9 #include "monsterrace-hook.h"
12 #include "player-move.h"
13 #include "player-status.h"
14 #include "player-effects.h"
22 * @param mode 処理内容 (SPELL_NAME / SPELL_DESC / SPELL_CAST)
23 * @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。
25 concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode)
27 bool name = (mode == SPELL_NAME) ? TRUE : FALSE;
28 bool desc = (mode == SPELL_DESC) ? TRUE : FALSE;
29 bool cast = (mode == SPELL_CAST) ? TRUE : FALSE;
32 PLAYER_LEVEL plev = p_ptr->lev;
37 if (name) return _("飛飯綱", "Tobi-Izuna");
38 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.");
43 if (!get_aim_dir(&dir)) return NULL;
45 project_hook(GF_ATTACK, dir, HISSATSU_2, PROJECT_STOP | PROJECT_KILL);
50 if (name) return _("五月雨斬り", "3-Way Attack");
51 if (desc) return _("3方向に対して攻撃する。", "Attacks in 3 directions in one time.");
58 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
59 if (dir == 5) return NULL;
61 for (cdir = 0; cdir < 8; cdir++)
63 if (cdd[cdir] == dir) break;
66 if (cdir == 8) return NULL;
68 y = p_ptr->y + ddy_cdd[cdir];
69 x = p_ptr->x + ddx_cdd[cdir];
70 if (current_floor_ptr->grid_array[y][x].m_idx)
73 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
75 y = p_ptr->y + ddy_cdd[(cdir + 7) % 8];
76 x = p_ptr->x + ddx_cdd[(cdir + 7) % 8];
77 if (current_floor_ptr->grid_array[y][x].m_idx)
80 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
82 y = p_ptr->y + ddy_cdd[(cdir + 1) % 8];
83 x = p_ptr->x + ddx_cdd[(cdir + 1) % 8];
84 if (current_floor_ptr->grid_array[y][x].m_idx)
87 msg_print(_("攻撃は空を切った。", "You attack the empty air."));
92 if (name) return _("ブーメラン", "Boomerang");
93 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。",
94 "Throws current weapon. And it'll return to your hand unless failed.");
98 if (!do_cmd_throw(1, TRUE, -1)) return NULL;
103 if (name) return _("焔霊", "Burning Strike");
104 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.");
110 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
111 if (dir == 5) return NULL;
113 y = p_ptr->y + ddy[dir];
114 x = p_ptr->x + ddx[dir];
116 if (current_floor_ptr->grid_array[y][x].m_idx)
117 py_attack(y, x, HISSATSU_FIRE);
120 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
127 if (name) return _("殺気感知", "Detect Ferocity");
128 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.");
132 detect_monsters_mind(DETECT_RAD_DEFAULT);
137 if (name) return _("みね打ち", "Strike to Stun");
138 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.");
144 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
145 if (dir == 5) return NULL;
147 y = p_ptr->y + ddy[dir];
148 x = p_ptr->x + ddx[dir];
150 if (current_floor_ptr->grid_array[y][x].m_idx)
151 py_attack(y, x, HISSATSU_MINEUCHI);
154 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
161 if (name) return _("カウンター", "Counter");
162 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。",
163 "Prepares to counterattack. When attack by a monster, strikes back using SP each time.");
169 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
172 msg_print(_("相手の攻撃に対して身構えた。", "You prepare to counter blow."));
173 p_ptr->counter = TRUE;
178 if (name) return _("払い抜け", "Harainuke");
179 if (desc) return _("攻撃した後、反対側に抜ける。",
180 "Attacks monster with your weapons normally, then move through counter side of the monster.");
188 msg_print(_("乗馬中には無理だ。", "You cannot do it when riding."));
192 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
194 if (dir == 5) return NULL;
195 y = p_ptr->y + ddy[dir];
196 x = p_ptr->x + ddx[dir];
198 if (!current_floor_ptr->grid_array[y][x].m_idx)
