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Add Elemental brand ego Activation. ball(100) and temp resistance like ring of flame
[hengband/hengband.git] / src / object1.c
index 37216df..5659ec8 100644 (file)
@@ -330,908 +330,150 @@ void object_flags_known(object_type *o_ptr, u32b flgs[TR_FLAG_SIZE])
 }
 
 
-/*
- * Determine the "Activation" (if any) for an artifact
- * Return a string, or NULL for "no activation"
- */
-cptr item_activation(object_type *o_ptr)
+static cptr item_activation_dragon_breath(object_type *o_ptr)
 {
-       u32b flgs[TR_FLAG_SIZE];
+       static char desc[256];
+       u32b flgs[4]; /* for resistance flags */
+       int i, n = 0;
 
-       /* Extract the flags */
        object_flags(o_ptr, flgs);
+       strcpy(desc, _("", "breath "));
 
-       /* Require activation ability */
-#ifdef JP
-       if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
-#else
-       if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
-#endif
-
-       /*
-        * We need to deduce somehow that it is a random artifact -- one
-        * problem: It could be a random artifact which has NOT YET received
-        * a name. Thus we eliminate other possibilities instead of checking
-        * for art_name
-        */
-
-       if (object_is_fixed_artifact(o_ptr))
-       {
-               if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
-       }
-
-       if ((object_is_artifact(o_ptr) || object_is_ego(o_ptr)) &&
-               (o_ptr->xtra2))
-       {
-               switch (o_ptr->xtra2)
-               {
-#ifdef JP
-                       /* General activation */
-
-                       case ACT_SUNLIGHT:
-                               return "ÂÀÍÛ¸÷Àþ : 10 ¥¿¡¼¥óËè";
-                       case ACT_BO_MISS_1:
-                               return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-                       case ACT_BA_POIS_1:
-                               return "°­½­±À (12) : 4+d4 ¥¿¡¼¥óËè";
-                       case ACT_BO_ELEC_1:
-                               return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-                       case ACT_BO_ACID_1:
-                               return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-                       case ACT_BO_COLD_1:
-                               return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-                       case ACT_BO_FIRE_1:
-                               return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-                       case ACT_BA_COLD_1:
-                               return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (48) : 6+d6 ¥¿¡¼¥óËè";
-                       case ACT_BA_FIRE_1:
-                               return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 9+d9 ¥¿¡¼¥óËè";
-                       case ACT_DRAIN_1:
-                               return "Ã⩹¶·â(100) : 100+d100 ¥¿¡¼¥óËè";
-                       case ACT_BA_COLD_2:
-                               return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 12+d12 ¥¿¡¼¥óËè";
-                       case ACT_BA_ELEC_2:
-                               return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 12+d12 ¥¿¡¼¥óËè";
-                       case ACT_DRAIN_2:
-                               return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
-                       case ACT_VAMPIRE_1:
-                               return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè";
-                       case ACT_BO_MISS_2:
-                               return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
-                       case ACT_BA_FIRE_3:
-                               return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (300) : 225+d225 ¥¿¡¼¥óËè";
-                       case ACT_BA_COLD_3:
-                               return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë (400) : 325+d325 ¥¿¡¼¥óËè";
-                       case ACT_BA_ELEC_3:
-                               return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë (500) : 425+d425 ¥¿¡¼¥óËè";
-                       case ACT_WHIRLWIND:
-                               return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè";
-                       case ACT_VAMPIRE_2:
-                               return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè";
-                       case ACT_CALL_CHAOS:
-                               return "º®ÆÙ¾¤Íè : 350 ¥¿¡¼¥óËè"; /*nuke me*/
-                       case ACT_ROCKET:
-                               return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè";
-                       case ACT_DISP_EVIL:
-                               return "¼Ù°­Â໶ (x5) : 100+d100 ¥¿¡¼¥óËè";
-                       case ACT_BA_MISS_3:
-                               return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
-                       case ACT_DISP_GOOD:
-                               return "Á±ÎÉÂ໶ (x5) : 100+d100 ¥¿¡¼¥óËè";
-                       case ACT_BO_MANA:
-                               return "ËâË¡¤ÎÌð(150) : 90+d90 ¥¿¡¼¥óËè";
-                       case ACT_BA_FIRE_2:
-                               return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120) : 15 ¥¿¡¼¥óËè";
-                       case ACT_BA_WATER:
-                               return "¥¦¥©¡¼¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 250 ¥¿¡¼¥óËè";
-                       case ACT_BA_STAR:
-                               return "µðÂ祹¥¿¡¼¡¦¥Ü¡¼¥ë(200) : 200+d200 ¥¿¡¼¥óËè";
-                       case ACT_BA_DARK:
-                               return "°Å¹õ¤ÎÍò(250) : 150+d150 ¥¿¡¼¥óËè";
-                       case ACT_BA_MANA:
-                               return "ËâÎϤÎÍò(400) : 250+d250¥¿¡¼¥óËè";
-                       case ACT_PESTICIDE:
-                               return "³²Ãî¤Î¶î½ü : 55+d55¥¿¡¼¥óËè";
-                       case ACT_BLINDING_LIGHT:
-                               return "âÁ¤·¤¤¸÷ : 250 ¥¿¡¼¥óËè";
-                       case ACT_CONFUSE:
-                               return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
-                       case ACT_SLEEP:
-                               return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè";
-                       case ACT_QUAKE:
-                               return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè";
-                       case ACT_TERROR:
-                               return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
-                       case ACT_TELE_AWAY:
-                               return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-                       case ACT_BANISH_EVIL:
-                               return "¼Ù°­¾ÃÌÇ : 250+d250 ¥¿¡¼¥óËè";
-                       case ACT_GENOCIDE:
-                               return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
-                       case ACT_MASS_GENO:
-                               return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
-                       case ACT_CHARM_ANIMAL:
-                               return "ưʪ̥λ : 200 ¥¿¡¼¥óËè";
-                       case ACT_CHARM_UNDEAD:
-                               return "¥¢¥ó¥Ç¥Ã¥É½¾Â° : 333 ¥¿¡¼¥óËè";
-                       case ACT_CHARM_OTHER:
-                               return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 400 ¥¿¡¼¥óËè";
