6 #include "monsterrace-hook.h"
9 #include "player-move.h"
10 #include "player-status.h"
11 #include "player-effects.h"
19 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
20 * @return SPELL_NAME / SPELL_DESC 時には文字列ポインタを返す。SPELL_CAST時はNULL文字列を返す。
22 concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
24 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
25 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
26 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
29 PLAYER_LEVEL plev = p_ptr->lev;
34 if (name) return _("飛飯綱", "Tobi-Izuna");
35 if (desc) return _("2マス離れたところにいるモンスターを攻撃する。", "Attacks a two squares distant monster.");
40 if (!get_aim_dir(&dir)) return NULL;
42 project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
47 if (name) return _("五月雨斬り", "3-Way Attack");
48 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
55 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
56 if (dir == 5) return NULL;
58 for (cdir = 0; cdir < 8; cdir++)
60 if (cdd[cdir] == dir) break;
63 if (cdir == 8) return NULL;
65 y = p_ptr->y + ddy_cdd[cdir];
66 x = p_ptr->x + ddx_cdd[cdir];
67 if (current_floor_ptr->grid_array[y][x].m_idx)
70 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
72 y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
73 x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
74 if (current_floor_ptr->grid_array[y][x].m_idx)
77 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
79 y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
80 x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
81 if (current_floor_ptr->grid_array[y][x].m_idx)
84 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
89 if (name) return _("ブーメラン", "Boomerang");
90 if (desc) return _("武器を手元に戻ってくるように投げる。戻ってこないこともある。",
91 "Throws current weapon. And it'll return to your hand unless failed.");
95 if (!do_cmd_throw(1, TRUE, -1)) return NULL;
100 if (name) return _("焔霊", "Burning Strike");
101 if (desc) return _("火炎耐性のないモンスターに大ダメージを与える。", "Attacks a monster with more damage unless it has resistance to fire.");
107 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
108 if (dir == 5) return NULL;
110 y = p_ptr->y + ddy[dir];
111 x = p_ptr->x + ddx[dir];
113 if (current_floor_ptr->grid_array[y][x].m_idx)
114 py_attack(y, x, HISSATSU_FIRE);
117 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
124 if (name) return _("殺気感知", "Detect Ferocity");
125 if (desc) return _("近くの思考することができるモンスターを感知する。", "Detects all monsters except mindless in your vicinity.");
129 detect_monsters_mind(DETECT_RAD_DEFAULT);
134 if (name) return _("みね打ち", "Strike to Stun");
135 if (desc) return _("相手にダメージを与えないが、朦朧とさせる。", "Attempts to stun a monster in the adjacent.");
141 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
142 if (dir == 5) return NULL;
144 y = p_ptr->y + ddy[dir];
145 x = p_ptr->x + ddx[dir];
147 if (current_floor_ptr->grid_array[y][x].m_idx)
148 py_attack(y, x, HISSATSU_MINEUCHI);
151 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
158 if (name) return _("カウンター", "Counter");
159 if (desc) return _("相手に攻撃されたときに反撃する。反撃するたびにMPを消費。",
160 "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
166 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
169 msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
170 p_ptr->counter = TRUE;
175 if (name) return _("払い抜け", "Harainuke");
176 if (desc) return _("攻撃した後、反対側に抜ける。",
177 "Attacks monster with your weapons normally, then move through counter side of the monster.");
185 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
189 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
191 if (dir == 5) return NULL;
192 y = p_ptr->y + ddy[dir];
193 x = p_ptr->x + ddx[dir];
195 if (!current_floor_ptr->grid_array[y][x].m_idx)
197 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
203 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
209 if (player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) && !is_trap(current_floor_ptr->grid_array[y][x].feat) && !current_floor_ptr->grid_array[y][x].m_idx)
212 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
218 if (name) return _("サーペンツタン", "Serpent's Tongue");
219 if (desc) return _("毒耐性のないモンスターに大ダメージを与える。", "Attacks a monster with more damage unless it has resistance to poison.");
225 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
226 if (dir == 5) return NULL;
228 y = p_ptr->y + ddy[dir];
229 x = p_ptr->x + ddx[dir];
