summaryrefslogtreecommitdiff
path: root/src/map/battle.c
diff options
context:
space:
mode:
authorBen Longbons <b.r.longbons@gmail.com>2011-03-02 13:52:33 -0800
committerBen Longbons <b.r.longbons@gmail.com>2011-03-02 14:06:46 -0800
commita1a2711abfc594f2be1da51df95ddcd7071ddebd (patch)
tree9128237fc4794b917394a1c39221d08cc78c1b54 /src/map/battle.c
parent877018d1296c984afe72b79f076265d6d27c3a7c (diff)
downloadtmwa-a1a2711abfc594f2be1da51df95ddcd7071ddebd.tar.gz
tmwa-a1a2711abfc594f2be1da51df95ddcd7071ddebd.tar.bz2
tmwa-a1a2711abfc594f2be1da51df95ddcd7071ddebd.tar.xz
tmwa-a1a2711abfc594f2be1da51df95ddcd7071ddebd.zip
Recode from SHIFT-JIS to unicode, then undo the conversion of backslashs and tildes.
Diffstat (limited to 'src/map/battle.c')
-rw-r--r--src/map/battle.c1258
1 files changed, 629 insertions, 629 deletions
diff --git a/src/map/battle.c b/src/map/battle.c
index 9d868c7..f81aaf0 100644
--- a/src/map/battle.c
+++ b/src/map/battle.c
@@ -29,8 +29,8 @@ int attr_fix_table[4][10][10];
struct Battle_Config battle_config;
/*==========================================
- * “ñ“_ŠÔ‚Ì‹——£‚ð•Ô‚·
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 二点間ã®è·é›¢ã‚’è¿”ã™
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
static int distance (int x0, int y0, int x1, int y1)
@@ -43,8 +43,8 @@ static int distance (int x0, int y0, int x1, int y1)
}
/*==========================================
- * Ž©•ª‚ðƒƒbƒN‚µ‚Ä‚¢‚é‘ÎÛ‚Ì”‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 自分をロックã—ã¦ã„ã‚‹å¯¾è±¡ã®æ•°ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_counttargeted (struct block_list *bl, struct block_list *src,
@@ -60,8 +60,8 @@ int battle_counttargeted (struct block_list *bl, struct block_list *src,
}
/*==========================================
- * ‘ÎÛ‚ÌClass‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®Classã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_class (struct block_list *bl)
@@ -76,8 +76,8 @@ int battle_get_class (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚Ì•ûŒü‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * å¯¾è±¡ã®æ–¹å‘ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_dir (struct block_list *bl)
@@ -92,8 +92,8 @@ int battle_get_dir (struct block_list *bl)
}
/*==========================================
- * ‘Îۂ̃Œƒxƒ‹‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®ãƒ¬ãƒ™ãƒ«ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_lv (struct block_list *bl)
@@ -108,8 +108,8 @@ int battle_get_lv (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌŽË’ö‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®å°„程を返ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_range (struct block_list *bl)
@@ -124,8 +124,8 @@ int battle_get_range (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌHP‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®HPã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_hp (struct block_list *bl)
@@ -140,8 +140,8 @@ int battle_get_hp (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌMHP‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®MHPã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_max_hp (struct block_list *bl)
@@ -183,8 +183,8 @@ int battle_get_max_hp (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌStr‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®Strã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_str (struct block_list *bl)
@@ -205,15 +205,15 @@ int battle_get_str (struct block_list *bl)
&& bl->type != BL_PC)
str += 4;
if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
- { // ƒuƒŒƒbƒVƒ“ƒO
+ { // ブレッシング
int race = battle_get_race (bl);
if (battle_check_undead (race, battle_get_elem_type (bl))
|| race == 6)
- str >>= 1; // ˆ« –‚/•sŽ€
+ str >>= 1; // 悪 é­”/䏿­»
else
- str += sc_data[SC_BLESSING].val1; // ‚»‚Ì‘¼
+ str += sc_data[SC_BLESSING].val1; // ãã®ä»–
}
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // ƒgƒDƒ‹[ƒTƒCƒg
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
str += 5;
}
if (str < 0)
@@ -222,8 +222,8 @@ int battle_get_str (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌAgi‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®Agiã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
@@ -241,19 +241,19 @@ int battle_get_agi (struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_INCREASEAGI].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 && bl->type != BL_PC) // ‘¬“x‘‰Á(PC‚Ípc.c‚Å)
+ if (sc_data[SC_INCREASEAGI].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1 && bl->type != BL_PC) // 速度増加(PCã¯pc.cã§)
agi += 2 + sc_data[SC_INCREASEAGI].val1;
if (sc_data[SC_CONCENTRATE].timer != -1
&& sc_data[SC_QUAGMIRE].timer == -1 && bl->type != BL_PC)
agi += agi * (2 + sc_data[SC_CONCENTRATE].val1) / 100;
- if (sc_data[SC_DECREASEAGI].timer != -1) // ‘¬“xŒ¸­
+ if (sc_data[SC_DECREASEAGI].timer != -1) // 速度減少
agi -= 2 + sc_data[SC_DECREASEAGI].val1;
- if (sc_data[SC_QUAGMIRE].timer != -1) // ƒNƒ@ƒOƒ}ƒCƒA
+ if (sc_data[SC_QUAGMIRE].timer != -1) // クァグマイア
agi >>= 1;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // ƒgƒDƒ‹[ƒTƒCƒg
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
agi += 5;
}
if (agi < 0)
@@ -262,8 +262,8 @@ int battle_get_agi (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌVit‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®Vitã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_vit (struct block_list *bl)
@@ -281,7 +281,7 @@ int battle_get_vit (struct block_list *bl)
{
if (sc_data[SC_STRIPARMOR].timer != -1 && bl->type != BL_PC)
vit = vit * 60 / 100;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // ƒgƒDƒ‹[ƒTƒCƒg
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
vit += 5;
}
@@ -291,8 +291,8 @@ int battle_get_vit (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌInt‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®Intã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_int (struct block_list *bl)
@@ -310,17 +310,17 @@ int battle_get_int (struct block_list *bl)
if (sc_data)
{
if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
- { // ƒuƒŒƒbƒVƒ“ƒO
+ { // ブレッシング
int race = battle_get_race (bl);
if (battle_check_undead (race, battle_get_elem_type (bl))
|| race == 6)
- int_ >>= 1; // ˆ« –‚/•sŽ€
+ int_ >>= 1; // 悪 é­”/䏿­»
else
- int_ += sc_data[SC_BLESSING].val1; // ‚»‚Ì‘¼
+ int_ += sc_data[SC_BLESSING].val1; // ãã®ä»–
}
if (sc_data[SC_STRIPHELM].timer != -1 && bl->type != BL_PC)
int_ = int_ * 60 / 100;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // ƒgƒDƒ‹[ƒTƒCƒg
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
int_ += 5;
}
if (int_ < 0)
@@ -329,8 +329,8 @@ int battle_get_int (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌDex‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®Dexã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_dex (struct block_list *bl)
@@ -352,18 +352,18 @@ int battle_get_dex (struct block_list *bl)
dex += dex * (2 + sc_data[SC_CONCENTRATE].val1) / 100;
if (sc_data[SC_BLESSING].timer != -1 && bl->type != BL_PC)
- { // ƒuƒŒƒbƒVƒ“ƒO
+ { // ブレッシング
int race = battle_get_race (bl);
if (battle_check_undead (race, battle_get_elem_type (bl))
|| race == 6)
- dex >>= 1; // ˆ« –‚/•sŽ€
+ dex >>= 1; // 悪 é­”/䏿­»
else
- dex += sc_data[SC_BLESSING].val1; // ‚»‚Ì‘¼
+ dex += sc_data[SC_BLESSING].val1; // ãã®ä»–
}
- if (sc_data[SC_QUAGMIRE].timer != -1) // ƒNƒ@ƒOƒ}ƒCƒA
+ if (sc_data[SC_QUAGMIRE].timer != -1) // クァグマイア
dex >>= 1;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // ƒgƒDƒ‹[ƒTƒCƒg
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
dex += 5;
}
if (dex < 0)
@@ -372,8 +372,8 @@ int battle_get_dex (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌLuk‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®Lukã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_luk (struct block_list *bl)
@@ -390,11 +390,11 @@ int battle_get_luk (struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_GLORIA].timer != -1 && bl->type != BL_PC) // ƒOƒƒŠƒA(PC‚Ípc.c‚Å)
+ if (sc_data[SC_GLORIA].timer != -1 && bl->type != BL_PC) // グロリア(PCã¯pc.cã§)
luk += 30;
- if (sc_data[SC_CURSE].timer != -1) // Žô‚¢
+ if (sc_data[SC_CURSE].timer != -1) // 呪ã„
luk = 0;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // ƒgƒDƒ‹[ƒTƒCƒg
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
luk += 5;
}
if (luk < 0)
@@ -403,8 +403,8 @@ int battle_get_luk (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌFlee‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å1ˆÈã
+ * 対象ã®Fleeã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§1以上
*------------------------------------------
*/
int battle_get_flee (struct block_list *bl)
@@ -427,9 +427,9 @@ int battle_get_flee (struct block_list *bl)
(sc_data[SC_WHISTLE].val3 >> 16)) / 100;
if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC)
flee -= flee * 25 / 100;
- if (sc_data[SC_WINDWALK].timer != -1 && bl->type != BL_PC) // ƒEƒBƒ“ƒhƒEƒH[ƒN
+ if (sc_data[SC_WINDWALK].timer != -1 && bl->type != BL_PC) // ウィンドウォーク
flee += flee * (sc_data[SC_WINDWALK].val2) / 100;
- if (sc_data[SC_SPIDERWEB].timer != -1 && bl->type != BL_PC) //ƒXƒpƒCƒ_[ƒEƒFƒu
+ if (sc_data[SC_SPIDERWEB].timer != -1 && bl->type != BL_PC) //スパイダーウェブ
flee -= flee * 50 / 100;
if (battle_is_unarmed (bl))
@@ -442,8 +442,8 @@ int battle_get_flee (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌHit‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å1ˆÈã
+ * 対象ã®Hitã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§1以上
*------------------------------------------
*/
int battle_get_hit (struct block_list *bl)
@@ -465,11 +465,11 @@ int battle_get_hit (struct block_list *bl)
hit * (sc_data[SC_HUMMING].val1 * 2 +
sc_data[SC_HUMMING].val2 +
sc_data[SC_HUMMING].val3) / 100;
- if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC) // Žô‚¢
+ if (sc_data[SC_BLIND].timer != -1 && bl->type != BL_PC) // 呪ã„
hit -= hit * 25 / 100;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // ƒgƒDƒ‹[ƒTƒCƒg
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) // トゥルーサイト
hit += 3 * (sc_data[SC_TRUESIGHT].val1);
- if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //ƒRƒ“ƒZƒ“ƒgƒŒ[ƒVƒ‡ƒ“
+ if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
hit += (hit * (10 * (sc_data[SC_CONCENTRATION].val1))) / 100;
if (battle_is_unarmed (bl))
@@ -481,8 +481,8 @@ int battle_get_hit (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌŠ®‘S‰ñ”ð‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å1ˆÈã
+ * 対象ã®å®Œå…¨å›žé¿ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§1以上
*------------------------------------------
*/
int battle_get_flee2 (struct block_list *bl)
@@ -518,8 +518,8 @@ int battle_get_flee2 (struct block_list *bl)
}
/*==========================================
- * ‘Îۂ̃NƒŠƒeƒBƒJƒ‹‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å1ˆÈã
+ * 対象ã®ã‚¯ãƒªãƒ†ã‚£ã‚«ãƒ«ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§1以上
*------------------------------------------
*/
int battle_get_critical (struct block_list *bl)
@@ -547,7 +547,7 @@ int battle_get_critical (struct block_list *bl)
sc_data[SC_FORTUNE].val3) * 10;
if (sc_data[SC_EXPLOSIONSPIRITS].timer != -1 && bl->type != BL_PC)
critical += sc_data[SC_EXPLOSIONSPIRITS].val2;
- if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) //ƒgƒDƒ‹[ƒTƒCƒg
+ if (sc_data[SC_TRUESIGHT].timer != -1 && bl->type != BL_PC) //トゥルーサイト
critical += critical * sc_data[SC_TRUESIGHT].val1 / 100;
}
if (critical < 1)
@@ -556,8 +556,8 @@ int battle_get_critical (struct block_list *bl)
}
/*==========================================
- * base_atk‚̎擾
- * –ß‚è‚Í®”‚Å1ˆÈã
+ * base_atkã®å–å¾—
+ * æˆ»ã‚Šã¯æ•´æ•°ã§1以上
*------------------------------------------
*/
int battle_get_baseatk (struct block_list *bl)
@@ -568,31 +568,31 @@ int battle_get_baseatk (struct block_list *bl)
nullpo_retr (1, bl);
sc_data = battle_get_sc_data (bl);
if (bl->type == BL_PC && (struct map_session_data *) bl)
- batk = ((struct map_session_data *) bl)->base_atk; //ݒ肳‚ê‚Ä‚¢‚ébase_atk
+ batk = ((struct map_session_data *) bl)->base_atk; //設定ã•れã¦ã„ã‚‹base_atk
else
- { //‚»‚êˆÈŠO‚È‚ç
+ { //ãれ以外ãªã‚‰
int str, dstr;
str = battle_get_str (bl); //STR
dstr = str / 10;
- batk = dstr * dstr + str; //base_atk‚ðŒvŽZ‚·‚é
+ batk = dstr * dstr + str; //base_atkを計算ã™ã‚‹
}
if (sc_data)
- { //ó‘ÔˆÙí‚ ‚è
- if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC) //PC‚Ńvƒƒ{ƒbƒN(SM_PROVOKE)ó‘Ô
- batk = batk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100; //base_atk‘‰Á
- if (sc_data[SC_CURSE].timer != -1) //Žô‚í‚ê‚Ä‚¢‚½‚ç
- batk -= batk * 25 / 100; //base_atk‚ª25%Œ¸­
- if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //ƒRƒ“ƒZƒ“ƒgƒŒ[ƒVƒ‡ƒ“
+ { //状態異常ã‚り
+ if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC) //PCã§ãƒ—ロボック(SM_PROVOKE)状態
+ batk = batk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100; //base_atk増加
+ if (sc_data[SC_CURSE].timer != -1) //呪ã‚れã¦ã„ãŸã‚‰
+ batk -= batk * 25 / 100; //base_atkãŒ25%減少
+ if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
batk += batk * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
if (batk < 1)
- batk = 1; //base_atk‚ÍÅ’á‚Å‚à1
+ batk = 1; //base_atkã¯æœ€ä½Žã§ã‚‚1
return batk;
}
/*==========================================
- * ‘ÎÛ‚ÌAtk‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®Atkã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_atk (struct block_list *bl)
@@ -613,7 +613,7 @@ int battle_get_atk (struct block_list *bl)
atk = atk * (100 + 2 * sc_data[SC_PROVOKE].val1) / 100;
if (sc_data[SC_CURSE].timer != -1)
atk -= atk * 25 / 100;
- if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //ƒRƒ“ƒZƒ“ƒgƒŒ[ƒVƒ‡ƒ“
+ if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC) //コンセントレーション
atk += atk * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
if (atk < 0)
@@ -622,8 +622,8 @@ int battle_get_atk (struct block_list *bl)
}
/*==========================================
- * ‘Îۂ̶ŽèAtk‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®å·¦æ‰‹Atkã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_atk_ (struct block_list *bl)
@@ -642,8 +642,8 @@ int battle_get_atk_ (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌAtk2‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®Atk2ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_atk2 (struct block_list *bl)
@@ -672,7 +672,7 @@ int battle_get_atk2 (struct block_list *bl)
atk2 += sc_data[SC_NIBELUNGEN].val2;
if (sc_data[SC_STRIPWEAPON].timer != -1)
atk2 = atk2 * 90 / 100;
- if (sc_data[SC_CONCENTRATION].timer != -1) //ƒRƒ“ƒZƒ“ƒgƒŒ[ƒVƒ‡ƒ“
+ if (sc_data[SC_CONCENTRATION].timer != -1) //コンセントレーション
atk2 += atk2 * (5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
@@ -684,8 +684,8 @@ int battle_get_atk2 (struct block_list *bl)
}
/*==========================================
- * ‘Îۂ̶ŽèAtk2‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®å·¦æ‰‹Atk2ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_atk_2 (struct block_list *bl)
@@ -698,8 +698,8 @@ int battle_get_atk_2 (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌMAtk1‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®MAtk1ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_matk1 (struct block_list *bl)
@@ -724,8 +724,8 @@ int battle_get_matk1 (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌMAtk2‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®MAtk2ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_matk2 (struct block_list *bl)
@@ -749,8 +749,8 @@ int battle_get_matk2 (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌDef‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®Defã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_def (struct block_list *bl)