200 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
206 if (!player_can_enter(current_floor_ptr->grid_array[y][x].feat, 0) || is_trap(current_floor_ptr->grid_array[y][x].feat))
212 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)
215 (void)move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP);
221 if (name) return _("サーペンツタン", "Serpent's Tongue");
222 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.");
228 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
229 if (dir == 5) return NULL;
231 y = p_ptr->y + ddy[dir];
232 x = p_ptr->x + ddx[dir];
234 if (current_floor_ptr->grid_array[y][x].m_idx)
235 py_attack(y, x, HISSATSU_POISON);
238 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
245 if (name) return _("斬魔剣弐の太刀", "Zammaken");
246 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。",
247 "Attacks an evil unliving monster with great damage. No effect to other monsters.");
253 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
254 if (dir == 5) return NULL;
256 y = p_ptr->y + ddy[dir];
257 x = p_ptr->x + ddx[dir];
259 if (current_floor_ptr->grid_array[y][x].m_idx)
260 py_attack(y, x, HISSATSU_ZANMA);
263 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
270 if (name) return _("裂風剣", "Wind Blast");
271 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.");
277 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
278 if (dir == 5) return NULL;
280 y = p_ptr->y + ddy[dir];
281 x = p_ptr->x + ddx[dir];
283 if (current_floor_ptr->grid_array[y][x].m_idx)
287 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
290 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
294 if (current_floor_ptr->grid_array[y][x].m_idx)
297 POSITION ty = y, tx = x;
298 POSITION oy = y, ox = x;
299 MONSTER_IDX m_idx = current_floor_ptr->grid_array[y][x].m_idx;
300 monster_type *m_ptr = ¤t_floor_ptr->m_list[m_idx];
301 GAME_TEXT m_name[MAX_NLEN];
303 monster_desc(m_name, m_ptr, 0);
305 for (i = 0; i < 5; i++)
309 if (cave_empty_bold(y, x))
316 if ((ty != oy) || (tx != ox))
318 msg_format(_("%sを吹き飛ばした!", "You blow %s away!"), m_name);
319 current_floor_ptr->grid_array[oy][ox].m_idx = 0;
320 current_floor_ptr->grid_array[ty][tx].m_idx = m_idx;
324 update_monster(m_idx, TRUE);
328 if (r_info[m_ptr->r_idx].flags7 & (RF7_LITE_MASK | RF7_DARK_MASK))
329 p_ptr->update |= (PU_MON_LITE);
336 if (name) return _("刀匠の目利き", "Judge");
337 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。",
338 "Identifies a weapon or armor. Or *identifies* these at level 45.");
344 if (!identify_fully(TRUE)) return NULL;
348 if (!ident_spell(TRUE)) return NULL;
354 if (name) return _("破岩斬", "Rock Smash");
355 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.");
361 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
362 if (dir == 5) return NULL;
364 y = p_ptr->y + ddy[dir];
365 x = p_ptr->x + ddx[dir];
367 if (current_floor_ptr->grid_array[y][x].m_idx)
368 py_attack(y, x, HISSATSU_HAGAN);
370 if (!cave_have_flag_bold(y, x, FF_HURT_ROCK)) break;
372 /* Destroy the feature */
373 cave_alter_feat(y, x, FF_HURT_ROCK);
374 p_ptr->update |= (PU_FLOW);
379 if (name) return _("乱れ雪月花", "Midare-Setsugekka");
380 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。",
381 "Attacks a monster with increased number of attacks and more damage unless it has resistance to cold.");
387 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
388 if (dir == 5) return NULL;
390 y = p_ptr->y + ddy[dir];
391 x = p_ptr->x + ddx[dir];
393 if (current_floor_ptr->grid_array[y][x].m_idx)
394 py_attack(y, x, HISSATSU_COLD);
