/* Something happened */
return (TRUE);
}
+
+
+bool draconian_breath(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
+ concptr Type_desc = ((Type == GF_COLD) ? _("冷気", "cold") : _("炎", "fire"));
+
+ if (!get_aim_dir(&dir)) return FALSE;
+
+ if (randint1(100) < creature_ptr->lev)
+ {
+ switch (creature_ptr->pclass)
+ {
+ case CLASS_WARRIOR:
+ case CLASS_BERSERKER:
+ case CLASS_RANGER:
+ case CLASS_TOURIST:
+ case CLASS_IMITATOR:
+ case CLASS_ARCHER:
+ case CLASS_SMITH:
+ if (one_in_(3))
+ {
+ Type = GF_MISSILE;
+ Type_desc = _("エレメント", "the elements");
+ }
+ else
+ {
+ Type = GF_SHARDS;
+ Type_desc = _("破片", "shards");
+ }
+ break;
+ case CLASS_MAGE:
+ case CLASS_WARRIOR_MAGE:
+ case CLASS_HIGH_MAGE:
+ case CLASS_SORCERER:
+ case CLASS_MAGIC_EATER:
+ case CLASS_RED_MAGE:
+ case CLASS_BLUE_MAGE:
+ case CLASS_MIRROR_MASTER:
+ if (one_in_(3))
+ {
+ Type = GF_MANA;
+ Type_desc = _("魔力", "mana");
+ }
+ else
+ {
+ Type = GF_DISENCHANT;
+ Type_desc = _("劣化", "disenchantment");
+ }
+ break;
+ case CLASS_CHAOS_WARRIOR:
+ if (!one_in_(3))
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ else
+ {
+ Type = GF_CHAOS;
+ Type_desc = _("カオス", "chaos");
+ }
+ break;
+ case CLASS_MONK:
+ case CLASS_SAMURAI:
+ case CLASS_FORCETRAINER:
+ if (!one_in_(3))
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ else
+ {
+ Type = GF_SOUND;
+ Type_desc = _("轟音", "sound");
+ }
+ break;
+ case CLASS_MINDCRAFTER:
+ if (!one_in_(3))
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ else
+ {
+ Type = GF_PSI;
+ Type_desc = _("精神エネルギー", "mental energy");
+ }
+ break;
+ case CLASS_PRIEST:
+ case CLASS_PALADIN:
+ if (one_in_(3))
+ {
+ Type = GF_HELL_FIRE;
+ Type_desc = _("地獄の劫火", "hellfire");
+ }
+ else
+ {
+ Type = GF_HOLY_FIRE;
+ Type_desc = _("聖なる炎", "holy fire");
+ }
+ break;
+ case CLASS_ROGUE:
+ case CLASS_NINJA:
+ if (one_in_(3))
+ {
+ Type = GF_DARK;
+ Type_desc = _("暗黒", "darkness");
+ }
+ else
+ {
+ Type = GF_POIS;
+ Type_desc = _("毒", "poison");
+ }
+ break;
+ case CLASS_BARD:
+ if (!one_in_(3))
+ {
+ Type = GF_SOUND;
+ Type_desc = _("轟音", "sound");
+ }
+ else
+ {
+ Type = GF_CONFUSION;
+ Type_desc = _("混乱", "confusion");
+ }
+ break;
+ }
+ }
+
+ stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
+
+ fire_breath(Type, dir, creature_ptr->lev * 2, (creature_ptr->lev / 15) + 1);
+ return TRUE;
+}
+
+bool android_inside_weapon(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ if (!get_aim_dir(&dir)) return FALSE;
+ if (creature_ptr->lev < 10)
+ {
+ msg_print(_("レイガンを発射した。", "You fire your ray gun."));
+ fire_bolt(GF_MISSILE, dir, (creature_ptr->lev + 1) / 2);
+ }
+ else if (creature_ptr->lev < 25)
+ {
+ msg_print(_("ブラスターを発射した。", "You fire your blaster."));
+ fire_bolt(GF_MISSILE, dir, creature_ptr->lev);
+ }
+ else if (creature_ptr->lev < 35)
+ {
+ msg_print(_("バズーカを発射した。", "You fire your bazooka."));
+ fire_ball(GF_MISSILE, dir, creature_ptr->lev * 2, 2);
+ }
+ else if (creature_ptr->lev < 45)
+ {
+ msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
+ fire_beam(GF_MISSILE, dir, creature_ptr->lev * 2);
+ }
+ else
+ {
+ msg_print(_("ロケットを発射した。", "You fire a rocket."));
+ fire_rocket(GF_ROCKET, dir, creature_ptr->lev * 5, 2);
+ }
+ return TRUE;
+}
+
+bool create_ration(player_type *crature_ptr)
+{
+ object_type *q_ptr;
+ object_type forge;
+ q_ptr = &forge;
+
+ /* Create the food ration */
+ object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
+
+ /* Drop the object from heaven */
