if (p_ptr->special_defense & KATA_IAI)
{
-#ifdef JP
- msg_print("相手が襲いかかる前に素早く武器を振るった。");
-#else
- msg_format("You took sen, draw and cut in one motion before %s move.", m_name);
-#endif
+ msg_format(_("相手が襲いかかる前に素早く武器を振るった。", "You took sen, draw and cut in one motion before %s move."), m_name);
if (py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_IAI)) return TRUE;
}
{
case RBM_HIT:
{
-#ifdef JP
- act = "殴られた。";
-#else
- act = "hits you.";
-#endif
-
+ act = _("殴られた。", "hits you.");
do_cut = do_stun = 1;
touched = TRUE;
sound(SOUND_HIT);
case RBM_TOUCH:
{
-#ifdef JP
- act = "触られた。";
-#else
- act = "touches you.";
-#endif
-
+ act = _("触られた。", "touches you.");
touched = TRUE;
sound(SOUND_TOUCH);
break;
case RBM_PUNCH:
{
-#ifdef JP
- act = "パンチされた。";
-#else
- act = "punches you.";
-#endif
-
+ act = _("パンチされた。", "punches you.");
touched = TRUE;
do_stun = 1;
sound(SOUND_HIT);
case RBM_KICK:
{
-#ifdef JP
- act = "蹴られた。";
-#else
- act = "kicks you.";
-#endif
-
+ act = _("蹴られた。", "kicks you.");
touched = TRUE;
do_stun = 1;
sound(SOUND_HIT);
case RBM_CLAW:
{
-#ifdef JP
- act = "ひっかかれた。";
-#else
- act = "claws you.";
-#endif
-
+ act = _("ひっかかれた。", "claws you.");
touched = TRUE;
do_cut = 1;
sound(SOUND_CLAW);
case RBM_BITE:
{
-#ifdef JP
- act = "噛まれた。";
-#else
- act = "bites you.";
-#endif
-
+ act = _("噛まれた。", "bites you.");
do_cut = 1;
touched = TRUE;
sound(SOUND_BITE);
case RBM_STING:
{
-#ifdef JP
- act = "刺された。";
-#else
- act = "stings you.";
-#endif
-
+ act = _("刺された。", "stings you.");
touched = TRUE;
sound(SOUND_STING);
break;
case RBM_SLASH:
{
-#ifdef JP
- act = "斬られた。";
-#else
- act = "slashes you.";
-#endif
-
+ act = _("斬られた。", "slashes you.");
touched = TRUE;
do_cut = 1;
sound(SOUND_CLAW);
case RBM_BUTT:
{
-#ifdef JP
- act = "角で突かれた。";
-#else
- act = "butts you.";
-#endif
-
+ act = _("角で突かれた。", "butts you.");
do_stun = 1;
touched = TRUE;
sound(SOUND_HIT);
case RBM_CRUSH:
{
-#ifdef JP
- act = "体当たりされた。";
-#else
- act = "crushes you.";
-#endif
-
+ act = _("体当たりされた。", "crushes you.");
do_stun = 1;
touched = TRUE;
sound(SOUND_CRUSH);
case RBM_ENGULF:
{
-#ifdef JP
- act = "飲み込まれた。";
-#else
- act = "engulfs you.";
-#endif
-
+ act = _("飲み込まれた。", "engulfs you.");
touched = TRUE;
sound(SOUND_CRUSH);
break;
case RBM_CRAWL:
{
-#ifdef JP
abbreviate = -1;
- act = "が体の上を這い回った。";
-#else
- act = "crawls on you.";
-#endif
-
+ act = _("が体の上を這い回った。", "crawls on you.");
touched = TRUE;
sound(SOUND_SLIME);
break;
case RBM_DROOL:
{
-#ifdef JP
- act = "よだれをたらされた。";
-#else
- act = "drools on you.";
-#endif
-
+ act = _("よだれをたらされた。", "drools on you.");
sound(SOUND_SLIME);
break;
}
case RBM_SPIT:
{
-#ifdef JP
- act = "唾を吐かれた。";
-#else
- act = "spits on you.";
-#endif
-
+ act = _("唾を吐かれた。", "spits on you.");
sound(SOUND_SLIME);
break;