397 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
404 if (name) return _("急所突き", "Spot Aiming");
405 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。",
406 "Attempts to kill a monster instantly. If failed cause only 1HP of damage.");
412 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
413 if (dir == 5) return NULL;
415 y = p_ptr->y + ddy[dir];
416 x = p_ptr->x + ddx[dir];
418 if (current_floor_ptr->grid_array[y][x].m_idx)
419 py_attack(y, x, HISSATSU_KYUSHO);
422 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
429 if (name) return _("魔神斬り", "Majingiri");
430 if (desc) return _("会心の一撃で攻撃する。攻撃がかわされやすい。",
431 "Attempts to attack with critical hit. But this attack is easy to evade for a monster.");
437 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
438 if (dir == 5) return NULL;
440 y = p_ptr->y + ddy[dir];
441 x = p_ptr->x + ddx[dir];
443 if (current_floor_ptr->grid_array[y][x].m_idx)
444 py_attack(y, x, HISSATSU_MAJIN);
447 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
454 if (name) return _("捨て身", "Desperate Attack");
455 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。",
456 "Attacks with all of your power. But all damages you take will be doubled for one current_world_ptr->game_turn.");
462 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
463 if (dir == 5) return NULL;
465 y = p_ptr->y + ddy[dir];
466 x = p_ptr->x + ddx[dir];
468 if (current_floor_ptr->grid_array[y][x].m_idx)
469 py_attack(y, x, HISSATSU_SUTEMI);
472 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
475 p_ptr->sutemi = TRUE;
480 if (name) return _("雷撃鷲爪斬", "Lightning Eagle");
481 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。",
482 "Attacks a monster with more damage unless it has resistance to electricity.");
488 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
489 if (dir == 5) return NULL;
491 y = p_ptr->y + ddy[dir];
492 x = p_ptr->x + ddx[dir];
494 if (current_floor_ptr->grid_array[y][x].m_idx)
495 py_attack(y, x, HISSATSU_ELEC);
498 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
505 if (name) return _("入身", "Rush Attack");
506 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.");
510 if (!rush_attack(NULL)) return NULL;
515 if (name) return _("赤流渦", "Bloody Maelstrom");
516 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。",
517 "Attacks all adjacent monsters with power corresponding to your cut status. Then increases your cut status. No effect to unliving monsters.");
521 POSITION y = 0, x = 0;
526 if (p_ptr->cut < 300)
527 set_cut(p_ptr->cut + 300);
529 set_cut(p_ptr->cut * 2);
531 for (dir = 0; dir < 8; dir++)
533 y = p_ptr->y + ddy_ddd[dir];
534 x = p_ptr->x + ddx_ddd[dir];
535 g_ptr = ¤t_floor_ptr->grid_array[y][x];
536 m_ptr = ¤t_floor_ptr->m_list[g_ptr->m_idx];
538 /* Hack -- attack monsters */
539 if (g_ptr->m_idx && (m_ptr->ml || cave_have_flag_bold(y, x, FF_PROJECT)))
541 if (!monster_living(m_ptr->r_idx))
543 GAME_TEXT m_name[MAX_NLEN];
545 monster_desc(m_name, m_ptr, 0);
546 msg_format(_("%sには効果がない!", "%s is unharmed!"), m_name);
548 else py_attack(y, x, HISSATSU_SEKIRYUKA);
555 if (name) return _("激震撃", "Earthquake Blow");
556 if (desc) return _("地震を起こす。", "Shakes dungeon structure, and results in random swapping of floors and walls.");
562 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
563 if (dir == 5) return NULL;
565 y = p_ptr->y + ddy[dir];
566 x = p_ptr->x + ddx[dir];
568 if (current_floor_ptr->grid_array[y][x].m_idx)
569 py_attack(y, x, HISSATSU_QUAKE);
571 earthquake(p_ptr->y, p_ptr->x, 10);
576 if (name) return _("地走り", "Crack");
