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 "core/stuff-handler.h"
17 #include "cmd-basic.h"
18 #include "cmd-magiceat.h"
20 #include "cmd-zapwand.h"
23 #include "object-hook.h"
26 #include "player-race.h"
27 #include "player-effects.h"
28 #include "player-status.h"
29 #include "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-class.h"
38 #include "effect/spells-effect-util.h"
39 #include "spell/spells-type.h"
40 #include "spell/spells2.h"
44 * @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。
46 static bool choose_kamae(player_type *creature_ptr)
53 if (cmd_limit_confused(creature_ptr)) return FALSE;
55 prt(_(" a) 構えをとく", " a) No form"), 2, 20);
57 for (i = 0; i < MAX_KAMAE; i++)
59 if (creature_ptr->lev >= kamae_shurui[i].min_level)
61 sprintf(buf," %c) %-12s %s",I2A(i+1), kamae_shurui[i].desc, kamae_shurui[i].info);
67 prt(_(" どの構えをとりますか?", " Choose Stance: "), 1, 14);
78 else if ((choice == 'a') || (choice == 'A'))
80 if (creature_ptr->action == ACTION_KAMAE)
82 set_action(creature_ptr, ACTION_NONE);
85 msg_print(_("もともと構えていない。", "You are not in a special stance."));
89 else if ((choice == 'b') || (choice == 'B'))
94 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
99 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
104 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
110 set_action(creature_ptr, ACTION_KAMAE);
112 if (creature_ptr->special_defense & (KAMAE_GENBU << new_kamae))
114 msg_print(_("構え直した。", "You reassume a stance."));
118 creature_ptr->special_defense &= ~(KAMAE_MASK);
119 creature_ptr->update |= (PU_BONUS);
120 creature_ptr->redraw |= (PR_STATE);
121 msg_format(_("%sの構えをとった。", "You assume the %s stance."), kamae_shurui[new_kamae].desc);
122 creature_ptr->special_defense |= (KAMAE_GENBU << new_kamae);
124 creature_ptr->redraw |= PR_STATE;
131 * @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。
133 static bool choose_kata(player_type *creature_ptr)
140 if (cmd_limit_confused(creature_ptr)) return FALSE;
142 if (creature_ptr->stun)
144 msg_print(_("意識がはっきりとしない。", "You are not clear headed"));
148 if (creature_ptr->afraid)
150 msg_print(_("体が震えて構えられない!", "You are trembling with fear!"));
154 prt(_(" a) 型を崩す", " a) No Form"), 2, 20);
156 for (i = 0; i < MAX_KATA; i++)
158 if (creature_ptr->lev >= kata_shurui[i].min_level)
160 sprintf(buf,_(" %c) %sの型 %s", " %c) Stance of %-12s %s"),I2A(i+1), kata_shurui[i].desc, kata_shurui[i].info);
166 prt(_(" どの型で構えますか?", " Choose Stance: "), 1, 14);
172 if (choice == ESCAPE)
177 else if ((choice == 'a') || (choice == 'A'))
179 if (creature_ptr->action == ACTION_KATA)
181 set_action(creature_ptr, ACTION_NONE);
184 msg_print(_("もともと構えていない。", "You are not in a special stance."));
188 else if ((choice == 'b') || (choice == 'B'))
193 else if (((choice == 'c') || (choice == 'C')) && (creature_ptr->lev > 29))
198 else if (((choice == 'd') || (choice == 'D')) && (creature_ptr->lev > 34))
203 else if (((choice == 'e') || (choice == 'E')) && (creature_ptr->lev > 39))
209 set_action(creature_ptr, ACTION_KATA);
211 if (creature_ptr->special_defense & (KATA_IAI << new_kata))
213 msg_print(_("構え直した。", "You reassume a stance."));
217 creature_ptr->special_defense &= ~(KATA_MASK);
218 creature_ptr->update |= (PU_BONUS | PU_MONSTERS);
219 msg_format(_("%sの型で構えた。", "You assume the %s stance."), kata_shurui[new_kata].desc);
220 creature_ptr->special_defense |= (KATA_IAI << new_kata);
222 creature_ptr->redraw |= (PR_STATE | PR_STATUS);
229 * @brief レイシャル・パワー情報の構造体定義
231 typedef struct power_desc_type
233 GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
234 PLAYER_LEVEL level; //!<体得レベル
243 * @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
244 * @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
247 static PERCENTAGE racial_chance(player_type *creature_ptr, power_desc_type *pd_ptr)
249 PLAYER_LEVEL min_level = pd_ptr->level;
250 PERCENTAGE difficulty = pd_ptr->fail;
255 BASE_STATUS stat = creature_ptr->stat_cur[pd_ptr->stat];
257 /* No chance for success */
258 if ((creature_ptr->lev < min_level) || creature_ptr->confused)
263 if (difficulty == 0) return 100;
265 /* Calculate difficulty */
266 if (creature_ptr->stun)
268 difficulty += (PERCENTAGE)creature_ptr->stun;
270 else if (creature_ptr->lev > min_level)
272 PERCENTAGE lev_adj = (PERCENTAGE)((creature_ptr->lev - min_level) / 3);
273 if (lev_adj > 10) lev_adj = 10;
274 difficulty -= lev_adj;
277 if (difficulty < 5) difficulty = 5;
279 /* We only need halfs of the difficulty */
280 difficulty = difficulty / 2;
282 for (i = 1; i <= stat; i++)
284 val = i - difficulty;
286 sum += (val <= difficulty) ? val : difficulty;
292 return (((sum * 100) / difficulty) / stat);
296 static int racial_cost;
299 * @brief レイシャル・パワーの発動の判定処理
300 * @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
302 * 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。
303 * return value indicates that we have succesfully used the power 1: Succeeded, 0: Cancelled, -1: Failed
305 static int racial_aux(player_type *creature_ptr, power_desc_type *pd_ptr)
307 PLAYER_LEVEL min_level = pd_ptr->level;
308 int use_stat = pd_ptr->stat;
309 int difficulty = pd_ptr->fail;
312 racial_cost = pd_ptr->cost;
314 /* Not enough mana - use hp */
315 if (creature_ptr->csp < racial_cost) use_hp = racial_cost - creature_ptr->csp;
317 /* Power is not available yet */
318 if (creature_ptr->lev < min_level)
320 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。",
321 "You need to attain level %d to use this power."), min_level);
