<ConfigurationType>Application</ConfigurationType>\r
<CharacterSet>MultiByte</CharacterSet>\r
<WholeProgramOptimization>true</WholeProgramOptimization>\r
+ <PlatformToolset>v110</PlatformToolset>\r
</PropertyGroup>\r
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">\r
<ConfigurationType>Application</ConfigurationType>\r
/*!
* @brief ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤ËǽÎϤò°ì¤ÄÉղ乤롣/ Choose one random ability
- * @details ¸õÊä¤ÏÉâÍ·¡¢±Êµ×¸÷¸»+1¡¢Æ©ÌÀ»ë¡¢·Ù¹ð¡¢Ãپò½¡¢µÞ²óÉü¡¢ËãáãÃΤ餺¡¢À¸Ì¿ÎÏ°Ý»ý¤Î¤¤¤º¤ì¤«¡£
+ * @details ¸õÊä¤ÏÉâÍ·¡¢±Êµ×¸÷¸»+1¡¢Æ©ÌÀ»ë¡¢·Ù¹ð¡¢Ãپò½¡¢µÞ²óÉü¡¢ËãáãÃΤ餺¡¢·Ð¸³ÃÍ°Ý»ý¤Î¤¤¤º¤ì¤«¡£
* ½ÅÊ£¤ÎÍ޻ߤϤʤ¤¡£
* @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
* @return ¤Ê¤·
case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
- case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break;
+ case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
case 8:
case 9:
one_low_esp(o_ptr);
case ACT_VAMPIRE_1:
case ACT_BO_MISS_2:
case ACT_BA_FIRE_2:
- case ACT_REST_LIFE:
+ case ACT_REST_EXP:
chance = 66;
break;
case ACT_BA_FIRE_3:
/*!
* @brief ¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥ÈÀ¸À®Ãæ¡¢ÂоݤΥª¥Ö¥¸¥§¥¯¥È¤Ë¤½¤Î¾ÆÃÀ¤òÉղ乤롣/ Add one misc flag on generation of randam artifact.
* @details Í¥ÀèŪ¤ËÉղ䵤ì¤ëÂÑÀ¤¬¥é¥ó¥À¥à¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¥Ð¥¤¥¢¥¹¤Ë°Í¸¤·¤Æ¸ºß¤¹¤ë¡£
- * ¸¶Â§Åª¸õÊä¤Ï³Æ¼ïǽÎÏ°Ý»ý¡¢±Êµ×¸÷¸»+1¡¢ËãáãÃΤ餺¡¢À¸Ì¿ÎÏ°Ý»ý¡¢ÉâÍ·¡¢Æ©ÌÀ»ë¡¢µÞ²óÉü¡¢Ãپò½¡¢
+ * ¸¶Â§Åª¸õÊä¤Ï³Æ¼ïǽÎÏ°Ý»ý¡¢±Êµ×¸÷¸»+1¡¢ËãáãÃΤ餺¡¢·Ð¸³ÃÍ°Ý»ý¡¢ÉâÍ·¡¢Æ©ÌÀ»ë¡¢µÞ²óÉü¡¢Ãپò½¡¢
* Íð¥Æ¥ì¥Ý¡¼¥È¡¢È¿ËâË¡¡¢È¿¥Æ¥ì¥Ý¡¼¥È¡¢·Ù¹ð¡¢¥Æ¥ì¥Ñ¥·¡¼¡¢³Æ¼ïESP¡¢°ìÉôÁõÈ÷¤Ë»¦Ù¤½¤Àµ¡£
* @attention ¥ª¥Ö¥¸¥§¥¯¥È¤Îtval¡¢sval¤Ë°Í¸¤·¤¿¥Ï¡¼¥É¥³¡¼¥Ç¥£¥ó¥°½èÍý¤¬¤¢¤ë¡£
* @param o_ptr ÂоݤΥª¥Ö¥¸¥§¥¯¥È¹½Â¤ÂΥݥ¤¥ó¥¿
add_flag(o_ptr->art_flags, TR_FREE_ACT);
break;
case 9:
- add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
+ add_flag(o_ptr->art_flags, TR_HOLD_EXP);
if (!artifact_bias && one_in_(5))
artifact_bias = BIAS_PRIESTLY;
else if (!artifact_bias && one_in_(6))
else if (one_in_(7))
type = ACT_REST_ALL;
else if (one_in_(6))
- type = ACT_REST_LIFE;
+ type = ACT_REST_EXP;
else
type = ACT_CURE_MW;
break;
break;
}
- case ACT_REST_LIFE:
+ case ACT_REST_EXP:
{
msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
restore_level();
"¥¨¥ë¥Õ¤Ï¿Í´Ö¤è¤êÎɤ¤ËâË¡»È¤¤¤Ë¤Ê¤ì¤Þ¤¹¤¬¡¢ÀïÆ®¤Ï¶ì¼ê¤Ç¤¹¡£Èà¤é¤Ï¿Í´Ö¤ä¥Ï¡¼¥Õ¥¨¥ë¥Õ¤è¤ê¤âƬ¤¬Îɤ¯¡¢¹â¤¤¸¤µ¤ò»ý¤Ã¤Æ¤¤¤Þ¤¹¡£¥¨¥ë¥Õ¤Ïõº÷, ²ò½ü, ÃγÐ, ±£Ì©¹ÔÆ°, ¼Í·â, ¤½¤·¤ÆËâË¡Æ»¶ñ»ÈÍѤÇÍ¥¤ì¤Æ¤¤¤Þ¤¹¤¬¡¢Éð´ï¤Î°·¤¤¤ÏÆÀ°Õ¤Ç¤Ï¤¢¤ê¤Þ¤»¤ó¡£Èà¤é¤ÏÀ¸¤Þ¤ì¤Ä¤¸÷¤ËÂФ¹¤ëÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤Þ¤¹¡£",
-"¥Û¥Ó¥Ã¥È¡¢¤Þ¤¿¤Ï¥Ï¡¼¥Õ¥ê¥ó¥°¤ÏµÝ¤äÅêÚ³¤ËŤ±¡¢ËâË¡Ëɸæ¤âÍ¥¤ì¤Æ¤¤¤Þ¤¹¡£¤Þ¤¿¡¢Ãµº÷, ²ò½ü, ÃγÐ, ¤½¤·¤Æ±£Ì©¹ÔÆ°¤Ç¤â¤È¤Æ¤âÎɤ¤Ç½ÎϤò¼¨¤·¤Þ¤¹¡£¤½¤Î¤¿¤á¡¢Èà¤é¤ÏÍ¥¤ì¤¿Åð±¤È¤Ê¤ë¤³¤È¤¬¤Ç¤¤Þ¤¹¡Ê¤·¤«¤·¡¢¡ÖǦ¤Ó¤Î¼Ô¡×¤È¸Æ¤Ð¤ì¤ë¤³¤È¤ò¹¥¤ß¤Þ¤¹¡Ë¡£¥Û¥Ó¥Ã¥È¤Ï¿Í´Ö¤è¤êÍÚ¤«¤ËÉϼå¤Ç¡¢Àï»Î¤È¤·¤Æ¤Ï¤Æ¤ó¤Ç¥À¥á¤Ç¤¹¡£Èà¤é¤Ï¤«¤Ê¤êÎɤ¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤ª¤ê¡¢²¹·ìưʪ¤òÎ¥¤ì¤¿¾ì½ê¤«¤é¸«¤Ä¤±¤ë¤³¤È¤¬¤Ç¤¤Þ¤¹¡£Èà¤é¤ÏÀ¸Ì¿ÎϤòÊÝ»ý¤¹¤ëÎϤ¬¶¯¤¯¡¢À¸Ì¿Îϵۼý¹¶·â¤ËÂФ·¤ÆÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤Þ¤¹¡£",
+"¥Û¥Ó¥Ã¥È¡¢¤Þ¤¿¤Ï¥Ï¡¼¥Õ¥ê¥ó¥°¤ÏµÝ¤äÅêÚ³¤ËŤ±¡¢ËâË¡Ëɸæ¤âÍ¥¤ì¤Æ¤¤¤Þ¤¹¡£¤Þ¤¿¡¢Ãµº÷, ²ò½ü, ÃγÐ, ¤½¤·¤Æ±£Ì©¹ÔÆ°¤Ç¤â¤È¤Æ¤âÎɤ¤Ç½ÎϤò¼¨¤·¤Þ¤¹¡£¤½¤Î¤¿¤á¡¢Èà¤é¤ÏÍ¥¤ì¤¿Åð±¤È¤Ê¤ë¤³¤È¤¬¤Ç¤¤Þ¤¹¡Ê¤·¤«¤·¡¢¡ÖǦ¤Ó¤Î¼Ô¡×¤È¸Æ¤Ð¤ì¤ë¤³¤È¤ò¹¥¤ß¤Þ¤¹¡Ë¡£¥Û¥Ó¥Ã¥È¤Ï¿Í´Ö¤è¤êÍÚ¤«¤ËÉϼå¤Ç¡¢Àï»Î¤È¤·¤Æ¤Ï¤Æ¤ó¤Ç¥À¥á¤Ç¤¹¡£Èà¤é¤Ï¤«¤Ê¤êÎɤ¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤ª¤ê¡¢²¹·ìưʪ¤òÎ¥¤ì¤¿¾ì½ê¤«¤é¸«¤Ä¤±¤ë¤³¤È¤¬¤Ç¤¤Þ¤¹¡£Èà¤é¤Ï·Ð¸³ÃͤòÊÝ»ý¤¹¤ëÎϤ¬¶¯¤¯¡¢·Ð¸³Ã͵ۼý¹¶·â¤ËÂФ·¤ÆÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤Þ¤¹¡£",
"¥Î¡¼¥à¤Ï¥É¥ï¡¼¥Õ¤è¤ê¾®¤µ¤¤¤Ç¤¹¤¬¡¢¥Û¥Ó¥Ã¥È¤è¤ê¤ÏÂ礤¤¼ï²¤Ç¤¹¡£Èà¤é¤Ï¥Û¥Ó¥Ã¥ÈƱÍÍÃÏɽ¤Îƶ·ê¤Î¤è¤¦¤Ê²È¤Ë½»¤ó¤Ç¤¤¤Þ¤¹¡£¥Î¡¼¥à¤Ï¤È¤Æ¤âÎɤ¤ËâË¡Ëɸæ¤ò»ý¤Á¡¢Ãµº÷, ²ò½ü, ÃγÐ, ±£Ì©¹ÔÆ°¤Ç¤âÍ¥¤ì¤Æ¤¤¤Þ¤¹¡£Èà¤é¤Ï¿Í´Ö¤è¤êÄ㤤ÏÓÎϤò»ý¤Á¡¢Éð´ï¤ò»ý¤Ã¤Æ¤ÎÀïÆ®¤Ï¶ì¼ê¤Ç¤¹¡£¥Î¡¼¥à¤Ï¤«¤Ê¤êÎɤ¤ÀÖ³°Àþ»ëÎϤò»ý¤Ã¤Æ¤ª¤ê¡¢²¹·ìưʪ¤òÎ¥¤ì¤¿¾ì½ê¤«¤é¸«¤Ä¤±¤ë¤³¤È¤¬¤Ç¤¤Þ¤¹¡£¥Î¡¼¥à¤ÏÀ¸¤Þ¤ì¤Ä¤Ëãáã¤ËÂФ¹¤ëÂÑÀ¤ò»ý¤Ã¤Æ¤¤¤Þ¤¹¡£",