-                       case ACT_CHARM_ANIMALS:
-                               return "ưʪͧÏ : 500 ¥¿¡¼¥óËè";
-                       case ACT_CHARM_OTHERS:
-                               return "¼þÊÕ̥λ : 750 ¥¿¡¼¥óËè";
-                       case ACT_SUMMON_ANIMAL:
-                               return "ưʪ¾¤´­ : 200+d300 ¥¿¡¼¥óËè";
-                       case ACT_SUMMON_PHANTOM:
-                               return "¸¸Î´­ : 200+d200 ¥¿¡¼¥óËè";
-                       case ACT_SUMMON_ELEMENTAL:
-                               return "¥¨¥ì¥á¥ó¥¿¥ë¾¤´­ : 750 ¥¿¡¼¥óËè";
-                       case ACT_SUMMON_DEMON:
-                               return "°­Ë⾤´­ : 666+d333 ¥¿¡¼¥óËè";
-                       case ACT_SUMMON_UNDEAD:
-                               return "¥¢¥ó¥Ç¥Ã¥É¾¤´­ : 666+d333 ¥¿¡¼¥óËè";
-                       case ACT_CHOIR_SINGS:
-                               return "²óÉü (777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè";
-                       case ACT_CURE_LW:
-                               return "¶²Éݽüµî/ÂÎÎϲóÉü(30) : 10 ¥¿¡¼¥óËè";
-                       case ACT_CURE_MW:
-                               return "½ý²óÉü(4d8) : 3+d3 ¥¿¡¼¥óËè";
-                       case ACT_CURE_POISON:
-                               return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
-                       case ACT_REST_LIFE:
-                               return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
-                       case ACT_REST_ALL:
-                               return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃÍÉü³è : 750 ¥¿¡¼¥óËè";
-                       case ACT_CURE_700:
-                               return "ÂÎÎϲóÉü(700) : 250 ¥¿¡¼¥óËè";
-                       case ACT_CURE_1000:
-                               return "ÂÎÎϲóÉü(1000) : 888 ¥¿¡¼¥óËè";
-                       case ACT_CURING:
-                               return "Ìþ¤· : 100¥¿¡¼¥óËè";
-                       case ACT_CURE_MANA_FULL:
-                               return "ËâÎÏÉü³è: 777 ¥¿¡¼¥óËè";
-                       case ACT_ESP:
-                               return "¥Æ¥ì¥Ñ¥·¡¼ (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
-                       case ACT_BERSERK:
-                               return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
-                       case ACT_PROT_EVIL:
-                               return "Âмٰ­·ë³¦ (´ü´Ö level*3 + d25) : 200+d200 ¥¿¡¼¥óËè";
-                       case ACT_RESIST_ALL:
-                               return "Á´ÂÑÀ­ (´ü´Ö 20+d20) : 111 ¥¿¡¼¥óËè";
-                       case ACT_SPEED:
-                               return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
-                       case ACT_XTRA_SPEED:
-                               return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
-                       case ACT_WRAITH:
-                               return "Í©Âβ½ (´ü´Ö level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè";
-                       case ACT_INVULN:
-                               return "̵Ũ²½ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
-                       case ACT_HELO:
-                               return "»Îµ¤¹âÍÈ : 30+d30¥¿¡¼¥óËè";
-                       case ACT_HELO_SPEED:
-                               return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
-                       case ACT_LIGHT:
-                               return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
-                       case ACT_MAP_LIGHT:
-                               return "ËâË¡¤ÎÃϿޤȸ÷ : 50+d50 ¥¿¡¼¥óËè";
-                       case ACT_DETECT_ALL:
-                               return "Á´´¶ÃΠ: 55+d55 ¥¿¡¼¥óËè";
-                       case ACT_DETECT_XTRA:
-                               return "Á´´¶ÃΡ¢Ãµº÷¡¢*´ÕÄê* : 100 ¥¿¡¼¥óËè";
-                       case ACT_ID_FULL:
-                               return "*´ÕÄê* : 75 ¥¿¡¼¥óËè";
-                       case ACT_ID_PLAIN:
-                               return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-                       case ACT_RUNE_EXPLO:
-                               return "Çúȯ¤Î¥ë¡¼¥ó : 200 ¥¿¡¼¥óËè";
-                       case ACT_RUNE_PROT:
-                               return "¼é¤ê¤Î¥ë¡¼¥ó : 400 ¥¿¡¼¥óËè";
-                       case ACT_SATIATE:
-                               return "¶õÊ¢½¼Â­ : 200 ¥¿¡¼¥óËè";
-                       case ACT_DEST_DOOR:
-                               return "¥É¥¢Ç˲õ : 10 ¥¿¡¼¥óËè";
-                       case ACT_STONE_MUD:
-                               return "´äÀÐÍϲò : 3 ¥¿¡¼¥óËè";
-                       case ACT_RECHARGE:
-                               return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
-                       case ACT_ALCHEMY:
-                               return "Ï£¶â½Ñ : 500 ¥¿¡¼¥óËè";
-                       case ACT_DIM_DOOR:
-                               return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
-                       case ACT_TELEPORT:
-                               return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 25 ¥¿¡¼¥óËè";
-                       case ACT_RECALL:
-                               return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
-                       case ACT_TELEKINESIS:
-                               return "ʪÂΤò°ú¤­´ó¤»¤ë(½ÅÎÌ25kg¤Þ¤Ç) : 25+d25¥¿¡¼¥óËè";
-                       case ACT_DETECT_UNIQUE:
-                               return "¤³¤Î³¬¤Ë¤¤¤ë¥æ¥Ë¡¼¥¯¥â¥ó¥¹¥¿¡¼¤òɽ¼¨ : 200¥¿¡¼¥óËè";
-
-                       /* Unique activation */
-                       case ACT_BRAND_FIRE_BOLTS:
-                               return "¿ÏÀè¤Î¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È : 999 ¥¿¡¼¥óËè";
-                       case ACT_JUDGE:
-                               return "ÂÎÎϤȰú¤­Âؤ¨¤ËÀéΤ´ã¤Èµ¢´Ô : 20+d20 ¥¿¡¼¥óËè";
-                       case ACT_BIZARRE:
-                               return "¿®¤¸Æñ¤¤¤³¤È : 450+d450 ¥¿¡¼¥óËè";
-
-                       default:
-                               return "̤ÄêµÁ";
-#else
-                       /* General activation */
-
-                       case ACT_SUNLIGHT:
-                               return "beam of sunlight every 10 turns";
-                       case ACT_BO_MISS_1:
-                               return "magic missile (2d6) every 2 turns";
-                       case ACT_BA_POIS_1:
-                               return "stinking cloud (12) every 4+d4 turns";
-                       case ACT_BO_ELEC_1:
-                               return "lightning bolt (4d8) every 5+d5 turns";
-                       case ACT_BO_ACID_1:
-                               return "acid bolt (5d8) every 6+d6 turns";
-                       case ACT_BO_COLD_1:
-                               return "frost bolt (6d8) every 7+d7 turns";
-                       case ACT_BO_FIRE_1:
-                               return "fire bolt (9d8) every 8+d8 turns";
-                       case ACT_BA_COLD_1:
-                               return "ball of cold (48) every 6+d6 turns";
-                       case ACT_BA_FIRE_1:
-                               return "ball of fire (72) every 9+d9 turns";
-                       case ACT_DRAIN_1:
-                               return "a strangling attack (100) every 100+d100 turns";
-                       case ACT_BA_COLD_2:
-                               return "ball of cold (100) every 12+d12 turns";
-                       case ACT_BA_ELEC_2:
-                               return "ball of lightning (100) every 12+d12 turns";
-                       case ACT_DRAIN_2:
-                               return "drain life (120) every 400 turns";
-                       case ACT_VAMPIRE_1:
-                               return "vampiric drain (3*50) every 400 turns";
-                       case ACT_BO_MISS_2:
-                               return "arrows (150) every 90+d90 turns";
-                       case ACT_BA_FIRE_2:
-                               return "fire ball (300) every 225+d225 turns";
-                       case ACT_BA_COLD_3:
-                               return "ball of cold (400) every 325+d325 turns";
-                       case ACT_BA_ELEC_3:
-                               return "ball of lightning (500) every 425+d425 turns";
-                       case ACT_WHIRLWIND:
-                               return "whirlwind attack every 250 turns";
-                       case ACT_VAMPIRE_2:
-                               return "vampiric drain (3*100) every 400 turns";
-                       case ACT_CALL_CHAOS:
-                               return "call chaos every 350 turns";
-                       case ACT_ROCKET:
-                               return "launch rocket (120+level) every 400 turns";
-                       case ACT_DISP_EVIL:
-                               return "dispel evil (x5) every 100+d100 turns";
-                       case ACT_BA_MISS_3:
-                               return "elemental breath (300) every 500 turns";
-                       case ACT_DISP_GOOD:
-                               return "dispel good (x5) every 100+d100 turns";
-                       case ACT_BO_MANA:
-                               return "a magical arrow (150) every 90+d90 turns";
-                       case ACT_BA_FIRE_2:
-                               return "large fire ball (120) every 15 turns";
-                       case ACT_BA_WATER:
-                               return "water ball (200) every 250 turns";
-                       case ACT_BA_STAR:
-                               return "large star ball (200) every 200+d200 turns";
-                       case ACT_BA_DARK:
-                               return "darkness storm (250) every 150+d150 turns";
-                       case ACT_BA_MANA:
-                               return "a mana storm every 250+d250 turns";
-                       case ACT_PESTICIDE:
-                               return "dispel small life every 55+d55 turns";
-                       case ACT_BLINDING_LIGHT:
-                               return "blinding light every 250 turns";
-                       case ACT_CONFUSE:
-                               return "confuse monster every 15 turns";
-                       case ACT_SLEEP:
-                               return "sleep nearby monsters every 55 turns";
-                       case ACT_QUAKE:
-                               return "earthquake (rad 10) every 50 turns";
-                       case ACT_TERROR:
-                               return "terror every 3 * (level+10) turns";
-                       case ACT_TELE_AWAY:
-                               return "teleport away every 200 turns";
-                       case ACT_BANISH_EVIL:
-                               return "banish evil every 250+d250 turns";
-                       case ACT_GENOCIDE:
-                               return "genocide every 500 turns";
-                       case ACT_MASS_GENO:
-                               return "mass genocide every 1000 turns";
-                       case ACT_CHARM_ANIMAL:
-                               return "charm animal every 200 turns";
-                       case ACT_CHARM_UNDEAD:
-                               return "enslave undead every 333 turns";
-                       case ACT_CHARM_OTHER:
-                               return "charm monster every 400 turns";
-                       case ACT_CHARM_ANIMALS:
-                               return "animal friendship every 500 turns";
-                       case ACT_CHARM_OTHERS:
-                               return "mass charm every 750 turns";
-                       case ACT_SUMMON_ANIMAL:
-                               return "summon animal every 200+d300 turns";
-                       case ACT_SUMMON_PHANTOM:
-                               return "summon phantasmal servant every 200+d200 turns";
-                       case ACT_SUMMON_ELEMENTAL:
-                               return "summon elemental every 750 turns";
-                       case ACT_SUMMON_DEMON:
-                               return "summon demon every 666+d333 turns";
-                       case ACT_SUMMON_UNDEAD:
-                               return "summon undead every 666+d333 turns";
-                       case ACT_CHOIR_SINGS:
-                               return "heal 777 hit points, curing and heloism every 300 turns";
-                       case ACT_CURE_LW:
-                               return "remove fear and heal 30 hp every 10 turns";
-                       case ACT_CURE_MW:
-                               return "heal 4d8 and wounds every 3+d3 turns";
-                       case ACT_CURE_POISON:
-                               return "remove fear and cure poison every 5 turns";
-                       case ACT_REST_LIFE:
-                               return "restore life levels every 450 turns";
-                       case ACT_REST_ALL:
-                               return "restore stats and life levels every 750 turns";
-                       case ACT_CURE_700:
-                               return "heal 700 hit points every 250 turns";
-                       case ACT_CURE_1000:
-                               return "heal 1000 hit points every 888 turns";
-                       case ACT_CURING:
-                               return "curing every 100 turns";
-                       case ACT_CURE_MANA_FULL:
-                               return "restore mana every 777 turns";
-                       case ACT_ESP:
-                               return "telepathy (dur 25+d30) every 200 turns";
-                       case ACT_BERSERK:
-                               return "heroism and blessed (dur 50+d50) every 100+d100 turns";
-                       case ACT_PROT_EVIL:
-                               return "protect evil (dur level*3 + d25) every 200+d200 turns";
-                       case ACT_RESIST_ALL:
-                               return "resist elements (dur 20+d20) every 111 turns";
-                       case ACT_SPEED:
-                               return "speed (dur 20+d20) every 100+d100 turns";
-                       case ACT_XTRA_SPEED:
-                               return "speed (dur 75+d75) every 100+d100 turns";
-                       case ACT_WRAITH:
-                               return "wraith form (dur level/2 + d(level/2)) every 1000 turns";
-                       case ACT_INVULN:
-                               return "invulnerability (dur 8+d8) every 1000 turns";
-                       case ACT_HELO:
-                               return "heroism every 30+d30 turns";
-                       case ACT_HELO_SPEED:
-                               return "hero and +10 to speed (50) every 100+200d turns";
-                       case ACT_RESIST_ACID:
