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"
29 * @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。
31 static bool choose_kamae(void)
38 if (cmd_limit_confused(p_ptr)) return FALSE;
40 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
42 for (i = 0; i < MAX_KAMAE; i++)
44 if (p_ptr->lev >= kamae_shurui[i].min_level)
46 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
52 prt(_(" どの構えをとりますか?", " Choose Form: "), 1, 14);
63 else if ((choice == 'a') || (choice == 'A'))
65 if (p_ptr->action == ACTION_KAMAE)
67 set_action(ACTION_NONE);
70 msg_print(_("もともと構えていない。", "You are not assuming a posture."));
74 else if ((choice == 'b') || (choice == 'B'))
79 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
84 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
89 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
95 set_action(ACTION_KAMAE);
97 if (p_ptr->special_defense & (KAMAE_GENBU << new_kamae))
99 msg_print(_("構え直した。", "You reassume a posture."));
103 p_ptr->special_defense &= ~(KAMAE_MASK);
104 p_ptr->update |= (PU_BONUS);
105 p_ptr->redraw |= (PR_STATE);
106 msg_format(_("%sの構えをとった。", "You assume a posture of %s form."),kamae_shurui[new_kamae].desc);
107 p_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
109 p_ptr->redraw |= PR_STATE;
116 * @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。
118 static bool choose_kata(void)
125 if (cmd_limit_confused(p_ptr)) return FALSE;
129 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
135 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
139 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
141 for (i = 0; i < MAX_KATA; i++)
143 if (p_ptr->lev >= kata_shurui[i].min_level)
145 sprintf(buf,_(" %c) %sの型 %s", " %c) Form of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
151 prt(_(" どの型で構えますか?", " Choose Form: "), 1, 14);
157 if (choice == ESCAPE)
162 else if ((choice == 'a') || (choice == 'A'))
164 if (p_ptr->action == ACTION_KATA)
166 set_action(ACTION_NONE);
169 msg_print(_("もともと構えていない。", "You are not assuming posture."));
173 else if ((choice == 'b') || (choice == 'B'))
178 else if (((choice == 'c') || (choice == 'C')) && (p_ptr->lev > 29))
183 else if (((choice == 'd') || (choice == 'D')) && (p_ptr->lev > 34))
188 else if (((choice == 'e') || (choice == 'E')) && (p_ptr->lev > 39))
194 set_action(ACTION_KATA);
196 if (p_ptr->special_defense & (KATA_IAI << new_kata))
198 msg_print(_("構え直した。", "You reassume a posture."));
202 p_ptr->special_defense &= ~(KATA_MASK);
203 p_ptr->update |= (PU_BONUS | PU_MONSTERS);
204 msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
205 p_ptr->special_defense |= (KATA_IAI << new_kata);
207 p_ptr->redraw |= (PR_STATE | PR_STATUS);
214 * @brief レイシャル・パワー情報のtypedef
216 typedef struct power_desc_type power_desc_type;
219 * @brief レイシャル・パワー情報の構造体定義
221 struct power_desc_type
223 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
224 PLAYER_LEVEL level; //!<体得レベル
233 * @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
234 * @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
237 static PERCENTAGE racial_chance(power_desc_type *pd_ptr)
239 PLAYER_LEVEL min_level = pd_ptr->level;
240 PERCENTAGE difficulty = pd_ptr->fail;
245 BASE_STATUS stat = p_ptr->stat_cur[pd_ptr->stat];
247 /* No chance for success */
248 if ((p_ptr->lev < min_level) || p_ptr->confused)
253 if (difficulty == 0) return 100;
255 /* Calculate difficulty */
258 difficulty += (PERCENTAGE)p_ptr->stun;
260 else if (p_ptr->lev > min_level)
262 PERCENTAGE lev_adj = (PERCENTAGE)((p_ptr->lev - min_level) / 3);
263 if (lev_adj > 10) lev_adj = 10;
264 difficulty -= lev_adj;
267 if (difficulty < 5) difficulty = 5;
269 /* We only need halfs of the difficulty */
270 difficulty = difficulty / 2;
272 for (i = 1; i <= stat; i++)
274 val = i - difficulty;
276 sum += (val <= difficulty) ? val : difficulty;
282 return (((sum * 100) / difficulty) / stat);
286 static int racial_cost;
289 * @brief レイシャル・パワーの発動の判定処理
290 * @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
292 * 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。
293 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
295 static int racial_aux(power_desc_type *pd_ptr)
297 PLAYER_LEVEL min_level = pd_ptr->level;
298 int use_stat = pd_ptr->stat;
299 int difficulty = pd_ptr->fail;
302 racial_cost = pd_ptr->cost;
304 /* Not enough mana - use hp */
305 if (p_ptr->csp < racial_cost) use_hp = racial_cost - p_ptr->csp;
307 /* Power is not available yet */
308 if (p_ptr->lev < min_level)
310 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。",
311 "You need to attain level %d to use this power."), min_level);
317 if (cmd_limit_confused(p_ptr))
324 else if (p_ptr->chp < use_hp)
326 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? ")))
333 /* Else attempt to do it! */
339 difficulty += p_ptr->stun;
341 else if (p_ptr->lev > min_level)
343 int lev_adj = ((p_ptr->lev - min_level) / 3);
344 if (lev_adj > 10) lev_adj = 10;
