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authorBen Longbons <b.r.longbons@gmail.com>2011-03-02 17:04:45 -0800
committerBen Longbons <b.r.longbons@gmail.com>2011-03-02 17:04:45 -0800
commitead4630c475d929deb3132e7afc1ae1a2932eb7f (patch)
tree21bd5cb289d8985a46723fc4f566494ead476179 /src/map
parenta1a2711abfc594f2be1da51df95ddcd7071ddebd (diff)
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convert from SHIFT-JIS files with errors
Diffstat (limited to 'src/map')
-rw-r--r--src/map/atcommand.c30
-rw-r--r--src/map/skill.c2842
2 files changed, 1436 insertions, 1436 deletions
diff --git a/src/map/atcommand.c b/src/map/atcommand.c
index 3c06a77..681cccf 100644
--- a/src/map/atcommand.c
+++ b/src/map/atcommand.c
@@ -212,7 +212,7 @@ ATCOMMAND_FUNC (wgm);
ATCOMMAND_FUNC (ipcheck);
/*==========================================
- *AtCommandInfo atcommand_info[]\‘¢‘Ì‚Ì’è‹`
+ *AtCommandInfo atcommand_info[]構造体ã®å®šç¾©
*------------------------------------------
*/
@@ -619,7 +619,7 @@ int e_mail_check (unsigned char *email)
}
/*==========================================
- * get_atcommand_level @ƒRƒ}ƒ“ƒh‚Ì•K—vƒŒƒxƒ‹‚ðŽæ“¾
+ * get_atcommand_level @コマンドã®å¿…è¦ãƒ¬ãƒ™ãƒ«ã‚’å–å¾—
*------------------------------------------
*/
int get_atcommand_level (const AtCommandType type)
@@ -705,7 +705,7 @@ void gm_log (const char *fmt, ...)
}
/*==========================================
- *is_atcommand @ƒRƒ}ƒ“ƒh‚É‘¶Ý‚·‚é‚©‚Ç‚¤‚©Šm”F‚·‚é
+ *is_atcommand @コマンドã«å­˜åœ¨ã™ã‚‹ã‹ã©ã†ã‹ç¢ºèªã™ã‚‹
*------------------------------------------
*/
AtCommandType
@@ -1757,7 +1757,7 @@ int atcommand_speed (const int fd, struct map_session_data *sd,
{
sd->speed = speed;
//sd->walktimer = x;
- //‚±‚Ì•¶‚ð’ljÁ by ‚ê‚
+ //ã“ã®æ–‡ã‚’追加 by ã‚Œ
clif_updatestatus (sd, SP_SPEED);
clif_displaymessage (fd, msg_table[8]); // Speed changed.
}
@@ -2400,7 +2400,7 @@ int atcommand_pvpoff (const int fd, struct map_session_data *sd,
map[sd->bl.m].flag.pvp = 0;
clif_send0199 (sd->bl.m, 0);
for (i = 0; i < fd_max; i++)
- { //l”•ªƒ‹[ƒv
+ { //人数分ループ
if (session[i] && (pl_sd = session[i]->session_data)
&& pl_sd->state.auth)
{
@@ -2546,11 +2546,11 @@ int atcommand_model (const int fd, struct map_session_data *sd,
hair_color >= MIN_HAIR_COLOR && hair_color <= MAX_HAIR_COLOR &&
cloth_color >= MIN_CLOTH_COLOR && cloth_color <= MAX_CLOTH_COLOR)
{
- //•ž‚ÌF•ÏX
+ //æœã®è‰²å¤‰æ›´
if (cloth_color != 0 && sd->status.sex == 1
&& (sd->status.class == 12 || sd->status.class == 17))
{
- //•ž‚ÌF–¢ŽÀ‘•E‚Ì”»’è
+ //æœã®è‰²æœªå®Ÿè£…è·ã®åˆ¤å®š
clif_displaymessage (fd, msg_table[35]); // You can't use this command with this class.
return -1;
}
@@ -3208,8 +3208,8 @@ int atcommand_produce (const int fd, struct map_session_data *sd,
tmp_item.card[0] = 0x00ff;
tmp_item.card[1] = ((star * 5) << 8) + attribute;
*((unsigned long *) (&tmp_item.card[2])) = sd->char_id;
- clif_produceeffect (sd, 0, item_id); // »‘¢ƒGƒtƒFƒNƒgƒpƒPƒbƒg
- clif_misceffect (&sd->bl, 3); // ‘¼l‚ɂଌ÷‚ð’Ê’m
+ clif_produceeffect (sd, 0, item_id); // 製造エフェクトパケット
+ clif_misceffect (&sd->bl, 3); // 他人ã«ã‚‚æˆåŠŸã‚’通知
if ((flag = pc_additem (sd, &tmp_item, 1)))
clif_additem (sd, 0, 0, flag);
}
@@ -4483,7 +4483,7 @@ int atcommand_raisemap (const int fd, struct map_session_data *sd,
}
/*==========================================
- * atcommand_character_baselevel @charbaselvl‚Å‘ÎÛƒLƒƒƒ‰‚̃Œƒxƒ‹‚ðã‚°‚é
+ * atcommand_character_baselevel @charbaselvlã§å¯¾è±¡ã‚­ãƒ£ãƒ©ã®ãƒ¬ãƒ™ãƒ«ã‚’上ã’ã‚‹
*------------------------------------------
*/
int atcommand_character_baselevel (const int fd, struct map_session_data *sd,
@@ -4573,11 +4573,11 @@ int atcommand_character_baselevel (const int fd, struct map_session_data *sd,
return -1;
}
- return 0; //³íI—¹
+ return 0; //正常終了
}
/*==========================================
- * atcommand_character_joblevel @charjoblvl‚Å‘ÎÛƒLƒƒƒ‰‚ÌJobƒŒƒxƒ‹‚ðã‚°‚é
+ * atcommand_character_joblevel @charjoblvlã§å¯¾è±¡ã‚­ãƒ£ãƒ©ã®Jobレベルを上ã’ã‚‹
*------------------------------------------
*/
int atcommand_character_joblevel (const int fd, struct map_session_data *sd,
@@ -4586,7 +4586,7 @@ int atcommand_character_joblevel (const int fd, struct map_session_data *sd,
struct map_session_data *pl_sd;
char character[100];
int max_level = 50, level = 0;
- //“]¶‚â—{Žq‚Ìꇂ̌³‚ÌE‹Æ‚ðŽZo‚·‚é
+ //転生や養å­ã®å ´åˆã®å…ƒã®è·æ¥­ã‚’算出ã™ã‚‹
struct pc_base_job pl_s_class;
memset (character, '\0', sizeof (character));
@@ -4607,7 +4607,7 @@ int atcommand_character_joblevel (const int fd, struct map_session_data *sd,
{ // you can change job level only lower or same gm level
if (pl_s_class.job == 0)
max_level -= 40;
- if ((pl_s_class.job == 23) || (pl_s_class.upper == 1 && pl_s_class.type == 2)) //ƒXƒpƒmƒr‚Æ“]¶E‚ÍJobƒŒƒxƒ‹‚ÌÅ‚‚ª70
+ if ((pl_s_class.job == 23) || (pl_s_class.upper == 1 && pl_s_class.type == 2)) //スパノビã¨è»¢ç”Ÿè·ã¯Jobレベルã®æœ€é«˜ãŒ70
max_level += 20;
if (level > 0)
@@ -5051,7 +5051,7 @@ int atcommand_agitend (const int fd, struct map_session_data *sd,
}
/*==========================================
- * @mapexit‚Ń}ƒbƒvƒT[ƒo[‚ðI—¹‚³‚¹‚é
+ * @mapexitã§ãƒžãƒƒãƒ—サーãƒãƒ¼ã‚’終了ã•ã›ã‚‹
*------------------------------------------
*/
int atcommand_mapexit (const int fd, struct map_session_data *sd,
diff --git a/src/map/skill.c b/src/map/skill.c
index 5745374..8a2b6b5 100644
--- a/src/map/skill.c
+++ b/src/map/skill.c
@@ -1,5 +1,5 @@
// $Id: skill.c,v 1.8 2004/09/25 05:32:19 MouseJstr Exp $
-/* ƒXƒLƒ‹ŠÖŒW */
+/* スキル関係 */
#include <stdio.h>
#include <stdlib.h>
@@ -31,92 +31,92 @@
#define STATE_BLIND 0x10
-/* ƒXƒLƒ‹”Ô†„ƒXƒe[ƒ^ƒXˆÙí”Ô†•ÏŠ·ƒe[ƒuƒ‹ */
-int SkillStatusChangeTable[] = { /* skill.h‚Ìenum‚ÌSC_***‚Æ‚ ‚킹‚邱‚Æ */
+/* スキル番å·ï¼ï¼žã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ç•°å¸¸ç•ªå·å¤‰æ›ãƒ†ãƒ¼ãƒ–ル */
+int SkillStatusChangeTable[] = { /* skill.hã®enumã®SC_***ã¨ã‚ã‚ã›ã‚‹ã“㨠*/
/* 0- */
-1, -1, -1, -1, -1, -1,
- SC_PROVOKE, /* ƒvƒƒ{ƒbƒN */
+ SC_PROVOKE, /* プロボック */
-1, 1, -1,
/* 10- */
- SC_SIGHT, /* ƒTƒCƒg */
+ SC_SIGHT, /* サイト */
-1, -1, -1, -1,
- SC_FREEZE, /* ƒtƒƒXƒgƒ_ƒCƒo[ */
- SC_STONE, /* ƒXƒg[ƒ“ƒJ[ƒX */
+ SC_FREEZE, /* フロストダイãƒãƒ¼ */
+ SC_STONE, /* ストーンカース */
-1, -1, -1,
/* 20- */
-1, -1, -1, -1,
- SC_RUWACH, /* ƒ‹ƒAƒt */
+ SC_RUWACH, /* ルアフ */
-1, -1, -1, -1,
- SC_INCREASEAGI, /* ‘¬“x‘‰Á */
+ SC_INCREASEAGI, /* 速度増加 */
/* 30- */
- SC_DECREASEAGI, /* ‘¬“xŒ¸­ */
+ SC_DECREASEAGI, /* 速度減少 */
-1,
- SC_SIGNUMCRUCIS, /* ƒVƒOƒiƒ€ƒNƒ‹ƒVƒX */
- SC_ANGELUS, /* ƒGƒ“ƒWƒFƒ‰ƒX */
- SC_BLESSING, /* ƒuƒŒƒbƒVƒ“ƒO */
+ SC_SIGNUMCRUCIS, /* シグナムクルシス */
+ SC_ANGELUS, /* エンジェラス */
+ SC_BLESSING, /* ブレッシング */
-1, -1, -1, -1, -1,
/* 40- */
-1, -1, -1, -1, -1,
- SC_CONCENTRATE, /* W’†—ÍŒüã */
+ SC_CONCENTRATE, /* 集中力å‘上 */
-1, -1, -1, -1,
/* 50- */
-1,
- SC_HIDING, /* ƒnƒCƒfƒBƒ“ƒO */
+ SC_HIDING, /* ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚° */
-1, -1, -1, -1, -1, -1, -1, -1,
/* 60- */
SC_TWOHANDQUICKEN, /* 2HQ */
SC_AUTOCOUNTER,
-1, -1, -1, -1,
- SC_IMPOSITIO, /* ƒCƒ“ƒ|ƒVƒeƒBƒIƒ}ƒkƒX */
- SC_SUFFRAGIUM, /* ƒTƒtƒ‰ƒMƒEƒ€ */
- SC_ASPERSIO, /* ƒAƒXƒyƒ‹ƒVƒI */
- SC_BENEDICTIO, /* ¹‘Ì~•Ÿ */
+ SC_IMPOSITIO, /* インãƒã‚·ãƒ†ã‚£ã‚ªãƒžãƒŒã‚¹ */
+ SC_SUFFRAGIUM, /* サフラギウム */
+ SC_ASPERSIO, /* アスペルシオ */
+ SC_BENEDICTIO, /* è–体é™ç¦ */
/* 70- */
-1,
SC_SLOWPOISON,
-1,
- SC_KYRIE, /* ƒLƒŠƒGƒGƒŒƒCƒ\ƒ“ */
- SC_MAGNIFICAT, /* ƒ}ƒOƒjƒtƒBƒJ[ƒg */
- SC_GLORIA, /* ƒOƒƒŠƒA */
- SC_DIVINA, /* ƒŒƒbƒNƒXƒfƒBƒr[ƒi */
+ SC_KYRIE, /* キリエエレイソン */
+ SC_MAGNIFICAT, /* マグニフィカート */
+ SC_GLORIA, /* グロリア */
+ SC_DIVINA, /* レックスディビーナ */
-1,
- SC_AETERNA, /* ƒŒƒbƒNƒXƒG[ƒeƒ‹ƒi */
+ SC_AETERNA, /* レックスエーテルナ */
-1,
/* 80- */
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
/* 90- */
-1, -1,
- SC_QUAGMIRE, /* ƒNƒ@ƒOƒ}ƒCƒA */
+ SC_QUAGMIRE, /* クァグマイア */
-1, -1, -1, -1, -1, -1, -1,
/* 100- */
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
/* 110- */
-1,
- SC_ADRENALINE, /* ƒAƒhƒŒƒiƒŠƒ“ƒ‰ƒbƒVƒ… */
- SC_WEAPONPERFECTION, /* ƒEƒFƒ|ƒ“ƒp[ƒtƒFƒNƒVƒ‡ƒ“ */
- SC_OVERTHRUST, /* ƒI[ƒo[ƒgƒ‰ƒXƒg */
- SC_MAXIMIZEPOWER, /* ƒ}ƒLƒVƒ}ƒCƒYƒpƒ[ */
+ SC_ADRENALINE, /* アドレナリンラッシュ */
+ SC_WEAPONPERFECTION, /* ウェãƒãƒ³ãƒ‘ーフェクション */
+ SC_OVERTHRUST, /* オーãƒãƒ¼ãƒˆãƒ©ã‚¹ãƒˆ */
+ SC_MAXIMIZEPOWER, /* マキシマイズパワー */
-1, -1, -1, -1, -1,
/* 120- */
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
/* 130- */
-1, -1, -1, -1, -1,
- SC_CLOAKING, /* ƒNƒ[ƒLƒ“ƒO */
- SC_STAN, /* ƒ\ƒjƒbƒNƒuƒ[ */
+ SC_CLOAKING, /* クローキング */
+ SC_STAN, /* ソニックブロー */
-1,
- SC_ENCPOISON, /* ƒGƒ“ƒ`ƒƒƒ“ƒgƒ|ƒCƒYƒ“ */
- SC_POISONREACT, /* ƒ|ƒCƒYƒ“ƒŠƒAƒNƒg */
+ SC_ENCPOISON, /* エンãƒãƒ£ãƒ³ãƒˆãƒã‚¤ã‚ºãƒ³ */
+ SC_POISONREACT, /* ãƒã‚¤ã‚ºãƒ³ãƒªã‚¢ã‚¯ãƒˆ */
/* 140- */
- SC_POISON, /* ƒxƒmƒ€ƒ_ƒXƒg */
- SC_SPLASHER, /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ[ */
+ SC_POISON, /* ベノムダスト */
+ SC_SPLASHER, /* ベナムスプラッシャー */
-1,
- SC_TRICKDEAD, /* Ž€‚ñ‚¾‚Ó‚è */
+ SC_TRICKDEAD, /* 死んã ãµã‚Š */
-1, -1, -1, -1, -1, -1,
/* 150- */
-1, -1, -1, -1, -1,
- SC_LOUD, /* ƒ‰ƒEƒhƒ{ƒCƒX */
+ SC_LOUD, /* ラウドボイス */
-1,
- SC_ENERGYCOAT, /* ƒGƒiƒW[ƒR[ƒg */
+ SC_ENERGYCOAT, /* エナジーコート */
-1, -1,
/* 160- */
-1, -1, -1, -1, -1, -1, -1, -1, -1, -1,
@@ -719,7 +719,7 @@ static const int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 };
static int rdamage;
-/* ƒXƒLƒ‹ƒf[ƒ^ƒx[ƒX */
+/* スキルデータベース */
struct skill_db skill_db[MAX_SKILL_DB];
#define UNARMED_PLAYER_DAMAGE_MIN(bl) (skill_power_bl((bl), TMW_BRAWLING) >> 4) // +50 for 200
@@ -835,7 +835,7 @@ int skill_get_castnodex (int id, int lv)
return (lv <= 0) ? 0 : skill_db[id].castnodex[lv - 1];
}
-/* ƒvƒƒgƒ^ƒCƒv */
+/* プロトタイプ */
struct skill_unit_group *skill_unitsetting (struct block_list *src,
int skillid, int skilllv, int x,
int y, int flag);
@@ -878,136 +878,136 @@ static int distance (int x0, int y0, int x1, int y1)
return dx > dy ? dx : dy;
}
-/* ƒXƒLƒ‹ƒ†ƒjƒbƒgID‚ð•Ô‚·i‚±‚ê‚àƒf[ƒ^ƒx[ƒX‚É“ü‚ꂽ‚¢‚Èj */
+/* スキルユニットIDã‚’è¿”ã™ï¼ˆã“れもデータベースã«å…¥ã‚ŒãŸã„ãªï¼‰ */
int skill_get_unit_id (int id, int flag)
{
switch (id)
{
case MG_SAFETYWALL:
- return 0x7e; /* ƒZƒCƒtƒeƒBƒEƒH[ƒ‹ */
+ return 0x7e; /* セイフティウォール */
case MG_FIREWALL:
- return 0x7f; /* ƒtƒ@ƒCƒA[ƒEƒH[ƒ‹ */
+ return 0x7f; /* ファイアーウォール */
case AL_WARP:
- return (flag == 0) ? 0x81 : 0x80; /* ƒ[ƒvƒ|[ƒ^ƒ‹ */
+ return (flag == 0) ? 0x81 : 0x80; /* ワープãƒãƒ¼ã‚¿ãƒ« */
case PR_BENEDICTIO:
- return 0x82; /* ¹‘Ì~•Ÿ */
+ return 0x82; /* è–体é™ç¦ */
case PR_SANCTUARY:
- return 0x83; /* ƒTƒ“ƒNƒ`ƒ…ƒAƒŠ */
+ return 0x83; /* サンクãƒãƒ¥ã‚¢ãƒª */
case PR_MAGNUS:
- return 0x84; /* ƒ}ƒOƒkƒXƒGƒNƒ\ƒVƒYƒ€ */
+ return 0x84; /* マグヌスエクソシズム */
case AL_PNEUMA:
- return 0x85; /* ƒjƒ…[ƒ} */
+ return 0x85; /* ニューマ */
case MG_THUNDERSTORM:
- return 0x86; /* ƒTƒ“ƒ_[ƒXƒg[ƒ€ */
+ return 0x86; /* サンダーストーム */
case WZ_HEAVENDRIVE:
- return 0x86; /* ƒwƒ”ƒ“ƒYƒhƒ‰ƒCƒu */
+ return 0x86; /* ヘヴンズドライブ */
case WZ_SIGHTRASHER:
- return 0x86; /* ƒTƒCƒgƒ‰ƒbƒVƒƒ[ */
+ return 0x86; /* サイトラッシャー */
case WZ_METEOR:
- return 0x86; /* ƒƒeƒIƒXƒg[ƒ€ */
+ return 0x86; /* メテオストーム */
case WZ_VERMILION:
- return 0x86; /* ƒ[ƒhƒIƒuƒ”ƒ@[ƒ~ƒŠƒIƒ“ */
+ return 0x86; /* ロードオブヴァーミリオン */
case WZ_FROSTNOVA:
- return 0x86; /* ƒtƒƒXƒgƒmƒ”ƒ@ */
+ return 0x86; /* フロストノヴァ */
case WZ_STORMGUST:
- return 0x86; /* ƒXƒg[ƒ€ƒKƒXƒg(‚Æ‚è‚ ‚¦‚¸LoV‚Æ“¯‚¶‚ň—) */
+ return 0x86; /* ストームガスト(ã¨ã‚Šã‚ãˆãšLoVã¨åŒã˜ã§å‡¦ç†) */
case CR_GRANDCROSS:
- return 0x86; /* ƒOƒ‰ƒ“ƒhƒNƒƒX */
+ return 0x86; /* グランドクロス */
case WZ_FIREPILLAR:
- return (flag == 0) ? 0x87 : 0x88; /* ƒtƒ@ƒCƒA[ƒsƒ‰[ */
+ return (flag == 0) ? 0x87 : 0x88; /* ファイアーピラー */
case HT_TALKIEBOX:
- return 0x99; /* ƒg[ƒL[ƒ{ƒbƒNƒX */
+ return 0x99; /* トーキーボックス */
case WZ_ICEWALL:
- return 0x8d; /* ƒAƒCƒXƒEƒH[ƒ‹ */
+ return 0x8d; /* アイスウォール */
case WZ_QUAGMIRE:
- return 0x8e; /* ƒNƒ@ƒOƒ}ƒCƒA */
+ return 0x8e; /* クァグマイア */
case HT_BLASTMINE:
- return 0x8f; /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
+ return 0x8f; /* ブラストマイン */
case HT_SKIDTRAP:
- return 0x90; /* ƒXƒLƒbƒhƒgƒ‰ƒbƒv */
+ return 0x90; /* スキッドトラップ */
case HT_ANKLESNARE:
- return 0x91; /* ƒAƒ“ƒNƒ‹ƒXƒlƒA */
+ return 0x91; /* アンクルスãƒã‚¢ */
case AS_VENOMDUST:
- return 0x92; /* ƒxƒmƒ€ƒ_ƒXƒg */
+ return 0x92; /* ベノムダスト */
case HT_LANDMINE:
- return 0x93; /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */
+ return 0x93; /* ランドマイン */
case HT_SHOCKWAVE:
- return 0x94; /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */
+ return 0x94; /* ショックウェーブトラップ */
case HT_SANDMAN:
- return 0x95; /* ƒTƒ“ƒhƒ}ƒ“ */
+ return 0x95; /* サンドマン */
case HT_FLASHER:
- return 0x96; /* ƒtƒ‰ƒbƒVƒƒ[ */
+ return 0x96; /* フラッシャー */
case HT_FREEZINGTRAP:
- return 0x97; /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */
+ return 0x97; /* フリージングトラップ */
case HT_CLAYMORETRAP:
- return 0x98; /* ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv */
+ return 0x98; /* クレイモアートラップ */
case SA_VOLCANO:
- return 0x9a; /* ƒ{ƒ‹ƒP[ƒm */
+ return 0x9a; /* ボルケーノ */
case SA_DELUGE:
- return 0x9b; /* ƒfƒŠƒ…[ƒW */
+ return 0x9b; /* デリュージ */
case SA_VIOLENTGALE:
- return 0x9c; /* ƒoƒCƒIƒŒƒ“ƒgƒQƒCƒ‹ */
+ return 0x9c; /* ãƒã‚¤ã‚ªãƒ¬ãƒ³ãƒˆã‚²ã‚¤ãƒ« */
case SA_LANDPROTECTOR:
- return 0x9d; /* ƒ‰ƒ“ƒhƒvƒƒeƒNƒ^[ */
+ return 0x9d; /* ランドプロテクター */
case BD_LULLABY:
- return 0x9e; /* ŽqŽç‰Ì */
+ return 0x9e; /* å­å®ˆæ­Œ */
case BD_RICHMANKIM:
- return 0x9f; /* ƒjƒˆƒ‹ƒh‚̉ƒ */
+ return 0x9f; /* ニヨルドã®å®´ */
case BD_ETERNALCHAOS:
- return 0xa0; /* ‰i‰“‚̬“× */
+ return 0xa0; /* æ°¸é ã®æ··æ²Œ */
case BD_DRUMBATTLEFIELD:
- return 0xa1; /* 푾ŒÛ‚Ì‹¿‚« */
+ return 0xa1; /* 戦太鼓ã®éŸ¿ã */
case BD_RINGNIBELUNGEN:
- return 0xa2; /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
+ return 0xa2; /* ニーベルングã®æŒ‡è¼ª */
case BD_ROKISWEIL:
- return 0xa3; /* ƒƒL‚Ì‹©‚Ñ */
+ return 0xa3; /* ロキã®å«ã³ */
case BD_INTOABYSS:
- return 0xa4; /* [•£‚Ì’†‚É */
+ return 0xa4; /* 深淵ã®ä¸­ã« */
case BD_SIEGFRIED:
- return 0xa5; /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
+ return 0xa5; /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
case BA_DISSONANCE:
- return 0xa6; /* •s‹¦˜a‰¹ */
+ return 0xa6; /* ä¸å”和音 */
case BA_WHISTLE:
- return 0xa7; /* Œû“J */
+ return 0xa7; /* å£ç¬› */
case BA_ASSASSINCROSS:
- return 0xa8; /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */
+ return 0xa8; /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ */
case BA_POEMBRAGI:
- return 0xa9; /* ƒuƒ‰ƒM‚ÌŽ */
+ return 0xa9; /* ブラギã®è©© */
case BA_APPLEIDUN:
- return 0xaa; /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
+ return 0xaa; /* イドゥンã®æž—檎 */
case DC_UGLYDANCE:
- return 0xab; /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */
+ return 0xab; /* 自分å‹æ‰‹ãªãƒ€ãƒ³ã‚¹ */
case DC_HUMMING:
- return 0xac; /* ƒnƒ~ƒ“ƒO */
+ return 0xac; /* ãƒãƒŸãƒ³ã‚° */
case DC_DONTFORGETME:
- return 0xad; /* Ž„‚ð–Y‚ê‚È‚¢‚Åc */
+ return 0xad; /* ç§ã‚’忘れãªã„ã§â€¦ */
case DC_FORTUNEKISS:
- return 0xae; /* K‰^‚̃LƒX */
+ return 0xae; /* 幸é‹ã®ã‚­ã‚¹ */
case DC_SERVICEFORYOU:
- return 0xaf; /* ƒT[ƒrƒXƒtƒH[ƒ†[ */
+ return 0xaf; /* サービスフォーユー */
case RG_GRAFFITI:
- return 0xb0; /* ƒOƒ‰ƒtƒBƒeƒB */
+ return 0xb0; /* グラフィティ */
case AM_DEMONSTRATION:
- return 0xb1; /* ƒfƒ‚ƒ“ƒXƒgƒŒ[ƒVƒ‡ƒ“ */
+ return 0xb1; /* デモンストレーション */
case WE_CALLPARTNER:
- return 0xb2; /* ‚ ‚È‚½‚Ɉ§‚¢‚½‚¢ */
+ return 0xb2; /* ã‚ãªãŸã«é€¢ã„ãŸã„ */
case PA_GOSPEL:
- return 0xb3; /* ƒSƒXƒyƒ‹ */
+ return 0xb3; /* ゴスペル */
case HP_BASILICA:
- return 0xb4; /* ƒoƒWƒŠƒJ */
+ return 0xb4; /* ãƒã‚¸ãƒªã‚« */
case PF_FOGWALL:
- return 0xb6; /* ƒtƒHƒOƒEƒH[ƒ‹ */
+ return 0xb6; /* フォグウォール */
case PF_SPIDERWEB:
- return 0xb7; /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */
+ return 0xb7; /* スパイダーウェッブ */
}
return 0;
/*
- * 0x89,0x8a,0x8b •\Ž¦–³‚µ
- * 0x9a ‰Š‘®«‚̉r¥‚Ý‚½‚¢‚ȃGƒtƒFƒNƒg
- * 0x9b …‘®«‚̉r¥‚Ý‚½‚¢‚ȃGƒtƒFƒNƒg
- * 0x9c •—‘®«‚̉r¥‚Ý‚½‚¢‚ȃGƒtƒFƒNƒg
- * 0x9d ”’‚¢¬‚³‚ȃGƒtƒFƒNƒg
+ * 0x89,0x8a,0x8b 表示無ã—
+ * 0x9a 炎属性ã®è© å”±ã¿ãŸã„ãªã‚¨ãƒ•ã‚§ã‚¯ãƒˆ
+ * 0x9b 水属性ã®è© å”±ã¿ãŸã„ãªã‚¨ãƒ•ã‚§ã‚¯ãƒˆ
+ * 0x9c 風属性ã®è© å”±ã¿ãŸã„ãªã‚¨ãƒ•ã‚§ã‚¯ãƒˆ
+ * 0x9d 白ã„å°ã•ãªã‚¨ãƒ•ã‚§ã‚¯ãƒˆ
* 0xb1 Alchemist Demonstration
* 0xb2 = Pink Warp Portal
* 0xb3 = Gospel For Paladin
@@ -1021,14 +1021,14 @@ int skill_get_unit_id (int id, int flag)
}
/*==========================================
- * ƒXƒLƒ‹’ljÁŒø‰Ê
+ * スキル追加効果
*------------------------------------------
*/
int skill_additional_effect (struct block_list *src, struct block_list *bl,
int skillid, int skilllv, int attack_type,
unsigned int tick)
{
- /* MOB’ljÁŒø‰ÊƒXƒLƒ‹—p */
+ /* MOB追加効果スキル用 */
const int sc[] = {
SC_POISON, SC_BLIND, SC_SILENCE, SC_STAN,
SC_STONE, SC_CURSE, SC_SLEEP
@@ -1063,7 +1063,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
}
else if (src->type == BL_MOB)
{
- nullpo_retr (0, md = (struct mob_data *) src); //–¢Žg—pH
+ nullpo_retr (0, md = (struct mob_data *) src); //未使用?
}
sc_def_phys_shield_spell = 0;
@@ -1071,13 +1071,13 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
sc_def_phys_shield_spell =
battle_get_sc_data (bl)[SC_PHYS_SHIELD].val1;
- //‘ÎÛ‚Ì‘Ï«
+ //対象ã®è€æ€§
luk = battle_get_luk (bl);
sc_def_mdef = 100 - (3 + battle_get_mdef (bl) + luk / 3);
sc_def_vit = 100 - (3 + battle_get_vit (bl) + luk / 3);
sc_def_int = 100 - (3 + battle_get_int (bl) + luk / 3);
sc_def_luk = 100 - (3 + luk);
- //Ž©•ª‚Ì‘Ï«
+ //自分ã®è€æ€§
luk = battle_get_luk (src);
sc_def_mdef2 = 100 - (3 + battle_get_mdef (src) + luk / 3);
sc_def_vit2 = 100 - (3 + battle_get_vit (src) + luk / 3);
@@ -1087,7 +1087,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
dstsd = (struct map_session_data *) bl;
else if (bl->type == BL_MOB)
{
- dstmd = (struct mob_data *) bl; //–¢Žg—pH
+ dstmd = (struct mob_data *) bl; //未使用?
if (sc_def_mdef > 50)
sc_def_mdef = 50;
if (sc_def_vit > 50)
@@ -1106,8 +1106,8 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
switch (skillid)
{
- case 0: /* ’ÊíUŒ‚ */
- /* Ž©“®‘é */
+ case 0: /* 通常攻撃 */
+ /* 自動鷹 */
if (sd && pc_isfalcon (sd) && sd->status.weapon == 11
&& (skill = pc_checkskill (sd, HT_BLITZBEAT)) > 0
&& MRAND (1000) <= sd->paramc[5] * 10 / 3 + 1)
@@ -1117,7 +1117,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
(skill < lv) ? skill : lv, tick,
0xf00000);
}
- // ƒXƒiƒbƒ`ƒƒ[
+ // スナッãƒãƒ£ãƒ¼
if (sd && sd->status.weapon != 11
&& (skill = pc_checkskill (sd, RG_SNATCHER)) > 0)
if ((skill * 15 + 55) +
@@ -1131,7 +1131,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
}
break;
- case SM_BASH: /* ƒoƒbƒVƒ…i‹}ŠUŒ‚j */
+ case SM_BASH: /* ãƒãƒƒã‚·ãƒ¥ï¼ˆæ€¥æ‰€æ”»æ’ƒï¼‰ */
if (sd && (skill = pc_checkskill (sd, SM_FATALBLOW)) > 0)
{
if (MRAND (100) < 6 * (skilllv - 5) * sc_def_vit / 100)
@@ -1141,8 +1141,8 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
}
break;
- case TF_POISON: /* ƒCƒ“ƒxƒiƒ€ */
- case AS_SPLASHER: /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ[ */
+ case TF_POISON: /* インベナム */
+ case AS_SPLASHER: /* ベナムスプラッシャー */
if (MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100)
skill_status_change_start (bl, SC_POISON, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
@@ -1154,14 +1154,14 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
}
break;
- case AS_SONICBLOW: /* ƒ\ƒjƒbƒNƒuƒ[ */
+ case AS_SONICBLOW: /* ソニックブロー */
if (MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100)
skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
break;
- case HT_FREEZINGTRAP: /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */
+ case HT_FREEZINGTRAP: /* フリージングトラップ */
rate = skilllv * 3 + 35;
if (MRAND (100) < rate * sc_def_mdef / 100)
skill_status_change_start (bl, SC_FREEZE, skilllv, 0, 0, 0,
@@ -1169,8 +1169,8 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
0);
break;
- case MG_FROSTDIVER: /* ƒtƒƒXƒgƒ_ƒCƒo[ */
- case WZ_FROSTNOVA: /* ƒtƒƒXƒgƒmƒ”ƒ@ */
+ case MG_FROSTDIVER: /* フロストダイãƒãƒ¼ */
+ case WZ_FROSTNOVA: /* フロストノヴァ */
rate =
(skilllv * 3 + 35) * sc_def_mdef / 100 -
(battle_get_int (bl) + battle_get_luk (bl)) / 15;
@@ -1183,7 +1183,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
clif_skill_fail (sd, skillid, 0, 0);
break;
- case WZ_STORMGUST: /* ƒXƒg[ƒ€ƒKƒXƒg */
+ case WZ_STORMGUST: /* ストームガスト */
{
struct status_change *sc_data = battle_get_sc_data (bl);
if (sc_data)
@@ -1198,14 +1198,14 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
}
break;
- case HT_LANDMINE: /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */
+ case HT_LANDMINE: /* ランドマイン */
if (MRAND (100) < (5 * skilllv + 30) * sc_def_vit / 100)
skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
break;
- case HT_SHOCKWAVE: /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */
+ case HT_SHOCKWAVE: /* ショックウェーブトラップ */
if (map[bl->m].flag.pvp && dstsd)
{
dstsd->status.sp -=
@@ -1213,51 +1213,51 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
pc_calcstatus (dstsd, 0);
}
break;
- case HT_SANDMAN: /* ƒTƒ“ƒhƒ}ƒ“ */
+ case HT_SANDMAN: /* サンドマン */
if (MRAND (100) < (5 * skilllv + 30) * sc_def_int / 100)
skill_status_change_start (bl, SC_SLEEP, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
break;
- case TF_SPRINKLESAND: /* »‚Ü‚« */
+ case TF_SPRINKLESAND: /* ç ‚ã¾ã */
if (MRAND (100) < 15 * sc_def_int / 100)
skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
break;
- case TF_THROWSTONE: /* ΓŠ‚° */
+ case TF_THROWSTONE: /* 石投㒠*/
if (MRAND (100) < 5 * sc_def_vit / 100)
skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
break;
- case CR_HOLYCROSS: /* ƒz[ƒŠ[ƒNƒƒX */
+ case CR_HOLYCROSS: /* ホーリークロス */
if (MRAND (100) < 3 * skilllv * sc_def_int / 100)
skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
break;
- case CR_GRANDCROSS: /* ƒOƒ‰ƒ“ƒhƒNƒƒX */
+ case CR_GRANDCROSS: /* グランドクロス */
{
int race = battle_get_race (bl);
- if ((battle_check_undead (race, battle_get_elem_type (bl)) || race == 6) && MRAND (100) < 100000 * sc_def_int / 100) //‹­§•t—^‚¾‚ªŠ®‘S‘Ï«‚É‚Í–³Œø
+ if ((battle_check_undead (race, battle_get_elem_type (bl)) || race == 6) && MRAND (100) < 100000 * sc_def_int / 100) //強制付与ã ãŒå®Œå…¨è€æ€§ã«ã¯ç„¡åŠ¹
skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
}
break;
- case CR_SHIELDCHARGE: /* ƒV[ƒ‹ƒhƒ`ƒƒ[ƒW */
+ case CR_SHIELDCHARGE: /* シールドãƒãƒ£ãƒ¼ã‚¸ */
if (MRAND (100) < (15 + skilllv * 5) * sc_def_vit / 100)
skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
break;
- case RG_RAID: /* ƒTƒvƒ‰ƒCƒYƒAƒ^ƒbƒN */
+ case RG_RAID: /* サプライズアタック */
if (MRAND (100) < (10 + 3 * skilllv) * sc_def_vit / 100)
skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
@@ -1281,14 +1281,14 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
0);
break;
- case BD_LULLABY: /* ŽqŽç‰S */
+ case BD_LULLABY: /* å­å®ˆå”„ */
if (MRAND (100) < 15 * sc_def_int / 100)
skill_status_change_start (bl, SC_SLEEP, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
break;
- /* MOB‚̒ljÁŒø‰Ê•t‚«ƒXƒLƒ‹ */
+ /* MOBã®è¿½åŠ åŠ¹æžœä»˜ãスキル */
case NPC_PETRIFYATTACK:
if (MRAND (100) < sc_def_mdef)
@@ -1361,20 +1361,20 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
skill_get_time2 (skillid, skilllv),
0);
break;
- case ST_REJECTSWORD: /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */
+ case ST_REJECTSWORD: /* フリージングトラップ */
if (MRAND (100) < (10 + skilllv * 5))
skill_status_change_start (bl, SC_AUTOCOUNTER, skilllv, 0, 0,
0, skill_get_time2 (skillid,
skilllv), 0);
break;
- case PF_FOGWALL: /* ƒz[ƒŠ[ƒNƒƒX */
+ case PF_FOGWALL: /* ホーリークロス */
if (MRAND (100) < 3 * skilllv * sc_def_int / 100)
skill_status_change_start (bl, SC_BLIND, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
break;
- case LK_HEADCRUSH: /* ƒwƒbƒhƒNƒ‰ƒbƒVƒ… */
- { //ðŒ‚ª—Ç‚­•ª‚©‚ç‚È‚¢‚Ì‚Å“K“–‚É
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ { //æ¡ä»¶ãŒè‰¯ã分ã‹ã‚‰ãªã„ã®ã§é©å½“ã«
int race = battle_get_race (bl);
if (!
(battle_check_undead (race, battle_get_elem_type (bl))
@@ -1385,25 +1385,25 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
0);
}
break;
- case LK_JOINTBEAT: /* ƒWƒ‡ƒCƒ“ƒgƒr[ƒg */
- //ðŒ‚ª—Ç‚­•ª‚©‚ç‚È‚¢‚Ì‚Å“K“–‚É
+ case LK_JOINTBEAT: /* ジョイントビート */
+ //æ¡ä»¶ãŒè‰¯ã分ã‹ã‚‰ãªã„ã®ã§é©å½“ã«
if (MRAND (100) < (2 * skilllv + 10) * sc_def_vit / 100)
skill_status_change_start (bl, SC_JOINTBEAT, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
break;
- case PF_SPIDERWEB: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
{
int sec = skill_get_time2 (skillid, skilllv);
- if (map[src->m].flag.pvp) //PvP‚Å‚ÍS‘©ŽžŠÔ”¼Œ¸H
+ if (map[src->m].flag.pvp) //PvPã§ã¯æ‹˜æŸæ™‚é–“åŠæ¸›ï¼Ÿ
sec = sec / 2;
battle_stopwalking (bl, 1);
skill_status_change_start (bl, SC_SPIDERWEB, skilllv, 0, 0, 0,
sec, 0);
}
break;
- case ASC_METEORASSAULT: /* ƒƒeƒIƒAƒTƒ‹ƒg */
- if (MRAND (100) < (15 + skilllv * 5) * sc_def_vit / 100) //ó‘ÔˆÙí‚ÍÚׂª•ª‚©‚ç‚È‚¢‚Ì‚Å“K“–‚É
+ case ASC_METEORASSAULT: /* メテオアサルト */
+ if (MRAND (100) < (15 + skilllv * 5) * sc_def_vit / 100) //状態異常ã¯è©³ç´°ãŒåˆ†ã‹ã‚‰ãªã„ã®ã§é©å½“ã«
skill_status_change_start (bl, SC_STAN, skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv),
0);
@@ -1412,8 +1412,8 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
skill_get_time2 (skillid, skilllv),
0);
break;
- case MO_EXTREMITYFIST: /* ˆ¢C—…”e™€Œ */
- //ˆ¢C—…‚ðŽg‚¤‚Æ5•ªŠÔŽ©‘R‰ñ•œ‚µ‚È‚¢‚悤‚É‚È‚é
+ case MO_EXTREMITYFIST: /* 阿修羅覇凰拳 */
+ //阿修羅を使ã†ã¨5分間自然回復ã—ãªã„よã†ã«ãªã‚‹
skill_status_change_start (src, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time2 (skillid, skilllv), 0);
@@ -1421,13 +1421,13 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
}
if (sd && skillid != MC_CARTREVOLUTION && attack_type & BF_WEAPON)
- { /* ƒJ[ƒh‚É‚æ‚é’ljÁŒø‰Ê */
+ { /* カードã«ã‚ˆã‚‹è¿½åŠ åŠ¹æžœ */
int i;
int sc_def_card = 100;
for (i = SC_STONE; i <= SC_BLIND; i++)
{
- //‘ÎÛ‚Éó‘ÔˆÙí
+ //対象ã«çŠ¶æ…‹ç•°å¸¸
if (i == SC_STONE || i == SC_FREEZE)
sc_def_card = sc_def_mdef;
else if (i == SC_STAN || i == SC_POISON || i == SC_SILENCE)
@@ -1444,7 +1444,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
{
if (battle_config.battle_log)
printf
- ("PC %d skill_addeff: card‚É‚æ‚éˆÙí”­“® %d %d\n",
+ ("PC %d skill_addeff: cardã«ã‚ˆã‚‹ç•°å¸¸ç™ºå‹• %d %d\n",
sd->bl.id, i, sd->addeff[i - SC_STONE]);
skill_status_change_start (bl, i, 7, 0, 0, 0,
(i ==
@@ -1464,7 +1464,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
{
if (battle_config.battle_log)
printf
- ("PC %d skill_addeff: card‚É‚æ‚éˆÙí”­“® %d %d\n",
+ ("PC %d skill_addeff: cardã«ã‚ˆã‚‹ç•°å¸¸ç™ºå‹• %d %d\n",
sd->bl.id, i, sd->addeff[i - SC_STONE]);
skill_status_change_start (bl, i, 7, 0, 0, 0,
(i ==
@@ -1476,7 +1476,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
7), 0);
}
}
- //Ž©•ª‚Éó‘ÔˆÙí
+ //自分ã«çŠ¶æ…‹ç•°å¸¸
if (i == SC_STONE || i == SC_FREEZE)
sc_def_card = sc_def_mdef2;
else if (i == SC_STAN || i == SC_POISON || i == SC_SILENCE)
@@ -1493,7 +1493,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
{
if (battle_config.battle_log)
printf
- ("PC %d skill_addeff: card‚É‚æ‚éˆÙí”­“® %d %d\n",
+ ("PC %d skill_addeff: cardã«ã‚ˆã‚‹ç•°å¸¸ç™ºå‹• %d %d\n",
src->id, i, sd->addeff2[i - SC_STONE]);
skill_status_change_start (src, i, 7, 0, 0, 0,
(i ==
@@ -1513,7 +1513,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
{
if (battle_config.battle_log)
printf
- ("PC %d skill_addeff: card‚É‚æ‚éˆÙí”­“® %d %d\n",
+ ("PC %d skill_addeff: cardã«ã‚ˆã‚‹ç•°å¸¸ç™ºå‹• %d %d\n",
src->id, i, sd->addeff2[i - SC_STONE]);
skill_status_change_start (src, i, 7, 0, 0, 0,
(i ==
@@ -1531,7 +1531,7 @@ int skill_additional_effect (struct block_list *src, struct block_list *bl,
}
/*=========================================================================
- ƒXƒLƒ‹UŒ‚‚«”ò‚΂µˆ—
+ スキル攻撃å¹ã飛ã°ã—処ç†
-------------------------------------------------------------------------*/
int skill_blown (struct block_list *src, struct block_list *target, int count)
{
@@ -1562,7 +1562,7 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
return 0;
if (!(count & 0x10000 && (sd || md || su)))
- { /* Žw’è‚È‚µ‚È‚çˆÊ’uŠÖŒW‚©‚ç•ûŒü‚ð‹‚ß‚é */
+ { /* 指定ãªã—ãªã‚‰ä½ç½®é–¢ä¿‚ã‹ã‚‰æ–¹å‘を求ã‚ã‚‹ */
dx = target->x - src->x;
dx = (dx > 0) ? 1 : ((dx < 0) ? -1 : 0);
dy = target->y - src->y;
@@ -1610,7 +1610,7 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
dx = nx - x;
dy = ny - y;
- if (sd) /* ‰æ–ÊŠO‚Éo‚½‚Ì‚ÅÁ‹Ž */
+ if (sd) /* ç”»é¢å¤–ã«å‡ºãŸã®ã§æ¶ˆåŽ» */
map_foreachinmovearea (clif_pcoutsight, target->m, x - AREA_SIZE,
y - AREA_SIZE, x + AREA_SIZE, y + AREA_SIZE,
dx, dy, 0, sd);
@@ -1632,8 +1632,8 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
target->y = ny;
if (moveblock)
map_addblock (target);
-/*ƒ_ƒ“ƒX’†‚ɃGƒtƒFƒNƒg‚͈ړ®‚µ‚È‚¢‚炵‚¢
- if(sc_data && sc_data[SC_DANCING].timer!=-1){ //‘ÎÛ‚ªƒ_ƒ“ƒX’†‚Ȃ̂ŃGƒtƒFƒNƒg‚àˆÚ“®
+/*ダンス中ã«ã‚¨ãƒ•ã‚§ã‚¯ãƒˆã¯ç§»å‹•ã—ãªã„らã—ã„
+ if(sc_data && sc_data[SC_DANCING].timer!=-1){ //対象ãŒãƒ€ãƒ³ã‚¹ä¸­ãªã®ã§ã‚¨ãƒ•ã‚§ã‚¯ãƒˆã‚‚移動
struct skill_unit_group *sg=(struct skill_unit_group *)sc_data[SC_DANCING].val2;
if(sg)
skill_unit_move_unit_group(sg,target->m,dx,dy);
@@ -1642,7 +1642,7 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
}
if (sd)
- { /* ‰æ–Ê“à‚É“ü‚Á‚Ä‚«‚½‚Ì‚Å•\Ž¦ */
+ { /* ç”»é¢å†…ã«å…¥ã£ã¦ããŸã®ã§è¡¨ç¤º */
map_foreachinmovearea (clif_pcinsight, target->m, nx - AREA_SIZE,
ny - AREA_SIZE, nx + AREA_SIZE, ny + AREA_SIZE,
-dx, -dy, 0, sd);
@@ -1658,20 +1658,20 @@ int skill_blown (struct block_list *src, struct block_list *target, int count)
md->state.state = prev_state;
}
- skill_unit_move (target, gettick (), (count & 0xffff) + 7); /* ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Ì”»’è */
+ skill_unit_move (target, gettick (), (count & 0xffff) + 7); /* スキルユニットã®åˆ¤å®š */
return 0;
}
/*
* =========================================================================
- * ƒXƒLƒ‹UŒ‚Œø‰Êˆ—‚Ü‚Æ‚ß
- * flag‚Ìà–¾B16i}
+ * スキル攻撃効果処ç†ã¾ã¨ã‚
+ * flagã®èª¬æ˜Žã€‚16進図
* 00XRTTff
- * ff = magic‚ÅŒvŽZ‚É“n‚³‚ê‚éj
- * TT = ƒpƒPƒbƒg‚Ìtype•”•ª(0‚ŃfƒtƒHƒ‹ƒgj
- * X = ƒpƒPƒbƒg‚̃XƒLƒ‹Lv
- * R = —\–ñiskill_area_sub‚ÅŽg—p‚·‚éj
+ * ff = magicã§è¨ˆç®—ã«æ¸¡ã•ã‚Œã‚‹ï¼‰
+ * TT = パケットã®type部分(0ã§ãƒ‡ãƒ•ã‚©ãƒ«ãƒˆï¼‰
+ * X = パケットã®ã‚¹ã‚­ãƒ«Lv
+ * R = 予約(skill_area_subã§ä½¿ç”¨ã™ã‚‹ï¼‰
*-------------------------------------------------------------------------
*/
@@ -1690,76 +1690,76 @@ int skill_attack (int attack_type, struct block_list *src,
sc_data = battle_get_sc_data (bl);
-//‰½‚à‚µ‚È‚¢”»’肱‚±‚©‚ç
- if (dsrc->m != bl->m) //‘ÎÛ‚ª“¯‚¶ƒ}ƒbƒv‚É‚¢‚È‚¯‚ê‚Ή½‚à‚µ‚È‚¢
+//何もã—ãªã„判定ã“ã“ã‹ã‚‰
+ if (dsrc->m != bl->m) //対象ãŒåŒã˜ãƒžãƒƒãƒ—ã«ã„ãªã‘ã‚Œã°ä½•ã‚‚ã—ãªã„
return 0;
- if (src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prev‚æ‚­‚í‚©‚ç‚È‚¢¦
+ if (src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよãã‚ã‹ã‚‰ãªã„※
return 0;
- if (src->type == BL_PC && pc_isdead ((struct map_session_data *) src)) //pŽÒH‚ªPC‚Å‚·‚Å‚ÉŽ€‚ñ‚Å‚¢‚½‚牽‚à‚µ‚È‚¢
+ if (src->type == BL_PC && pc_isdead ((struct map_session_data *) src)) //術者?ãŒPCã§ã™ã§ã«æ­»ã‚“ã§ã„ãŸã‚‰ä½•ã‚‚ã—ãªã„
return 0;
- if (dsrc->type == BL_PC && pc_isdead ((struct map_session_data *) dsrc)) //pŽÒH‚ªPC‚Å‚·‚Å‚ÉŽ€‚ñ‚Å‚¢‚½‚牽‚à‚µ‚È‚¢
+ if (dsrc->type == BL_PC && pc_isdead ((struct map_session_data *) dsrc)) //術者?ãŒPCã§ã™ã§ã«æ­»ã‚“ã§ã„ãŸã‚‰ä½•ã‚‚ã—ãªã„
return 0;
- if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl)) //‘ÎÛ‚ªPC‚Å‚·‚Å‚ÉŽ€‚ñ‚Å‚¢‚½‚牽‚à‚µ‚È‚¢
+ if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl)) //対象ãŒPCã§ã™ã§ã«æ­»ã‚“ã§ã„ãŸã‚‰ä½•ã‚‚ã—ãªã„
return 0;
if (skillnotok (skillid, (struct map_session_data *) bl))
return 0; // [MouseJstr]
if (sc_data && sc_data[SC_HIDING].timer != -1)
- { //ƒnƒCƒfƒBƒ“ƒOó‘Ô‚Å
- if (skill_get_pl (skillid) != 2) //ƒXƒLƒ‹‚Ì‘®«‚ª’n‘®«‚Å‚È‚¯‚ê‚Ή½‚à‚µ‚È‚¢
+ { //ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚°çŠ¶æ…‹ã§
+ if (skill_get_pl (skillid) != 2) //スキルã®å±žæ€§ãŒåœ°å±žæ€§ã§ãªã‘ã‚Œã°ä½•ã‚‚ã—ãªã„
return 0;
}
- if (sc_data && sc_data[SC_TRICKDEAD].timer != -1) //Ž€‚ñ‚¾‚Ó‚è’†‚͉½‚à‚µ‚È‚¢
+ if (sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んã ãµã‚Šä¸­ã¯ä½•ã‚‚ã—ãªã„
return 0;
if (skillid == WZ_STORMGUST)
- { //Žg—pƒXƒLƒ‹‚ªƒXƒg[ƒ€ƒKƒXƒg‚Å
- if (sc_data && sc_data[SC_FREEZE].timer != -1) //“€Œ‹ó‘ԂȂ牽‚à‚µ‚È‚¢
+ { //使用スキルãŒã‚¹ãƒˆãƒ¼ãƒ ã‚¬ã‚¹ãƒˆã§
+ if (sc_data && sc_data[SC_FREEZE].timer != -1) //å‡çµçŠ¶æ…‹ãªã‚‰ä½•ã‚‚ã—ãªã„
return 0;
}
- if (skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //Žg—pƒXƒLƒ‹‚ªƒtƒƒXƒgƒmƒ”ƒ@‚ÅAdsrc‚Æbl‚ª“¯‚¶êŠ‚Ȃ牽‚à‚µ‚È‚¢
+ if (skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //使用スキルãŒãƒ•ãƒ­ã‚¹ãƒˆãƒŽãƒ´ã‚¡ã§ã€dsrcã¨blãŒåŒã˜å ´æ‰€ãªã‚‰ä½•ã‚‚ã—ãªã„
return 0;
- if (src->type == BL_PC && ((struct map_session_data *) src)->chatID) //pŽÒ‚ªPC‚Ń`ƒƒƒbƒg’†‚Ȃ牽‚à‚µ‚È‚¢
+ if (src->type == BL_PC && ((struct map_session_data *) src)->chatID) //術者ãŒPCã§ãƒãƒ£ãƒƒãƒˆä¸­ãªã‚‰ä½•ã‚‚ã—ãªã„
return 0;
- if (dsrc->type == BL_PC && ((struct map_session_data *) dsrc)->chatID) //pŽÒ‚ªPC‚Ń`ƒƒƒbƒg’†‚Ȃ牽‚à‚µ‚È‚¢
+ if (dsrc->type == BL_PC && ((struct map_session_data *) dsrc)->chatID) //術者ãŒPCã§ãƒãƒ£ãƒƒãƒˆä¸­ãªã‚‰ä½•ã‚‚ã—ãªã„
return 0;
if (src->type == BL_PC && bl
&& mob_gvmobcheck (((struct map_session_data *) src), bl) == 0)
return 0;
-//‰½‚à‚µ‚È‚¢”»’肱‚±‚Ü‚Å
+//何もã—ãªã„判定ã“ã“ã¾ã§
type = -1;
lv = (flag >> 20) & 0xf;
- dmg = battle_calc_attack (attack_type, src, bl, skillid, skilllv, flag & 0xff); //ƒ_ƒ[ƒWŒvŽZ
+ dmg = battle_calc_attack (attack_type, src, bl, skillid, skilllv, flag & 0xff); //ダメージ計算
-//ƒ}ƒWƒbƒNƒƒbƒhˆ—‚±‚±‚©‚ç
+//マジックロッド処ç†ã“ã“ã‹ã‚‰
if (attack_type & BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1
&& src == dsrc)
- { //–‚–@UŒ‚‚Ń}ƒWƒbƒNƒƒbƒhó‘Ô‚Åsrc=dsrc‚È‚ç
- dmg.damage = dmg.damage2 = 0; //ƒ_ƒ[ƒW0
+ { //魔法攻撃ã§ãƒžã‚¸ãƒƒã‚¯ãƒ­ãƒƒãƒ‰çŠ¶æ…‹ã§src=dsrcãªã‚‰
+ dmg.damage = dmg.damage2 = 0; //ダメージ0
if (bl->type == BL_PC)
- { //‘ÎÛ‚ªPC‚Ìê‡
- int sp = skill_get_sp (skillid, skilllv); //Žg—p‚³‚ꂽƒXƒLƒ‹‚ÌSP‚ð‹zŽû
- sp = sp * sc_data[SC_MAGICROD].val2 / 100; //‹zŽû—¦ŒvŽZ
- if (skillid == WZ_WATERBALL && skilllv > 1) //ƒEƒH[ƒ^[ƒ{[ƒ‹Lv1ˆÈã
- sp = sp / ((skilllv | 1) * (skilllv | 1)); //‚³‚ç‚ÉŒvŽZH
+ { //対象ãŒPCã®å ´åˆ
+ int sp = skill_get_sp (skillid, skilllv); //使用ã•ã‚ŒãŸã‚¹ã‚­ãƒ«ã®SPã‚’å¸åŽ
+ sp = sp * sc_data[SC_MAGICROD].val2 / 100; //å¸åŽçŽ‡è¨ˆç®—
+ if (skillid == WZ_WATERBALL && skilllv > 1) //ウォーターボールLv1以上
+ sp = sp / ((skilllv | 1) * (skilllv | 1)); //ã•ã‚‰ã«è¨ˆç®—?
