case ACT_SUNLIGHT:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£");
-#else
- msg_print("A line of sunlight appears.");
-#endif
+ msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears."));
(void)lite_line(dir, damroll(6, 8));
break;
}
case ACT_BO_MISS_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows extremely brightly...");
-#endif
+ msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_MISSILE, dir, damroll(2, 6));
break;
case ACT_BA_POIS_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It throbs deep green...");
-#endif
+ msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_POIS, dir, 12, 3);
break;
case ACT_BO_ELEC_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in sparks...");
-#endif
+ msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ELEC, dir, damroll(4, 8));
break;
case ACT_BO_ACID_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in acid...");
-#endif
+ msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ACID, dir, damroll(5, 8));
break;
case ACT_BO_COLD_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in frost...");
-#endif
+ msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_COLD, dir, damroll(6, 8));
break;
case ACT_BO_FIRE_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in fire...");
-#endif
+ msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_FIRE, dir, damroll(9, 8));
break;
case ACT_BA_COLD_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...");
-#else
- msg_print("It is covered in frost...");
-#endif
+ msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 48, 2);
break;
}
+
+ case ACT_BA_COLD_2:
+ {
+ msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 100, 2);
+ break;
+ }
+
+ case ACT_BA_COLD_3:
+ {
+ msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_COLD, dir, 400, 3);
+ break;
+ }
case ACT_BA_FIRE_1:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("It glows an intense red...");
-#endif
+ msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 72, 2);
break;
}
-
- case ACT_DRAIN_1:
+
+ case ACT_BA_FIRE_2:
{
-#ifdef JP
- msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name);
-#else
- msg_format("You order the %s to strangle your opponent.", name);
-#endif
+ msg_format(_("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", "The %s rages in fire..."), name);
if (!get_aim_dir(&dir)) return FALSE;
- if (drain_life(dir, 100))
+ fire_ball(GF_FIRE, dir, 120, 3);
break;
}
-
- case ACT_BA_COLD_2:
+
+ case ACT_BA_FIRE_3:
{
-#ifdef JP
- msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...");
-#else
- msg_print("It glows an intense blue...");
-#endif
+ msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 100, 2);
+ fire_ball(GF_FIRE, dir, 300, 3);
break;
}
-
+
+ case ACT_BA_FIRE_4:
+ {
+ msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red..."));
+ if (!get_aim_dir(&dir)) return FALSE;
+ fire_ball(GF_FIRE, dir, 100, 2);
+ break;
+ }
+
case ACT_BA_ELEC_2:
{
-#ifdef JP
- msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...");
-#else
- msg_print("It crackles with electricity...");
-#endif
+ msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity..."));
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 100, 3);
break;
}
-
- case ACT_BA_FIRE_2:
+
+ case ACT_BA_ELEC_3:
{
-#ifdef JP
- msg_format("%s¤«¤é±ê¤¬¿á¤½Ð¤·¤¿...", name);
-#else
- msg_format("The %s rages in fire...", name);
-#endif
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 120, 3);
+ fire_ball(GF_ELEC, dir, 500, 3);
break;
}
-
- case ACT_DRAIN_2:
+
+ case ACT_BA_ACID_1:
{
-#ifdef JP
- msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows black...");
-#endif
+ msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black..."));
if (!get_aim_dir(&dir)) return FALSE;
- drain_life(dir, 120);
+ fire_ball(GF_ACID, dir, 100, 2);
break;
}
-
- case ACT_VAMPIRE_1:
+
+ case ACT_BA_NUKE_1:
{
+ msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green..."));
if (!get_aim_dir(&dir)) return FALSE;
- for (dummy = 0; dummy < 3; dummy++)
- {
- if (drain_life(dir, 50))
- hp_player(50);
- }
+ fire_ball(GF_NUKE, dir, 100, 2);
break;
}
-
- case ACT_BO_MISS_2:
+
+ case ACT_DRAIN_1:
{
-#ifdef JP
- msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...");
-#else
- msg_print("It grows magical spikes...");
-#endif
+ msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name);
if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ARROW, dir, 150);
+ if (drain_life(dir, 100))
break;
}
- case ACT_BA_FIRE_3:
+ case ACT_DRAIN_2:
{
-#ifdef JP
- msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep red...");
-#endif
+ msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 300, 3);
+ drain_life(dir, 120);
break;
}
- case ACT_BA_COLD_3:
+ case ACT_VAMPIRE_1:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows bright white...");
-#endif
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 400, 3);
+ for (dummy = 0; dummy < 3; dummy++)
+ {
+ if (drain_life(dir, 50))
+ hp_player(50);
+ }
break;
}
- case ACT_BA_ELEC_3:
+ case ACT_BO_MISS_2:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
+ msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes..."));
if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ELEC, dir, 500, 3);
+ fire_bolt(GF_ARROW, dir, 150);
break;
}
case ACT_CALL_CHAOS:
{
-#ifdef JP
- msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It glows in scintillating colours...");
-#endif
+ msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours..."));
call_chaos();
break;
}
case ACT_ROCKET:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª");
-#else
- msg_print("You launch a rocket!");
-#endif
+ msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!"));
fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
break;
}
case ACT_DISP_EVIL:
{
-#ifdef JP
- msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
- msg_print("It floods the area with goodness...");
-#endif
+ msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness..."));
dispel_evil(p_ptr->lev * 5);
break;
}
case ACT_BA_MISS_3:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe the elements.");
-#endif
+ msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
fire_ball(GF_MISSILE, dir, 300, -4);
break;
}
case ACT_DISP_GOOD:
{
-#ifdef JP
- msg_print("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...");
-#else
- msg_print("It floods the area with evil...");
-#endif
+ msg_print(_("¼Ù°¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil..."));
dispel_good(p_ptr->lev * 5);
break;
}
case ACT_BO_MANA:
{
-#ifdef JP
- msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name);
-#else
- msg_format("The %s grows magical spikes...", name);
-#endif
+ msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name);
if (!get_aim_dir(&dir)) return FALSE;
fire_bolt(GF_ARROW, dir, 150);
break;
case ACT_BA_WATER:
{
-#ifdef JP
- msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name);
-#else
- msg_format("The %s throbs deep blue...", name);
-#endif
+ msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name);
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_WATER, dir, 200, 3);
break;
case ACT_BA_DARK:
{
-#ifdef JP
- msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name);
-#else
- msg_format("The %s is coverd in pitch-darkness...", name);
-#endif
+ msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name);
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_DARK, dir, 250, 4);
break;
case ACT_BA_MANA:
{
-#ifdef JP
- msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
-#else
- msg_format("The %s glows pale...", name);
-#endif
+ msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name);
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_MANA, dir, 250, 4);
break;
case ACT_PESTICIDE:
{
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£");
-#else
- msg_print("You exterminate small life.");
-#endif
+ msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life."));
(void)dispel_monsters(4);
break;
}
case ACT_BLINDING_LIGHT:
{
-#ifdef JP
- msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name);
-#else
- msg_format("The %s gleams with blinding light...", name);
-#endif
+ msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name);
fire_ball(GF_LITE, 0, 300, 6);
confuse_monsters(3 * p_ptr->lev / 2);
break;
case ACT_BIZARRE:
{
-#ifdef JP
- msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name);
-#else
- msg_format("The %s glows intensely black...", name);
-#endif
+ msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name);
if (!get_aim_dir(&dir)) return FALSE;
ring_of_power(dir);
break;
int num = damroll(5, 3);
int y, x;
int attempts;
-#ifdef JP
- msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name);
-#else
- msg_format("The %s is surrounded by lightning...", name);
-#endif
+ msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name);
for (k = 0; k < num; k++)
{
attempts = 1000;
case ACT_BLADETURNER:
{
if (!get_aim_dir(&dir)) return FALSE;
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£");
-#else
- msg_print("You breathe the elements.");
-#endif
+ msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements."));
fire_ball(GF_MISSILE, dir, 300, -4);
-#ifdef JP
- msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...");
-#else
- msg_print("Your armor glows many colours...");
-#endif
+ msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours..."));
(void)set_afraid(0);
(void)set_hero(randint1(50) + 50, FALSE);
(void)hp_player(10);
(void)set_oppose_pois(randint1(50) + 50, FALSE);
break;
}
- case ACT_BA_ACID_1:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ACID, dir, 100, 2);
- break;
- }
case ACT_BR_FIRE:
{
case ACT_CONFUSE:
{
-#ifdef JP
- msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It glows in scintillating colours...");
-#endif
+ msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours..."));
if (!get_aim_dir(&dir)) return FALSE;
confuse_monster(dir, 20);
break;
case ACT_SLEEP:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
sleep_monsters_touch();
break;
}
{
if (banish_evil(100))