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+"°Ëâ¤Î¾å°Ì¼ï¤Ç¤¢¤ë¥Ð¥ë¥í¥°¤Ï¡¢¶¯¤¯¡¢ÃÎŪ¤Ç¡¢¤Þ¤¿¥¿¥Õ¤Ç¤â¤¢¤ê¤Þ¤¹¡£¤·¤«¤·¡¢Èà¤é¤Ï¿À¤ò¿®¤¸¤è¤¦¤È¤Ï¤»¤º¡¢¥×¥ê¡¼¥¹¥È¤Ë¤ÏÁ´¤¯¸þ¤¤¤Æ¤¤¤Þ¤»¤ó¡£±ê¤ÈÃϹö¡¢·Ð¸³Ã͵ۼý¤Ø¤ÎÂÑÀ¤ò»ý¤Ã¤Æ¤ª¤ê¡¢¥ì¥Ù¥ë¤¬¾å¤¬¤ì¤Ð¸«¤¨¤Ê¤¤¤â¤Î¤ò¸«¤ëǽÎϤò³ÍÆÀ¤·¤Þ¤¹¡£¤Þ¤¿¡¢ÃϹö¤ä²Ð±ê¤Î¥Ö¥ì¥¹¤òÅǤ¯¤³¤È¤â¤Ç¤¤Þ¤¹¡£ÈàÅù¤Ï¤Û¤È¤ó¤É¤Îµ»Ç½¤ÇÍ¥¤ì¤Æ¤¤¤Þ¤¹¤¬¡¢ÀŤ«¤ËÊ⤯¤³¤È¤Ï¶ì¼ê¤Ç¤¹¡£Èà¤é¤Ï¿©Êª¤«¤é¤Û¤È¤ó¤É±ÉÍܤòÀݼè¤Ç¤¤Þ¤»¤ó¤¬¡¢¿Í´Ö¥¿¥¤¥×¤òÀ¸ìӤˤ¹¤ë»ö¤ÇÀºÎϤò²óÉü¤¹¤ë»ö¤¬¤Ç¤¤Þ¤¹¡£",
"¥É¥¥¥Ê¥À¥ó¤ÏÀ¾Êý¤«¤éÍ褿¶þ¶¯¤Ê¼ï²¤Ç¤¹¡£¤³¤Î¤¤¤Ë¤·¤¨¤Î¼ï²¤ÏÁ´¤Æ¤ÎÎΰè¤Ë¤ª¤¤¤Æ¿Í´Ö¤ÎǽÎϤòο²ï¤·¡¢ÆäËÂѵ×ÎϤ˴ؤ·¤Æ¤Ï¤½¤ì¤¬¸²Ãø¤Ç¤¹¡£¤·¤«¤·¤Ê¤¬¤é¤³¤Î¼ï²¤ÏÁ´¤Æ¤ËÂî±Û¤·¤Æ¤¤¤ë¤³¤È¤¬ºÒ¤¤¤·¤Æ¡¢¤³¤ÎÀ¤³¦¤Ë¤Ï¿·¤·¤¤·Ð¸³¤È¤¤¤Ã¤¿¤â¤Î¤¬¤Û¤È¤ó¤É¤Ê¤¯¡¢¥ì¥Ù¥ë¤ò¾å¤²¤ë¤³¤È¤¬Èó¾ï¤Ëº¤Æñ¤Ç¤¹¡£Èà¤é¤Ï¤È¤Æ¤â¥¿¥Õ¤Ç´è¶¯¤Ç¤¢¤ê¡¢Èà¤é¤ÎÂѵ×ÎϤ¬²¼¤¬¤ë¤³¤È¤Ï¤¢¤ê¤Þ¤»¤ó¡£",
"¥¯¥¿¡¼¤È¤·¤Æ¤¤¤ë̵ɽ¾ð¤ÎÆæ¤ÎÀ¸Êª¤Ç¤¹¡£Èà¤é¤Ï³°¸«¤¬¤«¤ï¤¤¤é¤·¤¤¤¿¤á¡¢Ì¥ÎϤ¬¹â¤¤¤Ç¤¹¡£Èà¤é¤Ïº®Í𤷤ޤ»¤ó¡£¤Ê¤¼¤Ê¤é¡¢º®Í𤷤Ƥ⥯¥¿¡¼¤È¤·¤Æ¤¤¤ë¤¿¤áÊѤï¤ê¤Ê¤¤¤«¤é¤Ç¤¹¡£¤·¤«¤â¡¢¤½¤Î¥¯¥¿¡¼¤È¤·¤Æ¤¤¤ë³°¸«¤«¤éŨ¤Ë¸«¤Ä¤«¤ê¤Ë¤¯¤¤¤Ç¤¹¡£¤·¤«¤·¡¢Èà¤é¤ÏÃí°ÕÎϤ¬¾¯¤Ê¤¤¤¿¤áõº÷¤äÃγÐǽÎϤϰ¤¤¤Ç¤¹¡£Èà¤é¤Ï¥ì¥Ù¥ë¤¬¾å¤¬¤ë¤È²£¤Ë¿¤Ó¤ÆAC¤ò¾å¤²¤ëµ»¤ò³Ð¤¨¤Þ¤¹¤¬¡¢¿¤Ó¤Æ¤¤¤ë´Ö¤ÏËâË¡ËɸæǽÎϤÏÄ㤯¤Ê¤Ã¤Æ¤·¤Þ¤¤¤Þ¤¹¡£",
-"¥¢¥ó¥É¥í¥¤¥É¤Ïµ¡³£¤Î¿ÈÂΤò»ý¤Ä¿Í¹©Åª¤Ê¸ºß¤Ç¤¹¡£ËâË¡¤ò¤¦¤Þ¤¯»È¤¦¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¤¬¡¢Àï»Î¤È¤·¤Æ¤ÏÈó¾ï¤ËÍ¥¤ì¤Æ¤¤¤Þ¤¹¡£Èà¤é¤Ï¾¤Î¼ï²¤Î¤è¤¦¤Ë·Ð¸³ÃͤòÆÀ¤ÆÀ®Ä¹¤¹¤ë¤È¤¤¤¦¤³¤È¤Ï¤¢¤ê¤Þ¤»¤ó¡£¿ÈÂΤ˿ȤˤĤ±¤ëÁõÈ÷¤Ë¤è¤Ã¤ÆÀ®Ä¹¤·¤Þ¤¹¡£¤¿¤À¤·¡¢»ØÎØ¡¢¥¢¥ß¥å¥ì¥Ã¥È¡¢¸÷¸»¤ÏÀ®Ä¹¤Ë±Æ¶Á¤·¤Þ¤»¤ó¡£Èà¤é¤ÏÆǤÎÂÑÀ¤ò»ý¤Á¡¢ËãáãÃΤ餺¤Ç¡¢À¸Ì¿ÎϤòµÛ¤ï¤ì¤ë¤³¤È¤¬¤¢¤ê¤Þ¤»¤ó¡£¤Þ¤¿¡¢¿ÈÂΤ¬´è¾æ¤Ê¤Î¤ÇAC¤Ë¥Ü¡¼¥Ê¥¹¤òÆÀ¤Þ¤¹¡£¤·¤«¤·¿ÈÂΤΤ¤¤¿¤ë¤È¤³¤í¤ËÅŻҲóÏ©¤¬ÁȤ߹þ¤Þ¤ì¤Æ¤¤¤ë¤¿¤á¡¢ÅÅ·â¤Ë¤è¤Ã¤ÆÄ̾ï¤è¤ê¤âÂ礤ʥÀ¥á¡¼¥¸¤ò¼õ¤±¤Æ¤·¤Þ¤¤¤Þ¤¹¡£Èà¤é¤Ï¿©Êª¤«¤é¤Û¤È¤ó¤ÉÆ°ÎϤòÆÀ¤é¤ì¤Þ¤»¤ó¤¬¡¢Ìý¤òÊäµë¤¹¤ë»ö¤ÇÆ°Îϸ»¤òÆÀ¤ë»ö¤¬¤Ç¤¤Þ¤¹¡£"
+"¥¢¥ó¥É¥í¥¤¥É¤Ïµ¡³£¤Î¿ÈÂΤò»ý¤Ä¿Í¹©Åª¤Ê¸ºß¤Ç¤¹¡£ËâË¡¤ò¤¦¤Þ¤¯»È¤¦¤³¤È¤Ï¤Ç¤¤Þ¤»¤ó¤¬¡¢Àï»Î¤È¤·¤Æ¤ÏÈó¾ï¤ËÍ¥¤ì¤Æ¤¤¤Þ¤¹¡£Èà¤é¤Ï¾¤Î¼ï²¤Î¤è¤¦¤Ë·Ð¸³ÃͤòÆÀ¤ÆÀ®Ä¹¤¹¤ë¤È¤¤¤¦¤³¤È¤Ï¤¢¤ê¤Þ¤»¤ó¡£¿ÈÂΤ˿ȤˤĤ±¤ëÁõÈ÷¤Ë¤è¤Ã¤ÆÀ®Ä¹¤·¤Þ¤¹¡£¤¿¤À¤·¡¢»ØÎØ¡¢¥¢¥ß¥å¥ì¥Ã¥È¡¢¸÷¸»¤ÏÀ®Ä¹¤Ë±Æ¶Á¤·¤Þ¤»¤ó¡£Èà¤é¤ÏÆǤÎÂÑÀ¤ò»ý¤Á¡¢ËãáãÃΤ餺¤Ç¡¢À¸Ì¿ÎϤòµÛ¼ý¤µ¤ì¤ë¤³¤È¤¬¤¢¤ê¤Þ¤»¤ó¡£¤Þ¤¿¡¢¿ÈÂΤ¬´è¾æ¤Ê¤Î¤ÇAC¤Ë¥Ü¡¼¥Ê¥¹¤òÆÀ¤Þ¤¹¡£¤·¤«¤·¿ÈÂΤΤ¤¤¿¤ë¤È¤³¤í¤ËÅŻҲóÏ©¤¬ÁȤ߹þ¤Þ¤ì¤Æ¤¤¤ë¤¿¤á¡¢ÅÅ·â¤Ë¤è¤Ã¤ÆÄ̾ï¤è¤ê¤âÂ礤ʥÀ¥á¡¼¥¸¤ò¼õ¤±¤Æ¤·¤Þ¤¤¤Þ¤¹¡£Èà¤é¤Ï¿©Êª¤«¤é¤Û¤È¤ó¤ÉÆ°ÎϤòÆÀ¤é¤ì¤Þ¤»¤ó¤¬¡¢Ìý¤òÊäµë¤¹¤ë»ö¤ÇÆ°Îϸ»¤òÆÀ¤ë»ö¤¬¤Ç¤¤Þ¤¹¡£"
#else
"A demon-creature from the nether-world, naturally resistant to fire attacks, and capable of learning fire bolt and fire ball attacks. They are little loved by other races, but can perform fairly well in most professions. As they advance levels, they gain the powers of See Invisible.",
-"A Golem is an artificial creature, built from a lifeless raw material like clay, and awakened to life. They are nearly mindless, making them useless for professions which rely on magic, but as warriors they are very tough. They are resistant to poison, they can see invisible things, and move freely. At higher levels, they also become resistant to attacks which threaten to drain away their life force. Golems gain very little nutrition from ordinary food, but can absorb mana from staves and wands as their power source. Golems also gain a natural armor class bonus from their tough body.",
+"A Golem is an artificial creature, built from a lifeless raw material like clay, and awakened to life. They are nearly mindless, making them useless for professions which rely on magic, but as warriors they are very tough. They are resistant to poison, they can see invisible things, and move freely. At higher levels, they also become resistant to attacks which threaten to drain away their experience. Golems gain very little nutrition from ordinary food, but can absorb mana from staves and wands as their power source. Golems also gain a natural armor class bonus from their tough body.",