323 free_turn(creature_ptr);
327 if (cmd_limit_confused(creature_ptr))
329 free_turn(creature_ptr);
334 else if (creature_ptr->chp < use_hp)
336 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? ")))
338 free_turn(creature_ptr);
343 /* Else attempt to do it! */
347 if (creature_ptr->stun)
349 difficulty += creature_ptr->stun;
351 else if (creature_ptr->lev > min_level)
353 int lev_adj = ((creature_ptr->lev - min_level) / 3);
354 if (lev_adj > 10) lev_adj = 10;
355 difficulty -= lev_adj;
358 if (difficulty < 5) difficulty = 5;
361 /* take time and pay the price */
362 take_turn(creature_ptr, 100);
365 if (randint1(creature_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
370 if (flush_failure) flush();
371 msg_print(_("充分に集中できなかった。", "You've failed to concentrate hard enough."));
378 * @brief レイシャル・パワー発動処理
379 * @param creature_ptr プレーヤーへの参照ポインタ
380 * @param command 発動するレイシャルのID
381 * @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。
383 static bool exe_racial_power(player_type *creature_ptr, s32b command)
385 PLAYER_LEVEL plev = creature_ptr->lev;
390 switch (creature_ptr->pclass)
394 return sword_dancing(creature_ptr);
397 case CLASS_HIGH_MAGE:
398 if (creature_ptr->realm1 == REALM_HEX)
400 bool retval = stop_hex_spell(creature_ptr);
401 if (retval) creature_ptr->energy_use = 10;
406 /* case CLASS_HIGH_MAGE: */
409 if (!eat_magic(creature_ptr, creature_ptr->lev * 2)) return FALSE;
414 if (is_good_realm(creature_ptr->realm1))
416 if (!bless_weapon(creature_ptr)) return FALSE;
420 (void)dispel_monsters(creature_ptr, plev * 4);
421 turn_monsters(creature_ptr, plev * 4);
422 banish_monsters(creature_ptr, plev * 4);
428 if(!hit_and_away(creature_ptr)) return FALSE;
434 msg_print(_("敵を調査した...", "You examine your foes..."));
435 probing(creature_ptr);
440 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
441 fire_beam(creature_ptr, is_good_realm(creature_ptr->realm1) ? GF_HOLY_FIRE : GF_HELL_FIRE,
445 case CLASS_WARRIOR_MAGE:
449 return comvert_hp_to_mp(creature_ptr);
451 else if (command == -4)
453 return comvert_mp_to_hp(creature_ptr);
457 case CLASS_CHAOS_WARRIOR:
459 return confusing_light(creature_ptr);
464 if (!(empty_hands(creature_ptr, TRUE) & EMPTY_HAND_RARM))
466 msg_print(_("素手じゃないとできません。", "You need to be barehanded."));
469 if (creature_ptr->riding)
471 msg_print(_("乗馬中はできません。", "You need to get off a pet."));
477 if (!choose_kamae(creature_ptr)) return FALSE;
478 creature_ptr->update |= (PU_BONUS);
480 else if (command == -4)
482 return double_attack(creature_ptr);
486 case CLASS_MINDCRAFTER:
487 case CLASS_FORCETRAINER:
489 return clear_mind(creature_ptr);
495 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
497 fire_beam(creature_ptr, GF_PHOTO, dir, 1);
499 else if (command == -4)
501 if (!identify_fully(creature_ptr, FALSE, 0)) return FALSE;
507 handle_stuff(creature_ptr);
508 if (!do_cmd_mane(creature_ptr, TRUE)) return FALSE;
511 case CLASS_BEASTMASTER:
515 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
516 (void)fire_ball_hide(creature_ptr, GF_CHARM_LIVING, dir, creature_ptr->lev, 0);
518 else if (command == -4)
520 project_all_los(creature_ptr, GF_CHARM_LIVING, creature_ptr->lev);
526 if (!create_ammo(creature_ptr)) return FALSE;
529 case CLASS_MAGIC_EATER:
532 if (!import_magic_device(creature_ptr)) return FALSE;
533 } else if (command == -4) {
534 if (cmd_limit_cast(creature_ptr)) return FALSE;
535 if (!do_cmd_magic_eater(creature_ptr, FALSE, TRUE)) return FALSE;
541 /* Singing is already stopped */
542 if (!SINGING_SONG_EFFECT(creature_ptr) && !INTERUPTING_SONG_EFFECT(creature_ptr)) return FALSE;
544 stop_singing(creature_ptr);
545 creature_ptr->energy_use = 10;
550 if (cmd_limit_cast(creature_ptr)) return FALSE;
551 handle_stuff(creature_ptr);
552 do_cmd_cast(creature_ptr);
553 handle_stuff(creature_ptr);
554 if (!creature_ptr->paralyzed && !cmd_limit_cast(creature_ptr))
555 do_cmd_cast(creature_ptr);
562 concentration(creature_ptr);
564 else if (command == -4)
566 if (!has_melee_weapon(creature_ptr, INVEN_RARM) && !has_melee_weapon(creature_ptr, INVEN_LARM))
568 msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
571 if (!choose_kata(creature_ptr)) return FALSE;
572 creature_ptr->update |= (PU_BONUS);
576 case CLASS_BLUE_MAGE:
578 if (creature_ptr->action == ACTION_LEARN)
580 set_action(creature_ptr, ACTION_NONE);
584 set_action(creature_ptr, ACTION_LEARN);
586 free_turn(creature_ptr);
591 return rodeo(creature_ptr);
593 case CLASS_BERSERKER:
595 if (!recall_player(creature_ptr, randint0(21) + 15)) return FALSE;
600 if (creature_ptr->lev > 29)
602 if (!identify_fully(creature_ptr, TRUE, 0)) return FALSE;
606 if (!ident_spell(creature_ptr, TRUE, 0)) return FALSE;
610 case CLASS_MIRROR_MASTER:
614 /* Explode all mirrors */
615 remove_all_mirrors(creature_ptr, TRUE);
617 else if (command == -4)
619 return mirror_concentration(creature_ptr);
624 hayagake(creature_ptr);
628 else if (creature_ptr->mimic_form)
630 switch (creature_ptr->mimic_form)
633 case MIMIC_DEMON_LORD:
635 return demonic_breath(creature_ptr);
638 vampirism(creature_ptr);
646 switch (creature_ptr->prace)
649 msg_print(_("周囲を調べた。", "You examine your surroundings."));
650 (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
651 (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
652 (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
656 return create_ration(creature_ptr);
660 msg_print(_("パッ!", "Blink!"));
