desc[num].cost = 50;
1038 power_desc[num].stat = A_INT;
1039 power_desc[num].fail = 25;
1040 power_desc[num++].number = -3;
1045 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
1046 power_desc[num].level = 25;
1047 power_desc[num].cost = 0;
1048 power_desc[num].stat = A_DEX;
1049 power_desc[num].fail = 0;
1050 power_desc[num++].number = -3;
1052 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1053 power_desc[num].level = 30;
1054 power_desc[num].cost = 30;
1055 power_desc[num].stat = A_STR;
1056 power_desc[num].fail = 20;
1057 power_desc[num++].number = -4;
1060 case CLASS_MINDCRAFTER:
1061 case CLASS_FORCETRAINER:
1063 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1064 power_desc[num].level = 15;
1065 power_desc[num].cost = 0;
1066 power_desc[num].stat = A_WIS;
1067 power_desc[num].fail = 10;
1068 power_desc[num++].number = -3;
1073 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
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;
1080 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1081 power_desc[num].level = 25;
1082 power_desc[num].cost = 20;
1083 power_desc[num].stat = A_INT;
1084 power_desc[num].fail = 20;
1085 power_desc[num++].number = -4;
1088 case CLASS_IMITATOR:
1090 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1091 power_desc[num].level = 30;
1092 power_desc[num].cost = 100;
1093 power_desc[num].stat = A_DEX;
1094 power_desc[num].fail = 30;
1095 power_desc[num++].number = -3;
1098 case CLASS_BEASTMASTER:
1100 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1101 power_desc[num].level = 1;
1102 power_desc[num].cost = (p_ptr->lev+3)/4;
1103 power_desc[num].stat = A_CHR;
1104 power_desc[num].fail = 10;
1105 power_desc[num++].number = -3;
1107 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1108 power_desc[num].level = 30;
1109 power_desc[num].cost = (p_ptr->lev+20)/2;
1110 power_desc[num].stat = A_CHR;
1111 power_desc[num].fail = 10;
1112 power_desc[num++].number = -4;
1117 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1118 power_desc[num].level = 1;
1119 power_desc[num].cost = 0;
1120 power_desc[num].stat = A_DEX;
1121 power_desc[num].fail = 0;
1122 power_desc[num++].number = -3;
1125 case CLASS_MAGIC_EATER:
1127 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1128 power_desc[num].level = 1;
1129 power_desc[num].cost = 0;
1130 power_desc[num].stat = A_INT;
1131 power_desc[num].fail = 0;
1132 power_desc[num++].number = -3;
1134 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1135 power_desc[num].level = 10;
1136 power_desc[num].cost = 10 + (lvl - 10) / 2;
1137 power_desc[num].stat = A_INT;
1138 power_desc[num].fail = 0;
1139 power_desc[num++].number = -4;
1144 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1145 power_desc[num].level = 1;
1146 power_desc[num].cost = 0;
1147 power_desc[num].stat = A_CHR;
1148 power_desc[num].fail = 0;
1149 power_desc[num++].number = -3;
1152 case CLASS_RED_MAGE:
1154 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1155 power_desc[num].level = 48;
1156 power_desc[num].cost = 20;
1157 power_desc[num].stat = A_INT;
1158 power_desc[num].fail = 0;
1159 power_desc[num++].number = -3;
1164 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1165 power_desc[num].level = 1;
1166 power_desc[num].cost = 0;
1167 power_desc[num].stat = A_WIS;
1168 power_desc[num].fail = 0;
1169 power_desc[num++].number = -3;
1171 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1172 power_desc[num].level = 25;
1173 power_desc[num].cost = 0;
1174 power_desc[num].stat = A_DEX;
1175 power_desc[num].fail = 0;
1176 power_desc[num++].number = -4;
1179 case CLASS_BLUE_MAGE:
1181 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1182 power_desc[num].level = 1;
1183 power_desc[num].cost = 0;
1184 power_desc[num].stat = A_INT;
1185 power_desc[num].fail = 0;
1186 power_desc[num++].number = -3;
1191 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1192 power_desc[num].level = 10;
1193 power_desc[num].cost = 0;
1194 power_desc[num].stat = A_STR;
1195 power_desc[num].fail = 10;
1196 power_desc[num++].number = -3;
1199 case CLASS_BERSERKER:
1201 strcpy(power_desc[num].name, _("帰還", "Recall"));
