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
13 #include "system/angband.h"
14 #include "core/stuff-handler.h"
17 #include "cmd-basic.h"
18 #include "cmd-magiceat.h"
20 #include "cmd-zapwand.h"
23 #include "object/object-hook.h"
25 #include "mutation/mutation.h"
26 #include "player/player-race.h"
27 #include "player/player-effects.h"
28 #include "player/player-status.h"
29 #include "player/player-damage.h"
30 #include "spells-status.h"
31 #include "spells-object.h"
32 #include "spells-floor.h"
33 #include "cmd-spell.h"
34 #include "realm/realm-hex.h"
35 #include "targeting.h"
36 #include "view/display-main-window.h"
37 #include "player/player-class.h"
38 #include "effect/spells-effect-util.h"
39 #include "spell/spells-type.h"
40 #include "spell/spells2.h"
41 #include "spell/spells3.h"
45 * @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。
47 static bool choose_kamae(player_type *creature_ptr)
54 if (cmd_limit_confused(creature_ptr)) return FALSE;
56 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
58 for (i = 0; i < MAX_KAMAE; i++)
60 if (creature_ptr->lev >= kamae_shurui[i].min_level)
62 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
68 prt(_(" どの構えをとりますか?", " Choose Stance: "), 1, 14);
79 else if ((choice == 'a') || (choice == 'A'))
81 if (creature_ptr->action == ACTION_KAMAE)
83 set_action(creature_ptr, ACTION_NONE);
86 msg_print(_("もともと構えていない。", "You are not in a special stance."));
90 else if ((choice == 'b') || (choice == 'B'))
95 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
100 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
105 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
111 set_action(creature_ptr, ACTION_KAMAE);
113 if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
115 msg_print(_("構え直した。", "You reassume a stance."));
119 creature_ptr->special_defense &= ~(KAMAE_MASK);
120 creature_ptr->update |= (PU_BONUS);
121 creature_ptr->redraw |= (PR_STATE);
122 msg_format(_("%sの構えをとった。", "You assume the %s stance."), kamae_shurui[new_kamae].desc);
123 creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
125 creature_ptr->redraw |= PR_STATE;
132 * @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。
134 static bool choose_kata(player_type *creature_ptr)
141 if (cmd_limit_confused(creature_ptr)) return FALSE;
143 if (creature_ptr->stun)
145 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
149 if (creature_ptr->afraid)
151 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
155 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
157 for (i = 0; i < MAX_KATA; i++)
159 if (creature_ptr->lev >= kata_shurui[i].min_level)
161 sprintf(buf,_(" %c) %sの型 %s", " %c) Stance of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
167 prt(_(" どの型で構えますか?", " Choose Stance: "), 1, 14);
173 if (choice == ESCAPE)
178 else if ((choice == 'a') || (choice == 'A'))
180 if (creature_ptr->action == ACTION_KATA)
182 set_action(creature_ptr, ACTION_NONE);
185 msg_print(_("もともと構えていない。", "You are not in a special stance."));
189 else if ((choice == 'b') || (choice == 'B'))
194 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
199 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
204 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
210 set_action(creature_ptr, ACTION_KATA);
212 if (creature_ptr->special_defense & (KATA_IAI << new_kata))
214 msg_print(_("構え直した。", "You reassume a stance."));
218 creature_ptr->special_defense &= ~(KATA_MASK);
219 creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
220 msg_format(_("%sの型で構えた。", "You assume the %s stance."), kata_shurui[new_kata].desc);
221 creature_ptr->special_defense |= (KATA_IAI << new_kata);
223 creature_ptr->redraw |= (PR_STATE | PR_STATUS);
230 * @brief レイシャル・パワー情報の構造体定義
232 typedef struct power_desc_type
234 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
235 PLAYER_LEVEL level; //!<体得レベル
244 * @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
245 * @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
248 static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
250 PLAYER_LEVEL min_level = pd_ptr->level;
251 PERCENTAGE difficulty = pd_ptr->fail;
256 BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
258 /* No chance for success */
259 if ((creature_ptr->lev < min_level) || creature_ptr->confused)
264 if (difficulty == 0) return 100;
266 /* Calculate difficulty */
267 if (creature_ptr->stun)
269 difficulty += (PERCENTAGE)creature_ptr->stun;
271 else if (creature_ptr->lev > min_level)
273 PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
274 if (lev_adj > 10) lev_adj = 10;
275 difficulty -= lev_adj;
278 if (difficulty < 5) difficulty = 5;
280 /* We only need halfs of the difficulty */
281 difficulty = difficulty / 2;
283 for (i = 1; i <= stat; i++)
285 val = i - difficulty;
287 sum += (val <= difficulty) ? val : difficulty;
293 return (((sum * 100) / difficulty) / stat);
297 static int racial_cost;
300 * @brief レイシャル・パワーの発動の判定処理
301 * @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
303 * 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。
304 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
306 static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
308 PLAYER_LEVEL min_level = pd_ptr->level;
309 int use_stat = pd_ptr->stat;
310 int difficulty = pd_ptr->fail;
313 racial_cost = pd_ptr->cost;
315 /* Not enough mana - use hp */