{
-#ifdef JP
- msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª");
-#else
- msg_print("The power of the artifact banishes evil!");
-#endif
+ msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!"));
}
break;
}
case ACT_GENOCIDE:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
(void)symbol_genocide(200, TRUE);
break;
}
case ACT_MASS_GENO:
{
-#ifdef JP
- msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...");
-#else
- msg_print("It lets out a long, shrill note...");
-#endif
+ msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note..."));
(void)mass_genocide(200, TRUE);
break;
}
{
if (music_singing_any()) stop_singing();
if (hex_spelling_any()) stop_hex_spell_all();
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!");
-#else
- msg_print("You wind a mighty blast; your enemies tremble!");
-#endif
+ msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!",
+ "You wind a mighty blast; your enemies tremble!"));
(void)turn_monsters((3 * p_ptr->lev / 2) + 10);
break;
}
{
if (o_ptr->name1 == ART_HYOUSIGI)
{
-#ifdef JP
- msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£");
-#else
- msg_print("You beat Your wooden clappers.");
-#endif
+ msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers."));
}
else
{
-#ifdef JP
- msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name);
-#else
- msg_format("The %s sounds an unpleasant noise.", name);
-#endif
+ msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name);
}
aggravate_monsters(0);
break;
case ACT_SUMMON_PHANTOM:
{
-#ifdef JP
- msg_print("¸¸Îî¤ò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon a phantasmal servant.");
-#endif
+ msg_print(_("¸¸Îî¤ò¾¤´¤·¤¿¡£", "You summon a phantasmal servant."));
(void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
{
-#ifdef JP
- msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...");
-#else
- msg_print("An elemental materializes...");
-#endif
+ msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes..."));
if (pet)
-#ifdef JP
- msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£");
-#else
- msg_print("It seems obedient to you.");
-#endif
+ msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you."));
else
-#ifdef JP
- msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª");
-#else
- msg_print("You fail to control it!");
-#endif
+ msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!"));
}
break;
if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
{
-#ifdef JP
- msg_print("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£");
-#else
- msg_print("The area fills with a stench of sulphur and brimstone.");
-#endif
+ msg_print(_("ⲫ¤Î°½¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone."));
if (pet)
-#ifdef JP
- msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×");
-#else
- msg_print("'What is thy bidding... Master?'");
-#endif
+ msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'"));
else
-#ifdef JP
- msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×");
-#else
- msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
-#endif
+ msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"));
}
break;
if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
{
-#ifdef JP
- msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...");
-#else
- msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
-#endif
+ msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½¤ò±¿¤ó¤Ç¤¤¤ë...",
+ "Cold winds begin to blow around you, carrying with them the stench of decay..."));
if (pet)
-#ifdef JP
- msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª");
-#else
- msg_print("Ancient, long-dead forms arise from the ground to serve you!");
-#endif
+ msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª",
+ "Ancient, long-dead forms arise from the ground to serve you!"));
else
-#ifdef JP
- msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª");
-#else
- msg_print("'The dead arise... to punish you for disturbing them!'");
-#endif
+ msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª",
+ "'The dead arise... to punish you for disturbing them!'"));
}
break;
{
if (pet)
-#ifdef JP
- msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
- msg_print("A group of hounds appear as your servant.");
-#endif
-
+ msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£",
+ "A group of hounds appear as your servant."));
else
-#ifdef JP
- msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª");
-#else
- msg_print("A group of hounds appear as your enemy!");
-#endif
-
+ msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª",
+ "A group of hounds appear as your enemy!"));
}
break;
case ACT_SUMMON_DAWN:
{
-#ifdef JP
- msg_print("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£");
-#else
- msg_print("You summon the Legion of the Dawn.");
-#endif
+ msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´¤·¤¿¡£","You summon the Legion of the Dawn."));
(void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
break;
}
if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