345 difficulty -= lev_adj;
348 if (difficulty < 5) difficulty = 5;
351 /* take time and pay the price */
352 take_turn(p_ptr, 100);;
355 if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
360 if (flush_failure) flush();
361 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
368 * @brief レイシャル・パワー発動処理
369 * @param command 発動するレイシャルのID
370 * @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。
372 static bool cmd_racial_power_aux(s32b command)
374 PLAYER_LEVEL plev = p_ptr->lev;
379 switch (p_ptr->pclass)
383 return sword_dancing(p_ptr);
386 case CLASS_HIGH_MAGE:
387 if (p_ptr->realm1 == REALM_HEX)
389 bool retval = stop_hex_spell();
390 if (retval) p_ptr->energy_use = 10;
394 /* case CLASS_HIGH_MAGE: */
397 if (!eat_magic(p_ptr->lev * 2)) return FALSE;
402 if (is_good_realm(p_ptr->realm1))
404 if (!bless_weapon()) return FALSE;
408 (void)dispel_monsters(plev * 4);
409 turn_monsters(plev * 4);
410 banish_monsters(plev * 4);
416 if(!panic_hit()) return FALSE;
422 msg_print(_("敵を調査した...", "You examine your foes..."));
428 if (!get_aim_dir(&dir)) return FALSE;
429 fire_beam(is_good_realm(p_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
433 case CLASS_WARRIOR_MAGE:
437 return comvert_hp_to_mp(p_ptr);
439 else if (command == -4)
441 return comvert_mp_to_hp(p_ptr);
445 case CLASS_CHAOS_WARRIOR:
447 return confusing_light(p_ptr);
452 if (!(empty_hands(TRUE) & EMPTY_HAND_RARM))
454 msg_print(_("素手じゃないとできません。", "You need to be bare hand."));
459 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
465 if (!choose_kamae()) return FALSE;
466 p_ptr->update |= (PU_BONUS);
468 else if (command == -4)
470 return double_attack(p_ptr);
474 case CLASS_MINDCRAFTER:
475 case CLASS_FORCETRAINER:
477 return clear_mind(p_ptr);
483 if (!get_aim_dir(&dir)) return FALSE;
485 fire_beam(GF_PHOTO, dir, 1);
487 else if (command == -4)
489 if (!identify_fully(FALSE)) return FALSE;
496 if (!do_cmd_mane(TRUE)) return FALSE;
499 case CLASS_BEASTMASTER:
503 if (!get_aim_dir(&dir)) return FALSE;
504 (void)fire_ball_hide(GF_CHARM_LIVING, dir, p_ptr->lev, 0);
506 else if (command == -4)
508 project_all_los(GF_CHARM_LIVING, p_ptr->lev);
514 if (!create_ammo()) return FALSE;
517 case CLASS_MAGIC_EATER:
520 if (!import_magic_device()) return FALSE;
521 } else if (command == -4) {
522 if (cmd_limit_cast(p_ptr)) return FALSE;
523 if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
529 /* Singing is already stopped */
530 if (!SINGING_SONG_EFFECT(p_ptr) && !INTERUPTING_SONG_EFFECT(p_ptr)) return FALSE;
533 p_ptr->energy_use = 10;
538 if (cmd_limit_cast(p_ptr)) return FALSE;
542 if (!p_ptr->paralyzed && !cmd_limit_cast(p_ptr))
550 concentration(p_ptr);
552 else if (command == -4)
554 if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
556 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
559 if (!choose_kata()) return FALSE;
560 p_ptr->update |= (PU_BONUS);
564 case CLASS_BLUE_MAGE:
566 if (p_ptr->action == ACTION_LEARN)
568 set_action(ACTION_NONE);
572 set_action(ACTION_LEARN);
581 case CLASS_BERSERKER:
583 if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
590 if (!identify_fully(TRUE)) return FALSE;
594 if (!ident_spell(TRUE)) return FALSE;
598 case CLASS_MIRROR_MASTER:
602 /* Explode all mirrors */
603 remove_all_mirrors(TRUE);
605 else if (command == -4)
607 return mirror_concentration(p_ptr);
616 else if (p_ptr->mimic_form)
618 switch (p_ptr->mimic_form)
621 case MIMIC_DEMON_LORD:
623 return demonic_breath(p_ptr);
634 switch (p_ptr->prace)
637 msg_print(_("周囲を調べた。", "You examine your surroundings."));
638 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
639 (void)detect_doors(DETECT_RAD_DEFAULT);
640 (void)detect_stairs(DETECT_RAD_DEFAULT);
644 return create_ration(p_ptr);
648 msg_print(_("パッ!", "Blink!"));
649 teleport_player(10, 0L);
653 msg_print(_("勇気を出した。", "You play tough."));
657 case RACE_HALF_TROLL:
658 msg_print(_("うがぁぁ!", "RAAAGH!"));
659 (void)berserk(10 + randint1(plev));
665 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
668 else if (command == -2)
670 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..."));
672 (void)true_healing(0);
673 (void)restore_all_status();
674 (void)restore_level();
679 msg_print(_("うぉぉおお!", "Raaagh!"));
680 (void)berserk(10 + randint1(plev));
684 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
688 case RACE_HALF_GIANT:
689 if (!get_aim_dir(&dir)) return FALSE;
690 (void)wall_to_mud(dir, 20 + randint1(30));
693 case RACE_HALF_TITAN:
694 msg_print(_("敵を調査した...", "You examine your foes..."));
699 if (!get_aim_dir(&dir)) return FALSE;
700 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
701 fire_bolt(GF_MISSILE, dir, (3 * plev) / 2);
705 if (!get_aim_dir(&dir)) return FALSE;
707 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
708 (void)fear_monster(dir, plev);
712 if (!get_aim_dir(&dir)) return FALSE;
714 msg_print(_("酸を吐いた。", "You spit acid."));
715 if (plev < 25) fire_bolt(GF_ACID, dir, plev);
