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authorLance <Lance@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-06-08 13:49:31 +0000
committerLance <Lance@54d463be-8e91-2dee-dedb-b68131a5f0ec>2006-06-08 13:49:31 +0000
commit38633b84e729539bcbdf037a97421e2e18fea2df (patch)
tree0d69095c7069d3f35f77c81021515b8a3ff5dcb4 /src
parentb7ead3917f40c1e98950aab453c1b3196700fccb (diff)
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git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7045 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'src')
-rw-r--r--src/map/mob.c5
-rw-r--r--src/map/skill.c981
2 files changed, 490 insertions, 496 deletions
diff --git a/src/map/mob.c b/src/map/mob.c
index 61b77bf97..8d9b69626 100644
--- a/src/map/mob.c
+++ b/src/map/mob.c
@@ -2174,7 +2174,10 @@ void mob_revive(struct mob_data *md, unsigned int hp)
md->last_linktime = tick;
if (!md->bl.prev)
map_addblock(&md->bl);
- clif_spawn(&md->bl);
+ if(pcdb_checkid(md->vd->class_) && md->nd)
+ md->vd->dead_sit = 0;
+ else
+ clif_spawn(&md->bl);
skill_unit_move(&md->bl,tick,1);
mobskill_use(md, tick, MSC_SPAWN);
if (battle_config.show_mob_hp)
diff --git a/src/map/skill.c b/src/map/skill.c
index 3bb3b6375..dfa8a8992 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -630,16 +630,16 @@ static const int diry[8]={1,1,0,-1,-1,-1,0,1};
static struct eri *skill_unit_ers = NULL; //For handling skill_unit's [Skotlex]
static struct eri *skill_timer_ers = NULL; //For handling skill_timerskills [Skotlex]
-/* ƒXƒLƒ‹ƒf?ƒ^ƒx?ƒX */
+/* スキルデ?タベ?ス */
struct skill_db skill_db[MAX_SKILL_DB];
-/* ƒAƒCƒeƒ€?ì?¬ƒf?ƒ^ƒx?ƒX */
+/* アイテム?・ャデ?タベ?ス */
struct skill_produce_db skill_produce_db[MAX_SKILL_PRODUCE_DB];
-/* –î?ì?¬ƒXƒLƒ‹ƒf?ƒ^ƒx?ƒX */
+/* 矢?・ャスキルデ?タベ?ス */
struct skill_arrow_db skill_arrow_db[MAX_SKILL_ARROW_DB];
-/* ƒAƒuƒ‰ƒJƒ_ƒuƒ‰?“®ƒXƒLƒ‹ƒf?ƒ^ƒx?ƒX */
+/* アブラカダブラ?動スキルデ?タベ?ス */
struct skill_abra_db skill_abra_db[MAX_SKILL_ABRA_DB];
// macros to check for out of bounds errors [celest]
@@ -714,7 +714,7 @@ int skill_tree_get_max(int id, int b_class){
return skill_get_max (id);
}
-/* ƒvƒ?ƒgƒ^ƒCƒv */
+/* プ・トタイプ */
int skill_castend_damage_id( struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag );
int skill_frostjoke_scream(struct block_list *bl,va_list ap);
int status_change_timer_sub(struct block_list *bl, va_list ap);
@@ -903,7 +903,7 @@ int skillnotok(int skillid, struct map_session_data *sd)
return (map[sd->bl.m].flag.noskill);
}
-/* ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Ì”z’u?î•ñ‚ð•Ô‚· */
+/* スキルユニットã®é…ç½®?﨣î”ヤ㙠*/
struct skill_unit_layout skill_unit_layout[MAX_SKILL_UNIT_LAYOUT];
int firewall_unit_pos;
int icewall_unit_pos;
@@ -931,7 +931,7 @@ struct skill_unit_layout *skill_get_unit_layout (int skillid, int skilllv, struc
}
/*==========================================
- * ƒXƒLƒ‹’ljÁ?‰Ê
+ * スキル追加?果
*------------------------------------------
*/
int skill_additional_effect (struct block_list* src, struct block_list *bl, int skillid, int skilllv, int attack_type, unsigned int tick)
@@ -1045,7 +1045,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
}
break;
- case SM_BASH: /* ƒoƒbƒVƒ…?i‹}?Š?U??j */
+ case SM_BASH: /* ãƒãƒƒã‚·ãƒ¥?i急?・U??j */
if( sd && skilllv > 5 && pc_checkskill(sd,SM_FATALBLOW)>0 ){
//TODO: How much % per base level it actually is?
sc_start(bl,SC_STUN,(5*(skilllv-5)+(int)sd->status.base_level/10),
@@ -1056,15 +1056,15 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
case AS_VENOMKNIFE:
if (sd) //Poison chance must be that of Envenom. [Skotlex]
skilllv = pc_checkskill(sd, TF_POISON);
- case TF_POISON: /* ƒCƒ“ƒxƒiƒ€ */
- case AS_SPLASHER: /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ? */
+ case TF_POISON: /* インベナム */
+ case AS_SPLASHER: /* ベナムスプラッシャ? */
if(!sc_start(bl,SC_POISON,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv))
&& sd && skillid==TF_POISON
)
clif_skill_fail(sd,skillid,0,0);
break;
- case AS_SONICBLOW: /* ƒ\ƒjƒbƒNƒuƒ?? */
+ case AS_SONICBLOW: /* ソニックブ・? */
sc_start(bl,SC_STUN,(2*skilllv+10),skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1094,7 +1094,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl,SC_BLIND,4*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
- case HT_FREEZINGTRAP: /* ƒtƒŠ?ƒWƒ“ƒOƒgƒ‰ƒbƒv */
+ case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
sc_start(bl,SC_FREEZE,(3*skilllv+35),skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1102,7 +1102,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl,SC_BLIND,(10*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
break;
- case HT_LANDMINE: /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */
+ case HT_LANDMINE: /* ランドマイン */
sc_start(bl,SC_STUN,(5*skilllv+30),skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1110,26 +1110,26 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
status_percent_damage(src, bl, 0, 15*skilllv+5);
break;
- case HT_SANDMAN: /* ƒTƒ“ƒhƒ}ƒ“ */
+ case HT_SANDMAN: /* サンドマン */
sc_start(bl,SC_SLEEP,(10*skilllv+40),skilllv,skill_get_time2(skillid,skilllv));
break;
- case TF_SPRINKLESAND: /* ?»‚Ü‚« */
+ case TF_SPRINKLESAND: /* ?ï½»ã¾ã */
sc_start(bl,SC_BLIND,20,skilllv,skill_get_time2(skillid,skilllv));
break;
- case TF_THROWSTONE: /* ?ΓŠ‚° */
+ case TF_THROWSTONE: /* ?ホ投㒠*/
sc_start(bl,SC_STUN,3,skilllv,skill_get_time(skillid,skilllv));
sc_start(bl,SC_BLIND,3,skilllv,skill_get_time2(skillid,skilllv));
break;
case NPC_DARKCROSS:
- case CR_HOLYCROSS: /* ƒz?ƒŠ?ƒNƒƒX */
+ case CR_HOLYCROSS: /* ホ?リ?クロス */
sc_start(bl,SC_BLIND,3*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
- case CR_GRANDCROSS: /* ƒOƒ‰ƒ“ƒhƒNƒ?ƒX */
- case NPC_GRANDDARKNESS: /*ˆÅƒOƒ‰ƒ“ƒhƒNƒ?ƒX*/
+ case CR_GRANDCROSS: /* グランドク・ス */
+ case NPC_GRANDDARKNESS: /*闇グランドク・ス*/
{
if(battle_check_undead(tstatus->race,tstatus->def_ele) || tstatus->race == RC_DEMON)
sc_start(bl,SC_BLIND,100,skilllv,skill_get_time2(skillid,skilllv));
@@ -1146,7 +1146,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
skill_break_equip(bl, EQP_WEAPON, 100*skilllv, BCT_ENEMY);
break;
- case CR_SHIELDCHARGE: /* ƒV?ƒ‹ƒhƒ`ƒƒ?ƒW */
+ case CR_SHIELDCHARGE: /* ã‚·?ルドãƒãƒ£?ジ */
sc_start(bl,SC_STUN,(15+skilllv*5),skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1154,7 +1154,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
status_percent_damage(src, bl, 0, 15+5*skilllv);
break;
- case RG_RAID: /* ƒTƒvƒ‰ƒCƒYƒAƒ^ƒbƒN */
+ case RG_RAID: /* サプライズアタック */
sc_start(bl,SC_STUN,(10+3*skilllv),skilllv,skill_get_time(skillid,skilllv));
sc_start(bl,SC_BLIND,(10+3*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1167,7 +1167,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl,SC_STUN,(25+5*skilllv),skilllv,skill_get_time2(skillid,skilllv));
break;
- case BD_LULLABY: /* ŽqŽç‰S */
+ case BD_LULLABY: /* å­å®ˆå”„ */
sc_start(bl,SC_SLEEP,15,skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1182,7 +1182,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl,SC_STUN,(30+10*skilllv),skilllv,skill_get_time(skillid,skilllv));
break;
- /* MOB‚̒ljÁ?‰Ê•t‚«ƒXƒLƒ‹ */
+ /* MOBã®è¿½åŠ ?果付ãスキル */
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
@@ -1218,11 +1218,11 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl,SC_STOP,(15+skilllv*5),0,skill_get_time2(skillid,skilllv));
break;
- case ST_REJECTSWORD: /* ƒtƒŠ?ƒWƒ“ƒOƒgƒ‰ƒbƒv */
+ case ST_REJECTSWORD: /* フリ?ジングトラップ */
sc_start(bl,SC_AUTOCOUNTER,(skilllv*15),skilllv,skill_get_time2(skillid,skilllv));
break;
- case PF_FOGWALL: /* ƒz?ƒŠ?ƒNƒ?ƒX */
+ case PF_FOGWALL: /* ホ?リ?ク・ス */
if (src != bl && tsc->data[SC_DELUGE].timer == -1)
status_change_start(bl,SC_BLIND,10000,skilllv,0,0,0,skill_get_time2(skillid,skilllv),8);
break;
@@ -1232,12 +1232,12 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sc_start(bl, SC_BLEEDING,50, skilllv, skill_get_time2(skillid,skilllv));
break;
- case LK_JOINTBEAT: /* ƒWƒ‡ƒCƒ“ƒgƒr?ƒg */
- //?Œ?‚ª—Ç‚­•ª‚©‚ç‚È‚¢‚Ì‚Å“K?‚É
+ case LK_JOINTBEAT: /* ジョイントビ?ト */
+ //?・ãŒè‰¯ã分ã‹ã‚‰ãªã„ã®ã§é©?ã«
sc_start(bl,SkillStatusChangeTable[skillid],(5*skilllv+5),skilllv,skill_get_time2(skillid,skilllv));
break;
- case ASC_METEORASSAULT: /* ƒ?ƒeƒIƒAƒTƒ‹ƒg */
+ case ASC_METEORASSAULT: /* ・テオアサルト */
//Any enemies hit by this skill will receive Stun, Darkness, or external bleeding status ailment with a 5%+5*SkillLV% chance.
switch(rand()%3) {
case 0:
@@ -1251,8 +1251,8 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
}
break;
- case HW_NAPALMVULCAN: /* ƒiƒp?ƒ€ƒoƒ‹ƒJƒ“ */
- // skilllv*5%‚ÌŠm—¦‚ÅŽô‚¢
+ case HW_NAPALMVULCAN: /* ナパ?ムãƒãƒ«ã‚«ãƒ³ */
+ // skilllv*5%ã®ç¢ºçŽ‡ã§å‘ªã„
sc_start(bl,SC_CURSE,5*skilllv,skilllv,skill_get_time2(skillid,skilllv));
break;
@@ -1322,7 +1322,7 @@ int skill_additional_effect (struct block_list* src, struct block_list *bl, int
sd = map_id2sd(md->master_id);
}
- if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* ƒJ?ƒh‚É‚æ‚é’ljÁ?‰Ê */
+ if(sd && skillid != MC_CARTREVOLUTION && skillid != AM_DEMONSTRATION && skillid != CR_REFLECTSHIELD && attack_type&BF_WEAPON){ /* ã‚«?ドã«ã‚ˆã‚‹è¿½åŠ ?æžœ */
int i, type;
for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
type=i-SC_COMMON_MIN;
@@ -1425,13 +1425,13 @@ int skill_counter_additional_effect (struct block_list* src, struct block_list *
tick+skill_get_time2(SL_KAAHI,tsc->data[SC_KAAHI].val1),
kaahi_heal_timer, bl->id, SC_KAAHI); //Activate heal.
break;
- case MO_EXTREMITYFIST: /* ˆ¢?C—…”e™€Œ? */
- //ˆ¢?C—…‚ðŽg‚¤‚Æ5•ªŠÔŽ©‘R‰ñ•œ‚µ‚È‚¢‚悤‚É‚È‚é
+ case MO_EXTREMITYFIST: /* 阿?C羅覇凰・ */
+ //阿?C羅を使ã†ã¨5分間自然回復ã—ãªã„よã†ã«ãªã‚‹
sc_start(src,SkillStatusChangeTable[skillid],100,skilllv,skill_get_time2(skillid,skilllv));
break;
}
- if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* ƒJ?ƒh‚É‚æ‚é’ljÁ?‰Ê */
+ if((sd||dstsd) && skillid != MC_CARTREVOLUTION && attack_type&BF_WEAPON){ /* ã‚«?ドã«ã‚ˆã‚‹è¿½åŠ ?æžœ */
int i, type;
for(i=SC_COMMON_MIN;i<=SC_COMMON_MAX;i++){
@@ -1663,13 +1663,13 @@ int skill_blown( struct block_list *src, struct block_list *target,int count)
/*
* =========================================================================
- * ƒXƒLƒ‹?U??‰Ê?—?‚Ü‚Æ‚ß
- * flag‚Ì?–¾?B16?i?
+ * スキル?U??æžœ?・ã¾ã¨ã‚
+ * flag�明?B16?i?
* 00XRTTff
- * ff = magic‚ÅŒvŽZ‚É“n‚³‚ê‚é?j
- * TT = ƒpƒPƒbƒg‚Ìtype•”•ª(0‚ŃfƒtƒHƒ‹ƒg?j
- * X = ƒpƒPƒbƒg‚̃XƒLƒ‹Lv
- * R = —\–ñ?iskill_area_sub‚ÅŽg—p‚·‚é?j
+ * ff = magicã§è¨ˆç®—ã«æ¸¡ã•ã‚Œã‚‹?j
+ * TT = パケットã®type部分(0ã§ãƒ‡ãƒ•ã‚©ãƒ«ãƒˆ?j
+ * X = パケットã®ã‚¹ã‚­ãƒ«Lv
+ * R = 予約?iskill_area_subã§ä½¿ç”¨ã™ã‚‹?j
*-------------------------------------------------------------------------
*/
@@ -1706,7 +1706,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
sstatus = status_get_status_data(dsrc);
tstatus = status_get_status_data(bl);
// Is this check really needed? FrostNova won't hurt you if you step right where the caster is?
