From 4275b2dad76f7e20dde05e6e0c3b95854613ea66 Mon Sep 17 00:00:00 2001 From: dis- Date: Sun, 26 May 2013 06:50:04 +0000 Subject: [PATCH] Change activation of elemental brand ego -- only ball(100), no more temporaly resistance. Add activation of shiled elemental resistance ego -- temporaly resistance. --- lib/edit/e_info.txt | 22 ++- src/artifact.c | 542 +++++++++++++--------------------------------------- src/defines.h | 4 +- src/tables.c | 32 ++-- 4 files changed, 170 insertions(+), 430 deletions(-) diff --git a/lib/edit/e_info.txt b/lib/edit/e_info.txt index 8a3664f5b..236f21ce7 100644 --- a/lib/edit/e_info.txt +++ b/lib/edit/e_info.txt @@ -166,25 +166,29 @@ N:16: E:of Resist Acid X:25:16 W:0:18:0:1000 -F:RES_ACID | IGNORE_ACID +F:RES_ACID | IGNORE_ACID | ACTIVATE +U:RESIST_ACID N:17:ÂÑÅŤΠE:of Resist Lightning X:25:10 W:0:7:0:400 -F:RES_ELEC | IGNORE_ELEC +F:RES_ELEC | IGNORE_ELEC| ACTIVATE +U:RESIST_ELEC N:18:ÂѲФΠE:of Resist Fire X:25:14 W:0:9:0:800 -F:RES_FIRE | IGNORE_FIRE +F:RES_FIRE | IGNORE_FIRE| ACTIVATE +U:RESIST_FIRE N:19:ÂÑÎä¤Î E:of Resist Cold X:25:12 W:0:7:0:600 -F:RES_COLD | IGNORE_COLD +F:RES_COLD | IGNORE_COLD | ACTIVATE +U:RESIST_COLD N:20:Á´ÂÑÀ­¤Î E:of Resistance @@ -616,28 +620,28 @@ E:of Melting X:24:15 W:0:36:0:8000 F:BRAND_ACID | RES_ACID | IGNORE_ACID | ACTIVATE -U:RESIST_ACID +U:BA_ACID_1 N:73:ÅÅ·â¤Î E:of Shocking X:24:20 W:0:36:0:4500 F:BRAND_ELEC | RES_ELEC | IGNORE_ELEC | ACTIVATE -U:RESIST_ELEC +U:BA_ELEC_2 N:74:¾Æ´þ¤Î E:of Burning X:24:20 W:0:36:0:3000 F:BRAND_FIRE | RES_FIRE | IGNORE_FIRE | LITE | ACTIVATE -U:RESIST_FIRE +U:BA_FIRE_4 N:75:Åà·ë¤Î E:of Freezing X:24:15 W:0:36:0:2500 F:BRAND_COLD | RES_COLD | IGNORE_COLD | ACTIVATE -U:RESIST_COLD +U:BA_COLD_2 #JZ# N:76:ÆÇ»¦¤Î @@ -645,7 +649,7 @@ E:of Venom X:24:20 W:0:36:0:4500 F:BRAND_POIS | RES_POIS | ACTIVATE -U:RESIST_POIS +U:BA_NUKE_1 #JZ# N:77:(º®ÆÙ) diff --git a/src/artifact.c b/src/artifact.c index dd0197434..4769120b1 100644 --- a/src/artifact.c +++ b/src/artifact.c @@ -2112,22 +2112,14 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_SUNLIGHT: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£"); -#else - msg_print("A line of sunlight appears."); -#endif + msg_print(_("ÂÀÍÛ¸÷Àþ¤¬Êü¤¿¤ì¤¿¡£", "A line of sunlight appears.")); (void)lite_line(dir, damroll(6, 8)); break; } case ACT_BO_MISS_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows extremely brightly..."); -#endif + msg_print(_("¤½¤ì¤ÏâÁ¤·¤¤¤¯¤é¤¤¤ËÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows extremely brightly...")); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_MISSILE, dir, damroll(2, 6)); break; @@ -2135,11 +2127,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BA_POIS_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë..."); -#else - msg_print("It throbs deep green..."); -#endif + msg_print(_("¤½¤ì¤ÏÇ»Î理Ë̮ư¤·¤Æ¤¤¤ë...","It throbs deep green...")); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_POIS, dir, 12, 3); break; @@ -2147,11 +2135,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BO_ELEC_1: { -#ifdef JP - msg_print("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in sparks..."); -#endif + msg_print(_("¤½¤ì¤Ï²Ð²Ö¤Ëʤ¤ï¤ì¤¿...", "It is covered in sparks...")); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ELEC, dir, damroll(4, 8)); break; @@ -2159,11 +2143,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BO_ACID_1: { -#ifdef JP - msg_print("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in acid..."); -#endif + msg_print(_("¤½¤ì¤Ï»À¤Ëʤ¤ï¤ì¤¿...","It is covered in acid...")); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ACID, dir, damroll(5, 8)); break; @@ -2171,11 +2151,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BO_COLD_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in frost..."); -#endif + msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost...")); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_COLD, dir, damroll(6, 8)); break; @@ -2183,11 +2159,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BO_FIRE_1: { -#ifdef JP - msg_print("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in fire..."); -#endif + msg_print(_("¤½¤ì¤Ï±ê¤Ëʤ¤ï¤ì¤¿...","It is covered in