if (sp > 0x7fff)
- sp = 0x7fff; //SP‘½‚·‚¬‚Ìꇂ͗˜_Å‘å’l
+ sp = 0x7fff; //SP多ã™ãŽã®å ´åˆã¯ç†è«–最大値
else if (sp < 1)
- sp = 1; //1ˆÈ‰º‚ÌꇂÍ1
+ sp = 1; //1以下ã®å ´åˆã¯1
if (((struct map_session_data *) bl)->status.sp + sp >
((struct map_session_data *) bl)->status.max_sp)
- { //‰ñ•œSP+Œ»Ý‚ÌSP‚ªMSP‚æ‚è‘å‚«‚¢ê‡
- sp = ((struct map_session_data *) bl)->status.max_sp - ((struct map_session_data *) bl)->status.sp; //SP‚ðMSP-Œ»ÝSP‚É‚·‚é
- ((struct map_session_data *) bl)->status.sp = ((struct map_session_data *) bl)->status.max_sp; //Œ»Ý‚ÌSP‚ÉMSP‚ð‘ã“ü
+ { //回復SP+ç¾åœ¨ã®SPãŒMSPより大ãã„å ´åˆ
+ sp = ((struct map_session_data *) bl)->status.max_sp - ((struct map_session_data *) bl)->status.sp; //SPã‚’MSP-ç¾åœ¨SPã«ã™ã‚‹
+ ((struct map_session_data *) bl)->status.sp = ((struct map_session_data *) bl)->status.max_sp; //ç¾åœ¨ã®SPã«MSPを代入
}
- else //‰ñ•œSP+Œ»Ý‚ÌSP‚ªMSP‚æ‚謂³‚¢ê‡‚͉ñ•œSP‚ð‰ÁŽZ
+ else //回復SP+ç¾åœ¨ã®SPãŒMSPよりå°ã•ã„å ´åˆã¯å›žå¾©SPを加算
((struct map_session_data *) bl)->status.sp += sp;
- clif_heal (((struct map_session_data *) bl)->fd, SP_SP, sp); //SP‰ñ•œƒGƒtƒFƒNƒg‚Ì•\Ž¦
+ clif_heal (((struct map_session_data *) bl)->fd, SP_SP, sp); //SP回復エフェクトã®è¡¨ç¤º
((struct map_session_data *) bl)->canact_tick = tick + skill_delayfix (bl, skill_get_delay (SA_MAGICROD, sc_data[SC_MAGICROD].val1)); //
}
- clif_skill_nodamage (bl, bl, SA_MAGICROD, sc_data[SC_MAGICROD].val1, 1); //ƒ}ƒWƒbƒNƒƒbƒhƒGƒtƒFƒNƒg‚ð•\Ž¦
+ clif_skill_nodamage (bl, bl, SA_MAGICROD, sc_data[SC_MAGICROD].val1, 1); //マジックロッドエフェクトを表示
}
-//ƒ}ƒWƒbƒNƒƒbƒhˆ—‚±‚±‚Ü‚Å
+//マジックロッド処ç†ã“ã“ã¾ã§
damage = dmg.damage + dmg.damage2;
@@ -1769,46 +1769,46 @@ int skill_attack (int attack_type, struct block_list *src,
if (flag & 0xff00)
type = (flag & 0xff00) >> 8;
- if (damage <= 0 || damage < dmg.div_) //‚«”ò‚΂µ”»’èH¦
+ if (damage <= 0 || damage < dmg.div_) //å¹ã飛ã°ã—判定?※
dmg.blewcount = 0;
if (skillid == CR_GRANDCROSS)
- { //ƒOƒ‰ƒ“ƒhƒNƒƒX
+ { //グランドクロス
if (battle_config.gx_disptype)
- dsrc = src; // “Gƒ_ƒ[ƒW”’•¶Žš•\Ž¦
+ dsrc = src; // 敵ダメージ白文字表示
if (src == bl)
- type = 4; // ”½“®‚̓_ƒ[ƒWƒ‚[ƒVƒ‡ƒ“‚È‚µ
+ type = 4; // åå‹•ã¯ãƒ€ãƒ¡ãƒ¼ã‚¸ãƒ¢ãƒ¼ã‚·ãƒ§ãƒ³ãªã—
}
-//Žg—pŽÒ‚ªPC‚Ìꇂ̈—‚±‚±‚©‚ç
+//使用者ãŒPCã®å ´åˆã®å‡¦ç†ã“ã“ã‹ã‚‰
if (src->type == BL_PC)
{
struct map_session_data *sd = (struct map_session_data *) src;
nullpo_retr (0, sd);
-//˜A‘Ŷ(MO_CHAINCOMBO)‚±‚±‚©‚ç
+//連打掌(MO_CHAINCOMBO)ã“ã“ã‹ã‚‰
if (skillid == MO_CHAINCOMBO)
{
- int delay = 1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src); //Šî–{ƒfƒBƒŒƒC‚ÌŒvŽZ
+ int delay = 1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src); //基本ディレイã®è¨ˆç®—
if (damage < battle_get_hp (bl))
- { //ƒ_ƒ[ƒW‚ª‘ÎÛ‚ÌHP‚æ‚謂³‚¢ê‡
- if (pc_checkskill (sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //–Ò—´Œ(MO_COMBOFINISH)Žæ“¾•‹C‹…•ÛŽŽž‚Í+300ms
- delay += 300 * battle_config.combo_delay_rate / 100; //’ljÁƒfƒBƒŒƒC‚ðconf‚É‚æ‚è’²®
+ { //ダメージãŒå¯¾è±¡ã®HPよりå°ã•ã„å ´åˆ
+ if (pc_checkskill (sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛é¾æ‹³(MO_COMBOFINISH)å–得&気çƒä¿æŒæ™‚ã¯+300ms
+ 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_CHAINCOMBO, skilllv, 0, 0, delay, 0); //ƒRƒ“ƒ{ó‘Ô‚É
+ skill_status_change_start (src, SC_COMBO, MO_CHAINCOMBO, skilllv, 0, 0, delay, 0); //コンボ状態ã«
}
sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay (src, delay); //ƒRƒ“ƒ{ƒfƒBƒŒƒCƒpƒPƒbƒg‚Ì‘—M
+ clif_combo_delay (src, delay); //コンボディレイパケットã®é€ä¿¡
}
-//˜A‘Ŷ(MO_CHAINCOMBO)‚±‚±‚Ü‚Å
-//–Ò—´Œ(MO_COMBOFINISH)‚±‚±‚©‚ç
+//連打掌(MO_CHAINCOMBO)ã“ã“ã¾ã§
+//猛é¾æ‹³(MO_COMBOFINISH)ã“ã“ã‹ã‚‰
else if (skillid == MO_COMBOFINISH)
{
int delay =
700 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src);
if (damage < battle_get_hp (bl))
{
- //ˆ¢C—…”e™€Œ(MO_EXTREMITYFIST)Žæ“¾•‹C‹…4ŒÂ•ÛŽ•”š—ô”g“®(MO_EXPLOSIONSPIRITS)ó‘ÔŽž‚Í+300ms
- //•šŒÕŒ(CH_TIGERFIST)Žæ“¾Žž‚à+300ms
+ //阿修羅覇凰拳(MO_EXTREMITYFIST)å–得&気çƒ4個ä¿æŒï¼†çˆ†è£‚波動(MO_EXPLOSIONSPIRITS)状態時ã¯+300ms
+ //ä¼è™Žæ‹³(CH_TIGERFIST)å–得時も+300ms
if ((pc_checkskill (sd, MO_EXTREMITYFIST) > 0
&& sd->spiritball >= 4
&& sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
@@ -1816,52 +1816,52 @@ int skill_attack (int attack_type, struct block_list *src,
&& sd->spiritball > 0)
|| (pc_checkskill (sd, CH_CHAINCRUSH) > 0
&& sd->spiritball > 1))
- 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_COMBOFINISH, skilllv, 0, 0, delay, 0); //ƒRƒ“ƒ{ó‘Ô‚É
+ skill_status_change_start (src, SC_COMBO, MO_COMBOFINISH, skilllv, 0, 0, delay, 0); //コンボ状態ã«
}
sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay (src, delay); //ƒRƒ“ƒ{ƒfƒBƒŒƒCƒpƒPƒbƒg‚Ì‘—M
+ clif_combo_delay (src, delay); //コンボディレイパケットã®é€ä¿¡
}
-//–Ò—´Œ(MO_COMBOFINISH)‚±‚±‚Ü‚Å
-//•šŒÕŒ(CH_TIGERFIST)‚±‚±‚©‚ç
+//猛é¾æ‹³(MO_COMBOFINISH)ã“ã“ã¾ã§
+//ä¼è™Žæ‹³(CH_TIGERFIST)ã“ã“ã‹ã‚‰
else if (skillid == CH_TIGERFIST)
{
int delay =
1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src);
if (damage < battle_get_hp (bl))
{
- if (pc_checkskill (sd, CH_CHAINCRUSH) > 0) //˜A’Œ•öŒ‚(CH_CHAINCRUSH)Žæ“¾Žž‚Í+300ms
- delay += 300 * battle_config.combo_delay_rate / 100; //’ljÁƒfƒBƒŒƒC‚ðconf‚É‚æ‚è’²®
+ if (pc_checkskill (sd, CH_CHAINCRUSH) > 0) //連柱崩撃(CH_CHAINCRUSH)å–得時ã¯+300ms
+ 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, CH_TIGERFIST, skilllv, 0, 0, delay, 0); //ƒRƒ“ƒ{ó‘Ô‚É
+ skill_status_change_start (src, SC_COMBO, CH_TIGERFIST, skilllv, 0, 0, delay, 0); //コンボ状態ã«
}
sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay (src, delay); //ƒRƒ“ƒ{ƒfƒBƒŒƒCƒpƒPƒbƒg‚Ì‘—M
+ clif_combo_delay (src, delay); //コンボディレイパケットã®é€ä¿¡
}
-//•šŒÕŒ(CH_TIGERFIST)‚±‚±‚Ü‚Å
-//˜A’Œ•öŒ‚(CH_CHAINCRUSH)‚±‚±‚©‚ç
+//ä¼è™Žæ‹³(CH_TIGERFIST)ã“ã“ã¾ã§
+//連柱崩撃(CH_CHAINCRUSH)ã“ã“ã‹ã‚‰
else if (skillid == CH_CHAINCRUSH)
{
int delay =
1000 - 4 * battle_get_agi (src) - 2 * battle_get_dex (src);
if (damage < battle_get_hp (bl))
{
- //ˆ¢C—…”e™€Œ(MO_EXTREMITYFIST)Žæ“¾•‹C‹…4ŒÂ•ÛŽ•”š—ô”g“®(MO_EXPLOSIONSPIRITS)ó‘ÔŽž‚Í+300ms
+ //阿修羅覇凰拳(MO_EXTREMITYFIST)å–得&気çƒ4個ä¿æŒï¼†çˆ†è£‚波動(MO_EXPLOSIONSPIRITS)状態時ã¯+300ms
if (pc_checkskill (sd, MO_EXTREMITYFIST) > 0
&& sd->spiritball >= 4
&& sd->sc_data[SC_EXPLOSIONSPIRITS].timer != -1)
- 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, CH_CHAINCRUSH, skilllv, 0, 0, delay, 0); //ƒRƒ“ƒ{ó‘Ô‚É
+ skill_status_change_start (src, SC_COMBO, CH_CHAINCRUSH, skilllv, 0, 0, delay, 0); //コンボ状態ã«
}
sd->attackabletime = sd->canmove_tick = tick + delay;
- clif_combo_delay (src, delay); //ƒRƒ“ƒ{ƒfƒBƒŒƒCƒpƒPƒbƒg‚Ì‘—M
+ clif_combo_delay (src, delay); //コンボディレイパケットã®é€ä¿¡
}
-//˜A’Œ•öŒ‚(CH_CHAINCRUSH)‚±‚±‚Ü‚Å
+//連柱崩撃(CH_CHAINCRUSH)ã“ã“ã¾ã§
}
-//Žg—pŽÒ‚ªPC‚Ìꇂ̈—‚±‚±‚Ü‚Å
-//•ŠíƒXƒLƒ‹H‚±‚±‚©‚ç
+//使用者ãŒPCã®å ´åˆã®å‡¦ç†ã“ã“ã¾ã§
+//武器スキル?ã“ã“ã‹ã‚‰
//AppleGirl Was Here
if (attack_type & BF_MAGIC && damage > 0 && src != bl && src == dsrc)
{ //Blah Blah
@@ -1878,35 +1878,35 @@ int skill_attack (int attack_type, struct block_list *src,
}
//Stop Here
if (attack_type & BF_WEAPON && damage > 0 && src != bl && src == dsrc)
- { //•ŠíƒXƒLƒ‹•ƒ_ƒ[ƒW‚ ‚è•Žg—pŽÒ‚Æ‘ÎÛŽÒ‚ªˆá‚¤•src=dsrc
+ { //武器スキル&ダメージã‚り&使用者ã¨å¯¾è±¡è€…ãŒé•ã†ï¼†src=dsrc
if (dmg.flag & BF_SHORT)
- { //‹ß‹——£UŒ‚ŽžH¦
+ { //è¿‘è·é›¢æ”»æ’ƒæ™‚?※
if (bl->type == BL_PC)
- { //‘ÎÛ‚ªPC‚ÌŽž
+ { //対象ãŒPCã®æ™‚
struct map_session_data *tsd = (struct map_session_data *) bl;
nullpo_retr (0, tsd);
if (tsd->short_weapon_damage_return > 0)
- { //‹ß‹——£UŒ‚’µ‚Ë•Ô‚µH¦
+ { //è¿‘è·é›¢æ”»æ’ƒè·³ã­è¿”ã—?※
rdamage += damage * tsd->short_weapon_damage_return / 100;
if (rdamage < 1)
rdamage = 1;
}
}
if (sc_data && sc_data[SC_REFLECTSHIELD].timer != -1)
- { //ƒŠƒtƒŒƒNƒgƒV[ƒ‹ƒhŽž
- rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //’µ‚Ë•Ô‚µŒvŽZ
+ { //リフレクトシールド時
+ rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //è·³ã­è¿”ã—計算
if (rdamage < 1)
rdamage = 1;
}
}
else if (dmg.flag & BF_LONG)
- { //‰“‹——£UŒ‚ŽžH¦
+ { //é è·é›¢æ”»æ’ƒæ™‚?※
if (bl->type == BL_PC)
- { //‘ÎÛ‚ªPC‚ÌŽž
+ { //対象ãŒPCã®æ™‚
struct map_session_data *tsd = (struct map_session_data *) bl;
nullpo_retr (0, tsd);
if (tsd->long_weapon_damage_return > 0)
- { //‰“‹——£UŒ‚’µ‚Ë•Ô‚µH¦
+ { //é è·é›¢æ”»æ’ƒè·³ã­è¿”ã—?※
rdamage += damage * tsd->long_weapon_damage_return / 100;
if (rdamage < 1)
rdamage = 1;
@@ -1916,7 +1916,7 @@ int skill_attack (int attack_type, struct block_list *src,
if (rdamage > 0)
clif_damage (src, src, tick, dmg.amotion, 0, rdamage, 1, 4, 0);
}
-//•ŠíƒXƒLƒ‹H‚±‚±‚Ü‚Å
+//武器スキル?ã“ã“ã¾ã§
switch (skillid)
{
@@ -1939,7 +1939,7 @@ int skill_attack (int attack_type, struct block_list *src,
(skillid == 0) ? 5 : type);
}
if (dmg.blewcount > 0 && !map[src->m].flag.gvg)
- { /* ‚«”ò‚΂µˆ—‚Æ‚»‚̃pƒPƒbƒg */
+ { /* å¹ã飛ã°ã—処ç†ã¨ãã®ãƒ‘ケット */
if (skillid == WZ_SIGHTRASHER)
skill_blown (src, bl, dmg.blewcount);
else
@@ -1951,7 +1951,7 @@ int skill_attack (int attack_type, struct block_list *src,
}
map_freeblock_lock ();
- /* ŽÀۂɃ_ƒ[ƒWˆ—‚ðs‚¤ */
+ /* 実際ã«ãƒ€ãƒ¡ãƒ¼ã‚¸å‡¦ç†ã‚’行ㆠ*/
if (skillid != KN_BOWLINGBASH || flag)
battle_damage (src, bl, damage, 0);
if (skillid == RG_INTIMIDATE && damage > 0
@@ -1970,7 +1970,7 @@ int skill_attack (int attack_type, struct block_list *src,
nullpo_retr(0, tsd);
if(!tsd->status.skill[skillid].id && !tsd->status.skill[skillid].id
&& !(skillid > NPC_PIERCINGATT && skillid < NPC_SUMMONMONSTER) ){
- //Šù‚É“‚ñ‚Å‚¢‚éƒXƒLƒ‹‚ª‚ ‚ê‚ΊY“–ƒXƒLƒ‹‚ðÁ‚·
+ //æ—¢ã«ç›—ã‚“ã§ã„るスキルãŒã‚ã‚Œã°è©²å½“スキルを消ã™
if (tsd->cloneskill_id && tsd->cloneskill_lv && tsd->status.skill[tsd->cloneskill_id].flag==13){
tsd->status.skill[tsd->cloneskill_id].id=0;
tsd->status.skill[tsd->cloneskill_id].lv=0;
@@ -1986,7 +1986,7 @@ int skill_attack (int attack_type, struct block_list *src,
}
}
*/
- /* ƒ_ƒ[ƒW‚ª‚ ‚é‚È‚ç’ljÁŒø‰Ê”»’è */
+ /* ダメージãŒã‚ã‚‹ãªã‚‰è¿½åŠ åŠ¹æžœåˆ¤å®š */
if (bl->prev != NULL)
{
struct map_session_data *sd = (struct map_session_data *) bl;
@@ -1996,7 +1996,7 @@ int skill_attack (int attack_type, struct block_list *src,
if (damage > 0)
skill_additional_effect (src, bl, skillid, skilllv,
attack_type, tick);
- if (bl->type == BL_MOB && src != bl) /* ƒXƒLƒ‹Žg—pðŒ‚ÌMOBƒXƒLƒ‹ */
+ if (bl->type == BL_MOB && src != bl) /* スキル使用æ¡ä»¶ã®MOBスキル */
{
struct mob_data *md = (struct mob_data *) bl;
nullpo_retr (0, md);
@@ -2076,19 +2076,19 @@ int skill_attack (int attack_type, struct block_list *src,
map_freeblock_unlock ();
- return (dmg.damage + dmg.damage2); /* —^ƒ_ƒ‚ð•Ô‚· */
+ return (dmg.damage + dmg.damage2); /* 与ダメを返㙠*/
}
/*==========================================
- * ƒXƒLƒ‹”͈ÍUŒ‚—p(map_foreachinarea‚©‚çŒÄ‚΂ê‚é)
- * flag‚ɂ‚¢‚ÄF16i}‚ðŠm”F
+ * スキル範囲攻撃用(map_foreachinareaã‹ã‚‰å‘¼ã°ã‚Œã‚‹)
+ * flagã«ã¤ã„ã¦ï¼š16進図を確èª
* MSB <- 00fTffff ->LSB
- * T =ƒ^[ƒQƒbƒg‘I‘ð—p(BCT_*)
- * ffff=Ž©—R‚ÉŽg—p‰Â”\
- * 0 =—\–ñB0‚ɌŒè
+ * T =ターゲットé¸æŠžç”¨(BCT_*)
+ * ffff=自由ã«ä½¿ç”¨å¯èƒ½
+ * 0 =予約。0ã«å›ºå®š
*------------------------------------------
*/
-static int skill_area_temp[8]; /* ˆêŽž•Ï”B•K—v‚È‚çŽg‚¤B */
+static int skill_area_temp[8]; /* 一時変数。必è¦ãªã‚‰ä½¿ã†ã€‚ */
typedef int (*SkillFunc) (struct block_list *, struct block_list *, int, int,
unsigned int, int);
int skill_area_sub (struct block_list *bl, va_list ap)
@@ -2104,7 +2104,7 @@ int skill_area_sub (struct block_list *bl, va_list ap)
if (bl->type != BL_PC && bl->type != BL_MOB && bl->type != BL_SKILL)
return 0;
- src = va_arg (ap, struct block_list *); //‚±‚±‚Å‚Ísrc‚Ì’l‚ðŽQÆ‚µ‚Ä‚¢‚È‚¢‚Ì‚ÅNULLƒ`ƒFƒbƒN‚Í‚µ‚È‚¢
+ src = va_arg (ap, struct block_list *); //ã“ã“ã§ã¯srcã®å€¤ã‚’å‚ç…§ã—ã¦ã„ãªã„ã®ã§NULLãƒã‚§ãƒƒã‚¯ã¯ã—ãªã„
skill_id = va_arg (ap, int);
skill_lv = va_arg (ap, int);
tick = va_arg (ap, unsigned int);
@@ -2234,9 +2234,9 @@ int skill_check_unit_range2 (int m, int x, int y, int range)
}
/*=========================================================================
- * ”͈̓XƒLƒ‹Žg—pˆ—¬•ª‚¯‚±‚±‚©‚ç
+ * 範囲スキル使用処ç†å°åˆ†ã‘ã“ã“ã‹ã‚‰
*/
-/* ‘ÎÛ‚Ì”‚ðƒJƒEƒ“ƒg‚·‚éBiskill_area_temp[0]‚ð‰Šú‰»‚µ‚Ä‚¨‚­‚±‚Æj */
+/* 対象ã®æ•°ã‚’カウントã™ã‚‹ã€‚(skill_area_temp[0]ã‚’åˆæœŸåŒ–ã—ã¦ãŠãã“ã¨ï¼‰ */
int skill_area_sub_count (struct block_list *src, struct block_list *target,
int skillid, int skilllv, unsigned int tick,
int flag)
@@ -2288,7 +2288,7 @@ static int skill_timerskill (int tid, unsigned int tick, int id, int data)
{
if (target == NULL)
{
- target = &tbl; //‰Šú‰»‚µ‚Ä‚È‚¢‚̂ɃAƒhƒŒƒX“Ë‚Áž‚ñ‚Å‚¢‚¢‚Ì‚©‚ÈH
+ target = &tbl; //åˆæœŸåŒ–ã—ã¦ãªã„ã®ã«ã‚¢ãƒ‰ãƒ¬ã‚¹çªã£è¾¼ã‚“ã§ã„ã„ã®ã‹ãªï¼Ÿ
target->type = BL_NUL;
target->m = src->m;
target->prev = target->next = NULL;
@@ -2374,9 +2374,9 @@ static int skill_timerskill (int tid, unsigned int tick, int id, int data)
}
break;
- case BA_FROSTJOKE: /* Š¦‚¢ƒWƒ‡[ƒN */
- case DC_SCREAM: /* ƒXƒNƒŠ[ƒ€ */
- range = 15; //Ž‹ŠE‘S‘Ì
+ case BA_FROSTJOKE: /* 寒ã„ジョーク */
+ case DC_SCREAM: /* スクリーム */
+ range = 15; //視界全体
map_foreachinarea (skill_frostjoke_scream, src->m,
src->x - range, src->y - range,
src->x + range, src->y + range, 0, src,
@@ -2520,13 +2520,13 @@ int skill_cleartimerskill (struct block_list *src)
return 0;
}
-/* ”͈̓XƒLƒ‹Žg—pˆ—¬•ª‚¯‚±‚±‚Ü‚Å
+/* 範囲スキル使用処ç†å°åˆ†ã‘ã“ã“ã¾ã§
* -------------------------------------------------------------------------
*/
/*==========================================
- * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹AIDŽw’èUŒ‚Œnj
- * iƒXƒpƒQƒbƒeƒB‚ÉŒü‚¯‚Ä‚P•à‘OiI(ƒ_ƒƒ|)j
+ * スキル使用(詠唱完了ã€ID指定攻撃系)
+ * (スパゲッティã«å‘ã‘ã¦ï¼‘æ­©å‰é€²ï¼(ダメãƒ))
*------------------------------------------
*/
int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
@@ -2553,64 +2553,64 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
map_freeblock_lock ();
switch (skillid)
{
- /* •ŠíUŒ‚ŒnƒXƒLƒ‹ */
- case SM_BASH: /* ƒoƒbƒVƒ… */
- case MC_MAMMONITE: /* ƒƒ}[ƒiƒCƒg */
- case AC_DOUBLE: /* ƒ_ƒuƒ‹ƒXƒgƒŒƒCƒtƒBƒ“ƒO */
- case AS_SONICBLOW: /* ƒ\ƒjƒbƒNƒuƒ[ */
- case KN_PIERCE: /* ƒsƒA[ƒX */
- case KN_SPEARBOOMERANG: /* ƒXƒsƒAƒu[ƒƒ‰ƒ“ */
- case TF_POISON: /* ƒCƒ“ƒxƒiƒ€ */
- case TF_SPRINKLESAND: /* »‚Ü‚« */
- case AC_CHARGEARROW: /* ƒ`ƒƒ[ƒWƒAƒ[ */
- case KN_SPEARSTAB: /* ƒXƒsƒAƒXƒ^ƒu */
- case RG_RAID: /* ƒTƒvƒ‰ƒCƒYƒAƒ^ƒbƒN */
- case RG_INTIMIDATE: /* ƒCƒ“ƒeƒBƒ~ƒfƒCƒg */
- case BA_MUSICALSTRIKE: /* ƒ~ƒ…[ƒWƒJƒ‹ƒXƒgƒ‰ƒCƒN */
- case DC_THROWARROW: /* –‚¿ */
- case BA_DISSONANCE: /* •s‹¦˜a‰¹ */
- case CR_HOLYCROSS: /* ƒz[ƒŠ[ƒNƒƒX */
+ /* 武器攻撃系スキル */
+ case SM_BASH: /* ãƒãƒƒã‚·ãƒ¥ */
+ case MC_MAMMONITE: /* メマーナイト */
+ case AC_DOUBLE: /* ダブルストレイフィング */
+ case AS_SONICBLOW: /* ソニックブロー */
+ case KN_PIERCE: /* ピアース */
+ case KN_SPEARBOOMERANG: /* スピアブーメラン */
+ case TF_POISON: /* インベナム */
+ case TF_SPRINKLESAND: /* ç ‚ã¾ã */
+ case AC_CHARGEARROW: /* ãƒãƒ£ãƒ¼ã‚¸ã‚¢ãƒ­ãƒ¼ */
+ case KN_SPEARSTAB: /* スピアスタブ */
+ case RG_RAID: /* サプライズアタック */
+ case RG_INTIMIDATE: /* インティミデイト */
+ case BA_MUSICALSTRIKE: /* ミュージカルストライク */
+ case DC_THROWARROW: /* 矢撃㡠*/
+ case BA_DISSONANCE: /* ä¸å”和音 */
+ case CR_HOLYCROSS: /* ホーリークロス */
case CR_SHIELDCHARGE:
case CR_SHIELDBOOMERANG:
- /* ˆÈ‰ºMOBê—p */
- /* ’P‘ÌUŒ‚ASPŒ¸­UŒ‚A‰“‹——£UŒ‚A–hŒä–³Ž‹UŒ‚A‘½’iUŒ‚ */
+ /* 以下MOB専用 */
+ /* å˜ä½“攻撃ã€SP減少攻撃ã€é è·é›¢æ”»æ’ƒã€é˜²å¾¡ç„¡è¦–攻撃ã€å¤šæ®µæ”»æ’ƒ */
case NPC_PIERCINGATT:
case NPC_MENTALBREAKER:
case NPC_RANGEATTACK:
case NPC_CRITICALSLASH:
case NPC_COMBOATTACK:
- /* •K’†UŒ‚A“ÅUŒ‚AˆÃ•UŒ‚A’¾–ÙUŒ‚AƒXƒ^ƒ“UŒ‚ */
+ /* 必中攻撃ã€æ¯’攻撃ã€æš—黒攻撃ã€æ²ˆé»™æ”»æ’ƒã€ã‚¹ã‚¿ãƒ³æ”»æ’ƒ */
case NPC_GUIDEDATTACK:
case NPC_POISON:
case NPC_BLINDATTACK:
case NPC_SILENCEATTACK:
case NPC_STUNATTACK:
- /* Ή»UŒ‚AŽô‚¢UŒ‚A‡–°UŒ‚Aƒ‰ƒ“ƒ_ƒ€ATKUŒ‚ */
+ /* 石化攻撃ã€å‘ªã„攻撃ã€ç¡çœ æ”»æ’ƒã€ãƒ©ãƒ³ãƒ€ãƒ ATK攻撃 */
case NPC_PETRIFYATTACK:
case NPC_CURSEATTACK:
case NPC_SLEEPATTACK:
case NPC_RANDOMATTACK:
- /* …‘®«UŒ‚A’n‘®«UŒ‚A‰Î‘®«UŒ‚A•—‘®«UŒ‚ */
+ /* 水属性攻撃ã€åœ°å±žæ€§æ”»æ’ƒã€ç«å±žæ€§æ”»æ’ƒã€é¢¨å±žæ€§æ”»æ’ƒ */
case NPC_WATERATTACK:
case NPC_GROUNDATTACK:
case NPC_FIREATTACK:
case NPC_WINDATTACK:
- /* “Å‘®«UŒ‚A¹‘®«UŒ‚AˆÅ‘®«UŒ‚A”O‘®«UŒ‚ASPŒ¸­UŒ‚ */
+ /* 毒属性攻撃ã€è–属性攻撃ã€é—‡å±žæ€§æ”»æ’ƒã€å¿µå±žæ€§æ”»æ’ƒã€SP減少攻撃 */
case NPC_POISONATTACK:
case NPC_HOLYATTACK:
case NPC_DARKNESSATTACK:
case NPC_TELEKINESISATTACK:
- case LK_AURABLADE: /* ƒI[ƒ‰ƒuƒŒ[ƒh */
- case LK_SPIRALPIERCE: /* ƒXƒpƒCƒ‰ƒ‹ƒsƒA[ƒX */
- case LK_HEADCRUSH: /* ƒwƒbƒhƒNƒ‰ƒbƒVƒ… */
- case LK_JOINTBEAT: /* ƒWƒ‡ƒCƒ“ƒgƒr[ƒg */
- case PA_PRESSURE: /* ƒvƒŒƒbƒVƒƒ[ */
- case PA_SACRIFICE: /* ƒTƒNƒŠƒtƒ@ƒCƒX */
- case SN_SHARPSHOOTING: /* ƒVƒƒ[ƒvƒVƒ…[ƒeƒBƒ“ƒO */
- case CG_ARROWVULCAN: /* ƒAƒ[ƒoƒ‹ƒJƒ“ */
- case ASC_BREAKER: /* ƒ\ƒEƒ‹ƒuƒŒ[ƒJ[ */
- case HW_MAGICCRASHER: /* ƒ}ƒWƒbƒNƒNƒ‰ƒbƒVƒƒ[ */
+ case LK_AURABLADE: /* オーラブレード */
+ case LK_SPIRALPIERCE: /* スパイラルピアース */
+ case LK_HEADCRUSH: /* ヘッドクラッシュ */
+ case LK_JOINTBEAT: /* ジョイントビート */
+ case PA_PRESSURE: /* プレッシャー */
+ case PA_SACRIFICE: /* サクリファイス */
+ case SN_SHARPSHOOTING: /* シャープシューティング */
+ case CG_ARROWVULCAN: /* アローãƒãƒ«ã‚«ãƒ³ */
+ case ASC_BREAKER: /* ソウルブレーカー */
+ case HW_MAGICCRASHER: /* マジッククラッシャー */
skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
break;
@@ -2619,7 +2619,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick,
flag);
break;
- case MO_INVESTIGATE: /* ”­™¤ */
+ case MO_INVESTIGATE: /* ç™ºå‹ */
{
struct status_change *sc_data = battle_get_sc_data (src);
skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
@@ -2628,11 +2628,11 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
skill_status_change_end (src, SC_BLADESTOP, -1);
}
break;
- case SN_FALCONASSAULT: /* ƒtƒ@ƒ‹ƒRƒ“ƒAƒTƒ‹ƒg */
+ case SN_FALCONASSAULT: /* ファルコンアサルト */
skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick,
flag);
break;
- case KN_BRANDISHSPEAR: /* ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA */
+ case KN_BRANDISHSPEAR: /* ブランディッシュスピア */
{
struct mob_data *md = (struct mob_data *) bl;
nullpo_retr (1, md);
@@ -2648,7 +2648,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
}
}
break;
- case RG_BACKSTAP: /* ƒoƒbƒNƒXƒ^ƒu */
+ case RG_BACKSTAP: /* ãƒãƒƒã‚¯ã‚¹ã‚¿ãƒ– */
{
int dir = map_calc_dir (src, bl->x, bl->y), t_dir =
battle_get_dir (bl);
@@ -2658,7 +2658,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
{
struct status_change *sc_data = battle_get_sc_data (src);
if (sc_data && sc_data[SC_HIDING].timer != -1)
- skill_status_change_end (src, SC_HIDING, -1); // ƒnƒCƒfƒBƒ“ƒO‰ðœ
+ skill_status_change_end (src, SC_HIDING, -1); // ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚°è§£é™¤
skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
skill_blown (src, bl, skill_get_blewcount (skillid, skilllv));
@@ -2668,7 +2668,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
}
break;
- case AM_ACIDTERROR: /* ƒAƒVƒbƒhƒeƒ‰[ */
+ case AM_ACIDTERROR: /* アシッドテラー */
skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
if (bl->type == BL_PC
@@ -2676,7 +2676,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
&& battle_config.equipment_breaking)
pc_breakarmor ((struct map_session_data *) bl);
break;
- case MO_FINGEROFFENSIVE: /* Žw’e */
+ case MO_FINGEROFFENSIVE: /* 指弾 */
{
struct status_change *sc_data = battle_get_sc_data (src);
@@ -2700,7 +2700,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
skill_status_change_end (src, SC_BLADESTOP, -1);
}
break;
- case MO_CHAINCOMBO: /* ˜A‘Ŷ */
+ case MO_CHAINCOMBO: /* 連打掌 */
{
struct status_change *sc_data = battle_get_sc_data (src);
skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
@@ -2709,14 +2709,14 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
skill_status_change_end (src, SC_BLADESTOP, -1);
}
break;
- case MO_COMBOFINISH: /* –Ò—´Œ */
- case CH_TIGERFIST: /* •šŒÕŒ */
- case CH_CHAINCRUSH: /* ˜A’Œ•öŒ‚ */
- case CH_PALMSTRIKE: /* –ÒŒÕd”hŽR */
+ case MO_COMBOFINISH: /* 猛é¾æ‹³ */
+ case CH_TIGERFIST: /* ä¼è™Žæ‹³ */
+ case CH_CHAINCRUSH: /* 連柱崩撃 */
+ case CH_PALMSTRIKE: /* 猛虎硬派山 */
skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
flag);
break;
- case MO_EXTREMITYFIST: /* ˆ¢C—…”e–PŒ */
+ case MO_EXTREMITYFIST: /* 阿修羅覇鳳拳 */
{
struct status_change *sc_data = battle_get_sc_data (src);
@@ -2776,22 +2776,22 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
skill_status_change_end (src, SC_BLADESTOP, -1);
}
break;
- /* •ŠíŒn”͈ÍUŒ‚ƒXƒLƒ‹ */
- case AC_SHOWER: /* ƒAƒ[ƒVƒƒƒ[ */
- case SM_MAGNUM: /* ƒ}ƒOƒiƒ€ƒuƒŒƒCƒN */
- case AS_GRIMTOOTH: /* ƒOƒŠƒ€ƒgƒD[ƒX */
- case MC_CARTREVOLUTION: /* ƒJ[ƒgƒŒƒ”ƒHƒŠƒ…[ƒVƒ‡ƒ“ */
- case NPC_SPLASHATTACK: /* ƒXƒvƒ‰ƒbƒVƒ…ƒAƒ^ƒbƒN */
- case ASC_METEORASSAULT: /* ƒƒeƒIƒAƒTƒ‹ƒg */
+ /* 武器系範囲攻撃スキル */
+ case AC_SHOWER: /* アローシャワー */
+ case SM_MAGNUM: /* マグナムブレイク */
+ case AS_GRIMTOOTH: /* グリムトゥース */
+ case MC_CARTREVOLUTION: /* カートレヴォリューション */
+ case NPC_SPLASHATTACK: /* スプラッシュアタック */
+ case ASC_METEORASSAULT: /* メテオアサルト */
case AS_SPLASHER: /* [Valaris] */
if (flag & 1)
{
- /* ŒÂ•Ê‚Ƀ_ƒ[ƒW‚ð—^‚¦‚é */
+ /* 個別ã«ãƒ€ãƒ¡ãƒ¼ã‚¸ã‚’与ãˆã‚‹ */
if (bl->id != skill_area_temp[1])
{
int dist = 0;
if (skillid == SM_MAGNUM)
- { /* ƒ}ƒOƒiƒ€ƒuƒŒƒCƒN‚È‚ç’†S‚©‚ç‚Ì‹——£‚ðŒvŽZ */
+ { /* マグナムブレイクãªã‚‰ä¸­å¿ƒã‹ã‚‰ã®è·é›¢ã‚’計算 */
int dx = abs (bl->x - skill_area_temp[2]);
int dy = abs (bl->y - skill_area_temp[3]);
dist = ((dx > dy) ? dx : dy);
@@ -2809,19 +2809,19 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
x = src->x;
y = src->y;
}
- else if (skillid == AC_SHOWER || skillid == ASC_METEORASSAULT) /* ƒAƒ[ƒVƒƒƒ[AƒƒeƒIƒAƒTƒ‹ƒg”͈Í5*5 */
+ else if (skillid == AC_SHOWER || skillid == ASC_METEORASSAULT) /* アローシャワーã€ãƒ¡ãƒ†ã‚ªã‚¢ã‚µãƒ«ãƒˆç¯„囲5*5 */
ar = 2;
- else if (skillid == AS_SPLASHER) /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ[”͈Í3*3 */
+ else if (skillid == AS_SPLASHER) /* ベナムスプラッシャー範囲3*3 */
ar = 1;
- else if (skillid == NPC_SPLASHATTACK) /* ƒXƒvƒ‰ƒbƒVƒ…ƒAƒ^ƒbƒN‚͔͈Í7*7 */
+ else if (skillid == NPC_SPLASHATTACK) /* スプラッシュアタックã¯ç¯„囲7*7 */
ar = 3;
skill_area_temp[1] = bl->id;
skill_area_temp[2] = x;
skill_area_temp[3] = y;
- /* ‚Ü‚¸ƒ^[ƒQƒbƒg‚ÉUŒ‚‚ð‰Á‚¦‚é */
+ /* ã¾ãšã‚¿ãƒ¼ã‚²ãƒƒãƒˆã«æ”»æ’ƒã‚’加ãˆã‚‹ */
skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick,
0);
- /* ‚»‚ÌŒãƒ^[ƒQƒbƒgˆÈŠO‚͈͓̔à‚Ì“G‘S‘̂Ɉ—‚ðs‚¤ */
+ /* ãã®å¾Œã‚¿ãƒ¼ã‚²ãƒƒãƒˆä»¥å¤–ã®ç¯„囲内ã®æ•µå…¨ä½“ã«å‡¦ç†ã‚’行ㆠ*/
map_foreachinarea (skill_area_sub,
bl->m, x - ar, y - ar, x + ar, y + ar, 0,
src, skillid, skilllv, tick,
@@ -2830,10 +2830,10 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
}
break;
- case KN_BOWLINGBASH: /* ƒ{ƒEƒŠƒ“ƒOƒoƒbƒVƒ… */
+ case KN_BOWLINGBASH: /* ボウリングãƒãƒƒã‚·ãƒ¥ */
if (flag & 1)
{
- /* ŒÂ•Ê‚Ƀ_ƒ[ƒW‚ð—^‚¦‚é */
+ /* 個別ã«ãƒ€ãƒ¡ãƒ¼ã‚¸ã‚’与ãˆã‚‹ */
if (bl->id != skill_area_temp[1])
skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv,
tick, 0x0500);
@@ -2847,7 +2847,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
tick, 0);
if (damage > 0)
{
- int i, c; /* ‘¼l‚©‚ç•·‚¢‚½“®‚«‚È‚Ì‚ÅŠÔˆá‚Á‚Ä‚é‰Â”\«‘å•Œø—¦‚ªˆ«‚¢‚Á‚·„ƒ */
+ int i, c; /* 他人ã‹ã‚‰èžã„ãŸå‹•ããªã®ã§é–“é•ã£ã¦ã‚‹å¯èƒ½æ€§å¤§ï¼†åŠ¹çŽ‡ãŒæ‚ªã„ã£ã™ï¼žï¼œ */
c = skill_get_blewcount (skillid, skilllv);
if (map[bl->m].flag.gvg)
c = 0;
@@ -2871,7 +2871,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
skill_area_temp[1] = bl->id;
skill_area_temp[2] = bl->x;
skill_area_temp[3] = bl->y;
- /* ‚»‚ÌŒãƒ^[ƒQƒbƒgˆÈŠO‚͈͓̔à‚Ì“G‘S‘̂Ɉ—‚ðs‚¤ */
+ /* ãã®å¾Œã‚¿ãƒ¼ã‚²ãƒƒãƒˆä»¥å¤–ã®ç¯„囲内ã®æ•µå…¨ä½“ã«å‡¦ç†ã‚’行ㆠ*/
map_foreachinarea (skill_area_sub,
bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
bl->y + 1, 0, src, skillid, skilllv,
@@ -2885,8 +2885,8 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
}
break;
- case ALL_RESURRECTION: /* ƒŠƒUƒŒƒNƒVƒ‡ƒ“ */
- case PR_TURNUNDEAD: /* ƒ^[ƒ“ƒAƒ“ƒfƒbƒh */
+ case ALL_RESURRECTION: /* リザレクション */
+ case PR_TURNUNDEAD: /* ターンアンデッド */
if (bl->type != BL_PC
&& battle_check_undead (battle_get_race (bl),
battle_get_elem_type (bl)))
@@ -2899,23 +2899,23 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
}
break;
- /* –‚–@ŒnƒXƒLƒ‹ */
- case MG_SOULSTRIKE: /* ƒ\ƒEƒ‹ƒXƒgƒ‰ƒCƒN */
- case MG_COLDBOLT: /* ƒR[ƒ‹ƒhƒ{ƒ‹ƒg */
- case MG_FIREBOLT: /* ƒtƒ@ƒCƒA[ƒ{ƒ‹ƒg */
- case MG_LIGHTNINGBOLT: /* ƒ‰ƒCƒgƒjƒ“ƒOƒ{ƒ‹ƒg */
- case WZ_EARTHSPIKE: /* ƒA[ƒXƒXƒpƒCƒN */
- case AL_HEAL: /* ƒq[ƒ‹ */
- case AL_HOLYLIGHT: /* ƒz[ƒŠ[ƒ‰ƒCƒg */
- case MG_FROSTDIVER: /* ƒtƒƒXƒgƒ_ƒCƒo[ */
- case WZ_JUPITEL: /* ƒ†ƒsƒeƒ‹ƒTƒ“ƒ_[ */
- case NPC_MAGICALATTACK: /* MOB:–‚–@‘ÅŒ‚UŒ‚ */
- case PR_ASPERSIO: /* ƒAƒXƒyƒ‹ƒVƒI */
+ /* 魔法系スキル */
+ case MG_SOULSTRIKE: /* ソウルストライク */
+ case MG_COLDBOLT: /* コールドボルト */
+ case MG_FIREBOLT: /* ファイアーボルト */
+ case MG_LIGHTNINGBOLT: /* ライトニングボルト */
+ case WZ_EARTHSPIKE: /* アーススパイク */
+ case AL_HEAL: /* ヒール */
+ case AL_HOLYLIGHT: /* ホーリーライト */
+ case MG_FROSTDIVER: /* フロストダイãƒãƒ¼ */
+ case WZ_JUPITEL: /* ユピテルサンダー */
+ case NPC_MAGICALATTACK: /* MOB:魔法打撃攻撃 */
+ case PR_ASPERSIO: /* アスペルシオ */
skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
flag);
break;
- case WZ_WATERBALL: /* ƒEƒH[ƒ^[ƒ{[ƒ‹ */
+ case WZ_WATERBALL: /* ウォーターボール */
skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
flag);
if (skilllv > 1)
@@ -2923,22 +2923,22 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
0, 0, 0, 0);
break;
- case PR_BENEDICTIO: /* ¹‘Ì~•Ÿ */
+ case PR_BENEDICTIO: /* è–体é™ç¦ */
if (battle_get_race (bl) == 1 || battle_get_race (bl) == 6)
skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
flag);
break;
- /* –‚–@Œn”͈ÍUŒ‚ƒXƒLƒ‹ */
- case MG_NAPALMBEAT: /* ƒiƒp[ƒ€ƒr[ƒg */
- case MG_FIREBALL: /* ƒtƒ@ƒCƒ„[ƒ{[ƒ‹ */
+ /* 魔法系範囲攻撃スキル */
+ case MG_NAPALMBEAT: /* ナパームビート */
+ case MG_FIREBALL: /* ファイヤーボール */
if (flag & 1)
{
- /* ŒÂ•Ê‚Ƀ_ƒ[ƒW‚ð—^‚¦‚é */
+ /* 個別ã«ãƒ€ãƒ¡ãƒ¼ã‚¸ã‚’与ãˆã‚‹ */
if (bl->id != skill_area_temp[1])
{
if (skillid == MG_FIREBALL)
- { /* ƒtƒ@ƒCƒ„[ƒ{[ƒ‹‚È‚ç’†S‚©‚ç‚Ì‹——£‚ðŒvŽZ */
+ { /* ファイヤーボールãªã‚‰ä¸­å¿ƒã‹ã‚‰ã®è·é›¢ã‚’計算 */
int dx = abs (bl->x - skill_area_temp[2]);
int dy = abs (bl->y - skill_area_temp[3]);
skill_area_temp[0] = ((dx > dy) ? dx : dy);
@@ -2952,7 +2952,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
int ar = (skillid == MG_NAPALMBEAT) ? 1 : 2;
skill_area_temp[1] = bl->id;
if (skillid == MG_NAPALMBEAT)
- { /* ƒiƒp[ƒ€‚Å‚Íæ‚É”‚¦‚é */
+ { /* ナパームã§ã¯å…ˆã«æ•°ãˆã‚‹ */
skill_area_temp[0] = 0;
map_foreachinarea (skill_area_sub,
bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
@@ -2966,10 +2966,10 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
skill_area_temp[2] = bl->x;
skill_area_temp[3] = bl->y;
}
- /* ‚Ü‚¸ƒ^[ƒQƒbƒg‚ÉUŒ‚‚ð‰Á‚¦‚é */
+ /* ã¾ãšã‚¿ãƒ¼ã‚²ãƒƒãƒˆã«æ”»æ’ƒã‚’加ãˆã‚‹ */
skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
skill_area_temp[0]);
- /* ‚»‚ÌŒãƒ^[ƒQƒbƒgˆÈŠO‚͈͓̔à‚Ì“G‘S‘̂Ɉ—‚ðs‚¤ */
+ /* ãã®å¾Œã‚¿ãƒ¼ã‚²ãƒƒãƒˆä»¥å¤–ã®ç¯„囲内ã®æ•µå…¨ä½“ã«å‡¦ç†ã‚’行ㆠ*/
map_foreachinarea (skill_area_sub,
bl->m, bl->x - ar, bl->y - ar, bl->x + ar,
bl->y + ar, 0, src, skillid, skilllv, tick,
@@ -3016,7 +3016,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
}
break;
- case WZ_FROSTNOVA: /* ƒtƒƒXƒgƒmƒ”ƒ@ */
+ case WZ_FROSTNOVA: /* フロストノヴァ */
skill_castend_pos2 (src, bl->x, bl->y, skillid, skilllv, tick, 0);
skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick,
flag);
@@ -3028,11 +3028,11 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
skill_status_change_end (src, SC_SIGHT, -1);
break;
- /* ‚»‚Ì‘¼ */
- case HT_BLITZBEAT: /* ƒuƒŠƒbƒcƒr[ƒg */
+ /* ãã®ä»– */
+ case HT_BLITZBEAT: /* ブリッツビート */
if (flag & 1)
{
- /* ŒÂ•Ê‚Ƀ_ƒ[ƒW‚ð—^‚¦‚é */
+ /* 個別ã«ãƒ€ãƒ¡ãƒ¼ã‚¸ã‚’与ãˆã‚‹ */
if (bl->id != skill_area_temp[1])
skill_attack (BF_MISC, src, src, bl, skillid, skilllv,
tick,
@@ -3048,10 +3048,10 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
src, skillid, skilllv, tick,
flag | BCT_ENEMY,
skill_area_sub_count);
- /* ‚Ü‚¸ƒ^[ƒQƒbƒg‚ÉUŒ‚‚ð‰Á‚¦‚é */
+ /* ã¾ãšã‚¿ãƒ¼ã‚²ãƒƒãƒˆã«æ”»æ’ƒã‚’加ãˆã‚‹ */
skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick,
skill_area_temp[0] | (flag & 0xf00000));
- /* ‚»‚ÌŒãƒ^[ƒQƒbƒgˆÈŠO‚͈͓̔à‚Ì“G‘S‘̂Ɉ—‚ðs‚¤ */
+ /* ãã®å¾Œã‚¿ãƒ¼ã‚²ãƒƒãƒˆä»¥å¤–ã®ç¯„囲内ã®æ•µå…¨ä½“ã«å‡¦ç†ã‚’行ㆠ*/
map_foreachinarea (skill_area_sub,
bl->m, bl->x - 1, bl->y - 1, bl->x + 1,
bl->y + 1, 0, src, skillid, skilllv, tick,
@@ -3060,8 +3060,8 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
}
break;
- case CR_GRANDCROSS: /* ƒOƒ‰ƒ“ƒhƒNƒƒX */
- /* ƒXƒLƒ‹ƒ†ƒjƒbƒg”z’u */
+ case CR_GRANDCROSS: /* グランドクロス */
+ /* スキルユニットé…ç½® */
skill_castend_pos2 (src, bl->x, bl->y, skillid, skilllv, tick, 0);
if (sd)
sd->canmove_tick = tick + 1000;
@@ -3069,16 +3069,16 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
mob_changestate ((struct mob_data *) src, MS_DELAY, 1000);
break;
- case TF_THROWSTONE: /* ΓŠ‚° */
- case NPC_SMOKING: /* ƒXƒ‚[ƒLƒ“ƒO */
+ case TF_THROWSTONE: /* 石投㒠*/
+ case NPC_SMOKING: /* スモーキング */
skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick, 0);
break;
- case NPC_SELFDESTRUCTION: /* Ž©”š */
- case NPC_SELFDESTRUCTION2: /* Ž©”š2 */
+ case NPC_SELFDESTRUCTION: /* 自爆 */
+ case NPC_SELFDESTRUCTION2: /* 自爆2 */
if (flag & 1)
{
- /* ŒÂ•Ê‚Ƀ_ƒ[ƒW‚ð—^‚¦‚é */
+ /* 個別ã«ãƒ€ãƒ¡ãƒ¼ã‚¸ã‚’与ãˆã‚‹ */
if (src->type == BL_MOB)
{
struct mob_data *mb = (struct mob_data *) src;
@@ -3110,7 +3110,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
}
break;
- /* HP‹zŽû/HP‹zŽû–‚–@ */
+ /* HPå¸åŽ/HPå¸åŽé­”法 */
case NPC_BLOODDRAIN:
case NPC_ENERGYDRAIN:
{
@@ -3164,7 +3164,7 @@ int skill_castend_damage_id (struct block_list *src, struct block_list *bl,
}
/*==========================================
- * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹AIDŽw’èŽx‰‡Œnj
+ * スキル使用(詠唱完了ã€ID指定支æ´ç³»ï¼‰
*------------------------------------------
*/
int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
@@ -3178,7 +3178,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
int i;
int sc_def_vit, sc_def_mdef, strip_fix, strip_time, strip_per;
int sc_dex, sc_luk;
- //ƒNƒ‰ƒXƒ`ƒFƒ“ƒW—pƒ{ƒXƒ‚ƒ“ƒXƒ^[ID
+ //クラスãƒã‚§ãƒ³ã‚¸ç”¨ãƒœã‚¹ãƒ¢ãƒ³ã‚¹ã‚¿ãƒ¼ID
int changeclass[] =
{ 1038, 1039, 1046, 1059, 1086, 1087, 1112, 1115, 1157, 1159, 1190,
1272, 1312, 1373, 1492
@@ -3233,7 +3233,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
map_freeblock_lock ();
switch (skillid)
{
- case AL_HEAL: /* ƒq[ƒ‹ */
+ case AL_HEAL: /* ヒール */
{
int heal = skill_calc_heal (src, skilllv);
int heal_get_jobexp;
@@ -3241,20 +3241,20 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
struct pc_base_job s_class;
if (dstsd && dstsd->special_state.no_magic_damage)
- heal = 0; /* ‰©‹à峃J[ƒhiƒq[ƒ‹—Ê‚Oj */
+ heal = 0; /* 黄金蟲カード(ヒールé‡ï¼ï¼‰ */
if (sd)
{
s_class = pc_calc_base_job (sd->status.class);
- if ((skill = pc_checkskill (sd, HP_MEDITATIO)) > 0) // ƒƒfƒBƒeƒCƒeƒBƒI