@@ -777,38 +777,38 @@ int battle_get_def (struct block_list *bl)
{
if (sc_data)
{
- //ƒL[ƒsƒ“ƒOŽž‚ÍDEF100
+ //キーピング時ã¯DEF100
if (sc_data[SC_KEEPING].timer != -1)
def = 100;
- //ƒvƒƒ{ƒbƒNŽž‚ÍŒ¸ŽZ
+ //ãƒ—ãƒ­ãƒœãƒƒã‚¯æ™‚ã¯æ¸›ç®—
if (sc_data[SC_PROVOKE].timer != -1 && bl->type != BL_PC)
def = (def * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100;
- //푾ŒÛ‚Ì‹¿‚«Žž‚͉ÁŽZ
+ //戦太鼓ã®éŸ¿ã時ã¯åŠ ç®—
if (sc_data[SC_DRUMBATTLE].timer != -1 && bl->type != BL_PC)
def += sc_data[SC_DRUMBATTLE].val3;
- //“łɂ©‚©‚Á‚Ä‚¢‚鎞‚ÍŒ¸ŽZ
+ //毒ã«ã‹ã‹ã£ã¦ã„ã‚‹æ™‚ã¯æ¸›ç®—
if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC)
def = def * 75 / 100;
- //ƒXƒgƒŠƒbƒvƒV[ƒ‹ƒhŽž‚ÍŒ¸ŽZ
+ //ã‚¹ãƒˆãƒªãƒƒãƒ—ã‚·ãƒ¼ãƒ«ãƒ‰æ™‚ã¯æ¸›ç®—
if (sc_data[SC_STRIPSHIELD].timer != -1 && bl->type != BL_PC)
def = def * 85 / 100;
- //ƒVƒOƒiƒ€ƒNƒ‹ƒVƒXŽž‚ÍŒ¸ŽZ
+ //ã‚·ã‚°ãƒŠãƒ ã‚¯ãƒ«ã‚·ã‚¹æ™‚ã¯æ¸›ç®—
if (sc_data[SC_SIGNUMCRUCIS].timer != -1 && bl->type != BL_PC)
def = def * (100 - sc_data[SC_SIGNUMCRUCIS].val2) / 100;
- //‰i‰“‚̬“׎ž‚ÍDEF0‚ɂȂé
+ //æ°¸é ã®æ··æ²Œæ™‚ã¯DEF0ã«ãªã‚‹
if (sc_data[SC_ETERNALCHAOS].timer != -1 && bl->type != BL_PC)
def = 0;
- //“€Œ‹AΉ»Žž‚͉EƒVƒtƒg
+ //å‡çµã€çŸ³åŒ–時ã¯å³ã‚·ãƒ•ト
if (sc_data[SC_FREEZE].timer != -1
|| (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0))
def >>= 1;
- //ƒRƒ“ƒZƒ“ƒgƒŒ[ƒVƒ‡ƒ“Žž‚ÍŒ¸ŽZ
+ //ã‚³ãƒ³ã‚»ãƒ³ãƒˆãƒ¬ãƒ¼ã‚·ãƒ§ãƒ³æ™‚ã¯æ¸›ç®—
if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC)
def =
(def * (100 - 5 * sc_data[SC_CONCENTRATION].val1)) / 100;
}
- //‰r¥’†‚͉r¥ŽžŒ¸ŽZ—¦‚ÉŠî‚¢‚ÄŒ¸ŽZ
+ //詠唱中ã¯è© å”±æ™‚減算率ã«åŸºã¥ã„ã¦æ¸›ç®—
if (skilltimer != -1)
{
int def_rate = skill_get_castdef (skillid);
@@ -822,8 +822,8 @@ int battle_get_def (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌMDef‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®MDefã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_mdef (struct block_list *bl)
@@ -842,7 +842,7 @@ int battle_get_mdef (struct block_list *bl)
{
if (sc_data)
{
- //ƒoƒŠƒA[ó‘ÔŽž‚ÍMDEF100
+ //ãƒãƒªã‚¢ãƒ¼çŠ¶æ…‹æ™‚ã¯MDEF100
if (mdef < 90 && sc_data[SC_MBARRIER].timer != -1)
{
mdef += sc_data[SC_MBARRIER].val1;
@@ -851,7 +851,7 @@ int battle_get_mdef (struct block_list *bl)
}
if (sc_data[SC_BARRIER].timer != -1)
mdef = 100;
- //“€Œ‹AΉ»Žž‚Í1.25”{
+ //å‡çµã€çŸ³åŒ–時ã¯1.25å€
if (sc_data[SC_FREEZE].timer != -1
|| (sc_data[SC_STONE].timer != -1
&& sc_data[SC_STONE].val2 == 0))
@@ -866,8 +866,8 @@ int battle_get_mdef (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌDef2‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å1ˆÈã
+ * 対象ã®Def2ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§1以上
*------------------------------------------
*/
int battle_get_def2 (struct block_list *bl)
@@ -890,7 +890,7 @@ int battle_get_def2 (struct block_list *bl)
def2 = (def2 * (100 - 6 * sc_data[SC_PROVOKE].val1) + 50) / 100;
if (sc_data[SC_POISON].timer != -1 && bl->type != BL_PC)
def2 = def2 * 75 / 100;
- //ƒRƒ“ƒZƒ“ƒgƒŒ[ƒVƒ‡ƒ“Žž‚ÍŒ¸ŽZ
+ //ã‚³ãƒ³ã‚»ãƒ³ãƒˆãƒ¬ãƒ¼ã‚·ãƒ§ãƒ³æ™‚ã¯æ¸›ç®—
if (sc_data[SC_CONCENTRATION].timer != -1 && bl->type != BL_PC)
def2 = def2 * (100 - 5 * sc_data[SC_CONCENTRATION].val1) / 100;
}
@@ -900,8 +900,8 @@ int battle_get_def2 (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌMDef2‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å0ˆÈã
+ * 対象ã®MDef2ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§0以上
*------------------------------------------
*/
int battle_get_mdef2 (struct block_list *bl)
@@ -929,9 +929,9 @@ int battle_get_mdef2 (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌSpeed(ˆÚ“®‘¬“x)‚ð•Ô‚·(”Ä—p)
- * –ß‚è‚Í®”‚Å1ˆÈã
- * Speed‚ͬ‚³‚¢‚Ù‚¤‚ªˆÚ“®‘¬“x‚ª‘¬‚¢
+ * 対象ã®Speed(移動速度)ã‚’è¿”ã™(汎用)
+ * æˆ»ã‚Šã¯æ•´æ•°ã§1以上
+ * Speedã¯å°ã•ã„ã»ã†ãŒç§»å‹•速度ãŒé€Ÿã„
*------------------------------------------
*/
int battle_get_speed (struct block_list *bl)
@@ -948,35 +948,35 @@ int battle_get_speed (struct block_list *bl)
if (sc_data)
{
- //‘¬“x‘‰ÁŽž‚Í25%Œ¸ŽZ
+ //速度増加時ã¯25%減算
if (sc_data[SC_INCREASEAGI].timer != -1
&& sc_data[SC_DONTFORGETME].timer == -1)
speed -= speed * 25 / 100;
- //‘¬“xŒ¸­Žž‚Í25%‰ÁŽZ
+ //速度減少時ã¯25%加算
if (sc_data[SC_DECREASEAGI].timer != -1)
speed = speed * 125 / 100;
- //ƒNƒ@ƒOƒ}ƒCƒAŽž‚Í50%‰ÁŽZ
+ //クァグマイア時ã¯50%加算
if (sc_data[SC_QUAGMIRE].timer != -1)
speed = speed * 3 / 2;
- //Ž„‚ð–Y‚ê‚È‚¢‚ÅcŽž‚͉ÁŽZ
+ //ç§ã‚’忘れãªã„ã§â€¦æ™‚ã¯åŠ ç®—
if (sc_data[SC_DONTFORGETME].timer != -1)
speed =
speed * (100 + sc_data[SC_DONTFORGETME].val1 * 2 +
sc_data[SC_DONTFORGETME].val2 +
(sc_data[SC_DONTFORGETME].val3 & 0xffff)) / 100;
- //‹à„Žž‚Í25%‰ÁŽZ
+ //金剛時ã¯25%加算
if (sc_data[SC_STEELBODY].timer != -1)
speed = speed * 125 / 100;
- //ƒfƒBƒtƒFƒ“ƒ_[Žž‚͉ÁŽZ
+ //ディフェンダー時ã¯åŠ ç®—
if (sc_data[SC_DEFENDER].timer != -1)
speed = (speed * (155 - sc_data[SC_DEFENDER].val1 * 5)) / 100;
- //—x‚èó‘Ô‚Í4”{’x‚¢
+ //踊り状態ã¯4å€é…ã„
if (sc_data[SC_DANCING].timer != -1)
speed *= 4;
- //Žô‚¢Žž‚Í450‰ÁŽZ
+ //å‘ªã„æ™‚ã¯450加算
if (sc_data[SC_CURSE].timer != -1)
speed = speed + 450;
- //ƒEƒBƒ“ƒhƒEƒH[ƒNŽž‚ÍLv*2%Œ¸ŽZ
+ //ウィンドウォーク時ã¯Lv*2%減算
if (sc_data[SC_WINDWALK].timer != -1)
speed -= (speed * (sc_data[SC_WINDWALK].val1 * 2)) / 100;
}
@@ -989,8 +989,8 @@ int battle_get_speed (struct block_list *bl)
}
/*==========================================
- * ‘ÎÛ‚ÌaDelay(UŒ‚ŽžƒfƒBƒŒƒC)‚ð•Ô‚·(”Ä—p)
- * aDelay‚ͬ‚³‚¢‚Ù‚¤‚ªUŒ‚‘¬“x‚ª‘¬‚¢
+ * 対象ã®aDelay(攻撃時ディレイ)ã‚’è¿”ã™(汎用)
+ * aDelayã¯å°ã•ã„ã»ã†ãŒæ”»æ’ƒé€Ÿåº¦ãŒé€Ÿã„
*------------------------------------------
*/
int battle_get_adelay (struct block_list *bl)
@@ -1007,28 +1007,28 @@ int battle_get_adelay (struct block_list *bl)
if (sc_data)
{
- //ƒc[ƒnƒ“ƒhƒNƒCƒbƒPƒ“Žg—pŽž‚ŃNƒ@ƒOƒ}ƒCƒA‚Å‚àŽ„‚ð–Y‚ê‚È‚¢‚Åc‚Å‚à‚È‚¢Žž‚Í3Š„Œ¸ŽZ
+ //ツーãƒãƒ³ãƒ‰ã‚¯ã‚¤ãƒƒã‚±ãƒ³ä½¿ç”¨æ™‚ã§ã‚¯ã‚¡ã‚°ãƒžã‚¤ã‚¢ã§ã‚‚ç§ã‚’忘れãªã„ã§â€¦ã§ã‚‚ãªã„時ã¯3割減算
if (sc_data[SC_TWOHANDQUICKEN].timer != -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // 2HQ
aspd_rate -= 30;
- //ƒAƒhƒŒƒiƒŠƒ“ƒ‰ƒbƒVƒ…Žg—pŽž‚Ńc[ƒnƒ“ƒhƒNƒCƒbƒPƒ“‚Å‚àƒNƒ@ƒOƒ}ƒCƒA‚Å‚àŽ„‚ð–Y‚ê‚È‚¢‚Åc‚Å‚à‚È‚¢Žž‚Í
+ //アドレナリンラッシュ使用時ã§ãƒ„ーãƒãƒ³ãƒ‰ã‚¯ã‚¤ãƒƒã‚±ãƒ³ã§ã‚‚クァグマイアã§ã‚‚ç§ã‚’忘れãªã„ã§â€¦ã§ã‚‚ãªã„時ã¯
if (sc_data[SC_ADRENALINE].timer != -1
&& sc_data[SC_TWOHANDQUICKEN].timer == -1
&& sc_data[SC_QUAGMIRE].timer == -1
&& sc_data[SC_DONTFORGETME].timer == -1)
- { // ƒAƒhƒŒƒiƒŠƒ“ƒ‰ƒbƒVƒ…
- //Žg—pŽÒ‚ƃp[ƒeƒBƒƒ“ƒo[‚ÅŠi·‚ªo‚éÝ’è‚łȂ¯‚ê‚Î3Š„Œ¸ŽZ
+ { // アドレナリンラッシュ
+ //使用者ã¨ãƒ‘ーティメンãƒãƒ¼ã§æ ¼å·®ãŒå‡ºã‚‹è¨­å®šã§ãªã‘れã°3割減算
if (sc_data[SC_ADRENALINE].val2
|| !battle_config.party_skill_penaly)
aspd_rate -= 30;
- //‚»‚¤‚łȂ¯‚ê‚Î2.5Š„Œ¸ŽZ
+ //ãã†ã§ãªã‘れã°2.5割減算
else
aspd_rate -= 25;
}
- //ƒXƒsƒAƒNƒBƒbƒPƒ“Žž‚ÍŒ¸ŽZ
- if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // ƒXƒsƒAƒNƒBƒbƒPƒ“
+ //ã‚¹ãƒ”ã‚¢ã‚¯ã‚£ãƒƒã‚±ãƒ³æ™‚ã¯æ¸›ç®—
+ if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
- //—[“ú‚̃AƒTƒVƒ“ƒNƒƒXŽž‚ÍŒ¸ŽZ
- if (sc_data[SC_ASSNCROS].timer != -1 && // —[—z‚̃AƒTƒVƒ“ƒNƒƒX
+ //夕日ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹æ™‚ã¯æ¸›ç®—
+ if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹
sc_data[SC_TWOHANDQUICKEN].timer == -1
&& sc_data[SC_ADRENALINE].timer == -1
&& sc_data[SC_SPEARSQUICKEN].timer == -1
@@ -1036,16 +1036,16 @@ int battle_get_adelay (struct block_list *bl)
aspd_rate -=
5 + sc_data[SC_ASSNCROS].val1 +
sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3;
- //Ž„‚ð–Y‚ê‚È‚¢‚ÅcŽž‚͉ÁŽZ
- if (sc_data[SC_DONTFORGETME].timer != -1) // Ž„‚ð–Y‚ê‚È‚¢‚Å
+ //ç§ã‚’忘れãªã„ã§â€¦æ™‚ã¯åŠ ç®—
+ if (sc_data[SC_DONTFORGETME].timer != -1) // ç§ã‚’忘れãªã„ã§
aspd_rate +=
sc_data[SC_DONTFORGETME].val1 * 3 +
sc_data[SC_DONTFORGETME].val2 +
(sc_data[SC_DONTFORGETME].val3 >> 16);
- //‹à„Žž25%‰ÁŽZ
- if (sc_data[SC_STEELBODY].timer != -1) // ‹à„
+ //金剛時25%加算
+ if (sc_data[SC_STEELBODY].timer != -1) // 金剛
aspd_rate += 25;
- //‘‘¬ƒ|[ƒVƒ‡ƒ“Žg—pŽž‚ÍŒ¸ŽZ
+ //増速ãƒãƒ¼ã‚·ãƒ§ãƒ³ä½¿ç”¨æ™‚ã¯æ¸›ç®—
if (sc_data[i = SC_SPEEDPOTION2].timer != -1
|| sc_data[i = SC_SPEEDPOTION1].timer != -1
|| sc_data[i = SC_SPEEDPOTION0].timer != -1)
@@ -1053,7 +1053,7 @@ int battle_get_adelay (struct block_list *bl)
// Fate's `haste' spell works the same as the above
if (sc_data[SC_HASTE].timer != -1)
aspd_rate -= sc_data[SC_HASTE].val1;
- //ƒfƒBƒtƒFƒ“ƒ_[Žž‚͉ÁŽZ
+ //ディフェンダー時ã¯åŠ ç®—
if (sc_data[SC_DEFENDER].timer != -1)
adelay += (1100 - sc_data[SC_DEFENDER].val1 * 100);
}
@@ -1087,16 +1087,16 @@ int battle_get_amotion (struct block_list *bl)
&& sc_data[SC_TWOHANDQUICKEN].timer == -1
&& sc_data[SC_QUAGMIRE].timer == -1
&& sc_data[SC_DONTFORGETME].timer == -1)
- { // ƒAƒhƒŒƒiƒŠƒ“ƒ‰ƒbƒVƒ…
+ { // アドレナリンラッシュ
if (sc_data[SC_ADRENALINE].val2
|| !battle_config.party_skill_penaly)
aspd_rate -= 30;
else
aspd_rate -= 25;
}
- if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // ƒXƒsƒAƒNƒBƒbƒPƒ“
+ if (sc_data[SC_SPEARSQUICKEN].timer != -1 && sc_data[SC_ADRENALINE].timer == -1 && sc_data[SC_TWOHANDQUICKEN].timer == -1 && sc_data[SC_QUAGMIRE].timer == -1 && sc_data[SC_DONTFORGETME].timer == -1) // スピアクィッケン
aspd_rate -= sc_data[SC_SPEARSQUICKEN].val2;
- if (sc_data[SC_ASSNCROS].timer != -1 && // —[—z‚̃AƒTƒVƒ“ƒNƒƒX
+ if (sc_data[SC_ASSNCROS].timer != -1 && // 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹
sc_data[SC_TWOHANDQUICKEN].timer == -1
&& sc_data[SC_ADRENALINE].timer == -1
&& sc_data[SC_SPEARSQUICKEN].timer == -1
@@ -1104,12 +1104,12 @@ int battle_get_amotion (struct block_list *bl)
aspd_rate -=
5 + sc_data[SC_ASSNCROS].val1 +
sc_data[SC_ASSNCROS].val2 + sc_data[SC_ASSNCROS].val3;
- if (sc_data[SC_DONTFORGETME].timer != -1) // Ž„‚ð–Y‚ê‚È‚¢‚Å
+ if (sc_data[SC_DONTFORGETME].timer != -1) // ç§ã‚’忘れãªã„ã§
aspd_rate +=
sc_data[SC_DONTFORGETME].val1 * 3 +
sc_data[SC_DONTFORGETME].val2 +
(sc_data[SC_DONTFORGETME].val3 >> 16);
- if (sc_data[SC_STEELBODY].timer != -1) // ‹à„
+ if (sc_data[SC_STEELBODY].timer != -1) // 金剛
aspd_rate += 25;
if (sc_data[i = SC_SPEEDPOTION2].timer != -1
|| sc_data[i = SC_SPEEDPOTION1].timer != -1
@@ -1167,16 +1167,16 @@ int battle_get_element (struct block_list *bl)
nullpo_retr (ret, bl);
sc_data = battle_get_sc_data (bl);
- if (bl->type == BL_MOB && (struct mob_data *) bl) // 10‚̈ÊLv*2A‚P‚̈ʑ®«
+ if (bl->type == BL_MOB && (struct mob_data *) bl) // 10ã®ä½ï¼Lv*2ã€ï¼‘ã®ä½ï¼å±žæ€§
ret = ((struct mob_data *) bl)->def_ele;
else if (bl->type == BL_PC && (struct map_session_data *) bl)
- ret = 20 + ((struct map_session_data *) bl)->def_ele; // –hŒä‘®«Lv1
+ ret = 20 + ((struct map_session_data *) bl)->def_ele; // 防御属性Lv1
if (sc_data)
{
- if (sc_data[SC_BENEDICTIO].timer != -1) // ¹‘Ì~•Ÿ
+ if (sc_data[SC_BENEDICTIO].timer != -1) // è–体é™ç¦
ret = 26;
- if (sc_data[SC_FREEZE].timer != -1) // “€Œ‹
+ if (sc_data[SC_FREEZE].timer != -1) // å‡çµ
ret = 21;
if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)
ret = 22;
@@ -1198,17 +1198,17 @@ int battle_get_attack_element (struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_FROSTWEAPON].timer != -1) // ƒtƒƒXƒgƒEƒFƒ|ƒ“
+ if (sc_data[SC_FROSTWEAPON].timer != -1) // フロストウェãƒãƒ³
ret = 1;
- if (sc_data[SC_SEISMICWEAPON].timer != -1) // ƒTƒCƒYƒ~ƒbƒNƒEƒFƒ|ƒ“
+ if (sc_data[SC_SEISMICWEAPON].timer != -1) // サイズミックウェãƒãƒ³
ret = 2;
- if (sc_data[SC_FLAMELAUNCHER].timer != -1) // ƒtƒŒ[ƒ€ƒ‰ƒ“ƒ`ƒƒ[
+ if (sc_data[SC_FLAMELAUNCHER].timer != -1) // フレームランãƒãƒ£ãƒ¼
ret = 3;
- if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ƒ‰ƒCƒgƒjƒ“ƒOƒ[ƒ_[
+ if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ライトニングローダー
ret = 4;
- if (sc_data[SC_ENCPOISON].timer != -1) // ƒGƒ“ƒ`ƒƒƒ“ƒgƒ|ƒCƒYƒ“
+ if (sc_data[SC_ENCPOISON].timer != -1) // エンãƒãƒ£ãƒ³ãƒˆãƒã‚¤ã‚ºãƒ³
ret = 5;
- if (sc_data[SC_ASPERSIO].timer != -1) // ƒAƒXƒyƒ‹ƒVƒI
+ if (sc_data[SC_ASPERSIO].timer != -1) // アスペルシオ
ret = 6;
}
@@ -1226,17 +1226,17 @@ int battle_get_attack_element2 (struct block_list *bl)
if (sc_data)
{
- if (sc_data[SC_FROSTWEAPON].timer != -1) // ƒtƒƒXƒgƒEƒFƒ|ƒ“
+ if (sc_data[SC_FROSTWEAPON].timer != -1) // フロストウェãƒãƒ³
ret = 1;
- if (sc_data[SC_SEISMICWEAPON].timer != -1) // ƒTƒCƒYƒ~ƒbƒNƒEƒFƒ|ƒ“
+ if (sc_data[SC_SEISMICWEAPON].timer != -1) // サイズミックウェãƒãƒ³
ret = 2;
- if (sc_data[SC_FLAMELAUNCHER].timer != -1) // ƒtƒŒ[ƒ€ƒ‰ƒ“ƒ`ƒƒ[
+ if (sc_data[SC_FLAMELAUNCHER].timer != -1) // フレームランãƒãƒ£ãƒ¼
ret = 3;
- if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ƒ‰ƒCƒgƒjƒ“ƒOƒ[ƒ_[
+ if (sc_data[SC_LIGHTNINGLOADER].timer != -1) // ライトニングローダー
ret = 4;
- if (sc_data[SC_ENCPOISON].timer != -1) // ƒGƒ“ƒ`ƒƒƒ“ƒgƒ|ƒCƒYƒ“
+ if (sc_data[SC_ENCPOISON].timer != -1) // エンãƒãƒ£ãƒ³ãƒˆãƒã‚¤ã‚ºãƒ³
ret = 5;
- if (sc_data[SC_ASPERSIO].timer != -1) // ƒAƒXƒyƒ‹ƒVƒI
+ if (sc_data[SC_ASPERSIO].timer != -1) // アスペルシオ
ret = 6;
}
return ret;
@@ -1303,7 +1303,7 @@ int battle_get_mode (struct block_list *bl)
if (bl->type == BL_MOB && (struct mob_data *) bl)
return mob_db[((struct mob_data *) bl)->class].mode;
else
- return 0x01; // ‚Ƃ肠‚¦‚¸“®‚­‚Æ‚¢‚¤‚±‚Æ‚Å1
+ return 0x01; // ã¨ã‚Šã‚ãˆãšå‹•ãã¨ã„ã†ã“ã¨ã§1
}
int battle_get_mexp (struct block_list *bl)
@@ -1345,7 +1345,7 @@ int battle_get_stat (int stat_id /* SP_VIT or similar */ ,
}
}
-// StatusChangeŒn‚ÌŠ“¾
+// StatusChangeç³»ã®æ‰€å¾—
struct status_change *battle_get_sc_data (struct block_list *bl)
{
nullpo_retr (NULL, bl);
@@ -1416,7 +1416,7 @@ short *battle_get_option (struct block_list *bl)
//-------------------------------------------------------------------
-// ƒ_ƒ[ƒW‚Ì’x‰„
+// ダメージã®é…å»¶
struct battle_delay_damage_
{
struct block_list *src, *target;
@@ -1451,7 +1451,7 @@ int battle_delay_damage (unsigned int tick, struct block_list *src,
return 0;
}
-// ŽÀÛ‚ÉHP‚ð‘€ì
+// 実際ã«HPã‚’æ“作
int battle_damage (struct block_list *bl, struct block_list *target,
int damage, int flag)
{
@@ -1460,7 +1460,7 @@ int battle_damage (struct block_list *bl, struct block_list *target,
short *sc_count;
int i;
- nullpo_retr (0, target); //bl‚ÍNULL‚ŌĂ΂ê‚邱‚Æ‚ª‚ ‚é‚̂ő¼‚Ń`ƒFƒbƒN
+ nullpo_retr (0, target); //blã¯NULLã§å‘¼ã°ã‚Œã‚‹ã“ã¨ãŒã‚ã‚‹ã®ã§ä»–ã§ãƒã‚§ãƒƒã‚¯
if (damage == 0)
return 0;
@@ -1483,7 +1483,7 @@ int battle_damage (struct block_list *bl, struct block_list *target,
if (!flag && (sc_count = battle_get_sc_count (target)) != NULL
&& *sc_count > 0)
{
- // “€Œ‹AΉ»A‡–°‚ðÁ‹Ž
+ // å‡çµã€çŸ³åŒ–ã€ç¡çœ ã‚’消去
if (sc_data[SC_FREEZE].timer != -1)
skill_status_change_end (target, SC_FREEZE, -1);
if (sc_data[SC_STONE].timer != -1 && sc_data[SC_STONE].val2 == 0)
@@ -1495,7 +1495,7 @@ int battle_damage (struct block_list *bl, struct block_list *target,
if (target->type == BL_MOB)
{ // MOB
struct mob_data *md = (struct mob_data *) target;
- if (md && md->skilltimer != -1 && md->state.skillcastcancel) // ‰r¥–WŠQ
+ if (md && md->skilltimer != -1 && md->state.skillcastcancel) // 詠唱妨害
skill_castcancel (target, 0);
return mob_damage (bl, md, damage, 0);
}
@@ -1505,7 +1505,7 @@ int battle_damage (struct block_list *bl, struct block_list *target,
struct map_session_data *tsd = (struct map_session_data *) target;
if (tsd && tsd->sc_data && tsd->sc_data[SC_DEVOTION].val1)
- { // ƒfƒBƒ{[ƒVƒ‡ƒ“‚ð‚©‚¯‚ç‚ê‚Ä‚¢‚é
+ { // ディボーションをã‹ã‘られã¦ã„ã‚‹
struct map_session_data *md =
map_id2sd (tsd->sc_data[SC_DEVOTION].val1);
if (md && skill_devotion3 (&md->bl, target->id))
@@ -1525,8 +1525,8 @@ int battle_damage (struct block_list *bl, struct block_list *target,
}
if (tsd && tsd->skilltimer != -1)
- { // ‰r¥–WŠQ
- // ƒtƒFƒ“ƒJ[ƒh‚â–WŠQ‚³‚ê‚È‚¢ƒXƒLƒ‹‚©‚ÌŒŸ¸
+ { // 詠唱妨害
+ // フェンカードや妨害ã•れãªã„スキルã‹ã®æ¤œæŸ»
if ((!tsd->special_state.no_castcancel || map[bl->m].flag.gvg)
&& tsd->state.skillcastcancel
&& !tsd->special_state.no_castcancel2)
@@ -1545,7 +1545,7 @@ int battle_damage (struct block_list *bl, struct block_list *target,
int battle_heal (struct block_list *bl, struct block_list *target, int hp,
int sp, int flag)
{
- nullpo_retr (0, target); //bl‚ÍNULL‚ŌĂ΂ê‚邱‚Æ‚ª‚ ‚é‚̂ő¼‚Ń`ƒFƒbƒN
+ nullpo_retr (0, target); //blã¯NULLã§å‘¼ã°ã‚Œã‚‹ã“ã¨ãŒã‚ã‚‹ã®ã§ä»–ã§ãƒã‚§ãƒƒã‚¯
if (target->type == BL_PC