316 if (creature_ptr->csp < racial_cost) use_hp = racial_cost - creature_ptr->csp;
318 /* Power is not available yet */
319 if (creature_ptr->lev < min_level)
321 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。",
322 "You need to attain level %d to use this power."), min_level);
324 free_turn(creature_ptr);
328 if (cmd_limit_confused(creature_ptr))
330 free_turn(creature_ptr);
335 else if (creature_ptr->chp < use_hp)
337 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? ")))
339 free_turn(creature_ptr);
344 /* Else attempt to do it! */
348 if (creature_ptr->stun)
350 difficulty += creature_ptr->stun;
352 else if (creature_ptr->lev > min_level)
354 int lev_adj = ((creature_ptr->lev - min_level) / 3);
355 if (lev_adj > 10) lev_adj = 10;
356 difficulty -= lev_adj;
359 if (difficulty < 5) difficulty = 5;
362 /* take time and pay the price */
363 take_turn(creature_ptr, 100);
366 if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
371 if (flush_failure) flush();
372 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
379 * @brief レイシャル・パワー発動処理
380 * @param creature_ptr プレーヤーへの参照ポインタ
381 * @param command 発動するレイシャルのID
382 * @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。
384 static bool exe_racial_power(player_type *creature_ptr, s32b command)
386 PLAYER_LEVEL plev = creature_ptr->lev;
391 switch (creature_ptr->pclass)
395 return sword_dancing(creature_ptr);
398 case CLASS_HIGH_MAGE:
399 if (creature_ptr->realm1 == REALM_HEX)
401 bool retval = stop_hex_spell(creature_ptr);
402 if (retval) creature_ptr->energy_use = 10;
407 /* case CLASS_HIGH_MAGE: */
410 if (!eat_magic(creature_ptr, creature_ptr->lev * 2)) return FALSE;
415 if (is_good_realm(creature_ptr->realm1))
417 if (!bless_weapon(creature_ptr)) return FALSE;
421 (void)dispel_monsters(creature_ptr, plev * 4);
422 turn_monsters(creature_ptr, plev * 4);
423 banish_monsters(creature_ptr, plev * 4);
429 if(!hit_and_away(creature_ptr)) return FALSE;
435 msg_print(_("敵を調査した...", "You examine your foes..."));
436 probing(creature_ptr);
441 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
442 fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
446 case CLASS_WARRIOR_MAGE:
450 return comvert_hp_to_mp(creature_ptr);
452 else if (command == -4)
454 return comvert_mp_to_hp(creature_ptr);
458 case CLASS_CHAOS_WARRIOR:
460 return confusing_light(creature_ptr);
465 if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
467 msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
470 if (creature_ptr->riding)
472 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
478 if (!choose_kamae(creature_ptr)) return FALSE;
479 creature_ptr->update |= (PU_BONUS);
481 else if (command == -4)
483 return double_attack(creature_ptr);
487 case CLASS_MINDCRAFTER:
488 case CLASS_FORCETRAINER:
490 return clear_mind(creature_ptr);
496 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
498 fire_beam(creature_ptr, GF_PHOTO, dir, 1);
500 else if (command == -4)
502 if (!identify_fully(creature_ptr, FALSE, 0)) return FALSE;
508 handle_stuff(creature_ptr);
509 if (!do_cmd_mane(creature_ptr, TRUE)) return FALSE;
512 case CLASS_BEASTMASTER:
516 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
517 (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
519 else if (command == -4)
521 project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
527 if (!create_ammo(creature_ptr)) return FALSE;
530 case CLASS_MAGIC_EATER:
533 if (!import_magic_device(creature_ptr)) return FALSE;
534 } else if (command == -4) {
535 if (cmd_limit_cast(creature_ptr)) return FALSE;
536 if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE)) return FALSE;
542 /* Singing is already stopped */
543 if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return FALSE;
545 stop_singing(creature_ptr);
546 creature_ptr->energy_use = 10;
551 if (cmd_limit_cast(creature_ptr)) return FALSE;
552 handle_stuff(creature_ptr);
553 do_cmd_cast(creature_ptr);
554 handle_stuff(creature_ptr);
555 if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
556 do_cmd_cast(creature_ptr);
563 concentration(creature_ptr);
565 else if (command == -4)
567 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
569 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
572 if (!choose_kata(creature_ptr)) return FALSE;
573 creature_ptr->update |= (PU_BONUS);
577 case CLASS_BLUE_MAGE:
579 if (creature_ptr->action == ACTION_LEARN)
581 set_action(creature_ptr, ACTION_NONE);
585 set_action(creature_ptr, ACTION_LEARN);
587 free_turn(creature_ptr);
592 return rodeo(creature_ptr);
594 case CLASS_BERSERKER:
596 if (!recall_player(creature_ptr, randint0(21) + 15)) return FALSE;
601 if (creature_ptr->lev > 29)
603 if (!identify_fully(creature_ptr, TRUE, 0)) return FALSE;
607 if (!ident_spell(creature_ptr, TRUE, 0)) return FALSE;
611 case CLASS_MIRROR_MASTER:
615 /* Explode all mirrors */
616 remove_all_mirrors(creature_ptr, TRUE);
618 else if (command == -4)
620 return mirror_concentration(creature_ptr);
625 hayagake(creature_ptr);
629 else if (creature_ptr->mimic_form)
631 switch (creature_ptr->mimic_form)
634 case MIMIC_DEMON_LORD:
636 return demonic_breath(creature_ptr);
639 vampirism(creature_ptr);
647 switch (creature_ptr->prace)
650 msg_print(_("周囲を調べた。", "You examine your surroundings."));
651 (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
652 (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