{
if (pet)
-#ifdef JP
- msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£");
-#else
- msg_print("A group of octopuses appear as your servant.");
-#endif
+ msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant."));
else
-#ifdef JP
- msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª");
-#else
- msg_print("A group of octopuses appear as your enemy!");
-#endif
+ msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!"));
}
break;
case ACT_CHOIR_SINGS:
{
-#ifdef JP
- msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...");
-#else
- msg_print("A heavenly choir sings...");
-#endif
+ msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings..."));
(void)set_poisoned(0);
(void)set_cut(0);
(void)set_stun(0);
case ACT_CURE_MW:
{
-#ifdef JP
- msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...");
-#else
- msg_print("It radiates deep purple...");
-#endif
+ msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple..."));
hp_player(damroll(4, 8));
(void)set_cut((p_ptr->cut / 2) - 50);
break;
case ACT_CURE_POISON:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows deep blue...");
-#endif
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue..."));
(void)set_afraid(0);
(void)set_poisoned(0);
break;
case ACT_REST_LIFE:
{
-#ifdef JP
- msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows a deep red...");
-#endif
+ msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red..."));
restore_level();
break;
}
case ACT_REST_ALL:
{
-#ifdef JP
- msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows a deep green...");
-#endif
+ msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green..."));
(void)do_res_stat(A_STR);
(void)do_res_stat(A_INT);
(void)do_res_stat(A_WIS);
case ACT_CURE_700:
{
-#ifdef JP
- msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
- msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...");
-#else
- msg_print("It glows deep blue...");
- msg_print("You feel a warm tingling inside...");
-#endif
+ msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue..."));
+ msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside..."));
(void)hp_player(700);
(void)set_cut(0);
break;
case ACT_CURE_1000:
{
-#ifdef JP
- msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
- msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...");
-#else
- msg_print("It glows a bright white...");
- msg_print("You feel much better...");
-#endif
+ msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white..."));
+ msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better..."));
(void)hp_player(1000);
(void)set_cut(0);
break;
case ACT_CURING:
{
-#ifdef JP
- msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name);
-#else
- msg_format("the %s cures you affectionately ...", name);
-#endif
+ msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name);
(void)set_poisoned(0);
(void)set_confused(0);
(void)set_blind(0);
case ACT_CURE_MANA_FULL:
{
-#ifdef JP
- msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name);
-#else
- msg_format("The %s glows pale...", name);
-#endif
+ msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name);
if (p_ptr->pclass == CLASS_MAGIC_EATER)
{
int i;
p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval;
if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0;
}
-#ifdef JP
- msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
-#else
- msg_print("You feel your head clear.");
-#endif
+ msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
p_ptr->window |= (PW_PLAYER);
}
else if (p_ptr->csp < p_ptr->msp)
{
p_ptr->csp = p_ptr->msp;
p_ptr->csp_frac = 0;
-#ifdef JP
- msg_print("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£");
-#else
- msg_print("You feel your head clear.");
-#endif
+ msg_print(_("Ƭ¤¬¥Ï¥Ã¥¥ê¤È¤·¤¿¡£", "You feel your head clear."));
p_ptr->redraw |= (PR_MANA);
p_ptr->window |= (PW_PLAYER);
p_ptr->window |= (PW_SPELL);
case ACT_PROT_EVIL:
{
-#ifdef JP
- msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name);
-#else
- msg_format("The %s lets out a shrill wail...", name);
-#endif
+ msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name);
k = 3 * p_ptr->lev;
(void)set_protevil(randint1(25) + k, FALSE);
break;
case ACT_RESIST_ALL:
{
-#ifdef JP
- msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows many colours...");
-#endif
+ msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours..."));
(void)set_oppose_acid(randint1(40) + 40, FALSE);
(void)set_oppose_elec(randint1(40) + 40, FALSE);
(void)set_oppose_fire(randint1(40) + 40, FALSE);
case ACT_SPEED:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows bright green...");
-#endif
+ msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green..."));
(void)set_fast(randint1(20) + 20, FALSE);
break;
}
case ACT_XTRA_SPEED:
{
-#ifdef JP
- msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...");
-#else
- msg_print("It glows brightly...");
-#endif
+ msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly..."));