+ if ((skill = pc_checkskill (sd, HP_MEDITATIO)) > 0) // メディテイティオ
heal += heal * (skill * 2 / 100);
- if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //Ž©•ª‚à‘ÎÛ‚àPCA‘ÎÛ‚ªŽ©•ª‚̃p[ƒgƒi[AŽ©•ª‚ªƒXƒpƒmƒrAŽ©•ª‚ªŠ‚È‚ç
- heal = heal * 2; //ƒXƒpƒmƒr‚̉łª’U“߂Ƀq[ƒ‹‚·‚é‚Æ2”{‚É‚È‚é
+ if (sd && dstsd && sd->status.partner_id == dstsd->status.char_id && s_class.job == 23 && sd->status.sex == 0) //自分も対象もPCã€å¯¾è±¡ãŒè‡ªåˆ†ã®ãƒ‘ートナーã€è‡ªåˆ†ãŒã‚¹ãƒ‘ノビã€è‡ªåˆ†ãŒâ™€ãªã‚‰
+ heal = heal * 2; //スパノビã®å«ãŒæ—¦é‚£ã«ãƒ’ールã™ã‚‹ã¨2å€ã«ãªã‚‹
}
clif_skill_nodamage (src, bl, skillid, heal, 1);
heal_get_jobexp = battle_heal (NULL, bl, heal, 0, 0);
- // JOBŒoŒ±’lŠl“¾
+ // JOB経験値ç²å¾—
if (src->type == BL_PC && bl->type == BL_PC && heal > 0
&& src != bl && battle_config.heal_exp > 0)
{
@@ -3268,17 +3268,17 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case ALL_RESURRECTION: /* ƒŠƒUƒŒƒNƒVƒ‡ƒ“ */
+ case ALL_RESURRECTION: /* リザレクション */
if (bl->type == BL_PC)
{
int per = 0;
struct map_session_data *tsd = (struct map_session_data *) bl;
nullpo_retr (1, tsd);
if ((map[bl->m].flag.pvp) && tsd->pvp_point < 0)
- break; /* PVP‚Å•œŠˆ•s‰Â”\ó‘Ô */
+ break; /* PVPã§å¾©æ´»ä¸å¯èƒ½çŠ¶æ…‹ */
if (pc_isdead (tsd))
- { /* Ž€–S”»’è */
+ { /* 死亡判定 */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
switch (skilllv)
{
@@ -3299,7 +3299,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
if (tsd->status.hp <= 0)
tsd->status.hp = 1;
if (tsd->special_state.restart_full_recover)
- { /* ƒIƒVƒŠƒXƒJ[ƒh */
+ { /* オシリスカード */
tsd->status.hp = tsd->status.max_hp;
tsd->status.sp = tsd->status.max_sp;
}
@@ -3343,7 +3343,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case AL_DECAGI: /* ‘¬“xŒ¸­ */
+ case AL_DECAGI: /* 速度減少 */
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
@@ -3393,7 +3393,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case PR_LEXDIVINA: /* ƒŒƒbƒNƒXƒfƒBƒr[ƒi */
+ case PR_LEXDIVINA: /* レックスディビーナ */
{
struct status_change *sc_data = battle_get_sc_data (bl);
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
@@ -3491,15 +3491,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
if (sd)
pc_getzeny (sd, battle_get_lv (bl) * 100);
break;
- case AL_INCAGI: /* ‘¬“x‘‰Á */
- case AL_BLESSING: /* ƒuƒŒƒbƒVƒ“ƒO */
+ case AL_INCAGI: /* 速度増加 */
+ case AL_BLESSING: /* ブレッシング */
case PR_SLOWPOISON:
- case PR_IMPOSITIO: /* ƒCƒ€ƒ|ƒVƒeƒBƒIƒ}ƒkƒX */
- case PR_LEXAETERNA: /* ƒŒƒbƒNƒXƒG[ƒeƒ‹ƒi */
- case PR_SUFFRAGIUM: /* ƒTƒtƒ‰ƒMƒEƒ€ */
- case PR_BENEDICTIO: /* ¹‘Ì~•Ÿ */
- case CR_PROVIDENCE: /* ƒvƒƒ”ƒBƒfƒ“ƒX */
- case CG_MARIONETTE: /* ƒ}ƒŠƒIƒlƒbƒgƒRƒ“ƒgƒ[ƒ‹ */
+ case PR_IMPOSITIO: /* イムãƒã‚·ãƒ†ã‚£ã‚ªãƒžãƒŒã‚¹ */
+ case PR_LEXAETERNA: /* レックスエーテルナ */
+ case PR_SUFFRAGIUM: /* サフラギウム */
+ case PR_BENEDICTIO: /* è–体é™ç¦ */
+ case CR_PROVIDENCE: /* プロヴィデンス */
+ case CG_MARIONETTE: /* マリオãƒãƒƒãƒˆã‚³ãƒ³ãƒˆãƒ­ãƒ¼ãƒ« */
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
@@ -3569,7 +3569,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case PR_ASPERSIO: /* ƒAƒXƒyƒ‹ƒVƒI */
+ case PR_ASPERSIO: /* アスペルシオ */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
@@ -3581,7 +3581,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skilllv, 0, 0, 0,
skill_get_time (skillid, skilllv), 0);
break;
- case PR_KYRIE: /* ƒLƒŠƒGƒGƒŒƒCƒ\ƒ“ */
+ case PR_KYRIE: /* キリエエレイソン */
clif_skill_nodamage (bl, bl, skillid, skilllv, 1);
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
@@ -3591,29 +3591,29 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skilllv, 0, 0, 0,
skill_get_time (skillid, skilllv), 0);
break;
- case KN_AUTOCOUNTER: /* ƒI[ƒgƒJƒEƒ“ƒ^[ */
- case KN_TWOHANDQUICKEN: /* ƒc[ƒnƒ“ƒhƒNƒCƒbƒPƒ“ */
- case CR_SPEARQUICKEN: /* ƒXƒsƒAƒNƒCƒbƒPƒ“ */
+ case KN_AUTOCOUNTER: /* オートカウンター */
+ case KN_TWOHANDQUICKEN: /* ツーãƒãƒ³ãƒ‰ã‚¯ã‚¤ãƒƒã‚±ãƒ³ */
+ case CR_SPEARQUICKEN: /* スピアクイッケン */
case CR_REFLECTSHIELD:
- case AS_POISONREACT: /* ƒ|ƒCƒYƒ“ƒŠƒAƒNƒg */
- case MC_LOUD: /* ƒ‰ƒEƒhƒ{ƒCƒX */
- case MG_ENERGYCOAT: /* ƒGƒiƒW[ƒR[ƒg */
- case SM_ENDURE: /* ƒCƒ“ƒfƒ…ƒA */
- case MG_SIGHT: /* ƒTƒCƒg */
- case AL_RUWACH: /* ƒ‹ƒAƒt */
- case MO_EXPLOSIONSPIRITS: // ”š—ô”g“®
- case MO_STEELBODY: // ‹à„
- case LK_AURABLADE: /* ƒI[ƒ‰ƒuƒŒ[ƒh */
- case LK_PARRYING: /* ƒpƒŠƒCƒ“ƒO */
- case LK_CONCENTRATION: /* ƒRƒ“ƒZƒ“ƒgƒŒ[ƒVƒ‡ƒ“ */
- case LK_BERSERK: /* ƒo[ƒT[ƒN */
+ case AS_POISONREACT: /* ãƒã‚¤ã‚ºãƒ³ãƒªã‚¢ã‚¯ãƒˆ */
+ case MC_LOUD: /* ラウドボイス */
+ case MG_ENERGYCOAT: /* エナジーコート */
+ case SM_ENDURE: /* インデュア */
+ case MG_SIGHT: /* サイト */
+ case AL_RUWACH: /* ルアフ */
+ case MO_EXPLOSIONSPIRITS: // 爆裂波動
+ case MO_STEELBODY: // 金剛
+ case LK_AURABLADE: /* オーラブレード */
+ case LK_PARRYING: /* パリイング */
+ case LK_CONCENTRATION: /* コンセントレーション */
+ case LK_BERSERK: /* ãƒãƒ¼ã‚µãƒ¼ã‚¯ */
case HP_ASSUMPTIO: /* */
- case WS_CARTBOOST: /* ƒJ[ƒgƒu[ƒXƒg */
- case SN_SIGHT: /* ƒgƒDƒ‹[ƒTƒCƒg */
- case WS_MELTDOWN: /* ƒƒ‹ƒgƒ_ƒEƒ“ */
- case ST_REJECTSWORD: /* ƒŠƒWƒFƒNƒgƒ\[ƒh */
- case HW_MAGICPOWER: /* –‚–@—Í‘• */
- case PF_MEMORIZE: /* ƒƒ‚ƒ‰ƒCƒY */
+ case WS_CARTBOOST: /* カートブースト */
+ case SN_SIGHT: /* トゥルーサイト */
+ case WS_MELTDOWN: /* メルトダウン */
+ case ST_REJECTSWORD: /* リジェクトソード */
+ case HW_MAGICPOWER: /* 魔法力増幅 */
+ case PF_MEMORIZE: /* メモライズ */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
skill_status_change_start (bl, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
@@ -3639,7 +3639,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skilllv, 0, 0, 0,
skill_get_time (skillid, skilllv), 0);
break;
- case LK_TENSIONRELAX: /* ƒeƒ“ƒVƒ‡ƒ“ƒŠƒ‰ƒbƒNƒX */
+ case LK_TENSIONRELAX: /* テンションリラックス */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
pc_setsit (sd);
clif_sitting (sd->fd, sd);
@@ -3650,7 +3650,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
case MC_CHANGECART:
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
break;
- case AC_CONCENTRATION: /* W’†—ÍŒüã */
+ case AC_CONCENTRATION: /* 集中力å‘上 */
{
int range = 1;
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
@@ -3663,12 +3663,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
SkillStatusChangeTable[skillid], tick);
}
break;
- case SM_PROVOKE: /* ƒvƒƒ{ƒbƒN */
+ case SM_PROVOKE: /* プロボック */
{
struct status_change *sc_data = battle_get_sc_data (bl);
- /* MVPmob‚Æ•sŽ€‚É‚ÍŒø‚©‚È‚¢ */
- if ((bl->type == BL_MOB && battle_get_mode (bl) & 0x20) || battle_check_undead (battle_get_race (bl), battle_get_elem_type (bl))) //•sŽ€‚É‚ÍŒø‚©‚È‚¢
+ /* MVPmobã¨ä¸æ­»ã«ã¯åŠ¹ã‹ãªã„ */
+ if ((bl->type == BL_MOB && battle_get_mode (bl) & 0x20) || battle_check_undead (battle_get_race (bl), battle_get_elem_type (bl))) //ä¸æ­»ã«ã¯åŠ¹ã‹ãªã„
{
map_freeblock_unlock ();
return 1;
@@ -3679,7 +3679,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skilllv, 0, 0, 0,
skill_get_time (skillid, skilllv), 0);
- if (dstmd && dstmd->skilltimer != -1 && dstmd->state.skillcastcancel) // ‰r¥–WŠQ
+ if (dstmd && dstmd->skilltimer != -1 && dstmd->state.skillcastcancel) // 詠唱妨害
skill_castcancel (bl, 0);
if (dstsd && dstsd->skilltimer != -1
&& (!dstsd->special_state.no_castcancel
@@ -3708,23 +3708,23 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case CR_DEVOTION: /* ƒfƒBƒ{[ƒVƒ‡ƒ“ */
+ case CR_DEVOTION: /* ディボーション */
if (sd && dstsd)
{
- //“]¶‚â—{Žq‚Ìꇂ̌³‚ÌE‹Æ‚ðŽZo‚·‚é
+ //転生や養å­ã®å ´åˆã®å…ƒã®è·æ¥­ã‚’算出ã™ã‚‹
int lv = sd->status.base_level - dstsd->status.base_level;
lv = (lv < 0) ? -lv : lv;
- if ((dstsd->bl.type != BL_PC) // ‘ŠŽè‚ÍPC‚¶‚á‚È‚¢‚Æ‚¾‚ß
- || (sd->bl.id == dstsd->bl.id) // ‘ŠŽè‚ªŽ©•ª‚Í‚¾‚ß
- || (lv > 10) // ƒŒƒxƒ‹·}10‚Ü‚Å
- || (!sd->status.party_id && !sd->status.guild_id) // PT‚É‚àƒMƒ‹ƒh‚É‚àŠ‘®–³‚µ‚Í‚¾‚ß
- || ((sd->status.party_id != dstsd->status.party_id) // “¯‚¶ƒp[ƒeƒB[‚©A
- || (sd->status.guild_id != dstsd->status.guild_id)) // “¯‚¶ƒMƒ‹ƒh‚¶‚á‚È‚¢‚Æ‚¾‚ß
+ if ((dstsd->bl.type != BL_PC) // 相手ã¯PCã˜ã‚ƒãªã„ã¨ã ã‚
+ || (sd->bl.id == dstsd->bl.id) // 相手ãŒè‡ªåˆ†ã¯ã ã‚
+ || (lv > 10) // レベル差±10ã¾ã§
+ || (!sd->status.party_id && !sd->status.guild_id) // PTã«ã‚‚ギルドã«ã‚‚所属無ã—ã¯ã ã‚
+ || ((sd->status.party_id != dstsd->status.party_id) // åŒã˜ãƒ‘ーティーã‹ã€
+ || (sd->status.guild_id != dstsd->status.guild_id)) // åŒã˜ã‚®ãƒ«ãƒ‰ã˜ã‚ƒãªã„ã¨ã ã‚
|| (dstsd->status.class == 14 || dstsd->status.class == 21
|| dstsd->status.class == 4015
|| dstsd->status.class == 4022))
- { // ƒNƒ‹ƒZ‚¾‚ß
+ { // クルセã ã‚
clif_skill_fail (sd, skillid, 0, 0);
map_freeblock_unlock ();
return 1;
@@ -3732,13 +3732,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
for (i = 0; i < skilllv; i++)
{
if (!sd->dev.val1[i])
- { // ‹ó‚«‚ª‚ ‚Á‚½‚ç“ü‚ê‚é
+ { // 空ããŒã‚ã£ãŸã‚‰å…¥ã‚Œã‚‹
sd->dev.val1[i] = bl->id;
sd->dev.val2[i] = bl->id;
break;
}
else if (i == skilllv - 1)
- { // ‹ó‚«‚ª‚È‚©‚Á‚½
+ { // 空ããŒãªã‹ã£ãŸ
clif_skill_fail (sd, skillid, 0, 0);
map_freeblock_unlock ();
return 1;
@@ -3754,7 +3754,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
else
clif_skill_fail (sd, skillid, 0, 0);
break;
- case MO_CALLSPIRITS: // ‹CŒ÷
+ case MO_CALLSPIRITS: // 気功
if (sd)
{
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
@@ -3762,7 +3762,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skilllv);
}
break;
- case CH_SOULCOLLECT: // ‹¶‹CŒ÷
+ case CH_SOULCOLLECT: // 狂気功
if (sd)
{
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
@@ -3771,13 +3771,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
5);
}
break;
- case MO_BLADESTOP: // ”’nŽæ‚è
+ case MO_BLADESTOP: // 白刃å–ã‚Š
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
skill_status_change_start (src, SkillStatusChangeTable[skillid],
skilllv, 0, 0, 0,
skill_get_time (skillid, skilllv), 0);
break;
- case MO_ABSORBSPIRITS: // ‹C’D
+ case MO_ABSORBSPIRITS: // 気奪
i = 0;
if (sd && dstsd)
{
@@ -3797,8 +3797,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
}
else if (sd && dstmd)
- { //‘ÎÛ‚ªƒ‚ƒ“ƒXƒ^[‚Ìê‡
- //20%‚ÌŠm—¦‚Å‘ÎÛ‚ÌLv*2‚ÌSP‚ð‰ñ•œ‚·‚éB¬Œ÷‚µ‚½‚Æ‚«‚̓^[ƒQƒbƒg(ƒÐß„Dß)ƒÐ¹Þ¯Â!!
+ { //対象ãŒãƒ¢ãƒ³ã‚¹ã‚¿ãƒ¼ã®å ´åˆ
+ //20%ã®ç¢ºçŽ‡ã§å¯¾è±¡ã®Lv*2ã®SPを回復ã™ã‚‹ã€‚æˆåŠŸã—ãŸã¨ãã¯ã‚¿ãƒ¼ã‚²ãƒƒãƒˆ(σ゚Д゚)σゲッツ!!
if (MRAND (100) < 20)
{
i = 2 * mob_db[dstmd->class].lv;
@@ -3814,32 +3814,32 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
clif_skill_nodamage (src, bl, skillid, skilllv, 0);
break;
- case AC_MAKINGARROW: /* –îì¬ */
+ case AC_MAKINGARROW: /* çŸ¢ä½œæˆ */
/* if(sd) {
clif_arrow_create_list(sd);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}*/
break;
- case AM_PHARMACY: /* ƒ|[ƒVƒ‡ƒ“ì¬ */
+ case AM_PHARMACY: /* ãƒãƒ¼ã‚·ãƒ§ãƒ³ä½œæˆ */
/* if(sd) {
clif_skill_produce_mix_list(sd,32);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}*/
break;
- case WS_CREATECOIN: /* ƒNƒŠƒGƒCƒgƒRƒCƒ“ */
+ case WS_CREATECOIN: /* クリエイトコイン */
/* if(sd) {
clif_skill_produce_mix_list(sd,64);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}*/
break;
- case WS_CREATENUGGET: /* ‰ò»‘¢ */
+ case WS_CREATENUGGET: /* 塊製造 */
/* if(sd) {
clif_skill_produce_mix_list(sd,128);
clif_skill_nodamage(src,bl,skillid,skilllv,1);
}*/
break;
- case BS_HAMMERFALL: /* ƒnƒ“ƒ}[ƒtƒH[ƒ‹ */
+ case BS_HAMMERFALL: /* ãƒãƒ³ãƒžãƒ¼ãƒ•ã‚©ãƒ¼ãƒ« */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
@@ -3853,7 +3853,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case RG_RAID: /* ƒTƒvƒ‰ƒCƒYƒAƒ^ƒbƒN */
+ case RG_RAID: /* サプライズアタック */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
{
int x = bl->x, y = bl->y;
@@ -3866,10 +3866,10 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
flag | BCT_ENEMY | 1,
skill_castend_damage_id);
}
- skill_status_change_end (src, SC_HIDING, -1); // ƒnƒCƒfƒBƒ“ƒO‰ðœ
+ skill_status_change_end (src, SC_HIDING, -1); // ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚°è§£é™¤
break;
- case KN_BRANDISHSPEAR: /*ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA */
+ case KN_BRANDISHSPEAR: /*ブランディッシュスピア */
{
int c, n = 4, ar;
int dir = map_calc_dir (src, bl->x, bl->y);
@@ -3878,7 +3878,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
ar = skilllv / 3;
skill_brandishspear_first (&tc, dir, x, y);
skill_brandishspear_dir (&tc, dir, 4);
- /* ”͈͇C */
+ /* 範囲C */
if (skilllv == 10)
{
for (c = 1; c < 4; c++)
@@ -3891,7 +3891,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skill_castend_damage_id);
}
}
- /* ”͈͇B‡A */
+ /* 範囲BA */
if (skilllv > 6)
{
skill_brandishspear_dir (&tc, dir, -1);
@@ -3921,7 +3921,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
}
}
- /* ”͈͇@ */
+ /* 範囲@ */
for (c = 0; c < 10; c++)
{
if (c == 0 || c == 5)
@@ -3936,14 +3936,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- /* ƒp[ƒeƒBƒXƒLƒ‹ */
- case AL_ANGELUS: /* ƒGƒ“ƒWƒFƒ‰ƒX */
- case PR_MAGNIFICAT: /* ƒ}ƒOƒjƒtƒBƒJ[ƒg */
- case PR_GLORIA: /* ƒOƒƒŠƒA */
- case SN_WINDWALK: /* ƒEƒCƒ“ƒhƒEƒH[ƒN */
+ /* パーティスキル */
+ case AL_ANGELUS: /* エンジェラス */
+ case PR_MAGNIFICAT: /* マグニフィカート */
+ case PR_GLORIA: /* グロリア */
+ case SN_WINDWALK: /* ウインドウォーク */
if (sd == NULL || sd->status.party_id == 0 || (flag & 1))
{
- /* ŒÂ•Ê‚̈— */
+ /* 個別ã®å‡¦ç† */
clif_skill_nodamage (bl, bl, skillid, skilllv, 1);
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
@@ -3957,7 +3957,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
else
{
- /* ƒp[ƒeƒB‘S‘̂ւ̈— */
+ /* パーティ全体ã¸ã®å‡¦ç† */
party_foreachsamemap (skill_area_sub,
sd, 1,
src, skillid, skilllv, tick,
@@ -3965,12 +3965,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skill_castend_nodamage_id);
}
break;
- case BS_ADRENALINE: /* ƒAƒhƒŒƒiƒŠƒ“ƒ‰ƒbƒVƒ… */
- case BS_WEAPONPERFECT: /* ƒEƒFƒ|ƒ“ƒp[ƒtƒFƒNƒVƒ‡ƒ“ */
- case BS_OVERTHRUST: /* ƒI[ƒo[ƒgƒ‰ƒXƒg */
+ case BS_ADRENALINE: /* アドレナリンラッシュ */
+ case BS_WEAPONPERFECT: /* ウェãƒãƒ³ãƒ‘ーフェクション */
+ case BS_OVERTHRUST: /* オーãƒãƒ¼ãƒˆãƒ©ã‚¹ãƒˆ */
if (sd == NULL || sd->status.party_id == 0 || (flag & 1))
{
- /* ŒÂ•Ê‚̈— */
+ /* 個別ã®å‡¦ç† */
clif_skill_nodamage (bl, bl, skillid, skilllv, 1);
skill_status_change_start (bl,
SkillStatusChangeTable[skillid],
@@ -3980,7 +3980,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
else
{
- /* ƒp[ƒeƒB‘S‘̂ւ̈— */
+ /* パーティ全体ã¸ã®å‡¦ç† */
party_foreachsamemap (skill_area_sub,
sd, 1,
src, skillid, skilllv, tick,
@@ -3989,11 +3989,11 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- /*i•t‰Á‚Ɖ𜂪•K—vj */
- case BS_MAXIMIZE: /* ƒ}ƒLƒVƒ}ƒCƒYƒpƒ[ */
- case NV_TRICKDEAD: /* Ž€‚ñ‚¾‚Ó‚è */
- case CR_DEFENDER: /* ƒfƒBƒtƒFƒ“ƒ_[ */
- case CR_AUTOGUARD: /* ƒI[ƒgƒK[ƒh */
+ /*(付加ã¨è§£é™¤ãŒå¿…è¦ï¼‰ */
+ case BS_MAXIMIZE: /* マキシマイズパワー */
+ case NV_TRICKDEAD: /* 死んã ãµã‚Š */
+ case CR_DEFENDER: /* ディフェンダー */
+ case CR_AUTOGUARD: /* オートガード */
{
struct status_change *tsc_data = battle_get_sc_data (bl);
int sc = SkillStatusChangeTable[skillid];
@@ -4001,18 +4001,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
if (tsc_data)
{
if (tsc_data[sc].timer == -1)
- /* •t‰Á‚·‚é */
+ /* 付加ã™ã‚‹ */
skill_status_change_start (bl, sc, skilllv, 0, 0, 0,
skill_get_time (skillid,
skilllv), 0);
else
- /* ‰ðœ‚·‚é */
+ /* 解除ã™ã‚‹ */
skill_status_change_end (bl, sc, -1);
}
}
break;
- case TF_HIDING: /* ƒnƒCƒfƒBƒ“ƒO */
+ case TF_HIDING: /* ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚° */
{
struct status_change *tsc_data = battle_get_sc_data (bl);
int sc = SkillStatusChangeTable[skillid];
@@ -4020,18 +4020,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
if (tsc_data)
{
if (tsc_data[sc].timer == -1)
- /* •t‰Á‚·‚é */
+ /* 付加ã™ã‚‹ */
skill_status_change_start (bl, sc, skilllv, 0, 0, 0,
skill_get_time (skillid,
skilllv), 0);
else
- /* ‰ðœ‚·‚é */
+ /* 解除ã™ã‚‹ */
skill_status_change_end (bl, sc, -1);
}
}
break;
- case AS_CLOAKING: /* ƒNƒ[ƒLƒ“ƒO */
+ case AS_CLOAKING: /* クローキング */
{
struct status_change *tsc_data = battle_get_sc_data (bl);
int sc = SkillStatusChangeTable[skillid];
@@ -4039,12 +4039,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
if (tsc_data)
{
if (tsc_data[sc].timer == -1)
- /* •t‰Á‚·‚é */
+ /* 付加ã™ã‚‹ */
skill_status_change_start (bl, sc, skilllv, 0, 0, 0,
skill_get_time (skillid,
skilllv), 0);
else
- /* ‰ðœ‚·‚é */
+ /* 解除ã™ã‚‹ */
skill_status_change_end (bl, sc, -1);
}
@@ -4052,7 +4052,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case ST_CHASEWALK: /* ƒnƒCƒfƒBƒ“ƒO */
+ case ST_CHASEWALK: /* ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚° */
{
struct status_change *tsc_data = battle_get_sc_data (bl);
int sc = SkillStatusChangeTable[skillid];
@@ -4060,49 +4060,49 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
if (tsc_data)
{
if (tsc_data[sc].timer == -1)
- /* •t‰Á‚·‚é */
+ /* 付加ã™ã‚‹ */
skill_status_change_start (bl, sc, skilllv, 0, 0, 0,
skill_get_time (skillid,
skilllv), 0);
else
- /* ‰ðœ‚·‚é */
+ /* 解除ã™ã‚‹ */
skill_status_change_end (bl, sc, -1);
}
}
break;
- /* ‘Î’nƒXƒLƒ‹ */
- case BD_LULLABY: /* ŽqŽç‰S */
- case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case BD_ETERNALCHAOS: /* ‰i‰“‚̬“× */
- case BD_DRUMBATTLEFIELD: /* 푾ŒÛ‚Ì‹¿‚« */
- case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */
- case BD_INTOABYSS: /* [•£‚Ì’†‚É */
- case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
- case BA_DISSONANCE: /* •s‹¦˜a‰¹ */
- case BA_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ */
- case BA_WHISTLE: /* Œû“J */
- case BA_ASSASSINCROSS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */
- case BA_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
- case DC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */
- case DC_HUMMING: /* ƒnƒ~ƒ“ƒO */
- case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Åc */
- case DC_FORTUNEKISS: /* K‰^‚̃LƒX */
- case DC_SERVICEFORYOU: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */
- case CG_MOONLIT: /* ŒŽ–¾‚è‚Ìò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */
+ /* 対地スキル */
+ case BD_LULLABY: /* å­å®ˆå”„ */
+ case BD_RICHMANKIM: /* ニヨルドã®å®´ */
+ case BD_ETERNALCHAOS: /* æ°¸é ã®æ··æ²Œ */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓ã®éŸ¿ã */
+ case BD_RINGNIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª */
+ case BD_ROKISWEIL: /* ロキã®å«ã³ */
+ case BD_INTOABYSS: /* 深淵ã®ä¸­ã« */
+ case BD_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
+ case BA_DISSONANCE: /* ä¸å”和音 */
+ case BA_POEMBRAGI: /* ブラギã®è©© */
+ case BA_WHISTLE: /* å£ç¬› */
+ case BA_ASSASSINCROSS: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ */
+ case BA_APPLEIDUN: /* イドゥンã®æž—檎 */
+ case DC_UGLYDANCE: /* 自分å‹æ‰‹ãªãƒ€ãƒ³ã‚¹ */
+ case DC_HUMMING: /* ãƒãƒŸãƒ³ã‚° */
+ case DC_DONTFORGETME: /* ç§ã‚’忘れãªã„ã§â€¦ */
+ case DC_FORTUNEKISS: /* 幸é‹ã®ã‚­ã‚¹ */
+ case DC_SERVICEFORYOU: /* サービスフォーユー */
+ case CG_MOONLIT: /* 月明りã®æ³‰ã«è½ã¡ã‚‹èŠ±ã³ã‚‰ */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
skill_unitsetting (src, skillid, skilllv, src->x, src->y, 0);
break;
- case HP_BASILICA: /* ƒoƒWƒŠƒJ */
- case PA_GOSPEL: /* ƒSƒXƒyƒ‹ */
+ case HP_BASILICA: /* ãƒã‚¸ãƒªã‚« */
+ case PA_GOSPEL: /* ゴスペル */
skill_clear_unitgroup (src);
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
skill_unitsetting (src, skillid, skilllv, src->x, src->y, 0);
break;
- case BD_ADAPTATION: /* ƒAƒhƒŠƒu */
+ case BD_ADAPTATION: /* アドリブ */
{
struct status_change *sc_data = battle_get_sc_data (src);
if (sc_data && sc_data[SC_DANCING].timer != -1)
@@ -4113,14 +4113,14 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case BA_FROSTJOKE: /* Š¦‚¢ƒWƒ‡[ƒN */
- case DC_SCREAM: /* ƒXƒNƒŠ[ƒ€ */
+ case BA_FROSTJOKE: /* 寒ã„ジョーク */
+ case DC_SCREAM: /* スクリーム */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
skill_addtimerskill (src, tick + 3000, bl->id, 0, 0, skillid,
skilllv, 0, flag);
break;
- case TF_STEAL: // ƒXƒeƒB[ƒ‹
+ case TF_STEAL: // スティール
if (sd)
{
if (pc_steal_item (sd, bl))
@@ -4130,7 +4130,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case RG_STEALCOIN: // ƒXƒeƒB[ƒ‹ƒRƒCƒ“
+ case RG_STEALCOIN: // スティールコイン
if (sd)
{
if (pc_steal_coin (sd, bl))
@@ -4146,7 +4146,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case MG_STONECURSE: /* ƒXƒg[ƒ“ƒJ[ƒX */
+ case MG_STONECURSE: /* ストーンカース */
if (bl->type == BL_MOB && battle_get_mode (bl) & 0x20)
{
clif_skill_fail (sd, sd->skillid, 0, 0);
@@ -4167,12 +4167,12 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
clif_skill_fail (sd, skillid, 0, 0);
break;
- case NV_FIRSTAID: /* ‰ž‹}Žè“– */
+ case NV_FIRSTAID: /* 応急手当 */
clif_skill_nodamage (src, bl, skillid, 5, 1);
battle_heal (NULL, bl, 5, 0, 0);
break;
- case AL_CURE: /* ƒLƒ…ƒA[ */
+ case AL_CURE: /* キュアー */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
@@ -4183,18 +4183,18 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skill_status_change_end (bl, SC_CONFUSION, -1);
if (battle_check_undead
(battle_get_race (bl), battle_get_elem_type (bl)))
- { //ƒAƒ“ƒfƒbƒh‚È‚çˆÃˆÅŒø‰Ê
+ { //アンデッドãªã‚‰æš—闇効果
skill_status_change_start (bl, SC_CONFUSION, 1, 0, 0, 0, 6000,
0);
}
break;
- case TF_DETOXIFY: /* ‰ð“Å */
+ case TF_DETOXIFY: /* 解毒 */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
skill_status_change_end (bl, SC_POISON, -1);
break;
- case PR_STRECOVERY: /* ƒŠƒJƒoƒŠ[ */
+ case PR_STRECOVERY: /* リカãƒãƒªãƒ¼ */
{
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
if (bl->type == BL_PC
@@ -4207,7 +4207,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skill_status_change_end (bl, SC_STAN, -1);
if (battle_check_undead
(battle_get_race (bl), battle_get_elem_type (bl)))
- { //ƒAƒ“ƒfƒbƒh‚È‚çˆÃˆÅŒø‰Ê
+ { //アンデッドãªã‚‰æš—闇効果
int blind_time;
//blind_time=30-battle_get_vit(bl)/10-battle_get_int/15;
blind_time =
@@ -4232,7 +4232,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case WZ_ESTIMATION: /* ƒ‚ƒ“ƒXƒ^[î•ñ */
+ case WZ_ESTIMATION: /* モンスター情報 */
if (src->type == BL_PC)
{
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
@@ -4240,22 +4240,22 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case MC_IDENTIFY: /* ƒAƒCƒeƒ€ŠÓ’è */
+ case MC_IDENTIFY: /* アイテム鑑定 */
if (sd)
clif_item_identify_list (sd);
break;
- case BS_REPAIRWEAPON: /* •ŠíC— */
+ case BS_REPAIRWEAPON: /* æ­¦å™¨ä¿®ç† */
if (sd)
-//“®ì‚µ‚È‚¢‚Ì‚Å‚Æ‚è‚ ‚¦‚¸ƒRƒƒ“ƒgƒAƒEƒg
+//動作ã—ãªã„ã®ã§ã¨ã‚Šã‚ãˆãšã‚³ãƒ¡ãƒ³ãƒˆã‚¢ã‚¦ãƒˆ
// clif_item_repair_list(sd);
break;
- case AL_TELEPORT: /* ƒeƒŒƒ|[ƒg */
+ case AL_TELEPORT: /* テレãƒãƒ¼ãƒˆ */
if (sd)
{
if (map[sd->bl.m].flag.noteleport)
- { /* ƒeƒŒƒ|‹ÖŽ~ */
+ { /* テレãƒç¦æ­¢ */
clif_skill_teleportmessage (sd, 0);
break;
}
@@ -4273,7 +4273,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
mob_warp ((struct mob_data *) bl, -1, -1, -1, 3);
break;
- case AL_HOLYWATER: /* ƒAƒNƒAƒxƒlƒfƒBƒNƒ^ */
+ case AL_HOLYWATER: /* アクアベãƒãƒ‡ã‚£ã‚¯ã‚¿ */
if (sd)
{
int eflag;
@@ -4286,7 +4286,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
{
item_tmp.card[0] = 0xfe;
item_tmp.card[1] = 0;
- *((unsigned long *) (&item_tmp.card[2])) = sd->char_id; /* ƒLƒƒƒ‰ID */
+ *((unsigned long *) (&item_tmp.card[2])) = sd->char_id; /* キャラID */
}
eflag = pc_additem (sd, &item_tmp, 1);
if (eflag)
@@ -4320,7 +4320,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case RG_STRIPWEAPON: /* ƒXƒgƒŠƒbƒvƒEƒFƒ|ƒ“ */
+ case RG_STRIPWEAPON: /* ストリップウェãƒãƒ³ */
{
struct status_change *tsc_data = battle_get_sc_data (bl);
@@ -4350,7 +4350,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case RG_STRIPSHIELD: /* ƒXƒgƒŠƒbƒvƒV[ƒ‹ƒh */
+ case RG_STRIPSHIELD: /* ストリップシールド */
{
struct status_change *tsc_data = battle_get_sc_data (bl);
@@ -4380,7 +4380,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case RG_STRIPARMOR: /* ƒXƒgƒŠƒbƒvƒA[ƒ}[ */
+ case RG_STRIPARMOR: /* ストリップアーマー */
{
struct status_change *tsc_data = battle_get_sc_data (bl);
@@ -4409,7 +4409,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
}
break;
- case RG_STRIPHELM: /* ƒXƒgƒŠƒbƒvƒwƒ‹ƒ€ */
+ case RG_STRIPHELM: /* ストリップヘルム */
{
struct status_change *tsc_data = battle_get_sc_data (bl);
@@ -4439,7 +4439,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
/* PotionPitcher */
- case AM_POTIONPITCHER: /* ƒ|[ƒVƒ‡ƒ“ƒsƒbƒ`ƒƒ[ */
+ case AM_POTIONPITCHER: /* ãƒãƒ¼ã‚·ãƒ§ãƒ³ãƒ”ッãƒãƒ£ãƒ¼ */
{
struct block_list tbl;
int i, x, hp = 0, sp = 0;
@@ -4591,7 +4591,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skill_get_time (skillid, skilllv), 0);
}
break;
- case SA_DISPELL: /* ƒfƒBƒXƒyƒ‹ */
+ case SA_DISPELL: /* ディスペル */
{
int i;
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
@@ -4613,7 +4613,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case TF_BACKSLIDING: /* ƒoƒbƒNƒXƒeƒbƒv */
+ case TF_BACKSLIDING: /* ãƒãƒƒã‚¯ã‚¹ãƒ†ãƒƒãƒ— */
battle_stopwalking (src, 1);
skill_blown (src, bl,
skill_get_blewcount (skillid, skilllv) | 0x10000);
@@ -4637,7 +4637,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
pc_heal (sd, 0, -sp);
}
break;
- case SA_SPELLBREAKER: // ƒXƒyƒ‹ƒuƒŒƒCƒJ[
+ case SA_SPELLBREAKER: // スペルブレイカー
{
struct status_change *sc_data = battle_get_sc_data (bl);
int sp;
@@ -4730,7 +4730,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skilllv, 0, 0, 0,
skill_get_time (skillid, skilllv), 0);
break;
- case SA_AUTOSPELL: /* ƒI[ƒgƒXƒyƒ‹ */
+ case SA_AUTOSPELL: /* オートスペル */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
if (sd)
clif_autospell (sd, skilllv);
@@ -4773,13 +4773,13 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- /* ƒ‰ƒ“ƒ_ƒ€‘®«•Ï‰»A…‘®«•Ï‰»A’nA‰ÎA•— */
+ /* ランダム属性変化ã€æ°´å±žæ€§å¤‰åŒ–ã€åœ°ã€ç«ã€é¢¨ */
case NPC_ATTRICHANGE:
case NPC_CHANGEWATER:
case NPC_CHANGEGROUND:
case NPC_CHANGEFIRE:
case NPC_CHANGEWIND:
- /* “ÅA¹A”OAˆÅ */
+ /* 毒ã€è–ã€å¿µã€é—‡ */
case NPC_CHANGEPOISON:
case NPC_CHANGEHOLY:
case NPC_CHANGEDARKNESS:
@@ -4788,9 +4788,9 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
{
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
md->def_ele = skill_get_pl (skillid);
- if (md->def_ele == 0) /* ƒ‰ƒ“ƒ_ƒ€•Ï‰»A‚½‚¾‚µA */
- md->def_ele = MRAND (10); /* •sŽ€‘®«‚Íœ‚­ */
- md->def_ele += (1 + MRAND (4)) * 20; /* ‘®«ƒŒƒxƒ‹‚̓‰ƒ“ƒ_ƒ€ */
+ if (md->def_ele == 0) /* ランダム変化ã€ãŸã ã—〠*/
+ md->def_ele = MRAND (10); /* ä¸æ­»å±žæ€§ã¯é™¤ã */
+ md->def_ele += (1 + MRAND (4)) * 20; /* 属性レベルã¯ãƒ©ãƒ³ãƒ€ãƒ  */
}
break;
@@ -4839,8 +4839,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case NPC_SELFDESTRUCTION: /* Ž©”š */
- case NPC_SELFDESTRUCTION2: /* Ž©”š2 */
+ case NPC_SELFDESTRUCTION: /* 自爆 */
+ case NPC_SELFDESTRUCTION2: /* 自爆2 */
skill_status_change_start (bl, SkillStatusChangeTable[skillid],
skilllv, skillid, 0, 0,
skill_get_time (skillid, skilllv), 0);
@@ -4859,7 +4859,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
0);
break;
- case NPC_SUICIDE: /* Ž©Œˆ */
+ case NPC_SUICIDE: /* 自決 */
if (src && bl && md)
{
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
@@ -4867,8 +4867,8 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case NPC_SUMMONSLAVE: /* Žè‰º¢Š« */
- case NPC_SUMMONMONSTER: /* MOB¢Š« */
+ case NPC_SUMMONSLAVE: /* 手下å¬å–š */
+ case NPC_SUMMONMONSTER: /* MOBå¬å–š */
if (md && !md->master_id)
{
mob_summonslave (md,
@@ -4885,7 +4885,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
mob_db[md->class].skill[md->skillidx].val);
break;
- case NPC_EMOTION: /* ƒGƒ‚[ƒVƒ‡ƒ“ */
+ case NPC_EMOTION: /* エモーション */
if (md)
clif_emotion (&md->bl,
mob_db[md->class].skill[md->skillidx].val[0]);
@@ -4895,7 +4895,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
break;
- case WE_MALE: /* ŒN‚¾‚¯‚ÍŒì‚é‚æ */
+ case WE_MALE: /* å›ã ã‘ã¯è­·ã‚‹ã‚ˆ */
if (sd && dstsd)
{
int hp_rate =
@@ -4906,7 +4906,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
battle_heal (NULL, bl, gain_hp, 0, 0);
}
break;
- case WE_FEMALE: /* ‚ ‚È‚½‚ׂ̈ɋ]µ‚É‚È‚è‚Ü‚· */
+ case WE_FEMALE: /* ã‚ãªãŸã®ç‚ºã«çŠ ç‰²ã«ãªã‚Šã¾ã™ */
if (sd && dstsd)
{
int sp_rate =
@@ -4918,7 +4918,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case WE_CALLPARTNER: /* ‚ ‚È‚½‚ɉ‚½‚¢ */
+ case WE_CALLPARTNER: /* ã‚ãªãŸã«ä¼šã„ãŸã„ */
if (sd && dstsd)
{
if (map[sd->bl.m].flag.nomemo)
@@ -4936,24 +4936,24 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
break;
- case PF_HPCONVERSION: /* ƒ‰ƒCƒt’u‚«Š·‚¦ */
+ case PF_HPCONVERSION: /* ライフ置ãæ›ãˆ */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
if (sd)
{
int conv_hp = 0, conv_sp = 0;
- conv_hp = sd->status.hp / 10; //Šî–{‚ÍHP‚Ì10%
- sd->status.hp -= conv_hp; //HP‚ðŒ¸‚ç‚·
+ conv_hp = sd->status.hp / 10; //基本ã¯HPã®10%
+ sd->status.hp -= conv_hp; //HPを減らã™
conv_sp = conv_hp * 20 * skilllv / 100;
conv_sp =
(sd->status.sp + conv_sp >
sd->status.max_sp) ? sd->status.max_sp -
sd->status.sp : conv_sp;
- sd->status.sp += conv_sp; //SP‚ð‘‚â‚·
+ sd->status.sp += conv_sp; //SPを増やã™
pc_heal (sd, -conv_hp, conv_sp);
clif_heal (sd->fd, SP_SP, conv_sp);
}
break;
- case HT_REMOVETRAP: /* ƒŠƒ€[ƒuƒgƒ‰ƒbƒv */
+ case HT_REMOVETRAP: /* リムーブトラップ */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
{
struct skill_unit *su = NULL;
@@ -4966,7 +4966,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
&& su->group->unit_id <=
0x99)
&& (su->group->unit_id != 0x92))
- { //ã©‚ðŽæ‚è•Ô‚·
+ { //ç½ ã‚’å–ã‚Šè¿”ã™
if (sd)
{
if (battle_config.skill_removetrap_type == 1)
@@ -5029,7 +5029,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
}
break;
- case HT_SPRINGTRAP: /* ƒXƒvƒŠƒ“ƒOƒgƒ‰ƒbƒv */
+ case HT_SPRINGTRAP: /* スプリングトラップ */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
{
struct skill_unit *su = NULL;
@@ -5038,15 +5038,15 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
{
switch (su->group->unit_id)
{
- case 0x8f: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
- case 0x90: /* ƒXƒLƒbƒhƒgƒ‰ƒbƒv */
- case 0x93: /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */
- case 0x94: /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */
- case 0x95: /* ƒTƒ“ƒhƒ}ƒ“ */
- case 0x96: /* ƒtƒ‰ƒbƒVƒƒ[ */
- case 0x97: /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */
- case 0x98: /* ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv */
- case 0x99: /* ƒg[ƒL[ƒ{ƒbƒNƒX */
+ case 0x8f: /* ブラストマイン */
+ case 0x90: /* スキッドトラップ */
+ case 0x93: /* ランドマイン */
+ case 0x94: /* ショックウェーブトラップ */
+ case 0x95: /* サンドマン */
+ case 0x96: /* フラッシャー */
+ case 0x97: /* フリージングトラップ */
+ case 0x98: /* クレイモアートラップ */
+ case 0x99: /* トーキーボックス */
su->group->unit_id = 0x8c;
clif_changelook (bl, LOOK_BASE,
su->group->unit_id);
@@ -5058,26 +5058,26 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
}
break;
- case BD_ENCORE: /* ƒAƒ“ƒR[ƒ‹ */
+ case BD_ENCORE: /* アンコール */