653 (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
657 return create_ration(creature_ptr);
661 msg_print(_("パッ!", "Blink!"));
662 teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
666 msg_print(_("勇気を出した。", "You play tough."));
667 (void)set_afraid(creature_ptr, 0);
670 case RACE_HALF_TROLL:
671 msg_print(_("うがぁぁ!", "RAAAGH!"));
672 (void)berserk(creature_ptr, 10 + randint1(plev));
678 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
679 reserve_alter_reality(creature_ptr);
681 else if (command == -2)
683 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..."));
685 (void)true_healing(creature_ptr, 0);
686 (void)restore_all_status(creature_ptr);
687 (void)restore_level(creature_ptr);
692 msg_print(_("うぉぉおお!", "Raaagh!"));
693 (void)berserk(creature_ptr, 10 + randint1(plev));
697 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
698 explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
701 case RACE_HALF_GIANT:
702 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
703 (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
706 case RACE_HALF_TITAN:
707 msg_print(_("敵を調査した...", "You examine your foes..."));
708 probing(creature_ptr);
712 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
713 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
714 fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
718 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
719 stop_mouth(creature_ptr);
720 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
721 (void)fear_monster(creature_ptr, dir, plev);
725 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
726 stop_mouth(creature_ptr);
727 msg_print(_("酸を吐いた。", "You spit acid."));
728 if (plev < 25) fire_bolt(creature_ptr, GF_ACID, dir, plev);
729 else fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
733 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
734 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
735 fire_bolt(creature_ptr, GF_POIS, dir, plev);
739 msg_print(_("周囲を調査した。", "You examine your surroundings."));
740 (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
741 (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
742 (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
746 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
747 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
748 fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
752 return draconian_breath(creature_ptr);
755 case RACE_MIND_FLAYER:
756 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
757 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
758 fire_bolt(creature_ptr, GF_PSI, dir, plev);
762 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
765 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
766 fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
770 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
771 fire_bolt(creature_ptr, GF_FIRE, dir, plev);
776 (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
781 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."));
782 (void)restore_level(creature_ptr);
786 vampirism(creature_ptr);
790 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
791 stop_mouth(creature_ptr);
792 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!"));
793 (void)fear_monster(creature_ptr, dir, plev);
797 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
798 if (plev < 25) sleep_monsters_touch(creature_ptr);
799 else (void)sleep_monsters(creature_ptr, plev);
803 return demonic_breath(creature_ptr);
807 (void)set_tsubureru(creature_ptr, randint1(20) + 30, FALSE);
811 return android_inside_weapon(creature_ptr);
815 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."));
816 free_turn(creature_ptr);
825 * @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
828 void do_cmd_racial_power(player_type *creature_ptr)
830 power_desc_type power_desc[36];
834 PLAYER_LEVEL lvl = creature_ptr->lev;
835 bool flag, redraw, cast = FALSE;
836 bool warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
839 int menu_line = (use_menu ? 1 : 0);
841 if (creature_ptr->wild_mode) return;
843 for (num = 0; num < 36; num++)
845 strcpy(power_desc[num].name, "");
846 power_desc[num].number = 0;
851 if (cmd_limit_confused(creature_ptr))
853 free_turn(creature_ptr);
857 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
859 set_action(creature_ptr, ACTION_NONE);
862 switch (creature_ptr->pclass)
866 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
867 power_desc[num].level = 40;
868 power_desc[num].cost = 75;
869 power_desc[num].stat = A_DEX;
870 power_desc[num].fail = 35;
871 power_desc[num++].number = -3;
874 case CLASS_HIGH_MAGE:
875 if (creature_ptr->realm1 == REALM_HEX)
877 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spell casting"));
878 power_desc[num].level = 1;
879 power_desc[num].cost = 0;
880 power_desc[num].stat = A_INT;
881 power_desc[num].fail = 0;
882 power_desc[num++].number = -3;
887 /* case CLASS_HIGH_MAGE: */
890 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
891 power_desc[num].level = 25;
892 power_desc[num].cost = 1;
893 power_desc[num].stat = A_INT;
894 power_desc[num].fail = 25;
895 power_desc[num++].number = -3;
900 if (is_good_realm(creature_ptr->realm1))
902 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
903 power_desc[num].level = 35;
904 power_desc[num].cost = 70;
905 power_desc[num].stat = A_WIS;
906 power_desc[num].fail = 50;