716 else fire_ball(GF_ACID, dir, plev, 2);
720 if (!get_aim_dir(&dir)) return FALSE;
721 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
722 fire_bolt(GF_POIS, dir, plev);
726 msg_print(_("周囲を調査した。", "You examine your surroundings."));
727 (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
728 (void)detect_doors(DETECT_RAD_DEFAULT);
729 (void)detect_stairs(DETECT_RAD_DEFAULT);
733 if (!get_aim_dir(&dir)) return FALSE;
734 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
735 fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
739 return draconian_breath(p_ptr);
742 case RACE_MIND_FLAYER:
743 if (!get_aim_dir(&dir)) return FALSE;
744 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
745 fire_bolt(GF_PSI, dir, plev);
749 if (!get_aim_dir(&dir)) return FALSE;
752 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
753 fire_ball(GF_FIRE, dir, plev, 2);
757 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
758 fire_bolt(GF_FIRE, dir, plev);
763 (void)set_shield(randint1(20) + 30, FALSE);
768 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."));
769 (void)restore_level();
777 if (!get_aim_dir(&dir)) return FALSE;
779 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!"));
780 (void)fear_monster(dir, plev);
784 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
785 if (plev < 25) sleep_monsters_touch();
786 else (void)sleep_monsters(plev);
790 return demonic_breath(p_ptr);
794 (void)set_tsubureru(randint1(20) + 30, FALSE);
798 return android_inside_weapon(p_ptr);
802 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."));
810 * @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
813 void do_cmd_racial_power(void)
815 power_desc_type power_desc[36];
819 PLAYER_LEVEL lvl = p_ptr->lev;
820 bool flag, redraw, cast = FALSE;
821 bool warrior = ((p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
824 int menu_line = (use_menu ? 1 : 0);
826 if (p_ptr->wild_mode) return;
828 for (num = 0; num < 36; num++)
830 strcpy(power_desc[num].name, "");
831 power_desc[num].number = 0;
836 if (cmd_limit_confused(p_ptr))
842 if (p_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
844 set_action(ACTION_NONE);
847 switch (p_ptr->pclass)
851 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
852 power_desc[num].level = 40;
853 power_desc[num].cost = 75;
854 power_desc[num].stat = A_DEX;
855 power_desc[num].fail = 35;
856 power_desc[num++].number = -3;
859 case CLASS_HIGH_MAGE:
860 if (p_ptr->realm1 == REALM_HEX)
862 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spelling"));
863 power_desc[num].level = 1;
864 power_desc[num].cost = 0;
865 power_desc[num].stat = A_INT;
866 power_desc[num].fail = 0;
867 power_desc[num++].number = -3;
871 /* case CLASS_HIGH_MAGE: */
874 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
875 power_desc[num].level = 25;
876 power_desc[num].cost = 1;
877 power_desc[num].stat = A_INT;
878 power_desc[num].fail = 25;
879 power_desc[num++].number = -3;
884 if (is_good_realm(p_ptr->realm1))
886 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
887 power_desc[num].level = 35;
888 power_desc[num].cost = 70;
889 power_desc[num].stat = A_WIS;
890 power_desc[num].fail = 50;
891 power_desc[num++].number = -3;
895 strcpy(power_desc[num].name, _("召魂", "Evocation"));
896 power_desc[num].level = 42;
897 power_desc[num].cost = 40;
898 power_desc[num].stat = A_WIS;
899 power_desc[num].fail = 35;
900 power_desc[num++].number = -3;
906 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
907 power_desc[num].level = 8;
908 power_desc[num].cost = 12;
909 power_desc[num].stat = A_DEX;
910 power_desc[num].fail = 14;
911 power_desc[num++].number = -3;
917 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
918 power_desc[num].level = 15;
919 power_desc[num].cost = 20;
920 power_desc[num].stat = A_INT;
921 power_desc[num].fail = 12;
922 power_desc[num++].number = -3;
927 if (is_good_realm(p_ptr->realm1))
929 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
930 power_desc[num].level = 30;
931 power_desc[num].cost = 30;
932 power_desc[num].stat = A_WIS;
933 power_desc[num].fail = 30;
934 power_desc[num++].number = -3;
938 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
939 power_desc[num].level = 30;
940 power_desc[num].cost = 30;
941 power_desc[num].stat = A_WIS;
942 power_desc[num].fail = 30;
943 power_desc[num++].number = -3;
947 case CLASS_WARRIOR_MAGE:
949 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
950 power_desc[num].level = 25;
951 power_desc[num].cost = 0;
952 power_desc[num].stat = A_INT;
953 power_desc[num].fail = 10;
954 power_desc[num++].number = -3;
956 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
957 power_desc[num].level = 25;
958 power_desc[num].cost = 0;
959 power_desc[num].stat = A_INT;
960 power_desc[num].fail = 10;
961 power_desc[num++].number = -4;
964 case CLASS_CHAOS_WARRIOR:
966 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
967 power_desc[num].level = 40;
