#else
msg_print("It shows no reaction.");
#endif
-
sound(SOUND_FAIL);
return;
}
#else
msg_print("You failed to activate it properly.");
#endif
-
sound(SOUND_FAIL);
return;
}
#else
msg_print("It whines, glows and fades...");
#endif
-
return;
}
+ /* Some lights need enough fuel for activation */
+ if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
+ {
+#ifdef JP
+ msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
+#else
+ msg_print("It has no fuel.");
+#endif
+ energy_use = 0;
+ return;
+ }
/* Activate the artifact */
#ifdef JP
/* Sound */
sound(SOUND_ZAP);
- if (o_ptr->name1)
- {
- if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
- }
-
- if (object_is_artifact(o_ptr) && o_ptr->xtra2)
- {
- (void)activate_random_artifact(o_ptr);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Success */
- return;
- }
-
- /* Artifacts */
- else if (object_is_fixed_artifact(o_ptr))
- {
- /* Choose effect */
- switch (o_ptr->name1)
- {
- default:
- break;
- }
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
+ /* Give priority to weaponsmith's essential activations */
if (object_is_smith(o_ptr))
{
switch (o_ptr->xtra3-1)
}
}
-
- if (o_ptr->name2 == EGO_TRUMP)
+ /* Paranoia - Set activation index for older save data */
+ if (object_is_fixed_artifact(o_ptr))
{
- teleport_player(100, 0L);
- o_ptr->timeout = 50 + randint1(50);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
- }
-
-
- if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
- {
- if (!o_ptr->xtra4 && ((o_ptr->sval == SV_LITE_TORCH) || (o_ptr->sval == SV_LITE_LANTERN)))
- {
-#ifdef JP
- msg_print("dzÎÁ¤¬¤Ê¤¤¡£");
-#else
- msg_print("It has no fuel.");
-#endif
- energy_use = 0;
- return;
- }
- lite_area(damroll(2, 15), 3);
- o_ptr->timeout = randint0(10) + 10;
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- return;
+ if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
}
-
-
- if (o_ptr->name2 == EGO_EARTHQUAKES)
+ if (object_is_ego(o_ptr))
{
- earthquake(py, px, 5);
- o_ptr->timeout = 100 + randint1(100);
-
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
-
- /* Done */
- return;
+ if (!o_ptr->xtra2) o_ptr->xtra2 = e_info[o_ptr->name2].act_idx;
}
-
- if (o_ptr->name2 == EGO_JUMP)
+ /* Activate object */
+ if (o_ptr->xtra2 && (object_is_artifact(o_ptr) || object_is_ego(o_ptr)))
{
- teleport_player(10, 0L);
- o_ptr->timeout = 10 + randint1(10);
+ (void)activate_random_artifact(o_ptr);
/* Window stuff */
p_ptr->window |= (PW_INVEN | PW_EQUIP);
- /* Done */
+ /* Success */
return;
}
-
/* Hack -- Dragon Scale Mail can be activated as well */
if (o_ptr->tval == TV_DRAG_ARMOR)
{
* for art_name
*/
+ /* Give priority to weaponsmith's essential activations */
+ if (object_is_smith(o_ptr))
+ {
+ switch (o_ptr->xtra3 - 1)
+ {
+ case ESSENCE_TMP_RES_ACID:
+#ifdef JP
+ return "»À¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
+#else
+ return "resist acid every 50+d50 turns";
+#endif
+ case ESSENCE_TMP_RES_ELEC:
+#ifdef JP
+ return "ÅÅ·â¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
+#else
+ return "resist elec every 50+d50 turns";
+#endif