&& pc_isdead ((struct map_session_data *) target))
@@ -1563,7 +1563,7 @@ int battle_heal (struct block_list *bl, struct block_list *target, int hp,
return 0;
}
-// UŒ‚’âŽ~
+// æ”»æ’ƒåœæ­¢
int battle_stopattack (struct block_list *bl)
{
nullpo_retr (0, bl);
@@ -1574,7 +1574,7 @@ int battle_stopattack (struct block_list *bl)
return 0;
}
-// ˆÚ“®’âŽ~
+// ç§»å‹•åœæ­¢
int battle_stopwalking (struct block_list *bl, int type)
{
nullpo_retr (0, bl);
@@ -1586,7 +1586,7 @@ int battle_stopwalking (struct block_list *bl, int type)
}
/*==========================================
- * ƒ_ƒ[ƒW‚Ì‘®«C³
+ * ダメージã®å±žæ€§ä¿®æ­£
*------------------------------------------
*/
int battle_attr_fix (int damage, int atk_elem, int def_elem)
@@ -1595,7 +1595,7 @@ int battle_attr_fix (int damage, int atk_elem, int def_elem)
if (atk_elem < 0 || atk_elem > 9 || def_type < 0 || def_type > 9 ||
def_lv < 1 || def_lv > 4)
- { // ‘® «’l‚ª‚¨‚©‚µ‚¢‚̂łƂ肠‚¦‚¸‚»‚̂܂ܕԂ·
+ { // 属 性値ãŒãŠã‹ã—ã„ã®ã§ã¨ã‚Šã‚ãˆãšãã®ã¾ã¾è¿”ã™
if (battle_config.error_log)
printf
("battle_attr_fix: unknown attr type: atk=%d def_type=%d def_lv=%d\n",
@@ -1607,7 +1607,7 @@ int battle_attr_fix (int damage, int atk_elem, int def_elem)
}
/*==========================================
- * ƒ_ƒ[ƒWÅIŒvŽZ
+ * ダメージ最終計算
*------------------------------------------
*/
int battle_calc_damage (struct block_list *src, struct block_list *bl,
@@ -1638,37 +1638,37 @@ int battle_calc_damage (struct block_list *src, struct block_list *bl,
&& flag & BF_WEAPON && flag & BF_SHORT
&& skill_num != NPC_GUIDEDATTACK)
{
- // ƒZ[ƒtƒeƒBƒEƒH[ƒ‹
+ // セーフティウォール
struct skill_unit *unit =
(struct skill_unit *) sc_data[SC_SAFETYWALL].val2;
if (unit && unit->alive && (--unit->group->val2) <= 0)
skill_delunit (unit);
- skill_unit_move (bl, gettick (), 1); // d‚ËŠ|‚¯ƒ`ƒFƒbƒN
+ skill_unit_move (bl, gettick (), 1); // é‡ã­æŽ›ã‘ãƒã‚§ãƒƒã‚¯
damage = 0;
}
if (sc_data[SC_PNEUMA].timer != -1 && damage > 0 && flag & BF_WEAPON
&& flag & BF_LONG && skill_num != NPC_GUIDEDATTACK)
{
- // ƒjƒ…[ƒ}
+ // ニューマ
damage = 0;
}
if (sc_data[SC_ROKISWEIL].timer != -1 && damage > 0 &&
flag & BF_MAGIC)
{
- // ƒjƒ…[ƒ}
+ // ニューマ
damage = 0;
}
if (sc_data[SC_AETERNA].timer != -1 && damage > 0)
- { // ƒŒƒbƒNƒXƒG[ƒeƒ‹ƒi
+ { // レックスエーテルナ
damage <<= 1;
skill_status_change_end (bl, SC_AETERNA, -1);
}
- //‘®«ê‚̃_ƒ[ƒW‘‰Á
+ //属性場ã®ãƒ€ãƒ¡ãƒ¼ã‚¸å¢—加
if (sc_data[SC_VOLCANO].timer != -1)
- { // ƒ{ƒ‹ƒP[ƒm
+ { // ボルケーノ
if (flag & BF_SKILL && skill_get_pl (skill_num) == 3)
damage += damage * sc_data[SC_VOLCANO].val4 / 100;
else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 3))
@@ -1676,7 +1676,7 @@ int battle_calc_damage (struct block_list *src, struct block_list *bl,
}
if (sc_data[SC_VIOLENTGALE].timer != -1)
- { // ƒoƒCƒIƒŒƒ“ƒgƒQƒCƒ‹
+ { // ãƒã‚¤ã‚ªãƒ¬ãƒ³ãƒˆã‚²ã‚¤ãƒ«
if (flag & BF_SKILL && skill_get_pl (skill_num) == 4)
damage += damage * sc_data[SC_VIOLENTGALE].val4 / 100;
else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 4))
@@ -1684,7 +1684,7 @@ int battle_calc_damage (struct block_list *src, struct block_list *bl,
}
if (sc_data[SC_DELUGE].timer != -1)
- { // ƒfƒŠƒ…[ƒW
+ { // デリュージ
if (flag & BF_SKILL && skill_get_pl (skill_num) == 1)
damage += damage * sc_data[SC_DELUGE].val4 / 100;
else if (!(flag & BF_SKILL) && (battle_get_attack_element (bl) == 1))
@@ -1693,7 +1693,7 @@ int battle_calc_damage (struct block_list *src, struct block_list *bl,
if (sc_data[SC_ENERGYCOAT].timer != -1 && damage > 0
&& flag & BF_WEAPON)
- { // ƒGƒiƒW[ƒR[ƒg
+ { // エナジーコート
if (sd)
{
if (sd->status.sp > 0)
@@ -1713,7 +1713,7 @@ int battle_calc_damage (struct block_list *src, struct block_list *bl,
}
if (sc_data[SC_KYRIE].timer != -1 && damage > 0)
- { // ƒLƒŠƒGƒGƒŒƒCƒ\ƒ“
+ { // キリエエレイソン
sc = &sc_data[SC_KYRIE];
sc->val2 -= damage;
if (flag & BF_WEAPON)
@@ -1730,13 +1730,13 @@ int battle_calc_damage (struct block_list *src, struct block_list *bl,
if (sc_data[SC_BASILICA].timer != -1 && damage > 0)
{
- // ƒjƒ…[ƒ}
+ // ニューマ
damage = 0;
}
if (sc_data[SC_LANDPROTECTOR].timer != -1 && damage > 0
&& flag & BF_MAGIC)
{
- // ƒjƒ…[ƒ}
+ // ニューマ
damage = 0;
}
@@ -1766,7 +1766,7 @@ int battle_calc_damage (struct block_list *src, struct block_list *bl,
sc_data[SC_PARRYING].val1, 1);
}
}
- // ƒŠƒWƒFƒNƒgƒ\[ƒh
+ // リジェクトソード
if (sc_data[SC_REJECTSWORD].timer != -1 && damage > 0
&& flag & BF_WEAPON
&&
@@ -1776,11 +1776,11 @@ int battle_calc_damage (struct block_list *src, struct block_list *bl,
|| src->type == BL_MOB))
{
if (MRAND (100) < (10 + 5 * sc_data[SC_REJECTSWORD].val1))
- { //”½ŽËŠm—¦‚Í10+5*Lv
+ { //å射確率ã¯10+5*Lv
damage = damage * 50 / 100;
battle_damage (bl, src, damage, 0);
- //ƒ_ƒ[ƒW‚ð—^‚¦‚½‚̂͗ǂ¢‚ñ‚¾‚ªA‚±‚±‚©‚ç‚Ç‚¤‚µ‚Ä•\ަ‚·‚é‚ñ‚¾‚©‚í‚©‚ñ‚Ë‚¥
- //ƒGƒtƒFƒNƒg‚à‚±‚ê‚Å‚¢‚¢‚Ì‚©‚í‚©‚ñ‚Ë‚¥
+ //ダメージを与ãˆãŸã®ã¯è‰¯ã„ã‚“ã ãŒã€ã“ã“ã‹ã‚‰ã©ã†ã—ã¦è¡¨ç¤ºã™ã‚‹ã‚“ã ã‹ã‚ã‹ã‚“ã­ã‡
+ //エフェクトもã“れã§ã„ã„ã®ã‹ã‚ã‹ã‚“ã­ã‡
clif_skill_nodamage (bl, bl, ST_REJECTSWORD,
sc_data[SC_REJECTSWORD].val1, 1);
if ((--sc_data[SC_REJECTSWORD].val2) <= 0)
@@ -1805,11 +1805,11 @@ int battle_calc_damage (struct block_list *src, struct block_list *bl,
if (gc && agit_flag == 0 && class != 1288) // guardians cannot be damaged during non-woe [Valaris]
damage = 0; // end woe check [Valaris]
if (g == NULL)
- damage = 0; //ƒMƒ‹ƒh–¢‰Á“ü‚È‚çƒ_ƒ[ƒW–³‚µ
+ damage = 0; //ギルド未加入ãªã‚‰ãƒ€ãƒ¡ãƒ¼ã‚¸ç„¡ã—
else if ((gc != NULL) && guild_isallied (g, gc))
- damage = 0; //Ž©è—̃Mƒ‹ƒh‚̃Gƒ“ƒy‚È‚çƒ_ƒ[ƒW–³‚µ
+ damage = 0; //自å é ˜ã‚®ãƒ«ãƒ‰ã®ã‚¨ãƒ³ãƒšãªã‚‰ãƒ€ãƒ¡ãƒ¼ã‚¸ç„¡ã—
else if (g && guild_checkskill (g, GD_APPROVAL) <= 0)
- damage = 0; //³‹KƒMƒ‹ƒh³”F‚ª‚È‚¢‚ƃ_ƒ[ƒW–³‚µ
+ damage = 0; //æ­£è¦ã‚®ãƒ«ãƒ‰æ‰¿èªãŒãªã„ã¨ãƒ€ãƒ¡ãƒ¼ã‚¸ç„¡ã—
else if (battle_config.guild_max_castles != 0
&& guild_checkcastles (g) >=
battle_config.guild_max_castles)
@@ -1847,14 +1847,14 @@ int battle_calc_damage (struct block_list *src, struct block_list *bl,
damage = 3;
}
- if (md != NULL && md->hp > 0 && damage > 0) // ”½Œ‚‚ȂǂÌMOBƒXƒLƒ‹”»’è
+ if (md != NULL && md->hp > 0 && damage > 0) // åæ’ƒãªã©ã®MOBスキル判定
mobskill_event (md, flag);
return damage;
}
/*==========================================
- * C—ûƒ_ƒ[ƒW
+ * 修練ダメージ
*------------------------------------------
*/
int battle_addmastery (struct map_session_data *sd, struct block_list *target,
@@ -1867,13 +1867,13 @@ int battle_addmastery (struct map_session_data *sd, struct block_list *target,
nullpo_retr (0, sd);
- // ƒf[ƒ‚ƒ“ƒxƒCƒ“(+3 ` +30) vs •sŽ€ or ˆ«–‚ (Ž€l‚͊܂߂Ȃ¢H)
+ // デーモンベイン(+3 〜 +30) vs 䏿­» or 悪魔 (死人ã¯å«ã‚ãªã„?)
if ((skill = pc_checkskill (sd, AL_DEMONBANE)) > 0
&& (battle_check_undead (race, battle_get_elem_type (target))
|| race == 6))
damage += (skill * 3);
- // ƒr[ƒXƒgƒxƒCƒ“(+4 ` +40) vs “®•¨ or ©’Ž
+ // ビーストベイン(+4 〜 +40) vs 動物 or 昆虫
if ((skill = pc_checkskill (sd, HT_BEASTBANE)) > 0
&& (race == 2 || race == 4))
damage += (skill * 4);
@@ -1884,10 +1884,10 @@ int battle_addmastery (struct map_session_data *sd, struct block_list *target,
weapon = sd->weapontype2;
switch (weapon)
{
- case 0x01: // ’ZŒ• (Updated By AppleGirl)
+ case 0x01: // 短剣 (Updated By AppleGirl)
case 0x02: // 1HS
{
- // Œ•C—û(+4 ` +40) •Ў茕 ’ZŒ•ŠÜ‚Þ
+ // 剣修練(+4 〜 +40) 片手剣 短剣å«ã‚€
if ((skill = pc_checkskill (sd, SM_SWORD)) > 0)
{
damage += (skill * 4);
@@ -1896,7 +1896,7 @@ int battle_addmastery (struct map_session_data *sd, struct block_list *target,
}
case 0x03: // 2HS
{
- // —¼ŽèŒ•C—û(+4 ` +40) —¼ŽèŒ•
+ // 両手剣修練(+4 〜 +40) 両手剣
if ((skill = pc_checkskill (sd, SM_TWOHAND)) > 0)
{
damage += (skill * 4);
@@ -1905,29 +1905,29 @@ int battle_addmastery (struct map_session_data *sd, struct block_list *target,
}
case 0x04: // 1HL
{
- // ‘„C—û(+4 ` +40,+5 ` +50) ‘„
+ // æ§ä¿®ç·´(+4 〜 +40,+5 〜 +50) æ§
if ((skill = pc_checkskill (sd, KN_SPEARMASTERY)) > 0)
{
if (!pc_isriding (sd))
- damage += (skill * 4); // ƒyƒR‚Éæ‚Á‚ĂȂ¢
+ damage += (skill * 4); // ペコã«ä¹—ã£ã¦ãªã„
else
- damage += (skill * 5); // ƒyƒR‚Éæ‚Á‚Ä‚é
+ damage += (skill * 5); // ペコã«ä¹—ã£ã¦ã‚‹
}
break;
}
case 0x05: // 2HL
{
- // ‘„C—û(+4 ` +40,+5 ` +50) ‘„
+ // æ§ä¿®ç·´(+4 〜 +40,+5 〜 +50) æ§
if ((skill = pc_checkskill (sd, KN_SPEARMASTERY)) > 0)
{
if (!pc_isriding (sd))
- damage += (skill * 4); // ƒyƒR‚Éæ‚Á‚ĂȂ¢
+ damage += (skill * 4); // ペコã«ä¹—ã£ã¦ãªã„
else
- damage += (skill * 5); // ƒyƒR‚Éæ‚Á‚Ä‚é
+ damage += (skill * 5); // ペコã«ä¹—ã£ã¦ã‚‹
}
break;
}
- case 0x06: // •ÐŽè•€
+ case 0x06: // 片手斧
{
if ((skill = pc_checkskill (sd, AM_AXEMASTERY)) > 0)
{
@@ -1943,25 +1943,25 @@ int battle_addmastery (struct map_session_data *sd, struct block_list *target,
}
break;
}
- case 0x08: // ƒƒCƒX
+ case 0x08: // メイス
{
- // ƒƒCƒXC—û(+3 ` +30) ƒƒCƒX
+ // メイス修練(+3 〜 +30) メイス
if ((skill = pc_checkskill (sd, PR_MACEMASTERY)) > 0)
{
damage += (skill * 3);
}
break;
}
- case 0x09: // ‚È‚µ?
+ case 0x09: // ãªã—?
break;
- case 0x0a: // ñ
+ case 0x0a: // æ–
break;
- case 0x0b: // ‹|
+ case 0x0b: // 弓
break;
- case 0x00: // ‘fŽè
+ case 0x00: // 素手
case 0x0c: // Knuckles
{
- // “SŒ(+3 ` +30) ‘fŽè,ƒiƒbƒNƒ‹
+ // 鉄拳(+3 〜 +30) 素手,ナックル
if ((skill = pc_checkskill (sd, MO_IRONHAND)) > 0)
{
damage += (skill * 3);
@@ -1970,7 +1970,7 @@ int battle_addmastery (struct map_session_data *sd, struct block_list *target,
}
case 0x0d: // Musical Instrument
{
- // ŠyŠí‚Ì—ûK(+3 ` +30) ŠyŠí
+ // 楽器ã®ç·´ç¿’(+3 〜 +30) 楽器
if ((skill = pc_checkskill (sd, BA_MUSICALLESSON)) > 0)
{
damage += (skill * 3);
@@ -1979,7 +1979,7 @@ int battle_addmastery (struct map_session_data *sd, struct block_list *target,
}
case 0x0e: // Dance Mastery
{
- // Dance Lesson Skill Effect(+3 damage for every lvl = +30) •Ú
+ // Dance Lesson Skill Effect(+3 damage for every lvl = +30) éž­
if ((skill = pc_checkskill (sd, DC_DANCINGLESSON)) > 0)
{
damage += (skill * 3);
@@ -1997,10 +1997,10 @@ int battle_addmastery (struct map_session_data *sd, struct block_list *target,
}
case 0x10: // Katars
{
- // ƒJƒ^[ƒ‹C—û(+3 ` +30) ƒJƒ^[ƒ‹
+ // カタール修練(+3 〜 +30) カタール
if ((skill = pc_checkskill (sd, AS_KATAR)) > 0)
{
- //ƒ\ƒjƒbƒNƒuƒ[Žž‚͕ʈ—i1Œ‚‚É•t‚«1/8“K‰ž)
+ //ソニックブロー時ã¯åˆ¥å‡¦ç†ï¼ˆ1æ’ƒã«ä»˜ã1/8é©å¿œ)
damage += (skill * 3);
}
break;
@@ -2031,7 +2031,7 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
short *sc_count;
short *option, *opt1, *opt2;
- //return‘O‚̈—‚ª‚ ‚é‚Ì‚Åî•ño—Í•”‚̂ݕÏX
+ //returnå‰ã®å‡¦ç†ãŒã‚ã‚‹ã®ã§æƒ…報出力部ã®ã¿å¤‰æ›´
if (src == NULL || target == NULL || md == NULL)
{
nullpo_info (NLP_MARK);
@@ -2047,7 +2047,7 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
opt1 = battle_get_opt1 (src);
opt2 = battle_get_opt2 (src);
- // ƒ^[ƒQƒbƒg
+ // ターゲット
if (target->type == BL_PC)
tsd = (struct map_session_data *) target;
else if (target->type == BL_MOB)
@@ -2090,9 +2090,9 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
ac_flag = 1;
}
}
- flag = BF_SHORT | BF_WEAPON | BF_NORMAL; // UŒ‚‚ÌŽí—Þ‚ÌÝ’è
+ flag = BF_SHORT | BF_WEAPON | BF_NORMAL; // 攻撃ã®ç¨®é¡žã®è¨­å®š
- // ‰ñ”𗦌vŽZA‰ñ”ð”»’è‚ÍŒã‚Å
+ // 回é¿çŽ‡è¨ˆç®—ã€å›žé¿åˆ¤å®šã¯å¾Œã§
flee = battle_get_flee (target);
if (battle_config.agi_penaly_type > 0
|| battle_config.vit_penaly_type > 0)
@@ -2131,7 +2131,7 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
else
damage = 0;
if (skill_num == HW_MAGICCRASHER)
- { /* ƒ}ƒWƒbƒNƒNƒ‰ƒbƒVƒƒ[‚ÍMATK‚ʼn£‚é */
+ { /* マジッククラッシャーã¯MATKã§æ®´ã‚‹ */
atkmin = battle_get_matk1 (src);
atkmax = battle_get_matk2 (src);
}
@@ -2147,7 +2147,7 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
atkmin = atkmax;
if (sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer != -1)
- { // ƒ}ƒLƒVƒ}ƒCƒYƒpƒ[
+ { // マキシマイズパワー
atkmin = atkmax;
}
@@ -2159,7 +2159,7 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
if (cri < 1)
cri = 1;
}
- if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // ‡–°’†‚̓NƒŠƒeƒBƒJƒ‹‚ª”{‚É
+ if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // ç¡çœ ä¸­ã¯ã‚¯ãƒªãƒ†ã‚£ã‚«ãƒ«ãŒå€ã«
cri <<= 1;
if (ac_flag)
@@ -2176,8 +2176,8 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
if (tsd && tsd->critical_def)
cri = cri * (100 - tsd->critical_def) / 100;
- if ((skill_num == 0 || skill_num == KN_AUTOCOUNTER) && skill_lv >= 0 && battle_config.enemy_critical && (MRAND (1000)) < cri) // ”»’èiƒXƒLƒ‹‚Ìꇂ͖³Ž‹j
- // “G‚Ì”»’è
+ if ((skill_num == 0 || skill_num == KN_AUTOCOUNTER) && skill_lv >= 0 && battle_config.enemy_critical && (MRAND (1000)) < cri) // 判定(スキルã®å ´åˆã¯ç„¡è¦–)
+ // 敵ã®åˆ¤å®š
{
damage += atkmax;
type = 0x0a;
@@ -2190,20 +2190,20 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
damage += atkmin + MRAND ((atkmax - atkmin + 1));
else
damage += atkmin;
- // ƒXƒLƒ‹C³‚PiUŒ‚—Í”{‰»Œnj
- // ƒI[ƒo[ƒgƒ‰ƒXƒg(+5% ` +25%),‘¼UŒ‚ŒnƒXƒLƒ‹‚Ìꇂ±‚±‚Å•â³
- // ƒoƒbƒVƒ…,ƒ}ƒOƒiƒ€ƒuƒŒƒCƒN,
- // ƒ{[ƒŠƒ“ƒOƒoƒbƒVƒ…,ƒXƒsƒAƒu[ƒƒ‰ƒ“,ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA,ƒXƒsƒAƒXƒ^ƒbƒu,
- // ƒƒ}[ƒiƒCƒg,ƒJ[ƒgƒŒƒ{ƒŠƒ…[ƒVƒ‡ƒ“
- // ƒ_ƒuƒ‹ƒXƒgƒŒƒCƒtƒBƒ“ƒO,ƒAƒ[ƒVƒƒƒ[,ƒ`ƒƒ[ƒWƒAƒ[,
- // ƒ\ƒjƒbƒNƒuƒ[
+ // スキル修正1(攻撃力å€åŒ–系)
+ // オーãƒãƒ¼ãƒˆãƒ©ã‚¹ãƒˆ(+5% 〜 +25%),他攻撃系スキルã®å ´åˆã“ã“ã§è£œæ­£
+ // ãƒãƒƒã‚·ãƒ¥,マグナムブレイク,
+ // ボーリングãƒãƒƒã‚·ãƒ¥,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
+ // メマーナイト,カートレボリューション
+ // ダブルストレイフィング,アローシャワー,ãƒãƒ£ãƒ¼ã‚¸ã‚¢ãƒ­ãƒ¼,
+ // ソニックブロー
if (sc_data)
- { //ó‘ÔˆÙí’†‚̃_ƒ[ƒW’ljÁ
- if (sc_data[SC_OVERTHRUST].timer != -1) // ƒI[ƒo[ƒgƒ‰ƒXƒg
+ { //状態異常中ã®ãƒ€ãƒ¡ãƒ¼ã‚¸è¿½åŠ 
+ if (sc_data[SC_OVERTHRUST].timer != -1) // オーãƒãƒ¼ãƒˆãƒ©ã‚¹ãƒˆ
damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
- if (sc_data[SC_TRUESIGHT].timer != -1) // ƒgƒDƒ‹[ƒTƒCƒg
+ if (sc_data[SC_TRUESIGHT].timer != -1) // トゥルーサイト
damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
- if (sc_data[SC_BERSERK].timer != -1) // ƒo[ƒT[ƒN
+ if (sc_data[SC_BERSERK].timer != -1) // ãƒãƒ¼ã‚µãƒ¼ã‚¯
damage += damage * 50 / 100;
}
@@ -2216,44 +2216,44 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
flag = (flag & ~BF_SKILLMASK) | BF_SKILL;
switch (skill_num)
{
- case SM_BASH: // ƒoƒbƒVƒ…
+ case SM_BASH: // ãƒãƒƒã‚·ãƒ¥
damage = damage * (100 + 30 * skill_lv) / 100;
hitrate = (hitrate * (100 + 5 * skill_lv)) / 100;
break;
- case SM_MAGNUM: // ƒ}ƒOƒiƒ€ƒuƒŒƒCƒN
+ case SM_MAGNUM: // マグナムブレイク
damage =
damage * (5 * skill_lv + (wflag) ? 65 : 115) / 100;
break;
- case MC_MAMMONITE: // ƒƒ}[ƒiƒCƒg
+ case MC_MAMMONITE: // メマーナイト
damage = damage * (100 + 50 * skill_lv) / 100;
break;
- case AC_DOUBLE: // ƒ_ƒuƒ‹ƒXƒgƒŒƒCƒtƒBƒ“ƒO
+ case AC_DOUBLE: // ダブルストレイフィング
damage = damage * (180 + 20 * skill_lv) / 100;
div_ = 2;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
- case AC_SHOWER: // ƒAƒ[ƒVƒƒƒ[
+ case AC_SHOWER: // アローシャワー
damage = damage * (75 + 5 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
- case AC_CHARGEARROW: // ƒ`ƒƒ[ƒWƒAƒ[
+ case AC_CHARGEARROW: // ãƒãƒ£ãƒ¼ã‚¸ã‚¢ãƒ­ãƒ¼
damage = damage * 150 / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
- case KN_PIERCE: // ƒsƒA[ƒX
+ case KN_PIERCE: // ピアース
damage = damage * (100 + 10 * skill_lv) / 100;
hitrate = hitrate * (100 + 5 * skill_lv) / 100;
div_ = t_size + 1;
damage *= div_;
break;
- case KN_SPEARSTAB: // ƒXƒsƒAƒXƒ^ƒu
+ case KN_SPEARSTAB: // スピアスタブ
damage = damage * (100 + 15 * skill_lv) / 100;
break;
- case KN_SPEARBOOMERANG: // ƒXƒsƒAƒu[ƒƒ‰ƒ“
+ case KN_SPEARBOOMERANG: // スピアブーメラン
damage = damage * (100 + 50 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
- case KN_BRANDISHSPEAR: // ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA
+ case KN_BRANDISHSPEAR: // ブランディッシュスピア
damage = damage * (100 + 20 * skill_lv) / 100;
if (skill_lv > 3 && wflag == 1)
damage2 += damage / 2;
@@ -2270,7 +2270,7 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
damage += damage2;
blewcount = 0;
break;
- case KN_BOWLINGBASH: // ƒ{ƒEƒŠƒ“ƒOƒoƒbƒVƒ…
+ case KN_BOWLINGBASH: // ボウリングãƒãƒƒã‚·ãƒ¥
damage = damage * (100 + 50 * skill_lv) / 100;
blewcount = 0;
break;
@@ -2281,25 +2281,25 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