"There are two types of skeletons: the ordinary, warrior-like skeletons, and the spell-using skeletons, which are also called liches. As undead beings, skeletons need to worry very little about poison or attacks that can drain life. They do not really use eyes for perceiving things, and are thus not fooled by invisibility. Their bones are resistant to sharp shrapnel, and they will quickly become resistant to cold. Although the magical effects of these will affect the skeleton even without entering the skeleton's (non-existent) belly, the potion or food itself will fall through the skeleton's jaws, giving no nutritional benefit. They can absorb mana from staves and wands as their energy source.",
-"Much like Skeletons, Zombies too are undead horrors: they are resistant to life-draining attacks, and can learn to restore their life-force. Like skeletons, they become resistant to cold-based attacks (actually earlier than skeletons), resist poison and can see invisible. While still vulnerable to cuts (unlike skeletons), Zombies are resistant to Nether. Like Golems, they gain very little nutrition from the food of mortals, but can absorb mana from staves and wands as their energy source.",
+"Much like Skeletons, Zombies too are undead horrors: they are resistant to exp-draining attacks, and can learn to restore their experience. Like skeletons, they become resistant to cold-based attacks (actually earlier than skeletons), resist poison and can see invisible. While still vulnerable to cuts (unlike skeletons), Zombies are resistant to Nether. Like Golems, they gain very little nutrition from the food of mortals, but can absorb mana from staves and wands as their energy source.",
-"One of the mightier undead creatures, the Vampire is an awe-inspiring sight. Yet this dread creature has a serious weakness: the bright rays of sun are its bane, and it will need to flee the surface to the deep recesses of earth until the sun finally sets. Darkness, on the other hand, only makes the Vampire stronger. As undead, the Vampire has a firm hold on its life force, and resists nether attacks. The Vampire also resists cold and poison based attacks. It is, however, susceptible to its perpetual hunger for fresh blood, which can only be satiated by sucking the blood from a nearby monster.",
+"One of the mightier undead creatures, the Vampire is an awe-inspiring sight. Yet this dread creature has a serious weakness: the bright rays of sun are its bane, and it will need to flee the surface to the deep recesses of earth until the sun finally sets. Darkness, on the other hand, only makes the Vampire stronger. As undead, the Vampire has a firm hold on its experience, and resists nether attacks. The Vampire also resists cold and poison based attacks. It is, however, susceptible to its perpetual hunger for fresh blood, which can only be satiated by sucking the blood from a nearby monster.",
-"Another powerful undead creature: the Spectre is a ghastly apparition, surrounded by an unearthly green glow. They exist only partially on our plane of existence: half-corporeal, they can pass through walls, although the density of the wall will hurt them in the process of doing this. As undead, they have a firm hold on their life force, see invisible, and resist poison and cold. They also resist nether. At higher levels they develop telepathic abilities. Spectres make superb spellcasters, but their physical form is very weak. They gain very little nutrition from the food of mortals, but can absorb mana from staves and wands as their energy source.",
