W:30:1:10:10000
P:0:1d1:0:0:0
F:ACTIVATE | SEARCH | INSTA_ART
+U:LIGHT
D:$A small crystal phial, with the light of Earendil's Star contained inside.
D:$Its light is imperishable, and near it darkness cannot endure.
D:¾®¤µ¤Ê¿å¾½¤ÎÉӤǡ¢¥¬¥é¥É¥ê¥¨¥ë¤ÎÀô¤Ë±Ç¤Ã¤¿
W:50:25:5:32500
P:0:1d1:0:0:0
F:ACTIVATE | SEE_INVIS | HOLD_LIFE | INSTA_ART | SPEED
+U:MAP_LIGHT
D:$The shining Star of the West, a famed heirloom of Elendil's house.
D:µ±¤¯¡ØÀ¾Êý¹ñ¤ÎÀ±¡Ù¤Ç¡¢¥¨¥ì¥ó¥Ç¥£¥ë¤Î²È·Ï¤ËÅÁ¤ï¤ë²ÈÊõ¤À¡£
D:¶ä¤Îº¿¤ËÇò¤¤ÊõÀФ¬¤Ä¤¤¤Æ¤¤¤ë¡£
I:40:10:2
W:50:30:3:60000
F:CON | HIDE_TYPE | ACTIVATE | RES_FIRE | INSTA_ART
+U:PROT_EVIL
D:$A fiery circle of bronze, with mighty spells to ward off evil.
D:¥Ö¥í¥ó¥º¤Îdz¤¨¤ë¤è¤¦¤Ê¼ó¾þ¤ê¤Ç¡¢¼Ù°¤Ê¼Ô¤ò¤«¤ï¤·¤ÆÂ໶¤µ¤»¤ë
D:¶¯ÎϤʼöʸ¤¬¹þ¤á¤é¤ì¤Æ¤¤¤ë¡£
-
# The Amulet of Ingwe
#J0# (¥³¥á¥ó¥È)
F:SEE_INVIS | FREE_ACT | ACTIVATE |
F:RES_ACID | RES_COLD | RES_ELEC |
F:INSTA_ART
+U:DISP_EVIL
D:$The ancient heirloom of Ingwe, high lord of the Vanyar, against whom nothing
D:$of evil could stand.
D:¥ô¥¡¥é¡¼¥ë¤ÎÅç¤ËÅϤêÃæ¤Ä¹ñ¤ËÌá¤ë¤³¤È¤Î¤Ê¤«¤Ã¤¿
I:45:33:4
W:70:90:2:175000
F:STR | DEX | CON | HIDE_TYPE | ACTIVATE | SPEED | INSTA_ART
+U:XTRA_SPEED
D:$The treasure of Tulkas, most fleet and wrathful of the Valar.
D:¥ô¥¡¥é¡¼¥ë¤ÎÃæ¤Ç¤âºÇ¤âÁÇÁ᤯¤«¤ÄͦÌԤʥȥ¥¥ë¥«¥¹¤ÎÊõ¤À¡£
F:ACTIVATE | FREE_ACT | SEE_INVIS |
F:SLOW_DIGEST | REGEN | SUST_STR | SUST_DEX | IM_FIRE |
F:INSTA_ART
+U:BA_FIRE_2
D:$The Ring of Fire, set with a ruby that glows like flame. Narya is one
D:$of the three Rings of Power created by the Elves and hidden by them from
D:$Sauron.
F:LEVITATION | REGEN | SHOW_MODS |
F:SUST_INT | SUST_WIS | IM_COLD |
F:XTRA_POWER | INSTA_ART
+U:BA_COLD_3
D:$The Ring of Adamant, with a pure white stone as centerpiece. Nenya is one
D:$of the three Rings of Power created by the Elves and hidden by them from
D:$Sauron.
F:LEVITATION | SLOW_DIGEST | REGEN |
F:SUST_INT | SUST_WIS | SUST_STR | SUST_DEX | IM_ELEC |
F:INSTA_ART | XTRA_POWER
+U:BA_ELEC_3
D:$The Ring of Sapphire, with clear blue gems that shine like stars,
D:$glittering untouchable despite all that Morgoth ever wrought. Vilya is
D:$one of the three Rings of Power created by the Elves and hidden by them
F:CON | HOLD_LIFE | SUST_CON |
F:RES_ACID | RES_COLD | RES_DARK | RES_NETHER | RES_NEXUS | RES_CHAOS |
F:ACTIVATE
+U:CURE_1000
D:$A suit of imperishable adamant, with conquerable strength to endure evil
D:$and disruptive magics, that protects the life force of its wearer like
D:$nothing else can.
F:STR | CHR | HIDE_TYPE |
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_DARK |
F:RES_DISEN | XTRA_H_RES | ACTIVATE | ESP_ANIMAL
+U:GENOCIDE
D:$The silver armor of Julian who defends the forest of Arden.
D:¿¿À¤³¦¥¢¥ó¥Ð¡¼¤Î¥¢¡¼¥Ç¥ó¤Î¿¹¤ò¼é¤ë¥¸¥å¥ê¥¢¥ó¤Î¶ä¤Î³»¤À¡£
P:16:1d4:-2:0:20
F:INT | WIS | CON | HIDE_TYPE | XTRA_H_RES |
F:RES_ACID | RES_POIS | RES_CONF | ACTIVATE
+U:DEST_DOOR
D:$A hauberk, leggings, and sleeves of interlocking steel rings, strategically
D:$reinforced at vital locations with a second layer of chain. Magics to
D:$enhance body and mind lie within, and no door can bar the wearer's path.
F:STR | DEX | CON | HIDE_TYPE |
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_LITE | RES_BLIND |
F:LITE | SEE_INVIS | TELEPATHY | ACTIVATE
+U:TERROR
D:$The legendary dragon helm of Turin Turambar, a object of dread to the
D:$servants of Morgoth.
D:¥È¥¥¡¼¥ê¥ó¡¦¥È¥¥¥é¥ó¥Ð¡¼¥ë¤ÎÅÁÀâ¤Îε³õ¤Ç¡¢¥â¥ë¥´¥¹¤Î¼ê²¼¤É¤â
W:20:5:75:100000
P:5:1d3:0:0:10
F:INT | WIS | SEARCH | HIDE_TYPE | RES_BLIND | SEE_INVIS | ACTIVATE
+U:DETECT_ALL
D:$A famous helm of forged iron granting extraordinary powers of mind and
D:$awareness.
D:ʳ°¤ì¤¿Àº¿ÀÎϤÈÃγФȤò¼ø¤±¤ë¡¢ÃÃÅ´À½¤Î̾¹â¤¤³õ¤À¡£
F:SEE_INVIS | NO_MAGIC | ACTIVATE |
F:RES_DISEN | RES_FEAR | FREE_ACT | RES_ACID | RES_COLD | RES_POIS |
F:TELEPORT
+U:TERROR
D:$This is terrible, scary, fearful, dreadful, bloodcurding, hair-rising
D:$ frightening mask.
D:¤Ê¤ó¤È¤â¶²¤í¤·¤¤¡¢ÉÔµ¤Ì£¤Ç¡¢¤ª¤É¤í¤ª¤É¤í¤·¤¯¡¢È±¤¬µÕΩ¤Á¡¢·ì¤âÅà¤ê¡¢
F:RES_COLD | RES_FIRE | RES_LITE | RES_BLIND | RES_ELEC | RES_CONF |
F:RES_CHAOS | LITE | SEE_INVIS | REGEN | ACTIVATE
F:XTRA_POWER | XTRA_H_RES
+U:CURE_700
D:$The gold grown which is decorated with much jewerly is the symbol
D:$ of the throne of Amber. Princes of Amber scrambled for it violently.
D:¥¢¥ó¥Ð¡¼¤Î²¦°Ì¤Î¾Ýħ¤Ç¤¢¤ë¡¢Â¿¿ô¤ÎÊõÀФǾþ¤é¤ì¤¿¶â¤Î²¦´§¤À¡£
W:5:45:10:80000
P:1:0d0:0:0:15
F:RES_ACID | RES_ELEC | RES_FIRE | RES_COLD | RES_POIS | ACTIVATE
+U:RESIST_ALL
D:$A cape worn by a hero from Valinor, a land utterly beyond the strife
D:$of Elements.
D:ÀºÎî㤬Á褦±²Ãæ¤ÎÃÏ¥ô¥¡¥ê¥Î¡¼¥ë¤Î±Ñͺ¤¬¿È¤ËÉÕ¤±¤Æ¤¤¤¿¥Þ¥ó¥È¤À¡£
W:20:15:5:43000
P:4:0d0:0:0:4
F:INT | WIS | STEALTH | HIDE_TYPE | RES_ACID | SEARCH | ACTIVATE
+U:SLEEP
D:$This elven-grey mantle possesses great powers of tranquility and of
D:$concealment, and grants the wearer the knowledge and understanding of
D:$the Sindar.
P:1:0d0:0:0:18
F:DEX | CHR | HIDE_TYPE | XTRA_POWER |
F:FREE_ACT | RES_ACID | RES_FIRE | RES_COLD | ACTIVATE
+U:RECHARGE
D:$A sable-hued cloak, with glowing elven-runes to restore magic showing calm
D:$and clear as moonlight on still water.
D:ȾƩÌÀ¤Ç¿¿¼î¤Î¤è¤¦¤Ê³¥¿§¤Î¥¯¥í¡¼¥¯¤Ç¡¢ËâÎϤòÈë¤á¤¿µ±¤¯¥¨¥ë¥Õ¤Î¥ë¡¼¥óʸ»ú¤¬
W:3:10:10:15000
P:1:0d0:0:0:15
F:STEALTH | RES_ACID | ACTIVATE
+U:TELEPORT
D:$A crystal-blue cape of fine silk worn by a silent messenger of
D:$the forces of Law. Somehow, its wearer is always able to escape
D:$trouble.