-                               return "resist acid (dur 20+d20) every 40+d40 turns";
-                       case ACT_RESIST_FIRE:
-                               return "resist fire (dur 20+d20) every 40+d40 turns";
-                       case ACT_RESIST_COLD:
-                               return "resist cold (dur 20+d20) every 40+d40 turns";
-                       case ACT_RESIST_ELEC:
-                               return "resist thunder (dur 20+d20) every 40+d40 turns";
-                       case ACT_RESIST_POIS:
-                               return "resist poison (dur 20+d20) every 40+d40 turns";
-                       case ACT_LIGHT:
-                               return "light area (dam 2d15) every 10+d10 turns";
-                       case ACT_MAP_LIGHT:
-                               return "light (dam 2d15) & map area every 50+d50 turns";
-                       case ACT_DETECT_ALL:
-                               return "detection every 55+d55 turns";
-                       case ACT_DETECT_XTRA:
-                               return "detection, probing and identify true every 100 turns";
-                       case ACT_ID_FULL:
-                               return "identify true every 75 turns";
-                       case ACT_ID_PLAIN:
-                               return "identify spell every 10 turns";
-                       case ACT_RUNE_EXPLO:
-                               return "explosive rune every 200 turns";
-                       case ACT_RUNE_PROT:
-                               return "rune of protection every 400 turns";
-                       case ACT_SATIATE:
-                               return "satisfy hunger every 200 turns";
-                       case ACT_DEST_DOOR:
-                               return "destroy doors every 10 turns";
-                       case ACT_STONE_MUD:
-                               return "stone to mud every 3 turns";
-                       case ACT_RECHARGE:
-                               return "recharging every 70 turns";
-                       case ACT_ALCHEMY:
-                               return "alchemy every 500 turns";
-                       case ACT_DIM_DOOR:
-                               return "dimension door every 100 turns";
-                       case ACT_TELEPORT:
-                               return "teleport (range 100) every 25 turns";
-                       case ACT_RECALL:
-                               return "word of recall every 200 turns";
-                       case ACT_TELEKINESIS:
-                               return "a telekinesis (500 lb) every 25+d25 turns";
-                       case ACT_DETECT_UNIQUE:
-                               return "list of the uniques on the level every 200 turns";
-
-                       /* Unique activation */
-                       case ACT_BRAND_FIRE_BOLTS:
-                               return "fire branding of bolts every 999 turns";
-                       case ACT_JUDGE:
-                               return "clairvoyance and recall, draining you every 20+d20 turns";
-                       case ACT_BIZARRE:
-                               return "bizarre things every 450+d450 turns";
-
-                       default:
-                               return "something undefined";
-#endif
-               }
-       }
-
-       /* Some artifacts can be activated */
-       switch (o_ptr->name1)
+       for (i = 0; dragonbreath_info[i].flag != 0; i++)
        {
-               case ART_DAWN:
-               {
-#ifdef JP
-                       return "¶Ç¤Î»ÕÃľ¤´­ : 500+d500 ¥¿¡¼¥óËè";
-#else
-                       return "summon the Legion of the Dawn every 500+d500 turns";
-#endif
-               }
-               case ART_CRIMSON:
+               if (have_flag(flgs, dragonbreath_info[i].flag))
                {
-#ifdef JP
-                       return "¥Õ¥¡¥¤¥¢¡ª : 15 ¥¿¡¼¥óËè";
-#else
-                       return "fire! every 15 turns";
-#endif
-               }
-               case ART_KUSANAGI:
-               case ART_WEREWINDLE:
-               {
-#ifdef JP
-                       return "ƨÁö : 35 ¥¿¡¼¥óËè";
-#else
-                       return "a getaway every 35 turns";
-#endif
-               }
-               case ART_RAZORBACK:
-               {
-#ifdef JP
-                       return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë¡¦¥À¥¹¥È(150) : 1000 ¥¿¡¼¥óËè";
-#else
-                       return "star balls (150) every 1000 turns";
-#endif
-               }
-               case ART_BLADETURNER:
-               {
-#ifdef JP
-                       return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ­";
-#else
-                       return "breathe elements (300), hero, bless, and resistance";
-#endif
-               }
-               case ART_STONE_LORE:
-               {
-#ifdef JP
-                       return "´í¸±¤òȼ¤¦´ÕÄê : ¤¤¤Ä¤Ç¤â";
-#else
-                       return "perilous identify every turn";
-#endif
-               }
-               case ART_BOROMIR:
-               {
-#ifdef JP
-                       return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè";
-#else
-                       return "frighten monsters every 40+d40 turns";
-#endif
-               }
-               case ART_YENDOR:
-               {
-#ifdef JP
-                       return "ËâÎϽ¼Å¶ : 200 ¥¿¡¼¥óËè";
-#else
-                       return "recharge item every 200 turns";
-#endif
-               }
-               case ART_MURAMASA:
-               {
-#ifdef JP
-                       return "ÏÓÎϤξ徺 : ³ÎΨ50%¤Ç²õ¤ì¤ë";
-#else
-                       return "increase STR (destroyed 50%)";
-#endif
-               }
-               case ART_INROU:
-               {
-#ifdef JP
-                       return "Îã¤Î¥¢¥ì : 150+d150 ¥¿¡¼¥óËè";
-#else
-                       return "reveal your identity every 150+d150 turns";
-#endif
-               }
-               case ART_HYOUSIGI:
-               {
-#ifdef JP
-                       return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
-#else
-                       return "beat wooden clappers every turn";
-#endif
-               }
-               case ART_BLOOD:
-               {
-#ifdef JP
-                       return "°À­Êѹ¹ : 3333 ¥¿¡¼¥óËè";
-#else
-                       return "change zokusei every 3333 turns";
-#endif
-
-               }
-               case ART_KESHO:
-               {
-#ifdef JP
-                       return "»Í¸ÔƧ¤ß : 100+d100¥¿¡¼¥óËè";
-#else
-                       return "shiko every 100+d100 turns";
-#endif
-
-               }
-               case ART_MOOK:
-               {
-#ifdef JP
-                       return "Î䵤¤ÎÂÑÀ­ : 40+d40¥¿¡¼¥óËè";
-#else
-                       return "resist cold every 40+d40 turns";
-#endif
-
-               }
-               case ART_JIZO:
-               {
-#ifdef JP
-                       return "Âý¤ÎÂç·²¾¤´­ : 300+d150¥¿¡¼¥óËè";
-#else
-                       return "summon octopus every 300+d150 turns";
-#endif
-               }
-               case ART_SACRED_KNIGHTS:
-               {
-#ifdef JP
-                       return "*²ò¼ö*¤ÈÄ´ºº: ¤¤¤Ä¤Ç¤â";
-#else
-                       return "dispel curse and probing every turn";
-#endif
-
+                       if (n > 0) strcat(desc, _("¡¢", ", "));
+                       strcat(desc, dragonbreath_info[i].name);
+                       n++;
                }
        }
 