hitrate = 1000000;
flag = (flag & ~BF_SKILLMASK) | BF_NORMAL;
break;
- case AS_SONICBLOW: // ƒ\ƒjƒbƒNƒuƒƒE
+ case AS_SONICBLOW: // ソニックブロウ
damage = damage * (300 + 50 * skill_lv) / 100;
div_ = 8;
break;
- case TF_SPRINKLESAND: // »‚Ü‚«
+ case TF_SPRINKLESAND: // ç ‚ã¾ã
damage = damage * 125 / 100;
break;
- case MC_CARTREVOLUTION: // ƒJ[ƒgƒŒƒ{ƒŠƒ…[ƒVƒ‡ƒ“
+ case MC_CARTREVOLUTION: // カートレボリューション
damage = (damage * 150) / 100;
break;
- // ˆÈ‰ºMOB
- case NPC_COMBOATTACK: // ‘½’iUŒ‚
+ // 以下MOB
+ case NPC_COMBOATTACK: // 多段攻撃
div_ = skill_get_num (skill_num, skill_lv);
damage *= div_;
break;
- case NPC_RANDOMATTACK: // ƒ‰ƒ“ƒ_ƒ€ATKUŒ‚
+ case NPC_RANDOMATTACK: // ランダムATK攻撃
damage = damage * (MPRAND (50, 150)) / 100;
break;
- // ‘®«UŒ‚i“K“–j
+ // 属性攻撃(é©å½“)
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
@@ -2319,46 +2319,46 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
case NPC_PIERCINGATT:
flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
break;
- case RG_BACKSTAP: // ƒoƒbƒNƒXƒ^ƒu
+ case RG_BACKSTAP: // ãƒãƒƒã‚¯ã‚¹ã‚¿ãƒ–
damage = damage * (300 + 40 * skill_lv) / 100;
hitrate = 1000000;
break;
- case RG_RAID: // ƒTƒvƒ‰ƒCƒYƒAƒ^ƒbƒN
+ case RG_RAID: // サプライズアタック
damage = damage * (100 + 40 * skill_lv) / 100;
break;
- case RG_INTIMIDATE: // ƒCƒ“ƒeƒBƒ~ƒfƒCƒg
+ case RG_INTIMIDATE: // インティミデイト
damage = damage * (100 + 30 * skill_lv) / 100;
break;
- case CR_SHIELDCHARGE: // ƒV[ƒ‹ƒhƒ`ƒƒ[ƒW
+ case CR_SHIELDCHARGE: // シールドãƒãƒ£ãƒ¼ã‚¸
damage = damage * (100 + 20 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
s_ele = 0;
break;
- case CR_SHIELDBOOMERANG: // ƒV[ƒ‹ƒhƒu[ƒƒ‰ƒ“
+ case CR_SHIELDBOOMERANG: // シールドブーメラン
damage = damage * (100 + 30 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
s_ele = 0;
break;
- case CR_HOLYCROSS: // ƒz[ƒŠ[ƒNƒƒX
+ case CR_HOLYCROSS: // ホーリークロス
damage = damage * (100 + 35 * skill_lv) / 100;
div_ = 2;
break;
case CR_GRANDCROSS:
hitrate = 1000000;
break;
- case AM_DEMONSTRATION: // ƒfƒ‚ƒ“ƒXƒgƒŒ[ƒVƒ‡ƒ“
+ case AM_DEMONSTRATION: // デモンストレーション
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
break;
- case AM_ACIDTERROR: // ƒAƒVƒbƒhƒeƒ‰[
+ case AM_ACIDTERROR: // アシッドテラー
damage = damage * (100 + 40 * skill_lv) / 100;
damage2 = damage2 * (100 + 40 * skill_lv) / 100;
break;
- case MO_FINGEROFFENSIVE: //Žw’e
+ case MO_FINGEROFFENSIVE: //指弾
damage = damage * (100 + 50 * skill_lv) / 100;
div_ = 1;
break;
- case MO_INVESTIGATE: // ”­ ™¤
+ case MO_INVESTIGATE: // 発 å‹
if (def1 < 1000000)
damage =
damage * (100 + 75 * skill_lv) / 100 * (def1 +
@@ -2367,61 +2367,61 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
hitrate = 1000000;
s_ele = 0;
break;
- case MO_EXTREMITYFIST: // ˆ¢C—…”e–PŒ
+ case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
damage = damage * 8 + 250 + (skill_lv * 150);
hitrate = 1000000;
s_ele = 0;
break;
- case MO_CHAINCOMBO: // ˜A‘Ŷ
+ case MO_CHAINCOMBO: // 連打掌
damage = damage * (150 + 50 * skill_lv) / 100;
div_ = 4;
break;
- case BA_MUSICALSTRIKE: // ƒ~ƒ…[ƒWƒJƒ‹ƒXƒgƒ‰ƒCƒN
+ case BA_MUSICALSTRIKE: // ミュージカルストライク
damage = damage * (100 + 50 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
- case DC_THROWARROW: // –‚¿
+ case DC_THROWARROW: // 矢撃ã¡
damage = damage * (100 + 50 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
- case MO_COMBOFINISH: // –Ò—´Œ
+ case MO_COMBOFINISH: // çŒ›é¾æ‹³
damage = damage * (240 + 60 * skill_lv) / 100;
break;
- case CH_TIGERFIST: // •šŒÕŒ
+ case CH_TIGERFIST: // ä¼è™Žæ‹³
damage = damage * (100 + 20 * skill_lv) / 100;
break;
- case CH_CHAINCRUSH: // ˜A’Œ•öŒ‚
+ case CH_CHAINCRUSH: // 連柱崩撃
damage = damage * (100 + 20 * skill_lv) / 100;
div_ = skill_get_num (skill_num, skill_lv);
break;
- case CH_PALMSTRIKE: // –ÒŒÕd”hŽR
+ case CH_PALMSTRIKE: // 猛虎硬派山
damage = damage * (50 + 100 * skill_lv) / 100;
break;
- case LK_SPIRALPIERCE: /* ƒXƒpƒCƒ‰ƒ‹ƒsƒA[ƒX */
- damage = damage * (100 + 50 * skill_lv) / 100; //‘‰Á—Ê‚ª•ª‚©‚ç‚È‚¢‚̂œK“–‚É
+ case LK_SPIRALPIERCE: /* スパイラルピアース */
+ damage = damage * (100 + 50 * skill_lv) / 100; //増加é‡ãŒåˆ†ã‹ã‚‰ãªã„ã®ã§é©å½“ã«
div_ = 5;
if (tsd)
tsd->canmove_tick = gettick () + 1000;
else if (tmd)
tmd->canmove_tick = gettick () + 1000;
break;
- case LK_HEADCRUSH: /* ƒwƒbƒhƒNƒ‰ƒbƒVƒ… */
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
damage = damage * (100 + 20 * skill_lv) / 100;
break;
- case LK_JOINTBEAT: /* ƒWƒ‡ƒCƒ“ƒgƒr[ƒg */
+ case LK_JOINTBEAT: /* ジョイントビート */
damage = damage * (50 + 10 * skill_lv) / 100;
break;
- case ASC_METEORASSAULT: /* ƒƒeƒIƒAƒTƒ‹ƒg */
+ case ASC_METEORASSAULT: /* メテオアサルト */
damage = damage * (40 + 40 * skill_lv) / 100;
break;
- case SN_SHARPSHOOTING: /* ƒVƒƒ[ƒvƒVƒ…[ƒeƒBƒ“ƒO */
+ case SN_SHARPSHOOTING: /* シャープシューティング */
damage += damage * (30 * skill_lv) / 100;
break;
- case CG_ARROWVULCAN: /* ƒAƒ[ƒoƒ‹ƒJƒ“ */
+ case CG_ARROWVULCAN: /* アローãƒãƒ«ã‚«ãƒ³ */
damage = damage * (160 + 40 * skill_lv) / 100;
div_ = 9;
break;
- case AS_SPLASHER: /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ[ */
+ case AS_SPLASHER: /* ベナムスプラッシャー */
damage = damage * (200 + 20 * skill_lv) / 100;
break;
}
@@ -2429,11 +2429,11 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
if (skill_num != NPC_CRITICALSLASH)
{
- // ‘Î Û‚Ì–hŒä—͂ɂæ‚éƒ_ƒ[ƒW‚ÌŒ¸­
- // ƒfƒBƒoƒCƒ“ƒvƒƒeƒNƒVƒ‡ƒ“i‚±‚±‚Å‚¢‚¢‚Ì‚©‚ÈHj
+ // 対 象ã®é˜²å¾¡åŠ›ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ã®æ¸›å°‘
+ // ディãƒã‚¤ãƒ³ãƒ—ロテクション(ã“ã“ã§ã„ã„ã®ã‹ãªï¼Ÿï¼‰
if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
&& skill_num != KN_AUTOCOUNTER && def1 < 1000000)
- { //DEF, VIT–³Ž‹
+ { //DEF, VIT無視
int t_def;
target_count =
1 + battle_counttargeted (target, src,
@@ -2513,17 +2513,17 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
}
}
- // 0–¢–ž‚¾‚Á‚½ê‡1‚É•â³
+ // 0未満ã ã£ãŸå ´åˆ1ã«è£œæ­£
if (damage < 1)
damage = 1;
- // ‰ñ”ðC³
+ // 回é¿ä¿®æ­£
if (hitrate < 1000000)
hitrate = ((hitrate > 95) ? 95 : ((hitrate < 5) ? 5 : hitrate));
- if (hitrate < 1000000 && // •K’†UŒ‚
- (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // ‡–°‚Í•K’†
- t_sc_data[SC_STAN].timer != -1 || // ƒXƒ^ƒ“‚Í•K’†
- t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // “€Œ‹‚Í•K’†
+ if (hitrate < 1000000 && // 必中攻撃
+ (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // ç¡çœ ã¯å¿…中
+ t_sc_data[SC_STAN].timer != -1 || // スタンã¯å¿…中
+ t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // å‡çµã¯å¿…中
hitrate = 1000000;
if (type == 0 && MRAND (100) >= hitrate)
{
@@ -2538,8 +2538,8 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
if (tsd)
{
int cardfix = 100, i;
- cardfix = cardfix * (100 - tsd->subele[s_ele]) / 100; // ‘® «‚É‚æ‚éƒ_ƒ[ƒW‘Ï«
- cardfix = cardfix * (100 - tsd->subrace[s_race]) / 100; // Ží‘°‚É‚æ‚éƒ_ƒ[ƒW‘Ï«
+ cardfix = cardfix * (100 - tsd->subele[s_ele]) / 100; // 属 性ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è€æ€§
+ cardfix = cardfix * (100 - tsd->subrace[s_race]) / 100; // 種æ—ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è€æ€§
if (mob_db[md->class].mode & 0x20)
cardfix = cardfix * (100 - tsd->subrace[10]) / 100;
else
@@ -2567,7 +2567,7 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
damage = damage * cardfix / 100;
}
if (t_sc_data && t_sc_data[SC_ASSUMPTIO].timer != -1)
- { //ƒAƒVƒƒƒ“ƒvƒeƒBƒI
+ { //アシャンプティオ
if (!map[target->m].flag.pvp)
damage = damage / 3;
else
@@ -2577,19 +2577,19 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
if (damage < 0)
damage = 0;
- // ‘® «‚Ì“K—p
+ // 属 性ã®é©ç”¨
if (!((battle_config.mob_ghostring_fix == 1) && (battle_get_element (target) == 8) && (target->type == BL_PC))) // [MouseJstr]
if (skill_num != 0 || s_ele != 0
|| !battle_config.mob_attack_attr_none)
damage =
battle_attr_fix (damage, s_ele, battle_get_element (target));
- if (sc_data && sc_data[SC_AURABLADE].timer != -1) /* ƒI[ƒ‰ƒuƒŒ[ƒh •K’† */
+ if (sc_data && sc_data[SC_AURABLADE].timer != -1) /* オーラブレード 必中 */
damage += sc_data[SC_AURABLADE].val1 * 10;
- if (skill_num == PA_PRESSURE) /* ƒvƒŒƒbƒVƒƒ[ •K’†? */
+ if (skill_num == PA_PRESSURE) /* プレッシャー 必中? */
damage = 700 + 100 * skill_lv;
- // ƒCƒ“ƒxƒiƒ€C³
+ // インベナム修正
if (skill_num == TF_POISON)
{
damage =
@@ -2601,7 +2601,7 @@ static struct Damage battle_calc_mob_weapon_attack (struct block_list *src,
damage = battle_attr_fix (damage, 0, battle_get_element (target));
}
- // Š®‘S‰ñ”ð‚Ì”»’è
+ // 完全回é¿ã®åˆ¤å®š
if (skill_num == 0 && skill_lv >= 0 && tsd != NULL
&& MRAND (1000) < battle_get_flee2 (target))
{
@@ -2664,7 +2664,7 @@ int battle_is_unarmed (struct block_list *bl)
/*
* =========================================================================
- * PC‚Ì•Ší‚É‚æ‚éUŒ‚
+ * PCã®æ­¦å™¨ã«ã‚ˆã‚‹æ”»æ’ƒ
*-------------------------------------------------------------------------
*/
static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
@@ -2688,13 +2688,13 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
struct status_change *sc_data, *t_sc_data;
short *sc_count;
short *option, *opt1, *opt2;
- int atkmax_ = 0, atkmin_ = 0, s_ele_; //“ñ“—¬—p
+ int atkmax_ = 0, atkmin_ = 0, s_ele_; //二刀æµç”¨
int watk, watk_, cardfix, t_ele;
int da = 0, i, t_class, ac_flag = 0;
int idef_flag = 0, idef_flag_ = 0;
int target_distance;
- //return‘O‚̈—‚ª‚ ‚é‚Ì‚Åî•ño—Í•”‚̂ݕÏX
+ //returnå‰ã®å‡¦ç†ãŒã‚ã‚‹ã®ã§æƒ…報出力部ã®ã¿å¤‰æ›´
if (src == NULL || target == NULL || sd == NULL)
{
nullpo_info (NLP_MARK);
@@ -2702,31 +2702,31 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
return wd;
}
- // ƒAƒ^ƒbƒJ[
- s_race = battle_get_race (src); //Ží‘°
- s_ele = battle_get_attack_element (src); //‘®«
- s_ele_ = battle_get_attack_element2 (src); //¶Žè‘®«
- sc_data = battle_get_sc_data (src); //ƒXƒe[ƒ^ƒXˆÙí
- sc_count = battle_get_sc_count (src); //ƒXƒe[ƒ^ƒXˆÙí‚Ì”
- option = battle_get_option (src); //‘邯‚©ƒyƒR‚Æ‚©ƒJ[ƒg‚Æ‚©
- opt1 = battle_get_opt1 (src); //Ή»A“€Œ‹AƒXƒ^ƒ“A‡–°AˆÃˆÅ
- opt2 = battle_get_opt2 (src); //“ÅAŽô‚¢A’¾–ÙAˆÃˆÅH
-
- if (skill_num != CR_GRANDCROSS) //ƒOƒ‰ƒ“ƒhƒNƒƒX‚łȂ¢‚È‚ç
- sd->state.attack_type = BF_WEAPON; //UŒ‚ƒ^ƒCƒv‚Í•ŠíUŒ‚
-
- // ƒ^[ƒQƒbƒg
- if (target->type == BL_PC) //‘ÎÛ‚ªPC‚È‚ç
- tsd = (struct map_session_data *) target; //tsd‚É‘ã“ü(tmd‚ÍNULL)
- else if (target->type == BL_MOB) //‘ÎÛ‚ªMob‚È‚ç
- tmd = (struct mob_data *) target; //tmd‚É‘ã“ü(tsd‚ÍNULL)
- t_race = battle_get_race (target); //‘ÎÛ‚ÌŽí‘°
- t_ele = battle_get_elem_type (target); //‘ÎÛ‚Ì‘®«
- t_size = battle_get_size (target); //‘Îۂ̃TƒCƒY
- t_mode = battle_get_mode (target); //‘ÎÛ‚ÌMode
- t_sc_data = battle_get_sc_data (target); //‘Îۂ̃Xƒe[ƒ^ƒXˆÙí
-
-//ƒI[ƒgƒJƒEƒ“ƒ^[ˆ—‚±‚±‚©‚ç
+ // アタッカー
+ s_race = battle_get_race (src); //種æ—
+ s_ele = battle_get_attack_element (src); //属性
+ s_ele_ = battle_get_attack_element2 (src); //左手属性
+ sc_data = battle_get_sc_data (src); //ステータス異常
+ sc_count = battle_get_sc_count (src); //ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ç•°å¸¸ã®æ•°
+ option = battle_get_option (src); //é·¹ã¨ã‹ãƒšã‚³ã¨ã‹ã‚«ãƒ¼ãƒˆã¨ã‹
+ opt1 = battle_get_opt1 (src); //石化ã€å‡çµã€ã‚¹ã‚¿ãƒ³ã€ç¡çœ ã€æš—é—‡
+ opt2 = battle_get_opt2 (src); //毒ã€å‘ªã„ã€æ²ˆé»™ã€æš—闇?
+
+ if (skill_num != CR_GRANDCROSS) //グランドクロスã§ãªã„ãªã‚‰
+ sd->state.attack_type = BF_WEAPON; //æ”»æ’ƒã‚¿ã‚¤ãƒ—ã¯æ­¦å™¨æ”»æ’ƒ
+
+ // ターゲット
+ if (target->type == BL_PC) //対象ãŒPCãªã‚‰
+ tsd = (struct map_session_data *) target; //tsdã«ä»£å…¥(tmdã¯NULL)
+ else if (target->type == BL_MOB) //対象ãŒMobãªã‚‰
+ tmd = (struct mob_data *) target; //tmdã«ä»£å…¥(tsdã¯NULL)
+ t_race = battle_get_race (target); //対象ã®ç¨®æ—
+ t_ele = battle_get_elem_type (target); //対象ã®å±žæ€§
+ t_size = battle_get_size (target); //対象ã®ã‚µã‚¤ã‚º
+ t_mode = battle_get_mode (target); //対象ã®Mode
+ t_sc_data = battle_get_sc_data (target); //対象ã®ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ç•°å¸¸
+
+//オートカウンター処ç†ã“ã“ã‹ã‚‰
if ((skill_num == 0
|| (target->type == BL_PC && battle_config.pc_auto_counter_type & 2)
|| (target->type == BL_MOB
@@ -2735,57 +2735,57 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
{
if (skill_num != CR_GRANDCROSS && t_sc_data
&& t_sc_data[SC_AUTOCOUNTER].timer != -1)
- { //ƒOƒ‰ƒ“ƒhƒNƒƒX‚łȂ­A‘ÎÛ‚ªƒI[ƒgƒJƒEƒ“ƒ^[ó‘Ô‚Ìê‡
+ { //グランドクロスã§ãªãã€å¯¾è±¡ãŒã‚ªãƒ¼ãƒˆã‚«ã‚¦ãƒ³ã‚¿ãƒ¼çŠ¶æ…‹ã®å ´åˆ
int dir = map_calc_dir (src, target->x, target->y), t_dir =
battle_get_dir (target);
int dist = distance (src->x, src->y, target->x, target->y);
if (dist <= 0 || map_check_dir (dir, t_dir))
- { //‘ÎۂƂ̋——£‚ª0ˆÈ‰ºA‚Ü‚½‚Í‘Îۂ̳–ÊH
+ { //対象ã¨ã®è·é›¢ãŒ0以下ã€ã¾ãŸã¯å¯¾è±¡ã®æ­£é¢ï¼Ÿ
memset (&wd, 0, sizeof (wd));
t_sc_data[SC_AUTOCOUNTER].val3 = 0;
t_sc_data[SC_AUTOCOUNTER].val4 = 1;
if (sc_data && sc_data[SC_AUTOCOUNTER].timer == -1)
- { //Ž©•ª‚ªƒI[ƒgƒJƒEƒ“ƒ^[ó‘Ô
+ { //自分ãŒã‚ªãƒ¼ãƒˆã‚«ã‚¦ãƒ³ã‚¿ãƒ¼çŠ¶æ…‹
int range = battle_get_range (target);
- if ((target->type == BL_PC && ((struct map_session_data *) target)->status.weapon != 11 && dist <= range + 1) || //‘ÎÛ‚ªPC‚Å•Ší‚ª‹|–Ȃ­ŽË’ö“à
- (target->type == BL_MOB && range <= 3 && dist <= range + 1)) //‚Ü‚½‚Í‘ÎÛ‚ªMob‚ÅŽË’ö‚ª3ˆÈ‰º‚ÅŽË’ö“à
+ if ((target->type == BL_PC && ((struct map_session_data *) target)->status.weapon != 11 && dist <= range + 1) || //対象ãŒPCã§æ­¦å™¨ãŒå¼“矢ã§ãªã射程内
+ (target->type == BL_MOB && range <= 3 && dist <= range + 1)) //ã¾ãŸã¯å¯¾è±¡ãŒMobã§å°„程ãŒ3以下ã§å°„程内
t_sc_data[SC_AUTOCOUNTER].val3 = src->id;
}
- return wd; //ƒ_ƒ[ƒW\‘¢‘Ì‚ð•Ô‚µ‚ÄI—¹
+ return wd; //ダメージ構造体を返ã—ã¦çµ‚了
}
else
ac_flag = 1;
}
}
-//ƒI[ƒgƒJƒEƒ“ƒ^[ˆ—‚±‚±‚Ü‚Å
+//オートカウンター処ç†ã“ã“ã¾ã§
- flag = BF_SHORT | BF_WEAPON | BF_NORMAL; // UŒ‚‚ÌŽí—Þ‚ÌÝ’è
+ flag = BF_SHORT | BF_WEAPON | BF_NORMAL; // 攻撃ã®ç¨®é¡žã®è¨­å®š
- // ‰ñ”𗦌vŽZA‰ñ”ð”»’è‚ÍŒã‚Å
+ // 回é¿çŽ‡è¨ˆç®—ã€å›žé¿åˆ¤å®šã¯å¾Œã§
flee = battle_get_flee (target);
- if (battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) //AGIAVITƒyƒiƒ‹ƒeƒBݒ肪—LŒø
- target_count += battle_counttargeted (target, src, battle_config.agi_penaly_count_lv); //‘ÎÛ‚Ì”‚ðŽZo
+ if (battle_config.agi_penaly_type > 0 || battle_config.vit_penaly_type > 0) //AGIã€VITãƒšãƒŠãƒ«ãƒ†ã‚£è¨­å®šãŒæœ‰åй
+ target_count += battle_counttargeted (target, src, battle_config.agi_penaly_count_lv); //å¯¾è±¡ã®æ•°ã‚’算出
if (battle_config.agi_penaly_type > 0)
{
if (target_count >= battle_config.agi_penaly_count)
- { //ƒyƒiƒ‹ƒeƒBÝ’è‚æ‚è‘ÎÛ‚ª‘½‚¢
- if (battle_config.agi_penaly_type == 1) //‰ñ”𗦂ªagi_penaly_num%‚¸‚ÂŒ¸­
+ { //ペナルティ設定より対象ãŒå¤šã„
+ if (battle_config.agi_penaly_type == 1) //回é¿çއãŒagi_penaly_num%ãšã¤æ¸›å°‘
flee =
(flee *
(100 -
(target_count -
(battle_config.agi_penaly_count -
1)) * battle_config.agi_penaly_num)) / 100;
- else if (battle_config.agi_penaly_type == 2) //‰ñ”𗦂ªagi_penaly_num•ªŒ¸­
+ else if (battle_config.agi_penaly_type == 2) //回é¿çއãŒagi_penaly_num分減少
flee -=
(target_count -
(battle_config.agi_penaly_count -
1)) * battle_config.agi_penaly_num;
if (flee < 1)
- flee = 1; //‰ñ”𗦂ÍÅ’á‚Å‚à1
+ flee = 1; //回é¿çŽ‡ã¯æœ€ä½Žã§ã‚‚1
}
}
- hitrate = battle_get_hit (src) - flee + 80; //–½’†—¦ŒvŽZ
+ hitrate = battle_get_hit (src) - flee + 80; //命中率計算
{ // [fate] Reduce hit chance by distance
int dx = abs (src->x - target->x);
@@ -2801,18 +2801,18 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
dex = battle_get_dex (src); //DEX
luk = battle_get_luk (src); //LUK
watk = battle_get_atk (src); //ATK
- watk_ = battle_get_atk_ (src); //ATK¶Žè
+ watk_ = battle_get_atk_ (src); //ATK左手
type = 0; // normal
div_ = 1; // single attack
if (skill_num == HW_MAGICCRASHER)
- { /* ƒ}ƒWƒbƒNƒNƒ‰ƒbƒVƒƒ[‚ÍMATK‚ʼn£‚é */
- damage = damage2 = battle_get_matk1 (src); //damega,damega2‰“oêAbase_atk‚̎擾
+ { /* マジッククラッシャーã¯MATKã§æ®´ã‚‹ */
+ damage = damage2 = battle_get_matk1 (src); //damega,damega2åˆç™»å ´ã€base_atkã®å–å¾—
}
else
{
- damage = damage2 = battle_get_baseatk (&sd->bl); //damega,damega2‰“oêAbase_atk‚̎擾
+ damage = damage2 = battle_get_baseatk (&sd->bl); //damega,damega2åˆç™»å ´ã€base_atkã®å–å¾—
}
if (sd->attackrange > 2)
{ // [fate] ranged weapon?
