break;
case ACT_BA_COLD_1:
case ACT_BA_FIRE_1:
- case ACT_DRAIN_1:
+ case ACT_HYPODYNAMIA_1:
case ACT_TELE_AWAY:
case ACT_ESP:
case ACT_RESIST_ALL:
case ACT_ID_PLAIN:
chance = 75;
break;
- case ACT_DRAIN_2:
- case ACT_VAMPIRE_1:
+ case ACT_HYPODYNAMIA_2:
+ case ACT_DRAIN_1:
case ACT_BO_MISS_2:
case ACT_BA_FIRE_2:
case ACT_REST_EXP:
case ACT_BA_COLD_3:
case ACT_BA_ELEC_3:
case ACT_WHIRLWIND:
- case ACT_VAMPIRE_2:
+ case ACT_DRAIN_2:
case ACT_CHARM_ANIMAL:
chance = 50;
break;
else if (one_in_(13))
type = ACT_SUMMON_UNDEAD;
else if (one_in_(9))
- type = ACT_VAMPIRE_2;
+ type = ACT_DRAIN_2;
else if (one_in_(6))
type = ACT_CHARM_UNDEAD;
else
- type = ACT_VAMPIRE_1;
+ type = ACT_DRAIN_1;
break;
case BIAS_LAW:
t = randint0(n);
msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
- fire_ball(type[t], dir, 250, -4);
+ fire_breath(type[t], dir, 250, 4);
return TRUE;
}
break;
}
- case ACT_DRAIN_1:
+ case ACT_HYPODYNAMIA_1:
{
msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
if (!get_aim_dir(&dir)) return FALSE;
- if (drain_life(dir, 100))
+ if (hypodynamic_bolt(dir, 100))
break;
}
- case ACT_DRAIN_2:
+ case ACT_HYPODYNAMIA_2:
{
msg_print(_("黒く輝いている...", "It glows black..."));
if (!get_aim_dir(&dir)) return FALSE;
- drain_life(dir, 120);
+ hypodynamic_bolt(dir, 120);
break;
}
- case ACT_VAMPIRE_1:
+ case ACT_DRAIN_1:
{
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
{
- if (drain_life(dir, 50))
+ if (hypodynamic_bolt(dir, 50))
hp_player(50);
}
break;
break;
}
- case ACT_VAMPIRE_2:
+ case ACT_DRAIN_2:
{
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
{
- if (drain_life(dir, 100))
+ if (hypodynamic_bolt(dir, 100))
hp_player(100);
}
break;
{
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_ball(GF_MISSILE, dir, 300, -4);
+ fire_breath(GF_MISSILE, dir, 300, 4);
break;
}
{
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements."));
- fire_ball(GF_MISSILE, dir, 300, -4);
+ fire_breath(GF_MISSILE, dir, 300, 4);
msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours..."));
(void)set_afraid(0);
(void)set_hero(randint1(50) + 50, FALSE);
case ACT_BR_FIRE:
{
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 200, -2);
+ fire_breath(GF_FIRE, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
{
(void)set_oppose_fire(randint1(20) + 20, FALSE);
case ACT_BR_COLD:
{
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 200, -2);
+ fire_breath(GF_COLD, dir, 200, 2);
if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
{
(void)set_oppose_cold(randint1(20) + 20, FALSE);