F:INT | WIS | CHR | HIDE_TYPE | SPEED | STEALTH |
F:RES_ACID | RES_FIRE | RES_COLD | ACTIVATE |
F:RES_DARK | RES_LITE | XTRA_H_RES
+U:REST_LIFE
D:$The opaque midnight folds, inset with a multitude of tiny diamonds, of
D:$this cloak swirl around you and you feel a hint, a fragment of the
D:$knowledge and power to restore that lay in Luthien, the most beautiful
W:10:3:5:30000
P:1:0d0:0:0:10
F:FREE_ACT | RES_LITE | SUST_CON | LITE | ACTIVATE
+U:BO_MISS_1
D:$These gloves glow so brightly as to light the way for their owner and cast
D:$magical bolts with great frequency.
D:¤³¤Î϶¼ê¤Ï»ÈÍѼԤÎÆ»¤ò¾È¤é¤¹¤Û¤ÉÌÀ¤ë¤¯µ±¤¡¢Èó¾ï¤Ëû¤¤¼þ´ü¤ÇËâË¡¤ÎÌð¤ò
W:10:20:25:15000
P:2:1d1:0:0:15
F:RES_FIRE | ACTIVATE
+U:BO_FIRE_1
D:$A firey set of gauntlets that can even shoot fire from the user's
D:$hands.
D:¥·¥ó¥À¡¼¥ë¸ì¤Ç¡ÖÄ·¤Í¤ë±ê¤Î·ý¡×¤Î̾¤ò»ý¤Ä¤³¤Î϶¼ê¤Ï±ê¤Ë
W:10:20:25:11000
P:2:1d1:0:0:15
F:RES_ELEC | ACTIVATE
+U:BO_ELEC_1
D:$A set of handgear with sparks surrounding it, able to fire
D:$bolts of electricity.
D:¥·¥ó¥À¡¼¥ë¸ì¤Ç¡Ö±Ô¤·ý¡×¤ò°ÕÌ£¤¹¤ë̾¤ò»ý¤Ä¤³¤ÎäƼê¤Ï¾ï¤Ë
W:10:20:25:12000
P:2:1d1:0:0:15
F:RES_ACID | ACTIVATE
+U:BO_ACID_1
D:$A set of handgear so corrosive that it may fire bolts of acid.
D:¥·¥ó¥À¡¼¥ë¸ì¤Ç¡Ö¿å¤Î·ý¡×¤ò°ÕÌ£¤¹¤ë̾¤ò»ý¤Ä¤³¤ÎäƼê¤Ï¾ï¤Ë
D:»À¤Ç¤Æ¤«¤Ã¤Æ¤¤¤Æ¡¢»À¤ÎÌð¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£
P:3:1d1:0:0:20
F:SPEED |
F:RES_NEXUS | ACTIVATE
+U:SPEED
D:$This wondrous pair of leather boots once sped Feanor, creator of the
D:$Simarils and the mightiest of the Eldar, along the Grinding Ice and to
D:$Middle Earth at last.
I:30:2:5
W:10:25:20:70000
P:2:1d1:0:0:15
+U:CURE_POISON
F:DEX | HIDE_TYPE | CHR | SUST_CHR | ACTIVATE | FREE_ACT |
F:RES_NETHER | RES_CHAOS | SUST_CON
D:¥Õ¥í¡¼¥é¤Ï¤Û¤È¤ó¤É¤Î»þ´Ö¥¢¥ó¥Ð¡¼¤ÎµÜŤòÎ¥¤ì¤Æ¤¤¤Æ¡¢
W:4:10:12:12000
P:0:1d4:4:6:0
F:BRAND_FIRE | RES_FIRE | ACTIVATE | SHOW_MODS | LITE | THROW | XTRA_H_RES
+U:BO_FIRE_1
D:$A fiery dagger finely balanced for deadly throws.
D:¡Ö±ë¤Î²ç¡×¤ò°ÕÌ£¤¹¤ë̾¤ò»ý¤Ä¤³¤Îdz¤¨À¹¤ëû·õ¤Ï¡¢
D:¤½¤Î¿Ï¤«¤é±ë¤ÎÌð¤òíþ¤é¤»¤ëÎϤò¤â¤Ä¡£
W:3:10:12:11000
P:0:1d4:4:6:0
F:BRAND_COLD | RES_COLD | ACTIVATE | SHOW_MODS | THROW | XTRA_H_RES
+U:BO_COLD_1
D:$A frosty dagger finely balanced for deadly throws.
D:¡ÖÇò¤²ç¡×¤ò°ÕÌ£¤¹¤ë̾¤ò»ý¤Ä¤³¤Îû·õ¤Ïɬ»¦¤ÎÎ䵤¤ò¤â¤Ã¤Æ
D:Ũ¤òÅà¤Æ¤Ä¤«¤»¡¢¿Ï¤«¤é¤Ïɹ¤ÎÌð¤òíþ¤é¤»¤ëÎϤò¤â¤Ä¡£
W:5:10:12:13000
P:0:1d4:4:6:0
F:BRAND_ELEC | RES_ELEC | ACTIVATE | SHOW_MODS | THROW | XTRA_H_RES
+U:BO_ELEC_1
D:$A dagger covered in sparks and finely balanced for deadly throws.
D:¡Ö¹õ¤Î²ç¡×¤ò°ÕÌ£¤¹¤ë̾¤ò»ý¤Ä¡¢¤³¤Îû·õ¤ÏÍë¸÷¤Ëʤ¤ï¤ì¡¢
D:¤½¤Î¿Ï¤«¤éÍë¤ÎÌð¤òíþ¤é¤»¤ëÎϤò¤â¤Ä¡£
W:5:40:12:35000
P:0:2d4:4:3:0
F:SLAY_ORC | RES_POIS | RES_DISEN | ACTIVATE | SHOW_MODS | BRAND_POIS | THROW
+U:BA_POIS_1
D:$A large stiletto dagger that glistens with odorless poison, to which the
D:$wearer seems oddly immune.
D:¥·¥ó¥À¡¼¥ë¸ì¤Ç¡ÖÃϹö¤Îµ±¤¡×¤ò°ÕÌ£¤¹¤ë̾¤ò»ý¤Ä
F:DEX | HIDE_TYPE | SPEED | BLOWS | BRAND_COLD | RES_COLD |
F:SEE_INVIS | SLOW_DIGEST | REGEN |
F:ACTIVATE | SHOW_MODS | BRAND_POIS | THROW
+U:BA_COLD_1
D:$Fiona is good at plots and magic although she has
D:$ devilish charm.
D:¾®°ËâŪ̥ÎϤò¤Õ¤ê¤Þ¤¯¥Õ¥£¥ª¥Ê¤Ï¡¢¸«¤«¤±¤Ë¤è¤é¤º
F:SLAY_EVIL | BRAND_COLD | SLAY_UNDEAD | SLAY_DEMON | SLAY_TROLL |
F:FREE_ACT | RES_COLD | RES_LITE | LITE | SEE_INVIS | SLOW_DIGEST |
F:ESP_ORC | ESP_TROLL | ESP_GIANT
+U:BA_COLD_2
D:$The weapon of Fingolfin, High King of the Noldor; it shines like a column
D:$of ice lit by light unquenchable. Morgoth came but unwillingly to meet it
D:$of old; his lame foot will remind him of its might should be meet it again.
F:STR | HIDE_TYPE | RIDING | XTRA_RES_OR_POWER |
F:SLAY_EVIL | BRAND_FIRE | SLAY_TROLL | SLAY_ORC | FREE_ACT |
F:RES_FIRE | SUST_DEX | SEE_INVIS | ACTIVATE | SHOW_MODS | LITE
+U:BA_FIRE_1
D:$The famed "Flame of the West", the sword that was broken and is forged
D:$again. It glows with the essence of fire, its wearer is mighty in combat,
D:$and no creature of Sauron can withstand it. It will never be stained or
P:0:2d6:8:10:0
F:WIS | CON | HIDE_TYPE | BLESSED |
F:SLAY_DRAGON | TELEPATHY | SLOW_DIGEST | ACTIVATE | SHOW_MODS
+U:DRAIN_2
D:$The narrow axe head of this weapon, finely balanced by a crow's beak,
D:$would pierce even the armour of Smaug, and its wielder becomes aware of
D:$the minds of their enemies.
F:SLAY_TROLL | SLAY_ORC | SLAY_GIANT |
F:FREE_ACT | RES_FIRE | RES_ELEC | RES_LITE |
F:SLOW_DIGEST | ACTIVATE | BLESSED | SHOW_MODS | LITE | RIDING
+U:BA_ELEC_2
D:$The spear which Odin created from a branch of the world tree.
D:$It is craved magical runes.
D:¼ç¿À¥ª¡¼¥Ç¥£¥ó¤¬À¤³¦¼ù¤Î»Þ¤«¤éºî¤ê¾å¤²¤¿Áä¤Ç¡¢ËâÎϤò¹þ¤á¤¿
F:SLAY_GIANT | SLAY_EVIL | SLAY_DEMON | SLAY_UNDEAD | SLAY_DRAGON |
F:RES_FIRE | RES_LITE | HOLD_LIFE | RES_FEAR | LEVITATION |
F:LITE | SEE_INVIS | ACTIVATE | BLESSED | SHOW_MODS | RIDING
+U:STONE_MUD
D:$It is said that the person wielding this spear which is known as
D:$ the Holy Lance can rule all over the world.
D:À»·õÅÁÀâ¤Ë¤ª¤¤¤ÆÀ»Áä¤È¤·¤ÆÃΤé¤ì¤Æ¤¤¤ë¤³¤ÎÁä¤ò»ý¤Ä¼Ô¤Ï
F:SLAY_EVIL | BRAND_COLD | SLAY_UNDEAD |
F:SLAY_ORC | FREE_ACT | IM_COLD | SEE_INVIS | ACTIVATE |
F:BLESSED | SHOW_MODS
+U:MASS_GENO
D:$The axe of Eonwe, leader of the Hosts of the West before the gates of
D:$Thangorodrim, strikes with icy wrath at the undead, disperses hosts of
D:$evil at a word, and grants Maia-like powers of body and mind.