- if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //Žg—pƒXƒLƒ‹‚ªƒtƒ?ƒXƒgƒmƒ”ƒ@‚Å?Adsrc‚Æbl‚ª“¯‚¶?ê?Š‚Ȃ牽‚à‚µ‚È‚¢
+ if(skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルãŒãƒ•ãƒ»ã‚¹ãƒˆãƒŽãƒ´ã‚¡ã§?Adsrcã¨blãŒåŒã˜?・é°ï¾ˆã‚‰ä½•ã‚‚ã—ãªã„
return 0;
type=-1;
@@ -1785,12 +1785,12 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
&& skillid != CH_PALMSTRIKE) //Palm Strike is the only skill that will knockback even if it misses. [Skotlex]
dmg.blewcount = 0;
- if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//ƒOƒ‰ƒ“ƒhƒNƒƒX
- if(battle_config.gx_disptype) dsrc = src; // “Gƒ_ƒ?ƒW”’•¶Žš•\Ž¦
- if(src == bl) type = 4; // ”½“®‚̓_ƒ?ƒWƒ‚?ƒVƒ‡ƒ“‚È‚µ
+ if(skillid == CR_GRANDCROSS||skillid == NPC_GRANDDARKNESS) {//グランドクロス
+ if(battle_config.gx_disptype) dsrc = src; // 敵ダメ?ジ白文字表示
+ if(src == bl) type = 4; // åå‹•ã¯ãƒ€ãƒ¡?ジモ?ションãªã—
}
-//Žg—pŽÒ‚ªPC‚Ì?ê?‡‚Ì?—?‚±‚±‚©‚ç
+//使用者ãŒPCã®?・№フ?・ã“ã“ã‹ã‚‰
if(sd) {
//Sorry for removing the Japanese comments, but they were actually distracting
//from the actual code and I couldn't understand a thing anyway >.< [Skotlex]
@@ -1950,7 +1950,7 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
if ((!tsd->status.skill[skillid].id || tsd->status.skill[skillid].flag >= 13) &&
can_copy(tsd,skillid)) // Split all the check into their own function [Aru]
{
- //?‚É?‚ñ‚Å‚¢‚éƒXƒLƒ‹‚ª‚ ‚ê‚ΊY?ƒXƒLƒ‹‚ðÁ‚·
+ //?ã«?ã‚“ã§ã„るスキルãŒãƒ»ã‚Œã°è©²?スキルを消ã™
if (tsd->cloneskill_id && tsd->status.skill[tsd->cloneskill_id].flag == 13){
tsd->status.skill[tsd->cloneskill_id].id = 0;
tsd->status.skill[tsd->cloneskill_id].lv = 0;
@@ -2028,19 +2028,19 @@ int skill_attack( int attack_type, struct block_list* src, struct block_list *ds
map_freeblock_unlock();
- return damage; /* ?ƒ_ƒ?‚ð•Ô‚· */
+ return damage; /* ?ダ・を返㙠*/
}
/*==========================================
- * ƒXƒLƒ‹”Í??U?—p(map_foreachinarea‚©‚çŒÄ‚΂ê‚é)
- * flag‚ɂ‚¢‚Ä?F16?i?‚ðŠm”F
+ * スキル範??U?用(map_foreachinareaã‹ã‚‰å‘¼ã°ã‚Œã‚‹)
+ * flagã«ã¤ã„ã¦?F16?i?を確èª
* MSB <- 00fTffff ->LSB
- * T =ƒ^?ƒQƒbƒg‘I?—p(BCT_*)
- * ffff=Ž©—R‚ÉŽg—p‰Â”\
- * 0 =—\–ñ?B0‚ɌŒè
+ * T =タ?ゲット�用(BCT_*)
+ * ffff=自由ã«ä½¿ç”¨å¯èƒ½
+ * 0 =予約?B0ã«å›ºå®š
*------------------------------------------
*/
-static int skill_area_temp[8]; /* ˆêŽž???B•K—v‚È‚çŽg‚¤?B */
+static int skill_area_temp[8]; /* 一時???Bå¿…è¦ãªã‚‰ä½¿ã†?B */
static int skill_unit_temp[8]; /* For storing skill_unit ids as players move in/out of them. [Skotlex] */
static int skill_unit_index=0; //Well, yeah... am too lazy to pass pointers around :X
typedef int (*SkillFunc)(struct block_list *,struct block_list *,int,int,unsigned int,int);
@@ -2054,7 +2054,7 @@ int skill_area_sub( struct block_list *bl,va_list ap )
nullpo_retr(0, bl);
nullpo_retr(0, ap);
- src=va_arg(ap,struct block_list *); //‚±‚±‚Å‚Ísrc‚Ì’l‚ð??Æ‚µ‚Ä‚¢‚È‚¢‚Ì‚ÅNULLƒ`ƒFƒbƒN‚Í‚µ‚È‚¢
+ src=va_arg(ap,struct block_list *); //ã“ã“ã§ã¯srcã®å€¤ã‚’??ニã—ã¦ã„ãªã„ã®ã§NULLãƒã‚§ãƒƒã‚¯ã¯ã—ãªã„
skill_id=va_arg(ap,int);
skill_lv=va_arg(ap,int);
tick=va_arg(ap,unsigned int);
@@ -2209,9 +2209,9 @@ int skill_guildaura_sub (struct block_list *bl,va_list ap)
}
/*=========================================================================
- * ”Í?ƒXƒLƒ‹Žg—p?—??¬•ª‚¯‚±‚±‚©‚ç
+ * 範?スキル使用?・?ャ分ã‘ã“ã“ã‹ã‚‰
*/
-/* ??Û‚Ì?‚ðƒJƒEƒ“ƒg‚·‚é?B?iskill_area_temp[0]‚ð?‰Šú‰»‚µ‚Ä‚¨‚­‚±‚Æ?j */
+/* ??ï¾›ã®?をカウントã™ã‚‹?B?iskill_area_temp[0]ã‚’?炎匀サã—ã¦ãŠãã“ã¨?j */
int skill_area_sub_count(struct block_list *src,struct block_list *target,int skillid,int skilllv,unsigned int tick,int flag)
{
if(skill_area_temp[0] < 0xffff)
@@ -2284,8 +2284,8 @@ static int skill_timerskill(int tid, unsigned int tick, int id,int data )
unit_warp(target, -1, x, y, 3);
}
break;
- case BA_FROSTJOKE: /* Š¦‚¢ƒWƒ‡?ƒN */
- case DC_SCREAM: /* ƒXƒNƒŠ?ƒ€ */
+ case BA_FROSTJOKE: /* 寒ã„ジョ?ク */
+ case DC_SCREAM: /* スクリ?ム */
range= skill_get_splash(skl->skill_id, skl->skill_lv);
map_foreachinarea(skill_frostjoke_scream,skl->map,skl->x-range,skl->y-range,
skl->x+range,skl->y+range,BL_CHAR,src,skl->skill_id,skl->skill_lv,tick);
@@ -2392,8 +2392,8 @@ static int skill_reveal_trap( struct block_list *bl,va_list ap )
}
/*==========================================
- * ƒXƒLƒ‹Žg—p?i‰r?¥Š®—¹?AIDŽw’è?U?Œn?j
- * ?iƒXƒpƒQƒbƒeƒB‚ÉŒü‚¯‚Ä‚P?‘O?i?I(ƒ_ƒ?ƒ|)?j
+ * スキル使用?i詠?・完了?AID指定?U?系?j
+ * ?iスパゲッティã«å‘ã‘ã¦ï¼‘?å‰?i?I(ダ・ãƒ)?j
*------------------------------------------
*/
int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int skillid,int skilllv,unsigned int tick,int flag)
@@ -2438,52 +2438,52 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
switch(skillid)
{
- /* •?Ší?U?ŒnƒXƒLƒ‹ */
- case SM_BASH: /* ƒoƒbƒVƒ… */
- case MC_MAMMONITE: /* ƒ?ƒ}?ƒiƒCƒg */
+ /* ・器?U?系スキル */
+ case SM_BASH: /* ãƒãƒƒã‚·ãƒ¥ */
+ case MC_MAMMONITE: /* ・マ?ナイト */
case TF_DOUBLE:
- case AC_DOUBLE: /* ƒ_ƒuƒ‹ƒXƒgƒŒƒCƒtƒBƒ“ƒO */
- case AS_SONICBLOW: /* ƒ\ƒjƒbƒNƒuƒ?? */
- case KN_PIERCE: /* ƒsƒA?ƒX */
- case KN_SPEARBOOMERANG: /* ƒXƒsƒAƒu?ƒ?ƒ‰ƒ“ */
- case KN_BRANDISHSPEAR: /* ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA */
- case TF_POISON: /* ƒCƒ“ƒxƒiƒ€ */
- case TF_SPRINKLESAND: /* ?»‚Ü‚« */
- case AC_CHARGEARROW: /* ƒ`ƒƒ?ƒWƒAƒ?? */
- case RG_RAID: /* ƒTƒvƒ‰ƒCƒYƒAƒ^ƒbƒN */
- case RG_INTIMIDATE: /* ƒCƒ“ƒeƒBƒ~ƒfƒCƒg */
- case AM_ACIDTERROR: /* ƒAƒVƒbƒhƒeƒ‰? */
- case BA_MUSICALSTRIKE: /* ƒ~ƒ…?ƒWƒJƒ‹ƒXƒgƒ‰ƒCƒN */
- case DC_THROWARROW: /* –î?‚¿ */
- case BA_DISSONANCE: /* •s‹¦˜a‰¹ */
- case CR_HOLYCROSS: /* ƒz?ƒŠ?ƒNƒ?ƒX */
+ case AC_DOUBLE: /* ダブルストレイフィング */
+ case AS_SONICBLOW: /* ソニックブ・? */
+ case KN_PIERCE: /* ピア?ス */
+ case KN_SPEARBOOMERANG: /* スピアブ?・ラン */
+ case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
+ case TF_POISON: /* インベナム */
+ case TF_SPRINKLESAND: /* ?ï½»ã¾ã */
+ case AC_CHARGEARROW: /* ãƒãƒ£?ジア・? */
+ case RG_RAID: /* サプライズアタック */
+ case RG_INTIMIDATE: /* インティミデイト */
+ case AM_ACIDTERROR: /* アシッドテラ? */
+ case BA_MUSICALSTRIKE: /* ミュ?ジカルストライク */
+ case DC_THROWARROW: /* 矢?㡠*/
+ case BA_DISSONANCE: /* ä¸å”和音 */
+ case CR_HOLYCROSS: /* ホ?リ?ク・ス */
case NPC_DARKCROSS:
case CR_SHIELDCHARGE:
case CR_SHIELDBOOMERANG:
- /* ˆÈ‰ºMOB?—p */
- /* ???U??ASPŒ¸?­?U??A‰“‹——£?U??A–hŒä–³Ž‹?U??A‘½’i?U? */
+ /* 以下MOB?用 */
+ /* ???U??ASP減?ï½­?U??Aé è·é›¢?U??A防御無視?U??A多段?U? */
case NPC_PIERCINGATT:
case NPC_MENTALBREAKER:
case NPC_RANGEATTACK:
case NPC_CRITICALSLASH:
case NPC_COMBOATTACK:
- /* •K’†?U??A“Å?U??AˆÃ??U??A’¾??U??AƒXƒ^ƒ“?U? */
+ /* 必中?U??A毒?U??A暗??U??A沈??U??Aスタン?U? */
case NPC_GUIDEDATTACK:
case NPC_POISON:
case NPC_BLINDATTACK:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
- /* ?Ή»?U??AŽô‚¢?U??A?‡–°?U??Aƒ‰ƒ“ƒ_ƒ€ATK?U? */
+ /* ?ホ化?U??A呪�U??A?⊥ー?U??AランダムATK?U? */
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_RANDOMATTACK:
- /* ?…??«?U??A’n??«?U??A‰Î??«?U??A•—??«?U? */
+ /* ?・?ォ?U??A地??ォ?U??A�?ォ?U??A風??ォ?U? */
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
- /* “Å??«?U??A?¹??«?U??AˆÅ??«?U??A”O??«?U??ASPŒ¸?­?U? */
+ /* 毒??ォ?U??A?ケ??ォ?U??A闇??ォ?U??A念??ォ?U??ASP減?ュ?U? */
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
@@ -2493,17 +2493,17 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
case NPC_BREAKWEAPON:
case NPC_BREAKHELM:
case NPC_BREAKSHIELD:
- case LK_AURABLADE: /* ƒI?ƒ‰ƒuƒŒ?ƒh */
- case LK_SPIRALPIERCE: /* ƒXƒpƒCƒ‰ƒ‹ƒsƒA?ƒX */
- case LK_HEADCRUSH: /* ƒwƒbƒhƒNƒ‰ƒbƒVƒ… */
- case LK_JOINTBEAT: /* ƒWƒ‡ƒCƒ“ƒgƒr?ƒg */
- case CG_ARROWVULCAN: /* ƒAƒ??ƒoƒ‹ƒJƒ“ */
- case HW_MAGICCRASHER: /* ƒ}ƒWƒbƒNƒNƒ‰ƒbƒVƒƒ? */
- case ASC_METEORASSAULT: /* ƒ?ƒeƒIƒAƒTƒ‹ƒg */
+ case LK_AURABLADE: /* オ?ラブレ?ド */
+ case LK_SPIRALPIERCE: /* スパイラルピア?ス */
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ case LK_JOINTBEAT: /* ジョイントビ?ト */
+ case CG_ARROWVULCAN: /* ア・?ãƒãƒ«ã‚«ãƒ³ */
+ case HW_MAGICCRASHER: /* マジッククラッシャ? */
+ case ASC_METEORASSAULT: /* ・テオアサルト */
case ITM_TOMAHAWK:
case MO_TRIPLEATTACK:
- case CH_CHAINCRUSH: /* ˜A’Œ•ö? */
- case CH_TIGERFIST: /* •šŒÕŒ? */
+ case CH_CHAINCRUSH: /* 連柱崩? */
+ case CH_TIGERFIST: /* ä¼è™Žãƒ» */
case PA_SHIELDCHAIN: // Shield Chain
case PA_SACRIFICE: // Sacrifice, Aru's style.
case WS_CARTTERMINATION: // Cart Termination
@@ -2542,26 +2542,25 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
clif_slide(src,bl->x,bl->y);
break;
- case SN_SHARPSHOOTING: /* ƒVƒƒ?ƒvƒVƒ…?ƒeƒBƒ“ƒO */
+ case SN_SHARPSHOOTING: /* シャ?プシュ?ティング */
// Does it stop if touch an obstacle? it shouldn't shoot trough walls
map_foreachinpath (skill_attack_area,src->m,src->x,src->y,bl->x,bl->y,
skill_get_splash(skillid, skilllv),BL_CHAR,
BF_WEAPON,src,src,skillid,skilllv,tick,flag,BCT_ENEMY); // varargs
break;
- case MO_INVESTIGATE: /* ?™¤ */
+ case MO_INVESTIGATE: /* ?å‹ */
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (sc && sc->data[SC_BLADESTOP].timer != -1)
status_change_end(src,SC_BLADESTOP,-1);
break;
- case RG_BACKSTAP: /* ƒoƒbƒNƒXƒ^ƒu */
+ case RG_BACKSTAP: /* ãƒãƒƒã‚¯ã‚¹ã‚¿ãƒ– */
{
int dir = map_calc_dir(src, bl->x, bl->y), t_dir = unit_getdir(bl);
if ((!check_distance_bl(src, bl, 0) && !map_check_dir(dir, t_dir)) || bl->type == BL_SKILL) {
if (sc && sc->data[SC_HIDING].timer != -1)
- status_change_end(src, SC_HIDING, -1); // ƒnƒCƒfƒBƒ“ƒO‰ð?œ
- skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
+ status_change_end(src, SC_HIDING, -1); // ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚°è§£?・ skill_attack(BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag);
dir = dir < 4 ? dir+4 : dir-4; // change direction [Celest]
unit_setdir(bl,dir);
clif_changed_dir(bl);
@@ -2571,7 +2570,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
}
break;
- case MO_FINGEROFFENSIVE: /* Žw? */
+ case MO_FINGEROFFENSIVE: /* 指? */
{
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (battle_config.finger_offensive_type && sd) {
@@ -2585,7 +2584,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
}
break;
- case MO_CHAINCOMBO: /* ˜A‘Å?¶ */
+ case MO_CHAINCOMBO: /* 連打?カ */
{
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,flag);
if (sc && sc->data[SC_BLADESTOP].timer != -1)
@@ -2594,7 +2593,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
break;
case KN_CHARGEATK:
- case MO_EXTREMITYFIST: /* ˆ¢?C—…”e–PŒ? */
+ case MO_EXTREMITYFIST: /* 阿?C羅覇鳳・ */
if (skillid == MO_EXTREMITYFIST && sc && sc->count)
{
if (sc->data[SC_EXPLOSIONSPIRITS].timer != -1)
@@ -2629,13 +2628,13 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,skillid == KN_CHARGEATK?1:flag);
break;
- /* •?ŠíŒn”Í??U?ƒXƒLƒ‹ */
- case AS_GRIMTOOTH: /* ƒOƒŠƒ€ƒgƒD?ƒX */
- case MC_CARTREVOLUTION: /* ƒJ?ƒgƒŒƒ”ƒHƒŠƒ…?ƒVƒ‡ƒ“ */
- case NPC_SPLASHATTACK: /* ƒXƒvƒ‰ƒbƒVƒ…ƒAƒ^ƒbƒN */
+ /* ・器系範??U?スキル */
+ case AS_GRIMTOOTH: /* グリムトゥ?ス */
+ case MC_CARTREVOLUTION: /* カ?トレヴォリュ?ション */
+ case NPC_SPLASHATTACK: /* スプラッシュアタック */
case AC_SHOWER: //Targetted skill implementation.
if(flag&1){
- /* ŒÂ•Ê‚Ƀ_ƒ??ƒW‚ð?‚¦‚é */
+ /* 個別ã«ãƒ€ãƒ»?ジを?ãˆã‚‹ */
if(bl->id!=skill_area_temp[1]){
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,
0x0500);
@@ -2689,14 +2688,14 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
}
break;
- case KN_BOWLINGBASH: /* ƒ{ƒEƒŠƒ“ƒOƒoƒbƒVƒ… */
+ case KN_BOWLINGBASH: /* ボウリングãƒãƒƒã‚·ãƒ¥ */
if(flag&1){
- /* ŒÂ•Ê‚Ƀ_ƒ??ƒW‚ð?‚¦‚é */
+ /* 個別ã«ãƒ€ãƒ»?ジを?ãˆã‚‹ */
if(bl->id!=skill_area_temp[1])
skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500);
} else {
- int i,c; /* ‘¼?l‚©‚ç•·‚¢‚½“®‚«‚È‚Ì‚ÅŠÔˆá‚Á‚Ä‚é‰Â”\?«‘å?•?—¦‚ª?‚¢‚Á‚·?„?ƒ */
- /* ‚Ü‚¸ƒ^?[ƒQƒbƒg‚É?UŒ‚‚ð‰Á‚¦‚é */
+ int i,c; /* ä»–?lã‹ã‚‰èžã„ãŸå‹•ããªã®ã§é–“é•ã£ã¦ã‚‹å¯èƒ½?ォ大?・率ãŒ?ã„ã£ã™?・・*/
+ /* ã¾ãšã‚¿?[ゲットã«?U撃を加ãˆã‚‹ */
c = skill_get_blewcount(skillid,skilllv);
if(map_flag_gvg(bl->m) || status_get_mexp(bl))
c = 0;
@@ -2711,7 +2710,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
}
clif_blown(bl); //Update target pos.