968 power_desc[num].cost = 50;
969 power_desc[num].stat = A_INT;
970 power_desc[num].fail = 25;
971 power_desc[num++].number = -3;
976 strcpy(power_desc[num].name, _("構える", "Assume a Posture"));
977 power_desc[num].level = 25;
978 power_desc[num].cost = 0;
979 power_desc[num].stat = A_DEX;
980 power_desc[num].fail = 0;
981 power_desc[num++].number = -3;
983 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
984 power_desc[num].level = 30;
985 power_desc[num].cost = 30;
986 power_desc[num].stat = A_STR;
987 power_desc[num].fail = 20;
988 power_desc[num++].number = -4;
991 case CLASS_MINDCRAFTER:
992 case CLASS_FORCETRAINER:
994 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
995 power_desc[num].level = 15;
996 power_desc[num].cost = 0;
997 power_desc[num].stat = A_WIS;
998 power_desc[num].fail = 10;
999 power_desc[num++].number = -3;
1004 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1005 power_desc[num].level = 1;
1006 power_desc[num].cost = 0;
1007 power_desc[num].stat = A_DEX;
1008 power_desc[num].fail = 0;
1009 power_desc[num++].number = -3;
1011 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1012 power_desc[num].level = 25;
1013 power_desc[num].cost = 20;
1014 power_desc[num].stat = A_INT;
1015 power_desc[num].fail = 20;
1016 power_desc[num++].number = -4;
1019 case CLASS_IMITATOR:
1021 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1022 power_desc[num].level = 30;
1023 power_desc[num].cost = 100;
1024 power_desc[num].stat = A_DEX;
1025 power_desc[num].fail = 30;
1026 power_desc[num++].number = -3;
1029 case CLASS_BEASTMASTER:
1031 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1032 power_desc[num].level = 1;
1033 power_desc[num].cost = (p_ptr->lev+3)/4;
1034 power_desc[num].stat = A_CHR;
1035 power_desc[num].fail = 10;
1036 power_desc[num++].number = -3;
1038 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1039 power_desc[num].level = 30;
1040 power_desc[num].cost = (p_ptr->lev+20)/2;
1041 power_desc[num].stat = A_CHR;
1042 power_desc[num].fail = 10;
1043 power_desc[num++].number = -4;
1048 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1049 power_desc[num].level = 1;
1050 power_desc[num].cost = 0;
1051 power_desc[num].stat = A_DEX;
1052 power_desc[num].fail = 0;
1053 power_desc[num++].number = -3;
1056 case CLASS_MAGIC_EATER:
1058 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1059 power_desc[num].level = 1;
1060 power_desc[num].cost = 0;
1061 power_desc[num].stat = A_INT;
1062 power_desc[num].fail = 0;
1063 power_desc[num++].number = -3;
1065 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1066 power_desc[num].level = 10;
1067 power_desc[num].cost = 10 + (lvl - 10) / 2;
1068 power_desc[num].stat = A_INT;
1069 power_desc[num].fail = 0;
1070 power_desc[num++].number = -4;
1075 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1076 power_desc[num].level = 1;
1077 power_desc[num].cost = 0;
1078 power_desc[num].stat = A_CHR;
1079 power_desc[num].fail = 0;
1080 power_desc[num++].number = -3;
1083 case CLASS_RED_MAGE:
1085 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1086 power_desc[num].level = 48;
1087 power_desc[num].cost = 20;
1088 power_desc[num].stat = A_INT;
1089 power_desc[num].fail = 0;
1090 power_desc[num++].number = -3;
1095 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1096 power_desc[num].level = 1;
1097 power_desc[num].cost = 0;
1098 power_desc[num].stat = A_WIS;
1099 power_desc[num].fail = 0;
1100 power_desc[num++].number = -3;
1102 strcpy(power_desc[num].name, _("型", "Assume a Posture"));
1103 power_desc[num].level = 25;
1104 power_desc[num].cost = 0;
1105 power_desc[num].stat = A_DEX;
1106 power_desc[num].fail = 0;
1107 power_desc[num++].number = -4;
1110 case CLASS_BLUE_MAGE:
1112 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1113 power_desc[num].level = 1;
1114 power_desc[num].cost = 0;
1115 power_desc[num].stat = A_INT;
1116 power_desc[num].fail = 0;
1117 power_desc[num++].number = -3;
1122 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1123 power_desc[num].level = 10;
1124 power_desc[num].cost = 0;
1125 power_desc[num].stat = A_STR;
1126 power_desc[num].fail = 10;
1127 power_desc[num++].number = -3;
1130 case CLASS_BERSERKER:
1132 strcpy(power_desc[num].name, _("帰還", "Recall"));
1133 power_desc[num].level = 10;
1134 power_desc[num].cost = 10;
1135 power_desc[num].stat = A_DEX;
1136 power_desc[num].fail = 20;
1137 power_desc[num++].number = -3;
1140 case CLASS_MIRROR_MASTER:
1142 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1143 power_desc[num].level = 1;
1144 power_desc[num].cost = 0;
1145 power_desc[num].stat = A_INT;
1146 power_desc[num].fail = 0;
1147 power_desc[num++].number = -3;
1149 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1150 power_desc[num].level = 30;
1151 power_desc[num].cost = 0;
1152 power_desc[num].stat = A_INT;
1153 power_desc[num].fail = 20;
1154 power_desc[num++].number = -4;
