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- /* Purpose: Artifact code */
- /*
- * Copyright (c) 1989 James E. Wilson, Robert A. Koeneke
- *
- * This software may be copied and distributed for educational, research, and
- * not for profit purposes provided that this copyright and statement are
- * included in all such copies.
- */
- #include "angband.h"
- /* Chance of using syllables to form the name instead of the "template" files */
- #define SINDARIN_NAME 10
- #define TABLE_NAME 20
- #define A_CURSED 13
- ///mod131229 WEIRD_LUCKを関数に変更 ラッキーマンのとき良い値が出やすいようにする
- //#define WEIRD_LUCK 12
- #define BIAS_LUCK 20
- #define IM_LUCK 7
- /*
- * Bias luck needs to be higher than weird luck,
- * since it is usually tested several times...
- */
- #define ACTIVATION_CHANCE 3
- /*
- * Use for biased artifact creation
- */
- static int artifact_bias;
- ///mod131229 白いオーラ持ちのとき様々なことが有利
- ///mod141231 霊夢占い追加
- bool weird_luck(void)
- {
- if(p_ptr->pclass == CLASS_REIMU && osaisen_rank() > 8) return (one_in_(6));
- else if(p_ptr->pclass == CLASS_REIMU && osaisen_rank() > 6) return (one_in_(7));
- else if(p_ptr->pclass == CLASS_REIMU && osaisen_rank() > 4) return (one_in_(9));
- else if(p_ptr->lucky) return (one_in_(7));
- else if(p_ptr->today_mon == FORTUNETELLER_GOODLUCK)
- {
- if(p_ptr->muta3 & MUT3_GOOD_LUCK) return (one_in_(7));
- else return (one_in_(9));
- }
- else if(p_ptr->muta3 & MUT3_GOOD_LUCK) return (one_in_(9));
- else return (one_in_(12));
- }
- /*
- * Choose one random sustain
- */
- /*:::ランダム能力維持付加*/
- void one_sustain(object_type *o_ptr)
- {
- switch (randint0(6))
- {
- case 0: add_flag(o_ptr->art_flags, TR_SUST_STR); break;
- case 1: add_flag(o_ptr->art_flags, TR_SUST_INT); break;
- case 2: add_flag(o_ptr->art_flags, TR_SUST_WIS); break;
- case 3: add_flag(o_ptr->art_flags, TR_SUST_DEX); break;
- case 4: add_flag(o_ptr->art_flags, TR_SUST_CON); break;
- case 5: add_flag(o_ptr->art_flags, TR_SUST_CHR); break;
- }
- }
- /*
- * Choose one random high resistance
- */
- /*:::ランダム上位耐性付与*/
- ///res ランダム上位耐性付与
- ///mod131228 上位耐性変更 時空耐性と神聖耐性は少し出にくいようにした
- void one_high_resistance(object_type *o_ptr)
- {
- if(one_in_(32)){
- add_flag(o_ptr->art_flags, TR_RES_TIME);
- return;
- }
- if(one_in_(16)){
- add_flag(o_ptr->art_flags, TR_RES_HOLY);
- return;
- }
- switch (randint0(9))
- {
- case 0: add_flag(o_ptr->art_flags, TR_RES_POIS); break;
- case 1: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
- case 2: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
- case 3: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
- case 4: add_flag(o_ptr->art_flags, TR_RES_WATER); break;
- case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
- case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
- case 7: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
- case 8: add_flag(o_ptr->art_flags, TR_RES_DISEN); break;
- }
- }
- /*
- * Choose one random high resistance ( except poison and disenchantment )
- */
- /*:::王者の加護の指輪生成専用の上位耐性付加 毒と劣化が抜けている*/
- /// res 王者の加護の指輪の耐性付加
- ///mod131228 上位耐性変更
- void one_lordly_high_resistance(object_type *o_ptr)
- {
- switch (randint0(9))
- {
- case 0: add_flag(o_ptr->art_flags, TR_RES_LITE); break;
- case 1: add_flag(o_ptr->art_flags, TR_RES_DARK); break;
- case 2: add_flag(o_ptr->art_flags, TR_RES_SHARDS); break;
- case 3: add_flag(o_ptr->art_flags, TR_RES_WATER); break;
- case 4: add_flag(o_ptr->art_flags, TR_RES_HOLY); break;
- case 5: add_flag(o_ptr->art_flags, TR_RES_SOUND); break;
- case 6: add_flag(o_ptr->art_flags, TR_RES_NETHER); break;
- case 7: add_flag(o_ptr->art_flags, TR_RES_TIME); break;
- case 8: add_flag(o_ptr->art_flags, TR_RES_CHAOS); break;
- }
- }
- /*
- * Choose one random element resistance
- */
- /*:::ランダム元素耐性付与 毒除く*/
- void one_ele_resistance(object_type *o_ptr)
- {
- switch (randint0(4))
- {
- case 0: add_flag(o_ptr->art_flags, TR_RES_ACID); break;
- case 1: add_flag(o_ptr->art_flags, TR_RES_ELEC); break;
- case 2: add_flag(o_ptr->art_flags, TR_RES_COLD); break;
- case 3: add_flag(o_ptr->art_flags, TR_RES_FIRE); break;
- }
- }
- /*
- * Choose one random element or poison resistance
- */
- /*:::ランダム元素耐性付与 ただし毒が付くことがある*/
- void one_dragon_ele_resistance(object_type *o_ptr)
- {
- if (one_in_(7))
- {
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- }
- else
- {
- one_ele_resistance(o_ptr);
- }
- }
- /*
- * Choose one lower rank esp
- */
- /*:::アイテム生成時、弱いESPを付与する*/
- ///item mon 弱いESP付与
- ///mod131229 弱いESPは動死悪竜人秩神妖とする
- void one_low_esp(object_type *o_ptr)
- {
- switch (randint1(8))
- {
- case 1: add_flag(o_ptr->art_flags, TR_ESP_ANIMAL); break;
- case 2: add_flag(o_ptr->art_flags, TR_ESP_UNDEAD); break;
- case 3: add_flag(o_ptr->art_flags, TR_ESP_DEMON); break;
- case 4: add_flag(o_ptr->art_flags, TR_ESP_KWAI); break;
- case 5: add_flag(o_ptr->art_flags, TR_ESP_DEITY); break;
- case 6: add_flag(o_ptr->art_flags, TR_ESP_GOOD); break;
- case 7: add_flag(o_ptr->art_flags, TR_ESP_DRAGON); break;
- case 8: add_flag(o_ptr->art_flags, TR_ESP_HUMAN); break;
- }
- }
- /*
- * Choose one random resistance
- */
- /*:::ランダム耐性*/
- void one_resistance(object_type *o_ptr)
- {
- if (one_in_(3))
- {
- one_ele_resistance(o_ptr);
- }
- else
- {
- one_high_resistance(o_ptr);
- }
- }
- /*
- * Choose one random ability
- */
- /*:::装備品生成時の追加能力付与*/
- ///item res 能力付与 混乱耐性などをこちらに移そう
- void one_ability(object_type *o_ptr)
- {
- if(one_in_(32)){
- add_flag(o_ptr->art_flags, TR_RES_INSANITY);
- return;
- }
- if(one_in_(32)){
- add_flag(o_ptr->art_flags, TR_SPEEDSTER);
- return;
- }
- switch (randint0(15))
- {
- case 0: add_flag(o_ptr->art_flags, TR_LEVITATION); break;
- case 1: add_flag(o_ptr->art_flags, TR_LITE); break;
- case 2: add_flag(o_ptr->art_flags, TR_SEE_INVIS); break;
- case 3: add_flag(o_ptr->art_flags, TR_WARNING); break;
- case 4: add_flag(o_ptr->art_flags, TR_SLOW_DIGEST); break;
- case 5: add_flag(o_ptr->art_flags, TR_REGEN); break;
- case 6:
- case 7:
- add_flag(o_ptr->art_flags, TR_FREE_ACT); break;
- case 8:
- case 9:
- add_flag(o_ptr->art_flags, TR_RES_CONF); break;
- case 10:
- case 11:
- add_flag(o_ptr->art_flags, TR_RES_FEAR); break;
- case 12:
- add_flag(o_ptr->art_flags, TR_RES_BLIND); break;
- case 13:
- case 14:
- one_low_esp(o_ptr); break;
- }
- }
- /*
- * Choose one random activation
- */
- void one_activation(object_type *o_ptr)
- {
- int type = 0;
- int chance = 0;
- while (randint1(100) >= chance)
- {
- type = randint1(255);
- switch (type)
- {
- case ACT_SUNLIGHT:
- case ACT_BO_MISS_1:
- case ACT_BA_POIS_1:
- case ACT_BO_ELEC_1:
- case ACT_BO_ACID_1:
- case ACT_BO_COLD_1:
- case ACT_BO_FIRE_1:
- case ACT_CONFUSE:
- case ACT_SLEEP:
- case ACT_QUAKE:
- case ACT_CURE_LW:
- case ACT_CURE_MW:
- case ACT_CURE_POISON:
- case ACT_BERSERK:
- case ACT_LIGHT:
- case ACT_MAP_LIGHT:
- case ACT_DEST_DOOR:
- case ACT_STONE_MUD:
- case ACT_TELEPORT:
- chance = 101;
- break;
- case ACT_BA_COLD_1:
- case ACT_BA_FIRE_1:
- case ACT_DRAIN_1:
- case ACT_TELE_AWAY:
- case ACT_ESP:
- case ACT_RESIST_ALL:
- case ACT_DETECT_ALL:
- case ACT_RECALL:
- case ACT_SATIATE:
- case ACT_RECHARGE:
- chance = 85;
- break;
- case ACT_TERROR:
- case ACT_PROT_EVIL:
- case ACT_ID_PLAIN:
- chance = 75;
- break;
- case ACT_DRAIN_2:
- case ACT_VAMPIRE_1:
- case ACT_BO_MISS_2:
- case ACT_BA_FIRE_2:
- case ACT_REST_LIFE:
- chance = 66;
- break;
- case ACT_BA_FIRE_3:
- case ACT_BA_COLD_3:
- case ACT_BA_ELEC_3:
- case ACT_WHIRLWIND:
- case ACT_TORNADO:
- case ACT_VAMPIRE_2:
- case ACT_CHARM_ANIMAL:
- chance = 50;
- break;
- case ACT_SUMMON_ANIMAL:
- chance = 40;
- break;
- case ACT_DISP_EVIL:
- case ACT_BA_MISS_3:
- case ACT_DISP_GOOD:
- case ACT_BANISH_EVIL:
- case ACT_GENOCIDE:
- case ACT_MASS_GENO:
- case ACT_CHARM_UNDEAD:
- case ACT_CHARM_OTHER:
- case ACT_SUMMON_PHANTOM:
- case ACT_REST_ALL:
- case ACT_RUNE_EXPLO:
- case ACT_DAZZLE:
- case ACT_CURE_500:
- chance = 33;
- break;
- case ACT_CALL_CHAOS:
- case ACT_ROCKET:
- case ACT_CHARM_ANIMALS:
- case ACT_CHARM_OTHERS:
- case ACT_SUMMON_ELEMENTAL:
- case ACT_CURE_700:
- case ACT_SPEED:
- case ACT_ID_FULL:
- case ACT_RUNE_PROT:
- chance = 25;
- break;
- case ACT_CURE_1000:
- case ACT_XTRA_SPEED:
- case ACT_DETECT_XTRA:
- case ACT_DIM_DOOR:
- case ACT_DETECT_ARTIFACT:
- chance = 10;
- break;
- case ACT_SUMMON_UNDEAD:
- case ACT_SUMMON_DEMON:
- case ACT_WRAITH:
- case ACT_INVULN:
- case ACT_ALCHEMY:
- chance = 5;
- break;
- case ACT_SWORD_DANCE:
- if (o_ptr->tval >= TV_KNIFE && o_ptr->tval <= TV_KATANA)
- chance = 30;
- else
- chance = 0;
- break;
- //v1.1.74
- case ACT_TIM_ADD_DICES:
- case ACT_PSY_SPEAR:
- case ACT_LONG_RANGE_ATTACK:
- if (object_is_melee_weapon(o_ptr))
- chance = 50;
- else
- chance = 0;
- break;
- case ACT_HIT_AND_AWAY:
- if (object_is_melee_weapon(o_ptr) || o_ptr->tval == TV_BOOTS)
- chance = 75;
- else
- chance = 0;
- break;
- case ACT_SAINT_STAR_ARROW:
- if (o_ptr->tval == TV_BOW || o_ptr->tval == TV_CROSSBOW)
- chance = 50;
- else
- chance = 0;
- break;
- case ACT_TIM_SUPER_STEALTH:
- if (o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_BOOTS || o_ptr->tval == TV_LITE)
- chance = 30;
- else
- chance = 10;
- break;
- case ACT_DUAL_CAST:
- if (o_ptr->tval == TV_HEAD || o_ptr->tval == TV_AMULET || o_ptr->tval == TV_RING)
- chance = 50;
- else if (o_ptr->tval == TV_STICK && o_ptr->sval == SV_WEAPON_WIZSTAFF)
- chance = 50;
- else if (object_is_melee_weapon(o_ptr))
- chance = 30;
- else
- chance = 5;
- break;
- default:
- chance = 0;
- }
- }
- /* A type was chosen... */
- o_ptr->xtra2 = type;
- add_flag(o_ptr->art_flags, TR_ACTIVATE);
- o_ptr->timeout = 0;
- }
- /*:::☆が呪われているときのフラグ設定*/
- ///class
- static void curse_artifact(object_type * o_ptr)
- {
- if (o_ptr->pval > 0) o_ptr->pval = 0 - (o_ptr->pval + randint1(4));
- if (o_ptr->to_a > 0) o_ptr->to_a = 0 - (o_ptr->to_a + randint1(4));
- if (o_ptr->to_h > 0) o_ptr->to_h = 0 - (o_ptr->to_h + randint1(4));
- if (o_ptr->to_d > 0) o_ptr->to_d = 0 - (o_ptr->to_d + randint1(4));
- o_ptr->curse_flags |= (TRC_HEAVY_CURSE | TRC_CURSED);
- remove_flag(o_ptr->art_flags, TR_BLESSED);
- if (one_in_(4)) o_ptr->curse_flags |= TRC_PERMA_CURSE;
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_TY_CURSE);
- if (one_in_(2)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- if (one_in_(3)) add_flag(o_ptr->art_flags, TR_DRAIN_EXP);
- if (one_in_(6)) add_flag(o_ptr->art_flags, TR_ADD_L_CURSE);
- if (one_in_(9)) add_flag(o_ptr->art_flags, TR_ADD_H_CURSE);
- if (one_in_(2)) add_flag(o_ptr->art_flags, TR_TELEPORT);
- else if (one_in_(3)) add_flag(o_ptr->art_flags, TR_NO_TELE);
- if ((p_ptr->pclass != CLASS_WARRIOR) && (p_ptr->pclass != CLASS_ARCHER) && (p_ptr->pclass != CLASS_CAVALRY) && one_in_(3))
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- }
- /*:::アーティファクト生成時の能力値アップ バイアス値に依存*/
- ///class?