fire...")); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_FIRE, dir, damroll(9, 8)); break; @@ -2195,144 +2167,124 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BA_COLD_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿..."); -#else - msg_print("It is covered in frost..."); -#endif + msg_print(_("¤½¤ì¤ÏÁú¤Ëʤ¤ï¤ì¤¿...","It is covered in frost...")); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 48, 2); break; } + + case ACT_BA_COLD_2: + { + msg_print(_("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿...", "It glows an intense blue...")); + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_COLD, dir, 100, 2); + break; + } + + case ACT_BA_COLD_3: + { + msg_print(_("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright white...")); + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_COLD, dir, 400, 3); + break; + } case ACT_BA_FIRE_1: { -#ifdef JP - msg_print("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿..."); -#else - msg_print("It glows an intense red..."); -#endif + msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red...")); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 72, 2); break; } - - case ACT_DRAIN_1: + + case ACT_BA_FIRE_2: { -#ifdef JP - msg_format("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", name); -#else - msg_format("You order the %s to strangle your opponent.", name); -#endif + msg_format(_("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", "The %s rages in fire..."), name); if (!get_aim_dir(&dir)) return FALSE; - if (drain_life(dir, 100)) + fire_ball(GF_FIRE, dir, 120, 3); break; } - - case ACT_BA_COLD_2: + + case ACT_BA_FIRE_3: { -#ifdef JP - msg_print("¤½¤ì¤ÏÀĤ¯·ã¤·¤¯µ±¤¤¤¿..."); -#else - msg_print("It glows an intense blue..."); -#endif + msg_print(_("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep red...")); if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_COLD, dir, 100, 2); + fire_ball(GF_FIRE, dir, 300, 3); break; } - + + case ACT_BA_FIRE_4: + { + msg_print(_("¤½¤ì¤ÏÀÖ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense red...")); + if (!get_aim_dir(&dir)) return FALSE; + fire_ball(GF_FIRE, dir, 100, 2); + break; + } + case ACT_BA_ELEC_2: { -#ifdef JP - msg_print("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿..."); -#else - msg_print("It crackles with electricity..."); -#endif + msg_print(_("Åŵ¤¤¬¥Ñ¥Á¥Ñ¥Á²»¤òΩ¤Æ¤¿...","It crackles with electricity...")); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_ELEC, dir, 100, 3); break; } - - case ACT_BA_FIRE_2: + + case ACT_BA_ELEC_3: { -#ifdef JP - msg_format("%s¤«¤é±ê¤¬¿á¤­½Ð¤·¤¿...", name); -#else - msg_format("The %s rages in fire...", name); -#endif + msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue...")); if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_FIRE, dir, 120, 3); + fire_ball(GF_ELEC, dir, 500, 3); break; } - - case ACT_DRAIN_2: + + case ACT_BA_ACID_1: { -#ifdef JP - msg_print("¹õ¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows black..."); -#endif + msg_print(_("¤½¤ì¤Ï¹õ¤¯·ã¤·¤¯µ±¤¤¤¿...","It glows an intense black...")); if (!get_aim_dir(&dir)) return FALSE; - drain_life(dir, 120); + fire_ball(GF_ACID, dir, 100, 2); break; } - - case ACT_VAMPIRE_1: + + case ACT_BA_NUKE_1: { + msg_print(_("¤½¤ì¤ÏÎФ˷㤷¤¯µ±¤¤¤¿...","It glows an intense green...")); if (!get_aim_dir(&dir)) return FALSE; - for (dummy = 0; dummy < 3; dummy++) - { - if (drain_life(dir, 50)) - hp_player(50); - } + fire_ball(GF_NUKE, dir, 100, 2); break; } - - case ACT_BO_MISS_2: + + case ACT_DRAIN_1: { -#ifdef JP - msg_print("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿..."); -#else - msg_print("It grows magical spikes..."); -#endif + msg_format(_("¤¢¤Ê¤¿¤Ï%s¤ËŨ¤òÄù¤á»¦¤¹¤è¤¦Ì¿¤¸¤¿¡£", "You order the %s to strangle your opponent."), name); if (!get_aim_dir(&dir)) return FALSE; - fire_bolt(GF_ARROW, dir, 150); + if (drain_life(dir, 100)) break; } - case ACT_BA_FIRE_3: + case ACT_DRAIN_2: { -#ifdef JP - msg_print("¿¼ÀÖ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep red..."); -#endif + msg_print(_("¹õ¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows black...")); if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_FIRE, dir, 300, 3); + drain_life(dir, 