1159 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1160 power_desc[num].level = 5;
1161 power_desc[num].cost = 15;
1162 power_desc[num].stat = A_INT;
1163 power_desc[num].fail = 20;
1164 power_desc[num++].number = -3;
1169 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1170 power_desc[num].level = 20;
1171 power_desc[num].cost = 0;
1172 power_desc[num].stat = A_DEX;
1173 power_desc[num].fail = 0;
1174 power_desc[num++].number = -3;
1178 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1181 if (p_ptr->mimic_form)
1183 switch (p_ptr->mimic_form)
1186 case MIMIC_DEMON_LORD:
1187 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);
1188 power_desc[num].level = 15;
1189 power_desc[num].cost = 10+lvl/3;
1190 power_desc[num].stat = A_CON;
1191 power_desc[num].fail = 20;
1192 power_desc[num++].number = -1;
1195 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1196 power_desc[num].level = 2;
1197 power_desc[num].cost = 1 + (lvl / 3);
1198 power_desc[num].stat = A_CON;
1199 power_desc[num].fail = 9;
1200 power_desc[num++].number = -1;
1206 switch (p_ptr->prace)
1209 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1210 power_desc[num].level = 5;
1211 power_desc[num].cost = 5;
1212 power_desc[num].stat = A_WIS;
1213 power_desc[num].fail = 12;
1214 power_desc[num++].number = -1;
1217 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1218 power_desc[num].level = 10;
1219 power_desc[num].cost = 5;
1220 power_desc[num].stat = A_WIS;
1221 power_desc[num].fail = 10;
1222 power_desc[num++].number = -1;
1225 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1226 power_desc[num].level = 15;
1227 power_desc[num].cost = 10;
1228 power_desc[num].stat = A_INT;
1229 power_desc[num].fail = 10;
1230 power_desc[num++].number = -1;
1233 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1234 power_desc[num].level = 5;
1235 power_desc[num].cost = 5;
1236 power_desc[num].stat = A_INT;
1237 power_desc[num].fail = 12;
1238 power_desc[num++].number = -1;
1241 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1242 power_desc[num].level = 3;
1243 power_desc[num].cost = 5;
1244 power_desc[num].stat = A_WIS;
1245 power_desc[num].fail = warrior ? 5 : 10;
1246 power_desc[num++].number = -1;
1248 case RACE_HALF_TROLL:
1249 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1250 power_desc[num].level = 10;
1251 power_desc[num].cost = 12;
1252 power_desc[num].stat = A_STR;
1253 power_desc[num].fail = warrior ? 6 : 12;
1254 power_desc[num++].number = -1;
1256 case RACE_BARBARIAN:
1257 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1258 power_desc[num].level = 8;
1259 power_desc[num].cost = 10;
1260 power_desc[num].stat = A_STR;
1261 power_desc[num].fail = warrior ? 6 : 12;
1262 power_desc[num++].number = -1;
1265 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1266 power_desc[num].level = 30;
1267 power_desc[num].cost = 50;
1268 power_desc[num].stat = A_INT;
1269 power_desc[num].fail = 50;
1270 power_desc[num++].number = -1;
1272 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1273 power_desc[num].level = 40;
1274 power_desc[num].cost = 75;
1275 power_desc[num].stat = A_WIS;
1276 power_desc[num].fail = 50;
1277 power_desc[num++].number = -2;
1279 case RACE_HALF_OGRE:
1280 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1281 power_desc[num].level = 25;
1282 power_desc[num].cost = 35;
1283 power_desc[num].stat = A_INT;
1284 power_desc[num].fail = 15;
1285 power_desc[num++].number = -1;
1287 case RACE_HALF_GIANT:
1288 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1289 power_desc[num].level = 20;
1290 power_desc[num].cost = 10;
1291 power_desc[num].stat = A_STR;
1292 power_desc[num].fail = 12;
1293 power_desc[num++].number = -1;
1295 case RACE_HALF_TITAN:
1296 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1297 power_desc[num].level = 15;
1298 power_desc[num].cost = 10;
1299 power_desc[num].stat = A_INT;
1300 power_desc[num].fail = 12;
1301 power_desc[num++].number = -1;
1304 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1305 power_desc[num].level = 20;
1306 power_desc[num].cost = 15;
1307 power_desc[num].stat = A_STR;
1308 power_desc[num].fail = 12;
1309 power_desc[num++].number = -1;
1312 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1313 power_desc[num].level = 15;
1314 power_desc[num].cost = 15;
1315 power_desc[num].stat = A_WIS;
1316 power_desc[num].fail = 10;
1317 power_desc[num++].number = -1;
1320 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1321 power_desc[num].level = 4;
1322 power_desc[num].cost = 6;
1323 power_desc[num].stat = A_INT;
1324 power_desc[num].fail = 3;
1325 power_desc[num++].number = -1;
1328 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1329 power_desc[num].level = 9;
1330 power_desc[num].cost = 9;
1331 power_desc[num].stat = A_DEX;
1332 power_desc[num].fail = 14;
1333 power_desc[num++].number = -1;
1336 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1337 power_desc[num].level = 12;
1338 power_desc[num].cost = 8;
