From 38633b84e729539bcbdf037a97421e2e18fea2df Mon Sep 17 00:00:00 2001 From: Lance Date: Thu, 8 Jun 2006 13:49:31 +0000 Subject: git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@7045 54d463be-8e91-2dee-dedb-b68131a5f0ec --- src/map/skill.c | 981 ++++++++++++++++++++++++++++---------------------------- 1 file changed, 486 insertions(+), 495 deletions(-) (limited to 'src/map/skill.c') 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?æžœ *------------------------------------------ */ 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‚ + * flagã®?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?スキルを消㙠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?ã‚’ç¢ºèª * MSB <- 00fTffff ->LSB - * T =ƒ^?ƒQƒbƒg‘I?—p(BCT_*) - * ffff=Ž©—R‚ÉŽg—p‰Â”\ - * 0 =—\–ñ?B0‚ɌŒè + * T =ã‚¿?ゲットé¸?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?iè© ?・完了?AID指定?U?ç³»?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?ã¡ */ + 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??Aæš—??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ã„?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??Aç«??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?ï½¹??ォ?U??Aé—‡??ォ?U??A念??ォ?U??ASP減?ï½­?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: /* ã‚«?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: /* ã‚¿?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: /* ã‚¢?[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ãƒ?[ */ 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?ã‚¿?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?–‚–@ */ + /* HPå¸?/HPå¸?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?ï½­ */ 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: /* ãƒ?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: /* ã‚«?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å‘?・*/ { 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: // ç‹‚?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: /* ãƒ?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?â‘£ */ 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?â‘  */ 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?ãƒ?トラスト */ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { - /* ŒÂ•Ê‚Ì?—? */ + /* 個別ã®?・ */ 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ãƒ?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?iè© ?・完了?A?・且w定ã®??ï¾›ã®?・?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?ã‚­?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ãƒ?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?iè© ?・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ãƒ?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ãƒ?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) { /* ä¸?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ãƒ?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ã®?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ã®?・⊥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: /* ç‹‚?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 + * è© ?・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 ?ç‚Žå“¿ï¾?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ã³?oã— */ skill_unit_onlimit( unit,gettick() ); - /* onoutƒCƒxƒ“ƒgŒÄ‚Ñ?o‚µ */ + /* onoutイベント呼ã³?oã— */ 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??å‹•?・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ã³?oã— */ 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;jstatus.inventory[y].nameid == id ) x+=sd->status.inventory[y].amount; - if(xbl); - 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ã‚?ã¿?・ */ 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= 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