+"Another powerful undead creature: the Spectre is a ghastly apparition, surrounded by an unearthly green glow. They exist only partially on our plane of existence: half-corporeal, they can pass through walls, although the density of the wall will hurt them in the process of doing this. As undead, they have a firm hold on their experience, see invisible, and resist poison and cold. They also resist nether. At higher levels they develop telepathic abilities. Spectres make superb spellcasters, but their physical form is very weak. They gain very little nutrition from the food of mortals, but can absorb mana from staves and wands as their energy source.",
"One of the several fairy races, Sprites are very small. They have tiny wings and can fly over traps that may open up beneath them. They enjoy sunlight intensely, and need worry little about light based attacks. Although physically among the weakest races, Sprites are very talented in magic, and can become highly skilled wizards. Sprites have the special power of spraying Sleeping Dust, and at higher levels they learn to fly faster.",
"Archons are a higher class of angels. They are good at all skills, and are strong, wise, and are a favorite with any people. They are able to see the unseen, and their wings allow them to safely fly over traps and other dangerous places. However, belonging to a higher plane as they do, the experiences of this world do not leave a strong impression on them and they gain levels slowly.",
-"Balrogs are a higher class of demons. They are strong, intelligent and tough. They do not believe in gods, and are not suitable for priest at all. Balrog are resistant to fire and nether, and have a firm hold on their life force. They also eventually learn to see invisible things. They are good at almost all skills except stealth. They gain very little nutrition from the food of mortals, and need human corpses as sacrifices to regain their vitality.",
+"Balrogs are a higher class of demons. They are strong, intelligent and tough. They do not believe in gods, and are not suitable for priest at all. Balrog are resistant to fire and nether, and have a firm hold on their experience. They also eventually learn to see invisible things. They are good at almost all skills except stealth. They gain very little nutrition from the food of mortals, and need human corpses as sacrifices to regain their vitality.",
"Dunedain are a race of hardy men from the West. This elder race surpasses human abilities in every field, especially constitution. However, being men of the world, very little is new to them, and levels are very hard for them to gain. Their constitution cannot be reduced. ",
"A Kutar is an expressionless animal-like living creature. The word 'kuta' means 'absentmindedly' or 'vacantly'. Their absentmindedness hurts their searching and perception skills, but renders them incapable of being confused. Their unearthly calmness and serenity make them among the most stealthy of any race. Kutars, although expressionless, are beautiful and so have a high charisma. Members of this race can learn to expand their body horizontally. This increases armour class, but renders them vulnerable to magical attacks.",
-"An android is a artificial creation with a body of machinery. They are poor at spell casting, but they make excellent warriors. They don't acquire experience like other races, but rather gain in power as they attach new equipment to their frame. Rings, amulets, and lights do not influence growth. Androids are resistant to poison, can move freely, and are immune to life-draining attacks. Moreover, because of their hard metallic bodies, they get a bonus to AC. Androids have electronic circuits throughout their body and must beware of electric shocks. They gain very little nutrition from the food of mortals, but they can use flasks of oil as their energy source."