skill_area_temp[1]=bl->id;
- /* ‚»‚ÌŒãƒ^?ƒQƒbƒgˆÈŠO‚Ì”Í??‚Ì“G‘S?‚É?—?‚ð?s‚¤ */
+ /* ãã®å¾Œã‚¿?ゲット以外ã®ç¯„??ã®æ•µå…¨?ã«?・を?sㆠ*/
map_foreachinrange(skill_area_sub,bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
@@ -2720,16 +2719,16 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
}
break;
- case KN_SPEARSTAB: /* ƒXƒsƒAƒXƒ^ƒu */
+ case KN_SPEARSTAB: /* スピアスタブ */
if(flag&1){
- /* ŒÂ•Ê‚Ƀ_ƒ??[ƒW‚ð—^‚¦‚é */
+ /* 個別ã«ãƒ€ãƒ»?[ジを与ãˆã‚‹ */
if (bl->id==skill_area_temp[1])
break;
if (skill_attack(BF_WEAPON,src,src,bl,skillid,skilllv,tick,0x0500) && !status_get_mexp(bl))
skill_blown(src,bl,skill_area_temp[2]);
} else {
int x=bl->x,y=bl->y,i,dir;
- /* ‚Ü‚¸ƒ^?[ƒQƒbƒg‚É?UŒ‚‚ð‰Á‚¦‚é */
+ /* ã¾ãšã‚¿?[ゲットã«?U撃を加ãˆã‚‹ */
dir = map_calc_dir(bl,src->x,src->y);
skill_area_temp[1] = bl->id;
skill_area_temp[2] = skill_get_blewcount(skillid,skilllv)|dir<<20;
@@ -2762,28 +2761,28 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
skill_addtimerskill(src, tick + 1000, bl->id, 0, 0, skillid, skilllv, BF_WEAPON, flag);
break;
- case ALL_RESURRECTION: /* ƒŠƒUƒŒƒNƒVƒ‡ƒ“ */
- case PR_TURNUNDEAD: /* ƒ^?ƒ“ƒAƒ“ƒfƒbƒh */
+ case ALL_RESURRECTION: /* リザレクション */
+ case PR_TURNUNDEAD: /* タ?ンアンデッド */
//Undead check is on unit-use skill
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
- /* –‚–@ŒnƒXƒLƒ‹ */
- case MG_SOULSTRIKE: /* ƒ\ƒEƒ‹ƒXƒgƒ‰ƒCƒN */
- case NPC_DARKSTRIKE: /*ˆÅƒ\ƒEƒ‹ƒXƒgƒ‰ƒCƒN*/
- case MG_COLDBOLT: /* ƒR?[ƒ‹ƒhƒ{ƒ‹ƒg */
- case MG_FIREBOLT: /* ƒtƒ@ƒCƒA?[ƒ{ƒ‹ƒg */
- case MG_LIGHTNINGBOLT: /* ƒ‰ƒCƒgƒjƒ“ƒOƒ{ƒ‹ƒg */
- case WZ_EARTHSPIKE: /* ƒA?[ƒXƒXƒpƒCƒN */
- case AL_HEAL: /* ƒq?[ƒ‹ */
- case AL_HOLYLIGHT: /* ƒz?[ƒŠ?[ƒ‰ƒCƒg */
- case WZ_JUPITEL: /* ƒ†ƒsƒeƒ‹ƒTƒ“ƒ_?[ */
- case NPC_DARKTHUNDER: /*ˆÅƒ†ƒsƒeƒ‹*/
- case NPC_MAGICALATTACK: /* MOB:–‚–@‘Å??U? */
- case PR_ASPERSIO: /* ƒAƒXƒyƒ‹ƒVƒI */
- case MG_FROSTDIVER: /* ƒtƒ?ƒXƒgƒ_ƒCƒo?[ */
+ /* 魔法系スキル */
+ case MG_SOULSTRIKE: /* ソウルストライク */
+ case NPC_DARKSTRIKE: /*闇ソウルストライク*/
+ case MG_COLDBOLT: /* コ?[ルドボルト */
+ case MG_FIREBOLT: /* ファイア?[ボルト */
+ case MG_LIGHTNINGBOLT: /* ライトニングボルト */
+ case WZ_EARTHSPIKE: /* ア?[ススパイク */
+ case AL_HEAL: /* ヒ?[ル */
+ case AL_HOLYLIGHT: /* ホ?[リ?[ライト */
+ case WZ_JUPITEL: /* ユピテルサンダ?[ */
+ case NPC_DARKTHUNDER: /*闇ユピテル*/
+ case NPC_MAGICALATTACK: /* MOB:魔法打??U? */
+ case PR_ASPERSIO: /* アスペルシオ */
+ case MG_FROSTDIVER: /* フ・ストダイ�[ */
case WZ_SIGHTBLASTER:
- case WZ_SIGHTRASHER: /* ƒTƒCƒgƒ‰ƒbƒVƒƒ?[ */
+ case WZ_SIGHTRASHER: /* サイトラッシャ?[ */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
@@ -2801,7 +2800,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
skill_attack(BF_MAGIC,src,src,bl,sid,skilllv,tick,flag);
}
break;
- case WZ_WATERBALL: /* ƒEƒH?ƒ^?ƒ{?ƒ‹ */
+ case WZ_WATERBALL: /* ウォ?タ?ボ?ル */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
if (skilllv>1) {
int range = skilllv/2;
@@ -2821,17 +2820,17 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
break;
- case PR_BENEDICTIO: /* ?¹??~•Ÿ */
+ case PR_BENEDICTIO: /* ?ï½¹??~ç¦ */
//Should attack undead and demons. [Skotlex]
if (battle_check_undead(tstatus->race, tstatus->def_ele) || tstatus->race == RC_DEMON)
skill_attack(BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag);
break;
- /* –‚–@Œn”Í??U?ƒXƒLƒ‹ */
- case MG_NAPALMBEAT: /* ƒiƒp?ƒ€ƒr?ƒg */
- case MG_FIREBALL: /* ƒtƒ@ƒCƒ„?ƒ{?ƒ‹ */
+ /* 魔法系範??U?スキル */
+ case MG_NAPALMBEAT: /* ナパ?ムビ?ト */
+ case MG_FIREBALL: /* ファイヤ?ボ?ル */
if (flag & 1) {
- /* ŒÂ•Ê‚Ƀ_ƒ??ƒW‚ð?‚¦‚é */
+ /* 個別ã«ãƒ€ãƒ»?ジを?ãˆã‚‹ */
if (bl->id == skill_area_temp[1])
break;
if(skillid == MG_FIREBALL) //Store distance.
@@ -2842,7 +2841,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
skill_area_temp[1]=bl->id;
switch (skillid) {
case MG_NAPALMBEAT:
- /* ƒiƒp?[ƒ€ƒr?[ƒg‚Í•ªŽUƒ_ƒ??[ƒW‚È‚Ì‚Å“G‚Ì?”‚ð?”‚¦‚é */
+ /* ナパ?[ムビ?[トã¯åˆ†æ•£ãƒ€ãƒ»?[ジãªã®ã§æ•µã®?狽・狽ヲる */
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick,flag|BCT_ENEMY,
@@ -2853,9 +2852,9 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
skill_area_temp[3]=bl->y;
break;
}
- /* ƒ^?[ƒQƒbƒg‚É?UŒ‚‚ð‰Á‚¦‚é(ƒXƒLƒ‹ƒGƒtƒFƒNƒg•\Ž¦) */
+ /* ã‚¿?[ゲットã«?U撃を加ãˆã‚‹(スキルエフェクト表示) */
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick, skill_area_temp[0]);
- /* ƒ^?[ƒQƒbƒgˆÈŠO‚͈͓̔à‚Ì“G‘S‘Ì‚É?ˆ—?‚ð?s‚¤ */
+ /* ã‚¿?[ゲット以外ã®ç¯„囲内ã®æ•µå…¨ä½“ã«?・?ã‚’?sㆠ*/
map_foreachinrange(skill_area_sub,bl,
skill_get_splash(skillid, skilllv),BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
@@ -2893,8 +2892,8 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
skill_attack(BF_MAGIC,src,src,bl,skillid,skilllv,tick,flag);
break;
- /* ‚»‚Ì‘¼ */
- case HT_BLITZBEAT: /* ƒuƒŠƒbƒcƒr?ƒg */
+ /* ãã®ä»– */
+ case HT_BLITZBEAT: /* ブリッツビ?ト */
if (flag & 1) { //Invoked from map_foreachinarea, skill_area_temp[0] holds number of targets to divide damage by.
skill_attack(BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]);
} else {
@@ -2939,7 +2938,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
if (sd) skill_blockpc_start (sd, skillid, (skilllv < 5 ? 10000: 15000));
break;
- /* HP‹z?/HP‹z?–‚–@ */
+ /* HP�/HP�魔法 */
case NPC_BLOODDRAIN:
case NPC_ENERGYDRAIN:
{
@@ -3062,7 +3061,7 @@ int skill_castend_damage_id (struct block_list* src, struct block_list *bl,int s
}
/*==========================================
- * ƒXƒLƒ‹Žg—p?i‰r?¥Š®—¹?AIDŽw’èŽx‰‡Œn?j
+ * スキル使用?iè© ?・完了?AID指定支æ´ç³»?j
*------------------------------------------
*/
int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, int skillid, int skilllv, unsigned int tick, int flag)
@@ -3131,7 +3130,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case NPC_GRANDDARKNESS:
//Until they're at right position - gs_ground- [Vicious]
case GS_DESPERADO:
- case NJ_KAENSIN: /*‰Î‰Šw*/
+ case NJ_KAENSIN: /*ç«ç‚Žé™£*/
case NJ_HYOUSYOURAKU:
case NJ_RAIGEKISAI:
return skill_castend_pos2(src,src->x,src->y,skillid,skilllv,tick,0);
@@ -3145,19 +3144,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
map_freeblock_lock();
switch(skillid)
{
- case AL_HEAL: /* ƒq?ƒ‹ */
+ case AL_HEAL: /* ヒ?ル */
{
int heal = skill_calc_heal(src, skilllv);
int heal_get_jobexp;
if (skilllv > 10)
- heal = 9999; //9999ƒq?[ƒ‹
+ heal = 9999; //9999ヒ?[ル
if (status_isimmune(bl) || (dstmd && dstmd->class_ == MOBID_EMPERIUM))
- heal=0; /* ?‹à峃J?ƒh?iƒq?ƒ‹—Ê‚O?j */
+ heal=0; /* ?金蟲カ?ド?iヒ?ルé‡ï¼?j */
if (sd) {
if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id &&
- (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) //Ž©•ª‚à?Û‚àPCA?Û‚ªŽ©•ª‚̃p?ƒgƒi?AŽ©•ª‚ªƒXƒpƒmƒrAŽ©•ª‚ªŠ‚È‚ç
- heal = heal*2; //ƒXƒpƒmƒr‚̉łª’U“߂Ƀq?ƒ‹‚·‚é‚Æ2”{‚É‚È‚é
+ (sd->class_&MAPID_UPPERMASK) == MAPID_SUPER_NOVICE && sd->status.sex == 0) //自分も?象もPCã€?象ãŒè‡ªåˆ†ã®ãƒ‘?トナ?ã€è‡ªåˆ†ãŒã‚¹ãƒ‘ノビã€è‡ªåˆ†ãŒâ™€ãªã‚‰
+ heal = heal*2; //スパノビã®å«ãŒæ—¦é‚£ã«ãƒ’?ルã™ã‚‹ã¨2å€ã«ãªã‚‹
}
if (tsc && tsc->count && tsc->data[SC_KAITE].timer != -1
@@ -3173,7 +3172,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
heal_get_jobexp = status_heal(bl,heal,0,0);
}
- // JOB??’lŠl“¾
+ // JOB??値ç²å¾—
if(sd && dstsd && heal > 0 && sd != dstsd && battle_config.heal_exp > 0){
heal_get_jobexp = heal_get_jobexp * battle_config.heal_exp / 100;
if (heal_get_jobexp <= 0)
@@ -3213,7 +3212,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
} else //Invalid target, skip resurrection.
break;
- case ALL_RESURRECTION: /* ƒŠƒUƒŒƒNƒVƒ‡ƒ“ */
+ case ALL_RESURRECTION: /* リザレクション */
if(sd && map_flag_gvg(bl->m))
{ //No reviving in WoE grounds!
clif_skill_fail(sd,skillid,0,0);
@@ -3256,7 +3255,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case AL_DECAGI: /* ‘¬“xŒ¸?­ */
+ case AL_DECAGI: /* 速度減?ュ */
clif_skill_nodamage (src, bl, skillid, skilllv,
sc_start(bl, type,
(40 + skilllv * 2 + (status_get_lv(src) + sstatus->int_)/5),
@@ -3278,7 +3277,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case PR_LEXDIVINA: /* ƒŒƒbƒNƒXƒfƒBƒr?ƒi */
+ case PR_LEXDIVINA: /* レックスディビ?ナ */
if (tsc && tsc->count && tsc->data[type].timer != -1) {
status_change_end(bl,type, -1);
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
@@ -3303,9 +3302,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
do {
abra_skillid = rand() % MAX_SKILL_ABRA_DB;
if (skill_abra_db[abra_skillid].req_lv > skilllv ||
- rand()%10000 >= skill_abra_db[abra_skillid].per || //db‚ÉŠî‚­ƒŒƒxƒ‹?Šm—¦”»’è
- (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCƒXƒLƒ‹‚̓_ƒ?
- skill_get_unit_flag(abra_skillid) & UF_DANCE) //‰‰‘tƒXƒLƒ‹‚̓_ƒ?
+ rand()%10000 >= skill_abra_db[abra_skillid].per || //dbã«åŸºã¥ãレベル?確率判定
+ (abra_skillid >= NPC_PIERCINGATT && abra_skillid <= NPC_SUMMONMONSTER) || //NPCスキルã¯ãƒ€ãƒ»
+ skill_get_unit_flag(abra_skillid) & UF_DANCE) //æ¼”å¥ã‚¹ã‚­ãƒ«ã¯ãƒ€ãƒ»
abra_skillid = 0; // reset to get a new id
} while (abra_skillid == 0);
abra_skilllv = skill_get_max(abra_skillid) > skilllv ? skilllv : skill_get_max(abra_skillid);
@@ -3380,7 +3379,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
case SA_CLASSCHANGE:
{
- //ƒNƒ‰ƒXƒ`ƒFƒ“ƒW—pƒ{ƒXƒ‚ƒ“ƒXƒ^?ID
+ //クラスãƒã‚§ãƒ³ã‚¸ç”¨ãƒœã‚¹ãƒ¢ãƒ³ã‚¹ã‚¿?ID
static int changeclass[]={1038,1039,1046,1059,1086,1087,1112,1115
,1157,1159,1190,1272,1312,1373,1492};
int class_ = mob_random_class (changeclass,sizeof(changeclass)/sizeof(changeclass[0]));
@@ -3420,18 +3419,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case AL_INCAGI: /* ‘¬“x?‰Á */
- case AL_BLESSING: /* ƒuƒŒƒbƒVƒ“ƒO */
+ case AL_INCAGI: /* 速度?加 */
+ case AL_BLESSING: /* ブレッシング */
case PR_SLOWPOISON:
- case PR_IMPOSITIO: /* ƒCƒ€ƒ|ƒVƒeƒBƒIƒ}ƒkƒX */
- case PR_LEXAETERNA: /* ƒŒƒbƒNƒXƒG?ƒeƒ‹ƒi */
- case PR_SUFFRAGIUM: /* ƒTƒtƒ‰ƒMƒEƒ€ */
- case PR_BENEDICTIO: /* ?¹??~•Ÿ */
+ case PR_IMPOSITIO: /* イムãƒã‚·ãƒ†ã‚£ã‚ªãƒžãƒŒã‚¹ */
+ case PR_LEXAETERNA: /* レックスエ?テルナ */
+ case PR_SUFFRAGIUM: /* サフラギウム */
+ case PR_BENEDICTIO: /* ?ï½¹??~ç¦ */
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
- case CR_PROVIDENCE: /* ƒvƒ?ƒ”ƒBƒfƒ“ƒX */
+ case CR_PROVIDENCE: /* プ・ヴィデンス */
if(sd && dstsd){ //Check they are not another crusader [Skotlex]
if ((dstsd->class_&MAPID_UPPERMASK) == MAPID_CRUSADER) {
clif_skill_fail(sd,skillid,0,0);
@@ -3443,7 +3442,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
- case CG_MARIONETTE: /* ƒ}ƒŠƒIƒlƒbƒgƒRƒ“ƒgƒ??ƒ‹ */
+ case CG_MARIONETTE: /* マリオãƒãƒƒãƒˆã‚³ãƒ³ãƒˆãƒ»?ル */
{
struct status_change *sc= status_get_sc(src);
int type2 = SC_MARIONETTE2;
@@ -3515,7 +3514,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
- case PR_ASPERSIO: /* ƒAƒXƒyƒ‹ƒVƒI */
+ case PR_ASPERSIO: /* アスペルシオ */
if (sd && dstmd) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
@@ -3552,7 +3551,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
- case PR_KYRIE: /* ƒLƒŠƒGƒGƒŒƒCƒ\ƒ“ */
+ case PR_KYRIE: /* キリエエレイソン */
clif_skill_nodamage(bl,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
@@ -3567,30 +3566,29 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start4(src,SC_WATK_ELEMENT,100,3,20,0,0,skill_get_time2(skillid, skilllv));
if (sd) skill_blockpc_start (sd, skillid, skill_get_time(skillid, skilllv));
break;
- case LK_BERSERK: /* ƒo?ƒT?ƒN */
- case KN_AUTOCOUNTER: /* ƒI?ƒgƒJƒEƒ“ƒ^? */
- case KN_TWOHANDQUICKEN: /* ƒc?ƒnƒ“ƒhƒNƒCƒbƒPƒ“ */
+ case LK_BERSERK: /* �サ?ク */
+ case KN_AUTOCOUNTER: /* オ?トカウンタ? */
+ case KN_TWOHANDQUICKEN: /* ツ?ãƒãƒ³ãƒ‰ã‚¯ã‚¤ãƒƒã‚±ãƒ³ */
case KN_ONEHAND:
- case CR_SPEARQUICKEN: /* ƒXƒsƒAƒNƒCƒbƒPƒ“ */
+ case CR_SPEARQUICKEN: /* スピアクイッケン */
case CR_REFLECTSHIELD:
- case AS_POISONREACT: /* ƒ|ƒCƒYƒ“ƒŠƒAƒNƒg */
- case MC_LOUD: /* ƒ‰ƒEƒhƒ{ƒCƒX */
- case MG_ENERGYCOAT: /* ƒGƒiƒW?ƒR?ƒg */
- case MG_SIGHT: /* ƒTƒCƒg */
- case AL_RUWACH: /* ƒ‹ƒAƒt */
- case MO_EXPLOSIONSPIRITS: // ”š—ô”g“®
- case MO_STEELBODY: // ‹à?„
- case MO_BLADESTOP: // ”’?nŽæ‚è
- case LK_AURABLADE: /* ƒI?ƒ‰ƒuƒŒ?ƒh */
- case LK_PARRYING: /* ƒpƒŠƒCƒ“ƒO */
- case LK_CONCENTRATION: /* ƒRƒ“ƒZƒ“ƒgƒŒ?ƒVƒ‡ƒ“ */
- case WS_CARTBOOST: /* ƒJ?ƒgƒu?ƒXƒg */
- case SN_SIGHT: /* ƒgƒDƒ‹?ƒTƒCƒg */
- case WS_MELTDOWN: /* ƒ?ƒ‹ƒgƒ_ƒEƒ“ */
+ case AS_POISONREACT: /* ãƒã‚¤ã‚ºãƒ³ãƒªã‚¢ã‚¯ãƒˆ */
+ case MC_LOUD: /* ラウドボイス */
+ case MG_ENERGYCOAT: /* エナジ?コ?ト */
+ case MG_SIGHT: /* サイト */
+ case AL_RUWACH: /* ルアフ */
+ case MO_EXPLOSIONSPIRITS: // 爆裂波動
+ case MO_STEELBODY: // 金?・ case MO_BLADESTOP: // 白?nå–ã‚Š
+ case LK_AURABLADE: /* オ?ラブレ?ド */
+ case LK_PARRYING: /* パリイング */
+ case LK_CONCENTRATION: /* コンセントレ?ション */
+ case WS_CARTBOOST: /* カ?トブ?スト */
+ case SN_SIGHT: /* トゥル?サイト */
+ case WS_MELTDOWN: /* ・ルトダウン */
case WS_OVERTHRUSTMAX: // Overthrust Max [Celest]
- case ST_REJECTSWORD: /* ƒŠƒWƒFƒNƒgƒ\?ƒh */
- case HW_MAGICPOWER: /* –‚–@—Í?•? */
- case PF_MEMORIZE: /* ƒ?ƒ‚ƒ‰ƒCƒY */
+ case ST_REJECTSWORD: /* リジェクトソ?ド */
+ case HW_MAGICPOWER: /* 魔法力?・ */
+ case PF_MEMORIZE: /* ・モライズ */
case PA_SACRIFICE:
case ASC_EDP: // [Celest]
case NPC_STOP:
@@ -3626,7 +3624,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
}
- case CG_MOONLIT: /* ŒŽ–¾‚è‚Ìò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */
+ case CG_MOONLIT: /* 月明りã®æ³‰ã«è½ã¡ã‚‹èŠ±ã³ã‚‰ */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if (sd && battle_config.player_skill_partner_check &&
(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)) {
@@ -3649,7 +3647,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
*/
- case SM_ENDURE: /* ƒCƒ“ƒfƒ…ƒA */
+ case SM_ENDURE: /* インデュア */
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
if (sd)
@@ -3675,7 +3673,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
break;
- case LK_TENSIONRELAX: /* ƒeƒ“ƒVƒ‡ƒ“ƒŠƒ‰ƒbƒNƒX */
+ case LK_TENSIONRELAX: /* テンションリラックス */
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,0,0,skill_get_time2(skillid,skilllv),
skill_get_time(skillid,skilllv)));
@@ -3706,7 +3704,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case AC_CONCENTRATION: /* ?W’†—ÍŒü?ã */
+ case AC_CONCENTRATION: /* ?W中力�・*/
{
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
@@ -3716,9 +3714,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case SM_PROVOKE: /* ƒvƒ?ƒ{ƒbƒN */
- /* MVPmob‚Æ•sŽ€‚É‚Í?‚©‚È‚¢ */
- if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) { //•sŽ€‚É‚Í?‚©‚È‚¢