907 power_desc[num++].number = -3;
911 strcpy(power_desc[num].name, _("召魂", "Evocation"));
912 power_desc[num].level = 42;
913 power_desc[num].cost = 40;
914 power_desc[num].stat = A_WIS;
915 power_desc[num].fail = 35;
916 power_desc[num++].number = -3;
922 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
923 power_desc[num].level = 8;
924 power_desc[num].cost = 12;
925 power_desc[num].stat = A_DEX;
926 power_desc[num].fail = 14;
927 power_desc[num++].number = -3;
933 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
934 power_desc[num].level = 15;
935 power_desc[num].cost = 20;
936 power_desc[num].stat = A_INT;
937 power_desc[num].fail = 12;
938 power_desc[num++].number = -3;
943 if (is_good_realm(creature_ptr->realm1))
945 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
946 power_desc[num].level = 30;
947 power_desc[num].cost = 30;
948 power_desc[num].stat = A_WIS;
949 power_desc[num].fail = 30;
950 power_desc[num++].number = -3;
954 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell 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 case CLASS_WARRIOR_MAGE:
965 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
966 power_desc[num].level = 25;
967 power_desc[num].cost = 0;
968 power_desc[num].stat = A_INT;
969 power_desc[num].fail = 10;
970 power_desc[num++].number = -3;
972 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
973 power_desc[num].level = 25;
974 power_desc[num].cost = 0;
975 power_desc[num].stat = A_INT;
976 power_desc[num].fail = 10;
977 power_desc[num++].number = -4;
980 case CLASS_CHAOS_WARRIOR:
982 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
983 power_desc[num].level = 40;
984 power_desc[num].cost = 50;
985 power_desc[num].stat = A_INT;
986 power_desc[num].fail = 25;
987 power_desc[num++].number = -3;
992 strcpy(power_desc[num].name, _("構える", "Assume a Stance"));
993 power_desc[num].level = 25;
994 power_desc[num].cost = 0;
995 power_desc[num].stat = A_DEX;
996 power_desc[num].fail = 0;
997 power_desc[num++].number = -3;
999 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
1000 power_desc[num].level = 30;
1001 power_desc[num].cost = 30;
1002 power_desc[num].stat = A_STR;
1003 power_desc[num].fail = 20;
1004 power_desc[num++].number = -4;
1007 case CLASS_MINDCRAFTER:
1008 case CLASS_FORCETRAINER:
1010 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1011 power_desc[num].level = 15;
1012 power_desc[num].cost = 0;
1013 power_desc[num].stat = A_WIS;
1014 power_desc[num].fail = 10;
1015 power_desc[num++].number = -3;
1020 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1021 power_desc[num].level = 1;
1022 power_desc[num].cost = 0;
1023 power_desc[num].stat = A_DEX;
1024 power_desc[num].fail = 0;
1025 power_desc[num++].number = -3;
1027 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1028 power_desc[num].level = 25;
1029 power_desc[num].cost = 20;
1030 power_desc[num].stat = A_INT;
1031 power_desc[num].fail = 20;
1032 power_desc[num++].number = -4;
1035 case CLASS_IMITATOR:
1037 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1038 power_desc[num].level = 30;
1039 power_desc[num].cost = 100;
1040 power_desc[num].stat = A_DEX;
1041 power_desc[num].fail = 30;
1042 power_desc[num++].number = -3;
1045 case CLASS_BEASTMASTER:
1047 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1048 power_desc[num].level = 1;
1049 power_desc[num].cost = (creature_ptr->lev + 3) / 4;
1050 power_desc[num].stat = A_CHR;
1051 power_desc[num].fail = 10;
1052 power_desc[num++].number = -3;
1054 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1055 power_desc[num].level = 30;
1056 power_desc[num].cost = (creature_ptr->lev + 20) / 2;
1057 power_desc[num].stat = A_CHR;
1058 power_desc[num].fail = 10;
1059 power_desc[num++].number = -4;
1064 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1065 power_desc[num].level = 1;
1066 power_desc[num].cost = 0;
1067 power_desc[num].stat = A_DEX;
1068 power_desc[num].fail = 0;
1069 power_desc[num++].number = -3;
1072 case CLASS_MAGIC_EATER:
1074 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1075 power_desc[num].level = 1;
1076 power_desc[num].cost = 0;
1077 power_desc[num].stat = A_INT;
1078 power_desc[num].fail = 0;
1079 power_desc[num++].number = -3;
1081 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1082 power_desc[num].level = 10;
1083 power_desc[num].cost = 10 + (lvl - 10) / 2;
1084 power_desc[num].stat = A_INT;
1085 power_desc[num].fail = 0;
1086 power_desc[num++].number = -4;
1091 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1092 power_desc[num].level = 1;
1093 power_desc[num].cost = 0;
1094 power_desc[num].stat = A_CHR;
1095 power_desc[num].fail = 0;
1096 power_desc[num++].number = -3;
1099 case CLASS_RED_MAGE:
1101 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1102 power_desc[num].level = 48;
1103 power_desc[num].cost = 20;
1104 power_desc[num].stat = A_INT;
1105 power_desc[num].fail = 0;
1106 power_desc[num++].number = -3;
1111 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1112 power_desc[num].level = 1;
1113 power_desc[num].cost = 0;
1114 power_desc[num].stat = A_WIS;
1115 power_desc[num].fail = 0;
1116 power_desc[num++].number = -3;
1118 strcpy(power_desc[num].name, _("型", "Assume a Stance"));
1119 power_desc[num].level = 25;
1120 power_desc[num].cost = 0;
1121 power_desc[num].stat = A_DEX;
1122 power_desc[num].fail = 0;
1123 power_desc[num++].number = -4;