1339 power_desc[num].stat = A_DEX;
1340 power_desc[num].fail = 14;
1341 power_desc[num++].number = -1;
1344 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);
1345 power_desc[num].level = 2;
1346 power_desc[num].cost = 2;
1347 power_desc[num].stat = A_INT;
1348 power_desc[num].fail = 9;
1349 power_desc[num++].number = -1;
1351 case RACE_DRACONIAN:
1352 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1353 power_desc[num].level = 1;
1354 power_desc[num].cost = lvl;
1355 power_desc[num].stat = A_CON;
1356 power_desc[num].fail = 12;
1357 power_desc[num++].number = -1;
1359 case RACE_MIND_FLAYER:
1360 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1361 power_desc[num].level = 15;
1362 power_desc[num].cost = 12;
1363 power_desc[num].stat = A_INT;
1364 power_desc[num].fail = 14;
1365 power_desc[num++].number = -1;
1368 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);
1369 power_desc[num].level = 9;
1370 power_desc[num].cost = 15;
1371 power_desc[num].stat = A_WIS;
1372 power_desc[num].fail = 15;
1373 power_desc[num++].number = -1;
1376 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1377 power_desc[num].level = 20;
1378 power_desc[num].cost = 15;
1379 power_desc[num].stat = A_CON;
1380 power_desc[num].fail = 8;
1381 power_desc[num++].number = -1;
1385 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1386 power_desc[num].level = 30;
1387 power_desc[num].cost = 30;
1388 power_desc[num].stat = A_WIS;
1389 power_desc[num].fail = 18;
1390 power_desc[num++].number = -1;
1393 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1394 power_desc[num].level = 2;
1395 power_desc[num].cost = 1 + (lvl / 3);
1396 power_desc[num].stat = A_CON;
1397 power_desc[num].fail = 9;
1398 power_desc[num++].number = -1;
1401 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1402 power_desc[num].level = 12;
1403 power_desc[num].cost = 12;
1404 power_desc[num].stat = A_INT;
1405 power_desc[num].fail = 15;
1406 power_desc[num++].number = -1;
1409 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);
1410 power_desc[num].level = 15;
1411 power_desc[num].cost = 10+lvl/3;
1412 power_desc[num].stat = A_CON;
1413 power_desc[num].fail = 20;
1414 power_desc[num++].number = -1;
1417 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1418 power_desc[num].level = 20;
1419 power_desc[num].cost = 15;
1420 power_desc[num].stat = A_CHR;
1421 power_desc[num].fail = 8;
1422 power_desc[num++].number = -1;
1425 if (p_ptr->lev < 10)
1427 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1428 power_desc[num].level = 1;
1429 power_desc[num].cost = 7;
1430 power_desc[num].fail = 8;
1432 else if (p_ptr->lev < 25)
1434 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1435 power_desc[num].level = 10;
1436 power_desc[num].cost = 13;
1437 power_desc[num].fail = 10;
1439 else if (p_ptr->lev < 35)
1441 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1442 power_desc[num].level = 25;
1443 power_desc[num].cost = 26;
1444 power_desc[num].fail = 12;
1446 else if (p_ptr->lev < 45)
1448 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1449 power_desc[num].level = 35;
1450 power_desc[num].cost = 40;
1451 power_desc[num].fail = 15;
1455 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1456 power_desc[num].level = 45;
1457 power_desc[num].cost = 60;
1458 power_desc[num].fail = 18;
1460 power_desc[num].stat = A_STR;
1461 power_desc[num++].number = -1;
1472 if (p_ptr->muta1 & MUT1_SPIT_ACID)
1474 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1475 power_desc[num].level = 9;
1476 power_desc[num].cost = 9;
1477 power_desc[num].stat = A_DEX;
1478 power_desc[num].fail = 15;
1479 power_desc[num++].number = MUT1_SPIT_ACID;
1482 if (p_ptr->muta1 & MUT1_BR_FIRE)
1484 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1485 power_desc[num].level = 20;
1486 power_desc[num].cost = lvl;
1487 power_desc[num].stat = A_CON;
1488 power_desc[num].fail = 18;
1489 power_desc[num++].number = MUT1_BR_FIRE;
1492 if (p_ptr->muta1 & MUT1_HYPN_GAZE)
1494 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1495 power_desc[num].level = 12;
1496 power_desc[num].cost = 12;
1497 power_desc[num].stat = A_CHR;
1498 power_desc[num].fail = 18;
1499 power_desc[num++].number = MUT1_HYPN_GAZE;
1502 if (p_ptr->muta1 & MUT1_TELEKINES)
1504 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1505 power_desc[num].level = 9;
1506 power_desc[num].cost = 9;
1507 power_desc[num].stat = A_WIS;
1508 power_desc[num].fail = 14;
1509 power_desc[num++].number = MUT1_TELEKINES;
1512 if (p_ptr->muta1 & MUT1_VTELEPORT)
1514 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1515 power_desc[num].level = 7;
1516 power_desc[num].cost = 7;
1517 power_desc[num].stat = A_WIS;
1518 power_desc[num].fail = 15;
1519 power_desc[num++].number = MUT1_VTELEPORT;
1522 if (p_ptr->muta1 & MUT1_MIND_BLST)
1524 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1525 power_desc[num].level = 5;
1526 power_desc[num].cost = 3;