120); break; } - case ACT_BA_COLD_3: + case ACT_VAMPIRE_1: { -#ifdef JP - msg_print("ÌÀ¤ë¤¯Çò¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows bright white..."); -#endif if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_COLD, dir, 400, 3); + for (dummy = 0; dummy < 3; dummy++) + { + if (drain_life(dir, 50)) + hp_player(50); + } break; } - case ACT_BA_ELEC_3: + case ACT_BO_MISS_2: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif + msg_print(_("ËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "It grows magical spikes...")); if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_ELEC, dir, 500, 3); + fire_bolt(GF_ARROW, dir, 150); break; } @@ -2374,11 +2326,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CALL_CHAOS: { -#ifdef JP - msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë..."); -#else - msg_print("It glows in scintillating colours..."); -#endif + msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...","It glows in scintillating colours...")); call_chaos(); break; } @@ -2386,22 +2334,14 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_ROCKET: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª"); -#else - msg_print("You launch a rocket!"); -#endif + msg_print(_("¥í¥±¥Ã¥È¤òȯ¼Í¤·¤¿¡ª", "You launch a rocket!")); fire_ball(GF_ROCKET, dir, 250 + plev*3, 2); break; } case ACT_DISP_EVIL: { -#ifdef JP - msg_print("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿..."); -#else - msg_print("It floods the area with goodness..."); -#endif + msg_print(_("¿ÀÀ»¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with goodness...")); dispel_evil(p_ptr->lev * 5); break; } @@ -2409,33 +2349,21 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BA_MISS_3: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe the elements."); -#endif + msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements.")); fire_ball(GF_MISSILE, dir, 300, -4); break; } case ACT_DISP_GOOD: { -#ifdef JP - msg_print("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿..."); -#else - msg_print("It floods the area with evil..."); -#endif + msg_print(_("¼Ù°­¤ÊÊ·°Ïµ¤¤¬½¼Ëþ¤·¤¿...", "It floods the area with evil...")); dispel_good(p_ptr->lev * 5); break; } case ACT_BO_MANA: { -#ifdef JP - msg_format("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", name); -#else - msg_format("The %s grows magical spikes...", name); -#endif + msg_format(_("%s¤ËËâË¡¤Î¥È¥²¤¬¸½¤ì¤¿...", "The %s grows magical spikes..."), name); if (!get_aim_dir(&dir)) return FALSE; fire_bolt(GF_ARROW, dir, 150); break; @@ -2443,11 +2371,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BA_WATER: { -#ifdef JP - msg_format("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", name); -#else - msg_format("The %s throbs deep blue...", name); -#endif + msg_format(_("%s¤¬¿¼¤¤ÀÄ¿§¤Ë¸ÝÆ°¤·¤Æ¤¤¤ë...", "The %s throbs deep blue..."), name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_WATER, dir, 200, 3); break; @@ -2455,11 +2379,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BA_DARK: { -#ifdef JP - msg_format("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...", name); -#else - msg_format("The %s is coverd in pitch-darkness...", name); -#endif + msg_format(_("%s¤¬¿¼¤¤°Ç¤Ëʤ¤ï¤ì¤¿...","The %s is coverd in pitch-darkness..."), name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_DARK, dir, 250, 4); break; @@ -2467,11 +2387,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BA_MANA: { -#ifdef JP - msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name); -#else - msg_format("The %s glows pale...", name); -#endif + msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", "The %s glows pale..."), name); if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_MANA, dir, 250, 4); break; @@ -2479,22 +2395,14 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_PESTICIDE: { -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£"); -#else - msg_print("You exterminate small life."); -#endif + msg_print(_("¤¢¤Ê¤¿¤Ï³²Ãî¤ò°ìÁݤ·¤¿¡£","You exterminate small life.")); (void)dispel_monsters(4); break; } case ACT_BLINDING_LIGHT: { -#ifdef JP - msg_format("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", name); -#else - msg_format("The %s