1126 case CLASS_BLUE_MAGE:
1128 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
1129 power_desc[num].level = 1;
1130 power_desc[num].cost = 0;
1131 power_desc[num].stat = A_INT;
1132 power_desc[num].fail = 0;
1133 power_desc[num++].number = -3;
1138 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1139 power_desc[num].level = 10;
1140 power_desc[num].cost = 0;
1141 power_desc[num].stat = A_STR;
1142 power_desc[num].fail = 10;
1143 power_desc[num++].number = -3;
1146 case CLASS_BERSERKER:
1148 strcpy(power_desc[num].name, _("帰還", "Recall"));
1149 power_desc[num].level = 10;
1150 power_desc[num].cost = 10;
1151 power_desc[num].stat = A_DEX;
1152 power_desc[num].fail = 20;
1153 power_desc[num++].number = -3;
1156 case CLASS_MIRROR_MASTER:
1158 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1159 power_desc[num].level = 1;
1160 power_desc[num].cost = 0;
1161 power_desc[num].stat = A_INT;
1162 power_desc[num].fail = 0;
1163 power_desc[num++].number = -3;
1165 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1166 power_desc[num].level = 30;
1167 power_desc[num].cost = 0;
1168 power_desc[num].stat = A_INT;
1169 power_desc[num].fail = 20;
1170 power_desc[num++].number = -4;
1175 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1176 power_desc[num].level = 5;
1177 power_desc[num].cost = 15;
1178 power_desc[num].stat = A_INT;
1179 power_desc[num].fail = 20;
1180 power_desc[num++].number = -3;
1185 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1186 power_desc[num].level = 20;
1187 power_desc[num].cost = 0;
1188 power_desc[num].stat = A_DEX;
1189 power_desc[num].fail = 0;
1190 power_desc[num++].number = -3;
1194 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1197 if (creature_ptr->mimic_form)
1199 switch (creature_ptr->mimic_form)
1202 case MIMIC_DEMON_LORD:
1203 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);
1204 power_desc[num].level = 15;
1205 power_desc[num].cost = 10 + lvl / 3;
1206 power_desc[num].stat = A_CON;
1207 power_desc[num].fail = 20;
1208 power_desc[num++].number = -1;
1211 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1212 power_desc[num].level = 2;
1213 power_desc[num].cost = 1 + (lvl / 3);
1214 power_desc[num].stat = A_CON;
1215 power_desc[num].fail = 9;
1216 power_desc[num++].number = -1;
1222 switch (creature_ptr->prace)
1225 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1226 power_desc[num].level = 5;
1227 power_desc[num].cost = 5;
1228 power_desc[num].stat = A_WIS;
1229 power_desc[num].fail = 12;
1230 power_desc[num++].number = -1;
1233 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1234 power_desc[num].level = 10;
1235 power_desc[num].cost = 5;
1236 power_desc[num].stat = A_WIS;
1237 power_desc[num].fail = 10;
1238 power_desc[num++].number = -1;
1241 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1242 power_desc[num].level = 15;
1243 power_desc[num].cost = 10;
1244 power_desc[num].stat = A_INT;
1245 power_desc[num].fail = 10;
1246 power_desc[num++].number = -1;
1249 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1250 power_desc[num].level = 5;
1251 power_desc[num].cost = 5;
1252 power_desc[num].stat = A_INT;
1253 power_desc[num].fail = 12;
1254 power_desc[num++].number = -1;
1257 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1258 power_desc[num].level = 3;
1259 power_desc[num].cost = 5;
1260 power_desc[num].stat = A_WIS;
1261 power_desc[num].fail = warrior ? 5 : 10;
1262 power_desc[num++].number = -1;
1264 case RACE_HALF_TROLL:
1265 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1266 power_desc[num].level = 10;
1267 power_desc[num].cost = 12;
1268 power_desc[num].stat = A_STR;
1269 power_desc[num].fail = warrior ? 6 : 12;
1270 power_desc[num++].number = -1;
1272 case RACE_BARBARIAN:
1273 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1274 power_desc[num].level = 8;
1275 power_desc[num].cost = 10;
1276 power_desc[num].stat = A_STR;
1277 power_desc[num].fail = warrior ? 6 : 12;
1278 power_desc[num++].number = -1;
1281 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1282 power_desc[num].level = 30;
1283 power_desc[num].cost = 50;
1284 power_desc[num].stat = A_INT;
1285 power_desc[num].fail = 50;
1286 power_desc[num++].number = -1;
1288 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1289 power_desc[num].level = 40;
1290 power_desc[num].cost = 75;
1291 power_desc[num].stat = A_WIS;
1292 power_desc[num].fail = 50;
1293 power_desc[num++].number = -2;
1295 case RACE_HALF_OGRE:
1296 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1297 power_desc[num].level = 25;
1298 power_desc[num].cost = 35;
1299 power_desc[num].stat = A_INT;
1300 power_desc[num].fail = 15;
1301 power_desc[num++].number = -1;
1303 case RACE_HALF_GIANT:
1304 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1305 power_desc[num].level = 20;
1306 power_desc[num].cost = 10;
1307 power_desc[num].stat = A_STR;
1308 power_desc[num].fail = 12;
1309 power_desc[num++].number = -1;
1311 case RACE_HALF_TITAN:
1312 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1313 power_desc[num].level = 15;
1314 power_desc[num].cost = 10;
1315 power_desc[num].stat = A_INT;
1316 power_desc[num].fail = 12;
1317 power_desc[num++].number = -1;
1320 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1321 power_desc[num].level = 20;
1322 power_desc[num].cost = 15;
1323 power_desc[num].stat = A_STR;
1324 power_desc[num].fail = 12;