1202 power_desc[num].level = 10;
1203 power_desc[num].cost = 10;
1204 power_desc[num].stat = A_DEX;
1205 power_desc[num].fail = 20;
1206 power_desc[num++].number = -3;
1209 case CLASS_MIRROR_MASTER:
1211 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1212 power_desc[num].level = 1;
1213 power_desc[num].cost = 0;
1214 power_desc[num].stat = A_INT;
1215 power_desc[num].fail = 0;
1216 power_desc[num++].number = -3;
1218 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1219 power_desc[num].level = 30;
1220 power_desc[num].cost = 0;
1221 power_desc[num].stat = A_INT;
1222 power_desc[num].fail = 20;
1223 power_desc[num++].number = -4;
1228 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1229 power_desc[num].level = 5;
1230 power_desc[num].cost = 15;
1231 power_desc[num].stat = A_INT;
1232 power_desc[num].fail = 20;
1233 power_desc[num++].number = -3;
1238 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1239 power_desc[num].level = 20;
1240 power_desc[num].cost = 0;
1241 power_desc[num].stat = A_DEX;
1242 power_desc[num].fail = 0;
1243 power_desc[num++].number = -3;
1247 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1250 if (p_ptr->mimic_form)
1252 switch (p_ptr->mimic_form)
1255 case MIMIC_DEMON_LORD:
1256 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);
1257 power_desc[num].level = 15;
1258 power_desc[num].cost = 10+lvl/3;
1259 power_desc[num].stat = A_CON;
1260 power_desc[num].fail = 20;
1261 power_desc[num++].number = -1;
1264 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1265 power_desc[num].level = 2;
1266 power_desc[num].cost = 1 + (lvl / 3);
1267 power_desc[num].stat = A_CON;
1268 power_desc[num].fail = 9;
1269 power_desc[num++].number = -1;
1275 switch (p_ptr->prace)
1278 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1279 power_desc[num].level = 5;
1280 power_desc[num].cost = 5;
1281 power_desc[num].stat = A_WIS;
1282 power_desc[num].fail = 12;
1283 power_desc[num++].number = -1;
1286 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1287 power_desc[num].level = 10;
1288 power_desc[num].cost = 5;
1289 power_desc[num].stat = A_WIS;
1290 power_desc[num].fail = 10;
1291 power_desc[num++].number = -1;
1294 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1295 power_desc[num].level = 15;
1296 power_desc[num].cost = 10;
1297 power_desc[num].stat = A_INT;
1298 power_desc[num].fail = 10;
1299 power_desc[num++].number = -1;
1302 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1303 power_desc[num].level = 5;
1304 power_desc[num].cost = 5;
1305 power_desc[num].stat = A_INT;
1306 power_desc[num].fail = 12;
1307 power_desc[num++].number = -1;
1310 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1311 power_desc[num].level = 3;
1312 power_desc[num].cost = 5;
1313 power_desc[num].stat = A_WIS;
1314 power_desc[num].fail = warrior ? 5 : 10;
1315 power_desc[num++].number = -1;
1317 case RACE_HALF_TROLL:
1318 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1319 power_desc[num].level = 10;
1320 power_desc[num].cost = 12;
1321 power_desc[num].stat = A_STR;
1322 power_desc[num].fail = warrior ? 6 : 12;
1323 power_desc[num++].number = -1;
1325 case RACE_BARBARIAN:
1326 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1327 power_desc[num].level = 8;
1328 power_desc[num].cost = 10;
1329 power_desc[num].stat = A_STR;
1330 power_desc[num].fail = warrior ? 6 : 12;
1331 power_desc[num++].number = -1;
1334 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1335 power_desc[num].level = 30;
1336 power_desc[num].cost = 50;
1337 power_desc[num].stat = A_INT;
1338 power_desc[num].fail = 50;
1339 power_desc[num++].number = -1;
1341 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1342 power_desc[num].level = 40;
1343 power_desc[num].cost = 75;
1344 power_desc[num].stat = A_WIS;
1345 power_desc[num].fail = 50;
1346 power_desc[num++].number = -2;
1348 case RACE_HALF_OGRE:
1349 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1350 power_desc[num].level = 25;
1351 power_desc[num].cost = 35;
1352 power_desc[num].stat = A_INT;
1353 power_desc[num].fail = 15;
1354 power_desc[num++].number = -1;
1356 case RACE_HALF_GIANT:
1357 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1358 power_desc[num].level = 20;
1359 power_desc[num].cost = 10;
1360 power_desc[num].stat = A_STR;
1361 power_desc[num].fail = 12;
1362 power_desc[num++].number = -1;
1364 case RACE_HALF_TITAN:
1365 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1366 power_desc[num].level = 15;
1367 power_desc[num].cost = 10;
1368 power_desc[num].stat = A_INT;
1369 power_desc[num].fail = 12;
1370 power_desc[num++].number = -1;
1373 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1374 power_desc[num].level = 20;
1375 power_desc[num].cost = 15;
1376 power_desc[num].stat = A_STR;
1377 power_desc[num].fail = 12;
1378 power_desc[num++].number = -1;
1381 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1382 power_desc[num].level = 15;
1383 power_desc[num].cost = 15;
1384 power_desc[num].stat = A_WIS;
1385 power_desc[num].fail = 10;
1386 power_desc[num++].number = -1;
1389 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1390 power_desc[num].level = 4;
1391 power_desc[num].cost = 6;
1392 power_desc[num].stat = A_INT;
1393 power_desc[num].fail = 3;
1394 power_desc[num++].number = -1;
1397 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1398 power_desc[num].level = 9;
1399 power_desc[num].cost = 9;
1400 power_desc[num].stat = A_DEX;
1401 power_desc[num].fail = 14;
1402 power_desc[num++].number = -1;
1405 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1406 power_desc[num].level = 12;
1407 power_desc[num].cost = 8;
1408 power_desc[num].stat = A_DEX;
1409 power_desc[num].fail = 14;
1410 power_desc[num++].number = -1;
1413 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);
1414 power_desc[num].level = 2;
1415 power_desc[num].cost = 2;
1416 power_desc[num].stat = A_INT;
1417 power_desc[num].fail = 9;
1418 power_desc[num++].number = -1;
1420 case RACE_DRACONIAN:
1421 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1422 power_desc[num].level = 1;
1423 power_desc[num].cost = lvl;
1424 power_desc[num].stat = A_CON;
1425 power_desc[num].fail = 12;
1426 power_desc[num++].number = -1;
1428 case RACE_MIND_FLAYER:
1429 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1430 power_desc[num].level = 15;
1431 power_desc[num].cost = 12;
1432 power_desc[num].stat = A_INT;
1433 power_desc[num].fail = 14;
1434 power_desc[num++].number = -1;
1437 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);
1438 power_desc[num].level = 9;
1439 power_desc[num].cost = 15;
1440 power_desc[num].stat = A_WIS;
1441 power_desc[num].fail = 15;
1442 power_desc[num++].number = -1;
1445 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1446 power_desc[num].level = 20;
1447 power_desc[num].cost = 15;
1448 power_desc[num].stat = A_CON;
1449 power_desc[num].fail = 8;
1450 power_desc[num++].number = -1;
1454 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1455 power_desc[num].level = 30;
1456 power_desc[num].cost = 30;
1457 power_desc[num].stat = A_WIS;
1458 power_desc[num].fail = 18;
1459 power_desc[num++].number = -1;
1462 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1463 power_desc[num].level = 2;
1464 power_desc[num].cost = 1 + (lvl / 3);
1465 power_desc[num].stat = A_CON;
1466 power_desc[num].fail = 9;
1467 power_desc[num++].number = -1;
1470 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1471 power_desc[num].level = 12;
1472 power_desc[num].cost = 12;
1473 power_desc[num].stat = A_INT;
1474 power_desc[num].fail = 15;
1475 power_desc[num++].number = -1;
1478 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);
1479 power_desc[num].level = 15;
1480 power_desc[num].cost = 10+lvl/3;
1481 power_desc[num].stat = A_CON;
1482 power_desc[num].fail = 20;
1483 power_desc[num++].number = -1;
1486 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1487 power_desc[num].level = 20;
1488 power_desc[num].cost = 15;
1489 power_desc[num].stat = A_CHR;
1490 power_desc[num].fail = 8;
1491 power_desc[num++].number = -1;
1494 if (p_ptr->lev < 10)
1496 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1497 power_desc[num].level = 1;
1498 power_desc[num].cost = 7;
1499 power_desc[num].fail = 8;
1501 else if (p_ptr->lev < 25)