231 if (current_floor_ptr->grid_array[y][x].m_idx)
232 py_attack(y, x, HISSATSU_POISON);
235 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
242 if (name) return _("斬魔剣弐の太刀", "Zammaken");
243 if (desc) return _("生命のない邪悪なモンスターに大ダメージを与えるが、他のモンスターには全く効果がない。",
244 "Attacks an evil unliving monster with great damage. No effect to other monsters.");
250 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
251 if (dir == 5) return NULL;
253 y = p_ptr->y + ddy[dir];
254 x = p_ptr->x + ddx[dir];
256 if (current_floor_ptr->grid_array[y][x].m_idx)
257 py_attack(y, x, HISSATSU_ZANMA);
260 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
267 if (name) return _("裂風剣", "Wind Blast");
268 if (desc) return _("攻撃した相手を後方へ吹き飛ばす。", "Attacks an adjacent monster, and blow it away.");
274 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
275 if (dir == 5) return NULL;
277 y = p_ptr->y + ddy[dir];
278 x = p_ptr->x + ddx[dir];
280 if (current_floor_ptr->grid_array[y][x].m_idx)
284 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
287 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
291 if (current_floor_ptr->grid_array[y][x].m_idx)
294 POSITION ty = y, tx = x;
295 POSITION oy = y, ox = x;
296 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
297 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
298 GAME_TEXT m_name[MAX_NLEN];
300 monster_desc(m_name, m_ptr, 0);
302 for (i = 0; i < 5; i++)
306 if (cave_empty_bold(y, x))
313 if ((ty != oy) || (tx != ox))
315 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
316 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
317 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
321 update_monster(m_idx, TRUE);
325 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
326 p_ptr->update |= (PU_MON_LITE);
333 if (name) return _("刀匠の目利き", "Judge");
334 if (desc) return _("武器・防具を1つ識別する。レベル45以上で武器・防具の能力を完全に知ることができる。",
335 "Identifies a weapon or armor. Or *identifies* these at level 45.");
341 if (!identify_fully(TRUE)) return NULL;
345 if (!ident_spell(TRUE)) return NULL;
351 if (name) return _("破岩斬", "Rock Smash");
352 if (desc) return _("岩を壊し、岩石系のモンスターに大ダメージを与える。", "Breaks rock. Or greatly damage a monster made by rocks.");
358 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
359 if (dir == 5) return NULL;
361 y = p_ptr->y + ddy[dir];
362 x = p_ptr->x + ddx[dir];
364 if (current_floor_ptr->grid_array[y][x].m_idx)
365 py_attack(y, x, HISSATSU_HAGAN);
367 if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
369 /* Destroy the feature */
370 cave_alter_feat(y, x, FF_HURT_ROCK);
371 p_ptr->update |= (PU_FLOW);
376 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
377 if (desc) return _("攻撃回数が増え、冷気耐性のないモンスターに大ダメージを与える。",
378 "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
384 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
385 if (dir == 5) return NULL;
387 y = p_ptr->y + ddy[dir];
388 x = p_ptr->x + ddx[dir];
390 if (current_floor_ptr->grid_array[y][x].m_idx)
391 py_attack(y, x, HISSATSU_COLD);
394 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
401 if (name) return _("急所突き", "Spot Aiming");
402 if (desc) return _("モンスターを一撃で倒す攻撃を繰り出す。失敗すると1点しかダメージを与えられない。",
403 "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
409 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
410 if (dir == 5) return NULL;
412 y = p_ptr->y + ddy[dir];
413 x = p_ptr->x + ddx[dir];
415 if (current_floor_ptr->grid_array[y][x].m_idx)
416 py_attack(y, x, HISSATSU_KYUSHO);
419 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
426 if (name) return _("魔神斬り", "Majingiri");
427 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
428 "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
434 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
435 if (dir == 5) return NULL;
437 y = p_ptr->y + ddy[dir];
438 x = p_ptr->x + ddx[dir];
440 if (current_floor_ptr->grid_array[y][x].m_idx)
441 py_attack(y, x, HISSATSU_MAJIN);
444 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
451 if (name) return _("捨て身", "Desperate Attack");
452 if (desc) return _("強力な攻撃を繰り出す。次のターンまでの間、食らうダメージが増える。",
453 "Attacks with all of your power. But all damages you take will be doubled for one current_world_ptr->game_turn.");
459 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
460 if (dir == 5) return NULL;
462 y = p_ptr->y + ddy[dir];
463 x = p_ptr->x + ddx[dir];
465 if (current_floor_ptr->grid_array[y][x].m_idx)
466 py_attack(y, x, HISSATSU_SUTEMI);