P:0:2d8:4:3:0
F:STR | DEX | HIDE_TYPE |
F:SLAY_TROLL | SLAY_ORC | ACTIVATE | SHOW_MODS
+U:CURE_MW
D:$A superbly crafted double-bladed axe that slays the creatures of earth and
D:$allows rapid recovery from their blows.
D:¥¢¥ë¥Î¡¼¥ë¤ÎÌîÉú¤ÎƬÎÎ¥±¥ë¥µ¥¤¥ó¤¬»È¤Ã¤Æ¤¤¤¿¡¢
F:SLAY_DRAGON | SLAY_ANIMAL | FREE_ACT | HOLD_LIFE | IM_ACID |
F:RES_NETHER | SEE_INVIS | SLOW_DIGEST | REGEN | ACTIVATE |
F:BLESSED | SHOW_MODS | RIDING
+U:TELE_AWAY
D:$The awesome weapon of the Vala Ulmo, Lord of Waters. Mightest of all the
D:$powers of good save Manwe himself, Ulmo laughs in scorn at the dread powers
D:$of the undead, and is utterly in command of the element of water.
F:DEX | CHR | HIDE_TYPE |
F:BRAND_COLD | BRAND_FIRE | FREE_ACT | RES_FIRE | RES_COLD |
F:RES_LITE | LITE | SEE_INVIS | ACTIVATE | SHOW_MODS
+U:RECALL
D:$With elemental powers whose struggles turn this weapon red and purest
D:$white, this shining reaper bears within it a power of going forth and
D:$returning.
F:STEALTH |
F:SLAY_EVIL | BRAND_FIRE | RES_FIRE | RES_CONF | ACTIVATE |
F:SHOW_MODS | LITE | RIDING
+U:CONFUSE
D:$A flail whose head befuddles those who stare as you whirl it around, and
D:$becomes a fiery comet as you bring it down.
D:¤³¤Î¥Õ¥ì¥¤¥ë¤ÏÀèü¤ò¿¶¤ê²ó¤¹¤³¤È¤Ç¸«¤ë¤â¤Î¤òÏǤ碌¤ë¡£¤½¤·¤Æ
W:20:15:200:50000
P:0:3d4:12:12:0
F:KILL_DRAGON | BRAND_ELEC | IM_ELEC | ACTIVATE | SHOW_MODS
+U:SPEED
D:$A great ridged mace that calls around you a nimbus of living lightning;
D:$you remain utterly untouched even as fat sparks arc around your
D:$fingers and eyebrows.
F:INT | WIS | CHR | MAGIC_MASTERY | HIDE_TYPE |
F:SUST_CON | DEC_MANA | WARNING | LITE | SEE_INVIS |
F:SLAY_EVIL | RES_FEAR | RES_LITE | RES_BLIND | ACTIVATE | SHOW_MODS
+U:ID_PLAIN
D:$The radiant golden staff of an Istari of legend, this wizard's companion
D:$grants keen sight and the knowledge of many hidden things.
D:¡Ö½¨¤Ç¤·µ±¤¡×¤ò°ÕÌ£¤¹¤ë̾¤ò»ý¤Ä¡¢ÅÁÀâ¤Î¥¤¥¹¥¿¥ê¤Î²«¶â¤Ëµ±¤¯¥¹¥¿¥Ã¥Õ¤À¡£
F:SLAY_EVIL | SLAY_TROLL | SLAY_ORC | LITE | DEC_MANA | XTRA_POWER |
F:HOLD_LIFE | RES_FIRE | RES_NETHER | SEE_INVIS | ACTIVATE | SHOW_MODS
F:REGEN | SLOW_DIGEST | RES_CONF | RES_BLIND
+U:DETECT_XTRA
D:$The staff of the great wizard Gandalf.
D:$It is tall and sturdy, with rough-hewn runes that invoke the element of
D:$Earth, and which strikes down all creatures who live in the shadow of
F:WIS | INFRA | HIDE_TYPE | BLESSED |
F:BRAND_COLD | SLAY_ORC | RES_COLD | RES_LITE | LITE | REGEN |
F:ACTIVATE | SHOW_MODS | XTRA_H_RES
+U:DRAIN_2
D:$Wielded by the High Priest of Meneltarma, this great mace gleams coldly as
D:$though moonlit, and it can strike as mighty a blow spiritually as
D:$physically.
W:25:6:100:35000
P:6:0d0:0:0:15
F:RES_CHAOS | RES_NETHER | RES_POIS | SH_COLD | ACTIVATE
+U:PROT_EVIL
D:$Contained within this studded cuirass of pliable leather is the memory of
D:$unvanquished Himring, defiant fortress surrounded by the legions of Morgoth.
D:½ÀÆð¤Ê³×¤Çºî¤é¤ì¤¿¤³¤Îƹ³»¤Ë¤Ï¡¢¥â¥ë¥´¥¹¤Î·³Àª¤ËÊñ°Ï¤µ¤ì¤Æ¤â
F:RES_CONF | RES_NETHER | RES_COLD | RES_POIS | RES_DARK | RES_FEAR |
F:SEE_INVIS | ACTIVATE | DRAIN_EXP |
F:SH_COLD | HOLD_LIFE | LEVITATION | REGEN
+U:TERROR
D:ÁõÈ÷¤·¤¿¼Ô¤òµÛ·ìµ´¤ËÊѤ¨¤Æ¤·¤Þ¤¦¤È¤¤¤¦¥Ç¥£¥ª¤ÎÀв¾Ì̤À¡£
N:147:Èô¹Ô
F:SEE_INVIS | FREE_ACT | ACTIVATE |
F:RES_FIRE | RES_COLD | RES_ELEC |
F:INSTA_ART
+U:RECALL
N:150:¡Ø»ÂÅ´·õ¡Ù
E:'Zantetsuken'
P:0:1d1:0:0:18
F:INSTA_ART | ACTIVATE | SEE_INVIS | REFLECT | LITE | INFRA |
F:INT | WIS | TELEPATHY | HOLD_LIFE | HIDE_TYPE
+U:DISP_EVIL
N:152:Éð¢˷Ê۷ĤÎ
E:of Benkei
W:10:20:25:13000
P:2:1d1:0:0:15
F:RES_COLD | ACTIVATE
+U:BO_COLD_1
D:$A set of handgear so icy as to be able to fire frost bolts.
D:¥·¥ó¥À¡¼¥ë¸ì¤Ç¡ÖÇò¤·ý¡×¤ò°ÕÌ£¤¹¤ë̾¤ò»ý¤Ä¤³¤ÎäƼê¤Ï¾ï¤Ë
D:Î䤿¤¯µ±¤¡¢É¹¤ÎÌð¤òÊü¤Ä¤³¤È¤¬¤Ç¤¤ë¡£
F:WIS | HIDE_TYPE | THROW | RIDING |
F:BRAND_COLD | SLAY_TROLL | SLAY_ORC | FREE_ACT | RES_COLD |
F:SLOW_DIGEST | ACTIVATE | BLESSED | SHOW_MODS
+U:BA_COLD_2
D:$The mighty spear of Gil-galad, famed as "Snow-point" in the songs of Elves,
D:$against which all the foul corruptions of Sauron dashed in vain.
D:¾åµé²¦¥®¥ë=¥¬¥é¥É¤Î¶¯ÎϤÊÁä¤Ç¡¢¡ÖÀã¤ÎÀÚÀè¡×¤È¤·¤Æ̾¹â¤¤¡£
P:0:2d6:6:9:0
F:DEX | CHR | HIDE_TYPE | RIDING |
F:KILL_ANIMAL | ESP_ANIMAL | BRAND_FIRE | ACTIVATE
+U:CHARM_ANIMAL
D:Ë¿¹ñ¥µ¡¼¥«¥¹ÃĤǻÈÍѤµ¤ì¤¿Í³½ïÀµ¤·¤¤ÌԽûȤ¤¤Î¾Ú¤À¡£
D:¤³¤Î¥à¥Á¤Î²»¤Ï¤É¤ó¤ÊÌԽäǤâ¿Ì¤¨¾å¤¬¤é¤»¤ë¤³¤È¤¬¤Ç¤¤ë¡£
P:0:2d9:15:2:0
F:DEX | STEALTH | SEARCH | RES_FIRE | BRAND_POIS |
F:ACTIVATE | SEE_INVIS | SHOW_MODS | WARNING
+U:TELEPORT
N:199:¡Ø¥Ö¥é¥Ã¥Ç¥£¡¦¥à¡¼¥ó¡Ù
E:'Bloody Moon'
F:RES_ACID | RES_FIRE | RES_COLD | RES_ELEC |
F:RES_DARK | RES_CONF | RES_POIS |
F:FREE_ACT | SEE_INVIS | ACTIVATE
+U:RESIST_ALL
D:¸¼Éð¡¢Çò¸×¡¢¼ë¿ý¤È¤È¤â¤Ë»Í½Ã¤È¸Æ¤Ð¤ì¤ëÀÄζ¤ÎÎÚ³»¤ò
D:¿È¤ËÅ»¤¨¤Ð¡¢¿À¤ÎÇ¡¤¼é¸î¤ÎÎϤ¬ÆÀ¤é¤ì¤ë¡£
# ¥°¥ì¡¼¥È¡¦¥½¡¼¥É¡Ø¿¿Ëâ¹äε·õ¡Ù (from ¥À¥¤¤ÎÂçËÁ¸±)
# ¥À¥¤¤Î¿ÆÉ㡤εµ³¾¥Ð¥é¥ó¤Î·õ¡£
# ȯư¤Ç¥µ¥ó¥À¡¼¥Ü¡¼¥ë(¥®¥¬¡¦¥Ö¥ì¥¤¥¯¤Î¤Ä¤â¤ê)
-# ¥À¥¤¤ÎÂçËÁ¸±Ãæ¤ÇºÇ¶¯¤È¤¤¤ï¤ì¤ë·õ¤Ê¤Î¤Ç¡¤¶¯¤¯¤Ê¤¤¤È°ÕÌ£¤Ê¤¤¡£
-# ¤Ç¤â¡¤¶¯¤¹¤®¤Æ¤â¥²¡¼¥àŪ¤Ë°ÕÌ£¤Ê¤¤¡£
N:207:¡Ø¿¿Ëâ¹äε·õ¡Ù
E:'Dragonic Sword'
I:23:25:3
F:STR | SLAY_EVIL | SLAY_DEMON | BRAND_ELEC |
F:RES_ELEC | RES_FIRE | RES_NETHER |
F:LITE | SEE_INVIS | SHOW_MODS | ACTIVATE
+U:BA_ELEC_3
D:Å·ÃÏË⳦¤Î¥Ð¥é¥ó¥¹¤òÊݤĻÈÌ¿¤ò»ý¤Äε¤Îµ³»Î¤ËÂ塹ÅÁ¤ï¤ë
D:¥ª¥ê¥Ï¥ë¥³¥ó¤Î·õ¤Ç¡¢Îµµ³¾¥Ð¥é¥ó¤¬½êͤ·¤Æ¤¤¤ë¡£
P:0:1d6:10:5:0
F:INT | WIS | FORCE_WEAPON |
F:SEE_INVIS | TELEPATHY
+U:PROT_EVIL
D:ȾͩÂ⽤·¤¿ÉԻ׵Ĥʰñ¤ÎÊܤÀ¡£½êͼԤÎÀº¿ÀÎϤò¹¶·âÎϤËÊÑ´¹¤·¡¢
D:ÇÈÌæ¤ÎÎϤǿȤò¼é¤ë¤³¤È¤¬¤Ç¤¤ë¡£
D:¿È¤Ë¤Ä¤±¤ë¤È±ó¤¤¾ì½ê¤Î½ÐÍè»ö¤¬¤ï¤«¤ë¡£
F:SLAY_ORC | SLAY_TROLL | SLAY_GIANT | SLAY_DRAGON |
F:BRAND_ACID | RES_ACID | RES_DARK | RES_DISEN |
F:ACTIVATE |
+U:STONE_MUD
D:$Wielded by Nain of the Iron Hills at the Battle of Azanulbizar, this great
D:$mattock brought victory to the Dwarves over Azog's Orcs - though Nain
D:$himself fell at the last, even with victory already assured.