1527 power_desc[num].stat = A_WIS;
1528 power_desc[num].fail = 15;
1529 power_desc[num++].number = MUT1_MIND_BLST;
1532 if (p_ptr->muta1 & MUT1_RADIATION)
1534 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1535 power_desc[num].level = 15;
1536 power_desc[num].cost = 15;
1537 power_desc[num].stat = A_CON;
1538 power_desc[num].fail = 14;
1539 power_desc[num++].number = MUT1_RADIATION;
1542 if (p_ptr->muta1 & MUT1_VAMPIRISM)
1544 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1545 power_desc[num].level = 2;
1546 power_desc[num].cost = (1 + (lvl / 3));
1547 power_desc[num].stat = A_CON;
1548 power_desc[num].fail = 9;
1549 power_desc[num++].number = MUT1_VAMPIRISM;
1552 if (p_ptr->muta1 & MUT1_SMELL_MET)
1554 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1555 power_desc[num].level = 3;
1556 power_desc[num].cost = 2;
1557 power_desc[num].stat = A_INT;
1558 power_desc[num].fail = 12;
1559 power_desc[num++].number = MUT1_SMELL_MET;
1562 if (p_ptr->muta1 & MUT1_SMELL_MON)
1564 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1565 power_desc[num].level = 5;
1566 power_desc[num].cost = 4;
1567 power_desc[num].stat = A_INT;
1568 power_desc[num].fail = 15;
1569 power_desc[num++].number = MUT1_SMELL_MON;
1572 if (p_ptr->muta1 & MUT1_BLINK)
1574 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1575 power_desc[num].level = 3;
1576 power_desc[num].cost = 3;
1577 power_desc[num].stat = A_WIS;
1578 power_desc[num].fail = 12;
1579 power_desc[num++].number = MUT1_BLINK;
1582 if (p_ptr->muta1 & MUT1_EAT_ROCK)
1584 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1585 power_desc[num].level = 8;
1586 power_desc[num].cost = 12;
1587 power_desc[num].stat = A_CON;
1588 power_desc[num].fail = 18;
1589 power_desc[num++].number = MUT1_EAT_ROCK;
1592 if (p_ptr->muta1 & MUT1_SWAP_POS)
1594 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1595 power_desc[num].level = 15;
1596 power_desc[num].cost = 12;
1597 power_desc[num].stat = A_DEX;
1598 power_desc[num].fail = 16;
1599 power_desc[num++].number = MUT1_SWAP_POS;
1602 if (p_ptr->muta1 & MUT1_SHRIEK)
1604 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1605 power_desc[num].level = 20;
1606 power_desc[num].cost = 14;
1607 power_desc[num].stat = A_CON;
1608 power_desc[num].fail = 16;
1609 power_desc[num++].number = MUT1_SHRIEK;
1612 if (p_ptr->muta1 & MUT1_ILLUMINE)
1614 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1615 power_desc[num].level = 3;
1616 power_desc[num].cost = 2;
1617 power_desc[num].stat = A_INT;
1618 power_desc[num].fail = 10;
1619 power_desc[num++].number = MUT1_ILLUMINE;
1622 if (p_ptr->muta1 & MUT1_DET_CURSE)
1624 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1625 power_desc[num].level = 7;
1626 power_desc[num].cost = 14;
1627 power_desc[num].stat = A_WIS;
1628 power_desc[num].fail = 14;
1629 power_desc[num++].number = MUT1_DET_CURSE;
1632 if (p_ptr->muta1 & MUT1_BERSERK)
1634 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1635 power_desc[num].level = 8;
1636 power_desc[num].cost = 8;
1637 power_desc[num].stat = A_STR;
1638 power_desc[num].fail = 14;
1639 power_desc[num++].number = MUT1_BERSERK;
1642 if (p_ptr->muta1 & MUT1_POLYMORPH)
1644 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1645 power_desc[num].level = 18;
1646 power_desc[num].cost = 20;
1647 power_desc[num].stat = A_CON;
1648 power_desc[num].fail = 18;
1649 power_desc[num++].number = MUT1_POLYMORPH;
1652 if (p_ptr->muta1 & MUT1_MIDAS_TCH)
1654 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1655 power_desc[num].level = 10;
1656 power_desc[num].cost = 5;
1657 power_desc[num].stat = A_INT;
1658 power_desc[num].fail = 12;
1659 power_desc[num++].number = MUT1_MIDAS_TCH;
1662 if (p_ptr->muta1 & MUT1_GROW_MOLD)
1664 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1665 power_desc[num].level = 1;
1666 power_desc[num].cost = 6;
1667 power_desc[num].stat = A_CON;
1668 power_desc[num].fail = 14;
1669 power_desc[num++].number = MUT1_GROW_MOLD;
1672 if (p_ptr->muta1 & MUT1_RESIST)
1674 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1675 power_desc[num].level = 10;
1676 power_desc[num].cost = 12;
1677 power_desc[num].stat = A_CON;
1678 power_desc[num].fail = 12;
1679 power_desc[num++].number = MUT1_RESIST;
1682 if (p_ptr->muta1 & MUT1_EARTHQUAKE)
1684 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1685 power_desc[num].level = 12;
1686 power_desc[num].cost = 12;
1687 power_desc[num].stat = A_STR;
1688 power_desc[num].fail = 16;
1689 power_desc[num++].number = MUT1_EARTHQUAKE;
1692 if (p_ptr->muta1 & MUT1_EAT_MAGIC)
1694 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1695 power_desc[num].level = 17;
1696 power_desc[num].cost = 1;
1697 power_desc[num].stat = A_WIS;
1698 power_desc[num].fail = 15;
1699 power_desc[num++].number = MUT1_EAT_MAGIC;
1702 if (p_ptr->muta1 & MUT1_WEIGH_MAG)
1704 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1705 power_desc[num].level = 6;
1706 power_desc[num].cost = 6;
