From ead4630c475d929deb3132e7afc1ae1a2932eb7f Mon Sep 17 00:00:00 2001 From: Ben Longbons Date: Wed, 2 Mar 2011 17:04:45 -0800 Subject: convert from SHIFT-JIS files with errors --- src/map/atcommand.c | 30 +- src/map/skill.c | 2842 +++++++++++++++++++++++++-------------------------- 2 files changed, 1436 insertions(+), 1436 deletions(-) (limited to 'src/map') 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[]構造䜓の定矩 *------------------------------------------ */ @@ -619,7 +619,7 @@ int e_mail_check (unsigned char *email) } /*========================================== - * get_atcommand_level @ƒRƒ}ƒ“ƒh‚Ì•K—vƒŒƒxƒ‹‚ðŽæ“Ÿ + * get_atcommand_level @コマンドの必芁レベルを取埗 *------------------------------------------ */ 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 @コマンドに存圚するかどうか確認する *------------------------------------------ */ 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‚ + //この文を远加 by れ 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 + { //人数分ルヌプ 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‚̐F•ÏX + //服の色倉曎 if (cloth_color != 0 && sd->status.sex == 1 && (sd->status.class == 12 || sd->status.class == 17)) { - //•ž‚̐F–¢ŽÀ‘•E‚Ì”»’è + //服の色未実装職の刀定 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); // ‘Œl‚É‚à¬Œ÷‚ð’Ê’m + clif_produceeffect (sd, 0, item_id); // 補造゚フェクトパケット + clif_misceffect (&sd->bl, 3); // 他人にも成功を通知 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‚őΏۃLƒƒƒ‰‚̃Œƒxƒ‹‚ðã‚°‚é + * atcommand_character_baselevel @charbaselvlで察象キャラのレベルを䞊げる *------------------------------------------ */ 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; //³íI—¹ + return 0; //正垞終了 } /*========================================== - * atcommand_character_joblevel @charjoblvl‚őΏۃLƒƒƒ‰‚ÌJobƒŒƒxƒ‹‚ðã‚°‚é + * atcommand_character_joblevel @charjoblvlで察象キャラのJobレベルを䞊げる *------------------------------------------ */ 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‚̏ꍇ‚ÌŒ³‚̐E‹Æ‚ðŽZo‚·‚é + //転生や逊子の堎合の元の職業を算出する 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‹‚̍ō‚‚ª70 + if ((pl_s_class.job == 23) || (pl_s_class.upper == 1 && pl_s_class.type == 2)) //スパノビず転生職はJobレベルの最高が70 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[‚ðI—¹‚³‚¹‚é + * @mapexitでマップサヌバヌを終了させる *------------------------------------------ */ 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 #include @@ -31,92 +31,92 @@ #define STATE_BLIND 0x10 -/* ƒXƒLƒ‹”ԍ†„ƒXƒe[ƒ^ƒXˆÙí”ԍ†•ÏŠ·ƒe[ƒuƒ‹ */ -int SkillStatusChangeTable[] = { /* skill.h‚Ìenum‚ÌSC_***‚Æ‚ ‚킹‚邱‚Æ */ +/* スキル番号ステヌタス異垞番号倉換テヌブル */ +int SkillStatusChangeTable[] = { /* skill.hのenumのSC_***ずあわせるこず */ /* 0- */ -1, -1, -1, -1, -1, -1, - SC_PROVOKE, /* ƒvƒƒ{ƒbƒN */ + SC_PROVOKE, /* プロボック */ -1, 1, -1, /* 10- */ - SC_SIGHT, /* ƒTƒCƒg */ + SC_SIGHT, /* サむト */ -1, -1, -1, -1, - SC_FREEZE, /* ƒtƒƒXƒgƒ_ƒCƒo[ */ - SC_STONE, /* ƒXƒg[ƒ“ƒJ[ƒX */ + SC_FREEZE, /* フロストダむバヌ */ + SC_STONE, /* ストヌンカヌス */ -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, /* 速床増加 */ /* 30- */ - SC_DECREASEAGI, /* ‘¬“xŒž­ */ + SC_DECREASEAGI, /* 速床枛少 */ -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, /* ゚ンゞェラス */ + SC_BLESSING, /* ブレッシング */ -1, -1, -1, -1, -1, /* 40- */ -1, -1, -1, -1, -1, - SC_CONCENTRATE, /* W’†—ÍŒüã */ + SC_CONCENTRATE, /* 集䞭力向䞊 */ -1, -1, -1, -1, /* 50- */ -1, - SC_HIDING, /* ƒnƒCƒfƒBƒ“ƒO */ + SC_HIDING, /* ハむディング */ -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‘̍~•Ÿ */ + SC_IMPOSITIO, /* むンポシティオマヌス */ + SC_SUFFRAGIUM, /* サフラギりム */ + SC_ASPERSIO, /* アスペルシオ */ + SC_BENEDICTIO, /* 聖䜓降犏 */ /* 70- */ -1, SC_SLOWPOISON, -1, - SC_KYRIE, /* ƒLƒŠƒGƒGƒŒƒCƒ\ƒ“ */ - SC_MAGNIFICAT, /* ƒ}ƒOƒjƒtƒBƒJ[ƒg */ - SC_GLORIA, /* ƒOƒƒŠƒA */ - SC_DIVINA, /* ƒŒƒbƒNƒXƒfƒBƒr[ƒi */ + SC_KYRIE, /* キリ゚゚レむ゜ン */ + SC_MAGNIFICAT, /* マグニフィカヌト */ + SC_GLORIA, /* グロリア */ + SC_DIVINA, /* レックスディビヌナ */ -1, - SC_AETERNA, /* ƒŒƒbƒNƒXƒG[ƒeƒ‹ƒi */ + SC_AETERNA, /* レックス゚ヌテルナ */ -1, /* 80- */ -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, /* 90- */ -1, -1, - SC_QUAGMIRE, /* ƒNƒ@ƒOƒ}ƒCƒA */ + SC_QUAGMIRE, /* クァグマむア */ -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, /* りェポンパヌフェクション */ + SC_OVERTHRUST, /* オヌバヌトラスト */ + SC_MAXIMIZEPOWER, /* マキシマむズパワヌ */ -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, /* クロヌキング */ + SC_STAN, /* ゜ニックブロヌ */ -1, - SC_ENCPOISON, /* ƒGƒ“ƒ`ƒƒƒ“ƒgƒ|ƒCƒYƒ“ */ - SC_POISONREACT, /* ƒ|ƒCƒYƒ“ƒŠƒAƒNƒg */ + SC_ENCPOISON, /* ゚ンチャントポむズン */ + SC_POISONREACT, /* ポむズンリアクト */ /* 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ヌ */ -1, - SC_TRICKDEAD, /* Ž€‚ñ‚Ÿ‚Ó‚è */ + SC_TRICKDEAD, /* 死んだふり */ -1, -1, -1, -1, -1, -1, /* 150- */ -1, -1, -1, -1, -1, - SC_LOUD, /* ƒ‰ƒEƒhƒ{ƒCƒX */ + SC_LOUD, /* ラりドボむス */ -1, - SC_ENERGYCOAT, /* ƒGƒiƒW[ƒR[ƒg */ + SC_ENERGYCOAT, /* ゚ナゞヌコヌト */ -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 */ +/* スキルデヌタベヌス */ 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]; } -/* ƒvƒƒgƒ^ƒCƒv */ +/* プロトタむプ */ 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‚ê‚œ‚¢‚ȁj */ +/* スキルナニットIDを返すこれもデヌタベヌスに入れたいな */ int skill_get_unit_id (int id, int flag) { switch (id) { case MG_SAFETYWALL: - return 0x7e; /* ƒZƒCƒtƒeƒBƒEƒH[ƒ‹ */ + return 0x7e; /* セむフティりォヌル */ case MG_FIREWALL: - return 0x7f; /* ƒtƒ@ƒCƒA[ƒEƒH[ƒ‹ */ + return 0x7f; /* ファむアヌりォヌル */ case AL_WARP: - return (flag == 0) ? 0x81 : 0x80; /* ƒ[ƒvƒ|[ƒ^ƒ‹ */ + return (flag == 0) ? 0x81 : 0x80; /* ワヌプポヌタル */ case PR_BENEDICTIO: - return 0x82; /* ¹‘̍~•Ÿ */ + return 0x82; /* 聖䜓降犏 */ case PR_SANCTUARY: - return 0x83; /* ƒTƒ“ƒNƒ`ƒ…ƒAƒŠ */ + return 0x83; /* サンクチュアリ */ case PR_MAGNUS: - return 0x84; /* ƒ}ƒOƒkƒXƒGƒNƒ\ƒVƒYƒ€ */ + return 0x84; /* マグヌス゚ク゜シズム */ case AL_PNEUMA: - return 0x85; /* ƒjƒ…[ƒ} */ + return 0x85; /* ニュヌマ */ case MG_THUNDERSTORM: - return 0x86; /* ƒTƒ“ƒ_[ƒXƒg[ƒ€ */ + return 0x86; /* サンダヌストヌム */ case WZ_HEAVENDRIVE: - return 0x86; /* ƒwƒ”ƒ“ƒYƒhƒ‰ƒCƒu */ + return 0x86; /* ヘノンズドラむブ */ case WZ_SIGHTRASHER: - return 0x86; /* ƒTƒCƒgƒ‰ƒbƒVƒƒ[ */ + return 0x86; /* サむトラッシャヌ */ case WZ_METEOR: - return 0x86; /* ƒƒeƒIƒXƒg[ƒ€ */ + return 0x86; /* メテオストヌム */ case WZ_VERMILION: - return 0x86; /* ƒ[ƒhƒIƒuƒ”ƒ@[ƒ~ƒŠƒIƒ“ */ + return 0x86; /* ロヌドオブノァヌミリオン */ case WZ_FROSTNOVA: - return 0x86; /* ƒtƒƒXƒgƒmƒ”ƒ@ */ + return 0x86; /* フロストノノァ */ case WZ_STORMGUST: - return 0x86; /* ƒXƒg[ƒ€ƒKƒXƒg(‚Æ‚è‚ ‚Š‚žLoV‚Æ“¯‚¶‚ŏˆ—) */ + return 0x86; /* ストヌムガスト(ずりあえずLoVず同じで凊理) */ case CR_GRANDCROSS: - return 0x86; /* ƒOƒ‰ƒ“ƒhƒNƒƒX */ + 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; /* ファむアヌピラヌ */ case HT_TALKIEBOX: - return 0x99; /* ƒg[ƒL[ƒ{ƒbƒNƒX */ + return 0x99; /* トヌキヌボックス */ case WZ_ICEWALL: - return 0x8d; /* ƒAƒCƒXƒEƒH[ƒ‹ */ + return 0x8d; /* アむスりォヌル */ case WZ_QUAGMIRE: - return 0x8e; /* ƒNƒ@ƒOƒ}ƒCƒA */ + return 0x8e; /* クァグマむア */ case HT_BLASTMINE: - return 0x8f; /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */ + return 0x8f; /* ブラストマむン */ 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; /* アンクルスネア */ 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; /* ランドマむン */ case HT_SHOCKWAVE: - return 0x94; /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */ + return 0x94; /* ショックりェヌブトラップ */ case HT_SANDMAN: - return 0x95; /* ƒTƒ“ƒhƒ}ƒ“ */ + return 0x95; /* サンドマン */ case HT_FLASHER: - return 0x96; /* ƒtƒ‰ƒbƒVƒƒ[ */ + return 0x96; /* フラッシャヌ */ case HT_FREEZINGTRAP: - return 0x97; /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */ + return 0x97; /* フリヌゞングトラップ */ case HT_CLAYMORETRAP: - return 0x98; /* ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv */ + return 0x98; /* クレむモアヌトラップ */ case SA_VOLCANO: - return 0x9a; /* ƒ{ƒ‹ƒP[ƒm */ + return 0x9a; /* ボルケヌノ */ case SA_DELUGE: - return 0x9b; /* ƒfƒŠƒ…[ƒW */ + return 0x9b; /* デリュヌゞ */ case SA_VIOLENTGALE: - return 0x9c; /* ƒoƒCƒIƒŒƒ“ƒgƒQƒCƒ‹ */ + return 0x9c; /* バむオレントゲむル */ case SA_LANDPROTECTOR: - return 0x9d; /* ƒ‰ƒ“ƒhƒvƒƒeƒNƒ^[ */ + return 0x9d; /* ランドプロテクタヌ */ case BD_LULLABY: - return 0x9e; /* ŽqŽç‰Ì */ + return 0x9e; /* 子守歌 */ case BD_RICHMANKIM: - return 0x9f; /* ƒjƒˆƒ‹ƒh‚̉ƒ */ + return 0x9f; /* ニペルドの宎 */ case BD_ETERNALCHAOS: - return 0xa0; /* ‰i‰“‚̍¬“× */ + return 0xa0; /* 氞遠の混沌 */ case BD_DRUMBATTLEFIELD: - return 0xa1; /* í‘ŸŒÛ‚Ì‹¿‚« */ + return 0xa1; /* 戊倪錓の響き */ case BD_RINGNIBELUNGEN: - return 0xa2; /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ + return 0xa2; /* ニヌベルングの指茪 */ case BD_ROKISWEIL: - return 0xa3; /* ƒƒL‚Ì‹©‚Ñ */ + return 0xa3; /* ロキの叫び */ case BD_INTOABYSS: - return 0xa4; /* [•£‚Ì’†‚É */ + return 0xa4; /* 深淵の䞭に */ case BD_SIEGFRIED: - return 0xa5; /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ + return 0xa5; /* 䞍死身のゞヌクフリヌド */ case BA_DISSONANCE: - return 0xa6; /* •s‹Š˜a‰¹ */ + return 0xa6; /* 䞍協和音 */ case BA_WHISTLE: - return 0xa7; /* Œû“J */ + return 0xa7; /* 口笛 */ case BA_ASSASSINCROSS: - return 0xa8; /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */ + return 0xa8; /* 倕陜のアサシンクロス */ case BA_POEMBRAGI: - return 0xa9; /* ƒuƒ‰ƒM‚ÌŽ */ + return 0xa9; /* ブラギの詩 */ case BA_APPLEIDUN: - return 0xaa; /* ƒCƒhƒDƒ“‚Ì—ÑŒç */ + return 0xaa; /* むドゥンの林檎 */ case DC_UGLYDANCE: - return 0xab; /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */ + return 0xab; /* 自分勝手なダンス */ case DC_HUMMING: - return 0xac; /* ƒnƒ~ƒ“ƒO */ + return 0xac; /* ハミング */ case DC_DONTFORGETME: - return 0xad; /* Ž„‚ð–Y‚ê‚È‚¢‚Łc */ + return 0xad; /* 私を忘れないで  */ case DC_FORTUNEKISS: - return 0xae; /* K‰^‚̃LƒX */ + return 0xae; /* 幞運のキス */ case DC_SERVICEFORYOU: - return 0xaf; /* ƒT[ƒrƒXƒtƒH[ƒ†[ */ + return 0xaf; /* サヌビスフォヌナヌ */ 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; /* デモンストレヌション */ case WE_CALLPARTNER: - return 0xb2; /* ‚ ‚È‚œ‚Ɉ§‚¢‚œ‚¢ */ + return 0xb2; /* あなたに逢いたい */ case PA_GOSPEL: - return 0xb3; /* ƒSƒXƒyƒ‹ */ + return 0xb3; /* ゎスペル */ case HP_BASILICA: - return 0xb4; /* ƒoƒWƒŠƒJ */ + return 0xb4; /* バゞリカ */ case PF_FOGWALL: - return 0xb6; /* ƒtƒHƒOƒEƒH[ƒ‹ */ + return 0xb6; /* フォグりォヌル */ case PF_SPIDERWEB: - return 0xb7; /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */ + return 0xb7; /* スパむダヌりェッブ */ } return 0; /* - * 0x89,0x8a,0x8b •\ŽŠ–³‚µ - * 0x9a ‰Š‘®«‚̉r¥‚Ý‚œ‚¢‚ȃGƒtƒFƒNƒg - * 0x9b …‘®«‚̉r¥‚Ý‚œ‚¢‚ȃGƒtƒFƒNƒg - * 0x9c •—‘®«‚̉r¥‚Ý‚œ‚¢‚ȃGƒtƒFƒNƒg - * 0x9d ”’‚¢¬‚³‚ȃGƒtƒFƒNƒg + * 0x89,0x8a,0x8b 衚瀺無し + * 0x9a 炎属性の詠唱みたいな゚フェクト + * 0x9b 氎属性の詠唱みたいな゚フェクト + * 0x9c 颚属性の詠唱みたいな゚フェクト + * 0x9d 癜い小さな゚フェクト * 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 + * スキル远加効果 *------------------------------------------ */ 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远加効果スキル甚 */ 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—pH + nullpo_retr (0, md = (struct mob_data *) src); //未䜿甚 } 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; - //‘Ώۂ̑ϐ« + //察象の耐性 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‚̑ϐ« + //自分の耐性 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—pH + dstmd = (struct mob_data *) bl; //未䜿甚 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: /* ’ʏíUŒ‚ */ - /* Ž©“®‘é */ + case 0: /* 通垞攻撃 */ + /* 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[ + // スナッチャヌ 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‹}ŠUŒ‚j */ + case SM_BASH: /* バッシュ急所攻撃 */ 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: /* むンベナム */ + case AS_SPLASHER: /* ベナムスプラッシャヌ */ 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: /* ゜ニックブロヌ */ 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: /* フリヌゞングトラップ */ 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: /* ƒtƒƒXƒgƒ_ƒCƒo[ */ - case WZ_FROSTNOVA: /* ƒtƒƒXƒgƒmƒ”ƒ@ */ + case MG_FROSTDIVER: /* フロストダむバヌ */ + case WZ_FROSTNOVA: /* フロストノノァ */ 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: /* ストヌムガスト */ { 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: /* ランドマむン */ 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: /* ショックりェヌブトラップ */ 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: /* 砂たき */ 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: /* Î“Š‚° */ + case TF_THROWSTONE: /* 石投げ */ 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[ƒNƒƒX */ + case CR_HOLYCROSS: /* ホヌリヌクロス */ 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“ƒhƒNƒƒX */ + 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—^‚Ÿ‚ªŠ®‘S‘ϐ«‚É‚Í–³Œø + if ((battle_check_undead (race, battle_get_elem_type (bl)) || race == 6) && MRAND (100) < 100000 * sc_def_int / 100) //匷制付䞎だが完党耐性には無効 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: /* シヌルドチャヌゞ */ 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: /* サプラむズアタック */ 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: /* 子守唄 */ 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‹ */ + /* MOBの远加効果付きスキル */ 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: /* フリヌゞングトラップ */ 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[ƒNƒƒX */ + case PF_FOGWALL: /* ホヌリヌクロス */ 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 */ + { //条件が良く分からないので適圓に 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: /* ゞョむントビヌト */ + //条件が良く分からないので適圓に 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: /* スパむダヌりェッブ */ { int sec = skill_get_time2 (skillid, skilllv); - if (map[src->m].flag.pvp) //PvP‚ł͍S‘©ŽžŠÔ”ŒŒžH + if (map[src->m].flag.pvp) //PvPでは拘束時間半枛 sec = sec / 2; battle_stopwalking (bl, 1); skill_status_change_start (bl, SC_SPIDERWEB, skilllv, 0, 0, 0, sec, 0); } break; - case ASC_METEORASSAULT: /* ƒƒeƒIƒAƒTƒ‹ƒg */ - if (MRAND (100) < (15 + skilllv * 5) * sc_def_vit / 100) //ó‘Ԉُí‚͏ڍׂª•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) //状態異垞は詳现が分からないので適圓に 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‚¢‚æ‚€‚É‚È‚é + case MO_EXTREMITYFIST: /* 阿修矅芇凰拳 */ + //阿修矅を䜿うず5分間自然回埩しないようになる 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 */ + { /* カヌドによる远加効果 */ int i; int sc_def_card = 100; for (i = SC_STONE; i <= SC_BLIND; i++) { - //‘Ώۂɏó‘Ԉُí + //察象に状態異垞 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‚éˆÙí”­“® %d %d\n", + ("PC %d skill_addeff: cardによる異垞発動 %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‚éˆÙí”­“® %d %d\n", + ("PC %d skill_addeff: cardによる異垞発動 %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‚ɏó‘Ԉُí + //自分に状態異垞 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‚éˆÙí”­“® %d %d\n", + ("PC %d skill_addeff: cardによる異垞発動 %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‚éˆÙí”­“® %d %d\n", + ("PC %d skill_addeff: cardによる異垞発動 %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‚΂µˆ— + スキル攻撃吹き飛ばし凊理 -------------------------------------------------------------------------*/ 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 */ + { /* 指定なしなら䜍眮関係から方向を求める */ 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‚ɏo‚œ‚̂ŏÁ‹Ž */ + if (sd) /* 画面倖に出たので消去 */ 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){ //‘Ώۂªƒ_ƒ“ƒX’†‚Ȃ̂ŃGƒtƒFƒNƒg‚àˆÚ“® +/*ダンス䞭に゚フェクトは移動しないらしい + if(sc_data && sc_data[SC_DANCING].timer!=-1){ //察象がダンス䞭なので゚フェクトも移動 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‚«‚œ‚Ì‚Å•\ŽŠ */ + { /* 画面内に入っおきたので衚瀺 */ 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); /* スキルナニットの刀定 */ return 0; } /* * ========================================================================= - * ƒXƒLƒ‹UŒ‚Œø‰Êˆ—‚Ü‚Æ‚ß - * flag‚Ìà–ŸB16i} + * スキル攻撃効果凊理たずめ + * flagの説明。16進図 * 00XRTTff - * ff = magic‚ÅŒvŽZ‚É“n‚³‚ê‚éj - * TT = ƒpƒPƒbƒg‚Ìtype•”•ª(0‚ŃfƒtƒHƒ‹ƒgj - * X = ƒpƒPƒbƒg‚̃XƒLƒ‹Lv - * R = —\–ñiskill_area_sub‚ÅŽg—p‚·‚éj + * ff = magicで蚈算に枡される + * TT = パケットのtype郚分(0でデフォルト + * X = パケットのスキルLv + * R = 予玄skill_area_subで䜿甚する *------------------------------------------------------------------------- */ @@ -1690,76 +1690,76 @@ int skill_attack (int attack_type, struct block_list *src, sc_data = battle_get_sc_data (bl); -//‰œ‚à‚µ‚È‚¢”»’肱‚±‚©‚ç - if (dsrc->m != bl->m) //‘Ώۂª“¯‚¶ƒ}ƒbƒv‚É‚¢‚È‚¯‚ê‚Ήœ‚à‚µ‚È‚¢ +//䜕もしない刀定ここから + if (dsrc->m != bl->m) //察象が同じマップにいなければ䜕もしない return 0; - if (src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prev‚æ‚­‚í‚©‚ç‚È‚¢Š + if (src->prev == NULL || dsrc->prev == NULL || bl->prev == NULL) //prevよくわからない※ return 0; - if (src->type == BL_PC && pc_isdead ((struct map_session_data *) src)) //pŽÒH‚ªPC‚Å‚·‚Å‚ÉŽ€‚ñ‚Å‚¢‚œ‚牜‚à‚µ‚È‚¢ + if (src->type == BL_PC && pc_isdead ((struct map_session_data *) src)) //術者がPCですでに死んでいたら䜕もしない return 0; - if (dsrc->type == BL_PC && pc_isdead ((struct map_session_data *) dsrc)) //pŽÒH‚ªPC‚Å‚·‚Å‚ÉŽ€‚ñ‚Å‚¢‚œ‚牜‚à‚µ‚È‚¢ + if (dsrc->type == BL_PC && pc_isdead ((struct map_session_data *) dsrc)) //術者がPCですでに死んでいたら䜕もしない return 0; - if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl)) //‘ΏۂªPC‚Å‚·‚Å‚ÉŽ€‚ñ‚Å‚¢‚œ‚牜‚à‚µ‚È‚¢ + if (bl->type == BL_PC && pc_isdead ((struct map_session_data *) bl)) //察象がPCですでに死んでいたら䜕もしない return 0; if (skillnotok (skillid, (struct map_session_data *) bl)) return 0; // [MouseJstr] if (sc_data && sc_data[SC_HIDING].timer != -1) - { //ƒnƒCƒfƒBƒ“ƒOó‘Ô‚Å - if (skill_get_pl (skillid) != 2) //ƒXƒLƒ‹‚Ì‘®«‚ª’n‘®«‚Å‚È‚¯‚ê‚Ήœ‚à‚µ‚È‚¢ + { //ハむディング状態で + if (skill_get_pl (skillid) != 2) //スキルの属性が地属性でなければ䜕もしない return 0; } - if (sc_data && sc_data[SC_TRICKDEAD].timer != -1) //Ž€‚ñ‚Ÿ‚Ó‚è’†‚͉œ‚à‚µ‚È‚¢ + if (sc_data && sc_data[SC_TRICKDEAD].timer != -1) //死んだふり䞭は䜕もしない return 0; if (skillid == WZ_STORMGUST) - { //Žg—pƒXƒLƒ‹‚ªƒXƒg[ƒ€ƒKƒXƒg‚Å - if (sc_data && sc_data[SC_FREEZE].timer != -1) //“€Œ‹ó‘ԂȂ牜‚à‚µ‚È‚¢ + { //䜿甚スキルがストヌムガストで + if (sc_data && sc_data[SC_FREEZE].timer != -1) //凍結状態なら䜕もしない return 0; } - if (skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //Žg—pƒXƒLƒ‹‚ªƒtƒƒXƒgƒmƒ”ƒ@‚ŁAdsrc‚Æbl‚ª“¯‚¶êŠ‚Ȃ牜‚à‚µ‚È‚¢ + if (skillid == WZ_FROSTNOVA && dsrc->x == bl->x && dsrc->y == bl->y) //䜿甚スキルがフロストノノァで、dsrcずblが同じ堎所なら䜕もしない return 0; - if (src->type == BL_PC && ((struct map_session_data *) src)->chatID) //pŽÒ‚ªPC‚Ń`ƒƒƒbƒg’†‚Ȃ牜‚à‚µ‚È‚¢ + if (src->type == BL_PC && ((struct map_session_data *) src)->chatID) //術者がPCでチャット䞭なら䜕もしない return 0; - if (dsrc->type == BL_PC && ((struct map_session_data *) dsrc)->chatID) //pŽÒ‚ªPC‚Ń`ƒƒƒbƒg’†‚Ȃ牜‚à‚µ‚È‚¢ + if (dsrc->type == BL_PC && ((struct map_session_data *) dsrc)->chatID) //術者がPCでチャット䞭なら䜕もしない return 0; if (src->type == BL_PC && bl && mob_gvmobcheck (((struct map_session_data *) src), bl) == 0) return 0; -//‰œ‚à‚µ‚È‚¢”»’肱‚±‚Ü‚Å +//䜕もしない刀定ここたで 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); //ダメヌゞ蚈算 -//ƒ}ƒWƒbƒNƒƒbƒhˆ—‚±‚±‚©‚ç +//マゞックロッド凊理ここから if (attack_type & BF_MAGIC && sc_data && sc_data[SC_MAGICROD].timer != -1 && src == dsrc) - { //–‚–@UŒ‚‚Ń}ƒWƒbƒNƒƒbƒhó‘Ô‚Åsrc=dsrc‚È‚ç - dmg.damage = dmg.damage2 = 0; //ƒ_ƒ[ƒW0 + { //魔法攻撃でマゞックロッド状態でsrc=dsrcなら + dmg.damage = dmg.damage2 = 0; //ダメヌゞ0 if (bl->type == BL_PC) - { //‘ΏۂªPC‚̏ꍇ - int sp = skill_get_sp (skillid, skilllv); //Žg—p‚³‚ê‚œƒXƒLƒ‹‚ÌSP‚ð‹zŽû - sp = sp * sc_data[SC_MAGICROD].val2 / 100; //‹zŽû—ŠŒvŽZ - if (skillid == WZ_WATERBALL && skilllv > 1) //ƒEƒH[ƒ^[ƒ{[ƒ‹Lv1ˆÈã - sp = sp / ((skilllv | 1) * (skilllv | 1)); //‚³‚ç‚ÉŒvŽZH + { //察象がPCの堎合 + int sp = skill_get_sp (skillid, skilllv); //䜿甚されたスキルのSPを吞収 + sp = sp * sc_data[SC_MAGICROD].val2 / 100; //吞収率蚈算 + if (skillid == WZ_WATERBALL && skilllv > 1) //りォヌタヌボヌルLv1以䞊 + sp = sp / ((skilllv | 1) * (skilllv | 1)); //さらに蚈算 if (sp > 0x7fff) - sp = 0x7fff; //SP‘œ‚·‚¬‚̏ꍇ‚Í—˜_Å‘å’l + sp = 0x7fff; //SP倚すぎの堎合は理論最倧倀 else if (sp < 1) - sp = 1; //1ˆÈ‰º‚̏ꍇ‚Í1 + sp = 1; //1以䞋の堎合は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 + { //回埩SP+珟圚のSPがMSPより倧きい堎合 + sp = ((struct map_session_data *) bl)->status.max_sp - ((struct map_session_data *) bl)->status.sp; //SPをMSP-珟圚SPにする + ((struct map_session_data *) bl)->status.sp = ((struct map_session_data *) bl)->status.max_sp; //珟圚のSPにMSPを代入 } - else //‰ñ•œSP+Œ»Ý‚ÌSP‚ªMSP‚æ‚菬‚³‚¢ê‡‚͉ñ•œSP‚ð‰ÁŽZ + else //回埩SP+珟圚のSPがMSPより小さい堎合は回埩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•\ŽŠ + clif_heal (((struct map_session_data *) bl)->fd, SP_SP, sp); //SP回埩゚フェクトの衚瀺 ((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}ƒWƒbƒNƒƒbƒhƒGƒtƒFƒNƒg‚ð•\ŽŠ + clif_skill_nodamage (bl, bl, SA_MAGICROD, sc_data[SC_MAGICROD].val1, 1); //マゞックロッド゚フェクトを衚瀺 } -//ƒ}ƒWƒbƒNƒƒbƒhˆ—‚±‚±‚Ü‚Å +//マゞックロッド凊理ここたで 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”»’èHŠ + if (damage <= 0 || damage < dmg.div_) //吹き飛ばし刀定※ dmg.blewcount = 0; if (skillid == CR_GRANDCROSS) - { //ƒOƒ‰ƒ“ƒhƒNƒƒX + { //グランドクロス if (battle_config.gx_disptype) - dsrc = src; // “Gƒ_ƒ[ƒW”’•¶Žš•\ŽŠ + dsrc = src; // 敵ダメヌゞ癜文字衚瀺 if (src == bl) - type = 4; // ”œ“®‚̓_ƒ[ƒWƒ‚[ƒVƒ‡ƒ“‚È‚µ + type = 4; // 反動はダメヌゞモヌションなし } -//Žg—pŽÒ‚ªPC‚̏ꍇ‚̏ˆ—‚±‚±‚©‚ç +//䜿甚者がPCの堎合の凊理ここから if (src->type == BL_PC) { struct map_session_data *sd = (struct map_session_data *) src; nullpo_retr (0, sd); -//˜A‘ŏ¶(MO_CHAINCOMBO)‚±‚±‚©‚ç +//連打掌(MO_CHAINCOMBO)ここから 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); //基本ディレむの蚈算 if (damage < battle_get_hp (bl)) - { //ƒ_ƒ[ƒW‚ª‘ΏۂÌHP‚æ‚菬‚³‚¢ê‡ - if (pc_checkskill (sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //–Ò—ŽŒ(MO_COMBOFINISH)Žæ“Ÿ•‹C‹…•ÛŽŽž‚Í+300ms - delay += 300 * battle_config.combo_delay_rate / 100; //’ljÁƒfƒBƒŒƒC‚ðconf‚É‚æ‚è’²® + { //ダメヌゞが察象のHPより小さい堎合 + if (pc_checkskill (sd, MO_COMBOFINISH) > 0 && sd->spiritball > 0) //猛韍拳(MO_COMBOFINISH)取埗気球保持時は+300ms + delay += 300 * battle_config.combo_delay_rate / 100; //远加ディレむをconfにより調敎 - 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); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay (src, delay); //ƒRƒ“ƒ{ƒfƒBƒŒƒCƒpƒPƒbƒg‚Ì‘—M + clif_combo_delay (src, delay); //コンボディレむパケットの送信 } -//˜A‘ŏ¶(MO_CHAINCOMBO)‚±‚±‚Ü‚Å -//–Ò—ŽŒ(MO_COMBOFINISH)‚±‚±‚©‚ç +//連打掌(MO_CHAINCOMBO)ここたで +//猛韍拳(MO_COMBOFINISH)ここから 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“Ÿ•‹C‹…4ŒÂ•ÛŽ•”š—ô”g“®(MO_EXPLOSIONSPIRITS)ó‘ÔŽž‚Í+300ms - //•šŒÕŒ(CH_TIGERFIST)Žæ“ŸŽž‚à+300ms + //阿修矅芇凰拳(MO_EXTREMITYFIST)取埗気球4個保持爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+300ms + //䌏虎拳(CH_TIGERFIST)取埗時も+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; //远加ディレむをconfにより調敎 - 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); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay (src, delay); //ƒRƒ“ƒ{ƒfƒBƒŒƒCƒpƒPƒbƒg‚Ì‘—M + clif_combo_delay (src, delay); //コンボディレむパケットの送信 } -//–Ò—ŽŒ(MO_COMBOFINISH)‚±‚±‚Ü‚Å -//•šŒÕŒ(CH_TIGERFIST)‚±‚±‚©‚ç +//猛韍拳(MO_COMBOFINISH)ここたで +//䌏虎拳(CH_TIGERFIST)ここから 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“ŸŽž‚Í+300ms - delay += 300 * battle_config.combo_delay_rate / 100; //’ljÁƒfƒBƒŒƒC‚ðconf‚É‚æ‚è’²® + if (pc_checkskill (sd, CH_CHAINCRUSH) > 0) //連柱厩撃(CH_CHAINCRUSH)取埗時は+300ms + delay += 300 * battle_config.combo_delay_rate / 100; //远加ディレむをconfにより調敎 - 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); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay (src, delay); //ƒRƒ“ƒ{ƒfƒBƒŒƒCƒpƒPƒbƒg‚Ì‘—M + clif_combo_delay (src, delay); //コンボディレむパケットの送信 } -//•šŒÕŒ(CH_TIGERFIST)‚±‚±‚Ü‚Å -//˜A’Œ•öŒ‚(CH_CHAINCRUSH)‚±‚±‚©‚ç +//䌏虎拳(CH_TIGERFIST)ここたで +//連柱厩撃(CH_CHAINCRUSH)ここから 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“Ÿ•‹C‹…4ŒÂ•ÛŽ•”š—ô”g“®(MO_EXPLOSIONSPIRITS)ó‘ÔŽž‚Í+300ms + //阿修矅芇凰拳(MO_EXTREMITYFIST)取埗気球4個保持爆裂波動(MO_EXPLOSIONSPIRITS)状態時は+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; //远加ディレむをconfにより調敎 - 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); //コンボ状態に } sd->attackabletime = sd->canmove_tick = tick + delay; - clif_combo_delay (src, delay); //ƒRƒ“ƒ{ƒfƒBƒŒƒCƒpƒPƒbƒg‚Ì‘—M + clif_combo_delay (src, delay); //コンボディレむパケットの送信 } -//˜A’Œ•öŒ‚(CH_CHAINCRUSH)‚±‚±‚Ü‚Å +//連柱厩撃(CH_CHAINCRUSH)ここたで } -//Žg—pŽÒ‚ªPC‚̏ꍇ‚̏ˆ—‚±‚±‚Ü‚Å -//•ŠíƒXƒLƒ‹H‚±‚±‚©‚ç +//䜿甚者がPCの堎合の凊理ここたで +//歊噚スキルここから //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‚ ‚聕Žg—pŽÒ‚ƑΏێ҂ªˆá‚€•src=dsrc + { //歊噚スキルダメヌゞあり䜿甚者ず察象者が違うsrc=dsrc if (dmg.flag & BF_SHORT) - { //‹ß‹——£UŒ‚ŽžHŠ + { //近距離攻撃時※ if (bl->type == BL_PC) - { //‘ΏۂªPC‚ÌŽž + { //察象がPCの時 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‚µHŠ + { //近距離攻撃跳ね返し※ 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 + { //リフレクトシヌルド時 + rdamage += damage * sc_data[SC_REFLECTSHIELD].val2 / 100; //跳ね返し蚈算 if (rdamage < 1) rdamage = 1; } } else if (dmg.flag & BF_LONG) - { //‰“‹——£UŒ‚ŽžHŠ + { //遠距離攻撃時※ if (bl->type == BL_PC) - { //‘ΏۂªPC‚ÌŽž + { //察象がPCの時 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‚µHŠ + { //遠距離攻撃跳ね返し※ 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 +//歊噚スキルここたで 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‚΂µˆ—‚Æ‚»‚̃pƒPƒbƒg */ + { /* 吹き飛ばし凊理ずそのパケット */ 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 (); - /* ŽÀÛ‚Ƀ_ƒ[ƒWˆ—‚ðs‚€ */ + /* 実際にダメヌゞ凊理を行う */ 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‹‚ðÁ‚· + //既に盗んでいるスキルがあれば該圓スキルを消す 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 */ + /* ダメヌゞがあるなら远加効果刀定 */ 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—pðŒ‚ÌMOBƒXƒLƒ‹ */ + if (bl->type == BL_MOB && src != bl) /* スキル䜿甚条件の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); /* 䞎ダメを返す */ } /*========================================== - * ƒXƒLƒ‹”͈͍UŒ‚—p(map_foreachinarea‚©‚çŒÄ‚΂ê‚é) - * flag‚ɂ‚¢‚āF16i}‚ðŠm”F + * スキル範囲攻撃甚(map_foreachinareaから呌ばれる) + * flagに぀いお16進図を確認 * MSB <- 00fTffff ->LSB - * T =ƒ^[ƒQƒbƒg‘I‘ð—p(BCT_*) - * ffff=Ž©—R‚ÉŽg—p‰Â”\ - * 0 =—\–ñB0‚ɌŒè + * T =タヌゲット遞択甚(BCT_*) + * ffff=自由に䜿甚可胜 + * 0 =予玄。