*/
#include "angband.h"
+#include "selfinfo.h"
/*!
else if (die < 71)
fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
damroll(8 + ((plev - 5) / 4), 8));
- else if (die < 76) drain_life(dir, 75);
+ else if (die < 76) hypodynamic_bolt(dir, 75);
else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
- else if (die < 101) drain_life(dir, 100 + plev);
+ else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
else if (die < 104)
{
earthquake(p_ptr->y, p_ptr->x, 12);
}
else if (die < 76)
{
- drain_life(dir, 75);
+ hypodynamic_bolt(dir, 75);
}
else if (die < 81)
{
}
else if (die < 101)
{
- drain_life(dir, 100 + plev);
+ hypodynamic_bolt(dir, 100 + plev);
}
else if (die < 104)
{
{
msg_print(_("《審判》だ。", "It's the Judgement."));
do_cmd_rerate(FALSE);
- if (p_ptr->muta1 || p_ptr->muta2 || p_ptr->muta3)
- {
- msg_print(_("全ての突然変異が治った。", "You are cured of all mutations."));
- p_ptr->muta1 = p_ptr->muta2 = p_ptr->muta3 = 0;
- p_ptr->update |= PU_BONUS;
- handle_stuff();
- }
+ lose_all_mutations();
}
else if (die < 120)
{
static void start_singing(SPELL_IDX spell, MAGIC_NUM1 song)
{
/* Remember the song index */
- SINGING_SONG_EFFECT(p_ptr) = song;
+ SINGING_SONG_EFFECT(p_ptr) = (MAGIC_NUM1)song;
/* Remember the index of the spell which activated the song */
- SINGING_SONG_ID(p_ptr) = spell;
+ SINGING_SONG_ID(p_ptr) = (MAGIC_NUM2)spell;
/* Now the player is singing */
case 8:
if (name) return _("エントロピーの球", "Orb of Entropy");
- if (desc) return _("ç\94\9få\91½ã\81®ã\81\82ã\82\8bè\80\85ã\81«å\8a¹æ\9e\9cã\81®ã\81\82ã\82\8bç\90\83ã\82\92æ\94¾ã\81¤ã\80\82", "Fires a ball which damages living monsters.");
-
+ if (desc) return _("ç\94\9få\91½ã\81®ã\81\82ã\82\8bè\80\85ã\81®HPã\81¨æ\9c\80大HPå\8f\8cæ\96¹ã\81«ã\83\80ã\83¡ã\83¼ã\82¸ã\82\92ä¸\8eã\81\88ã\82\8bå\8a¹æ\9e\9cã\81®ã\81\82ã\82\8bç\90\83ã\82\92æ\94¾ã\81¤ã\80\82", "Fires a ball which damages to both HP and MaxHP of living monsters.");
+
{
int dice = 3;
int sides = 6;
{
if (!get_aim_dir(&dir)) return NULL;
- fire_ball(GF_OLD_DRAIN, dir, damroll(dice, sides) + base, rad);
+ fire_ball(GF_HYPODYNAMIA, dir, damroll(dice, sides) + base, rad);
}
}
break;
break;
case 13:
- if (name) return _("å\90¸è¡\80ã\83\89ã\83¬ã\82¤ã\83³", "Vampiric Drain");
- if (desc) return _("モンスター1体から生命力を吸いとる。吸いとった生命力によって満腹度が上がる。",
- "Absorbs some HP from a monster and gives them to you. You will also gain nutritional sustenance from this.");
+ if (name) return _("å\90¸è¡\80ã\81®ç\9f¢", "Vampiric Bolt");
+ if (desc) return _("ã\83\9cã\83«ã\83\88ã\81«ã\82\88ã\82\8aã\83¢ã\83³ã\82¹ã\82¿ã\83¼1ä½\93ã\81\8bã\82\89ç\94\9få\91½å\8a\9bã\82\92å\90¸ã\81\84ã\81¨ã\82\8bã\80\82å\90¸ã\81\84ã\81¨ã\81£ã\81\9fç\94\9få\91½å\8a\9bã\81«ã\82\88ã\81£ã\81¦æº\80è\85¹åº¦ã\81\8cä¸\8aã\81\8cã\82\8bã\80\82",
+ "Absorbs some HP from a monster and gives them to you by bolt. You will also gain nutritional sustenance from this.");
{
int dice = 1;
if (!get_aim_dir(&dir)) return NULL;
- if (drain_life(dir, dam))
+ if (hypodynamic_bolt(dir, dam))
{
chg_virtue(V_SACRIFICE, -1);
chg_virtue(V_VITALITY, -1);
break;
case 21:
- if (name) return _("真・吸血", "Vampirism True");
- if (desc) return _("モンスター1体から生命力を吸いとる。吸いとった生命力によって体力が回復する。",
+ if (name) return _("吸血の連矢", "Vampiric Bolts");
+ if (desc) return _("3連射のボルトによりモンスター1体から生命力を吸いとる。吸いとった生命力によって体力が回復する。",
"Fires 3 bolts. Each of the bolts absorbs some HP from a monster and gives them to you.");
-
{
HIT_POINT dam = 100;
for (i = 0; i < 3; i++)
{
- if (drain_life(dir, dam))
+ if (hypodynamic_bolt(dir, dam))
hp_player(dam);
}
}
break;
case 11:
- if (name) return _("吸血霧", "Vampiric mist");
- if (desc) return _("視界内のモンスターに微弱量の生命力吸収のダメージを与える。与えたダメージの分、体力が回復する。",
- "Deals few dameges of drain life to all monsters in your sight.");
+ if (name) return _("衰弱の霧", "Hypodynamic mist");
+ if (desc) return _("視界内のモンスターに微弱量の衰弱属性のダメージを与える。",
+ "Deals few damages of hypodynamia to all monsters in your sight.");
power = (plev / 2) + 5;
if (info) return info_damage(1, power, 0);
if (cast || cont)
{
- project_hack(GF_OLD_DRAIN, randint1(power));
+ project_hack(GF_HYPODYNAMIA, randint1(power));
}
break;