F:SLAY_EVIL | SLAY_UNDEAD |
F:RES_FIRE | RES_ELEC | RES_NETHER | HOLD_LIFE |
F:ACTIVATE
+U:DISP_EVIL
D:$The weapon of one of the great dwarven priests, with powers
D:$to preserve body and soul, and the bane of those
D:$who seek life beyond death.
F:VAMPIRIC | SLAY_ANIMAL | SLAY_DRAGON | SLAY_HUMAN |
F:SLAY_ORC | SLAY_TROLL | SLAY_GIANT |
F:RES_POIS | RES_CONF | RES_CHAOS |
+U:REST_ALL
D:$This is the staff of Aesculapius, who is a greek god of
D:$the medicine.
D:¤³¤ì¤Ï¡¢°å³Ø¤Î¿À¥¢¥¹¥¯¥ì¥Ô¥ª¥¹¤Î´ñÀפÎÏ»¼ÜËÀ¤À¡£
P:0:0d0:0:0:20
F:CHR | LEVITATION | SEE_INVIS | FREE_ACT | ACTIVATE |
F:RES_COLD | RES_ELEC | XTRA_H_RES | XTRA_POWER
+U:RECALL
D:$This is a heavenly cloak of the maiden which was stolen
D:$by a man, when she was having a bath at a lake with her
D:$friend maidens.
}
-bool activate_random_artifact(object_type * o_ptr)
+bool activate_random_artifact(object_type *o_ptr)
{
int plev = p_ptr->lev;
int k, dir, dummy = 0;
- if (!o_ptr->art_name) return FALSE; /* oops? */
+ /* Paranoia */
+ if (!have_flag(o_ptr->art_flags, TR_ACTIVATE)) return FALSE;
+ if (!o_ptr->xtra2) return FALSE;
/* Activate for attack */
switch (o_ptr->xtra2)
/* Sound */
sound(SOUND_ZAP);
+ if (o_ptr->name1)
+ {
+ if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
+ }
- if (o_ptr->art_name && o_ptr->xtra2)
+ if ((o_ptr->name1 || o_ptr->art_name) && o_ptr->xtra2)
{
(void)activate_random_artifact(o_ptr);
/* Choose effect */
switch (o_ptr->name1)
{
+#if 0
case ART_GALADRIEL:
{
#ifdef JP
o_ptr->timeout = randint0(10) + 10;
break;
}
-
+#endif
case ART_ELENDIL:
{
#ifdef JP
"XXX",
};
+/*
+ * Activate flags
+ */
+struct k_info_activation_flag
+{
+ cptr flag;
+ byte index;
+} k_info_activation_flags[] =
+{
+ { "SUNLIGHT", ACT_SUNLIGHT },
+ { "BO_MISS_1", ACT_BO_MISS_1 },
+ { "BA_POIS_1", ACT_BA_POIS_1 },
+ { "BO_ELEC_1", ACT_BO_ELEC_1 },
+ { "BO_ACID_1", ACT_BO_ACID_1 },
+ { "BO_COLD_1", ACT_BO_COLD_1 },
+ { "BO_FIRE_1", ACT_BO_FIRE_1 },
+ { "BA_COLD_1", ACT_BA_COLD_1 },
+ { "BA_FIRE_1", ACT_BA_FIRE_1 },
+ { "DRAIN_1", ACT_DRAIN_1 },
+ { "BA_COLD_2", ACT_BA_COLD_2 },
+ { "BA_ELEC_2", ACT_BA_ELEC_2 },
+ { "DRAIN_2", ACT_DRAIN_2 },
+ { "VAMPIRE_1", ACT_VAMPIRE_1 },
+ { "BO_MISS_2", ACT_BO_MISS_2 },
+ { "BA_FIRE_2", ACT_BA_FIRE_2 },
+ { "BA_COLD_3", ACT_BA_COLD_3 },
+ { "BA_ELEC_3", ACT_BA_ELEC_3 },
+ { "WHIRLWIND", ACT_WHIRLWIND },
+ { "VAMPIRE_2", ACT_VAMPIRE_2 },
+ { "CALL_CHAOS", ACT_CALL_CHAOS },
+ { "ROCKET", ACT_ROCKET },
+ { "DISP_EVIL", ACT_DISP_EVIL },
+ { "BA_MISS_3", ACT_BA_MISS_3 },
+ { "DISP_GOOD", ACT_DISP_GOOD },
+
+ { "CONFUSE", ACT_CONFUSE },
+ { "SLEEP", ACT_SLEEP },
+ { "QUAKE", ACT_QUAKE },
+ { "TERROR", ACT_TERROR },
+ { "TELE_AWAY", ACT_TELE_AWAY },
+ { "BANISH_EVIL", ACT_BANISH_EVIL },
+ { "GENOCIDE", ACT_GENOCIDE },
+ { "MASS_GENO", ACT_MASS_GENO },
+
+ { "CHARM_ANIMAL", ACT_CHARM_ANIMAL },
+ { "CHARM_UNDEAD", ACT_CHARM_UNDEAD },
+ { "CHARM_OTHER", ACT_CHARM_OTHER },
+ { "CHARM_ANIMALS", ACT_CHARM_ANIMALS },
+ { "CHARM_OTHERS", ACT_CHARM_OTHERS },
+ { "SUMMON_ANIMAL", ACT_SUMMON_ANIMAL },
+ { "SUMMON_PHANTOM", ACT_SUMMON_PHANTOM },
+ { "SUMMON_ELEMENTAL", ACT_SUMMON_ELEMENTAL },
+ { "SUMMON_DEMON", ACT_SUMMON_DEMON },
+ { "SUMMON_UNDEAD", ACT_SUMMON_UNDEAD },
+
+ { "CURE_LW", ACT_CURE_LW },
+ { "CURE_MW", ACT_CURE_MW },
+ { "CURE_POISON", ACT_CURE_POISON },
+ { "REST_LIFE", ACT_REST_LIFE },
+ { "REST_ALL", ACT_REST_ALL },
+ { "CURE_700", ACT_CURE_700 },
+ { "CURE_1000", ACT_CURE_1000 },
+
+ { "ESP", ACT_ESP },
+ { "BERSERK", ACT_BERSERK },
+ { "PROT_EVIL", ACT_PROT_EVIL },
+ { "RESIST_ALL", ACT_RESIST_ALL },
+ { "SPEED", ACT_SPEED },
+ { "XTRA_SPEED", ACT_XTRA_SPEED },
+ { "WRAITH", ACT_WRAITH },
+ { "INVULN", ACT_INVULN },
+
+ { "LIGHT", ACT_LIGHT },
+ { "MAP_LIGHT", ACT_MAP_LIGHT },
+ { "DETECT_ALL", ACT_DETECT_ALL },
+ { "DETECT_XTRA", ACT_DETECT_XTRA },
+ { "ID_FULL", ACT_ID_FULL },
+ { "ID_PLAIN", ACT_ID_PLAIN },
+ { "RUNE_EXPLO", ACT_RUNE_EXPLO },
+ { "RUNE_PROT", ACT_RUNE_PROT },
+ { "SATIATE", ACT_SATIATE },
+ { "DEST_DOOR", ACT_DEST_DOOR },
+ { "STONE_MUD", ACT_STONE_MUD },
+ { "RECHARGE", ACT_RECHARGE },
+ { "ALCHEMY", ACT_ALCHEMY },
+ { "DIM_DOOR", ACT_DIM_DOOR },
+ { "TELEPORT", ACT_TELEPORT },
+ { "RECALL", ACT_RECALL },
+
+ { NULL, 0 }
+};
/*
* Dungeon flags
return (1);
}
+/*
+ * Grab one activation index flag
+ */
+static byte grab_one_activation_flag(cptr what)
+{
+ int i;
+
+ for (i = 0; ; i++)
+ {
+ if (k_info_activation_flags[i].flag == NULL) break;
+
+ if (streq(what, k_info_activation_flags[i].flag))
+ {
+ return k_info_activation_flags[i].index;
+ }
+ }
+
+ i = atoi(what);
+ if (i > 0)
+ {
+ return ((byte) i);
+ }
+ /* Oops */
+#ifdef JP
+ msg_format("̤ÃΤÎȯư¡¦¥Õ¥é¥° '%s'¡£", what);
+#else
+ msg_format("Unknown activation flag '%s'.", what);
+#endif
+
+ /* Error */
+ return (0);
+}
/*
a_ptr->to_a = ta;
}
+ /* Hack -- Process 'U' for activation index */
+ else if (buf[0] == 'U')
+ {
+ byte n;
+ n = grab_one_activation_flag(buf + 2);
+ if (n > 0)
+ {
+ a_ptr->act_idx = n;
+ }
+ else
+ {
+ return (5);
+ }
+ }
+
/* Hack -- Process 'F' for flags */
else if (buf[0] == 'F')
{
/* Require activation ability */
#ifdef JP
-if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
+ if (!(have_flag(flgs, TR_ACTIVATE))) return ("¤Ê¤·");
#else
if (!(have_flag(flgs, TR_ACTIVATE))) return ("nothing");
#endif
-
-
/*
* We need to deduce somehow that it is a random artifact -- one
* problem: It could be a random artifact which has NOT YET received
* for art_name
*/
- if (!object_is_fixed_artifact(o_ptr) &&
- !object_is_ego(o_ptr) &&
- !(o_ptr->xtra1) &&
- (o_ptr->xtra2))
+ if (object_is_fixed_artifact(o_ptr))
+ {
+ if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
+ }
+
+ if ((object_is_artifact(o_ptr) || object_is_ego(o_ptr)) &&
+ (o_ptr->xtra2))
{
switch (o_ptr->xtra2)
{
- case ACT_SUNLIGHT:
- {
#ifdef JP
-return "ÂÀÍÛ¸÷Àþ : 10 ¥¿¡¼¥óËè";
+ case ACT_SUNLIGHT:
+ return "ÂÀÍÛ¸÷Àþ : 10 ¥¿¡¼¥óËè";
+ case ACT_BO_MISS_1:
+ return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
+ case ACT_BA_POIS_1:
+ return "°½±À (12) : 4+d4 ¥¿¡¼¥óËè";
+ case ACT_BO_ELEC_1:
+ return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
+ case ACT_BO_ACID_1:
+ return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
+ case ACT_BO_COLD_1:
+ return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
+ case ACT_BO_FIRE_1:
+ return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
+ case ACT_BA_COLD_1:
+ return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (48) : 400 ¥¿¡¼¥óËè";
+ case ACT_BA_FIRE_1:
+ return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 400 ¥¿¡¼¥óËè";
+ case ACT_DRAIN_1:
+ return "À¸Ì¿Îϵۼý (100) : 100+d100 ¥¿¡¼¥óËè";
+ case ACT_BA_COLD_2:
+ return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 300 ¥¿¡¼¥óËè";
+ case ACT_BA_ELEC_2:
+ return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 500 ¥¿¡¼¥óËè";