661 teleport_player(creature_ptr, 10, TELEPORT_SPONTANEOUS);
665 msg_print(_("勇気を出した。", "You play tough."));
666 (void)set_afraid(creature_ptr, 0);
669 case RACE_HALF_TROLL:
670 msg_print(_("うがぁぁ!", "RAAAGH!"));
671 (void)berserk(creature_ptr, 10 + randint1(plev));
677 msg_print(_("あなたは歩き周り始めた。", "You start walking around. "));
678 reserve_alter_reality(creature_ptr);
680 else if (command == -2)
682 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..."));
684 (void)true_healing(creature_ptr, 0);
685 (void)restore_all_status(creature_ptr);
686 (void)restore_level(creature_ptr);
691 msg_print(_("うぉぉおお!", "Raaagh!"));
692 (void)berserk(creature_ptr, 10 + randint1(plev));
696 msg_print(_("爆発のルーンを慎重に仕掛けた...", "You carefully set an explosive rune..."));
697 explosive_rune(creature_ptr, creature_ptr->y, creature_ptr->x);
700 case RACE_HALF_GIANT:
701 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
702 (void)wall_to_mud(creature_ptr, dir, 20 + randint1(30));
705 case RACE_HALF_TITAN:
706 msg_print(_("敵を調査した...", "You examine your foes..."));
707 probing(creature_ptr);
711 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
712 msg_print(_("巨大な岩を投げた。", "You throw a huge boulder."));
713 fire_bolt(creature_ptr, GF_MISSILE, dir, (3 * plev) / 2);
717 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
718 stop_mouth(creature_ptr);
719 msg_print(_("身の毛もよだつ叫び声を上げた!", "You make a horrible scream!"));
720 (void)fear_monster(creature_ptr, dir, plev);
724 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
725 stop_mouth(creature_ptr);
726 msg_print(_("酸を吐いた。", "You spit acid."));
727 if (plev < 25) fire_bolt(creature_ptr, GF_ACID, dir, plev);
728 else fire_ball(creature_ptr, GF_ACID, dir, plev, 2);
732 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
733 msg_print(_("毒のダーツを投げた。", "You throw a dart of poison."));
734 fire_bolt(creature_ptr, GF_POIS, dir, plev);
738 msg_print(_("周囲を調査した。", "You examine your surroundings."));
739 (void)detect_traps(creature_ptr, DETECT_RAD_DEFAULT, TRUE);
740 (void)detect_doors(creature_ptr, DETECT_RAD_DEFAULT);
741 (void)detect_stairs(creature_ptr, DETECT_RAD_DEFAULT);
745 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
746 msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
747 fire_bolt_or_beam(creature_ptr, 10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
751 return draconian_breath(creature_ptr);
754 case RACE_MIND_FLAYER:
755 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
756 msg_print(_("あなたは集中し、目が赤く輝いた...", "You concentrate and your eyes glow red..."));
757 fire_bolt(creature_ptr, GF_PSI, dir, plev);
761 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
764 msg_print(_("ファイア・ボールを放った。", "You cast a ball of fire."));
765 fire_ball(creature_ptr, GF_FIRE, dir, plev, 2);
769 msg_print(_("ファイア・ボルトを放った。", "You cast a bolt of fire."));
770 fire_bolt(creature_ptr, GF_FIRE, dir, plev);
775 (void)set_shield(creature_ptr, randint1(20) + 30, FALSE);
780 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."));
781 (void)restore_level(creature_ptr);
785 vampirism(creature_ptr);
789 if (!get_aim_dir(creature_ptr, &dir)) return FALSE;
790 stop_mouth(creature_ptr);
791 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!"));
792 (void)fear_monster(creature_ptr, dir, plev);
796 msg_print(_("あなたは魔法の粉を投げつけた...", "You throw some magic dust..."));
797 if (plev < 25) sleep_monsters_touch(creature_ptr);
798 else (void)sleep_monsters(creature_ptr, plev);
802 return demonic_breath(creature_ptr);
806 (void)set_tsubureru(creature_ptr, randint1(20) + 30, FALSE);
810 return android_inside_weapon(creature_ptr);
814 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."));
815 free_turn(creature_ptr);
824 * @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
827 void do_cmd_racial_power(player_type *creature_ptr)
829 power_desc_type power_desc[36];
833 PLAYER_LEVEL lvl = creature_ptr->lev;
834 bool flag, redraw, cast = FALSE;
835 bool warrior = ((creature_ptr->pclass == CLASS_WARRIOR || creature_ptr->pclass == CLASS_BERSERKER) ? TRUE : FALSE);
838 int menu_line = (use_menu ? 1 : 0);
840 if (creature_ptr->wild_mode) return;
842 for (num = 0; num < 36; num++)
844 strcpy(power_desc[num].name, "");
845 power_desc[num].number = 0;
850 if (cmd_limit_confused(creature_ptr))
852 free_turn(creature_ptr);
856 if (creature_ptr->special_defense & (KATA_MUSOU | KATA_KOUKIJIN))
858 set_action(creature_ptr, ACTION_NONE);
861 switch (creature_ptr->pclass)
865 strcpy(power_desc[num].name, _("剣の舞い", "Sword Dancing"));
866 power_desc[num].level = 40;
867 power_desc[num].cost = 75;
868 power_desc[num].stat = A_DEX;
869 power_desc[num].fail = 35;
870 power_desc[num++].number = -3;
873 case CLASS_HIGH_MAGE:
874 if (creature_ptr->realm1 == REALM_HEX)
876 strcpy(power_desc[num].name, _("詠唱をやめる", "Stop spell casting"));
877 power_desc[num].level = 1;
878 power_desc[num].cost = 0;
879 power_desc[num].stat = A_INT;
880 power_desc[num].fail = 0;
881 power_desc[num++].number = -3;
886 /* case CLASS_HIGH_MAGE: */
889 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
890 power_desc[num].level = 25;
891 power_desc[num].cost = 1;
892 power_desc[num].stat = A_INT;
893 power_desc[num].fail = 25;
894 power_desc[num++].number = -3;
899 if (is_good_realm(creature_ptr->realm1))
901 strcpy(power_desc[num].name, _("武器祝福", "Bless Weapon"));
902 power_desc[num].level = 35;
903 power_desc[num].cost = 70;
904 power_desc[num].stat = A_WIS;
905 power_desc[num].fail = 50;
906 power_desc[num++].number = -3;