577 if (desc) return _("衝撃波のビームを放つ。", "Fires a beam of shock wave.");
581 int total_damage = 0, basedam, i;
582 BIT_FLAGS flgs[TR_FLAG_SIZE];
584 if (!get_aim_dir(&dir)) return NULL;
585 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
586 for (i = 0; i < 2; i++)
590 if (!has_melee_weapon(INVEN_RARM + i)) break;
591 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
592 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
593 damage = o_ptr->to_d * 100;
594 object_flags(o_ptr, flgs);
595 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
601 else if (have_flag(flgs, TR_VORPAL))
603 /* vorpal flag only */
608 damage *= p_ptr->num_blow[i];
609 total_damage += damage / 200;
610 if (i) total_damage = total_damage * 7 / 10;
612 fire_beam(GF_FORCE, dir, total_damage);
617 if (name) return _("気迫の雄叫び", "War Cry");
618 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。",
619 "Damages all monsters in sight with sound. Aggravate nearby monsters.");
623 msg_print(_("雄叫びをあげた!", "You roar out!"));
624 project_all_los(GF_SOUND, randint1(plev * 3));
625 aggravate_monsters(0);
630 if (name) return _("無双三段", "Musou-Sandan");
631 if (desc) return _("強力な3段攻撃を繰り出す。", "Attacks with powerful 3 strikes.");
637 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
638 if (dir == 5) return NULL;
640 for (i = 0; i < 3; i++)
648 y = p_ptr->y + ddy[dir];
649 x = p_ptr->x + ddx[dir];
650 g_ptr = ¤t_floor_ptr->grid_array[y][x];
653 py_attack(y, x, HISSATSU_3DAN);
656 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
660 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
665 /* Monster is dead? */
666 if (!g_ptr->m_idx) break;
670 m_idx = g_ptr->m_idx;
671 m_ptr = ¤t_floor_ptr->m_list[m_idx];
673 /* Monster cannot move back? */
674 if (!monster_can_enter(ny, nx, &r_info[m_ptr->r_idx], 0))
677 if (i < 2) msg_print(NULL);
682 current_floor_ptr->grid_array[ny][nx].m_idx = m_idx;
686 update_monster(m_idx, TRUE);
688 /* Redraw the old spot */
691 /* Redraw the new spot */
694 /* Player can move forward? */
695 if (player_can_enter(g_ptr->feat, 0))
697 if (!move_player_effect(y, x, MPE_FORGET_FLOW | MPE_HANDLE_STUFF | MPE_DONT_PICKUP)) break;
705 if (i < 2) msg_print(NULL);
711 if (name) return _("吸血鬼の牙", "Vampire's Fang");
712 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。",
713 "Attacks with vampiric strikes which absorbs HP from a monster and gives them to you. No effect to unliving monsters.");
719 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
720 if (dir == 5) return NULL;
722 y = p_ptr->y + ddy[dir];
723 x = p_ptr->x + ddx[dir];
725 if (current_floor_ptr->grid_array[y][x].m_idx)
726 py_attack(y, x, HISSATSU_DRAIN);
729 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
736 if (name) return _("幻惑", "Moon Dazzling");
737 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.");
741 msg_print(_("武器を不規則に揺らした...", "You irregularly wave your weapon..."));
742 project_all_los(GF_ENGETSU, plev * 4);
743 project_all_los(GF_ENGETSU, plev * 4);
744 project_all_los(GF_ENGETSU, plev * 4);
749 if (name) return _("百人斬り", "Hundred Slaughter");
750 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。",
751 "Performs a series of rush attacks. The series continues while killing each monster in a time and SP remains.");
755 const int mana_cost_per_monster = 8;
761 if (!rush_attack(&mdeath)) break;
764 /* Reserve needed mana point */
765 p_ptr->csp -= technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
769 p_ptr->csp -= mana_cost_per_monster;
774 p_ptr->redraw |= PR_MANA;