}
case RBM_EXPLODE:
{
-#ifdef JP
abbreviate = -1;
- act = "は爆発した。";
-#else
- act = "explodes.";
-#endif
-
+ act = _("は爆発した。", "explodes.");
explode = TRUE;
break;
}
case RBM_GAZE:
{
-#ifdef JP
- act = "にらまれた。";
-#else
- act = "gazes at you.";
-#endif
-
+ act = _("にらまれた。", "gazes at you.");
break;
}
case RBM_WAIL:
{
-#ifdef JP
- act = "泣き叫ばれた。";
-#else
- act = "wails at you.";
-#endif
-
+ act = _("泣き叫ばれた。", "wails at you.");
sound(SOUND_WAIL);
break;
}
case RBM_SPORE:
{
-#ifdef JP
- act = "胞子を飛ばされた。";
-#else
- act = "releases spores at you.";
-#endif
-
+ act = _("胞子を飛ばされた。", "releases spores at you.");
sound(SOUND_SLIME);
break;
}
case RBM_XXX4:
{
-#ifdef JP
abbreviate = -1;
- act = "が XXX4 を発射した。";
-#else
- act = "projects XXX4's at you.";
-#endif
-
+ act = _("が XXX4 を発射した。", "projects XXX4's at you.");
break;
}
case RBM_BEG:
{
-#ifdef JP
- act = "金をせがまれた。";
-#else
- act = "begs you for money.";
-#endif
-
+ act = _("金をせがまれた。", "begs you for money.");
sound(SOUND_MOAN);
break;
}
if (((randint1(rlev*2+300) > (ac+200)) || one_in_(13)) && !CHECK_MULTISHADOW())
{
int tmp_damage = damage - (damage * ((ac < 150) ? ac : 150) / 250);
-#ifdef JP
- msg_print("痛恨の一撃!");
-#else
- msg_print("It was a critical hit!");
-#endif
-
+ msg_print(_("痛恨の一撃!", "It was a critical hit!"));
tmp_damage = MAX(damage, tmp_damage*2);
/* Take damage */
heal = MIN(heal, m_ptr->maxhp - m_ptr->hp);
/* Message */
-#ifdef JP
- msg_print("ザックからエネルギーが吸い取られた!");
-#else
- msg_print("Energy drains from your pack!");
-#endif
-
+ msg_print(_("ザックからエネルギーが吸い取られた!", "Energy drains from your pack!"));
/* Obvious */
obvious = TRUE;
p_ptr->lev)))
{
/* Saving throw message */
-#ifdef JP
- msg_print("しかし素早く財布を守った!");
-#else
- msg_print("You quickly protect your money pouch!");
-#endif
-
+ msg_print(_("しかし素早く財布を守った!", "You quickly protect your money pouch!"));
/* Occasional blink anyway */
if (randint0(3)) blinked = TRUE;
p_ptr->au -= gold;
if (gold <= 0)
{
-#ifdef JP
- msg_print("しかし何も盗まれなかった。");
-#else
- msg_print("Nothing was stolen.");
-#endif
-
+ msg_print(_("しかし何も盗まれなかった。", "Nothing was stolen."));
}
else if (p_ptr->au)
{
-#ifdef JP
- msg_print("財布が軽くなった気がする。");
- msg_format("$%ld のお金が盗まれた!", (long)gold);
-#else
- msg_print("Your purse feels lighter.");
- msg_format("%ld coins were stolen!", (long)gold);
-#endif
+ msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
+ msg_format(_("$%ld のお金が盗まれた!", "%ld coins were stolen!"), (long)gold);
chg_virtue(V_SACRIFICE, 1);
}
else
{
-#ifdef JP
- msg_print("財布が軽くなった気がする。");
- msg_print("お金が全部盗まれた!");
-#else
- msg_print("Your purse feels lighter.");
- msg_print("All of your coins were stolen!");
-#endif
-
+ msg_print(_("財布が軽くなった気がする。", "Your purse feels lighter."));
+ msg_print(_("お金が全部盗まれた!", "All of your coins were stolen!"));