- static void random_plus(object_type * o_ptr)
- {
- int this_type = (object_is_weapon_ammo(o_ptr) ? 25 : 21);
- switch (artifact_bias)
- {
- case BIAS_WARRIOR:
- if (!(have_flag(o_ptr->art_flags, TR_STR)))
- {
- add_flag(o_ptr->art_flags, TR_STR);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_CON)))
- {
- add_flag(o_ptr->art_flags, TR_CON);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_DEX);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_MAGE:
- if (!(have_flag(o_ptr->art_flags, TR_INT)))
- {
- add_flag(o_ptr->art_flags, TR_INT);
- if (one_in_(2)) return;
- }
- if ((o_ptr->tval == TV_GLOVES) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY)))
- {
- add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_PRIESTLY:
- if (!(have_flag(o_ptr->art_flags, TR_WIS)))
- {
- add_flag(o_ptr->art_flags, TR_WIS);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_RANGER:
- if (!(have_flag(o_ptr->art_flags, TR_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_DEX);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_CON)))
- {
- add_flag(o_ptr->art_flags, TR_CON);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_STR)))
- {
- add_flag(o_ptr->art_flags, TR_STR);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_ROGUE:
- if (!(have_flag(o_ptr->art_flags, TR_STEALTH)))
- {
- add_flag(o_ptr->art_flags, TR_STEALTH);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_SEARCH)))
- {
- add_flag(o_ptr->art_flags, TR_SEARCH);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_STR:
- if (!(have_flag(o_ptr->art_flags, TR_STR)))
- {
- add_flag(o_ptr->art_flags, TR_STR);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_WIS:
- if (!(have_flag(o_ptr->art_flags, TR_WIS)))
- {
- add_flag(o_ptr->art_flags, TR_WIS);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_INT:
- if (!(have_flag(o_ptr->art_flags, TR_INT)))
- {
- add_flag(o_ptr->art_flags, TR_INT);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_DEX:
- if (!(have_flag(o_ptr->art_flags, TR_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_DEX);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_CON:
- if (!(have_flag(o_ptr->art_flags, TR_CON)))
- {
- add_flag(o_ptr->art_flags, TR_CON);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_CHR:
- if (!(have_flag(o_ptr->art_flags, TR_CHR)))
- {
- add_flag(o_ptr->art_flags, TR_CHR);
- if (one_in_(2)) return;
- }
- break;
- }
- if ((artifact_bias == BIAS_MAGE || artifact_bias == BIAS_PRIESTLY) && (o_ptr->tval == TV_CLOTHES) && (o_ptr->sval == SV_CLOTH_ROBE))
- {
- if (!(have_flag(o_ptr->art_flags, TR_DEC_MANA)) && one_in_(3))
- {
- add_flag(o_ptr->art_flags, TR_DEC_MANA);
- if (one_in_(2)) return;
- }
- }
- ///mod131229 アミュと手の☆には魔道具支配が付きやすくした
- if((o_ptr->tval == TV_GLOVES || o_ptr->tval == TV_AMULET || o_ptr->tval == TV_RIBBON) && one_in_(100) && !(have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY))){
- add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
- return;
- }
- ///mod150205 光源は1/2の確率で別のルーチンにする
- if(o_ptr->tval == TV_LITE && one_in_(2))
- {
- switch(randint1(10))
- {
- case 1: case 6: case 10:
- add_flag(o_ptr->art_flags, TR_SEARCH);
- break;
- case 2: case 7:
- add_flag(o_ptr->art_flags, TR_INFRA);
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_INT);
- break;
- case 4: case 8:
- add_flag(o_ptr->art_flags, TR_WIS);
- break;
- case 5: case 9:
- add_flag(o_ptr->art_flags, TR_CHR);
- break;
- }
- return;
- }
- switch (randint1(this_type))
- {
- case 1: case 2:
- add_flag(o_ptr->art_flags, TR_STR);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_STR;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_WARRIOR;
- break;
- case 3: case 4:
- add_flag(o_ptr->art_flags, TR_INT);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_INT;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_MAGE;
- break;
- case 5: case 6:
- add_flag(o_ptr->art_flags, TR_WIS);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_WIS;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_PRIESTLY;
- break;
- case 7: case 8:
- add_flag(o_ptr->art_flags, TR_DEX);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_DEX;
- else if (!artifact_bias && one_in_(7))
- artifact_bias = BIAS_ROGUE;
- break;
- case 9: case 10:
- add_flag(o_ptr->art_flags, TR_CON);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_CON;
- else if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
- break;
- case 11: case 12:
- add_flag(o_ptr->art_flags, TR_CHR);
- if (!artifact_bias && !one_in_(13))
- artifact_bias = BIAS_CHR;
- break;
- case 13: case 14:
- add_flag(o_ptr->art_flags, TR_STEALTH);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_ROGUE;
- break;
- case 15: case 16:
- add_flag(o_ptr->art_flags, TR_SEARCH);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
- break;
- case 17: case 18:
- add_flag(o_ptr->art_flags, TR_INFRA);
- break;
- case 19:
- add_flag(o_ptr->art_flags, TR_SPEED);
- if (!artifact_bias && one_in_(11))
- artifact_bias = BIAS_ROGUE;
- break;
- ///mod131230 TVALから見てそれっぽいPVALが付きやすくなるようにしてみる
- case 20: case 21:
- switch(o_ptr->tval)
- {
- case TV_KNIFE:
- if(one_in_(3)) add_flag(o_ptr->art_flags, TR_BLOWS);
- else if(one_in_(2)) add_flag(o_ptr->art_flags, TR_STEALTH);
- else add_flag(o_ptr->art_flags, TR_DEX);
- break;
- case TV_SWORD:
- if(one_in_(3)) add_flag(o_ptr->art_flags, TR_BLOWS);
- else if(one_in_(2)) add_flag(o_ptr->art_flags, TR_CON);
- else add_flag(o_ptr->art_flags, TR_STR);
- break;
- case TV_KATANA:
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_BLOWS);
- else add_flag(o_ptr->art_flags, TR_DEX);
- break;
- case TV_HAMMER: case TV_AXE: case TV_POLEARM:
- add_flag(o_ptr->art_flags, TR_TUNNEL);
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_STR);
- else add_flag(o_ptr->art_flags, TR_CON);
- break;
- case TV_STICK:
- if(o_ptr->sval == SV_WEAPON_WIZSTAFF || o_ptr->sval == SV_WEAPON_QUARTERSTAFF || o_ptr->sval == SV_WEAPON_SYAKUJYOU) {
- if(one_in_(3)) add_flag(o_ptr->art_flags, TR_INT);
- else if(one_in_(2)) add_flag(o_ptr->art_flags, TR_WIS);
- else add_flag(o_ptr->art_flags, TR_MAGIC_MASTERY);
- }
- else{
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_STR);
- else add_flag(o_ptr->art_flags, TR_BLOWS);
- }
- break;
- case TV_SPEAR:
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_DEX);
- else add_flag(o_ptr->art_flags, TR_SPEED);
- break;
- case TV_BOW: case TV_CROSSBOW:
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_DEX);
- else add_flag(o_ptr->art_flags, TR_STEALTH);
- break;
- case TV_SHIELD: case TV_ARMOR: case TV_DRAG_ARMOR:
- if(one_in_(3)) add_flag(o_ptr->art_flags, TR_CHR);
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_STR);
- else add_flag(o_ptr->art_flags, TR_CON);
- break;
- case TV_CLOTHES: case TV_CLOAK:
- add_flag(o_ptr->art_flags, TR_STEALTH);
- if(one_in_(2)) break;
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_CHR);
- else add_flag(o_ptr->art_flags, TR_SEARCH);
- break;
- case TV_HEAD:
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_SEARCH);
- else add_flag(o_ptr->art_flags, TR_CHR);
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_INT);
- else add_flag(o_ptr->art_flags, TR_WIS);
- break;
- case TV_GLOVES:
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_STR);
- else add_flag(o_ptr->art_flags, TR_DEX);
- break;
- case TV_BOOTS:
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_STEALTH);
- else add_flag(o_ptr->art_flags, TR_SPEED);
- break;
- case TV_GUN:
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_DEX);
- else add_flag(o_ptr->art_flags, TR_STEALTH);
- break;
- default:
- random_plus(o_ptr);
- break;
- }
- break;
- case 22: case 23:
- add_flag(o_ptr->art_flags, TR_TUNNEL);
- break;
- case 24: case 25:
- if (o_ptr->tval == TV_BOW || o_ptr->tval == TV_CROSSBOW || o_ptr->tval == TV_GUN)
- random_plus(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_BLOWS);
- if (!artifact_bias && one_in_(11))
- artifact_bias = BIAS_WARRIOR;
- }
- break;
- }
- }
- /*:::アーティファクト生成時のランダム耐性 バイアスに依存*/
- ///res item ☆生成時の耐性付与
- ///mod131228 TR_??フラグ変更 因果混乱を削除し水、神聖、時空耐性追加
- ///pend アーティファクトバイアスの調整
- static void random_resistance(object_type * o_ptr)
- {
- switch (artifact_bias)
- {
- case BIAS_ACID:
- if (!(have_flag(o_ptr->art_flags, TR_RES_ACID)))
- {
- add_flag(o_ptr->art_flags, TR_RES_ACID);
- if (one_in_(2)) return;
- }
- if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ACID)))
- {
- add_flag(o_ptr->art_flags, TR_IM_ACID);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ELEC);
- remove_flag(o_ptr->art_flags, TR_IM_COLD);
- remove_flag(o_ptr->art_flags, TR_IM_FIRE);
- }
- if (one_in_(2)) return;
- }
- break;
- case BIAS_ELEC:
- ///mod131228 tval
- if (!(have_flag(o_ptr->art_flags, TR_RES_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_RES_ELEC);
- if (one_in_(2)) return;
- }
- if ((o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_CLOTHES ) && !(have_flag(o_ptr->art_flags, TR_SH_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_SH_ELEC);
- if (one_in_(2)) return;
- }
- if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_IM_ELEC);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ACID);
- remove_flag(o_ptr->art_flags, TR_IM_COLD);
- remove_flag(o_ptr->art_flags, TR_IM_FIRE);
- }
- if (one_in_(2)) return;
- }
- break;
- case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_RES_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_RES_FIRE);
- if (one_in_(2)) return;
- }
- ///mod131228 tval
- if ((o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_CLOTHES ) &&
- !(have_flag(o_ptr->art_flags, TR_SH_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_SH_FIRE);
- if (one_in_(2)) return;
- }
- if (one_in_(BIAS_LUCK) &&
- !(have_flag(o_ptr->art_flags, TR_IM_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_IM_FIRE);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ELEC);
- remove_flag(o_ptr->art_flags, TR_IM_COLD);
- remove_flag(o_ptr->art_flags, TR_IM_ACID);
- }
- if (one_in_(2)) return;
- }
- break;
- case BIAS_COLD:
- if (!(have_flag(o_ptr->art_flags, TR_RES_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_RES_COLD);
- if (one_in_(2)) return;
- }
- ///mod131228 tval
- if ((o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_CLOTHES ) &&
- !(have_flag(o_ptr->art_flags, TR_SH_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_SH_COLD);
- if (one_in_(2)) return;
- }
- if (one_in_(BIAS_LUCK) && !(have_flag(o_ptr->art_flags, TR_IM_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_IM_COLD);
- if (!one_in_(IM_LUCK))
- {
- remove_flag(o_ptr->art_flags, TR_IM_ELEC);
- remove_flag(o_ptr->art_flags, TR_IM_ACID);
- remove_flag(o_ptr->art_flags, TR_IM_FIRE);
- }
- if (one_in_(2)) return;
- }
- break;
- case BIAS_POIS:
- if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_WARRIOR:
- if (!one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_RES_FEAR))))
- {
- add_flag(o_ptr->art_flags, TR_RES_FEAR);
- if (one_in_(2)) return;
- }
- if (one_in_(3) && (!(have_flag(o_ptr->art_flags, TR_NO_MAGIC))))
- {
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_NECROMANTIC:
- if (!(have_flag(o_ptr->art_flags, TR_RES_NETHER)))
- {
- add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_RES_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_RES_DARK)))
- {
- add_flag(o_ptr->art_flags, TR_RES_DARK);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_CHAOS:
- if (!(have_flag(o_ptr->art_flags, TR_RES_CHAOS)))
- {
- add_flag(o_ptr->art_flags, TR_RES_CHAOS);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_RES_CONF)))
- {
- add_flag(o_ptr->art_flags, TR_RES_CONF);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_RES_DISEN)))
- {
- add_flag(o_ptr->art_flags, TR_RES_DISEN);
- if (one_in_(2)) return;
- }
- break;
- }
- ///mod150205 光源は1/2の確率で別のルーチンにする
- if(o_ptr->tval == TV_LITE && one_in_(2))
- {
- int cnt;
- switch(randint1(28))
- {
- //v1.1.30 ちょっと変更
- case 1: case 13:
- add_flag(o_ptr->art_flags, TR_ESP_EVIL);
- break;
- case 2: case 14:
- add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
- break;
- case 3: case 15:
- add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
- break;
- case 4: case 16:
- add_flag(o_ptr->art_flags, TR_TELEPATHY);
- break;
- case 5: case 6: case 17: case 24:
- for(cnt=randint1(3);cnt>0;cnt--) one_low_esp(o_ptr);
- break;
- case 7: case 18: case 25:
- add_flag(o_ptr->art_flags, TR_WARNING);
- break;
- case 8:
- add_flag(o_ptr->art_flags, TR_EASY_SPELL);
- break;
- case 9: case 19: case 26:
- add_flag(o_ptr->art_flags, TR_RES_LITE);
- break;
- case 10: case 20: case 23:
- add_flag(o_ptr->art_flags, TR_RES_DARK);
- break;
- case 11: case 21: case 27:
- add_flag(o_ptr->art_flags, TR_RES_BLIND);
- break;
- case 12: case 22: case 28:
- add_flag(o_ptr->art_flags, TR_SEE_INVIS);
- break;
- }
- return;
- }
- ///res
- switch (randint1(41))
- {
- case 1:
- /*:::免疫は付きにくい*/
- if (!weird_luck())
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_ACID);
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
- }
- break;
- case 2:
- if (!weird_luck())
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_ELEC);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
- }
- break;
- case 3:
- if (!weird_luck())
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_COLD);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
- }
- break;
- case 4:
- if (!weird_luck())
- random_resistance(o_ptr);
- else
- {
- add_flag(o_ptr->art_flags, TR_IM_FIRE);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
- }
- break;
- case 5:
- case 6:
- case 13:
- add_flag(o_ptr->art_flags, TR_RES_ACID);
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
- break;
- case 7:
- case 8:
- case 14:
- add_flag(o_ptr->art_flags, TR_RES_ELEC);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
- break;
- case 9:
- case 10:
- case 15:
- add_flag(o_ptr->art_flags, TR_RES_FIRE);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
- break;
- case 11:
- case 12:
- case 16:
- add_flag(o_ptr->art_flags, TR_RES_COLD);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
- break;
- case 17:
- case 18:
- add_flag(o_ptr->art_flags, TR_RES_POIS);
- if (!artifact_bias && !one_in_(4))
- artifact_bias = BIAS_POIS;
- else if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_NECROMANTIC;
- else if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_ROGUE;
- break;
- case 19:
- case 20:
- add_flag(o_ptr->art_flags, TR_RES_LITE);
- break;
- case 21:
- case 22:
- add_flag(o_ptr->art_flags, TR_RES_DARK);
- break;
- case 23:
- case 24:
- add_flag(o_ptr->art_flags, TR_RES_SOUND);
- break;
- case 25:
- case 26:
- add_flag(o_ptr->art_flags, TR_RES_SHARDS);
- break;
- case 27:
- case 28:
- add_flag(o_ptr->art_flags, TR_RES_NETHER);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_NECROMANTIC;
- break;
- case 29:
- case 30:
- add_flag(o_ptr->art_flags, TR_RES_WATER);
- break;
- case 31:
- case 32:
- add_flag(o_ptr->art_flags, TR_RES_CHAOS);
- if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_CHAOS;
- break;
- case 33:
- case 34:
- add_flag(o_ptr->art_flags, TR_RES_DISEN);
- break;
- case 35:
- ///mod131228 TVAL
- if (o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_ARMOR || o_ptr->tval == TV_CLOTHES)
- add_flag(o_ptr->art_flags, TR_SH_ELEC);
- else
- random_resistance(o_ptr);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
- break;
- case 36:
- ///mod131228 TVAL
- if (o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_ARMOR || o_ptr->tval == TV_CLOTHES)
- add_flag(o_ptr->art_flags, TR_SH_FIRE);
- else
- random_resistance(o_ptr);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
- break;
- case 37:
- ///mod131228 TVAL
- if (o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_ARMOR || o_ptr->tval == TV_CLOTHES)
- add_flag(o_ptr->art_flags, TR_SH_COLD);
- else
- random_resistance(o_ptr);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
- break;
- case 38:
- ///mod31228 反射が付く確率を減らした
- if ( (o_ptr->tval == TV_SHIELD || o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_ARMOR) && one_in_(2))
- add_flag(o_ptr->art_flags, TR_REFLECT);
- else
- random_resistance(o_ptr);
- break;
- case 39:
- add_flag(o_ptr->art_flags, TR_RES_HOLY);
- break;
- case 40:
- add_flag(o_ptr->art_flags, TR_RES_TIME);
- break;
- ///mod131229 盾・胴・クロークには全耐性が付く可能性を高めてみた
- case 41:
- if (o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_ARMOR || o_ptr->tval == TV_CLOTHES || o_ptr->tval == TV_SHIELD){
- add_flag(o_ptr->art_flags, TR_RES_ACID);
- add_flag(o_ptr->art_flags, TR_RES_ELEC);
- add_flag(o_ptr->art_flags, TR_RES_FIRE);
- add_flag(o_ptr->art_flags, TR_RES_COLD);
- }
- else
- random_resistance(o_ptr);
- break;
- }
- }
- /*:::☆生成時の能力付加*/
- //低層で麻痺知らずが出やすく反射が出にくいような処理もここに入れたい
- ///mod131229 ☆生成能力追加 アイテムフラグ入れ替えなどで大幅変更
- static void random_misc(object_type * o_ptr)
- {
- switch (artifact_bias)
- {