910 strcpy(power_desc[num].name, _("召魂", "Evocation"));
911 power_desc[num].level = 42;
912 power_desc[num].cost = 40;
913 power_desc[num].stat = A_WIS;
914 power_desc[num].fail = 35;
915 power_desc[num++].number = -3;
921 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Hit and Away"));
922 power_desc[num].level = 8;
923 power_desc[num].cost = 12;
924 power_desc[num].stat = A_DEX;
925 power_desc[num].fail = 14;
926 power_desc[num++].number = -3;
932 strcpy(power_desc[num].name, _("モンスター調査", "Probe Monster"));
933 power_desc[num].level = 15;
934 power_desc[num].cost = 20;
935 power_desc[num].stat = A_INT;
936 power_desc[num].fail = 12;
937 power_desc[num++].number = -3;
942 if (is_good_realm(creature_ptr->realm1))
944 strcpy(power_desc[num].name, _("ホーリー・ランス", "Holy Lance"));
945 power_desc[num].level = 30;
946 power_desc[num].cost = 30;
947 power_desc[num].stat = A_WIS;
948 power_desc[num].fail = 30;
949 power_desc[num++].number = -3;
953 strcpy(power_desc[num].name, _("ヘル・ランス", "Hell Lance"));
954 power_desc[num].level = 30;
955 power_desc[num].cost = 30;
956 power_desc[num].stat = A_WIS;
957 power_desc[num].fail = 30;
958 power_desc[num++].number = -3;
962 case CLASS_WARRIOR_MAGE:
964 strcpy(power_desc[num].name, _("変換: HP→MP", "Convert HP to SP"));
965 power_desc[num].level = 25;
966 power_desc[num].cost = 0;
967 power_desc[num].stat = A_INT;
968 power_desc[num].fail = 10;
969 power_desc[num++].number = -3;
971 strcpy(power_desc[num].name, _("変換: MP→HP", "Convert SP to HP"));
972 power_desc[num].level = 25;
973 power_desc[num].cost = 0;
974 power_desc[num].stat = A_INT;
975 power_desc[num].fail = 10;
976 power_desc[num++].number = -4;
979 case CLASS_CHAOS_WARRIOR:
981 strcpy(power_desc[num].name, _("幻惑の光", "Confusing Light"));
982 power_desc[num].level = 40;
983 power_desc[num].cost = 50;
984 power_desc[num].stat = A_INT;
985 power_desc[num].fail = 25;
986 power_desc[num++].number = -3;
991 strcpy(power_desc[num].name, _("構える", "Assume a Stance"));
992 power_desc[num].level = 25;
993 power_desc[num].cost = 0;
994 power_desc[num].stat = A_DEX;
995 power_desc[num].fail = 0;
996 power_desc[num++].number = -3;
998 strcpy(power_desc[num].name, _("百裂拳", "Double Attack"));
999 power_desc[num].level = 30;
1000 power_desc[num].cost = 30;
1001 power_desc[num].stat = A_STR;
1002 power_desc[num].fail = 20;
1003 power_desc[num++].number = -4;
1006 case CLASS_MINDCRAFTER:
1007 case CLASS_FORCETRAINER:
1009 strcpy(power_desc[num].name, _("明鏡止水", "Clear Mind"));
1010 power_desc[num].level = 15;
1011 power_desc[num].cost = 0;
1012 power_desc[num].stat = A_WIS;
1013 power_desc[num].fail = 10;
1014 power_desc[num++].number = -3;
1019 strcpy(power_desc[num].name, _("写真撮影", "Take a Photograph"));
1020 power_desc[num].level = 1;
1021 power_desc[num].cost = 0;
1022 power_desc[num].stat = A_DEX;
1023 power_desc[num].fail = 0;
1024 power_desc[num++].number = -3;
1026 strcpy(power_desc[num].name, _("真・鑑定", "Identify True"));
1027 power_desc[num].level = 25;
1028 power_desc[num].cost = 20;
1029 power_desc[num].stat = A_INT;
1030 power_desc[num].fail = 20;
1031 power_desc[num++].number = -4;
1034 case CLASS_IMITATOR:
1036 strcpy(power_desc[num].name, _("倍返し", "Double Revenge"));
1037 power_desc[num].level = 30;
1038 power_desc[num].cost = 100;
1039 power_desc[num].stat = A_DEX;
1040 power_desc[num].fail = 30;
1041 power_desc[num++].number = -3;
1044 case CLASS_BEASTMASTER:
1046 strcpy(power_desc[num].name, _("生物支配", "Dominate a Living Thing"));
1047 power_desc[num].level = 1;
1048 power_desc[num].cost = (creature_ptr->lev + 3) / 4;
1049 power_desc[num].stat = A_CHR;
1050 power_desc[num].fail = 10;
1051 power_desc[num++].number = -3;
1053 strcpy(power_desc[num].name, _("真・生物支配", "Dominate Living Things"));
1054 power_desc[num].level = 30;
1055 power_desc[num].cost = (creature_ptr->lev + 20) / 2;
1056 power_desc[num].stat = A_CHR;
1057 power_desc[num].fail = 10;
1058 power_desc[num++].number = -4;
1063 strcpy(power_desc[num].name, _("弾/矢の製造", "Create Ammo"));
1064 power_desc[num].level = 1;
1065 power_desc[num].cost = 0;
1066 power_desc[num].stat = A_DEX;
1067 power_desc[num].fail = 0;
1068 power_desc[num++].number = -3;
1071 case CLASS_MAGIC_EATER:
1073 strcpy(power_desc[num].name, _("魔力の取り込み", "Absorb Magic"));
1074 power_desc[num].level = 1;
1075 power_desc[num].cost = 0;
1076 power_desc[num].stat = A_INT;
1077 power_desc[num].fail = 0;
1078 power_desc[num++].number = -3;
1080 strcpy(power_desc[num].name, _("強力発動", "Powerful Activation"));
1081 power_desc[num].level = 10;
1082 power_desc[num].cost = 10 + (lvl - 10) / 2;
1083 power_desc[num].stat = A_INT;
1084 power_desc[num].fail = 0;
1085 power_desc[num++].number = -4;
1090 strcpy(power_desc[num].name, _("歌を止める", "Stop Singing"));
1091 power_desc[num].level = 1;
1092 power_desc[num].cost = 0;
1093 power_desc[num].stat = A_CHR;
1094 power_desc[num].fail = 0;
1095 power_desc[num++].number = -3;
1098 case CLASS_RED_MAGE:
1100 strcpy(power_desc[num].name, _("連続魔", "Double Magic"));
1101 power_desc[num].level = 48;
1102 power_desc[num].cost = 20;
1103 power_desc[num].stat = A_INT;
1104 power_desc[num].fail = 0;
1105 power_desc[num++].number = -3;
1110 strcpy(power_desc[num].name, _("気合いため", "Concentration"));
1111 power_desc[num].level = 1;
1112 power_desc[num].cost = 0;
1113 power_desc[num].stat = A_WIS;
1114 power_desc[num].fail = 0;
1115 power_desc[num++].number = -3;
1117 strcpy(power_desc[num].name, _("型", "Assume a Stance"));
1118 power_desc[num].level = 25;