776 } while (p_ptr->csp > mana_cost_per_monster);
778 if (is_new) return NULL;
780 /* Restore reserved mana */
781 p_ptr->csp += technic_info[REALM_HISSATSU - MIN_TECHNIC][26].smana;
786 if (name) return _("天翔龍閃", "Dragonic Flash");
787 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。",
788 "Runs toward given location while attacking all monsters on the path.");
794 if (!tgt_pt(&x, &y)) return NULL;
796 if (!cave_player_teleportable_bold(y, x, 0L) ||
797 (distance(y, x, p_ptr->y, p_ptr->x) > MAX_SIGHT / 2) ||
798 !projectable(p_ptr->y, p_ptr->x, y, x))
800 msg_print(_("失敗!", "You cannot move to that place!"));
803 if (p_ptr->anti_tele)
805 msg_print(_("不思議な力がテレポートを防いだ!", "A mysterious force prevents you from teleporting!"));
808 project(0, 0, y, x, HISSATSU_ISSEN, GF_ATTACK, PROJECT_BEAM | PROJECT_KILL, -1);
809 teleport_player_to(y, x, 0L);
814 if (name) return _("二重の剣撃", "Twin Slash");
815 if (desc) return _("1ターンで2度攻撃を行う。", "double attacks at a time.");
821 if (!get_rep_dir(&dir, FALSE)) return NULL;
823 y = p_ptr->y + ddy[dir];
824 x = p_ptr->x + ddx[dir];
826 if (current_floor_ptr->grid_array[y][x].m_idx)
829 if (current_floor_ptr->grid_array[y][x].m_idx)
837 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"));
844 if (name) return _("虎伏絶刀勢", "Kofuku-Zettousei");
845 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.");
849 int total_damage = 0, basedam, i;
851 BIT_FLAGS flgs[TR_FLAG_SIZE];
854 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
855 if (dir == 5) return NULL;
857 y = p_ptr->y + ddy[dir];
858 x = p_ptr->x + ddx[dir];
860 if (d_info[p_ptr->dungeon_idx].flags1 & DF1_NO_MELEE)
862 msg_print(_("なぜか攻撃することができない。", "Something prevent you from attacking."));
865 msg_print(_("武器を大きく振り下ろした。", "You swing your weapon downward."));
866 for (i = 0; i < 2; i++)
869 if (!has_melee_weapon(INVEN_RARM + i)) break;
870 o_ptr = &p_ptr->inventory_list[INVEN_RARM + i];
871 basedam = (o_ptr->dd * (o_ptr->ds + 1)) * 50;
872 damage = o_ptr->to_d * 100;
873 object_flags(o_ptr, flgs);
874 if ((o_ptr->name1 == ART_VORPAL_BLADE) || (o_ptr->name1 == ART_CHAINSWORD))
880 else if (have_flag(flgs, TR_VORPAL))
882 /* vorpal flag only */
887 damage += p_ptr->to_d[i] * 100;
888 damage *= p_ptr->num_blow[i];
889 total_damage += (damage / 100);
891 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);
896 if (name) return _("慶雲鬼忍剣", "Keiun-Kininken");
897 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。",
898 "Attacks a monster with extremely powerful damage. But you also takes some damages. Hurts a undead monster greatly.");
904 if (!get_direction(&dir, FALSE, FALSE)) return NULL;
905 if (dir == 5) return NULL;
907 y = p_ptr->y + ddy[dir];
908 x = p_ptr->x + ddx[dir];
910 if (current_floor_ptr->grid_array[y][x].m_idx)
911 py_attack(y, x, HISSATSU_UNDEAD);
914 msg_print(_("その方向にはモンスターはいません。", "There is no monster."));
917 take_hit(DAMAGE_NOESCAPE, 100 + randint1(100), _("慶雲鬼忍剣を使った衝撃", "exhaustion on using Keiun-Kininken"), -1);
922 if (name) return _("切腹", "Harakiri");
923 if (desc) return _("「武士道とは、死ぬことと見つけたり。」", "'Busido is found in death'");
928 if (!get_check(_("本当に自殺しますか?", "Do you really want to commit suicide? "))) return NULL;
929 /* Special Verification for suicide */
930 prt(_("確認のため '@' を押して下さい。", "Please verify SUICIDE by typing the '@' sign: "), 0, 0);
935 if (i != '@') return NULL;
936 if (p_ptr->total_winner)
938 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);
939 p_ptr->total_winner = TRUE;
943 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."));
944 take_hit(DAMAGE_FORCE, 9999, "Seppuku", -1);