- case BIAS_RANGER:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_STR:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_STR)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_STR);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_WIS:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_WIS)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_WIS);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_INT:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_INT)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_INT);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_DEX:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_DEX)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_DEX);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_CON:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_CON)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_CHR:
- if (!(have_flag(o_ptr->art_flags, TR_SUST_CHR)))
- {
- add_flag(o_ptr->art_flags, TR_SUST_CHR);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_CHAOS:
- if (!(have_flag(o_ptr->art_flags, TR_TELEPORT)))
- {
- add_flag(o_ptr->art_flags, TR_TELEPORT);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_LITE)))
- {
- add_flag(o_ptr->art_flags, TR_LITE); /* Freebie */
- }
- break;
- }
- switch (randint1(40))
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_SUST_STR);
- if (!artifact_bias)
- artifact_bias = BIAS_STR;
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_SUST_INT);
- if (!artifact_bias)
- artifact_bias = BIAS_INT;
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_SUST_WIS);
- if (!artifact_bias)
- artifact_bias = BIAS_WIS;
- break;
- case 4:
- add_flag(o_ptr->art_flags, TR_SUST_DEX);
- if (!artifact_bias)
- artifact_bias = BIAS_DEX;
- break;
- case 5:
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- if (!artifact_bias)
- artifact_bias = BIAS_CON;
- break;
- case 6:
- add_flag(o_ptr->art_flags, TR_SUST_CHR);
- if (!artifact_bias)
- artifact_bias = BIAS_CHR;
- break;
- case 7:
- case 8:
- case 9:
- add_flag(o_ptr->art_flags, TR_FREE_ACT);
- break;
- case 10:
- case 11:
- add_flag(o_ptr->art_flags, TR_RES_CONF);
- break;
- case 12:
- case 13:
- add_flag(o_ptr->art_flags, TR_RES_BLIND);
- break;
- case 14:
- case 15:
- add_flag(o_ptr->art_flags, TR_RES_FEAR);
- break;
- case 16:
- case 17:
- add_flag(o_ptr->art_flags, TR_LITE);
- break;
- case 18:
- case 19:
- add_flag(o_ptr->art_flags, TR_LEVITATION);
- break;
- case 20:
- case 21:
- case 22:
- add_flag(o_ptr->art_flags, TR_SEE_INVIS);
- break;
- case 23:
- case 24:
- add_flag(o_ptr->art_flags, TR_SLOW_DIGEST);
- break;
- case 25:
- case 26:
- add_flag(o_ptr->art_flags, TR_REGEN);
- break;
- case 27:
- add_flag(o_ptr->art_flags, TR_TELEPORT);
- break;
- case 28:
- case 29:
- if (object_is_armour(o_ptr))
- random_misc(o_ptr);
- else
- {
- o_ptr->to_a = 4 + randint1(11);
- }
- break;
- case 30:
- case 31:
- case 32:
- {
- int bonus_h, bonus_d;
- add_flag(o_ptr->art_flags, TR_SHOW_MODS);
- bonus_h = 4 + (randint1(11));
- bonus_d = 4 + (randint1(11));
- /*:::Hack - 銃へのダメージボーナスを増加 その増加値はk_infoベースアイテム値に準ずる*/
- if(o_ptr->tval == TV_GUN)
- {
- int mult_h = 100 + k_info[o_ptr->k_idx].to_h * 5;
- int mult_d = 100 + k_info[o_ptr->k_idx].to_d * 5;
- bonus_h = bonus_h * mult_h / 100 + randint1(bonus_h);
- bonus_d = bonus_d * mult_h / 100 + randint1(bonus_d);
- }
- else if ((o_ptr->tval != TV_RING) && (o_ptr->tval != TV_GLOVES) && !(object_is_melee_weapon(o_ptr)))
- {
- bonus_h /= 2;
- bonus_d /= 2;
- }
- o_ptr->to_h += bonus_h;
- o_ptr->to_d += bonus_d;
- break;
- }
- case 33:
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- break;
- case 34:
- add_flag(o_ptr->art_flags, TR_NO_TELE);
- break;
- case 35:
- add_flag(o_ptr->art_flags, TR_WARNING);
- break;
- case 36:
- switch (randint1(4))
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_ESP_EVIL);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_LAW;
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_ESP_NONLIVING);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_MAGE;
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_TELEPATHY);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_MAGE;
- break;
- case 4:
- add_flag(o_ptr->art_flags, TR_ESP_UNIQUE);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_MAGE;
- break;
- }
- break;
- case 37:
- {
- int idx[3];
- int n = randint1(3);
- int i;
- /* v1.1.30 何となく見直したら凄く気持ち悪いコードなので変更 どうせ1~3のランダム個数なので被っても気にしない
- idx[0] = randint1(8);
- idx[1] = randint1(7);
- if (idx[1] >= idx[0]) idx[1]++;
- idx[2] = randint1(6);
- if (idx[2] >= idx[0]) idx[2]++;
- if (idx[2] >= idx[1]) idx[2]++;
- */
- for(i=0;i<n;i++)
- idx[i] = randint1(8);
- while (n--) switch (idx[n])
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_ESP_ANIMAL);
- if (!artifact_bias && one_in_(4))
- artifact_bias = BIAS_RANGER;
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_ESP_UNDEAD);
- if (!artifact_bias && one_in_(3))
- artifact_bias = BIAS_PRIESTLY;
- else if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_NECROMANTIC;
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_ESP_DEMON);
- break;
- case 4:
- add_flag(o_ptr->art_flags, TR_ESP_DEITY);
- break;
- case 5:
- add_flag(o_ptr->art_flags, TR_ESP_KWAI);
- break;
- case 6:
- add_flag(o_ptr->art_flags, TR_ESP_GOOD);
- break;
- case 7:
- add_flag(o_ptr->art_flags, TR_ESP_HUMAN);
- if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_ROGUE;
- break;
- case 8:
- add_flag(o_ptr->art_flags, TR_ESP_DRAGON);
- break;
- }
- break;
- }
- case 38:
- case 39:
- {
- if (object_is_melee_weapon(o_ptr))
- {
- switch (randint1(7))
- {
- case 1: case 2:
- case 3: case 4:
- {
- u32b flgs[TR_FLAG_SIZE];
- object_flags(o_ptr, flgs);
- if(have_flag(flgs, TR_THROW)) add_flag(o_ptr->art_flags, TR_BOOMERANG);
- else add_flag(o_ptr->art_flags, TR_THROW);
- }
- break;
- case 5:
- add_flag(o_ptr->art_flags, TR_RIDING);
- break;
- case 6:
- add_flag(o_ptr->art_flags, TR_EASY_SPELL);
- break;
- case 7:
- add_flag(o_ptr->art_flags, TR_RES_INSANITY);
- break;
- }
- }
- else if (object_is_ammo(o_ptr))
- {
- o_ptr->to_h += 5 + randint1(15);
- o_ptr->to_d += 5 + randint1(15);
- }
- else if (o_ptr->tval == TV_GUN )
- {
- add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- }
- else if (o_ptr->tval == TV_BOW || o_ptr->tval == TV_CROSSBOW )
- {
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- else add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- }
- else if (o_ptr->tval == TV_CLOAK || o_ptr->tval == TV_ARMOR || o_ptr->tval == TV_CLOTHES || o_ptr->tval == TV_DRAG_ARMOR)
- {
- switch (randint1(4))
- {
- case 1:
- add_flag(o_ptr->art_flags, TR_SUST_CHR);
- add_flag(o_ptr->art_flags, TR_SUST_INT);
- add_flag(o_ptr->art_flags, TR_SUST_WIS);
- break;
- case 2:
- add_flag(o_ptr->art_flags, TR_SUST_STR);
- add_flag(o_ptr->art_flags, TR_SUST_CON);
- add_flag(o_ptr->art_flags, TR_SUST_DEX);
- break;
- case 3:
- add_flag(o_ptr->art_flags, TR_DEC_MANA);
- break;
- case 4:
- add_flag(o_ptr->art_flags, TR_RES_INSANITY);
- break;
- }
- }
- else if (o_ptr->tval == TV_HEAD )
- {
- add_flag(o_ptr->art_flags, TR_RES_INSANITY);
- }
- else if (o_ptr->tval == TV_GLOVES )
- {
- if(one_in_(3)) add_flag(o_ptr->art_flags, TR_GENZI);
- else{
- o_ptr->to_h += 3 + randint1(7);
- o_ptr->to_d += 3 + randint1(7);
- }
- }
- else if (o_ptr->tval == TV_BOOTS )
- {
- add_flag(o_ptr->art_flags, TR_SPEEDSTER);
- }
- else if (o_ptr->tval == TV_RING )
- {
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_DEC_MANA);
- else add_flag(o_ptr->art_flags, TR_EASY_SPELL);
- }
- else add_flag(o_ptr->art_flags, TR_RES_INSANITY);
- break;
- }
- //狂気耐性が流石に出にくすぎる気がするので追加
- case 40:
- add_flag(o_ptr->art_flags, TR_RES_INSANITY);
- break;
- }
- }
- /*:::アーティファクト生成時のスレイや武器能力付加*/
- ///item mon
- ///mod131229 ☆生成スレイなど付加 アイテムフラグ入れ替えなどで大幅変更
- static void random_slay(object_type *o_ptr)
- {
- ///mod160504 銃が☆化したときはダメージ増加や射撃種類変化が起こる
- if (o_ptr->tval == TV_GUN)
- {
- int change_mode_chance;
- //属性変更の起こる確率設定
- switch(o_ptr->sval)
- {
- case SV_FIRE_GUN_CRIMSON:
- change_mode_chance = 70;
- break;
- case SV_FIRE_GUN_LASER:
- case SV_FIRE_GUN_MUSKET:
- change_mode_chance = 50;
- break;
- case SV_FIRE_GUN_LUNATIC:
- case SV_FIRE_GUN_SHOTGUN:
- case SV_FIRE_GUN_ROCKET:
- change_mode_chance = 33;
- break;
- default:
- change_mode_chance = 10;
- break;
- }
- //銃の属性を変更する
- if(randint0(100) < change_mode_chance)
- {
- int new_type = 0;
- int old_type = o_ptr->xtra1;
- if(!artifact_bias) artifact_bias = randint1(ARTIFACT_BIAS_MAX);
- switch(artifact_bias)
- {
- case BIAS_ELEC:
- if(old_type == GF_PLASMA || one_in_(3)) new_type = GF_PLASMA;
- else new_type = GF_ELEC;
- break;
- case BIAS_POIS:
- if(old_type == GF_POLLUTE || one_in_(5)) new_type = GF_POLLUTE;
- else new_type = GF_POIS;
- break;
- case BIAS_FIRE:
- if(old_type == GF_NUKE || one_in_(4))new_type = GF_NUKE;
- else new_type = GF_FIRE;
- break;
- case BIAS_ACID:
- if(old_type == GF_WATER || one_in_(6)) new_type = GF_WATER;
- else new_type = GF_ACID;
- break;
- case BIAS_COLD:
- if(old_type == GF_ICE || one_in_(4)) new_type = GF_ICE;
- else new_type = GF_COLD;
- break;
- case BIAS_CHAOS:
- if(old_type == GF_DISENCHANT || one_in_(4)) new_type = GF_DISENCHANT;
- else new_type = GF_CHAOS;
- break;
- case BIAS_PRIESTLY:
- if(old_type == GF_PSY_SPEAR || one_in_(7)) new_type = GF_PSY_SPEAR;
- else new_type = GF_LITE;
- break;
- case BIAS_NECROMANTIC:
- if(old_type == GF_DARK || one_in_(5)) new_type = GF_DARK;
- else new_type = GF_NETHER;
- break;
- case BIAS_LAW:
- if(old_type == GF_HOLY_FIRE || one_in_(10)) new_type = GF_HOLY_FIRE;
- else new_type = GF_LITE;
- break;
- case BIAS_ROGUE:
- if(old_type == GF_SHARDS || one_in_(6))new_type = GF_SHARDS;
- else new_type = GF_MISSILE;
- break;
- case BIAS_MAGE:
- if(old_type == GF_METEOR || one_in_(4)) new_type = GF_METEOR;
- else if(old_type == GF_MANA || one_in_(3)) new_type = GF_MANA;
- else new_type = GF_MISSILE;
- break;
- case BIAS_WARRIOR:
- if(old_type == GF_FORCE || one_in_(7)) new_type = GF_FORCE;
- else new_type = GF_ARROW;
- break;
- case BIAS_RANGER:
- if(old_type == GF_DISINTEGRATE || one_in_(9)) new_type = GF_DISINTEGRATE;
- else if(old_type == GF_TORNADO || one_in_(3)) new_type = GF_TORNADO;
- else new_type = GF_ARROW;
- break;
- default:
- //何もしない
- break;
- }
- if(!new_type && object_is_cursed(o_ptr) && weird_luck()) new_type = GF_HELL_FIRE;
- if(new_type)
- {
- o_ptr->xtra1 = new_type;
- //再び判定し、通ったら射撃方法変更
- if(randint0(100) < change_mode_chance)
- {
- int new_mode = 0;
- switch(o_ptr->xtra4)
- {
- case GUN_FIRE_MODE_DEFAULT:
- case GUN_FIRE_MODE_BOLT:
- if(one_in_(4)) new_mode = GUN_FIRE_MODE_BEAM;
- else new_mode = GUN_FIRE_MODE_BALL;
- break;
- case GUN_FIRE_MODE_BALL:
- if(one_in_(3)) new_mode = GUN_FIRE_MODE_ROCKET;
- else new_mode = GUN_FIRE_MODE_BREATH;
- break;
- case GUN_FIRE_MODE_BEAM:
- if(one_in_(3)) new_mode = GUN_FIRE_MODE_SPARK;
- else new_mode = GUN_FIRE_MODE_BREATH;
- break;
- default:
- new_mode = GUN_FIRE_MODE_SPARK;
- break;
- }
- o_ptr->xtra4 = new_mode;
- }
- //new_typeが指定されたらここで終わる。判定が通らなかったり関係ないバイアスでnew_typeが指定されない場合終わらず次へ
- return;
- }
- }
- if(one_in_(3)) //ダイス増加
- {
- do
- {
- int new_dd = o_ptr->dd + randint1(o_ptr->dd / 2 + 1) + m_bonus(5,object_level);
- if(new_dd > 99) new_dd = 99;
- o_ptr->dd = new_dd;
- }while(!randint0(o_ptr->dd));
- }
- else if(one_in_(2)) //ダイス面増加 あまり増えない
- {
- int new_ds = o_ptr->ds + randint1((o_ptr->ds + 3)/4 + 1);
- if(new_ds > 99) new_ds = 99;
- o_ptr->ds = new_ds;
- }
- else //修正値増加 ベースアイテム修正値に準ずる
- {
- int bonus_h, bonus_d;
- int mult_d = 100 + k_info[o_ptr->k_idx].to_d * 10;
- if(mult_d > 500) mult_d = 500;
- bonus_h = m_bonus(7,object_level) + (randint1(7));
- bonus_d = m_bonus(7,object_level) + (randint1(7));
- bonus_d = bonus_d * mult_d / 100 + randint1(bonus_d);
- o_ptr->to_h += bonus_h;
- o_ptr->to_d += bonus_d;
- }
- return;
- }
- else if (o_ptr->tval == TV_BOW || o_ptr->tval == TV_CROSSBOW)
- ///tvsv131223
- //if (o_ptr->tval == TV_BOW)
- {
- switch (randint1(7))
- {
- ///mod131229 スレイに来る確率を増やしたら少し倍射が出やすすぎる気がするので調整
- case 1:
- random_resistance(o_ptr);
- break;
- case 2:
- random_misc(o_ptr);
- break;
- case 3:
- random_plus(o_ptr);
- ///mod 弓の☆でpval=0になることがあるので追加
- if(!o_ptr->pval) o_ptr->pval = randint1(3);
- break;
- case 4:case 5:
- add_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
- break;
- default:
- add_flag(o_ptr->art_flags, TR_XTRA_SHOTS);
- if (!one_in_(7)) remove_flag(o_ptr->art_flags, TR_XTRA_MIGHT);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_RANGER;
- break;
- }
- return;
- }
- switch (artifact_bias)
- {
- case BIAS_CHAOS:
- if (!(have_flag(o_ptr->art_flags, TR_CHAOTIC)))
- {
- add_flag(o_ptr->art_flags, TR_CHAOTIC);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_PRIESTLY:
- if((o_ptr->tval == TV_SWORD || o_ptr->tval == TV_POLEARM || o_ptr->tval == TV_KATANA|| o_ptr->tval == TV_AXE || o_ptr->tval == TV_SPEAR ) &&
- !(have_flag(o_ptr->art_flags, TR_BLESSED)))
- {
- /* A free power for "priestly" random artifacts */
- add_flag(o_ptr->art_flags, TR_BLESSED);
- }
- break;
- case BIAS_NECROMANTIC:
- if (!(have_flag(o_ptr->art_flags, TR_VAMPIRIC)))
- {
- add_flag(o_ptr->art_flags, TR_VAMPIRIC);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)) && one_in_(2))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_RANGER:
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_ROGUE:
- if ( object_is_melee_weapon(o_ptr) && !(have_flag(o_ptr->art_flags, TR_THROW)))
- {
- /* Free power for rogues... */
- add_flag(o_ptr->art_flags, TR_THROW);
- }
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_POIS:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_POIS)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_FIRE:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_FIRE)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_COLD:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_COLD)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_COLD);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_ELEC:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_ELEC)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_ACID:
- if (!(have_flag(o_ptr->art_flags, TR_BRAND_ACID)))
- {
- add_flag(o_ptr->art_flags, TR_BRAND_ACID);
- if (one_in_(2)) return;
- }
- break;
- case BIAS_LAW:
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_EVIL)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- if (one_in_(2)) return;
- }
- if (!(have_flag(o_ptr->art_flags, TR_SLAY_DEMON)))
- {
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- if (one_in_(2)) return;
- }
- break;
- }
- switch (randint1(40))
- {
- case 1:
- case 2:
- if(have_flag(o_ptr->art_flags, TR_SLAY_EVIL))
- add_flag(o_ptr->art_flags, TR_KILL_EVIL);
- else
- add_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_LAW;
- else if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
- break;
- case 3:
- case 4:
- if(have_flag(o_ptr->art_flags, TR_SLAY_GOOD))
- add_flag(o_ptr->art_flags, TR_KILL_GOOD);
- else
- add_flag(o_ptr->art_flags, TR_SLAY_GOOD);
- if (!artifact_bias && one_in_(2))
- artifact_bias = BIAS_CHAOS;
- else if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_NECROMANTIC;
- break;
- case 5:
- case 6:
- case 7:
- if(have_flag(o_ptr->art_flags, TR_SLAY_ANIMAL))
- add_flag(o_ptr->art_flags, TR_KILL_ANIMAL);
- else
- add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- break;
- case 8:
- case 9:
- case 10:
- if(have_flag(o_ptr->art_flags, TR_SLAY_HUMAN))
- add_flag(o_ptr->art_flags, TR_KILL_HUMAN);
- else
- add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- break;
- case 11:
- case 12:
- case 13:
- if(have_flag(o_ptr->art_flags, TR_SLAY_UNDEAD))
- add_flag(o_ptr->art_flags, TR_KILL_UNDEAD);
- else
- add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
- break;
- case 14:
- case 15:
- case 16:
- if(have_flag(o_ptr->art_flags, TR_SLAY_DRAGON))
- add_flag(o_ptr->art_flags, TR_KILL_DRAGON);
- else
- add_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
- break;
- case 17:
- case 18:
- case 19:
- if(have_flag(o_ptr->art_flags, TR_SLAY_DEITY))
- add_flag(o_ptr->art_flags, TR_KILL_DEITY);
- else
- add_flag(o_ptr->art_flags, TR_SLAY_DEITY);
- break;
- case 20:
- case 21:
- case 22:
- if(have_flag(o_ptr->art_flags, TR_SLAY_DEMON))
- add_flag(o_ptr->art_flags, TR_KILL_DEMON);
- else
- add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_PRIESTLY;
- break;
- case 23:
- case 24:
- case 25:
- if(have_flag(o_ptr->art_flags, TR_SLAY_KWAI))
- add_flag(o_ptr->art_flags, TR_KILL_KWAI);
- else
- add_flag(o_ptr->art_flags, TR_SLAY_KWAI);
- break;
- case 26:
- case 27:
- if (object_has_a_blade(o_ptr))
- {
- if(have_flag(o_ptr->art_flags, TR_VORPAL))
- add_flag(o_ptr->art_flags, TR_EX_VORPAL);
- else
- add_flag(o_ptr->art_flags, TR_VORPAL);
- }
- else if( o_ptr->tval == TV_SPEAR )
- {
- o_ptr->dd++;
- }
- else
- {
- if(have_flag(o_ptr->art_flags, TR_IMPACT))
- o_ptr->to_d += damroll(2,6);
- else
- add_flag(o_ptr->art_flags, TR_IMPACT);
- }
- if (!artifact_bias && one_in_(9))
- artifact_bias = BIAS_WARRIOR;
- break;
- case 28:
- case 29:
- add_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- if (!artifact_bias)
- artifact_bias = BIAS_FIRE;
- break;
- case 30:
- case 31:
- add_flag(o_ptr->art_flags, TR_BRAND_COLD);
- if (!artifact_bias)
- artifact_bias = BIAS_COLD;
- break;
- case 32:
- case 33:
- add_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- if (!artifact_bias)
- artifact_bias = BIAS_ELEC;
- break;
- case 34:
- case 35:
- add_flag(o_ptr->art_flags, TR_BRAND_ACID);
- if (!artifact_bias)