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
if (sd)
skill_use_id (sd, src->id, sd->skillid_dance,
sd->skilllv_dance);
break;
- case AS_SPLASHER: /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ[ */
- if ((double) battle_get_max_hp (bl) * 2 / 3 < battle_get_hp (bl)) //HP‚ª2/3ˆÈãŽc‚Á‚Ä‚¢‚½‚玸”s
+ case AS_SPLASHER: /* ベナムスプラッシャー */
+ if ((double) battle_get_max_hp (bl) * 2 / 3 < battle_get_hp (bl)) //HPãŒ2/3以上残ã£ã¦ã„ãŸã‚‰å¤±æ•—
return 1;
clif_skill_nodamage (src, bl, skillid, skilllv, 1);
skill_status_change_start (bl, SkillStatusChangeTable[skillid],
skilllv, skillid, src->id, 0,
skill_get_time (skillid, skilllv), 0);
break;
- case PF_MINDBREAKER: /* ƒvƒƒ{ƒbƒN */
+ case PF_MINDBREAKER: /* プロボック */
{
struct status_change *sc_data = battle_get_sc_data (bl);
- /* MVPmob‚Æ•sŽ€‚É‚ÍŒø‚©‚È‚¢ */
- if ((bl->type == BL_MOB && battle_get_mode (bl) & 0x20) || battle_check_undead (battle_get_race (bl), battle_get_elem_type (bl))) //•sŽ€‚É‚ÍŒø‚©‚È‚¢
+ /* MVPmobã¨ä¸æ­»ã«ã¯åŠ¹ã‹ãªã„ */
+ if ((bl->type == BL_MOB && battle_get_mode (bl) & 0x20) || battle_check_undead (battle_get_race (bl), battle_get_elem_type (bl))) //ä¸æ­»ã«ã¯åŠ¹ã‹ãªã„
{
map_freeblock_unlock ();
return 1;
@@ -5088,7 +5088,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
skilllv, 0, 0, 0,
skill_get_time (skillid, skilllv), 0);
- if (dstmd && dstmd->skilltimer != -1 && dstmd->state.skillcastcancel) // ‰r¥–WŠQ
+ if (dstmd && dstmd->skilltimer != -1 && dstmd->state.skillcastcancel) // 詠唱妨害
skill_castcancel (bl, 0);
if (dstsd && dstsd->skilltimer != -1
&& (!dstsd->special_state.no_castcancel
@@ -5125,7 +5125,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
(su = (struct skill_unit *) bl) &&
(su->group->src_id == src->id || map[bl->m].flag.pvp
|| map[bl->m].flag.gvg) && (su->group->unit_id == 0xb0))
- { //ã©‚ðŽæ‚è•Ô‚·
+ { //ç½ ã‚’å–ã‚Šè¿”ã™
if (sd)
skill_delunit (su);
}
@@ -5142,7 +5142,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl,
}
/*==========================================
- * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹AIDŽw’èj
+ * スキル使用(詠唱完了ã€ID指定)
*------------------------------------------
*/
int skill_castend_id (int tid, unsigned int tick, int id, int data)
@@ -5153,10 +5153,10 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
nullpo_retr (0, sd);
- if (sd->bl.prev == NULL) //prev‚ª–³‚¢‚Ì‚Í‚ ‚è‚È‚ÌH
+ if (sd->bl.prev == NULL) //prevãŒç„¡ã„ã®ã¯ã‚ã‚Šãªã®ï¼Ÿ
return 0;
- if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid) /* ƒ^ƒCƒ}ID‚ÌŠm”F */
+ if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid) /* タイマIDã®ç¢ºèª */
return 0;
if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != -1
&& pc_checkskill (sd, SA_FREECAST) > 0)
@@ -5175,7 +5175,7 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
return 0;
}
if (sd->bl.m != bl->m || pc_isdead (sd))
- { //ƒ}ƒbƒv‚ªˆá‚¤‚©Ž©•ª‚ªŽ€‚ñ‚Å‚¢‚é
+ { //マップãŒé•ã†ã‹è‡ªåˆ†ãŒæ­»ã‚“ã§ã„ã‚‹
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = sd->skillitemlv = -1;
@@ -5213,7 +5213,7 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
}
inf2 = skill_get_inf2 (sd->skillid);
- if (((skill_get_inf (sd->skillid) & 1) || inf2 & 4) && // ”Þ‰ä“G‘Ί֌Wƒ`ƒFƒbƒN
+ if (((skill_get_inf (sd->skillid) & 1) || inf2 & 4) && // 彼我敵対関係ãƒã‚§ãƒƒã‚¯
battle_check_target (&sd->bl, bl, BCT_ENEMY) <= 0)
{
sd->canact_tick = tick;
@@ -5265,7 +5265,7 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
}
}
if (!skill_check_condition (sd, 1))
- { /* Žg—pðŒƒ`ƒFƒbƒN */
+ { /* 使用æ¡ä»¶ãƒã‚§ãƒƒã‚¯ */
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = sd->skillitemlv = -1;
@@ -5289,13 +5289,13 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
switch (skill_get_nk (sd->skillid))
{
- /* UŒ‚Œn/‚«”ò‚΂µŒn */
+ /* 攻撃系/å¹ã飛ã°ã—ç³» */
case 0:
case 2:
skill_castend_damage_id (&sd->bl, bl, sd->skillid, sd->skilllv,
tick, 0);
break;
- case 1: /* Žx‰‡Œn */
+ case 1: /* 支æ´ç³» */
if ((sd->skillid == AL_HEAL
|| (sd->skillid == ALL_RESURRECTION && bl->type != BL_PC)
|| sd->skillid == PR_ASPERSIO)
@@ -5313,7 +5313,7 @@ int skill_castend_id (int tid, unsigned int tick, int id, int data)
}
/*==========================================
- * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹Aꊎw’è‚ÌŽÀۂ̈—j
+ * スキル使用(詠唱完了ã€å ´æ‰€æŒ‡å®šã®å®Ÿéš›ã®å‡¦ç†ï¼‰
*------------------------------------------
*/
int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
@@ -5338,7 +5338,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
switch (skillid)
{
- case PR_BENEDICTIO: /* ¹‘Ì~•Ÿ */
+ case PR_BENEDICTIO: /* è–体é™ç¦ */
skill_area_temp[1] = src->id;
map_foreachinarea (skill_area_sub,
src->m, x - 1, y - 1, x + 1, y + 1, 0,
@@ -5350,7 +5350,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
flag | BCT_ENEMY | 1, skill_castend_damage_id);
break;
- case BS_HAMMERFALL: /* ƒnƒ“ƒ}[ƒtƒH[ƒ‹ */
+ case BS_HAMMERFALL: /* ãƒãƒ³ãƒžãƒ¼ãƒ•ã‚©ãƒ¼ãƒ« */
skill_area_temp[1] = src->id;
skill_area_temp[2] = x;
skill_area_temp[3] = y;
@@ -5361,7 +5361,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
skill_castend_nodamage_id);
break;
- case HT_DETECTING: /* ƒfƒBƒeƒNƒeƒBƒ“ƒO */
+ case HT_DETECTING: /* ディテクティング */
{
const int range = 7;
map_foreachinarea (skill_status_change_timer_sub,
@@ -5371,35 +5371,35 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
}
break;
- case MG_SAFETYWALL: /* ƒZƒCƒtƒeƒBƒEƒH[ƒ‹ */
- case MG_FIREWALL: /* ƒtƒ@ƒCƒ„[ƒEƒH[ƒ‹ */
- case MG_THUNDERSTORM: /* ƒTƒ“ƒ_[ƒXƒg[ƒ€ */
- case AL_PNEUMA: /* ƒjƒ…[ƒ} */
- case WZ_ICEWALL: /* ƒAƒCƒXƒEƒH[ƒ‹ */
- case WZ_FIREPILLAR: /* ƒtƒ@ƒCƒAƒsƒ‰[ */
+ case MG_SAFETYWALL: /* セイフティウォール */
+ case MG_FIREWALL: /* ファイヤーウォール */
+ case MG_THUNDERSTORM: /* サンダーストーム */
+ case AL_PNEUMA: /* ニューマ */
+ case WZ_ICEWALL: /* アイスウォール */
+ case WZ_FIREPILLAR: /* ファイアピラー */
case WZ_SIGHTRASHER:
- case WZ_QUAGMIRE: /* ƒNƒ@ƒOƒ}ƒCƒA */
- case WZ_VERMILION: /* ƒ[ƒhƒIƒuƒ”ƒ@[ƒ~ƒŠƒIƒ“ */
- case WZ_FROSTNOVA: /* ƒtƒƒXƒgƒmƒ”ƒ@ */
- case WZ_STORMGUST: /* ƒXƒg[ƒ€ƒKƒXƒg */
- case WZ_HEAVENDRIVE: /* ƒwƒ”ƒ“ƒYƒhƒ‰ƒCƒu */
- case PR_SANCTUARY: /* ƒTƒ“ƒNƒ`ƒ…ƒAƒŠ */
- case PR_MAGNUS: /* ƒ}ƒOƒkƒXƒGƒNƒ\ƒVƒYƒ€ */
- case CR_GRANDCROSS: /* ƒOƒ‰ƒ“ƒhƒNƒƒX */
- case HT_SKIDTRAP: /* ƒXƒLƒbƒhƒgƒ‰ƒbƒv */
- case HT_LANDMINE: /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */
- case HT_ANKLESNARE: /* ƒAƒ“ƒNƒ‹ƒXƒlƒA */
- case HT_SHOCKWAVE: /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */
- case HT_SANDMAN: /* ƒTƒ“ƒhƒ}ƒ“ */
- case HT_FLASHER: /* ƒtƒ‰ƒbƒVƒƒ[ */
- case HT_FREEZINGTRAP: /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */
- case HT_BLASTMINE: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
- case HT_CLAYMORETRAP: /* ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv */
- case AS_VENOMDUST: /* ƒxƒmƒ€ƒ_ƒXƒg */
- case AM_DEMONSTRATION: /* ƒfƒ‚ƒ“ƒXƒgƒŒ[ƒVƒ‡ƒ“ */
- case PF_SPIDERWEB: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */
- case PF_FOGWALL: /* ƒtƒHƒOƒEƒH[ƒ‹ */
- case HT_TALKIEBOX: /* ƒg[ƒL[ƒ{ƒbƒNƒX */
+ case WZ_QUAGMIRE: /* クァグマイア */
+ case WZ_VERMILION: /* ロードオブヴァーミリオン */
+ case WZ_FROSTNOVA: /* フロストノヴァ */
+ case WZ_STORMGUST: /* ストームガスト */
+ case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
+ case PR_SANCTUARY: /* サンクãƒãƒ¥ã‚¢ãƒª */
+ case PR_MAGNUS: /* マグヌスエクソシズム */
+ case CR_GRANDCROSS: /* グランドクロス */
+ case HT_SKIDTRAP: /* スキッドトラップ */
+ case HT_LANDMINE: /* ランドマイン */
+ case HT_ANKLESNARE: /* アンクルスãƒã‚¢ */
+ case HT_SHOCKWAVE: /* ショックウェーブトラップ */
+ case HT_SANDMAN: /* サンドマン */
+ case HT_FLASHER: /* フラッシャー */
+ case HT_FREEZINGTRAP: /* フリージングトラップ */
+ case HT_BLASTMINE: /* ブラストマイン */
+ case HT_CLAYMORETRAP: /* クレイモアートラップ */
+ case AS_VENOMDUST: /* ベノムダスト */
+ case AM_DEMONSTRATION: /* デモンストレーション */
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ case PF_FOGWALL: /* フォグウォール */
+ case HT_TALKIEBOX: /* トーキーボックス */
skill_unitsetting (src, skillid, skilllv, x, y, 0);
break;
@@ -5408,15 +5408,15 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
skill_unitsetting (src, skillid, skilllv, x, y, 0);
break;
- case SA_VOLCANO: /* ƒ{ƒ‹ƒP[ƒm */
- case SA_DELUGE: /* ƒfƒŠƒ…[ƒW */
- case SA_VIOLENTGALE: /* ƒoƒCƒIƒŒƒ“ƒgƒQƒCƒ‹ */
- case SA_LANDPROTECTOR: /* ƒ‰ƒ“ƒhƒvƒƒeƒNƒ^[ */
- skill_clear_element_field (src); //Šù‚ÉŽ©•ª‚ª”­“®‚µ‚Ä‚¢‚é‘®«ê‚ðƒNƒŠƒA
+ case SA_VOLCANO: /* ボルケーノ */
+ case SA_DELUGE: /* デリュージ */
+ case SA_VIOLENTGALE: /* ãƒã‚¤ã‚ªãƒ¬ãƒ³ãƒˆã‚²ã‚¤ãƒ« */
+ case SA_LANDPROTECTOR: /* ランドプロテクター */
+ skill_clear_element_field (src); //æ—¢ã«è‡ªåˆ†ãŒç™ºå‹•ã—ã¦ã„る属性場をクリア
skill_unitsetting (src, skillid, skilllv, x, y, 0);
break;
- case WZ_METEOR: //ƒƒeƒIƒXƒg[ƒ€
+ case WZ_METEOR: //メテオストーム
{
int flag = 0;
for (i = 0; i < 2 + (skilllv >> 1); i++)
@@ -5458,10 +5458,10 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
}
break;
- case AL_WARP: /* ƒ[ƒvƒ|[ƒ^ƒ‹ */
+ case AL_WARP: /* ワープãƒãƒ¼ã‚¿ãƒ« */
if (sd)
{
- if (map[sd->bl.m].flag.noteleport) /* ƒeƒŒƒ|‹ÖŽ~ */
+ if (map[sd->bl.m].flag.noteleport) /* テレãƒç¦æ­¢ */
break;
clif_skill_warppoint (sd, sd->skillid,
sd->status.save_point.map,
@@ -5482,7 +5482,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
else if (src->type == BL_MOB)
mob_warp ((struct mob_data *) src, -1, x, y, 0);
break;
- case AM_CANNIBALIZE: // ƒoƒCƒIƒvƒ‰ƒ“ƒg
+ case AM_CANNIBALIZE: // ãƒã‚¤ã‚ªãƒ—ラント
if (sd)
{
int mx, my, id = 0;
@@ -5505,7 +5505,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
clif_skill_poseffect (src, skillid, skilllv, x, y, tick);
}
break;
- case AM_SPHEREMINE: // ƒXƒtƒBƒA[ƒ}ƒCƒ“
+ case AM_SPHEREMINE: // スフィアーマイン
if (sd)
{
int mx, my, id = 0;
@@ -5534,7 +5534,7 @@ int skill_castend_pos2 (struct block_list *src, int x, int y, int skillid,
}
/*==========================================
- * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹AmapŽw’èj
+ * スキル使用(詠唱完了ã€map指定)
*------------------------------------------
*/
int skill_castend_map (struct map_session_data *sd, int skill_num,
@@ -5548,7 +5548,7 @@ int skill_castend_map (struct map_session_data *sd, int skill_num,
if (sd->opt1 > 0 || sd->status.option & 2)
return 0;
- //ƒXƒLƒ‹‚ªŽg‚¦‚È‚¢ó‘ÔˆÙí’†
+ //スキルãŒä½¿ãˆãªã„状態異常中
if (sd->sc_data)
{
if (sd->sc_data[SC_DIVINA].timer != -1 ||
@@ -5560,7 +5560,7 @@ int skill_castend_map (struct map_session_data *sd, int skill_num,
return 0;
}
- if (skill_num != sd->skillid) /* •s³ƒpƒPƒbƒg‚炵‚¢ */
+ if (skill_num != sd->skillid) /* ä¸æ­£ãƒ‘ケットらã—ã„ */
return 0;
pc_stopattack (sd);
@@ -5575,7 +5575,7 @@ int skill_castend_map (struct map_session_data *sd, int skill_num,
switch (skill_num)
{
- case AL_TELEPORT: /* ƒeƒŒƒ|[ƒg */
+ case AL_TELEPORT: /* テレãƒãƒ¼ãƒˆ */
if (strcmp (map, "Random") == 0)
pc_randomwarp (sd, 3);
else
@@ -5584,7 +5584,7 @@ int skill_castend_map (struct map_session_data *sd, int skill_num,
3);
break;
- case AL_WARP: /* ƒ[ƒvƒ|[ƒ^ƒ‹ */
+ case AL_WARP: /* ワープãƒãƒ¼ã‚¿ãƒ« */
{
const struct point *p[] = {
&sd->status.save_point, &sd->status.memo_point[0],
@@ -5622,7 +5622,7 @@ int skill_castend_map (struct map_session_data *sd, int skill_num,
break;
}
}
- if (x == 0 || y == 0) /* •s³ƒpƒPƒbƒgH */
+ if (x == 0 || y == 0) /* ä¸æ­£ãƒ‘ケット? */
return 0;
if (!skill_check_condition (sd, 3))
@@ -5642,7 +5642,7 @@ int skill_castend_map (struct map_session_data *sd, int skill_num,
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgݒ舗
+ * スキルユニット設定処ç†
*------------------------------------------
*/
struct skill_unit_group *skill_unitsetting (struct block_list *src,
@@ -5657,16 +5657,16 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
nullpo_retr (0, src);
switch (skillid)
- { /* Ý’è */
+ { /* 設定 */
- case MG_SAFETYWALL: /* ƒZƒCƒtƒeƒBƒEƒH[ƒ‹ */
+ case MG_SAFETYWALL: /* セイフティウォール */
limit = skill_get_time (skillid, skilllv);
val2 = skilllv + 1;
interval = -1;
target = (battle_config.defnotenemy) ? BCT_NOENEMY : BCT_ALL;
break;
- case MG_FIREWALL: /* ƒtƒ@ƒCƒ„[ƒEƒH[ƒ‹ */
+ case MG_FIREWALL: /* ファイヤーウォール */
if (src->x == x && src->y == y)
dir = 2;
else
@@ -5680,14 +5680,14 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
interval = 1;
break;
- case AL_PNEUMA: /* ƒjƒ…[ƒ} */
+ case AL_PNEUMA: /* ニューマ */
limit = skill_get_time (skillid, skilllv);
interval = -1;
target = (battle_config.defnotenemy) ? BCT_NOENEMY : BCT_ALL;
count = 9;
break;
- case AL_WARP: /* ƒ[ƒvƒ|[ƒ^ƒ‹ */
+ case AL_WARP: /* ワープãƒãƒ¼ã‚¿ãƒ« */
target = BCT_ALL;
val1 = skilllv + 6;
if (flag == 0)
@@ -5696,7 +5696,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
limit = skill_get_time (skillid, skilllv);
break;
- case PR_SANCTUARY: /* ƒTƒ“ƒNƒ`ƒ…ƒAƒŠ */
+ case PR_SANCTUARY: /* サンクãƒãƒ¥ã‚¢ãƒª */
count = 21;
limit = skill_get_time (skillid, skilllv);
val1 = skilllv + 3;
@@ -5705,13 +5705,13 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
range = 1;
break;
- case PR_MAGNUS: /* ƒ}ƒOƒkƒXƒGƒNƒ\ƒVƒYƒ€ */
+ case PR_MAGNUS: /* マグヌスエクソシズム */
count = 33;
limit = skill_get_time (skillid, skilllv);
interval = 3000;
break;
- case WZ_FIREPILLAR: /* ƒtƒ@ƒCƒA[ƒsƒ‰[ */
+ case WZ_FIREPILLAR: /* ファイアーピラー */
if (flag == 0)
limit = skill_get_time (skillid, skilllv);
else
@@ -5721,21 +5721,21 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
range = 1;
break;
- case MG_THUNDERSTORM: /* ƒTƒ“ƒ_[ƒXƒg[ƒ€ */
+ case MG_THUNDERSTORM: /* サンダーストーム */
limit = 500;
range = 1;
break;
- case WZ_FROSTNOVA: /* ƒtƒƒXƒgƒmƒ”ƒ@ */
+ case WZ_FROSTNOVA: /* フロストノヴァ */
limit = 500;
range = 5;
break;
- case WZ_HEAVENDRIVE: /* ƒwƒ”ƒ“ƒYƒhƒ‰ƒCƒu */
+ case WZ_HEAVENDRIVE: /* ヘヴンズドライブ */
limit = 500;
range = 2;
break;
- case WZ_METEOR: /* ƒƒeƒIƒXƒg[ƒ€ */
+ case WZ_METEOR: /* メテオストーム */
limit = 500;
range = 3;
break;
@@ -5745,75 +5745,75 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
count = 41;
break;
- case WZ_VERMILION: /* ƒ[ƒhƒIƒuƒ”ƒ@[ƒ~ƒŠƒIƒ“ */
+ case WZ_VERMILION: /* ロードオブヴァーミリオン */
limit = 4100;
interval = 1000;
range = 6;
break;
- case WZ_ICEWALL: /* ƒAƒCƒXƒEƒH[ƒ‹ */
+ case WZ_ICEWALL: /* アイスウォール */
limit = skill_get_time (skillid, skilllv);
count = 5;
break;
- case WZ_STORMGUST: /* ƒXƒg[ƒ€ƒKƒXƒg */
+ case WZ_STORMGUST: /* ストームガスト */
limit = 4600;
interval = 450;
range = 5;
break;
- case WZ_QUAGMIRE: /* ƒNƒ@ƒOƒ}ƒCƒA */
+ case WZ_QUAGMIRE: /* クァグマイア */
limit = skill_get_time (skillid, skilllv);
interval = 200;
count = 25;
break;
- case HT_SKIDTRAP: /* ƒXƒLƒbƒhƒgƒ‰ƒbƒv */
- case HT_LANDMINE: /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */
- case HT_ANKLESNARE: /* ƒAƒ“ƒNƒ‹ƒXƒlƒA */
- case HT_SANDMAN: /* ƒTƒ“ƒhƒ}ƒ“ */
- case PF_SPIDERWEB: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */
- case HT_FLASHER: /* ƒtƒ‰ƒbƒVƒƒ[ */
- case HT_FREEZINGTRAP: /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */
- case HT_BLASTMINE: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
- case HT_CLAYMORETRAP: /* ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv */
+ case HT_SKIDTRAP: /* スキッドトラップ */
+ case HT_LANDMINE: /* ランドマイン */
+ case HT_ANKLESNARE: /* アンクルスãƒã‚¢ */
+ case HT_SANDMAN: /* サンドマン */
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ case HT_FLASHER: /* フラッシャー */
+ case HT_FREEZINGTRAP: /* フリージングトラップ */
+ case HT_BLASTMINE: /* ブラストマイン */
+ case HT_CLAYMORETRAP: /* クレイモアートラップ */
limit = skill_get_time (skillid, skilllv);
range = 1;
break;
- case HT_TALKIEBOX: /* ƒg[ƒL[ƒ{ƒbƒNƒX */
+ case HT_TALKIEBOX: /* トーキーボックス */
limit = skill_get_time (skillid, skilllv);
range = 1;
target = BCT_ALL;
break;
- case HT_SHOCKWAVE: /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */
+ case HT_SHOCKWAVE: /* ショックウェーブトラップ */
limit = skill_get_time (skillid, skilllv);
range = 1;
val1 = skilllv * 15 + 10;
break;
- case AS_VENOMDUST: /* ƒxƒmƒ€ƒ_ƒXƒg */
+ case AS_VENOMDUST: /* ベノムダスト */
limit = skill_get_time (skillid, skilllv);
interval = 1000;
count = 5;
break;
- case CR_GRANDCROSS: /* ƒOƒ‰ƒ“ƒhƒNƒƒX */
+ case CR_GRANDCROSS: /* グランドクロス */
count = 29;
limit = 1000;
interval = 300;
break;
- case SA_VOLCANO: /* ƒ{ƒ‹ƒP[ƒm */
- case SA_DELUGE: /* ƒfƒŠƒ…[ƒW */
- case SA_VIOLENTGALE: /* ƒoƒCƒIƒŒƒ“ƒgƒQƒCƒ‹ */
+ case SA_VOLCANO: /* ボルケーノ */
+ case SA_DELUGE: /* デリュージ */
+ case SA_VIOLENTGALE: /* ãƒã‚¤ã‚ªãƒ¬ãƒ³ãƒˆã‚²ã‚¤ãƒ« */
limit = skill_get_time (skillid, skilllv);
count = skilllv <= 2 ? 25 : (skilllv <= 4 ? 49 : 81);
target = BCT_ALL;
break;
- case SA_LANDPROTECTOR: /* ƒOƒ‰ƒ“ƒhƒNƒƒX */
+ case SA_LANDPROTECTOR: /* グランドクロス */
limit = skill_get_time (skillid, skilllv); // changed to get duration from cast_db (moonsoul)
val1 = skilllv * 15 + 10;
aoe_diameter = skilllv + skilllv % 2 + 5;
@@ -5821,26 +5821,26 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
count = aoe_diameter * aoe_diameter; // -- this will not function if changed to ^2 (moonsoul)
break;
- case BD_LULLABY: /* ŽqŽç‰S */
- case BD_ETERNALCHAOS: /* ƒGƒ^[ƒiƒ‹ƒJƒIƒX */
- case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */
+ case BD_LULLABY: /* å­å®ˆå”„ */
+ case BD_ETERNALCHAOS: /* エターナルカオス */
+ case BD_ROKISWEIL: /* ロキã®å«ã³ */
count = 81;
limit = skill_get_time (skillid, skilllv);
range = 5;
target = BCT_ALL;
break;
case BD_RICHMANKIM:
- case BD_DRUMBATTLEFIELD: /* 푾ŒÛ‚Ì‹¿‚« */
- case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case BD_INTOABYSS: /* [•£‚Ì’†‚É */
- case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓ã®éŸ¿ã */
+ case BD_RINGNIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª */
+ case BD_INTOABYSS: /* 深淵ã®ä¸­ã« */
+ case BD_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
count = 81;
limit = skill_get_time (skillid, skilllv);
range = 5;
target = BCT_PARTY;
break;
- case BA_WHISTLE: /* Œû“J */
+ case BA_WHISTLE: /* å£ç¬› */
count = 49;
limit = skill_get_time (skillid, skilllv);
range = 5;
@@ -5853,7 +5853,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
val2 = ((battle_get_agi (src) / 10) & 0xffff) << 16;
val2 |= (battle_get_luk (src) / 10) & 0xffff;
break;
- case DC_HUMMING: /* ƒnƒ~ƒ“ƒO */
+ case DC_HUMMING: /* ãƒãƒŸãƒ³ã‚° */
count = 49;
limit = skill_get_time (skillid, skilllv);
range = 5;
@@ -5866,15 +5866,15 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
val2 = battle_get_dex (src) / 10;
break;
- case BA_DISSONANCE: /* •s‹¦˜a‰¹ */
- case DC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */
+ case BA_DISSONANCE: /* ä¸å”和音 */
+ case DC_UGLYDANCE: /* 自分å‹æ‰‹ãªãƒ€ãƒ³ã‚¹ */
count = 49;
limit = skill_get_time (skillid, skilllv);
range = 5;
target = BCT_ENEMY;
break;
- case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Åc */
+ case DC_DONTFORGETME: /* ç§ã‚’忘れãªã„ã§â€¦ */
count = 49;
limit = skill_get_time (skillid, skilllv);
range = 5;
@@ -5887,7 +5887,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
val2 = ((battle_get_str (src) / 20) & 0xffff) << 16;
val2 |= (battle_get_agi (src) / 10) & 0xffff;
break;
- case BA_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ */
+ case BA_POEMBRAGI: /* ブラギã®è©© */
count = 49;
limit = skill_get_time (skillid, skilllv);
range = 5;
@@ -5899,7 +5899,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
val2 = ((battle_get_dex (src) / 10) & 0xffff) << 16;
val2 |= (battle_get_int (src) / 5) & 0xffff;
break;
- case BA_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
+ case BA_APPLEIDUN: /* イドゥンã®æž—檎 */
count = 49;
limit = skill_get_time (skillid, skilllv);
range = 5;
@@ -5912,9 +5912,9 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
else
val1 = 0;
val1 |= (battle_get_vit (src)) & 0xffff;
- val2 = 0; //‰ñ•œ—pƒ^ƒCƒ€ƒJƒEƒ“ƒ^(6•b–ˆ‚É1‘‰Á)
+ val2 = 0; //回復用タイムカウンタ(6秒毎ã«1増加)
break;
- case DC_SERVICEFORYOU: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */
+ case DC_SERVICEFORYOU: /* サービスフォーユー */
count = 49;
limit = skill_get_time (skillid, skilllv);
range = 5;
@@ -5926,7 +5926,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
DC_DANCINGLESSON) + 1) >> 1;
val2 = battle_get_int (src) / 10;
break;
- case BA_ASSASSINCROSS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */
+ case BA_ASSASSINCROSS: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ */
count = 49;
limit = skill_get_time (skillid, skilllv);
range = 5;
@@ -5938,7 +5938,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
BA_MUSICALLESSON) + 1) >> 1;
val2 = battle_get_agi (src) / 20;
break;
- case DC_FORTUNEKISS: /* K‰^‚̃LƒX */
+ case DC_FORTUNEKISS: /* 幸é‹ã®ã‚­ã‚¹ */
count = 49;
limit = skill_get_time (skillid, skilllv);
range = 5;
@@ -5950,18 +5950,18 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
DC_DANCINGLESSON) + 1) >> 1;
val2 = battle_get_luk (src) / 10;
break;
- case AM_DEMONSTRATION: /* ƒfƒ‚ƒ“ƒXƒgƒŒ[ƒVƒ‡ƒ“ */
+ case AM_DEMONSTRATION: /* デモンストレーション */
limit = skill_get_time (skillid, skilllv);
interval = 1000;
range = 1;
target = BCT_ENEMY;
break;
- case WE_CALLPARTNER: /* ‚ ‚È‚½‚Ɉ§‚¢‚½‚¢ */
+ case WE_CALLPARTNER: /* ã‚ãªãŸã«é€¢ã„ãŸã„ */
limit = skill_get_time (skillid, skilllv);
range = -1;
break;
- case HP_BASILICA: /* ƒoƒWƒŠƒJ */
+ case HP_BASILICA: /* ãƒã‚¸ãƒªã‚« */
limit = skill_get_time (skillid, skilllv);
target = BCT_ALL;
range = 3;
@@ -5970,12 +5970,12 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
skill_status_change_start (src, SC_ANKLE, skilllv, 0, 0, 0, limit,
0);
break;
- case PA_GOSPEL: /* ƒSƒXƒyƒ‹ */
+ case PA_GOSPEL: /* ゴスペル */
count = 49;
target = BCT_PARTY;
limit = skill_get_time (skillid, skilllv);
break;
- case PF_FOGWALL: /* ƒtƒHƒOƒEƒH[ƒ‹ */
+ case PF_FOGWALL: /* フォグウォール */
count = 15;
limit = skill_get_time (skillid, skilllv);
break;
@@ -6011,8 +6011,8 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
group->limit, alive = 1;
int range = group->range;
switch (skillid)
- { /* Ý’è */
- case AL_PNEUMA: /* ƒjƒ…[ƒ} */
+ { /* 設定 */
+ case AL_PNEUMA: /* ニューマ */
{
static const int dx[9] = { -1, 0, 1, -1, 0, 1, -1, 0, 1 };
static const int dy[9] = { -1, -1, -1, 0, 0, 0, 1, 1, 1 };
@@ -6020,10 +6020,10 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
uy += dy[i];
}
break;
- case MG_FIREWALL: /* ƒtƒ@ƒCƒ„[ƒEƒH[ƒ‹ */
+ case MG_FIREWALL: /* ファイヤーウォール */
{
if (dir & 1)
- { /* ŽÎ‚ß”z’u */
+ { /* æ–œã‚é…ç½® */
static const int dx[][5] = {
{1, 1, 0, 0, -1}, {-1, -1, 0, 0, 1},
}, dy[][5] =
@@ -6036,17 +6036,17 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
uy += dy[(dir >> 1) & 1][i];
}
else
- { /* ㉺”z’u */
- if (dir % 4 == 0) /* ㉺ */
+ { /* 上下é…ç½® */
+ if (dir % 4 == 0) /* 上下 */
ux += i - 1;
- else /* ¶‰E */
+ else /* å·¦å³ */
uy += i - 1;
}
val2 = group->val2;
}
break;
- case PR_SANCTUARY: /* ƒTƒ“ƒNƒ`ƒ…ƒAƒŠ */
+ case PR_SANCTUARY: /* サンクãƒãƒ¥ã‚¢ãƒª */
{
static const int dx[] = {
-1, 0, 1, -2, -1, 0, 1, 2, -2, -1, 0, 1, 2, -2, -1, 0, 1,
@@ -6061,7 +6061,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
}
break;
- case PR_MAGNUS: /* ƒ}ƒOƒkƒXƒGƒNƒ\ƒVƒYƒ€ */
+ case PR_MAGNUS: /* マグヌスエクソシズム */
{
static const int dx[] =
{ -1, 0, 1, -1, 0, 1, -3, -2, -1, 0, 1, 2, 3,
@@ -6094,7 +6094,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
}
break;
- case WZ_ICEWALL: /* ƒAƒCƒXƒEƒH[ƒ‹ */
+ case WZ_ICEWALL: /* アイスウォール */
{
static const int dirx[8] = { 0, -1, -1, -1, 0, 1, 1, 1 };
static const int diry[8] = { 1, 1, 0, -1, -1, -1, 0, 1 };
@@ -6111,7 +6111,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
}
break;
- case WZ_QUAGMIRE: /* ƒNƒ@ƒOƒ}ƒCƒA */
+ case WZ_QUAGMIRE: /* クァグマイア */
ux += (i % 5 - 2);
uy += (i / 5 - 2);
if (i == 12)
@@ -6121,7 +6121,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
break;
- case AS_VENOMDUST: /* ƒxƒmƒ€ƒ_ƒXƒg */
+ case AS_VENOMDUST: /* ベノムダスト */
{
static const int dx[] = { -1, 0, 0, 0, 1 };
static const int dy[] = { 0, -1, 0, 1, 0 };
@@ -6130,7 +6130,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
}
break;
- case CR_GRANDCROSS: /* ƒOƒ‰ƒ“ƒhƒNƒƒX */
+ case CR_GRANDCROSS: /* グランドクロス */
{
static const int dx[] = {
0, 0, -1, 0, 1, -2, -1, 0, 1, 2, -4, -3, -2, -1, 0, 1, 2,
@@ -6144,9 +6144,9 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
uy += dy[i];
}
break;
- case SA_VOLCANO: /* ƒ{ƒ‹ƒP[ƒm */
- case SA_DELUGE: /* ƒfƒŠƒ…[ƒW */
- case SA_VIOLENTGALE: /* ƒoƒCƒIƒŒƒ“ƒgƒQƒCƒ‹ */
+ case SA_VOLCANO: /* ボルケーノ */
+ case SA_DELUGE: /* デリュージ */
+ case SA_VIOLENTGALE: /* ãƒã‚¤ã‚ªãƒ¬ãƒ³ãƒˆã‚²ã‚¤ãƒ« */
{
int u_range = 0, central = 0;
if (skilllv <= 2)
@@ -6168,12 +6168,12 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
uy += (i / (u_range * 2 + 1) - u_range);
if (i == central)
- range = u_range; //’†‰›‚̃†ƒjƒbƒg‚ÌŒø‰Ê”͈͂͑S”͈Í
+ range = u_range; //中央ã®ãƒ¦ãƒ‹ãƒƒãƒˆã®åŠ¹æžœç¯„囲ã¯å…¨ç¯„囲
else
- range = -1; //’†‰›ˆÈŠO‚̃†ƒjƒbƒg‚Íü‚è
+ range = -1; //中央以外ã®ãƒ¦ãƒ‹ãƒƒãƒˆã¯é£¾ã‚Š
}
break;
- case SA_LANDPROTECTOR: /* ƒ‰ƒ“ƒhƒvƒƒeƒNƒ^[ */
+ case SA_LANDPROTECTOR: /* ランドプロテクター */
{
int u_range = 0;
@@ -6191,44 +6191,44 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
}
break;
- /* ƒ_ƒ“ƒX‚È‚Ç */
- case BD_LULLABY: /* ŽqŽç‰Ì */
- case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case BD_ETERNALCHAOS: /* ‰i‰“‚̬“× */
- case BD_DRUMBATTLEFIELD: /* 푾ŒÛ‚Ì‹¿‚« */
- case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */
- case BD_INTOABYSS: /* [•£‚Ì’†‚É */
- case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
+ /* ダンスãªã© */
+ case BD_LULLABY: /* å­å®ˆæ­Œ */
+ case BD_RICHMANKIM: /* ニヨルドã®å®´ */
+ case BD_ETERNALCHAOS: /* æ°¸é ã®æ··æ²Œ */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓ã®éŸ¿ã */
+ case BD_RINGNIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª */
+ case BD_ROKISWEIL: /* ロキã®å«ã³ */
+ case BD_INTOABYSS: /* 深淵ã®ä¸­ã« */
+ case BD_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
ux += (i % 9 - 4);
uy += (i / 9 - 4);
if (i == 40)
- range = 4; /* ’†S‚Ìꇂ͔͈͂ð4‚ɃI[ƒo[ƒ‰ƒCƒh */
+ range = 4; /* 中心ã®å ´åˆã¯ç¯„囲を4ã«ã‚ªãƒ¼ãƒãƒ¼ãƒ©ã‚¤ãƒ‰ */
else
- range = -1; /* ’†S‚¶‚á‚È‚¢ê‡‚͔͈͂ð-1‚ɃI[ƒo[ƒ‰ƒCƒh */
+ range = -1; /* 中心ã˜ã‚ƒãªã„å ´åˆã¯ç¯„囲を-1ã«ã‚ªãƒ¼ãƒãƒ¼ãƒ©ã‚¤ãƒ‰ */
break;
- case BA_DISSONANCE: /* •s‹¦˜a‰¹ */
- case BA_WHISTLE: /* Œû“J */
- case BA_ASSASSINCROSS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */
- case BA_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ */
- case BA_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
- case DC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */
- case DC_HUMMING: /* ƒnƒ~ƒ“ƒO */
- case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Åc */
- case DC_FORTUNEKISS: /* K‰^‚̃LƒX */
- case DC_SERVICEFORYOU: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */
+ case BA_DISSONANCE: /* ä¸å”和音 */
+ case BA_WHISTLE: /* å£ç¬› */
+ case BA_ASSASSINCROSS: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ */
+ case BA_POEMBRAGI: /* ブラギã®è©© */
+ case BA_APPLEIDUN: /* イドゥンã®æž—檎 */
+ case DC_UGLYDANCE: /* 自分å‹æ‰‹ãªãƒ€ãƒ³ã‚¹ */
+ case DC_HUMMING: /* ãƒãƒŸãƒ³ã‚° */
+ case DC_DONTFORGETME: /* ç§ã‚’忘れãªã„ã§â€¦ */
+ case DC_FORTUNEKISS: /* 幸é‹ã®ã‚­ã‚¹ */
+ case DC_SERVICEFORYOU: /* サービスフォーユー */
ux += (i % 7 - 3);
uy += (i / 7 - 3);
if (i == 40)
- range = 4; /* ’†S‚Ìꇂ͔͈͂ð4‚ɃI[ƒo[ƒ‰ƒCƒh */
+ range = 4; /* 中心ã®å ´åˆã¯ç¯„囲を4ã«ã‚ªãƒ¼ãƒãƒ¼ãƒ©ã‚¤ãƒ‰ */
else
- range = -1; /* ’†S‚¶‚á‚È‚¢ê‡‚͔͈͂ð-1‚ɃI[ƒo[ƒ‰ƒCƒh */
+ range = -1; /* 中心ã˜ã‚ƒãªã„å ´åˆã¯ç¯„囲を-1ã«ã‚ªãƒ¼ãƒãƒ¼ãƒ©ã‚¤ãƒ‰ */
break;
- case PA_GOSPEL: /* ƒSƒXƒyƒ‹ */
+ case PA_GOSPEL: /* ゴスペル */
ux += (i % 7 - 3);
uy += (i / 7 - 3);
break;
- case PF_FOGWALL: /* ƒtƒHƒOƒEƒH[ƒ‹ */
+ case PF_FOGWALL: /* フォグウォール */
ux += (i % 5 - 2);
uy += (i / 5 - 1);
break;
@@ -6237,7 +6237,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
uy += (i / 5 - 2);
break;
}
- //’¼ãƒXƒLƒ‹‚Ìê‡Ý’uÀ•Wã‚Ƀ‰ƒ“ƒhƒvƒƒeƒNƒ^[‚ª‚È‚¢‚©ƒ`ƒFƒbƒN
+ //直上スキルã®å ´åˆè¨­ç½®åº§æ¨™ä¸Šã«ãƒ©ãƒ³ãƒ‰ãƒ—ロテクターãŒãªã„ã‹ãƒã‚§ãƒƒã‚¯
if (range <= 0)
map_foreachinarea (skill_landprotector, src->m, ux, uy, ux, uy,
BL_SKILL, skillid, &alive);
@@ -6267,7 +6267,7 @@ struct skill_unit_group *skill_unitsetting (struct block_list *src,
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Ì”­“®ƒCƒxƒ“ƒg
+ * スキルユニットã®ç™ºå‹•ã‚¤ãƒ™ãƒ³ãƒˆ
*------------------------------------------
*/
int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
@@ -6299,11 +6299,11 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
nullpo_retr (0, ts = skill_unitgrouptickset_search (bl, sg->group_id));
diff = DIFF_TICK (tick, ts->tick);
goflag = (diff > sg->interval || diff < 0);
- if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // d‚È‚Á‚Ä‚¢‚½‚ç3HIT‚µ‚È‚¢
+ if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // é‡ãªã£ã¦ã„ãŸã‚‰3HITã—ãªã„
goflag = (diff > sg->interval * map_count_oncell (bl->m, bl->x, bl->y)
|| diff < 0);
- //‘ÎÛ‚ªLPã‚É‹‚éꇂ͖³Œø
+ //対象ãŒLP上ã«å±…ã‚‹å ´åˆã¯ç„¡åŠ¹
map_foreachinarea (skill_landprotector, bl->m, bl->x, bl->y, bl->x, bl->y,
BL_SKILL, 0, &goflag);
@@ -6314,7 +6314,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
switch (sg->unit_id)
{
- case 0x83: /* ƒTƒ“ƒNƒ`ƒ…ƒAƒŠ */
+ case 0x83: /* サンクãƒãƒ¥ã‚¢ãƒª */
{
int race = battle_get_race (bl);
int damage_flag =
@@ -6335,7 +6335,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
if (bl->type == BL_PC
&& ((struct map_session_data *) bl)->
special_state.no_magic_damage)
- heal = 0; /* ‰©‹à峃J[ƒhiƒq[ƒ‹—Ê‚Oj */
+ heal = 0; /* 黄金蟲カード(ヒールé‡ï¼ï¼‰ */
clif_skill_nodamage (&src->bl, bl, AL_HEAL, heal, 1);
battle_heal (NULL, bl, heal, 0, 0);
}
@@ -6345,7 +6345,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
break;
- case 0x84: /* ƒ}ƒOƒkƒXƒGƒNƒ\ƒVƒYƒ€ */
+ case 0x84: /* マグヌスエクソシズム */
{
int race = battle_get_race (bl);
int damage_flag =
@@ -6359,7 +6359,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
break;
- case 0x85: /* ƒjƒ…[ƒ} */
+ case 0x85: /* ニューマ */
{
struct skill_unit *unit2;
struct status_change *sc_data = battle_get_sc_data (bl);
@@ -6377,7 +6377,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
}
break;
- case 0x7e: /* ƒZƒCƒtƒeƒBƒEƒH[ƒ‹ */
+ case 0x7e: /* セイフティウォール */
{
struct skill_unit *unit2;
struct status_change *sc_data = battle_get_sc_data (bl);
@@ -6396,12 +6396,12 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
break;
- case 0x86: /* ƒ[ƒhƒIƒuƒ”ƒ@[ƒ~ƒŠƒIƒ“(•ƒXƒg[ƒ€ƒKƒXƒg •ƒOƒ‰ƒ“ƒhƒNƒƒX) */
+ case 0x86: /* ロードオブヴァーミリオン(&ストームガスト &グランドクロス) */
skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
sg->skill_lv, tick, 0);
break;
- case 0x7f: /* ƒtƒ@ƒCƒ„[ƒEƒH[ƒ‹ */
+ case 0x7f: /* ファイヤーウォール */
if ((src->val2--) > 0)
skill_attack (BF_MAGIC, ss, &src->bl, bl,
sg->skill_id, sg->skill_lv, tick, 0);