+       strcat(desc, _("¤Î¥Ö¥ì¥¹(250)", ""));
 
-       if ((o_ptr->tval == TV_POLEARM) && (o_ptr->sval == SV_TSURIZAO))
-       {
-#ifdef JP
-               return "Äà¤ê¤ò¤¹¤ë : ¤¤¤Ä¤Ç¤â";
-#else
-               return "fishing : every time";
-#endif
-       }
-
-       if (object_is_smith(o_ptr))
-       {
-               switch (o_ptr->xtra3 - 1)
-               {
-               case ESSENCE_TMP_RES_ACID:
-#ifdef JP
-                       return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                       return "resist acid every 50+d50 turns";
-#endif
-
-               case ESSENCE_TMP_RES_ELEC:
-#ifdef JP
-                       return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                       return "resist elec every 50+d50 turns";
-#endif
-
-               case ESSENCE_TMP_RES_FIRE:
-#ifdef JP
-                       return "²Ð¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                       return "resist fire every 50+d50 turns";
-#endif
-
-               case ESSENCE_TMP_RES_COLD:
-#ifdef JP
-                       return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                       return "resist cold every 50+d50 turns";
-#endif
+       return (desc);
+}
 
-               case TR_IMPACT:
-#ifdef JP
-                       return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
-#else
-                       return "earthquake every 100+d100 turns";
-#endif
-               }
-       }
+static cptr item_activation_aux(object_type *o_ptr)
+{
+       static char activation_detail[256];
+       cptr desc;
+       char timeout[32];
+       int constant, dice;
+       const activation_type* const act_ptr = find_activation_info(o_ptr);
 