chg_virtue(V_SACRIFICE, 2);
}
p_ptr->lev)))
{
/* Saving throw message */
-#ifdef JP
- msg_print("しかしあわててザックを取り返した!");
-#else
- msg_print("You grab hold of your backpack!");
-#endif
-
+ msg_print(_("しかしあわててザックを取り返した!", "You grab hold of your backpack!"));
/* Occasional "blink" anyway */
blinked = TRUE;
/* Notice */
if (!p_ptr->blind)
{
-#ifdef JP
- msg_print("明かりが暗くなってしまった。");
-#else
- msg_print("Your light dims.");
-#endif
-
+ msg_print(_("明かりが暗くなってしまった。", "Your light dims."));
obvious = TRUE;
}
obvious = TRUE;
/* Message */
-#ifdef JP
- msg_print("酸を浴びせられた!");
-#else
- msg_print("You are covered in acid!");
-#endif
-
+ msg_print(_("酸を浴びせられた!", "You are covered in acid!"));
/* Special damage */
get_damage += acid_dam(damage, ddesc, -1, FALSE);
obvious = TRUE;
/* Message */
-#ifdef JP
- msg_print("電撃を浴びせられた!");
-#else
- msg_print("You are struck by electricity!");
-#endif
-
+ msg_print(_("電撃を浴びせられた!", "You are struck by electricity!"));
/* Special damage */
get_damage += elec_dam(damage, ddesc, -1, FALSE);
obvious = TRUE;
/* Message */
-#ifdef JP
- msg_print("全身が炎に包まれた!");
-#else
- msg_print("You are enveloped in flames!");
-#endif
-
+ msg_print(_("全身が炎に包まれた!", "You are enveloped in flames!"));
/* Special damage */
get_damage += fire_dam(damage, ddesc, -1, FALSE);
obvious = TRUE;
/* Message */
-#ifdef JP
- msg_print("全身が冷気で覆われた!");
-#else
- msg_print("You are covered with frost!");
-#endif
-
+ msg_print(_("全身が冷気で覆われた!", "You are covered with frost!"));
/* Special damage */
get_damage += cold_dam(damage, ddesc, -1, FALSE);
}
else if (p_ptr->resist_fear)
{
-#ifdef JP
- msg_print("しかし恐怖に侵されなかった!");
-#else
- msg_print("You stand your ground!");
-#endif
-
+ msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
obvious = TRUE;
}
else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
{
-#ifdef JP
- msg_print("しかし恐怖に侵されなかった!");
-#else
- msg_print("You stand your ground!");
-#endif
-
+ msg_print(_("しかし恐怖に侵されなかった!", "You stand your ground!"));
obvious = TRUE;
}
else
}
else if (p_ptr->free_act)
{
-#ifdef JP
- msg_print("しかし効果がなかった!");
-#else
- msg_print("You are unaffected!");
-#endif
-
+ msg_print(_("しかし効果がなかった!", "You are unaffected!"));
obvious = TRUE;
}
else if (randint0(100 + r_ptr->level/2) < p_ptr->skill_sav)
{
-#ifdef JP
- msg_print("しかし効力を跳ね返した!");
-#else
- msg_print("You resist the effects!");
-#endif
-
+ msg_print(_("しかし効力を跳ね返した!", "You resist the effects!"));
obvious = TRUE;
}
else
bool perm = one_in_(10);
if (dec_stat(A_CON, randint1(10), perm))
{
-#ifdef JP
- msg_print("病があなたを蝕んでいる気がする。");
-#else
- msg_print("You feel strange sickness.");
-#endif
-
+ msg_print(_("病があなたを蝕んでいる気がする。", "You feel strange sickness."));
obvious = TRUE;
}
}
case 1: case 2: case 3: case 4: case 5:
{