+ case SM_PROVOKE: /* プ・ボック */
+ /* MVPmobã¨ä¸æ­»ã«ã¯?ã‹ãªã„ */
+ if((tstatus->mode&MD_BOSS) || battle_check_undead(tstatus->race,tstatus->def_ele)) { //ä¸æ­»ã«ã¯?ã‹ãªã„
map_freeblock_unlock();
return 1;
}
@@ -3751,10 +3749,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case CR_DEVOTION: /* ƒfƒBƒ{?ƒVƒ‡ƒ“ */
+ case CR_DEVOTION: /* ディボ?ション */
if(sd && dstsd)
{
- //??¶‚â—{Žq‚Ì?ê?‡‚ÌŒ³‚Ì?E‹Æ‚ðŽZ?o‚·‚é
+ //??カや養å­ã®?・№フ元ã®?E業を算?oã™ã‚‹
int lv = sd->status.base_level - dstsd->status.base_level;
if (lv < 0) lv = -lv;
@@ -3783,14 +3781,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_fail(sd,skillid,0,0);
break;
- case MO_CALLSPIRITS: // ?Œ÷
+ case MO_CALLSPIRITS: // ?功
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
pc_addspiritball(sd,skill_get_time(skillid,skilllv),skilllv);
}
break;
- case CH_SOULCOLLECT: // ‹¶?Œ÷
+ case CH_SOULCOLLECT: // 狂?功
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
for (i = 0; i < 5; i++)
@@ -3812,7 +3810,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case MO_ABSORBSPIRITS: // ?’D
+ case MO_ABSORBSPIRITS: // ?奪
i = 0;
if (dstsd && dstsd->spiritball && (sd == dstsd || map_flag_vs(src->m)) && (dstsd->class_&MAPID_BASEMASK)!=MAPID_GUNSLINGER)
{ // split the if for readability, and included gunslingers in the check so that their coins cannot be removed [Reddozen]
@@ -3829,14 +3827,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case AC_MAKINGARROW: /* –î?ì?¬ */
+ case AC_MAKINGARROW: /* 矢?・ャ */
if(sd) {
clif_arrow_create_list(sd);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}
break;
- case AM_PHARMACY: /* ƒ|?ƒVƒ‡ƒ“?ì?¬ */
+ case AM_PHARMACY: /* �ション?・ャ */
if(sd) {
clif_skill_produce_mix_list(sd,22);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -3850,7 +3848,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case BS_HAMMERFALL: /* ƒnƒ“ƒ}?ƒtƒH?ƒ‹ */
+ case BS_HAMMERFALL: /* ãƒãƒ³ãƒž?フォ?ル */
if(dstsd && dstsd->special_state.no_weapon_damage) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
@@ -3858,16 +3856,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,SC_STUN,(20 + 10 * skilllv),skilllv,skill_get_time2(skillid,skilllv)));
break;
- case RG_RAID: /* ƒTƒvƒ‰ƒCƒYƒAƒ^ƒbƒN */
+ case RG_RAID: /* サプライズアタック */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, bl,
skill_get_splash(skillid, skilllv), BL_CHAR,
src,skillid,skilllv,tick, flag|BCT_ENEMY|1,
skill_castend_damage_id);
- status_change_end(src, SC_HIDING, -1); // ƒnƒCƒfƒBƒ“ƒO‰ð?œ
- break;
+ status_change_end(src, SC_HIDING, -1); // ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚°è§£?・ break;
- case ASC_METEORASSAULT: /* ƒ?ƒeƒIƒAƒTƒ‹ƒg */
+ case ASC_METEORASSAULT: /* ・テオアサルト */
case GS_SPREADATTACK:
clif_skill_nodamage(src,bl,skillid,skilllv,1);
map_foreachinrange(skill_area_sub, src,
@@ -3876,7 +3873,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
skill_castend_damage_id);
break;
- case KN_BRANDISHSPEAR: /*ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA*/
+ case KN_BRANDISHSPEAR: /*ブランディッシュスピア*/
{
int c,n=4;
int dir = map_calc_dir(src,bl->x,bl->y);
@@ -3884,7 +3881,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
int x=bl->x,y=bl->y;
skill_brandishspear_first(&tc,dir,x,y);
skill_brandishspear_dir(&tc,dir,4);
- /* ”Í?‡C */
+ /* 範?④ */
if(skilllv > 9){
for(c=1;c<4;c++){
map_foreachincell(skill_area_sub,
@@ -3893,7 +3890,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
skill_castend_damage_id);
}
}
- /* ”Í?‡B‡A */
+ /* 範?③② */
if(skilllv > 6){
skill_brandishspear_dir(&tc,dir,-1);
n--;
@@ -3914,7 +3911,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
}
}
- /* ”Í?‡@ */
+ /* 範?① */
for(c=0;c<10;c++){
if(c==0||c==5) skill_brandishspear_dir(&tc,dir,-1);
map_foreachincell(skill_area_sub,
@@ -3950,16 +3947,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_damage(src, src, sstatus->max_hp,0,0,1);
break;
- /* ƒp?ƒeƒBƒXƒLƒ‹ */
- case AL_ANGELUS: /* ƒGƒ“ƒWƒFƒ‰ƒX */
- case PR_MAGNIFICAT: /* ƒ}ƒOƒjƒtƒBƒJ?ƒg */
- case PR_GLORIA: /* ƒOƒ?ƒŠƒA */
- case SN_WINDWALK: /* ƒEƒCƒ“ƒhƒEƒH?ƒN */
+ /* パ?ティスキル */
+ case AL_ANGELUS: /* エンジェラス */
+ case PR_MAGNIFICAT: /* マグニフィカ?ト */
+ case PR_GLORIA: /* グ・リア */
+ case SN_WINDWALK: /* ウインドウォ?ク */
if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
clif_skill_nodamage(bl,bl,skillid,skilllv,
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv)));
} else if (sd) {
- /* ƒp?ƒeƒB‘S?‚Ö‚Ì?—? */
+ /* パ?ティ全?ã¸ã®?・ */
party_foreachsamemap (skill_area_sub,
sd,skill_get_splash(skillid, skilllv),
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
@@ -3967,16 +3964,16 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case BS_ADRENALINE: /* ƒAƒhƒŒƒiƒŠƒ“ƒ‰ƒbƒVƒ… */
+ case BS_ADRENALINE: /* アドレナリンラッシュ */
case BS_ADRENALINE2:
- case BS_WEAPONPERFECT: /* ƒEƒFƒ|ƒ“ƒp?ƒtƒFƒNƒVƒ‡ƒ“ */
- case BS_OVERTHRUST: /* ƒI?ƒo?ƒgƒ‰ƒXƒg */
+ case BS_WEAPONPERFECT: /* ウェãƒãƒ³ãƒ‘?フェクション */
+ case BS_OVERTHRUST: /* オ?�トラスト */
if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) {
- /* ŒÂ•Ê‚Ì?—? */
+ /* 個別�・ */
clif_skill_nodamage(bl,bl,skillid,skilllv,
sc_start4(bl,type,100,skilllv,(src == bl)? 1:0,0,0,skill_get_time(skillid,skilllv)));
} else if (sd) {
- /* ƒp?ƒeƒB‘S?‚Ö‚Ì?—? */
+ /* パ?ティ全?ã¸ã®?・ */
party_foreachsamemap(skill_area_sub,
sd,skill_get_splash(skillid, skilllv),
src,skillid,skilllv,tick, flag|BCT_PARTY|1,
@@ -4030,8 +4027,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
i = sc_start(bl,type,100,skilllv,60000);
clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
- case TF_HIDING: /* ƒnƒCƒfƒBƒ“ƒO */
- case ST_CHASEWALK: /* ƒnƒCƒfƒBƒ“ƒO */
+ case TF_HIDING: /* ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚° */
+ case ST_CHASEWALK: /* ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚° */
if (tsc && tsc->data[type].timer != -1)
i = status_change_end(bl, type, -1);
else
@@ -4047,9 +4044,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
// a walkok packet, it will discard the walk packet! [Skotlex]
// clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
- case AS_CLOAKING: /* ƒNƒ??ƒLƒ“ƒO */
+ case AS_CLOAKING: /* ク・?キング */
if(tsc && tsc->data[type].timer!=-1 )
- /* ‰ð?œ‚·‚é */
+ /* 解?怩キる */
i = status_change_end(bl, type, -1);
else
i = sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
@@ -4058,30 +4055,30 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_fail(sd,skillid,0,0);
break;
- /* ?’nƒXƒLƒ‹ */
- case BD_LULLABY: /* ŽqŽç‰S */
- case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case BD_ETERNALCHAOS: /* ‰i‰“‚Ì?¬“× */
- case BD_DRUMBATTLEFIELD: /* ?‘¾ŒÛ‚Ì‹¿‚« */
- case BD_RINGNIBELUNGEN: /* ƒj?ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case BD_ROKISWEIL: /* ƒ?ƒL‚Ì‹©‚Ñ */
- case BD_INTOABYSS: /* ?[•£‚Ì’†‚É */
- case BD_SIEGFRIED: /* •sŽ€?g‚̃W?ƒNƒtƒŠ?ƒh */
- case BA_DISSONANCE: /* •s‹¦˜a‰¹ */
- case BA_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ? */
- case BA_WHISTLE: /* Œû“J */
- case BA_ASSASSINCROSS: /* —[—z‚̃AƒTƒVƒ“ƒNƒ?ƒX */
- case BA_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
- case DC_UGLYDANCE: /* Ž©•ª?ŸŽè‚ȃ_ƒ“ƒX */
- case DC_HUMMING: /* ƒnƒ~ƒ“ƒO */
- case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Å?c */
- case DC_FORTUNEKISS: /* ?K‰^‚̃LƒX */
- case DC_SERVICEFORYOU: /* ƒT?ƒrƒXƒtƒH?ƒ†? */
+ /* ?地スキル */
+ case BD_LULLABY: /* å­å®ˆå”„ */
+ case BD_RICHMANKIM: /* ニヨルドã®å®´ */
+ case BD_ETERNALCHAOS: /* æ°¸é ã®?ャ沌 */
+ case BD_DRUMBATTLEFIELD: /* ?太鼓ã®éŸ¿ã */
+ case BD_RINGNIBELUNGEN: /* ニ?ベルングã®æŒ‡è¼ª */
+ case BD_ROKISWEIL: /* ・キã®å«ã³ */
+ case BD_INTOABYSS: /* ?[æ·µã®ä¸­ã« */
+ case BD_SIEGFRIED: /* ä¸æ­»?gã®ã‚¸?クフリ?ド */
+ case BA_DISSONANCE: /* ä¸å”和音 */
+ case BA_POEMBRAGI: /* ブラギã®ãƒ» */
+ case BA_WHISTLE: /* å£ç¬› */
+ case BA_ASSASSINCROSS: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ»ã‚¹ */
+ case BA_APPLEIDUN: /* イドゥンã®æž—檎 */
+ case DC_UGLYDANCE: /* 自分?æ²é–§ï¾ˆãƒ€ãƒ³ã‚¹ */
+ case DC_HUMMING: /* ãƒãƒŸãƒ³ã‚° */
+ case DC_DONTFORGETME: /* ç§ã‚’忘れãªã„ã§?c */
+ case DC_FORTUNEKISS: /* ?Ké‹ã®ã‚­ã‚¹ */
+ case DC_SERVICEFORYOU: /* サ?ビスフォ?ユ? */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_unitsetting(src,skillid,skilllv,src->x,src->y,0);
break;
- case HP_BASILICA: /* ƒoƒWƒŠƒJ */
+ case HP_BASILICA: /* ãƒã‚¸ãƒªã‚« */
case CG_HERMODE: // Wand of Hermod
{
struct skill_unit_group *sg;
@@ -4099,7 +4096,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case PA_GOSPEL: /* ƒSƒXƒyƒ‹ */
+ case PA_GOSPEL: /* ゴスペル */
if (!tsc) break;
if (tsc->data[type].timer != -1 && tsc->data[type].val4 == BCT_SELF) {
i = status_change_end(bl,SC_GOSPEL,-1);
@@ -4112,18 +4109,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,skilllv,i);
break;
- case BD_ADAPTATION: /* ƒAƒhƒŠƒu */
+ case BD_ADAPTATION: /* アドリブ */
if(tsc && tsc->data[SC_DANCING].timer!=-1){
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_stop_dancing(bl);
}
break;
- case BA_FROSTJOKE: /* Š¦‚¢ƒWƒ‡?ƒN */
- case DC_SCREAM: /* ƒXƒNƒŠ?ƒ€ */
+ case BA_FROSTJOKE: /* 寒ã„ジョ?ク */
+ case DC_SCREAM: /* スクリ?ム */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
skill_addtimerskill(src,tick+2000,bl->id,src->x,src->y,skillid,skilllv,0,flag);
- if (md) { // Mob‚Í’?‚ê‚È‚¢‚©‚ç?AƒXƒLƒ‹–¼‚ð‹©‚Î‚¹‚Ä‚Ý‚é
+ if (md) { // Mobã¯ãƒ»ã‚Œãªã„ã‹ã‚‰?Aスキルåã‚’å«ã°ã›ã¦ã¿ã‚‹
char temp[128];
if (strlen(md->name) + strlen(skill_db[skillid].desc) > 120)
break; //Message won't fit on buffer. [Skotlex]
@@ -4133,12 +4130,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
break;
- case BA_PANGVOICE://ƒpƒ“ƒ{ƒCƒX
+ case BA_PANGVOICE://パンボイス
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,SC_CONFUSION,50,7,skill_get_time(skillid,skilllv)));
break;
- case DC_WINKCHARM://–£˜f‚̃EƒBƒ“ƒN
+ case DC_WINKCHARM://魅惑ã®ã‚¦ã‚£ãƒ³ã‚¯
if(dstsd){
clif_skill_nodamage(src,bl,skillid,skilllv,
sc_start(bl,SC_CONFUSION,30,7,skill_get_time2(skillid,skilllv)));
@@ -4154,7 +4151,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case TF_STEAL: // ƒXƒeƒB?ƒ‹
+ case TF_STEAL: // スティ?ル
if(sd && dstmd) {
if(pc_steal_item(sd,bl))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -4163,7 +4160,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case RG_STEALCOIN: // ƒXƒeƒB?ƒ‹ƒRƒCƒ“
+ case RG_STEALCOIN: // スティ?ルコイン
if(sd) {
if(pc_steal_coin(sd,bl)) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -4174,7 +4171,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case MG_STONECURSE: /* ƒXƒg?ƒ“ƒJ?ƒX */
+ case MG_STONECURSE: /* スト?ンカ?ス */
{
if (tstatus->mode&MD_BOSS) {
if (sd) clif_skill_fail(sd,skillid,0,0);
@@ -4206,12 +4203,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case NV_FIRSTAID: /* ?‹}Žè? */
+ case NV_FIRSTAID: /* ?急手? */
clif_skill_nodamage(src,bl,skillid,5,1);
status_heal(bl,5,0,0);
break;
- case AL_CURE: /* ƒLƒ…ƒA? */
+ case AL_CURE: /* キュア? */
if(status_isimmune(bl)) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
@@ -4224,13 +4221,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_skill_nodamage(src,bl,skillid,skilllv,1);
break;
- case TF_DETOXIFY: /* ‰ð“Å */
+ case TF_DETOXIFY: /* 解毒 */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_change_end(bl, SC_POISON , -1 );
status_change_end(bl, SC_DPOISON , -1 );
break;
- case PR_STRECOVERY: /* ƒŠƒJƒoƒŠ? */
+ case PR_STRECOVERY: /* リカãƒãƒª? */
if(status_isimmune(bl)) {
clif_skill_nodamage(src,bl,skillid,skilllv,0);
break;
@@ -4252,19 +4249,19 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
mob_unlocktarget(dstmd,tick);
break;
- case WZ_ESTIMATION: /* ƒ‚ƒ“ƒXƒ^??î•ñ */
+ case WZ_ESTIMATION: /* モンスタ??﨣・*/
if(sd) {
clif_skill_nodamage(src,bl,skillid,skilllv,1);
clif_skill_estimation((struct map_session_data *)src,bl);
}
break;
- case BS_REPAIRWEAPON: /* •?Ší?C—? */
+ case BS_REPAIRWEAPON: /* ・器?C・ */
if(sd && dstsd)
clif_item_repair_list(sd,dstsd);
break;
- case MC_IDENTIFY: /* ƒAƒCƒeƒ€ŠÓ’è */
+ case MC_IDENTIFY: /* アイテム鑑定 */
if(sd)
clif_item_identify_list(sd);
break;
@@ -4275,7 +4272,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
clif_item_refine_list(sd);
break;
- case MC_VENDING: /* ˜I“XŠJ?Ý */
+ case MC_VENDING: /* 露店開?ï¾ */
if(sd)
{ //Prevent vending of GMs with unnecessary Level to trade/drop. [Skotlex]
if ( pc_can_give_items(pc_isGM(sd)) )
@@ -4285,9 +4282,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case AL_TELEPORT: /* ƒeƒŒƒ|?ƒg */
+ case AL_TELEPORT: /* テレ�ト */
if(sd) {
- if (map[bl->m].flag.noteleport) { /* ƒeƒŒƒ|‹ÖŽ~ */
+ if (map[bl->m].flag.noteleport) { /* テレãƒç¦æ­¢ */
clif_skill_teleportmessage(sd,0);
break;
}
@@ -4315,7 +4312,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
unit_warp(bl,-1,-1,-1,3);
break;
- case AL_HOLYWATER: /* ƒAƒNƒAƒxƒlƒfƒBƒNƒ^ */
+ case AL_HOLYWATER: /* アクアベãƒãƒ‡ã‚£ã‚¯ã‚¿ */
if(sd) {
if (skill_produce_mix(sd, skillid, 523, 0, 0, 0, 1))
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -4350,10 +4347,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case RG_STRIPWEAPON: /* ƒXƒgƒŠƒbƒvƒEƒFƒ|ƒ“ */
- case RG_STRIPSHIELD: /* ƒXƒgƒŠƒbƒvƒV?[ƒ‹ƒh */
- case RG_STRIPARMOR: /* ƒXƒgƒŠƒbƒvƒA?[ƒ}?[ */
- case RG_STRIPHELM: /* ƒXƒgƒŠƒbƒvƒwƒ‹ƒ€ */
+ case RG_STRIPWEAPON: /* ストリップウェãƒãƒ³ */
+ case RG_STRIPSHIELD: /* ストリップシ?[ルド */
+ case RG_STRIPARMOR: /* ストリップア?[マ?[ */
+ case RG_STRIPHELM: /* ストリップヘルム */
case ST_FULLSTRIP: // Rewritten most of the code [DracoRPG]
case GS_DISARM: // Added disarm. [Reddozen]
{
@@ -4449,7 +4446,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
/* PotionPitcher */
case AM_BERSERKPITCHER:
- case AM_POTIONPITCHER: /* ƒ|?ƒVƒ‡ƒ“ƒsƒbƒ`ƒƒ? */
+ case AM_POTIONPITCHER: /* ãƒ?ションピッãƒãƒ£? */
{
int i,x,hp = 0,sp = 0,bonus=100;
if(sd) {
@@ -4561,7 +4558,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
skill_produce_mix(sd, skillid, 7135, 0, 0, 0, 50);
}
break;
- case SA_DISPELL: /* ƒfƒBƒXƒyƒ‹ */
+ case SA_DISPELL: /* ディスペル */
{
int i;
clif_skill_nodamage(src,bl,skillid,skilllv,1);
@@ -4624,7 +4621,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_zap(src, 0, sp);
}
break;
- case SA_SPELLBREAKER: // ƒXƒyƒ‹ƒuƒŒƒCƒJ?