-       if (o_ptr->name2 == EGO_TRUMP)
-       {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
-#else
-               return "teleport every 50+d50 turns";
-#endif
+       if (!act_ptr) return _("̤ÄêµÁ", "something undefined");
 
-       }
+       desc = act_ptr->desc;
 
-       if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
-       {
-#ifdef JP
-return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
-#else
-                       return "illumination every 10+d10 turns";
-#endif
+       /* Overwrite description if it is special */
+       switch (act_ptr->index) {
+       case ACT_BR_FIRE:
+               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
+                       desc = _("²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ­", "breath of fire (200) and resist fire");
+               break;
+       case ACT_BR_COLD:
+               if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
+                       desc = _("Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­", "breath of cold (200) and resist cold");
+               break;
+       case ACT_BR_DRAGON:
+               desc = item_activation_dragon_breath(o_ptr);
+               break;
+       case ACT_AGGRAVATE:
+               if (o_ptr->name1 == ART_HYOUSIGI)
+                       desc = _("Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹", "beat wooden clappers");
+               break;
+       case ACT_RESIST_ACID:
+               if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
+                       desc = _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ­", "ball of acid (100) and resist acid");
+               break;
+       case ACT_RESIST_FIRE:
+               if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
+                       desc = _("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ­", "ball of fire (100) and resist fire");
+               break;
+       case ACT_RESIST_COLD:
+               if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
+                       desc = _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­", "ball of cold (100) and resist cold");
+               break;
+       case ACT_RESIST_ELEC:
+               if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
+                       desc = _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ­", "ball of elec (100) and resist elec");
+               break;
+       case ACT_RESIST_POIS:
+               if (o_ptr->name2 == EGO_BRAND_POIS)
+                       desc = _("°­½­±À (100) ¤ÈÆǤؤÎÂÑÀ­", "ball of poison (100) and resist elec");
+               break;
        }
 
-       else if (o_ptr->name2 == EGO_EARTHQUAKES)
-       {
-#ifdef JP
-return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
-#else
-               return "earthquake every 100+d100 turns";
-#endif
-
+       /* Timeout description */
+       constant = act_ptr->timeout.constant;
+       dice = act_ptr->timeout.dice;
+       if (constant == 0 && dice == 0) {
+               /* We can activate it every turn */
+               strcpy(timeout, _("¤¤¤Ä¤Ç¤â", "every turn"));
+       } else if (constant < 0) {
+               /* Activations that have special timeout */
+               switch (act_ptr->index) {
+               case ACT_BR_FIRE:
+                       sprintf(timeout, _("%d ¥¿¡¼¥óËè", "every %d turns"),
+                               ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250);
+                       break;
+               case ACT_BR_COLD:
+                       sprintf(timeout, _("%d ¥¿¡¼¥óËè", "every %d turns"),
+                               ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250);
+                       break;
+               case ACT_TERROR:
+                       strcpy(timeout, _("3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè", "every 3 * (level+10) turns"));
+                       break;
+               case ACT_MURAMASA:
+                       strcpy(timeout, _("³ÎΨ50%¤Ç²õ¤ì¤ë", "(destroyed 50%)"));
+                       break;
+               default:
+                       strcpy(timeout, "undefined");
+                       break;
+               }
+       } else {
+               /* Normal timeout activations */
+               char constant_str[16], dice_str[16];
+               sprintf(constant_str, "%d", constant);
+               sprintf(dice_str, "d%d", dice);
+               sprintf(timeout, _("%s%s%s ¥¿¡¼¥óËè", "every %s%s%s turns"),
+                       (constant > 0) ? constant_str : "",
+                       (constant > 0 && dice > 0) ? "+" : "",
+                       (dice > 0) ? dice_str : "");
        }
 
-       else if (o_ptr->name2 == EGO_JUMP)
-       {
-#ifdef JP
-return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
-#else
-               return "blink every 10+d10 turns";
-#endif
+       /* Build detail activate description */
+       sprintf(activation_detail, _("%s : %s", "%s %s"), desc, timeout);
 