1503 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1504 power_desc[num].level = 10;
1505 power_desc[num].cost = 13;
1506 power_desc[num].fail = 10;
1508 else if (p_ptr->lev < 35)
1510 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1511 power_desc[num].level = 25;
1512 power_desc[num].cost = 26;
1513 power_desc[num].fail = 12;
1515 else if (p_ptr->lev < 45)
1517 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1518 power_desc[num].level = 35;
1519 power_desc[num].cost = 40;
1520 power_desc[num].fail = 15;
1524 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1525 power_desc[num].level = 45;
1526 power_desc[num].cost = 60;
1527 power_desc[num].fail = 18;
1529 power_desc[num].stat = A_STR;
1530 power_desc[num++].number = -1;
1541 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1543 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1544 power_desc[num].level = 9;
1545 power_desc[num].cost = 9;
1546 power_desc[num].stat = A_DEX;
1547 power_desc[num].fail = 15;
1548 power_desc[num++].number = MUT1_SPIT_ACID;
1551 if (p_ptr->muta1 & MUT1_BR_FIRE)
1553 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1554 power_desc[num].level = 20;
1555 power_desc[num].cost = lvl;
1556 power_desc[num].stat = A_CON;
1557 power_desc[num].fail = 18;
1558 power_desc[num++].number = MUT1_BR_FIRE;
1561 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1563 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1564 power_desc[num].level = 12;
1565 power_desc[num].cost = 12;
1566 power_desc[num].stat = A_CHR;
1567 power_desc[num].fail = 18;
1568 power_desc[num++].number = MUT1_HYPN_GAZE;
1571 if (p_ptr->muta1 & MUT1_TELEKINES)
1573 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1574 power_desc[num].level = 9;
1575 power_desc[num].cost = 9;
1576 power_desc[num].stat = A_WIS;
1577 power_desc[num].fail = 14;
1578 power_desc[num++].number = MUT1_TELEKINES;
1581 if (p_ptr->muta1 & MUT1_VTELEPORT)
1583 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1584 power_desc[num].level = 7;
1585 power_desc[num].cost = 7;
1586 power_desc[num].stat = A_WIS;
1587 power_desc[num].fail = 15;
1588 power_desc[num++].number = MUT1_VTELEPORT;
1591 if (p_ptr->muta1 & MUT1_MIND_BLST)
1593 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1594 power_desc[num].level = 5;
1595 power_desc[num].cost = 3;
1596 power_desc[num].stat = A_WIS;
1597 power_desc[num].fail = 15;
1598 power_desc[num++].number = MUT1_MIND_BLST;
1601 if (p_ptr->muta1 & MUT1_RADIATION)
1603 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1604 power_desc[num].level = 15;
1605 power_desc[num].cost = 15;
1606 power_desc[num].stat = A_CON;
1607 power_desc[num].fail = 14;
1608 power_desc[num++].number = MUT1_RADIATION;
1611 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1613 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1614 power_desc[num].level = 2;
1615 power_desc[num].cost = (1 + (lvl / 3));
1616 power_desc[num].stat = A_CON;
1617 power_desc[num].fail = 9;
1618 power_desc[num++].number = MUT1_VAMPIRISM;
1621 if (p_ptr->muta1 & MUT1_SMELL_MET)
1623 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1624 power_desc[num].level = 3;
1625 power_desc[num].cost = 2;
1626 power_desc[num].stat = A_INT;
1627 power_desc[num].fail = 12;
1628 power_desc[num++].number = MUT1_SMELL_MET;
1631 if (p_ptr->muta1 & MUT1_SMELL_MON)
1633 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1634 power_desc[num].level = 5;
1635 power_desc[num].cost = 4;
1636 power_desc[num].stat = A_INT;
1637 power_desc[num].fail = 15;
1638 power_desc[num++].number = MUT1_SMELL_MON;
1641 if (p_ptr->muta1 & MUT1_BLINK)
1643 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1644 power_desc[num].level = 3;
1645 power_desc[num].cost = 3;
1646 power_desc[num].stat = A_WIS;
1647 power_desc[num].fail = 12;
1648 power_desc[num++].number = MUT1_BLINK;
1651 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1653 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1654 power_desc[num].level = 8;
1655 power_desc[num].cost = 12;
1656 power_desc[num].stat = A_CON;
1657 power_desc[num].fail = 18;
1658 power_desc[num++].number = MUT1_EAT_ROCK;
1661 if (p_ptr->muta1 & MUT1_SWAP_POS)