- artifact_bias = BIAS_ACID;
- break;
- case 36:
- case 37:
- add_flag(o_ptr->art_flags, TR_BRAND_POIS);
- if (!artifact_bias && !one_in_(3))
- artifact_bias = BIAS_POIS;
- else if (!artifact_bias && one_in_(6))
- artifact_bias = BIAS_NECROMANTIC;
- else if (!artifact_bias)
- artifact_bias = BIAS_ROGUE;
- break;
- case 38:
- add_flag(o_ptr->art_flags, TR_VAMPIRIC);
- if (!artifact_bias)
- artifact_bias = BIAS_NECROMANTIC;
- break;
- case 39:
- add_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
- if (!artifact_bias)
- artifact_bias = (one_in_(2) ? BIAS_MAGE : BIAS_PRIESTLY);
- break;
- default:
- add_flag(o_ptr->art_flags, TR_CHAOTIC);
- if (!artifact_bias)
- artifact_bias = BIAS_CHAOS;
- break;
- }
- }
- /*:::☆へのランダム発動付加 バイアス影響*/
- static void give_activation_power(object_type *o_ptr)
- {
- int type = 0, chance = 0;
- switch (artifact_bias)
- {
- case BIAS_ELEC:
- if (!one_in_(3))
- {
- type = ACT_BO_ELEC_1;
- }
- else if (!one_in_(5))
- {
- type = ACT_BA_ELEC_2;
- }
- else
- {
- type = ACT_BA_ELEC_3;
- }
- chance = 101;
- break;
- case BIAS_POIS:
- type = ACT_BA_POIS_1;
- chance = 101;
- break;
- case BIAS_FIRE:
- if (!one_in_(3))
- {
- type = ACT_BO_FIRE_1;
- }
- else if (!one_in_(5))
- {
- type = ACT_BA_FIRE_1;
- }
- else
- {
- type = ACT_BA_FIRE_2;
- }
- chance = 101;
- break;
- case BIAS_COLD:
- chance = 101;
- if (!one_in_(3))
- type = ACT_BO_COLD_1;
- else if (!one_in_(3))
- type = ACT_BA_COLD_1;
- else if (!one_in_(3))
- type = ACT_BA_COLD_2;
- else
- type = ACT_BA_COLD_3;
- break;
- case BIAS_CHAOS:
- chance = 50;
- if (one_in_(6))
- type = ACT_SUMMON_DEMON;
- else
- type = ACT_CALL_CHAOS;
- break;
- case BIAS_PRIESTLY:
- chance = 101;
- if (one_in_(13))
- type = ACT_CHARM_UNDEAD;
- else if (one_in_(12))
- type = ACT_BANISH_EVIL;
- else if (one_in_(11))
- type = ACT_DISP_EVIL;
- else if (one_in_(10))
- type = ACT_PROT_EVIL;
- else if (one_in_(9))
- type = ACT_CURE_1000;
- else if (one_in_(8))
- type = ACT_CURE_700;
- else if (one_in_(7))
- type = ACT_REST_ALL;
- else if (one_in_(6))
- type = ACT_REST_LIFE;
- else if (one_in_(5))
- type = ACT_CURE_500;
- else
- type = ACT_CURE_MW;
- break;
- case BIAS_NECROMANTIC:
- chance = 101;
- if (one_in_(66))
- type = ACT_WRAITH;
- else if (one_in_(13))
- type = ACT_DISP_GOOD;
- else if (one_in_(9))
- type = ACT_MASS_GENO;
- else if (one_in_(8))
- type = ACT_GENOCIDE;
- else if (one_in_(13))
- type = ACT_SUMMON_UNDEAD;
- else if (one_in_(9))
- type = ACT_VAMPIRE_2;
- else if (one_in_(6))
- type = ACT_CHARM_UNDEAD;
- else
- type = ACT_VAMPIRE_1;
- break;
- case BIAS_LAW:
- chance = 101;
- if (one_in_(8))
- type = ACT_BANISH_EVIL;
- else if (one_in_(4))
- type = ACT_DISP_EVIL;
- else
- type = ACT_PROT_EVIL;
- break;
- case BIAS_ROGUE:
- chance = 101;
- if (one_in_(50))
- type = ACT_SPEED;
- else if (one_in_(4))
- type = ACT_SLEEP;
- else if (one_in_(3))
- type = ACT_DETECT_ALL;
- else if (one_in_(8))
- type = ACT_ID_FULL;
- else
- type = ACT_ID_PLAIN;
- break;
- case BIAS_MAGE:
- chance = 66;
- if (one_in_(20))
- type = ACT_SUMMON_ELEMENTAL;
- else if (one_in_(10))
- type = ACT_SUMMON_PHANTOM;
- else if (one_in_(5))
- type = ACT_RUNE_EXPLO;
- else
- type = ACT_ESP;
- break;
- case BIAS_WARRIOR:
- chance = 80;
- if (one_in_(100))
- type = ACT_INVULN;
- else
- type = ACT_BERSERK;
- break;
- case BIAS_RANGER:
- chance = 101;
- if (one_in_(20))
- type = ACT_CHARM_ANIMALS;
- else if (one_in_(7))
- type = ACT_SUMMON_ANIMAL;
- else if (one_in_(6))
- type = ACT_CHARM_ANIMAL;
- else if (one_in_(4))
- type = ACT_RESIST_ALL;
- else if (one_in_(3))
- type = ACT_SATIATE;
- else
- type = ACT_CURE_POISON;
- break;
- }
- ///mod160213 低確率かつ武器限定でファイナルストライク追加してみた
- if(object_is_melee_weapon(o_ptr) && one_in_(128))
- {
- type = ACT_FINAL_STRIKE;
- chance = 101;
- }
- if (!type || (randint1(100) >= chance))
- {
- one_activation(o_ptr);
- return;
- }
- /* A type was chosen... */
- o_ptr->xtra2 = type;
- add_flag(o_ptr->art_flags, TR_ACTIVATE);
- o_ptr->timeout = 0;
- }
- /*:::ランダムアーティファクトの命名*/
- ///mod160504 引数armorを削除 o_ptrを渡して内部判定
- static void get_random_name(char *return_name, object_type *o_ptr, int power)
- {
- int prob = randint1(100);
- if (prob <= SINDARIN_NAME)
- {
- get_table_sindarin(return_name, TRUE);
- }
- else if (prob <= TABLE_NAME)
- {
- get_table_name(return_name);
- }
- else
- {
- cptr filename;
- int name_type = 0;
- //v1.1.60 特殊収集アイテムが武器防具銃のどのランダム銘もつくようにした
- if (o_ptr->tval == TV_GUN)
- name_type = 0;
- else if (object_is_armour(o_ptr) || o_ptr->tval == TV_RIBBON || o_ptr->tval == TV_LITE)
- name_type = 1;
- else
- name_type = 2;
- if (o_ptr->tval == TV_ANTIQUE)
- name_type = randint0(3);
- switch (name_type)
- {
- case 0:
- //射撃武器命名
- {
- switch (power)
- {
- case 0:
- filename = "f_cursed_j.txt";
- break;
- case 1:
- filename = "f_low_j.txt";
- break;
- case 2:
- filename = "f_med_j.txt";
- break;
- default:
- filename = "f_high_j.txt";
- }
- }
- break;
- case 1:
- //防具類命名
- {
- switch (power)
- {
- case 0:
- filename = "a_cursed_j.txt";
- break;
- case 1:
- filename = "a_low_j.txt";
- break;
- case 2:
- filename = "a_med_j.txt";
- break;
- default:
- filename = "a_high_j.txt";
- }
- }
- break;
- default:
- {
- switch (power)
- {
- case 0:
- filename = "w_cursed_j.txt";
- break;
- case 1:
- filename = "w_low_j.txt";
- break;
- case 2:
- filename = "w_med_j.txt";
- break;
- default:
- filename = "w_high_j.txt";
- }
- }
- break;
- }
- /*:::artifact_biasを考慮し上で設定したファイルからランダムに一行得る。*/
- /*:::生成でない☆もバイアス名が適用されて名前が付いているが、random_plus()やrandom_resistance()などで確率でartifact_biasが設定されていることによる。*/
- (void)get_rnd_line(filename, artifact_bias, return_name);
- #ifdef JP
- if (return_name[0] == 0) get_table_name(return_name);
- #endif
- }
- }
- /*:::アーティファクト生成 (scroll:巻物使用)*/
- //指輪やアミュをapply_magic()を通さずにここに飛ばした場合pvalが0のままになっている。
- bool create_artifact(object_type *o_ptr, bool a_scroll)
- {
- char new_name[1024];
- int has_pval = 0;/*:::boolにしない理由がわからない*/
- int powers = randint1(5) + 1;
- int max_type = (object_is_weapon_ammo(o_ptr) ? 8 : 6);
- int power_level;
- s32b total_flags;
- bool a_cursed = FALSE;
- int warrior_artifact_bias = 0;
- int i;
- if(o_ptr->tval == TV_LITE) max_type = 5;
- /* Reset artifact bias */
- artifact_bias = 0;
- /* Nuke enchantments */
- o_ptr->name1 = 0;
- o_ptr->name2 = 0;
- /*:::ベースアイテムのフラグをo_ptrのart_flagsとして書き込み直している*/
- for (i = 0; i < TR_FLAG_SIZE; i++)
- o_ptr->art_flags[i] |= k_info[o_ptr->k_idx].flags[i];
- if (o_ptr->pval) has_pval = TRUE;
- /*:::巻物使用時には1/4の確率でその職業向きの性能になるらしい 面倒なので消してしまおうか?*/
- /*:::でも戦士向きや魔術師向きのバイアスってのは面白いので簡易に書き直そう class_info[p_ptr->pclass]から算出するようにすればクラス追加のたびに書き換えなくていい*/
- /// sysdel class
- ///pend アーティファクトバイアス 一時無効化
- /*
- if (a_scroll && one_in_(4))
- {
- switch (p_ptr->pclass)
- {
- case CLASS_WARRIOR:
- case CLASS_BERSERKER:
- case CLASS_ARCHER:
- case CLASS_SAMURAI:
- case CLASS_CAVALRY:
- case CLASS_SMITH:
- artifact_bias = BIAS_WARRIOR;
- break;
- case CLASS_MAGE:
- case CLASS_HIGH_MAGE:
- case CLASS_SORCERER:
- case CLASS_MAGIC_EATER:
- case CLASS_BLUE_MAGE:
- artifact_bias = BIAS_MAGE;
- break;
- case CLASS_PRIEST:
- artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_ROGUE:
- case CLASS_NINJA:
- artifact_bias = BIAS_ROGUE;
- warrior_artifact_bias = 25;
- break;
- case CLASS_RANGER:
- case CLASS_SNIPER:
- artifact_bias = BIAS_RANGER;
- warrior_artifact_bias = 30;
- break;
- case CLASS_PALADIN:
- artifact_bias = BIAS_PRIESTLY;
- warrior_artifact_bias = 40;
- break;
- case CLASS_WARRIOR_MAGE:
- case CLASS_RED_MAGE:
- artifact_bias = BIAS_MAGE;
- warrior_artifact_bias = 40;
- break;
- case CLASS_CHAOS_WARRIOR:
- //case CLASS_MAID:
- artifact_bias = BIAS_CHAOS;
- warrior_artifact_bias = 40;
- break;
- case CLASS_MONK:
- case CLASS_FORCETRAINER:
- artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_MINDCRAFTER:
- case CLASS_BARD:
- if (randint1(5) > 2) artifact_bias = BIAS_PRIESTLY;
- break;
- case CLASS_TOURIST:
- if (randint1(5) > 2) artifact_bias = BIAS_WARRIOR;
- break;
- case CLASS_IMITATOR:
- if (randint1(2) > 1) artifact_bias = BIAS_RANGER;
- break;
- case CLASS_BEASTMASTER:
- artifact_bias = BIAS_CHR;
- warrior_artifact_bias = 50;
- break;
- case CLASS_MIRROR_MASTER:
- if (randint1(4) > 1)
- {
- artifact_bias = BIAS_MAGE;
- }
- else
- {
- artifact_bias = BIAS_ROGUE;
- }
- break;
- }
- }
- if (a_scroll && (randint1(100) <= warrior_artifact_bias))
- artifact_bias = BIAS_WARRIOR;
- */
- strcpy(new_name, "");
- if (!a_scroll && one_in_(A_CURSED))/*:::1/13*/
- a_cursed = TRUE;
- if (((o_ptr->tval == TV_AMULET) || (o_ptr->tval == TV_RING)) && object_is_cursed(o_ptr))
- a_cursed = TRUE;
- while (one_in_(powers) || one_in_(7) || weird_luck())
- powers++;
- ///mod131229 深層ほど良い☆を出やすくしてみる
- powers += m_bonus(4,object_level);
- if (!a_cursed && weird_luck())
- powers *= 2;
- //v1.1.60
- if (o_ptr->tval == TV_ANTIQUE) powers += randint1(5) + randint0(o_ptr->sval);
- if (a_cursed) powers /= 2;
- if(powers > 100) powers = 100;
- /*:::powersは初期2-6,低確率で10を超えるくらいか*/
- /*:::テストしてみたら平均5 95%が10未満で20越えは10000回に数度*/
- /*:::色々いじくった結果超級の☆が少し出やすくなった。*/
- /* Main loop */
- while (powers--)
- {
- switch (randint1(max_type))
- {
- /*:::複数能力アップフラグ 隠密や魔道具もある*/
- case 1: case 2:
- random_plus(o_ptr);
- has_pval = TRUE;
- break;
- /*:::近接武器のときダイスブーストのチャンス そうでないとき耐性を得る*/
- case 3: case 4:
- if (one_in_(2) && object_is_melee_weapon(o_ptr))
- {
- if (a_cursed && !one_in_(13)) break;
- if (one_in_(13))
- {
- if (one_in_(o_ptr->ds+4)) o_ptr->ds++;
- }
- else
- {
- if (one_in_(o_ptr->dd+1)) o_ptr->dd++;
- }
- }
- else
- random_resistance(o_ptr);
- break;
- /*:::能力付加 維持やテレパスなど*/
- case 5:
- random_misc(o_ptr);
- break;
- ///mod131229 武器にスレイが付きやすく、防具に能力が付きやすくした
- case 6:
- if(object_is_weapon_ammo(o_ptr)) random_slay(o_ptr);
- else random_misc(o_ptr);
- break;
- case 7: case 8:
- /*:::スレイ 追加射撃や吸血攻撃などもここ*/
- random_slay(o_ptr);
- break;
- default:
- if (p_ptr->wizard) msg_print("Switch error in create_artifact!");
- powers++;
- }
- };
- //銃パラメータ補正
- if(o_ptr->tval == TV_GUN)
- {
- int tmp_dd;
- int need_turn = gun_base_param_table[o_ptr->sval].charge_turn;
- int base_dd = k_info[o_ptr->k_idx].dd;
- int base_ds = k_info[o_ptr->k_idx].ds;
- int base_to_d = k_info[o_ptr->k_idx].to_d;
- int base_to_h = k_info[o_ptr->k_idx].to_h;
- //あまり威力が上がりすぎないようある程度制限をかける必要がある。
- if(o_ptr->dd > 99) o_ptr->dd = 99;
- if(o_ptr->dd > (need_turn * 3 + 24) && !weird_luck()) o_ptr->dd = (need_turn * 3 + 24);
- if(o_ptr->dd > (base_dd * 2 + 8) && !weird_luck()) o_ptr->dd = base_dd * 2 + 8 + randint0(o_ptr->dd - base_dd * 2 - 8);
- if(o_ptr->ds > 99) o_ptr->ds = 99;
- if(o_ptr->ds > base_ds * 2 && !weird_luck()) o_ptr->ds = base_ds * 2;
- if(o_ptr->to_d > 999) o_ptr->to_d = 999;
- if(o_ptr->to_d > 30 && o_ptr->to_d > base_to_d * 3 && !weird_luck()) o_ptr->to_d = base_to_d * 3 + randint0(o_ptr->to_d - base_to_d * 3);
- if(o_ptr->to_h > 50) o_ptr->to_h = 50;
- if(o_ptr->to_h > 30 && o_ptr->to_h > base_to_h * 3 && !weird_luck()) o_ptr->to_h = base_to_h * 3 + randint0(o_ptr->to_h - base_to_h * 3);
- //属性によってダイスに補正
- tmp_dd = o_ptr->dd;
- switch(o_ptr->xtra1)
- {
- //元素系は強くなる
- case GF_FIRE: case GF_ELEC: case GF_ACID:case GF_COLD:case GF_POIS:
- case GF_NUKE: case GF_PLASMA:
- tmp_dd += (tmp_dd) + randint1(tmp_dd);
- break;
- case GF_METEOR: case GF_CHAOS: case GF_NETHER: case GF_POLLUTE:
- tmp_dd += (tmp_dd+2)/3 + randint0(tmp_dd/3);
- break;
- //上位属性
- case GF_LITE: case GF_DARK: case GF_SHARDS: case GF_MANA: case GF_DISENCHANT:
- case GF_TORNADO:
- tmp_dd += (tmp_dd+3)/4 + randint0(tmp_dd/4);
- break;
- //水や轟音など有用なものは変化なし
- default:
- break;
- }
- if(tmp_dd > 255) tmp_dd = 255;
- o_ptr->dd = tmp_dd;
- //射撃がARROWでないとき魔法分類をボルトにする
- if(o_ptr->xtra1 != GF_ARROW && o_ptr->xtra4 == GUN_FIRE_MODE_DEFAULT)
- o_ptr->xtra4 = GUN_FIRE_MODE_BOLT;
- //射撃がボルトでなくなったとき属性をMISSILEにする
- if(o_ptr->xtra1 == GF_ARROW && o_ptr->xtra4 != GUN_FIRE_MODE_DEFAULT)
- o_ptr->xtra1 = GF_MISSILE;
- }
- if (has_pval)
- {
- #if 0
- add_flag(o_ptr->art_flags, TR_SHOW_MODS);
- /* This one commented out by gw's request... */
- if (!a_scroll)
- add_flag(o_ptr->art_flags, TR_HIDE_TYPE);
- #endif
- /*:::追加攻撃のときはpvalを減らされる*/
- if (have_flag(o_ptr->art_flags, TR_BLOWS))
- {
- if(o_ptr->pval > 2) o_ptr->pval = 2;
- else if(o_ptr->pval > 1 && one_in_(2)) o_ptr->pval = 2;
- else o_ptr->pval = randint1(2);
- ///mod131223
- //if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_HAYABUSA))
- if ((o_ptr->tval == TV_KNIFE) && (o_ptr->sval == SV_WEAPON_HAYABUSA))
- o_ptr->pval++;
- }
- else
- {
- bool flag_no_limit = FALSE;
- //スピ指の☆生成処理変えた。高pvalのスピ指はpvalが維持される代わりに他のpvalフラグが消える、もしくはpval4になる
- if (o_ptr->tval == TV_RING && o_ptr->sval == SV_RING_SPEED)
- {
- if(have_flag(o_ptr->art_flags, TR_STR) || have_flag(o_ptr->art_flags, TR_INT) ||
- have_flag(o_ptr->art_flags, TR_WIS) || have_flag(o_ptr->art_flags, TR_DEX) ||
- have_flag(o_ptr->art_flags, TR_CON) || have_flag(o_ptr->art_flags, TR_CHR) ||
- have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY) || have_flag(o_ptr->art_flags, TR_STEALTH))
- {
- if(randint1(o_ptr->pval) > 4)
- {
- remove_flag(o_ptr->art_flags,TR_STR);
- remove_flag(o_ptr->art_flags,TR_INT);
- remove_flag(o_ptr->art_flags,TR_WIS);
- remove_flag(o_ptr->art_flags,TR_DEX);
- remove_flag(o_ptr->art_flags,TR_CON);
- remove_flag(o_ptr->art_flags,TR_CHR);
- remove_flag(o_ptr->art_flags,TR_MAGIC_MASTERY);
- remove_flag(o_ptr->art_flags,TR_STEALTH);
- flag_no_limit = TRUE;
- }
- else
- {
- if(o_ptr->pval > 4) o_ptr->pval = 4;
- }
- }
- else
- {
- flag_no_limit = TRUE;
- }
- }
- //賢者アミュの生成規則も変更 探索や赤外線以外のpvalがついてるとpvalを4に
- else if(o_ptr->tval == TV_AMULET && o_ptr->sval == SV_AMULET_THE_MAGI)
- {
- if(have_flag(o_ptr->art_flags, TR_STR) || have_flag(o_ptr->art_flags, TR_INT) ||
- have_flag(o_ptr->art_flags, TR_WIS) || have_flag(o_ptr->art_flags, TR_DEX) ||
- have_flag(o_ptr->art_flags, TR_CON) || have_flag(o_ptr->art_flags, TR_CHR) ||
- have_flag(o_ptr->art_flags, TR_MAGIC_MASTERY) || have_flag(o_ptr->art_flags, TR_STEALTH) ||
- have_flag(o_ptr->art_flags, TR_SPEED) )
- {
- if(o_ptr->pval > 4) o_ptr->pval = 4;
- }
- else
- {
- flag_no_limit = TRUE;
- }
- }
- //他の装備品でpvalが4を超えているときは4にする。腕力の指輪など
- else
- {
- if(o_ptr->pval > 4) o_ptr->pval = 4;
- }
- do
- {
- o_ptr->pval++;
- }
- while (o_ptr->pval < randint1(5) || one_in_(o_ptr->pval));
- if ((o_ptr->pval > 4) && !(weird_luck()) && !flag_no_limit) o_ptr->pval = 4;
- }
- }
- /* give it some plusses... */
- /*:::20以下の修正値は20まで上がるチャンスがある*/
- if (object_is_armour(o_ptr))
- o_ptr->to_a += randint1(o_ptr->to_a > 19 ? 1 : 20 - o_ptr->to_a);
- else if (object_is_weapon_ammo(o_ptr))
- {
- o_ptr->to_h += randint1(o_ptr->to_h > 19 ? 1 : 20 - o_ptr->to_h);
- o_ptr->to_d += randint1(o_ptr->to_d > 19 ? 1 : 20 - o_ptr->to_d);
- if ((have_flag(o_ptr->art_flags, TR_WIS)) && (o_ptr->pval > 0)) add_flag(o_ptr->art_flags, TR_BLESSED);
- }
- /* Just to be sure */
- /*:::元素から保護*/
- add_flag(o_ptr->art_flags, TR_IGNORE_ACID);
- add_flag(o_ptr->art_flags, TR_IGNORE_ELEC);
- add_flag(o_ptr->art_flags, TR_IGNORE_FIRE);
- add_flag(o_ptr->art_flags, TR_IGNORE_COLD);
- /*:::つけられたフラグの価値を数値化*/
- total_flags = flag_cost(o_ptr, o_ptr->pval,FALSE);
- if (cheat_peek) msg_format("%ld", total_flags);
- if (a_cursed) curse_artifact(o_ptr);
- /*:::発動能力付加 武器1/3,防具1/6 矢にもつくのか?*/
- ///mod160504 銃にはつかないようにする
- if (!a_cursed && o_ptr->tval != TV_GUN &&
- one_in_(object_is_armour(o_ptr) ? ACTIVATION_CHANCE * 2 : ACTIVATION_CHANCE))
- {
- o_ptr->xtra2 = 0;
- give_activation_power(o_ptr);
- }
- /*:::防具への殺戮修正付加・・・?不等号が逆のような気がするが*/
- /*:::と思ってよく見たら付きすぎた殺戮修正を減少させる処理だった。*/
- if (object_is_armour(o_ptr))
- {
- while ((o_ptr->to_d+o_ptr->to_h) > 20)
- {
- if (one_in_(o_ptr->to_d) && one_in_(o_ptr->to_h)) break;
- o_ptr->to_d -= (s16b)randint0(3);
- o_ptr->to_h -= (s16b)randint0(3);
- }
- while ((o_ptr->to_d+o_ptr->to_h) > 10)
- {
- if (one_in_(o_ptr->to_d) || one_in_(o_ptr->to_h)) break;
- o_ptr->to_d -= (s16b)randint0(3);
- o_ptr->to_h -= (s16b)randint0(3);
- }
- }
- if (((artifact_bias == BIAS_MAGE) || (artifact_bias == BIAS_INT)) && (o_ptr->tval == TV_GLOVES)) add_flag(o_ptr->art_flags, TR_FREE_ACT);
- /*:::毒針の多くのフラグを消去*/
- ///mod131223 dokubari
- //if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
- if ((o_ptr->tval == TV_KNIFE) && (o_ptr->sval == SV_WEAPON_DOKUBARI))
- {
- o_ptr->to_h = 0;
- o_ptr->to_d = 0;
- remove_flag(o_ptr->art_flags, TR_BLOWS);
- remove_flag(o_ptr->art_flags, TR_FORCE_WEAPON);
- remove_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- remove_flag(o_ptr->art_flags, TR_SLAY_EVIL);
- remove_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- remove_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- //remove_flag(o_ptr->art_flags, TR_SLAY_ORC);
- //remove_flag(o_ptr->art_flags, TR_SLAY_TROLL);
- //remove_flag(o_ptr->art_flags, TR_SLAY_GIANT);
- remove_flag(o_ptr->art_flags, TR_SLAY_DRAGON);
- remove_flag(o_ptr->art_flags, TR_KILL_DRAGON);
- remove_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- remove_flag(o_ptr->art_flags, TR_VORPAL);
- remove_flag(o_ptr->art_flags, TR_BRAND_POIS);
- remove_flag(o_ptr->art_flags, TR_BRAND_ACID);
- remove_flag(o_ptr->art_flags, TR_BRAND_ELEC);
- remove_flag(o_ptr->art_flags, TR_BRAND_FIRE);
- remove_flag(o_ptr->art_flags, TR_BRAND_COLD);