1119 power_desc[num].cost = 0;
1120 power_desc[num].stat = A_DEX;
1121 power_desc[num].fail = 0;
1122 power_desc[num++].number = -4;
1125 case CLASS_BLUE_MAGE:
1127 strcpy(power_desc[num].name, _("ラーニング", "Learning"));
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;
1137 strcpy(power_desc[num].name, _("荒馬ならし", "Rodeo"));
1138 power_desc[num].level = 10;
1139 power_desc[num].cost = 0;
1140 power_desc[num].stat = A_STR;
1141 power_desc[num].fail = 10;
1142 power_desc[num++].number = -3;
1145 case CLASS_BERSERKER:
1147 strcpy(power_desc[num].name, _("帰還", "Recall"));
1148 power_desc[num].level = 10;
1149 power_desc[num].cost = 10;
1150 power_desc[num].stat = A_DEX;
1151 power_desc[num].fail = 20;
1152 power_desc[num++].number = -3;
1155 case CLASS_MIRROR_MASTER:
1157 strcpy(power_desc[num].name, _("鏡割り", "Break Mirrors"));
1158 power_desc[num].level = 1;
1159 power_desc[num].cost = 0;
1160 power_desc[num].stat = A_INT;
1161 power_desc[num].fail = 0;
1162 power_desc[num++].number = -3;
1164 strcpy(power_desc[num].name, _("静水", "Mirror Concentration"));
1165 power_desc[num].level = 30;
1166 power_desc[num].cost = 0;
1167 power_desc[num].stat = A_INT;
1168 power_desc[num].fail = 20;
1169 power_desc[num++].number = -4;
1174 strcpy(power_desc[num].name, _("目利き", "Judgment"));
1175 power_desc[num].level = 5;
1176 power_desc[num].cost = 15;
1177 power_desc[num].stat = A_INT;
1178 power_desc[num].fail = 20;
1179 power_desc[num++].number = -3;
1184 strcpy(power_desc[num].name, _("速駆け", "Quick Walk"));
1185 power_desc[num].level = 20;
1186 power_desc[num].cost = 0;
1187 power_desc[num].stat = A_DEX;
1188 power_desc[num].fail = 0;
1189 power_desc[num++].number = -3;
1193 strcpy(power_desc[0].name, _("(なし)", "(none)"));
1196 if (creature_ptr->mimic_form)
1198 switch (creature_ptr->mimic_form)
1201 case MIMIC_DEMON_LORD:
1202 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);
1203 power_desc[num].level = 15;
1204 power_desc[num].cost = 10 + lvl / 3;
1205 power_desc[num].stat = A_CON;
1206 power_desc[num].fail = 20;
1207 power_desc[num++].number = -1;
1210 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1211 power_desc[num].level = 2;
1212 power_desc[num].cost = 1 + (lvl / 3);
1213 power_desc[num].stat = A_CON;
1214 power_desc[num].fail = 9;
1215 power_desc[num++].number = -1;
1221 switch (creature_ptr->prace)
1224 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1225 power_desc[num].level = 5;
1226 power_desc[num].cost = 5;
1227 power_desc[num].stat = A_WIS;
1228 power_desc[num].fail = 12;
1229 power_desc[num++].number = -1;
1232 strcpy(power_desc[num].name, _("ドアと罠 感知", "Detect Doors+Traps"));
1233 power_desc[num].level = 10;
1234 power_desc[num].cost = 5;
1235 power_desc[num].stat = A_WIS;
1236 power_desc[num].fail = 10;
1237 power_desc[num++].number = -1;
1240 strcpy(power_desc[num].name, _("食糧生成", "Create Food"));
1241 power_desc[num].level = 15;
1242 power_desc[num].cost = 10;
1243 power_desc[num].stat = A_INT;
1244 power_desc[num].fail = 10;
1245 power_desc[num++].number = -1;
1248 sprintf(power_desc[num].name, _("ショート・テレポート", "Blink"));
1249 power_desc[num].level = 5;
1250 power_desc[num].cost = 5;
1251 power_desc[num].stat = A_INT;
1252 power_desc[num].fail = 12;
1253 power_desc[num++].number = -1;
1256 strcpy(power_desc[num].name, _("恐怖除去", "Remove Fear"));
1257 power_desc[num].level = 3;
1258 power_desc[num].cost = 5;
1259 power_desc[num].stat = A_WIS;
1260 power_desc[num].fail = warrior ? 5 : 10;
1261 power_desc[num++].number = -1;
1263 case RACE_HALF_TROLL:
1264 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1265 power_desc[num].level = 10;
1266 power_desc[num].cost = 12;
1267 power_desc[num].stat = A_STR;
1268 power_desc[num].fail = warrior ? 6 : 12;
1269 power_desc[num++].number = -1;
1271 case RACE_BARBARIAN:
1272 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1273 power_desc[num].level = 8;
1274 power_desc[num].cost = 10;
1275 power_desc[num].stat = A_STR;
1276 power_desc[num].fail = warrior ? 6 : 12;
1277 power_desc[num++].number = -1;
1280 strcpy(power_desc[num].name, _("シャドウ・シフト", "Shadow Shifting"));
1281 power_desc[num].level = 30;
1282 power_desc[num].cost = 50;
1283 power_desc[num].stat = A_INT;
1284 power_desc[num].fail = 50;
1285 power_desc[num++].number = -1;
1287 strcpy(power_desc[num].name, _("パターン・ウォーク", "Pattern Mindwalking"));
1288 power_desc[num].level = 40;
1289 power_desc[num].cost = 75;
1290 power_desc[num].stat = A_WIS;
1291 power_desc[num].fail = 50;
1292 power_desc[num++].number = -2;
1294 case RACE_HALF_OGRE:
1295 strcpy(power_desc[num].name, _("爆発のルーン", "Explosive Rune"));
1296 power_desc[num].level = 25;
1297 power_desc[num].cost = 35;
1298 power_desc[num].stat = A_INT;
1299 power_desc[num].fail = 15;
1300 power_desc[num++].number = -1;
1302 case RACE_HALF_GIANT:
1303 strcpy(power_desc[num].name, _("岩石溶解", "Stone to Mud"));
1304 power_desc[num].level = 20;
1305 power_desc[num].cost = 10;
1306 power_desc[num].stat = A_STR;
1307 power_desc[num].fail = 12;
1308 power_desc[num++].number = -1;
1310 case RACE_HALF_TITAN:
1311 strcpy(power_desc[num].name, _("スキャン・モンスター", "Probing"));
1312 power_desc[num].level = 15;
1313 power_desc[num].cost = 10;
1314 power_desc[num].stat = A_INT;
1315 power_desc[num].fail = 12;
1316 power_desc[num++].number = -1;
1319 sprintf(power_desc[num].name, _("岩石投げ(ダメージ %d)", "Throw Boulder (dam %d)"), (3 * lvl) / 2);
1320 power_desc[num].level = 20;
1321 power_desc[num].cost = 15;
1322 power_desc[num].stat = A_STR;