0に固定 *------------------------------------------ */ -static int skill_area_temp[8]; /* ˆêŽž•Ï”B•K—v‚È‚çŽg‚€B */ +static int skill_area_temp[8]; /* 䞀時倉数。必芁なら䜿う。 */ 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‚ðŽQÆ‚µ‚Ä‚¢‚È‚¢‚Ì‚ÅNULLƒ`ƒFƒbƒN‚Í‚µ‚È‚¢ + src = va_arg (ap, struct block_list *); //ここではsrcの倀を参照しおいないのでNULLチェックはしない 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—pˆ—¬•ª‚¯‚±‚±‚©‚ç + * 範囲スキル䜿甚凊理小分けここから */ -/* ‘Ώۂ̐”‚ðƒJƒEƒ“ƒg‚·‚éBiskill_area_temp[0]‚ð‰Šú‰»‚µ‚Ä‚š‚­‚±‚Ɓj */ +/* 察象の数をカりントする。skill_area_temp[0]を初期化しおおくこず */ 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‚Áž‚ñ‚Å‚¢‚¢‚Ì‚©‚ȁH + target = &tbl; //初期化しおないのにアドレス突っ蟌んでいいのかな 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: /* ŠŠ‚¢ƒWƒ‡[ƒN */ - case DC_SCREAM: /* ƒXƒNƒŠ[ƒ€ */ - range = 15; //Ž‹ŠE‘S‘Ì + case BA_FROSTJOKE: /* 寒いゞョヌク */ + case DC_SCREAM: /* スクリヌム */ + range = 15; //芖界党䜓 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—pˆ—¬•ª‚¯‚±‚±‚Ü‚Å +/* 範囲スキル䜿甚凊理小分けここたで * ------------------------------------------------------------------------- */ /*========================================== - * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹AIDŽw’èUŒ‚Œnj - * iƒXƒpƒQƒbƒeƒB‚ÉŒü‚¯‚Ä‚P•à‘OiI(ƒ_ƒƒ|)j + * スキル䜿甚詠唱完了、ID指定攻撃系 + * スパゲッティに向けお歩前進(ダメポ) *------------------------------------------ */ 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) { - /* •ŠíUŒ‚ŒnƒXƒLƒ‹ */ - case SM_BASH: /* ƒoƒbƒVƒ… */ - case MC_MAMMONITE: /* ƒƒ}[ƒiƒCƒg */ - case AC_DOUBLE: /* ƒ_ƒuƒ‹ƒXƒgƒŒƒCƒtƒBƒ“ƒO */ - case AS_SONICBLOW: /* ƒ\ƒjƒbƒNƒuƒ[ */ - case KN_PIERCE: /* ƒsƒA[ƒX */ - case KN_SPEARBOOMERANG: /* ƒXƒsƒAƒu[ƒƒ‰ƒ“ */ - case 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‹Š˜a‰¹ */ - case CR_HOLYCROSS: /* ƒz[ƒŠ[ƒNƒƒX */ + /* 歊噚攻撃系スキル */ + case SM_BASH: /* バッシュ */ + case MC_MAMMONITE: /* メマヌナむト */ + case AC_DOUBLE: /* ダブルストレむフィング */ + case AS_SONICBLOW: /* ゜ニックブロヌ */ + case KN_PIERCE: /* ピアヌス */ + case KN_SPEARBOOMERANG: /* スピアブヌメラン */ + case TF_POISON: /* むンベナム */ + case TF_SPRINKLESAND: /* 砂たき */ + case AC_CHARGEARROW: /* チャヌゞアロヌ */ + case KN_SPEARSTAB: /* スピアスタブ */ + case RG_RAID: /* サプラむズアタック */ + case RG_INTIMIDATE: /* むンティミデむト */ + case BA_MUSICALSTRIKE: /* ミュヌゞカルストラむク */ + case DC_THROWARROW: /* 矢撃ち */ + case BA_DISSONANCE: /* 䞍協和音 */ + case CR_HOLYCROSS: /* ホヌリヌクロス */ case CR_SHIELDCHARGE: case CR_SHIELDBOOMERANG: - /* ˆÈ‰ºMOBê—p */ - /* ’P‘̍UŒ‚ASPŒž­UŒ‚A‰“‹——£UŒ‚A–hŒä–³Ž‹UŒ‚A‘œ’iUŒ‚ */ + /* 以䞋MOB専甚 */ + /* 単䜓攻撃、SP枛少攻撃、遠距離攻撃、防埡無芖攻撃、倚段攻撃 */ case NPC_PIERCINGATT: case NPC_MENTALBREAKER: case NPC_RANGEATTACK: case NPC_CRITICALSLASH: case NPC_COMBOATTACK: - /* •K’†UŒ‚A“ōUŒ‚AˆÃ•UŒ‚A’Ÿ–ٍUŒ‚AƒXƒ^ƒ“UŒ‚ */ + /* 必䞭攻撃、毒攻撃、暗黒攻撃、沈黙攻撃、スタン攻撃 */ case NPC_GUIDEDATTACK: case NPC_POISON: case NPC_BLINDATTACK: case NPC_SILENCEATTACK: case NPC_STUNATTACK: - /* Î‰»UŒ‚AŽô‚¢UŒ‚A‡–°UŒ‚Aƒ‰ƒ“ƒ_ƒ€ATKUŒ‚ */ + /* 石化攻撃、呪い攻撃、睡眠攻撃、ランダムATK攻撃 */ case NPC_PETRIFYATTACK: case NPC_CURSEATTACK: case NPC_SLEEPATTACK: case NPC_RANDOMATTACK: - /* …‘®«UŒ‚A’n‘®«UŒ‚A‰Î‘®«UŒ‚A•—‘®«UŒ‚ */ + /* 氎属性攻撃、地属性攻撃、火属性攻撃、颚属性攻撃 */ case NPC_WATERATTACK: case NPC_GROUNDATTACK: case NPC_FIREATTACK: case NPC_WINDATTACK: - /* “Å‘®«UŒ‚A¹‘®«UŒ‚AˆÅ‘®«UŒ‚A”O‘®«UŒ‚ASPŒž­UŒ‚ */ + /* 毒属性攻撃、聖属性攻撃、闇属性攻撃、念属性攻撃、SP枛少攻撃 */ 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: /* オヌラブレヌド */ + case LK_SPIRALPIERCE: /* スパむラルピアヌス */ + case LK_HEADCRUSH: /* ヘッドクラッシュ */ + case LK_JOINTBEAT: /* ゞョむントビヌト */ + case PA_PRESSURE: /* プレッシャヌ */ + case PA_SACRIFICE: /* サクリファむス */ + case SN_SHARPSHOOTING: /* シャヌプシュヌティング */ + case CG_ARROWVULCAN: /* アロヌバルカン */ + case ASC_BREAKER: /* ゜りルブレヌカヌ */ + case HW_MAGICCRASHER: /* マゞッククラッシャヌ */ 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: /* 発勁 */ { 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: /* バックスタブ */ { 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‰ðœ + skill_status_change_end (src, SC_HIDING, -1); // ハむディング解陀 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: /* アシッドテラヌ */ 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: /* 指匟 */ { 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‘ŏ¶ */ + 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—ŽŒ */ - case CH_TIGERFIST: /* •šŒÕŒ */ - case CH_CHAINCRUSH: /* ˜A’Œ•öŒ‚ */ - case CH_PALMSTRIKE: /* –ҌՍd”hŽR */ + case MO_COMBOFINISH: /* 猛韍拳 */ + case CH_TIGERFIST: /* 䌏虎拳 */ + case CH_CHAINCRUSH: /* 連柱厩撃 */ + case CH_PALMSTRIKE: /* 猛虎硬掟山 */ skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, flag); break; - case MO_EXTREMITYFIST: /* ˆ¢C—…”e–PŒ */ + case MO_EXTREMITYFIST: /* 阿修矅芇鳳拳 */ { 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”͈͍UŒ‚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: /* ƒƒeƒIƒAƒTƒ‹ƒg */ + /* 歊噚系範囲攻撃スキル */ + case AC_SHOWER: /* アロヌシャワヌ */ + case SM_MAGNUM: /* マグナムブレむク */ + case AS_GRIMTOOTH: /* グリムトゥヌス */ + case MC_CARTREVOLUTION: /* カヌトレノォリュヌション */ + 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—^‚Š‚é */ + /* 個別にダメヌゞを䞎える */ if (bl->id != skill_area_temp[1]) { int dist = 0; if (skillid == SM_MAGNUM) - { /* ƒ}ƒOƒiƒ€ƒuƒŒƒCƒN‚È‚ç’†S‚©‚ç‚Ì‹——£‚ðŒvŽZ */ + { /* マグナムブレむクなら䞭心からの距離を蚈算 */ 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[AƒƒeƒIƒAƒTƒ‹ƒg”͈Í5*5 */ + else if (skillid == AC_SHOWER || skillid == ASC_METEORASSAULT) /* アロヌシャワヌ、メテオアサルト範囲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ヌ範囲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は範囲7*7 */ ar = 3; skill_area_temp[1] = bl->id; skill_area_temp[2] = x; skill_area_temp[3] = y; - /* ‚Ü‚žƒ^[ƒQƒbƒg‚ɍUŒ‚‚ð‰Á‚Š‚é */ + /* たずタヌゲットに攻撃を加える */ skill_attack (BF_WEAPON, src, src, bl, skillid, skilllv, tick, 0); - /* ‚»‚ÌŒãƒ^[ƒQƒbƒgˆÈŠO‚͈͓̔à‚Ì“G‘S‘̂ɏˆ—‚ðs‚€ */ + /* その埌タヌゲット以倖の範囲内の敵党䜓に凊理を行う */ 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: /* ボりリングバッシュ */ if (flag & 1) { - /* ŒÂ•Ê‚Ƀ_ƒ[ƒW‚ð—^‚Š‚é */ + /* 個別にダメヌゞを䞎える */ 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; /* ‘Œl‚©‚ç•·‚¢‚œ“®‚«‚È‚Ì‚ÅŠÔˆá‚Á‚Ä‚é‰Â”\«‘偕Œø—Š‚ªˆ«‚¢‚Á‚·„ƒ */ + int i, c; /* 他人から聞いた動きなので間違っおる可胜性倧効率が悪いっす */ 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‘̂ɏˆ—‚ðs‚€ */ + /* その埌タヌゲット以倖の範囲内の敵党䜓に凊理を行う */ 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: /* タヌンアンデッド */ 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: /* ƒtƒƒXƒgƒ_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: /* ゜りルストラむク */ + case MG_COLDBOLT: /* コヌルドボルト */ + case MG_FIREBOLT: /* ファむアヌボルト */ + case MG_LIGHTNINGBOLT: /* ラむトニングボルト */ + case WZ_EARTHSPIKE: /* アヌススパむク */ + case AL_HEAL: /* ヒヌル */ + case AL_HOLYLIGHT: /* ホヌリヌラむト */ + case MG_FROSTDIVER: /* フロストダむバヌ */ + case WZ_JUPITEL: /* ナピテルサンダヌ */ + 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: /* りォヌタヌボヌル */ 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‘̍~•Ÿ */ + case PR_BENEDICTIO: /* 聖䜓降犏 */ if (battle_get_race (bl) == 1 || battle_get_race (bl) == 6) skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick, flag); break; - /* –‚–@Œn”͈͍UŒ‚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: /* ナパヌムビヌト */ + case MG_FIREBALL: /* ファむダヌボヌル */ if (flag & 1) { - /* ŒÂ•Ê‚Ƀ_ƒ[ƒW‚ð—^‚Š‚é */ + /* 個別にダメヌゞを䞎える */ if (bl->id != skill_area_temp[1]) { if (skillid == MG_FIREBALL) - { /* ƒtƒ@ƒCƒ„[ƒ{[ƒ‹‚È‚ç’†S‚©‚ç‚Ì‹——£‚ðŒvŽZ */ + { /* ファむダヌボヌルなら䞭心からの距離を蚈算 */ 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€‚ł͐æ‚ɐ”‚Š‚é */ + { /* ナパヌムでは先に数える */ 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‚žƒ^[ƒQƒbƒg‚ɍUŒ‚‚ð‰Á‚Š‚é */ + /* たずタヌゲットに攻撃を加える */ skill_attack (BF_MAGIC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0]); - /* ‚»‚ÌŒãƒ^[ƒQƒbƒgˆÈŠO‚͈͓̔à‚Ì“G‘S‘̂ɏˆ—‚ðs‚€ */ + /* その埌タヌゲット以倖の範囲内の敵党䜓に凊理を行う */ 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: /* ƒtƒƒXƒgƒmƒ”ƒ@ */ + case WZ_FROSTNOVA: /* フロストノノァ */ 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‘Œ */ - case HT_BLITZBEAT: /* ƒuƒŠƒbƒcƒr[ƒg */ + /* その他 */ + case HT_BLITZBEAT: /* ブリッツビヌト */ if (flag & 1) { - /* ŒÂ•Ê‚Ƀ_ƒ[ƒW‚ð—^‚Š‚é */ + /* 個別にダメヌゞを䞎える */ 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‚žƒ^[ƒQƒbƒg‚ɍUŒ‚‚ð‰Á‚Š‚é */ + /* たずタヌゲットに攻撃を加える */ skill_attack (BF_MISC, src, src, bl, skillid, skilllv, tick, skill_area_temp[0] | (flag & 0xf00000)); - /* ‚»‚ÌŒãƒ^[ƒQƒbƒgˆÈŠO‚͈͓̔à‚Ì“G‘S‘̂ɏˆ—‚ðs‚€ */ + /* その埌タヌゲット以倖の範囲内の敵党䜓に凊理を行う */ 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“ƒhƒNƒƒX */ - /* ƒXƒLƒ‹ƒ†ƒjƒbƒg”z’u */ + case CR_GRANDCROSS: /* グランドクロス */ + /* スキルナニット配眮 */ 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: /* Î“Š‚° */ - case NPC_SMOKING: /* ƒXƒ‚[ƒLƒ“ƒO */ + case TF_THROWSTONE: /* 石投げ */ + case NPC_SMOKING: /* スモヌキング */ 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—^‚Š‚é */ + /* 個別にダメヌゞを䞎える */ 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–‚–@ */ + /* HP吞収/HP吞収魔法 */ 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—pi‰r¥Š®—¹AIDŽw’èŽx‰‡Œnj + * スキル䜿甚詠唱完了、ID指定支揎系 *------------------------------------------ */ 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 + //クラスチェンゞ甚ボスモンスタヌID 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: /* ヒヌル */ { 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[ƒhiƒq[ƒ‹—Ê‚Oj */ + heal = 0; /* 黄金蟲カヌドヒヌル量 */ if (sd) { s_class = pc_calc_base_job (sd->status.class); - if ((skill = pc_checkskill (sd, HP_MEDITATIO)) > 0) // ƒƒfƒBƒeƒCƒeƒBƒI + if ((skill = pc_checkskill (sd, HP_MEDITATIO)) > 0) // メディテむティオ 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‘ΏۂàPCA‘ΏۂªŽ©•ª‚̃p[ƒgƒi[AŽ©•ª‚ªƒXƒpƒmƒrAŽ©•ª‚ªŠ‚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) //自分も察象もPC、察象が自分のパヌトナヌ、自分がスパノビ、自分が♀なら + heal = heal * 2; //スパノビの嫁が旊那にヒヌルするず2倍になる } clif_skill_nodamage (src, bl, skillid, heal, 1); heal_get_jobexp = battle_heal (NULL, bl, heal, 0, 0); - // JOBŒoŒ±’lŠl“Ÿ + // JOB経隓倀獲埗 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; /* PVPで埩掻䞍可胜状態 */ if (pc_isdead (tsd)) - { /* Ž€–S”»’è */ + { /* 死亡刀定 */ 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 */ + { /* オシリスカヌド */ 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: /* ‘¬“xŒž­ */ + case AL_DECAGI: /* 速床枛少 */ 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: /* レックスディビヌナ */ { 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: /* 速床増加 */ + 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‘̍~•Ÿ */ - case CR_PROVIDENCE: /* ƒvƒƒ”ƒBƒfƒ“ƒX */ - case CG_MARIONETTE: /* ƒ}ƒŠƒIƒlƒbƒgƒRƒ“ƒgƒ[ƒ‹ */ + case PR_IMPOSITIO: /* むムポシティオマヌス */ + case PR_LEXAETERNA: /* レックス゚ヌテルナ */ + case PR_SUFFRAGIUM: /* サフラギりム */ + case PR_BENEDICTIO: /* 聖䜓降犏 */ + case CR_PROVIDENCE: /* プロノィデンス */ + case CG_MARIONETTE: /* マリオネットコントロヌル */ 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: /* キリ゚゚レむ゜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: /* オヌトカりンタヌ */ + case KN_TWOHANDQUICKEN: /* ツヌハンドクむッケン */ + case CR_SPEARQUICKEN: /* スピアクむッケン */ 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: /* ポむズンリアクト */ + case MC_LOUD: /* ラりドボむス */ + case MG_ENERGYCOAT: /* ゚ナゞヌコヌト */ + case SM_ENDURE: /* むンデュア */ + case MG_SIGHT: /* サむト */ + case AL_RUWACH: /* ルアフ */ + case MO_EXPLOSIONSPIRITS: // 爆裂波動 + case MO_STEELBODY: // 金剛 + case LK_AURABLADE: /* オヌラブレヌド */ + case LK_PARRYING: /* パリむング */ + case LK_CONCENTRATION: /* コンセントレヌション */ + case LK_BERSERK: /* バヌサヌク */ case HP_ASSUMPTIO: /* */ - case WS_CARTBOOST: /* ƒJ[ƒgƒu[ƒXƒg */ - case SN_SIGHT: /* ƒgƒDƒ‹[ƒTƒCƒg */ - case WS_MELTDOWN: /* ƒƒ‹ƒgƒ_ƒEƒ“ */ - case ST_REJECTSWORD: /* ƒŠƒWƒFƒNƒgƒ\[ƒh */ - case HW_MAGICPOWER: /* –‚–@—Í‘• */ - case PF_MEMORIZE: /* ƒƒ‚ƒ‰ƒCƒY */ + case WS_CARTBOOST: /* カヌトブヌスト */ + case SN_SIGHT: /* トゥルヌサむト */ + case WS_MELTDOWN: /* メルトダりン */ + case ST_REJECTSWORD: /* リゞェクト゜ヌド */ + case HW_MAGICPOWER: /* 魔法力増幅 */ + case PF_MEMORIZE: /* メモラむズ */ 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’†—ÍŒüã */ + case AC_CONCENTRATION: /* 集䞭力向䞊 */ { 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: /* ƒvƒƒ{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‚¢ + /* MVPmobず䞍死には効かない */ + if ((bl->type == BL_MOB && battle_get_mode (bl) & 0x20) || battle_check_undead (battle_get_race (bl), battle_get_elem_type (bl))) //䞍死には効かない { 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) // 詠唱劚害 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: /* ディボヌション */ if (sd && dstsd) { - //“]¶‚â—{Žq‚̏ꍇ‚ÌŒ³‚̐E‹Æ‚ðŽZo‚·‚é + //転生や逊子の堎合の元の職業を算出する 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‚Ÿ‚ß - || (sd->bl.id == dstsd->bl.id) // ‘ŠŽè‚ªŽ©•ª‚Í‚Ÿ‚ß - || (lv > 10) // ƒŒƒxƒ‹·}10‚Ü‚Å - || (!sd->status.party_id && !sd->status.guild_id) // PT‚É‚àƒMƒ‹ƒh‚É‚àŠ‘®–³‚µ‚Í‚Ÿ‚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‚Ÿ‚ß + if ((dstsd->bl.type != BL_PC) // 盞手はPCじゃないずだめ + || (sd->bl.id == dstsd->bl.id) // 盞手が自分はだめ + || (lv > 10) // レベル差±10たで + || (!sd->status.party_id && !sd->status.guild_id) // PTにもギルドにも所属無しはだめ + || ((sd->status.party_id != dstsd->status.party_id) // 同じパヌティヌか、 + || (sd->status.guild_id != dstsd->status.guild_id)) // 同じギルドじゃないずだめ || (dstsd->status.class == 14 || dstsd->status.class == 21 || dstsd->status.class == 4015 || dstsd->status.class == 4022)) - { // ƒNƒ‹ƒZ‚Ÿ‚ß + { // クルセだめ 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‚œ‚ç“ü‚ê‚é + { // 空きがあったら入れる sd->dev.val1[i] = bl->id; sd->dev.val2[i] = bl->id; break; } else if (i == skilllv - 1) - { // ‹ó‚«‚ª‚È‚©‚Á‚œ + { // 空きがなかった 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: // 癜刃取り 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) - { //‘Ώۂªƒ‚ƒ“ƒXƒ^[‚̏ꍇ - //20%‚ÌŠm—Š‚őΏۂÌLv*2‚ÌSP‚ð‰ñ•œ‚·‚éB¬Œ÷‚µ‚œ‚Æ‚«‚̓^[ƒQƒbƒg(ƒÐ߄Dß)ƒÐ¹Þ¯Â!! + { //察象がモンスタヌの堎合 + //20%の確率で察象のLv*2のSPを回埩する。成功したずきはタヌゲット(σД)σ!! 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: /* –îì¬ */ + case AC_MAKINGARROW: /* 矢䜜成 */ /* 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: /* ポヌション䜜成 */ /* 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: /* クリ゚むトコむン */ /* 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: /* 塊補造 */ /* 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: /* ハンマヌフォヌル */ 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: /* サプラむズアタック */ 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‰ðœ + skill_status_change_end (src, SC_HIDING, -1); // ハむディング解陀 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: /* ƒOƒƒŠƒA */ - case SN_WINDWALK: /* ƒEƒCƒ“ƒhƒEƒH[ƒN */ + /* パヌティスキル */ + case AL_ANGELUS: /* ゚ンゞェラス */ + case PR_MAGNIFICAT: /* マグニフィカヌト */ + case PR_GLORIA: /* グロリア */ + case SN_WINDWALK: /* りむンドりォヌク */ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { - /* ŒÂ•Ê‚̏ˆ— */ + /* 個別の凊理 */ 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‘̂ւ̏ˆ— */ + /* パヌティ党䜓ぞの凊理 */ 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: /* りェポンパヌフェクション */ + case BS_OVERTHRUST: /* オヌバヌトラスト */ if (sd == NULL || sd->status.party_id == 0 || (flag & 1)) { - /* ŒÂ•Ê‚̏ˆ— */ + /* 個別の凊理 */ 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‘̂ւ̏ˆ— */ + /* パヌティ党䜓ぞの凊理 */ 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‚Æ‰ðœ‚ª•K—vj */ - case BS_MAXIMIZE: /* ƒ}ƒLƒVƒ}ƒCƒYƒpƒ[ */ - case NV_TRICKDEAD: /* Ž€‚ñ‚Ÿ‚Ó‚è */ - case CR_DEFENDER: /* ƒfƒBƒtƒFƒ“ƒ_[ */ - case CR_AUTOGUARD: /* ƒI[ƒgƒK[ƒh */ + /*付加ず解陀が必芁 */ + case BS_MAXIMIZE: /* マキシマむズパワヌ */ + case NV_TRICKDEAD: /* 死んだふり */ + case CR_DEFENDER: /* ディフェンダヌ */ + case CR_AUTOGUARD: /* オヌトガヌド */ { 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 */ + /* 付加する */ skill_status_change_start (bl, sc, skilllv, 0, 0, 0, skill_get_time (skillid, skilllv), 0); else - /* ‰ðœ‚·‚é */ + /* 解陀する */ skill_status_change_end (bl, sc, -1); } } break; - case TF_HIDING: /* ƒnƒCƒfƒBƒ“ƒO */ + case TF_HIDING: /* ハむディング */ { 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 */ + /* 付加する */ skill_status_change_start (bl, sc, skilllv, 0, 0, 0, skill_get_time (skillid, skilllv), 0); else - /* ‰ðœ‚·‚é */ + /* 解陀する */ skill_status_change_end (bl, sc, -1); } } break; - case AS_CLOAKING: /* ƒNƒ[ƒLƒ“ƒO */ + case AS_CLOAKING: /* クロヌキング */ { 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 */ + /* 付加する */ skill_status_change_start (bl, sc, skilllv, 0, 0, 0, skill_get_time (skillid, skilllv), 0); else - /* ‰ðœ‚·‚é */ + /* 解陀する */ 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: /* ハむディング */ { 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 */ + /* 付加する */ skill_status_change_start (bl, sc, skilllv, 0, 0, 0, skill_get_time (skillid, skilllv), 0); else - /* ‰ðœ‚·‚é */ + /* 解陀する */ 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: /* í‘ŸŒÛ‚Ì‹¿‚« */ - case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ - case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */ - case BD_INTOABYSS: /* [•£‚Ì’†‚É */ - case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ - case BA_DISSONANCE: /* •s‹Š˜a‰¹ */ - case BA_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ */ - case BA_WHISTLE: /* Œû“J */ - case BA_ASSASSINCROSS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */ - case BA_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */ - case DC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */ - case DC_HUMMING: /* ƒnƒ~ƒ“ƒO */ - case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Łc */ - case DC_FORTUNEKISS: /* K‰^‚̃LƒX */ - case DC_SERVICEFORYOU: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */ - case CG_MOONLIT: /* ŒŽ–Ÿ‚è‚̐ò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */ + /* 察地スキル */ + case BD_LULLABY: /* 子守唄 */ + case BD_RICHMANKIM: /* ニペルドの宎 */ + case BD_ETERNALCHAOS: /* 氞遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戊倪錓の響き */ + case BD_RINGNIBELUNGEN: /* ニヌベルングの指茪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の䞭に */ + case BD_SIEGFRIED: /* 䞍死身のゞヌクフリヌド */ + case BA_DISSONANCE: /* 䞍協和音 */ + case BA_POEMBRAGI: /* ブラギの詩 */ + case BA_WHISTLE: /* 口笛 */ + case BA_ASSASSINCROSS: /* 倕陜のアサシンクロス */ + case BA_APPLEIDUN: /* むドゥンの林檎 */ + case DC_UGLYDANCE: /* 自分勝手なダンス */ + case DC_HUMMING: /* ハミング */ + case DC_DONTFORGETME: /* 私を忘れないで  */ + case DC_FORTUNEKISS: /* 幞運のキス */ + case DC_SERVICEFORYOU: /* サヌビスフォヌナヌ */ + case CG_MOONLIT: /* 月明りの泉に萜ちる花びら */ 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: /* バゞリカ */ + case PA_GOSPEL: /* ゎスペル */ 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: /* ŠŠ‚¢ƒWƒ‡[ƒN */ - case DC_SCREAM: /* ƒXƒNƒŠ[ƒ€ */ + case BA_FROSTJOKE: /* 寒いゞョヌク */ + case DC_SCREAM: /* スクリヌム */ 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: // スティヌル 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: // スティヌルコむン 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: /* ストヌンカヌス */ 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: /* 応急手圓 */ clif_skill_nodamage (src, bl, skillid, 5, 1); battle_heal (NULL, bl, 5, 0, 0); break; - case AL_CURE: /* ƒLƒ…ƒA[ */ + case AL_CURE: /* キュアヌ */ 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 + { //アンデッドなら暗闇効果 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: /* リカバリヌ */ { 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 + { //アンデッドなら暗闇効果 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: /* モンスタヌ情報 */ 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: /* アむテム鑑定 */ if (sd) clif_item_identify_list (sd); break; - case BS_REPAIRWEAPON: /* •ŠíC— */ + case BS_REPAIRWEAPON: /* 歊噚修理 */ if (sd) -//“®ì‚µ‚È‚¢‚Ì‚Å‚Æ‚è‚ ‚Š‚žƒRƒƒ“ƒgƒAƒEƒg +//動䜜しないのでずりあえずコメントアりト // clif_item_repair_list(sd); break; - case AL_TELEPORT: /* ƒeƒŒƒ|[ƒg */ + case AL_TELEPORT: /* テレポヌト */ if (sd) { if (map[sd->bl.m].flag.noteleport) - { /* ƒeƒŒƒ|‹ÖŽ~ */ + { /* テレポ犁止 */ 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: /* アクアベネディクタ */ 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: /* ストリップりェポン */ { 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: /* ストリップシヌルド */ { 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: /* ストリップアヌマヌ */ { 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: /* ポヌションピッチャヌ */ { 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: /* バックステップ */ 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: // スペルブレむカヌ { 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: /* オヌトスペル */ 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’nA‰ÎA•— */ + /* ランダム属性倉化、氎属性倉化、地、火、颚 */ case NPC_ATTRICHANGE: case NPC_CHANGEWATER: case NPC_CHANGEGROUND: case NPC_CHANGEFIRE: case NPC_CHANGEWIND: - /* “ŁA¹A”OAˆÅ */ + /* 毒、聖、念、闇 */ 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‚œ‚Ÿ‚µA */ - md->def_ele = MRAND (10); /* •sŽ€‘®«‚͏œ‚­ */ - md->def_ele += (1 + MRAND (4)) * 20; /* ‘®«ƒŒƒxƒ‹‚̓‰ƒ“ƒ_ƒ€ */ + if (md->def_ele == 0) /* ランダム倉化、ただし、 */ + md->def_ele = MRAND (10); /* 䞍死属性は陀く */ + md->def_ele += (1 + MRAND (4)) * 20; /* 属性レベルはランダム */ } 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: /* 手䞋召喚 */ + case NPC_SUMMONMONSTER: /* MOB召喚 */ 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: /* ゚モヌション */ 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‚Ÿ‚¯‚ÍŒì‚é‚æ */ + case WE_MALE: /* 君だけは護るよ */ 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‚œ‚ׂ̈ɋ]µ‚É‚È‚è‚Ü‚· */ + case WE_FEMALE: /* あなたの為に犠牲になりたす */ 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‚œ‚ɉ‚œ‚¢ */ + case WE_CALLPARTNER: /* あなたに䌚いたい */ 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·‚Š */ + case PF_HPCONVERSION: /* ラむフ眮き換え */ 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‚ðŒž‚ç‚· + conv_hp = sd->status.hp / 10; //基本はHPの10% + sd->status.hp -= conv_hp; //HPを枛らす 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‚𑝂₷ + sd->status.sp += conv_sp; //SPを増やす 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: /* リムヌブトラップ */ 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)) - { //㩂ðŽæ‚è•Ô‚· + { //眠を取り返す 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: /* ブラストマむン */ + case 0x90: /* スキッドトラップ */ + case 0x93: /* ランドマむン */ + case 0x94: /* ショックりェヌブトラップ */ + case 0x95: /* サンドマン */ + case 0x96: /* フラッシャヌ */ + case 0x97: /* フリヌゞングトラップ */ + case 0x98: /* クレむモアヌトラップ */ + case 0x99: /* トヌキヌボックス */ 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: /* アンコヌル */ 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‚ª2/3ˆÈãŽc‚Á‚Ä‚¢‚œ‚玞”s + case AS_SPLASHER: /* ベナムスプラッシャヌ */ + if ((double) battle_get_max_hp (bl) * 2 / 3 < battle_get_hp (bl)) //HPが2/3以䞊残っおいたら倱敗 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: /* ƒvƒƒ{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‚¢ + /* MVPmobず䞍死には効かない */ + if ((bl->type == BL_MOB && battle_get_mode (bl) & 0x20) || battle_check_undead (battle_get_race (bl), battle_get_elem_type (bl))) //䞍死には効かない { 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) // 詠唱劚害 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)) - { //㩂ðŽæ‚è•Ô‚· + { //眠を取り返す if (sd) skill_delunit (su); } @@ -5142,7 +5142,7 @@ int skill_castend_nodamage_id (struct block_list *src, struct block_list *bl, } /*========================================== - * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹AIDŽw’èj + * スキル䜿甚詠唱完了、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‚Ȃ́H + if (sd->bl.prev == NULL) //prevが無いのはありなの return 0; - if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid) /* ƒ^ƒCƒ}ID‚ÌŠm”F */ + if (sd->skillid != SA_CASTCANCEL && sd->skilltimer != tid) /* タむマIDの確認 */ 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 + { //マップが違うか自分が死んでいる 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) && // 圌我敵察関係チェック 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—pðŒƒ`ƒFƒbƒN */ + { /* 䜿甚条件チェック */ 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/吹き飛ばし系 */ case 0: case 2: skill_castend_damage_id (&sd->bl, bl, sd->skillid, sd->skilllv, tick, 0); break; - case 1: /* Žx‰‡Œn */ + case 1: /* 支揎系 */ 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—pi‰r¥Š®—¹AêŠŽw’è‚ÌŽÀÛ‚̏ˆ—j + * スキル䜿甚詠唱完了、堎所指定の実際の凊理 *------------------------------------------ */ 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‘̍~•Ÿ */ + case PR_BENEDICTIO: /* 聖䜓降犏 */ 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: /* ハンマヌフォヌル */ 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: /* セむフティりォヌル */ + case MG_FIREWALL: /* ファむダヌりォヌル */ + case MG_THUNDERSTORM: /* サンダヌストヌム */ + case AL_PNEUMA: /* ニュヌマ */ + case WZ_ICEWALL: /* アむスりォヌル */ + case WZ_FIREPILLAR: /* ファむアピラヌ */ case WZ_SIGHTRASHER: - case WZ_QUAGMIRE: /* ƒNƒ@ƒOƒ}ƒCƒA */ - case WZ_VERMILION: /* ƒ[ƒhƒIƒuƒ”ƒ@[ƒ~ƒŠƒIƒ“ */ - case WZ_FROSTNOVA: /* ƒtƒƒXƒgƒmƒ”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“ƒhƒNƒƒX */ - case HT_SKIDTRAP: /* ƒXƒLƒbƒhƒgƒ‰ƒbƒv */ - case HT_LANDMINE: /* ƒ‰ƒ“ƒhƒ}ƒCƒ“ */ - case HT_ANKLESNARE: /* ƒAƒ“ƒNƒ‹ƒXƒlƒA */ - case HT_SHOCKWAVE: /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */ - case HT_SANDMAN: /* ƒTƒ“ƒhƒ}ƒ“ */ - case HT_FLASHER: /* ƒtƒ‰ƒbƒVƒƒ[ */ - case HT_FREEZINGTRAP: /* ƒtƒŠ[ƒWƒ“ƒOƒgƒ‰ƒbƒv */ - case HT_BLASTMINE: /* ƒuƒ‰ƒXƒgƒ}ƒCƒ“ */ - case HT_CLAYMORETRAP: /* ƒNƒŒƒCƒ‚ƒA[ƒgƒ‰ƒbƒv */ - case AS_VENOMDUST: /* ƒxƒmƒ€ƒ_ƒXƒg */ - case AM_DEMONSTRATION: /* ƒfƒ‚ƒ“ƒXƒgƒŒ[ƒVƒ‡ƒ“ */ - case PF_SPIDERWEB: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */ - case PF_FOGWALL: /* ƒtƒHƒOƒEƒH[ƒ‹ */ - case HT_TALKIEBOX: /* ƒg[ƒL[ƒ{ƒbƒNƒX */ + case WZ_QUAGMIRE: /* クァグマむア */ + case WZ_VERMILION: /* ロヌドオブノァヌミリオン */ + case WZ_FROSTNOVA: /* フロストノノァ */ + case WZ_STORMGUST: /* ストヌムガスト */ + case WZ_HEAVENDRIVE: /* ヘノンズドラむブ */ + case PR_SANCTUARY: /* サンクチュアリ */ + case PR_MAGNUS: /* マグヌス゚ク゜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: /* ランドマむン */ + case HT_ANKLESNARE: /* アンクルスネア */ + case HT_SHOCKWAVE: /* ショックりェヌブトラップ */ + case HT_SANDMAN: /* サンドマン */ + case HT_FLASHER: /* フラッシャヌ */ + case HT_FREEZINGTRAP: /* フリヌゞングトラップ */ + case HT_BLASTMINE: /* ブラストマむン */ + case HT_CLAYMORETRAP: /* クレむモアヌトラップ */ + case AS_VENOMDUST: /* ベノムダスト */ + case AM_DEMONSTRATION: /* デモンストレヌション */ + case PF_SPIDERWEB: /* スパむダヌりェッブ */ + case PF_FOGWALL: /* フォグりォヌル */ + case HT_TALKIEBOX: /* トヌキヌボックス */ 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“ƒhƒvƒƒeƒNƒ^[ */ - skill_clear_element_field (src); //Šù‚ÉŽ©•ª‚ª”­“®‚µ‚Ä‚¢‚é‘®«ê‚ðƒNƒŠƒA + case SA_VOLCANO: /* ボルケヌノ */ + case SA_DELUGE: /* デリュヌゞ */ + case SA_VIOLENTGALE: /* バむオレントゲむル */ + case SA_LANDPROTECTOR: /* ランドプロテクタヌ */ + skill_clear_element_field (src); //既に自分が発動しおいる属性堎をクリア skill_unitsetting (src, skillid, skilllv, x, y, 0); break; - case WZ_METEOR: //ƒƒeƒIƒXƒg[ƒ€ + case WZ_METEOR: //メテオストヌム { 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: /* ワヌプポヌタル */ if (sd) { - if (map[sd->bl.m].flag.noteleport) /* ƒeƒŒƒ|‹ÖŽ~ */ + if (map[sd->bl.m].flag.noteleport) /* テレポ犁止 */ 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: // バむオプラント 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: // スフィアヌマむン 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—pi‰r¥Š®—¹AmapŽw’èj + * スキル䜿甚詠唱完了、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‚Š‚È‚¢ó‘Ԉُ풆 + //スキルが䜿えない状態異垞䞭 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) /* •s³ƒpƒPƒbƒg‚炵‚¢ */ + if (skill_num != sd->skillid) /* 䞍正パケットらしい */ 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: /* テレポヌト */ 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: /* ワヌプポヌタル */ { 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) /* •s³ƒpƒPƒbƒgH */ + if (x == 0 || y == 0) /* 䞍正パケット */ 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†ƒjƒbƒgÝ’菈— + * スキルナニット蚭定凊理 *------------------------------------------ */ 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 */ + { /* 蚭定 */ - case MG_SAFETYWALL: /* ƒZƒCƒtƒeƒBƒEƒH[ƒ‹ */ + case MG_SAFETYWALL: /* セむフティりォヌル */ 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: /* ファむダヌりォヌル */ 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: /* ニュヌマ */ 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: /* ワヌプポヌタル */ 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: /* サンクチュアリ */ 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: /* マグヌス゚ク゜シズム */ count = 33; limit = skill_get_time (skillid, skilllv); interval = 3000; break; - case WZ_FIREPILLAR: /* ƒtƒ@ƒCƒA[ƒsƒ‰[ */ + case WZ_FIREPILLAR: /* ファむアヌピラヌ */ 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: /* サンダヌストヌム */ limit = 500; range = 1; break; - case WZ_FROSTNOVA: /* ƒtƒƒXƒgƒmƒ”ƒ@ */ + case WZ_FROSTNOVA: /* フロストノノァ */ limit = 500; range = 5; break; - case WZ_HEAVENDRIVE: /* ƒwƒ”ƒ“ƒYƒhƒ‰ƒCƒu */ + case WZ_HEAVENDRIVE: /* ヘノンズドラむブ */ limit = 500; range = 2; break; - case WZ_METEOR: /* ƒƒeƒIƒXƒg[ƒ€ */ + case WZ_METEOR: /* メテオストヌム */ 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: /* ロヌドオブノァヌミリオン */ limit = 4100; interval = 1000; range = 6; break; - case WZ_ICEWALL: /* ƒAƒCƒXƒEƒH[ƒ‹ */ + case WZ_ICEWALL: /* アむスりォヌル */ limit = skill_get_time (skillid, skilllv); count = 5; break; - case WZ_STORMGUST: /* ƒXƒg[ƒ€ƒKƒXƒg */ + case WZ_STORMGUST: /* ストヌムガスト */ limit = 4600; interval = 450; range = 5; break; - case WZ_QUAGMIRE: /* ƒNƒ@ƒOƒ}ƒCƒA */ + case WZ_QUAGMIRE: /* クァグマむア */ 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: /* ランドマむン */ + case HT_ANKLESNARE: /* アンクルスネア */ + case HT_SANDMAN: /* サンドマン */ + case PF_SPIDERWEB: /* スパむダヌりェッブ */ + case HT_FLASHER: /* フラッシャヌ */ + case HT_FREEZINGTRAP: /* フリヌゞングトラップ */ + case HT_BLASTMINE: /* ブラストマむン */ + case HT_CLAYMORETRAP: /* クレむモアヌトラップ */ limit = skill_get_time (skillid, skilllv); range = 1; break; - case HT_TALKIEBOX: /* ƒg[ƒL[ƒ{ƒbƒNƒX */ + case HT_TALKIEBOX: /* トヌキヌボックス */ limit = skill_get_time (skillid, skilllv); range = 1; target = BCT_ALL; break; - case HT_SHOCKWAVE: /* ƒVƒ‡ƒbƒNƒEƒF[ƒuƒgƒ‰ƒbƒv */ + case HT_SHOCKWAVE: /* ショックりェヌブトラップ */ 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“ƒhƒNƒƒX */ + 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: /* ボルケヌノ */ + case SA_DELUGE: /* デリュヌゞ */ + case SA_VIOLENTGALE: /* バむオレントゲむル */ limit = skill_get_time (skillid, skilllv); count = skilllv <= 2 ? 25 : (skilllv <= 4 ? 49 : 81); target = BCT_ALL; break; - case SA_LANDPROTECTOR: /* ƒOƒ‰ƒ“ƒhƒNƒƒX */ + 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: /* ƒƒL‚Ì‹©‚Ñ */ + case BD_LULLABY: /* 子守唄 */ + case BD_ETERNALCHAOS: /* ゚タヌナルカオス */ + case BD_ROKISWEIL: /* ロキの叫び */ count = 81; limit = skill_get_time (skillid, skilllv); range = 5; target = BCT_ALL; break; case BD_RICHMANKIM: - case BD_DRUMBATTLEFIELD: /* í‘ŸŒÛ‚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: /* 戊倪錓の響き */ + case BD_RINGNIBELUNGEN: /* ニヌベルングの指茪 */ + case BD_INTOABYSS: /* 深淵の䞭に */ + case BD_SIEGFRIED: /* 䞍死身のゞヌクフリヌド */ count = 81; limit = skill_get_time (skillid, skilllv); range = 5; target = BCT_PARTY; break; - case BA_WHISTLE: /* Œû“J */ + case BA_WHISTLE: /* 口笛 */ 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: /* ハミング */ 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‹Š˜a‰¹ */ - case DC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */ + case BA_DISSONANCE: /* 䞍協和音 */ + case DC_UGLYDANCE: /* 自分勝手なダンス */ count = 49; limit = skill_get_time (skillid, skilllv); range = 5; target = BCT_ENEMY; break; - case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Łc */ + case DC_DONTFORGETME: /* 私を忘れないで  */ 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: /* ブラギの詩 */ 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: /* むドゥンの林檎 */ 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; //回埩甚タむムカりンタ(6秒毎に1増加) break; - case DC_SERVICEFORYOU: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */ + case DC_SERVICEFORYOU: /* サヌビスフォヌナヌ */ 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“ƒNƒƒX */ + case BA_ASSASSINCROSS: /* 倕陜のアサシンクロス */ 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: /* 幞運のキス */ 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: /* デモンストレヌション */ limit = skill_get_time (skillid, skilllv); interval = 1000; range = 1; target = BCT_ENEMY; break; - case WE_CALLPARTNER: /* ‚ ‚È‚œ‚Ɉ§‚¢‚œ‚¢ */ + case WE_CALLPARTNER: /* あなたに逢いたい */ limit = skill_get_time (skillid, skilllv); range = -1; break; - case HP_BASILICA: /* ƒoƒWƒŠƒJ */ + case HP_BASILICA: /* バゞリカ */ 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: /* ゎスペル */ count = 49; target = BCT_PARTY; limit = skill_get_time (skillid, skilllv); break; - case PF_FOGWALL: /* ƒtƒHƒOƒEƒH[ƒ‹ */ + case PF_FOGWALL: /* フォグりォヌル */ 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} */ + { /* 蚭定 */ + case AL_PNEUMA: /* ニュヌマ */ { 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: /* ファむダヌりォヌル */ { if (dir & 1) - { /* ŽÎ‚ß”z’u */ + { /* 斜め配眮 */ 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 - { /* ã‰º”z’u */ - if (dir % 4 == 0) /* ã‰º */ + { /* 䞊䞋配眮 */ + if (dir % 4 == 0) /* 侊例 */ ux += i - 1; - else /* ¶‰E */ + else /* 巊右 */ uy += i - 1; } val2 = group->val2; } break; - case PR_SANCTUARY: /* ƒTƒ“ƒNƒ`ƒ…ƒAƒŠ */ + case PR_SANCTUARY: /* サンクチュアリ */ { 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: /* マグヌス゚ク゜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: /* アむスりォヌル */ { 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: /* クァグマむア */ 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“ƒhƒNƒƒX */ + 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: /* ボルケヌノ */ + case SA_DELUGE: /* デリュヌゞ */ + case SA_VIOLENTGALE: /* バむオレントゲむル */ { 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”ÍˆÍ + range = u_range; //䞭倮のナニットの効果範囲は党範囲 else - range = -1; //’†‰›ˆÈŠO‚̃†ƒjƒbƒg‚͏ü‚è + range = -1; //䞭倮以倖のナニットは食り } break; - case SA_LANDPROTECTOR: /* ƒ‰ƒ“ƒhƒvƒƒeƒNƒ^[ */ + case SA_LANDPROTECTOR: /* ランドプロテクタヌ */ { 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: /* í‘ŸŒÛ‚Ì‹¿‚« */ - case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ - case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */ - case BD_INTOABYSS: /* [•£‚Ì’†‚É */ - case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ + /* ダンスなど */ + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニペルドの宎 */ + case BD_ETERNALCHAOS: /* 氞遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戊倪錓の響き */ + case BD_RINGNIBELUNGEN: /* ニヌベルングの指茪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の䞭に */ + case BD_SIEGFRIED: /* 䞍死身のゞヌクフリヌド */ ux += (i % 9 - 4); uy += (i / 9 - 4); if (i == 40) - range = 4; /* ’†S‚̏ꍇ‚͔͈͂ð4‚ɃI[ƒo[ƒ‰ƒCƒh */ + range = 4; /* 䞭心の堎合は範囲を4にオヌバヌラむド */ else - range = -1; /* ’†S‚¶‚á‚È‚¢ê‡‚͔͈͂ð-1‚ɃI[ƒo[ƒ‰ƒCƒh */ + range = -1; /* 䞭心じゃない堎合は範囲を-1にオヌバヌラむド */ break; - case BA_DISSONANCE: /* •s‹Š˜a‰¹ */ - case BA_WHISTLE: /* Œû“J */ - case BA_ASSASSINCROSS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */ - case BA_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ */ - case BA_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */ - case DC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */ - case DC_HUMMING: /* ƒnƒ~ƒ“ƒO */ - case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Łc */ - case DC_FORTUNEKISS: /* K‰^‚̃LƒX */ - case DC_SERVICEFORYOU: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */ + case BA_DISSONANCE: /* 䞍協和音 */ + case BA_WHISTLE: /* 口笛 */ + case BA_ASSASSINCROSS: /* 倕陜のアサシンクロス */ + case BA_POEMBRAGI: /* ブラギの詩 */ + case BA_APPLEIDUN: /* むドゥンの林檎 */ + case DC_UGLYDANCE: /* 自分勝手なダンス */ + case DC_HUMMING: /* ハミング */ + case DC_DONTFORGETME: /* 私を忘れないで  */ + case DC_FORTUNEKISS: /* 幞運のキス */ + case DC_SERVICEFORYOU: /* サヌビスフォヌナヌ */ ux += (i % 7 - 3); uy += (i / 7 - 3); if (i == 40) - range = 4; /* ’†S‚̏ꍇ‚͔͈͂ð4‚ɃI[ƒo[ƒ‰ƒCƒh */ + range = 4; /* 䞭心の堎合は範囲を4にオヌバヌラむド */ else - range = -1; /* ’†S‚¶‚á‚È‚¢ê‡‚͔͈͂ð-1‚ɃI[ƒo[ƒ‰ƒCƒh */ + range = -1; /* 䞭心じゃない堎合は範囲を-1にオヌバヌラむド */ break; - case PA_GOSPEL: /* ƒSƒXƒyƒ‹ */ + case PA_GOSPEL: /* ゎスペル */ ux += (i % 7 - 3); uy += (i / 7 - 3); break; - case PF_FOGWALL: /* ƒtƒHƒOƒEƒH[ƒ‹ */ + case PF_FOGWALL: /* フォグりォヌル */ 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; } - //’ŒãƒXƒLƒ‹‚̏ꍇÝ’uÀ•Wã‚Ƀ‰ƒ“ƒhƒvƒƒeƒNƒ^[‚ª‚È‚¢‚©ƒ`ƒFƒbƒN + //盎䞊スキルの堎合蚭眮座暙䞊にランドプロテクタヌがないかチェック 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 + * スキルナニットの発動むベント *------------------------------------------ */ 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‚¢‚œ‚ç3HIT‚µ‚È‚¢ + if (sg->skill_id == CR_GRANDCROSS && !battle_config.gx_allhit) // 重なっおいたら3HITしない goflag = (diff > sg->interval * map_count_oncell (bl->m, bl->x, bl->y) || diff < 0); - //‘ΏۂªLPã‚É‹‚éê‡‚Í–³Œø + //察象がLP䞊に居る堎合は無効 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: /* サンクチュアリ */ { 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[ƒhiƒq[ƒ‹—Ê‚Oj */ + heal = 0; /* 黄金蟲カヌドヒヌル量 */ 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: /* マグヌス゚ク゜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: /* ニュヌマ */ { 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: /* セむフティりォヌル */ { 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“ƒhƒNƒƒX) */ + case 0x86: /* ロヌドオブノァヌミリオン(ストヌムガスト 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: /* ファむダヌりォヌル */ 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: /* ファむアヌピラヌ(発動前) */ 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: /* ファむアヌピラヌ(発動埌) */ 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: /* ランドマむン */ 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: /* ブラストマむン */ + case 0x94: /* ショックりェヌブトラップ */ + case 0x95: /* サンドマン */ + case 0x96: /* フラッシャヌ */ + case 0x97: /* フリヌゞングトラップ */ + case 0x98: /* クレむモアヌトラップ */ 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: /* アンクルスネア */ { 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: /* ワヌプポヌタル(発動埌) */ 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: /* クァグマむア */ { 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: /* ボルケヌノ */ + case 0x9b: /* デリュヌゞ */ + case 0x9c: /* バむオレントゲむル */ { 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: /* í‘ŸŒÛ‚Ì‹¿‚« */ - case 0xa2: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ - case 0xa3: /* ƒƒL‚Ì‹©‚Ñ */ - case 0xa4: /* [•£‚Ì’†‚É */ - case 0xa5: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ - case 0xa6: /* •s‹Š˜a‰¹ */ - case 0xa7: /* Œû“J */ - case 0xa8: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */ - case 0xa9: /* ƒuƒ‰ƒM‚ÌŽ */ - case 0xab: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */ - case 0xac: /* ƒnƒ~ƒ“ƒO */ - case 0xad: /* Ž„‚ð–Y‚ê‚È‚¢‚Łc */ - case 0xae: /* K‰^‚̃LƒX */ - case 0xaf: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */ + case 0x9e: /* 子守唄 */ + case 0x9f: /* ニペルドの宎 */ + case 0xa0: /* 氞遠の混沌 */ + case 0xa1: /* 戊倪錓の響き */ + case 0xa2: /* ニヌベルングの指茪 */ + case 0xa3: /* ロキの叫び */ + case 0xa4: /* 深淵の䞭に */ + case 0xa5: /* 䞍死身のゞヌクフリヌド */ + case 0xa6: /* 䞍協和音 */ + case 0xa7: /* 口笛 */ + case 0xa8: /* 倕陜のアサシンクロス */ + case 0xa9: /* ブラギの詩 */ + case 0xab: /* 自分勝手なダンス */ + case 0xac: /* ハミング */ + case 0xad: /* 私を忘れないで  */ + case 0xae: /* 幞運のキス */ + case 0xaf: /* サヌビスフォヌナヌ */ 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: /* むドゥンの林檎 */ { 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: /* デモンストレヌション */ 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: /* トヌキヌボックス */ + if (sg->src_id == bl->id) //自分が螏んでも発動しない 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‚Ÿ + sg->val2 = -1; //螏んだ } break; - case 0xb2: /* ‚ ‚È‚œ‚ð_‰ï‚¢‚œ‚¢‚Å‚· */ - case 0xb3: /* ƒSƒXƒyƒ‹ */ - case 0xb6: /* ƒtƒHƒOƒEƒH[ƒ‹ */ - //‚Æ‚è‚ ‚Š‚ž‰œ‚à‚µ‚È‚¢ + case 0xb2: /* あなたを_䌚いたいです */ + case 0xb3: /* ゎスペル */ + case 0xb6: /* フォグりォヌル */ + //ずりあえず䜕もしない break; - case 0xb7: /* ƒXƒpƒCƒ_[ƒEƒFƒbƒu */ + case 0xb7: /* スパむダヌりェッブ */ 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—pðŒ‚ÌMOBƒXƒLƒ‹ */ + if (bl->type == BL_MOB && ss != bl) /* スキル䜿甚条件の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‡ + * スキルナニットから離脱する(もしくはしおいる)堎合 *------------------------------------------ */ 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: /* セむフティりォヌル */ + case 0x85: /* ニュヌマ */ + case 0x8e: /* クァグマむア */ { 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: /* アンクルスネア */ { 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: /* ボルケヌノ */ + case 0x9b: /* デリュヌゞ */ + case 0x9c: /* バむオレントゲむル */ { 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: /* í‘ŸŒÛ‚Ì‹¿‚« */ - case 0xa2: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ - case 0xa3: /* ƒƒL‚Ì‹©‚Ñ */ - case 0xa4: /* [•£‚Ì’†‚É */ - case 0xa5: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ - case 0xa6: /* •s‹Š˜a‰¹ */ - case 0xa7: /* Œû“J */ - case 0xa8: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */ - case 0xa9: /* ƒuƒ‰ƒM‚ÌŽ */ - case 0xaa: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */ - case 0xab: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */ - case 0xac: /* ƒnƒ~ƒ“ƒO */ - case 0xad: /* Ž„‚ð–Y‚ê‚È‚¢‚Łc */ - case 0xae: /* K‰^‚̃LƒX */ - case 0xaf: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */ + case 0x9e: /* 子守唄 */ + case 0x9f: /* ニペルドの宎 */ + case 0xa0: /* 氞遠の混沌 */ + case 0xa1: /* 戊倪錓の響き */ + case 0xa2: /* ニヌベルングの指茪 */ + case 0xa3: /* ロキの叫び */ + case 0xa4: /* 深淵の䞭に */ + case 0xa5: /* 䞍死身のゞヌクフリヌド */ + case 0xa6: /* 䞍協和音 */ + case 0xa7: /* 口笛 */ + case 0xa8: /* 倕陜のアサシンクロス */ + case 0xa9: /* ブラギの詩 */ + case 0xaa: /* むドゥンの林檎 */ + case 0xab: /* 自分勝手なダンス */ + case 0xac: /* ハミング */ + case 0xad: /* 私を忘れないで  */ + case 0xae: /* 幞運のキス */ + case 0xaf: /* サヌビスフォヌナヌ */ 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: /* スパむダヌりェッブ */ { 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‚̍폜ƒCƒxƒ“ƒg + * スキルナニットの削陀むベント *------------------------------------------ */ 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: /* í‘ŸŒÛ‚Ì‹¿‚« */ - case 0xa2: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ - case 0xa3: /* ƒƒL‚Ì‹©‚Ñ */ - case 0xa4: /* [•£‚Ì’†‚É */ - case 0xa5: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ - case 0xa6: /* •s‹Š˜a‰¹ */ - case 0xa7: /* Œû“J */ - case 0xa8: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */ - case 0xa9: /* ƒuƒ‰ƒM‚ÌŽ */ - case 0xaa: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */ - case 0xab: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */ - case 0xac: /* ƒnƒ~ƒ“ƒO */ - case 0xad: /* Ž„‚ð–Y‚ê‚È‚¢‚Łc */ - case 0xae: /* K‰^‚̃LƒX */ - case 0xaf: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */ + case 0x85: /* ニュヌマ */ + case 0x7e: /* セむフティりォヌル */ + case 0x8e: /* クァグマむダ */ + case 0x9a: /* ボルケヌノ */ + case 0x9b: /* デリュヌゞ */ + case 0x9c: /* バむオレントゲむル */ + case 0x9e: /* 子守唄 */ + case 0x9f: /* ニペルドの宎 */ + case 0xa0: /* 氞遠の混沌 */ + case 0xa1: /* 戊倪錓の響き */ + case 0xa2: /* ニヌベルングの指茪 */ + case 0xa3: /* ロキの叫び */ + case 0xa4: /* 深淵の䞭に */ + case 0xa5: /* 䞍死身のゞヌクフリヌド */ + case 0xa6: /* 䞍協和音 */ + case 0xa7: /* 口笛 */ + case 0xa8: /* 倕陜のアサシンクロス */ + case 0xa9: /* ブラギの詩 */ + case 0xaa: /* むドゥンの林檎 */ + case 0xab: /* 自分勝手なダンス */ + case 0xac: /* ハミング */ + case 0xad: /* 私を忘れないで  */ + case 0xae: /* 幞運のキス */ + case 0xaf: /* サヌビスフォヌナヌ */ 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 + * スキルナニットの限界むベント *------------------------------------------ */ 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: /* ワヌプポヌタル(発動前) */ { 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: /* アむスりォヌル */ 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‚œ‚ɉ‚œ‚¢ */ + case 0xb2: /* あなたに䌚いたい */ { 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 + * スキルナニットのダメヌゞむベント *------------------------------------------ */ 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: /* アむスりォヌル */ 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: /* ブラストマむン */ + case 0x98: /* クレむモアヌトラップ */ + skill_blown (bl, &src->bl, 2); //吹き飛ばしおみる break; default: damage = 0; @@ -6998,7 +6998,7 @@ int skill_unit_ondamaged (struct skill_unit *src, struct block_list *bl, /*---------------------------------------------------------------------------- */ /*========================================== - * ƒXƒLƒ‹Žg—pi‰r¥Š®—¹AêŠŽw’èj + * スキル䜿甚詠唱完了、堎所指定 *------------------------------------------ */ 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) /* タむマIDの確認 */ 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: /* スパむダヌりェッブ */ + 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: /* スパむダヌりェッブ */ 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—pðŒƒ`ƒFƒbƒN */ + { /* 䜿甚条件チェック */ 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”»’菈—(foreachinarea) + * 範囲内キャラ存圚確認刀定凊理(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‚ ‚è‚Š‚È‚¢‘å‚«‚Ȑ”Žš‚ð•Ô‚µ‚ďI—¹ + //チェックしない蚭定ならcにありえない倧きな数字を返しお終了 if (!battle_config.player_skill_partner_check) - { //–{“–‚Íforeach‚Ì‘O‚É‚â‚è‚œ‚¢‚¯‚ǐݒè“K—p‰ÓŠ‚ð‚Ü‚Æ‚ß‚é‚œ‚ß‚É‚±‚±‚Ö + { //本圓はforeachの前にやりたいけど蚭定適甚箇所をたずめるためにここぞ (*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‘̍~•Ÿ */ + case PR_BENEDICTIO: /* 聖䜓降犏 */ 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: /* í‘ŸŒÛ‚Ì‹¿‚« */ - case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ - case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */ - case BD_INTOABYSS: /* [•£‚Ì’†‚É */ - case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ - case BD_RAGNAROK: /* _X‚̉©š */ - case CG_MOONLIT: /* ŒŽ–Ÿ‚è‚̐ò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */ + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニペルドの宎 */ + case BD_ETERNALCHAOS: /* 氞遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戊倪錓の響き */ + case BD_RINGNIBELUNGEN: /* ニヌベルングの指茪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の䞭に */ + case BD_SIEGFRIED: /* 䞍死身のゞヌクフリヌド */ + case BD_RAGNAROK: /* 神々の黄昏 */ + case CG_MOONLIT: /* 月明りの泉に萜ちる花びら */ 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—pˆ—(foreachinarea) + * 範囲内キャラ存圚確認刀定埌スキル䜿甚凊理(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‚ ‚è‚Š‚È‚¢‘å‚«‚Ȑ”Žš‚ð•Ô‚µ‚ďI—¹ + //チェックしない蚭定ならcにありえない倧きな数字を返しお終了 if (!battle_config.player_skill_partner_check) - { //–{“–‚Íforeach‚Ì‘O‚É‚â‚è‚œ‚¢‚¯‚ǐݒè“K—p‰ÓŠ‚ð‚Ü‚Æ‚ß‚é‚œ‚ß‚É‚±‚±‚Ö + { //本圓はforeachの前にやりたいけど蚭定適甚箇所をたずめるためにここぞ (*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‘̍~•Ÿ */ + case PR_BENEDICTIO: /* 聖䜓降犏 */ 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: /* í‘ŸŒÛ‚Ì‹¿‚« */ - case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ - case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */ - case BD_INTOABYSS: /* [•£‚Ì’†‚É */ - case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ - case BD_RAGNAROK: /* _X‚̉©š */ - case CG_MOONLIT: /* ŒŽ–Ÿ‚è‚̐ò‚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 && //Å‰‚̈êl‚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: /* 子守歌 */ + case BD_RICHMANKIM: /* ニペルドの宎 */ + case BD_ETERNALCHAOS: /* 氞遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戊倪錓の響き */ + case BD_RINGNIBELUNGEN: /* ニヌベルングの指茪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の䞭に */ + case BD_SIEGFRIED: /* 䞍死身のゞヌクフリヌド */ + case BD_RAGNAROK: /* 神々の黄昏 */ + case CG_MOONLIT: /* 月明りの泉に萜ちる花びら */ + if (sd != ssd && //本人以倖で + ((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)) && //自分がダンサヌならバヌドで + pc_checkskill (sd, skillid) > 0 && //スキルを持っおいお + (*c) == 0 && //最初の䞀人で + sd->status.party_id == ssd->status.party_id && //パヌティヌが同じで + !pc_issit (sd) && //座っおない + sd->sc_data[SC_DANCING].timer == -1 //ダンス䞭じゃない ) { 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“ƒgAƒXƒtƒBƒAƒ}ƒCƒ“—pMob‘¶ÝŠm”F”»’菈—(foreachinarea) + * 範囲内バむオプラント、スフィアマむン甚Mob存圚確認刀定凊理(foreachinarea) *------------------------------------------ */ @@ -7348,7 +7348,7 @@ static int skill_check_condition_mob_master_sub (struct block_list *bl, } /*========================================== - * ƒXƒLƒ‹Žg—pðŒi‹U‚ÅŽg—pŽž”sj + * スキル䜿甚条件停で䜿甚倱敗 *------------------------------------------ */ 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€‚̏ꍇ–³ðŒ¬Œ÷ */ + { /* アむテムの堎合無条件成功 */ 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‘Ԉُí‚â’Ÿ–Ù‚È‚Ç */ + return 0; /* 状態異垞や沈黙など */ } } 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‚ÍSPÁ””Œ•ª + sp = sp / 2; //アンコヌル時はSP消費が半分 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”ïSPC³ */ + 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‚Ÿ‚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: /* マキシマむズパワヌ */ + case NV_TRICKDEAD: /* 死んだふり */ + case TF_HIDING: /* ハむディング */ + case AS_CLOAKING: /* クロヌキング */ + case CR_AUTOGUARD: /* オヌトガヌド */ + case CR_DEFENDER: /* ディフェンダヌ */ case ST_CHASEWALK: if (sd->sc_data[SkillStatusChangeTable[skill]].timer != -1) - return 1; /* ‰ðœ‚·‚éê‡‚ÍSPÁ”‚È‚¢ */ + return 1; /* 解陀する堎合はSP消費しない */ 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: //指匟 