1325 power_desc[num++].number = -1;
1328 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1329 power_desc[num].level = 15;
1330 power_desc[num].cost = 15;
1331 power_desc[num].stat = A_WIS;
1332 power_desc[num].fail = 10;
1333 power_desc[num++].number = -1;
1336 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1337 power_desc[num].level = 4;
1338 power_desc[num].cost = 6;
1339 power_desc[num].stat = A_INT;
1340 power_desc[num].fail = 3;
1341 power_desc[num++].number = -1;
1344 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1345 power_desc[num].level = 9;
1346 power_desc[num].cost = 9;
1347 power_desc[num].stat = A_DEX;
1348 power_desc[num].fail = 14;
1349 power_desc[num++].number = -1;
1352 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1353 power_desc[num].level = 12;
1354 power_desc[num].cost = 8;
1355 power_desc[num].stat = A_DEX;
1356 power_desc[num].fail = 14;
1357 power_desc[num++].number = -1;
1360 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);
1361 power_desc[num].level = 2;
1362 power_desc[num].cost = 2;
1363 power_desc[num].stat = A_INT;
1364 power_desc[num].fail = 9;
1365 power_desc[num++].number = -1;
1367 case RACE_DRACONIAN:
1368 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1369 power_desc[num].level = 1;
1370 power_desc[num].cost = lvl;
1371 power_desc[num].stat = A_CON;
1372 power_desc[num].fail = 12;
1373 power_desc[num++].number = -1;
1375 case RACE_MIND_FLAYER:
1376 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1377 power_desc[num].level = 15;
1378 power_desc[num].cost = 12;
1379 power_desc[num].stat = A_INT;
1380 power_desc[num].fail = 14;
1381 power_desc[num++].number = -1;
1384 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);
1385 power_desc[num].level = 9;
1386 power_desc[num].cost = 15;
1387 power_desc[num].stat = A_WIS;
1388 power_desc[num].fail = 15;
1389 power_desc[num++].number = -1;
1392 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1393 power_desc[num].level = 20;
1394 power_desc[num].cost = 15;
1395 power_desc[num].stat = A_CON;
1396 power_desc[num].fail = 8;
1397 power_desc[num++].number = -1;
1401 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1402 power_desc[num].level = 30;
1403 power_desc[num].cost = 30;
1404 power_desc[num].stat = A_WIS;
1405 power_desc[num].fail = 18;
1406 power_desc[num++].number = -1;
1409 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1410 power_desc[num].level = 2;
1411 power_desc[num].cost = 1 + (lvl / 3);
1412 power_desc[num].stat = A_CON;
1413 power_desc[num].fail = 9;
1414 power_desc[num++].number = -1;
1417 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1418 power_desc[num].level = 12;
1419 power_desc[num].cost = 12;
1420 power_desc[num].stat = A_INT;
1421 power_desc[num].fail = 15;
1422 power_desc[num++].number = -1;
1425 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);
1426 power_desc[num].level = 15;
1427 power_desc[num].cost = 10 + lvl / 3;
1428 power_desc[num].stat = A_CON;
1429 power_desc[num].fail = 20;
1430 power_desc[num++].number = -1;
1433 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1434 power_desc[num].level = 20;
1435 power_desc[num].cost = 15;
1436 power_desc[num].stat = A_CHR;
1437 power_desc[num].fail = 8;
1438 power_desc[num++].number = -1;
1441 if (creature_ptr->lev < 10)
1443 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1444 power_desc[num].level = 1;
1445 power_desc[num].cost = 7;
1446 power_desc[num].fail = 8;
1448 else if (creature_ptr->lev < 25)
1450 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1451 power_desc[num].level = 10;
1452 power_desc[num].cost = 13;
1453 power_desc[num].fail = 10;
1455 else if (creature_ptr->lev < 35)
1457 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1458 power_desc[num].level = 25;
1459 power_desc[num].cost = 26;
1460 power_desc[num].fail = 12;
1462 else if (creature_ptr->lev < 45)
1464 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1465 power_desc[num].level = 35;
1466 power_desc[num].cost = 40;
1467 power_desc[num].fail = 15;
1471 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1472 power_desc[num].level = 45;
1473 power_desc[num].cost = 60;
1474 power_desc[num].fail = 18;
1476 power_desc[num].stat = A_STR;
1477 power_desc[num++].number = -1;
1486 if (creature_ptr->muta1)
1488 if (creature_ptr->muta1 & MUT1_SPIT_ACID)
1490 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1491 power_desc[num].level = 9;
1492 power_desc[num].cost = 9;
1493 power_desc[num].stat = A_DEX;
1494 power_desc[num].fail = 15;
1495 power_desc[num++].number = MUT1_SPIT_ACID;
1498 if (creature_ptr->muta1 & MUT1_BR_FIRE)
1500 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1501 power_desc[num].level = 20;
1502 power_desc[num].cost = lvl;
1503 power_desc[num].stat = A_CON;
1504 power_desc[num].fail = 18;
1505 power_desc[num++].number = MUT1_BR_FIRE;
1508 if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
1510 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1511 power_desc[num].level = 12;
1512 power_desc[num].cost = 12;
1513 power_desc[num].stat = A_CHR;
1514 power_desc[num].fail = 18;
1515 power_desc[num++].number = MUT1_HYPN_GAZE;
1518 if (creature_ptr->muta1 & MUT1_TELEKINES)
1520 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1521 power_desc[num].level = 9;
1522 power_desc[num].cost = 9;
1523 power_desc[num].stat = A_WIS;
1524 power_desc[num].fail = 14;