@@ -2827,8 +2827,8 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
sd->attackrange)) >> 8;
}
- atkmin = atkmin_ = dex; //Å’áATK‚ÍDEX‚ʼnŠú‰»H
- sd->state.arrow_atk = 0; //arrow_atk‰Šú‰»
+ atkmin = atkmin_ = dex; //最低ATKã¯DEXã§åˆæœŸåŒ–?
+ sd->state.arrow_atk = 0; //arrow_atkåˆæœŸåŒ–
if (sd->equip_index[9] >= 0 && sd->inventory_data[sd->equip_index[9]])
atkmin =
atkmin * (80 +
@@ -2839,22 +2839,22 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
sd->inventory_data[sd->equip_index[8]]->wlv * 20) /
100;
if (sd->status.weapon == 11)
- { //•Ší‚ª‹|–î‚Ìê‡
- atkmin = watk * ((atkmin < watk) ? atkmin : watk) / 100; //‹|—pÅ’áATKŒvŽZ
- flag = (flag & ~BF_RANGEMASK) | BF_LONG; //‰“‹——£UŒ‚ƒtƒ‰ƒO‚ð—LŒø
- if (sd->arrow_ele > 0) //‘®«–î‚Ȃ瑮«‚ð–î‚Ì‘®«‚É•ÏX
+ { //武器ãŒå¼“矢ã®å ´åˆ
+ atkmin = watk * ((atkmin < watk) ? atkmin : watk) / 100; //弓用最低ATK計算
+ flag = (flag & ~BF_RANGEMASK) | BF_LONG; //é è·é›¢æ”»æ’ƒãƒ•ラグを有効
+ if (sd->arrow_ele > 0) //属性矢ãªã‚‰å±žæ€§ã‚’矢ã®å±žæ€§ã«å¤‰æ›´
s_ele = sd->arrow_ele;
- sd->state.arrow_atk = 1; //arrow_atk—LŒø‰»
+ sd->state.arrow_atk = 1; //arrow_atk有効化
}
- // ƒTƒCƒYC³
- // ƒyƒR‹R悵‚Ä‚¢‚ÄA‘„‚ÅUŒ‚‚µ‚½ê‡‚Í’†Œ^‚̃TƒCƒYC³‚ð100‚É‚·‚é
- // ƒEƒFƒ|ƒ“ƒp[ƒtƒFƒNƒVƒ‡ƒ“,ƒhƒŒƒCƒNC
+ // サイズ修正
+ // ペコ騎乗ã—ã¦ã„ã¦ã€æ§ã§æ”»æ’ƒã—ãŸå ´åˆã¯ä¸­åž‹ã®ã‚µã‚¤ã‚ºä¿®æ­£ã‚’100ã«ã™ã‚‹
+ // ウェãƒãƒ³ãƒ‘ーフェクション,ドレイクC
if (((sd->special_state.no_sizefix)
|| (pc_isriding (sd)
&& (sd->status.weapon == 4 || sd->status.weapon == 5)
&& t_size == 1) || skill_num == MO_EXTREMITYFIST))
- { //ƒyƒR‹R悵‚Ä‚¢‚ÄA‘„‚Å’†Œ^‚ðUŒ‚
+ { //ペコ騎乗ã—ã¦ã„ã¦ã€æ§ã§ä¸­åž‹ã‚’攻撃
atkmax = watk;
atkmax_ = watk_;
}
@@ -2867,23 +2867,23 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
if ((sc_data != NULL && sc_data[SC_WEAPONPERFECTION].timer != -1)
|| (sd->special_state.no_sizefix))
- { // ƒEƒFƒ|ƒ“ƒp[ƒtƒFƒNƒVƒ‡ƒ“ || ƒhƒŒƒCƒNƒJ[ƒh
+ { // ウェãƒãƒ³ãƒ‘ーフェクション || ドレイクカード
atkmax = watk;
atkmax_ = watk_;
}
if (atkmin > atkmax && !(sd->state.arrow_atk))
- atkmin = atkmax; //‹|‚ÍŒႪã‰ñ‚éꇂ ‚è
+ atkmin = atkmax; //å¼“ã¯æœ€ä½ŽãŒä¸Šå›žã‚‹å ´åˆã‚り
if (atkmin_ > atkmax_)
atkmin_ = atkmax_;
if (sc_data != NULL && sc_data[SC_MAXIMIZEPOWER].timer != -1)
- { // ƒ}ƒLƒVƒ}ƒCƒYƒpƒ[
+ { // マキシマイズパワー
atkmin = atkmax;
atkmin_ = atkmax_;
}
- //ƒ_ƒuƒ‹ƒAƒ^ƒbƒN”»’è
+ //ダブルアタック判定
if (sd->weapontype1 == 0x01)
{
if (skill_num == 0 && skill_lv >= 0
@@ -2891,7 +2891,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
da = (MRAND (100) < (skill * 5)) ? 1 : 0;
}
- //ŽO’i¶
+ //三段掌
if (skill_num == 0 && skill_lv >= 0
&& (skill = pc_checkskill (sd, MO_TRIPLEATTACK)) > 0
&& sd->status.weapon <= 16 && !sd->state.arrow_atk)
@@ -2902,24 +2902,24 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
if (sd->double_rate > 0 && da == 0 && skill_num == 0 && skill_lv >= 0)
da = (MRAND (100) < sd->double_rate) ? 1 : 0;
- // ‰ß踘Bƒ{[ƒiƒX
+ // éŽå‰°ç²¾éŒ¬ãƒœãƒ¼ãƒŠã‚¹
if (sd->overrefine > 0)
damage += MPRAND (1, sd->overrefine);
if (sd->overrefine_ > 0)
damage2 += MPRAND (1, sd->overrefine_);
if (da == 0)
- { //ƒ_ƒuƒ‹ƒAƒ^ƒbƒN‚ª”­“®‚µ‚Ä‚¢‚È‚¢
- // ƒNƒŠƒeƒBƒJƒ‹ŒvŽZ
+ { //ダブルアタックãŒç™ºå‹•ã—ã¦ã„ãªã„
+ // クリティカル計算
cri = battle_get_critical (src);
if (sd->state.arrow_atk)
cri += sd->arrow_cri;
if (sd->status.weapon == 16)
- // ƒJƒ^[ƒ‹‚Ìê‡AƒNƒŠƒeƒBƒJƒ‹‚ð”{‚É
+ // カタールã®å ´åˆã€ã‚¯ãƒªãƒ†ã‚£ã‚«ãƒ«ã‚’å€ã«
cri <<= 1;
cri -= battle_get_luk (target) * 3;
- if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // ‡–°’†‚̓NƒŠƒeƒBƒJƒ‹‚ª”{‚É
+ if (t_sc_data != NULL && t_sc_data[SC_SLEEP].timer != -1) // ç¡çœ ä¸­ã¯ã‚¯ãƒªãƒ†ã‚£ã‚«ãƒ«ãŒå€ã«
cri <<= 1;
if (ac_flag)
cri = 1000;
@@ -2939,8 +2939,8 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
if (tsd && tsd->critical_def)
cri = cri * (100 - tsd->critical_def) / 100;
- if (da == 0 && (skill_num == 0 || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING) && skill_lv >= 0 && //ƒ_ƒuƒ‹ƒAƒ^ƒbƒN‚ª”­“®‚µ‚Ä‚¢‚È‚¢
- (MRAND (1000)) < cri) // ”»’èiƒXƒLƒ‹‚Ìꇂ͖³Ž‹j
+ if (da == 0 && (skill_num == 0 || skill_num == KN_AUTOCOUNTER || skill_num == SN_SHARPSHOOTING) && skill_lv >= 0 && //ダブルアタックãŒç™ºå‹•ã—ã¦ã„ãªã„
+ (MRAND (1000)) < cri) // 判定(スキルã®å ´åˆã¯ç„¡è¦–)
{
damage += atkmax;
damage2 += atkmax_;
@@ -3051,27 +3051,27 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
- // ƒXƒLƒ‹C³‚PiUŒ‚—Í”{‰»Œnj
- // ƒI[ƒo[ƒgƒ‰ƒXƒg(+5% ` +25%),‘¼UŒ‚ŒnƒXƒLƒ‹‚Ìꇂ±‚±‚Å•â³
- // ƒoƒbƒVƒ…,ƒ}ƒOƒiƒ€ƒuƒŒƒCƒN,
- // ƒ{[ƒŠƒ“ƒOƒoƒbƒVƒ…,ƒXƒsƒAƒu[ƒƒ‰ƒ“,ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA,ƒXƒsƒAƒXƒ^ƒbƒu,
- // ƒƒ}[ƒiƒCƒg,ƒJ[ƒgƒŒƒ{ƒŠƒ…[ƒVƒ‡ƒ“
- // ƒ_ƒuƒ‹ƒXƒgƒŒƒCƒtƒBƒ“ƒO,ƒAƒ[ƒVƒƒƒ[,ƒ`ƒƒ[ƒWƒAƒ[,
- // ƒ\ƒjƒbƒNƒuƒ[
+ // スキル修正1(攻撃力å€åŒ–系)
+ // オーãƒãƒ¼ãƒˆãƒ©ã‚¹ãƒˆ(+5% 〜 +25%),他攻撃系スキルã®å ´åˆã“ã“ã§è£œæ­£
+ // ãƒãƒƒã‚·ãƒ¥,マグナムブレイク,
+ // ボーリングãƒãƒƒã‚·ãƒ¥,スピアブーメラン,ブランディッシュスピア,スピアスタッブ,
+ // メマーナイト,カートレボリューション
+ // ダブルストレイフィング,アローシャワー,ãƒãƒ£ãƒ¼ã‚¸ã‚¢ãƒ­ãƒ¼,
+ // ソニックブロー
if (sc_data)
- { //ó‘ÔˆÙí’†‚̃_ƒ[ƒW’ljÁ
+ { //状態異常中ã®ãƒ€ãƒ¡ãƒ¼ã‚¸è¿½åŠ 
if (sc_data[SC_OVERTHRUST].timer != -1)
- { // ƒI[ƒo[ƒgƒ‰ƒXƒg
+ { // オーãƒãƒ¼ãƒˆãƒ©ã‚¹ãƒˆ
damage += damage * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
damage2 += damage2 * (5 * sc_data[SC_OVERTHRUST].val1) / 100;
}
if (sc_data[SC_TRUESIGHT].timer != -1)
- { // ƒgƒDƒ‹[ƒTƒCƒg
+ { // トゥルーサイト
damage += damage * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
damage2 += damage2 * (2 * sc_data[SC_TRUESIGHT].val1) / 100;
}
if (sc_data[SC_BERSERK].timer != -1)
- { // ƒo[ƒT[ƒN
+ { // ãƒãƒ¼ã‚µãƒ¼ã‚¯
damage += damage * 50 / 100;
damage2 += damage2 * 50 / 100;
}
@@ -3086,22 +3086,22 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
flag = (flag & ~BF_SKILLMASK) | BF_SKILL;
switch (skill_num)
{
- case SM_BASH: // ƒoƒbƒVƒ…
+ case SM_BASH: // ãƒãƒƒã‚·ãƒ¥
damage = damage * (100 + 30 * skill_lv) / 100;
damage2 = damage2 * (100 + 30 * skill_lv) / 100;
hitrate = (hitrate * (100 + 5 * skill_lv)) / 100;
break;
- case SM_MAGNUM: // ƒ}ƒOƒiƒ€ƒuƒŒƒCƒN
+ case SM_MAGNUM: // マグナムブレイク
damage =
damage * (5 * skill_lv + (wflag) ? 65 : 115) / 100;
damage2 =
damage2 * (5 * skill_lv + (wflag) ? 65 : 115) / 100;
break;
- case MC_MAMMONITE: // ƒƒ}[ƒiƒCƒg
+ case MC_MAMMONITE: // メマーナイト
damage = damage * (100 + 50 * skill_lv) / 100;
damage2 = damage2 * (100 + 50 * skill_lv) / 100;
break;
- case AC_DOUBLE: // ƒ_ƒuƒ‹ƒXƒgƒŒƒCƒtƒBƒ“ƒO
+ case AC_DOUBLE: // ダブルストレイフィング
if (!sd->state.arrow_atk && sd->arrow_atk > 0)
{
int arr = MRAND ((sd->arrow_atk + 1));
@@ -3119,7 +3119,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
sd->state.arrow_atk = 1;
break;
- case AC_SHOWER: // ƒAƒ[ƒVƒƒƒ[
+ case AC_SHOWER: // アローシャワー
if (!sd->state.arrow_atk && sd->arrow_atk > 0)
{
int arr = MRAND ((sd->arrow_atk + 1));
@@ -3136,7 +3136,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
sd->state.arrow_atk = 1;
break;
- case AC_CHARGEARROW: // ƒ`ƒƒ[ƒWƒAƒ[
+ case AC_CHARGEARROW: // ãƒãƒ£ãƒ¼ã‚¸ã‚¢ãƒ­ãƒ¼
if (!sd->state.arrow_atk && sd->arrow_atk > 0)
{
int arr = MRAND ((sd->arrow_atk + 1));
@@ -3153,7 +3153,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
sd->state.arrow_atk = 1;
break;
- case KN_PIERCE: // ƒsƒA[ƒX
+ case KN_PIERCE: // ピアース
damage = damage * (100 + 10 * skill_lv) / 100;
damage2 = damage2 * (100 + 10 * skill_lv) / 100;
hitrate = hitrate * (100 + 5 * skill_lv) / 100;
@@ -3161,16 +3161,16 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
damage *= div_;
damage2 *= div_;
break;
- case KN_SPEARSTAB: // ƒXƒsƒAƒXƒ^ƒu
+ case KN_SPEARSTAB: // スピアスタブ
damage = damage * (100 + 15 * skill_lv) / 100;
damage2 = damage2 * (100 + 15 * skill_lv) / 100;
break;
- case KN_SPEARBOOMERANG: // ƒXƒsƒAƒu[ƒƒ‰ƒ“
+ case KN_SPEARBOOMERANG: // スピアブーメラン
damage = damage * (100 + 50 * skill_lv) / 100;
damage2 = damage2 * (100 + 50 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
break;
- case KN_BRANDISHSPEAR: // ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA
+ case KN_BRANDISHSPEAR: // ブランディッシュスピア
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
if (skill_lv > 3 && wflag == 1)
@@ -3201,7 +3201,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
damage2 += damage4;
blewcount = 0;
break;
- case KN_BOWLINGBASH: // ƒ{ƒEƒŠƒ“ƒOƒoƒbƒVƒ…
+ case KN_BOWLINGBASH: // ボウリングãƒãƒƒã‚·ãƒ¥
damage = damage * (100 + 50 * skill_lv) / 100;
damage2 = damage2 * (100 + 50 * skill_lv) / 100;
blewcount = 0;
@@ -3213,17 +3213,17 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
hitrate = 1000000;
flag = (flag & ~BF_SKILLMASK) | BF_NORMAL;
break;
- case AS_SONICBLOW: // ƒ\ƒjƒbƒNƒuƒƒE
+ case AS_SONICBLOW: // ソニックブロウ
hitrate += 30; // hitrate +30, thanks to midas
damage = damage * (300 + 50 * skill_lv) / 100;
damage2 = damage2 * (300 + 50 * skill_lv) / 100;
div_ = 8;
break;
- case TF_SPRINKLESAND: // »‚Ü‚«
+ case TF_SPRINKLESAND: // ç ‚ã¾ã
damage = damage * 125 / 100;
damage2 = damage2 * 125 / 100;
break;
- case MC_CARTREVOLUTION: // ƒJ[ƒgƒŒƒ{ƒŠƒ…[ƒVƒ‡ƒ“
+ case MC_CARTREVOLUTION: // カートレボリューション
if (sd->cart_max_weight > 0 && sd->cart_weight > 0)
{
damage =
@@ -3243,17 +3243,17 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
damage2 = (damage2 * 150) / 100;
}
break;
- // ˆÈ‰ºMOB
- case NPC_COMBOATTACK: // ‘½’iUŒ‚
+ // 以下MOB
+ case NPC_COMBOATTACK: // 多段攻撃
div_ = skill_get_num (skill_num, skill_lv);
damage *= div_;
damage2 *= div_;
break;
- case NPC_RANDOMATTACK: // ƒ‰ƒ“ƒ_ƒ€ATKUŒ‚
+ case NPC_RANDOMATTACK: // ランダムATK攻撃
damage = damage * (MPRAND (50, 150)) / 100;
damage2 = damage2 * (MPRAND (50, 150)) / 100;
break;
- // ‘®«UŒ‚i“K“–j
+ // 属性攻撃(é©å½“)
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
@@ -3274,7 +3274,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
case NPC_PIERCINGATT:
flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
break;
- case RG_BACKSTAP: // ƒoƒbƒNƒXƒ^ƒu
+ case RG_BACKSTAP: // ãƒãƒƒã‚¯ã‚¹ã‚¿ãƒ–
if (battle_config.backstab_bow_penalty == 1
&& sd->status.weapon == 11)
{
@@ -3288,27 +3288,27 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
hitrate = 1000000;
break;
- case RG_RAID: // ƒTƒvƒ‰ƒCƒYƒAƒ^ƒbƒN
+ case RG_RAID: // サプライズアタック
damage = damage * (100 + 40 * skill_lv) / 100;
damage2 = damage2 * (100 + 40 * skill_lv) / 100;
break;
- case RG_INTIMIDATE: // ƒCƒ“ƒeƒBƒ~ƒfƒCƒg
+ case RG_INTIMIDATE: // インティミデイト
damage = damage * (100 + 30 * skill_lv) / 100;
damage2 = damage2 * (100 + 30 * skill_lv) / 100;
break;
- case CR_SHIELDCHARGE: // ƒV[ƒ‹ƒhƒ`ƒƒ[ƒW
+ case CR_SHIELDCHARGE: // シールドãƒãƒ£ãƒ¼ã‚¸
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_SHORT;
s_ele = 0;
break;
- case CR_SHIELDBOOMERANG: // ƒV[ƒ‹ƒhƒu[ƒƒ‰ƒ“
+ case CR_SHIELDBOOMERANG: // シールドブーメラン
damage = damage * (100 + 30 * skill_lv) / 100;
damage2 = damage2 * (100 + 30 * skill_lv) / 100;
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
s_ele = 0;
break;
- case CR_HOLYCROSS: // ƒz[ƒŠ[ƒNƒƒX
+ case CR_HOLYCROSS: // ホーリークロス
damage = damage * (100 + 35 * skill_lv) / 100;
damage2 = damage2 * (100 + 35 * skill_lv) / 100;
div_ = 2;
@@ -3316,15 +3316,15 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
case CR_GRANDCROSS:
hitrate = 1000000;
break;
- case AM_DEMONSTRATION: // ƒfƒ‚ƒ“ƒXƒgƒŒ[ƒVƒ‡ƒ“
+ case AM_DEMONSTRATION: // デモンストレーション
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
break;
- case AM_ACIDTERROR: // ƒAƒVƒbƒhƒeƒ‰[
+ case AM_ACIDTERROR: // アシッドテラー
damage = damage * (100 + 40 * skill_lv) / 100;
damage2 = damage2 * (100 + 40 * skill_lv) / 100;
break;
- case MO_FINGEROFFENSIVE: //Žw’e
+ case MO_FINGEROFFENSIVE: //指弾
if (battle_config.finger_offensive_type == 0)
{
damage =
@@ -3344,7 +3344,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
div_ = 1;
}
break;
- case MO_INVESTIGATE: // ”­ ™¤
+ case MO_INVESTIGATE: // 発 å‹
if (def1 < 1000000)
{
damage =
@@ -3360,7 +3360,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
s_ele = 0;
s_ele_ = 0;
break;
- case MO_EXTREMITYFIST: // ˆ¢C—…”e–PŒ
+ case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
damage =
damage * (8 + ((sd->status.sp) / 10)) + 250 +
(skill_lv * 150);
@@ -3373,16 +3373,16 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
s_ele = 0;
s_ele_ = 0;
break;
- case MO_CHAINCOMBO: // ˜A‘Ŷ
+ case MO_CHAINCOMBO: // 連打掌
damage = damage * (150 + 50 * skill_lv) / 100;
damage2 = damage2 * (150 + 50 * skill_lv) / 100;
div_ = 4;
break;
- case MO_COMBOFINISH: // –Ò—´Œ
+ case MO_COMBOFINISH: // çŒ›é¾æ‹³
damage = damage * (240 + 60 * skill_lv) / 100;
damage2 = damage2 * (240 + 60 * skill_lv) / 100;
break;
- case BA_MUSICALSTRIKE: // ƒ~ƒ…[ƒWƒJƒ‹ƒXƒgƒ‰ƒCƒN
+ case BA_MUSICALSTRIKE: // ミュージカルストライク
if (!sd->state.arrow_atk && sd->arrow_atk > 0)
{
int arr = MRAND ((sd->arrow_atk + 1));
@@ -3399,7 +3399,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
sd->state.arrow_atk = 1;
break;
- case DC_THROWARROW: // –‚¿
+ case DC_THROWARROW: // 矢撃ã¡
if (!sd->state.arrow_atk && sd->arrow_atk > 0)
{
int arr = MRAND ((sd->arrow_atk + 1));
@@ -3416,50 +3416,50 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
flag = (flag & ~BF_RANGEMASK) | BF_LONG;
sd->state.arrow_atk = 1;
break;
- case CH_TIGERFIST: // •šŒÕŒ
+ case CH_TIGERFIST: // ä¼è™Žæ‹³
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
break;
- case CH_CHAINCRUSH: // ˜A’Œ•öŒ‚
+ case CH_CHAINCRUSH: // 連柱崩撃
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
div_ = skill_get_num (skill_num, skill_lv);
break;
- case CH_PALMSTRIKE: // –ÒŒÕd”hŽR
+ case CH_PALMSTRIKE: // 猛虎硬派山
damage = damage * (50 + 100 * skill_lv) / 100;
damage2 = damage2 * (50 + 100 * skill_lv) / 100;
break;
- case LK_SPIRALPIERCE: /* ƒXƒpƒCƒ‰ƒ‹ƒsƒA[ƒX */
- damage = damage * (100 + 50 * skill_lv) / 100; //‘‰Á—Ê‚ª•ª‚©‚ç‚È‚¢‚̂œK“–‚É
- damage2 = damage2 * (100 + 50 * skill_lv) / 100; //‘‰Á—Ê‚ª•ª‚©‚ç‚È‚¢‚̂œK“–‚É
+ case LK_SPIRALPIERCE: /* スパイラルピアース */
+ damage = damage * (100 + 50 * skill_lv) / 100; //増加é‡ãŒåˆ†ã‹ã‚‰ãªã„ã®ã§é©å½“ã«