- }
- /*:::power_levelはランダム命名のランクに使われる*/
- if (!object_is_weapon_ammo(o_ptr))
- {
- /* For armors */
- if (a_cursed) power_level = 0;
- else if (total_flags < 15000) power_level = 1;
- else if (total_flags < 35000) power_level = 2;
- else power_level = 3;
- }
- else if (o_ptr->tval == TV_GUN)
- {
- /* For armors */
- if (a_cursed) power_level = 0;
- else if (total_flags < 25000) power_level = 1;
- else if (total_flags < 60000) power_level = 2;
- else power_level = 3;
- }
- else
- {
- /* For weapons */
- if (a_cursed) power_level = 0;
- else if (total_flags < 20000) power_level = 1;
- else if (total_flags < 45000) power_level = 2;
- else power_level = 3;
- }
- if (a_scroll)
- {
- char dummy_name[80] = "";
- #ifdef JP
- cptr ask_msg = "このアーティファクトを何と名付けますか?";
- #else
- cptr ask_msg = "What do you want to call the artifact? ";
- #endif
- /* Identify it fully */
- /*:::生成☆は*鑑定*済み */
- object_aware(o_ptr);
- object_known(o_ptr);
- /* Mark the item as fully known */
- o_ptr->ident |= (IDENT_MENTAL);
- /* For being treated as random artifact in screen_object() */
- o_ptr->art_name = quark_add("");
- (void)screen_object(o_ptr, 0L);
- if (!get_string(ask_msg, dummy_name, sizeof dummy_name)
- || !dummy_name[0])
- {
- /* Cancelled */
- if (one_in_(2))
- {
- get_table_sindarin_aux(dummy_name);
- }
- else
- {
- get_table_name_aux(dummy_name);
- }
- }
- #ifdef JP
- sprintf(new_name, "《%s》", dummy_name);
- #else
- sprintf(new_name, "'%s'", dummy_name);
- #endif
- /*:::☆生成をしたら一部の徳が増加 削除予定*/
- ///del131223 virtue
- //chg_virtue(V_INDIVIDUALISM, 2);
- //chg_virtue(V_ENCHANT, 5);
- }
- else
- {
- /*:::シンダリン、テーブル以外のランダムアーティファクト名を決定*/
- get_random_name(new_name, o_ptr, power_level);
- }
- if (cheat_xtra)
- {
- #ifdef JP
- if (artifact_bias) msg_format("運の偏ったアーティファクト: %d。", artifact_bias);
- else msg_print("アーティファクトに運の偏りなし。");
- #else
- if (artifact_bias) msg_format("Biased artifact: %d.", artifact_bias);
- else msg_print("No bias in artifact.");
- #endif
- }
- /* Save the inscription */
- o_ptr->art_name = quark_add(new_name);
- /* Window stuff */
- p_ptr->window |= (PW_INVEN | PW_EQUIP);
- //v1.1.25 入手時レベルとターンを記録
- o_ptr->create_turn = turn;
- o_ptr->create_lev = dun_level;
- return TRUE;
- }
- int activation_index(object_type *o_ptr)
- /*:::アイテムの発動インデックス(activation_info[]の添え字)を取得する*/
- /*:::魔法の笛とモンスターボールはここでインデックスが返らない*/
- {
- /* Give priority to weaponsmith's essential activations */
- /*:::鍛冶師用追加発動があるとき*/
- if (object_is_smith(o_ptr))
- {
- switch (o_ptr->xtra3-1)
- {
- case ESSENCE_TMP_RES_ACID: return ACT_RESIST_ACID;
- case ESSENCE_TMP_RES_ELEC: return ACT_RESIST_ELEC;
- case ESSENCE_TMP_RES_FIRE: return ACT_RESIST_FIRE;
- case ESSENCE_TMP_RES_COLD: return ACT_RESIST_COLD;
- case TR_IMPACT: return ACT_QUAKE;
- //v1.1.74
- case ESSENCE_TMP_RES_ALL: return ACT_RESIST_ALL;
- case ESSENCE_WHIRL_WIND: return ACT_WHIRLWIND;
- case ESSENCE_PSY_SPEAR: return ACT_PSY_SPEAR;
- case ESSENCE_L_RANGE_ATTACK: return ACT_LONG_RANGE_ATTACK;
- case ESSENCE_HIT_AND_AWAY: return ACT_HIT_AND_AWAY;
- case ESSENCE_HEAL_500: return ACT_CURE_500;
- case ESSENCE_INVULN: return ACT_INVULN;
- case ESSENCE_SS_ARROW: return ACT_SAINT_STAR_ARROW;
- case ESSENCE_SUPER_STEALTH: return ACT_TIM_SUPER_STEALTH;
- case ESSENCE_DIM_DOOR: return ACT_DIM_DOOR;
- case ESSENCE_DUAL_CAST: return ACT_DUAL_CAST;
- case ESSENCE_TIM_INC_DICE: return ACT_TIM_ADD_DICES;
- }
- }
- /*:::固定アーティファクトはa_infoに発動インデックスが格納済み*/
- if (object_is_fixed_artifact(o_ptr))
- {
- if (have_flag(a_info[o_ptr->name1].flags, TR_ACTIVATE))
- {
- return a_info[o_ptr->name1].act_idx;
- }
- }
- if (object_is_ego(o_ptr))
- {
- if (have_flag(e_info[o_ptr->name2].flags, TR_ACTIVATE))
- {
- return e_info[o_ptr->name2].act_idx;
- }
- }
- /*:::火炎の指輪など通常アイテム?*/
- if (!object_is_random_artifact(o_ptr))
- {
- if (have_flag(k_info[o_ptr->k_idx].flags, TR_ACTIVATE))
- {
- return k_info[o_ptr->k_idx].act_idx;
- }
- }
- /*:::ランダムアーティファクト*/
- return o_ptr->xtra2;
- }
- /*:::発動の名前、難易度などの情報を得る。activation_info[]の中から一致するものを一つ返す。*/
- const activation_type* find_activation_info(object_type *o_ptr)
- {
- /*:::k_info,a_infoなどに書かれた発動タグ SUNLIGHTなど*/
- const int index = activation_index(o_ptr);
- const activation_type* p;
- for (p = activation_info; p->flag != NULL; ++ p) {
- if (p->index == index)
- {
- return p;
- }
- }
- return NULL;
- }
- /* Dragon breath activation */
- /*:::ドラゴン鎧の発動効果*/
- static bool activate_dragon_breath(object_type *o_ptr)
- {
- u32b flgs[TR_FLAG_SIZE]; /* for resistance flags */
- int type[20];
- cptr name[20];
- int i, dir, t, n = 0;
- if (!get_aim_dir(&dir)) return FALSE;
- object_flags(o_ptr, flgs);
- for (i = 0; dragonbreath_info[i].flag != 0; i++)
- {
- if (have_flag(flgs, dragonbreath_info[i].flag))
- {
- type[n] = dragonbreath_info[i].type;
- name[n] = dragonbreath_info[i].name;
- n++;
- }
- }
- /* Paranoia */
- if (n == 0) return FALSE;
- /* Stop speaking */
- if (music_singing_any() && !CLASS_IS_PRISM_SISTERS) stop_singing();
- if (hex_spelling_any()) stop_hex_spell_all();
- t = randint0(n);
- msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), name[t]);
- fire_ball(type[t], dir, 250, -4);
- return TRUE;
- }
- //v1.1.85 アーティファクト発動によるモンスター捕獲
- //do_cmd_activate_aux()に記述されたTV_CAPTUREの発動と処理は同じだがパラメータが保存される場所が違う
- //xtra6:モンスターidx
- //xtra7:モンスター加速値
- //xtra4:モンスターHP
- //xtra5:モンスターMHP
- static bool activate_artifact_capture(object_type *o_ptr)
- {
- //r_idxが保管されていないとき捕獲処理
- if(!o_ptr->xtra6)
- {
- int dir;
- bool old_target_pet = target_pet;
- target_pet = TRUE;
- if (!get_aim_dir(&dir))
- {
- target_pet = old_target_pet;
- return TRUE;
- }
- target_pet = old_target_pet;
- if (fire_ball(GF_CAPTURE, dir, 0, 0))
- {
- /*:::モンスターのパラメータをモンスターボールに格納 専用グローバル変数使用*/
- o_ptr->xtra6 = cap_mon;
- o_ptr->xtra7 = cap_mspeed;
- o_ptr->xtra4 = cap_hp;
- o_ptr->xtra5 = cap_maxhp;
- if (cap_nickname)
- {
- cptr t;
- char *s;
- char buf[160] = "";
- if (o_ptr->inscription)
- strcpy(buf, quark_str(o_ptr->inscription));
- s = buf;
- for (s = buf; *s && (*s != '#'); s++)
- {
- if (iskanji(*s)) s++;
- }
- *s = '#';
- s++;
- t = quark_str(cap_nickname);
- while (*t)
- {
- *s = *t;
- s++;
- t++;
- }
- *s = '\0';
- o_ptr->inscription = quark_add(buf);
- }
- }
- }
- else
- {
- int dir;
- bool release_success = FALSE;
- //v1.1.16 妖魔本パラメータ不正に対応
- if (o_ptr->xtra6 < 0 || o_ptr->xtra6 >= max_r_idx)
- {
- msg_format("ERROR:発動捕獲アイテムのpval値がおかしい(%d)", o_ptr->xtra6);
- return FALSE;
- }
- if (!get_rep_dir2(&dir)) return TRUE;
- if (monster_can_enter(py + ddy[dir], px + ddx[dir], &r_info[o_ptr->xtra6], 0))
- {
- if (place_monster_aux(0, py + ddy[dir], px + ddx[dir], o_ptr->xtra6, (PM_FORCE_PET | PM_NO_KAGE)))
- {
- if (o_ptr->xtra7) m_list[hack_m_idx_ii].mspeed = o_ptr->xtra7;
- if (o_ptr->xtra5) m_list[hack_m_idx_ii].max_maxhp = o_ptr->xtra5;
- if (o_ptr->xtra4) m_list[hack_m_idx_ii].hp = o_ptr->xtra4;
- m_list[hack_m_idx_ii].maxhp = m_list[hack_m_idx_ii].max_maxhp;
- if (o_ptr->inscription)
- {
- char buf[160];
- cptr t;
- t = quark_str(o_ptr->inscription);
- for (t = quark_str(o_ptr->inscription); *t && (*t != '#'); t++)
- {
- if (iskanji(*t)) t++;
- }
- if (*t)
- {
- char *s = buf;
- t++;
- while (*t)
- {
- *s = *t;
- t++;
- s++;
- }
- *s = '\0';
- m_list[hack_m_idx_ii].nickname = quark_add(buf);
- t = quark_str(o_ptr->inscription);
- s = buf;
- while (*t && (*t != '#'))
- {
- *s = *t;
- t++;
- s++;
- }
- *s = '\0';
- o_ptr->inscription = quark_add(buf);
- }
- }
- o_ptr->xtra6 = 0;
- o_ptr->xtra7 = 0;
- o_ptr->xtra4 = 0;
- o_ptr->xtra5 = 0;
- release_success = TRUE;
- }
- }
- if (!release_success)
- msg_print("おっと、解放に失敗した。");
- }
- return TRUE;
- }
- //v1.1.85 アーティファクト「プロテウスリング」でのランダム変身用
- static bool mon_hook_random_metamorphose(int r_idx)
- {
- monster_race *r_ptr = &r_info[r_idx];
- if (r_ptr->level > p_ptr->lev + 10 || r_ptr->level < p_ptr->lev - 10) return FALSE;
- if (r_ptr->flags1 & RF1_UNIQUE || r_ptr->flags7 & RF7_UNIQUE2 || r_ptr->flags7 & RF7_VARIABLE) return FALSE;
- if (r_ptr->rarity >= 50) return FALSE;
- return TRUE;
- }
- /*:::アイテム発動効果 別にランダムアーティファクト専用ではないらしい*/
- ///item class
- ///mod160213 ファイナルストライク用にitemを取得
- bool activate_random_artifact(object_type *o_ptr, int item)
- {
- int plev = p_ptr->lev;
- int k, dir, dummy = 0;
- ///mod160122 k_nameのベース名だと指輪などの発動で「○○の指輪」と表示されないので修正
- //cptr name = k_name + k_info[o_ptr->k_idx].name;
- char name[80];
- const activation_type* const act_ptr = find_activation_info(o_ptr);
- /* Paranoia */
- if (!act_ptr) {
- /* Maybe forgot adding information to activation_info table ? */
- msg_print("Activation information is not found.");
- return FALSE;
- }
- object_desc(name,o_ptr,OD_NAME_ONLY|OD_NO_PLURAL);
- /* Activate for attack */
- switch (act_ptr->index)
- {
- case ACT_SUNLIGHT:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- #ifdef JP
- msg_print("太陽光線が放たれた。");
- #else
- msg_print("A line of sunlight appears.");
- #endif
- (void)lite_line(dir, damroll(6, 8));
- break;
- }
- case ACT_BO_MISS_1:
- {
- #ifdef JP
- msg_print("それは眩しいくらいに明るく輝いている...");
- #else
- msg_print("It glows extremely brightly...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_MISSILE, dir, damroll(2, 6));
- break;
- }
- case ACT_BA_POIS_1:
- {
- #ifdef JP
- msg_print("それは濃緑色に脈動している...");
- #else
- msg_print("It throbs deep green...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_POIS, dir, 12, 3);
- break;
- }
- case ACT_BO_ELEC_1:
- {
- #ifdef JP
- msg_print("それは火花に覆われた...");
- #else
- msg_print("It is covered in sparks...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ELEC, dir, damroll(4, 8));
- break;
- }
- case ACT_BO_ACID_1:
- {
- #ifdef JP
- msg_print("それは酸に覆われた...");
- #else
- msg_print("It is covered in acid...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ACID, dir, damroll(5, 8));
- break;
- }
- case ACT_BO_COLD_1:
- {
- #ifdef JP
- msg_print("それは霜に覆われた...");
- #else
- msg_print("It is covered in frost...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_COLD, dir, damroll(6, 8));
- break;
- }
- case ACT_BO_FIRE_1:
- {
- #ifdef JP
- msg_print("それは炎に覆われた...");
- #else
- msg_print("It is covered in fire...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_FIRE, dir, damroll(9, 8));
- break;
- }
- case ACT_BA_COLD_1:
- {
- #ifdef JP
- msg_print("それは霜に覆われた...");
- #else
- msg_print("It is covered in frost...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 48, 2);
- break;
- }
- case ACT_BA_FIRE_1:
- {
- #ifdef JP
- msg_print("それは赤く激しく輝いた...");
- #else
- msg_print("It glows an intense red...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 72, 2);
- break;
- }
- case ACT_DRAIN_1:
- {
- #ifdef JP
- ///msg131214
- //msg_format("あなたは%sに敵を締め殺すよう命じた。", name);
- msg_format("あなたは%sに敵を締め付けるよう命じた。", name);
- #else
- msg_format("You order the %s to strangle your opponent.", name);
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- if (drain_life(dir, 100))
- break;
- }
- case ACT_BA_COLD_2:
- {
- #ifdef JP
- msg_print("それは青く激しく輝いた...");
- #else
- msg_print("It glows an intense blue...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 100, 2);
- break;
- }
- case ACT_BA_ELEC_2:
- {
- #ifdef JP
- msg_print("電気がパチパチ音を立てた...");
- #else
- msg_print("It crackles with electricity...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ELEC, dir, 100, 3);
- break;
- }
- case ACT_BA_FIRE_2:
- {
- #ifdef JP
- msg_format("%sから炎が吹き出した...", name);
- #else
- msg_format("The %s rages in fire...", name);
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 120, 3);
- break;
- }
- case ACT_DRAIN_2:
- {
- #ifdef JP
- msg_print("黒く輝いている...");
- #else
- msg_print("It glows black...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- drain_life(dir, 120);
- break;
- }
- case ACT_VAMPIRE_1:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- for (dummy = 0; dummy < 3; dummy++)
- {
- if (drain_life(dir, 50))
- hp_player(50);
- }
- break;
- }
- case ACT_BO_MISS_2:
- {
- #ifdef JP
- msg_print("魔法のトゲが現れた...");
- #else
- msg_print("It grows magical spikes...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ARROW, dir, 150);
- break;
- }
- case ACT_BA_FIRE_3:
- {
- #ifdef JP
- msg_print("深赤色に輝いている...");
- #else
- msg_print("It glows deep red...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 300, 3);
- break;
- }
- case ACT_BA_COLD_3:
- {
- #ifdef JP
- msg_print("明るく白色に輝いている...");
- #else
- msg_print("It glows bright white...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 400, 3);
- break;
- }
- case ACT_BA_ELEC_3:
- {
- #ifdef JP
- msg_print("深青色に輝いている...");
- #else
- msg_print("It glows deep blue...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_ELEC, dir, 500, 3);
- break;
- }
- case ACT_WHIRLWIND:
- {
- //v1.1.33 別関数に分離
- whirlwind_attack();
- break;
- }
- case ACT_VAMPIRE_2:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- for (dummy = 0; dummy < 3; dummy++)
- {
- if (drain_life(dir, 100))
- hp_player(100);
- }
- break;
- }
- case ACT_CALL_CHAOS:
- {
- #ifdef JP
- msg_print("様々な色の火花を発している...");
- #else
- msg_print("It glows in scintillating colours...");
- #endif
- call_chaos();
- break;
- }
- case ACT_ROCKET:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- #ifdef JP
- msg_print("ロケットを発射した!");
- #else
- msg_print("You launch a rocket!");
- #endif
- fire_ball(GF_ROCKET, dir, 250 + plev*3, 2);
- break;
- }
- case ACT_DISP_EVIL:
- {
- #ifdef JP
- msg_print("神聖な雰囲気が充満した...");
- #else
- msg_print("It floods the area with goodness...");
- #endif
- dispel_evil(p_ptr->lev * 5);
- break;
- }
- case ACT_BA_MISS_3:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- #ifdef JP
- msg_print("あなたはエレメントのブレスを吐いた。");
- #else
- msg_print("You breathe the elements.");
- #endif
- fire_ball(GF_MISSILE, dir, 300, -4);
- break;
- }
- case ACT_DISP_GOOD:
- {
- #ifdef JP
- msg_print("邪悪な雰囲気が充満した...");
- #else
- msg_print("It floods the area with evil...");
- #endif
- dispel_good(p_ptr->lev * 5);
- break;
- }
- case ACT_BO_MANA:
- {
- #ifdef JP
- msg_format("%sに魔法のトゲが現れた...", name);
- #else
- msg_format("The %s grows magical spikes...", name);
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_bolt(GF_ARROW, dir, 150);
- break;
- }
- case ACT_BA_WATER:
- {
- #ifdef JP
- msg_format("%sが深い青色に鼓動している...", name);
- #else
- msg_format("The %s throbs deep blue...", name);
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_WATER, dir, 200, 3);
- break;
- }
- case ACT_BA_DARK:
- {
- #ifdef JP
- msg_format("%sが深い闇に覆われた...", name);
- #else
- msg_format("The %s is coverd in pitch-darkness...", name);
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_DARK, dir, 250, 4);
- break;
- }
- case ACT_BA_MANA:
- {
- #ifdef JP
- msg_format("%sが青白く光った...", name);
- #else
- msg_format("The %s glows pale...", name);
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_MANA, dir, 250, 4);
- break;
- }
- case ACT_PESTICIDE:
- {
- #ifdef JP
- msg_print("あなたは害虫を一掃した。");
- #else
- msg_print("You exterminate small life.");
- #endif
- (void)dispel_monsters(4);
- break;
- }
- case ACT_BLINDING_LIGHT:
- {
- #ifdef JP
- msg_format("%sが眩しい光で輝いた...", name);
- #else
- msg_format("The %s gleams with blinding light...", name);
- #endif
- fire_ball(GF_LITE, 0, 300, 6);
- confuse_monsters(3 * p_ptr->lev / 2);
- break;
- }
- case ACT_BIZARRE:
- {
- #ifdef JP
- msg_format("%sは漆黒に輝いた...", name);
- #else
- msg_format("The %s glows intensely black...", name);
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- ring_of_power(dir);
- break;
- }
- case ACT_CAST_BA_STAR:
- {
- int num = damroll(5, 3);
- int y, x;
- int attempts;
- #ifdef JP
- msg_format("%sが稲妻で覆われた...", name);
- #else
- msg_format("The %s is surrounded by lightning...", name);
- #endif
- for (k = 0; k < num; k++)
- {
- attempts = 1000;
- while (attempts--)
- {
- scatter(&y, &x, py, px, 4, 0);
- if (!cave_have_flag_bold(y, x, FF_PROJECT)) continue;
- if (!player_bold(y, x)) break;
- }
- project(0, 3, y, x, 150, GF_ELEC,
- (PROJECT_THRU | PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL), -1);
- }
- break;
- }
- case ACT_BLADETURNER:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- #ifdef JP
- msg_print("あなたはエレメントのブレスを吐いた。");
- #else
- msg_print("You breathe the elements.");
- #endif
- fire_ball(GF_MISSILE, dir, 300, -4);
- #ifdef JP
- msg_print("鎧が様々な色に輝いた...");
- #else
- msg_print("Your armor glows many colours...");
- #endif
- (void)set_afraid(0);
- (void)set_hero(randint1(50) + 50, FALSE);
- (void)hp_player(10);
- (void)set_blessed(randint1(50) + 50, FALSE);
- (void)set_oppose_acid(randint1(50) + 50, FALSE);
- (void)set_oppose_elec(randint1(50) + 50, FALSE);
- (void)set_oppose_fire(randint1(50) + 50, FALSE);
- (void)set_oppose_cold(randint1(50) + 50, FALSE);
- (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:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_FIRE, dir, 200, -2);
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES))
- {
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- }
- break;
- }
- case ACT_BR_COLD:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- fire_ball(GF_COLD, dir, 200, -2);
- if ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE))
- {
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- }
- break;
- }
- case ACT_BR_DRAGON:
- {
- if (!activate_dragon_breath(o_ptr)) return FALSE;