1663 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1664 power_desc[num].level = 15;
1665 power_desc[num].cost = 12;
1666 power_desc[num].stat = A_DEX;
1667 power_desc[num].fail = 16;
1668 power_desc[num++].number = MUT1_SWAP_POS;
1671 if (p_ptr->muta1 & MUT1_SHRIEK)
1673 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1674 power_desc[num].level = 20;
1675 power_desc[num].cost = 14;
1676 power_desc[num].stat = A_CON;
1677 power_desc[num].fail = 16;
1678 power_desc[num++].number = MUT1_SHRIEK;
1681 if (p_ptr->muta1 & MUT1_ILLUMINE)
1683 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1684 power_desc[num].level = 3;
1685 power_desc[num].cost = 2;
1686 power_desc[num].stat = A_INT;
1687 power_desc[num].fail = 10;
1688 power_desc[num++].number = MUT1_ILLUMINE;
1691 if (p_ptr->muta1 & MUT1_DET_CURSE)
1693 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1694 power_desc[num].level = 7;
1695 power_desc[num].cost = 14;
1696 power_desc[num].stat = A_WIS;
1697 power_desc[num].fail = 14;
1698 power_desc[num++].number = MUT1_DET_CURSE;
1701 if (p_ptr->muta1 & MUT1_BERSERK)
1703 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1704 power_desc[num].level = 8;
1705 power_desc[num].cost = 8;
1706 power_desc[num].stat = A_STR;
1707 power_desc[num].fail = 14;
1708 power_desc[num++].number = MUT1_BERSERK;
1711 if (p_ptr->muta1 & MUT1_POLYMORPH)
1713 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1714 power_desc[num].level = 18;
1715 power_desc[num].cost = 20;
1716 power_desc[num].stat = A_CON;
1717 power_desc[num].fail = 18;
1718 power_desc[num++].number = MUT1_POLYMORPH;
1721 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1723 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1724 power_desc[num].level = 10;
1725 power_desc[num].cost = 5;
1726 power_desc[num].stat = A_INT;
1727 power_desc[num].fail = 12;
1728 power_desc[num++].number = MUT1_MIDAS_TCH;
1731 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1733 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1734 power_desc[num].level = 1;
1735 power_desc[num].cost = 6;
1736 power_desc[num].stat = A_CON;
1737 power_desc[num].fail = 14;
1738 power_desc[num++].number = MUT1_GROW_MOLD;
1741 if (p_ptr->muta1 & MUT1_RESIST)
1743 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1744 power_desc[num].level = 10;
1745 power_desc[num].cost = 12;
1746 power_desc[num].stat = A_CON;
1747 power_desc[num].fail = 12;
1748 power_desc[num++].number = MUT1_RESIST;
1751 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1753 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1754 power_desc[num].level = 12;
1755 power_desc[num].cost = 12;
1756 power_desc[num].stat = A_STR;
1757 power_desc[num].fail = 16;
1758 power_desc[num++].number = MUT1_EARTHQUAKE;
1761 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1763 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1764 power_desc[num].level = 17;
1765 power_desc[num].cost = 1;
1766 power_desc[num].stat = A_WIS;
1767 power_desc[num].fail = 15;
1768 power_desc[num++].number = MUT1_EAT_MAGIC;
1771 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1773 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1774 power_desc[num].level = 6;
1775 power_desc[num].cost = 6;
1776 power_desc[num].stat = A_INT;
1777 power_desc[num].fail = 10;
1778 power_desc[num++].number = MUT1_WEIGH_MAG;
1781 if (p_ptr->muta1 & MUT1_STERILITY)
1783 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1784 power_desc[num].level = 12;
1785 power_desc[num].cost = 23;
1786 power_desc[num].stat = A_CHR;
1787 power_desc[num].fail = 15;
1788 power_desc[num++].number = MUT1_STERILITY;
1791 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1793 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1794 power_desc[num].level = 10;
1795 power_desc[num].cost = 12;
1796 power_desc[num].stat = A_DEX;
1797 power_desc[num].fail = 14;
1798 power_desc[num++].number = MUT1_PANIC_HIT;
1801 if (p_ptr->muta1 & MUT1_DAZZLE)
1803 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1804 power_desc[num].level = 7;
1805 power_desc[num].cost = 15;
1806 power_desc[num].stat = A_CHR;
1807 power_desc[num].fail = 8;