(void)set_fast(randint1(75) + 75, FALSE);
break;
}
case ACT_RESIST_ACID:
{
msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name);
- if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID))
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID))
{
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ACID, dir, 100, 2);
case ACT_RESIST_FIRE:
{
msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name);
- if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE))
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
{
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_FIRE, dir, 100, 2);
case ACT_RESIST_COLD:
{
msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name);
- if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD))
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
{
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_COLD, dir, 100, 2);
case ACT_RESIST_ELEC:
{
msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name);
- if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC))
+ if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC))
{
if (!get_aim_dir(&dir)) return FALSE;
fire_ball(GF_ELEC, dir, 100, 2);
case ACT_RESIST_POIS:
{
msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name);
- if (o_ptr->name2 == EGO_BRAND_POIS)
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_POIS, dir, 100, 2);
- }
-
(void)set_oppose_pois(randint1(20) + 20, FALSE);
break;
}
_("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8)", "fire bolt (9d8)") },
{ "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 0},
_("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48)", "ball of cold (48)") },
+ { "BA_COLD_2", ACT_BA_COLD_2, 40, 1000, {12, 0},
+ _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100)", "ball of cold (100)") },
+ { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
+ _("µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400)", "ball of cold (400)") },
{ "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 0},
_("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72)", "ball of fire (72)") },
- { "DRAIN_1", ACT_DRAIN_1, 30, 500, {12, 0},
- _("Ã⩹¶·â(100)", "a strangling attack (100)") },
- { "BA_COLD_2", ACT_BA_COLD_2, 40, 1250, {12, 0},
- _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100)", "ball of cold (100)") },
- { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1500, {12, 0},
- _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë(100)", "ball of lightning (100)") },
{ "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0},
_("µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120)", "large fire ball (120)") },
+ { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
+ _("µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300)", "fire ball (300)") },
+ { "BA_FIRE_4", ACT_BA_FIRE_4, 40, 1000, {12, 0},
+ _("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(100)", "fire ball (100)") },
+ { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1000, {12, 0},
+ _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë(100)", "ball of lightning (100)") },
+ { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
+ _("µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500)", "ball of lightning (500)") },
+ { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
+ _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë(100)", "ball of acid (100)") },
+ { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0},
+ _("Êü¼Íǽµå(100)", "ball of nuke (100)") },
+ { "DRAIN_1", ACT_DRAIN_1, 30, 500, {12, 0},
+ _("Ã⩹¶·â(100)", "a strangling attack (100)") },
{ "DRAIN_2", ACT_DRAIN_2, 40, 750, {15, 0},
_("À¸Ì¿Îϵۼý(120)", "drain life (120)") },
{ "VAMPIRE_1", ACT_VAMPIRE_1, 40, 1000, {20, 0},
_("µÛ·ì¥É¥ì¥¤¥ó(3*50)", "vampiric drain (3*50)") },
{ "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},
_("Ìð(150)", "arrows (150)") },
- { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0},
- _("µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300)", "fire ball (300)") },
- { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0},
- _("µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400)", "ball of cold (400)") },
- { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0},
- _("µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500)", "ball of lightning (500)") },
{ "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0},
_("¥«¥Þ¥¤¥¿¥Á", "whirlwind attack") },
{ "VAMPIRE_2", ACT_VAMPIRE_2, 50, 2500, {40, 0},
_("¥¹¥¿¡¼¡¦¥Ü¡¼¥ë¡¦¥À¥¹¥È(150)", "cast star balls (150)") },
{ "BLADETURNER", ACT_BLADETURNER, 80, 20000, {80, 0},
_("¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ", "breathe elements (300), hero, bless, and resistance") },
- { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0},
- _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë(100)", "ball of acid (100)") },
{ "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0},
_("²Ð±ê¤Î¥Ö¥ì¥¹ (200)", "fire breath (200)") },
{ "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0},