+ case SA_SPELLBREAKER: // スペルブレイカ?
{
int sp;
if(tsc && tsc->data[SC_MAGICROD].timer != -1) {
@@ -4673,7 +4670,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
case SA_MAGICROD:
sc_start(bl,type,100,skilllv,skill_get_time(skillid,skilllv));
break;
- case SA_AUTOSPELL: /* ƒI?ƒgƒXƒyƒ‹ */
+ case SA_AUTOSPELL: /* オ?トスペル */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(sd)
clif_autospell(sd,skilllv);
@@ -4782,13 +4779,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
sc_start(bl,type,(skilllv*5),skilllv,skill_get_time2(skillid,skilllv)));
break;
- case NPC_SUICIDE: /* Ž©Œˆ */
+ case NPC_SUICIDE: /* 自決 */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
status_kill(src); //When suiciding, neither exp nor drops is given.
break;
- case NPC_SUMMONSLAVE: /* Žè‰º?¢Š« */
- case NPC_SUMMONMONSTER: /* MOB?¢Š« */
+ case NPC_SUMMONSLAVE: /* 手下?「喚 */
+ case NPC_SUMMONMONSTER: /* MOB?「喚 */
if(md && md->skillidx >= 0)
mob_summonslave(md,md->db->skill[md->skillidx].val,skilllv,skillid);
break;
@@ -4827,7 +4824,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
break;
- case NPC_RUN: //Œã‘Þ
+ case NPC_RUN: //後退
{
const int mask[8][2] = {{0,-1},{1,-1},{1,0},{1,1},{0,1},{-1,1},{-1,0},{-1,-1}};
int dir = (bl == src)?unit_getdir(src):map_calc_dir(src,bl->x,bl->y); //If cast on self, run forward, else run away.
@@ -4937,7 +4934,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
status_heal(bl,0,sp,2);
}
break;
- case HT_REMOVETRAP: /* ƒŠƒ€?ƒuƒgƒ‰ƒbƒv */
+ case HT_REMOVETRAP: /* リム?ブトラップ */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
{
struct skill_unit *su=NULL;
@@ -4981,7 +4978,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
}
break;
- case HT_SPRINGTRAP: /* ƒXƒvƒŠƒ“ƒOƒgƒ‰ƒbƒv */
+ case HT_SPRINGTRAP: /* スプリングトラップ */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
{
struct skill_unit *su=NULL;
@@ -5010,13 +5007,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
}
}
break;
- case BD_ENCORE: /* ƒAƒ“ƒR?ƒ‹ */
+ case BD_ENCORE: /* アンコ?ル */
clif_skill_nodamage(src,bl,skillid,skilllv,1);
if(sd)
unit_skilluse_id(src,src->id,sd->skillid_dance,sd->skilllv_dance);
break;
- case AS_SPLASHER: /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ? */
+ case AS_SPLASHER: /* ベナムスプラッシャ? */
if(tstatus->max_hp*3/4 < tstatus->hp) {
map_freeblock_unlock();
return 1;
@@ -5435,7 +5432,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, in
return 0;
}
/*==========================================
- * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹AIDŽw’èj
+ * スキル使用(詠唱完了ã€ID指定)
*------------------------------------------
*/
int skill_castend_id( int tid, unsigned int tick, int id,int data )
@@ -5523,7 +5520,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
if (tid != -1 && !status_check_skilluse(src, target, ud->skillid, 1))
break;
- //’¾–Ù‚âó‘ÔˆÙí‚È‚Ç
+ //沈黙や状態異常ãªã©
if(md) {
if(ud->skillid != NPC_EMOTION)//Set afterskill delay.
md->last_thinktime=tick + (tid==-1?md->status.adelay:md->status.amotion);
@@ -5561,7 +5558,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
break;
}
- if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* Žg—pðŒƒ`ƒFƒbƒN */
+ if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv,1)) /* 使用æ¡ä»¶ãƒã‚§ãƒƒã‚¯ */
break;
if (ud->walktimer != -1 && ud->skillid != TK_RUN)
@@ -5603,7 +5600,7 @@ int skill_castend_id( int tid, unsigned int tick, int id,int data )
}
/*==========================================
- * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹Aꊎw’èj
+ * スキル使用(詠唱完了ã€å ´æ‰€æŒ‡å®šï¼‰
*------------------------------------------
*/
int skill_castend_pos( int tid, unsigned int tick, int id,int data )
@@ -5624,7 +5621,7 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data )
return 0;
}
- if( ud->skilltimer != tid ) /* ƒ^ƒCƒ}ID‚ÌŠm”F */
+ if( ud->skilltimer != tid ) /* タイマIDã®ç¢ºèª */
{
ShowError("skill_castend_pos: Timer mismatch %d!=%d\n", ud->skilltimer, tid);
ud->skilltimer = -1;
@@ -5674,7 +5671,7 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data )
}
}
- if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* Žg—pðŒƒ`ƒFƒbƒN */
+ if(sd && !skill_check_condition(sd,ud->skillid, ud->skilllv, 1)) /* 使用æ¡ä»¶ãƒã‚§ãƒƒã‚¯ */
break;
if(md) {
@@ -5714,7 +5711,7 @@ int skill_castend_pos( int tid, unsigned int tick, int id,int data )
}
/*==========================================
- * ƒXƒLƒ‹Žg—p?i‰r?¥Š®—¹?A?ê?ŠŽw’è‚Ì??Û‚Ì?—??j
+ * スキル使用?i詠?・完了?A?・且w定�?ロ�・?j
*------------------------------------------
*/
int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skilllv,unsigned int tick,int flag)
@@ -5745,7 +5742,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
switch(skillid)
{
- case PR_BENEDICTIO: /* ?¹??~•Ÿ */
+ case PR_BENEDICTIO: /* ?ï½¹??~ç¦ */
skill_area_temp[1] = src->id;
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_area_sub,
@@ -5766,7 +5763,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
skill_castend_nodamage_id);
break;
- case HT_DETECTING: /* ƒfƒBƒeƒNƒeƒBƒ“ƒO */
+ case HT_DETECTING: /* ディテクティング */
i = skill_get_splash(skillid, skilllv);
map_foreachinarea( status_change_timer_sub,
src->m, x-i, y-i, x+i,y+i,BL_CHAR,
@@ -5776,34 +5773,34 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
src->m, x-i, y-i, x+i,y+i,BL_SKILL);
break;
- case MG_SAFETYWALL: /* ƒZƒCƒtƒeƒBƒEƒH?ƒ‹ */
- case MG_FIREWALL: /* ƒtƒ@ƒCƒ„?ƒEƒH?ƒ‹ */
- case MG_THUNDERSTORM: /* ƒTƒ“ƒ_?ƒXƒg?ƒ€ */
- case AL_PNEUMA: /* ƒjƒ…?ƒ} */
- case WZ_ICEWALL: /* ƒAƒCƒXƒEƒH?ƒ‹ */
- case WZ_FIREPILLAR: /* ƒtƒ@ƒCƒAƒsƒ‰? */
- case WZ_QUAGMIRE: /* ƒNƒ@ƒOƒ}ƒCƒA */
- case WZ_VERMILION: /* ƒ??ƒhƒIƒuƒ”ƒ@?ƒ~ƒŠƒIƒ“ */
- case WZ_STORMGUST: /* ƒXƒg?ƒ€ƒKƒXƒg */
- case WZ_HEAVENDRIVE: /* ƒwƒ”ƒ“ƒYƒhƒ‰ƒCƒu */
- case PR_SANCTUARY: /* ƒTƒ“ƒNƒ`ƒ…ƒAƒŠ */
- case PR_MAGNUS: /* ƒ}ƒOƒkƒXƒGƒNƒ\ƒVƒYƒ€ */
- case CR_GRANDCROSS: /* ƒOƒ‰ƒ“ƒhƒNƒ?ƒX */
- case NPC_GRANDDARKNESS: /*ˆÅƒOƒ‰ƒ“ƒhƒNƒ?ƒX*/
- case HT_SKIDTRAP: /* ƒXƒLƒbƒhƒgƒ‰ƒbƒv */
- case HT_LANDMINE: /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */
- case HT_ANKLESNARE: /* ƒAƒ“ƒNƒ‹ƒXƒlƒA */
- case HT_SHOCKWAVE: /* ƒVƒ‡ƒbƒNƒEƒF?ƒuƒgƒ‰ƒbƒv */
- case HT_SANDMAN: /* ƒTƒ“ƒhƒ}ƒ“ */
- case HT_FLASHER: /* ƒtƒ‰ƒbƒVƒƒ? */
- case HT_FREEZINGTRAP: /* ƒtƒŠ?ƒWƒ“ƒOƒgƒ‰ƒbƒv */
- case HT_BLASTMINE: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
- case HT_CLAYMORETRAP: /* ƒNƒŒƒCƒ‚ƒA?ƒgƒ‰ƒbƒv */
- case AS_VENOMDUST: /* ƒxƒmƒ€ƒ_ƒXƒg */
- case AM_DEMONSTRATION: /* ƒfƒ‚ƒ“ƒXƒgƒŒ?ƒVƒ‡ƒ“ */
- case PF_FOGWALL: /* ƒtƒHƒOƒEƒH?ƒ‹ */
- case PF_SPIDERWEB: /* ƒXƒpƒCƒ_?ƒEƒFƒbƒu */
- case HT_TALKIEBOX: /* ƒg?ƒL?ƒ{ƒbƒNƒX */
+ case MG_SAFETYWALL: /* セイフティウォ?ル */
+ case MG_FIREWALL: /* ファイヤ?ウォ?ル */
+ case MG_THUNDERSTORM: /* サンダ?スト?ム */
+ case AL_PNEUMA: /* ニュ?マ */
+ case WZ_ICEWALL: /* アイスウォ?ル */
+ case WZ_FIREPILLAR: /* ファイアピラ? */
+ case WZ_QUAGMIRE: /* クァグマイア */
+ case WZ_VERMILION: /* ・?ドオブヴァ?ミリオン */
+ case WZ_STORMGUST: /* スト?ムガスト */
+ case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
+ case PR_SANCTUARY: /* サンクãƒãƒ¥ã‚¢ãƒª */
+ case PR_MAGNUS: /* マグヌスエクソシズム */
+ case CR_GRANDCROSS: /* グランドク・ス */
+ case NPC_GRANDDARKNESS: /*闇グランドク・ス*/
+ case HT_SKIDTRAP: /* スキッドトラップ */
+ case HT_LANDMINE: /* ランドマイン */
+ case HT_ANKLESNARE: /* アンクルスãƒã‚¢ */
+ case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
+ case HT_SANDMAN: /* サンドマン */
+ case HT_FLASHER: /* フラッシャ? */
+ case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
+ case HT_BLASTMINE: /* ブラストマイン */
+ case HT_CLAYMORETRAP: /* クレイモア?トラップ */
+ case AS_VENOMDUST: /* ベノムダスト */
+ case AM_DEMONSTRATION: /* デモンストレ?ション */
+ case PF_FOGWALL: /* フォグウォ?ル */
+ case PF_SPIDERWEB: /* スパイダ?ウェッブ */
+ case HT_TALKIEBOX: /* ト?キ?ボックス */
case WE_CALLPARTNER:
case WE_CALLPARENT:
case WE_CALLBABY:
@@ -5823,16 +5820,16 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
i = skill_get_splash(skillid, skilllv);
map_foreachinarea(skill_graffitiremover,src->m,x-i,y-i,x+i,y+i,BL_SKILL);
break;
- case SA_VOLCANO: /* ƒ{ƒ‹ƒP?ƒm */
- case SA_DELUGE: /* ƒfƒŠƒ…?ƒW */
- case SA_VIOLENTGALE: /* ƒoƒCƒIƒŒƒ“ƒgƒQƒCƒ‹ */
- case SA_LANDPROTECTOR: /* ƒ‰ƒ“ƒhƒvƒ?ƒeƒNƒ^? */
+ case SA_VOLCANO: /* ボルケ?ノ */
+ case SA_DELUGE: /* デリュ?ジ */
+ case SA_VIOLENTGALE: /* ãƒã‚¤ã‚ªãƒ¬ãƒ³ãƒˆã‚²ã‚¤ãƒ« */
+ case SA_LANDPROTECTOR: /* ランドプ・テクタ? */
case NJ_SUITON:
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;
break;
- case WZ_METEOR: //ƒ?ƒeƒIƒXƒg?ƒ€
+ case WZ_METEOR: //・テオスト?ム
{
int flag=0, area = skill_get_splash(skillid, skilllv);
short tmpx, tmpy, x1 = 0, y1 = 0;
@@ -5856,7 +5853,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
}
break;
- case AL_WARP: /* ƒ??ƒvƒ|?ƒ^ƒ‹ */
+ case AL_WARP: /* ・?プ�タル */
if(sd) {
clif_skill_warppoint(sd,skillid,skilllv,mapindex_id2name(sd->status.save_point.map),
(skilllv>1 && sd->status.memo_point[0].map)?mapindex_id2name(sd->status.memo_point[0].map):"",
@@ -5990,9 +5987,9 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
break;
//Until they're at right position - gs_unit- [Vicious]
- case GS_GROUNDDRIFT: /* ƒOƒ‰ƒEƒ“ƒhƒhƒŠƒtƒg*/
- case NJ_KAENSIN: /* ‰Î‰Šw*/
- case NJ_BAKUENRYU: /* ”š‰Š—´*/
+ case GS_GROUNDDRIFT: /* グラウンドドリフト*/
+ case NJ_KAENSIN: /* ç«ç‚Žé™£*/
+ case NJ_BAKUENRYU: /* 爆炎é¾*/
case NJ_HYOUSYOURAKU:
skill_unitsetting(src,skillid,skilllv,x,y,0);
flag|=1;
@@ -6015,7 +6012,7 @@ int skill_castend_pos2( struct block_list *src, int x,int y,int skillid,int skil
}
/*==========================================
- * ƒXƒLƒ‹Žg—p?i‰r?¥Š®—¹?AmapŽw’è?j
+ * スキル使用?i詠?・完了?Amap指定?j
*------------------------------------------
*/
int skill_castend_map( struct map_session_data *sd,int skill_num, const char *map)
@@ -6034,8 +6031,7 @@ int skill_castend_map( struct map_session_data *sd,int skill_num, const char *ma
skill_failed(sd);
return 0;
}
- //ƒXƒLƒ‹‚ªŽg‚¦‚È‚¢?‘ÔˆÙ?í’†
- if(sd->sc.count && (
+ //スキルãŒä½¿ãˆãªã„?æ…‹ç•°?峵・ if(sd->sc.count && (
sd->sc.data[SC_SILENCE].timer!=-1 ||
sd->sc.data[SC_ROKISWEIL].timer!=-1 ||
sd->sc.data[SC_AUTOCOUNTER].timer != -1 ||
@@ -6046,7 +6042,7 @@ int skill_castend_map( struct map_session_data *sd,int skill_num, const char *ma
))
return 0;
- if( skill_num != sd->menuskill_id) /* •s?³ƒpƒPƒbƒg‚炵‚¢ */
+ if( skill_num != sd->menuskill_id) /* ä¸?ウパケットらã—ã„ */
return 0;
if (strlen(map) > MAP_NAME_LENGTH-1)
@@ -6069,7 +6065,7 @@ int skill_castend_map( struct map_session_data *sd,int skill_num, const char *ma
}
switch(skill_num){
- case AL_TELEPORT: /* ƒeƒŒƒ|?ƒg */
+ case AL_TELEPORT: /* テレ�ト */
if(strcmp(map,"Random")==0)
pc_randomwarp(sd,3);
else if (sd->menuskill_lv > 1) //Need lv2 to be able to warp here.