1808 power_desc[num++].number = MUT1_DAZZLE;
1811 if (p_ptr->muta1 & MUT1_LASER_EYE)
1813 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1814 power_desc[num].level = 7;
1815 power_desc[num].cost = 10;
1816 power_desc[num].stat = A_WIS;
1817 power_desc[num].fail = 9;
1818 power_desc[num++].number = MUT1_LASER_EYE;
1821 if (p_ptr->muta1 & MUT1_RECALL)
1823 strcpy(power_desc[num].name, _("帰還", "Recall"));
1824 power_desc[num].level = 17;
1825 power_desc[num].cost = 50;
1826 power_desc[num].stat = A_INT;
1827 power_desc[num].fail = 16;
1828 power_desc[num++].number = MUT1_RECALL;
1831 if (p_ptr->muta1 & MUT1_BANISH)
1833 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1834 power_desc[num].level = 25;
1835 power_desc[num].cost = 25;
1836 power_desc[num].stat = A_WIS;
1837 power_desc[num].fail = 18;
1838 power_desc[num++].number = MUT1_BANISH;
1841 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1843 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1844 power_desc[num].level = 2;
1845 power_desc[num].cost = 2;
1846 power_desc[num].stat = A_CON;
1847 power_desc[num].fail = 11;
1848 power_desc[num++].number = MUT1_COLD_TOUCH;
1851 if (p_ptr->muta1 & MUT1_LAUNCHER)
1853 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1854 power_desc[num].level = 1;
1855 power_desc[num].cost = lvl;
1856 power_desc[num].stat = A_STR;
1857 power_desc[num].fail = 6;
1858 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1859 power_desc[num++].number = 3;
1863 /* Nothing chosen yet */
1869 /* Build a prompt */
1870 (void) strnfmt(out_val, 78,
1871 _("(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? "),
1872 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1874 if (!repeat_pull(&i) || i<0 || i>=num) {
1875 if (use_menu) screen_save();
1876 /* Get a spell from the user */
1878 choice = (always_show_list || use_menu) ? ESCAPE:1;
1881 if( choice==ESCAPE ) choice = ' ';
1882 else if( !get_com(out_val, &choice, FALSE) )break;
1884 if (use_menu && choice != ' ')
1891 p_ptr->energy_use = 0;
1899 menu_line += (num - 1);
1920 else if (menu_line+18 <= num)
1934 if (menu_line > num) menu_line -= num;
1936 /* Request redraw */
1937 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1940 if (!redraw || use_menu)
1952 if (!use_menu) screen_save();
1954 /* Print header(s) */
1956 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
1958 prt(_(" Lv MP 失率 Lv MP 失率",
1959 " Lv Cost Fail Lv Cost Fail"), y++, x);
1965 x1 = ((ctr < 18) ? x : x + 40);
1966 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1970 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
1971 else strcpy(dummy, " ");
1975 /* letter/number for power selection */
1979 letter = '0' + ctr - 26;
1980 sprintf(dummy, " %c) ",letter);
1982 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1983 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1984 100 - racial_chance(&power_desc[ctr])));
2004 if (choice == '\r' && num == 1)
2009 if (isalpha(choice))
2012 ask = (isupper(choice));
2015 if (ask) choice = (char)tolower(choice);
2017 /* Extract request */
2018 i = (islower(choice) ? A2I(choice) : -1);
2022 ask = FALSE; /* Can't uppercase digits */
2024 i = choice - '0' + 26;
2028 /* Totally Illegal */
2029 if ((i < 0) || (i >= num))
2041 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
2043 /* Belay that order */
2044 if (!get_check(tmp_val)) continue;
2050 if (redraw) screen_load();
2052 /* Abort if needed */
2055 p_ptr->energy_use = 0;
2059 } /*if (!repeat_pull(&i) || ...)*/
2060 switch (racial_aux(&power_desc[i]))
2063 if (power_desc[i].number < 0)
2064 cast = cmd_racial_power_aux(power_desc[i].number);
2066 cast = mutation_power_aux(power_desc[i].number);
2080 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2082 /* If mana is not enough, player consumes hit point! */
2083 if (p_ptr->csp < actual_racial_cost)
2085 actual_racial_cost -= p_ptr->csp;
2087 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2089 else p_ptr->csp -= actual_racial_cost;
2091 /* Redraw mana and hp */
2092 p_ptr->redraw |= (PR_HP | PR_MANA);
2094 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2097 else p_ptr->energy_use = 0;