1525 power_desc[num++].number = MUT1_TELEKINES;
1528 if (creature_ptr->muta1 & MUT1_VTELEPORT)
1530 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1531 power_desc[num].level = 7;
1532 power_desc[num].cost = 7;
1533 power_desc[num].stat = A_WIS;
1534 power_desc[num].fail = 15;
1535 power_desc[num++].number = MUT1_VTELEPORT;
1538 if (creature_ptr->muta1 & MUT1_MIND_BLST)
1540 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1541 power_desc[num].level = 5;
1542 power_desc[num].cost = 3;
1543 power_desc[num].stat = A_WIS;
1544 power_desc[num].fail = 15;
1545 power_desc[num++].number = MUT1_MIND_BLST;
1548 if (creature_ptr->muta1 & MUT1_RADIATION)
1550 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1551 power_desc[num].level = 15;
1552 power_desc[num].cost = 15;
1553 power_desc[num].stat = A_CON;
1554 power_desc[num].fail = 14;
1555 power_desc[num++].number = MUT1_RADIATION;
1558 if (creature_ptr->muta1 & MUT1_VAMPIRISM)
1560 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1561 power_desc[num].level = 2;
1562 power_desc[num].cost = (1 + (lvl / 3));
1563 power_desc[num].stat = A_CON;
1564 power_desc[num].fail = 9;
1565 power_desc[num++].number = MUT1_VAMPIRISM;
1568 if (creature_ptr->muta1 & MUT1_SMELL_MET)
1570 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1571 power_desc[num].level = 3;
1572 power_desc[num].cost = 2;
1573 power_desc[num].stat = A_INT;
1574 power_desc[num].fail = 12;
1575 power_desc[num++].number = MUT1_SMELL_MET;
1578 if (creature_ptr->muta1 & MUT1_SMELL_MON)
1580 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1581 power_desc[num].level = 5;
1582 power_desc[num].cost = 4;
1583 power_desc[num].stat = A_INT;
1584 power_desc[num].fail = 15;
1585 power_desc[num++].number = MUT1_SMELL_MON;
1588 if (creature_ptr->muta1 & MUT1_BLINK)
1590 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1591 power_desc[num].level = 3;
1592 power_desc[num].cost = 3;
1593 power_desc[num].stat = A_WIS;
1594 power_desc[num].fail = 12;
1595 power_desc[num++].number = MUT1_BLINK;
1598 if (creature_ptr->muta1 & MUT1_EAT_ROCK)
1600 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1601 power_desc[num].level = 8;
1602 power_desc[num].cost = 12;
1603 power_desc[num].stat = A_CON;
1604 power_desc[num].fail = 18;
1605 power_desc[num++].number = MUT1_EAT_ROCK;
1608 if (creature_ptr->muta1 & MUT1_SWAP_POS)
1610 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1611 power_desc[num].level = 15;
1612 power_desc[num].cost = 12;
1613 power_desc[num].stat = A_DEX;
1614 power_desc[num].fail = 16;
1615 power_desc[num++].number = MUT1_SWAP_POS;
1618 if (creature_ptr->muta1 & MUT1_SHRIEK)
1620 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1621 power_desc[num].level = 20;
1622 power_desc[num].cost = 14;
1623 power_desc[num].stat = A_CON;
1624 power_desc[num].fail = 16;
1625 power_desc[num++].number = MUT1_SHRIEK;
1628 if (creature_ptr->muta1 & MUT1_ILLUMINE)
1630 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1631 power_desc[num].level = 3;
1632 power_desc[num].cost = 2;
1633 power_desc[num].stat = A_INT;
1634 power_desc[num].fail = 10;
1635 power_desc[num++].number = MUT1_ILLUMINE;
1638 if (creature_ptr->muta1 & MUT1_DET_CURSE)
1640 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1641 power_desc[num].level = 7;
1642 power_desc[num].cost = 14;
1643 power_desc[num].stat = A_WIS;
1644 power_desc[num].fail = 14;
1645 power_desc[num++].number = MUT1_DET_CURSE;
1648 if (creature_ptr->muta1 & MUT1_BERSERK)
1650 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1651 power_desc[num].level = 8;
1652 power_desc[num].cost = 8;
1653 power_desc[num].stat = A_STR;
1654 power_desc[num].fail = 14;
1655 power_desc[num++].number = MUT1_BERSERK;
1658 if (creature_ptr->muta1 & MUT1_POLYMORPH)
1660 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1661 power_desc[num].level = 18;
1662 power_desc[num].cost = 20;
1663 power_desc[num].stat = A_CON;
1664 power_desc[num].fail = 18;
1665 power_desc[num++].number = MUT1_POLYMORPH;
1668 if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
1670 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1671 power_desc[num].level = 10;
1672 power_desc[num].cost = 5;
1673 power_desc[num].stat = A_INT;
1674 power_desc[num].fail = 12;
1675 power_desc[num++].number = MUT1_MIDAS_TCH;
1678 if (creature_ptr->muta1 & MUT1_GROW_MOLD)
1680 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1681 power_desc[num].level = 1;
1682 power_desc[num].cost = 6;
1683 power_desc[num].stat = A_CON;
1684 power_desc[num].fail = 14;
1685 power_desc[num++].number = MUT1_GROW_MOLD;
1688 if (creature_ptr->muta1 & MUT1_RESIST)
1690 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1691 power_desc[num].level = 10;
1692 power_desc[num].cost = 12;
1693 power_desc[num].stat = A_CON;
1694 power_desc[num].fail = 12;
1695 power_desc[num++].number = MUT1_RESIST;
1698 if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
1700 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1701 power_desc[num].level = 12;
1702 power_desc[num].cost = 12;
1703 power_desc[num].stat = A_STR;
1704 power_desc[num].fail = 16;
1705 power_desc[num++].number = MUT1_EARTHQUAKE;
1708 if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
1710 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1711 power_desc[num].level = 17;
1712 power_desc[num].cost = 1;
1713 power_desc[num].stat = A_WIS;