+ case ACT_DRAIN_2:
+ return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
+ case ACT_VAMPIRE_1:
+ return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè";
+ case ACT_BO_MISS_2:
+ return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
+ case ACT_BA_FIRE_2:
+ return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (120) : 225+d225 ¥¿¡¼¥óËè";
+ case ACT_BA_COLD_3:
+ return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë (200) : 325+d325 ¥¿¡¼¥óËè";
+ case ACT_BA_ELEC_3:
+ return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë (250) : 425+d425 ¥¿¡¼¥óËè";
+ case ACT_WHIRLWIND:
+ return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè";
+ case ACT_VAMPIRE_2:
+ return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè";
+ case ACT_CALL_CHAOS:
+ return "º®ÆÙ¾¤Íè : 350 ¥¿¡¼¥óËè"; /*nuke me*/
+ case ACT_ROCKET:
+ return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè";
+ case ACT_DISP_EVIL:
+ return "¼Ù°Â໶ (x5) : 300+d300 ¥¿¡¼¥óËè";
+ case ACT_BA_MISS_3:
+ return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
+ case ACT_DISP_GOOD:
+ return "Á±ÎÉÂ໶ (x5) : 300+d300 ¥¿¡¼¥óËè";
+ case ACT_CONFUSE:
+ return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
+ case ACT_SLEEP:
+ return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè";
+ case ACT_QUAKE:
+ return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè";
+ case ACT_TERROR:
+ return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
+ case ACT_TELE_AWAY:
+ return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
+ case ACT_BANISH_EVIL:
+ return "¼Ù°¾ÃÌÇ : 250+d250 ¥¿¡¼¥óËè";
+ case ACT_GENOCIDE:
+ return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
+ case ACT_MASS_GENO:
+ return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
+ case ACT_CHARM_ANIMAL:
+ return "ưʪ̥λ : 300 ¥¿¡¼¥óËè";
+ case ACT_CHARM_UNDEAD:
+ return "¥¢¥ó¥Ç¥Ã¥É½¾Â° : 333 ¥¿¡¼¥óËè";
+ case ACT_CHARM_OTHER:
+ return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 400 ¥¿¡¼¥óËè";
+ case ACT_CHARM_ANIMALS:
+ return "ưʪͧÏ : 500 ¥¿¡¼¥óËè";
+ case ACT_CHARM_OTHERS:
+ return "¼þÊÕ̥λ : 750 ¥¿¡¼¥óËè";
+ case ACT_SUMMON_ANIMAL:
+ return "ưʪ¾¤´ : 200+d300 ¥¿¡¼¥óËè";
+ case ACT_SUMMON_PHANTOM:
+ return "¸¸Î´ : 200+d200 ¥¿¡¼¥óËè";
+ case ACT_SUMMON_ELEMENTAL:
+ return "¥¨¥ì¥á¥ó¥¿¥ë¾¤´ : 750 ¥¿¡¼¥óËè";
+ case ACT_SUMMON_DEMON:
+ return "°Ë⾤´ : 666+d333 ¥¿¡¼¥óËè";
+ case ACT_SUMMON_UNDEAD:
+ return "¥¢¥ó¥Ç¥Ã¥É¾¤´ : 666+d333 ¥¿¡¼¥óËè";
+ case ACT_CURE_LW:
+ return "¶²Éݽüµî/ÂÎÎϲóÉü(30) : 10 ¥¿¡¼¥óËè";
+ case ACT_CURE_MW:
+ return "½ý²óÉü(4d8) : 3+d3 ¥¿¡¼¥óËè";
+ case ACT_CURE_POISON:
+ return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
+ case ACT_REST_LIFE:
+ return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
+ case ACT_REST_ALL:
+ return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃÍÉü³è : 750 ¥¿¡¼¥óËè";
+ case ACT_CURE_700:
+ return "ÂÎÎϲóÉü(700) : 250 ¥¿¡¼¥óËè";
+ case ACT_CURE_1000:
+ return "ÂÎÎϲóÉü(1000) : 888 ¥¿¡¼¥óËè";
+ case ACT_ESP:
+ return "¥Æ¥ì¥Ñ¥·¡¼ (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
+ case ACT_BERSERK:
+ return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
+ case ACT_PROT_EVIL:
+ return "Âмٰ·ë³¦ (´ü´Ö level*3 + d25) : 225+d225 ¥¿¡¼¥óËè";
+ case ACT_RESIST_ALL:
+ return "Á´ÂÑÀ (´ü´Ö 40+d40) : 200 ¥¿¡¼¥óËè";
+ case ACT_SPEED:
+ return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
+ case ACT_XTRA_SPEED:
+ return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
+ case ACT_WRAITH:
+ return "Í©Âβ½ (´ü´Ö level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè";
+ case ACT_INVULN:
+ return "̵Ũ²½ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
+ case ACT_LIGHT:
+ return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
+ case ACT_MAP_LIGHT:
+ return "ËâË¡¤ÎÃϿޤȸ÷ : 50+d50 ¥¿¡¼¥óËè";
+ case ACT_DETECT_ALL:
+ return "Á´´¶ÃÎ : 55+d55 ¥¿¡¼¥óËè";
+ case ACT_DETECT_XTRA:
+ return "Á´´¶ÃΡ¢Ãµº÷¡¢*´ÕÄê* : 1000 ¥¿¡¼¥óËè";
+ case ACT_ID_FULL:
+ return "*´ÕÄê* : 750 ¥¿¡¼¥óËè";
+ case ACT_ID_PLAIN:
+ return "´ÕÄê : 10 ¥¿¡¼¥óËè";
+ case ACT_RUNE_EXPLO:
+ return "Çúȯ¤Î¥ë¡¼¥ó : 200 ¥¿¡¼¥óËè";
+ case ACT_RUNE_PROT:
+ return "¼é¤ê¤Î¥ë¡¼¥ó : 400 ¥¿¡¼¥óËè";
+ case ACT_SATIATE:
+ return "¶õÊ¢½¼Â : 200 ¥¿¡¼¥óËè";
+ case ACT_DEST_DOOR:
+ return "¥É¥¢Ç˲õ : 10 ¥¿¡¼¥óËè";
+ case ACT_STONE_MUD:
+ return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
+ case ACT_RECHARGE:
+ return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
+ case ACT_ALCHEMY:
+ return "Ï£¶â½Ñ : 500 ¥¿¡¼¥óËè";
+ case ACT_DIM_DOOR:
+ return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
+ case ACT_TELEPORT:
+ return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 45 ¥¿¡¼¥óËè";
+ case ACT_RECALL:
+ return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
+ default:
+ return "̤ÄêµÁ";
#else
+ case ACT_SUNLIGHT:
return "beam of sunlight every 10 turns";
-#endif
-
- }
case ACT_BO_MISS_1:
- {
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
return "magic missile (2d6) every 2 turns";
-#endif
-
- }
case ACT_BA_POIS_1:
- {
-#ifdef JP
-return "°½±À (12), Ⱦ·Â 3 , 4+d4 ¥¿¡¼¥óËè";
-#else
- return "stinking cloud (12), rad. 3, every 4+d4 turns";
-#endif
-
- }
+ return "stinking cloud (12) every 4+d4 turns";
case ACT_BO_ELEC_1:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
return "lightning bolt (4d8) every 5+d5 turns";
-#endif
-
- }
case ACT_BO_ACID_1:
- {
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
return "acid bolt (5d8) every 6+d6 turns";
-#endif
-
- }
case ACT_BO_COLD_1:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
return "frost bolt (6d8) every 7+d7 turns";
-#endif
-
- }
case ACT_BO_FIRE_1:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
return "fire bolt (9d8) every 8+d8 turns";
-#endif
-
- }
case ACT_BA_COLD_1:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (48) : 400 ¥¿¡¼¥óËè";
-#else
return "ball of cold (48) every 400 turns";
-#endif
-
- }
case ACT_BA_FIRE_1:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 400 ¥¿¡¼¥óËè";
-#else
return "ball of fire (72) every 400 turns";
-#endif
-
- }
case ACT_DRAIN_1:
- {
-#ifdef JP
-return "À¸Ì¿Îϵۼý (100) : 100+d100 ¥¿¡¼¥óËè";
-#else
return "drain life (100) every 100+d100 turns";
-#endif
-
- }
case ACT_BA_COLD_2:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 300 ¥¿¡¼¥óËè";
-#else
return "ball of cold (100) every 300 turns";
-#endif
-
- }
case ACT_BA_ELEC_2:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 500 ¥¿¡¼¥óËè";
-#else
return "ball of lightning (100) every 500 turns";
-#endif
-
- }
case ACT_DRAIN_2:
- {
-#ifdef JP
-return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
-#else
return "drain life (120) every 400 turns";
-#endif
-
- }
case ACT_VAMPIRE_1:
- {
-#ifdef JP
-return "µÛ·ì¥É¥ì¥¤¥ó (3*50) : 400 ¥¿¡¼¥óËè";
-#else