@@ -6409,19 +6409,19 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
skill_delunit (src);
break;
- case 0x87: /* ƒtƒ@ƒCƒA[ƒsƒ‰[(”­“®‘O) */
+ case 0x87: /* ファイアーピラー(発動å‰) */
skill_delunit (src);
skill_unitsetting (ss, sg->skill_id, sg->skill_lv, src->bl.x,
src->bl.y, 1);
break;
- case 0x88: /* ƒtƒ@ƒCƒA[ƒsƒ‰[(”­“®Œã) */
+ case 0x88: /* ファイアーピラー(発動後) */
if (DIFF_TICK (tick, sg->tick) < 150)
skill_attack (BF_MAGIC, ss, &src->bl, bl, sg->skill_id,
sg->skill_lv, tick, 0);
break;
- case 0x90: /* ƒXƒLƒbƒhƒgƒ‰ƒbƒv */
+ case 0x90: /* スキッドトラップ */
{
int i, c = skill_get_blewcount (sg->skill_id, sg->skill_lv);
if (map[bl->m].flag.gvg)
@@ -6434,7 +6434,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
break;
- case 0x93: /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */
+ case 0x93: /* ランドマイン */
skill_attack (BF_MISC, ss, &src->bl, bl, sg->skill_id,
sg->skill_lv, tick, 0);
sg->unit_id = 0x8c;
@@ -6442,12 +6442,12 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
sg->limit = DIFF_TICK (tick, sg->tick) + 1500;
break;
- case 0x8f: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
- case 0x94: /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */
- case 0x95: /* ƒTƒ“ƒhƒ}ƒ“ */
- case 0x96: /* ƒtƒ‰ƒbƒVƒƒ[ */
- case 0x97: /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */
- case 0x98: /* ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv */
+ case 0x8f: /* ブラストマイン */
+ case 0x94: /* ショックウェーブトラップ */
+ case 0x95: /* サンドマン */
+ case 0x96: /* フラッシャー */
+ case 0x97: /* フリージングトラップ */
+ case 0x98: /* クレイモアートラップ */
map_foreachinarea (skill_count_target, src->bl.m,
src->bl.x - src->range, src->bl.y - src->range,
src->bl.x + src->range, src->bl.y + src->range,
@@ -6461,7 +6461,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
sg->limit = DIFF_TICK (tick, sg->tick) + 1500;
break;
- case 0x91: /* ƒAƒ“ƒNƒ‹ƒXƒlƒA */
+ case 0x91: /* アンクルスãƒã‚¢ */
{
struct status_change *sc_data = battle_get_sc_data (bl);
if (sg->val2 == 0 && sc_data && sc_data[SC_ANKLE].timer == -1)
@@ -6495,7 +6495,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
break;
- case 0x80: /* ƒ[ƒvƒ|[ƒ^ƒ‹(”­“®Œã) */
+ case 0x80: /* ワープãƒãƒ¼ã‚¿ãƒ«(発動後) */
if (bl->type == BL_PC)
{
struct map_session_data *sd = (struct map_session_data *) bl;
@@ -6530,7 +6530,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
break;
- case 0x8e: /* ƒNƒ@ƒOƒ}ƒCƒA */
+ case 0x8e: /* クァグマイア */
{
int type = SkillStatusChangeTable[sg->skill_id];
if (bl->type == BL_PC
@@ -6544,7 +6544,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
sg->skill_lv), 0);
}
break;
- case 0x92: /* ƒxƒmƒ€ƒ_ƒXƒg */
+ case 0x92: /* ベノムダスト */
{
struct status_change *sc_data = battle_get_sc_data (bl);
int type = SkillStatusChangeTable[sg->skill_id];
@@ -6555,9 +6555,9 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
sg->skill_lv), 0);
}
break;
- case 0x9a: /* ƒ{ƒ‹ƒP[ƒm */
- case 0x9b: /* ƒfƒŠƒ…[ƒW */
- case 0x9c: /* ƒoƒCƒIƒŒƒ“ƒgƒQƒCƒ‹ */
+ case 0x9a: /* ボルケーノ */
+ case 0x9b: /* デリュージ */
+ case 0x9c: /* ãƒã‚¤ã‚ªãƒ¬ãƒ³ãƒˆã‚²ã‚¤ãƒ« */
{
struct skill_unit *unit2;
struct status_change *sc_data = battle_get_sc_data (bl);
@@ -6580,23 +6580,23 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
} break;
- case 0x9e: /* ŽqŽç‰S */
- case 0x9f: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case 0xa0: /* ‰i‰“‚̬“× */
- case 0xa1: /* 푾ŒÛ‚Ì‹¿‚« */
- case 0xa2: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case 0xa3: /* ƒƒL‚Ì‹©‚Ñ */
- case 0xa4: /* [•£‚Ì’†‚É */
- case 0xa5: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
- case 0xa6: /* •s‹¦˜a‰¹ */
- case 0xa7: /* Œû“J */
- case 0xa8: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */
- case 0xa9: /* ƒuƒ‰ƒM‚ÌŽ */
- case 0xab: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */
- case 0xac: /* ƒnƒ~ƒ“ƒO */
- case 0xad: /* Ž„‚ð–Y‚ê‚È‚¢‚Åc */
- case 0xae: /* K‰^‚̃LƒX */
- case 0xaf: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */
+ case 0x9e: /* å­å®ˆå”„ */
+ case 0x9f: /* ニヨルドã®å®´ */
+ case 0xa0: /* æ°¸é ã®æ··æ²Œ */
+ case 0xa1: /* 戦太鼓ã®éŸ¿ã */
+ case 0xa2: /* ニーベルングã®æŒ‡è¼ª */
+ case 0xa3: /* ロキã®å«ã³ */
+ case 0xa4: /* 深淵ã®ä¸­ã« */
+ case 0xa5: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
+ case 0xa6: /* ä¸å”和音 */
+ case 0xa7: /* å£ç¬› */
+ case 0xa8: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ */
+ case 0xa9: /* ブラギã®è©© */
+ case 0xab: /* 自分å‹æ‰‹ãªãƒ€ãƒ³ã‚¹ */
+ case 0xac: /* ãƒãƒŸãƒ³ã‚° */
+ case 0xad: /* ç§ã‚’忘れãªã„ã§â€¦ */
+ case 0xae: /* 幸é‹ã®ã‚­ã‚¹ */
+ case 0xaf: /* サービスフォーユー */
case 0xb4:
{
struct skill_unit *unit2;
@@ -6623,7 +6623,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
} break;
- case 0xaa: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
+ case 0xaa: /* イドゥンã®æž—檎 */
{
struct skill_unit *unit2;
struct status_change *sc_data = battle_get_sc_data (bl);
@@ -6650,15 +6650,15 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
} break;
- case 0xb1: /* ƒfƒ‚ƒ“ƒXƒgƒŒ[ƒVƒ‡ƒ“ */
+ case 0xb1: /* デモンストレーション */
skill_attack (BF_WEAPON, ss, &src->bl, bl, sg->skill_id,
sg->skill_lv, tick, 0);
if (bl->type == BL_PC && MRAND (100) < sg->skill_lv
&& battle_config.equipment_breaking)
pc_breakweapon ((struct map_session_data *) bl);
break;
- case 0x99: /* ƒg[ƒL[ƒ{ƒbƒNƒX */
- if (sg->src_id == bl->id) //Ž©•ª‚ª“¥‚ñ‚Å‚à”­“®‚µ‚È‚¢
+ case 0x99: /* トーキーボックス */
+ if (sg->src_id == bl->id) //自分ãŒè¸ã‚“ã§ã‚‚発動ã—ãªã„
break;
if (sg->val2 == 0)
{
@@ -6666,16 +6666,16 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
sg->unit_id = 0x8c;
clif_changelook (&src->bl, LOOK_BASE, sg->unit_id);
sg->limit = DIFF_TICK (tick, sg->tick) + 5000;
- sg->val2 = -1; //“¥‚ñ‚¾
+ sg->val2 = -1; //è¸ã‚“ã 
}
break;
- case 0xb2: /* ‚ ‚È‚½‚ð_‰ï‚¢‚½‚¢‚Å‚· */
- case 0xb3: /* ƒSƒXƒyƒ‹ */
- case 0xb6: /* ƒtƒHƒOƒEƒH[ƒ‹ */
- //‚Æ‚è‚ ‚¦‚¸‰½‚à‚µ‚È‚¢
+ case 0xb2: /* ã‚ãªãŸã‚’_会ã„ãŸã„ã§ã™ */
+ case 0xb3: /* ゴスペル */
+ case 0xb6: /* フォグウォール */
+ //ã¨ã‚Šã‚ãˆãšä½•ã‚‚ã—ãªã„
break;
- case 0xb7: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */
+ case 0xb7: /* スパイダーウェッブ */
if (sg->val2 == 0)
{
int moveblock = (bl->x / BLOCK_SIZE != src->bl.x / BLOCK_SIZE
@@ -6707,7 +6707,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
printf("skill_unit_onplace: Unknown skill unit id=%d block=%d\n",sg->unit_id,bl->id);
break;*/
}
- if (bl->type == BL_MOB && ss != bl) /* ƒXƒLƒ‹Žg—pðŒ‚ÌMOBƒXƒLƒ‹ */
+ if (bl->type == BL_MOB && ss != bl) /* スキル使用æ¡ä»¶ã®MOBスキル */
{
if (battle_config.mob_changetarget_byskill == 1)
{
@@ -6727,7 +6727,7 @@ int skill_unit_onplace (struct skill_unit *src, struct block_list *bl,
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚©‚ç—£’E‚·‚é(‚à‚µ‚­‚Í‚µ‚Ä‚¢‚é)ê‡
+ * スキルユニットã‹ã‚‰é›¢è„±ã™ã‚‹(ã‚‚ã—ãã¯ã—ã¦ã„ã‚‹)å ´åˆ
*------------------------------------------
*/
int skill_unit_onout (struct skill_unit *src, struct block_list *bl,
@@ -6747,9 +6747,9 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl,
switch (sg->unit_id)
{
- case 0x7e: /* ƒZƒCƒtƒeƒBƒEƒH[ƒ‹ */
- case 0x85: /* ƒjƒ…[ƒ} */
- case 0x8e: /* ƒNƒ@ƒOƒ}ƒCƒA */
+ case 0x7e: /* セイフティウォール */
+ case 0x85: /* ニューマ */
+ case 0x8e: /* クァグマイア */
{
struct status_change *sc_data = battle_get_sc_data (bl);
int type =
@@ -6763,7 +6763,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl,
}
} break;
- case 0x91: /* ƒAƒ“ƒNƒ‹ƒXƒlƒA */
+ case 0x91: /* アンクルスãƒã‚¢ */
{
struct block_list *target = map_id2bl (sg->val2);
if (target && target == bl)
@@ -6790,9 +6790,9 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl,
sg->limit = DIFF_TICK (tick, sg->tick) + 1000;
}
break;
- case 0x9a: /* ƒ{ƒ‹ƒP[ƒm */
- case 0x9b: /* ƒfƒŠƒ…[ƒW */
- case 0x9c: /* ƒoƒCƒIƒŒƒ“ƒgƒQƒCƒ‹ */
+ case 0x9a: /* ボルケーノ */
+ case 0x9b: /* デリュージ */
+ case 0x9c: /* ãƒã‚¤ã‚ªãƒ¬ãƒ³ãƒˆã‚²ã‚¤ãƒ« */
{
struct status_change *sc_data = battle_get_sc_data (bl);
struct skill_unit *su;
@@ -6806,24 +6806,24 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl,
}
break;
- case 0x9e: /* ŽqŽç‰S */
- case 0x9f: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case 0xa0: /* ‰i‰“‚̬“× */
- case 0xa1: /* 푾ŒÛ‚Ì‹¿‚« */
- case 0xa2: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case 0xa3: /* ƒƒL‚Ì‹©‚Ñ */
- case 0xa4: /* [•£‚Ì’†‚É */
- case 0xa5: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
- case 0xa6: /* •s‹¦˜a‰¹ */
- case 0xa7: /* Œû“J */
- case 0xa8: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */
- case 0xa9: /* ƒuƒ‰ƒM‚ÌŽ */
- case 0xaa: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
- case 0xab: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */
- case 0xac: /* ƒnƒ~ƒ“ƒO */
- case 0xad: /* Ž„‚ð–Y‚ê‚È‚¢‚Åc */
- case 0xae: /* K‰^‚̃LƒX */
- case 0xaf: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */
+ case 0x9e: /* å­å®ˆå”„ */
+ case 0x9f: /* ニヨルドã®å®´ */
+ case 0xa0: /* æ°¸é ã®æ··æ²Œ */
+ case 0xa1: /* 戦太鼓ã®éŸ¿ã */
+ case 0xa2: /* ニーベルングã®æŒ‡è¼ª */
+ case 0xa3: /* ロキã®å«ã³ */
+ case 0xa4: /* 深淵ã®ä¸­ã« */
+ case 0xa5: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
+ case 0xa6: /* ä¸å”和音 */
+ case 0xa7: /* å£ç¬› */
+ case 0xa8: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ */
+ case 0xa9: /* ブラギã®è©© */
+ case 0xaa: /* イドゥンã®æž—檎 */
+ case 0xab: /* 自分å‹æ‰‹ãªãƒ€ãƒ³ã‚¹ */
+ case 0xac: /* ãƒãƒŸãƒ³ã‚° */
+ case 0xad: /* ç§ã‚’忘れãªã„ã§â€¦ */
+ case 0xae: /* 幸é‹ã®ã‚­ã‚¹ */
+ case 0xaf: /* サービスフォーユー */
case 0xb4:
{
struct status_change *sc_data = battle_get_sc_data (bl);
@@ -6837,7 +6837,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl,
}
}
break;
- case 0xb7: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */
+ case 0xb7: /* スパイダーウェッブ */
{
struct block_list *target = map_id2bl (sg->val2);
if (target && target == bl)
@@ -6856,7 +6856,7 @@ int skill_unit_onout (struct skill_unit *src, struct block_list *bl,
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Ì휃Cƒxƒ“ƒg
+ * スキルユニットã®å‰Šé™¤ã‚¤ãƒ™ãƒ³ãƒˆ
*------------------------------------------
*/
int skill_unit_ondelete (struct skill_unit *src, struct block_list *bl,
@@ -6876,30 +6876,30 @@ int skill_unit_ondelete (struct skill_unit *src, struct block_list *bl,
switch (sg->unit_id)
{
- case 0x85: /* ƒjƒ…[ƒ} */
- case 0x7e: /* ƒZƒCƒtƒeƒBƒEƒH[ƒ‹ */
- case 0x8e: /* ƒNƒ@ƒOƒ}ƒCƒ„ */
- case 0x9a: /* ƒ{ƒ‹ƒP[ƒm */
- case 0x9b: /* ƒfƒŠƒ…[ƒW */
- case 0x9c: /* ƒoƒCƒIƒŒƒ“ƒgƒQƒCƒ‹ */
- case 0x9e: /* ŽqŽç‰S */
- case 0x9f: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case 0xa0: /* ‰i‰“‚̬“× */
- case 0xa1: /* 푾ŒÛ‚Ì‹¿‚« */
- case 0xa2: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case 0xa3: /* ƒƒL‚Ì‹©‚Ñ */
- case 0xa4: /* [•£‚Ì’†‚É */
- case 0xa5: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
- case 0xa6: /* •s‹¦˜a‰¹ */
- case 0xa7: /* Œû“J */
- case 0xa8: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */
- case 0xa9: /* ƒuƒ‰ƒM‚ÌŽ */
- case 0xaa: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
- case 0xab: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */
- case 0xac: /* ƒnƒ~ƒ“ƒO */
- case 0xad: /* Ž„‚ð–Y‚ê‚È‚¢‚Åc */
- case 0xae: /* K‰^‚̃LƒX */
- case 0xaf: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */
+ case 0x85: /* ニューマ */
+ case 0x7e: /* セイフティウォール */
+ case 0x8e: /* クァグマイヤ */
+ case 0x9a: /* ボルケーノ */
+ case 0x9b: /* デリュージ */
+ case 0x9c: /* ãƒã‚¤ã‚ªãƒ¬ãƒ³ãƒˆã‚²ã‚¤ãƒ« */
+ case 0x9e: /* å­å®ˆå”„ */
+ case 0x9f: /* ニヨルドã®å®´ */
+ case 0xa0: /* æ°¸é ã®æ··æ²Œ */
+ case 0xa1: /* 戦太鼓ã®éŸ¿ã */
+ case 0xa2: /* ニーベルングã®æŒ‡è¼ª */
+ case 0xa3: /* ロキã®å«ã³ */
+ case 0xa4: /* 深淵ã®ä¸­ã« */
+ case 0xa5: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
+ case 0xa6: /* ä¸å”和音 */
+ case 0xa7: /* å£ç¬› */
+ case 0xa8: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ */
+ case 0xa9: /* ブラギã®è©© */
+ case 0xaa: /* イドゥンã®æž—檎 */
+ case 0xab: /* 自分å‹æ‰‹ãªãƒ€ãƒ³ã‚¹ */
+ case 0xac: /* ãƒãƒŸãƒ³ã‚° */
+ case 0xad: /* ç§ã‚’忘れãªã„ã§â€¦ */
+ case 0xae: /* 幸é‹ã®ã‚­ã‚¹ */
+ case 0xaf: /* サービスフォーユー */
case 0xb4:
return skill_unit_onout (src, bl, tick);
@@ -6913,7 +6913,7 @@ int skill_unit_ondelete (struct skill_unit *src, struct block_list *bl,
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚ÌŒÀŠEƒCƒxƒ“ƒg
+ * スキルユニットã®é™ç•Œã‚¤ãƒ™ãƒ³ãƒˆ
*------------------------------------------
*/
int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
@@ -6925,7 +6925,7 @@ int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
switch (sg->unit_id)
{
- case 0x81: /* ƒ[ƒvƒ|[ƒ^ƒ‹(”­“®‘O) */
+ case 0x81: /* ワープãƒãƒ¼ã‚¿ãƒ«(発動å‰) */
{
struct skill_unit_group *group =
skill_unitsetting (map_id2bl (sg->src_id), sg->skill_id,
@@ -6944,12 +6944,12 @@ int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
}
break;
- case 0x8d: /* ƒAƒCƒXƒEƒH[ƒ‹ */
+ case 0x8d: /* アイスウォール */
map_setcell (src->bl.m, src->bl.x, src->bl.y, src->val2);
clif_changemapcell (src->bl.m, src->bl.x, src->bl.y, src->val2,
1);
break;
- case 0xb2: /* ‚ ‚È‚½‚ɉ‚½‚¢ */
+ case 0xb2: /* ã‚ãªãŸã«ä¼šã„ãŸã„ */
{
struct map_session_data *sd = NULL;
struct map_session_data *p_sd = NULL;
@@ -6968,7 +6968,7 @@ int skill_unit_onlimit (struct skill_unit *src, unsigned int tick)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‚̃_ƒ[ƒWƒCƒxƒ“ƒg
+ * スキルユニットã®ãƒ€ãƒ¡ãƒ¼ã‚¸ã‚¤ãƒ™ãƒ³ãƒˆ
*------------------------------------------
*/
int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl,
@@ -6981,12 +6981,12 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl,
switch (sg->unit_id)
{
- case 0x8d: /* ƒAƒCƒXƒEƒH[ƒ‹ */
+ case 0x8d: /* アイスウォール */
src->val1 -= damage;
break;
- case 0x8f: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
- case 0x98: /* ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv */
- skill_blown (bl, &src->bl, 2); //‚«”ò‚΂µ‚Ä‚Ý‚é
+ case 0x8f: /* ブラストマイン */
+ case 0x98: /* クレイモアートラップ */
+ skill_blown (bl, &src->bl, 2); //å¹ã飛ã°ã—ã¦ã¿ã‚‹
break;
default:
damage = 0;
@@ -6998,7 +6998,7 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl,
/*---------------------------------------------------------------------------- */
/*==========================================
- * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹Aꊎw’èj
+ * スキル使用(詠唱完了ã€å ´æ‰€æŒ‡å®šï¼‰
*------------------------------------------
*/
int skill_castend_pos (int tid, unsigned int tick, int id, int data)
@@ -7010,7 +7010,7 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
if (sd->bl.prev == NULL)
return 0;
- if (sd->skilltimer != tid) /* ƒ^ƒCƒ}ID‚ÌŠm”F */
+ if (sd->skilltimer != tid) /* タイマIDã®ç¢ºèª */
return 0;
if (sd->skilltimer != -1 && pc_checkskill (sd, SA_FREECAST) > 0)
{
@@ -7044,8 +7044,8 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
case HT_CLAYMORETRAP:
case HT_TALKIEBOX:
case AL_WARP:
- case PF_SPIDERWEB: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */
- case RG_GRAFFITI: /* ƒOƒ‰ƒtƒBƒeƒB */
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
+ case RG_GRAFFITI: /* グラフィティ */
range = 0;
break;
case AL_PNEUMA:
@@ -7081,7 +7081,7 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
case HT_BLASTMINE:
case HT_CLAYMORETRAP:
case HT_TALKIEBOX:
- case PF_SPIDERWEB: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */
+ case PF_SPIDERWEB: /* スパイダーウェッブ */
case WZ_ICEWALL:
range = 1;
break;
@@ -7142,7 +7142,7 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
}
}
if (!skill_check_condition (sd, 1))
- { /* Žg—pðŒƒ`ƒFƒbƒN */
+ { /* 使用æ¡ä»¶ãƒã‚§ãƒƒã‚¯ */
sd->canact_tick = tick;
sd->canmove_tick = tick;
sd->skillitem = sd->skillitemlv = -1;
@@ -7171,7 +7171,7 @@ int skill_castend_pos (int tid, unsigned int tick, int id, int data)
}
/*==========================================
- * ”͈͓àƒLƒƒƒ‰‘¶ÝŠm”F”»’舗(foreachinarea)
+ * 範囲内キャラ存在確èªåˆ¤å®šå‡¦ç†(foreachinarea)
*------------------------------------------
*/
@@ -7192,9 +7192,9 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
nullpo_retr (0, ssd = (struct map_session_data *) src);
s_class = pc_calc_base_job (sd->status.class);
- //ƒ`ƒFƒbƒN‚µ‚È‚¢Ý’è‚È‚çc‚É‚ ‚肦‚È‚¢‘å‚«‚È”Žš‚ð•Ô‚µ‚ÄI—¹
+ //ãƒã‚§ãƒƒã‚¯ã—ãªã„設定ãªã‚‰cã«ã‚ã‚Šãˆãªã„大ããªæ•°å­—ã‚’è¿”ã—ã¦çµ‚了
if (!battle_config.player_skill_partner_check)
- { //–{“–‚Íforeach‚Ì‘O‚É‚â‚肽‚¢‚¯‚ÇÝ’è“K—p‰ÓŠ‚ð‚܂Ƃ߂邽‚ß‚É‚±‚±‚Ö
+ { //本当ã¯foreachã®å‰ã«ã‚„ã‚ŠãŸã„ã‘ã©è¨­å®šé©ç”¨ç®‡æ‰€ã‚’ã¾ã¨ã‚ã‚‹ãŸã‚ã«ã“ã“ã¸
(*c) = 99;
return 0;
}
@@ -7204,7 +7204,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
switch (ssd->skillid)
{
- case PR_BENEDICTIO: /* ¹‘Ì~•Ÿ */
+ case PR_BENEDICTIO: /* è–体é™ç¦ */
if (sd != ssd
&& (sd->status.class == 4 || sd->status.class == 8
|| sd->status.class == 15 || sd->status.class == 4005
@@ -7213,16 +7213,16 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
&& sd->status.sp >= 10)
(*c)++;
break;
- case BD_LULLABY: /* ŽqŽç‰Ì */
- case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case BD_ETERNALCHAOS: /* ‰i‰“‚̬“× */
- case BD_DRUMBATTLEFIELD: /* 푾ŒÛ‚Ì‹¿‚« */
- case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */
- case BD_INTOABYSS: /* [•£‚Ì’†‚É */
- case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
- case BD_RAGNAROK: /* _X‚̉©¨ */
- case CG_MOONLIT: /* ŒŽ–¾‚è‚Ìò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */
+ case BD_LULLABY: /* å­å®ˆæ­Œ */
+ case BD_RICHMANKIM: /* ニヨルドã®å®´ */
+ case BD_ETERNALCHAOS: /* æ°¸é ã®æ··æ²Œ */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓ã®éŸ¿ã */
+ case BD_RINGNIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª */
+ case BD_ROKISWEIL: /* ロキã®å«ã³ */
+ case BD_INTOABYSS: /* 深淵ã®ä¸­ã« */
+ case BD_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
+ case BD_RAGNAROK: /* 神々ã®é»„æ˜ */
+ case CG_MOONLIT: /* 月明りã®æ³‰ã«è½ã¡ã‚‹èŠ±ã³ã‚‰ */
if (sd != ssd &&
((ssd->status.class == 19 && sd->status.class == 20) ||
(ssd->status.class == 20 && sd->status.class == 19) ||
@@ -7241,7 +7241,7 @@ static int skill_check_condition_char_sub (struct block_list *bl, va_list ap)
}
/*==========================================
- * ”͈͓àƒLƒƒƒ‰‘¶ÝŠm”F”»’èŒãƒXƒLƒ‹Žg—pˆ—(foreachinarea)
+ * 範囲内キャラ存在確èªåˆ¤å®šå¾Œã‚¹ã‚­ãƒ«ä½¿ç”¨å‡¦ç†(foreachinarea)
*------------------------------------------
*/
@@ -7264,9 +7264,9 @@ static int skill_check_condition_use_sub (struct block_list *bl, va_list ap)
s_class = pc_calc_base_job (sd->status.class);
- //ƒ`ƒFƒbƒN‚µ‚È‚¢Ý’è‚È‚çc‚É‚ ‚肦‚È‚¢‘å‚«‚È”Žš‚ð•Ô‚µ‚ÄI—¹
+ //ãƒã‚§ãƒƒã‚¯ã—ãªã„設定ãªã‚‰cã«ã‚ã‚Šãˆãªã„大ããªæ•°å­—ã‚’è¿”ã—ã¦çµ‚了
if (!battle_config.player_skill_partner_check)
- { //–{“–‚Íforeach‚Ì‘O‚É‚â‚肽‚¢‚¯‚ÇÝ’è“K—p‰ÓŠ‚ð‚܂Ƃ߂邽‚ß‚É‚±‚±‚Ö
+ { //本当ã¯foreachã®å‰ã«ã‚„ã‚ŠãŸã„ã‘ã©è¨­å®šé©ç”¨ç®‡æ‰€ã‚’ã¾ã¨ã‚ã‚‹ãŸã‚ã«ã“ã“ã¸
(*c) = 99;
return 0;
}
@@ -7276,7 +7276,7 @@ static int skill_check_condition_use_sub (struct block_list *bl, va_list ap)
skilllv = ssd->skilllv;
switch (skillid)
{
- case PR_BENEDICTIO: /* ¹‘Ì~•Ÿ */
+ case PR_BENEDICTIO: /* è–体é™ç¦ */
if (sd != ssd
&& (sd->status.class == 4 || sd->status.class == 8
|| sd->status.class == 15 || sd->status.class == 4005
@@ -7289,23 +7289,23 @@ static int skill_check_condition_use_sub (struct block_list *bl, va_list ap)
(*c)++;
}
break;
- case BD_LULLABY: /* ŽqŽç‰Ì */
- case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case BD_ETERNALCHAOS: /* ‰i‰“‚̬“× */
- case BD_DRUMBATTLEFIELD: /* 푾ŒÛ‚Ì‹¿‚« */
- case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */
- case BD_INTOABYSS: /* [•£‚Ì’†‚É */
- case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
- case BD_RAGNAROK: /* _X‚̉©¨ */
- case CG_MOONLIT: /* ŒŽ–¾‚è‚Ìò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */
- if (sd != ssd && //–{lˆÈŠO‚Å
- ((ssd->status.class == 19 && sd->status.class == 20) || (ssd->status.class == 20 && sd->status.class == 19) || (ssd->status.class == 4020 && sd->status.class == 4021) || (ssd->status.class == 4021 && sd->status.class == 4020) || (ssd->status.class == 20 && sd->status.class == 4020) || (ssd->status.class == 19 && sd->status.class == 4021)) && //Ž©•ª‚ªƒ_ƒ“ƒT[‚È‚çƒo[ƒh‚Å
- pc_checkskill (sd, skillid) > 0 && //ƒXƒLƒ‹‚ðŽ‚Á‚Ä‚¢‚Ä
- (*c) == 0 && //ʼn‚̈êl‚Å
- sd->status.party_id == ssd->status.party_id && //ƒp[ƒeƒB[‚ª“¯‚¶‚Å
- !pc_issit (sd) && //À‚Á‚Ä‚È‚¢
- sd->sc_data[SC_DANCING].timer == -1 //ƒ_ƒ“ƒX’†‚¶‚á‚È‚¢
+ case BD_LULLABY: /* å­å®ˆæ­Œ */
+ case BD_RICHMANKIM: /* ニヨルドã®å®´ */
+ case BD_ETERNALCHAOS: /* æ°¸é ã®æ··æ²Œ */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓ã®éŸ¿ã */
+ case BD_RINGNIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª */
+ case BD_ROKISWEIL: /* ロキã®å«ã³ */
+ case BD_INTOABYSS: /* 深淵ã®ä¸­ã« */
+ case BD_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
+ case BD_RAGNAROK: /* 神々ã®é»„æ˜ */
+ case CG_MOONLIT: /* 月明りã®æ³‰ã«è½ã¡ã‚‹èŠ±ã³ã‚‰ */
+ if (sd != ssd && //本人以外ã§
+ ((ssd->status.class == 19 && sd->status.class == 20) || (ssd->status.class == 20 && sd->status.class == 19) || (ssd->status.class == 4020 && sd->status.class == 4021) || (ssd->status.class == 4021 && sd->status.class == 4020) || (ssd->status.class == 20 && sd->status.class == 4020) || (ssd->status.class == 19 && sd->status.class == 4021)) && //自分ãŒãƒ€ãƒ³ã‚µãƒ¼ãªã‚‰ãƒãƒ¼ãƒ‰ã§
+ pc_checkskill (sd, skillid) > 0 && //スキルをæŒã£ã¦ã„ã¦
+ (*c) == 0 && //最åˆã®ä¸€äººã§
+ sd->status.party_id == ssd->status.party_id && //パーティーãŒåŒã˜ã§
+ !pc_issit (sd) && //座ã£ã¦ãªã„
+ sd->sc_data[SC_DANCING].timer == -1 //ダンス中ã˜ã‚ƒãªã„
)
{
ssd->sc_data[SC_DANCING].val4 = bl->id;
@@ -7325,7 +7325,7 @@ static int skill_check_condition_use_sub (struct block_list *bl, va_list ap)
}
/*==========================================
- * ”͈͓àƒoƒCƒIƒvƒ‰ƒ“ƒgAƒXƒtƒBƒAƒ}ƒCƒ“—pMob‘¶ÝŠm”F”»’舗(foreachinarea)
+ * 範囲内ãƒã‚¤ã‚ªãƒ—ラントã€ã‚¹ãƒ•ã‚£ã‚¢ãƒžã‚¤ãƒ³ç”¨Mob存在確èªåˆ¤å®šå‡¦ç†(foreachinarea)
*------------------------------------------
*/
@@ -7348,7 +7348,7 @@ static int skill_check_condition_mob_master_sub (struct block_list *bl,
}
/*==========================================
- * ƒXƒLƒ‹Žg—pðŒi‹U‚ÅŽg—pŽ¸”sj
+ * スキル使用æ¡ä»¶ï¼ˆå½ã§ä½¿ç”¨å¤±æ•—)
*------------------------------------------
*/
int skill_check_condition (struct map_session_data *sd, int type)
@@ -7390,7 +7390,7 @@ int skill_check_condition (struct map_session_data *sd, int type)
* } */
if (sd->skillitem == sd->skillid)
- { /* ƒAƒCƒeƒ€‚Ìꇖ³ðŒ¬Œ÷ */
+ { /* アイテムã®å ´åˆç„¡æ¡ä»¶æˆåŠŸ */
if (type & 1)
sd->skillitem = sd->skillitemlv = -1;
return 1;
@@ -7410,22 +7410,22 @@ int skill_check_condition (struct map_session_data *sd, int type)
|| sd->sc_data[SC_BERSERK].timer != -1)
{
clif_skill_fail (sd, sd->skillid, 0, 0);
- return 0; /* ó‘ÔˆÙí‚â’¾–Ù‚È‚Ç */
+ return 0; /* 状態異常や沈黙ãªã© */
}
}
skill = sd->skillid;
lv = sd->skilllv;
- hp = skill_get_hp (skill, lv); /* Á”ïHP */
- sp = skill_get_sp (skill, lv); /* Á”ïSP */
+ hp = skill_get_hp (skill, lv); /* 消費HP */
+ sp = skill_get_sp (skill, lv); /* 消費SP */
if ((sd->skillid_old == BD_ENCORE) && skill == sd->skillid_dance)
- sp = sp / 2; //ƒAƒ“ƒR[ƒ‹Žž‚ÍSPÁ””¼•ª
+ sp = sp / 2; //アンコール時ã¯SP消費ãŒåŠåˆ†
hp_rate = (lv <= 0) ? 0 : skill_db[skill].hp_rate[lv - 1];
sp_rate = (lv <= 0) ? 0 : skill_db[skill].sp_rate[lv - 1];
zeny = skill_get_zeny (skill, lv);
weapon = skill_db[skill].weapon;
state = skill_db[skill].state;
spiritball = (lv <= 0) ? 0 : skill_db[skill].spiritball[lv - 1];
- mhp = skill_get_mhp (skill, lv); /* Á”ïHP */
+ mhp = skill_get_mhp (skill, lv); /* 消費HP */
for (i = 0; i < 10; i++)
{
itemid[i] = skill_db[skill].itemid[i];
@@ -7442,7 +7442,7 @@ int skill_check_condition (struct map_session_data *sd, int type)
else
sp += (sd->status.max_sp * abs (sp_rate)) / 100;
if (sd->dsprate != 100)
- sp = sp * sd->dsprate / 100; /* Á”ïSPC³ */
+ sp = sp * sd->dsprate / 100; /* 消費SP修正 */
switch (skill)
{
@@ -7453,15 +7453,15 @@ int skill_check_condition (struct map_session_data *sd, int type)
return 0;
}
break;
- case BS_MAXIMIZE: /* ƒ}ƒLƒVƒ}ƒCƒYƒpƒ[ */
- case NV_TRICKDEAD: /* Ž€‚ñ‚¾‚Ó‚è */
- case TF_HIDING: /* ƒnƒCƒfƒBƒ“ƒO */
- case AS_CLOAKING: /* ƒNƒ[ƒLƒ“ƒO */
- case CR_AUTOGUARD: /* ƒI[ƒgƒK[ƒh */
- case CR_DEFENDER: /* ƒfƒBƒtƒFƒ“ƒ_[ */
+ case BS_MAXIMIZE: /* マキシマイズパワー */
+ case NV_TRICKDEAD: /* 死んã ãµã‚Š */
+ case TF_HIDING: /* ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚° */
+ case AS_CLOAKING: /* クローキング */
+ case CR_AUTOGUARD: /* オートガード */
+ case CR_DEFENDER: /* ディフェンダー */
case ST_CHASEWALK:
if (sd->sc_data[SkillStatusChangeTable[skill]].timer != -1)
- return 1; /* ‰ðœ‚·‚éꇂÍSPÁ”‚È‚¢ */
+ return 1; /* 解除ã™ã‚‹å ´åˆã¯SP消費ã—ãªã„ */
break;
case AL_TELEPORT:
case AL_WARP:
@@ -7471,21 +7471,21 @@ int skill_check_condition (struct map_session_data *sd, int type)
return 0;
}
break;
- case MO_CALLSPIRITS: /* ‹CŒ÷ */
+ case MO_CALLSPIRITS: /* 気功 */
if (sd->spiritball >= lv)
{
clif_skill_fail (sd, skill, 0, 0);
return 0;
}
break;
- case CH_SOULCOLLECT: /* ‹¶‹CŒ÷ */
+ case CH_SOULCOLLECT: /* 狂気功 */
if (sd->spiritball >= 5)
{
clif_skill_fail (sd, skill, 0, 0);
return 0;
}
break;
- case MO_FINGEROFFENSIVE: //Žw’e
+ case MO_FINGEROFFENSIVE: //指弾
if (sd->spiritball > 0 && sd->spiritball < spiritball)
{
spiritball = sd->spiritball;
@@ -7494,7 +7494,7 @@ int skill_check_condition (struct map_session_data *sd, int type)
else
sd->spiritball_old = lv;
break;
- case MO_CHAINCOMBO: //˜A‘Ŷ
+ case MO_CHAINCOMBO: //連打掌
if (sd->sc_data[SC_BLADESTOP].timer == -1)
{
if (sd->sc_data[SC_COMBO].timer == -1
@@ -7502,31 +7502,31 @@ int skill_check_condition (struct map_session_data *sd, int type)
return 0;
}
break;
- case MO_COMBOFINISH: //–Ò—´Œ
+ case MO_COMBOFINISH: //猛é¾æ‹³
if (sd->sc_data[SC_COMBO].timer == -1
|| sd->sc_data[SC_COMBO].val1 != MO_CHAINCOMBO)
return 0;
break;
- case CH_TIGERFIST: //•šŒÕŒ
+ case CH_TIGERFIST: //ä¼è™Žæ‹³
if (sd->sc_data[SC_COMBO].timer == -1
|| sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH)
return 0;
break;
- case CH_CHAINCRUSH: //˜A’Œ•öŒ‚
+ case CH_CHAINCRUSH: //連柱崩撃
if (sd->sc_data[SC_COMBO].timer == -1)
return 0;
if (sd->sc_data[SC_COMBO].val1 != MO_COMBOFINISH
&& sd->sc_data[SC_COMBO].val1 != CH_TIGERFIST)
return 0;
break;
- case MO_EXTREMITYFIST: // ˆ¢C—…”e–PŒ
+ case MO_EXTREMITYFIST: // 阿修羅覇鳳拳
if ((sd->sc_data[SC_COMBO].timer != -1
&& (sd->sc_data[SC_COMBO].val1 == MO_COMBOFINISH
|| sd->sc_data[SC_COMBO].val1 == CH_CHAINCRUSH))
|| sd->sc_data[SC_BLADESTOP].timer != -1)
spiritball--;
break;
- case BD_ADAPTATION: /* ƒAƒhƒŠƒu */
+ case BD_ADAPTATION: /* アドリブ */
{
struct skill_unit_group *group = NULL;
if (sd->sc_data[SC_DANCING].timer == -1
@@ -7538,13 +7538,13 @@ int skill_check_condition (struct map_session_data *sd, int type)
(sd->sc_data[SC_DANCING].val1,
group->skill_lv) - sd->sc_data[SC_DANCING].val3 * 1000) <=
skill_get_time2 (skill, lv)))
- { //ƒ_ƒ“ƒX’†‚ÅŽg—pŒã5•bˆÈã‚Ì‚ÝH
+ { //ダンス中ã§ä½¿ç”¨å¾Œ5秒以上ã®ã¿ï¼Ÿ
clif_skill_fail (sd, skill, 0, 0);
return 0;
}
}
break;
- case PR_BENEDICTIO: /* ¹‘Ì~•Ÿ */
+ case PR_BENEDICTIO: /* è–体é™ç¦ */
{
int range = 1;
int c = 0;
@@ -7569,15 +7569,15 @@ int skill_check_condition (struct map_session_data *sd, int type)
}
}
break;
- case WE_CALLPARTNER: /* ‚ ‚È‚½‚Ɉ§‚¢‚½‚¢ */
+ case WE_CALLPARTNER: /* ã‚ãªãŸã«é€¢ã„ãŸã„ */
if (!sd->status.partner_id)
{
clif_skill_fail (sd, skill, 0, 0);
return 0;
}
break;
- case AM_CANNIBALIZE: /* ƒoƒCƒIƒvƒ‰ƒ“ƒg */
- case AM_SPHEREMINE: /* ƒXƒtƒBƒA[ƒ}ƒCƒ“ */
+ case AM_CANNIBALIZE: /* ãƒã‚¤ã‚ªãƒ—ラント */
+ case AM_SPHEREMINE: /* スフィアーマイン */
if (type & 1)
{
int c = 0;
@@ -7597,8 +7597,8 @@ int skill_check_condition (struct map_session_data *sd, int type)
}
}
break;
- case MG_FIREWALL: /* ƒtƒ@ƒCƒA[ƒEƒH[ƒ‹ */
- /* ”§ŒÀ */
+ case MG_FIREWALL: /* ファイアーウォール */
+ /* æ•°åˆ¶é™ */
if (battle_config.pc_land_skill_limit)
{
int maxcount = skill_get_maxcount (skill);
@@ -7624,13 +7624,13 @@ int skill_check_condition (struct map_session_data *sd, int type)
if (!(type & 2))
{
if (hp > 0 && sd->status.hp < hp)
- { /* HPƒ`ƒFƒbƒN */
- clif_skill_fail (sd, skill, 2, 0); /* HP•s‘«FŽ¸”s’Ê’m */
+ { /* HPãƒã‚§ãƒƒã‚¯ */
+ clif_skill_fail (sd, skill, 2, 0); /* HPä¸è¶³ï¼šå¤±æ•—通知 */
return 0;
}
if (sp > 0 && sd->status.sp < sp)
- { /* SPƒ`ƒFƒbƒN */
- clif_skill_fail (sd, skill, 1, 0); /* SP•s‘«FŽ¸”s’Ê’m */
+ { /* SPãƒã‚§ãƒƒã‚¯ */
+ clif_skill_fail (sd, skill, 1, 0); /* SPä¸è¶³ï¼šå¤±æ•—通知 */
return 0;
}
if (zeny > 0 && sd->status.zeny < zeny)
@@ -7645,7 +7645,7 @@ int skill_check_condition (struct map_session_data *sd, int type)
}
if (spiritball > 0 && sd->spiritball < spiritball)
{
- clif_skill_fail (sd, skill, 0, 0); // Ÿ†‹…•s‘«
+ clif_skill_fail (sd, skill, 0, 0); // æ°£çƒä¸è¶³
return 0;
}
}
@@ -7739,7 +7739,7 @@ int skill_check_condition (struct map_session_data *sd, int type)
case ST_WATER:
if (map_getcell (sd->bl.m, sd->bl.x, sd->bl.y) != 3
&& (sd->sc_data[SC_DELUGE].timer == -1))
- { //…ê”»’è
+ { //水場判定
clif_skill_fail (sd, skill, 0, 0);
return 0;
}
@@ -7782,7 +7782,7 @@ int skill_check_condition (struct map_session_data *sd, int type)
for (i = 0; i < 10; i++)
{
if (index[i] >= 0)
- pc_delitem (sd, index[i], amount[i], 0); // ƒAƒCƒeƒ€Á”ï
+ pc_delitem (sd, index[i], amount[i], 0); // アイテム消費
}
}
@@ -7791,24 +7791,24 @@ int skill_check_condition (struct map_session_data *sd, int type)
pc_heal (sd, -sp, -hp); // [Fate] This might suppress some dupe messages
-/* if(sp > 0) { // SPÁ”ï */
+/* if(sp > 0) { // SP消費 */
/* sd->status.sp-=sp; */
/* clif_updatestatus(sd,SP_SP); */
/* } */
-/* if(hp > 0) { // HPÁ”ï */
+/* if(hp > 0) { // HP消費 */
/* sd->status.hp-=hp; */
/* clif_updatestatus(sd,SP_HP); */
/* } */
- if (zeny > 0) // ZenyÁ”ï
+ if (zeny > 0) // Zeny消費
pc_payzeny (sd, zeny);
- if (spiritball > 0) // Ÿ†‹…Á”ï
+ if (spiritball > 0) // æ°£çƒæ¶ˆè²»
pc_delspiritball (sd, spiritball, 0);
return 1;
}
/*==========================================
- * ‰r¥ŽžŠÔŒvŽZ
+ * 詠唱時間計算
*------------------------------------------
*/
int skill_castfix (struct block_list *bl, int time)
@@ -7858,13 +7858,13 @@ int skill_castfix (struct block_list *bl, int time)
time = time * battle_config.cast_rate / 100;
}
- /* ƒTƒtƒ‰ƒMƒEƒ€ */
+ /* サフラギウム */
if (sc_data && sc_data[SC_SUFFRAGIUM].timer != -1)
{
time = time * (100 - sc_data[SC_SUFFRAGIUM].val1 * 15) / 100;
skill_status_change_end (bl, SC_SUFFRAGIUM, -1);
}
- /* ƒuƒ‰ƒM‚ÌŽ */
+ /* ブラギã®è©© */
if (sc_data && sc_data[SC_POEMBRAGI].timer != -1)
time =
time * (100 -
@@ -7876,7 +7876,7 @@ int skill_castfix (struct block_list *bl, int time)