+"An android is a artificial creation with a body of machinery. They are poor at spell casting, but they make excellent warriors. They don't acquire experience like other races, but rather gain in power as they attach new equipment to their frame. Rings, amulets, and lights do not influence growth. Androids are resistant to poison, can move freely, and are immune to exp-draining attacks. Moreover, because of their hard metallic bodies, they get a bonus to AC. Androids have electronic circuits throughout their body and must beware of electric shocks. They gain very little nutrition from the food of mortals, but they can use flasks of oil as their energy source."
#endif
};
print_flag(TR_RES_CONF);
print_flag(TR_FREE_ACT);
print_flag(TR_SEE_INVIS);
- print_flag(TR_HOLD_LIFE);
+ print_flag(TR_HOLD_EXP);
print_flag(TR_TELEPATHY);
print_flag(TR_SLOW_DIGEST);
print_flag(TR_REGEN);
take_hit(DAMAGE_LOSELIFE, damroll(o_ptr->sval + 1, 6), "a miscast Death spell", -1);
#endif
- if ((spell > 15) && one_in_(6) && !p_ptr->hold_life)
+ if ((spell > 15) && one_in_(6) && !p_ptr->hold_exp)
lose_exp(spell * 250);
}
}
break;
case SV_POTION_LOSE_MEMORIES:
- if (!p_ptr->hold_life && (p_ptr->exp > 0))
+ if (!p_ptr->hold_exp && (p_ptr->exp > 0))
{
#ifdef JP
msg_print("²áµî¤Îµ²±¤¬Çö¤ì¤Æ¤¤¤¯µ¤¤¬¤¹¤ë¡£");
#define EGO_AMU_SLOW_D 210
#define EGO_AMU_INFRA 211
#define EGO_AMU_SEE_INVIS 212
-#define EGO_AMU_HOLD_LIFE 213
+#define EGO_AMU_HOLD_EXP 213
#define EGO_AMU_DRAIN_EXP 214
#define EGO_AMU_FOOL 215
#define EGO_AMU_AGGRAVATE 216
#define ACT_CURE_LW 81
#define ACT_CURE_MW 82
#define ACT_CURE_POISON 83
-#define ACT_REST_LIFE 84
+#define ACT_REST_EXP 84
#define ACT_REST_ALL 85
#define ACT_CURE_700 86
#define ACT_CURE_1000 87
#define TR_THROW 44 /* Later */
#define TR_REFLECT 45 /* Reflect 'bolts' */
#define TR_FREE_ACT 46 /* Free Action */
-#define TR_HOLD_LIFE 47 /* Hold Life */
+#define TR_HOLD_EXP 47 /* Hold EXP */
#define TR_RES_ACID 48
#define TR_RES_ELEC 49
#define TR_RES_FIRE 50
#define RBE_EXP_80 28
#define RBE_DISEASE 29
#define RBE_TIME 30
-#define RBE_EXP_VAMP 31
+#define RBE_DR_LIFE 31
#define RBE_DR_MANA 32
#define RBE_SUPERHURT 33
#define RBE_INERTIA 34
case 28:
#ifdef JP
- if (name) return "À¸Ì¿ÎÏÉü³è";
+ if (name) return "·Ð¸³ÃÍÉü³è";
if (desc) return "¼º¤Ã¤¿·Ð¸³Ãͤò²óÉü¤¹¤ë¡£";
#else
if (name) return "Restore Life";
case 25:
#ifdef JP
- if (name) return "À¸Ì¿ÎÏÉü³è";
+ if (name) return "Á´Éü³è";
if (desc) return "·Ð¸³Ãͤò½ù¡¹¤ËÉü³è¤·¡¢¸º¾¯¤·¤¿Ç½ÎÏÃͤò²óÉü¤µ¤»¤ë¡£";
#else
- if (name) return "Restore life";
- if (desc) return "Restores life energy and status.";
+ if (name) return "Restoration";
+ if (desc) return "Restores experience and status.";
#endif
if (cast)
{
#ifdef JP
- msg_print("À¸Ì¿ÎϤ¬Ìá¤ê»Ï¤á¤¿¡£");
+ msg_print("ÂΤ¬¸µ¤Î³èÎϤò¼è¤êÌᤷ»Ï¤á¤¿¡£");
#else
- msg_print("You feel your life energy starting to return.");
+ msg_print("You feel your lost status starting to return.");
#endif
}
if (cast || cont)
{
/* Message */
#ifdef JP
-msg_print("À¸Ì¿ÎϤ¬Ìá¤Ã¤Æ¤¤¿µ¤¤¬¤¹¤ë¡£");
+msg_print("·Ð¸³Ãͤ¬Ìá¤Ã¤Æ¤¤¿µ¤¤¬¤¹¤ë¡£");
#else
- msg_print("You feel your life energies returning.");
+ msg_print("You feel your experience returning.");
#endif
* Drain experience
* If resisted to draining, return FALSE
*/
-bool drain_exp(s32b drain, s32b slip, int hold_life_prob)
+bool drain_exp(s32b drain, s32b slip, int hold_exp_prob)
{
/* Androids and their mimics are never drained */
if (p_ptr->prace == RACE_ANDROID) return FALSE;
- if (p_ptr->hold_life && (randint0(100) < hold_life_prob))
+ if (p_ptr->hold_exp && (randint0(100) < hold_exp_prob))
{
/* Hold experience */
#ifdef JP
- msg_print("¤·¤«¤·¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¼é¤ê¤¤Ã¤¿¡ª");
+ msg_print("¤·¤«¤·¼«¸Ê¤Î·Ð¸³Ãͤò¼é¤ê¤¤Ã¤¿¡ª");
#else
- msg_print("You keep hold of your life force!");
+ msg_print("You keep hold of your experience!");
#endif
return FALSE;
}
/* Hold experience failed */
- if (p_ptr->hold_life)
+ if (p_ptr->hold_exp)
{
#ifdef JP
- msg_print("À¸Ì¿ÎϤò¾¯¤·µÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
+ msg_print("·Ð¸³Ãͤò¾¯¤·µÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel your life slipping away!");
+ msg_print("You feel your experience slipping away!");
#endif
lose_exp(slip);
}
else
{
#ifdef JP
- msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
+ msg_print("·Ð¸³Ãͤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel your life draining away!");
+ msg_print("You feel your experience draining away!");
#endif
lose_exp(drain);
}
extern void gain_exp(s32b amount);
extern void calc_android_exp(void);
extern void lose_exp(s32b amount);
-extern bool drain_exp(s32b drain, s32b slip, int hold_life_prob);