+ damage2 = damage2 * (100 + 50 * skill_lv) / 100; //増加é‡ãŒåˆ†ã‹ã‚‰ãªã„ã®ã§é©å½“ã«
div_ = 5;
if (tsd)
tsd->canmove_tick = gettick () + 1000;
else if (tmd)
tmd->canmove_tick = gettick () + 1000;
break;
- case LK_HEADCRUSH: /* ƒwƒbƒhƒNƒ‰ƒbƒVƒ… */
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
damage = damage * (100 + 20 * skill_lv) / 100;
damage2 = damage2 * (100 + 20 * skill_lv) / 100;
break;
- case LK_JOINTBEAT: /* ƒWƒ‡ƒCƒ“ƒgƒr[ƒg */
+ case LK_JOINTBEAT: /* ジョイントビート */
damage = damage * (50 + 10 * skill_lv) / 100;
damage2 = damage2 * (50 + 10 * skill_lv) / 100;
break;
- case ASC_METEORASSAULT: /* ƒƒeƒIƒAƒTƒ‹ƒg */
+ case ASC_METEORASSAULT: /* メテオアサルト */
damage = damage * (40 + 40 * skill_lv) / 100;
damage2 = damage2 * (40 + 40 * skill_lv) / 100;
break;
- case SN_SHARPSHOOTING: /* ƒVƒƒ[ƒvƒVƒ…[ƒeƒBƒ“ƒO */
+ case SN_SHARPSHOOTING: /* シャープシューティング */
damage += damage * (30 * skill_lv) / 100;
damage2 += damage2 * (30 * skill_lv) / 100;
break;
- case CG_ARROWVULCAN: /* ƒAƒ[ƒoƒ‹ƒJƒ“ */
+ case CG_ARROWVULCAN: /* アローãƒãƒ«ã‚«ãƒ³ */
damage = damage * (160 + 40 * skill_lv) / 100;
damage2 = damage2 * (160 + 40 * skill_lv) / 100;
div_ = 9;
break;
- case AS_SPLASHER: /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ[ */
+ case AS_SPLASHER: /* ベナムスプラッシャー */
damage =
damage * (200 + 20 * skill_lv +
20 * pc_checkskill (sd,
@@ -3542,9 +3542,9 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
if (da == 2)
- { //ŽO’i¶‚ª”­“®‚µ‚Ä‚¢‚é‚©
+ { //三段掌ãŒç™ºå‹•ã—ã¦ã„ã‚‹ã‹
type = 0x08;
- div_ = 255; //ŽO’i¶—p‚Éc
+ div_ = 255; //三段掌用ã«â€¦
damage =
damage * (100 +
20 * pc_checkskill (sd, MO_TRIPLEATTACK)) / 100;
@@ -3552,11 +3552,11 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
if (skill_num != NPC_CRITICALSLASH)
{
- // ‘Î Û‚Ì–hŒä—͂ɂæ‚éƒ_ƒ[ƒW‚ÌŒ¸­
- // ƒfƒBƒoƒCƒ“ƒvƒƒeƒNƒVƒ‡ƒ“i‚±‚±‚Å‚¢‚¢‚Ì‚©‚ÈHj
+ // 対 象ã®é˜²å¾¡åŠ›ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ã®æ¸›å°‘
+ // ディãƒã‚¤ãƒ³ãƒ—ロテクション(ã“ã“ã§ã„ã„ã®ã‹ãªï¼Ÿï¼‰
if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
&& skill_num != KN_AUTOCOUNTER && def1 < 1000000)
- { //DEF, VIT–³Ž‹
+ { //DEF, VIT無視
int t_def;
target_count =
1 + battle_counttargeted (target, src,
@@ -3676,9 +3676,9 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
}
- // ¸˜Bƒ_ƒ[ƒW‚̒ljÁ
+ // 精錬ダメージã®è¿½åŠ 
if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST)
- { //DEF, VIT–³Ž‹
+ { //DEF, VIT無視
damage += battle_get_atk2 (src);
damage2 += battle_get_atk_2 (src);
}
@@ -3698,9 +3698,9 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
if (skill_num == LK_SPIRALPIERCE)
- { /* ƒXƒpƒCƒ‰ƒ‹ƒsƒA[ƒX */
+ { /* スパイラルピアース */
if (sd->equip_index[9] >= 0)
- { //d—ʂŒljÁƒ_ƒ[ƒW‚炵‚¢‚̂ŃV[ƒ‹ƒhƒu[ƒƒ‰ƒ“‚ðŽQl‚ɒljÁ
+ { //é‡é‡ã§è¿½åŠ ãƒ€ãƒ¡ãƒ¼ã‚¸ã‚‰ã—ã„ã®ã§ã‚·ãƒ¼ãƒ«ãƒ‰ãƒ–ーメランをå‚考ã«è¿½åŠ 
int index = sd->equip_index[9];
if (sd->inventory_data[index]
&& sd->inventory_data[index]->type == 4)
@@ -3715,17 +3715,17 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
- // 0–¢–ž‚¾‚Á‚½ê‡1‚É•â³
+ // 0未満ã ã£ãŸå ´åˆ1ã«è£œæ­£
if (damage < 1)
damage = 1;
if (damage2 < 1)
damage2 = 1;
- // ƒXƒLƒ‹C³‚QiC—ûŒnj
- // C—ûƒ_ƒ[ƒW(‰EŽè‚Ì‚Ý) ƒ\ƒjƒbƒNƒuƒ[Žž‚͕ʈ—i1Œ‚‚É•t‚«1/8“K‰ž)
+ // スキル修正2(修練系)
+ // 修練ダメージ(峿‰‹ã®ã¿) ソニックブロー時ã¯åˆ¥å‡¦ç†ï¼ˆ1æ’ƒã«ä»˜ã1/8é©å¿œ)
if (skill_num != MO_INVESTIGATE && skill_num != MO_EXTREMITYFIST
&& skill_num != CR_GRANDCROSS)
- { //C—ûƒ_ƒ[ƒW–³Ž‹
+ { //修練ダメージ無視
damage = battle_addmastery (sd, target, damage, 0);
damage2 = battle_addmastery (sd, target, damage2, 1);
}
@@ -3736,12 +3736,12 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
hitrate = 1000000;
}
- // ‰ñ”ðC³
+ // 回é¿ä¿®æ­£
hitrate = (hitrate < 5) ? 5 : hitrate;
- if (hitrate < 1000000 && // •K’†UŒ‚
- (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // ‡–°‚Í•K’†
- t_sc_data[SC_STAN].timer != -1 || // ƒXƒ^ƒ“‚Í•K’†
- t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // “€Œ‹‚Í•K’†
+ if (hitrate < 1000000 && // 必中攻撃
+ (t_sc_data != NULL && (t_sc_data[SC_SLEEP].timer != -1 || // ç¡çœ ã¯å¿…中
+ t_sc_data[SC_STAN].timer != -1 || // スタンã¯å¿…中
+ t_sc_data[SC_FREEZE].timer != -1 || (t_sc_data[SC_STONE].timer != -1 && t_sc_data[SC_STONE].val2 == 0)))) // å‡çµã¯å¿…中
hitrate = 1000000;
if (type == 0 && MRAND (100) >= hitrate)
{
@@ -3752,7 +3752,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
{
dmg_lv = ATK_DEF;
}
- // ƒXƒLƒ‹C³‚Ri•ŠíŒ¤‹†j
+ // スキル修正3(武器研究)
if ((skill = pc_checkskill (sd, BS_WEAPONRESEARCH)) > 0)
{
damage += skill * 2;
@@ -3767,56 +3767,56 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
-//ƒXƒLƒ‹‚É‚æ‚éƒ_ƒ[ƒW•Ⳃ±‚±‚Ü‚Å
+//スキルã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è£œæ­£ã“ã“ã¾ã§
-//ƒJ[ƒh‚É‚æ‚éƒ_ƒ[ƒW’ljÁˆ—‚±‚±‚©‚ç
+//カードã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è¿½åР処ç†ã“ã“ã‹ã‚‰
cardfix = 100;
if (!sd->state.arrow_atk)
- { //‹|–îˆÈŠO
+ { //弓矢以外
if (!battle_config.left_cardfix_to_right)
- { //¶ŽèƒJ[ƒh•â³Ý’è–³‚µ
- cardfix = cardfix * (100 + sd->addrace[t_race]) / 100; // Ží‘°‚É‚æ‚éƒ_ƒ[ƒWC³
- cardfix = cardfix * (100 + sd->addele[t_ele]) / 100; // ‘®«‚É‚æ‚éƒ_ƒ[ƒWC³
- cardfix = cardfix * (100 + sd->addsize[t_size]) / 100; // ƒTƒCƒY‚É‚æ‚éƒ_ƒ[ƒWC³
+ { //左手カード補正設定無ã—
+ cardfix = cardfix * (100 + sd->addrace[t_race]) / 100; // 種æ—ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£
+ cardfix = cardfix * (100 + sd->addele[t_ele]) / 100; // 属性ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£
+ cardfix = cardfix * (100 + sd->addsize[t_size]) / 100; // サイズã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£
}
else
{
- cardfix = cardfix * (100 + sd->addrace[t_race] + sd->addrace_[t_race]) / 100; // Ží‘°‚É‚æ‚éƒ_ƒ[ƒWC³(¶Žè‚É‚æ‚é’ljÁ‚ ‚è)
- cardfix = cardfix * (100 + sd->addele[t_ele] + sd->addele_[t_ele]) / 100; // ‘®«‚É‚æ‚éƒ_ƒ[ƒWC³(¶Žè‚É‚æ‚é’ljÁ‚ ‚è)
- cardfix = cardfix * (100 + sd->addsize[t_size] + sd->addsize_[t_size]) / 100; // ƒTƒCƒY‚É‚æ‚éƒ_ƒ[ƒWC³(¶Žè‚É‚æ‚é’ljÁ‚ ‚è)
+ cardfix = cardfix * (100 + sd->addrace[t_race] + sd->addrace_[t_race]) / 100; // 種æ—ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£(左手ã«ã‚ˆã‚‹è¿½åŠ ã‚り)
+ cardfix = cardfix * (100 + sd->addele[t_ele] + sd->addele_[t_ele]) / 100; // 属性ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£(左手ã«ã‚ˆã‚‹è¿½åŠ ã‚り)
+ cardfix = cardfix * (100 + sd->addsize[t_size] + sd->addsize_[t_size]) / 100; // サイズã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£(左手ã«ã‚ˆã‚‹è¿½åŠ ã‚り)
}
}
else
- { //‹|–î
- cardfix = cardfix * (100 + sd->addrace[t_race] + sd->arrow_addrace[t_race]) / 100; // Ží‘°‚É‚æ‚éƒ_ƒ[ƒWC³(‹|–î‚É‚æ‚é’ljÁ‚ ‚è)
- cardfix = cardfix * (100 + sd->addele[t_ele] + sd->arrow_addele[t_ele]) / 100; // ‘®«‚É‚æ‚éƒ_ƒ[ƒWC³(‹|–î‚É‚æ‚é’ljÁ‚ ‚è)
- cardfix = cardfix * (100 + sd->addsize[t_size] + sd->arrow_addsize[t_size]) / 100; // ƒTƒCƒY‚É‚æ‚éƒ_ƒ[ƒWC³(‹|–î‚É‚æ‚é’ljÁ‚ ‚è)
+ { //弓矢
+ cardfix = cardfix * (100 + sd->addrace[t_race] + sd->arrow_addrace[t_race]) / 100; // 種æ—ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£(弓矢ã«ã‚ˆã‚‹è¿½åŠ ã‚り)
+ cardfix = cardfix * (100 + sd->addele[t_ele] + sd->arrow_addele[t_ele]) / 100; // 属性ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£(弓矢ã«ã‚ˆã‚‹è¿½åŠ ã‚り)
+ cardfix = cardfix * (100 + sd->addsize[t_size] + sd->arrow_addsize[t_size]) / 100; // サイズã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£(弓矢ã«ã‚ˆã‚‹è¿½åŠ ã‚り)
}
if (t_mode & 0x20)
- { //ƒ{ƒX
+ { //ボス
if (!sd->state.arrow_atk)
- { //‹|–îUŒ‚ˆÈŠO‚È‚ç
- if (!battle_config.left_cardfix_to_right) //¶ŽèƒJ[ƒh•â³Ý’è–³‚µ
- cardfix = cardfix * (100 + sd->addrace[10]) / 100; //ƒ{ƒXƒ‚ƒ“ƒXƒ^[‚ɒljÁƒ_ƒ[ƒW
- else //¶ŽèƒJ[ƒh•â³Ý’è‚ ‚è
- cardfix = cardfix * (100 + sd->addrace[10] + sd->addrace_[10]) / 100; //ƒ{ƒXƒ‚ƒ“ƒXƒ^[‚ɒljÁƒ_ƒ[ƒW(¶Žè‚É‚æ‚é’ljÁ‚ ‚è)
+ { //弓矢攻撃以外ãªã‚‰
+ if (!battle_config.left_cardfix_to_right) //左手カード補正設定無ã—
+ cardfix = cardfix * (100 + sd->addrace[10]) / 100; //ボスモンスターã«è¿½åŠ ãƒ€ãƒ¡ãƒ¼ã‚¸
+ else //左手カード補正設定ã‚り
+ cardfix = cardfix * (100 + sd->addrace[10] + sd->addrace_[10]) / 100; //ボスモンスターã«è¿½åŠ ãƒ€ãƒ¡ãƒ¼ã‚¸(左手ã«ã‚ˆã‚‹è¿½åŠ ã‚り)
}
- else //‹|–îUŒ‚
- cardfix = cardfix * (100 + sd->addrace[10] + sd->arrow_addrace[10]) / 100; //ƒ{ƒXƒ‚ƒ“ƒXƒ^[‚ɒljÁƒ_ƒ[ƒW(‹|–î‚É‚æ‚é’ljÁ‚ ‚è)
+ else //弓矢攻撃
+ cardfix = cardfix * (100 + sd->addrace[10] + sd->arrow_addrace[10]) / 100; //ボスモンスターã«è¿½åŠ ãƒ€ãƒ¡ãƒ¼ã‚¸(弓矢ã«ã‚ˆã‚‹è¿½åŠ ã‚り)
}
else
- { //ƒ{ƒX‚¶‚á‚È‚¢
+ { //ボスã˜ã‚ƒãªã„
if (!sd->state.arrow_atk)
- { //‹|–îUŒ‚ˆÈŠO
- if (!battle_config.left_cardfix_to_right) //¶ŽèƒJ[ƒh•â³Ý’è–³‚µ
- cardfix = cardfix * (100 + sd->addrace[11]) / 100; //ƒ{ƒXˆÈŠOƒ‚ƒ“ƒXƒ^[‚ɒljÁƒ_ƒ[ƒW
- else //¶ŽèƒJ[ƒh•â³Ý’è‚ ‚è
- cardfix = cardfix * (100 + sd->addrace[11] + sd->addrace_[11]) / 100; //ƒ{ƒXˆÈŠOƒ‚ƒ“ƒXƒ^[‚ɒljÁƒ_ƒ[ƒW(¶Žè‚É‚æ‚é’ljÁ‚ ‚è)
+ { //弓矢攻撃以外
+ if (!battle_config.left_cardfix_to_right) //左手カード補正設定無ã—
+ cardfix = cardfix * (100 + sd->addrace[11]) / 100; //ボス以外モンスターã«è¿½åŠ ãƒ€ãƒ¡ãƒ¼ã‚¸
+ else //左手カード補正設定ã‚り
+ cardfix = cardfix * (100 + sd->addrace[11] + sd->addrace_[11]) / 100; //ボス以外モンスターã«è¿½åŠ ãƒ€ãƒ¡ãƒ¼ã‚¸(左手ã«ã‚ˆã‚‹è¿½åŠ ã‚り)
}
else
- cardfix = cardfix * (100 + sd->addrace[11] + sd->arrow_addrace[11]) / 100; //ƒ{ƒXˆÈŠOƒ‚ƒ“ƒXƒ^[‚ɒljÁƒ_ƒ[ƒW(‹|–î‚É‚æ‚é’ljÁ‚ ‚è)
+ cardfix = cardfix * (100 + sd->addrace[11] + sd->arrow_addrace[11]) / 100; //ボス以外モンスターã«è¿½åŠ ãƒ€ãƒ¡ãƒ¼ã‚¸(弓矢ã«ã‚ˆã‚‹è¿½åŠ ã‚り)
}
- //“Á’èClass—p•Ⳉ—(­—‚Ì“ú‹L¨ƒ{ƒ“ƒSƒ“—pH)
+ //特定Class用補正処ç†(å°‘å¥³ã®æ—¥è¨˜â†’ボンゴン用?)
t_class = battle_get_class (target);
for (i = 0; i < sd->add_damage_class_count; i++)
{
@@ -3827,22 +3827,22 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
if (skill_num != CR_GRANDCROSS || !battle_config.gx_cardfix)
- damage = damage * cardfix / 100; //ƒJ[ƒh•Ⳃɂæ‚éƒ_ƒ[ƒW‘‰Á
-//ƒJ[ƒh‚É‚æ‚éƒ_ƒ[ƒW‘‰Áˆ—‚±‚±‚Ü‚Å
+ damage = damage * cardfix / 100; //カード補正ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸å¢—加
+//カードã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸å¢—加処ç†ã“ã“ã¾ã§
-//ƒJ[ƒh‚É‚æ‚éƒ_ƒ[ƒW’ljÁˆ—(¶Žè)‚±‚±‚©‚ç
+//カードã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è¿½åР処ç†(左手)ã“ã“ã‹ã‚‰
cardfix = 100;
if (!battle_config.left_cardfix_to_right)
- { //¶ŽèƒJ[ƒh•â³Ý’è–³‚µ
- cardfix = cardfix * (100 + sd->addrace_[t_race]) / 100; // Ží‘°‚É‚æ‚éƒ_ƒ[ƒWC³¶Žè
- cardfix = cardfix * (100 + sd->addele_[t_ele]) / 100; // ‘® «‚É‚æ‚éƒ_ƒ[ƒWC³¶Žè
- cardfix = cardfix * (100 + sd->addsize_[t_size]) / 100; // ƒTƒCƒY‚É‚æ‚éƒ_ƒ[ƒWC³¶Žè
- if (t_mode & 0x20) //ƒ{ƒX
- cardfix = cardfix * (100 + sd->addrace_[10]) / 100; //ƒ{ƒXƒ‚ƒ“ƒXƒ^[‚ɒljÁƒ_ƒ[ƒW¶Žè
+ { //左手カード補正設定無ã—
+ cardfix = cardfix * (100 + sd->addrace_[t_race]) / 100; // 種æ—ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£å·¦æ‰‹
+ cardfix = cardfix * (100 + sd->addele_[t_ele]) / 100; // 属 性ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£å·¦æ‰‹
+ cardfix = cardfix * (100 + sd->addsize_[t_size]) / 100; // サイズã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸ä¿®æ­£å·¦æ‰‹
+ if (t_mode & 0x20) //ボス
+ cardfix = cardfix * (100 + sd->addrace_[10]) / 100; //ボスモンスターã«è¿½åŠ ãƒ€ãƒ¡ãƒ¼ã‚¸å·¦æ‰‹
else
- cardfix = cardfix * (100 + sd->addrace_[11]) / 100; //ƒ{ƒXˆÈŠOƒ‚ƒ“ƒXƒ^[‚ɒljÁƒ_ƒ[ƒW¶Žè
+ cardfix = cardfix * (100 + sd->addrace_[11]) / 100; //ボス以外モンスターã«è¿½åŠ ãƒ€ãƒ¡ãƒ¼ã‚¸å·¦æ‰‹
}
- //“Á’èClass—p•Ⳉ—¶Žè(­—‚Ì“ú‹L¨ƒ{ƒ“ƒSƒ“—pH)
+ //特定Class用補正処ç†å·¦æ‰‹(å°‘å¥³ã®æ—¥è¨˜â†’ボンゴン用?)
for (i = 0; i < sd->add_damage_class_count_; i++)
{
if (sd->add_damage_classid_[i] == t_class)
@@ -3852,24 +3852,24 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
if (skill_num != CR_GRANDCROSS)
- damage2 = damage2 * cardfix / 100; //ƒJ[ƒh•Ⳃɂæ‚é¶Žèƒ_ƒ[ƒW‘‰Á
-//ƒJ[ƒh‚É‚æ‚éƒ_ƒ[ƒW‘‰Áˆ—(¶Žè)‚±‚±‚Ü‚Å
+ damage2 = damage2 * cardfix / 100; //カード補正ã«ã‚ˆã‚‹å·¦æ‰‹ãƒ€ãƒ¡ãƒ¼ã‚¸å¢—加
+//カードã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸å¢—加処ç†(左手)ã“ã“ã¾ã§
// -- moonsoul (cardfix for magic damage portion of ASC_BREAKER)
if (skill_num == ASC_BREAKER)
damage3 = damage3 * cardfix / 100;
-//ƒJ[ƒh‚É‚æ‚éƒ_ƒ[ƒWŒ¸Šˆ—‚±‚±‚©‚ç
+//カードã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›è¡°å‡¦ç†ã“ã“ã‹ã‚‰
if (tsd)
- { //‘ÎÛ‚ªPC‚Ìê‡
+ { //対象ãŒPCã®å ´åˆ
cardfix = 100;
- cardfix = cardfix * (100 - tsd->subrace[s_race]) / 100; // Ží‘°‚É‚æ‚éƒ_ƒ[ƒW‘Ï«
- cardfix = cardfix * (100 - tsd->subele[s_ele]) / 100; // ‘®«‚É‚æ‚éƒ_ƒ[ƒW‘Ï«
+ cardfix = cardfix * (100 - tsd->subrace[s_race]) / 100; // 種æ—ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è€æ€§
+ cardfix = cardfix * (100 - tsd->subele[s_ele]) / 100; // 属性ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è€æ€§
if (battle_get_mode (src) & 0x20)
- cardfix = cardfix * (100 - tsd->subrace[10]) / 100; //ƒ{ƒX‚©‚ç‚ÌUŒ‚‚̓_ƒ[ƒWŒ¸­
+ cardfix = cardfix * (100 - tsd->subrace[10]) / 100; //ボスã‹ã‚‰ã®æ”»æ’ƒã¯ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›å°‘
else
- cardfix = cardfix * (100 - tsd->subrace[11]) / 100; //ƒ{ƒXˆÈŠO‚©‚ç‚ÌUŒ‚‚̓_ƒ[ƒWŒ¸­
- //“Á’èClass—p•Ⳉ—¶Žè(­—‚Ì“ú‹L¨ƒ{ƒ“ƒSƒ“—pH)
+ cardfix = cardfix * (100 - tsd->subrace[11]) / 100; //ボス以外ã‹ã‚‰ã®æ”»æ’ƒã¯ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›å°‘
+ //特定Class用補正処ç†å·¦æ‰‹(å°‘å¥³ã®æ—¥è¨˜â†’ボンゴン用?)
for (i = 0; i < tsd->add_def_class_count; i++)
{
if (tsd->add_def_classid[i] == sd->status.class)
@@ -3879,27 +3879,27 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
if (flag & BF_LONG)
- cardfix = cardfix * (100 - tsd->long_attack_def_rate) / 100; //‰“‹——£UŒ‚‚̓_ƒ[ƒWŒ¸­(ƒzƒ‹ƒ“C‚Æ‚©)
+ cardfix = cardfix * (100 - tsd->long_attack_def_rate) / 100; //é è·é›¢æ”»æ’ƒã¯ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›å°‘(ホルンCã¨ã‹)
if (flag & BF_SHORT)
- cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100; //‹ß‹——£UŒ‚‚̓_ƒ[ƒWŒ¸­(ŠY“––³‚µH)
- damage = damage * cardfix / 100; //ƒJ[ƒh•Ⳃɂæ‚éƒ_ƒ[ƒWŒ¸­
- damage2 = damage2 * cardfix / 100; //ƒJ[ƒh•Ⳃɂæ‚é¶Žèƒ_ƒ[ƒWŒ¸­
+ cardfix = cardfix * (100 - tsd->near_attack_def_rate) / 100; //è¿‘è·é›¢æ”»æ’ƒã¯ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›å°‘(該当無ã—?)