1323 power_desc[num].fail = 12;
1324 power_desc[num++].number = -1;
1327 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1328 power_desc[num].level = 15;
1329 power_desc[num].cost = 15;
1330 power_desc[num].stat = A_WIS;
1331 power_desc[num].fail = 10;
1332 power_desc[num++].number = -1;
1335 strcpy(power_desc[num].name, _("モンスター恐慌", "Scare Monster"));
1336 power_desc[num].level = 4;
1337 power_desc[num].cost = 6;
1338 power_desc[num].stat = A_INT;
1339 power_desc[num].fail = 3;
1340 power_desc[num++].number = -1;
1343 sprintf(power_desc[num].name, _("酸の唾 (ダメージ %d)", "Spit Acid (dam %d)"), lvl);
1344 power_desc[num].level = 9;
1345 power_desc[num].cost = 9;
1346 power_desc[num].stat = A_DEX;
1347 power_desc[num].fail = 14;
1348 power_desc[num++].number = -1;
1351 sprintf(power_desc[num].name, _("毒のダーツ (ダメージ %d)", "Poison Dart (dam %d)"), lvl);
1352 power_desc[num].level = 12;
1353 power_desc[num].cost = 8;
1354 power_desc[num].stat = A_DEX;
1355 power_desc[num].fail = 14;
1356 power_desc[num++].number = -1;
1359 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);
1360 power_desc[num].level = 2;
1361 power_desc[num].cost = 2;
1362 power_desc[num].stat = A_INT;
1363 power_desc[num].fail = 9;
1364 power_desc[num++].number = -1;
1366 case RACE_DRACONIAN:
1367 sprintf(power_desc[num].name, _("ブレス (ダメージ %d)", "Breath Weapon (dam %d)"), lvl * 2);
1368 power_desc[num].level = 1;
1369 power_desc[num].cost = lvl;
1370 power_desc[num].stat = A_CON;
1371 power_desc[num].fail = 12;
1372 power_desc[num++].number = -1;
1374 case RACE_MIND_FLAYER:
1375 sprintf(power_desc[num].name, _("精神攻撃 (ダメージ %d)", "Mind Blast (dam %d)"), lvl);
1376 power_desc[num].level = 15;
1377 power_desc[num].cost = 12;
1378 power_desc[num].stat = A_INT;
1379 power_desc[num].fail = 14;
1380 power_desc[num++].number = -1;
1383 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);
1384 power_desc[num].level = 9;
1385 power_desc[num].cost = 15;
1386 power_desc[num].stat = A_WIS;
1387 power_desc[num].fail = 15;
1388 power_desc[num++].number = -1;
1391 strcpy(power_desc[num].name, _("肌石化 (期間 1d20+30)", "Stone Skin (dur 1d20+30)"));
1392 power_desc[num].level = 20;
1393 power_desc[num].cost = 15;
1394 power_desc[num].stat = A_CON;
1395 power_desc[num].fail = 8;
1396 power_desc[num++].number = -1;
1400 strcpy(power_desc[num].name, _("経験値復活", "Restore Experience"));
1401 power_desc[num].level = 30;
1402 power_desc[num].cost = 30;
1403 power_desc[num].stat = A_WIS;
1404 power_desc[num].fail = 18;
1405 power_desc[num++].number = -1;
1408 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1409 power_desc[num].level = 2;
1410 power_desc[num].cost = 1 + (lvl / 3);
1411 power_desc[num].stat = A_CON;
1412 power_desc[num].fail = 9;
1413 power_desc[num++].number = -1;
1416 strcpy(power_desc[num].name, _("眠り粉", "Sleeping Dust"));
1417 power_desc[num].level = 12;
1418 power_desc[num].cost = 12;
1419 power_desc[num].stat = A_INT;
1420 power_desc[num].fail = 15;
1421 power_desc[num++].number = -1;
1424 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);
1425 power_desc[num].level = 15;
1426 power_desc[num].cost = 10 + lvl / 3;
1427 power_desc[num].stat = A_CON;
1428 power_desc[num].fail = 20;
1429 power_desc[num++].number = -1;
1432 strcpy(power_desc[num].name, _("横に伸びる", "Expand Horizontally (dur 30+1d20)"));
1433 power_desc[num].level = 20;
1434 power_desc[num].cost = 15;
1435 power_desc[num].stat = A_CHR;
1436 power_desc[num].fail = 8;
1437 power_desc[num++].number = -1;
1440 if (creature_ptr->lev < 10)
1442 strcpy(power_desc[num].name, _("レイガン", "Ray Gun"));
1443 power_desc[num].level = 1;
1444 power_desc[num].cost = 7;
1445 power_desc[num].fail = 8;
1447 else if (creature_ptr->lev < 25)
1449 strcpy(power_desc[num].name, _("ブラスター", "Blaster"));
1450 power_desc[num].level = 10;
1451 power_desc[num].cost = 13;
1452 power_desc[num].fail = 10;
1454 else if (creature_ptr->lev < 35)
1456 strcpy(power_desc[num].name, _("バズーカ", "Bazooka"));
1457 power_desc[num].level = 25;
1458 power_desc[num].cost = 26;
1459 power_desc[num].fail = 12;
1461 else if (creature_ptr->lev < 45)
1463 strcpy(power_desc[num].name, _("ビームキャノン", "Beam Cannon"));
1464 power_desc[num].level = 35;
1465 power_desc[num].cost = 40;
1466 power_desc[num].fail = 15;
1470 strcpy(power_desc[num].name, _("ロケット", "Rocket"));
1471 power_desc[num].level = 45;
1472 power_desc[num].cost = 60;
1473 power_desc[num].fail = 18;
1475 power_desc[num].stat = A_STR;
1476 power_desc[num++].number = -1;
1485 if (creature_ptr->muta1)
1487 if (creature_ptr->muta1 & MUT1_SPIT_ACID)
1489 strcpy(power_desc[num].name, _("酸の唾", "Spit Acid"));
1490 power_desc[num].level = 9;
1491 power_desc[num].cost = 9;
1492 power_desc[num].stat = A_DEX;
1493 power_desc[num].fail = 15;
1494 power_desc[num++].number = MUT1_SPIT_ACID;
1497 if (creature_ptr->muta1 & MUT1_BR_FIRE)
1499 strcpy(power_desc[num].name, _("炎のブレス", "Fire Breath"));
1500 power_desc[num].level = 20;
1501 power_desc[num].cost = lvl;
1502 power_desc[num].stat = A_CON;
1503 power_desc[num].fail = 18;
1504 power_desc[num++].number = MUT1_BR_FIRE;
1507 if (creature_ptr->muta1 & MUT1_HYPN_GAZE)
1509 strcpy(power_desc[num].name, _("催眠睨み", "Hypnotic Gaze"));
1510 power_desc[num].level = 12;
1511 power_desc[num].cost = 12;
1512 power_desc[num].stat = A_CHR;
1513 power_desc[num].fail = 18;
1514 power_desc[num++].number = MUT1_HYPN_GAZE;
1517 if (creature_ptr->muta1 & MUT1_TELEKINES)
1519 strcpy(power_desc[num].name, _("念動力", "Telekinesis"));