gleams with blinding light...", name); -#endif + msg_format(_("%s¤¬âÁ¤·¤¤¸÷¤Çµ±¤¤¤¿...", "The %s gleams with blinding light..."), name); fire_ball(GF_LITE, 0, 300, 6); confuse_monsters(3 * p_ptr->lev / 2); break; @@ -2502,11 +2410,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BIZARRE: { -#ifdef JP - msg_format("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", name); -#else - msg_format("The %s glows intensely black...", name); -#endif + msg_format(_("%s¤Ï¼¿¹õ¤Ëµ±¤¤¤¿...", "The %s glows intensely black..."), name); if (!get_aim_dir(&dir)) return FALSE; ring_of_power(dir); break; @@ -2517,11 +2421,7 @@ bool activate_random_artifact(object_type *o_ptr) int num = damroll(5, 3); int y, x; int attempts; -#ifdef JP - msg_format("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...", name); -#else - msg_format("The %s is surrounded by lightning...", name); -#endif + msg_format(_("%s¤¬°ðºÊ¤Çʤ¤ï¤ì¤¿...","The %s is surrounded by lightning..."), name); for (k = 0; k < num; k++) { attempts = 1000; @@ -2545,17 +2445,9 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_BLADETURNER: { if (!get_aim_dir(&dir)) return FALSE; -#ifdef JP - msg_print("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£"); -#else - msg_print("You breathe the elements."); -#endif + msg_print(_("¤¢¤Ê¤¿¤Ï¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹¤òÅǤ¤¤¿¡£", "You breathe the elements.")); fire_ball(GF_MISSILE, dir, 300, -4); -#ifdef JP - msg_print("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿..."); -#else - msg_print("Your armor glows many colours..."); -#endif + msg_print(_("³»¤¬ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤¿...", "Your armor glows many colours...")); (void)set_afraid(0); (void)set_hero(randint1(50) + 50, FALSE); (void)hp_player(10); @@ -2567,12 +2459,6 @@ bool activate_random_artifact(object_type *o_ptr) (void)set_oppose_pois(randint1(50) + 50, FALSE); break; } - case ACT_BA_ACID_1: - { - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_ACID, dir, 100, 2); - break; - } case ACT_BR_FIRE: { @@ -2604,11 +2490,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CONFUSE: { -#ifdef JP - msg_print("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë..."); -#else - msg_print("It glows in scintillating colours..."); -#endif + msg_print(_("ÍÍ¡¹¤Ê¿§¤Î²Ð²Ö¤òȯ¤·¤Æ¤¤¤ë...", "It glows in scintillating colours...")); if (!get_aim_dir(&dir)) return FALSE; confuse_monster(dir, 20); break; @@ -2616,11 +2498,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_SLEEP: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif + msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue...")); sleep_monsters_touch(); break; } @@ -2648,33 +2526,21 @@ bool activate_random_artifact(object_type *o_ptr) { if (banish_evil(100)) { -#ifdef JP - msg_print("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª"); -#else - msg_print("The power of the artifact banishes evil!"); -#endif + msg_print(_("¥¢¡¼¥Æ¥£¥Õ¥¡¥¯¥È¤ÎÎϤ¬¼Ù°­¤òÂǤÁʧ¤Ã¤¿¡ª", "The power of the artifact banishes evil!")); } break; } case ACT_GENOCIDE: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif + msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue...")); (void)symbol_genocide(200, TRUE); break; } case ACT_MASS_GENO: { -#ifdef JP - msg_print("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿..."); -#else - msg_print("It lets out a long, shrill note..."); -#endif + msg_print(_("¤Ò¤É¤¯±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "It lets out a long, shrill note...")); (void)mass_genocide(200, TRUE); break; } @@ -2683,11 +2549,8 @@ bool activate_random_artifact(object_type *o_ptr) { if (music_singing_any()) stop_singing(); if (hex_spelling_any()) stop_hex_spell_all(); -#ifdef JP - msg_print("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!"); -#else - msg_print("You wind a mighty blast; your enemies tremble!"); -#endif + msg_print(_("¤¢¤Ê¤¿¤ÏÎ϶¯¤¤ÆÍÉ÷¤ò¿á¤­ÌĤ餷¤¿¡£¼þ°Ï¤ÎŨ¤¬¿Ì¤¨¾å¤Ã¤Æ¤¤¤ë!", + "You wind a mighty blast; your enemies tremble!")); (void)turn_monsters((3 * p_ptr->lev / 2) + 10); break; } @@ -2696,19 +2559,11 @@ bool activate_random_artifact(object_type *o_ptr) { if (o_ptr->name1 == ART_HYOUSIGI) { -#ifdef JP - msg_print("Çï»ÒÌÚ¤òÂǤä¿¡£"); -#else - msg_print("You beat Your wooden clappers."); -#endif + msg_print(_("Çï»ÒÌÚ¤òÂǤä¿¡£", "You beat Your wooden clappers.")); } else { -#ifdef JP - msg_format("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£", name); -#else - msg_format("The %s sounds an unpleasant noise.", name); -#endif + msg_format(_("%s¤ÏÉÔ²÷¤Êʪ²»¤òΩ¤Æ¤¿¡£","The %s sounds an unpleasant noise."), name); } aggravate_monsters(0); break; @@ -2757,11 +2612,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_SUMMON_PHANTOM: { -#ifdef JP - msg_print("¸¸Îî¤ò¾¤´­¤·¤¿¡£"); -#else - msg_print("You summon a phantasmal servant."); -#endif + msg_print(_("¸¸Îî¤ò¾¤´­¤·¤¿¡£", "You summon a phantasmal servant.")); (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET)); break; } @@ -2777,23 +2628,11 @@ bool activate_random_artifact(object_type *o_ptr) if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode)) { -#ifdef JP - msg_print("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿..."); -#else - msg_print("An elemental materializes..."); -#endif + msg_print(_("¥¨¥ì¥á¥ó¥¿¥ë¤¬¸½¤ì¤¿...", "An elemental materializes...")); if (pet) -#ifdef JP - msg_print("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£"); -#else - msg_print("It seems obedient to you."); -#endif + msg_print(_("¤¢¤Ê¤¿¤ËÉþ½¾¤·¤Æ¤¤¤ë¤è¤¦¤À¡£", "It seems obedient to you.")); else -#ifdef JP - msg_print("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª"); -#else - msg_print("You fail to control it!"); -#endif + msg_print(_("¤½¤ì¤ò¥³¥ó¥È¥í¡¼¥ë¤Ç¤­¤Ê¤«¤Ã¤¿¡ª", "You fail to control it!")); } break; @@ -2810,23 +2649,11 @@ bool activate_random_artifact(object_type *o_ptr) if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode)) { -#ifdef JP - msg_print("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£"); -#else - msg_print("The area fills with a stench of sulphur and brimstone."); -#endif + msg_print(_("ⲫ¤Î°­½­¤¬½¼Ëþ¤·¤¿¡£", "The area fills with a stench of sulphur and brimstone.")); if (pet) -#ifdef JP - msg_print("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×"); -#else - msg_print("'What is thy bidding... Master?'"); -#endif + msg_print(_("¡Ö¤´ÍѤǤ´¤¶¤¤¤Þ¤¹¤«¡¢¤´¼ç¿ÍÍÍ¡×", "'What is thy bidding... Master?'")); else -#ifdef JP - msg_print("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×"); -#else - msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'"); -#endif + msg_print(_("¡ÖNON SERVIAM! Wretch! ¤ªÁ°¤Îº²¤òĺ¤¯¤¾¡ª¡×", "'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'")); } break; @@ -2846,23 +2673,14 @@ bool activate_random_artifact(object_type *o_ptr) if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode)) { -#ifdef JP - msg_print("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë..."); -#else - msg_print("Cold winds begin to blow around you, carrying with them the stench of decay..."); -#endif + msg_print(_("Î䤿¤¤É÷¤¬¤¢¤Ê¤¿¤Î¼þ¤ê¤Ë¿á¤­»Ï¤á¤¿¡£¤½¤ì¤ÏÉåÇÔ½­¤ò±¿¤ó¤Ç¤¤¤ë...", + "Cold winds begin to blow around you, carrying with them the stench of decay...")); if (pet) -#ifdef JP - msg_print("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª"); -#else - msg_print("Ancient, long-dead forms arise from the ground to serve you!"); -#endif + msg_print(_("¸Å¤¨¤Î»à¤»¤ë¼Ô¶¦¤¬¤¢¤Ê¤¿¤Ë»Å¤¨¤ë¤¿¤áÅÚ¤«¤éᴤä¿¡ª", + "Ancient, long-dead forms arise from the ground to serve you!")); else -#ifdef JP - msg_print("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª"); -#else - msg_print("'The dead arise... to punish you for disturbing them!'"); -#endif + msg_print(_("»à¼Ô¤¬á´¤Ã¤¿¡£Ì²¤ê¤ò˸¤²¤ë¤¢¤Ê¤¿¤òȳ¤¹¤ë¤¿¤á¤Ë¡ª", + "'The dead arise... to punish you for disturbing them!'")); } break; @@ -2879,19 +2697,11 @@ bool activate_random_artifact(object_type *o_ptr) { if (pet) -#ifdef JP - msg_print("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£"); -#else - msg_print("A group of hounds appear as your servant."); -#endif - + msg_print(_("¥Ï¥¦¥ó¥É¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", + "A group of hounds appear as your servant.")); else -#ifdef JP - msg_print("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª"); -#else - msg_print("A group of hounds appear as your enemy!"); -#endif - + msg_print(_("¥Ï¥¦¥ó¥É¤Ï¤¢¤Ê¤¿¤Ë²ç¤ò¸þ¤±¤Æ¤¤¤ë¡ª", + "A