{
msg_format(_("あなたは%sに敵を締め殺すよう命じた。", "You order the %s to strangle your opponent."), name);
if (!get_aim_dir(&dir)) return FALSE;
- if (drain_life(dir, 100))
+ if (hypodynamic_bolt(dir, 100))
break;
}
{
msg_print(_("黒く輝いている...", "It glows black..."));
if (!get_aim_dir(&dir)) return FALSE;
- drain_life(dir, 120);
+ hypodynamic_bolt(dir, 120);
break;
}
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
{
- if (drain_life(dir, 50))
+ if (hypodynamic_bolt(dir, 50))
hp_player(50);
}
break;
if (!get_aim_dir(&dir)) return FALSE;
for (dummy = 0; dummy < 3; dummy++)
{
- if (drain_life(dir, 100))
+ if (hypodynamic_bolt(dir, 100))
hp_player(100);
}
break;
case SV_WAND_DRAIN_LIFE:
{
- if (drain_life(dir, 80 + lev)) ident = TRUE;
+ if (hypodynamic_bolt(dir, 80 + lev)) ident = TRUE;
break;
}
case SV_ROD_DRAIN_LIFE:
{
- if (drain_life(dir, 70 + 3 * lev / 2)) ident = TRUE;
+ if (hypodynamic_bolt(dir, 70 + 3 * lev / 2)) ident = TRUE;
break;
}
else if (die < 71)
fire_bolt_or_beam(beam_chance(), GF_FIRE, dir,
damroll(8 + ((plev - 5) / 4), 8));
- else if (die < 76) drain_life(dir, 75);
+ else if (die < 76) hypodynamic_bolt(dir, 75);
else if (die < 81) fire_ball(GF_ELEC, dir, 30 + plev / 2, 2);
else if (die < 86) fire_ball(GF_ACID, dir, 40 + plev, 2);
else if (die < 91) fire_ball(GF_ICE, dir, 70 + plev, 3);
else if (die < 96) fire_ball(GF_FIRE, dir, 80 + plev, 3);
- else if (die < 101) drain_life(dir, 100 + plev);
+ else if (die < 101) hypodynamic_bolt(dir, 100 + plev);
else if (die < 104)
{
earthquake(p_ptr->y, p_ptr->x, 12);
}
else if (die < 76)
{
- drain_life(dir, 75);
+ hypodynamic_bolt(dir, 75);
}
else if (die < 81)
{
}
else if (die < 101)
{
- drain_life(dir, 100 + plev);
+ hypodynamic_bolt(dir, 100 + plev);
}
else if (die < 104)
{
if (!get_aim_dir(&dir)) return NULL;
- if (drain_life(dir, dam))
+ if (hypodynamic_bolt(dir, dam))
{
chg_virtue(V_SACRIFICE, -1);
chg_virtue(V_VITALITY, -1);
for (i = 0; i < 3; i++)
{
- if (drain_life(dir, dam))
+ if (hypodynamic_bolt(dir, dam))
hp_player(dam);
}
}
extern bool fire_beam(int typ, int dir, HIT_POINT dam);
extern bool fire_bolt_or_beam(int prob, int typ, int dir, HIT_POINT dam);
extern bool lite_line(int dir, HIT_POINT dam);
-extern bool drain_life(int dir, HIT_POINT dam);
+extern bool hypodynamic_bolt(int dir, HIT_POINT dam);
extern bool death_ray(int dir, int plev);
extern bool wall_to_mud(int dir, HIT_POINT dam);
extern bool destroy_door(int dir);
"1体のモンスターと位置を交換する。",
"自分のいる床の上に、モンスターが通ると爆発してダメージを与えるルーンを描く。",
"一定時間、半物質化し壁を通り抜けられるようになる。さらに、一定時間酸への耐性を得る。装備による耐性に累積する。",
- "自分を中心とした超巨大な毒、生命力吸収、混乱の球を発生させ、テレポートする。",
+ "自分を中心とした超巨大な毒、衰弱、混乱の球を発生させ、テレポートする。",
"ランダムな方向に何回か炎か地獄かプラズマのビームを放つ。",
"全ての攻撃が、1/2の確率で無効になる。",
"",
"Generate a ball centered on you which inflict monster with PSI damage. Or inflict all monsters with PSI damage at level 25.",
"Removes fear and stun. Gives heroism and speed. Heals HP a little unless you already have heroism and temporal speed boost.",
"Pulls a distant item close to you.",
- "Fires a ball which damages monsters and absorbs monsters' mind power. Absorbing is takes more turns which from 0 to 1.5.",
+ "Fires a ball which damages, co. Absorbing is takes more turns which from 0 to 1.5.",
"Fires a beam of pure energy which penetrate the invulnerability barrier.",
"Stops time. Consumes all of your SP. The more consumes SP, the longer duration of spell.",
"",
dummy = lvl * 2;
- if (drain_life(dir, dummy))
+ if (hypodynamic_bolt(dir, dummy))
{
if (p_ptr->food < PY_FOOD_FULL)
/* No heal if we are "full" */
msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
- if (drain_life(dir, dummy))
+ if (hypodynamic_bolt(dir, dummy))
{
if (p_ptr->food < PY_FOOD_FULL)
/* No heal if we are "full" */
msg_print(_("あなたはニヤリとして牙をむいた...", "You grin and bare your fangs..."));
dummy = plev + randint1(plev) * MAX(1, plev / 10); /* Dmg */
- if (drain_life(dir, dummy))
+ if (hypodynamic_bolt(dir, dummy))
{
if (p_ptr->food < PY_FOOD_FULL)
/* No heal if we are "full" */
}
/*!
- * @brief 吸血ボルト処理
+ * @brief 衰弱ボルト処理
* @param dir 方向(5ならばグローバル変数 target_col/target_row の座標を目標にする)
* @param dam 威力
* @return 作用が実際にあった場合TRUEを返す
*/
-bool drain_life(int dir, HIT_POINT dam)
+bool hypodynamic_bolt(int dir, HIT_POINT dam)
{
BIT_FLAGS flg = PROJECT_STOP | PROJECT_KILL | PROJECT_REFLECTABLE;
return (project_hook(GF_HYPODYNAMIA, dir, dam, flg));
{ "DRAIN_1", ACT_DRAIN_1, 30, 500, {12, 0},
_("窒息攻撃(100)", "a strangling attack (100)") },
{ "DRAIN_2", ACT_DRAIN_2, 40, 750, {15, 0},
- _("生命力吸収(120)", "drain life (120)") },
+ _("衰弱のボルト(120)", "hypodynamic bolt (120)") },
{ "VAMPIRE_1", ACT_VAMPIRE_1, 40, 1000, {20, 0},
_("吸血ドレイン(3*50)", "vampiric drain (3*50)") },
{ "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0},