- break;
- }
- /* Activate for other offensive action */
- case ACT_CONFUSE:
- {
- #ifdef JP
- msg_print("様々な色の火花を発している...");
- #else
- msg_print("It glows in scintillating colours...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- confuse_monster(dir, 20);
- break;
- }
- case ACT_SLEEP:
- {
- #ifdef JP
- msg_print("深青色に輝いている...");
- #else
- msg_print("It glows deep blue...");
- #endif
- sleep_monsters_touch();
- break;
- }
- case ACT_QUAKE:
- {
- earthquake(py, px, 5);
- break;
- }
- case ACT_TERROR:
- {
- turn_monsters(40 + p_ptr->lev);
- break;
- }
- case ACT_TELE_AWAY:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)fire_beam(GF_AWAY_ALL, dir, plev);
- break;
- }
- case ACT_BANISH_EVIL:
- {
- if (banish_evil(100))
- {
- #ifdef JP
- msg_print("アーティファクトの力が邪悪を打ち払った!");
- #else
- msg_print("The power of the artifact banishes evil!");
- #endif
- }
- break;
- }
- case ACT_GENOCIDE:
- {
- #ifdef JP
- msg_print("深青色に輝いている...");
- #else
- msg_print("It glows deep blue...");
- #endif
- (void)symbol_genocide(200, TRUE,0);
- break;
- }
- case ACT_MASS_GENO:
- {
- #ifdef JP
- msg_print("ひどく鋭い音が流れ出た...");
- #else
- msg_print("It lets out a long, shrill note...");
- #endif
- (void)mass_genocide(200, TRUE);
- break;
- }
- case ACT_SCARE_AREA:
- {
- if (music_singing_any() && !CLASS_IS_PRISM_SISTERS) stop_singing();
- if (hex_spelling_any()) stop_hex_spell_all();
- #ifdef JP
- msg_print("あなたは力強い突風を吹き鳴らした。周囲の敵が震え上っている!");
- #else
- msg_print("You wind a mighty blast; your enemies tremble!");
- #endif
- (void)turn_monsters((3 * p_ptr->lev / 2) + 10);
- break;
- }
- case ACT_AGGRAVATE:
- {
- if (o_ptr->name1 == ART_HYOUSIGI)
- {
- #ifdef JP
- msg_print("拍子木を打った。");
- #else
- msg_print("You beat Your wooden clappers.");
- #endif
- }
- else
- {
- #ifdef JP
- msg_format("%sは不快な物音を立てた。", name);
- #else
- msg_format("The %s sounds an unpleasant noise.", name);
- #endif
- }
- aggravate_monsters(0,FALSE);
- break;
- }
- /* Activate for summoning / charming */
- case ACT_CHARM_ANIMAL:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)charm_animal(dir, plev * 2);
- break;
- }
- case ACT_CHARM_UNDEAD:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)control_one_undead(dir, plev * 2);
- break;
- }
- case ACT_CHARM_OTHER:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- (void)charm_monster(dir, plev * 2);
- break;
- }
- case ACT_CHARM_ANIMALS:
- {
- (void)charm_animals(plev * 2);
- break;
- }
- case ACT_CHARM_OTHERS:
- {
- charm_monsters(plev * 2);
- break;
- }
- case ACT_SUMMON_ANIMAL:
- {
- (void)summon_specific(-1, py, px, plev, SUMMON_ANIMAL_RANGER, (PM_ALLOW_GROUP | PM_FORCE_PET));
- break;
- }
- case ACT_SUMMON_PHANTOM:
- {
- #ifdef JP
- msg_print("幻霊を召喚した。");
- #else
- msg_print("You summon a phantasmal servant.");
- #endif
- (void)summon_specific(-1, py, px, dun_level, SUMMON_PHANTOM, (PM_ALLOW_GROUP | PM_FORCE_PET));
- break;
- }
- case ACT_SUMMON_ELEMENTAL:
- {
- bool pet = one_in_(3);
- u32b mode = 0L;
- if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_ELEMENTAL, mode))
- {
- #ifdef JP
- msg_print("エレメンタルが現れた...");
- #else
- msg_print("An elemental materializes...");
- #endif
- if (pet)
- #ifdef JP
- msg_print("あなたに服従しているようだ。");
- #else
- msg_print("It seems obedient to you.");
- #endif
- else
- #ifdef JP
- msg_print("それをコントロールできなかった!");
- #else
- msg_print("You fail to control it!");
- #endif
- }
- break;
- }
- case ACT_SUMMON_DEMON:
- {
- bool pet = one_in_(3);
- u32b mode = 0L;
- if (!(pet && (plev < 50))) mode |= PM_ALLOW_GROUP;
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), SUMMON_DEMON, mode))
- {
- #ifdef JP
- msg_print("硫黄の悪臭が充満した。");
- #else
- msg_print("The area fills with a stench of sulphur and brimstone.");
- #endif
- if (pet)
- #ifdef JP
- msg_print("「ご用でございますか、ご主人様」");
- #else
- msg_print("'What is thy bidding... Master?'");
- #endif
- else
- #ifdef JP
- msg_print("「NON SERVIAM! Wretch! お前の魂を頂くぞ!」");
- #else
- msg_print("'NON SERVIAM! Wretch! I shall feast on thy mortal soul!'");
- #endif
- }
- break;
- }
- case ACT_SUMMON_UNDEAD:
- {
- bool pet = one_in_(3);
- int type;
- u32b mode = 0L;
- type = (plev > 47 ? SUMMON_HI_UNDEAD : SUMMON_UNDEAD);
- if (!pet || ((plev > 24) && one_in_(3))) mode |= PM_ALLOW_GROUP;
- if (pet) mode |= PM_FORCE_PET;
- else mode |= (PM_ALLOW_UNIQUE | PM_NO_PET);
- if (summon_specific((pet ? -1 : 0), py, px, ((plev * 3) / 2), type, mode))
- {
- #ifdef JP
- msg_print("冷たい風があなたの周りに吹き始めた。それは腐敗臭を運んでいる...");
- #else
- msg_print("Cold winds begin to blow around you, carrying with them the stench of decay...");
- #endif
- if (pet)
- #ifdef JP
- msg_print("古えの死せる者共があなたに仕えるため土から甦った!");
- #else
- msg_print("Ancient, long-dead forms arise from the ground to serve you!");
- #endif
- else
- #ifdef JP
- msg_print("死者が甦った。眠りを妨げるあなたを罰するために!");
- #else
- msg_print("'The dead arise... to punish you for disturbing them!'");
- #endif
- }
- break;
- }
- case ACT_SUMMON_HOUND:
- {
- u32b mode = PM_ALLOW_GROUP;
- bool pet = !one_in_(5);
- if (pet) mode |= PM_FORCE_PET;
- else mode |= PM_NO_PET;
- if (summon_specific((pet ? -1 : 0), py, px, ((p_ptr->lev * 3) / 2), SUMMON_HOUND, mode))
- {
- if (pet)
- #ifdef JP
- msg_print("ハウンドがあなたの下僕として出現した。");
- #else
- msg_print("A group of hounds appear as your servant.");
- #endif
- else
- #ifdef JP
- msg_print("ハウンドはあなたに牙を向けている!");
- #else
- msg_print("A group of hounds appear as your enemy!");
- #endif
- }
- break;
- }
- case ACT_SUMMON_DAWN:
- {
- #ifdef JP
- msg_print("暁の師団を召喚した。");
- #else
- msg_print("You summon the Legion of the Dawn.");
- #endif
- (void)summon_specific(-1, py, px, dun_level, SUMMON_DAWN, (PM_ALLOW_GROUP | PM_FORCE_PET));
- break;
- }
- case ACT_SUMMON_OCTOPUS:
- {
- u32b mode = PM_ALLOW_GROUP;
- bool pet = !one_in_(5);
- if (pet) mode |= PM_FORCE_PET;
- if (summon_named_creature(0, py, px, MON_JIZOTAKO, mode))
- {
- if (pet)
- #ifdef JP
- msg_print("蛸があなたの下僕として出現した。");
- #else
- msg_print("A group of octopuses appear as your servant.");
- #endif
- else
- #ifdef JP
- msg_print("蛸はあなたを睨んでいる!");
- #else
- msg_print("A group of octopuses appear as your enemy!");
- #endif
- }
- break;
- }
- /* Activate for healing */
- case ACT_CHOIR_SINGS:
- {
- #ifdef JP
- msg_print("天国の歌が聞こえる...");
- #else
- msg_print("A heavenly choir sings...");
- #endif
- (void)set_poisoned(0);
- (void)set_cut(0);
- (void)set_stun(0);
- (void)set_confused(0);
- (void)set_blind(0);
- (void)set_afraid(0);
- (void)set_hero(randint1(25) + 25, FALSE);
- (void)hp_player(777);
- break;
- }
- case ACT_CURE_LW:
- {
- (void)set_afraid(0);
- (void)hp_player(30);
- break;
- }
- case ACT_CURE_MW:
- {
- #ifdef JP
- msg_print("深紫色の光を発している...");
- #else
- msg_print("It radiates deep purple...");
- #endif
- hp_player(damroll(4, 8));
- (void)set_cut((p_ptr->cut / 2) - 50);
- break;
- }
- case ACT_CURE_POISON:
- {
- #ifdef JP
- msg_print("深青色に輝いている...");
- #else
- msg_print("It glows deep blue...");
- #endif
- (void)set_afraid(0);
- (void)set_poisoned(0);
- break;
- }
- case ACT_REST_LIFE:
- {
- #ifdef JP
- msg_print("深紅に輝いている...");
- #else
- msg_print("It glows a deep red...");
- #endif
- restore_level();
- break;
- }
- case ACT_REST_ALL:
- {
- #ifdef JP
- msg_print("濃緑色に輝いている...");
- #else
- msg_print("It glows a deep green...");
- #endif
- (void)do_res_stat(A_STR);
- (void)do_res_stat(A_INT);
- (void)do_res_stat(A_WIS);
- (void)do_res_stat(A_DEX);
- (void)do_res_stat(A_CON);
- (void)do_res_stat(A_CHR);
- (void)restore_level();
- break;
- }
- case ACT_CURE_700:
- {
- #ifdef JP
- msg_print("深青色に輝いている...");
- msg_print("体内に暖かい鼓動が感じられる...");
- #else
- msg_print("It glows deep blue...");
- msg_print("You feel a warm tingling inside...");
- #endif
- (void)hp_player(700);
- (void)set_cut(0);
- break;
- }
- //v1.1.74
- case ACT_CURE_500:
- {
- msg_print("青色に輝いている...");
- (void)hp_player(500);
- (void)set_cut(0);
- break;
- }
- case ACT_CURE_1000:
- {
- #ifdef JP
- msg_print("白く明るく輝いている...");
- msg_print("ひじょうに気分がよい...");
- #else
- msg_print("It glows a bright white...");
- msg_print("You feel much better...");
- #endif
- (void)hp_player(1000);
- (void)set_cut(0);
- break;
- }
- case ACT_CURING:
- {
- #ifdef JP
- msg_format("%sの優しさに癒される...", name);
- #else
- msg_format("the %s cures you affectionately ...", name);
- #endif
- (void)set_poisoned(0);
- (void)set_confused(0);
- (void)set_blind(0);
- (void)set_stun(0);
- (void)set_cut(0);
- (void)set_image(0);
- break;
- }
- case ACT_CURE_MANA_FULL:
- {
- #ifdef JP
- msg_format("%sが青白く光った...", name);
- #else
- msg_format("The %s glows pale...", name);
- #endif
- ///class 魔道具術士のMP回復
- if (p_ptr->pclass == CLASS_MAGIC_EATER)
- {
- int i;
- for (i = 0; i < EATER_EXT*2; i++)
- {
- p_ptr->magic_num1[i] += (p_ptr->magic_num2[i] < 10) ? EATER_CHARGE * 3 : p_ptr->magic_num2[i]*EATER_CHARGE/3;
- if (p_ptr->magic_num1[i] > p_ptr->magic_num2[i]*EATER_CHARGE) p_ptr->magic_num1[i] = p_ptr->magic_num2[i]*EATER_CHARGE;
- }
- for (; i < EATER_EXT*3; i++)
- {
- int k_idx = lookup_kind(TV_ROD, i-EATER_EXT*2);
- 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("頭がハッキリとした。");
- #else
- msg_print("You feel your head clear.");
- #endif
- 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("頭がハッキリとした。");
- #else
- msg_print("You feel your head clear.");
- #endif
- p_ptr->redraw |= (PR_MANA);
- p_ptr->window |= (PW_PLAYER);
- p_ptr->window |= (PW_SPELL);
- }
- break;
- }
- /* Activate for timed effect */
- case ACT_ESP:
- {
- (void)set_tim_esp(randint1(30) + 25, FALSE);
- break;
- }
- case ACT_BERSERK:
- {
- msg_format("ワオーーーーーン!", name);
- (void)set_afraid(0);
- (void)set_shero(randint1(25) + 25, FALSE);
- /* (void)set_afraid(0);
- (void)set_hero(randint1(50) + 50, FALSE);
- (void)set_blessed(randint1(50) + 50, FALSE);
- o_ptr->timeout = 100 + randint1(100); */
- break;
- }
- case ACT_PROT_EVIL:
- {
- #ifdef JP
- msg_format("%sから鋭い音が流れ出た...", name);
- #else
- msg_format("The %s lets out a shrill wail...", name);
- #endif
- k = 3 * p_ptr->lev;
- (void)set_protevil(randint1(25) + k, FALSE);
- break;
- }
- case ACT_RESIST_ALL:
- {
- #ifdef JP
- msg_print("様々な色に輝いている...");
- #else
- msg_print("It glows many colours...");
- #endif
- (void)set_oppose_acid(randint1(40) + 40, FALSE);
- (void)set_oppose_elec(randint1(40) + 40, FALSE);
- (void)set_oppose_fire(randint1(40) + 40, FALSE);
- (void)set_oppose_cold(randint1(40) + 40, FALSE);
- (void)set_oppose_pois(randint1(40) + 40, FALSE);
- break;
- }
- case ACT_SPEED:
- {
- #ifdef JP
- msg_print("明るく緑色に輝いている...");
- #else
- msg_print("It glows bright green...");
- #endif
- (void)set_fast(randint1(20) + 20, FALSE);
- break;
- }
- case ACT_XTRA_SPEED:
- {
- #ifdef JP
- msg_print("明るく輝いている...");
- #else
- msg_print("It glows brightly...");
- #endif
- (void)set_fast(randint1(75) + 75, FALSE);
- break;
- }
- case ACT_WRAITH:
- {
- set_wraith_form(randint1(plev / 2) + (plev / 2), FALSE);
- break;
- }
- case ACT_INVULN:
- {
- (void)set_invuln(randint1(8) + 8, FALSE);
- break;
- }
- case ACT_HELO:
- {
- (void)set_afraid(0);
- set_hero(randint1(25)+25, FALSE);
- hp_player(10);
- break;
- }
- case ACT_HELO_SPEED:
- {
- (void)set_fast(randint1(50) + 50, FALSE);
- hp_player(10);
- set_afraid(0);
- set_hero(randint1(50) + 50, FALSE);
- break;
- }
- ///item 火炎の指輪などの特殊発動
- case ACT_RESIST_ACID:
- {
- #ifdef JP
- msg_format("%sが黒く輝いた...", name);
- #else
- msg_format("The %s grows black.", name);
- #endif
- 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);
- }
- (void)set_oppose_acid(randint1(20) + 20, FALSE);
- break;
- }
- case ACT_RESIST_FIRE:
- {
- //v1.1.31 村雨追加
- if(o_ptr->name1 == ART_MURASAME)
- msg_format("%sから水が噴き出した!", name);
- else
- msg_format("%sが赤く輝いた...", name);
- 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);
- }
- (void)set_oppose_fire(randint1(20) + 20, FALSE);
- break;
- }
- case ACT_RESIST_COLD:
- {
- #ifdef JP
- msg_format("%sが白く輝いた...", name);
- #else
- msg_format("The %s grows white.", name);
- #endif
- 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);
- }
- (void)set_oppose_cold(randint1(20) + 20, FALSE);
- break;
- }
- case ACT_RESIST_ELEC:
- {
- #ifdef JP
- msg_format("%sが青く輝いた...", name);
- #else
- msg_format("The %s grows blue.", name);
- #endif
- 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);
- }
- (void)set_oppose_elec(randint1(20) + 20, FALSE);
- break;
- }
- case ACT_RESIST_POIS:
- {
- #ifdef JP
- msg_format("%sが緑に輝いた...", name);
- #else
- msg_format("The %s grows green.", name);
- #endif
- (void)set_oppose_pois(randint1(20) + 20, FALSE);
- break;
- }
- /* Activate for general purpose effect (detection etc.) */
- case ACT_LIGHT:
- {
- #ifdef JP
- msg_format("%sから澄んだ光があふれ出た...", name);
- #else
- msg_format("The %s wells with clear light...", name);
- #endif
- lite_area(damroll(2, 15), 3);
- break;
- }
- case ACT_MAP_LIGHT:
- {
- #ifdef JP
- msg_print("眩しく輝いた...");
- #else
- msg_print("It shines brightly...");
- #endif
- map_area(DETECT_RAD_MAP);
- lite_area(damroll(2, 15), 3);
- break;
- }
- case ACT_DETECT_ALL:
- {
- #ifdef JP
- msg_print("白く明るく輝いている...");
- msg_print("心にイメージが浮かんできた...");
- #else
- msg_print("It glows bright white...");
- msg_print("An image forms in your mind...");
- #endif
- detect_all(DETECT_RAD_DEFAULT);
- break;
- }
- case ACT_DETECT_XTRA:
- {
- #ifdef JP
- msg_print("明るく輝いている...");
- #else
- msg_print("It glows brightly...");
- #endif
- detect_all(DETECT_RAD_DEFAULT);
- probing();
- identify_fully(FALSE);
- break;
- }
- case ACT_ID_FULL:
- {
- #ifdef JP
- msg_print("黄色く輝いている...");
- #else
- msg_print("It glows yellow...");
- #endif
- identify_fully(FALSE);
- break;
- }
- case ACT_ID_PLAIN:
- {
- if (!ident_spell(FALSE)) return FALSE;
- break;
- }
- case ACT_RUNE_EXPLO:
- {
- if(p_ptr->csp < 20)
- {
- msg_format("罠を仕掛ける力が残っていない・・");
- break;
- }
- msg_format("あなたの足元にルーンが輝いた。");
- explosive_rune();
- p_ptr->csp -= 20;
- p_ptr->redraw |= (PR_MANA);
- redraw_stuff();
- break;
- }
- case ACT_RUNE_PROT:
- {
- #ifdef JP
- msg_print("ブルーに明るく輝いている...");
- #else
- msg_print("It glows light blue...");
- #endif
- warding_glyph();
- break;
- }
- case ACT_SATIATE:
- {
- (void)set_food(PY_FOOD_MAX - 1);
- break;
- }
- case ACT_DEST_DOOR:
- {
- #ifdef JP
- msg_print("明るい赤色に輝いている...");
- #else
- msg_print("It glows bright red...");
- #endif
- destroy_doors_touch();
- break;
- }
- case ACT_STONE_MUD:
- {
- #ifdef JP
- msg_print("鼓動している...");
- #else
- msg_print("It pulsates...");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- wall_to_mud(dir, 20 + randint1(30));
- break;
- }
- case ACT_RECHARGE:
- {
- recharge(130);
- break;
- }
- case ACT_ALCHEMY:
- {
- #ifdef JP
- msg_print("明るい黄色に輝いている...");
- #else
- msg_print("It glows bright yellow...");
- #endif
- (void)alchemy();
- break;
- }
- case ACT_DIM_DOOR:
- {
- #ifdef JP
- msg_print("次元の扉が開いた。目的地を選んで下さい。");
- #else
- msg_print("You open a dimensional gate. Choose a destination.");
- #endif
- if (!dimension_door(D_DOOR_NORMAL)) return FALSE;
- break;
- }
- case ACT_TELEPORT:
- {
- #ifdef JP
- msg_print("周りの空間が歪んでいる...");
- #else
- msg_print("It twists space around you...");
- #endif
- teleport_player(100, 0L);
- break;
- }
- case ACT_RECALL:
- {
- #ifdef JP
- msg_print("やわらかな白色に輝いている...");
- #else
- msg_print("It glows soft white...");
- #endif
- if (!word_of_recall()) return FALSE;
- break;
- }
- case ACT_JUDGE:
- {
- #ifdef JP
- msg_format("%sは赤く明るく光った!", name);
- #else
- msg_format("The %s flashes bright red!", name);
- #endif
- ///del131214 virtue
- //chg_virtue(V_KNOWLEDGE, 1);
- //chg_virtue(V_ENLIGHTEN, 1);
- wiz_lite(FALSE);
- #ifdef JP
- msg_format("%sはあなたの体力を奪った...", name);
- take_hit(DAMAGE_LOSELIFE, damroll(3,8), "審判の宝石", -1);
- #else
- msg_format("The %s drains your vitality...", name);
- take_hit(DAMAGE_LOSELIFE, damroll(3, 8), "the Jewel of Judgement", -1);
- #endif
- (void)detect_traps(DETECT_RAD_DEFAULT, TRUE);
- (void)detect_doors(DETECT_RAD_DEFAULT);
- (void)detect_stairs(DETECT_RAD_DEFAULT);
- #ifdef JP
- if (get_check("帰還の力を使いますか?"))
- #else
- if (get_check("Activate recall? "))
- #endif
- {
- (void)word_of_recall();
- }
- break;
- }
- case ACT_TELEKINESIS:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- #ifdef JP
- msg_format("%sを伸ばした。", name);
- #else
- msg_format("You stretched your %s.", name);
- #endif
- fetch(dir, 500, TRUE);
- break;
- }
- case ACT_DETECT_UNIQUE:
- {
- int i;
- monster_type *m_ptr;
- monster_race *r_ptr;
- #ifdef JP
- msg_print("奇妙な場所が頭の中に浮かんだ...");
- #else
- msg_print("Some strange places show up in your mind. And you see ...");
- #endif
- /* Process the monsters (backwards) */
- for (i = m_max - 1; i >= 1; i--)
- {
- /* Access the monster */
- m_ptr = &m_list[i];
- /* Ignore "dead" monsters */
- if (!m_ptr->r_idx) continue;
- r_ptr = &r_info[m_ptr->r_idx];
- if(r_ptr->flags1 & RF1_UNIQUE)
- {
- #ifdef JP
- msg_format("%s. ",r_name + r_ptr->name);
- #else
- msg_format("%s. ",r_name + r_ptr->name);
- #endif
- }
- }
- break;
- }
- case ACT_ESCAPE:
- {
- switch (randint1(13))
- {
- case 1: case 2: case 3: case 4: case 5:
- teleport_player(10, 0L);
- break;
- case 6: case 7: case 8: case 9: case 10:
- teleport_player(222, 0L);
- break;
- case 11: case 12:
- (void)stair_creation();
- break;
- default:
- #ifdef JP
- if (get_check("この階を去りますか?"))