1714 power_desc[num].fail = 15;
1715 power_desc[num++].number = MUT1_EAT_MAGIC;
1718 if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
1720 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1721 power_desc[num].level = 6;
1722 power_desc[num].cost = 6;
1723 power_desc[num].stat = A_INT;
1724 power_desc[num].fail = 10;
1725 power_desc[num++].number = MUT1_WEIGH_MAG;
1728 if (creature_ptr->muta1 & MUT1_STERILITY)
1730 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1731 power_desc[num].level = 12;
1732 power_desc[num].cost = 23;
1733 power_desc[num].stat = A_CHR;
1734 power_desc[num].fail = 15;
1735 power_desc[num++].number = MUT1_STERILITY;
1738 if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY)
1740 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1741 power_desc[num].level = 10;
1742 power_desc[num].cost = 12;
1743 power_desc[num].stat = A_DEX;
1744 power_desc[num].fail = 14;
1745 power_desc[num++].number = MUT1_HIT_AND_AWAY;
1748 if (creature_ptr->muta1 & MUT1_DAZZLE)
1750 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1751 power_desc[num].level = 7;
1752 power_desc[num].cost = 15;
1753 power_desc[num].stat = A_CHR;
1754 power_desc[num].fail = 8;
1755 power_desc[num++].number = MUT1_DAZZLE;
1758 if (creature_ptr->muta1 & MUT1_LASER_EYE)
1760 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1761 power_desc[num].level = 7;
1762 power_desc[num].cost = 10;
1763 power_desc[num].stat = A_WIS;
1764 power_desc[num].fail = 9;
1765 power_desc[num++].number = MUT1_LASER_EYE;
1768 if (creature_ptr->muta1 & MUT1_RECALL)
1770 strcpy(power_desc[num].name, _("帰還", "Recall"));
1771 power_desc[num].level = 17;
1772 power_desc[num].cost = 50;
1773 power_desc[num].stat = A_INT;
1774 power_desc[num].fail = 16;
1775 power_desc[num++].number = MUT1_RECALL;
1778 if (creature_ptr->muta1 & MUT1_BANISH)
1780 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1781 power_desc[num].level = 25;
1782 power_desc[num].cost = 25;
1783 power_desc[num].stat = A_WIS;
1784 power_desc[num].fail = 18;
1785 power_desc[num++].number = MUT1_BANISH;
1788 if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
1790 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1791 power_desc[num].level = 2;
1792 power_desc[num].cost = 2;
1793 power_desc[num].stat = A_CON;
1794 power_desc[num].fail = 11;
1795 power_desc[num++].number = MUT1_COLD_TOUCH;
1798 if (creature_ptr->muta1 & MUT1_LAUNCHER)
1800 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1801 power_desc[num].level = 1;
1802 power_desc[num].cost = lvl;
1803 power_desc[num].stat = A_STR;
1804 power_desc[num].fail = 6;
1805 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1806 power_desc[num++].number = 3;
1813 (void)strnfmt(out_val, 78,
1814 _("(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? "),
1815 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1817 if (!repeat_pull(&i) || i < 0 || i >= num) {
1818 if (use_menu) screen_save();
1820 choice = (always_show_list || use_menu) ? ESCAPE : 1;
1823 if (choice == ESCAPE) choice = ' ';
1824 else if (!get_com(out_val, &choice, FALSE))break;
1826 if (use_menu && choice != ' ')
1833 free_turn(creature_ptr);
1841 menu_line += (num - 1);
1862 else if (menu_line + 18 <= num)
1876 if (menu_line > num) menu_line -= num;
1878 /* Request redraw */
1879 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1882 if (!redraw || use_menu)
1892 if (!use_menu) screen_save();
1894 /* Print header(s) */
1896 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
1898 prt(_(" Lv MP 失率 Lv MP 失率",
1899 " Lv Cost Fail Lv Cost Fail"), y++, x);
1905 x1 = ((ctr < 18) ? x : x + 40);
1906 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1910 if (ctr == (menu_line - 1)) strcpy(dummy, _(" 》 ", " > "));
1911 else strcpy(dummy, " ");
1915 /* letter/number for power selection */
1919 letter = '0' + ctr - 26;
1920 sprintf(dummy, " %c) ", letter);
1922 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1923 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1924 100 - racial_chance(creature_ptr, &power_desc[ctr])));
1944 if (choice == '\r' && num == 1)
1949 if (isalpha(choice))
1952 ask = (isupper(choice));
1955 if (ask) choice = (char)tolower(choice);
1957 /* Extract request */
1958 i = (islower(choice) ? A2I(choice) : -1);
1962 ask = FALSE; /* Can't uppercase digits */
1964 i = choice - '0' + 26;
1968 /* Totally Illegal */
1969 if ((i < 0) || (i >= num))
1981 (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1983 /* Belay that order */
1984 if (!get_check(tmp_val)) continue;
1990 if (redraw) screen_load();
1992 /* Abort if needed */
1995 free_turn(creature_ptr);
1999 } /*if (!repeat_pull(&i) || ...)*/
2000 switch (racial_aux(creature_ptr, &power_desc[i]))
2003 if (power_desc[i].number < 0)
2004 cast = exe_racial_power(creature_ptr, power_desc[i].number);
2006 cast = exe_mutation_power(creature_ptr, power_desc[i].number);
2020 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2022 /* If mana is not enough, player consumes hit point! */
2023 if (creature_ptr->csp < actual_racial_cost)
2025 actual_racial_cost -= creature_ptr->csp;
2026 creature_ptr->csp = 0;
2027 take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2029 else creature_ptr->csp -= actual_racial_cost;
2031 creature_ptr->redraw |= (PR_HP | PR_MANA);
2032 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
2035 else free_turn(creature_ptr);