From 49ec427e5dbd462586929cbae83e2e3f8bbbac67 Mon Sep 17 00:00:00 2001 From: Deskull Date: Wed, 18 Apr 2018 20:30:46 +0900 Subject: [PATCH] =?utf8?q?[fix](2.2.1.2)=20#37582=20=E8=A1=B0=E5=BC=B1?= =?utf8?q?=E3=80=81=E5=90=B8=E5=8F=8E=E3=80=81=E5=90=B8=E8=A1=80=E3=81=AE?= =?utf8?q?=E5=91=BD=E5=90=8D=E3=82=92=E6=95=B4=E7=90=86=E5=AE=8C=E4=BA=86?= =?utf8?q?=E3=80=82/=20Rename=20Hypodynamia,=20drain=20and=20vampiric=20dr?= =?utf8?q?ain.?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit --- lib/edit/a_info.txt | 2 +- lib/edit/k_info.txt | 4 ++-- src/artifact.c | 20 ++++++++++---------- src/defines.h | 12 ++++++------ src/do-spell.c | 11 +++++------ src/racial.c | 6 +++--- src/tables.c | 14 +++++++------- 7 files changed, 34 insertions(+), 35 deletions(-) diff --git a/lib/edit/a_info.txt b/lib/edit/a_info.txt index 9c7e5bdfa..7f3bd4f65 100644 --- a/lib/edit/a_info.txt +++ b/lib/edit/a_info.txt @@ -251,7 +251,7 @@ I:45:32:1 W:50:40:2:75000 F:STR | INT | WIS | DEX | CON | CHR | STEALTH | HIDE_TYPE | F:RES_POIS | ACTIVATE | SEE_INVIS | SEARCH | WARNING | INSTA_ART -U:DRAIN_1 +U:HYPODYNAMIA_1 D:$This bracelet has its own will, which was created by Marlin D:$ the prince of chaos. It is invisible but it sometimes D:$ ripples to warn owner's dangers. It can morph to strangle diff --git a/lib/edit/k_info.txt b/lib/edit/k_info.txt index 7ab8e385c..c53ad34d4 100644 --- a/lib/edit/k_info.txt +++ b/lib/edit/k_info.txt @@ -3001,7 +3001,7 @@ D:$It puts a monster to sleep when you use it. D:それは使うと1体のモンスターを眠らせる。 N:280:衰弱:鋼鉄の -E:Drain Life:Steel +E:Hypodynamia:Steel G:-:W I:65:12:7 W:50:0:10:1200 @@ -3856,7 +3856,7 @@ D:$It puts a monster to sleep when you zap it. D:それは振ると1体のモンスターを眠らせる。 N:363:衰弱:チタンの -E:Drain Life:Titanium +E:Hypodynamia:Titanium G:-:w I:66:18:23 W:75:0:15:3600 diff --git a/src/artifact.c b/src/artifact.c index 73e89c161..5b3ca9b50 100644 --- a/src/artifact.c +++ b/src/artifact.c @@ -228,7 +228,7 @@ void one_activation(object_type *o_ptr) break; case ACT_BA_COLD_1: case ACT_BA_FIRE_1: - case ACT_DRAIN_1: + case ACT_HYPODYNAMIA_1: case ACT_TELE_AWAY: case ACT_ESP: case ACT_RESIST_ALL: @@ -243,8 +243,8 @@ void one_activation(object_type *o_ptr) case ACT_ID_PLAIN: chance = 75; break; - case ACT_DRAIN_2: - case ACT_VAMPIRE_1: + case ACT_HYPODYNAMIA_2: + case ACT_DRAIN_1: case ACT_BO_MISS_2: case ACT_BA_FIRE_2: case ACT_REST_EXP: @@ -254,7 +254,7 @@ void one_activation(object_type *o_ptr) case ACT_BA_COLD_3: case ACT_BA_ELEC_3: case ACT_WHIRLWIND: - case ACT_VAMPIRE_2: + case ACT_DRAIN_2: case ACT_CHARM_ANIMAL: chance = 50; break; @@ -1600,11 +1600,11 @@ static void give_activation_power(object_type *o_ptr) else if (one_in_(13)) type = ACT_SUMMON_UNDEAD; else if (one_in_(9)) - type = ACT_VAMPIRE_2; + type = ACT_DRAIN_2; else if (one_in_(6)) type = ACT_CHARM_UNDEAD; else - type = ACT_VAMPIRE_1; + type = ACT_DRAIN_1; break; case