+extern bool drain_exp(s32b drain, s32b slip, int hold_exp_prob);
extern void do_poly_self(void);
extern bool set_ultimate_res(int v, bool do_dec);
extern bool set_tim_res_nether(int v, bool do_dec);
switch(p_ptr->mimic_form)
{
case MIMIC_DEMON:
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
add_flag(flgs, TR_RES_CHAOS);
add_flag(flgs, TR_RES_NETHER);
add_flag(flgs, TR_RES_FIRE);
add_flag(flgs, TR_SPEED);
break;
case MIMIC_DEMON_LORD:
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
add_flag(flgs, TR_RES_CHAOS);
add_flag(flgs, TR_RES_NETHER);
add_flag(flgs, TR_RES_FIRE);
add_flag(flgs, TR_SPEED);
break;
case MIMIC_VAMPIRE:
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
add_flag(flgs, TR_RES_DARK);
add_flag(flgs, TR_RES_NETHER);
if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
add_flag(flgs, TR_RES_LITE);
break;
case RACE_HOBBIT:
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
break;
case RACE_GNOME:
add_flag(flgs, TR_FREE_ACT);
add_flag(flgs, TR_RES_POIS);
add_flag(flgs, TR_SLOW_DIGEST);
if (p_ptr->lev > 34)
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
break;
case RACE_SKELETON:
add_flag(flgs, TR_SEE_INVIS);
add_flag(flgs, TR_RES_SHARDS);
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
add_flag(flgs, TR_RES_POIS);
if (p_ptr->lev > 9)
add_flag(flgs, TR_RES_COLD);
break;
case RACE_ZOMBIE:
add_flag(flgs, TR_SEE_INVIS);
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
add_flag(flgs, TR_RES_NETHER);
add_flag(flgs, TR_RES_POIS);
add_flag(flgs, TR_SLOW_DIGEST);
add_flag(flgs, TR_RES_COLD);
break;
case RACE_VAMPIRE:
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
add_flag(flgs, TR_RES_DARK);
add_flag(flgs, TR_RES_NETHER);
if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
add_flag(flgs, TR_FREE_ACT);
add_flag(flgs, TR_RES_COLD);
add_flag(flgs, TR_SEE_INVIS);
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
add_flag(flgs, TR_RES_NETHER);
add_flag(flgs, TR_RES_POIS);
add_flag(flgs, TR_SLOW_DIGEST);
case RACE_DEMON:
add_flag(flgs, TR_RES_FIRE);
add_flag(flgs, TR_RES_NETHER);
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
if (p_ptr->lev > 9)
add_flag(flgs, TR_SEE_INVIS);
break;
add_flag(flgs, TR_FREE_ACT);
add_flag(flgs, TR_RES_POIS);
add_flag(flgs, TR_SLOW_DIGEST);
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
break;
default:
; /* Do nothing */
{
add_flag(flgs, TR_RES_BLIND);
add_flag(flgs, TR_RES_CONF);
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
if (p_ptr->pclass != CLASS_NINJA) add_flag(flgs, TR_LITE_1);
if (p_ptr->lev > 9)
add_flag(flgs, TR_SPEED);
add_flag(flgs, TR_RES_CHAOS);
add_flag(flgs, TR_RES_DISEN);
add_flag(flgs, TR_REFLECT);
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
add_flag(flgs, TR_FREE_ACT);
add_flag(flgs, TR_SH_FIRE);
add_flag(flgs, TR_SH_ELEC);
add_flag(flgs, TR_RES_CHAOS);
add_flag(flgs, TR_RES_DISEN);
add_flag(flgs, TR_REFLECT);
- add_flag(flgs, TR_HOLD_LIFE);
+ add_flag(flgs, TR_HOLD_EXP);
add_flag(flgs, TR_FREE_ACT);
add_flag(flgs, TR_SH_FIRE);
add_flag(flgs, TR_SH_ELEC);
display_flag_aux(row+0, col, "²Ã® :", TR_SPEED, &f, 0);
display_flag_aux(row+1, col, "ÂÑËãáã :", TR_FREE_ACT, &f, 0);
display_flag_aux(row+2, col, "Æ©ÌÀÂλëǧ:", TR_SEE_INVIS, &f, 0);
-display_flag_aux(row+3, col, "·Ð¸³ÃÍÊÝ»ý:", TR_HOLD_LIFE, &f, 0);
+display_flag_aux(row+3, col, "·Ð¸³ÃÍÊÝ»ý:", TR_HOLD_EXP, &f, 0);
display_flag_aux(row+4, col, "·Ù¹ð :", TR_WARNING, &f, 0);
display_flag_aux(row+5, col, "Ãپò½ :", TR_SLOW_DIGEST, &f, 0);
display_flag_aux(row+6, col, "µÞ²óÉü :", TR_REGEN, &f, 0);
display_flag_aux(row+0, col, "Speed :", TR_SPEED, &f, 0);
display_flag_aux(row+1, col, "FreeAction:", TR_FREE_ACT, &f, 0);
display_flag_aux(row+2, col, "SeeInvisi.:", TR_SEE_INVIS, &f, 0);
- display_flag_aux(row+3, col, "Hold Life :", TR_HOLD_LIFE, &f, 0);
+ display_flag_aux(row+3, col, "Hold Exp :", TR_HOLD_EXP, &f, 0);
display_flag_aux(row+4, col, "Warning :", TR_WARNING, &f, 0);
display_flag_aux(row+5, col, "SlowDigest:", TR_SLOW_DIGEST, &f, 0);
display_flag_aux(row+6, col, "Regene. :", TR_REGEN, &f, 0);
{ "ȿ", "Rf", TR_REFLECT, -1 },
{ "Ëã", "Fa", TR_FREE_ACT, -1 },
{ "ȑ", "Si", TR_SEE_INVIS, -1 },
- { "·Ð", "Hl", TR_HOLD_LIFE, -1 },
+ { "·Ð", "Hl", TR_HOLD_EXP, -1 },
{ "ÃÙ", "Sd", TR_SLOW_DIGEST, -1 },
{ "³è", "Rg", TR_REGEN, -1 },
{ "Éâ", "Lv", TR_LEVITATION, -1 },
{ "Rf", TR_REFLECT, -1 },
{ "Fa", TR_FREE_ACT, -1 },
{ "Si", TR_SEE_INVIS, -1 },
- { "Hl", TR_HOLD_LIFE, -1 },
+ { "Hl", TR_HOLD_EXP, -1 },
{ "Sd", TR_SLOW_DIGEST, -1 },
{ "Rg", TR_REGEN, -1 },
{ "Lv", TR_LEVITATION, -1 },
"THROW",
"REFLECT",
"FREE_ACT",
- "HOLD_LIFE",
+ "HOLD_EXP",
"RES_ACID",
"RES_ELEC",
"RES_FIRE",
case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