group of hounds appear as your enemy!")); } break; @@ -2899,11 +2709,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_SUMMON_DAWN: { -#ifdef JP - msg_print("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£"); -#else - msg_print("You summon the Legion of the Dawn."); -#endif + msg_print(_("¶Ç¤Î»ÕÃĤò¾¤´­¤·¤¿¡£","You summon the Legion of the Dawn.")); (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET)); break; } @@ -2917,17 +2723,9 @@ bool activate_random_artifact(object_type *o_ptr) if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode)) { if (pet) -#ifdef JP - msg_print("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£"); -#else - msg_print("A group of octopuses appear as your servant."); -#endif + msg_print(_("Âý¤¬¤¢¤Ê¤¿¤Î²¼ËͤȤ·¤Æ½Ð¸½¤·¤¿¡£", "A group of octopuses appear as your servant.")); else -#ifdef JP - msg_print("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª"); -#else - msg_print("A group of octopuses appear as your enemy!"); -#endif + msg_print(_("Âý¤Ï¤¢¤Ê¤¿¤òâˤó¤Ç¤¤¤ë¡ª", "A group of octopuses appear as your enemy!")); } break; @@ -2937,11 +2735,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CHOIR_SINGS: { -#ifdef JP - msg_print("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë..."); -#else - msg_print("A heavenly choir sings..."); -#endif + msg_print(_("Å·¹ñ¤Î²Î¤¬Ê¹¤³¤¨¤ë...", "A heavenly choir sings...")); (void)set_poisoned(0); (void)set_cut(0); (void)set_stun(0); @@ -2962,11 +2756,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CURE_MW: { -#ifdef JP - msg_print("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë..."); -#else - msg_print("It radiates deep purple..."); -#endif + msg_print(_("¿¼»ç¿§¤Î¸÷¤òȯ¤·¤Æ¤¤¤ë...", "It radiates deep purple...")); hp_player(damroll(4, 8)); (void)set_cut((p_ptr->cut / 2) - 50); break; @@ -2974,11 +2764,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CURE_POISON: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows deep blue..."); -#endif + msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows deep blue...")); (void)set_afraid(0); (void)set_poisoned(0); break; @@ -2986,22 +2772,14 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_REST_LIFE: { -#ifdef JP - msg_print("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows a deep red..."); -#endif + msg_print(_("¿¼¹È¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep red...")); restore_level(); break; } case ACT_REST_ALL: { -#ifdef JP - msg_print("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows a deep green..."); -#endif + msg_print(_("Ç»Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows a deep green...")); (void)do_res_stat(A_STR); (void)do_res_stat(A_INT); (void)do_res_stat(A_WIS); @@ -3014,13 +2792,8 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CURE_700: { -#ifdef JP - msg_print("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); - msg_print("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë..."); -#else - msg_print("It glows deep blue..."); - msg_print("You feel a warm tingling inside..."); -#endif + msg_print(_("¿¼ÀÄ¿§¤Ëµ±¤¤¤Æ¤¤¤ë...","It glows deep blue...")); + msg_print(_("ÂÎÆâ¤ËÃȤ«¤¤¸ÝÆ°¤¬´¶¤¸¤é¤ì¤ë...","You feel a warm tingling inside...")); (void)hp_player(700); (void)set_cut(0); break; @@ -3028,13 +2801,8 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CURE_1000: { -#ifdef JP - msg_print("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); - msg_print("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤..."); -#else - msg_print("It glows a bright white..."); - msg_print("You feel much better..."); -#endif + msg_print(_("Çò¤¯ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...","It glows a bright white...")); + msg_print(_("¤Ò¤¸¤ç¤¦¤Ëµ¤Ê¬¤¬¤è¤¤...","You feel much better...")); (void)hp_player(1000); (void)set_cut(0); break; @@ -3042,11 +2810,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CURING: { -#ifdef JP - msg_format("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", name); -#else - msg_format("the %s cures you affectionately ...", name); -#endif + msg_format(_("%s¤ÎÍ¥¤·¤µ¤ËÌþ¤µ¤ì¤ë...", "the %s cures you affectionately ..."), name); (void)set_poisoned(0); (void)set_confused(0); (void)set_blind(0); @@ -3059,11 +2823,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_CURE_MANA_FULL: { -#ifdef JP - msg_format("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥", name); -#else - msg_format("The %s glows pale...", name); -#endif + msg_format(_("%s¤¬ÀÄÇò¤¯¸÷¤Ã¤¿¡¥¡¥¡¥","The %s glows pale..."), name); if (p_ptr->pclass == CLASS_MAGIC_EATER) { int i; @@ -3078,22 +2838,14 @@ bool activate_random_artifact(object_type *o_ptr) p_ptr->magic_num1[i] -= ((p_ptr->magic_num2[i] < 10) ? EATER_ROD_CHARGE*3 : p_ptr->magic_num2[i]*EATER_ROD_CHARGE/3)*k_info[k_idx].pval; if (p_ptr->magic_num1[i] < 0) p_ptr->magic_num1[i] = 0; } -#ifdef JP - msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); -#else - msg_print("You feel your head clear."); -#endif + msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear.")); p_ptr->window |= (PW_PLAYER); } else if (p_ptr->csp < p_ptr->msp) { p_ptr->csp = p_ptr->msp; p_ptr->csp_frac = 0; -#ifdef JP - msg_print("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£"); -#else - msg_print("You feel your head clear."); -#endif + msg_print(_("Ƭ¤¬¥Ï¥Ã¥­¥ê¤È¤·¤¿¡£", "You feel your head clear.")); p_ptr->redraw |= (PR_MANA); p_ptr->window |= (PW_PLAYER); p_ptr->window |= (PW_SPELL); @@ -3122,11 +2874,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_PROT_EVIL: { -#ifdef JP - msg_format("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", name); -#else - msg_format("The %s lets out a shrill wail...", name); -#endif + msg_format(_("%s¤«¤é±Ô¤¤²»¤¬Î®¤ì½Ð¤¿...", "The %s lets out a shrill wail..."), name); k = 3 * p_ptr->lev; (void)set_protevil(randint1(25) + k, FALSE); break; @@ -3134,11 +2882,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_RESIST_ALL: { -#ifdef JP - msg_print("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows many colours..."); -#endif + msg_print(_("ÍÍ¡¹¤Ê¿§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows many colours...")); (void)set_oppose_acid(randint1(40) + 40, FALSE); (void)set_oppose_elec(randint1(40) + 40, FALSE); (void)set_oppose_fire(randint1(40) + 40, FALSE); @@ -3149,22 +2893,14 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_SPEED: { -#ifdef JP - msg_print("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows bright green..."); -#endif + msg_print(_("ÌÀ¤ë¤¯Îп§¤Ëµ±¤¤¤Æ¤¤¤ë...", "It glows bright green...")); (void)set_fast(randint1(20) + 20, FALSE); break; } case ACT_XTRA_SPEED: { -#ifdef JP - msg_print("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë..."); -#else - msg_print("It glows brightly..."); -#endif + msg_print(_("ÌÀ¤ë¤¯µ±¤¤¤Æ¤¤¤ë...", "It glows brightly...")); (void)set_fast(randint1(75) + 75, FALSE); break; } @@ -3201,7 +2937,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_RESIST_ACID: { msg_format(_("%s¤¬¹õ¤¯µ±¤¤¤¿...", "The %s grows black."), name); - if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) || (o_ptr->name2 == EGO_BRAND_ACID)) + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ACID)) { if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_ACID, dir, 100, 2); @@ -3213,7 +2949,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_RESIST_FIRE: { msg_format(_("%s¤¬ÀÖ¤¯µ±¤¤¤¿...","The %s grows red."), name); - if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) || (o_ptr->name2 == EGO_BRAND_FIRE)) + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) { if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_FIRE, dir, 100, 2); @@ -3225,7 +2961,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_RESIST_COLD: { msg_format(_("%s¤¬Çò¤¯µ±¤¤¤¿...","The %s grows white.") , name); - if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) || (o_ptr->name2 == EGO_BRAND_COLD)) + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) { if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_COLD, dir, 100, 2); @@ -3237,7 +2973,7 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_RESIST_ELEC: { msg_format(_("%s¤¬ÀĤ¯µ±¤¤¤¿...", "The %s grows blue."), name); - if (((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) || (o_ptr->name2 == EGO_BRAND_ELEC)) + if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ELEC)) { if (!get_aim_dir(&dir)) return FALSE; fire_ball(GF_ELEC, dir, 