W:50:40:2:75000
F:STR | INT | WIS | DEX | CON | CHR | STEALTH | HIDE_TYPE |
F:RES_POIS | ACTIVATE | SEE_INVIS | SEARCH | WARNING | INSTA_ART
-U:DRAIN_1
+U:HYPODYNAMIA_1
D:$This bracelet has its own will, which was created by Marlin
D:$ the prince of chaos. It is invisible but it sometimes
D:$ ripples to warn owner's dangers. It can morph to strangle
D:それは使うと1体のモンスターを眠らせる。
N:280:衰弱:鋼鉄の
-E:Drain Life:Steel
+E:Hypodynamia:Steel
G:-:W
I:65:12:7
W:50:0:10:1200
D:それは振ると1体のモンスターを眠らせる。
N:363:衰弱:チタンの
-E:Drain Life:Titanium
+E:Hypodynamia:Titanium
G:-:w
I:66:18:23
W:75:0:15:3600
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:
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:
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;
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:
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;
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;
break;
}
- case ACT_VAMPIRE_1:
+ case ACT_DRAIN_1:
{
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
break;
}
- case ACT_VAMPIRE_2:
+ case ACT_DRAIN_2:
{
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
#define FAKE_VER_MAJOR 12 /*!< ゲームのバージョン番号定義(メジャー番号 + 10) */
#define FAKE_VER_MINOR 2 /*!< ゲームのバージョン番号定義(マイナー番号) */
#define FAKE_VER_PATCH 1 /*!< ゲームのバージョン番号定義(パッチ番号) */
-#define FAKE_VER_EXTRA 1 /*!< ゲームのバージョン番号定義(エクストラ番号) */
+#define FAKE_VER_EXTRA 3 /*!< ゲームのバージョン番号定義(エクストラ番号) */
/*!
#define MUT1_VTELEPORT 0x00000010L /*!< 突然変異: テレポート / Voluntary teleport */
#define MUT1_MIND_BLST 0x00000020L /*!< 突然変異: 精神攻撃 */
#define MUT1_RADIATION 0x00000040L /*!< 突然変異: 放射能 */
-#define MUT1_VAMPIRISM 0x00000080L /*!< 突然変異: 吸血ドレイン */
+#define MUT1_VAMPIRISM 0x00000080L /*!< 突然変異: 吸血 */
#define MUT1_SMELL_MET 0x00000100L /*!< 突然変異: 金属嗅覚 */
#define MUT1_SMELL_MON 0x00000200L /*!< 突然変異: 敵臭嗅覚 */
#define MUT1_BLINK 0x00000400L /*!< 突然変異: ショート・テレポート */
#define ACT_BO_FIRE_1 7
#define ACT_BA_COLD_1 8
#define ACT_BA_FIRE_1 9
-#define ACT_DRAIN_1 10
+#define ACT_HYPODYNAMIA_1 10
#define ACT_BA_COLD_2 11
#define ACT_BA_ELEC_2 12
-#define ACT_DRAIN_2 13
-#define ACT_VAMPIRE_1 14
+#define ACT_HYPODYNAMIA_2 13
+#define ACT_DRAIN_1 14
#define ACT_BO_MISS_2 15
#define ACT_BA_FIRE_3 16
#define ACT_BA_COLD_3 17
#define ACT_BA_ELEC_3 18
#define ACT_WHIRLWIND 19
-#define ACT_VAMPIRE_2 20
+#define ACT_DRAIN_2 20
#define ACT_CALL_CHAOS 21
#define ACT_ROCKET 22
#define ACT_DISP_EVIL 23
break;
case 13:
- if (name) return _("å\90¸è¡\80ã\83\89ã\83¬ã\82¤ã\83³", "Vampiric Drain");
- if (desc) return _("モンスター1体から生命力を吸いとる。吸いとった生命力によって満腹度が上がる。",
- "Absorbs some HP from a monster and gives them to you. You will also gain nutritional sustenance from this.");