469 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
472 p_ptr->sutemi = TRUE;
477 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
478 if (desc) return _("電撃耐性のないモンスターに非常に大きいダメージを与える。",
479 "Attacks a monster with more damage unless it has resistance to electricity.");
485 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
486 if (dir == 5) return NULL;
488 y = p_ptr->y + ddy[dir];
489 x = p_ptr->x + ddx[dir];
491 if (current_floor_ptr->grid_array[y][x].m_idx)
492 py_attack(y, x, HISSATSU_ELEC);
495 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
502 if (name) return _("入身", "Rush Attack");
503 if (desc) return _("素早く相手に近寄り攻撃する。", "Steps close to a monster and attacks at a time.");
507 if (!rush_attack(NULL)) return NULL;
512 if (name) return _("赤流渦", "Bloody Maelstrom");
513 if (desc) return _("自分自身も傷を作りつつ、その傷が深いほど大きい威力で全方向の敵を攻撃できる。生きていないモンスターには効果がない。",
514 "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
518 POSITION y = 0, x = 0;
523 if (p_ptr->cut < 300)
524 set_cut(p_ptr->cut + 300);
526 set_cut(p_ptr->cut * 2);
528 for (dir = 0; dir < 8; dir++)
530 y = p_ptr->y + ddy_ddd[dir];
531 x = p_ptr->x + ddx_ddd[dir];
532 g_ptr = ¤t_floor_ptr->grid_array[y][x];
533 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
535 /* Hack -- attack monsters */
536 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
538 if (!monster_living(m_ptr->r_idx))
540 GAME_TEXT m_name[MAX_NLEN];
542 monster_desc(m_name, m_ptr, 0);
543 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
545 else py_attack(y, x, HISSATSU_SEKIRYUKA);
552 if (name) return _("激震撃", "Earthquake Blow");
553 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
559 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
560 if (dir == 5) return NULL;
562 y = p_ptr->y + ddy[dir];
563 x = p_ptr->x + ddx[dir];
565 if (current_floor_ptr->grid_array[y][x].m_idx)
566 py_attack(y, x, HISSATSU_QUAKE);
568 earthquake(p_ptr->y, p_ptr->x, 10);
573 if (name) return _("地走り", "Crack");
574 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
578 int total_damage = 0, basedam, i;
579 BIT_FLAGS flgs[TR_FLAG_SIZE];
581 if (!get_aim_dir(&dir)) return NULL;
582 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
583 for (i = 0; i < 2; i++)
587 if (!has_melee_weapon(INVEN_RARM + i)) break;
588 o_ptr = &inventory[INVEN_RARM + i];
589 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
590 damage = o_ptr->to_d * 100;
591 object_flags(o_ptr, flgs);
592 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
598 else if (have_flag(flgs, TR_VORPAL))
600 /* vorpal flag only */
605 damage *= p_ptr->num_blow[i];
606 total_damage += damage / 200;
607 if (i) total_damage = total_damage * 7 / 10;
609 fire_beam(GF_FORCE, dir, total_damage);
614 if (name) return _("気迫の雄叫び", "War Cry");
615 if (desc) return _("視界内の全モンスターに対して轟音の攻撃を行う。さらに、近くにいるモンスターを怒らせる。",
616 "Damages all monsters in sight with sound. Aggravate nearby monsters.");
620 msg_print(_("雄叫びをあげた!", "You roar out!"));
621 project_all_los(GF_SOUND, randint1(plev * 3));
622 aggravate_monsters(0);
627 if (name) return _("無双三段", "Musou-Sandan");
628 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
634 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
635 if (dir == 5) return NULL;
637 for (i = 0; i < 3; i++)
645 y = p_ptr->y + ddy[dir];
646 x = p_ptr->x + ddx[dir];
647 g_ptr = ¤t_floor_ptr->grid_array[y][x];
650 py_attack(y, x, HISSATSU_3DAN);
653 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
657 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
662 /* Monster is dead? */
663 if (!g_ptr->m_idx) break;
667 m_idx = g_ptr->m_idx;
668 m_ptr = ¤t_floor_ptr->m_list[m_idx];
670 /* Monster cannot move back? */
671 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
674 if (i < 2) msg_print(NULL);
679 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
683 update_monster(m_idx, TRUE);
685 /* Redraw the old spot */
688 /* Redraw the new spot */
691 /* Player can move forward? */
692 if (player_can_enter(g_ptr->feat, 0))
694 if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
702 if (i < 2) msg_print(NULL);
708 if (name) return _("吸血鬼の牙", "Vampire's Fang");
709 if (desc) return _("攻撃した相手の体力を吸いとり、自分の体力を回復させる。生命を持たないモンスターには通じない。",
710 "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
716 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
717 if (dir == 5) return NULL;
719 y = p_ptr->y + ddy[dir];