if (p_ptr->prace == RACE_ANDROID) break;
-#ifdef JP
- msg_print("人生が逆戻りした気がする。");
-#else
- msg_print("You feel life has clocked back.");
-#endif
-
+ msg_print(_("人生が逆戻りした気がする。", "You feel life has clocked back."));
lose_exp(100 + (p_ptr->exp / 100) * MON_DRAIN_LIFE);
break;
}
}
-#ifdef JP
- msg_format("あなたは以前ほど%sなくなってしまった...。", act);
-#else
- msg_format("You're not as %s as you used to be...", act);
-#endif
-
-
+ msg_format(_("あなたは以前ほど%sなくなってしまった...。", "You're not as %s as you used to be..."), act);
p_ptr->stat_cur[stat] = (p_ptr->stat_cur[stat] * 3) / 4;
if (p_ptr->stat_cur[stat] < 3) p_ptr->stat_cur[stat] = 3;
p_ptr->update |= (PU_BONUS);
case 10:
{
-#ifdef JP
- msg_print("あなたは以前ほど力強くなくなってしまった...。");
-#else
- msg_print("You're not as powerful as you used to be...");
-#endif
-
+ msg_print(_("あなたは以前ほど力強くなくなってしまった...。", "You're not as powerful as you used to be..."));
for (k = 0; k < 6; k++)
{
/* Special message */
if (m_ptr->ml && did_heal)
{
-#ifdef JP
-msg_format("%sは体力を回復したようだ。", m_name);
-#else
- msg_format("%^s appears healthier.", m_name);
-#endif
-
+ msg_format(_("%sは体力を回復したようだ。", "%^s appears healthier."), m_name);
}
}
if (CHECK_MULTISHADOW())
{
-#ifdef JP
- msg_print("攻撃は幻影に命中し、あなたには届かなかった。");
-#else
- msg_print("The attack hits Shadow, you are unharmed!");
-#endif
+ msg_print(_("攻撃は幻影に命中し、あなたには届かなかった。", "The attack hits Shadow, you are unharmed!"));
}
else
{
monster_desc(m_name, &m_list[p_ptr->riding], 0);
if (rakuba((damage > 200) ? 200 : damage, FALSE))
{
-#ifdef JP
-msg_format("%^sから落ちてしまった!", m_name);
-#else
- msg_format("You have fallen from %s.", m_name);
-#endif
+ msg_format(_("%^sから落ちてしまった!", "You have fallen from %s."), m_name);
}
}
monster_desc(m_name, m_ptr, 0);
p_ptr->csp -= 7;
-#ifdef JP
- msg_format("%^sに反撃した!", m_name);
-#else
- msg_format("Your counterattack to %s!", m_name);
-#endif
+ msg_format(_("%^sに反撃した!", "Your counterattack to %s!"), m_name);
py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_COUNTER);
fear = FALSE;
{
if (teleport_barrier(m_idx))
{
-#ifdef JP
- msg_print("泥棒は笑って逃げ...ようとしたがバリアに防がれた。");
-#else
- msg_print("The thief flees laughing...? But magic barrier obstructs it.");
-#endif
+ msg_print(_("泥棒は笑って逃げ...ようとしたがバリアに防がれた。", "The thief flees laughing...? But magic barrier obstructs it."));
}
else
{
-#ifdef JP
- msg_print("泥棒は笑って逃げた!");
-#else
- msg_print("The thief flees laughing!");
-#endif
+ msg_print(_("泥棒は笑って逃げた!", "The thief flees laughing!"));
teleport_away(m_idx, MAX_SIGHT * 2 + 5, 0L);
}
}
if (m_ptr->ml && fear && alive && !p_ptr->is_dead)
{
sound(SOUND_FLEE);
-#ifdef JP
- msg_format("%^sは恐怖で逃げ出した!", m_name);
-#else
- msg_format("%^s flees in terror!", m_name);
-#endif
-
+ msg_format(_("%^sは恐怖で逃げ出した!", "%^s flees in terror!"), m_name);
}
if (p_ptr->special_defense & KATA_IAI)