+ if (name) return _("å\90¸è¡\80ã\81®ç\9f¢", "Vampiric Bolt");
+ if (desc) return _("ã\83\9cã\83«ã\83\88ã\81«ã\82\88ã\82\8aã\83¢ã\83³ã\82¹ã\82¿ã\83¼1ä½\93ã\81\8bã\82\89ç\94\9få\91½å\8a\9bã\82\92å\90¸ã\81\84ã\81¨ã\82\8bã\80\82å\90¸ã\81\84ã\81¨ã\81£ã\81\9fç\94\9få\91½å\8a\9bã\81«ã\82\88ã\81£ã\81¦æº\80è\85¹åº¦ã\81\8cä¸\8aã\81\8cã\82\8bã\80\82",
+ "Absorbs some HP from a monster and gives them to you by bolt. You will also gain nutritional sustenance from this.");
{
int dice = 1;
break;
case 21:
- if (name) return _("真・吸血", "Vampirism True");
- if (desc) return _("モンスター1体から生命力を吸いとる。吸いとった生命力によって体力が回復する。",
+ if (name) return _("吸血の連矢", "Vampiric Bolts");
+ if (desc) return _("3連射のボルトによりモンスター1体から生命力を吸いとる。吸いとった生命力によって体力が回復する。",
"Fires 3 bolts. Each of the bolts absorbs some HP from a monster and gives them to you.");
-
{
HIT_POINT dam = 100;
power_desc[num++].number = -1;
break;
case MIMIC_VAMPIRE:
- strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
power_desc[num].stat = A_CON;
power_desc[num++].number = -1;
break;
case RACE_VAMPIRE:
- strcpy(power_desc[num].name, _("生命力吸収", "Drain Life"));
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = 1 + (lvl / 3);
power_desc[num].stat = A_CON;
if (p_ptr->muta1 & MUT1_VAMPIRISM)
{
- strcpy(power_desc[num].name, _("吸血ドレイン", "Vampiric Drain"));
+ strcpy(power_desc[num].name, _("吸血", "Vampiric Drain"));
power_desc[num].level = 2;
power_desc[num].cost = (1 + (lvl / 3));
power_desc[num].stat = A_CON;
_("アシッド・ボール(100)", "ball of acid (100)") },
{ "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0},
_("放射能球(100)", "ball of nuke (100)") },
- { "DRAIN_1", ACT_DRAIN_1, 30, 500, {12, 0},
+ { "HYPODYNAMIA_1", ACT_HYPODYNAMIA_1, 30, 500, {12, 0},
_("窒息攻撃(100)", "a strangling attack (100)") },
- { "DRAIN_2", ACT_DRAIN_2, 40, 750, {15, 0},
- _("衰弱のボルト(120)", "hypodynamic bolt (120)") },
- { "VAMPIRE_1", ACT_VAMPIRE_1, 40, 1000, {20, 0},
- _("吸血ドレイン(3*50)", "vampiric drain (3*50)") },
+ { "HYPODYNAMIA_2", ACT_HYPODYNAMIA_2, 40, 750, {15, 0},
+ _("衰弱の矢(120)", "hypodynamic bolt (120)") },
+ { "DRAIN_1", ACT_DRAIN_1, 40, 1000, {20, 0},
+ _("吸収の矢(3*50)", "drain bolt (3*50)") },
{ "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},
_("矢(150)", "arrows (150)") },
{ "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0},
_("カマイタチ", "whirlwind attack") },
- { "VAMPIRE_2", ACT_VAMPIRE_2, 50, 2500, {40, 0},
- _("吸血ドレイン(3*100)", "vampiric drain (3*100)") },
+ { "DRAIN_2", ACT_DRAIN_2, 50, 2500, {40, 0},
+ _("吸収の矢(3*100)", "drain bolt (3*100)") },
{ "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000, {35, 0},
_("混沌召来", "call chaos") },
{ "ROCKET", ACT_ROCKET, 70, 5000, {20, 0},