+ case ESSENCE_TMP_RES_FIRE:
+#ifdef JP
+ return "²Ð¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
+#else
+ return "resist fire every 50+d50 turns";
+#endif
+ case ESSENCE_TMP_RES_COLD:
+#ifdef JP
+ return "Î䵤¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
+#else
+ return "resist cold every 50+d50 turns";
+#endif
+ case TR_IMPACT:
+#ifdef JP
+ return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
+#else
+ return "earthquake every 100+d100 turns";
+#endif
+ }
+ }
+
+ /* Paranoia - Set activation index for older save data */
if (object_is_fixed_artifact(o_ptr))
{
if (!o_ptr->xtra2) o_ptr->xtra2 = a_info[o_ptr->name1].act_idx;
}
+ if (object_is_ego(o_ptr))
+ {
+ if (!o_ptr->xtra2) o_ptr->xtra2 = e_info[o_ptr->name2].act_idx;
+ }
if ((object_is_artifact(o_ptr) || object_is_ego(o_ptr)) &&
(o_ptr->xtra2))
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";
+ 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:
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) : 6+d6 ¥¿¡¼¥óËè";
+ return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48) : 6+d6 ¥¿¡¼¥óËè";
case ACT_BA_FIRE_1:
- return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (72) : 9+d9 ¥¿¡¼¥óËè";
+ return "¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72) : 9+d9 ¥¿¡¼¥óËè";
case ACT_DRAIN_1:
return "Ã⩹¶·â(100) : 100+d100 ¥¿¡¼¥óËè";
case ACT_BA_COLD_2:
- return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë (100) : 12+d12 ¥¿¡¼¥óËè";
+ return "¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100) : 12+d12 ¥¿¡¼¥óËè";
case ACT_BA_ELEC_2:
- return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë (100) : 12+d12 ¥¿¡¼¥óËè";
+ return "¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë(100) : 12+d12 ¥¿¡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";
+ return "µÛ·ì¥É¥ì¥¤¥ó(3*50) : 400 ¥¿¡¼¥óËè";
case ACT_BO_MISS_2:
- return "Ìð (150) : 90+d90 ¥¿¡¼¥óËè";
+ return "Ìð(150) : 90+d90 ¥¿¡¼¥óËè";
case ACT_BA_FIRE_3:
- return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë (300) : 225+d225 ¥¿¡¼¥óËè";
+ return "µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300) : 225+d225 ¥¿¡¼¥óËè";
case ACT_BA_COLD_3:
- return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë (400) : 325+d325 ¥¿¡¼¥óËè";
+ return "µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400) : 325+d325 ¥¿¡¼¥óËè";
case ACT_BA_ELEC_3:
- return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë (500) : 425+d425 ¥¿¡¼¥óËè";
+ return "µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500) : 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";
+ 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";
+ return "¥í¥±¥Ã¥È(120+¥ì¥Ù¥ë) : 400 ¥¿¡¼¥óËè";
case ACT_DISP_EVIL:
- return "¼Ù°Â໶ (x5) : 100+d100 ¥¿¡¼¥óËè";
+ return "¼Ù°Â໶(x5) : 100+d100 ¥¿¡¼¥óËè";
case ACT_BA_MISS_3:
- return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300) : 500 ¥¿¡¼¥óËè";
+ return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300) : 500 ¥¿¡¼¥óËè";
case ACT_DISP_GOOD:
- return "Á±ÎÉÂ໶ (x5) : 100+d100 ¥¿¡¼¥óËè";
+ return "Á±ÎÉÂ໶(x5) : 100+d100 ¥¿¡¼¥óËè";