}
/*==========================================
- * ƒfƒBƒŒƒCŒvŽZ
+ * ディレイ計算
*------------------------------------------
*/
int skill_delayfix (struct block_list *bl, int time)
@@ -7891,7 +7891,7 @@ int skill_delayfix (struct block_list *bl, int time)
if (bl->type == BL_PC)
{
- if (battle_config.delay_dependon_dex) /* dex‚̉e‹¿‚ðŒvŽZ‚·‚é */
+ if (battle_config.delay_dependon_dex) /* dexã®å½±éŸ¿ã‚’計算ã™ã‚‹ */
time =
time * (battle_config.castrate_dex_scale -
battle_get_dex (bl)) /
@@ -7899,7 +7899,7 @@ int skill_delayfix (struct block_list *bl, int time)
time = time * battle_config.delay_rate / 100;
}
- /* ƒuƒ‰ƒM‚ÌŽ */
+ /* ブラギã®è©© */
if (sc_data && sc_data[SC_POEMBRAGI].timer != -1)
time =
time * (100 -
@@ -7911,7 +7911,7 @@ int skill_delayfix (struct block_list *bl, int time)
}
/*==========================================
- * ƒXƒLƒ‹Žg—piIDŽw’èj
+ * スキル使用(ID指定)
*------------------------------------------
*/
int skill_use_id (struct map_session_data *sd, int target_id,
@@ -7947,7 +7947,7 @@ int skill_use_id (struct map_session_data *sd, int target_id,
}
sc_data = sd->sc_data;
- /* ’¾–Ù‚âˆÙíi‚½‚¾‚µAƒOƒŠƒ€‚È‚Ç‚Ì”»’è‚ð‚·‚éj */
+ /* 沈黙や異常(ãŸã ã—ã€ã‚°ãƒªãƒ ãªã©ã®åˆ¤å®šã‚’ã™ã‚‹ï¼‰ */
if (sd->opt1 > 0)
return 0;
if (sd->sc_data)
@@ -7971,14 +7971,14 @@ int skill_use_id (struct map_session_data *sd, int target_id,
|| sd->sc_data[SC_STEELBODY].timer != -1
|| sd->sc_data[SC_BERSERK].timer != -1)
{
- return 0; /* ó‘ÔˆÙí‚â’¾–Ù‚È‚Ç */
+ return 0; /* 状態異常や沈黙ãªã© */
}
if (sc_data[SC_BLADESTOP].timer != -1)
{
int lv = sc_data[SC_BLADESTOP].val1;
if (sc_data[SC_BLADESTOP].val2 == 1)
- return 0; //”’‰H‚³‚ꂽ‘¤‚Ȃ̂Ń_ƒ
+ return 0; //白羽ã•ã‚ŒãŸå´ãªã®ã§ãƒ€ãƒ¡
if (lv == 1)
return 0;
if (lv == 2 && skill_num != MO_FINGEROFFENSIVE)
@@ -8004,7 +8004,7 @@ int skill_use_id (struct map_session_data *sd, int target_id,
return 0;
if (map[sd->bl.m].flag.gvg)
- { //GvG‚ÅŽg—p‚Å‚«‚È‚¢ƒXƒLƒ‹
+ { //GvGã§ä½¿ç”¨ã§ããªã„スキル
switch (skill_num)
{
case SM_ENDURE:
@@ -8019,12 +8019,12 @@ int skill_use_id (struct map_session_data *sd, int target_id,
}
}
- /* ‰‰‘t/ƒ_ƒ“ƒX’† */
+ /* æ¼”å¥/ダンス中 */
if (sc_data && sc_data[SC_DANCING].timer != -1)
{
// if(battle_config.pc_skill_log)
// printf("dancing! %d\n",skill_num);
- if (sc_data[SC_DANCING].val4 && skill_num != BD_ADAPTATION) //‡‘t’†‚̓AƒhƒŠƒuˆÈŠO•s‰Â
+ if (sc_data[SC_DANCING].val4 && skill_num != BD_ADAPTATION) //åˆå¥ä¸­ã¯ã‚¢ãƒ‰ãƒªãƒ–以外ä¸å¯
return 0;
if (skill_num != BD_ADAPTATION && skill_num != BA_MUSICALSTRIKE
&& skill_num != DC_THROWARROW)
@@ -8035,19 +8035,19 @@ int skill_use_id (struct map_session_data *sd, int target_id,
if (skill_get_inf2 (skill_num) & 0x200 && sd->bl.id == target_id)
return 0;
- //’¼‘O‚̃XƒLƒ‹‚ª‰½‚©Šo‚¦‚é•K—v‚Ì‚ ‚éƒXƒLƒ‹
+ //ç›´å‰ã®ã‚¹ã‚­ãƒ«ãŒä½•ã‹è¦šãˆã‚‹å¿…è¦ã®ã‚るスキル
switch (skill_num)
{
case SA_CASTCANCEL:
if (sd->skillid != skill_num)
- { //ƒLƒƒƒXƒgƒLƒƒƒ“ƒZƒ‹Ž©‘Ì‚ÍŠo‚¦‚È‚¢
+ { //キャストキャンセル自体ã¯è¦šãˆãªã„
sd->skillid_old = sd->skillid;
sd->skilllv_old = sd->skilllv;
break;
}
- case BD_ENCORE: /* ƒAƒ“ƒR[ƒ‹ */
+ case BD_ENCORE: /* アンコール */
if (!sd->skillid_dance)
- { //‘O‰ñŽg—p‚µ‚½—x‚肪‚È‚¢‚Æ‚¾‚ß
+ { //å‰å›žä½¿ç”¨ã—ãŸè¸Šã‚ŠãŒãªã„ã¨ã ã‚
clif_skill_fail (sd, skill_num, 0, 0);
return 0;
}
@@ -8062,17 +8062,17 @@ int skill_use_id (struct map_session_data *sd, int target_id,
sd->skilllv = skill_lv;
switch (skill_num)
- { //Ž–‘O‚ɃŒƒxƒ‹‚ª•Ï‚í‚Á‚½‚è‚·‚éƒXƒLƒ‹
- case BD_LULLABY: /* ŽqŽç‰Ì */
- case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case BD_ETERNALCHAOS: /* ‰i‰“‚̬“× */
- case BD_DRUMBATTLEFIELD: /* 푾ŒÛ‚Ì‹¿‚« */
- case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */
- case BD_INTOABYSS: /* [•£‚Ì’†‚É */
- case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
- case BD_RAGNAROK: /* _X‚̉©¨ */
- case CG_MOONLIT: /* ŒŽ–¾‚è‚Ìò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */
+ { //事å‰ã«ãƒ¬ãƒ™ãƒ«ãŒå¤‰ã‚ã£ãŸã‚Šã™ã‚‹ã‚¹ã‚­ãƒ«
+ case BD_LULLABY: /* å­å®ˆæ­Œ */
+ case BD_RICHMANKIM: /* ニヨルドã®å®´ */
+ case BD_ETERNALCHAOS: /* æ°¸é ã®æ··æ²Œ */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓ã®éŸ¿ã */
+ case BD_RINGNIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª */
+ case BD_ROKISWEIL: /* ロキã®å«ã³ */
+ case BD_INTOABYSS: /* 深淵ã®ä¸­ã« */
+ case BD_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
+ case BD_RAGNAROK: /* 神々ã®é»„æ˜ */
+ case CG_MOONLIT: /* 月明りã®æ³‰ã«è½ã¡ã‚‹èŠ±ã³ã‚‰ */
{
int range = 1;
int c = 0;
@@ -8086,7 +8086,7 @@ int skill_use_id (struct map_session_data *sd, int target_id,
return 0;
}
else if (c == 99)
- { //‘Š•û•s—vݒ肾‚Á‚½
+ { //相方ä¸è¦è¨­å®šã ã£ãŸ
;
}
else
@@ -8100,7 +8100,7 @@ int skill_use_id (struct map_session_data *sd, int target_id,
if (!skill_check_condition (sd, 0))
return 0;
- /* ŽË’ö‚ÆáŠQ•¨ƒ`ƒFƒbƒN */
+ /* 射程ã¨éšœå®³ç‰©ãƒã‚§ãƒƒã‚¯ */
range = skill_get_range (skill_num, skill_lv);
if (range < 0)
range = battle_get_range (&sd->bl) - (range + 1);
@@ -8129,46 +8129,46 @@ int skill_use_id (struct map_session_data *sd, int target_id,
sd->state.skillcastcancel = skill_db[skill_num].castcancel;
switch (skill_num)
- { /* ‰½‚©“ÁŽê‚Ȉ—‚ª•K—v */
-// case AL_HEAL: /* ƒq[ƒ‹ */
+ { /* 何ã‹ç‰¹æ®Šãªå‡¦ç†ãŒå¿…è¦ */
+// case AL_HEAL: /* ヒール */
// if(battle_check_undead(battle_get_race(bl),battle_get_elem_type(bl)))
-// forcecast=1; /* ƒq[ƒ‹ƒAƒ^ƒbƒN‚È‚ç‰r¥ƒGƒtƒFƒNƒg—L‚è */
+// forcecast=1; /* ヒールアタックãªã‚‰è© å”±ã‚¨ãƒ•ã‚§ã‚¯ãƒˆæœ‰ã‚Š */
// break;
- case ALL_RESURRECTION: /* ƒŠƒUƒŒƒNƒVƒ‡ƒ“ */
+ case ALL_RESURRECTION: /* リザレクション */
if (bl->type != BL_PC
&& battle_check_undead (battle_get_race (bl),
battle_get_elem_type (bl)))
- { /* “G‚ªƒAƒ“ƒfƒbƒh‚È‚ç */
- forcecast = 1; /* ƒ^[ƒ“ƒAƒ“ƒfƒbƒg‚Æ“¯‚¶‰r¥ŽžŠÔ */
+ { /* 敵ãŒã‚¢ãƒ³ãƒ‡ãƒƒãƒ‰ãªã‚‰ */
+ forcecast = 1; /* ターンアンデットã¨åŒã˜è© å”±æ™‚é–“ */
casttime =
skill_castfix (&sd->bl,
skill_get_cast (PR_TURNUNDEAD, skill_lv));
}
break;
- case MO_FINGEROFFENSIVE: /* Žw’e */
+ case MO_FINGEROFFENSIVE: /* 指弾 */
casttime +=
casttime *
((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv);
break;
- case MO_CHAINCOMBO: /*˜A‘Ŷ */
+ case MO_CHAINCOMBO: /*連打掌 */
target_id = sd->attacktarget;
if (sc_data && sc_data[SC_BLADESTOP].timer != -1)
{
struct block_list *tbl;
- if ((tbl = (struct block_list *) sc_data[SC_BLADESTOP].val4) == NULL) //ƒ^[ƒQƒbƒg‚ª‚¢‚È‚¢H
+ if ((tbl = (struct block_list *) sc_data[SC_BLADESTOP].val4) == NULL) //ターゲットãŒã„ãªã„?
return 0;
target_id = tbl->id;
}
break;
- case MO_COMBOFINISH: /*–Ò—´Œ */
- case CH_TIGERFIST: /* •šŒÕŒ */
- case CH_CHAINCRUSH: /* ˜A’Œ•öŒ‚ */
+ case MO_COMBOFINISH: /*猛é¾æ‹³ */
+ case CH_TIGERFIST: /* ä¼è™Žæ‹³ */
+ case CH_CHAINCRUSH: /* 連柱崩撃 */
target_id = sd->attacktarget;
break;
// -- moonsoul (altered to allow proper usage of extremity from new champion combos)
//
- case MO_EXTREMITYFIST: /*ˆ¢C—…”e–PŒ */
+ case MO_EXTREMITYFIST: /*阿修羅覇鳳拳 */
if (sc_data && sc_data[SC_COMBO].timer != -1
&& (sc_data[SC_COMBO].val1 == MO_COMBOFINISH
|| sc_data[SC_COMBO].val1 == CH_CHAINCRUSH))
@@ -8189,7 +8189,7 @@ int skill_use_id (struct map_session_data *sd, int target_id,
if ((p_sd = pc_get_partner (sd)) == NULL)
return 0;
target_id = p_sd->bl.id;
- //range‚ð‚à‚¤1‰ñŒŸ¸
+ //rangeã‚’ã‚‚ã†1回検査
range = skill_get_range (skill_num, skill_lv);
if (range < 0)
range = battle_get_range (&sd->bl) - (range + 1);
@@ -8199,7 +8199,7 @@ int skill_use_id (struct map_session_data *sd, int target_id,
}
}
break;
- case AS_SPLASHER: /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ[ */
+ case AS_SPLASHER: /* ベナムスプラッシャー */
{
struct status_change *t_sc_data = battle_get_sc_data (bl);
if (t_sc_data && t_sc_data[SC_POISON].timer == -1)
@@ -8209,13 +8209,13 @@ int skill_use_id (struct map_session_data *sd, int target_id,
}
}
break;
- case PF_MEMORIZE: /* ƒƒ‚ƒ‰ƒCƒY */
+ case PF_MEMORIZE: /* メモライズ */
casttime = 12000;
break;
}
- //ƒƒ‚ƒ‰ƒCƒYó‘Ô‚È‚çƒLƒƒƒXƒgƒ^ƒCƒ€‚ª1/3
+ //メモライズ状態ãªã‚‰ã‚­ãƒ£ã‚¹ãƒˆã‚¿ã‚¤ãƒ ãŒ1/3
if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0)
{
casttime = casttime / 3;
@@ -8231,12 +8231,12 @@ int skill_use_id (struct map_session_data *sd, int target_id,
// casttime = delay = 0;
if (casttime > 0 || forcecast)
- { /* ‰r¥‚ª•K—v */
+ { /* è© å”±ãŒå¿…è¦ */
struct mob_data *md;
clif_skillcasting (&sd->bl,
sd->bl.id, target_id, 0, 0, skill_num, casttime);
- /* ‰r¥”½‰žƒ‚ƒ“ƒXƒ^[ */
+ /* è© å”±å応モンスター */
if (bl->type == BL_MOB && (md = (struct mob_data *) bl)
&& mob_db[md->class].mode & 0x10 && md->state.state != MS_ATTACK
&& sd->invincible_timer == -1)
@@ -8247,7 +8247,7 @@ int skill_use_id (struct map_session_data *sd, int target_id,
}
}
- if (casttime <= 0) /* ‰r¥‚Ì–³‚¢‚à‚̂̓Lƒƒƒ“ƒZƒ‹‚³‚ê‚È‚¢ */
+ if (casttime <= 0) /* è© å”±ã®ç„¡ã„ã‚‚ã®ã¯ã‚­ãƒ£ãƒ³ã‚»ãƒ«ã•ã‚Œãªã„ */
sd->state.skillcastcancel = 0;
sd->skilltarget = target_id;
@@ -8279,7 +8279,7 @@ int skill_use_id (struct map_session_data *sd, int target_id,
skill_castend_id (sd->skilltimer, tick, sd->bl.id, 0);
}
- //ƒ}ƒWƒbƒNƒpƒ[‚ÌŒø‰ÊI—¹
+ //マジックパワーã®åŠ¹æžœçµ‚了
if (sc_data && sc_data[SC_MAGICPOWER].timer != -1
&& skill_num != HW_MAGICPOWER)
skill_status_change_end (&sd->bl, SC_MAGICPOWER, -1);
@@ -8288,7 +8288,7 @@ int skill_use_id (struct map_session_data *sd, int target_id,
}
/*==========================================
- * ƒXƒLƒ‹Žg—piꊎw’èj
+ * スキル使用(場所指定)
*------------------------------------------
*/
int skill_use_pos (struct map_session_data *sd,
@@ -8319,7 +8319,7 @@ int skill_use_pos (struct map_session_data *sd,
sc_data[SC_STEELBODY].timer != -1 ||
sc_data[SC_DANCING].timer != -1 ||
sc_data[SC_BERSERK].timer != -1)
- return 0; /* ó‘ÔˆÙí‚â’¾–Ù‚È‚Ç */
+ return 0; /* 状態異常や沈黙ãªã© */
}
if (sd->status.option & 2)
@@ -8338,7 +8338,7 @@ int skill_use_pos (struct map_session_data *sd,
if (!skill_check_condition (sd, 0))
return 0;
- /* ŽË’ö‚ÆáŠQ•¨ƒ`ƒFƒbƒN */
+ /* 射程ã¨éšœå®³ç‰©ãƒã‚§ãƒƒã‚¯ */
bl.type = BL_NUL;
bl.m = sd->bl.m;
bl.x = skill_x;
@@ -8361,7 +8361,7 @@ int skill_use_pos (struct map_session_data *sd,
// if(sd->skillitem == skill_num)
// casttime = delay = 0;
- //ƒƒ‚ƒ‰ƒCƒYó‘Ô‚È‚çƒLƒƒƒXƒgƒ^ƒCƒ€‚ª1/3
+ //メモライズ状態ãªã‚‰ã‚­ãƒ£ã‚¹ãƒˆã‚¿ã‚¤ãƒ ãŒ1/3
if (sc_data && sc_data[SC_MEMORIZE].timer != -1 && casttime > 0)
{
casttime = casttime / 3;
@@ -8369,12 +8369,12 @@ int skill_use_pos (struct map_session_data *sd,
skill_status_change_end (&sd->bl, SC_MEMORIZE, -1);
}
- if (casttime > 0) /* ‰r¥‚ª•K—v */
+ if (casttime > 0) /* è© å”±ãŒå¿…è¦ */
clif_skillcasting (&sd->bl,
sd->bl.id, 0, skill_x, skill_y, skill_num,
casttime);
- if (casttime <= 0) /* ‰r¥‚Ì–³‚¢‚à‚̂̓Lƒƒƒ“ƒZƒ‹‚³‚ê‚È‚¢ */
+ if (casttime <= 0) /* è© å”±ã®ç„¡ã„ã‚‚ã®ã¯ã‚­ãƒ£ãƒ³ã‚»ãƒ«ã•ã‚Œãªã„ */
sd->state.skillcastcancel = 0;
sd->skilltarget = 0;
@@ -8403,7 +8403,7 @@ int skill_use_pos (struct map_session_data *sd,
sd->skilltimer = -1;
skill_castend_pos (sd->skilltimer, tick, sd->bl.id, 0);
}
- //ƒ}ƒWƒbƒNƒpƒ[‚ÌŒø‰ÊI—¹
+ //マジックパワーã®åŠ¹æžœçµ‚了
if (sc_data && sc_data[SC_MAGICPOWER].timer != -1
&& skill_num != HW_MAGICPOWER)
skill_status_change_end (&sd->bl, SC_MAGICPOWER, -1);
@@ -8412,7 +8412,7 @@ int skill_use_pos (struct map_session_data *sd,
}
/*==========================================
- * ƒXƒLƒ‹‰r¥ƒLƒƒƒ“ƒZƒ‹
+ * スキル詠唱キャンセル
*------------------------------------------
*/
int skill_castcancel (struct block_list *bl, int type)
@@ -8483,7 +8483,7 @@ int skill_castcancel (struct block_list *bl, int type)
}
/*=========================================
- * ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA ‰Šú”͈͌ˆ’è
+ * ブランディッシュスピア åˆæœŸç¯„囲決定
*----------------------------------------
*/
void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
@@ -8587,7 +8587,7 @@ void skill_brandishspear_first (struct square *tc, int dir, int x, int y)
}
/*=========================================
- * ƒuƒ‰ƒ“ƒfƒBƒbƒVƒ…ƒXƒsƒA •ûŒü”»’è ”ÍˆÍŠg’£
+ * ブランディッシュスピア æ–¹å‘判定 範囲拡張
*-----------------------------------------
*/
void skill_brandishspear_dir (struct square *tc, int dir, int are)
@@ -8639,12 +8639,12 @@ void skill_brandishspear_dir (struct square *tc, int dir, int are)
}
/*==========================================
- * ƒfƒBƒ{[ƒVƒ‡ƒ“ —LŒøŠm”F
+ * ディボーション 有効確èª
*------------------------------------------
*/
void skill_devotion (struct map_session_data *md, int target)
{
- // ‘Šm”F
+ // ç·ç¢ºèª
int n;
nullpo_retv (md);
@@ -8654,7 +8654,7 @@ void skill_devotion (struct map_session_data *md, int target)
if (md->dev.val1[n])
{
struct map_session_data *sd = map_id2sd (md->dev.val1[n]);
- // ‘ŠŽè‚ªŒ©‚‚©‚ç‚È‚¢ // ‘ŠŽè‚ðƒfƒBƒ{‚µ‚Ä‚é‚Ì‚ªŽ©•ª‚¶‚á‚È‚¢ // ‹——£‚ª—£‚ê‚Ä‚é
+ // 相手ãŒè¦‹ã¤ã‹ã‚‰ãªã„ // 相手をディボã—ã¦ã‚‹ã®ãŒè‡ªåˆ†ã˜ã‚ƒãªã„ // è·é›¢ãŒé›¢ã‚Œã¦ã‚‹
if (sd == NULL
|| (sd->sc_data
&& (md->bl.id != sd->sc_data[SC_DEVOTION].val1))
@@ -8668,7 +8668,7 @@ void skill_devotion (struct map_session_data *md, int target)
void skill_devotion2 (struct block_list *bl, int crusader)
{
- // ”íƒfƒBƒ{[ƒVƒ‡ƒ“‚ª•à‚¢‚½Žž‚Ì‹——£ƒ`ƒFƒbƒN
+ // 被ディボーションãŒæ­©ã„ãŸæ™‚ã®è·é›¢ãƒã‚§ãƒƒã‚¯
struct map_session_data *sd = map_id2sd (crusader);
nullpo_retv (bl);
@@ -8679,7 +8679,7 @@ void skill_devotion2 (struct block_list *bl, int crusader)
int skill_devotion3 (struct block_list *bl, int target)
{
- // ƒNƒ‹ƒZ‚ª•à‚¢‚½Žž‚Ì‹——£ƒ`ƒFƒbƒN
+ // クルセãŒæ­©ã„ãŸæ™‚ã®è·é›¢ãƒã‚§ãƒƒã‚¯
struct map_session_data *md;
struct map_session_data *sd;
int n, r = 0;
@@ -8693,10 +8693,10 @@ int skill_devotion3 (struct block_list *bl, int target)
r = distance (bl->x, bl->y, sd->bl.x, sd->bl.y);
if (pc_checkskill (sd, CR_DEVOTION) + 6 < r)
- { // ‹–—e”͈͂𒴂¦‚Ä‚½
+ { // 許容範囲を超ãˆã¦ãŸ
for (n = 0; n < 5; n++)
if (md->dev.val1[n] == target)
- md->dev.val2[n] = 0; // —£‚ꂽŽž‚ÍAŽ…‚ð؂邾‚¯
+ md->dev.val2[n] = 0; // 離れãŸæ™‚ã¯ã€ç³¸ã‚’切るã ã‘
clif_devotion (md, sd->bl.id);
return 1;
}
@@ -8706,7 +8706,7 @@ int skill_devotion3 (struct block_list *bl, int target)
void skill_devotion_end (struct map_session_data *md,
struct map_session_data *sd, int target)
{
- // ƒNƒ‹ƒZ‚Æ”íƒfƒBƒ{ƒLƒƒƒ‰‚̃ŠƒZƒbƒg
+ // クルセã¨è¢«ãƒ‡ã‚£ãƒœã‚­ãƒ£ãƒ©ã®ãƒªã‚»ãƒƒãƒˆ
nullpo_retv (md);
nullpo_retv (sd);
@@ -8722,7 +8722,7 @@ void skill_devotion_end (struct map_session_data *md,
}
/*==========================================
- * ƒI[ƒgƒXƒyƒ‹
+ * オートスペル
*------------------------------------------
*/
int skill_autospell (struct map_session_data *sd, int skillid)
@@ -8770,13 +8770,13 @@ int skill_autospell (struct map_session_data *sd, int skillid)
if (maxlv > (lv = pc_checkskill (sd, skillid)))
maxlv = lv;
- skill_status_change_start (&sd->bl, SC_AUTOSPELL, skilllv, skillid, maxlv, 0, // val1:ƒXƒLƒ‹ID val2:Žg—pÅ‘åLv
- skill_get_time (SA_AUTOSPELL, skilllv), 0); // ‚É‚µ‚Ä‚Ý‚½‚¯‚Çbscript‚ª‘‚«ˆÕ‚¢EEEH
+ skill_status_change_start (&sd->bl, SC_AUTOSPELL, skilllv, skillid, maxlv, 0, // val1:スキルID val2:使用最大Lv
+ skill_get_time (SA_AUTOSPELL, skilllv), 0); // ã«ã—ã¦ã¿ãŸã‘ã©bscriptãŒæ›¸ã易ã„・・・?
return 0;
}
/*==========================================
- * ƒMƒƒƒ“ƒOƒXƒ^[ƒpƒ‰ƒ_ƒCƒX”»’舗(foreachinarea)
+ * ギャングスターパラダイス判定処ç†(foreachinarea)
*------------------------------------------
*/
@@ -8833,12 +8833,12 @@ int skill_gangsterparadise (struct map_session_data *sd, int type)
return 0;
if (type == 1)
- { /* À‚Á‚½Žž‚̈— */
+ { /* 座ã£ãŸæ™‚ã®å‡¦ç† */
map_foreachinarea (skill_gangster_count, sd->bl.m,
sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC, &c);
if (c > 0)
- { /*ƒMƒƒƒ“ƒOƒXƒ^[¬Œ÷‚µ‚½‚玩•ª‚É‚àƒMƒƒƒ“ƒOƒXƒ^[‘®«•t—^ */
+ { /*ギャングスターæˆåŠŸã—ãŸã‚‰è‡ªåˆ†ã«ã‚‚ギャングスター属性付与 */
map_foreachinarea (skill_gangster_in, sd->bl.m,
sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC);
@@ -8847,7 +8847,7 @@ int skill_gangsterparadise (struct map_session_data *sd, int type)
return 0;
}
else if (type == 0)
- { /* —§‚¿ã‚ª‚Á‚½‚Æ‚«‚̈— */
+ { /* ç«‹ã¡ä¸ŠãŒã£ãŸã¨ãã®å‡¦ç† */
map_foreachinarea (skill_gangster_count, sd->bl.m,
sd->bl.x - range, sd->bl.y - range,
sd->bl.x + range, sd->bl.y + range, BL_PC, &c);
@@ -8862,7 +8862,7 @@ int skill_gangsterparadise (struct map_session_data *sd, int type)
}
/*==========================================
- * Š¦‚¢ƒWƒ‡[ƒNEƒXƒNƒŠ[ƒ€”»’舗(foreachinarea)
+ * 寒ã„ジョーク・スクリーム判定処ç†(foreachinarea)
*------------------------------------------
*/
int skill_frostjoke_scream (struct block_list *bl, va_list ap)
@@ -8879,14 +8879,14 @@ int skill_frostjoke_scream (struct block_list *bl, va_list ap)
skilllv = va_arg (ap, int);
tick = va_arg (ap, unsigned int);
- if (src == bl) //Ž©•ª‚É‚ÍŒø‚©‚È‚¢
+ if (src == bl) //自分ã«ã¯åŠ¹ã‹ãªã„
return 0;
if (battle_check_target (src, bl, BCT_ENEMY) > 0)
skill_additional_effect (src, bl, skillnum, skilllv, BF_MISC, tick);
else if (battle_check_target (src, bl, BCT_PARTY) > 0)
{
- if (MRAND (100) < 10) //PTƒƒ“ƒo‚É‚à’áŠm—¦‚Å‚©‚©‚é(‚Æ‚è‚ ‚¦‚¸10%)
+ if (MRAND (100) < 10) //PTメンãƒã«ã‚‚低確率ã§ã‹ã‹ã‚‹(ã¨ã‚Šã‚ãˆãš10%)
skill_additional_effect (src, bl, skillnum, skilllv, BF_MISC,
tick);
}
@@ -8962,7 +8962,7 @@ int skill_clear_element_field (struct block_list *bl)
}
/*==========================================
- * ƒ‰ƒ“ƒhƒvƒƒeƒNƒ^[ƒ`ƒFƒbƒN(foreachinarea)
+ * ランドプロテクターãƒã‚§ãƒƒã‚¯(foreachinarea)
*------------------------------------------
*/
int skill_landprotector (struct block_list *bl, va_list ap)
@@ -8992,7 +8992,7 @@ int skill_landprotector (struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒCƒhƒDƒ“‚Ì—ÑŒç‚̉ñ•œˆ—(foreachinarea)
+ * イドゥンã®æž—檎ã®å›žå¾©å‡¦ç†(foreachinarea)
*------------------------------------------
*/
int skill_idun_heal (struct block_list *bl, va_list ap)
@@ -9022,7 +9022,7 @@ int skill_idun_heal (struct block_list *bl, va_list ap)
}
/*==========================================
- * Žw’è”͈͓à‚Åsrc‚ɑ΂µ‚Ä—LŒø‚ȃ^[ƒQƒbƒg‚Ìbl‚Ì”‚𔂦‚é(foreachinarea)
+ * 指定範囲内ã§srcã«å¯¾ã—ã¦æœ‰åŠ¹ãªã‚¿ãƒ¼ã‚²ãƒƒãƒˆã®blã®æ•°ã‚’æ•°ãˆã‚‹(foreachinarea)
*------------------------------------------
*/
int skill_count_target (struct block_list *bl, va_list ap)
@@ -9043,7 +9043,7 @@ int skill_count_target (struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒgƒ‰ƒbƒv”͈͈—(foreachinarea)
+ * トラップ範囲処ç†(foreachinarea)
*------------------------------------------
*/
int skill_trap_splash (struct block_list *bl, va_list ap)
@@ -9070,21 +9070,21 @@ int skill_trap_splash (struct block_list *bl, va_list ap)
{
switch (sg->unit_id)
{
- case 0x95: /* ƒTƒ“ƒhƒ}ƒ“ */
- case 0x96: /* ƒtƒ‰ƒbƒVƒƒ[ */
- case 0x94: /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */
+ case 0x95: /* サンドマン */
+ case 0x96: /* フラッシャー */
+ case 0x94: /* ショックウェーブトラップ */
skill_additional_effect (ss, bl, sg->skill_id, sg->skill_lv,
BF_MISC, tick);
break;
- case 0x8f: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
- case 0x98: /* ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv */
+ case 0x8f: /* ブラストマイン */
+ case 0x98: /* クレイモアートラップ */
for (i = 0; i < splash_count; i++)
{
skill_attack (BF_MISC, ss, src, bl, sg->skill_id,
sg->skill_lv, tick,
(sg->val2) ? 0x0500 : 0);
}
- case 0x97: /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */
+ case 0x97: /* フリージングトラップ */
skill_attack (BF_WEAPON, ss, src, bl, sg->skill_id,
sg->skill_lv, tick, (sg->val2) ? 0x0500 : 0);
break;
@@ -9097,12 +9097,12 @@ int skill_trap_splash (struct block_list *bl, va_list ap)
}
/*----------------------------------------------------------------------------
- * ƒXƒe[ƒ^ƒXˆÙí
+ * ステータス異常
*----------------------------------------------------------------------------
*/
/*==========================================
- * ƒXƒe[ƒ^ƒXˆÙíƒ^ƒCƒ}[”͈͈—
+ * ステータス異常タイマー範囲処ç†
*------------------------------------------
*/
int skill_status_change_timer_sub (struct block_list *bl, va_list ap)
@@ -9122,7 +9122,7 @@ int skill_status_change_timer_sub (struct block_list *bl, va_list ap)
switch (type)
{
- case SC_SIGHT: /* ƒTƒCƒg */
+ case SC_SIGHT: /* サイト */
case SC_CONCENTRATE:
if ((*battle_get_option (bl)) & 6)
{
@@ -9130,7 +9130,7 @@ int skill_status_change_timer_sub (struct block_list *bl, va_list ap)
skill_status_change_end (bl, SC_CLOAKING, -1);
}
break;
- case SC_RUWACH: /* ƒ‹ƒAƒt */
+ case SC_RUWACH: /* ルアフ */
if ((*battle_get_option (bl)) & 6)
{
skill_status_change_end (bl, SC_HIDING, -1);
@@ -9148,7 +9148,7 @@ int skill_status_change_timer_sub (struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒXƒe[ƒ^ƒXˆÙíI—¹
+ * ステータス異常終了
*------------------------------------------
*/
int skill_status_change_active (struct block_list *bl, int type)
@@ -9192,77 +9192,77 @@ int skill_status_change_end (struct block_list *bl, int type, int tid)
&& (sc_data[type].timer == tid || tid == -1))
{
- if (tid == -1) // ƒ^ƒCƒ}‚©‚çŒÄ‚΂ê‚Ä‚¢‚È‚¢‚È‚çƒ^ƒCƒ}íœ‚ð‚·‚é
+ if (tid == -1) // タイマã‹ã‚‰å‘¼ã°ã‚Œã¦ã„ãªã„ãªã‚‰ã‚¿ã‚¤ãƒžå‰Šé™¤ã‚’ã™ã‚‹
delete_timer (sc_data[type].timer, skill_status_change_timer);
- /* ŠY“–‚̈Ùí‚ð³í‚É–ß‚· */
+ /* 該当ã®ç•°å¸¸ã‚’正常ã«æˆ»ã™ */
sc_data[type].timer = -1;
(*sc_count)--;
switch (type)
- { /* ˆÙí‚ÌŽí—Þ‚²‚Ƃ̈— */
- case SC_PROVOKE: /* ƒvƒƒ{ƒbƒN */
- case SC_CONCENTRATE: /* W’†—ÍŒüã */
- case SC_BLESSING: /* ƒuƒŒƒbƒVƒ“ƒO */
- case SC_ANGELUS: /* ƒAƒ“ƒ[ƒ‹ƒX */
- case SC_INCREASEAGI: /* ‘¬“x㸠*/
- case SC_DECREASEAGI: /* ‘¬“xŒ¸­ */
- case SC_SIGNUMCRUCIS: /* ƒVƒOƒiƒ€ƒNƒ‹ƒVƒX */
+ { /* 異常ã®ç¨®é¡žã”ã¨ã®å‡¦ç† */
+ case SC_PROVOKE: /* プロボック */
+ case SC_CONCENTRATE: /* 集中力å‘上 */
+ case SC_BLESSING: /* ブレッシング */
+ case SC_ANGELUS: /* アンゼルス */
+ case SC_INCREASEAGI: /* 速度上昇 */
+ case SC_DECREASEAGI: /* 速度減少 */
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
case SC_HIDING:
case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_ADRENALINE: /* ƒAƒhƒŒƒiƒŠƒ“ƒ‰ƒbƒVƒ… */
- case SC_ENCPOISON: /* ƒGƒ“ƒ`ƒƒƒ“ƒgƒ|ƒCƒYƒ“ */
- case SC_IMPOSITIO: /* ƒCƒ“ƒ|ƒVƒeƒBƒIƒ}ƒkƒX */
- case SC_GLORIA: /* ƒOƒƒŠƒA */
- case SC_LOUD: /* ƒ‰ƒEƒhƒ{ƒCƒX */
- case SC_QUAGMIRE: /* ƒNƒ@ƒOƒ}ƒCƒA */
- case SC_PROVIDENCE: /* ƒvƒƒ”ƒBƒfƒ“ƒX */
- case SC_SPEARSQUICKEN: /* ƒXƒsƒAƒNƒCƒbƒPƒ“ */
+ case SC_ADRENALINE: /* アドレナリンラッシュ */
+ case SC_ENCPOISON: /* エンãƒãƒ£ãƒ³ãƒˆãƒã‚¤ã‚ºãƒ³ */
+ case SC_IMPOSITIO: /* インãƒã‚·ãƒ†ã‚£ã‚ªãƒžãƒŒã‚¹ */
+ case SC_GLORIA: /* グロリア */
+ case SC_LOUD: /* ラウドボイス */
+ case SC_QUAGMIRE: /* クァグマイア */
+ case SC_PROVIDENCE: /* プロヴィデンス */
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
case SC_VOLCANO:
case SC_DELUGE:
case SC_VIOLENTGALE:
- case SC_ETERNALCHAOS: /* ƒGƒ^[ƒiƒ‹ƒJƒIƒX */
- case SC_DRUMBATTLE: /* 푾ŒÛ‚Ì‹¿‚« */
- case SC_NIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case SC_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
- case SC_WHISTLE: /* Œû“J */
- case SC_ASSNCROS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */
- case SC_HUMMING: /* ƒnƒ~ƒ“ƒO */
- case SC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Å */
- case SC_FORTUNE: /* K‰^‚̃LƒX */
- case SC_SERVICE4U: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */
- case SC_EXPLOSIONSPIRITS: // ”š—ô”g“®
- case SC_STEELBODY: // ‹à„
+ case SC_ETERNALCHAOS: /* エターナルカオス */
+ case SC_DRUMBATTLE: /* 戦太鼓ã®éŸ¿ã */
+ case SC_NIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª */
+ case SC_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
+ case SC_WHISTLE: /* å£ç¬› */
+ case SC_ASSNCROS: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ */
+ case SC_HUMMING: /* ãƒãƒŸãƒ³ã‚° */
+ case SC_DONTFORGETME: /* ç§ã‚’忘れãªã„㧠*/
+ case SC_FORTUNE: /* 幸é‹ã®ã‚­ã‚¹ */
+ case SC_SERVICE4U: /* サービスフォーユー */
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
+ case SC_STEELBODY: // 金剛
case SC_DEFENDER:
- case SC_SPEEDPOTION0: /* ‘‘¬ƒ|[ƒVƒ‡ƒ“ */
+ case SC_SPEEDPOTION0: /* 増速ãƒãƒ¼ã‚·ãƒ§ãƒ³ */
case SC_SPEEDPOTION1:
case SC_SPEEDPOTION2:
- case SC_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
+ case SC_APPLEIDUN: /* イドゥンã®æž—檎 */
case SC_RIDING:
case SC_BLADESTOP_WAIT:
- case SC_AURABLADE: /* ƒI[ƒ‰ƒuƒŒ[ƒh */
- case SC_PARRYING: /* ƒpƒŠƒCƒ“ƒO */
- case SC_CONCENTRATION: /* ƒRƒ“ƒZƒ“ƒgƒŒ[ƒVƒ‡ƒ“ */
- case SC_TENSIONRELAX: /* ƒeƒ“ƒVƒ‡ƒ“ƒŠƒ‰ƒbƒNƒX */
- case SC_ASSUMPTIO: /* ƒAƒVƒƒƒ“ƒvƒeƒBƒI */
- case SC_WINDWALK: /* ƒEƒCƒ“ƒhƒEƒH[ƒN */
- case SC_TRUESIGHT: /* ƒgƒDƒ‹[ƒTƒCƒg */
- case SC_SPIDERWEB: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */
- case SC_MAGICPOWER: /* –‚–@—Í‘• */
+ case SC_AURABLADE: /* オーラブレード */
+ case SC_PARRYING: /* パリイング */
+ case SC_CONCENTRATION: /* コンセントレーション */
+ case SC_TENSIONRELAX: /* テンションリラックス */
+ case SC_ASSUMPTIO: /* アシャンプティオ */
+ case SC_WINDWALK: /* ウインドウォーク */
+ case SC_TRUESIGHT: /* トゥルーサイト */
+ case SC_SPIDERWEB: /* スパイダーウェッブ */
+ case SC_MAGICPOWER: /* 魔法力増幅 */
case SC_CHASEWALK:
case SC_ATKPOT: /* attack potion [Valaris] */
case SC_MATKPOT: /* magic attack potion [Valaris] */
- case SC_WEDDING: //Œ‹¥—p(Œ‹¥ˆßÖ‚É‚È‚Á‚Ä•à‚­‚Ì‚ª’x‚¢‚Æ‚©)
- case SC_MELTDOWN: /* ƒƒ‹ƒgƒ_ƒEƒ“ */
+ case SC_WEDDING: //çµå©šç”¨(çµå©šè¡£è£³ã«ãªã£ã¦æ­©ãã®ãŒé…ã„ã¨ã‹)
+ case SC_MELTDOWN: /* メルトダウン */
case SC_PHYS_SHIELD:
case SC_HASTE:
calc_flag = 1;
break;
- case SC_BERSERK: /* ƒo[ƒT[ƒN */
+ case SC_BERSERK: /* ãƒãƒ¼ã‚µãƒ¼ã‚¯ */
calc_flag = 1;
- clif_status_change (bl, SC_INCREASEAGI, 0); /* ƒAƒCƒRƒ“Á‹Ž */
+ clif_status_change (bl, SC_INCREASEAGI, 0); /* アイコン消去 */
break;
- case SC_DEVOTION: /* ƒfƒBƒ{[ƒVƒ‡ƒ“ */
+ case SC_DEVOTION: /* ディボーション */
{
struct map_session_data *md = map_id2sd (sc_data[type].val1);
sc_data[type].val1 = sc_data[type].val2 = 0;
@@ -9275,7 +9275,7 @@ int skill_status_change_end (struct block_list *bl, int type, int tid)
struct status_change *t_sc_data =
battle_get_sc_data ((struct block_list *)
sc_data[type].val4);
- //•Ð•û‚ªØ‚ꂽ‚Ì‚Å‘ŠŽè‚Ì”’nó‘Ô‚ªØ‚ê‚Ä‚È‚¢‚Ì‚È‚ç‰ðœ
+ //片方ãŒåˆ‡ã‚ŒãŸã®ã§ç›¸æ‰‹ã®ç™½åˆƒçŠ¶æ…‹ãŒåˆ‡ã‚Œã¦ãªã„ã®ãªã‚‰è§£é™¤
if (t_sc_data && t_sc_data[SC_BLADESTOP].timer != -1)
skill_status_change_end ((struct block_list *)
sc_data[type].val4, SC_BLADESTOP,
@@ -9295,7 +9295,7 @@ int skill_status_change_end (struct block_list *bl, int type, int tid)
&& (dsd = map_id2sd (sc_data[type].val4)))
{
d_sc_data = dsd->sc_data;
- //‡‘t‚Å‘ŠŽè‚ª‚¢‚éꇑŠŽè‚Ìval4‚ð0‚É‚·‚é
+ //åˆå¥ã§ç›¸æ‰‹ãŒã„ã‚‹å ´åˆç›¸æ‰‹ã®val4ã‚’0ã«ã™ã‚‹
if (d_sc_data && d_sc_data[type].timer != -1)
d_sc_data[type].val4 = 0;
}
@@ -9304,12 +9304,12 @@ int skill_status_change_end (struct block_list *bl, int type, int tid)
break;
case SC_GRAFFITI:
{
- struct skill_unit_group *sg = (struct skill_unit_group *) sc_data[type].val4; //val4‚ªƒOƒ‰ƒtƒBƒeƒB‚Ìgroup_id
+ struct skill_unit_group *sg = (struct skill_unit_group *) sc_data[type].val4; //val4ãŒã‚°ãƒ©ãƒ•ã‚£ãƒ†ã‚£ã®group_id
if (sg)
skill_delunitgroup (sg);
}
break;
- case SC_NOCHAT: //ƒ`ƒƒƒbƒg‹ÖŽ~ó‘Ô
+ case SC_NOCHAT: //ãƒãƒ£ãƒƒãƒˆç¦æ­¢çŠ¶æ…‹
{
struct map_session_data *sd = NULL;
if (bl->type == BL_PC
@@ -9320,21 +9320,21 @@ int skill_status_change_end (struct block_list *bl, int type, int tid)
}
}
break;
- case SC_SPLASHER: /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ[ */
+ case SC_SPLASHER: /* ベナムスプラッシャー */
{
struct block_list *src = map_id2bl (sc_data[type].val3);
if (src && tid != -1)
{
- //Ž©•ª‚Ƀ_ƒ[ƒW•ŽüˆÍ3*3‚Ƀ_ƒ[ƒW
+ //自分ã«ãƒ€ãƒ¡ãƒ¼ã‚¸ï¼†å‘¨å›²3*3ã«ãƒ€ãƒ¡ãƒ¼ã‚¸
skill_castend_damage_id (src, bl, sc_data[type].val2,
sc_data[type].val1, gettick (),
0);
}
}
break;
- case SC_SELFDESTRUCTION: /* Ž©”š */
+ case SC_SELFDESTRUCTION: /* 自爆 */
{
- //Ž©•ª‚̃_ƒ[ƒW‚Í0‚É‚µ‚Ä
+ //自分ã®ãƒ€ãƒ¡ãƒ¼ã‚¸ã¯0ã«ã—ã¦
struct mob_data *md = NULL;
if (bl->type == BL_MOB && (md = (struct mob_data *) bl))
skill_castend_damage_id (bl, bl, sc_data[type].val2,
@@ -9348,18 +9348,18 @@ int skill_status_change_end (struct block_list *bl, int type, int tid)
break;
/* option2 */
- case SC_POISON: /* “Å */
- case SC_BLIND: /* ˆÃ• */
+ case SC_POISON: /* 毒 */
+ case SC_BLIND: /* æš—é»’ */
case SC_CURSE:
calc_flag = 1;
break;
}
if (bl->type == BL_PC && type < SC_SENDMAX)
- clif_status_change (bl, type, 0); /* ƒAƒCƒRƒ“Á‹Ž */
+ clif_status_change (bl, type, 0); /* アイコン消去 */
switch (type)
- { /* ³í‚É–ß‚é‚Æ‚«‚È‚É‚©ˆ—‚ª•K—v */
+ { /* 正常ã«æˆ»ã‚‹ã¨ããªã«ã‹å‡¦ç†ãŒå¿…è¦ */
case SC_STONE:
case SC_FREEZE:
case SC_STAN:
@@ -9413,7 +9413,7 @@ int skill_status_change_end (struct block_list *bl, int type, int tid)
*option &= ~1;
opt_flag = 1;
break;
- case SC_WEDDING: //Œ‹¥—p(Œ‹¥ˆßÖ‚É‚È‚Á‚Ä•à‚­‚Ì‚ª’x‚¢‚Æ‚©)
+ case SC_WEDDING: //çµå©šç”¨(çµå©šè¡£è£³ã«ãªã£ã¦æ­©ãã®ãŒé…ã„ã¨ã‹)
*option &= ~4096;
opt_flag = 1;
break;
@@ -9424,32 +9424,32 @@ int skill_status_change_end (struct block_list *bl, int type, int tid)
//opt3
case SC_TWOHANDQUICKEN: /* 2HQ */
- case SC_SPEARSQUICKEN: /* ƒXƒsƒAƒNƒCƒbƒPƒ“ */
- case SC_CONCENTRATION: /* ƒRƒ“ƒZƒ“ƒgƒŒ[ƒVƒ‡ƒ“ */
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
+ case SC_CONCENTRATION: /* コンセントレーション */
*opt3 &= ~1;
break;
- case SC_OVERTHRUST: /* ƒI[ƒo[ƒXƒ‰ƒXƒg */
+ case SC_OVERTHRUST: /* オーãƒãƒ¼ã‚¹ãƒ©ã‚¹ãƒˆ */
*opt3 &= ~2;
break;
- case SC_ENERGYCOAT: /* ƒGƒiƒW[ƒR[ƒg */
+ case SC_ENERGYCOAT: /* エナジーコート */
*opt3 &= ~4;
break;
- case SC_EXPLOSIONSPIRITS: // ”š—ô”g“®
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
*opt3 &= ~8;
break;
- case SC_STEELBODY: // ‹à„
+ case SC_STEELBODY: // 金剛
*opt3 &= ~16;
break;
- case SC_BLADESTOP: /* ”’nŽæ‚è */
+ case SC_BLADESTOP: /* 白刃å–ã‚Š */
*opt3 &= ~32;
break;
- case SC_BERSERK: /* ƒo[ƒT[ƒN */
+ case SC_BERSERK: /* ãƒãƒ¼ã‚µãƒ¼ã‚¯ */
*opt3 &= ~128;
break;
- case SC_MARIONETTE: /* ƒ}ƒŠƒIƒlƒbƒgƒRƒ“ƒgƒ[ƒ‹ */
+ case SC_MARIONETTE: /* マリオãƒãƒƒãƒˆã‚³ãƒ³ãƒˆãƒ­ãƒ¼ãƒ« */
*opt3 &= ~1024;
break;
- case SC_ASSUMPTIO: /* ƒAƒXƒ€ƒvƒeƒBƒI */
+ case SC_ASSUMPTIO: /* アスムプティオ */
*opt3 &= ~2048;
break;
}
@@ -9461,11 +9461,11 @@ int skill_status_change_end (struct block_list *bl, int type, int tid)
opt_flag = 1;
}
- if (opt_flag) /* option‚Ì•ÏX‚ð“`‚¦‚é */
+ if (opt_flag) /* optionã®å¤‰æ›´ã‚’ä¼ãˆã‚‹ */
clif_changeoption (bl);
if (bl->type == BL_PC && calc_flag)
- pc_calcstatus ((struct map_session_data *) bl, 0); /* ƒXƒe[ƒ^ƒXÄŒvŽZ */
+ pc_calcstatus ((struct map_session_data *) bl, 0); /* ステータスå†è¨ˆç®— */
}
return 0;
@@ -9493,7 +9493,7 @@ int skill_update_heal_animation (struct map_session_data *sd)
}
/*==========================================
- * ƒXƒe[ƒ^ƒXˆÙíI—¹ƒ^ƒCƒ}[
+ * ステータス異常終了タイマー
*------------------------------------------
*/
int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
@@ -9502,16 +9502,16 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
struct block_list *bl;
struct map_session_data *sd = NULL;
struct status_change *sc_data;
- //short *sc_count; //Žg‚Á‚Ä‚È‚¢H
+ //short *sc_count; //使ã£ã¦ãªã„?