100, 2); @@ -3249,12 +2985,6 @@ bool activate_random_artifact(object_type *o_ptr) case ACT_RESIST_POIS: { msg_format(_("%s¤¬ÎФ˵±¤¤¤¿...", "The %s grows green."), name); - if (o_ptr->name2 == EGO_BRAND_POIS) - { - if (!get_aim_dir(&dir)) return FALSE; - fire_ball(GF_POIS, dir, 100, 2); - } - (void)set_oppose_pois(randint1(20) + 20, FALSE); break; } diff --git a/src/defines.h b/src/defines.h index 400fe0775..4090920d6 100644 --- a/src/defines.h +++ b/src/defines.h @@ -1815,7 +1815,9 @@ #define ACT_BR_FIRE 38 #define ACT_BR_COLD 39 #define ACT_BR_DRAGON 40 -/* 33 - 50 unused */ +#define ACT_BA_FIRE_4 41 +#define ACT_BA_NUKE_1 42 +/* 42 - 50 unused */ #define ACT_CONFUSE 51 #define ACT_SLEEP 52 #define ACT_QUAKE 53 diff --git a/src/tables.c b/src/tables.c index aa38248f1..732d2d320 100644 --- a/src/tables.c +++ b/src/tables.c @@ -6138,28 +6138,34 @@ const activation_type activation_info[] = _("¥Õ¥¡¥¤¥¢¡¦¥Ü¥ë¥È(9d8)", "fire bolt (9d8)") }, { "BA_COLD_1", ACT_BA_COLD_1, 30, 750, {6, 0}, _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(48)", "ball of cold (48)") }, + { "BA_COLD_2", ACT_BA_COLD_2, 40, 1000, {12, 0}, + _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100)", "ball of cold (100)") }, + { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0}, + _("µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400)", "ball of cold (400)") }, { "BA_FIRE_1", ACT_BA_FIRE_1, 30, 1000, {9, 0}, _("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(72)", "ball of fire (72)") }, - { "DRAIN_1", ACT_DRAIN_1, 30, 500, {12, 0}, - _("Ã⩹¶·â(100)", "a strangling attack (100)") }, - { "BA_COLD_2", ACT_BA_COLD_2, 40, 1250, {12, 0}, - _("¥¢¥¤¥¹¡¦¥Ü¡¼¥ë(100)", "ball of cold (100)") }, - { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1500, {12, 0}, - _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë(100)", "ball of lightning (100)") }, { "BA_FIRE_2", ACT_BA_FIRE_2, 40, 1500, {15, 0}, _("µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(120)", "large fire ball (120)") }, + { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0}, + _("µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300)", "fire ball (300)") }, + { "BA_FIRE_4", ACT_BA_FIRE_4, 40, 1000, {12, 0}, + _("¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(100)", "fire ball (100)") }, + { "BA_ELEC_2", ACT_BA_ELEC_2, 40, 1000, {12, 0}, + _("¥µ¥ó¥À¡¼¡¦¥Ü¡¼¥ë(100)", "ball of lightning (100)") }, + { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0}, + _("µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500)", "ball of lightning (500)") }, + { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0}, + _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë(100)", "ball of acid (100)") }, + { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0}, + _("Êü¼Íǽµå(100)", "ball of nuke (100)") }, + { "DRAIN_1", ACT_DRAIN_1, 30, 500, {12, 0}, + _("Ã⩹¶·â(100)", "a strangling attack (100)") }, { "DRAIN_2", ACT_DRAIN_2, 40, 750, {15, 0}, _("À¸Ì¿Îϵۼý(120)", "drain life (120)") }, { "VAMPIRE_1", ACT_VAMPIRE_1, 40, 1000, {20, 0}, _("µÛ·ì¥É¥ì¥¤¥ó(3*50)", "vampiric drain (3*50)") }, { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0}, _("Ìð(150)", "arrows (150)") }, - { "BA_FIRE_3", ACT_BA_FIRE_3, 60, 1750, {40, 0}, - _("µðÂç¥Õ¥¡¥¤¥¢¡¦¥Ü¡¼¥ë(300)", "fire ball (300)") }, - { "BA_COLD_3", ACT_BA_COLD_3, 70, 2500, {50, 0}, - _("µðÂ祢¥¤¥¹¡¦¥Ü¡¼¥ë(400)", "ball of cold (400)") }, - { "BA_ELEC_3", ACT_BA_ELEC_3, 70, 2500, {70, 0}, - _("µðÂ祵¥ó¥À¡¼¡¦¥Ü¡¼¥ë(500)", "ball of lightning (500)") }, { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0}, _("¥«¥Þ¥¤¥¿¥Á", "whirlwind attack") }, { "VAMPIRE_2", ACT_VAMPIRE_2, 50, 2500, {40, 0}, @@ -6194,8 +6200,6 @@ const activation_type activation_info[] = _("¥¹¥¿¡¼¡¦¥Ü¡¼¥ë¡¦¥À¥¹¥È(150)", "cast star balls (150)") }, { "BLADETURNER", ACT_BLADETURNER, 80, 20000, {80, 0}, _("¥¨¥ì¥á¥ó¥È¤Î¥Ö¥ì¥¹(300), »Îµ¤¹âÍÈ¡¢½ËÊ¡¡¢ÂÑÀ­", "breathe elements (300), hero, bless, and resistance") }, - { "BA_ACID_1", ACT_BA_ACID_1, 30, 1000, {12, 0}, - _("¥¢¥·¥Ã¥É¡¦¥Ü¡¼¥ë(100)", "ball of acid (100)") }, { "BR_FIRE", ACT_BR_FIRE, 50, 5000, {-1, 0}, _("²Ð±ê¤Î¥Ö¥ì¥¹ (200)", "fire breath (200)") }, { "BR_COLD", ACT_BR_COLD, 50, 5000, {-1, 0}, -- 2.11.0