- #else
- if (get_check("Leave this level? "))
- #endif
- {
- if (autosave_l) do_cmd_save_game(TRUE);
- //即時フロア再構成。クエストダンジョンまで再構成されるなどかなり奇妙な挙動をする。
- /* Leaving */
- p_ptr->leaving = TRUE;
- }
- }
- break;
- }
- case ACT_DISP_CURSE_XTRA:
- {
- #ifdef JP
- msg_format("%sが真実を照らし出す...", name);
- #else
- msg_format("The %s exhibits the truth...", name);
- #endif
- if (remove_all_curse())
- {
- #ifdef JP
- msg_print("誰かに見守られているような気がする。");
- #else
- msg_print("You feel as if someone is watching over you.");
- #endif
- }
- (void)probing();
- break;
- }
- case ACT_BRAND_FIRE_BOLTS:
- {
- #ifdef JP
- msg_format("%sが深紅に輝いた...", name);
- #else
- msg_format("Your %s glows deep red...", name);
- #endif
- (void)brand_bolts();
- break;
- }
- case ACT_RECHARGE_XTRA:
- {
- #ifdef JP
- msg_format("%sが白く輝いた...", name);
- #else
- msg_format("The %s gleams with blinding light...", name);
- #endif
- if (!recharge(1000)) return FALSE;
- break;
- }
- case ACT_LORE:
- {
- #ifdef JP
- msg_print("石が隠された秘密を写し出した...");
- #else
- msg_print("The stone reveals hidden mysteries...");
- #endif
- if (!ident_spell(FALSE)) return FALSE;
- //if (mp_ptr->spell_book)
- //if(p_ptr->msp > 20)
- {
- /* Sufficient mana */
- if (20 <= p_ptr->csp)
- {
- /* Use some mana */
- p_ptr->csp -= 20;
- }
- /* Over-exert the player */
- else
- {
- int oops = 20 - p_ptr->csp;
- /* No mana left */
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
- //v1.1.56 麻痺でなくsanity_blastで済ませることにした
- if (randint1(100) < oops)
- {
- msg_print("石を制御できない!");
- sanity_blast(0, TRUE);
- }
- }
- /* Redraw mana */
- p_ptr->redraw |= (PR_MANA);
- }
- #ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "危険な秘密", -1);
- #else
- take_hit(DAMAGE_LOSELIFE, damroll(1, 12), "perilous secrets", -1);
- #endif
- /* Confusing. */
- if (one_in_(5)) (void)set_confused(p_ptr->confused +
- randint1(10));
- /* Exercise a little care... */
- if (one_in_(20))
- #ifdef JP
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "危険な秘密", -1);
- #else
- take_hit(DAMAGE_LOSELIFE, damroll(4, 10), "perilous secrets", -1);
- #endif
- break;
- }
- ///del131223
- #if 0
- case ACT_SHIKOFUMI:
- {
- #ifdef JP
- msg_print("力強く四股を踏んだ。");
- #else
- msg_print("You stamp. (as if you are in a ring.)");
- #endif
- (void)set_afraid(0);
- (void)set_hero(randint1(20) + 20, FALSE);
- dispel_evil(p_ptr->lev * 3);
- break;
- }
- #endif
- case ACT_PHASE_DOOR:
- {
- teleport_player(10, 0L);
- break;
- }
- case ACT_DETECT_ALL_MONS:
- {
- (void)detect_monsters_invis(255);
- (void)detect_monsters_normal(255);
- break;
- }
- case ACT_ULTIMATE_RESIST:
- {
- int v = randint1(25)+25;
- (void)set_afraid(0);
- (void)set_hero(v, FALSE);
- (void)hp_player(10);
- (void)set_blessed(v, FALSE);
- (void)set_oppose_acid(v, FALSE);
- (void)set_oppose_elec(v, FALSE);
- (void)set_oppose_fire(v, FALSE);
- (void)set_oppose_cold(v, FALSE);
- (void)set_oppose_pois(v, FALSE);
- (void)set_ultimate_res(v, FALSE);
- break;
- }
- ///del131214 ブロンズクロス発動
- #if 0
- /* Unique activation */
- ///class 練気術
- case ACT_CAST_OFF:
- {
- int inv, o_idx, t;
- char o_name[MAX_NLEN];
- object_type forge;
- /* Cast off activated item */
- for (inv = INVEN_RARM; inv <= INVEN_FEET; inv++)
- {
- if (o_ptr == &inventory[inv]) break;
- }
- /* Paranoia */
- if (inv > INVEN_FEET) return FALSE;
- object_copy(&forge, o_ptr);
- inven_item_increase(inv, (0 - o_ptr->number));
- inven_item_optimize(inv);
- o_idx = drop_near(&forge, 0, py, px);
- o_ptr = &o_list[o_idx];
- object_desc(o_name, o_ptr, OD_NAME_ONLY);
- msg_format(_("%sを脱ぎ捨てた。", "You cast off %s."), o_name);
- /* Get effects */
- msg_print(_("「燃え上がれ俺の小宇宙!」", "You say, 'Burn up my cosmo!"));
- t = 20 + randint1(20);
- (void)set_blind(p_ptr->blind + t);
- (void)set_afraid(0);
- (void)set_tim_esp(p_ptr->tim_esp + t, FALSE);
- (void)set_tim_regen(p_ptr->tim_regen + t, FALSE);
- (void)set_hero(p_ptr->hero + t, FALSE);
- (void)set_blessed(p_ptr->blessed + t, FALSE);
- (void)set_fast(p_ptr->fast + t, FALSE);
- (void)set_shero(p_ptr->shero + t, FALSE);
- if (p_ptr->pclass == CLASS_FORCETRAINER)
- {
- p_ptr->magic_num1[0] = plev * 5 + 190;
- msg_print(_("気が爆発寸前になった。", "Your force are immediatly before explosion."));
- }
- break;
- }
- #endif
- case ACT_FISHING:
- {
- int x, y;
- if (!get_rep_dir2(&dir)) return FALSE;
- y = py+ddy[dir];
- x = px+ddx[dir];
- tsuri_dir = dir;
- if (!cave_have_flag_bold(y, x, FF_WATER))
- {
- #ifdef JP
- msg_print("そこは水辺ではない。");
- #else
- msg_print("There is no fishing place.");
- #endif
- return FALSE;
- }
- else if (cave[y][x].m_idx)
- {
- char m_name[80];
- monster_desc(m_name, &m_list[cave[y][x].m_idx], 0);
- #ifdef JP
- msg_format("%sが邪魔だ!", m_name);
- #else
- msg_format("%^s is stand in your way.", m_name);
- #endif
- energy_use = 0;
- return FALSE;
- }
- set_action(ACTION_FISH);
- p_ptr->redraw |= (PR_STATE);
- break;
- }
- ///del131224 印籠発動
- #if 0
- case ACT_INROU:
- {
- int count = 0, i;
- monster_type *m_ptr;
- #ifndef JP
- cptr kakusan = "";
- #endif
- if (summon_named_creature(0, py, px, MON_SUKE, PM_FORCE_PET))
- {
- #ifdef JP
- msg_print("『助さん』が現れた。");
- #else
- msg_print("Suke-san apperars.");
- kakusan = "Suke-san";
- #endif
- count++;
- }
- if (summon_named_creature(0, py, px, MON_KAKU, PM_FORCE_PET))
- {
- #ifdef JP
- msg_print("『格さん』が現れた。");
- #else
- msg_print("Kaku-san appears.");
- kakusan = "Kaku-san";
- #endif
- count++;
- }
- if (!count)
- {
- for (i = m_max - 1; i > 0; i--)
- {
- m_ptr = &m_list[i];
- if (!m_ptr->r_idx) continue;
- if (!((m_ptr->r_idx == MON_SUKE) || (m_ptr->r_idx == MON_KAKU))) continue;
- if (!los(m_ptr->fy, m_ptr->fx, py, px)) continue;
- if (!projectable(m_ptr->fy, m_ptr->fx, py, px)) continue;
- count++;
- break;
- }
- }
- if (count)
- {
- #ifdef JP
- msg_print("「者ども、ひかえおろう!!!このお方をどなたとこころえる。」");
- #else
- msg_format("%^s says 'WHO do you think this person is! Bow your head, down your knees!'", kakusan);
- #endif
- sukekaku = TRUE;
- stun_monsters(120);
- confuse_monsters(120);
- turn_monsters(120);
- stasis_monsters(120);
- sukekaku = FALSE;
- }
- else
- {
- #ifdef JP
- msg_print("しかし、何も起きなかった。");
- #else
- msg_print("Nothing happen.");
- #endif
- }
- break;
- }
- #endif
- ///item 村正発動 もっとほかの効果に変えようか?
- case ACT_MURAMASA:
- {
- /* Only for Muramasa */
- if (o_ptr->name1 != ART_MURAMASA) return FALSE;
- #ifdef JP
- if (get_check("本当に使いますか?"))
- #else
- if (get_check("Are you sure?!"))
- #endif
- {
- #ifdef JP
- msg_print("村正が震えた...");
- #else
- msg_print("The Muramasa pulsates...");
- #endif
- do_inc_stat(A_STR);
- if (one_in_(2))
- {
- #ifdef JP
- msg_print("村正は壊れた!");
- #else
- msg_print("The Muramasa is destroyed!");
- #endif
- curse_weapon_object(TRUE, o_ptr);
- }
- }
- break;
- }
- case ACT_BLOODY_MOON:
- {
- /* Only for Bloody Moon */
- if (o_ptr->name1 != ART_BLOOD) return FALSE;
- #ifdef JP
- msg_print("鎌が明るく輝いた...");
- #else
- msg_print("Your scythe glows brightly!");
- #endif
- get_bloody_moon_flags(o_ptr);
- if (p_ptr->prace == RACE_ANDROID) calc_android_exp();
- p_ptr->update |= (PU_BONUS | PU_HP);
- break;
- }
- case ACT_CRIMSON:
- {
- int num = 1;
- int i;
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- int tx, ty;
- /* Only for Crimson */
- if (o_ptr->name1 != ART_CRIMSON) return FALSE;
- #ifdef JP
- msg_print("せっかくだから『クリムゾン』をぶっぱなすぜ!");
- #else
- msg_print("I'll fire CRIMSON! SEKKAKUDAKARA!");
- #endif
- if (!get_aim_dir(&dir)) return FALSE;
- /* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
- ///class アーチャーのクリムゾン発動
- if (p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_KOGASA)
- {
- /* Extra shot at level 10 */
- if (p_ptr->lev >= 10) num++;
- /* Extra shot at level 30 */
- if (p_ptr->lev >= 30) num++;
- /* Extra shot at level 45 */
- if (p_ptr->lev >= 45) num++;
- }
- for (i = 0; i < num; i++)
- project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
- break;
- }
- case ACT_NERUNERUNERUNE:
- msg_print(NULL);
- msg_print("練れば練るほど…色が変わって…美味い!!!");
- msg_print(NULL);
- if(p_ptr->pclass == CLASS_KOGASA || p_ptr->pclass == CLASS_DOREMY || p_ptr->pclass == CLASS_HINA)
- msg_print("…しかしあなたの腹は膨れなかった。");
- else
- (void)set_food(PY_FOOD_MAX - 1);
- if (!p_ptr->resist_chaos && one_in_(3)) (void)set_image(p_ptr->image + randint0(50) + 50);
- break;
- case ACT_ALTER_REALITY:
- msg_print("ランプが別世界の景色を映し出す…");
- alter_reality();
- break;
- case ACT_KOGASA_LASER:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- #ifdef JP
- msg_print("傘からレーザーが放たれた!");
- #endif
- fire_beam(GF_LITE, dir, p_ptr->lev + damroll(p_ptr->lev / 3, 10));
- break;
- }
- /*:::小傘がトリガーハッピーのときのみ発動可 アーチャークリムゾンと同じ仕様*/
- case ACT_KOGASA_ROCKET:
- {
- int num = 1;
- int i;
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- int tx, ty;
- if (o_ptr->tval != TV_STICK || o_ptr->sval != SV_WEAPON_KOGASA) return FALSE;
- if (!get_aim_dir(&dir)) return FALSE;
- /* Use the given direction */
- tx = px + 99 * ddx[dir];
- ty = py + 99 * ddy[dir];
- /* Hack -- Use an actual "target" */
- if ((dir == 5) && target_okay())
- {
- tx = target_col;
- ty = target_row;
- }
- if (p_ptr->lev >= 10) num++;
- if (p_ptr->lev >= 30) num++;
- if (p_ptr->lev >= 45) num++;
- msg_format("傘から%d発のロケット弾が放たれた!",num);
- for (i = 0; i < num; i++)
- project(0, p_ptr->lev/20+1, ty, tx, p_ptr->lev*p_ptr->lev*6/50, GF_ROCKET, flg, -1);
- break;
- }
- case ACT_HYPER_BERSERK:
- {
- int dam = randint1(200);
- if (dam <= p_ptr->csp)
- {
- p_ptr->csp -= dam;
- }
- else
- {
- msg_format("あなたの体は狂戦士化の反動に悲鳴を上げた!", name);
- dam -= p_ptr->csp;
- p_ptr->csp = 0;
- p_ptr->csp_frac = 0;
- take_hit(DAMAGE_LOSELIFE,dam,"狂戦士化の反動",-1);
- }
- msg_format("黒い獣のような激情があなたの意識を塗り潰した・・", name);
- (void)set_afraid(0);
- (void)set_shero(randint1(125) + 125, FALSE);
- p_ptr->redraw |= (PR_MANA);
- redraw_stuff();
- break;
- }
- case ACT_DRINK:
- {
- //v1.1.49 処理忘れてたので追加
- if (p_ptr->pclass == CLASS_BYAKUREN)
- {
- msg_print("あなたは戒律により酒を飲めない。");
- break;
- }
- ///mod151108 警告追加
- if(!(p_ptr->muta2 & MUT2_ALCOHOL)
- && (p_ptr->alcohol + calc_alcohol_mod(6000,TRUE)) >= DRANK_4
- && !process_warning2() ) return FALSE;
- msg_format("あなたは瓢箪から酒を飲んだ。");
- set_alcohol(p_ptr->alcohol + calc_alcohol_mod(6000,FALSE));
- set_food(p_ptr->food + 200);
- break;
- }
- case ACT_ROBERTA:
- {
- msg_format("「では皆様、御機嫌よう。」");
- project_hack2(GF_SHARDS,0,0,200);
- teleport_player(50,TELEPORT_NONMAGICAL);
- break;
- }
- case ACT_WALTER:
- {
- project_hack2(GF_MISSILE,0,0,200);
- msg_format("「失敬!!」");
- break;
- }
- case ACT_DETECT_ITEM:
- {
- msg_format("あなたはダウジングを始めた・・");
- detect_objects_normal(DETECT_RAD_DEFAULT);
- break;
- }
- case ACT_SANAGI:
- {
- msg_format("あなたは鉄鐸を楽しげにガラガラと鳴らした!");
- (void)set_afraid(0);
- (void)set_hero(randint1(25) + 25, FALSE);
- aggravate_monsters(0,FALSE);
- break;
- }
- case ACT_DER_FREISCHUTZ:
- {
- //別ルーチンを通ることにしたのでここには来ないはず
- msg_format("ERROR:魔弾の射手がactivate_random_artifact経由で呼ばれた");
- return FALSE;
- }
- break;
- case ACT_GOKASHITIKIN:
- {
- if(p_ptr->csp < 40)
- {
- msg_format("宝具を扱う力が残っていない・・");
- break;
- }
- msg_format("あなたは扇を大きく振り、衝撃波を放った!");
- project_hack2(GF_SOUND,0,0,150);
- p_ptr->csp -= 40;
- p_ptr->redraw |= (PR_MANA);
- redraw_stuff();
- break;
- }
- case ACT_SUMMON_FOUNTAIN:
- {
- msg_format("地面に杖をつくと、泉が湧き出した!");
- project(0,2,py,px,3,GF_WATER_FLOW,PROJECT_GRID,-1);
- break;
- }
- case ACT_TORNADO:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- if(!fire_ball_jump(GF_TORNADO, dir, 200, 3,"竜巻を呼び起こした!")) return FALSE;
- break;
- }
- case ACT_TRAPEZOHEDRON:
- {
- wiz_lite(TRUE);
- if(one_in_(6))
- {
- u32b mode = PM_ALLOW_UNIQUE;
- msg_print("何かが隣に佇んでいる。");
- if(!summon_named_creature(0,py,px,MON_NYARLATHOTEP,mode))
- {
- int num = randint1(3);
- bool flag = FALSE;
- for(;num>0;num--)
- {
- if(summon_named_creature(0,py,px,MON_LESSER_O_G,mode)) flag = TRUE;
- }
- if(!flag) msg_print("・・ような気がしたが、気のせいだった。");
- }
- }
- break;
- }
- case ACT_DETECT_ARTIFACT:
- {
- msg_format("%sが光った!",name);
- search_specific_object(2);
- break;
- }
- case ACT_LUNATIC_TIME:
- {
- int time = randint1(20) + 20;
- msg_format("地獄の松明が煌々と輝いた!");
- (void)set_afraid(0);
- (void)set_fast(time,FALSE);
- if (p_ptr->pclass == CLASS_LARVA)
- {
- msg_format("あなたは松明に込められた生命力を暴走させた!");
- project_hack(GF_OLD_POLY, p_ptr->lev * 2);
- project(0, 3 + randint1(3), py, px, 10, GF_MAKE_FLOWER, PROJECT_JUMP | PROJECT_GRID, -1);
- //しばらく使えなくする
- msg_print("松明が消えてしまった...");
- p_ptr->update |= PU_TORCH;
- o_ptr->timeout += 20 + randint1(20);
- return TRUE;
- }
- else
- {
- aggravate_monsters(-1, TRUE);
- if (one_in_(3))sanity_blast(0, TRUE);
- else (void)set_shero(time, FALSE);
- }
- break;
- }
- case ACT_SUMMON_GHOSTS:
- {
- int num = 1 + plev / 20;
- bool flag = FALSE;
- for(;num>0;num--)
- {
- if(summon_specific(0,py,px,(dun_level/2+plev/2),SUMMON_GHOST,(PM_ALLOW_GROUP | PM_FORCE_PET))) flag = TRUE;
- }
- if(flag)
- msg_print("行灯に幽霊たちが寄ってきた。");
- else
- msg_print("特に何も起こらなかった。");
- }
- break;
- case ACT_TRANSPORT_ITEM:
- {
- msg_print("日傘を開くと中が自分の部屋に繋がっていた。");
- item_recall(0);
- }
- break;
- case ACT_TOYOHIME:
- {
- int tx,ty;
- int flg = PROJECT_STOP | PROJECT_GRID | PROJECT_ITEM | PROJECT_KILL;
- if (!get_aim_dir(&dir)) return FALSE;
- msg_format("あなたは扇を開き、大きく打ち振った!");
- fire_spark(GF_DISINTEGRATE,dir,999,2);
- break;
- }
- case ACT_MIGHTY_THROW:
- {
- msg_print("あなたは投げるものを探し始めた・・");
- if (!do_cmd_throw_aux(4, FALSE, -1)) return FALSE;
- }
- break;
- case ACT_FINAL_STRIKE:
- {
- if( !get_check_strict("武器は破壊されます。よろしいですか? ", CHECK_NO_HISTORY)) return FALSE;
- final_strike(item, TRUE);
- }
- break;
- case ACT_SHIOMITSUTAMA:
- {
- msg_format("突如潮が満ちて渦を巻いた!");
- project(0, 7, py, px, 7, GF_WATER_FLOW, PROJECT_GRID, -1);
- project(0, 7, py, px, (100+randint1(100)), GF_WATER, (PROJECT_KILL | PROJECT_GRID | PROJECT_ITEM), -1);
- }
- break;
- case ACT_DAZZLE:
- {
- int power = 100 + plev * 4;
- if(o_ptr->name1 == ART_BEPPIN)