case ACT_BO_MANA:
return "ËâË¡¤ÎÌð(150) : 90+d90 ¥¿¡¼¥óËè";
case ACT_BA_FIRE_2:
case ACT_CAST_BA_STAR:
return "¥¹¥¿¡¼¡¦¥Ü¡¼¥ë¡¦¥À¥¹¥È(150) : 1000 ¥¿¡¼¥óËè";
case ACT_BLADETURNER:
- return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹ (300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ";
+ return "¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ";
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";
+ return "ÃÏ¿Ì : 50 ¥¿¡¼¥óËè";
case ACT_TERROR:
- return "¶²¹² : 3 * (level+10) ¥¿¡¼¥óËè";
+ return "¶²¹² : 3*(¥ì¥Ù¥ë+10) ¥¿¡¼¥óËè";
case ACT_TELE_AWAY:
return "¥Æ¥ì¥Ý¡¼¥È¡¦¥¢¥¦¥§¥¤ : 150 ¥¿¡¼¥óËè";
case ACT_BANISH_EVIL:
case ACT_SCARE_AREA:
return "¥â¥ó¥¹¥¿¡¼¶²¹² : 40+d40¥¿¡¼¥óËè";
case ACT_AGGRAVATE:
- if (o_ptr->name1 == ART_HYOUSIGI) return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
+ if(o_ptr->name1 == ART_HYOUSIGI) return "Çï»ÒÌÚ¤òÂǤÁ¤Ê¤é¤¹ : ¤¤¤Ä¤Ç¤â";
return "¥â¥ó¥¹¥¿¡¼¤òÅܤ餻¤ë : ¤¤¤Ä¤Ç¤â";
case ACT_CHARM_ANIMAL:
return "ưʪ̥λ : 200 ¥¿¡¼¥óËè";
return "Âý¤ÎÂç·²¾¤´ : 300+d150¥¿¡¼¥óËè";
case ACT_CHOIR_SINGS:
- return "²óÉü (777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè";
+ return "²óÉü(777)¡¢Ìþ¤·¡¢»Îµ¤¹âÍÈ : 300 ¥¿¡¼¥óËè";
case ACT_CURE_LW:
return "¶²Éݽüµî/ÂÎÎϲóÉü(30) : 10 ¥¿¡¼¥óËè";
case ACT_CURE_MW:
case ACT_CURE_MANA_FULL:
return "ËâÎÏÉü³è: 777 ¥¿¡¼¥óËè";
case ACT_ESP:
- return "¥Æ¥ì¥Ñ¥·¡¼ (´ü´Ö 25+d30) : 200 ¥¿¡¼¥óËè";
+ 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";
+ return "»Îµ¤¹âÍȤȽËÊ¡(´ü´Ö 50+d50) : 100+d100 ¥¿¡¼¥óËè";
case ACT_PROT_EVIL:
- return "Âмٰ·ë³¦ (´ü´Ö level*3 + d25) : 200+d200 ¥¿¡¼¥óËè";
+ return "Âмٰ·ë³¦(´ü´Ö 3*¥ì¥Ù¥ë+d25) : 200+d200 ¥¿¡¼¥óËè";
case ACT_RESIST_ALL:
- return "Á´ÂÑÀ (´ü´Ö 20+d20) : 111 ¥¿¡¼¥óËè";
+ return "Á´ÂÑÀ(´ü´Ö 20+d20) : 111 ¥¿¡¼¥óËè";
case ACT_SPEED:
- return "²Ã® (´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
+ return "²Ã®(´ü´Ö 20+d20) : 250 ¥¿¡¼¥óËè";
case ACT_XTRA_SPEED:
- return "²Ã® (´ü´Ö 75+d75) : 200+d200 ¥¿¡¼¥óËè";
+ 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";
+ return "Í©Âβ½(´ü´Ö (¥ì¥Ù¥ë/2)+d(¥ì¥Ù¥ë/2)) : 1000 ¥¿¡¼¥óËè";
case ACT_INVULN:
- return "̵Ũ²½ (´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
+ return "̵Ũ²½(´ü´Ö 8+d8) : 1000 ¥¿¡¼¥óËè";
case ACT_HELO:
return "»Îµ¤¹âÍÈ : 30+d30¥¿¡¼¥óËè";
case ACT_HELO_SPEED:
- return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
+ return "»Îµ¤¹âÍÈ, ¥¹¥Ô¡¼¥É(´ü´Ö 50+d50¥¿¡¼¥ó) : 100+d200 ¥¿¡¼¥óËè";
case ACT_RESIST_ACID:
- return "»À¤Ø¤ÎÂÑÀ (´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
+ return "»À¤Ø¤ÎÂÑÀ(´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
case ACT_RESIST_FIRE:
- return "²Ð±ê¤Ø¤ÎÂÑÀ (´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
+ return "²Ð±ê¤Ø¤ÎÂÑÀ(´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
case ACT_RESIST_COLD:
- return "Î䵤¤Ø¤ÎÂÑÀ (´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
+ return "Î䵤¤Ø¤ÎÂÑÀ(´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
case ACT_RESIST_ELEC:
- return "ÅÅ·â¤Ø¤ÎÂÑÀ (´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