1520 power_desc[num].level = 9;
1521 power_desc[num].cost = 9;
1522 power_desc[num].stat = A_WIS;
1523 power_desc[num].fail = 14;
1524 power_desc[num++].number = MUT1_TELEKINES;
1527 if (creature_ptr->muta1 & MUT1_VTELEPORT)
1529 strcpy(power_desc[num].name, _("テレポート", "Teleport"));
1530 power_desc[num].level = 7;
1531 power_desc[num].cost = 7;
1532 power_desc[num].stat = A_WIS;
1533 power_desc[num].fail = 15;
1534 power_desc[num++].number = MUT1_VTELEPORT;
1537 if (creature_ptr->muta1 & MUT1_MIND_BLST)
1539 strcpy(power_desc[num].name, _("精神攻撃", "Mind Blast"));
1540 power_desc[num].level = 5;
1541 power_desc[num].cost = 3;
1542 power_desc[num].stat = A_WIS;
1543 power_desc[num].fail = 15;
1544 power_desc[num++].number = MUT1_MIND_BLST;
1547 if (creature_ptr->muta1 & MUT1_RADIATION)
1549 strcpy(power_desc[num].name, _("放射能", "Emit Radiation"));
1550 power_desc[num].level = 15;
1551 power_desc[num].cost = 15;
1552 power_desc[num].stat = A_CON;
1553 power_desc[num].fail = 14;
1554 power_desc[num++].number = MUT1_RADIATION;
1557 if (creature_ptr->muta1 & MUT1_VAMPIRISM)
1559 strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
1560 power_desc[num].level = 2;
1561 power_desc[num].cost = (1 + (lvl / 3));
1562 power_desc[num].stat = A_CON;
1563 power_desc[num].fail = 9;
1564 power_desc[num++].number = MUT1_VAMPIRISM;
1567 if (creature_ptr->muta1 & MUT1_SMELL_MET)
1569 strcpy(power_desc[num].name, _("金属嗅覚", "Smell Metal"));
1570 power_desc[num].level = 3;
1571 power_desc[num].cost = 2;
1572 power_desc[num].stat = A_INT;
1573 power_desc[num].fail = 12;
1574 power_desc[num++].number = MUT1_SMELL_MET;
1577 if (creature_ptr->muta1 & MUT1_SMELL_MON)
1579 strcpy(power_desc[num].name, _("敵臭嗅覚", "Smell Monsters"));
1580 power_desc[num].level = 5;
1581 power_desc[num].cost = 4;
1582 power_desc[num].stat = A_INT;
1583 power_desc[num].fail = 15;
1584 power_desc[num++].number = MUT1_SMELL_MON;
1587 if (creature_ptr->muta1 & MUT1_BLINK)
1589 strcpy(power_desc[num].name, _("ショート・テレポート", "Blink"));
1590 power_desc[num].level = 3;
1591 power_desc[num].cost = 3;
1592 power_desc[num].stat = A_WIS;
1593 power_desc[num].fail = 12;
1594 power_desc[num++].number = MUT1_BLINK;
1597 if (creature_ptr->muta1 & MUT1_EAT_ROCK)
1599 strcpy(power_desc[num].name, _("岩食い", "Eat Rock"));
1600 power_desc[num].level = 8;
1601 power_desc[num].cost = 12;
1602 power_desc[num].stat = A_CON;
1603 power_desc[num].fail = 18;
1604 power_desc[num++].number = MUT1_EAT_ROCK;
1607 if (creature_ptr->muta1 & MUT1_SWAP_POS)
1609 strcpy(power_desc[num].name, _("位置交換", "Swap Position"));
1610 power_desc[num].level = 15;
1611 power_desc[num].cost = 12;
1612 power_desc[num].stat = A_DEX;
1613 power_desc[num].fail = 16;
1614 power_desc[num++].number = MUT1_SWAP_POS;
1617 if (creature_ptr->muta1 & MUT1_SHRIEK)
1619 strcpy(power_desc[num].name, _("叫び", "Shriek"));
1620 power_desc[num].level = 20;
1621 power_desc[num].cost = 14;
1622 power_desc[num].stat = A_CON;
1623 power_desc[num].fail = 16;
1624 power_desc[num++].number = MUT1_SHRIEK;
1627 if (creature_ptr->muta1 & MUT1_ILLUMINE)
1629 strcpy(power_desc[num].name, _("照明", "Illuminate"));
1630 power_desc[num].level = 3;
1631 power_desc[num].cost = 2;
1632 power_desc[num].stat = A_INT;
1633 power_desc[num].fail = 10;
1634 power_desc[num++].number = MUT1_ILLUMINE;
1637 if (creature_ptr->muta1 & MUT1_DET_CURSE)
1639 strcpy(power_desc[num].name, _("呪い感知", "Detect Curses"));
1640 power_desc[num].level = 7;
1641 power_desc[num].cost = 14;
1642 power_desc[num].stat = A_WIS;
1643 power_desc[num].fail = 14;
1644 power_desc[num++].number = MUT1_DET_CURSE;
1647 if (creature_ptr->muta1 & MUT1_BERSERK)
1649 strcpy(power_desc[num].name, _("狂戦士化", "Berserk"));
1650 power_desc[num].level = 8;
1651 power_desc[num].cost = 8;
1652 power_desc[num].stat = A_STR;
1653 power_desc[num].fail = 14;
1654 power_desc[num++].number = MUT1_BERSERK;
1657 if (creature_ptr->muta1 & MUT1_POLYMORPH)
1659 strcpy(power_desc[num].name, _("変身", "Polymorph"));
1660 power_desc[num].level = 18;
1661 power_desc[num].cost = 20;
1662 power_desc[num].stat = A_CON;
1663 power_desc[num].fail = 18;
1664 power_desc[num++].number = MUT1_POLYMORPH;
1667 if (creature_ptr->muta1 & MUT1_MIDAS_TCH)
1669 strcpy(power_desc[num].name, _("ミダスの手", "Midas Touch"));
1670 power_desc[num].level = 10;
1671 power_desc[num].cost = 5;
1672 power_desc[num].stat = A_INT;
1673 power_desc[num].fail = 12;
1674 power_desc[num++].number = MUT1_MIDAS_TCH;
1677 if (creature_ptr->muta1 & MUT1_GROW_MOLD)
1679 strcpy(power_desc[num].name, _("カビ発生", "Grow Mold"));
1680 power_desc[num].level = 1;
1681 power_desc[num].cost = 6;
1682 power_desc[num].stat = A_CON;
1683 power_desc[num].fail = 14;
1684 power_desc[num++].number = MUT1_GROW_MOLD;
1687 if (creature_ptr->muta1 & MUT1_RESIST)
1689 strcpy(power_desc[num].name, _("エレメント耐性", "Resist Elements"));
1690 power_desc[num].level = 10;
1691 power_desc[num].cost = 12;
1692 power_desc[num].stat = A_CON;
1693 power_desc[num].fail = 12;
1694 power_desc[num++].number = MUT1_RESIST;
1697 if (creature_ptr->muta1 & MUT1_EARTHQUAKE)
1699 strcpy(power_desc[num].name, _("地震", "Earthquake"));
1700 power_desc[num].level = 12;
1701 power_desc[num].cost = 12;
1702 power_desc[num].stat = A_STR;
1703 power_desc[num].fail = 16;
1704 power_desc[num++].number = MUT1_EARTHQUAKE;
1707 if (creature_ptr->muta1 & MUT1_EAT_MAGIC)
1709 strcpy(power_desc[num].name, _("魔力食い", "Eat Magic"));
1710 power_desc[num].level = 17;
1711 power_desc[num].cost = 1;
1712 power_desc[num].stat = A_WIS;