-       }
-
-       if (o_ptr->tval == TV_RING)
-       {
-               if (object_is_ego(o_ptr))
-               {
-                       switch (o_ptr->name2)
-                       {
-                       case EGO_RING_HERO:
-#ifdef JP
-return "»Îµ¤¹âÍÈ : 100+d100¥¿¡¼¥óËè";
-#else
-                               return "heroism every 100+d100 turns";
-#endif
-                       case EGO_RING_MAGIC_MIS:
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
-                       return "magic missile (2d6) every 2 turns";
-#endif
-                       case EGO_RING_FIRE_BOLT:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
-                       return "fire bolt (9d8) every 8+d8 turns";
-#endif
-                       case EGO_RING_COLD_BOLT:
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
-                               return "frost bolt (6d8) every 7+d7 turns";
-#endif
-                       case EGO_RING_ELEC_BOLT:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
-                               return "lightning bolt (4d8) every 5+d5 turns";
-#endif
-                       case EGO_RING_ACID_BOLT:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
-                               return "acid bolt (5d8) every 6+d6 turns";
-#endif
-                       case EGO_RING_MANA_BOLT:
-#ifdef JP
-return "ËâÎϤÎÌð(120) : 120+d120 ¥¿¡¼¥óËè";
-#else
-                       return "a mana bolt (120) every 120+d120 turns";
-#endif
-                       case EGO_RING_FIRE_BALL:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
-                               return "fire ball (100) every 80+d80 turns";
-#endif
-                       case EGO_RING_COLD_BALL:
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
-                               return "cold ball (100) every 80+d80 turns";
-#endif
-                       case EGO_RING_ELEC_BALL:
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
-                               return "elec ball (100) every 80+d80 turns";
-#endif
-                       case EGO_RING_ACID_BALL:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) : 80+d80 ¥¿¡¼¥óËè";
-#else
-                               return "acid ball (100) every 80+d80 turns";
-#endif
-                       case EGO_RING_MANA_BALL:
-#ifdef JP
-return "ËâÎϤÎÍò (250) : 300 ¥¿¡¼¥óËè";
-#else
-                               return "mana storm (250) every 300 turns";
-#endif
-                       case EGO_RING_DRAGON_F:
-                               if (o_ptr->sval == SV_RING_FLAMES)
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
-#else
-                                       return "breath of fire (200) and resist fire every 200 turns";
-#endif
-                               else
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
-#else
-                                       return "fire breath (200) every 250 turns";
-#endif
-                       case EGO_RING_DRAGON_C:
-                               if (o_ptr->sval == SV_RING_ICE)
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹ (200) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 200 ¥¿¡¼¥óËè";
-#else
-                                       return "breath of cold (200) and resist cold every 200 turns";
-#endif
-                               else
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹ (200) : 250 ¥¿¡¼¥óËè";
-#else
-                                       return "cold breath (200) every 250 turns";
-#endif
-                       case EGO_RING_M_DETECT:
-#ifdef JP
-return "Á´¥â¥ó¥¹¥¿¡¼´¶ÃΠ: 150 ¥¿¡¼¥óËè";
-#else
-                               return "detect all monsters every 150 turns";
-#endif
-                       case EGO_RING_D_SPEED:
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(15+d30¥¿¡¼¥ó) : 100 ¥¿¡¼¥óËè";
-#else
-                               return "haste self (15+d30 turns) every 100 turns";
-#endif
-                       case EGO_RING_BERSERKER:
-#ifdef JP
-return "¶¸Àï»Î²½(25+d25¥¿¡¼¥ó) : 75+d75 ¥¿¡¼¥óËè";
-#else
-                               return "berserk (25+d25 turns) every 75+d75 turns";
-#endif
-                       case EGO_RING_TELE_AWAY:
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
-                       return "teleport away every 150 turns";
-#endif
-                       case EGO_RING_TRUE:
-#ifdef JP
-return "»Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢µæ¶Ë¤ÎÂÑÀ­ : 777 ¥¿¡¼¥óËè";
-#else
-                       return "hero, bless, and ultimate resistance every 777 turns";
-#endif
-                       }
-               }
-               switch (o_ptr->sval)
-               {
-                       case SV_RING_FLAMES:
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (100) ¤È²Ð¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
-#else
-                               return "ball of fire (100) and resist fire every 50+d50 turns";
-#endif
+       return activation_detail;
+}
 
-                       case SV_RING_ICE:
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) ¤ÈÎ䵤¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
-#else
-                               return "ball of cold (100) and resist cold every 50+d50 turns";
-#endif
+/*
+ * Determine the "Activation" (if any) for an artifact
+ * Return a string, or NULL for "no activation"
+ */
+cptr item_activation(object_type *o_ptr)
+{
+       u32b flgs[TR_FLAG_SIZE];
 
-                       case SV_RING_ACID:
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë (100) ¤È»À¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
-#else
-                               return "ball of acid (100) and resist acid every 50+d50 turns";
-#endif
+       /* Extract the flags */
+       object_flags(o_ptr, flgs);
 
-                       case SV_RING_ELEC:
+       /* Require activation ability */
 #ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) ¤ÈÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50 ¥¿¡¼¥óËè";
+       if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
 #else
-                               return "ball of elec (100) and resist elec every 50+d50 turns";
+       if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
 #endif
 
-                       default:
-                               return NULL;
-               }
-       }
-
-       if (o_ptr->tval == TV_AMULET)
+       /* Get an explain of an activation */
+       if (activation_index(o_ptr))
        {
-               if (object_is_ego(o_ptr))
-               {
-                       switch (o_ptr->name2)
-                       {
-                       case EGO_AMU_IDENT:
-#ifdef JP
-                               return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-#else
-                               return "identify every 10 turns";
-#endif
-                       case EGO_AMU_CHARM:
-#ifdef JP
-                               return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 200 ¥¿¡¼¥óËè";
-#else
-                               return "charm monster every 200 turns";
-#endif
-                       case EGO_AMU_JUMP:
-#ifdef JP
-                               return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
-#else
-                               return "blink every 10+d10 turns";
-#endif
-                       case EGO_AMU_TELEPORT:
-#ifdef JP
-                               return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
-#else
-                               return "teleport every 50+d50 turns";
-#endif
-                       case EGO_AMU_D_DOOR:
-#ifdef JP
-                               return "¼¡¸µ¤ÎÈâ : 200 ¥¿¡¼¥óËè";
-#else
-                               return "dimension door every 200 turns";
-#endif
-                       case EGO_AMU_RES_FIRE_:
-#ifdef JP
-                               return "²Ð±ê¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                               return "resist fire every 50+d50 turns";
-#endif
-                       case EGO_AMU_RES_COLD_:
-#ifdef JP
-                               return "Î䵤¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                               return "resist cold every 50+d50 turns";
-#endif
-                       case EGO_AMU_RES_ELEC_:
-#ifdef JP
-                               return "ÅÅ·â¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                               return "resist elec every 50+d50 turns";
-#endif
-                       case EGO_AMU_RES_ACID_:
-#ifdef JP
-                               return "»À¤Ø¤ÎÂÑÀ­ : 50+d50¥¿¡¼¥óËè";
-#else
-                               return "resist acid every 50+d50 turns";
-#endif
-                       case EGO_AMU_DETECTION:
-#ifdef JP
-                               return "Á´´¶ÃΠ: 55+d55¥¿¡¼¥óËè";
-#else
-                               return "detect all floor every 55+d55 turns";
-#endif
-                       }
-               }
+               return item_activation_aux(o_ptr);
        }
 
