また, svalの直接指定があった部分を記号定数を使うように修正.
{
if (a_info[artifact_index].cur_num)
{
{
if (a_info[artifact_index].cur_num)
{
+ int k_idx = lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT);
object_type forge;
object_type *q_ptr = &forge;
object_type forge;
object_type *q_ptr = &forge;
q_ptr = &forge;
/* Create the food ration */
q_ptr = &forge;
/* Create the food ration */
- object_prep(q_ptr, 21);
+ object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
/* Drop the object from heaven */
(void)drop_near(q_ptr, -1, py, px);
/* Drop the object from heaven */
(void)drop_near(q_ptr, -1, py, px);
/* Get local object */
q_ptr = &forge;
/* Get local object */
q_ptr = &forge;
- /* Prepare to make a Blade of Chaos */
+ /* Prepare to make a prize */
object_prep(q_ptr, lookup_kind(k_info[arena_shouhin[p_ptr->arena_number]].tval, k_info[arena_shouhin[p_ptr->arena_number]].sval));
apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
object_prep(q_ptr, lookup_kind(k_info[arena_shouhin[p_ptr->arena_number]].tval, k_info[arena_shouhin[p_ptr->arena_number]].sval));
apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
/* Prepare allocation table */
get_obj_num_prep();
/* Prepare allocation table */
get_obj_num_prep();
- /* Make a great object */
make_object(q_ptr, FALSE, FALSE);
/* Drop it in the dungeon */
make_object(q_ptr, FALSE, FALSE);
/* Drop it in the dungeon */
/* Get local object */
q_ptr = &forge;
/* Get local object */
q_ptr = &forge;
- /* Prepare to make a Blade of Chaos */
+ /* Prepare to make a broken sword */
object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
/* Drop it in the dungeon */
object_prep(q_ptr, lookup_kind(TV_SWORD, randint1(2)));
/* Drop it in the dungeon */
/* Prepare allocation table */
get_obj_num_prep();
/* Prepare allocation table */
get_obj_num_prep();
- /* Make a great object */
make_object(q_ptr, FALSE, FALSE);
/* Drop it in the dungeon */
make_object(q_ptr, FALSE, FALSE);
/* Drop it in the dungeon */
/* Prepare allocation table */
get_obj_num_prep();
/* Prepare allocation table */
get_obj_num_prep();
- /* Make a great object */
make_object(q_ptr, FALSE, FALSE);
/* Drop it in the dungeon */
make_object(q_ptr, FALSE, FALSE);
/* Drop it in the dungeon */
/* Prepare allocation table */
get_obj_num_prep();
/* Prepare allocation table */
get_obj_num_prep();
- /* Make a great object */
+ /* Make a poleweapon */
make_object(q_ptr, FALSE, FALSE);
/* Drop it in the dungeon */
make_object(q_ptr, FALSE, FALSE);
/* Drop it in the dungeon */
/* Prepare allocation table */
get_obj_num_prep();
/* Prepare allocation table */
get_obj_num_prep();
- /* Make a great object */
+ /* Make a hard armor */
make_object(q_ptr, FALSE, FALSE);
/* Drop it in the dungeon */
make_object(q_ptr, FALSE, FALSE);
/* Drop it in the dungeon */
/* Get local object */
q_ptr = &forge;
/* Get local object */
q_ptr = &forge;
- /* Prepare to make a Blade of Chaos */
- object_prep(q_ptr, lookup_kind(TV_CHEST, 50));
+ /* Prepare to make a Can of Toys */
+ object_prep(q_ptr, lookup_kind(TV_CHEST, SV_CHEST_KANDUME));
apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
apply_magic(q_ptr, object_level, FALSE, FALSE, FALSE, FALSE);
else
{
if (m_ptr->r_idx == MON_SERPENT)
else
{
if (m_ptr->r_idx == MON_SERPENT)
{
/* Get local object */
q_ptr = &forge;
{
/* Get local object */
q_ptr = &forge;
}
if ((r_ptr->flags7 & RF7_GUARDIAN) && !p_ptr->inside_battle && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
{
}
if ((r_ptr->flags7 & RF7_GUARDIAN) && !p_ptr->inside_battle && (d_info[dungeon_type].final_guardian == m_ptr->r_idx))
{
- int k_idx = 198; /* Acquirement */;
+ int k_idx = lookup_kind(TV_SCROLL, SV_SCROLL_ACQUIREMENT); /* Acquirement */;
if (d_info[dungeon_type].final_object)
k_idx = d_info[dungeon_type].final_object;
if (d_info[dungeon_type].final_object)
k_idx = d_info[dungeon_type].final_object;