+ (void)drop_near(q_ptr, -1, crature_ptr->y, crature_ptr->x);
+ msg_print(_("食事を料理して作った。", "You cook some food."));
+ return TRUE;
+}
+
+void hayagake(player_type *creature_ptr)
+{
+ if (creature_ptr->action == ACTION_HAYAGAKE)
+ {
+ set_action(ACTION_NONE);
+ }
+ else
+ {
+ cave_type *c_ptr = &cave[creature_ptr->y][creature_ptr->x];
+ feature_type *f_ptr = &f_info[c_ptr->feat];
+
+ if (!have_flag(f_ptr->flags, FF_PROJECT) ||
+ (!creature_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
+ {
+ msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
+ }
+ else
+ {
+ set_action(ACTION_HAYAGAKE);
+ }
+ }
+ creature_ptr->energy_use = 0;
+}
+
+bool double_attack(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ POSITION x, y;
+
+ if (!get_rep_dir(&dir, FALSE)) return FALSE;
+ y = creature_ptr->y + ddy[dir];
+ x = creature_ptr->x + ddx[dir];
+ if (cave[y][x].m_idx)
+ {
+ if (one_in_(3))
+ msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
+ "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
+ else if(one_in_(2))
+ msg_print(_("無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄無駄!!!",
+ "Mudamudamudamudamudamudamudamudamudamudamudamudamuda!!!!"));
+ else
+ msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
+ "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
+
+ py_attack(y, x, 0);
+ if (cave[y][x].m_idx)
+ {
+ handle_stuff();
+ py_attack(y, x, 0);
+ }
+ creature_ptr->energy_need += ENERGY_NEED();
+ }
+ else
+ {
+ msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
+ msg_print(NULL);
+ }
+ return TRUE;
+}
+
+bool comvert_hp_to_mp(player_type *creature_ptr)
+{
+ int gain_sp = take_hit(DAMAGE_USELIFE, creature_ptr->lev, _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
+ if (gain_sp)
+ {
+ creature_ptr->csp += gain_sp;
+ if (creature_ptr->csp > creature_ptr->msp)
+ {
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
+ }
+ }
+ else
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ }
+ creature_ptr->redraw |= (PR_HP | PR_MANA);
+ return TRUE;
+}
+
+bool comvert_mp_to_hp(player_type *creature_ptr)
+{
+ if (creature_ptr->csp >= creature_ptr->lev / 5)
+ {
+ creature_ptr->csp -= creature_ptr->lev / 5;
+ hp_player(creature_ptr->lev);
+ }
+ else
+ {
+ msg_print(_("変換に失敗した。", "You failed to convert."));
+ }
+ /* Redraw mana and hp */
+ creature_ptr->redraw |= (PR_HP | PR_MANA);
+ return TRUE;
+}
+
+bool demonic_breath(player_type *creature_ptr)
+{
+ DIRECTION dir;
+ int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
+ if (!get_aim_dir(&dir)) return FALSE;
+ stop_mouth();
+ msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), ((type == GF_NETHER) ? _("地獄", "nether") : _("火炎", "fire")));
+ fire_breath(type, dir, creature_ptr->lev * 3, (creature_ptr->lev / 15) + 1);
+ return TRUE;
+}
+
+bool mirror_concentration(player_type *creature_ptr)
+{
+ if (total_friends)
+ {
+ msg_print(_("今はペットを操ることに集中していないと。", "You need concentration on the pets now."));
+ return FALSE;
+ }
+ if (is_mirror_grid(&cave[creature_ptr->y][creature_ptr->x]))
+ {
+ msg_print(_("少し頭がハッキリした。", "You feel your head clear a little."));
+
+ creature_ptr->csp += (5 + creature_ptr->lev * creature_ptr->lev / 100);
+ if (creature_ptr->csp >= creature_ptr->msp)
+ {
+ creature_ptr->csp = creature_ptr->msp;
+ creature_ptr->csp_frac = 0;
+ }
+ creature_ptr->redraw |= (PR_MANA);
+ }
+ else
+ {
+ msg_print(_("鏡の上でないと集中できない!", "Here are not any mirrors!"));
+ }
+ return TRUE;
+}
\ No newline at end of file