return "vampiric drain (3*50) every 400 turns";
-#endif
-
- }
case ACT_BO_MISS_2:
- {
-#ifdef JP
-return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
-#else
return "arrows (150) every 90+d90 turns";
-#endif
-
- }
case ACT_BA_FIRE_2:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (120) : 225+d225 ¥¿¡¼¥óËè";
-#else
return "fire ball (120) every 225+d225 turns";
-#endif
-
- }
case ACT_BA_COLD_3:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (200) : 325+d325 ¥¿¡¼¥óËè";
-#else
return "ball of cold (200) every 325+d325 turns";
-#endif
-
- }
case ACT_BA_ELEC_3:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (250) : 425+d425 ¥¿¡¼¥óËè";
-#else
return "ball of lightning (250) every 425+d425 turns";
-#endif
-
- }
case ACT_WHIRLWIND:
- {
-#ifdef JP
-return "¥«¥Þ¥¤¥¿¥Á : 250 ¥¿¡¼¥óËè";
-#else
return "whirlwind attack every 250 turns";
-#endif
-
- }
case ACT_VAMPIRE_2:
- {
-#ifdef JP
-return "µÛ·ì¥É¥ì¥¤¥ó (3*100) : 400 ¥¿¡¼¥óËè";
-#else
return "vampiric drain (3*100) every 400 turns";
-#endif
-
- }
case ACT_CALL_CHAOS:
- {
-#ifdef JP
-return "º®ÆÙ¾¤Íè : 350 ¥¿¡¼¥óËè"; /*nuke me*/
-#else
return "call chaos every 350 turns";
-#endif
-
- }
case ACT_ROCKET:
- {
-#ifdef JP
-return "¥í¥±¥Ã¥È (120+level) : 400 ¥¿¡¼¥óËè";
-#else
return "launch rocket (120+level) every 400 turns";
-#endif
-
- }
case ACT_DISP_EVIL:
- {
-#ifdef JP
-return "¼Ù°Â໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
-#else
- return "dispel evil (level*5) every 300+d300 turns";
-#endif
-
- }
+ return "dispel evil (x5) every 300+d300 turns";
case ACT_BA_MISS_3:
- {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
-#else
return "elemental breath (300) every 500 turns";
-#endif
-
- }
case ACT_DISP_GOOD:
- {
-#ifdef JP
-return "Á±ÎÉÂ໶ (level*5) : 300+d300 ¥¿¡¼¥óËè";
-#else
- return "dispel good (level*5) every 300+d300 turns";
-#endif
-
- }
+ return "dispel good (x5) every 300+d300 turns";
case ACT_CONFUSE:
- {
-#ifdef JP
-return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
-#else
return "confuse monster every 15 turns";
-#endif
-
- }
case ACT_SLEEP:
- {
-#ifdef JP
-return "¼þ°Ï¤Î¥â¥ó¥¹¥¿¡¼¤ò̲¤é¤»¤ë : 55 ¥¿¡¼¥óËè";
-#else
return "sleep nearby monsters every 55 turns";
-#endif
-
- }
case ACT_QUAKE:
- {
-#ifdef JP
-return "ÃÏ¿Ì (Ⱦ·Â 10) : 50 ¥¿¡¼¥óËè";
-#else
return "earthquake (rad 10) every 50 turns";
-#endif
-
- }
case ACT_TERROR:
- {
-#ifdef JP
-return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
-#else
return "terror every 3 * (level+10) turns";
-#endif
-
- }
case ACT_TELE_AWAY:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
return "teleport away every 200 turns";
-#endif
-
- }
case ACT_BANISH_EVIL:
- {
-#ifdef JP
-return "¼Ù°¾ÃÌÇ : 250+d250 ¥¿¡¼¥óËè";
-#else
return "banish evil every 250+d250 turns";
-#endif
-
- }
case ACT_GENOCIDE:
- {
-#ifdef JP
-return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
-#else
return "genocide every 500 turns";
-#endif
-
- }
case ACT_MASS_GENO:
- {
-#ifdef JP
-return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
-#else
return "mass genocide every 1000 turns";
-#endif
-
- }
case ACT_CHARM_ANIMAL:
- {
-#ifdef JP
-return "ưʪ̥λ : 300 ¥¿¡¼¥óËè";
-#else
return "charm animal every 300 turns";
-#endif
-
- }
case ACT_CHARM_UNDEAD:
- {
-#ifdef JP
-return "¥¢¥ó¥Ç¥Ã¥É½¾Â° : 333 ¥¿¡¼¥óËè";
-#else
return "enslave undead every 333 turns";
-#endif
-
- }
case ACT_CHARM_OTHER:
- {
-#ifdef JP
-return "¥â¥ó¥¹¥¿¡¼Ì¥Î» : 400 ¥¿¡¼¥óËè";
-#else
return "charm monster every 400 turns";
-#endif
-
- }
case ACT_CHARM_ANIMALS:
- {
-#ifdef JP
-return "ưʪͧÏ : 500 ¥¿¡¼¥óËè";
-#else
return "animal friendship every 500 turns";
-#endif
-
- }
case ACT_CHARM_OTHERS:
- {
-#ifdef JP
-return "¼þÊÕ̥λ : 750 ¥¿¡¼¥óËè";
-#else
return "mass charm every 750 turns";
-#endif
-
- }
case ACT_SUMMON_ANIMAL:
- {
-#ifdef JP
-return "ưʪ¾¤´ : 200+d300 ¥¿¡¼¥óËè";
-#else
return "summon animal every 200+d300 turns";
-#endif
-
- }
case ACT_SUMMON_PHANTOM:
- {
-#ifdef JP
-return "¸¸Î´ : 200+d200 ¥¿¡¼¥óËè";
-#else
return "summon phantasmal servant every 200+d200 turns";
-#endif
-
- }
case ACT_SUMMON_ELEMENTAL:
- {
-#ifdef JP
-return "¥¨¥ì¥á¥ó¥¿¥ë¾¤´ : 750 ¥¿¡¼¥óËè";
-#else
return "summon elemental every 750 turns";
-#endif
-
- }
case ACT_SUMMON_DEMON:
- {
-#ifdef JP
-return "°Ë⾤´ : 666+d333 ¥¿¡¼¥óËè";
-#else
return "summon demon every 666+d333 turns";
-#endif
-
- }
case ACT_SUMMON_UNDEAD:
- {
-#ifdef JP
-return "¥¢¥ó¥Ç¥Ã¥É¾¤´ : 666+d333 ¥¿¡¼¥óËè";
-#else
return "summon undead every 666+d333 turns";
-#endif
-
- }
case ACT_CURE_LW:
- {
-#ifdef JP
-return "¶²Éݽüµî & 30 hp ²óÉü : 10 ¥¿¡¼¥óËè";
-#else
- return "remove fear & heal 30 hp every 10 turns";
-#endif
-
- }
+ return "remove fear and heal 30 hp every 10 turns";
case ACT_CURE_MW:
- {
-#ifdef JP
-return "4d8 hp & ½ý²óÉü : 3+d3 ¥¿¡¼¥óËè";
-#else
- return "heal 4d8 & wounds every 3+d3 turns";
-#endif
-
- }
+ return "heal 4d8 and wounds every 3+d3 turns";
case ACT_CURE_POISON:
- {
-#ifdef JP
-return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
-#else
return "remove fear and cure poison every 5 turns";
-#endif
-
- }
case ACT_REST_LIFE:
- {
-#ifdef JP
-return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
-#else
return "restore life levels every 450 turns";
-#endif
-
- }
case ACT_REST_ALL:
- {
-#ifdef JP
-return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃÍÉü³è : 750 ¥¿¡¼¥óËè";
-#else
return "restore stats and life levels every 750 turns";
-#endif
-
- }
case ACT_CURE_700:
- {
-#ifdef JP
-return "700 hp ²óÉü : 250 ¥¿¡¼¥óËè";
-#else
return "heal 700 hit points every 250 turns";
-#endif
-
- }
case ACT_CURE_1000:
- {
-#ifdef JP
-return "1000 hp ²óÉü : 888 ¥¿¡¼¥óËè";
-#else
return "heal 1000 hit points every 888 turns";
-#endif
-
- }
case ACT_ESP:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ñ¥·¡¼ (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
-#else
return "telepathy (dur 25+d30) every 200 turns";
-#endif
-
- }
case ACT_BERSERK:
- {
-#ifdef JP
-return "»Îµ¤¹âÍȤȽËÊ¡ (´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
-#else
return "heroism and blessed (dur 50+d50) every 100+d100 turns";
-#endif
-
- }
case ACT_PROT_EVIL:
- {
-#ifdef JP
-return "Âмٰ·ë³¦ (´ü´Ö level*3 + d25) : 225+d225 ¥¿¡¼¥óËè";
-#else
return "protect evil (dur level*3 + d25) every 225+d225 turns";
-#endif
-
- }
case ACT_RESIST_ALL:
- {
-#ifdef JP
-return "Á´ÂÑÀ (´ü´Ö 40+d40) : 200 ¥¿¡¼¥óËè";
-#else
return "resist elements (dur 40+d40) every 200 turns";
-#endif
-
- }
case ACT_SPEED:
- {
-#ifdef JP
-return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
-#else
return "speed (dur 20+d20) every 250 turns";
-#endif
-
- }
case ACT_XTRA_SPEED:
- {
-#ifdef JP
-return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
-#else
return "speed (dur 75+d75) every 200+d200 turns";
-#endif
-
- }
case ACT_WRAITH:
- {
-#ifdef JP
-return "Í©Âβ½ (´ü´Ö level/2 + d(level/2)) : 1000 ¥¿¡¼¥óËè";