+ damage = damage * cardfix / 100; //カード補正ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›å°‘
+ damage2 = damage2 * cardfix / 100; //カード補正ã«ã‚ˆã‚‹å·¦æ‰‹ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›å°‘
}
-//ƒJ[ƒh‚É‚æ‚éƒ_ƒ[ƒWŒ¸Šˆ—‚±‚±‚Ü‚Å
+//カードã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›è¡°å‡¦ç†ã“ã“ã¾ã§
-//‘ÎۂɃXƒe[ƒ^ƒXˆÙ킪‚ ‚éꇂ̃_ƒ[ƒWŒ¸ŽZˆ—‚±‚±‚©‚ç
+//対象ã«ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ç•°å¸¸ãŒã‚ã‚‹å ´åˆã®ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›ç®—処ç†ã“ã“ã‹ã‚‰
if (t_sc_data)
{
cardfix = 100;
- if (t_sc_data[SC_DEFENDER].timer != -1 && flag & BF_LONG) //ƒfƒBƒtƒFƒ“ƒ_[ó‘Ԃʼn“‹——£UŒ‚
- cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100; //ƒfƒBƒtƒFƒ“ƒ_[‚É‚æ‚錸Š
+ if (t_sc_data[SC_DEFENDER].timer != -1 && flag & BF_LONG) //ディフェンダー状態ã§é è·é›¢æ”»æ’ƒ
+ cardfix = cardfix * (100 - t_sc_data[SC_DEFENDER].val2) / 100; //ディフェンダーã«ã‚ˆã‚‹æ¸›è¡°
if (cardfix != 100)
{
- damage = damage * cardfix / 100; //ƒfƒBƒtƒFƒ“ƒ_[•Ⳃɂæ‚éƒ_ƒ[ƒWŒ¸­
- damage2 = damage2 * cardfix / 100; //ƒfƒBƒtƒFƒ“ƒ_[•Ⳃɂæ‚é¶Žèƒ_ƒ[ƒWŒ¸­
+ damage = damage * cardfix / 100; //ディフェンダー補正ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›å°‘
+ damage2 = damage2 * cardfix / 100; //ディフェンダー補正ã«ã‚ˆã‚‹å·¦æ‰‹ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›å°‘
}
if (t_sc_data[SC_ASSUMPTIO].timer != -1)
- { //ƒAƒXƒ€ƒvƒeƒBƒI
+ { //アスムプティオ
if (!map[target->m].flag.pvp)
{
damage = damage / 3;
@@ -3912,67 +3912,67 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
}
-//‘ÎۂɃXƒe[ƒ^ƒXˆÙ킪‚ ‚éꇂ̃_ƒ[ƒWŒ¸ŽZˆ—‚±‚±‚Ü‚Å
+//対象ã«ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ç•°å¸¸ãŒã‚ã‚‹å ´åˆã®ãƒ€ãƒ¡ãƒ¼ã‚¸æ¸›ç®—処ç†ã“ã“ã¾ã§
if (damage < 0)
damage = 0;
if (damage2 < 0)
damage2 = 0;
- // ‘® «‚Ì“K—p
+ // 属 性ã®é©ç”¨
damage = battle_attr_fix (damage, s_ele, battle_get_element (target));
damage2 = battle_attr_fix (damage2, s_ele_, battle_get_element (target));
- // ¯‚Ì‚©‚¯‚çA‹C‹…‚Ì“K—p
+ // 星ã®ã‹ã‘ã‚‰ã€æ°—çƒã®é©ç”¨
damage += sd->star;
damage2 += sd->star_;
damage += sd->spiritball * 3;
damage2 += sd->spiritball * 3;
if (sc_data && sc_data[SC_AURABLADE].timer != -1)
- { /* ƒI[ƒ‰ƒuƒŒ[ƒh •K’† */
+ { /* オーラブレード 必中 */
damage += sc_data[SC_AURABLADE].val1 * 10;
damage2 += sc_data[SC_AURABLADE].val1 * 10;
}
if (skill_num == PA_PRESSURE)
- { /* ƒvƒŒƒbƒVƒƒ[ •K’†? */
+ { /* プレッシャー 必中? */
damage = 700 + 100 * skill_lv;
damage2 = 700 + 100 * skill_lv;
}
- // >“ñ“—¬‚̶‰Eƒ_ƒ[ƒWŒvŽZ’N‚©‚â‚Á‚Ä‚­‚ê‚¥‚¥‚¥‚¥‚¦‚¦‚¦I
- // >map_session_data ‚ɶŽèƒ_ƒ[ƒW(atk,atk2)’ljÁ‚µ‚Ä
- // >pc_calcstatus()‚Å‚â‚é‚ׂ«‚©‚ÈH
- // map_session_data ‚ɶŽè•Ší(atk,atk2,ele,star,atkmods)’ljÁ‚µ‚Ä
- // pc_calcstatus()‚Ńf[ƒ^‚ð“ü—Í‚µ‚Ä‚¢‚Ü‚·
+ // >二刀æµã®å·¦å³ãƒ€ãƒ¡ãƒ¼ã‚¸è¨ˆç®—誰ã‹ã‚„ã£ã¦ãれã‡ã‡ã‡ã‡ãˆãˆãˆï¼
+ // >map_session_data ã«å·¦æ‰‹ãƒ€ãƒ¡ãƒ¼ã‚¸(atk,atk2)追加ã—ã¦
+ // >pc_calcstatus()ã§ã‚„ã‚‹ã¹ãã‹ãªï¼Ÿ
+ // map_session_data ã«å·¦æ‰‹æ­¦å™¨(atk,atk2,ele,star,atkmods)追加ã—ã¦
+ // pc_calcstatus()ã§ãƒ‡ãƒ¼ã‚¿ã‚’入力ã—ã¦ã„ã¾ã™
- //¶Žè‚̂ݕŠí‘•”õ
+ //左手ã®ã¿æ­¦å™¨è£…å‚™
if (sd->weapontype1 == 0 && sd->weapontype2 > 0)
{
damage = damage2;
damage2 = 0;
}
- // ‰EŽèA¶ŽèC—û‚Ì“K—p
+ // 峿‰‹ã€å·¦æ‰‹ä¿®ç·´ã®é©ç”¨
if (sd->status.weapon > 16)
- { // “ñ“—¬‚©?
+ { // 二刀æµã‹?
int dmg = damage, dmg2 = damage2;
- // ‰EŽèC—û(60% ` 100%) ‰EŽè‘S”Ê
+ // 峿‰‹ä¿®ç·´(60% 〜 100%) 峿‰‹å…¨èˆ¬
skill = pc_checkskill (sd, AS_RIGHT);
damage = damage * (50 + (skill * 10)) / 100;
if (dmg > 0 && damage < 1)
damage = 1;
- // ¶ŽèC—û(40% ` 80%) ¶Žè‘S”Ê
+ // 左手修練(40% 〜 80%) 左手全般
skill = pc_checkskill (sd, AS_LEFT);
damage2 = damage2 * (30 + (skill * 10)) / 100;
if (dmg2 > 0 && damage2 < 1)
damage2 = 1;
}
- else //“ñ“—¬‚łȂ¯‚ê‚ζŽèƒ_ƒ[ƒW‚Í0
+ else //二刀æµã§ãªã‘れã°å·¦æ‰‹ãƒ€ãƒ¡ãƒ¼ã‚¸ã¯0
damage2 = 0;
- // ‰EŽè,’ZŒ•‚Ì‚Ý
+ // 峿‰‹,短剣ã®ã¿
if (da == 1)
- { //ƒ_ƒuƒ‹ƒAƒ^ƒbƒN‚ª”­“®‚µ‚Ä‚¢‚é‚©
+ { //ダブルアタックãŒç™ºå‹•ã—ã¦ã„ã‚‹ã‹
div_ = 2;
damage += damage;
type = 0x08;
@@ -3980,14 +3980,14 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
if (sd->status.weapon == 16)
{
- // ƒJƒ^[ƒ‹’ÇŒ‚ƒ_ƒ[ƒW
+ // カタール追撃ダメージ
skill = pc_checkskill (sd, TF_DOUBLE);
damage2 = damage * (1 + (skill * 2)) / 100;
if (damage > 0 && damage2 < 1)
damage2 = 1;
}
- // ƒCƒ“ƒxƒiƒ€C³
+ // インベナム修正
if (skill_num == TF_POISON)
{
damage =
@@ -3999,7 +3999,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
damage = battle_attr_fix (damage, 0, battle_get_element (target));
}
- // Š®‘S‰ñ”ð‚Ì”»’è
+ // 完全回é¿ã®åˆ¤å®š
if (skill_num == 0 && skill_lv >= 0 && tsd != NULL && div_ < 255
&& MRAND (1000) < battle_get_flee2 (target))
{
@@ -4008,7 +4008,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
dmg_lv = ATK_LUCKY;
}
- // ‘ÎÛ‚ªŠ®‘S‰ñ”ð‚ð‚·‚éݒ肪ON‚È‚ç
+ // 対象ãŒå®Œå…¨å›žé¿ã‚’ã™ã‚‹è¨­å®šãŒONãªã‚‰
if (battle_config.enemy_perfect_flee)
{
if (skill_num == 0 && skill_lv >= 0 && tmd != NULL && div_ < 255
@@ -4020,7 +4020,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
}
- //Mob‚ÌMode‚ÉŠæ‹­ƒtƒ‰ƒO‚ª—§‚Á‚Ä‚¢‚邯‚«‚̈—
+ //Mobã®Modeã«é ‘強フラグãŒç«‹ã£ã¦ã„ã‚‹ã¨ãã®å‡¦ç†
if (t_mode & 0x40)
{
if (damage > 0)
@@ -4029,23 +4029,23 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
damage2 = 1;
}
- //bNoWeaponDamage(Ý’èƒAƒCƒeƒ€–³‚µH)‚ŃOƒ‰ƒ“ƒhƒNƒƒX‚¶‚á‚È‚¢ê‡‚̓_ƒ[ƒW‚ª0
+ //bNoWeaponDamage(設定アイテム無ã—?)ã§ã‚°ãƒ©ãƒ³ãƒ‰ã‚¯ãƒ­ã‚¹ã˜ã‚ƒãªã„å ´åˆã¯ãƒ€ãƒ¡ãƒ¼ã‚¸ãŒ0
if (tsd && tsd->special_state.no_weapon_damage
&& skill_num != CR_GRANDCROSS)
damage = damage2 = 0;
if (skill_num != CR_GRANDCROSS && (damage > 0 || damage2 > 0))
{
- if (damage2 < 1) // ƒ_ƒ[ƒWÅIC³
+ if (damage2 < 1) // ダメージ最終修正
damage =
battle_calc_damage (src, target, damage, div_, skill_num,
skill_lv, flag);
- else if (damage < 1) // ‰EŽè‚ªƒ~ƒXH
+ else if (damage < 1) // 峿‰‹ãŒãƒŸã‚¹ï¼Ÿ
damage2 =
battle_calc_damage (src, target, damage2, div_, skill_num,
skill_lv, flag);
else
- { // —¼ Žè/ƒJƒ^[ƒ‹‚Ìꇂ͂¿‚å‚Á‚ÆŒvŽZ‚â‚₱‚µ‚¢
+ { // 両 手/カタールã®å ´åˆã¯ã¡ã‚‡ã£ã¨è¨ˆç®—ã‚„ã‚„ã“ã—ã„
int d1 = damage + damage2, d2 = damage2;
damage =
battle_calc_damage (src, target, damage + damage2, div_,
@@ -4094,7 +4094,7 @@ static struct Damage battle_calc_pc_weapon_attack (struct block_list *src,
}
/*==========================================
- * •Šíƒ_ƒ[ƒWŒvŽZ
+ * 武器ダメージ計算
*------------------------------------------
*/
struct Damage battle_calc_weapon_attack (struct block_list *src,
@@ -4104,7 +4104,7 @@ struct Damage battle_calc_weapon_attack (struct block_list *src,
{
struct Damage wd;
- //return‘O‚̈—‚ª‚ ‚é‚Ì‚Åî•ño—Í•”‚̂ݕÏX
+ //returnå‰ã®å‡¦ç†ãŒã‚ã‚‹ã®ã§æƒ…報出力部ã®ã¿å¤‰æ›´
if (src == NULL || target == NULL)
{
nullpo_info (NLP_MARK);
@@ -4173,7 +4173,7 @@ struct Damage battle_calc_weapon_attack (struct block_list *src,
}
/*==========================================
- * –‚–@ƒ_ƒ[ƒWŒvŽZ
+ * 魔法ダメージ計算
*------------------------------------------
*/
struct Damage battle_calc_magic_attack (struct block_list *bl,
@@ -4192,7 +4192,7 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
struct map_session_data *sd = NULL, *tsd = NULL;
struct mob_data *tmd = NULL;
- //return‘O‚̈—‚ª‚ ‚é‚Ì‚Åî•ño—Í•”‚̂ݕÏX
+ //returnå‰ã®å‡¦ç†ãŒã‚ã‚‹ã®ã§æƒ…報出力部ã®ã¿å¤‰æ›´
if (bl == NULL || target == NULL)
{
nullpo_info (NLP_MARK);
@@ -4227,24 +4227,24 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
if (skill_num > 0)
{
switch (skill_num)
- { // Šî–{ƒ_ƒ[ƒWŒvŽZ(ƒXƒLƒ‹‚²‚ƂɈ—)
- // ƒq[ƒ‹or¹‘Ì
+ { // 基本ダメージ計算(スキルã”ã¨ã«å‡¦ç†)
+ // ヒールorè–体
case AL_HEAL:
case PR_BENEDICTIO:
damage = skill_calc_heal (bl, skill_lv) / 2;
normalmagic_flag = 0;
break;
- case PR_ASPERSIO: /* ƒAƒXƒyƒ‹ƒVƒI */
- damage = 40; //ŒÅ’èƒ_ƒ[ƒW
+ case PR_ASPERSIO: /* アスペルシオ */
+ damage = 40; //固定ダメージ
normalmagic_flag = 0;
break;
- case PR_SANCTUARY: // ƒTƒ“ƒNƒ`ƒ…ƒAƒŠ
+ case PR_SANCTUARY: // サンクãƒãƒ¥ã‚¢ãƒª
damage = (skill_lv > 6) ? 388 : skill_lv * 50;
normalmagic_flag = 0;
blewcount |= 0x10000;
break;
case ALL_RESURRECTION:
- case PR_TURNUNDEAD: // UŒ‚ƒŠƒUƒŒƒNƒVƒ‡ƒ“‚ƃ^[ƒ“ƒAƒ“ƒfƒbƒh
+ case PR_TURNUNDEAD: // 攻撃リザレクションã¨ã‚¿ãƒ¼ãƒ³ã‚¢ãƒ³ãƒ‡ãƒƒãƒ‰
if (target->type != BL_PC
&& battle_check_undead (t_race, t_ele))
{
@@ -4257,10 +4257,10 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
if (thres > 700)
thres = 700;
// if(battle_config.battle_log)
-// printf("ƒ^[ƒ“ƒAƒ“ƒfƒbƒhI Šm—¦%d ñ(番—¦)\n", thres);
- if (MRAND (1000) < thres && !(t_mode & 0x20)) // ¬Œ÷
+// printf("ã‚¿ãƒ¼ãƒ³ã‚¢ãƒ³ãƒ‡ãƒƒãƒ‰ï¼ ç¢ºçŽ‡%d ‰(åƒåˆ†çއ)\n", thres);
+ if (MRAND (1000) < thres && !(t_mode & 0x20)) // æˆåŠŸ
damage = hp;
- else // ޏ”s
+ else // 失敗
damage =
battle_get_lv (bl) + battle_get_int (bl) +
skill_lv * 10;
@@ -4268,7 +4268,7 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
normalmagic_flag = 0;
break;
- case MG_NAPALMBEAT: // ƒiƒp[ƒ€ƒr[ƒgi•ªŽUŒvŽZž‚Ýj
+ case MG_NAPALMBEAT: // ナパームビート(分散計算込ã¿ï¼‰
MATK_FIX (70 + skill_lv * 10, 100);
if (flag > 0)
{
@@ -4281,7 +4281,7 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
("battle_calc_magic_attack(): napam enemy count=0 !\n");
}
break;
- case MG_FIREBALL: // ƒtƒ@ƒCƒ„[ƒ{[ƒ‹
+ case MG_FIREBALL: // ファイヤーボール
{
const int drate[] = { 100, 90, 70 };
if (flag > 2)
@@ -4290,9 +4290,9 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
MATK_FIX ((95 + skill_lv * 5) * drate[flag], 10000);
}
break;
- case MG_FIREWALL: // ƒtƒ@ƒCƒ„[ƒEƒH[ƒ‹
+ case MG_FIREWALL: // ファイヤーウォール
/*
- if( (t_ele!=3 && !battle_check_undead(t_race,t_ele)) || target->type==BL_PC ) //PC‚͉Α®«‚Å‚à”ò‚ÔH‚»‚à‚»‚àƒ_ƒ[ƒWŽó‚¯‚éH
+ if( (t_ele!=3 && !battle_check_undead(t_race,t_ele)) || target->type==BL_PC ) //PCã¯ç«å±žæ€§ã§ã‚‚飛ã¶ï¼Ÿãã‚‚ãもダメージå—ã‘る?
