I:21:21:4
W:30:50:40:140000
P:0:3d2:10:13:0
-F:INT | WIS | CHR | HIDE_TYPE | SEARCH | BRAND_FIRE | FORCE_WEPON |
+F:INT | WIS | CHR | HIDE_TYPE | SEARCH | BRAND_FIRE | FORCE_WEAPON |
F:SLAY_EVIL | SLAY_TROLL | SLAY_ORC | LITE | DEC_MANA |
F:HOLD_LIFE | RES_FIRE | RES_NETHER | SEE_INVIS | ACTIVATE | SHOW_MODS
D:$The staff of the great wizard Gandalf.
I:23:16:2
W:30:50:150:100000
P:0:2d5:15:15:0
-F:STR | DEX | HIDE_TYPE | FORCE_WEPON |
+F:STR | DEX | HIDE_TYPE | FORCE_WEAPON |
F:SHOW_MODS | RIDING | SLAY_DEMON
D:¤«¤Ä¤ÆËâƳÅÔ»Ô¥µ¥¤¥é¡¼¥°¤òÇ˲õ¤Ä¤¯¤·¤¿Ëâ½Ã¡¢¥¶¥Ê¥Ã¥Õ¥¡¡¼¡£
D:¤½¤ì¤òÌǤܤ·¤¿¤È¤¤¤ï¤ì¤ë¤Î¤¬¡¢¤³¤ÎÅÁÀâ¤ÎÉð´ï¤Ç¤¢¤ë¡£
I:21:2:2
W:40:40:30:40000
P:0:1d6:10:5:0
-F:INT | WIS | FORCE_WEPON |
+F:INT | WIS | FORCE_WEAPON |
F:SEE_INVIS | TELEPATHY
D:ȾͩÂ⽤·¤¿ÉԻ׵Ĥʰñ¤ÎÊܤÀ¡£½êͼԤÎÀº¿ÀÎϤò¹¶·âÎϤËÊÑ´¹¤·¡¢
D:ÇÈÌæ¤ÎÎϤǿȤò¼é¤ë¤³¤È¤¬¤Ç¤¤ë¡£
W:0:18:0:12000
C:3:3:0:2
F:INT | WIS |
-F:FORCE_WEPON | SEE_INVIS
+F:FORCE_WEAPON | SEE_INVIS
# The "Elemental" brands (4) (6)
artifact_bias = BIAS_NECROMANTIC;
break;
case 32:
- o_ptr->art_flags1 |= TR1_FORCE_WEPON;
+ o_ptr->art_flags1 |= TR1_FORCE_WEAPON;
/* if (is_scroll) msg_print("It looks consuming your MP!");*/
if (!artifact_bias)
artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
o_ptr->to_h = 0;
o_ptr->to_d = 0;
o_ptr->art_flags1 &= ~(TR1_BLOWS);
- o_ptr->art_flags1 &= ~(TR1_FORCE_WEPON);
+ o_ptr->art_flags1 &= ~(TR1_FORCE_WEAPON);
o_ptr->art_flags1 &= ~(TR1_SLAY_ANIMAL);
o_ptr->art_flags1 &= ~(TR1_SLAY_EVIL);
o_ptr->art_flags1 &= ~(TR1_SLAY_UNDEAD);
if ((o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
mult = mult * (o_ptr->dd + 2) / o_ptr->dd;
}
- if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) mult = mult * 7 / 2;
+ if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5))) mult = mult * 7 / 2;
/* Print the relevant lines */
#ifdef JP
-if (f1 & TR1_FORCE_WEPON) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 1*mult, "ÍýÎÏ:", f1, f2, f3, TERM_L_BLUE);
+if (f1 & TR1_FORCE_WEAPON) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 1*mult, "ÍýÎÏ:", f1, f2, f3, TERM_L_BLUE);
if (f1 & TR1_SLAY_ANIMAL) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 2*mult, "ưʪ:", f1, f2, f3, TERM_YELLOW);
if (f1 & TR1_SLAY_EVIL) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 2*mult, "¼Ù°:", f1, f2, f3, TERM_YELLOW);
if (f1 & TR1_SLAY_UNDEAD) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 3*mult, "ÉÔ»à:", f1, f2, f3, TERM_YELLOW);
if (f1 & TR1_BRAND_COLD) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 5*mult/2, "Îä°À:", f1, f2, f3, TERM_RED);
if (f1 & TR1_BRAND_POIS) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 5*mult/2, "ÆÇ°À:", f1, f2, f3, TERM_RED);
#else
- if (f1 & TR1_FORCE_WEPON) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 1*mult, "Force :", f1, f2, f3, TERM_L_BLUE);
+ if (f1 & TR1_FORCE_WEAPON) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 1*mult, "Force :", f1, f2, f3, TERM_L_BLUE);
if (f1 & TR1_SLAY_ANIMAL) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 2*mult, "Animals:", f1, f2, f3, TERM_YELLOW);
if (f1 & TR1_SLAY_EVIL) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 2*mult, "Evil:", f1, f2, f3, TERM_YELLOW);
if (f1 & TR1_SLAY_UNDEAD) compare_weapon_aux2(o_ptr, p_ptr->num_blow[0], r++, col, 3*mult, "Undead:", f1, f2, f3, TERM_YELLOW);
if (mult == 10) mult = 40;
else if (mult < 60) mult = 60;
}
- if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
+ if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