if ((bl = map_id2bl (id)) == NULL)
- return 0; //ŠY“–ID‚ª‚·‚Å‚ÉÁ–Å‚µ‚Ä‚¢‚é‚Æ‚¢‚¤‚Ì‚Í‚¢‚©‚É‚à‚ ‚è‚»‚¤‚Ȃ̂ŃXƒ‹[‚µ‚Ä‚Ý‚é
+ return 0; //該当IDãŒã™ã§ã«æ¶ˆæ»…ã—ã¦ã„ã‚‹ã¨ã„ã†ã®ã¯ã„ã‹ã«ã‚‚ã‚ã‚Šãã†ãªã®ã§ã‚¹ãƒ«ãƒ¼ã—ã¦ã¿ã‚‹
nullpo_retr (0, sc_data = battle_get_sc_data (bl));
if (bl->type == BL_PC)
sd = (struct map_session_data *) bl;
- //sc_count=battle_get_sc_count(bl); //Žg‚Á‚Ä‚È‚¢H
+ //sc_count=battle_get_sc_count(bl); //使ã£ã¦ãªã„?
if (sc_data[type].timer != tid)
{
@@ -9528,17 +9528,17 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
switch (type)
- { /* “ÁŽê‚Ȉ—‚É‚È‚éê‡ */
- case SC_MAXIMIZEPOWER: /* ƒ}ƒLƒVƒ}ƒCƒYƒpƒ[ */
- case SC_CLOAKING: /* ƒNƒ[ƒLƒ“ƒO */
+ { /* 特殊ãªå‡¦ç†ã«ãªã‚‹å ´åˆ */
+ case SC_MAXIMIZEPOWER: /* マキシマイズパワー */
+ case SC_CLOAKING: /* クローキング */
case SC_CHASEWALK:
if (sd)
{
if (sd->status.sp > 0)
- { /* SPØ‚ê‚é‚Ü‚ÅŽ‘± */
+ { /* SP切れるã¾ã§æŒç¶š */
sd->status.sp--;
clif_updatestatus (sd, SP_SP);
- sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */
+ sc_data[type].timer = add_timer ( /* タイマーå†è¨­å®š */
sc_data[type].val2 +
tick,
skill_status_change_timer,
@@ -9548,9 +9548,9 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
break;
- case SC_HIDING: /* ƒnƒCƒfƒBƒ“ƒO */
+ case SC_HIDING: /* ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚° */
if (sd)
- { /* SP‚ª‚ ‚Á‚ÄAŽžŠÔ§ŒÀ‚ÌŠÔ‚ÍŽ‘± */
+ { /* SPãŒã‚ã£ã¦ã€æ™‚間制é™ã®é–“ã¯æŒç¶š */
if (sd->status.sp > 0 && (--sc_data[type].val2) > 0)
{
if (sc_data[type].val2 % (sc_data[type].val1 + 3) == 0)
@@ -9558,7 +9558,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
sd->status.sp--;
clif_updatestatus (sd, SP_SP);
}
- sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */
+ sc_data[type].timer = add_timer ( /* タイマーå†è¨­å®š */
1000 + tick,
skill_status_change_timer,
bl->id, data);
@@ -9567,7 +9567,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
break;
- case SC_SIGHT: /* ƒTƒCƒg */
+ case SC_SIGHT: /* サイト */
{
const int range = 7;
map_foreachinarea (skill_status_change_timer_sub,
@@ -9577,7 +9577,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
if ((--sc_data[type].val2) > 0)
{
- sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */
+ sc_data[type].timer = add_timer ( /* タイマーå†è¨­å®š */
250 + tick,
skill_status_change_timer,
bl->id, data);
@@ -9585,7 +9585,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
}
break;
- case SC_RUWACH: /* ƒ‹ƒAƒt */
+ case SC_RUWACH: /* ルアフ */
{
const int range = 5;
map_foreachinarea (skill_status_change_timer_sub,
@@ -9595,7 +9595,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
if ((--sc_data[type].val2) > 0)
{
- sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */
+ sc_data[type].timer = add_timer ( /* タイマーå†è¨­å®š */
250 + tick,
skill_status_change_timer,
bl->id, data);
@@ -9604,7 +9604,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
break;
- case SC_SIGNUMCRUCIS: /* ƒVƒOƒiƒ€ƒNƒ‹ƒVƒX */
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
{
int race = battle_get_race (bl);
if (race == 6
@@ -9618,10 +9618,10 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
break;
- case SC_PROVOKE: /* ƒvƒƒ{ƒbƒN/ƒI[ƒgƒo[ƒT[ƒN */
+ case SC_PROVOKE: /* プロボック/オートãƒãƒ¼ã‚µãƒ¼ã‚¯ */
if (sc_data[type].val2 != 0)
- { /* ƒI[ƒgƒo[ƒT[ƒNi‚P•b‚²‚Æ‚ÉHPƒ`ƒFƒbƒNj */
- if (sd && sd->status.hp > sd->status.max_hp >> 2) /* ’âŽ~ */
+ { /* オートãƒãƒ¼ã‚µãƒ¼ã‚¯ï¼ˆï¼‘秒ã”ã¨ã«HPãƒã‚§ãƒƒã‚¯ï¼‰ */
+ if (sd && sd->status.hp > sd->status.max_hp >> 2) /* åœæ­¢ */
break;
sc_data[type].timer =
add_timer (1000 + tick, skill_status_change_timer, bl->id,
@@ -9630,7 +9630,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
break;
- case SC_WATERBALL: /* ƒEƒH[ƒ^[ƒ{[ƒ‹ */
+ case SC_WATERBALL: /* ウォーターボール */
{
struct block_list *target = map_id2bl (sc_data[type].val2);
if (target == NULL || target->prev == NULL)
@@ -9647,7 +9647,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
break;
- case SC_ENDURE: /* ƒCƒ“ƒfƒ…ƒA */
+ case SC_ENDURE: /* インデュア */
if (sd && sd->special_state.infinite_endure)
{
sc_data[type].timer =
@@ -9658,7 +9658,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
break;
- case SC_DISSONANCE: /* •s‹¦˜a‰¹ */
+ case SC_DISSONANCE: /* ä¸å”和音 */
if ((--sc_data[type].val2) > 0)
{
struct skill_unit *unit =
@@ -9682,7 +9682,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
break;
- case SC_LULLABY: /* ŽqŽç‰S */
+ case SC_LULLABY: /* å­å®ˆå”„ */
if ((--sc_data[type].val2) > 0)
{
struct skill_unit *unit =
@@ -9782,9 +9782,9 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
data);
break;
- case SC_TENSIONRELAX: /* ƒeƒ“ƒVƒ‡ƒ“ƒŠƒ‰ƒbƒNƒX */
+ case SC_TENSIONRELAX: /* テンションリラックス */
if (sd)
- { /* SP‚ª‚ ‚Á‚ÄAHP‚ª–žƒ^ƒ“‚Å‚È‚¯‚ê‚ÎŒp‘± */
+ { /* SPãŒã‚ã£ã¦ã€HPãŒæº€ã‚¿ãƒ³ã§ãªã‘ã‚Œã°ç¶™ç¶š */
if (sd->status.sp > 12 && sd->status.max_hp > sd->status.hp)
{
if (sc_data[type].val2 % (sc_data[type].val1 + 3) == 0)
@@ -9792,7 +9792,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
sd->status.sp -= 12;
clif_updatestatus (sd, SP_SP);
}
- sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */
+ sc_data[type].timer = add_timer ( /* タイマーå†è¨­å®š */
10000 + tick,
skill_status_change_timer,
bl->id, data);
@@ -9803,16 +9803,16 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
break;
- /* ŽžŠÔØ‚ê–³‚µHH */
+ /* 時間切れ無ã—?? */
case SC_AETERNA:
case SC_TRICKDEAD:
case SC_RIDING:
case SC_FALCON:
case SC_WEIGHT50:
case SC_WEIGHT90:
- case SC_MAGICPOWER: /* –‚–@—Í‘• */
- case SC_REJECTSWORD: /* ƒŠƒWƒFƒNƒgƒ\[ƒh */
- case SC_MEMORIZE: /* ƒƒ‚ƒ‰ƒCƒY */
+ case SC_MAGICPOWER: /* 魔法力増幅 */
+ case SC_REJECTSWORD: /* リジェクトソード */
+ case SC_MEMORIZE: /* メモライズ */
case SC_BROKNWEAPON:
case SC_BROKNARMOR:
if (sc_data[type].timer == tid)
@@ -9821,7 +9821,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
bl->id, data);
return 0;
- case SC_DANCING: //ƒ_ƒ“ƒXƒXƒLƒ‹‚ÌŽžŠÔSPÁ”ï
+ case SC_DANCING: //ダンススキルã®æ™‚é–“SP消費
{
int s = 0;
if (sd)
@@ -9830,33 +9830,33 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
{
switch (sc_data[type].val1)
{
- case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ 3•b‚ÉSP1 */
- case BD_DRUMBATTLEFIELD: /* 푾ŒÛ‚Ì‹¿‚« 3•b‚ÉSP1 */
- case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö 3•b‚ÉSP1 */
- case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh 3•b‚ÉSP1 */
- case BA_DISSONANCE: /* •s‹¦˜a‰¹ 3•b‚ÅSP1 */
- case BA_ASSASSINCROSS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX 3•b‚ÅSP1 */
- case DC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX 3•b‚ÅSP1 */
+ case BD_RICHMANKIM: /* ニヨルドã®å®´ 3秒ã«SP1 */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓ã®éŸ¿ã 3秒ã«SP1 */
+ case BD_RINGNIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª 3秒ã«SP1 */
+ case BD_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ 3秒ã«SP1 */
+ case BA_DISSONANCE: /* ä¸å”和音 3秒ã§SP1 */
+ case BA_ASSASSINCROSS: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ 3秒ã§SP1 */
+ case DC_UGLYDANCE: /* 自分å‹æ‰‹ãªãƒ€ãƒ³ã‚¹ 3秒ã§SP1 */
s = 3;
break;
- case BD_LULLABY: /* ŽqŽç‰Ì 4•b‚ÉSP1 */
- case BD_ETERNALCHAOS: /* ‰i‰“‚̬“× 4•b‚ÉSP1 */
- case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ 4•b‚ÉSP1 */
- case DC_FORTUNEKISS: /* K‰^‚̃LƒX 4•b‚ÅSP1 */
+ case BD_LULLABY: /* å­å®ˆæ­Œ 4秒ã«SP1 */
+ case BD_ETERNALCHAOS: /* æ°¸é ã®æ··æ²Œ 4秒ã«SP1 */
+ case BD_ROKISWEIL: /* ロキã®å«ã³ 4秒ã«SP1 */
+ case DC_FORTUNEKISS: /* 幸é‹ã®ã‚­ã‚¹ 4秒ã§SP1 */
s = 4;
break;
- case BD_INTOABYSS: /* [•£‚Ì’†‚É 5•b‚ÉSP1 */
- case BA_WHISTLE: /* Œû“J 5•b‚ÅSP1 */
- case DC_HUMMING: /* ƒnƒ~ƒ“ƒO 5•b‚ÅSP1 */
- case BA_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ 5•b‚ÅSP1 */
- case DC_SERVICEFORYOU: /* ƒT[ƒrƒXƒtƒH[ƒ†[ 5•b‚ÅSP1 */
+ case BD_INTOABYSS: /* 深淵ã®ä¸­ã« 5秒ã«SP1 */
+ case BA_WHISTLE: /* å£ç¬› 5秒ã§SP1 */
+ case DC_HUMMING: /* ãƒãƒŸãƒ³ã‚° 5秒ã§SP1 */
+ case BA_POEMBRAGI: /* ブラギã®è©© 5秒ã§SP1 */
+ case DC_SERVICEFORYOU: /* サービスフォーユー 5秒ã§SP1 */
s = 5;
break;
- case BA_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç 6•b‚ÅSP1 */
+ case BA_APPLEIDUN: /* イドゥンã®æž—檎 6秒ã§SP1 */
s = 6;
break;
- case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Åc 10•b‚ÅSP1 */
- case CG_MOONLIT: /* ŒŽ–¾‚è‚Ìò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç 10•b‚ÅSP1H */
+ case DC_DONTFORGETME: /* ç§ã‚’忘れãªã„ã§â€¦ 10秒ã§SP1 */
+ case CG_MOONLIT: /* 月明りã®æ³‰ã«è½ã¡ã‚‹èŠ±ã³ã‚‰ 10秒ã§SP1? */
s = 10;
break;
}
@@ -9865,7 +9865,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
sd->status.sp--;
clif_updatestatus (sd, SP_SP);
}
- sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */
+ sc_data[type].timer = add_timer ( /* タイマーå†è¨­å®š */
1000 + tick,
skill_status_change_timer,
bl->id, data);
@@ -9874,14 +9874,14 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
}
break;
- case SC_BERSERK: /* ƒo[ƒT[ƒN */
+ case SC_BERSERK: /* ãƒãƒ¼ã‚µãƒ¼ã‚¯ */
if (sd)
- { /* HP‚ª100ˆÈã‚È‚çŒp‘± */
+ { /* HPãŒ100以上ãªã‚‰ç¶™ç¶š */
if ((sd->status.hp - sd->status.hp / 100) > 100)
{
sd->status.hp -= sd->status.hp / 100;
clif_updatestatus (sd, SP_HP);
- sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */
+ sc_data[type].timer = add_timer ( /* タイマーå†è¨­å®š */
15000 + tick,
skill_status_change_timer,
bl->id, data);
@@ -9889,13 +9889,13 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
}
break;
- case SC_WEDDING: //Œ‹¥—p(Œ‹¥ˆßÖ‚É‚È‚Á‚Ä•à‚­‚Ì‚ª’x‚¢‚Æ‚©)
+ case SC_WEDDING: //çµå©šç”¨(çµå©šè¡£è£³ã«ãªã£ã¦æ­©ãã®ãŒé…ã„ã¨ã‹)
if (sd)
{
time_t timer;
if (time (&timer) < ((sc_data[type].val2) + 3600))
- { //1ŽžŠÔ‚½‚Á‚Ä‚¢‚È‚¢‚Ì‚ÅŒp‘±
- sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */
+ { //1時間ãŸã£ã¦ã„ãªã„ã®ã§ç¶™ç¶š
+ sc_data[type].timer = add_timer ( /* タイマーå†è¨­å®š */
10000 + tick,
skill_status_change_timer,
bl->id, data);
@@ -9903,16 +9903,16 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
}
break;
- case SC_NOCHAT: //ƒ`ƒƒƒbƒg‹ÖŽ~ó‘Ô
+ case SC_NOCHAT: //ãƒãƒ£ãƒƒãƒˆç¦æ­¢çŠ¶æ…‹
if (sd && battle_config.muting_players)
{
time_t timer;
if ((++sd->status.manner)
&& time (&timer) <
((sc_data[type].val2) + 60 * (0 - sd->status.manner)))
- { //ŠJŽn‚©‚çstatus.manner•ªŒo‚Á‚Ä‚È‚¢‚Ì‚ÅŒp‘±
+ { //開始ã‹ã‚‰status.manner分経ã£ã¦ãªã„ã®ã§ç¶™ç¶š
clif_updatestatus (sd, SP_MANNER);
- sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è(60•b) */
+ sc_data[type].timer = add_timer ( /* タイマーå†è¨­å®š(60秒) */
60000 + tick,
skill_status_change_timer,
bl->id, data);
@@ -9920,7 +9920,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
}
break;
- case SC_SELFDESTRUCTION: /* Ž©”š */
+ case SC_SELFDESTRUCTION: /* 自爆 */
if (--sc_data[type].val3 > 0)
{
struct mob_data *md;
@@ -9930,7 +9930,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
md->stats[MOB_SPEED] -= 250;
md->next_walktime = tick;
}
- sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */
+ sc_data[type].timer = add_timer ( /* タイマーå†è¨­å®š */
1000 + tick,
skill_status_change_timer,
bl->id, data);
@@ -9948,7 +9948,7 @@ int skill_status_change_timer (int tid, unsigned int tick, int id, int data)
}
/*==========================================
- * ƒXƒe[ƒ^ƒXˆÙíI—¹
+ * ステータス異常終了
*------------------------------------------
*/
int skill_encchant_eremental_end (struct block_list *bl, int type)
@@ -9958,24 +9958,24 @@ int skill_encchant_eremental_end (struct block_list *bl, int type)
nullpo_retr (0, bl);
nullpo_retr (0, sc_data = battle_get_sc_data (bl));
- if (type != SC_ENCPOISON && sc_data[SC_ENCPOISON].timer != -1) /* ƒGƒ“ƒ`ƒƒƒ“ƒgƒ|ƒCƒYƒ“‰ðœ */
+ if (type != SC_ENCPOISON && sc_data[SC_ENCPOISON].timer != -1) /* エンãƒãƒ£ãƒ³ãƒˆãƒã‚¤ã‚ºãƒ³è§£é™¤ */
skill_status_change_end (bl, SC_ENCPOISON, -1);
- if (type != SC_ASPERSIO && sc_data[SC_ASPERSIO].timer != -1) /* ƒAƒXƒyƒ‹ƒVƒI‰ðœ */
+ if (type != SC_ASPERSIO && sc_data[SC_ASPERSIO].timer != -1) /* アスペルシオ解除 */
skill_status_change_end (bl, SC_ASPERSIO, -1);
- if (type != SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer != -1) /* ƒtƒŒƒCƒ€ƒ‰ƒ“ƒ`ƒƒ‰ðœ */
+ if (type != SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer != -1) /* フレイムランãƒãƒ£è§£é™¤ */
skill_status_change_end (bl, SC_FLAMELAUNCHER, -1);
- if (type != SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer != -1) /* ƒtƒƒXƒgƒEƒFƒ|ƒ“‰ðœ */
+ if (type != SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer != -1) /* フロストウェãƒãƒ³è§£é™¤ */
skill_status_change_end (bl, SC_FROSTWEAPON, -1);
- if (type != SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer != -1) /* ƒ‰ƒCƒgƒjƒ“ƒOƒ[ƒ_[‰ðœ */
+ if (type != SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer != -1) /* ライトニングローダー解除 */
skill_status_change_end (bl, SC_LIGHTNINGLOADER, -1);
- if (type != SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer != -1) /* ƒTƒCƒXƒ~ƒbƒNƒEƒFƒ|ƒ“‰ðœ */
+ if (type != SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer != -1) /* サイスミックウェãƒãƒ³è§£é™¤ */
skill_status_change_end (bl, SC_SEISMICWEAPON, -1);
return 0;
}
/*==========================================
- * ƒXƒe[ƒ^ƒXˆÙíŠJŽn
+ * ステータス異常開始
*------------------------------------------
*/
int skill_status_change_start (struct block_list *bl, int type, int val1,
@@ -10050,12 +10050,12 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
return 0;
if (SC_STONE <= type && type <= SC_BLIND)
- { /* ƒJ[ƒh‚É‚æ‚é‘Ï« */
+ { /* カードã«ã‚ˆã‚‹è€æ€§ */
if (sd && sd->reseff[type - SC_STONE] > 0
&& MRAND (10000) < sd->reseff[type - SC_STONE])
{
if (battle_config.battle_log)
- printf ("PC %d skill_sc_start: card‚É‚æ‚éˆÙí‘Ï«”­“®\n",
+ printf ("PC %d skill_sc_start: cardã«ã‚ˆã‚‹ç•°å¸¸è€æ€§ç™ºå‹•\n",
sd->bl.id);
return 0;
}
@@ -10088,20 +10088,20 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
|| race == 6)))
&& !(flag & 1))
{
- /* ƒ{ƒX‚É‚ÍŒø‚©‚È‚¢(‚½‚¾‚µƒJ[ƒh‚É‚æ‚éŒø‰Ê‚Í“K—p‚³‚ê‚é) */
+ /* ボスã«ã¯åŠ¹ã‹ãªã„(ãŸã ã—カードã«ã‚ˆã‚‹åŠ¹æžœã¯é©ç”¨ã•ã‚Œã‚‹) */
return 0;
}
if (type == SC_FREEZE || type == SC_STAN || type == SC_SLEEP)
battle_stopwalking (bl, 1);
if (sc_data[type].timer != -1)
- { /* ‚·‚Å‚É“¯‚¶ˆÙí‚É‚È‚Á‚Ä‚¢‚éꇃ^ƒCƒ}‰ðœ */
+ { /* ã™ã§ã«åŒã˜ç•°å¸¸ã«ãªã£ã¦ã„ã‚‹å ´åˆã‚¿ã‚¤ãƒžè§£é™¤ */
if (sc_data[type].val1 > val1 && type != SC_COMBO && type != SC_DANCING && type != SC_DEVOTION && type != SC_SPEEDPOTION0 && type != SC_SPEEDPOTION1 && type != SC_SPEEDPOTION2 && type != SC_ATKPOT && type != SC_MATKPOT) // added atk and matk potions [Valaris]
return 0;
if (type >= SC_STAN && type <= SC_BLIND)
- return 0; /* Œp‚¬‘«‚µ‚ª‚Å‚«‚È‚¢ó‘ÔˆÙí‚Å‚ ‚鎞‚Íó‘ÔˆÙí‚ðs‚í‚È‚¢ */
+ return 0; /* 継ãŽè¶³ã—ãŒã§ããªã„状態異常ã§ã‚る時ã¯çŠ¶æ…‹ç•°å¸¸ã‚’è¡Œã‚ãªã„ */
if (type == SC_GRAFFITI)
- { //ˆÙí’†‚É‚à‚¤ˆê“xó‘ÔˆÙí‚É‚È‚Á‚½Žž‚ɉ𜂵‚Ä‚©‚çÄ“x‚©‚©‚é
+ { //異常中ã«ã‚‚ã†ä¸€åº¦çŠ¶æ…‹ç•°å¸¸ã«ãªã£ãŸæ™‚ã«è§£é™¤ã—ã¦ã‹ã‚‰å†åº¦ã‹ã‹ã‚‹
skill_status_change_end (bl, type, -1);
}
else
@@ -10113,20 +10113,20 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
}
switch (type)
- { /* ˆÙí‚ÌŽí—Þ‚²‚Ƃ̈— */
- case SC_PROVOKE: /* ƒvƒƒ{ƒbƒN */
+ { /* 異常ã®ç¨®é¡žã”ã¨ã®å‡¦ç† */
+ case SC_PROVOKE: /* プロボック */
calc_flag = 1;
if (tick <= 0)
- tick = 1000; /* (ƒI[ƒgƒo[ƒT[ƒN) */
+ tick = 1000; /* (オートãƒãƒ¼ã‚µãƒ¼ã‚¯) */
break;
- case SC_ENDURE: /* ƒCƒ“ƒfƒ…ƒA */
+ case SC_ENDURE: /* インデュア */
if (tick <= 0)
tick = 1000 * 60;
break;
- case SC_CONCENTRATE: /* W’†—ÍŒüã */
+ case SC_CONCENTRATE: /* 集中力å‘上 */
calc_flag = 1;
break;
- case SC_BLESSING: /* ƒuƒŒƒbƒVƒ“ƒO */
+ case SC_BLESSING: /* ブレッシング */
{
if (bl->type == BL_PC || (!undead_flag && race != 6))
{
@@ -10139,22 +10139,22 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
calc_flag = 1;
}
break;
- case SC_ANGELUS: /* ƒAƒ“ƒ[ƒ‹ƒX */
+ case SC_ANGELUS: /* アンゼルス */
calc_flag = 1;
break;
- case SC_INCREASEAGI: /* ‘¬“x㸠*/
+ case SC_INCREASEAGI: /* 速度上昇 */
calc_flag = 1;
if (sc_data[SC_DECREASEAGI].timer != -1)
skill_status_change_end (bl, SC_DECREASEAGI, -1);
- if (sc_data[SC_WINDWALK].timer != -1) /* ƒEƒCƒ“ƒhƒEƒH[ƒN */
+ if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
skill_status_change_end (bl, SC_WINDWALK, -1);
break;
- case SC_DECREASEAGI: /* ‘¬“xŒ¸­ */
+ case SC_DECREASEAGI: /* 速度減少 */
calc_flag = 1;
if (sc_data[SC_INCREASEAGI].timer != -1)
skill_status_change_end (bl, SC_INCREASEAGI, -1);
break;
- case SC_SIGNUMCRUCIS: /* ƒVƒOƒiƒ€ƒNƒ‹ƒVƒX */
+ case SC_SIGNUMCRUCIS: /* シグナムクルシス */
calc_flag = 1;
// val2 = 14 + val1;
val2 = 10 + val1 * 2;
@@ -10169,51 +10169,51 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
*opt3 |= 1;
calc_flag = 1;
break;
- case SC_ADRENALINE: /* ƒAƒhƒŒƒiƒŠƒ“ƒ‰ƒbƒVƒ… */
+ case SC_ADRENALINE: /* アドレナリンラッシュ */
calc_flag = 1;
break;
- case SC_WEAPONPERFECTION: /* ƒEƒFƒ|ƒ“ƒp[ƒtƒFƒNƒVƒ‡ƒ“ */
+ case SC_WEAPONPERFECTION: /* ウェãƒãƒ³ãƒ‘ーフェクション */
if (battle_config.party_skill_penaly && !val2)
tick /= 5;
break;
- case SC_OVERTHRUST: /* ƒI[ƒo[ƒXƒ‰ƒXƒg */
+ case SC_OVERTHRUST: /* オーãƒãƒ¼ã‚¹ãƒ©ã‚¹ãƒˆ */
*opt3 |= 2;
if (battle_config.party_skill_penaly && !val2)
tick /= 10;
break;
- case SC_MAXIMIZEPOWER: /* ƒ}ƒLƒVƒ}ƒCƒYƒpƒ[(SP‚ª1Œ¸‚鎞ŠÔ,val2‚É‚à) */
+ case SC_MAXIMIZEPOWER: /* マキシマイズパワー(SPãŒ1減る時間,val2ã«ã‚‚) */
if (bl->type == BL_PC)
val2 = tick;
else
tick = 5000 * val1;
break;
- case SC_ENCPOISON: /* ƒGƒ“ƒ`ƒƒƒ“ƒgƒ|ƒCƒYƒ“ */
+ case SC_ENCPOISON: /* エンãƒãƒ£ãƒ³ãƒˆãƒã‚¤ã‚ºãƒ³ */
calc_flag = 1;
- val2 = (((val1 - 1) / 2) + 3) * 100; /* “Å•t—^Šm—¦ */
+ val2 = (((val1 - 1) / 2) + 3) * 100; /* 毒付与確率 */
skill_encchant_eremental_end (bl, SC_ENCPOISON);
break;
- case SC_POISONREACT: /* ƒ|ƒCƒYƒ“ƒŠƒAƒNƒg */
+ case SC_POISONREACT: /* ãƒã‚¤ã‚ºãƒ³ãƒªã‚¢ã‚¯ãƒˆ */
break;
- case SC_IMPOSITIO: /* ƒCƒ“ƒ|ƒVƒeƒBƒIƒ}ƒkƒX */
+ case SC_IMPOSITIO: /* インãƒã‚·ãƒ†ã‚£ã‚ªãƒžãƒŒã‚¹ */
calc_flag = 1;
break;
- case SC_ASPERSIO: /* ƒAƒXƒyƒ‹ƒVƒI */
+ case SC_ASPERSIO: /* アスペルシオ */
skill_encchant_eremental_end (bl, SC_ASPERSIO);
break;
- case SC_SUFFRAGIUM: /* ƒTƒtƒ‰ƒMƒ€ */
- case SC_BENEDICTIO: /* ¹‘Ì */
- case SC_MAGNIFICAT: /* ƒ}ƒOƒjƒtƒBƒJ[ƒg */
- case SC_AETERNA: /* ƒG[ƒeƒ‹ƒi */
+ case SC_SUFFRAGIUM: /* サフラギム */
+ case SC_BENEDICTIO: /* è–体 */
+ case SC_MAGNIFICAT: /* マグニフィカート */
+ case SC_AETERNA: /* エーテルナ */
break;
- case SC_ENERGYCOAT: /* ƒGƒiƒW[ƒR[ƒg */
+ case SC_ENERGYCOAT: /* エナジーコート */
*opt3 |= 4;
break;
case SC_MAGICROD:
val2 = val1 * 20;
break;
- case SC_KYRIE: /* ƒLƒŠƒGƒGƒŒƒCƒ\ƒ“ */
- val2 = battle_get_max_hp (bl) * (val1 * 2 + 10) / 100; /* ‘Ï‹v“x */
- val3 = (val1 / 2 + 5); /* ‰ñ” */
+ case SC_KYRIE: /* キリエエレイソン */
+ val2 = battle_get_max_hp (bl) * (val1 * 2 + 10) / 100; /* è€ä¹…度 */
+ val3 = (val1 / 2 + 5); /* 回数 */
// -- moonsoul (added to undo assumptio status if target has it)
if (sc_data[SC_ASSUMPTIO].timer != -1)
skill_status_change_end (bl, SC_ASSUMPTIO, -1);
@@ -10221,20 +10221,20 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
case SC_MINDBREAKER:
calc_flag = 1;
if (tick <= 0)
- tick = 1000; /* (ƒI[ƒgƒo[ƒT[ƒN) */
- case SC_GLORIA: /* ƒOƒƒŠƒA */
+ tick = 1000; /* (オートãƒãƒ¼ã‚µãƒ¼ã‚¯) */
+ case SC_GLORIA: /* グロリア */
calc_flag = 1;
break;
- case SC_LOUD: /* ƒ‰ƒEƒhƒ{ƒCƒX */
+ case SC_LOUD: /* ラウドボイス */
calc_flag = 1;
break;
- case SC_TRICKDEAD: /* Ž€‚ñ‚¾‚Ó‚è */
+ case SC_TRICKDEAD: /* 死んã ãµã‚Š */
break;
- case SC_QUAGMIRE: /* ƒNƒ@ƒOƒ}ƒCƒA */
+ case SC_QUAGMIRE: /* クァグマイア */
calc_flag = 1;
- if (sc_data[SC_CONCENTRATE].timer != -1) /* W’†—ÍŒüã‰ðœ */
+ if (sc_data[SC_CONCENTRATE].timer != -1) /* 集中力å‘上解除 */
skill_status_change_end (bl, SC_CONCENTRATE, -1);
- if (sc_data[SC_INCREASEAGI].timer != -1) /* ‘¬“x㸉ðœ */
+ if (sc_data[SC_INCREASEAGI].timer != -1) /* 速度上昇解除 */
skill_status_change_end (bl, SC_INCREASEAGI, -1);
if (sc_data[SC_TWOHANDQUICKEN].timer != -1)
skill_status_change_end (bl, SC_TWOHANDQUICKEN, -1);
@@ -10244,29 +10244,29 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
skill_status_change_end (bl, SC_ADRENALINE, -1);
if (sc_data[SC_LOUD].timer != -1)
skill_status_change_end (bl, SC_LOUD, -1);
- if (sc_data[SC_TRUESIGHT].timer != -1) /* ƒgƒDƒ‹[ƒTƒCƒg */
+ if (sc_data[SC_TRUESIGHT].timer != -1) /* トゥルーサイト */
skill_status_change_end (bl, SC_TRUESIGHT, -1);
- if (sc_data[SC_WINDWALK].timer != -1) /* ƒEƒCƒ“ƒhƒEƒH[ƒN */
+ if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
skill_status_change_end (bl, SC_WINDWALK, -1);
- if (sc_data[SC_CARTBOOST].timer != -1) /* ƒJ[ƒgƒu[ƒXƒg */
+ if (sc_data[SC_CARTBOOST].timer != -1) /* カートブースト */
skill_status_change_end (bl, SC_CARTBOOST, -1);
break;
- case SC_FLAMELAUNCHER: /* ƒtƒŒ[ƒ€ƒ‰ƒ“ƒ`ƒƒ[ */
+ case SC_FLAMELAUNCHER: /* フレームランãƒãƒ£ãƒ¼ */
skill_encchant_eremental_end (bl, SC_FLAMELAUNCHER);
break;
- case SC_FROSTWEAPON: /* ƒtƒƒXƒgƒEƒFƒ|ƒ“ */
+ case SC_FROSTWEAPON: /* フロストウェãƒãƒ³ */
skill_encchant_eremental_end (bl, SC_FROSTWEAPON);
break;
- case SC_LIGHTNINGLOADER: /* ƒ‰ƒCƒgƒjƒ“ƒOƒ[ƒ_[ */
+ case SC_LIGHTNINGLOADER: /* ライトニングローダー */
skill_encchant_eremental_end (bl, SC_LIGHTNINGLOADER);
break;
- case SC_SEISMICWEAPON: /* ƒTƒCƒYƒ~ƒbƒNƒEƒFƒ|ƒ“ */
+ case SC_SEISMICWEAPON: /* サイズミックウェãƒãƒ³ */
skill_encchant_eremental_end (bl, SC_SEISMICWEAPON);
break;
- case SC_DEVOTION: /* ƒfƒBƒ{[ƒVƒ‡ƒ“ */
+ case SC_DEVOTION: /* ディボーション */
calc_flag = 1;
break;
- case SC_PROVIDENCE: /* ƒvƒƒ”ƒBƒfƒ“ƒX */
+ case SC_PROVIDENCE: /* プロヴィデンス */
calc_flag = 1;
val2 = val1 * 5;
break;
@@ -10283,7 +10283,7 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
case SC_CP_HELM:
break;
- case SC_AUTOSPELL: /* ƒI[ƒgƒXƒyƒ‹ */
+ case SC_AUTOSPELL: /* オートスペル */
val4 = 5 + val1 * 2;
break;
@@ -10315,72 +10315,72 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
3 ? 17 : (val1 == 2 ? 14 : 10)));
break;
- case SC_SPEARSQUICKEN: /* ƒXƒsƒAƒNƒCƒbƒPƒ“ */
+ case SC_SPEARSQUICKEN: /* スピアクイッケン */
calc_flag = 1;
val2 = 20 + val1;
*opt3 |= 1;
break;
case SC_COMBO:
break;
- case SC_BLADESTOP_WAIT: /* ”’nŽæ‚è(‘Ò‚¿) */
+ case SC_BLADESTOP_WAIT: /* 白刃å–ã‚Š(å¾…ã¡) */
break;
- case SC_BLADESTOP: /* ”’nŽæ‚è */
+ case SC_BLADESTOP: /* 白刃å–ã‚Š */
if (val2 == 2)
clif_bladestop ((struct block_list *) val3,
(struct block_list *) val4, 1);
*opt3 |= 32;
break;
- case SC_LULLABY: /* ŽqŽç‰S */
+ case SC_LULLABY: /* å­å®ˆå”„ */
val2 = 11;
break;
case SC_RICHMANKIM:
break;
- case SC_ETERNALCHAOS: /* ƒGƒ^[ƒiƒ‹ƒJƒIƒX */
+ case SC_ETERNALCHAOS: /* エターナルカオス */
calc_flag = 1;
break;
- case SC_DRUMBATTLE: /* 푾ŒÛ‚Ì‹¿‚« */
+ case SC_DRUMBATTLE: /* 戦太鼓ã®éŸ¿ã */
calc_flag = 1;
val2 = (val1 + 1) * 25;
val3 = (val1 + 1) * 2;
break;
- case SC_NIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
+ case SC_NIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª */
calc_flag = 1;
val2 = (val1 + 2) * 50;
val3 = (val1 + 2) * 25;
break;
- case SC_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */
+ case SC_ROKISWEIL: /* ロキã®å«ã³ */
break;
- case SC_INTOABYSS: /* [•£‚Ì’†‚É */
+ case SC_INTOABYSS: /* 深淵ã®ä¸­ã« */
break;
- case SC_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
+ case SC_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
calc_flag = 1;
val2 = 40 + val1 * 5;
val3 = val1 * 10;
break;
- case SC_DISSONANCE: /* •s‹¦˜a‰¹ */
+ case SC_DISSONANCE: /* ä¸å”和音 */
val2 = 10;
break;
- case SC_WHISTLE: /* Œû“J */
+ case SC_WHISTLE: /* å£ç¬› */
calc_flag = 1;
break;
- case SC_ASSNCROS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */
+ case SC_ASSNCROS: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ */
calc_flag = 1;
break;
- case SC_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ */
+ case SC_POEMBRAGI: /* ブラギã®è©© */
break;
- case SC_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
+ case SC_APPLEIDUN: /* イドゥンã®æž—檎 */
calc_flag = 1;
break;
- case SC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */
+ case SC_UGLYDANCE: /* 自分å‹æ‰‹ãªãƒ€ãƒ³ã‚¹ */
val2 = 10;
break;
- case SC_HUMMING: /* ƒnƒ~ƒ“ƒO */
+ case SC_HUMMING: /* ãƒãƒŸãƒ³ã‚° */
calc_flag = 1;
break;
- case SC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Å */
+ case SC_DONTFORGETME: /* ç§ã‚’忘れãªã„㧠*/
calc_flag = 1;
- if (sc_data[SC_INCREASEAGI].timer != -1) /* ‘¬“x㸉ðœ */
+ if (sc_data[SC_INCREASEAGI].timer != -1) /* 速度上昇解除 */
skill_status_change_end (bl, SC_INCREASEAGI, -1);
if (sc_data[SC_TWOHANDQUICKEN].timer != -1)
skill_status_change_end (bl, SC_TWOHANDQUICKEN, -1);
@@ -10390,41 +10390,41 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
skill_status_change_end (bl, SC_ADRENALINE, -1);
if (sc_data[SC_ASSNCROS].timer != -1)
skill_status_change_end (bl, SC_ASSNCROS, -1);
- if (sc_data[SC_TRUESIGHT].timer != -1) /* ƒgƒDƒ‹[ƒTƒCƒg */
+ if (sc_data[SC_TRUESIGHT].timer != -1) /* トゥルーサイト */
skill_status_change_end (bl, SC_TRUESIGHT, -1);
- if (sc_data[SC_WINDWALK].timer != -1) /* ƒEƒCƒ“ƒhƒEƒH[ƒN */
+ if (sc_data[SC_WINDWALK].timer != -1) /* ウインドウォーク */
skill_status_change_end (bl, SC_WINDWALK, -1);
- if (sc_data[SC_CARTBOOST].timer != -1) /* ƒJ[ƒgƒu[ƒXƒg */
+ if (sc_data[SC_CARTBOOST].timer != -1) /* カートブースト */
skill_status_change_end (bl, SC_CARTBOOST, -1);
break;
- case SC_FORTUNE: /* K‰^‚̃LƒX */
+ case SC_FORTUNE: /* 幸é‹ã®ã‚­ã‚¹ */
calc_flag = 1;
break;
- case SC_SERVICE4U: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */
+ case SC_SERVICE4U: /* サービスフォーユー */
calc_flag = 1;
break;
- case SC_DANCING: /* ƒ_ƒ“ƒX/‰‰‘t’† */
+ case SC_DANCING: /* ダンス/æ¼”å¥ä¸­ */
calc_flag = 1;
val3 = tick / 1000;
tick = 1000;
break;
- case SC_EXPLOSIONSPIRITS: // ”š—ô”g“®
+ case SC_EXPLOSIONSPIRITS: // 爆裂波動
calc_flag = 1;
val2 = 75 + 25 * val1;
*opt3 |= 8;
break;
- case SC_STEELBODY: // ‹à„
+ case SC_STEELBODY: // 金剛
calc_flag = 1;
*opt3 |= 16;
break;
- case SC_EXTREMITYFIST: /* ˆ¢C—…”e™€Œ */
+ case SC_EXTREMITYFIST: /* 阿修羅覇凰拳 */
break;
case SC_AUTOCOUNTER:
val3 = val4 = 0;
break;
- case SC_SPEEDPOTION0: /* ‘‘¬ƒ|[ƒVƒ‡ƒ“ */
+ case SC_SPEEDPOTION0: /* 増速ãƒãƒ¼ã‚·ãƒ§ãƒ³ */
*opt2 |= 0x20;
case SC_SPEEDPOTION1:
case SC_SPEEDPOTION2:
@@ -10440,7 +10440,7 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
calc_flag = 1;
tick = 1000 * tick;
break;
- case SC_WEDDING: //Œ‹¥—p(Œ‹¥ˆßÖ‚É‚È‚Á‚Ä•à‚­‚Ì‚ª’x‚¢‚Æ‚©)
+ case SC_WEDDING: //çµå©šç”¨(çµå©šè¡£è£³ã«ãªã£ã¦æ­©ãã®ãŒé…ã„ã¨ã‹)
{
time_t timer;
@@ -10450,7 +10450,7 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
val2 = time (&timer);
}
break;
- case SC_NOCHAT: //ƒ`ƒƒƒbƒg‹ÖŽ~ó‘Ô
+ case SC_NOCHAT: //ãƒãƒ£ãƒƒãƒˆç¦æ­¢çŠ¶æ…‹
{
time_t timer;
@@ -10463,7 +10463,7 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
updateflag = SP_MANNER;
}
break;
- case SC_SELFDESTRUCTION: //Ž©”š
+ case SC_SELFDESTRUCTION: //自爆
clif_skillcasting (bl, bl->id, bl->id, 0, 0, 331,
skill_get_time (val2, val1));
val3 = tick / 1000;
@@ -10471,7 +10471,7 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
break;
/* option1 */
- case SC_STONE: /* Ή» */
+ case SC_STONE: /* 石化 */
if (!(flag & 2))
{
int sc_def = battle_get_mdef (bl) * 200;
@@ -10483,23 +10483,23 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
tick = 5000;
val2 = 1;
break;
- case SC_SLEEP: /* ‡–° */
+ case SC_SLEEP: /* ç¡çœ  */
if (!(flag & 2))
{
// int sc_def = 100 - (battle_get_int(bl) + battle_get_luk(bl)/3);
// tick = tick * sc_def / 100;
// if(tick < 1000) tick = 1000;
- tick = 30000; //‡–°‚̓Xƒe[ƒ^ƒX‘Ï«‚ÉŠÖ‚í‚炸30•b
+ tick = 30000; //ç¡çœ ã¯ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹è€æ€§ã«é–¢ã‚らãš30秒
}
break;
- case SC_FREEZE: /* “€Œ‹ */
+ case SC_FREEZE: /* å‡çµ */
if (!(flag & 2))
{
int sc_def = 100 - battle_get_mdef (bl);
tick = tick * sc_def / 100;
}
break;
- case SC_STAN: /* ƒXƒ^ƒ“ival2‚Ƀ~ƒŠ•bƒZƒbƒgj */
+ case SC_STAN: /* スタン(val2ã«ãƒŸãƒªç§’セット) */
if (!(flag & 2))
{
int sc_def =
@@ -10509,7 +10509,7 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
break;
/* option2 */
- case SC_POISON: /* “Å */
+ case SC_POISON: /* 毒 */
calc_flag = 1;
if (!(flag & 2))
{
@@ -10522,14 +10522,14 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
val3 = 1;
tick = 1000;
break;
- case SC_SILENCE: /* ’¾–ÙiƒŒƒbƒNƒXƒfƒr[ƒij */
+ case SC_SILENCE: /* 沈黙(レックスデビーナ) */
if (!(flag & 2))
{
int sc_def = 100 - battle_get_vit (bl);
tick = tick * sc_def / 100;
}
break;
- case SC_BLIND: /* ˆÃ• */
+ case SC_BLIND: /* æš—é»’ */