BIAS_LAW: @@ -2367,7 +2367,7 @@ bool activate_random_artifact(object_type *o_ptr) break; } - case ACT_DRAIN_1: + case ACT_HYPODYNAMIA_1: { 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; @@ -2375,7 +2375,7 @@ bool activate_random_artifact(object_type *o_ptr) break; } - case ACT_DRAIN_2: + case ACT_HYPODYNAMIA_2: { msg_print(_("黒く輝いている...", "It glows black...")); if (!get_aim_dir(&dir)) return FALSE; @@ -2383,7 +2383,7 @@ bool activate_random_artifact(object_type *o_ptr) break; } - case ACT_VAMPIRE_1: + case ACT_DRAIN_1: { if (!get_aim_dir(&dir)) return FALSE; for (dummy = 0; dummy < 3; dummy++) @@ -2426,7 +2426,7 @@ bool activate_random_artifact(object_type *o_ptr) break; } - case ACT_VAMPIRE_2: + case ACT_DRAIN_2: { if (!get_aim_dir(&dir)) return FALSE; for (dummy = 0; dummy < 3; dummy++) diff --git a/src/defines.h b/src/defines.h index f0d996fb3..fb900e230 100644 --- a/src/defines.h +++ b/src/defines.h @@ -53,7 +53,7 @@ #define FAKE_VER_MAJOR 12 /*!< ゲームのバージョン番号定義(メジャー番号 + 10) */ #define FAKE_VER_MINOR 2 /*!< ゲームのバージョン番号定義(マイナー番号) */ #define FAKE_VER_PATCH 1 /*!< ゲームのバージョン番号定義(パッチ番号) */ -#define FAKE_VER_EXTRA 1 /*!< ゲームのバージョン番号定義(エクストラ番号) */ +#define FAKE_VER_EXTRA 2 /*!< ゲームのバージョン番号定義(エクストラ番号) */ /*! @@ -237,7 +237,7 @@ #define MUT1_VTELEPORT 0x00000010L /*!< 突然変異: テレポート / Voluntary teleport */ #define MUT1_MIND_BLST 0x00000020L /*!< 突然変異: 精神攻撃 */ #define MUT1_RADIATION 0x00000040L /*!< 突然変異: 放射能 */ -#define MUT1_VAMPIRISM 0x00000080L /*!< 突然変異: 吸血ドレイン */ +#define MUT1_VAMPIRISM 0x00000080L /*!< 突然変異: 吸血 */ #define MUT1_SMELL_MET 0x00000100L /*!< 突然変異: 金属嗅覚 */ #define MUT1_SMELL_MON 0x00000200L /*!< 突然変異: 敵臭嗅覚 */ #define MUT1_BLINK 0x00000400L /*!< 突然変異: ショート・テレポート */ @@ -1734,17 +1734,17 @@ #define ACT_BO_FIRE_1 7 #define ACT_BA_COLD_1 8 #define ACT_BA_FIRE_1 9 -#define ACT_DRAIN_1 10 +#define ACT_HYPODYNAMIA_1 10 #define ACT_BA_COLD_2 11 #define ACT_BA_ELEC_2 12 -#define ACT_DRAIN_2 13 -#define ACT_VAMPIRE_1 14 +#define ACT_HYPODYNAMIA_2 13 +#define ACT_DRAIN_1 14 #define ACT_BO_MISS_2 15 #define ACT_BA_FIRE_3 16 #define ACT_BA_COLD_3 17 #define ACT_BA_ELEC_3 18 #define ACT_WHIRLWIND 19 -#define ACT_VAMPIRE_2 20 +#define ACT_DRAIN_2 20 #define ACT_CALL_CHAOS 21 #define ACT_ROCKET 22 #define ACT_DISP_EVIL 23 diff --git a/src/do-spell.c b/src/do-spell.c index 3614437eb..15d8800e0 100644 --- a/src/do-spell.c +++ b/src/do-spell.c @@ -3613,9 +3613,9 @@ static cptr do_death_spell(SPELL_IDX spell, BIT_FLAGS mode) break; case 13: - if (name) return _("吸血ドレイン", "Vampiric Drain"); - if (desc) return _("モンスター1体から生命力を吸いとる。吸いとった生命力によって満腹度が上がる。", - "Absorbs some HP from a monster and gives them to you. You will also gain nutritional sustenance from this."); + if (name) return _("吸血の矢", "Vampiric Bolt"); + if (desc) return _("ボルトによりモンスター1体から生命力を吸いとる。