720 x = p_ptr->x + ddx[dir];
722 if (current_floor_ptr->grid_array[y][x].m_idx)
723 py_attack(y, x, HISSATSU_DRAIN);
726 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
733 if (name) return _("幻惑", "Moon Dazzling");
734 if (desc) return _("視界内の起きている全モンスターに朦朧、混乱、眠りを与えようとする。", "Attempts to stun, confuse and sleep all waking monsters.");
738 msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
739 project_all_los(GF_ENGETSU, plev * 4);
740 project_all_los(GF_ENGETSU, plev * 4);
741 project_all_los(GF_ENGETSU, plev * 4);
746 if (name) return _("百人斬り", "Hundred Slaughter");
747 if (desc) return _("連続して入身でモンスターを攻撃する。攻撃するたびにMPを消費。MPがなくなるか、モンスターを倒せなかったら百人斬りは終了する。",
748 "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
752 const int mana_cost_per_monster = 8;
758 if (!rush_attack(&mdeath)) break;
761 /* Reserve needed mana point */
762 p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
766 p_ptr->csp -= mana_cost_per_monster;
771 p_ptr->redraw |= PR_MANA;
773 } while (p_ptr->csp > mana_cost_per_monster);
775 if (is_new) return NULL;
777 /* Restore reserved mana */
778 p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
783 if (name) return _("天翔龍閃", "Dragonic Flash");
784 if (desc) return _("視界内の場所を指定して、その場所と自分の間にいる全モンスターを攻撃し、その場所に移動する。",
785 "Runs toward given location while attacking all monsters on the path.");
791 if (!tgt_pt(&x, &y)) return NULL;
793 if (!cave_player_teleportable_bold(y, x, 0L) ||
794 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
795 !projectable(p_ptr->y, p_ptr->x, y, x))
797 msg_print(_("失敗!", "You cannot move to that place!"));
800 if (p_ptr->anti_tele)
802 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
805 project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
806 teleport_player_to(y, x, 0L);
811 if (name) return _("二重の剣撃", "Twin Slash");
812 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
818 if (!get_rep_dir(&dir, FALSE)) return NULL;
820 y = p_ptr->y + ddy[dir];
821 x = p_ptr->x + ddx[dir];
823 if (current_floor_ptr->grid_array[y][x].m_idx)
826 if (current_floor_ptr->grid_array[y][x].m_idx)
834 msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
841 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
842 if (desc) return _("強力な攻撃を行い、近くの場所にも効果が及ぶ。", "Performs a powerful attack which even effect nearby monsters.");
846 int total_damage = 0, basedam, i;
848 BIT_FLAGS flgs[TR_FLAG_SIZE];
851 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
852 if (dir == 5) return NULL;
854 y = p_ptr->y + ddy[dir];
855 x = p_ptr->x + ddx[dir];
857 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
859 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
862 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
863 for (i = 0; i < 2; i++)
866 if (!has_melee_weapon(INVEN_RARM + i)) break;
867 o_ptr = &inventory[INVEN_RARM + i];
868 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
869 damage = o_ptr->to_d * 100;
870 object_flags(o_ptr, flgs);
871 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
877 else if (have_flag(flgs, TR_VORPAL))
879 /* vorpal flag only */
884 damage += p_ptr->to_d[i] * 100;
885 damage *= p_ptr->num_blow[i];
886 total_damage += (damage / 100);
888 project(0, (cave_have_flag_bold(y, x, FF_PROJECT) ? 5 : 0), y, x, total_damage * 3 / 2, GF_METEOR, PROJECT_KILL | PROJECT_JUMP | PROJECT_ITEM, -1);
893 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
894 if (desc) return _("自分もダメージをくらうが、相手に非常に大きなダメージを与える。アンデッドには特に効果がある。",
895 "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
901 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
902 if (dir == 5) return NULL;
904 y = p_ptr->y + ddy[dir];
905 x = p_ptr->x + ddx[dir];
907 if (current_floor_ptr->grid_array[y][x].m_idx)
908 py_attack(y, x, HISSATSU_UNDEAD);
911 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
914 take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
919 if (name) return _("切腹", "Harakiri");
920 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
925 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
926 /* Special Verification for suicide */
927 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
932 if (i != '@') return NULL;
933 if (p_ptr->total_winner)
935 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
936 p_ptr->total_winner = TRUE;
940 msg_print(_("武士道とは、死ぬことと見つけたり。", "Meaning of Bushi-do is found in the death."));
941 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);