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We can define activation type of egos in e_info.txt.
authoriks <iks@0568b783-4c39-0410-ac80-bf13821ea2a2>
Thu, 31 Jan 2013 09:49:18 +0000 (09:49 +0000)
committeriks <iks@0568b783-4c39-0410-ac80-bf13821ea2a2>
Thu, 31 Jan 2013 09:49:18 +0000 (09:49 +0000)
lib/edit/e_info.txt
src/artifact.c
src/cmd6.c
src/defines.h
src/init1.c
src/object1.c
src/object2.c
src/tables.c

index b2edde7..0b526b6 100644 (file)
@@ -484,6 +484,7 @@ E:of Jumping
 X:35:15
 W:0:9:0:1000
 F:ACTIVATE
+U:PHASE_DOOR
 
 N:61:Áû²»¤Î
 E:of Noise
@@ -628,6 +629,7 @@ X:24:20
 W:0:18:0:4000
 C:0:0:0:3
 F:TUNNEL | IMPACT | ACTIVATE
+U:QUAKE
 
 # The "Slay" brands (8)
 
@@ -759,6 +761,7 @@ W:0:18:0:7000
 C:4:4:0:2
 F:SLAY_EVIL | TELEPORT | FREE_ACT | SEARCH |
 F:REGEN | SLOW_DIGEST | RES_NEXUS | ACTIVATE | XTRA_H_RES
+U:TELEPORT
 
 #JZ#
 N:99:(¥Ñ¥¿¡¼¥ó)
@@ -964,6 +967,7 @@ X:30:20
 W:30:36:0:3000
 C:0:0:0:0
 F:ACTIVATE
+U:LIGHT
 
 N:142:¼ÞÇ®¤Î
 E:of Immolation
index 42a8664..61af8b5 100644 (file)
@@ -2511,7 +2511,7 @@ bool activate_random_artifact(object_type *o_ptr)
 
                case ACT_QUAKE:
                {
-                       earthquake(py, px, 10);
+                       earthquake(py, px, 5);
                        o_ptr->timeout = 50;
                        break;
                }
@@ -3597,6 +3597,13 @@ bool activate_random_artifact(object_type *o_ptr)
                        break;
                }
 
+               case ACT_PHASE_DOOR:
+               {
+                       teleport_player(10, 0L);
+                       o_ptr->timeout = 10 + randint1(10);
+                       break;
+               }
+
                /* Unique activation */
                case ACT_FISHING:
                {
index a7a6908..1896213 100644 (file)
@@ -4012,7 +4012,6 @@ static void do_cmd_activate_aux(int item)
 #else
                msg_print("It shows no reaction.");
 #endif
-
                sound(SOUND_FAIL);
                return;
        }
@@ -4038,7 +4037,6 @@ static void do_cmd_activate_aux(int item)
 #else
                msg_print("You failed to activate it properly.");
 #endif
-
                sound(SOUND_FAIL);
                return;
        }
@@ -4051,10 +4049,20 @@ static void do_cmd_activate_aux(int item)
 #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
@@ -4067,39 +4075,7 @@ static void do_cmd_activate_aux(int item)
        /* 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)
@@ -4136,68 +4112,28 @@ static void do_cmd_activate_aux(int item)
                }
        }
 
-
-       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)
        {
index 2aeeaaf..3a8d835 100644 (file)
 #define ACT_RECHARGE_XTRA       133
 #define ACT_LORE                134
 #define ACT_SHIKOFUMI           135
+#define ACT_PHASE_DOOR          136
 /* 127 -> unused */
 #define ACT_FISHING             251
 #define ACT_INROU               252
index cff1c4f..892be56 100644 (file)
@@ -2539,6 +2539,21 @@ errr parse_e_info(char *buf, header *head)
                e_ptr->max_pval = pv;
        }
 
+       /* Hack -- Process 'U' for activation index */
+       else if (buf[0] == 'U')
+       {
+               byte n;
+               n = grab_one_activation_flag(buf + 2);
+               if (n > 0)
+               {
+                       e_ptr->act_idx = n;
+               }
+               else
+               {
+                       return (5);
+               }
+       }
+
        /* Hack -- Process 'F' for flags */
        else if (buf[0] == 'F')
        {
index 0e7806c..38adc89 100644 (file)
@@ -355,10 +355,53 @@ cptr item_activation(object_type *o_ptr)
         * 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))
@@ -373,7 +416,7 @@ cptr item_activation(object_type *o_ptr)
                        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:
@@ -383,41 +426,41 @@ cptr item_activation(object_type *o_ptr)
                        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:
@@ -439,15 +482,15 @@ cptr item_activation(object_type *o_ptr)
                        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:
@@ -459,7 +502,7 @@ cptr item_activation(object_type *o_ptr)
                        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";
@@ -489,7 +532,7 @@ cptr item_activation(object_type *o_ptr)
                                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:
@@ -509,35 +552,35 @@ cptr item_activation(object_type *o_ptr)
                        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";
@@ -568,7 +611,7 @@ cptr item_activation(object_type *o_ptr)
                        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:
@@ -588,7 +631,9 @@ cptr item_activation(object_type *o_ptr)
                        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:
@@ -685,7 +730,7 @@ cptr item_activation(object_type *o_ptr)
                        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:
@@ -809,7 +854,7 @@ cptr item_activation(object_type *o_ptr)
                        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:
@@ -830,6 +875,8 @@ cptr item_activation(object_type *o_ptr)
                                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:
@@ -849,94 +896,6 @@ cptr item_activation(object_type *o_ptr)
                }
        }
 
-#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))
index fa62929..52f0bb9 100644 (file)
@@ -4306,6 +4306,9 @@ void apply_magic(object_type *o_ptr, int lev, u32b mode)
                        if (o_ptr->dd > 9) o_ptr->dd = 9;
                }
 
+               /* Hack -- apply activatin index if needed */
+               if (e_ptr->act_idx) o_ptr->xtra2 = e_ptr->act_idx;
+
                /* Hack -- apply extra penalties if needed */
                if (object_is_cursed(o_ptr) || object_is_broken(o_ptr))
                {
index 747cd74..c20d933 100644 (file)
@@ -6776,6 +6776,7 @@ activation_type activation_info[] =
        { "RECHARGE_XTRA", ACT_RECHARGE_XTRA, 70, 30000 },
        { "LORE", ACT_LORE, 10, 30000 },
        { "SHIKOFUMI", ACT_SHIKOFUMI, 10, 10000 },
+       { "PHASE_DOOR", ACT_PHASE_DOOR, 10, 1500 },
 
        { "FISHING", ACT_FISHING, 0, 100 },
        { "INROU", ACT_INROU, 40, 15000 },