- msg_format("「キリステ・ゴーメン...」");
- else
- msg_print("あなたの周りに様々な幻が踊った...");
- confuse_monsters(power);
- stun_monsters(power);
- }
- break;
- //v1.1.31 武器を伸ばす 射撃属性ビーム扱い
- case ACT_MID_RANGE_ATTACK:
- {
- int dam = 100 + randint1(100);
- project_length = 5;
- if(p_ptr->csp < 30)
- {
- msg_print("しかしMPがたりない!");
- return FALSE;
- }
- if (!get_aim_dir(&dir)) return FALSE;
- msg_print("ブラックロッドが伸びた!");
- p_ptr->csp -= 30;
- p_ptr->redraw |= PR_MANA;
- fire_beam(GF_ARROW,dir,dam);
- }
- break;
- case ACT_BO_INACT:
- {
- if (!get_aim_dir(&dir)) return FALSE;
- msg_print("銀の刃が飛んだ!");
- fire_bolt(GF_INACT, dir, damroll(4, 6));
- }
- break;
- //v1.1.32
- case ACT_MATARA:
- {
- int v = 25 + randint1(25);
- msg_print("小気味良い鼓の音が響き渡った...");
- set_blessed(v,FALSE);
- set_resist_magic(v,FALSE);
- set_protevil(v,FALSE);
- }
- break;
- //v1.1.36
- case ACT_HYAKKIYAKOU:
- {
- bool flag = FALSE;
- int num = 6+randint1(6);
- for(;num>0;num--)
- {
- if(summon_specific(0,py,px,(dun_level/2+plev/2),SUMMON_TSUKUMO,(PM_ALLOW_GROUP | PM_FORCE_FRIENDLY))) flag = TRUE;
- }
- if(flag)
- msg_print("どこからともなく付喪神たちが現れた。");
- else
- msg_print("特に何も起こらなかった。");
- }
- break;
- case ACT_SWORD_DANCE:
- {
- int num;
- cave_type *c_ptr;
- monster_type *m_ptr;
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
- {
- msg_print("武器を持っていないとこの発動は使えない。");
- return FALSE;
- }
- msg_print("あなたは剣の舞いを踊った!");
- //隣接グリッドのランダムなモンスターに4回攻撃する
- for (num = 0; num < 4; num++)
- {
- int cnt = 0;
- int tx, ty;
- for (dir = 0; dir < 9; dir++)
- {
- int y = py + ddy_ddd[dir];
- int x = px + ddx_ddd[dir];
- c_ptr = &cave[y][x];
- m_ptr = &m_list[c_ptr->m_idx];
- if (c_ptr->m_idx && m_ptr->ml && !is_pet(m_ptr) && !is_friendly(m_ptr))
- {
- cnt++;
- if (one_in_(cnt))
- {
- ty = y;
- tx = x;
- }
- }
- }
- if (cnt)
- py_attack(ty, tx, 0);
- else
- break;
- }
- }
- break;
- case ACT_BA_LITE://v1.1.57 アイテム「七星剣」発動でスターバーストを使えるようにしてみた
- {
- if (!get_aim_dir(&dir)) return FALSE;
- msg_format("%sが閃光を放った!", name);
- fire_ball(GF_LITE, dir, (50 + plev * 4 + damroll(10,10)), 4);
- break;
- }
- //v1.1.62 新アイテム「魔法の矢筒」の発動
- case ACT_ACCESS_HOME_ONLY_ARROW:
- {
- hack_flag_access_home_only_arrow = TRUE;
- do_cmd_store();
- hack_flag_access_home_only_arrow = FALSE;
- }
- break;
- case ACT_SUMMON_HANIWA:
- {
- if(summon_specific(-1, py, px, dun_level, SUMMON_HANIWA, (PM_ALLOW_GROUP | PM_FORCE_PET)))
- msg_print("無尽の兵団を召喚した。");
- else
- msg_print("何も現れなかった...");
- break;
- }
- //v1.1.74
- case ACT_TIM_ADD_DICES:
- {
- int base = 4 + p_ptr->lev / 8;
- int sides = 4 + p_ptr->lev / 8;
- set_ele_attack(ATTACK_INC_DICES, base + randint1(sides));
- break;
- }
- case ACT_PSY_SPEAR:
- {
- msg_print("眩く輝き始めた...");
- if (!get_aim_dir(&dir)) return FALSE;
- fire_beam(GF_PSY_SPEAR, dir, randint1(150) + 150);
- break;
- }
- case ACT_LONG_RANGE_ATTACK:
- {
- monster_type *m_ptr;
- int x, y;
- project_length = 3 + plev / 12;
- if (!get_aim_dir(&dir)) return FALSE;
- if (dir != 5 || !target_okay() || !projectable(target_row, target_col, py, px))
- {
- msg_print("視界内のターゲットを明示的に指定しないといけない。");
- return FALSE;
- }
- y = target_row;
- x = target_col;
- m_ptr = &m_list[cave[y][x].m_idx];
- if (!m_ptr->r_idx || !m_ptr->ml)
- {
- msg_print("そこには何もいない。");
- return FALSE;
- }
- else
- {
- py_attack(m_ptr->fy, m_ptr->fx, HISSATSU_NO_AURA);
- }
- break;
- }
- case ACT_HIT_AND_AWAY:
- {
- msg_print("あなたは素早く動いた。");
- if (!hit_and_away()) return FALSE;
- }
- break;
- case ACT_SAINT_STAR_ARROW:
- {
- msg_print("弓は力強く輝いている...");
- if (p_ptr->shoot_penalty < SHOOT_HIGH_PENALTY)
- {
- msg_print("しかし今の装備では射撃ができない。");
- return FALSE;
- }
- snipe_type = SP_FINAL;
- do_cmd_fire();
- snipe_type = 0;
- break;
- }
- case ACT_TIM_SUPER_STEALTH:
- {
- int base = 2 + p_ptr->lev / 12;
- int dice = 2 + p_ptr->lev / 12;
- msg_print("あなたの気配が消えた。");
- set_tim_superstealth(base + randint1(dice), FALSE, SUPERSTEALTH_TYPE_NORMAL);
- break;
- }
- case ACT_DUAL_CAST:
- {
- if (!can_do_cmd_cast()) return FALSE;
- do_cmd_cast();
- handle_stuff();
- if (can_do_cmd_cast())
- do_cmd_cast();
- break;
- }
- case ACT_ART_CAPTURE:
- {
- if (!activate_artifact_capture(o_ptr)) return FALSE;
- break;
- }
- case ACT_TRANSFORM:
- {
- int r_idx = 0;
- get_mon_num_prep(mon_hook_random_metamorphose, NULL);
- r_idx = get_mon_num(p_ptr->lev);
- get_mon_num_prep(NULL, NULL);
- metamorphose_to_monster(r_idx, 100);
- break;
- }
- case ACT_MAKE_MAGMA:
- {
- msg_format("%sが真っ赤に輝き始めた...",name);
- if (!get_aim_dir(&dir)) return FALSE;
- if (!fire_ball_jump(GF_LAVA_FLOW, dir, 3 + randint1(2), 4, NULL)) return FALSE;
- fire_ball_jump(GF_FIRE, dir, 300, 5, NULL);
- break;
- }
- case ACT_MAKE_BLIZZARD:
- {
- msg_format("%sが青白く輝き始めた...", name);
- if (!get_aim_dir(&dir)) return FALSE;
- if (!fire_ball_jump(GF_MAKE_BLIZZARD, dir, 3 + randint1(2), 4, NULL)) return FALSE;
- fire_ball_jump(GF_COLD, dir, 300, 5, NULL);
- break;
- }
- case ACT_DIG_OIL:
- {
- msg_print("あなたは石油を掘り始めた...");
- //v1.1.94 モンスターへのダメージはないが、紫特技で酒属性に変わるのでパワーを少し上げておく
- project(0, 4, py, px, plev*10, GF_DIG_OIL, (PROJECT_JUMP | PROJECT_KILL | PROJECT_GRID), -1);
- break;
- }
- break;
- case ACT_BLAST_MISSILES:
- {
- int dice = 4;
- int sides = 4+plev/6;
- int num = 5 + plev / 12;
- if (!get_aim_dir(&dir)) return FALSE;
- msg_format("あなたは魔法の矢を乱射した!");
- fire_blast(GF_MISSILE, dir, dice, sides, 10, 3, 0);
- break;
- }
- default:
- {
- #ifdef JP
- msg_format("Unknown activation effect: %d.", act_ptr->index);
- #else
- msg_format("Unknown activation effect: %d.", act_ptr->index);
- #endif
- return FALSE;
- }
- }
- /* Set activation timeout */
- if (act_ptr->timeout.constant >= 0)
- {
- o_ptr->timeout = act_ptr->timeout.constant;
- if (act_ptr->timeout.dice > 0) {
- o_ptr->timeout += randint1(act_ptr->timeout.dice);
- }
- }
- else
- {
- /* Activations that have special timeout */
- switch (act_ptr->index) {
- case ACT_BR_FIRE:
- o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_FLAMES)) ? 200 : 250;
- break;
- case ACT_BR_COLD:
- o_ptr->timeout = ((o_ptr->tval == TV_RING) && (o_ptr->sval == SV_RING_ICE)) ? 200 : 250;
- break;
- case ACT_TERROR:
- o_ptr->timeout = 3 * (p_ptr->lev + 10);
- break;
- case ACT_MURAMASA:
- /* Nothing to do */
- break;
- default:
- msg_format("Special timeout is not implemented: %d.", act_ptr->index);
- return FALSE;
- }
- }
- return TRUE;
- }
- #define BLOODY_MOON_TYPE_NUM 18
- const int bloody_moon_type[BLOODY_MOON_TYPE_NUM][2] =
- {
- {TR_CHAOTIC,-1},
- {TR_VAMPIRIC,-1},
- {TR_VORPAL,TR_EX_VORPAL},
- {TR_IMPACT,-1},
- {TR_BRAND_POIS,-1},
- {TR_BRAND_ACID,-1},
- {TR_BRAND_ELEC,-1},
- {TR_BRAND_FIRE,-1},
- {TR_BRAND_COLD,-1},
- {TR_SLAY_EVIL,-1},
- {TR_SLAY_GOOD,-1},
- {TR_SLAY_ANIMAL,TR_KILL_ANIMAL},
- {TR_SLAY_HUMAN,TR_KILL_HUMAN},
- {TR_SLAY_UNDEAD,TR_KILL_UNDEAD},
- {TR_SLAY_DRAGON,TR_KILL_DRAGON},
- {TR_SLAY_DEITY,TR_KILL_DEITY},
- {TR_SLAY_DEMON,TR_KILL_DEMON},
- {TR_SLAY_KWAI,TR_KILL_KWAI},
- };
- /*:::ブラッディムーンの属性変更*/
- ///item ブラッディムーン スレイとパラメータ順、アイテムフラグに関するハードコーディング有
- ///mod150411 新しいアイテムフラグ値に合わせて修正。今の今まで忘れてた。
- void get_bloody_moon_flags(object_type *o_ptr)
- {
- int dummy, i;
- for (i = 0; i < TR_FLAG_SIZE; i++)
- o_ptr->art_flags[i] = a_info[ART_BLOOD].flags[i];
- dummy = randint1(2) + randint1(3);//本家と違いKILL_??が一度でつかなくなった分数を増やした
- for (i = 0; i < dummy; i++)
- {
- int type = randint0(BLOODY_MOON_TYPE_NUM);
- add_flag(o_ptr->art_flags, bloody_moon_type[type][0]);
- if(bloody_moon_type[type][1] >= 0 && one_in_(4))
- {
- add_flag(o_ptr->art_flags, bloody_moon_type[type][1]);
- }
- }
- dummy = randint1(2);
- for (i = 0; i < dummy; i++) one_resistance(o_ptr);
- for (i = 0; i < 2; i++)
- {
- int tmp = randint0(11);
- if (tmp < 6) add_flag(o_ptr->art_flags, TR_STR + tmp);
- else add_flag(o_ptr->art_flags, TR_STEALTH + tmp - 6);
- }
- }
- /*:::固定アーティファクトに対し追加耐性や能力を付加。職業依存の特殊処理もここで行う*/
- ///item class race 職業、性別依存などのアイテム生成特殊処理
- void random_artifact_resistance(object_type * o_ptr, artifact_type *a_ptr)
- {
- bool give_resistance = FALSE, give_power = FALSE;
- if (o_ptr->name1 == ART_TERROR) /* Terror Mask is for warriors... */
- {
- if (p_ptr->pclass == CLASS_PARSEE || p_ptr->pclass == CLASS_WARRIOR || p_ptr->pclass == CLASS_ARCHER || p_ptr->pclass == CLASS_CAVALRY || p_ptr->pseikaku == SEIKAKU_BERSERK || p_ptr->pclass == CLASS_CLOWNPIECE)
- {
- give_power = TRUE;
- give_resistance = TRUE;
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- add_flag(o_ptr->art_flags, TR_TY_CURSE);
- o_ptr->curse_flags |=
- (TRC_CURSED | TRC_HEAVY_CURSE);
- o_ptr->curse_flags |= get_curse(2, o_ptr);
- return;
- }
- }
- /*:::神々の黄昏はフランのとき太古の怨念が付かないことにした*/
- else if (o_ptr->name1 == ART_TWILIGHT)
- {
- if (p_ptr->pclass == CLASS_FLAN)
- {
- o_ptr->to_d = 20;
- o_ptr->to_h = 20;
- }
- else
- {
- add_flag(o_ptr->art_flags, TR_TY_CURSE);
- }
- return;
- }
- else if (o_ptr->name1 == ART_MURAMASA)
- {
- if (p_ptr->pclass != CLASS_SAMURAI && p_ptr->pclass != CLASS_YOUMU)
- {
- add_flag(o_ptr->art_flags, TR_NO_MAGIC);
- o_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- }
- }
- else if (o_ptr->name1 == ART_XIAOLONG)
- {
- if (p_ptr->pclass == CLASS_MONK)
- add_flag(o_ptr->art_flags, TR_BLOWS);
- }
- else if (o_ptr->name1 == ART_BLOOD)
- {
- get_bloody_moon_flags(o_ptr);
- }
- else if (o_ptr->name1 == ART_HEAVENLY_MAIDEN)
- {
- if (p_ptr->psex != SEX_FEMALE)
- {
- add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- }
- }
- //一部の銃に特殊パラメータ付加
- else if(o_ptr->name1 == ART_FREEZER)
- {
- o_ptr->xtra1 = GF_COLD;
- o_ptr->xtra4 = GUN_FIRE_MODE_BEAM;
- }
- else if(o_ptr->name1 == ART_RAT)
- {
- o_ptr->xtra1 = GF_ACID;
- o_ptr->xtra4 = GUN_FIRE_MODE_BOLT;
- }
- if (a_ptr->gen_flags & (TRG_XTRA_POWER)) give_power = TRUE;
- if (a_ptr->gen_flags & (TRG_XTRA_H_RES)) give_resistance = TRUE;
- if (a_ptr->gen_flags & (TRG_XTRA_RES_OR_POWER))
- {
- /* Give a resistance OR a power */
- if (one_in_(2)) give_resistance = TRUE;
- else give_power = TRUE;
- }
- if (give_power)
- {
- one_ability(o_ptr);
- }
- if (give_resistance)
- {
- one_high_resistance(o_ptr);
- }
- }
- /*
- * Create the artifact of the specified number
- */
- /*:::指定したidの★を指定位置に生成*/
- /*:::すでに出現済みかどうかは判定済みであること*/
- bool create_named_art(int a_idx, int y, int x)
- {
- object_type forge;
- object_type *q_ptr;
- int i;
- artifact_type *a_ptr = &a_info[a_idx];
- /* Get local object */
- q_ptr = &forge;
- /* Ignore "empty" artifacts */
- if (!a_ptr->name) return FALSE;
- /* Acquire the "kind" index */
- i = lookup_kind(a_ptr->tval, a_ptr->sval);
- /* Oops */
- /*:::a_infoにあるが存在しないベースアイテムのとき*/
- if (!i) return FALSE;
- /* Create the artifact */
- object_prep(q_ptr, i);
- /* Save the name */
- q_ptr->name1 = a_idx;
- /* Extract the fields */
- q_ptr->pval = a_ptr->pval;
- q_ptr->ac = a_ptr->ac;
- q_ptr->dd = a_ptr->dd;
- q_ptr->ds = a_ptr->ds;
- q_ptr->to_a = a_ptr->to_a;
- q_ptr->to_h = a_ptr->to_h;
- q_ptr->to_d = a_ptr->to_d;
- q_ptr->weight = a_ptr->weight;
- ///mod150908 クラウンピースの松明の特殊処理
- if(q_ptr->name1 == ART_CLOWNPIECE) q_ptr->xtra4 = -1;
- /* Hack -- extract the "cursed" flag */
- if (a_ptr->gen_flags & TRG_CURSED) q_ptr->curse_flags |= (TRC_CURSED);
- if (a_ptr->gen_flags & TRG_HEAVY_CURSE) q_ptr->curse_flags |= (TRC_HEAVY_CURSE);
- if (a_ptr->gen_flags & TRG_PERMA_CURSE) q_ptr->curse_flags |= (TRC_PERMA_CURSE);
- if (a_ptr->gen_flags & (TRG_RANDOM_CURSE0)) q_ptr->curse_flags |= get_curse(0, q_ptr);
- if (a_ptr->gen_flags & (TRG_RANDOM_CURSE1)) q_ptr->curse_flags |= get_curse(1, q_ptr);
- if (a_ptr->gen_flags & (TRG_RANDOM_CURSE2)) q_ptr->curse_flags |= get_curse(2, q_ptr);
- random_artifact_resistance(q_ptr, a_ptr);
- /*
- * drop_near()内で普通の固定アーティファクトが重ならない性質に依存する.
- * 仮に2個以上存在可能かつ装備品以外の固定アーティファクトが作成されれば
- * この関数の返り値は信用できなくなる.
- */
- //月都万象展の特殊アイテム
- if(p_ptr->inside_quest == QUEST_MOON_VAULT && a_idx == ART_HAGOROMO_MOON)
- q_ptr->marked |= OM_SPECIAL_FLAG;
- /* Drop the artifact from heaven */
- return drop_near(q_ptr, -1, y, x) ? TRUE : FALSE;
- }
- /*:::アイテムの種類で分岐しフラグを付加する。*/
- /*:::ベースアイテムに一定確率で付加されるフラグを実装するために作ってみた。*/
- /*:::apply_magic()の中の★判定の後で行う。(前に行っても無視されるだけのはずだが)*/
- /*:::「|切が重なったら|X切になる」みたいな処理は☆生成では機能するが、エゴ生成では機能しない。別処理が必要。*/
- void add_art_flags(object_type * o_ptr)
- {
- if(o_ptr->tval == TV_KATANA && o_ptr->sval == SV_WEAPON_EVIL_KATANA && one_in_(2))
- {
- add_flag(o_ptr->art_flags, TR_VORPAL);
- //if(one_in_(4)) add_flag(o_ptr->art_flags, TR_AGGRAVATE);
- if(one_in_(4))
- {
- o_ptr->to_a -= damroll(3,10);
- o_ptr->to_d += 5;
- }
- }
- else if(o_ptr->tval == TV_SWORD && o_ptr->sval == SV_WEAPON_CLAYMORE && one_in_(4))
- {
- add_flag(o_ptr->art_flags, TR_VORPAL);
- }
- else if(o_ptr->tval == TV_KATANA && o_ptr->sval == SV_WEAPON_KATANA && one_in_(2))
- {
- add_flag(o_ptr->art_flags, TR_VORPAL);
- }
- else if(o_ptr->tval == TV_SPEAR && o_ptr->sval == SV_WEAPON_TRIFURCATE_SPEAR)
- {
- if(one_in_(4)) add_flag(o_ptr->art_flags, TR_THROW);
- if(one_in_(3)) add_flag(o_ptr->art_flags, TR_SLAY_ANIMAL);
- else if(one_in_(2)) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- else add_flag(o_ptr->art_flags, TR_SLAY_DEMON);
- }
- else if(o_ptr->tval == TV_POLEARM && o_ptr->sval == SV_WEAPON_SCYTHE_OF_SLICING)
- {
- if(one_in_(4)) add_flag(o_ptr->art_flags, TR_SLAY_HUMAN);
- if(one_in_(2)) add_flag(o_ptr->art_flags, TR_SLAY_UNDEAD);
- }
- else if(o_ptr->tval == TV_CLOTHES && o_ptr->sval == SV_CLOTH_MIKO && one_in_(2))
- {
- add_flag(o_ptr->art_flags, TR_RES_HOLY);
- }
- else if(o_ptr->tval == TV_CLOAK && o_ptr->sval == SV_CLOAK_FUR && one_in_(3))
- {
- add_flag(o_ptr->art_flags, TR_RES_COLD);
- }
- else if(o_ptr->tval == TV_HEAD && o_ptr->sval == SV_HEAD_MASK && one_in_(3))
- {
- add_flag(o_ptr->art_flags, TR_RES_BLIND);
- }
- else if(o_ptr->tval == TV_HEAD && o_ptr->sval == SV_HEAD_KASA && one_in_(5))
- {
- add_flag(o_ptr->art_flags, TR_RES_BLIND);
- }
- }
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