blewcount |= 0x10000;
else
blewcount = 0;
@@ -4304,18 +4304,18 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
blewcount |= 0x10000;
MATK_FIX (1, 2);
break;
- case MG_THUNDERSTORM: // ƒTƒ“ƒ_[ƒXƒg[ƒ€
+ case MG_THUNDERSTORM: // サンダーストーム
MATK_FIX (80, 100);
break;
- case MG_FROSTDIVER: // ƒtƒƒXƒgƒ_ƒCƒo
+ case MG_FROSTDIVER: // フロストダイãƒ
MATK_FIX (100 + skill_lv * 10, 100);
break;
- case WZ_FROSTNOVA: // ƒtƒƒXƒgƒ_ƒCƒo
+ case WZ_FROSTNOVA: // フロストダイãƒ
MATK_FIX (((100 + skill_lv * 10) * (2 / 3)), 100);
break;
- case WZ_FIREPILLAR: // ƒtƒ@ƒCƒ„[ƒsƒ‰[
+ case WZ_FIREPILLAR: // ファイヤーピラー
if (mdef1 < 1000000)
- mdef1 = mdef2 = 0; // MDEF–³Ž‹
+ mdef1 = mdef2 = 0; // MDEF無視
MATK_FIX (1, 5);
matk1 += 50;
matk2 += 50;
@@ -4324,26 +4324,26 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
MATK_FIX (100 + skill_lv * 20, 100);
break;
case WZ_METEOR:
- case WZ_JUPITEL: // ƒ†ƒsƒeƒ‹ƒTƒ“ƒ_[
+ case WZ_JUPITEL: // ユピテルサンダー
break;
- case WZ_VERMILION: // ƒ[ƒhƒIƒuƒo[ƒ~ƒŠƒIƒ“
+ case WZ_VERMILION: // ロードオブãƒãƒ¼ãƒŸãƒªã‚ªãƒ³
MATK_FIX (skill_lv * 20 + 80, 100);
break;
- case WZ_WATERBALL: // ƒEƒH[ƒ^[ƒ{[ƒ‹
+ case WZ_WATERBALL: // ウォーターボール
matk1 += skill_lv * 30;
matk2 += skill_lv * 30;
break;
- case WZ_STORMGUST: // ƒXƒg[ƒ€ƒKƒXƒg
+ case WZ_STORMGUST: // ストームガスト
MATK_FIX (skill_lv * 40 + 100, 100);
blewcount |= 0x10000;
break;
- case AL_HOLYLIGHT: // ƒz[ƒŠ[ƒ‰ƒCƒg
+ case AL_HOLYLIGHT: // ホーリーライト
MATK_FIX (125, 100);
break;
case AL_RUWACH:
MATK_FIX (145, 100);
break;
- case HW_NAPALMVULCAN: // ƒiƒp[ƒ€ƒr[ƒgi•ªŽUŒvŽZž‚Ýj
+ case HW_NAPALMVULCAN: // ナパームビート(分散計算込ã¿ï¼‰
MATK_FIX (70 + skill_lv * 10, 100);
if (flag > 0)
{
@@ -4360,7 +4360,7 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
}
if (normalmagic_flag)
- { // ˆê”Ê–‚–@ƒ_ƒ[ƒWŒvŽZ
+ { // 一般魔法ダメージ計算
int imdef_flag = 0;
if (matk1 > matk2)
damage = matk2 + MRAND ((matk1 - matk2 + 1));
@@ -4426,8 +4426,8 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
{
int s_class = battle_get_class (bl);
cardfix = 100;
- cardfix = cardfix * (100 - tsd->subele[ele]) / 100; // ‘® «‚É‚æ‚éƒ_ƒ[ƒW‘Ï«
- cardfix = cardfix * (100 - tsd->subrace[race]) / 100; // Ží‘°‚É‚æ‚éƒ_ƒ[ƒW‘Ï«
+ cardfix = cardfix * (100 - tsd->subele[ele]) / 100; // 属 性ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è€æ€§
+ cardfix = cardfix * (100 - tsd->subrace[race]) / 100; // 種æ—ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è€æ€§
cardfix = cardfix * (100 - tsd->magic_subrace[race]) / 100;
if (battle_get_mode (bl) & 0x20)
cardfix = cardfix * (100 - tsd->magic_subrace[10]) / 100;
@@ -4447,18 +4447,18 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
if (damage < 0)
damage = 0;
- damage = battle_attr_fix (damage, ele, battle_get_element (target)); // ‘® «C³
+ damage = battle_attr_fix (damage, ele, battle_get_element (target)); // 属 性修正
if (skill_num == CR_GRANDCROSS)
- { // ƒOƒ‰ƒ“ƒhƒNƒƒX
+ { // グランドクロス
struct Damage wd;
wd = battle_calc_weapon_attack (bl, target, skill_num, skill_lv,
flag);
damage = (damage + wd.damage) * (100 + 40 * skill_lv) / 100;
if (battle_config.gx_dupele)
- damage = battle_attr_fix (damage, ele, battle_get_element (target)); //‘®«2‰ñ‚©‚©‚é
+ damage = battle_attr_fix (damage, ele, battle_get_element (target)); //属性2回ã‹ã‹ã‚‹
if (bl == target)
- damage = damage / 2; //”½“®‚Í”¼•ª
+ damage = damage / 2; //åå‹•ã¯åŠåˆ†
}
div_ = skill_get_num (skill_num, skill_lv);
@@ -4479,10 +4479,10 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
damage = (damage * (100 - battle_config.gtb_pvp_only)) / 100;
}
else
- damage = 0; // ‰© ‹à峃J[ƒhi–‚–@ƒ_ƒ[ƒW‚Oj
+ damage = 0; // 黄 金蟲カード(魔法ダメージï¼ï¼‰
}
- damage = battle_calc_damage (bl, target, damage, div_, skill_num, skill_lv, aflag); // ÅIC³
+ damage = battle_calc_damage (bl, target, damage, div_, skill_num, skill_lv, aflag); // 最終修正
/* magic_damage_return by [AppleGirl] and [Valaris] */
if (target->type == BL_PC && tsd && tsd->magic_damage_return > 0)
@@ -4508,7 +4508,7 @@ struct Damage battle_calc_magic_attack (struct block_list *bl,
}
/*==========================================
- * ‚»‚Ì‘¼ƒ_ƒ[ƒWŒvŽZ
+ * ãã®ä»–ダメージ計算
*------------------------------------------
*/
struct Damage battle_calc_misc_attack (struct block_list *bl,
@@ -4527,7 +4527,7 @@ struct Damage battle_calc_misc_attack (struct block_list *bl,
int aflag = BF_MISC | BF_LONG | BF_SKILL;
- //return‘O‚̈—‚ª‚ ‚é‚Ì‚Åî•ño—Í•”‚̂ݕÏX
+ //returnå‰ã®å‡¦ç†ãŒã‚ã‚‹ã®ã§æƒ…報出力部ã®ã¿å¤‰æ›´
if (bl == NULL || target == NULL)
{
nullpo_info (NLP_MARK);
@@ -4547,19 +4547,19 @@ struct Damage battle_calc_misc_attack (struct block_list *bl,
switch (skill_num)
{
- case HT_LANDMINE: // ƒ‰ƒ“ƒhƒ}ƒCƒ“
+ case HT_LANDMINE: // ランドマイン
damage = skill_lv * (dex + 75) * (100 + int_) / 100;
break;
- case HT_BLASTMINE: // ƒuƒ‰ƒXƒgƒ}ƒCƒ“
+ case HT_BLASTMINE: // ブラストマイン
damage = skill_lv * (dex / 2 + 50) * (100 + int_) / 100;
break;
- case HT_CLAYMORETRAP: // ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv
+ case HT_CLAYMORETRAP: // クレイモアートラップ
damage = skill_lv * (dex / 2 + 75) * (100 + int_) / 100;
break;
- case HT_BLITZBEAT: // ƒuƒŠƒbƒcƒr[ƒg
+ case HT_BLITZBEAT: // ブリッツビート
if (sd == NULL || (skill = pc_checkskill (sd, HT_STEELCROW)) <= 0)
skill = 0;
damage = (dex / 10 + int_ / 2 + skill * 3 + 40) * 2;
@@ -4567,22 +4567,22 @@ struct Damage battle_calc_misc_attack (struct block_list *bl,
damage /= flag;
break;
- case TF_THROWSTONE: // Î“Š‚°
+ case TF_THROWSTONE: // 石投ã’
damage = 30;
damagefix = 0;
break;
- case BA_DISSONANCE: // •s‹¦˜a‰¹
+ case BA_DISSONANCE: // ä¸å”和音
damage =
(skill_lv) * 20 + pc_checkskill (sd, BA_MUSICALLESSON) * 3;
break;
- case NPC_SELFDESTRUCTION: // Ž©”š
+ case NPC_SELFDESTRUCTION: // 自爆
damage = battle_get_hp (bl) - (bl == target ? 1 : 0);
damagefix = 0;
break;
- case NPC_SMOKING: // ƒ^ƒoƒR‚ð‹z‚¤
+ case NPC_SMOKING: // ã‚¿ãƒã‚³ã‚’å¸ã†
damage = 3;
damagefix = 0;
break;
@@ -4608,7 +4608,7 @@ struct Damage battle_calc_misc_attack (struct block_list *bl,
}
}
break;
- case SN_FALCONASSAULT: /* ƒtƒ@ƒ‹ƒRƒ“ƒAƒTƒ‹ƒg */
+ case SN_FALCONASSAULT: /* ファルコンアサルト */
skill = pc_checkskill (sd, HT_BLITZBEAT);
damage =
(100 + 50 * skill_lv +
@@ -4627,14 +4627,14 @@ struct Damage battle_calc_misc_attack (struct block_list *bl,
if (tsd)
{
cardfix = 100;
- cardfix = cardfix * (100 - tsd->subele[ele]) / 100; // ‘®«‚É‚æ‚éƒ_ƒ[ƒW‘Ï«
- cardfix = cardfix * (100 - tsd->subrace[race]) / 100; // Ží‘°‚É‚æ‚éƒ_ƒ[ƒW‘Ï«
+ cardfix = cardfix * (100 - tsd->subele[ele]) / 100; // 属性ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è€æ€§
+ cardfix = cardfix * (100 - tsd->subrace[race]) / 100; // 種æ—ã«ã‚ˆã‚‹ãƒ€ãƒ¡ãƒ¼ã‚¸è€æ€§
cardfix = cardfix * (100 - tsd->misc_def_rate) / 100;
damage = damage * cardfix / 100;
}
if (damage < 0)
damage = 0;
- damage = battle_attr_fix (damage, ele, battle_get_element (target)); // ‘®«C³
+ damage = battle_attr_fix (damage, ele, battle_get_element (target)); // 属性修正
}
div_ = skill_get_num (skill_num, skill_lv);
@@ -4649,7 +4649,7 @@ struct Damage battle_calc_misc_attack (struct block_list *bl,
damage = div_;
}
- damage = battle_calc_damage (bl, target, damage, div_, skill_num, skill_lv, aflag); // ÅIC³
+ damage = battle_calc_damage (bl, target, damage, div_, skill_num, skill_lv, aflag); // 最終修正
md.damage = damage;
md.div_ = div_;
@@ -4664,7 +4664,7 @@ struct Damage battle_calc_misc_attack (struct block_list *bl,
}
/*==========================================
- * ƒ_ƒ[ƒWŒvŽZˆêЇˆ——p
+ * ダメージ計算一括処ç†ç”¨
*------------------------------------------
*/
struct Damage battle_calc_attack (int attack_type,
@@ -4696,7 +4696,7 @@ struct Damage battle_calc_attack (int attack_type,
}
/*==========================================
- * ’ÊíUŒ‚ˆ—‚܂Ƃß
+ * 通常攻撃処ç†ã¾ã¨ã‚
*------------------------------------------
*/
int battle_weapon_attack (struct block_list *src, struct block_list *target,
@@ -4741,7 +4741,7 @@ int battle_weapon_attack (struct block_list *src, struct block_list *target,
if (battle_check_target (src, target, BCT_ENEMY) > 0 &&
battle_check_range (src, target, 0))
{
- // UŒ‚‘ÎۂƂȂ肤‚é‚Ì‚ÅUŒ‚
+ // 攻撃対象ã¨ãªã‚Šã†ã‚‹ã®ã§æ”»æ’ƒ
if (sd && sd->status.weapon == 11)
{
if (sd->equip_index[10] >= 0)
@@ -4833,14 +4833,14 @@ int battle_weapon_attack (struct block_list *src, struct block_list *target,
}
if (wd.div_ == 255 && sd)
- { //ŽO’i¶
+ { //三段掌
int delay =
1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src);
int skilllv;
if (wd.damage + wd.damage2 < battle_get_hp (target))
{
if ((skilllv = pc_checkskill (sd, MO_CHAINCOMBO)) > 0)
- delay += 300 * battle_config.combo_delay_rate / 100; //’ljÁƒfƒBƒŒƒC‚ðconf‚É‚æ‚è’²®
+ delay += 300 * battle_config.combo_delay_rate / 100; //追加ディレイをconfã«ã‚ˆã‚Šèª¿æ•´
skill_status_change_start (src, SC_COMBO, MO_TRIPLEATTACK,
skilllv, 0, 0, delay, 0);
@@ -4855,7 +4855,7 @@ int battle_weapon_attack (struct block_list *src, struct block_list *target,
{
clif_damage (src, target, tick, wd.amotion, wd.dmotion,
wd.damage, wd.div_, wd.type, wd.damage2);
- //“ñ“—¬¶Žè‚ƃJƒ^[ƒ‹’ÇŒ‚‚̃~ƒX•\ަ(–³—‚â‚è`)
+ //二刀æµå·¦æ‰‹ã¨ã‚«ã‚¿ãƒ¼ãƒ«è¿½æ’ƒã®ãƒŸã‚¹è¡¨ç¤º(ç„¡ç†ã‚„り〜)
if (sd && sd->status.weapon >= 16 && wd.damage2 == 0)
clif_damage (src, target, tick + 10, wd.amotion, wd.dmotion,
0, 1, 0, 0);
@@ -4967,7 +4967,7 @@ int battle_weapon_attack (struct block_list *src, struct block_list *target,
skilllv, tick,
flag);
break;
- case 1: /* Žx‰‡Œn */
+ case 1: /* 支æ´ç³» */
if ((sc_data[SC_AUTOSPELL].val2 == AL_HEAL
|| (sc_data[SC_AUTOSPELL].val2 ==
ALL_RESURRECTION
@@ -5011,7 +5011,7 @@ int battle_weapon_attack (struct block_list *src, struct block_list *target,
[SC_AUTOSPELL].val2,
skilllv, tick, flag);
break;
- case 1: /* Žx‰‡Œn */
+ case 1: /* 支æ´ç³» */
if ((sc_data[SC_AUTOSPELL].val2 == AL_HEAL
|| (sc_data[SC_AUTOSPELL].val2 ==
ALL_RESURRECTION
@@ -5064,7 +5064,7 @@ int battle_weapon_attack (struct block_list *src, struct block_list *target,
skilllv, tick,
flag);
break;
- case 1: /* Žx‰‡Œn */
+ case 1: /* 支æ´ç³» */
if ((sd->autospell_id == AL_HEAL
|| (sd->autospell_id == ALL_RESURRECTION
&& target->type != BL_PC))
@@ -5154,7 +5154,7 @@ int battle_weapon_attack (struct block_list *src, struct block_list *target,
(int) target, (int) src,
skill_get_time2 (MO_BLADESTOP, lv), 0);
}
- if (t_sc_data && t_sc_data[SC_SPLASHER].timer != -1) //‰£‚Á‚½‚̂őÎۂ̃xƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ[ó‘Ô‚ð‰ðœ
+ if (t_sc_data && t_sc_data[SC_SPLASHER].timer != -1) //æ®´ã£ãŸã®ã§å¯¾è±¡ã®ãƒ™ãƒŠãƒ ã‚¹ãƒ—ラッシャー状態を解除
skill_status_change_end (target, SC_SPLASHER, -1);
map_freeblock_unlock ();
@@ -5183,12 +5183,12 @@ int battle_check_undead (int race, int element)
}
/*==========================================
- * “G–¡•û”»’è(1=m’è,0=”Û’è,-1=ƒGƒ‰[)
- * flag&0xf0000 = 0x00000:“G‚¶‚á‚È‚¢‚©”»’èiret:1“G‚ł͂Ȃ¢j
- * = 0x10000:ƒp[ƒeƒB[”»’èiret:1=ƒp[ƒeƒB[ƒƒ“ƒo)
- * = 0x20000:‘S‚Ä(ret:1=“G–¡•û—¼•û)
- * = 0x40000:“G‚©”»’è(ret:1=“G)
- * = 0x50000:ƒp[ƒeƒB[‚¶‚á‚È‚¢‚©”»’è(ret:1=ƒp[ƒeƒB‚łȂ¢)
+ * 敵味方判定(1=肯定,0=å¦å®š,-1=エラー)
+ * flag&0xf0000 = 0x00000:敵ã˜ã‚ƒãªã„ã‹åˆ¤å®šï¼ˆret:1ï¼æ•µã§ã¯ãªã„)
+ * = 0x10000:パーティー判定(ret:1=パーティーメンãƒ)
+ * = 0x20000:å…¨ã¦(ret:1=敵味方両方)
+ * = 0x40000:敵ã‹åˆ¤å®š(ret:1=敵)
+ * = 0x50000:パーティーã˜ã‚ƒãªã„ã‹åˆ¤å®š(ret:1=パーティã§ãªã„)
*------------------------------------------
*/
int battle_check_target (struct block_list *src, struct block_list *target,
@@ -5201,7 +5201,7 @@ int battle_check_target (struct block_list *src, struct block_list *target,
nullpo_retr (0, target);
if (flag & 0x40000)
- { // ”½“]ƒtƒ‰ƒO
+ { // å転フラグ
int ret = battle_check_target (src, target, flag & 0x30000);
if (ret != -1)
return !ret;
@@ -5216,7 +5216,7 @@ int battle_check_target (struct block_list *src, struct block_list *target,
return -1;
}
- if (src->type == BL_SKILL && target->type == BL_SKILL) // ‘ÎÛ‚ªƒXƒLƒ‹ƒ†ƒjƒbƒg‚Ȃ疳ðŒm’è
+ if (src->type == BL_SKILL && target->type == BL_SKILL) // 対象ãŒã‚¹ã‚­ãƒ«ãƒ¦ãƒ‹ãƒƒãƒˆãªã‚‰ç„¡æ¡ä»¶è‚¯å®š
return -1;
if (target->type == BL_PC
@@ -5235,7 +5235,7 @@ int battle_check_target (struct block_list *src, struct block_list *target,
}
}
- // ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Ìê‡Ae‚ð‹‚ß‚é
+ // スキルユニットã®å ´åˆã€è¦ªã‚’求ã‚ã‚‹
if (src->type == BL_SKILL)
{
int inf2 =
@@ -5257,25 +5257,25 @@ int battle_check_target (struct block_list *src, struct block_list *target,
return -1;
}
}
- // Mob‚Åmaster_id‚ª‚ ‚Á‚Äspecial_mob_ai‚È‚çA¢Š«Žå‚ð‹‚ß‚é
+ // Mobã§master_idãŒã‚ã£ã¦special_mob_aiãªã‚‰ã€å¬å–šä¸»ã‚’求ã‚ã‚‹
if (src->type == BL_MOB)
{
struct mob_data *md = (struct mob_data *) src;
if (md && md->master_id > 0)
{
- if (md->master_id == target->id) // Žå‚È‚çm’è
+ if (md->master_id == target->id) // 主ãªã‚‰è‚¯å®š
return 1;
if (md->state.special_mob_ai)
{
if (target->type == BL_MOB)
- { //special_mob_ai‚Å‘ÎÛ‚ªMob
+ { //special_mob_aiã§å¯¾è±¡ãŒMob
struct mob_data *tmd = (struct mob_data *) target;
if (tmd)
{
- if (tmd->master_id != md->master_id) //¢Š«Žå‚ªˆê‚łȂ¯‚ê‚Δےè
+ if (tmd->master_id != md->master_id) //å¬å–šä¸»ãŒä¸€ç·’ã§ãªã‘れã°å¦å®š
return 0;
else
- { //¢Š«Žå‚ªˆê‚Ȃ̂Åm’肵‚½‚¢‚¯‚ÇŽ©”š‚͔ےè
+ { //å¬å–šä¸»ãŒä¸€ç·’ãªã®ã§è‚¯å®šã—ãŸã„ã‘ã©è‡ªçˆ†ã¯å¦å®š
if (md->state.special_mob_ai > 2)
return 0;
else
@@ -5289,20 +5289,20 @@ int battle_check_target (struct block_list *src, struct block_list *target,
}
}
- if (src == target || ss == target) // “¯‚¶‚È‚çm’è
+ if (src == target || ss == target) // åŒã˜ãªã‚‰è‚¯å®š
return 1;
if (target->type == BL_PC
&& pc_isinvisible ((struct map_session_data *) target))
return -1;
- if (src->prev == NULL || // Ž€‚ñ‚Å‚é‚È‚çƒGƒ‰[
+ if (src->prev == NULL || // 死んã§ã‚‹ãªã‚‰ã‚¨ãƒ©ãƒ¼
(src->type == BL_PC && pc_isdead ((struct map_session_data *) src)))
return -1;
if ((ss->type == BL_PC && target->type == BL_MOB) ||
(ss->type == BL_MOB && target->type == BL_PC))
- return 0; // PCvsMOB‚È‚ç”Û’è
+ return 0; // PCvsMOBãªã‚‰å¦å®š
s_p = battle_get_party_id (ss);
s_g = battle_get_guild_id (ss);
@@ -5312,20 +5312,20 @@ int battle_check_target (struct block_list *src, struct block_list *target,
if (flag & 0x10000)
{
- if (s_p && t_p && s_p == t_p) // “¯‚¶ƒp[ƒeƒB‚È‚çm’èi–¡•ûj
+ if (s_p && t_p && s_p == t_p) // åŒã˜ãƒ‘ーティãªã‚‰è‚¯å®šï¼ˆå‘³æ–¹ï¼‰
return 1;
- else // ƒp[ƒeƒBŒŸõ‚Ȃ瓯‚¶ƒp[ƒeƒB‚¶‚á‚È‚¢Žž“_‚Ŕےè
+ else // パーティ検索ãªã‚‰åŒã˜ãƒ‘ーティã˜ã‚ƒãªã„時点ã§å¦å®š
return 0;
}
- if (ss->type == BL_MOB && s_g > 0 && t_g > 0 && s_g == t_g) // “¯‚¶ƒMƒ‹ƒh/mobƒNƒ‰ƒX‚È‚çm’èi–¡•ûj
+ if (ss->type == BL_MOB && s_g > 0 && t_g > 0 && s_g == t_g) // åŒã˜ã‚®ãƒ«ãƒ‰/mobクラスãªã‚‰è‚¯å®šï¼ˆå‘³æ–¹ï¼‰
return 1;
//printf("ss:%d src:%d target:%d flag:0x%x %d %d ",ss->id,src->id,target->id,flag,src->type,target->type);
//printf("p:%d %d g:%d %d\n",s_p,t_p,s_g,t_g);
if (ss->type == BL_PC && target->type == BL_PC)
- { // —¼•ûPVPƒ‚[ƒh‚È‚ç”Û’èi“Gj
+ { // 両方PVPモードãªã‚‰å¦å®šï¼ˆæ•µï¼‰
struct skill_unit *su = NULL;
if (src->type == BL_SKILL)
su = (struct skill_unit *) src;
@@ -5367,9 +5367,9 @@ int battle_check_target (struct block_list *src, struct block_list *target,
&& g->alliance[i].guild_id == t_g)
{
if (g->alliance[i].opposition)
- return 0; //“G‘΃Mƒ‹ƒh‚Ȃ疳ðŒ‚É“G
+ return 0; //敵対ギルドãªã‚‰ç„¡æ¡ä»¶ã«æ•µ
else
- return 1; //“¯–¿ƒMƒ‹ƒh‚Ȃ疳ðŒ‚É–¡•û
+ return 1; //åŒç›Ÿã‚®ãƒ«ãƒ‰ãªã‚‰ç„¡æ¡ä»¶ã«å‘³æ–¹
}
}
}
@@ -5377,11 +5377,11 @@ int battle_check_target (struct block_list *src, struct block_list *target,
}
}
- return 1; // ŠY“–‚µ‚È‚¢‚̂Ŗ³ŠÖŒWl•¨i‚Ü‚ “G‚¶‚á‚È‚¢‚̂Ŗ¡•ûj
+ return 1; // 該当ã—ãªã„ã®ã§ç„¡é–¢ä¿‚人物(ã¾ã‚敵ã˜ã‚ƒãªã„ã®ã§å‘³æ–¹ï¼‰
}
/*==========================================
- * ŽË’ö”»’è
+ * 射程判定
*------------------------------------------
*/
int battle_check_range (struct block_list *src, struct block_list *bl,
@@ -5399,19 +5399,19 @@ int battle_check_range (struct block_list *src, struct block_list *bl,
dy = abs (bl->y - src->y);
arange = ((dx > dy) ? dx : dy);
- if (src->m != bl->m) // ˆá‚¤ƒ}ƒbƒv
+ if (src->m != bl->m) // é•ã†ãƒžãƒƒãƒ—
return 0;
- if (range > 0 && range < arange) // ‰“‚·‚¬‚é
+ if (range > 0 && range < arange) // é ã™ãŽã‚‹
return 0;
- if (arange < 2) // “¯‚¶ƒ}ƒX‚©—×Ú
+ if (arange < 2) // åŒã˜ãƒžã‚¹ã‹éš£æŽ¥
return 1;
// if(bl->type == BL_SKILL && ((struct skill_unit *)bl)->group->unit_id == 0x8d)
// return 1;
- // áŠQ•¨”»’è
+ // 障害物判定
wpd.path_len = 0;
wpd.path_pos = 0;
wpd.path_half = 0;
@@ -5427,7 +5427,7 @@ int battle_check_range (struct block_list *src, struct block_list *bl,
/*==========================================
* Return numerical value of a switch configuration (modified by [Yor])
- * on/off, english, français, deutsch, español
+ * on/off, english, fran軋is, deutsch, espal
*------------------------------------------
*/
int battle_config_switch (const char *str)
@@ -5443,7 +5443,7 @@ int battle_config_switch (const char *str)
}
/*==========================================
- * Ý’èƒtƒ@ƒCƒ‹‚ð“ǂݞ‚Þ
+ * 設定ファイルを読ã¿è¾¼ã‚€
*------------------------------------------
*/
int battle_config_read (const char *cfgName)