+ return "ÅÅ·â¤Ø¤ÎÂÑÀ(´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
case ACT_RESIST_POIS:
- return "ÆǤؤÎÂÑÀ (´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
+ return "ÆǤؤÎÂÑÀ(´ü´Ö 20+d20) : 40+d40 ¥¿¡¼¥óËè";
case ACT_LIGHT:
return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
case ACT_DIM_DOOR:
return "¼¡¸µ¤ÎÈâ : 100 ¥¿¡¼¥óËè";
case ACT_TELEPORT:
- return "¥Æ¥ì¥Ý¡¼¥È (range 100) : 25 ¥¿¡¼¥óËè";
+ return "¥Æ¥ì¥Ý¡¼¥È : 25 ¥¿¡¼¥óËè";
case ACT_RECALL:
return "µ¢´Ô¤Î¾Û : 200 ¥¿¡¼¥óËè";
case ACT_JUDGE:
case ACT_LORE:
return "´í¸±¤òȼ¤¦´ÕÄê : ¤¤¤Ä¤Ç¤â";
case ACT_SHIKOFUMI:
- return "»Í¸ÔƧ¤ß : 100+d100¥¿¡¼¥óËè";
+ return "»Í¸ÔƧ¤ß : 100+d100 ¥¿¡¼¥óËè";
+ case ACT_PHASE_DOOR:
+ return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10 ¥¿¡¼¥óËè";
/* Unique activation */
case ACT_FISHING:
case ACT_SLEEP:
return "sleep nearby monsters every 55 turns";
case ACT_QUAKE:
- return "earthquake (rad 10) every 50 turns";
+ return "earthquake every 50 turns";
case ACT_TERROR:
return "terror every 3 * (level+10) turns";
case ACT_TELE_AWAY:
case ACT_DIM_DOOR:
return "dimension door every 100 turns";
case ACT_TELEPORT:
- return "teleport (range 100) every 25 turns";
+ return "teleport every 25 turns";
case ACT_RECALL:
return "word of recall every 200 turns";
case ACT_TELEKINESIS:
return "perilous identify every turn";
case ACT_SHIKOFUMI:
return "shiko every 100+d100 turns";
+ case ACT_PHASE_DOOR:
+ return "blink every 10 turns";
/* Unique activation */
case ACT_FISHING:
}
}
-#if 0
- /* Some artifacts can be activated */
- switch (o_ptr->name1)
- {
- /* Nothing */
- }
-#endif
-
- if (object_is_smith(o_ptr))
- {
- switch (o_ptr->xtra3 - 1)
- {
- case ESSENCE_TMP_RES_ACID:
-#ifdef JP
- return "»À¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist acid every 50+d50 turns";
-#endif
-
- case ESSENCE_TMP_RES_ELEC:
-#ifdef JP
- return "ÅÅ·â¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist elec every 50+d50 turns";
-#endif
-
- case ESSENCE_TMP_RES_FIRE:
-#ifdef JP
- return "²Ð¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist fire every 50+d50 turns";
-#endif
-
- case ESSENCE_TMP_RES_COLD:
-#ifdef JP
- return "Î䵤¤Ø¤ÎÂÑÀ : 50+d50¥¿¡¼¥óËè";
-#else
- return "resist cold every 50+d50 turns";
-#endif
-
- case TR_IMPACT:
-#ifdef JP
- return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "earthquake every 100+d100 turns";
-#endif
- }
- }
-
- if (o_ptr->name2 == EGO_TRUMP)
- {
-#ifdef JP
-return "¥Æ¥ì¥Ý¡¼¥È : 50+d50 ¥¿¡¼¥óËè";
-#else
- return "teleport every 50+d50 turns";
-#endif
-
- }
-
- if (o_ptr->name2 == EGO_LITE_ILLUMINATION)
- {
-#ifdef JP
-return "¥¤¥ë¥ß¥Í¡¼¥·¥ç¥ó : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "illumination every 10+d10 turns";
-#endif
- }
-
- else if (o_ptr->name2 == EGO_EARTHQUAKES)
- {
-#ifdef JP
-return "ÃÏ¿Ì : 100+d100 ¥¿¡¼¥óËè";
-#else
- return "earthquake every 100+d100 turns";
-#endif
-
- }
-
- else if (o_ptr->name2 == EGO_JUMP)
- {
-#ifdef JP
-return "¥·¥ç¡¼¥È¡¦¥Æ¥ì¥Ý¡¼¥È : 10+d10 ¥¿¡¼¥óËè";
-#else
- return "blink every 10+d10 turns";
-#endif
-
- }
-
if (o_ptr->tval == TV_RING)
{
if (object_is_ego(o_ptr))