X-Git-Url: http://git.osdn.net/view?p=hengband%2Fhengband.git;a=blobdiff_plain;f=src%2Fartifact.c;h=54b6c7a01c54dc7bd809608bde106229e63e9325;hp=54079a637719102d352071bf9ee4a8846bd3de9d;hb=97c7a62d7abe963c7a9abcb22a35273101a09081;hpb=7c7c2016442dd6c8f51530cc75774ac33fcd849c diff --git a/src/artifact.c b/src/artifact.c index 54079a637..54b6c7a01 100644 --- a/src/artifact.c +++ b/src/artifact.c @@ -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: @@ -2193,7 +2193,7 @@ static bool activate_dragon_breath(object_type *o_ptr) t = randint0(n); msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]); - fire_ball(type[t], dir, 250, -4); + fire_breath(type[t], dir, 250, 4); return TRUE; } @@ -2367,28 +2367,28 @@ 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; - if (drain_life(dir, 100)) + if (hypodynamic_bolt(dir, 100)) 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; - drain_life(dir, 120); + hypodynamic_bolt(dir, 120); break; } - case ACT_VAMPIRE_1: + case ACT_DRAIN_1: { if (!get_aim_dir(&dir)) return FALSE; for (dummy = 0; dummy < 3; dummy++) { - if (drain_life(dir, 50)) + if (hypodynamic_bolt(dir, 50)) hp_player(50); } break; @@ -2426,12 +2426,12 @@ 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++) { - if (drain_life(dir, 100)) + if (hypodynamic_bolt(dir, 100)) hp_player(100); } break; @@ -2464,7 +2464,7 @@ bool activate_random_artifact(object_type *o_ptr) { if (!get_aim_dir(&dir)) return FALSE; msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements.")); - fire_ball(GF_MISSILE, dir, 300, -4); + fire_breath(GF_MISSILE, dir, 300, 4); break; } @@ -2560,7 +2560,7 @@ bool activate_random_artifact(object_type *o_ptr) { if (!get_aim_dir(&dir)) return FALSE; msg_print(_("あなたはエレメントのブレスを吐いた。", "You breathe the elements.")); - fire_ball(GF_MISSILE, dir, 300, -4); + fire_breath(GF_MISSILE, dir, 300, 4); msg_print(_("鎧が様々な色に輝いた...", "Your armor glows many colours...")); (void)set_afraid(0); (void)set_hero(randint1(50) + 50, FALSE); @@ -2577,7 +2577,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BR_FIRE: { if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_FIRE, dir, 200, -2); + fire_breath(GF_FIRE, dir, 200, 2); if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) { (void)set_oppose_fire(randint1(20) + 20, FALSE); @@ -2587,7 +2587,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BR_COLD: { if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_COLD, dir, 200, -2); + fire_breath(GF_COLD, dir, 200, 2); if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) { (void)set_oppose_cold(randint1(20) + 20, FALSE);