吸いとった生命力によって満腹度が上がる。", + "Absorbs some HP from a monster and gives them to you by bolt. You will also gain nutritional sustenance from this."); { int dice = 1; @@ -3775,10 +3775,9 @@ static cptr do_death_spell(SPELL_IDX spell, BIT_FLAGS mode) break; case 21: - if (name) return _("真・吸血", "Vampirism True"); - if (desc) return _("モンスター1体から生命力を吸いとる。吸いとった生命力によって体力が回復する。", + if (name) return _("吸血の連矢", "Vampiric Bolts"); + if (desc) return _("3連射のボルトによりモンスター1体から生命力を吸いとる。吸いとった生命力によって体力が回復する。", "Fires 3 bolts. Each of the bolts absorbs some HP from a monster and gives them to you."); - { HIT_POINT dam = 100; diff --git a/src/racial.c b/src/racial.c index 37d0fa11b..af7694639 100644 --- a/src/racial.c +++ b/src/racial.c @@ -2093,7 +2093,7 @@ void do_cmd_racial_power(void) power_desc[num++].number = -1; break; case MIMIC_VAMPIRE: - strcpy(power_desc[num].name, _("生命力吸収", "Drain Life")); + strcpy(power_desc[num].name, _("吸血", "Vampiric Drain")); power_desc[num].level = 2; power_desc[num].cost = 1 + (lvl / 3); power_desc[num].stat = A_CON; @@ -2291,7 +2291,7 @@ void do_cmd_racial_power(void) power_desc[num++].number = -1; break; case RACE_VAMPIRE: - strcpy(power_desc[num].name, _("生命力吸収", "Drain Life")); + strcpy(power_desc[num].name, _("吸血", "Vampiric Drain")); power_desc[num].level = 2; power_desc[num].cost = 1 + (lvl / 3); power_desc[num].stat = A_CON; @@ -2442,7 +2442,7 @@ void do_cmd_racial_power(void) if (p_ptr->muta1 & MUT1_VAMPIRISM) { - strcpy(power_desc[num].name, _("吸血ドレイン", "Vampiric Drain")); + strcpy(power_desc[num].name, _("吸血", "Vampiric Drain")); power_desc[num].level = 2; power_desc[num].cost = (1 + (lvl / 3)); power_desc[num].stat = A_CON; diff --git a/src/tables.c b/src/tables.c index 3966fc53b..6e95b5458 100644 --- a/src/tables.c +++ b/src/tables.c @@ -6275,18 +6275,18 @@ const activation_type activation_info[] = _("アシッド・ボール(100)", "ball of acid (100)") }, { "BA_NUKE_1", ACT_BA_NUKE_1, 50, 1000, {12, 0}, _("放射能球(100)", "ball of nuke (100)") }, - { "DRAIN_1", ACT_DRAIN_1, 30, 500, {12, 0}, + { "HYPODYNAMIA_1", ACT_HYPODYNAMIA_1, 30, 500, {12, 0}, _("窒息攻撃(100)", "a strangling attack (100)") }, - { "DRAIN_2", ACT_DRAIN_2, 40, 750, {15, 0}, - _("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)") }, + { "HYPODYNAMIA_2", ACT_HYPODYNAMIA_2, 40, 750, {15, 0}, + _("衰弱の矢(120)", "hypodynamic bolt (120)") }, + { "DRAIN_1", ACT_DRAIN_1, 40, 1000, {20, 0}, + _("吸収の矢(3*50)", "drain bolt (3*50)") }, { "BO_MISS_2", ACT_BO_MISS_2, 40, 1000, {20, 0}, _("矢(150)", "arrows (150)") }, { "WHIRLWIND", ACT_WHIRLWIND, 50, 7500, {25, 0}, _("カマイタチ", "whirlwind attack") }, - { "VAMPIRE_2", ACT_VAMPIRE_2, 50, 2500, {40, 0}, - _("吸血ドレイン(3*100)", "vampiric drain (3*100)") }, + { "DRAIN_2", ACT_DRAIN_2, 50, 2500, {40, 0}, + _("吸収の矢(3*100)", "drain bolt (3*100)") }, { "CALL_CHAOS", ACT_CALL_CHAOS, 70, 5000, {35, 0}, _("混沌召来", "call chaos") }, { "ROCKET", ACT_ROCKET, 70, 5000, {20, 0}, -- 2.11.0