+       /* Special items */
        if (o_ptr->tval == TV_WHISTLE)
        {
 #ifdef JP
@@ -1250,143 +492,12 @@ return "
 #endif
        }
 
-       /* Require dragon scale mail */
-#ifdef JP
-if (o_ptr->tval != TV_DRAG_ARMOR) return ("´ñ̯¤Ê¸÷");
-#else
-       if (o_ptr->tval != TV_DRAG_ARMOR) return ("a strange glow");
-#endif
-
-
-       /* Branch on the sub-type */
-       switch (o_ptr->sval)
-       {
-               case SV_DRAGON_BLUE:
-               {
-#ifdef JP
-return "°ðºÊ¤Î¥Ö¥ì¥¹(100) : 150+d150 ¥¿¡¼¥óËè";
-#else
-                       return "breathe lightning (100) every 150+d150 turns";
-#endif
-
-               }
-               case SV_DRAGON_WHITE:
-               {
-#ifdef JP
-return "Î䵤¤Î¥Ö¥ì¥¹(110) : 150+d150 ¥¿¡¼¥óËè";
-#else
-                       return "breathe frost (110) every 150+d150 turns";
-#endif
-
-               }
-               case SV_DRAGON_BLACK:
-               {
-#ifdef JP
-return "»À¤Î¥Ö¥ì¥¹(130) : 150+d150 ¥¿¡¼¥óËè";
-#else
-                       return "breathe acid (130) every 150+d150 turns";
-#endif
-
-               }
-               case SV_DRAGON_GREEN:
-               {
-#ifdef JP
-return "ÆǤΥ¬¥¹¤Î¥Ö¥ì¥¹(150) : 180+d180 ¥¿¡¼¥óËè";
-#else
-                       return "breathe poison gas (150) every 180+d180 turns";
-#endif
-
-               }
-               case SV_DRAGON_RED:
-               {
-#ifdef JP
-return "²Ð±ê¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe fire (200) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_MULTIHUED:
-               {
-#ifdef JP
-return "Ëü¿§¤Î¥Ö¥ì¥¹(250) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe multi-hued (250) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_BRONZE:
-               {
-#ifdef JP
-return "º®Íð¤Î¥Ö¥ì¥¹(120) : 180+d180 ¥¿¡¼¥óËè";
-#else
-                       return "breathe confusion (120) every 180+d180 turns";
-#endif
-
-               }
-               case SV_DRAGON_GOLD:
-               {
-#ifdef JP
-return "¹ì²»¤Î¥Ö¥ì¥¹(130) : 180+d180 ¥¿¡¼¥óËè";
-#else
-                       return "breathe sound (130) every 180+d180 turns";
-#endif
-
-               }
-               case SV_DRAGON_CHAOS:
-               {
-#ifdef JP
-return "¥«¥ª¥¹/Îô²½¤Î¥Ö¥ì¥¹(220) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe chaos/disenchant (220) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_LAW:
-               {
-#ifdef JP
-return "¹ì²»/ÇËÊҤΥ֥쥹(230) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe sound/shards (230) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_BALANCE:
-               {
-#ifdef JP
-return "¥Ð¥é¥ó¥¹¤Î¥Ö¥ì¥¹ (250) 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe balance (250) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_SHINING:
-               {
-#ifdef JP
-return "Á®¸÷/°Å¹õ¤Î¥Ö¥ì¥¹(200) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe light/darkness (200) every 200+d200 turns";
-#endif
-
-               }
-               case SV_DRAGON_POWER:
-               {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 200+d200 ¥¿¡¼¥óËè";
-#else
-                       return "breathe the elements (300) every 200+d200 turns";
-#endif
-
-               }
-       }
-
        /* Oops */
 #ifdef JP
-return "¶õµ¤¤Î©";
+       return "²¿¤âµ¯¤­¤Ê¤¤";
 #else
-       return "breathe air";
+       return "Nothing";
 #endif
-
 }
 
 
@@ -2690,7 +1801,7 @@ info[i++] = "
 #endif
 
        }
-       if (o_ptr->curse_flags & TRC_ADD_L_CURSE)
+       if ((o_ptr->curse_flags & TRC_ADD_L_CURSE) || have_flag(flgs, TR_ADD_L_CURSE))
        {
 #ifdef JP
 info[i++] = "¤½¤ì¤Ï¼å¤¤¼ö¤¤¤òÁý¤ä¤¹¡£";
@@ -2699,7 +1810,7 @@ info[i++] = "
 #endif
 
        }
-       if (o_ptr->curse_flags & TRC_ADD_H_CURSE)
+       if ((o_ptr->curse_flags & TRC_ADD_H_CURSE) || have_flag(flgs, TR_ADD_H_CURSE))
        {
 #ifdef JP
 info[i++] = "¤½¤ì¤Ï¶¯ÎϤʼö¤¤¤òÁý¤ä¤¹¡£";
@@ -6861,7 +5972,7 @@ void py_pickup_floor(bool pickup)
        char o_name[MAX_NLEN];
        object_type *o_ptr;
 
-       int floor_num = 0, floor_list[23], floor_o_idx = 0;
+       int floor_num = 0, floor_o_idx = 0;
 
        int can_pickup = 0;
 
@@ -6924,10 +6035,6 @@ void py_pickup_floor(bool pickup)
                        can_pickup++;
                }
 
-               /* Remember this object index */
-               if (floor_num < 23)
-                       floor_list[floor_num] = this_o_idx;
-
                /* Count non-gold objects */
                floor_num++;