case 6: add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
- case 7: add_flag(o_ptr->art_flags, TR_HOLD_LIFE); break;
+ case 7: add_flag(o_ptr->art_flags, TR_HOLD_EXP); break;
}
o_ptr->xtra2 = 0;
}
break;
}
- case RBE_EXP_VAMP:
+ case RBE_DR_LIFE:
{
s32b d = damroll(60, 6) + (p_ptr->exp / 100) * MON_DRAIN_LIFE;
bool resist_drain;
pt = GF_TIME;
break;
- case RBE_EXP_VAMP:
+ case RBE_DR_LIFE:
pt = GF_OLD_DRAIN;
effect_type = BLOW_EFFECT_TYPE_HEAL;
break;
#endif
#ifdef JP
-case RBE_EXP_VAMP: q = "À¸Ì¿ÎϤòµÛ¼ý¤¹¤ë"; break;
+ case RBE_DR_LIFE: q = "À¸Ì¿ÎϤòµÛ¼ý¤¹¤ë"; break;
#else
- case RBE_EXP_VAMP: q = "drain life force"; break;
+ case RBE_DR_LIFE: q = "drain life"; break;
#endif
#ifdef JP
if (have_flag(flgs, TR_VAMPIRIC))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏŨ¤«¤é¥Ò¥Ã¥È¥Ý¥¤¥ó¥È¤òµÛ¼ý¤¹¤ë¡£";
+info[i++] = "¤½¤ì¤ÏŨ¤«¤éÀ¸Ì¿ÎϤòµÛ¼ý¤¹¤ë¡£";
#else
info[i++] = "It drains life from your foes.";
#endif
#endif
}
- if (have_flag(flgs, TR_HOLD_LIFE))
+ if (have_flag(flgs, TR_HOLD_EXP))
{
#ifdef JP
-info[i++] = "¤½¤ì¤ÏÀ¸Ì¿Îϵۼý¤ËÂФ¹¤ëÂÑÀ¤ò¼ø¤±¤ë¡£";
+info[i++] = "¤½¤ì¤Ï·Ð¸³Ã͵ۼý¤ËÂФ¹¤ëÂÑÀ¤ò¼ø¤±¤ë¡£";
#else
- info[i++] = "It provides resistance to life draining.";
+ info[i++] = "It provides resistance to experience draining.";
#endif
}
if (have_flag(flgs, TR_EASY_SPELL)) total += 1500;
if (have_flag(flgs, TR_THROW)) total += 5000;
if (have_flag(flgs, TR_FREE_ACT)) total += 4500;
- if (have_flag(flgs, TR_HOLD_LIFE)) total += 8500;
+ if (have_flag(flgs, TR_HOLD_EXP)) total += 8500;
tmp_cost = 0;
count = 0;
break;
case EGO_PATTERN:
if (one_in_(3))
- add_flag(o_ptr->art_flags, TR_HOLD_LIFE);
+ add_flag(o_ptr->art_flags, TR_HOLD_EXP);
if (one_in_(3))
add_flag(o_ptr->art_flags, TR_DEX);
if (one_in_(5))
o_ptr->name2 = EGO_AMU_SEE_INVIS;
break;
case 7: case 8:
- if (have_flag(k_ptr->flags, TR_HOLD_LIFE)) break;
- o_ptr->name2 = EGO_AMU_HOLD_LIFE;
+ if (have_flag(k_ptr->flags, TR_HOLD_EXP)) break;
+ o_ptr->name2 = EGO_AMU_HOLD_EXP;
break;
case 9:
if (have_flag(k_ptr->flags, TR_LEVITATION)) break;
{TR_IM_COLD, "Î䵤ÌȱÖ", 2, TR_IM_ACID, 20},
{TR_REFLECT, "È¿¼Í", 2, TR_REFLECT, 20},
{TR_FREE_ACT, "ËãáãÃΤ餺", 3, TR_FREE_ACT, 20},
- {TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý", 3, TR_HOLD_LIFE, 20},
+ {TR_HOLD_EXP, "·Ð¸³ÃÍ°Ý»ý", 3, TR_HOLD_EXP, 20},
{TR_RES_ACID, "ÂÑ»À", 2, TR_RES_ACID, 15},
{TR_RES_ELEC, "ÂÑÅÅ·â", 2, TR_RES_ELEC, 15},
{TR_RES_FIRE, "ÂѲбê", 2, TR_RES_FIRE, 15},
{TR_IM_COLD, "cold immunity", 2, TR_IM_ACID, 20},
{TR_REFLECT, "reflection", 2, TR_REFLECT, 20},
{TR_FREE_ACT, "free action", 3, TR_FREE_ACT, 20},
- {TR_HOLD_LIFE, "hold life", 3, TR_HOLD_LIFE, 20},
+ {TR_HOLD_EXP, "hold experience", 3, TR_HOLD_EXP, 20},
{TR_RES_ACID, "resistance to acid", 2, TR_RES_ACID, 15},
{TR_RES_ELEC, "resistance to electric", 2, TR_RES_ELEC, 15},
{TR_RES_FIRE, "resistance to fire", 2, TR_RES_FIRE, 15},
"",
"È¿¼Í",
"ËãáãÃΤ餺",
- "À¸Ì¿ÎÏ°Ý»ý",
+ "·Ð¸³ÃÍ°Ý»ý",
"ÂÑ»À",
"ÂÑÅÅ·â",
"ÂѲбê",
"",
"reflection",
"free action",
- "hold life",
+ "hold exp",
"res. acid",
"res. elec.",
"res. fire",
#ifdef JP
strcpy(power_desc[num].name, "·Ð¸³ÃÍÉü³è");
#else
- strcpy(power_desc[num].name, "Restore Life");
+ strcpy(power_desc[num].name, "Restore Experience");
#endif
power_desc[num].level = 30;
if (!one_in_(6)) break;
}
case 23: case 24: case 25:
- if (p_ptr->hold_life && (randint0(100) < 75)) break;
+ if (p_ptr->hold_exp && (randint0(100) < 75)) break;
#ifdef JP
-msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
+msg_print("·Ð¸³Ãͤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel your life draining away...");
+ msg_print("You feel your experience draining away...");
#endif
- if (p_ptr->hold_life) lose_exp(p_ptr->exp / 160);
+ if (p_ptr->hold_exp) lose_exp(p_ptr->exp / 160);
else lose_exp(p_ptr->exp / 16);
if (!one_in_(6)) break;
case 26: case 27: case 28:
case RACE_SKELETON:
if (plev > 29)
#ifdef JP
-info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿À¸Ì¿ÎϤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
+info[i++] = "¤¢¤Ê¤¿¤Ï¼º¤Ã¤¿·Ð¸³Ãͤò²óÉü¤¹¤ë¤³¤È¤¬¤Ç¤¤ë¡£(30 MP)";
#else
- info[i++] = "You can restore lost life forces (cost 30).";
+ info[i++] = "You can restore lost experience (cost 30).";
#endif
break;
{
info[i++] = _("¤¢¤Ê¤¿¤ÏÆÃÊ̤ʶ¯Å¨¤Î¸ºß¤ò´¶¤¸¤ëǽÎϤò»ý¤Ã¤Æ¤¤¤ë¡£", "You sense unique monsters.");
}
- if (p_ptr->hold_life)
+ if (p_ptr->hold_exp)
{
- info[i++] = _("¤¢¤Ê¤¿¤Ï¼«¸Ê¤ÎÀ¸Ì¿ÎϤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£", "You have a firm hold on your life force.");
+ info[i++] = _("¤¢¤Ê¤¿¤Ï¼«¸Ê¤Î·Ð¸³Ãͤò¤·¤Ã¤«¤ê¤È°Ý»ý¤¹¤ë¡£", "You have a firm hold on your experience.");
}
if (p_ptr->reflect)
{
if (!one_in_(6)) break;
case 10: case 11: case 12:
#ifdef JP