1713 power_desc[num].fail = 15;
1714 power_desc[num++].number = MUT1_EAT_MAGIC;
1717 if (creature_ptr->muta1 & MUT1_WEIGH_MAG)
1719 strcpy(power_desc[num].name, _("魔力感知", "Weigh Magic"));
1720 power_desc[num].level = 6;
1721 power_desc[num].cost = 6;
1722 power_desc[num].stat = A_INT;
1723 power_desc[num].fail = 10;
1724 power_desc[num++].number = MUT1_WEIGH_MAG;
1727 if (creature_ptr->muta1 & MUT1_STERILITY)
1729 strcpy(power_desc[num].name, _("増殖阻止", "Sterilize"));
1730 power_desc[num].level = 12;
1731 power_desc[num].cost = 23;
1732 power_desc[num].stat = A_CHR;
1733 power_desc[num].fail = 15;
1734 power_desc[num++].number = MUT1_STERILITY;
1737 if (creature_ptr->muta1 & MUT1_HIT_AND_AWAY)
1739 strcpy(power_desc[num].name, _("ヒット&アウェイ", "Panic Hit"));
1740 power_desc[num].level = 10;
1741 power_desc[num].cost = 12;
1742 power_desc[num].stat = A_DEX;
1743 power_desc[num].fail = 14;
1744 power_desc[num++].number = MUT1_HIT_AND_AWAY;
1747 if (creature_ptr->muta1 & MUT1_DAZZLE)
1749 strcpy(power_desc[num].name, _("眩惑", "Dazzle"));
1750 power_desc[num].level = 7;
1751 power_desc[num].cost = 15;
1752 power_desc[num].stat = A_CHR;
1753 power_desc[num].fail = 8;
1754 power_desc[num++].number = MUT1_DAZZLE;
1757 if (creature_ptr->muta1 & MUT1_LASER_EYE)
1759 strcpy(power_desc[num].name, _("レーザー・アイ", "Laser Eye"));
1760 power_desc[num].level = 7;
1761 power_desc[num].cost = 10;
1762 power_desc[num].stat = A_WIS;
1763 power_desc[num].fail = 9;
1764 power_desc[num++].number = MUT1_LASER_EYE;
1767 if (creature_ptr->muta1 & MUT1_RECALL)
1769 strcpy(power_desc[num].name, _("帰還", "Recall"));
1770 power_desc[num].level = 17;
1771 power_desc[num].cost = 50;
1772 power_desc[num].stat = A_INT;
1773 power_desc[num].fail = 16;
1774 power_desc[num++].number = MUT1_RECALL;
1777 if (creature_ptr->muta1 & MUT1_BANISH)
1779 strcpy(power_desc[num].name, _("邪悪消滅", "Banish Evil"));
1780 power_desc[num].level = 25;
1781 power_desc[num].cost = 25;
1782 power_desc[num].stat = A_WIS;
1783 power_desc[num].fail = 18;
1784 power_desc[num++].number = MUT1_BANISH;
1787 if (creature_ptr->muta1 & MUT1_COLD_TOUCH)
1789 strcpy(power_desc[num].name, _("凍結の手", "Cold Touch"));
1790 power_desc[num].level = 2;
1791 power_desc[num].cost = 2;
1792 power_desc[num].stat = A_CON;
1793 power_desc[num].fail = 11;
1794 power_desc[num++].number = MUT1_COLD_TOUCH;
1797 if (creature_ptr->muta1 & MUT1_LAUNCHER)
1799 strcpy(power_desc[num].name, _("アイテム投げ", "Throw Object"));
1800 power_desc[num].level = 1;
1801 power_desc[num].cost = lvl;
1802 power_desc[num].stat = A_STR;
1803 power_desc[num].fail = 6;
1804 /* XXX_XXX_XXX Hack! MUT1_LAUNCHER counts as negative... */
1805 power_desc[num++].number = 3;
1812 (void)strnfmt(out_val, 78,
1813 _("(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? "),
1814 I2A(0), (num <= 26) ? I2A(num - 1) : '0' + num - 27);
1816 if (!repeat_pull(&i) || i < 0 || i >= num) {
1817 if (use_menu) screen_save();
1819 choice = (always_show_list || use_menu) ? ESCAPE : 1;
1822 if (choice == ESCAPE) choice = ' ';
1823 else if (!get_com(out_val, &choice, FALSE))break;
1825 if (use_menu && choice != ' ')
1832 free_turn(creature_ptr);
1840 menu_line += (num - 1);
1861 else if (menu_line + 18 <= num)
1875 if (menu_line > num) menu_line -= num;
1877 /* Request redraw */
1878 if ((choice == ' ') || (choice == '*') || (choice == '?') || (use_menu && ask))
1881 if (!redraw || use_menu)
1891 if (!use_menu) screen_save();
1893 /* Print header(s) */
1895 prt(_(" Lv MP 失率", " Lv Cost Fail"), y++, x);
1897 prt(_(" Lv MP 失率 Lv MP 失率",
1898 " Lv Cost Fail Lv Cost Fail"), y++, x);
1904 x1 = ((ctr < 18) ? x : x + 40);
1905 y1 = ((ctr < 18) ? y + ctr : y + ctr - 18);
1909 if (ctr == (menu_line - 1)) strcpy(dummy, _(" 》 ", " > "));
1910 else strcpy(dummy, " ");
1914 /* letter/number for power selection */
1918 letter = '0' + ctr - 26;
1919 sprintf(dummy, " %c) ", letter);
1921 strcat(dummy, format("%-23.23s %2d %4d %3d%%",
1922 power_desc[ctr].name, power_desc[ctr].level, power_desc[ctr].cost,
1923 100 - racial_chance(creature_ptr, &power_desc[ctr])));
1943 if (choice == '\r' && num == 1)
1948 if (isalpha(choice))
1951 ask = (isupper(choice));
1954 if (ask) choice = (char)tolower(choice);
1956 /* Extract request */
1957 i = (islower(choice) ? A2I(choice) : -1);
1961 ask = FALSE; /* Can't uppercase digits */
1963 i = choice - '0' + 26;
1967 /* Totally Illegal */
1968 if ((i < 0) || (i >= num))
1980 (void)strnfmt(tmp_val, 78, _("%sを使いますか? ", "Use %s? "), power_desc[i].name);
1982 /* Belay that order */
1983 if (!get_check(tmp_val)) continue;
1989 if (redraw) screen_load();
1991 /* Abort if needed */
1994 free_turn(creature_ptr);
1998 } /*if (!repeat_pull(&i) || ...)*/
1999 switch (racial_aux(creature_ptr, &power_desc[i]))
2002 if (power_desc[i].number < 0)
2003 cast = exe_racial_power(creature_ptr, power_desc[i].number);
2005 cast = exe_mutation_power(creature_ptr, power_desc[i].number);
2019 int actual_racial_cost = racial_cost / 2 + randint1(racial_cost / 2);
2021 /* If mana is not enough, player consumes hit point! */
2022 if (creature_ptr->csp < actual_racial_cost)
2024 actual_racial_cost -= creature_ptr->csp;
2025 creature_ptr->csp = 0;
2026 take_hit(creature_ptr, DAMAGE_USELIFE, actual_racial_cost, _("過度の集中", "concentrating too hard"), -1);
2028 else creature_ptr->csp -= actual_racial_cost;
2030 creature_ptr->redraw |= (PR_HP | PR_MANA);
2031 creature_ptr->window |= (PW_PLAYER | PW_SPELL);
2034 else free_turn(creature_ptr);