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[fix](2.2.1.2) #37582 衰弱、吸収、吸血の命名を整理完了。/ Rename Hypodynamia, drain and vampiric drain.
[hengband/hengband.git] / src / artifact.c
index 73e89c1..5b3ca9b 100644 (file)
@@ -228,7 +228,7 @@ void one_activation(object_type *o_ptr)
                                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:
@@ -243,8 +243,8 @@ void one_activation(object_type *o_ptr)
                        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:
@@ -254,7 +254,7 @@ void one_activation(object_type *o_ptr)
                        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;
@@ -1600,11 +1600,11 @@ static void give_activation_power(object_type *o_ptr)
                        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:
@@ -2367,7 +2367,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        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;
@@ -2375,7 +2375,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        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;
@@ -2383,7 +2383,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        break;
                }
 
-               case ACT_VAMPIRE_1:
+               case ACT_DRAIN_1:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
                        for (dummy = 0; dummy < 3; dummy++)
@@ -2426,7 +2426,7 @@ bool activate_random_artifact(object_type *o_ptr)
                        break;
                }
 
-               case ACT_VAMPIRE_2:
+               case ACT_DRAIN_2:
                {
                        if (!get_aim_dir(&dir)) return FALSE;
                        for (dummy = 0; dummy < 3; dummy++)