calc_flag = 1;
if (!(flag & 2))
{
@@ -10548,47 +10548,47 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
break;
/* option */
- case SC_HIDING: /* ƒnƒCƒfƒBƒ“ƒO */
+ case SC_HIDING: /* ãƒã‚¤ãƒ‡ã‚£ãƒ³ã‚° */
calc_flag = 1;
if (bl->type == BL_PC)
{
- val2 = tick / 1000; /* Ž‘±ŽžŠÔ */
+ val2 = tick / 1000; /* æŒç¶šæ™‚é–“ */
tick = 1000;
}
break;
case SC_CHASEWALK:
- case SC_CLOAKING: /* ƒNƒ[ƒLƒ“ƒO */
+ case SC_CLOAKING: /* クローキング */
if (bl->type == BL_PC)
val2 = tick;
else
tick = 5000 * val1;
break;
- case SC_SIGHT: /* ƒTƒCƒg/ƒ‹ƒAƒt */
+ case SC_SIGHT: /* サイト/ルアフ */
case SC_RUWACH:
val2 = tick / 250;
tick = 10;
break;
- /* ƒZ[ƒtƒeƒBƒEƒH[ƒ‹Aƒjƒ…[ƒ} */
+ /* セーフティウォールã€ãƒ‹ãƒ¥ãƒ¼ãƒž */
case SC_SAFETYWALL:
case SC_PNEUMA:
tick = ((struct skill_unit *) val2)->group->limit;
break;
- /* ƒAƒ“ƒNƒ‹ */
+ /* アンクル */
case SC_ANKLE:
break;
- /* ƒEƒH[ƒ^[ƒ{[ƒ‹ */
+ /* ウォーターボール */
case SC_WATERBALL:
tick = 150;
- if (val1 > 5) //ƒŒƒxƒ‹‚ª5ˆÈã‚ÌꇂÍ25”­‚ɧŒÀ(1”­–Ú‚Í‚·‚Å‚É‘Å‚Á‚Ä‚é‚Ì‚Å-1)
+ if (val1 > 5) //レベルãŒ5以上ã®å ´åˆã¯25発ã«åˆ¶é™(1発目ã¯ã™ã§ã«æ‰“ã£ã¦ã‚‹ã®ã§-1)
val3 = 5 * 5 - 1;
else
val3 = (val1 | 1) * (val1 | 1) - 1;
break;
- /* ƒXƒLƒ‹‚¶‚á‚È‚¢/ŽžŠÔ‚ÉŠÖŒW‚µ‚È‚¢ */
+ /* スキルã˜ã‚ƒãªã„/時間ã«é–¢ä¿‚ã—ãªã„ */
case SC_RIDING:
calc_flag = 1;
tick = 600 * 1000;
@@ -10621,25 +10621,25 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
case SC_BARRIER:
case SC_HALLUCINATION:
break;
- case SC_CONCENTRATION: /* ƒRƒ“ƒZƒ“ƒgƒŒ[ƒVƒ‡ƒ“ */
+ case SC_CONCENTRATION: /* コンセントレーション */
*opt3 |= 1;
calc_flag = 1;
break;
- case SC_TENSIONRELAX: /* ƒeƒ“ƒVƒ‡ƒ“ƒŠƒ‰ƒbƒNƒX */
+ case SC_TENSIONRELAX: /* テンションリラックス */
calc_flag = 1;
if (bl->type == BL_PC)
{
tick = 10000;
}
break;
- case SC_AURABLADE: /* ƒI[ƒ‰ƒuƒŒ[ƒh */
- case SC_PARRYING: /* ƒpƒŠƒCƒ“ƒO */
+ case SC_AURABLADE: /* オーラブレード */
+ case SC_PARRYING: /* パリイング */
// case SC_ASSUMPTIO: /* */
- case SC_HEADCRUSH: /* ƒwƒbƒhƒNƒ‰ƒbƒVƒ… */
- case SC_JOINTBEAT: /* ƒWƒ‡ƒCƒ“ƒgƒr[ƒg */
-// case SC_MARIONETTE: /* ƒ}ƒŠƒIƒlƒbƒgƒRƒ“ƒgƒ[ƒ‹ */
+ case SC_HEADCRUSH: /* ヘッドクラッシュ */
+ case SC_JOINTBEAT: /* ジョイントビート */
+// case SC_MARIONETTE: /* マリオãƒãƒƒãƒˆã‚³ãƒ³ãƒˆãƒ­ãƒ¼ãƒ« */
- //‚Æ‚è‚ ‚¦‚¸Žè”²‚«
+ //ã¨ã‚Šã‚ãˆãšæ‰‹æŠœã
break;
// -- moonsoul (for new upper class related skill status effects)
@@ -10667,41 +10667,41 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
skill_status_change_end(bl,SC_KYRIE,-1);
break;
*/
- case SC_WINDWALK: /* ƒEƒCƒ“ƒhƒEƒH[ƒN */
+ case SC_WINDWALK: /* ウインドウォーク */
calc_flag = 1;
- val2 = (val1 / 2); //Flee㸗¦
+ val2 = (val1 / 2); //Flee上昇率
break;
- case SC_BERSERK: /* ƒo[ƒT[ƒN */
+ case SC_BERSERK: /* ãƒãƒ¼ã‚µãƒ¼ã‚¯ */
if (sd)
{
sd->status.sp = 0;
clif_updatestatus (sd, SP_SP);
- clif_status_change (bl, SC_INCREASEAGI, 1); /* ƒAƒCƒRƒ“•\Ž¦ */
+ clif_status_change (bl, SC_INCREASEAGI, 1); /* アイコン表示 */
}
*opt3 |= 128;
tick = 1000;
calc_flag = 1;
break;
- case SC_ASSUMPTIO: /* ƒAƒXƒ€ƒvƒeƒBƒI */
+ case SC_ASSUMPTIO: /* アスムプティオ */
*opt3 |= 2048;
break;
- case SC_MARIONETTE: /* ƒ}ƒŠƒIƒlƒbƒgƒRƒ“ƒgƒ[ƒ‹ */
+ case SC_MARIONETTE: /* マリオãƒãƒƒãƒˆã‚³ãƒ³ãƒˆãƒ­ãƒ¼ãƒ« */
*opt3 |= 1024;
break;
- case SC_MELTDOWN: /* ƒƒ‹ƒgƒ_ƒEƒ“ */
- case SC_CARTBOOST: /* ƒJ[ƒgƒu[ƒXƒg */
- case SC_TRUESIGHT: /* ƒgƒDƒ‹[ƒTƒCƒg */
- case SC_SPIDERWEB: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */
- case SC_MAGICPOWER: /* –‚–@—Í‘• */
+ case SC_MELTDOWN: /* メルトダウン */
+ case SC_CARTBOOST: /* カートブースト */
+ case SC_TRUESIGHT: /* トゥルーサイト */
+ case SC_SPIDERWEB: /* スパイダーウェッブ */
+ case SC_MAGICPOWER: /* 魔法力増幅 */
calc_flag = 1;
break;
- case SC_REJECTSWORD: /* ƒŠƒWƒFƒNƒgƒ\[ƒh */
- val2 = 3; //3‰ñUŒ‚‚𒵂˕Ԃ·
+ case SC_REJECTSWORD: /* リジェクトソード */
+ val2 = 3; //3回攻撃を跳ã­è¿”ã™
break;
- case SC_MEMORIZE: /* ƒƒ‚ƒ‰ƒCƒY */
- val2 = 3; //3‰ñ‰r¥‚ð1/3‚É‚·‚é
+ case SC_MEMORIZE: /* メモライズ */
+ val2 = 3; //3回詠唱を1/3ã«ã™ã‚‹
break;
- case SC_GRAFFITI: /* ƒOƒ‰ƒtƒBƒeƒB */
+ case SC_GRAFFITI: /* グラフィティ */
{
struct skill_unit_group *sg =
skill_unitsetting (bl, RG_GRAFFITI, val1, val2, val3, 0);
@@ -10711,7 +10711,7 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
break;
case SC_HASTE:
calc_flag = 1;
- case SC_SPLASHER: /* ƒxƒiƒ€ƒXƒvƒ‰ƒbƒVƒƒ[ */
+ case SC_SPLASHER: /* ベナムスプラッシャー */
case SC_PHYS_SHIELD:
case SC_MBARRIER:
case SC_HALT_REGENERATE:
@@ -10727,18 +10727,18 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
}
if (bl->type == BL_PC && type < SC_SENDMAX)
- clif_status_change (bl, type, 1); /* ƒAƒCƒRƒ“•\Ž¦ */
+ clif_status_change (bl, type, 1); /* アイコン表示 */
- /* option‚Ì•ÏX */
+ /* optionã®å¤‰æ›´ */
switch (type)
{
case SC_STONE:
case SC_FREEZE:
case SC_STAN:
case SC_SLEEP:
- battle_stopattack (bl); /* UŒ‚’âŽ~ */
- skill_stop_dancing (bl, 0); /* ‰‰‘t/ƒ_ƒ“ƒX‚Ì’†’f */
- { /* “¯Žž‚ÉŠ|‚©‚ç‚È‚¢ƒXƒe[ƒ^ƒXˆÙí‚ð‰ðœ */
+ battle_stopattack (bl); /* 攻撃åœæ­¢ */
+ skill_stop_dancing (bl, 0); /* æ¼”å¥/ダンスã®ä¸­æ–­ */
+ { /* åŒæ™‚ã«æŽ›ã‹ã‚‰ãªã„ステータス異常を解除 */
int i;
for (i = SC_STONE; i <= SC_SLEEP; i++)
{
@@ -10782,12 +10782,12 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
break;
case SC_HIDING:
case SC_CLOAKING:
- battle_stopattack (bl); /* UŒ‚’âŽ~ */
+ battle_stopattack (bl); /* 攻撃åœæ­¢ */
*option |= ((type == SC_HIDING) ? 2 : 4);
opt_flag = 1;
break;
case SC_CHASEWALK:
- battle_stopattack (bl); /* UŒ‚’âŽ~ */
+ battle_stopattack (bl); /* 攻撃åœæ­¢ */
*option |= 16388;
opt_flag = 1;
break;
@@ -10804,10 +10804,10 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
opt_flag = 1;
}
- if (opt_flag) /* option‚Ì•ÏX */
+ if (opt_flag) /* optionã®å¤‰æ›´ */
clif_changeoption (bl);
- (*sc_count)++; /* ƒXƒe[ƒ^ƒXˆÙí‚Ì” */
+ (*sc_count)++; /* ステータス異常ã®æ•° */
sc_data[type].val1 = val1;
sc_data[type].val2 = val2;
@@ -10819,22 +10819,22 @@ int skill_status_effect (struct block_list *bl, int type, int val1, int val2,
sc_data[type].spell_invocation = spell_invocation;
- /* ƒ^ƒCƒ}[Ý’è */
+ /* タイマー設定 */
sc_data[type].timer =
add_timer (gettick () + tick, skill_status_change_timer, bl->id,
type);
if (bl->type == BL_PC && calc_flag)
- pc_calcstatus (sd, 0); /* ƒXƒe[ƒ^ƒXÄŒvŽZ */
+ pc_calcstatus (sd, 0); /* ステータスå†è¨ˆç®— */
if (bl->type == BL_PC && updateflag)
- clif_updatestatus (sd, updateflag); /* ƒXƒe[ƒ^ƒX‚ðƒNƒ‰ƒCƒAƒ“ƒg‚É‘—‚é */
+ clif_updatestatus (sd, updateflag); /* ステータスをクライアントã«é€ã‚‹ */
return 0;
}
/*==========================================
- * ƒXƒe[ƒ^ƒXˆÙí‘S‰ðœ
+ * ステータス異常全解除
*------------------------------------------
*/
int skill_status_change_clear (struct block_list *bl, int type)
@@ -10856,7 +10856,7 @@ int skill_status_change_clear (struct block_list *bl, int type)
for (i = 0; i < MAX_STATUSCHANGE; i++)
{
if (sc_data[i].timer != -1)
- { /* ˆÙ킪‚ ‚é‚È‚çƒ^ƒCƒ}[‚ð휂·‚é */
+ { /* 異常ãŒã‚ã‚‹ãªã‚‰ã‚¿ã‚¤ãƒžãƒ¼ã‚’削除ã™ã‚‹ */
/*
delete_timer(sc_data[i].timer, skill_status_change_timer);
sc_data[i].timer = -1;
@@ -10883,7 +10883,7 @@ int skill_status_change_clear (struct block_list *bl, int type)
return 0;
}
-/* ƒNƒ[ƒLƒ“ƒOŒŸ¸iŽü‚è‚Ɉړ®•s‰Â”\’n‘Ñ‚ª‚ ‚é‚©j */
+/* クローキング検査(周りã«ç§»å‹•ä¸å¯èƒ½åœ°å¸¯ãŒã‚ã‚‹ã‹ï¼‰ */
int skill_check_cloaking (struct block_list *bl)
{
struct map_session_data *sd = NULL;
@@ -10908,21 +10908,21 @@ int skill_check_cloaking (struct block_list *bl)
if (end)
{
skill_status_change_end (bl, SC_CLOAKING, -1);
- *battle_get_option (bl) &= ~4; /* ”O‚Ì‚½‚߂̈— */
+ *battle_get_option (bl) &= ~4; /* 念ã®ãŸã‚ã®å‡¦ç† */
}
return end;
}
/*
*----------------------------------------------------------------------------
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg
+ * スキルユニット
*----------------------------------------------------------------------------
*/
/*==========================================
- * ‰‰‘t/ƒ_ƒ“ƒXƒXƒLƒ‹‚©‚Ç‚¤‚©”»’è
- * ˆø” ƒXƒLƒ‹ID
- * –ß‚è ƒ_ƒ“ƒX‚¶‚á‚È‚¢=0 ‡‘t=2 ‚»‚êˆÈŠO‚̃_ƒ“ƒX=1
+ * æ¼”å¥/ダンススキルã‹ã©ã†ã‹åˆ¤å®š
+ * 引数 スキルID
+ * 戻り ダンスã˜ã‚ƒãªã„=0 åˆå¥=2 ãれ以外ã®ãƒ€ãƒ³ã‚¹=1
*------------------------------------------
*/
int skill_is_danceskill (int id)
@@ -10930,30 +10930,30 @@ int skill_is_danceskill (int id)
int i;
switch (id)
{
- case BD_LULLABY: /* ŽqŽç‰Ì */
- case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case BD_ETERNALCHAOS: /* ‰i‰“‚̬“× */
- case BD_DRUMBATTLEFIELD: /* 푾ŒÛ‚Ì‹¿‚« */
- case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */
- case BD_INTOABYSS: /* [•£‚Ì’†‚É */
- case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
- case BD_RAGNAROK: /* _X‚̉©¨ */
- case CG_MOONLIT: /* ŒŽ–¾‚è‚Ìò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */
+ case BD_LULLABY: /* å­å®ˆæ­Œ */
+ case BD_RICHMANKIM: /* ニヨルドã®å®´ */
+ case BD_ETERNALCHAOS: /* æ°¸é ã®æ··æ²Œ */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓ã®éŸ¿ã */
+ case BD_RINGNIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª */
+ case BD_ROKISWEIL: /* ロキã®å«ã³ */
+ case BD_INTOABYSS: /* 深淵ã®ä¸­ã« */
+ case BD_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
+ case BD_RAGNAROK: /* 神々ã®é»„æ˜ */
+ case CG_MOONLIT: /* 月明りã®æ³‰ã«è½ã¡ã‚‹èŠ±ã³ã‚‰ */
i = 2;
break;
- case BA_DISSONANCE: /* •s‹¦˜a‰¹ */
- case BA_FROSTJOKE: /* Š¦‚¢ƒWƒ‡[ƒN */
- case BA_WHISTLE: /* Œû“J */
- case BA_ASSASSINCROSS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */
- case BA_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ */
- case BA_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */
- case DC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */
- case DC_SCREAM: /* ƒXƒNƒŠ[ƒ€ */
- case DC_HUMMING: /* ƒnƒ~ƒ“ƒO */
- case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Åc */
- case DC_FORTUNEKISS: /* K‰^‚̃LƒX */
- case DC_SERVICEFORYOU: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */
+ case BA_DISSONANCE: /* ä¸å”和音 */
+ case BA_FROSTJOKE: /* 寒ã„ジョーク */
+ case BA_WHISTLE: /* å£ç¬› */
+ case BA_ASSASSINCROSS: /* 夕陽ã®ã‚¢ã‚µã‚·ãƒ³ã‚¯ãƒ­ã‚¹ */
+ case BA_POEMBRAGI: /* ブラギã®è©© */
+ case BA_APPLEIDUN: /* イドゥンã®æž—檎 */
+ case DC_UGLYDANCE: /* 自分å‹æ‰‹ãªãƒ€ãƒ³ã‚¹ */
+ case DC_SCREAM: /* スクリーム */
+ case DC_HUMMING: /* ãƒãƒŸãƒ³ã‚° */
+ case DC_DONTFORGETME: /* ç§ã‚’忘れãªã„ã§â€¦ */
+ case DC_FORTUNEKISS: /* 幸é‹ã®ã‚­ã‚¹ */
+ case DC_SERVICEFORYOU: /* サービスフォーユー */
i = 1;
break;
default:
@@ -10963,8 +10963,8 @@ int skill_is_danceskill (int id)
}
/*==========================================
- * ‰‰‘t/ƒ_ƒ“ƒX‚ð‚â‚ß‚é
- * flag 1‚Ň‘t’†‚È‚ç‘Š•û‚Ƀ†ƒjƒbƒg‚ð”C‚¹‚é
+ * æ¼”å¥/ダンスをやã‚ã‚‹
+ * flag 1ã§åˆå¥ä¸­ãªã‚‰ç›¸æ–¹ã«ãƒ¦ãƒ‹ãƒƒãƒˆã‚’ä»»ã›ã‚‹
*
*------------------------------------------
*/
@@ -10978,45 +10978,45 @@ void skill_stop_dancing (struct block_list *src, int flag)
sc_data = battle_get_sc_data (src);
if (sc_data && sc_data[SC_DANCING].timer == -1)
return;
- group = (struct skill_unit_group *) sc_data[SC_DANCING].val2; //ƒ_ƒ“ƒX‚̃XƒLƒ‹ƒ†ƒjƒbƒgID‚Íval2‚É“ü‚Á‚Ä‚é
+ group = (struct skill_unit_group *) sc_data[SC_DANCING].val2; //ダンスã®ã‚¹ã‚­ãƒ«ãƒ¦ãƒ‹ãƒƒãƒˆIDã¯val2ã«å…¥ã£ã¦ã‚‹
if (group && src->type == BL_PC && sc_data && sc_data[SC_DANCING].val4)
- { //‡‘t’†’f
- struct map_session_data *dsd = map_id2sd (sc_data[SC_DANCING].val4); //‘Š•û‚ÌsdŽæ“¾
+ { //åˆå¥ä¸­æ–­
+ struct map_session_data *dsd = map_id2sd (sc_data[SC_DANCING].val4); //相方ã®sdå–å¾—
if (flag)
- { //ƒƒOƒAƒEƒg‚ȂǕЕû‚ª—Ž‚¿‚Ä‚à‰‰‘t‚ªŒp‘±‚³‚ê‚é
+ { //ログアウトãªã©ç‰‡æ–¹ãŒè½ã¡ã¦ã‚‚æ¼”å¥ãŒç¶™ç¶šã•ã‚Œã‚‹
if (dsd && src->id == group->src_id)
- { //ƒOƒ‹[ƒv‚ðŽ‚Á‚Ä‚éPC‚ª—Ž‚¿‚é
- group->src_id = sc_data[SC_DANCING].val4; //‘Š•û‚ɃOƒ‹[ƒv‚ð”C‚¹‚é
- if (flag & 1) //ƒƒOƒAƒEƒg
- dsd->sc_data[SC_DANCING].val4 = 0; //‘Š•û‚Ì‘Š•û‚ð0‚É‚µ‚ć‘tI—¹¨’Êí‚̃_ƒ“ƒXó‘Ô
- if (flag & 2) //ƒnƒG”ò‚Ñ‚È‚Ç
- return; //‡‘t‚àƒ_ƒ“ƒXó‘Ô‚àI—¹‚³‚¹‚È‚¢•ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Í’u‚¢‚Ä‚¯‚Ú‚è
+ { //グループをæŒã£ã¦ã‚‹PCãŒè½ã¡ã‚‹
+ group->src_id = sc_data[SC_DANCING].val4; //相方ã«ã‚°ãƒ«ãƒ¼ãƒ—ã‚’ä»»ã›ã‚‹
+ if (flag & 1) //ログアウト
+ dsd->sc_data[SC_DANCING].val4 = 0; //相方ã®ç›¸æ–¹ã‚’0ã«ã—ã¦åˆå¥çµ‚了→通常ã®ãƒ€ãƒ³ã‚¹çŠ¶æ…‹
+ if (flag & 2) //ãƒã‚¨é£›ã³ãªã©
+ return; //åˆå¥ã‚‚ダンス状態も終了ã•ã›ãªã„&スキルユニットã¯ç½®ã„ã¦ã‘ã¼ã‚Š
}
else if (dsd && dsd->bl.id == group->src_id)
- { //‘Š•û‚ªƒOƒ‹[ƒv‚ðŽ‚Á‚Ä‚¢‚éPC‚ª—Ž‚¿‚é(Ž©•ª‚̓Oƒ‹[ƒv‚ðŽ‚Á‚Ä‚¢‚È‚¢)
- if (flag & 1) //ƒƒOƒAƒEƒg
- dsd->sc_data[SC_DANCING].val4 = 0; //‘Š•û‚Ì‘Š•û‚ð0‚É‚µ‚ć‘tI—¹¨’Êí‚̃_ƒ“ƒXó‘Ô
- if (flag & 2) //ƒnƒG”ò‚Ñ‚È‚Ç
- return; //‡‘t‚àƒ_ƒ“ƒXó‘Ô‚àI—¹‚³‚¹‚È‚¢•ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Í’u‚¢‚Ä‚¯‚Ú‚è
- }
- skill_status_change_end (src, SC_DANCING, -1); //Ž©•ª‚̃Xƒe[ƒ^ƒX‚ðI—¹‚³‚¹‚é
- //‚»‚µ‚ăOƒ‹[ƒv‚ÍÁ‚³‚È‚¢•Á‚³‚È‚¢‚̂ŃXƒe[ƒ^ƒXŒvŽZ‚à‚¢‚ç‚È‚¢H
+ { //相方ãŒã‚°ãƒ«ãƒ¼ãƒ—ã‚’æŒã£ã¦ã„ã‚‹PCãŒè½ã¡ã‚‹(自分ã¯ã‚°ãƒ«ãƒ¼ãƒ—ã‚’æŒã£ã¦ã„ãªã„)
+ if (flag & 1) //ログアウト
+ dsd->sc_data[SC_DANCING].val4 = 0; //相方ã®ç›¸æ–¹ã‚’0ã«ã—ã¦åˆå¥çµ‚了→通常ã®ãƒ€ãƒ³ã‚¹çŠ¶æ…‹
+ if (flag & 2) //ãƒã‚¨é£›ã³ãªã©
+ return; //åˆå¥ã‚‚ダンス状態も終了ã•ã›ãªã„&スキルユニットã¯ç½®ã„ã¦ã‘ã¼ã‚Š
+ }
+ skill_status_change_end (src, SC_DANCING, -1); //自分ã®ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ã‚’終了ã•ã›ã‚‹
+ //ãã—ã¦ã‚°ãƒ«ãƒ¼ãƒ—ã¯æ¶ˆã•ãªã„&消ã•ãªã„ã®ã§ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹è¨ˆç®—ã‚‚ã„らãªã„?
return;
}
else
{
if (dsd && src->id == group->src_id)
- { //ƒOƒ‹[ƒv‚ðŽ‚Á‚Ä‚éPC‚ªŽ~‚ß‚é
- skill_status_change_end ((struct block_list *) dsd, SC_DANCING, -1); //‘ŠŽè‚̃Xƒe[ƒ^ƒX‚ðI—¹‚³‚¹‚é
+ { //グループをæŒã£ã¦ã‚‹PCãŒæ­¢ã‚ã‚‹
+ skill_status_change_end ((struct block_list *) dsd, SC_DANCING, -1); //相手ã®ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ã‚’終了ã•ã›ã‚‹
}
if (dsd && dsd->bl.id == group->src_id)
- { //‘Š•û‚ªƒOƒ‹[ƒv‚ðŽ‚Á‚Ä‚¢‚éPC‚ªŽ~‚ß‚é(Ž©•ª‚̓Oƒ‹[ƒv‚ðŽ‚Á‚Ä‚¢‚È‚¢)
- skill_status_change_end (src, SC_DANCING, -1); //Ž©•ª‚̃Xƒe[ƒ^ƒX‚ðI—¹‚³‚¹‚é
+ { //相方ãŒã‚°ãƒ«ãƒ¼ãƒ—ã‚’æŒã£ã¦ã„ã‚‹PCãŒæ­¢ã‚ã‚‹(自分ã¯ã‚°ãƒ«ãƒ¼ãƒ—ã‚’æŒã£ã¦ã„ãªã„)
+ skill_status_change_end (src, SC_DANCING, -1); //自分ã®ã‚¹ãƒ†ãƒ¼ã‚¿ã‚¹ã‚’終了ã•ã›ã‚‹
}
}
}
if (flag & 2 && group && src->type == BL_PC)
- { //ƒnƒG‚Å”ò‚ñ‚¾‚Æ‚«‚Æ‚©‚̓†ƒjƒbƒg‚à”ò‚Ô
+ { //ãƒã‚¨ã§é£›ã‚“ã ã¨ãã¨ã‹ã¯ãƒ¦ãƒ‹ãƒƒãƒˆã‚‚飛ã¶
struct map_session_data *sd = (struct map_session_data *) src;
skill_unit_move_unit_group (group, sd->bl.m, (sd->to_x - sd->bl.x),
(sd->to_y - sd->bl.y));
@@ -11028,7 +11028,7 @@ void skill_stop_dancing (struct block_list *src, int flag)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒg‰Šú‰»
+ * スキルユニットåˆæœŸåŒ–
*------------------------------------------
*/
struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx,
@@ -11058,7 +11058,7 @@ struct skill_unit *skill_initunit (struct skill_unit_group *group, int idx,
int skill_unit_timer_sub_ondelete (struct block_list *bl, va_list ap);
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgíœ
+ * スキルユニット削除
*------------------------------------------
*/
int skill_delunit (struct skill_unit *unit)
@@ -11071,10 +11071,10 @@ int skill_delunit (struct skill_unit *unit)
return 0;
nullpo_retr (0, group = unit->group);
- /* onlimitƒCƒxƒ“ƒgŒÄ‚Ño‚µ */
+ /* onlimitイベント呼ã³å‡ºã— */
skill_unit_onlimit (unit, gettick ());
- /* ondeleteƒCƒxƒ“ƒgŒÄ‚Ño‚µ */
+ /* ondeleteイベント呼ã³å‡ºã— */
range = group->range;
map_foreachinarea (skill_unit_timer_sub_ondelete, unit->bl.m,
unit->bl.x - range, unit->bl.y - range,
@@ -11093,7 +11093,7 @@ int skill_delunit (struct skill_unit *unit)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒOƒ‹[ƒv‰Šú‰»
+ * スキルユニットグループåˆæœŸåŒ–
*------------------------------------------
*/
static int skill_unit_group_newid = 10;
@@ -11119,7 +11119,7 @@ struct skill_unit_group *skill_initunitgroup (struct block_list *src,
}
if (list)
{
- for (i = 0; i < maxsug; i++) /* ‹ó‚¢‚Ä‚¢‚é‚à‚ÌŒŸõ */
+ for (i = 0; i < maxsug; i++) /* 空ã„ã¦ã„ã‚‹ã‚‚ã®æ¤œç´¢ */
if (list[i].group_id == 0)
{
group = &list[i];
@@ -11127,7 +11127,7 @@ struct skill_unit_group *skill_initunitgroup (struct block_list *src,
}
if (group == NULL)
- { /* ‹ó‚¢‚Ä‚È‚¢‚̂Ō¢‚à‚ÌŒŸõ */
+ { /* 空ã„ã¦ãªã„ã®ã§å¤ã„ã‚‚ã®æ¤œç´¢ */
int j = 0;
unsigned maxdiff = 0, x, tick = gettick ();
for (i = 0; i < maxsug; i++)
@@ -11179,17 +11179,17 @@ struct skill_unit_group *skill_initunitgroup (struct block_list *src,
0, skill_get_time (skillid,
skilllv) + 1000, 0);
switch (skillid)
- { //‡‘tƒXƒLƒ‹‚Í‘Š•û‚ðƒ_ƒ“ƒXó‘Ô‚É‚·‚é
- case BD_LULLABY: /* ŽqŽç‰Ì */
- case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ */
- case BD_ETERNALCHAOS: /* ‰i‰“‚̬“× */
- case BD_DRUMBATTLEFIELD: /* 푾ŒÛ‚Ì‹¿‚« */
- case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */
- case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */
- case BD_INTOABYSS: /* [•£‚Ì’†‚É */
- case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */
- case BD_RAGNAROK: /* _X‚̉©¨ */
- case CG_MOONLIT: /* ŒŽ–¾‚è‚Ìò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */
+ { //åˆå¥ã‚¹ã‚­ãƒ«ã¯ç›¸æ–¹ã‚’ダンス状態ã«ã™ã‚‹
+ case BD_LULLABY: /* å­å®ˆæ­Œ */
+ case BD_RICHMANKIM: /* ニヨルドã®å®´ */
+ case BD_ETERNALCHAOS: /* æ°¸é ã®æ··æ²Œ */
+ case BD_DRUMBATTLEFIELD: /* 戦太鼓ã®éŸ¿ã */
+ case BD_RINGNIBELUNGEN: /* ニーベルングã®æŒ‡è¼ª */
+ case BD_ROKISWEIL: /* ロキã®å«ã³ */
+ case BD_INTOABYSS: /* 深淵ã®ä¸­ã« */
+ case BD_SIEGFRIED: /* ä¸æ­»èº«ã®ã‚¸ãƒ¼ã‚¯ãƒ•ãƒªãƒ¼ãƒ‰ */
+ case BD_RAGNAROK: /* 神々ã®é»„æ˜ */
+ case CG_MOONLIT: /* 月明りã®æ³‰ã«è½ã¡ã‚‹èŠ±ã³ã‚‰ */
{
int range = 1;
int c = 0;
@@ -11207,7 +11207,7 @@ struct skill_unit_group *skill_initunitgroup (struct block_list *src,
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒOƒ‹[ƒvíœ
+ * スキルユニットグループ削除
*------------------------------------------
*/
int skill_delunitgroup (struct skill_unit_group *group)
@@ -11221,7 +11221,7 @@ int skill_delunitgroup (struct skill_unit_group *group)
src = map_id2bl (group->src_id);
if (skill_is_danceskill (group->skill_id))
- { //ƒ_ƒ“ƒXƒXƒLƒ‹‚̓_ƒ“ƒXó‘Ô‚ð‰ðœ‚·‚é
+ { //ダンススキルã¯ãƒ€ãƒ³ã‚¹çŠ¶æ…‹ã‚’解除ã™ã‚‹
if (src)
skill_status_change_end (src, SC_DANCING, -1);
}
@@ -11239,7 +11239,7 @@ int skill_delunitgroup (struct skill_unit_group *group)
group->valstr = NULL;
}
- map_freeblock (group->unit); /* free()‚Ì‘Ö‚í‚è */
+ map_freeblock (group->unit); /* free()ã®æ›¿ã‚ã‚Š */
group->unit = NULL;
group->src_id = 0;
group->group_id = 0;
@@ -11248,7 +11248,7 @@ int skill_delunitgroup (struct skill_unit_group *group)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒOƒ‹[ƒv‘Síœ
+ * スキルユニットグループ全削除
*------------------------------------------
*/
int skill_clear_unitgroup (struct block_list *src)
@@ -11279,7 +11279,7 @@ int skill_clear_unitgroup (struct block_list *src)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒOƒ‹[ƒv‚Ì”í‰e‹¿tickŒŸõ
+ * スキルユニットグループã®è¢«å½±éŸ¿tick検索
*------------------------------------------
*/
struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct
@@ -11313,7 +11313,7 @@ struct skill_unit_group_tickset *skill_unitgrouptickset_search (struct
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒOƒ‹[ƒv‚Ì”í‰e‹¿tickíœ
+ * スキルユニットグループã®è¢«å½±éŸ¿tick削除
*------------------------------------------
*/
int skill_unitgrouptickset_delete (struct block_list *bl, int group_id)
@@ -11346,7 +11346,7 @@ int skill_unitgrouptickset_delete (struct block_list *bl, int group_id)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒ^ƒCƒ}[”­“®ˆ——p(foreachinarea)
+ * スキルユニットタイマー発動処ç†ç”¨(foreachinarea)
*------------------------------------------
*/
int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
@@ -11373,7 +11373,7 @@ int skill_unit_timer_sub_onplace (struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒ^ƒCƒ}[휈——p(foreachinarea)
+ * スキルユニットタイマー削除処ç†ç”¨(foreachinarea)
*------------------------------------------
*/
int skill_unit_timer_sub_ondelete (struct block_list *bl, va_list ap)
@@ -11400,7 +11400,7 @@ int skill_unit_timer_sub_ondelete (struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒ^ƒCƒ}[ˆ——p(foreachobject)
+ * スキルユニットタイマー処ç†ç”¨(foreachobject)
*------------------------------------------
*/
int skill_unit_timer_sub (struct block_list *bl, va_list ap)
@@ -11421,7 +11421,7 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap)
range = (unit->range != 0) ? unit->range : group->range;
- /* onplaceƒCƒxƒ“ƒgŒÄ‚Ño‚µ */
+ /* onplaceイベント呼ã³å‡ºã— */
if (unit->alive && unit->range >= 0)
{
map_foreachinarea (skill_unit_timer_sub_onplace, bl->m,
@@ -11436,7 +11436,7 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap)
group->val2++;
}
}
- /* ŽžŠÔØ‚êíœ */
+ /* 時間切れ削除 */
if (unit->alive &&
(DIFF_TICK (tick, group->tick) >= group->limit
|| DIFF_TICK (tick, group->tick) >= unit->limit))
@@ -11444,21 +11444,21 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap)
switch (group->unit_id)
{
- case 0x8f: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */
+ case 0x8f: /* ブラストマイン */
group->unit_id = 0x8c;
clif_changelook (bl, LOOK_BASE, group->unit_id);
group->limit = DIFF_TICK (tick + 1500, group->tick);
unit->limit = DIFF_TICK (tick + 1500, group->tick);
break;
- case 0x90: /* ƒXƒLƒbƒhƒgƒ‰ƒbƒv */
- case 0x91: /* ƒAƒ“ƒNƒ‹ƒXƒlƒA */
- case 0x93: /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */
- case 0x94: /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */
- case 0x95: /* ƒTƒ“ƒhƒ}ƒ“ */
- case 0x96: /* ƒtƒ‰ƒbƒVƒƒ[ */
- case 0x97: /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */
- case 0x98: /* ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv */
- case 0x99: /* ƒg[ƒL[ƒ{ƒbƒNƒX */
+ case 0x90: /* スキッドトラップ */
+ case 0x91: /* アンクルスãƒã‚¢ */
+ case 0x93: /* ランドマイン */
+ case 0x94: /* ショックウェーブトラップ */
+ case 0x95: /* サンドマン */
+ case 0x96: /* フラッシャー */
+ case 0x97: /* フリージングトラップ */
+ case 0x98: /* クレイモアートラップ */
+ case 0x99: /* トーキーボックス */
{
struct block_list *src = map_id2bl (group->src_id);
if (group->unit_id == 0x91 && group->val2);
@@ -11470,7 +11470,7 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap)
memset (&item_tmp, 0, sizeof (item_tmp));
item_tmp.nameid = 1065;
item_tmp.identify = 1;
- map_addflooritem (&item_tmp, 1, bl->m, bl->x, bl->y, NULL, NULL, NULL, 0); // ã©•ÔŠÒ
+ map_addflooritem (&item_tmp, 1, bl->m, bl->x, bl->y, NULL, NULL, NULL, 0); // 罠返還
}
}
}
@@ -11490,7 +11490,7 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒ^ƒCƒ}[ˆ—
+ * スキルユニットタイマー処ç†
*------------------------------------------
*/
int skill_unit_timer (int tid, unsigned int tick, int id, int data)
@@ -11505,7 +11505,7 @@ int skill_unit_timer (int tid, unsigned int tick, int id, int data)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgˆÚ“®Žžˆ——p(foreachinarea)
+ * スキルユニット移動時処ç†ç”¨(foreachinarea)
*------------------------------------------
*/
int skill_unit_out_all_sub (struct block_list *bl, va_list ap)
@@ -11540,7 +11540,7 @@ int skill_unit_out_all_sub (struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgˆÚ“®Žžˆ—
+ * スキルユニット移動時処ç†
*------------------------------------------
*/
int skill_unit_out_all (struct block_list *bl, unsigned int tick, int range)
@@ -11560,7 +11560,7 @@ int skill_unit_out_all (struct block_list *bl, unsigned int tick, int range)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgˆÚ“®Žžˆ——p(foreachinarea)
+ * スキルユニット移動時処ç†ç”¨(foreachinarea)
*------------------------------------------
*/
int skill_unit_move_sub (struct block_list *bl, va_list ap)
@@ -11598,7 +11598,7 @@ int skill_unit_move_sub (struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgˆÚ“®Žžˆ—
+ * スキルユニット移動時処ç†
*------------------------------------------
*/
int skill_unit_move (struct block_list *bl, unsigned int tick, int range)
@@ -11618,7 +11618,7 @@ int skill_unit_move (struct block_list *bl, unsigned int tick, int range)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgŽ©‘̂̈ړ®Žžˆ—(foreachinarea)
+ * スキルユニット自体ã®ç§»å‹•æ™‚処ç†(foreachinarea)
*------------------------------------------
*/
int skill_unit_move_unit_group_sub (struct block_list *bl, va_list ap)
@@ -11653,8 +11653,8 @@ int skill_unit_move_unit_group_sub (struct block_list *bl, va_list ap)
}
/*==========================================
- * ƒXƒLƒ‹ƒ†ƒjƒbƒgŽ©‘̂̈ړ®Žžˆ—
- * ˆø”‚̓Oƒ‹[ƒv‚ƈړ®—Ê
+ * スキルユニット自体ã®ç§»å‹•æ™‚処ç†
+ * 引数ã¯ã‚°ãƒ«ãƒ¼ãƒ—ã¨ç§»å‹•é‡
*------------------------------------------
*/
int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx,
@@ -11704,14 +11704,14 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx,
r_flag = (int *) malloc (sizeof (int) * group->unit_count);
s_flag = (int *) malloc (sizeof (int) * group->unit_count);
m_flag = (int *) malloc (sizeof (int) * group->unit_count);
- memset (r_flag, 0, sizeof (int) * group->unit_count); // Œp³ƒtƒ‰ƒO
- memset (s_flag, 0, sizeof (int) * group->unit_count); // Œp³ƒtƒ‰ƒO
- memset (m_flag, 0, sizeof (int) * group->unit_count); // Œp³ƒtƒ‰ƒO
+ memset (r_flag, 0, sizeof (int) * group->unit_count); // 継承フラグ
+ memset (s_flag, 0, sizeof (int) * group->unit_count); // 継承フラグ
+ memset (m_flag, 0, sizeof (int) * group->unit_count); // 継承フラグ
- //æ‚Ƀtƒ‰ƒO‚ð‘S•”Œˆ‚ß‚é
+ //å…ˆã«ãƒ•ãƒ©ã‚°ã‚’全部決ã‚ã‚‹
for (i = 0; i < group->unit_count; i++)
{
- int move_check = 0; // ‚©‚Ô‚èƒtƒ‰ƒO
+ int move_check = 0; // ã‹ã¶ã‚Šãƒ•ãƒ©ã‚°
unit1 = &group->unit[i];
for (j = 0; j < group->unit_count; j++)
{
@@ -11719,26 +11719,26 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx,
if (unit1->bl.m == m && unit1->bl.x + dx == unit2->bl.x
&& unit1->bl.y + dy == unit2->bl.y)
{
- //ˆÚ“®æ‚Ƀ†ƒjƒbƒg‚ª‚©‚Ô‚Á‚Ä‚½‚ç
- s_flag[i] = 1; // ˆÚ“®‘O‚̃†ƒjƒbƒgƒiƒ“ƒo[‚ÌŒp³ƒtƒ‰ƒOon
- r_flag[j] = 1; // ‚©‚Ԃ郆ƒjƒbƒgƒiƒ“ƒo[‚ÌŽc—¯ƒtƒ‰ƒOon
- move_check = 1; //ƒ†ƒjƒbƒg‚ª‚©‚Ô‚Á‚½B
+ //移動先ã«ãƒ¦ãƒ‹ãƒƒãƒˆãŒã‹ã¶ã£ã¦ãŸã‚‰
+ s_flag[i] = 1; // 移動å‰ã®ãƒ¦ãƒ‹ãƒƒãƒˆãƒŠãƒ³ãƒãƒ¼ã®ç¶™æ‰¿ãƒ•ãƒ©ã‚°on
+ r_flag[j] = 1; // ã‹ã¶ã‚‹ãƒ¦ãƒ‹ãƒƒãƒˆãƒŠãƒ³ãƒãƒ¼ã®æ®‹ç•™ãƒ•ãƒ©ã‚°on
+ move_check = 1; //ユニットãŒã‹ã¶ã£ãŸã€‚
break;
}
}
- if (!move_check) // ƒ†ƒjƒbƒg‚ª‚©‚Ô‚Á‚Ä‚È‚©‚Á‚½‚ç
- m_flag[i] = 1; // ˆÚ“®‘Oƒ†ƒjƒbƒgƒiƒ“ƒo[‚̈ړ®ƒtƒ‰ƒOon
+ if (!move_check) // ユニットãŒã‹ã¶ã£ã¦ãªã‹ã£ãŸã‚‰
+ m_flag[i] = 1; // 移動å‰ãƒ¦ãƒ‹ãƒƒãƒˆãƒŠãƒ³ãƒãƒ¼ã®ç§»å‹•ãƒ•ãƒ©ã‚°on
}
- //ƒtƒ‰ƒO‚ÉŠî‚¢‚ă†ƒjƒbƒgˆÚ“®
+ //フラグã«åŸºã¥ã„ã¦ãƒ¦ãƒ‹ãƒƒãƒˆç§»å‹•
for (i = 0; i < group->unit_count; i++)
{
unit1 = &group->unit[i];
if (m_flag[i])
- { // ˆÚ“®ƒtƒ‰ƒO‚ªon‚Å
+ { // 移動フラグãŒonã§
if (!r_flag[i])
- { // Žc—¯ƒtƒ‰ƒO‚ªoff‚È‚ç
- //’PƒˆÚ“®(range‚àŒp³‚Ì•K—v–³‚µ)
+ { // 残留フラグãŒoffãªã‚‰
+ //å˜ç´”移動(rangeも継承ã®å¿…è¦ç„¡ã—)
int range = unit1->range;
map_delblock (&unit1->bl);
unit1->bl.m = m;
@@ -11760,14 +11760,14 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx,
}
}
else
- { // Žc—¯ƒtƒ‰ƒO‚ªon‚È‚ç
- //‹óƒ†ƒjƒbƒg‚É‚È‚é‚Ì‚ÅAŒp³‰Â”\‚ȃ†ƒjƒbƒg‚ð’T‚·
+ { // 残留フラグãŒonãªã‚‰
+ //空ユニットã«ãªã‚‹ã®ã§ã€ç¶™æ‰¿å¯èƒ½ãªãƒ¦ãƒ‹ãƒƒãƒˆã‚’探ã™
for (j = 0; j < group->unit_count; j++)
{
unit2 = &group->unit[j];
if (s_flag[j] && !r_flag[j])
{
- // Œp³ˆÚ“®(rangeŒp³•t‚«)
+ // 継承移動(range継承付ã)
int range = unit1->range;
map_delblock (&unit2->bl);
unit2->bl.m = m;
@@ -11788,7 +11788,7 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx,
unit2->bl.y + range, 0, &unit2->bl,
gettick ());
}
- s_flag[j] = 0; // Œp³Š®—¹‚µ‚½‚Ì‚Åoff
+ s_flag[j] = 0; // 継承完了ã—ãŸã®ã§off
break;
}
}
@@ -11804,12 +11804,12 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx,
}
/*----------------------------------------------------------------------------
- * ƒAƒCƒeƒ€‡¬
+ * アイテムåˆæˆ
*----------------------------------------------------------------------------
*/
/*----------------------------------------------------------------------------
- * ‰Šú‰»Œn
+ * åˆæœŸåŒ–ç³»
*/
static int scan_stat (char *statname)
@@ -11837,9 +11837,9 @@ static int scan_stat (char *statname)
extern void skill_pool_register (int id); // [Fate] Remember that a certain skill ID belongs to a pool skill
/*==========================================
- * ƒXƒLƒ‹ŠÖŒWƒtƒ@ƒCƒ‹“Ç‚Ýž‚Ý
- * skill_db.txt ƒXƒLƒ‹ƒf[ƒ^
- * skill_cast_db.txt ƒXƒLƒ‹‚̉r¥ŽžŠÔ‚ƃfƒBƒŒƒCƒf[ƒ^
+ * スキル関係ファイル読ã¿è¾¼ã¿
+ * skill_db.txt スキルデータ
+ * skill_cast_db.txt スキルã®è© å”±æ™‚é–“ã¨ãƒ‡ã‚£ãƒ¬ã‚¤ãƒ‡ãƒ¼ã‚¿
*------------------------------------------
*/
int skill_readdb (void)
@@ -12285,7 +12285,7 @@ void skill_reload (void)
}
/*==========================================
- * ƒXƒLƒ‹ŠÖŒW‰Šú‰»ˆ—
+ * スキル関係åˆæœŸåŒ–処ç†
*------------------------------------------
*/
int do_init_skill (void)