-#else
return "wraith form (dur level/2 + d(level/2)) every 1000 turns";
-#endif
-
- }
case ACT_INVULN:
- {
-#ifdef JP
-return "̵Ũ²½ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
-#else
return "invulnerability (dur 8+d8) every 1000 turns";
-#endif
-
- }
case ACT_LIGHT:
- {
-#ifdef JP
-return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) : 10+d10 ¥¿¡¼¥óËè";
-#else
return "light area (dam 2d15) every 10+d10 turns";
-#endif
-
- }
case ACT_MAP_LIGHT:
- {
-#ifdef JP
-return "¼þÊÕ¾ÈÌÀ (¥À¥á¡¼¥¸ 2d15) & ¼þÊÕ¥Þ¥Ã¥× : 50+d50 ¥¿¡¼¥óËè";
-#else
return "light (dam 2d15) & map area every 50+d50 turns";
-#endif
-
- }
case ACT_DETECT_ALL:
- {
-#ifdef JP
-return "Á´´¶ÃÎ : 55+d55 ¥¿¡¼¥óËè";
-#else
return "detection every 55+d55 turns";
-#endif
-
- }
case ACT_DETECT_XTRA:
- {
-#ifdef JP
-return "Á´´¶ÃΡ¢Ãµº÷¡¢*´ÕÄê* : 1000 ¥¿¡¼¥óËè";
-#else
return "detection, probing and identify true every 1000 turns";
-#endif
-
- }
case ACT_ID_FULL:
- {
-#ifdef JP
-return "*´ÕÄê* : 750 ¥¿¡¼¥óËè";
-#else
return "identify true every 750 turns";
-#endif
-
- }
case ACT_ID_PLAIN:
- {
-#ifdef JP
-return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-#else
return "identify spell every 10 turns";
-#endif
-
- }
case ACT_RUNE_EXPLO:
- {
-#ifdef JP
-return "Çúȯ¤Î¥ë¡¼¥ó : 200 ¥¿¡¼¥óËè";
-#else
return "explosive rune every 200 turns";
-#endif
-
- }
case ACT_RUNE_PROT:
- {
-#ifdef JP
-return "¼é¤ê¤Î¥ë¡¼¥ó : 400 ¥¿¡¼¥óËè";
-#else
return "rune of protection every 400 turns";
+ case ACT_SATIATE:
+ return "satisfy hunger every 200 turns";
+ case ACT_DEST_DOOR:
+ return "destroy doors every 10 turns";
+ case ACT_STONE_MUD:
+ return "stone to mud every 5 turns";
+ case ACT_RECHARGE:
+ return "recharging every 70 turns";
+ case ACT_ALCHEMY:
+ return "alchemy every 500 turns";
+ case ACT_DIM_DOOR:
+ return "dimension door every 100 turns";
+ case ACT_TELEPORT:
+ return "teleport (range 100) every 45 turns";
+ case ACT_RECALL:
+ return "word of recall every 200 turns";
+ default:
+ return "something undefined";
#endif
-
- }
- case ACT_SATIATE:
- {
-#ifdef JP
-return "¶õÊ¢½¼Â : 200 ¥¿¡¼¥óËè";
-#else
- return "satisfy hunger every 200 turns";
-#endif
-
- }
- case ACT_DEST_DOOR:
- {
-#ifdef JP
-return "¥É¥¢Ç˲õ : 10 ¥¿¡¼¥óËè";
-#else
- return "destroy doors every 10 turns";
-#endif
-
- }
- case ACT_STONE_MUD:
- {
-#ifdef JP
-return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
-#else
- return "stone to mud every 5 turns";
-#endif
-
- }
- case ACT_RECHARGE:
- {
-#ifdef JP
-return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
-#else
- return "recharging every 70 turns";
-#endif
-
- }
- case ACT_ALCHEMY:
- {
-#ifdef JP
-return "Ï£¶â½Ñ : 500 ¥¿¡¼¥óËè";
-#else
- return "alchemy every 500 turns";
-#endif
-
- }
- case ACT_DIM_DOOR:
- {
-#ifdef JP
-return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
-#else
- return "dimension door every 100 turns";
-#endif
-
- }
- case ACT_TELEPORT:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 45 ¥¿¡¼¥óËè";
-#else
- return "teleport (range 100) every 45 turns";
-#endif
-
- }
- case ACT_RECALL:
- {
-#ifdef JP
-return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
-#else
- return "word of recall every 200 turns";
-#endif
-
- }
- default:
- {
-#ifdef JP
-return "̤ÄêµÁ";
-#else
- return "something undefined";
-#endif
-
- }
- }
- }
-
- /* Some artifacts can be activated */
- switch (o_ptr->name1)
- {
- case ART_NARTHANC:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
-
- }
- case ART_NIMTHANC:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
-
- }
- case ART_DETHANC:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 6+d6 turns";
-#endif
-
- }
- case ART_RILIA:
- {
-#ifdef JP
-return "°½±À(12) : 4+d4 ¥¿¡¼¥óËè";
-#else
- return "stinking cloud (12) every 4+d4 turns";
-#endif
-
- }
- case ART_FIONA:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "frost ball (48) every 5+d5 turns";
-#endif
-
- }
- case ART_FLORA:
- {
-#ifdef JP
-return "¶²Éݽüµî/ÆǾä· : 5 ¥¿¡¼¥óËè";
-#else
- return "remove fear and cure poison every 5 turns";
-#endif
-
- }
- case ART_RINGIL:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100) : 200 ¥¿¡¼¥óËè";
-#else
- return "frost ball (100) every 200 turns";
-#endif
-
- }
- case ART_DAWN:
- {
-#ifdef JP
-return "¶Ç¤Î»ÕÃľ¤´ : 500+d500 ¥¿¡¼¥óËè";
-#else
- return "summon the Legion of the Dawn every 500+d500 turns";
-#endif
-
- }
- case ART_ANDURIL:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 400 ¥¿¡¼¥óËè";
-#else
- return "fire ball (72) every 400 turns";
-#endif
-
- }
- case ART_FIRESTAR:
- {
-#ifdef JP
-return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 100 ¥¿¡¼¥óËè";
-#else
- return "large fire ball (72) every 100 turns";
-#endif
-
- }
- case ART_GOTHMOG:
- {
-#ifdef JP
-return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120) : 15 ¥¿¡¼¥óËè";
-#else
- return "large fire ball (120) every 15 turns";
-#endif
-
- }
- case ART_FEANOR:
- {
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 200 ¥¿¡¼¥óËè";
-#else
- return "haste self (20+d20 turns) every 200 turns";
-#endif
-
- }
- case ART_THEODEN:
- {
-#ifdef JP
-return "À¸Ì¿Îϵۼý(120) : 400 ¥¿¡¼¥óËè";
-#else
- return "drain life (120) every 400 turns";
-#endif
-
- }
- case ART_TURMIL:
- {
-#ifdef JP
-return "À¸Ì¿Îϵۼý(90) : 70 ¥¿¡¼¥óËè";
-#else
- return "drain life (90) every 70 turns";
-#endif
-
- }
- case ART_CASPANION:
- {
-#ifdef JP
-return "¥É¥¢/¥È¥é¥Ã¥×Ê´ºÕ : 10 ¥¿¡¼¥óËè";
-#else
- return "door and trap destruction every 10 turns";
-#endif
-
- }
- case ART_AVAVIR:
- case ART_MAGATAMA:
- case ART_HEAVENLY_MAIDEN:
- {
-#ifdef JP
-return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
-#else
- return "word of recall every 200 turns";
-#endif
-
- }
- case ART_TARATOL:
- {
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(20+d20¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "haste self (20+d20 turns) every 100+d100 turns";
-#endif
-
}
- case ART_ERIRIL:
- {
-#ifdef JP
-return "´ÕÄê : 10 ¥¿¡¼¥óËè";
-#else
- return "identify every 10 turns";
-#endif
+ }
- }
- case ART_GANDALF:
+ /* Some artifacts can be activated */
+ switch (o_ptr->name1)
+ {
+ case ART_DAWN:
{
#ifdef JP
-return "Ä´ºº¡¢Á´´¶ÃΡ¢Á´´ÕÄê : 100 ¥¿¡¼¥óËè";
+return "¶Ç¤Î»ÕÃľ¤´ : 500+d500 ¥¿¡¼¥óËè";
#else
- return "probing, detection and full id every 100 turns";
+ return "summon the Legion of the Dawn every 500+d500 turns";
#endif
}
- case ART_EONWE:
+ case ART_FIRESTAR:
{
#ifdef JP
-return "¼þÊÕËõ»¦ : 1000 ¥¿¡¼¥óËè";
+return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 100 ¥¿¡¼¥óËè";
#else
- return "mass genocide every 1000 turns";
+ return "large fire ball (72) every 100 turns";
#endif
}
- case ART_LOTHARANG:
+ case ART_GOTHMOG:
{
#ifdef JP
-return "½ý¤Î¼£Ìþ(4d8) : 3+d3 ¥¿¡¼¥óËè";
+return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120) : 15 ¥¿¡¼¥óËè";