-msg_print("À¸Ì¿ÎϤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
+msg_print("·Ð¸³Ãͤ¬ÂΤ«¤éµÛ¤¤¼è¤é¤ì¤¿µ¤¤¬¤¹¤ë¡ª");
#else
- msg_print("You feel your life draining away...");
+ msg_print("You feel your experience draining away...");
#endif
lose_exp(p_ptr->exp / 16);
_("½ý²óÉü(4d8)", "heal 4d8 and wounds") },
{ "CURE_POISON", ACT_CURE_POISON, 10, 1000, {5, 0},
_("¶²Éݽüµî/ÆǾä·", "remove fear and cure poison") },
- { "REST_LIFE", ACT_REST_LIFE, 40, 7500, {450, 0},
- _("·Ð¸³ÃÍÉü³è", "restore life levels") },
+ { "REST_LIFE", ACT_REST_EXP, 40, 7500, {450, 0},
+ _("·Ð¸³ÃÍÉü³è", "restore experience") },
{ "REST_ALL", ACT_REST_ALL, 30, 15000, {750, 0},
- _("Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃÍÉü³è", "restore stats and life levels") },
+ _("Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃÍÉü³è", "restore stats and experience") },
{ "CURE_700", ACT_CURE_700, 40, 10000, {250, 0},
_("ÂÎÎϲóÉü(700)", "heal 700 hit points") },
{ "CURE_1000", ACT_CURE_1000, 50, 15000, {888, 0},
bool free_act; /* Never paralyzed */
bool see_inv; /* Can see invisible */
bool regenerate; /* Regenerate hit pts */
- bool hold_life; /* Resist life draining */
+ bool hold_exp; /* Resist exp draining */
bool telepathy; /* Telepathy */
bool esp_animal;
{ TR_THROW, "ÅêÚ³" },
{ TR_REFLECT, "È¿¼Í" },
{ TR_FREE_ACT, "ËãáãÃΤ餺" },
- { TR_HOLD_LIFE, "À¸Ì¿ÎÏ°Ý»ý" },
+ { TR_HOLD_EXP, "·Ð¸³ÃÍ°Ý»ý" },
#else
{ TR_THROW, "Throwing" },
{ TR_REFLECT, "Reflection" },
{ TR_FREE_ACT, "Free Action" },
- { TR_HOLD_LIFE, "Hold Life" },
+ { TR_HOLD_EXP, "Hold Experience" },
#endif
};
p_ptr->regenerate = FALSE;
p_ptr->can_swim = FALSE;
p_ptr->levitation = FALSE;
- p_ptr->hold_life = FALSE;
+ p_ptr->hold_exp = FALSE;
p_ptr->telepathy = FALSE;
p_ptr->esp_animal = FALSE;
p_ptr->esp_undead = FALSE;
switch (p_ptr->mimic_form)
{
case MIMIC_DEMON:
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
p_ptr->resist_chaos = TRUE;
p_ptr->resist_neth = TRUE;
p_ptr->resist_fire = TRUE;
p_ptr->align -= 200;
break;
case MIMIC_DEMON_LORD:
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
p_ptr->resist_chaos = TRUE;
p_ptr->resist_neth = TRUE;
p_ptr->immune_fire = TRUE;
break;
case MIMIC_VAMPIRE:
p_ptr->resist_dark = TRUE;
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
p_ptr->resist_neth = TRUE;
p_ptr->resist_cold = TRUE;
p_ptr->resist_pois = TRUE;
p_ptr->resist_lite = TRUE;
break;
case RACE_HOBBIT:
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
break;
case RACE_GNOME:
p_ptr->free_act = TRUE;
p_ptr->free_act = TRUE;
p_ptr->see_inv = TRUE;
p_ptr->resist_pois = TRUE;
- if (p_ptr->lev > 34) p_ptr->hold_life = TRUE;
+ if (p_ptr->lev > 34) p_ptr->hold_exp = TRUE;
break;
case RACE_SKELETON:
p_ptr->resist_shard = TRUE;
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
p_ptr->see_inv = TRUE;
p_ptr->resist_pois = TRUE;
if (p_ptr->lev > 9) p_ptr->resist_cold = TRUE;
break;
case RACE_ZOMBIE:
p_ptr->resist_neth = TRUE;
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
p_ptr->see_inv = TRUE;
p_ptr->resist_pois = TRUE;
p_ptr->slow_digest = TRUE;
break;
case RACE_VAMPIRE:
p_ptr->resist_dark = TRUE;
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
p_ptr->resist_neth = TRUE;
p_ptr->resist_cold = TRUE;
p_ptr->resist_pois = TRUE;
p_ptr->levitation = TRUE;
p_ptr->free_act = TRUE;
p_ptr->resist_neth = TRUE;
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
p_ptr->see_inv = TRUE;
p_ptr->resist_pois = TRUE;
p_ptr->slow_digest = TRUE;
case RACE_DEMON:
p_ptr->resist_fire = TRUE;
p_ptr->resist_neth = TRUE;
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
if (p_ptr->lev > 9) p_ptr->see_inv = TRUE;
if (p_ptr->lev > 44)
{
p_ptr->slow_digest = TRUE;
p_ptr->free_act = TRUE;
p_ptr->resist_pois = TRUE;
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
break;
default:
/* Do nothing */
p_ptr->slow_digest = TRUE;
p_ptr->regenerate = TRUE;
p_ptr->levitation = TRUE;
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
p_ptr->telepathy = TRUE;
p_ptr->lite = TRUE;
p_ptr->sustain_str = TRUE;
{
p_ptr->resist_blind = TRUE;
p_ptr->resist_conf = TRUE;
- p_ptr->hold_life = TRUE;
+ p_ptr->hold_exp = TRUE;
if (p_ptr->pclass != CLASS_NINJA) p_ptr->lite = TRUE;
if ((p_ptr->prace != RACE_KLACKON) && (p_ptr->prace != RACE_SPRITE))
if (have_flag(flgs, TR_SEE_INVIS)) p_ptr->see_inv = TRUE;
if (have_flag(flgs, TR_LEVITATION)) p_ptr->levitation = TRUE;
if (have_flag(flgs, TR_FREE_ACT)) p_ptr->free_act = TRUE;
- if (have_flag(flgs, TR_HOLD_LIFE)) p_ptr->hold_life = TRUE;
+ if (have_flag(flgs, TR_HOLD_EXP)) p_ptr->hold_exp = TRUE;
if (have_flag(flgs, TR_WARNING)){
if (!o_ptr->inscription || !(my_strchr(quark_str(o_ptr->inscription),'$')))
p_ptr->warning = TRUE;