@@ -6077,7 +6073,7 @@ int skill_castend_map( struct map_session_data *sd,int skill_num, const char *ma
sd->status.save_point.x,sd->status.save_point.y,3);
break;
- case AL_WARP: /* ƒ??ƒvƒ|?ƒ^ƒ‹ */
+ case AL_WARP: /* ・?プ�タル */
{
const struct point *p[4];
struct skill_unit_group *group;
@@ -6120,7 +6116,7 @@ int skill_castend_map( struct map_session_data *sd,int skill_num, const char *ma
break;
}
}
- if(x==0 || y==0) { /* •s?³ƒpƒPƒbƒg?H */
+ if(x==0 || y==0) { /* �ウパケット?H */
skill_failed(sd);
return 0;
}
@@ -6185,30 +6181,30 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
if (sc && !sc->count)
sc = NULL;
- switch(skillid){ /* ?Ý’è */
+ switch(skillid){ /* ?ï¾å®š */
- case MG_SAFETYWALL: /* ƒZƒCƒtƒeƒBƒEƒH?ƒ‹ */
+ case MG_SAFETYWALL: /* セイフティウォ?ル */
val2=skilllv+1;
break;
- case MG_FIREWALL: /* ƒtƒ@ƒCƒ„?ƒEƒH?ƒ‹ */
+ case MG_FIREWALL: /* ファイヤ?ウォ?ル */
if(sc && sc->data[SC_VIOLENTGALE].timer!=-1)
limit = limit*3/2;
val2=4+skilllv;
break;
- case AL_WARP: /* ƒ??ƒvƒ|?ƒ^ƒ‹ */
+ case AL_WARP: /* ・?プ�タル */
val1=skilllv+6;
if(!(flag&1))
limit=2000;
active_flag=0;
break;
- case PR_SANCTUARY: /* ƒTƒ“ƒNƒ`ƒ…ƒAƒŠ */
+ case PR_SANCTUARY: /* サンクãƒãƒ¥ã‚¢ãƒª */
val1=(skilllv+3)*2;
val2=(skilllv>6)?777:skilllv*100;
break;
- case WZ_FIREPILLAR: /* ƒtƒ@ƒCƒA?ƒsƒ‰? */
+ case WZ_FIREPILLAR: /* ファイア?ピラ? */
if((flag&1)!=0)
limit=1000;
val1=skilllv+2;
@@ -6219,16 +6215,16 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
&& (src->type&battle_config.vs_traps_bctall))
target = BCT_ALL;
break;
- case HT_SHOCKWAVE: /* ƒVƒ‡ƒbƒNƒEƒF?ƒuƒgƒ‰ƒbƒv */
+ case HT_SHOCKWAVE: /* ショックウェ?ブトラップ */
val1=skilllv*15+10;
- case HT_SANDMAN: /* ƒTƒ“ƒhƒ}ƒ“ */
- case HT_CLAYMORETRAP: /* ƒNƒŒƒCƒ‚ƒA?ƒgƒ‰ƒbƒv */
- case HT_SKIDTRAP: /* ƒXƒLƒbƒhƒgƒ‰ƒbƒv */
- case HT_LANDMINE: /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */
- case HT_ANKLESNARE: /* ƒAƒ“ƒNƒ‹ƒXƒlƒA */
- case HT_FLASHER: /* ƒtƒ‰ƒbƒVƒƒ? */
- case HT_FREEZINGTRAP: /* ƒtƒŠ?ƒWƒ“ƒOƒgƒ‰ƒbƒv */
- case HT_BLASTMINE: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
+ case HT_SANDMAN: /* サンドマン */
+ case HT_CLAYMORETRAP: /* クレイモア?トラップ */
+ case HT_SKIDTRAP: /* スキッドトラップ */
+ case HT_LANDMINE: /* ランドマイン */
+ case HT_ANKLESNARE: /* アンクルスãƒã‚¢ */
+ case HT_FLASHER: /* フラッシャ? */
+ case HT_FREEZINGTRAP: /* フリ?ジングトラップ */
+ case HT_BLASTMINE: /* ブラストマイン */
if (map_flag_gvg(src->m))
limit *= 4; // longer trap times in WOE [celest]
if (battle_config.vs_traps_bctall && map_flag_vs(src->m)
@@ -6236,7 +6232,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
target = BCT_ALL;
break;
- case SA_LANDPROTECTOR: /* ƒOƒ‰ƒ“ƒhƒNƒ?ƒX */
+ case SA_LANDPROTECTOR: /* グランドク・ス */
{
int aoe_diameter; // -- aoe_diameter (moonsoul) added for sage Area Of Effect skills
val1=skilllv*15+10;
@@ -6336,7 +6332,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
val1 = 55 + skilllv*5; //Elemental Resistance
val2 = skilllv*10; //Status ailment resistance
break;
- case PF_FOGWALL: /* ƒtƒHƒOƒEƒH?ƒ‹ */
+ case PF_FOGWALL: /* フォグウォ?ル */
if(sc && sc->data[SC_DELUGE].timer!=-1) limit *= 2;
break;
case RG_GRAFFITI: /* Graffiti */
@@ -6389,10 +6385,10 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
ux = x + layout->dx[i];
uy = y + layout->dy[i];
switch (skillid) {
- case MG_FIREWALL: /* ƒtƒ@ƒCƒ„?ƒEƒH?ƒ‹ */
+ case MG_FIREWALL: /* ファイヤ?ウォ?ル */
val2=group->val2;
break;
- case WZ_ICEWALL: /* ƒAƒCƒXƒEƒH?ƒ‹ */
+ case WZ_ICEWALL: /* アイスウォ?ル */
if(skilllv <= 1)
val1 = 500;
else
@@ -6403,7 +6399,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
uy+=(i/5-2);
break;
}
- //’¼?ãƒXƒLƒ‹‚Ì?ê?‡?Ý’u?À•W?ã‚Ƀ‰ƒ“ƒhƒvƒ?ƒeƒNƒ^?‚ª‚È‚¢‚©ƒ`ƒFƒbƒN
+ //ç›´?ç¹Xキルã®?・・ï¾ç½®?タ標?繧ノランドプ・テクタ?ãŒãªã„ã‹ãƒã‚§ãƒƒã‚¯
if(range<=0)
map_foreachincell(skill_landprotector,src->m,ux,uy,BL_SKILL,skillid,&alive, src);
@@ -6445,7 +6441,7 @@ struct skill_unit_group *skill_unitsetting( struct block_list *src, int skillid,
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Ì?“®ƒCƒxƒ“ƒg
+ * スキルユニット�動イベント
*------------------------------------------
*/
int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int tick)
@@ -6573,7 +6569,7 @@ int skill_unit_onplace(struct skill_unit *src,struct block_list *bl,unsigned int
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Ì”­“®ƒCƒxƒ“ƒg(ƒ^ƒCƒ}?[”­“®)
+ * スキルユニットã®ç™ºå‹•ã‚¤ãƒ™ãƒ³ãƒˆ(タイマ?[発動)
*------------------------------------------
*/
int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsigned int tick)
@@ -6630,7 +6626,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
return 0;
ts->tick = tick+sg->interval;
- // GX‚Í?d‚È‚Á‚Ä‚¢‚½‚ç3HIT‚µ‚È‚¢
+ // GXã¯?dãªã£ã¦ã„ãŸã‚‰3HITã—ãªã„
if ((skillid==CR_GRANDCROSS || skillid==NPC_GRANDDARKNESS) && !battle_config.gx_allhit)
ts->tick += sg->interval*(map_count_oncell(bl->m,bl->x,bl->y,0)-1);
}
@@ -6673,7 +6669,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
if (tstatus->hp >= tstatus->max_hp)
break;
if (status_isimmune(bl))
- heal = 0; /* ‰©‹à峃J?[ƒh?iƒq?[ƒ‹—Ê‚O?j */
+ heal = 0; /* 黄金蟲カ?[ド?iヒ?[ルé‡ï¼?j */
clif_skill_nodamage(&src->bl, bl, AL_HEAL, heal, 1);
status_heal(bl, heal, 0, 0);
if (diff >= 500)
@@ -6785,14 +6781,14 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
break;
case UNT_TALKIEBOX:
- if (sg->src_id == bl->id) //Ž©•ª‚ª“¥‚ñ‚Å‚à”­“®‚µ‚È‚¢
+ if (sg->src_id == bl->id) //自分ãŒè¸ã‚“ã§ã‚‚発動ã—ãªã„
break;
if (sg->val2 == 0){
clif_talkiebox(&src->bl, sg->valstr);
sg->unit_id = UNT_USED_TRAPS;
clif_changetraplook(&src->bl, UNT_USED_TRAPS);
sg->limit = DIFF_TICK(tick, sg->tick) + 5000;
- sg->val2 = -1; //“¥‚ñ‚¾
+ sg->val2 = -1; //è¸ã‚“ã 
sg->state.into_abyss = 1; //Prevent Remove Trap from giving you the trap back. [Skotlex]
}
break;
@@ -6934,8 +6930,7 @@ int skill_unit_onplace_timer(struct skill_unit *src,struct block_list *bl,unsign
return skillid;
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚©‚ç—£?‚·‚é(‚à‚µ‚­‚Í‚µ‚Ä‚¢‚é)?ê?‡
- *------------------------------------------
+ * スキルユニットã‹ã‚‰é›¢?ã™ã‚‹(ã‚‚ã—ãã¯ã—ã¦ã„ã‚‹)?・・ *------------------------------------------
*/
int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int tick)
{
@@ -6979,7 +6974,7 @@ int skill_unit_onout(struct skill_unit *src,struct block_list *bl,unsigned int t
status_change_end(bl,type,-1);
break;
- case UNT_SPIDERWEB: /* ƒXƒpƒCƒ_?ƒEƒFƒbƒu */
+ case UNT_SPIDERWEB: /* スパイダ?ウェッブ */
{
struct block_list *target = map_id2bl(sg->val2);
if (target && target==bl)
@@ -7122,7 +7117,7 @@ int skill_unit_effect(struct block_list *bl,va_list ap)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚ÌŒÀŠEƒCƒxƒ“ƒg
+ * スキルユニットã®é™ç•Œã‚¤ãƒ™ãƒ³ãƒˆ
*------------------------------------------
*/
int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
@@ -7132,7 +7127,7 @@ int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
nullpo_retr(0, sg=src->group);
switch(sg->unit_id){
- case UNT_WARP_ACTIVE: /* ƒ??ƒvƒ|?ƒ^ƒ‹(?“®‘O) */
+ case UNT_WARP_ACTIVE: /* ・?プãƒ?タル(?å‹•å‰) */
{
struct skill_unit_group *group=
skill_unitsetting(map_id2bl(sg->src_id),sg->skill_id,sg->skill_lv,
@@ -7144,10 +7139,10 @@ int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
}
break;
- case UNT_ICEWALL: /* ƒAƒCƒXƒEƒH?ƒ‹ */
+ case UNT_ICEWALL: /* アイスウォ?ル */
clif_changemapcell(src->bl.m,src->bl.x,src->bl.y,src->val2,1);
break;
- case UNT_CALLFAMILY: /* ‚ ‚È‚½‚É?‚¢‚½‚¢ */
+ case UNT_CALLFAMILY: /* ・ãªãŸã«?ã„ãŸã„ */
{
struct map_session_data *sd = NULL;
if(sg->val1) {
@@ -7169,7 +7164,7 @@ int skill_unit_onlimit(struct skill_unit *src,unsigned int tick)
return 0;
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚̃_ƒ??ƒWƒCƒxƒ“ƒg
+ * スキルユニットã®ãƒ€ãƒ»?ジイベント
*------------------------------------------
*/
int skill_unit_ondamaged(struct skill_unit *src,struct block_list *bl,
@@ -7232,7 +7227,7 @@ static void skill_moonlit(struct block_list* src, struct block_list* partner, in
}
/*==========================================
- * ”Í??ƒLƒƒƒ‰‘¶?ÝŠm”F”»’è?—?(foreachinarea)
+ * 範??キャラ存?ï¾ç¢ºèªåˆ¤å®š?・(foreachinarea)
*------------------------------------------
*/
@@ -7268,7 +7263,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
switch(skillid)
{
- case PR_BENEDICTIO: /* ?¹??~•Ÿ */
+ case PR_BENEDICTIO: /* ?ï½¹??~ç¦ */
{
int dir = map_calc_dir(&sd->bl,tsd->bl.x,tsd->bl.y);
dir = (unit_getdir(&sd->bl) + dir)%8; //This adjusts dir to account for the direction the sd is facing.
@@ -7355,7 +7350,7 @@ int skill_check_pc_partner(struct map_session_data *sd, int skill_id, int* skill
}
/*==========================================
- * ”Í??ƒoƒCƒIƒvƒ‰ƒ“ƒg?AƒXƒtƒBƒAƒ}ƒCƒ“—pMob‘¶?ÝŠm”F”»’è?—?(foreachinarea)
+ * 範??ãƒã‚¤ã‚ªãƒ—ラント?Aスフィアマイン用Mobå­˜?ï¾ç¢ºèªåˆ¤å®š?・(foreachinarea)
*------------------------------------------
*/
@@ -7454,7 +7449,7 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
return 0;
}
- if(sd->skillitem == skill) { /* ƒAƒCƒeƒ€‚Ì?ê?‡–³?Œ??¬Œ÷ */
+ if(sd->skillitem == skill) { /* アイテム�・⊥ウ?・?ャ功 */
if(!type) //When a target was selected
{ //Consume items that were skipped in pc_use_item [Skotlex]
if((i = sd->itemindex) == -1 ||
@@ -7489,10 +7484,10 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
//Code speedup, rather than using skill_get_* over and over again.
if (lv < 1 || lv > MAX_SKILL_LEVEL)
return 0;
- hp = skill_db[j].hp[lv-1]; /* ?Á”ïHP */
- sp = skill_db[j].sp[lv-1]; /* ?Á”ïSP */
+ hp = skill_db[j].hp[lv-1]; /* ?ï¾è²»HP */
+ sp = skill_db[j].sp[lv-1]; /* ?ï¾è²»SP */
if((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
- sp=sp/2; //ƒAƒ“ƒR?ƒ‹Žž‚ÍSP?Á””¼•ª
+ sp=sp/2; //アンコ?ル時ã¯SP?ï¾è²»ãŒåŠåˆ†
hp_rate = skill_db[j].hp_rate[lv-1];
sp_rate = skill_db[j].sp_rate[lv-1];
zeny = skill_db[j].zeny[lv-1];
@@ -7501,7 +7496,7 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
ammo_qty = skill_db[j].ammo_qty[lv-1];
state = skill_db[j].state;
spiritball = skill_db[j].spiritball[lv-1];
- mhp = skill_db[j].mhp[lv-1]; /* ?Á”ïHP */
+ mhp = skill_db[j].mhp[lv-1]; /* ?ï¾è²»HP */
for(i = 0; i < 10; i++) {
itemid[i] = skill_db[j].itemid[i];
amount[i] = skill_db[j].amount[i];
@@ -7560,7 +7555,7 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
}
if(sd->dsprate!=100)
- sp=sp*sd->dsprate/100; /* ?Á”ïSP?C?³ */
+ sp=sp*sd->dsprate/100; /* ?ï¾è²»SP?C?ï½³ */
switch(skill) {
case SA_CASTCANCEL:
@@ -7591,19 +7586,19 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
return 0;
}
break;
- case MO_CALLSPIRITS: /* ?Œ÷ */
+ case MO_CALLSPIRITS: /* ?功 */
if(sd->spiritball >= lv) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
- case CH_SOULCOLLECT: /* ‹¶?Œ÷ */
+ case CH_SOULCOLLECT: /* 狂?功 */
if(sd->spiritball >= 5) {
clif_skill_fail(sd,skill,0,0);
return 0;
}
break;
- case MO_FINGEROFFENSIVE: //Žw?
+ case MO_FINGEROFFENSIVE: //指?
case GS_FLING:
if (sd->spiritball > 0 && sd->spiritball < spiritball) {
spiritball = sd->spiritball;
@@ -7615,7 +7610,7 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
if (sc && sc->data[SC_EXPLOSIONSPIRITS].timer!=-1)
spiritball = 0;
break;
- case MO_CHAINCOMBO: //˜A‘Å?¶
+ case MO_CHAINCOMBO: //連打?カ
if(!sc)
return 0;
if(sc->data[SC_BLADESTOP].timer!=-1)
@@ -7623,15 +7618,15 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
if(sc->data[SC_COMBO].timer != -1 && sc->data[SC_COMBO].val1 == MO_TRIPLEATTACK)
break;
return 0;
- case MO_COMBOFINISH: //–Ò—´Œ?
