English inventory display of ranged weapon patch
Thanks. I'll fix same errors on recent refactoring.
Reply To deskull
Thanks. I'll fix same errors on recent refactoring.
These are the other places I've seen "current_world_ptr->game_turn" in place of "turn" in English messages to the player: effects.c:1245, effects.c:3655, mutation.c:432, mutation.c:468, mutation.c:528, mutation.c:1604, object1.c:433, object1.c:562, player-status.c:4272, player-status.c:4276, realm-hissatsu.c:448, selfinfo.c:305, selfinfo.c:504, selfinfo.c:602, spells3.c:1710, spells3.c:1735, spells3.c:1743, spells3.c:1752, spells3.c:1761. I've attached a patch for effects.c below.
diff --git a/src/effects.c b/src/effects.c index e1258525..8f6e0e06 100644 --- a/src/effects.c +++ b/src/effects.c @@ -1242,7 +1242,7 @@ bool set_wraith_form(TIME_EFFECT v, bool do_dec) } else if (!p_ptr->wraith_form) { - msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and current_world_ptr->game_turn into a wraith-being!")); + msg_print(_("物質界を離れて幽鬼のような存在になった!", "You leave the physical world and turn into a wraith-being!")); notice = TRUE; chg_virtue(V_UNLIFE, 3); chg_virtue(V_HONOUR, -2); @@ -3652,7 +3652,7 @@ void change_race(CHARACTER_IDX new_race, concptr effect_msg) #ifdef JP msg_format("あなたは%s%sに変化した!", effect_msg, title); #else - msg_format("You current_world_ptr->game_turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title); + msg_format("You turn into %s %s%s!", (!effect_msg[0] && is_a_vowel(title[0]) ? "an" : "a"), effect_msg, title); #endif chg_virtue(V_CHANCE, 2);
This is the patch I have for object1.c:
diff --git a/src/object1.c b/src/object1.c index a3e5001b..f760e261 100644 --- a/src/object1.c +++ b/src/object1.c @@ -429,8 +429,8 @@ static concptr item_activation_aux(object_type *o_ptr) constant = act_ptr->timeout.constant; dice = act_ptr->timeout.dice; if (constant == 0 && dice == 0) { - /* We can activate it every current_world_ptr->game_turn */ - strcpy(timeout, _("いつでも", "every current_world_ptr->game_turn")); + /* We can activate it every turn */ + strcpy(timeout, _("いつでも", "every turn")); } else if (constant < 0) { /* Activations that have special timeout */ switch (act_ptr->index) { @@ -559,7 +559,7 @@ bool screen_object(object_type *o_ptr, BIT_FLAGS mode) /* Figurines, a hack */ if (o_ptr->name1 == ART_STONEMASK) { - info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you current_world_ptr->game_turn into a vampire permanently."); + info[i++] = _("それを装備した者は吸血鬼になる。", "It makes you turn into a vampire permanently."); } if ((o_ptr->tval == TV_SWORD) && (o_ptr->sval == SV_DOKUBARI))
This is the patch for player-status.c that I have:
diff --git a/src/player-status.c b/src/player-status.c index db82470d..f0c3ad3d 100644 --- a/src/player-status.c +++ b/src/player-status.c @@ -4269,11 +4269,11 @@ void sanity_blast(monster_type *m_ptr, bool necro) { if ((p_ptr->stat_use[A_INT] < 4) && (p_ptr->stat_use[A_WIS] < 4)) { - msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You current_world_ptr->game_turn into an utter moron!")); + msg_print(_("あなたは完璧な馬鹿になったような気がした。しかしそれは元々だった。", "You turn into an utter moron!")); } else { - msg_print(_("あなたは完璧な馬鹿になった!", "You current_world_ptr->game_turn into an utter moron!")); + msg_print(_("あなたは完璧な馬鹿になった!", "You turn into an utter moron!")); } if (p_ptr->muta3 & MUT3_HYPER_INT)
And the patch I have for realm-hissatsu.c is below. For mutation.c, selfinfo.c, and spells3.c, I'll attach the patches as a file.
diff --git a/src/realm-hissatsu.c b/src/realm-hissatsu.c index f0ac70c0..acda2f62 100644 --- a/src/realm-hissatsu.c +++ b/src/realm-hissatsu.c @@ -445,7 +445,7 @@ concptr do_hissatsu_spell(SPELL_IDX spell, BIT_FLAGS mode) case 16: if (name) return _("捨て身", "Desperate Attack"); if (desc) return _("強力な攻撃を繰り出す。次のターンまでの間、食らうダメージが増える。", - "Attacks with all of your power. But all damages you take will be doubled for one current_world_ptr->game_turn."); + "Attacks with all of your power. But all damages you take will be doubled for one turn."); if (cast) {
The English inventory display has "/current_world_ptr->game_turn" in the damage summary for a ranged weapon. The path below to flavor.c, computed by git diff, replaces that with "/turn".