#else
- return "cure wounds (4d8) every 3+d3 turns";
+ return "large fire ball (120) every 15 turns";
#endif
}
#endif
}
- case ART_KAMUI:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 25 ¥¿¡¼¥óËè";
-#else
- return "a teleport every 25 turns";
-#endif
-
- }
- case ART_RUNESPEAR:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
-#else
- return "lightning ball (100) every 200 turns";
-#endif
-
- }
- case ART_AEGLOS:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 200 ¥¿¡¼¥óËè";
-#else
- return "frost ball (100) every 200 turns";
-#endif
-
- }
- case ART_DESTINY:
- {
-#ifdef JP
-return "´äÀÐÍϲò : 5 ¥¿¡¼¥óËè";
-#else
- return "stone to mud every 5 turns";
-#endif
-
- }
- case ART_NAIN:
- {
-#ifdef JP
-return "´äÀÐÍϲò : 2 ¥¿¡¼¥óËè";
-#else
- return "stone to mud every 2 turns";
-#endif
-
- }
- case ART_SOULKEEPER:
- {
-#ifdef JP
-return "ÂÎÎϲóÉü(1000) : 888 ¥¿¡¼¥óËè";
-#else
- return "heal (1000) every 888 turns";
-#endif
-
- }
- case ART_LOHENGRIN:
- {
-#ifdef JP
-return ("²óÉü (777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè");
-#else
- return ("heal (777), curing and heroism every 300 turns");
-#endif
-
- }
- case ART_JULIAN:
- {
-#ifdef JP
-return "Ëõ»¦ : 500 ¥¿¡¼¥óËè";
-#else
- return "genocide every 500 turns";
-#endif
-
- }
- case ART_LUTHIEN:
- {
-#ifdef JP
-return "·Ð¸³ÃÍÉü³è : 450 ¥¿¡¼¥óËè";
-#else
- return "restore life levels every 450 turns";
-#endif
-
- }
- case ART_ULMO:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
-#else
- return "teleport away every 150 turns";
-#endif
-
- }
- case ART_COLLUIN:
- case ART_SEIRYU:
- {
-#ifdef JP
-return "Á´ÂÑÀ(20+d20¥¿¡¼¥ó) : 111 ¥¿¡¼¥óËè";
-#else
- return "resistance (20+d20 turns) every 111 turns";
-#endif
-
- }
- case ART_HOLCOLLETH:
- {
-#ifdef JP
-return "¥¹¥ê¡¼¥×(II) : 55 ¥¿¡¼¥óËè";
-#else
- return "sleep II every 55 turns";
-#endif
-
- }
- case ART_THINGOL:
- {
-#ifdef JP
-return "ËâÎϽ¼Å¶ : 70 ¥¿¡¼¥óËè";
-#else
- return "recharge item I every 70 turns";
-#endif
-
- }
- case ART_COLANNON:
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 45 ¥¿¡¼¥óËè";
-#else
- return "teleport every 45 turns";
-#endif
-
- }
- case ART_TOTILA:
- {
-#ifdef JP
-return "¥Ñ¥Ë¥Ã¥¯¡¦¥â¥ó¥¹¥¿¡¼ : 15 ¥¿¡¼¥óËè";
-#else
- return "confuse monster every 15 turns";
-#endif
-
- }
- case ART_CAMMITHRIM:
- {
-#ifdef JP
-return "¥Þ¥¸¥Ã¥¯¡¦¥ß¥µ¥¤¥ë(2d6) : 2 ¥¿¡¼¥óËè";
-#else
- return "magic missile (2d6) every 2 turns";
-#endif
-
- }
- case ART_PAURHACH:
- {
-#ifdef JP
-return "¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8) : 8+d8 ¥¿¡¼¥óËè";
-#else
- return "fire bolt (9d8) every 8+d8 turns";
-#endif
-
- }
- case ART_PAURNIMMEN:
- {
-#ifdef JP
-return "¥¢¥¤¥¹¡¦¥Ü¥ë¥È(6d8) : 7+d7 ¥¿¡¼¥óËè";
-#else
- return "frost bolt (6d8) every 7+d7 turns";
-#endif
-
- }
- case ART_PAURAEGEN:
- {
-#ifdef JP
-return "¥µ¥ó¥À¡¼¡¦¥Ü¥ë¥È(4d8) : 5+d5 ¥¿¡¼¥óËè";
-#else
- return "lightning bolt (4d8) every 5+d5 turns";
-#endif
-
- }
- case ART_PAURNEN:
- {
-#ifdef JP
-return "¥¢¥·¥Ã¥É¡¦¥Ü¥ë¥È(5d8) : 6+d6 ¥¿¡¼¥óËè";
-#else
- return "acid bolt (5d8) every 6+d6 turns";
-#endif
-
- }
case ART_FINGOLFIN:
{
#ifdef JP
#endif
}
- case ART_HOLHENNETH:
- {
-#ifdef JP
-return "Á´´¶ÃÎ : 55+d55 ¥¿¡¼¥óËè";
-#else
- return "detection every 55+d55 turns";
-#endif
-
- }
- case ART_AMBER:
- {
-#ifdef JP
-return "ÂÎÎϲóÉü(700) : 250 ¥¿¡¼¥óËè";
-#else
- return "heal (700) every 250 turns";
-#endif
-
- }
case ART_RAZORBACK:
{
#ifdef JP
#endif
}
- case ART_GALADRIEL:
- {
-#ifdef JP
-return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "illumination every 10+d10 turns";
-#endif
-
- }
- case ART_ELENDIL:
- {
-#ifdef JP
-return "ËâË¡¤ÎÃϿޤȸ÷ : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "magic mapping and light every 50+d50 turns";
-#endif
-
- }
case ART_JUDGE:
{
#ifdef JP
#endif
}
- case ART_INGWE:
- case ART_YATA:
- {
-#ifdef JP
-return "¼Ù°Â໶(x5) : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "dispel evil (x5) every 200+d200 turns";
-#endif
-
- }
- case ART_FUNDIN:
- {
-#ifdef JP
-return "¼Ù°Â໶(x5) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "dispel evil (x5) every 100+d100 turns";
-#endif
-
- }
- case ART_CARLAMMAS:
- case ART_HERMIT:
- {
-#ifdef JP
-return "Âмٰ·ë³¦ : 225+d225 ¥¿¡¼¥óËè";
-#else
- return "protection from evil every 225+d225 turns";
-#endif
-
- }
case ART_FRAKIR:
{
#ifdef JP
#endif
}
- case ART_TULKAS:
- {
-#ifdef JP
-return "¥¹¥Ô¡¼¥É(75+d75¥¿¡¼¥ó) : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "haste self (75+d75 turns) every 150+d150 turns";
-#endif
-
- }
- case ART_NARYA:
- {
-#ifdef JP
-return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300) : 225+d225 ¥¿¡¼¥óËè";
-#else
- return "large fire ball (300) every 225+d225 turns";
-#endif
-
- }
- case ART_NENYA:
- {
-#ifdef JP
-return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400) : 325+d325 ¥¿¡¼¥óËè";
-#else
- return "large frost ball (400) every 325+d325 turns";
-#endif
-
- }
- case ART_VILYA:
- case ART_GOURYU:
- {
-#ifdef JP
-return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500) : 425+d425 ¥¿¡¼¥óËè";
-#else
- return "large lightning ball (500) every 425+d425 turns";
-#endif
-
- }
case ART_POWER:
case ART_AHO:
{
#endif
}
- case ART_DOR: case ART_TERROR: case ART_STONEMASK:
- {
-#ifdef JP
- return "Á´Êý¸þ¤Ø¤Î¶²Éݤθ÷Àþ : 3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè";
-#else
- return "rays of fear in every direction every 3*(level+10) turns";
-#endif
-
- }
case ART_PALANTIR:
{
#ifdef JP
return "frighten monsters every 40+d40 turns";
#endif
}
- case ART_HIMRING:
- {
-#ifdef JP
-return "Âмٰ·ë³¦ : 200+d200 ¥¿¡¼¥óËè";
-#else
- return "protection from evil every 200 + d200 turns";
-#endif
- }
case ART_ICANUS:
{
#ifdef JP
}
- case ART_BOLISHOI:
- {
-#ifdef JP
-return "ưʪ̥λ : 200¥¿¡¼¥óËè";
-#else
- return "charm animal every 200 turns";
-#endif
-
- }
case ART_ARUNRUTH:
{
#ifdef JP
#endif
}
- case ART_AESCULAPIUS:
- {
-#ifdef JP
- return "Á´¥¹¥Æ¡¼¥¿¥¹¤È·Ð¸³ÃÍÉü³è : 750 ¥¿¡¼¥óËè";
-#else
- return "restore stats and life levels every 750 turns";
-#endif
- }
}
byte max_num; /* Unused (should be "1") */
s16b floor_id; /* Leaved on this location last time */
+
+ byte act_idx; /* Activative ability index */
};
u32b flags[TR_FLAG_SIZE]; /* Ego-Item Flags */
u32b gen_flags; /* flags for generate */
+
+ byte act_idx; /* Activative ability index */
};
byte name2; /* Ego-Item type, if any */
byte xtra1; /* Extra info type (now unused) */
- byte xtra2; /* Extra info index */
- byte xtra3; /* Extra info */
- s16b xtra4; /* Extra info */
- s16b xtra5; /* Extra info */
+ byte xtra2; /* Extra info activation index */
+ byte xtra3; /* Extra info for weaponsmith */
+ s16b xtra4; /* Extra info fuel or captured monster's current HP */
+ s16b xtra5; /* Extra info captured monster's max HP */
s16b to_h; /* Plusses to hit */
s16b to_d; /* Plusses to damage */