+ case MO_COMBOFINISH: //猛é¾ãƒ»
if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_CHAINCOMBO)
return 0;
break;
- case CH_TIGERFIST: //•šŒÕŒ?
+ case CH_TIGERFIST: //ä¼è™Žãƒ»
if(!sc || sc->data[SC_COMBO].timer == -1 || sc->data[SC_COMBO].val1 != MO_COMBOFINISH)
return 0;
break;
- case CH_CHAINCRUSH: //˜A’Œ•ö?
+ case CH_CHAINCRUSH: //連柱崩?
if(!sc || sc->data[SC_COMBO].timer == -1)
return 0;
if(sc->data[SC_COMBO].val1 != MO_COMBOFINISH && sc->data[SC_COMBO].val1 != CH_TIGERFIST)
@@ -7700,7 +7695,7 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
if(sc->data[SC_COMBO].val1 == skill)
break; //Combo ready.
return 0;
- case BD_ADAPTATION: /* ƒAƒhƒŠƒu */
+ case BD_ADAPTATION: /* アドリブ */
{
struct skill_unit_group *group=NULL;
int time;
@@ -7718,7 +7713,7 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
}
}
break;
- case PR_BENEDICTIO: /* ?¹??~•Ÿ */
+ case PR_BENEDICTIO: /* ?ï½¹??~ç¦ */
{
if (!battle_config.player_skill_partner_check ||
(battle_config.gm_skilluncond && pc_isGM(sd) >= battle_config.gm_skilluncond)
@@ -7739,8 +7734,8 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
}
}
break;
- case AM_CANNIBALIZE: /* ƒoƒCƒIƒvƒ‰ƒ“ƒg */
- case AM_SPHEREMINE: /* ƒXƒtƒBƒA?ƒ}ƒCƒ“ */
+ case AM_CANNIBALIZE: /* ãƒã‚¤ã‚ªãƒ—ラント */
+ case AM_SPHEREMINE: /* スフィア?マイン */
if(type&1){
int c=0;
int summons[5] = { 1020, 1068, 1118, 1500, 1368 };
@@ -7905,12 +7900,12 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
}
if(!(type&2)){
- if( hp>0 && status->hp <= (unsigned int)hp) { /* HPƒ`ƒFƒbƒN */
- clif_skill_fail(sd,skill,2,0); /* HP•s‘«?FŽ¸”s’Ê’m */
+ if( hp>0 && status->hp <= (unsigned int)hp) { /* HPãƒã‚§ãƒƒã‚¯ */
+ clif_skill_fail(sd,skill,2,0); /* HPä¸è¶³?F失敗通知 */
return 0;
}
- if( sp>0 && status->sp < (unsigned int)sp) { /* SPƒ`ƒFƒbƒN */
- clif_skill_fail(sd,skill,1,0); /* SP•s‘«?FŽ¸”s’Ê’m */
+ if( sp>0 && status->sp < (unsigned int)sp) { /* SPãƒã‚§ãƒƒã‚¯ */
+ clif_skill_fail(sd,skill,1,0); /* SPä¸è¶³?F失敗通知 */
return 0;
}
if( zeny>0 && sd->status.zeny < zeny) {
@@ -7938,7 +7933,7 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
}
}
if( spiritball > 0 && sd->spiritball < spiritball) {
- clif_skill_fail(sd,skill,0,0); // Ÿ†‹…•s‘«
+ clif_skill_fail(sd,skill,0,0); // æ°£çƒä¸è¶³
return 0;
}
}
@@ -8066,7 +8061,7 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
if(delitem_flag) {
for(i=0;i<10;i++) {
if(index[i] >= 0)
- pc_delitem(sd,index[i],amount[i],0); // ƒAƒCƒeƒ€?Á”ï
+ pc_delitem(sd,index[i],amount[i],0); // アイテム?ï¾è²»
}
// Ammo is now reduced in battle_calc_weapon_attack. [Skotlex]
// if (ammo && battle_config.arrow_decrement)
@@ -8078,16 +8073,16 @@ int skill_check_condition(struct map_session_data *sd,int skill, int lv, int typ
if(sp || hp)
status_zap(&sd->bl, hp, sp);
- if(zeny > 0) // Zeny?Á”ï
+ if(zeny > 0) // Zeny?ï¾è²»
pc_payzeny(sd,zeny);
- if(spiritball > 0) // Ÿ†‹…?Á”ï
+ if(spiritball > 0) // æ°£çƒ?ï¾è²»
pc_delspiritball(sd,spiritball,0);
return 1;
}
/*==========================================
- * ‰r?¥ŽžŠÔŒvŽZ
+ * 詠?・時間計算
*------------------------------------------
*/
int skill_castfix( struct block_list *bl, int skill_id, int skill_lv)
@@ -8145,7 +8140,7 @@ int skill_castfix_sc(struct block_list *bl, int time)
}
/*==========================================
- * ƒfƒBƒŒƒCŒvŽZ
+ * ディレイ計算
*------------------------------------------
*/
int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
@@ -8183,7 +8178,7 @@ int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
time = time * battle_config.delay_rate / 100;
if (!(delaynodex&2))
- { /* ƒuƒ‰ƒM‚ÌŽ? */
+ { /* ブラギã®ãƒ» */
struct status_change *sc;
sc= status_get_sc(bl);
if (sc && sc->count) {
@@ -8208,7 +8203,7 @@ int skill_delayfix(struct block_list *bl, int skill_id, int skill_lv)
}
/*=========================================
- * ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA ?‰Šú”Í?Œˆ’è
+ * ブランディッシュスピア ?炎哿�決定
*----------------------------------------
*/
void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
@@ -8315,7 +8310,7 @@ void skill_brandishspear_first(struct square *tc,int dir,int x,int y){
}
/*=========================================
- * ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA •ûŒü”»’è ”Í??’£
+ * ブランディッシュスピア æ–¹å‘判定 範??å¼µ
*-----------------------------------------
*/
void skill_brandishspear_dir(struct square *tc,int dir,int are){
@@ -8478,7 +8473,7 @@ void skill_weaponrefine(struct map_session_data *sd,int idx)
}
/*==========================================
- * ƒI?ƒgƒXƒyƒ‹
+ * オ?トスペル
*------------------------------------------
*/
int skill_autospell(struct map_session_data *sd,int skillid)
@@ -8522,7 +8517,7 @@ int skill_autospell(struct map_session_data *sd,int skillid)
}
/*==========================================
- * ƒMƒƒƒ“ƒOƒXƒ^?ƒpƒ‰ƒ_ƒCƒX”»’è?—?(foreachinarea)
+ * ギャングスタ?パラダイス判定?・(foreachinarea)
*------------------------------------------
*/
@@ -8563,15 +8558,15 @@ int skill_gangsterparadise(struct map_session_data *sd ,int type)
return 0;
range = skill_get_splash(RG_GANGSTER, range);
- if(type==1) {/* ?À‚Á‚½Žž‚Ì?—? */
+ if(type==1) {/* ?ï¾€ã£ãŸæ™‚ã®?・ */
if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) > 1)
- { /*ƒMƒƒƒ“ƒOƒXƒ^??¬Œ÷‚µ‚½‚玩•ª‚É‚àƒMƒƒƒ“ƒOƒXƒ^???«•t?*/
+ { /*ギャングスタ??ャ功ã—ãŸã‚‰è‡ªåˆ†ã«ã‚‚ギャングスタ???ォ付?*/
map_foreachinrange(skill_gangster_in,&sd->bl, range, BL_PC);
sd->state.gangsterparadise = 1;
}
return 0;
}
- else if(type==0) {/* —§‚¿?オ‚Á‚½‚Æ‚«‚Ì?—? */
+ else if(type==0) {/* ç«‹ã¡?繧ェã£ãŸã¨ãã®?・ */
if (map_foreachinrange(skill_gangster_count,&sd->bl, range, BL_PC) < 2)
map_foreachinrange(skill_gangster_out,&sd->bl, range, BL_PC);
sd->state.gangsterparadise = 0;
@@ -8648,7 +8643,7 @@ int skill_rest(struct map_session_data *sd ,int type)
return 0;
}
/*==========================================
- * Š¦‚¢ƒWƒ‡?ƒN?ƒXƒNƒŠ?ƒ€”»’è?—?(foreachinarea)
+ * 寒ã„ジョ?ク?スクリ?ム判定?・(foreachinarea)
*------------------------------------------
*/
int skill_frostjoke_scream(struct block_list *bl,va_list ap)
@@ -8666,7 +8661,7 @@ int skill_frostjoke_scream(struct block_list *bl,va_list ap)
if(skilllv <= 0) return 0;
tick=va_arg(ap,unsigned int);
- if (src == bl || //Ž©•ª‚É‚Í?‚©‚È‚¢
+ if (src == bl || //自分ã«ã¯?ã‹ãªã„
bl->prev == NULL ||
status_isdead(bl))
return 0;
@@ -8685,7 +8680,7 @@ int skill_frostjoke_scream(struct block_list *bl,va_list ap)
}
/*==========================================
- * ƒoƒWƒŠƒJ‚̃Zƒ‹‚ð?Ý’è‚·‚é
+ * ãƒã‚¸ãƒªã‚«ã®ã‚»ãƒ«ã‚’?ï¾å®šã™ã‚‹
*------------------------------------------
*/
void skill_unitsetmapcell(struct skill_unit *src, int skill_num, int skill_lv, int flag)
@@ -8841,7 +8836,7 @@ int skill_greed(struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒ‰ƒ“ƒhƒvƒ?ƒeƒNƒ^?ƒ`ƒFƒbƒN(foreachinarea)
+ * ランドプ・テクタ?ãƒã‚§ãƒƒã‚¯(foreachinarea)
*------------------------------------------
*/
int skill_landprotector(struct block_list *bl, va_list ap )
@@ -8908,7 +8903,7 @@ int skill_ganbatein(struct block_list *bl, va_list ap )
}
/*==========================================
- * Žw’è”Í??‚Åsrc‚É?‚µ‚Ä—L?‚ȃ^?ƒQƒbƒg‚Ìbl‚Ì?‚ð?‚¦‚é(foreachinarea)
+ * 指定範??ã§srcã«?ã—ã¦æœ‰?ãªã‚¿?ゲットã®blã®?ã‚’?ãˆã‚‹(foreachinarea)
*------------------------------------------
*/
int skill_count_target (struct block_list *bl, va_list ap)
@@ -8928,7 +8923,7 @@ int skill_count_target (struct block_list *bl, va_list ap)
return 0;
}
/*==========================================
- * ƒgƒ‰ƒbƒv”Í??—?(foreachinarea)
+ * トラップ範??・(foreachinarea)
*------------------------------------------
*/
int skill_trap_splash (struct block_list *bl, va_list ap)
@@ -8967,7 +8962,7 @@ int skill_trap_splash (struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒXƒe?ƒ^ƒXˆÙ?í?I—¹
+ * ステ?タス異?・I了
*------------------------------------------
*/
int skill_enchant_elemental_end (struct block_list *bl, int type)
@@ -8979,17 +8974,17 @@ int skill_enchant_elemental_end (struct block_list *bl, int type)
if (!sc->count) return 0;
- if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* ƒGƒ“ƒ`ƒƒƒ“ƒgƒ|ƒCƒYƒ“‰ð?œ */
+ if (type != SC_ENCPOISON && sc->data[SC_ENCPOISON].timer != -1) /* エンãƒãƒ£ãƒ³ãƒˆãƒã‚¤ã‚ºãƒ³è§£?・*/
status_change_end(bl, SC_ENCPOISON, -1);
- if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* ƒAƒXƒyƒ‹ƒVƒI‰ð?œ */
+ if (type != SC_ASPERSIO && sc->data[SC_ASPERSIO].timer != -1) /* アスペルシオ解?・*/
status_change_end(bl, SC_ASPERSIO, -1);
- if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* ƒtƒŒƒCƒ€ƒ‰ƒ“ƒ`ƒƒ‰ð?œ */
+ if (type != SC_FIREWEAPON && sc->data[SC_FIREWEAPON].timer != -1) /* フレイムランãƒãƒ£è§£?・*/
status_change_end(bl, SC_FIREWEAPON, -1);
- if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* ƒtƒ?ƒXƒgƒEƒFƒ|ƒ“‰ð?œ */
+ if (type != SC_WATERWEAPON && sc->data[SC_WATERWEAPON].timer != -1) /* フ・ストウェãƒãƒ³è§£?・*/
status_change_end(bl, SC_WATERWEAPON, -1);
- if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ƒ‰ƒCƒgƒjƒ“ƒOƒ??ƒ_?‰ð?œ */
+ if (type != SC_WINDWEAPON && sc->data[SC_WINDWEAPON].timer != -1) /* ライトニング・?ダ?解?・*/
status_change_end(bl, SC_WINDWEAPON, -1);
- if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* ƒTƒCƒXƒ~ƒbƒNƒEƒFƒ|ƒ“‰ð?œ */
+ if (type != SC_EARTHWEAPON && sc->data[SC_EARTHWEAPON].timer != -1) /* サイスミックウェãƒãƒ³è§£?・*/
status_change_end(bl, SC_EARTHWEAPON, -1);
if (type != SC_SHADOWWEAPON && sc->data[SC_SHADOWWEAPON].timer != -1)
status_change_end(bl, SC_SHADOWWEAPON, -1);
@@ -9038,13 +9033,13 @@ int skill_check_cloaking(struct block_list *bl, struct status_change *sc)
/*
*----------------------------------------------------------------------------
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg
+ * スキルユニット
*----------------------------------------------------------------------------
*/
/*==========================================
- * ‰‰‘t/ƒ_ƒ“ƒX‚ð‚â‚ß‚é
- * flag 1‚Å?‡‘t’†‚È‚ç‘Š•û‚Ƀ†ƒjƒbƒg‚ð”C‚¹‚é
+ * æ¼”å¥/ダンスをやã‚ã‚‹
+ * flag 1ã§?≡t中ãªã‚‰ç›¸æ–¹ã«ãƒ¦ãƒ‹ãƒƒãƒˆã‚’ä»»ã›ã‚‹
*
*------------------------------------------
*/
@@ -9082,7 +9077,7 @@ void skill_stop_dancing(struct block_list *src)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg?‰Šú‰»
+ * スキルユニット?炎匀サ
*------------------------------------------
*/
struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,int y)
@@ -9128,8 +9123,7 @@ struct skill_unit *skill_initunit(struct skill_unit_group *group,int idx,int x,i
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg?í?œ
- *------------------------------------------
+ * スキルユニット?・・ *------------------------------------------
*/
int skill_delunit(struct skill_unit *unit)
{
@@ -9140,10 +9134,10 @@ int skill_delunit(struct skill_unit *unit)
return 0;
nullpo_retr(0, group=unit->group);
- /* onlimitƒCƒxƒ“ƒgŒÄ‚Ñ?o‚µ */
+ /* onlimitイベント呼�o㗠*/
skill_unit_onlimit( unit,gettick() );
- /* onoutƒCƒxƒ“ƒgŒÄ‚Ñ?o‚µ */
+ /* onoutイベント呼�o㗠*/
if (!unit->range) {
map_foreachincell(skill_unit_effect,unit->bl.m,
unit->bl.x,unit->bl.y,group->bl_flag,&unit->bl,gettick(),4);
@@ -9178,7 +9172,7 @@ int skill_delunit(struct skill_unit *unit)
return 0;
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒOƒ‹?ƒv?‰Šú‰»
+ * スキルユニットグル?プ?炎匀サ
*------------------------------------------
*/
static int skill_unit_group_newid = MAX_SKILL_DB;
@@ -9243,7 +9237,7 @@ struct skill_unit_group *skill_initunitgroup(struct block_list *src,
sd->skilllv_dance=skilllv;
}
sc_start4(src,SC_DANCING,100,skillid,(int)group,0,(i&UF_ENSEMBLE?BCT_SELF:0),skill_get_time(skillid,skilllv)+1000);
- //?‡‘tƒXƒLƒ‹‚Í‘Š•û‚ðƒ_ƒ“ƒX?ó‘Ô‚É‚·‚é
+ //?≡tスキルã¯ç›¸æ–¹ã‚’ダンス?ヤã«ã™ã‚‹
if (sd && i&UF_ENSEMBLE &&
battle_config.player_skill_partner_check &&
(!battle_config.gm_skilluncond || pc_isGM(sd) < battle_config.gm_skilluncond)
@@ -9255,8 +9249,7 @@ struct skill_unit_group *skill_initunitgroup(struct block_list *src,
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒOƒ‹?ƒv?í?œ
- *------------------------------------------
+ * スキルユニットグル?プ?・・ *------------------------------------------
*/
int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group)
{
@@ -9312,7 +9305,7 @@ int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group)
group->valstr=NULL;
}
- map_freeblock((struct block_list*)group->unit); /* aFree()‚Ì‘Ö‚í‚è */
+ map_freeblock((struct block_list*)group->unit); /* aFree()ã®æ›¿ã‚ã‚Š */
group->unit=NULL;
group->group_id=0;
group->unit_count=0;
@@ -9331,8 +9324,7 @@ int skill_delunitgroup(struct block_list *src, struct skill_unit_group *group)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒOƒ‹?ƒv‘S?í?œ
- *------------------------------------------
+ * スキルユニットグル?プ全?・・ *------------------------------------------
*/
int skill_clear_unitgroup(struct block_list *src)
{
@@ -9346,8 +9338,7 @@ int skill_clear_unitgroup(struct block_list *src)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒOƒ‹?ƒv‚Ì”í‰e‹¿tick??õ
- *------------------------------------------
+ * スキルユニットグル?プã®è¢«å½±éŸ¿tick??・ *------------------------------------------
*/
struct skill_unit_group_tickset *skill_unitgrouptickset_search(
struct block_list *bl,struct skill_unit_group *group,int tick)
@@ -9391,7 +9382,7 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search(
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒ^ƒCƒ}??“®?—?—p(foreachinarea)
+ * スキルユニットタイマ??動?・用(foreachinarea)
*------------------------------------------
*/
int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
@@ -9423,7 +9414,7 @@ int skill_unit_timer_sub_onplace( struct block_list *bl, va_list ap )
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒ^ƒCƒ}??—?—p(foreachobject)
+ * スキルユニットタイマ??・用(foreachobject)
*------------------------------------------
*/
int skill_unit_timer_sub( struct block_list *bl, va_list ap )
@@ -9443,7 +9434,7 @@ int skill_unit_timer_sub( struct block_list *bl, va_list ap )
nullpo_retr(0, group);
- /* onplace_timerƒCƒxƒ“ƒgŒÄ‚Ñ?o‚µ */
+ /* onplace_timerイベント呼�o㗠*/
if (unit->range>=0 && group->interval!=-1) {
if (battle_config.skill_wall_check)
map_foreachinshootrange(skill_unit_timer_sub_onplace, bl, unit->range,
@@ -9454,7 +9445,7 @@ int skill_unit_timer_sub( struct block_list *bl, va_list ap )
if (!unit->alive)
return 0;
}
- /* ŽžŠÔ?Ø‚ê?í?œ */
+ /* 時間?リれ?・・*/
if((DIFF_TICK(tick,group->tick)>=group->limit || DIFF_TICK(tick,group->tick)>=unit->limit)){
switch(group->unit_id){
case UNT_BLASTMINE:
@@ -9482,7 +9473,7 @@ int skill_unit_timer_sub( struct block_list *bl, va_list ap )
memset(&item_tmp,0,sizeof(item_tmp));
item_tmp.nameid=1065;
item_tmp.identify=1;
- map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?•ÔŠÒ
+ map_addflooritem(&item_tmp,1,bl->m,bl->x,bl->y,NULL,NULL,NULL,0); // ?返還
}
}
skill_delunit(unit);
@@ -9514,7 +9505,7 @@ int skill_unit_timer_sub( struct block_list *bl, va_list ap )
return 0;
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒ^ƒCƒ}??—?