{
p_ptr->csp -= (1+(o_ptr->dd * o_ptr->ds / 5));
p_ptr->redraw |= (PR_MANA);
if (!(p_ptr->resist_pois || p_ptr->oppose_pois) && (mult < 3))
mult = mult * 5 / 2;
- if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (p_ptr->msp / 30)))
+ if ((p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEAPON) && (p_ptr->csp > (p_ptr->msp / 30)))
{
p_ptr->csp -= (1+(p_ptr->msp / 30));
p_ptr->redraw |= (PR_MANA);
}
}
- if ((f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (p_ptr->msp / 30)))
+ if ((f1 & TR1_FORCE_WEAPON) && (p_ptr->csp > (p_ptr->msp / 30)))
{
p_ptr->csp -= (1+(p_ptr->msp / 30));
p_ptr->redraw |= (PR_MANA);
{ "µÛ", "V", TR1_VAMPIRIC, 1, 0 },
{ "¿Ì", "Q", TR1_IMPACT, 1, 0 },
{ "ÀÚ", "S", TR1_VORPAL, 1, 0 },
- { "Íý", "M", TR1_FORCE_WEPON, 1, 0 },
+ { "Íý", "M", TR1_FORCE_WEAPON, 1, 0 },
{ NULL, NULL, 0, 0, 0 }
};
{ "V", TR1_VAMPIRIC, 1, 0 },
{ "Q", TR1_IMPACT, 1, 0 },
{ "S", TR1_VORPAL, 1, 0 },
- { "M", TR1_FORCE_WEPON, 1, 0 },
+ { "M", TR1_FORCE_WEAPON, 1, 0 },
{ NULL, 0, 0, 0 }
};
#define EGO_WEST 68
#define EGO_ATTACKS 69
#define EGO_SLAYING_WEAPON 70
-#define EGO_FORCE_WEPON 71
+#define EGO_FORCE_WEAPON 71
#define EGO_BRAND_ACID 72
#define EGO_BRAND_ELEC 73
#define EGO_BRAND_FIRE 74
#define TR1_CON 0x00000010L /* CON += "pval" */
#define TR1_CHR 0x00000020L /* CHR += "pval" */
#define TR1_MAGIC_MASTERY 0x00000040L /* Later */
-#define TR1_FORCE_WEPON 0x00000080L /* Later */
+#define TR1_FORCE_WEAPON 0x00000080L /* Later */
#define TR1_STEALTH 0x00000100L /* Stealth += "pval" */
#define TR1_SEARCH 0x00000200L /* Search += "pval" */
#define TR1_INFRA 0x00000400L /* Infra += "pval" */
basedam *= 11;
basedam /= 9;
}
- if (object_known_p(o_ptr) && (p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
+ if (object_known_p(o_ptr) && (p_ptr->pclass != CLASS_SAMURAI) && (f1 & TR1_FORCE_WEAPON) && (p_ptr->csp > (o_ptr->dd * o_ptr->ds / 5)))
basedam = basedam * 7 / 2;
if (p_ptr->riding && (o_ptr->tval == TV_POLEARM) && ((o_ptr->sval == SV_LANCE) || (o_ptr->sval == SV_HEAVY_LANCE)))
basedam = basedam*(o_ptr->dd+2)/o_ptr->dd;
"CON",
"CHR",
"MAGIC_MASTERY",
- "FORCE_WEPON",
+ "FORCE_WEAPON",
"STEALTH",
"SEARCH",
"INFRA",
}
- if (f1 & (TR1_FORCE_WEPON))
+ if (f1 & (TR1_FORCE_WEAPON))
{
#ifdef JP
info[i++] = "¤½¤ì¤Ï»ÈÍѼԤÎËâÎϤò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
count = 0;
if (f1 & TR1_CHAOTIC) {total += 5000;count++;}
if (f1 & TR1_VAMPIRIC) {total += 6500;count++;}
- if (f1 & TR1_FORCE_WEPON) {tmp_cost += 2500;count++;}
+ if (f1 & TR1_FORCE_WEAPON) {tmp_cost += 2500;count++;}
if (f1 & TR1_SLAY_ANIMAL) {tmp_cost += 1800;count++;}
if (f1 & TR1_SLAY_EVIL) {tmp_cost += 2300;count++;}
if (f1 & TR1_SLAY_UNDEAD) {tmp_cost += 1800;count++;}
}
}
- if ((old_f1 & TR1_FORCE_WEPON) && !(new_f1 & TR1_FORCE_WEPON))
+ if ((old_f1 & TR1_FORCE_WEAPON) && !(new_f1 & TR1_FORCE_WEAPON))
{
drain_value[ESSENCE_INT-1] += 5;
drain_value[ESSENCE_WIS-1] += 5;
}
- if (f1 & (TR1_FORCE_WEPON))
+ if (f1 & (TR1_FORCE_WEAPON))
{
#ifdef JP
info[i++] = "¤¢¤Ê¤¿¤ÎÉð´ï¤ÏMP¤ò»È¤Ã¤Æ¹¶·â¤¹¤ë¡£";
{ TR1_BRAND_COLD, "Åà·ë" },
{ TR1_BRAND_POIS, "ÆÇ»¦" },
- { TR1_FORCE_WEPON, "ÍýÎÏ" },
+ { TR1_FORCE_WEAPON, "ÍýÎÏ" },
{ TR1_CHAOTIC, "º®ÆÙ" },
{ TR1_VAMPIRIC, "µÛ·ì" },
{ TR1_IMPACT, "ÃÏ¿Ì" },
{ TR1_BRAND_COLD, "Frost Brand" },
{ TR1_BRAND_POIS, "Poisoned" },
- { TR1_FORCE_WEPON, "Force" },
+ { TR1_FORCE_WEAPON, "Force" },
{ TR1_CHAOTIC, "Mark of Chaos" },
{ TR1_VAMPIRIC, "Vampiric" },
{ TR1_IMPACT, "Earthquake impact on hit" },