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:
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;
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;
break;
}
- case ACT_VAMPIRE_1:
+ case ACT_DRAIN_1:
{
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
break;
}
- case ACT_VAMPIRE_2:
+ case ACT_DRAIN_2:
{
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)