+ * スキルユニットタイマ??・
*------------------------------------------
*/
int skill_unit_timer( int tid,unsigned int tick,int id,int data)
@@ -9529,7 +9520,7 @@ int skill_unit_timer( int tid,unsigned int tick,int id,int data)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgˆÚ“®Žž?—?—p(foreachinarea)
+ * スキルユニット移動時?・用(foreachinarea)
*------------------------------------------
*/
int skill_unit_move_sub( struct block_list *bl, va_list ap )
@@ -9616,8 +9607,8 @@ int skill_unit_move(struct block_list *bl,unsigned int tick,int flag)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgŽ©?‚̈ړ®Žž?—?
- * ˆø?‚̓Oƒ‹?ƒv‚ƈړ®—Ê
+ * スキルユニット自?ã®ç§»å‹•æ™‚?・
+ * 引?ã¯ã‚°ãƒ«?プã¨ç§»å‹•é‡
*------------------------------------------
*/
int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int dy)
@@ -9638,7 +9629,7 @@ int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int
return 0;
m_flag = (int *) aMalloc(sizeof(int)*group->unit_count);
- memset(m_flag,0,sizeof(int)*group->unit_count);// ˆÚ“®ƒtƒ‰ƒO
+ memset(m_flag,0,sizeof(int)*group->unit_count);// 移動フラグ
// m_flag
// 0: Neither of the following (skill_unit_onplace & skill_unit_onout are needed)
// 1: Unit will move to a slot that had another unit of the same group (skill_unit_onplace not needed)
@@ -9706,12 +9697,12 @@ int skill_unit_move_unit_group( struct skill_unit_group *group, int m,int dx,int
}
/*----------------------------------------------------------------------------
- * ƒAƒCƒeƒ€?‡?¬
+ * アイテム?・ャ
*----------------------------------------------------------------------------
*/
/*==========================================
- * ƒAƒCƒeƒ€?‡?¬‰Â”\”»’è
+ * アイテム?・ャå¯èƒ½åˆ¤å®š
*------------------------------------------
*/
int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger, int qty)
@@ -9727,7 +9718,7 @@ int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger,
if(skill_produce_db[i].nameid == nameid )
break;
}
- if( i >= MAX_SKILL_PRODUCE_DB ) /* ƒf?ƒ^ƒx?ƒX‚É‚È‚¢ */
+ if( i >= MAX_SKILL_PRODUCE_DB ) /* デ?タベ?スã«ãªã„ */
return 0;
if(trigger>=0){
@@ -9743,11 +9734,11 @@ int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger,
}
}
if( (j=skill_produce_db[i].req_skill)>0 && pc_checkskill(sd,j)<=0 )
- return 0; /* ƒXƒLƒ‹‚ª‘«‚è‚È‚¢ */
+ return 0; /* スキルãŒè¶³ã‚Šãªã„ */
for(j=0;j<MAX_PRODUCE_RESOURCE;j++){
int id,x,y;
- if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* ‚±‚êˆÈ?ã‚Í?Þ—¿—v‚ç‚È‚¢ */
+ if( (id=skill_produce_db[i].mat_id[j]) <= 0 ) /* ã“れ以?繧ï¾?゙料è¦ã‚‰ãªã„ */
continue;
if(skill_produce_db[i].mat_amount[j] <= 0) {
if(pc_search_inventory(sd,id) < 0)
@@ -9757,7 +9748,7 @@ int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger,
for(y=0,x=0;y<MAX_INVENTORY;y++)
if( sd->status.inventory[y].nameid == id )
x+=sd->status.inventory[y].amount;
- if(x<qty*skill_produce_db[i].mat_amount[j]) /* ƒAƒCƒeƒ€‚ª‘«‚è‚È‚¢ */
+ if(x<qty*skill_produce_db[i].mat_amount[j]) /* アイテムãŒè¶³ã‚Šãªã„ */
return 0;
}
}
@@ -9765,7 +9756,7 @@ int skill_can_produce_mix( struct map_session_data *sd, int nameid, int trigger,
}
/*==========================================
- * ƒAƒCƒeƒ€?‡?¬‰Â”\”»’è
+ * アイテム?・ャå¯èƒ½åˆ¤å®š
*------------------------------------------
*/
int skill_produce_mix( struct map_session_data *sd, int skill_id,
@@ -9778,7 +9769,7 @@ int skill_produce_mix( struct map_session_data *sd, int skill_id,
nullpo_retr(0, sd);
status = status_get_status_data(&sd->bl);
- if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?Œ?•s‘« */
+ if( !(idx=skill_can_produce_mix(sd,nameid,-1, qty)) ) /* ?・ä¸è¶³ */
return 0;
idx--;
@@ -9792,13 +9783,13 @@ int skill_produce_mix( struct map_session_data *sd, int skill_id,
slot[1]=slot2;
slot[2]=slot3;
- /* –„‚ß?‚Ý?—? */
+ /* 埋��・ */
for(i=0,sc=0,ele=0;i<3;i++){ //Note that qty should always be one if you are using these!
int j;
if( slot[i]<=0 )
continue;
j = pc_search_inventory(sd,slot[i]);
- if(j < 0) /* •s?³ƒpƒPƒbƒg(ƒAƒCƒeƒ€‘¶?Ý)ƒ`ƒFƒbƒN */
+ if(j < 0) /* ä¸?ウパケット(アイテム存?ï¾)ãƒã‚§ãƒƒã‚¯ */
continue;
if(slot[i]==1000){ /* Star Crumb */
pc_delitem(sd,j,1,1);
@@ -9811,27 +9802,27 @@ int skill_produce_mix( struct map_session_data *sd, int skill_id,
}
}
- /* ?Þ—¿?Á”ï */
+ /* ?゙料?ï¾è²» */
for(i=0;i<MAX_PRODUCE_RESOURCE;i++){
int j,id,x;
if( (id=skill_produce_db[idx].mat_id[i]) <= 0 )
continue;
- x=qty*skill_produce_db[idx].mat_amount[i]; /* •K—v‚ÈŒÂ? */
- do{ /* ‚Q‚ˆÈ?ã‚̃Cƒ“ƒfƒbƒNƒX‚É‚Ü‚½‚ª‚Á‚Ä‚¢‚é‚©‚à‚µ‚ê‚È‚¢ */
+ x=qty*skill_produce_db[idx].mat_amount[i]; /* å¿…è¦ãªå€‹? */
+ do{ /* ï¼’ã¤ä»¥?繧フインデックスã«ã¾ãŸãŒã£ã¦ã„ã‚‹ã‹ã‚‚ã—ã‚Œãªã„ */
int y=0;
j = pc_search_inventory(sd,id);
if(j >= 0){
y = sd->status.inventory[j].amount;
- if(y>x)y=x; /* ‘«‚è‚Ä‚¢‚é */
+ if(y>x)y=x; /* 足りã¦ã„ã‚‹ */
pc_delitem(sd,j,y,0);
}else {
if(battle_config.error_log)
ShowError("skill_produce_mix: material item error\n");
}
- x-=y; /* ‚Ü‚¾‘«‚è‚È‚¢ŒÂ?‚ðŒvŽZ */
- }while( j>=0 && x>0 ); /* ?Þ—¿‚ð?Á”ï‚·‚é‚©?AƒGƒ‰?‚É‚È‚é‚Ü‚ÅŒJ‚è•Ô‚· */
+ x-=y; /* ã¾ã è¶³ã‚Šãªã„個?を計算 */
+ }while( j>=0 && x>0 ); /* ?゙料を?ï¾è²»ã™ã‚‹ã‹?Aエラ?ã«ãªã‚‹ã¾ã§ç¹°ã‚Šè¿”ã™ */
}
if((equip=itemdb_isequip(nameid)))
@@ -10171,12 +10162,12 @@ int skill_blockpc_start(struct map_session_data *sd, int skillid, int tick)
/*----------------------------------------------------------------------------
- * ?‰Šú‰»Œn
+ * ?炎匀サ系
*/
/*
- * •¶Žš—ñ?ˆ—?
- * ',' ‚Å‹æ?Ø‚Á‚Ä val ‚É–ß‚·
+ * 文字列?・?
+ * ',' ã§åŒº?リã£ã¦ val ã«æˆ»ã™
*/
int skill_split_str(char *str,char **val,int num)
{
@@ -10191,8 +10182,8 @@ int skill_split_str(char *str,char **val,int num)
return i;
}
/*
- * •¶Žš—ñ?ˆ—?
- * ':' ‚Å‹æ?Ø‚Á‚Äatoi‚µ‚Äval‚É–ß‚·
+ * 文字列?・?
+ * ':' ã§åŒº?リã£ã¦atoiã—ã¦valã«æˆ»ã™
*/
int skill_split_atoi(char *str,int *val)
{
@@ -10239,14 +10230,14 @@ int skill_split_atoi(char *str,int *val)
}
/*
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Ì”z’u?î•ñ?ì?¬
+ * スキルユニットã®é…ç½®?﨣・・ャ
*/
void skill_init_unit_layout(void)
{
int i,j,size,pos = 0;
memset(skill_unit_layout,0,sizeof(skill_unit_layout));
- // ‹éŒ`‚̃†ƒjƒbƒg”z’u‚ð?ì?¬‚·‚é
+ // 矩形ã®ãƒ¦ãƒ‹ãƒƒãƒˆé…置を?・ャã™ã‚‹
for (i=0; i<=MAX_SQUARE_LAYOUT; i++) {
size = i*2+1;
skill_unit_layout[i].count = size*size;
@@ -10256,14 +10247,14 @@ void skill_init_unit_layout(void)
}
}
pos = i;
- // ‹éŒ`ˆÈŠO‚̃†ƒjƒbƒg”z’u‚ð?ì?¬‚·‚é
+ // 矩形以外ã®ãƒ¦ãƒ‹ãƒƒãƒˆé…置を?・ャã™ã‚‹
for (i=0;i<MAX_SKILL_DB;i++) {
if (!skill_db[i].unit_id[0] || skill_db[i].unit_layout_type[0] != -1)
continue;
switch (i) {
case MG_FIREWALL:
case WZ_ICEWALL:
- // ƒtƒ@ƒCƒA?[ƒEƒH?[ƒ‹?AƒAƒCƒXƒEƒH?[ƒ‹‚Í•ûŒü‚Å•Ï‚í‚é‚Ì‚Å•Ê?ˆ—?
+ // ファイア?[ウォ?[ル?Aアイスウォ?[ルã¯æ–¹å‘ã§å¤‰ã‚ã‚‹ã®ã§åˆ¥?・?
break;
case PR_SANCTUARY:
{
@@ -10356,10 +10347,10 @@ void skill_init_unit_layout(void)
skill_db[i].unit_layout_type[j] = pos;
pos++;
}
- // ƒtƒ@ƒCƒ„?[ƒEƒH?[ƒ‹
+ // ファイヤ?[ウォ?[ル
firewall_unit_pos = pos;
for (i=0;i<8;i++) {
- if (i&1) { /* ŽÎ‚ß”z’u */
+ if (i&1) { /* æ–œã‚é…ç½® */
skill_unit_layout[pos].count = 5;
if (i&0x2) {
int dx[] = {-1,-1, 0, 0, 1};
@@ -10372,14 +10363,14 @@ void skill_init_unit_layout(void)
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
- } else { /* ?c‰¡”z’u */
+ } else { /* ?c横é…ç½® */
skill_unit_layout[pos].count = 3;
- if (i%4==0) { /* ?㉺ */
+ if (i%4==0) { /* ?繪コ */
int dx[] = {-1, 0, 1};
int dy[] = { 0, 0, 0};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else { /* ?¶‰E */
+ } else { /* ?ï½¶å³ */
int dx[] = { 0, 0, 0};
int dy[] = {-1, 0, 1};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
@@ -10388,11 +10379,11 @@ void skill_init_unit_layout(void)
}
pos++;
}
- // ƒAƒCƒXƒEƒH?[ƒ‹
+ // アイスウォ?[ル
icewall_unit_pos = pos;
for (i=0;i<8;i++) {
skill_unit_layout[pos].count = 5;
- if (i&1) { /* ŽÎ‚ß”z’u */
+ if (i&1) { /* æ–œã‚é…ç½® */
if (i&0x2) {
int dx[] = {-2,-1, 0, 1, 2};
int dy[] = { 2, 1, 0,-1,-2};
@@ -10404,13 +10395,13 @@ void skill_init_unit_layout(void)
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
}
- } else { /* ?c‰¡”z’u */
- if (i%4==0) { /* ?㉺ */
+ } else { /* ?c横é…ç½® */
+ if (i%4==0) { /* ?繪コ */
int dx[] = {-2,-1, 0, 1, 2};
int dy[] = { 0, 0, 0, 0, 0};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
memcpy(skill_unit_layout[pos].dy,dy,sizeof(dy));
- } else { /* ?¶‰E */
+ } else { /* ?ï½¶å³ */
int dx[] = { 0, 0, 0, 0, 0};
int dy[] = {-2,-1, 0, 1, 2};
memcpy(skill_unit_layout[pos].dx,dx,sizeof(dx));
@@ -10422,12 +10413,12 @@ void skill_init_unit_layout(void)
}
/*==========================================
- * ƒXƒLƒ‹?ŒWƒtƒ@ƒCƒ‹?‚Ý?‚Ý
- * skill_db.txt ƒXƒLƒ‹ƒf?ƒ^
- * skill_cast_db.txt ƒXƒLƒ‹‚̉r?¥ŽžŠÔ‚ƃfƒBƒŒƒCƒf?ƒ^
- * produce_db.txt ƒAƒCƒeƒ€?ì?¬ƒXƒLƒ‹—pƒf?ƒ^
- * create_arrow_db.txt –î?ì?¬ƒXƒLƒ‹—pƒf?ƒ^
- * abra_db.txt ƒAƒuƒ‰ƒJƒ_ƒuƒ‰?“®ƒXƒLƒ‹ƒf?ƒ^
+ * スキル?係ファイル?ã¿?ã¿
+ * skill_db.txt スキルデ?タ
+ * skill_cast_db.txt スキルã®è© ?・時間ã¨ãƒ‡ã‚£ãƒ¬ã‚¤ãƒ‡?ã‚¿
+ * produce_db.txt アイテム?・ャスキル用デ?タ
+ * create_arrow_db.txt 矢?・ャスキル用デ?タ
+ * abra_db.txt アブラカダブラ?動スキルデ?タ
*------------------------------------------
*/
int skill_readdb(void)
@@ -10437,7 +10428,7 @@ int skill_readdb(void)
char line[1024],path[1024],*p;
char *filename[]={"produce_db.txt","produce_db2.txt"};
- /* ƒXƒLƒ‹ƒf?ƒ^ƒx?ƒX */
+ /* スキルデ?タベ?ス */
memset(skill_db,0,sizeof(skill_db));
sprintf(path, "%s/skill_db.txt", db_path);
fp=fopen(path,"r");
@@ -10577,7 +10568,7 @@ int skill_readdb(void)
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
- /* ƒLƒƒƒXƒeƒBƒ“ƒOƒf?ƒ^ƒx?ƒX */
+ /* キャスティングデ?タベ?ス */
sprintf(path, "%s/skill_cast_db.txt", db_path);
fp=fopen(path,"r");
@@ -10615,7 +10606,7 @@ int skill_readdb(void)
fclose(fp);
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
- /* ƒXƒLƒ‹ƒ†ƒjƒbƒgƒf?[ƒ^ƒx?[ƒX */
+ /* スキルユニットデ?[タベ?[ス */
sprintf(path, "%s/skill_unit_db.txt", db_path);
fp=fopen(path,"r");
@@ -10672,7 +10663,7 @@ int skill_readdb(void)
ShowStatus("Done reading '"CL_WHITE"%s"CL_RESET"'.\n",path);
skill_init_unit_layout();
- /* ?»‘¢ŒnƒXƒLƒ‹ƒf?ƒ^ƒx?ƒX */
+ /* ?サ造系スキルデ?タベ?ス */
memset(skill_produce_db,0,sizeof(skill_produce_db));
for(m=0;m<2;m++){
sprintf(path, "%s/%s", db_path, filename[m]);
@@ -10887,7 +10878,7 @@ void skill_reload(void)
}
/*==========================================
- * ƒXƒLƒ‹?ŒW?‰Šú‰»?—?
+ * スキル?係?炎匀サ?・
*------------------------------------------
*/
int do_init_skill(void)