1707 power_desc[num].stat = A_INT;
1708 power_desc[num].fail = 10;
1709 power_desc[num++].number = MUT1_WEIGH_MAG;
1712 if (p_ptr->muta1 & MUT1_STERILITY)
1714 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1715 power_desc[num].level = 12;
1716 power_desc[num].cost = 23;
1717 power_desc[num].stat = A_CHR;
1718 power_desc[num].fail = 15;
1719 power_desc[num++].number = MUT1_STERILITY;
1722 if (p_ptr->muta1 & MUT1_PANIC_HIT)
1724 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1725 power_desc[num].level = 10;
1726 power_desc[num].cost = 12;
1727 power_desc[num].stat = A_DEX;
1728 power_desc[num].fail = 14;
1729 power_desc[num++].number = MUT1_PANIC_HIT;
1732 if (p_ptr->muta1 & MUT1_DAZZLE)
1734 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1735 power_desc[num].level = 7;
1736 power_desc[num].cost = 15;
1737 power_desc[num].stat = A_CHR;
1738 power_desc[num].fail = 8;
1739 power_desc[num++].number = MUT1_DAZZLE;
1742 if (p_ptr->muta1 & MUT1_LASER_EYE)
1744 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1745 power_desc[num].level = 7;
1746 power_desc[num].cost = 10;
1747 power_desc[num].stat = A_WIS;
1748 power_desc[num].fail = 9;
1749 power_desc[num++].number = MUT1_LASER_EYE;
1752 if (p_ptr->muta1 & MUT1_RECALL)
1754 strcpy(power_desc[num].name, _("帰還", "Recall"));
1755 power_desc[num].level = 17;
1756 power_desc[num].cost = 50;
1757 power_desc[num].stat = A_INT;
1758 power_desc[num].fail = 16;
1759 power_desc[num++].number = MUT1_RECALL;
1762 if (p_ptr->muta1 & MUT1_BANISH)
1764 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1765 power_desc[num].level = 25;
1766 power_desc[num].cost = 25;
1767 power_desc[num].stat = A_WIS;
1768 power_desc[num].fail = 18;
1769 power_desc[num++].number = MUT1_BANISH;
1772 if (p_ptr->muta1 & MUT1_COLD_TOUCH)
1774 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1775 power_desc[num].level = 2;
1776 power_desc[num].cost = 2;
1777 power_desc[num].stat = A_CON;
1778 power_desc[num].fail = 11;
1779 power_desc[num++].number = MUT1_COLD_TOUCH;
1782 if (p_ptr->muta1 & MUT1_LAUNCHER)
1784 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1785 power_desc[num].level = 1;
1786 power_desc[num].cost = lvl;
1787 power_desc[num].stat = A_STR;
1788 power_desc[num].fail = 6;
1789 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1790 power_desc[num++].number = 3;
1794 /* Nothing chosen yet */
1800 /* Build a prompt */
1801 (void) strnfmt(out_val, 78,
1802 _("(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? "),
1803 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1805 if (!repeat_pull(&i) || i<0 || i>=num) {
1806 if (use_menu) screen_save();
1807 /* Get a spell from the user */
1809 choice = (always_show_list || use_menu) ? ESCAPE:1;
1812 if( choice==ESCAPE ) choice = ' ';
1813 else if( !get_com(out_val, &choice, FALSE) )break;
1815 if (use_menu && choice != ' ')
1830 menu_line += (num - 1);
1851 else if (menu_line+18 <= num)
1865 if (menu_line > num) menu_line -= num;
1867 /* Request redraw */
1868 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1871 if (!redraw || use_menu)
1883 if (!use_menu) screen_save();
1885 /* Print header(s) */
1887 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
1889 prt(_(" Lv MP 失率 Lv MP 失率",
1890 " Lv Cost Fail Lv Cost Fail"), y++, x);
1896 x1 = ((ctr < 18) ? x : x + 40);
1897 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1901 if (ctr == (menu_line-1)) strcpy(dummy, _(" 》 ", " > "));
1902 else strcpy(dummy, " ");
1906 /* letter/number for power selection */
1910 letter = '0' + ctr - 26;
1911 sprintf(dummy, " %c) ",letter);
1913 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1914 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1915 100 - racial_chance(&power_desc[ctr])));
1935 if (choice == '\r' && num == 1)
1940 if (isalpha(choice))
1943 ask = (isupper(choice));
1946 if (ask) choice = (char)tolower(choice);
1948 /* Extract request */
1949 i = (islower(choice) ? A2I(choice) : -1);
1953 ask = FALSE; /* Can't uppercase digits */
1955 i = choice - '0' + 26;
1959 /* Totally Illegal */
1960 if ((i < 0) || (i >= num))
1972 (void) strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1974 /* Belay that order */
1975 if (!get_check(tmp_val)) continue;
1981 if (redraw) screen_load();
1983 /* Abort if needed */
1990 } /*if (!repeat_pull(&i) || ...)*/
1991 switch (racial_aux(&power_desc[i]))
1994 if (power_desc[i].number < 0)
1995 cast = cmd_racial_power_aux(power_desc[i].number);
1997 cast = mutation_power_aux(power_desc[i].number);
2011 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2013 /* If mana is not enough, player consumes hit point! */
2014 if (p_ptr->csp < actual_racial_cost)
2016 actual_racial_cost -= p_ptr->csp;
2018 take_hit(DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2020 else p_ptr->csp -= actual_racial_cost;
2022 p_ptr->redraw |= (PR_HP | PR_MANA);
2023 p_ptr->window |= (PW_PLAYER | PW_SPELL);
2026 else free_turn(p_ptr);