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‘ŏ¶ + 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—ŽŒ + case MO_COMBOFINISH: //猛韍拳 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: //䌏虎拳 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: //連柱厩撃 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: // 阿修矅芇鳳拳 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•bˆÈã‚̂݁H + { //ダンス䞭で䜿甚埌5秒以䞊のみ clif_skill_fail (sd, skill, 0, 0); return 0; } } break; - case PR_BENEDICTIO: /* ¹‘̍~•Ÿ */ + case PR_BENEDICTIO: /* 聖䜓降犏 */ { 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‚œ‚Ɉ§‚¢‚œ‚¢ */ + case WE_CALLPARTNER: /* あなたに逢いたい */ 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: /* バむオプラント */ + case AM_SPHEREMINE: /* スフィアヌマむン */ 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: /* ファむアヌりォヌル */ + /* 数制限 */ 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‘«FŽž”s’Ê’m */ + { /* HPチェック */ + clif_skill_fail (sd, skill, 2, 0); /* HP䞍足倱敗通知 */ return 0; } if (sp > 0 && sd->status.sp < sp) - { /* SPƒ`ƒFƒbƒN */ - clif_skill_fail (sd, skill, 1, 0); /* SP•s‘«FŽž”s’Ê’m */ + { /* SPチェック */ + clif_skill_fail (sd, skill, 1, 0); /* SP䞍足倱敗通知 */ 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); // 氣球䞍足 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 + { //氎堎刀定 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); // アむテム消費 } } @@ -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) { // SPÁ”ï */ +/* if(sp > 0) { // SP消費 */ /* sd->status.sp-=sp; */ /* clif_updatestatus(sd,SP_SP); */ /* } */ -/* if(hp > 0) { // HPÁ”ï */ +/* if(hp > 0) { // HP消費 */ /* sd->status.hp-=hp; */ /* clif_updatestatus(sd,SP_HP); */ /* } */ - if (zeny > 0) // ZenyÁ”ï + if (zeny > 0) // Zeny消費 pc_payzeny (sd, zeny); - if (spiritball > 0) // Ÿ†‹…Á”ï + if (spiritball > 0) // 氣球消費 pc_delspiritball (sd, spiritball, 0); return 1; } /*========================================== - * ‰r¥ŽžŠÔŒvŽZ + * 詠唱時間蚈算 *------------------------------------------ */ 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€ */ + /* サフラギりム */ 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 */ + /* ブラギの詩 */ 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 + * ディレむ蚈算 *------------------------------------------ */ 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) /* dexの圱響を蚈算する */ 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 */ + /* ブラギの詩 */ 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—piIDŽw’èj + * スキル䜿甚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; - /* ’Ÿ–Ù‚âˆÙíi‚œ‚Ÿ‚µAƒOƒŠƒ€‚È‚Ç‚Ì”»’è‚ð‚·‚éj */ + /* 沈黙や異垞ただし、グリムなどの刀定をする */ 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‘Ԉُí‚â’Ÿ–Ù‚È‚Ç */ + return 0; /* 状態異垞や沈黙など */ } 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‚ê‚œ‘€‚Ȃ̂Ń_ƒ + return 0; //癜矜された偎なのでダメ 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‹ + { //GvGで䜿甚できないスキル 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’† */ + /* 挔奏/ダンス䞭 */ 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) //合奏䞭はアドリブ以倖䞍可 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; - //’Œ‘O‚̃XƒLƒ‹‚ª‰œ‚©Šo‚Š‚é•K—v‚Ì‚ ‚éƒXƒLƒ‹ + //盎前のスキルが䜕か芚える必芁のあるスキル switch (skill_num) { case SA_CASTCANCEL: if (sd->skillid != skill_num) - { //ƒLƒƒƒXƒgƒLƒƒƒ“ƒZƒ‹Ž©‘Ì‚ÍŠo‚Š‚È‚¢ + { //キャストキャンセル自䜓は芚えない sd->skillid_old = sd->skillid; sd->skilllv_old = sd->skilllv; break; } - case BD_ENCORE: /* ƒAƒ“ƒR[ƒ‹ */ + case BD_ENCORE: /* アンコヌル */ if (!sd->skillid_dance) - { //‘O‰ñŽg—p‚µ‚œ—x‚肪‚È‚¢‚Æ‚Ÿ‚ß + { //前回䜿甚した螊りがないずだめ 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‚œ‚è‚·‚éƒXƒLƒ‹ - case BD_LULLABY: /* ŽqŽç‰Ì */ - case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ */ - case BD_ETERNALCHAOS: /* ‰i‰“‚̍¬“× */ - case BD_DRUMBATTLEFIELD: /* í‘ŸŒÛ‚Ì‹¿‚« */ - case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ - case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */ - case BD_INTOABYSS: /* [•£‚Ì’†‚É */ - case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ - case BD_RAGNAROK: /* _X‚̉©š */ - case CG_MOONLIT: /* ŒŽ–Ÿ‚è‚̐ò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */ + { //事前にレベルが倉わったりするスキル + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニペルドの宎 */ + case BD_ETERNALCHAOS: /* 氞遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戊倪錓の響き */ + case BD_RINGNIBELUNGEN: /* ニヌベルングの指茪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の䞭に */ + case BD_SIEGFRIED: /* 䞍死身のゞヌクフリヌド */ + case BD_RAGNAROK: /* 神々の黄昏 */ + case CG_MOONLIT: /* 月明りの泉に萜ちる花びら */ { 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—vÝ’è‚Ÿ‚Á‚œ + { //盞方䞍芁蚭定だった ; } 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‚ƏáŠQ•šƒ`ƒFƒbƒN */ + /* 射皋ず障害物チェック */ 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) - { /* ‰œ‚©“ÁŽê‚ȏˆ—‚ª•K—v */ -// case AL_HEAL: /* ƒq[ƒ‹ */ + { /* 䜕か特殊な凊理が必芁 */ +// case AL_HEAL: /* ヒヌル */ // 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; /* ヒヌルアタックなら詠唱゚フェクト有り */ // 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 */ + { /* 敵がアンデッドなら */ + forcecast = 1; /* タヌンアンデットず同じ詠唱時間 */ casttime = skill_castfix (&sd->bl, skill_get_cast (PR_TURNUNDEAD, skill_lv)); } break; - case MO_FINGEROFFENSIVE: /* Žw’e */ + case MO_FINGEROFFENSIVE: /* 指匟 */ casttime += casttime * ((skill_lv > sd->spiritball) ? sd->spiritball : skill_lv); break; - case MO_CHAINCOMBO: /*˜A‘ŏ¶ */ + 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) //タヌゲットがいない return 0; target_id = tbl->id; } break; - case MO_COMBOFINISH: /*–Ò—ŽŒ */ - case CH_TIGERFIST: /* •šŒÕŒ */ - case CH_CHAINCRUSH: /* ˜A’Œ•öŒ‚ */ + case MO_COMBOFINISH: /*猛韍拳 */ + case CH_TIGERFIST: /* 䌏虎拳 */ + case CH_CHAINCRUSH: /* 連柱厩撃 */ 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: /*阿修矅芇鳳拳 */ 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ž + //rangeをもう1回怜査 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ヌ */ { 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: /* ƒƒ‚ƒ‰ƒCƒY */ + case PF_MEMORIZE: /* メモラむズ */ casttime = 12000; break; } - //ƒƒ‚ƒ‰ƒCƒYó‘Ô‚È‚çƒLƒƒƒXƒgƒ^ƒCƒ€‚ª1/3 + //メモラむズ状態ならキャストタむムが1/3 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 */ + { /* 詠唱が必芁 */ struct mob_data *md; clif_skillcasting (&sd->bl, sd->bl.id, target_id, 0, 0, skill_num, casttime); - /* ‰r¥”œ‰žƒ‚ƒ“ƒXƒ^[ */ + /* 詠唱反応モンスタヌ */ 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) /* 詠唱の無いものはキャンセルされない */ 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‰ÊI—¹ + //マゞックパワヌの効果終了 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—piêŠŽw’èj + * スキル䜿甚堎所指定 *------------------------------------------ */ 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‘Ԉُí‚â’Ÿ–Ù‚È‚Ç */ + return 0; /* 状態異垞や沈黙など */ } 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‚ƏáŠQ•šƒ`ƒFƒbƒN */ + /* 射皋ず障害物チェック */ 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; - //ƒƒ‚ƒ‰ƒCƒYó‘Ô‚È‚çƒLƒƒƒXƒgƒ^ƒCƒ€‚ª1/3 + //メモラむズ状態ならキャストタむムが1/3 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) /* 詠唱が必芁 */ 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) /* 詠唱の無いものはキャンセルされない */ 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‰ÊI—¹ + //マゞックパワヌの効果終了 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 初期範囲決定 *---------------------------------------- */ 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 方向刀定 範囲拡匵 *----------------------------------------- */ 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 + * ディボヌション 有効確認 *------------------------------------------ */ void skill_devotion (struct map_session_data *md, int target) { - // ‘Šm”F + // 総確認 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 + // 盞手が芋぀からない // 盞手をディボしおるのが自分じゃない // 距離が離れおる 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‚¢‚œŽž‚Ì‹——£ƒ`ƒFƒbƒN + // 被ディボヌションが歩いた時の距離チェック 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‚¢‚œŽž‚Ì‹——£ƒ`ƒFƒbƒN + // クルセが歩いた時の距離チェック 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”͈͂𒎂Š‚Ä‚œ + { // 蚱容範囲を超えおた for (n = 0; n < 5; n++) if (md->dev.val1[n] == target) - md->dev.val2[n] = 0; // —£‚ê‚œŽž‚́AŽ…‚ðØ‚é‚Ÿ‚¯ + md->dev.val2[n] = 0; // 離れた時は、糞を切るだけ 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 + // クルセず被ディボキャラのリセット nullpo_retv (md); nullpo_retv (sd); @@ -8722,7 +8722,7 @@ void skill_devotion_end (struct map_session_data *md, } /*========================================== - * ƒI[ƒgƒXƒyƒ‹ + * オヌトスペル *------------------------------------------ */ 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—pÅ‘åLv - skill_get_time (SA_AUTOSPELL, skilllv), 0); // ‚É‚µ‚Ä‚Ý‚œ‚¯‚Çbscript‚ª‘‚«ˆÕ‚¢EEEH + skill_status_change_start (&sd->bl, SC_AUTOSPELL, skilllv, skillid, maxlv, 0, // val1:スキルID val2:䜿甚最倧Lv + skill_get_time (SA_AUTOSPELL, skilllv), 0); // にしおみたけどbscriptが曞き易い・・・ return 0; } /*========================================== - * ƒMƒƒƒ“ƒOƒXƒ^[ƒpƒ‰ƒ_ƒCƒX”»’菈—(foreachinarea) + * ギャングスタヌパラダむス刀定凊理(foreachinarea) *------------------------------------------ */ @@ -8833,12 +8833,12 @@ int skill_gangsterparadise (struct map_session_data *sd, int type) return 0; if (type == 1) - { /* À‚Á‚œŽž‚̏ˆ— */ + { /* 座った時の凊理 */ 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‚œ‚玩•ª‚É‚àƒMƒƒƒ“ƒOƒXƒ^[‘®«•t—^ */ + { /*ギャングスタヌ成功したら自分にもギャングスタヌ属性付䞎 */ 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‚œ‚Æ‚«‚̏ˆ— */ + { /* 立ち䞊がったずきの凊理 */ 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) } /*========================================== - * ŠŠ‚¢ƒWƒ‡[ƒNEƒXƒNƒŠ[ƒ€”»’菈—(foreachinarea) + * 寒いゞョヌク・スクリヌム刀定凊理(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) //自分には効かない 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) //PTƒƒ“ƒo‚É‚à’áŠm—Š‚Å‚©‚©‚é(‚Æ‚è‚ ‚Š‚ž10%) + if (MRAND (100) < 10) //PTメンバにも䜎確率でかかる(ずりあえず10%) 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“ƒhƒvƒƒeƒNƒ^[ƒ`ƒFƒbƒN(foreachinarea) + * ランドプロテクタヌチェック(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•œˆ—(foreachinarea) + * むドゥンの林檎の回埩凊理(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‚̐”‚𐔂Š‚é(foreachinarea) + * 指定範囲内でsrcに察しお有効なタヌゲットのblの数を数える(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”͈͏ˆ—(foreachinarea) + * トラップ範囲凊理(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: /* フラッシャヌ */ + case 0x94: /* ショックりェヌブトラップ */ 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: /* ブラストマむン */ + case 0x98: /* クレむモアヌトラップ */ 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: /* フリヌゞングトラップ */ 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^ƒXˆÙí + * ステヌタス異垞 *---------------------------------------------------------------------------- */ /*========================================== - * ƒXƒe[ƒ^ƒXˆÙíƒ^ƒCƒ}[”͈͏ˆ— + * ステヌタス異垞タむマヌ範囲凊理 *------------------------------------------ */ 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: /* サむト */ 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^ƒXˆÙíI—¹ + * ステヌタス異垞終了 *------------------------------------------ */ 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}íœ‚ð‚·‚é + if (tid == -1) // タむマから呌ばれおいないならタむマ削陀をする delete_timer (sc_data[type].timer, skill_status_change_timer); - /* ŠY“–‚ُ̈í‚𐳏í‚É–ß‚· */ + /* 該圓の異垞を正垞に戻す */ sc_data[type].timer = -1; (*sc_count)--; switch (type) - { /* ˆÙí‚ÌŽí—Þ‚²‚Ƃ̏ˆ— */ - case SC_PROVOKE: /* ƒvƒƒ{ƒbƒN */ - case SC_CONCENTRATE: /* W’†—ÍŒüã */ - case SC_BLESSING: /* ƒuƒŒƒbƒVƒ“ƒO */ - case SC_ANGELUS: /* ƒAƒ“ƒ[ƒ‹ƒX */ - case SC_INCREASEAGI: /* ‘¬“xãž */ - case SC_DECREASEAGI: /* ‘¬“xŒž­ */ - case SC_SIGNUMCRUCIS: /* ƒVƒOƒiƒ€ƒNƒ‹ƒVƒX */ + { /* 異垞の皮類ごずの凊理 */ + case SC_PROVOKE: /* プロボック */ + case SC_CONCENTRATE: /* 集䞭力向䞊 */ + case SC_BLESSING: /* ブレッシング */ + case SC_ANGELUS: /* アンれルス */ + case SC_INCREASEAGI: /* 速床䞊昇 */ + case SC_DECREASEAGI: /* 速床枛少 */ + 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: /* ƒOƒƒŠƒA */ - case SC_LOUD: /* ƒ‰ƒEƒhƒ{ƒCƒX */ - case SC_QUAGMIRE: /* ƒNƒ@ƒOƒ}ƒCƒA */ - case SC_PROVIDENCE: /* ƒvƒƒ”ƒBƒfƒ“ƒX */ - case SC_SPEARSQUICKEN: /* ƒXƒsƒAƒNƒCƒbƒPƒ“ */ + case SC_ADRENALINE: /* アドレナリンラッシュ */ + case SC_ENCPOISON: /* ゚ンチャントポむズン */ + case SC_IMPOSITIO: /* むンポシティオマヌス */ + case SC_GLORIA: /* グロリア */ + case SC_LOUD: /* ラりドボむス */ + case SC_QUAGMIRE: /* クァグマむア */ + case SC_PROVIDENCE: /* プロノィデンス */ + case SC_SPEARSQUICKEN: /* スピアクむッケン */ case SC_VOLCANO: case SC_DELUGE: case SC_VIOLENTGALE: - case SC_ETERNALCHAOS: /* ƒGƒ^[ƒiƒ‹ƒJƒIƒX */ - case SC_DRUMBATTLE: /* í‘ŸŒÛ‚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“ƒNƒƒX */ - 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: /* ゚タヌナルカオス */ + case SC_DRUMBATTLE: /* 戊倪錓の響き */ + case SC_NIBELUNGEN: /* ニヌベルングの指茪 */ + case SC_SIEGFRIED: /* 䞍死身のゞヌクフリヌド */ + case SC_WHISTLE: /* 口笛 */ + case SC_ASSNCROS: /* 倕陜のアサシンクロス */ + case SC_HUMMING: /* ハミング */ + case SC_DONTFORGETME: /* 私を忘れないで */ + case SC_FORTUNE: /* 幞運のキス */ + case SC_SERVICE4U: /* サヌビスフォヌナヌ */ + case SC_EXPLOSIONSPIRITS: // 爆裂波動 + case SC_STEELBODY: // 金剛 case SC_DEFENDER: - case SC_SPEEDPOTION0: /* ‘‘¬ƒ|[ƒVƒ‡ƒ“ */ + case SC_SPEEDPOTION0: /* 増速ポヌション */ case SC_SPEEDPOTION1: case SC_SPEEDPOTION2: - case SC_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */ + case SC_APPLEIDUN: /* むドゥンの林檎 */ 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: /* オヌラブレヌド */ + case SC_PARRYING: /* パリむング */ + case SC_CONCENTRATION: /* コンセントレヌション */ + 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: /* りむンドりォヌク */ + case SC_TRUESIGHT: /* トゥルヌサむト */ + case SC_SPIDERWEB: /* スパむダヌりェッブ */ + 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‹¥ˆßÖ‚É‚È‚Á‚Ä•à‚­‚Ì‚ª’x‚¢‚Æ‚©) - case SC_MELTDOWN: /* ƒƒ‹ƒgƒ_ƒEƒ“ */ + case SC_WEDDING: //結婚甚(結婚衣裳になっお歩くのが遅いずか) + case SC_MELTDOWN: /* メルトダりン */ case SC_PHYS_SHIELD: case SC_HASTE: calc_flag = 1; break; - case SC_BERSERK: /* ƒo[ƒT[ƒN */ + case SC_BERSERK: /* バヌサヌク */ calc_flag = 1; - clif_status_change (bl, SC_INCREASEAGI, 0); /* ƒAƒCƒRƒ“Á‹Ž */ + clif_status_change (bl, SC_INCREASEAGI, 0); /* アむコン消去 */ break; - case SC_DEVOTION: /* ƒfƒBƒ{[ƒVƒ‡ƒ“ */ + case SC_DEVOTION: /* ディボヌション */ { 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‚ªØ‚ê‚œ‚Ì‚Å‘ŠŽè‚Ì”’nó‘Ô‚ªØ‚ê‚Ä‚È‚¢‚Ì‚È‚ç‰ðœ + //片方が切れたので盞手の癜刃状態が切れおないのなら解陀 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‚¢‚éê‡‘ŠŽè‚Ìval4‚ð0‚É‚·‚é + //合奏で盞手がいる堎合盞手のval4を0にする 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; //val4がグラフィティのgroup_id if (sg) skill_delunitgroup (sg); } break; - case SC_NOCHAT: //ƒ`ƒƒƒbƒg‹ÖŽ~ó‘Ô + case SC_NOCHAT: //チャット犁止状態 { 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ヌ */ { struct block_list *src = map_id2bl (sc_data[type].val3); if (src && tid != -1) { - //Ž©•ª‚Ƀ_ƒ[ƒW•ŽüˆÍ3*3‚Ƀ_ƒ[ƒW + //自分にダメヌゞ呚囲3*3にダメヌゞ 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 + //自分のダメヌゞは0にしお 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: /* 暗黒 */ 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); /* アむコン消去 */ switch (type) - { /* ³í‚É–ß‚é‚Æ‚«‚È‚É‚©ˆ—‚ª•K—v */ + { /* 正垞に戻るずきなにか凊理が必芁 */ 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‹¥ˆßÖ‚É‚È‚Á‚Ä•à‚­‚Ì‚ª’x‚¢‚Æ‚©) + case SC_WEDDING: //結婚甚(結婚衣裳になっお歩くのが遅いずか) *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: /* スピアクむッケン */ + case SC_CONCENTRATION: /* コンセントレヌション */ *opt3 &= ~1; break; - case SC_OVERTHRUST: /* ƒI[ƒo[ƒXƒ‰ƒXƒg */ + case SC_OVERTHRUST: /* オヌバヌスラスト */ *opt3 &= ~2; break; - case SC_ENERGYCOAT: /* ƒGƒiƒW[ƒR[ƒg */ + case SC_ENERGYCOAT: /* ゚ナゞヌコヌト */ *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: /* 癜刃取り */ *opt3 &= ~32; break; - case SC_BERSERK: /* ƒo[ƒT[ƒN */ + case SC_BERSERK: /* バヌサヌク */ *opt3 &= ~128; break; - case SC_MARIONETTE: /* ƒ}ƒŠƒIƒlƒbƒgƒRƒ“ƒgƒ[ƒ‹ */ + case SC_MARIONETTE: /* マリオネットコントロヌル */ *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‚̕ύX‚ð“`‚Š‚é */ + if (opt_flag) /* optionの倉曎を䌝える */ clif_changeoption (bl); if (bl->type == BL_PC && calc_flag) - pc_calcstatus ((struct map_session_data *) bl, 0); /* ƒXƒe[ƒ^ƒXÄŒvŽZ */ + pc_calcstatus ((struct map_session_data *) bl, 0); /* ステヌタス再蚈算 */ } return 0; @@ -9493,7 +9493,7 @@ int skill_update_heal_animation (struct map_session_data *sd) } /*========================================== - * ƒXƒe[ƒ^ƒXˆÙíI—¹ƒ^ƒCƒ}[ + * ステヌタス異垞終了タむマヌ *------------------------------------------ */ 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; //䜿っおない if ((bl = map_id2bl (id)) == NULL) - return 0; //ŠY“–ID‚ª‚·‚łɏÁ–Å‚µ‚Ä‚¢‚é‚Æ‚¢‚€‚Ì‚Í‚¢‚©‚É‚à‚ ‚è‚»‚€‚Ȃ̂ŃXƒ‹[‚µ‚Ä‚Ý‚é + return 0; //該圓IDがすでに消滅しおいるずいうのはいかにもありそうなのでスルヌしおみる 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); //䜿っおない 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‚ȏˆ—‚É‚È‚éê‡ */ - case SC_MAXIMIZEPOWER: /* ƒ}ƒLƒVƒ}ƒCƒYƒpƒ[ */ - case SC_CLOAKING: /* ƒNƒ[ƒLƒ“ƒO */ + { /* 特殊な凊理になる堎合 */ + case SC_MAXIMIZEPOWER: /* マキシマむズパワヌ */ + case SC_CLOAKING: /* クロヌキング */ case SC_CHASEWALK: if (sd) { if (sd->status.sp > 0) - { /* SPØ‚ê‚é‚Ü‚ÅŽ‘± */ + { /* SP切れるたで持続 */ sd->status.sp--; clif_updatestatus (sd, SP_SP); - sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */ + sc_data[type].timer = add_timer ( /* タむマヌ再蚭定 */ 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: /* ハむディング */ if (sd) - { /* SP‚ª‚ ‚Á‚āAŽžŠÔ§ŒÀ‚ÌŠÔ‚ÍŽ‘± */ + { /* SPがあっお、時間制限の間は持続 */ 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}[ÄÝ’è */ + sc_data[type].timer = add_timer ( /* タむマヌ再蚭定 */ 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: /* サむト */ { 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}[ÄÝ’è */ + sc_data[type].timer = add_timer ( /* タむマヌ再蚭定 */ 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}[ÄÝ’è */ + sc_data[type].timer = add_timer ( /* タむマヌ再蚭定 */ 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: /* ƒvƒƒ{ƒbƒN/ƒI[ƒgƒo[ƒT[ƒN */ + case SC_PROVOKE: /* プロボック/オヌトバヌサヌク */ if (sc_data[type].val2 != 0) - { /* ƒI[ƒgƒo[ƒT[ƒNi‚P•b‚²‚Æ‚ÉHPƒ`ƒFƒbƒNj */ - if (sd && sd->status.hp > sd->status.max_hp >> 2) /* ’âŽ~ */ + { /* オヌトバヌサヌク秒ごずにHPチェック */ + if (sd && sd->status.hp > sd->status.max_hp >> 2) /* 停止 */ 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: /* りォヌタヌボヌル */ { 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: /* むンデュア */ 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‹Š˜a‰¹ */ + case SC_DISSONANCE: /* 䞍協和音 */ 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: /* 子守唄 */ 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‚āAHP‚ª–žƒ^ƒ“‚Å‚È‚¯‚ê‚ÎŒp‘± */ + { /* SPがあっお、HPが満タンでなければ継続 */ 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}[ÄÝ’è */ + sc_data[type].timer = add_timer ( /* タむマヌ再蚭定 */ 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; - /* ŽžŠÔØ‚ê–³‚µHH */ + /* 時間切れ無し */ 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: /* ƒƒ‚ƒ‰ƒCƒY */ + case SC_MAGICPOWER: /* 魔法力増幅 */ + case SC_REJECTSWORD: /* リゞェクト゜ヌド */ + case SC_MEMORIZE: /* メモラむズ */ 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‹‚ÌŽžŠÔSPÁ”ï + case SC_DANCING: //ダンススキルの時間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: /* í‘ŸŒÛ‚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‹Š˜a‰¹ 3•b‚ÅSP1 */ - case BA_ASSASSINCROSS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX 3•b‚ÅSP1 */ - case DC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX 3•b‚ÅSP1 */ + case BD_RICHMANKIM: /* ニペルドの宎 3秒にSP1 */ + case BD_DRUMBATTLEFIELD: /* 戊倪錓の響き 3秒にSP1 */ + case BD_RINGNIBELUNGEN: /* ニヌベルングの指茪 3秒にSP1 */ + case BD_SIEGFRIED: /* 䞍死身のゞヌクフリヌド 3秒にSP1 */ + case BA_DISSONANCE: /* 䞍協和音 3秒でSP1 */ + case BA_ASSASSINCROSS: /* 倕陜のアサシンクロス 3秒でSP1 */ + case DC_UGLYDANCE: /* 自分勝手なダンス 3秒でSP1 */ s = 3; break; - case BD_LULLABY: /* ŽqŽç‰Ì 4•b‚ÉSP1 */ - case BD_ETERNALCHAOS: /* ‰i‰“‚̍¬“× 4•b‚ÉSP1 */ - case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ 4•b‚ÉSP1 */ - case DC_FORTUNEKISS: /* K‰^‚̃LƒX 4•b‚ÅSP1 */ + case BD_LULLABY: /* 子守歌 4秒にSP1 */ + case BD_ETERNALCHAOS: /* 氞遠の混沌 4秒にSP1 */ + case BD_ROKISWEIL: /* ロキの叫び 4秒にSP1 */ + case DC_FORTUNEKISS: /* 幞運のキス 4秒で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: /* 深淵の䞭に 5秒にSP1 */ + case BA_WHISTLE: /* 口笛 5秒でSP1 */ + case DC_HUMMING: /* ハミング 5秒でSP1 */ + case BA_POEMBRAGI: /* ブラギの詩 5秒でSP1 */ + case DC_SERVICEFORYOU: /* サヌビスフォヌナヌ 5秒でSP1 */ s = 5; break; - case BA_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç 6•b‚ÅSP1 */ + case BA_APPLEIDUN: /* むドゥンの林檎 6秒でSP1 */ s = 6; break; - case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Łc 10•b‚ÅSP1 */ - case CG_MOONLIT: /* ŒŽ–Ÿ‚è‚̐ò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç 10•b‚ÅSP1H */ + case DC_DONTFORGETME: /* 私を忘れないで  10秒でSP1 */ + case CG_MOONLIT: /* 月明りの泉に萜ちる花びら 10秒で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}[ÄÝ’è */ + sc_data[type].timer = add_timer ( /* タむマヌ再蚭定 */ 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: /* バヌサヌク */ if (sd) - { /* HP‚ª100ˆÈã‚È‚çŒp‘± */ + { /* HPが100以䞊なら継続 */ 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}[ÄÝ’è */ + sc_data[type].timer = add_timer ( /* タむマヌ再蚭定 */ 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‹¥ˆßÖ‚É‚È‚Á‚Ä•à‚­‚Ì‚ª’x‚¢‚Æ‚©) + case SC_WEDDING: //結婚甚(結婚衣裳になっお歩くのが遅いずか) if (sd) { time_t timer; if (time (&timer) < ((sc_data[type].val2) + 3600)) - { //1ŽžŠÔ‚œ‚Á‚Ä‚¢‚È‚¢‚Ì‚ÅŒp‘± - sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è */ + { //1時間たっおいないので継続 + sc_data[type].timer = add_timer ( /* タむマヌ再蚭定 */ 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: //チャット犁止状態 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‘± + { //開始からstatus.manner分経っおないので継続 clif_updatestatus (sd, SP_MANNER); - sc_data[type].timer = add_timer ( /* ƒ^ƒCƒ}[ÄÝ’è(60•b) */ + sc_data[type].timer = add_timer ( /* タむマヌ再蚭定(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}[ÄÝ’è */ + sc_data[type].timer = add_timer ( /* タむマヌ再蚭定 */ 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^ƒXˆÙíI—¹ + * ステヌタス異垞終了 *------------------------------------------ */ 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“‰ðœ */ + if (type != SC_ENCPOISON && sc_data[SC_ENCPOISON].timer != -1) /* ゚ンチャントポむズン解陀 */ skill_status_change_end (bl, SC_ENCPOISON, -1); - if (type != SC_ASPERSIO && sc_data[SC_ASPERSIO].timer != -1) /* ƒAƒXƒyƒ‹ƒVƒI‰ðœ */ + if (type != SC_ASPERSIO && sc_data[SC_ASPERSIO].timer != -1) /* アスペルシオ解陀 */ skill_status_change_end (bl, SC_ASPERSIO, -1); - if (type != SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer != -1) /* ƒtƒŒƒCƒ€ƒ‰ƒ“ƒ`ƒƒ‰ðœ */ + if (type != SC_FLAMELAUNCHER && sc_data[SC_FLAMELAUNCHER].timer != -1) /* フレむムランチャ解陀 */ skill_status_change_end (bl, SC_FLAMELAUNCHER, -1); - if (type != SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer != -1) /* ƒtƒƒXƒgƒEƒFƒ|ƒ“‰ðœ */ + if (type != SC_FROSTWEAPON && sc_data[SC_FROSTWEAPON].timer != -1) /* フロストりェポン解陀 */ skill_status_change_end (bl, SC_FROSTWEAPON, -1); - if (type != SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer != -1) /* ƒ‰ƒCƒgƒjƒ“ƒOƒ[ƒ_[‰ðœ */ + if (type != SC_LIGHTNINGLOADER && sc_data[SC_LIGHTNINGLOADER].timer != -1) /* ラむトニングロヌダヌ解陀 */ skill_status_change_end (bl, SC_LIGHTNINGLOADER, -1); - if (type != SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer != -1) /* ƒTƒCƒXƒ~ƒbƒNƒEƒFƒ|ƒ“‰ðœ */ + if (type != SC_SEISMICWEAPON && sc_data[SC_SEISMICWEAPON].timer != -1) /* サむスミックりェポン解陀 */ skill_status_change_end (bl, SC_SEISMICWEAPON, -1); return 0; } /*========================================== - * ƒXƒe[ƒ^ƒXˆÙíŠJŽn + * ステヌタス異垞開始 *------------------------------------------ */ 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‘ϐ« */ + { /* カヌドによる耐性 */ 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‚éˆÙí‘ϐ«”­“®\n", + printf ("PC %d skill_sc_start: cardによる異垞耐性発動\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‚¢(‚œ‚Ÿ‚µƒJ[ƒh‚É‚æ‚éŒø‰Ê‚Í“K—p‚³‚ê‚é) */ + /* ボスには効かない(ただしカヌドによる効果は適甚される) */ return 0; } if (type == SC_FREEZE || type == SC_STAN || type == SC_SLEEP) battle_stopwalking (bl, 1); if (sc_data[type].timer != -1) - { /* ‚·‚Å‚É“¯‚¶ˆÙí‚É‚È‚Á‚Ä‚¢‚éê‡ƒ^ƒCƒ}‰ðœ */ + { /* すでに同じ異垞になっおいる堎合タむマ解陀 */ 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‘Ԉُí‚Å‚ ‚鎞‚͏ó‘Ԉُí‚ðs‚í‚È‚¢ */ + return 0; /* 継ぎ足しができない状態異垞である時は状態異垞を行わない */ if (type == SC_GRAFFITI) - { //ˆÙí’†‚É‚à‚€ˆê“xó‘Ԉُí‚É‚È‚Á‚œŽž‚É‰ðœ‚µ‚Ä‚©‚çÄ“x‚©‚©‚é + { //異垞䞭にもう䞀床状態異垞になった時に解陀しおから再床かかる 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) - { /* ˆÙí‚ÌŽí—Þ‚²‚Ƃ̏ˆ— */ - case SC_PROVOKE: /* ƒvƒƒ{ƒbƒN */ + { /* 異垞の皮類ごずの凊理 */ + case SC_PROVOKE: /* プロボック */ calc_flag = 1; if (tick <= 0) - tick = 1000; /* (ƒI[ƒgƒo[ƒT[ƒN) */ + tick = 1000; /* (オヌトバヌサヌク) */ break; - case SC_ENDURE: /* ƒCƒ“ƒfƒ…ƒA */ + case SC_ENDURE: /* むンデュア */ if (tick <= 0) tick = 1000 * 60; break; - case SC_CONCENTRATE: /* W’†—ÍŒüã */ + case SC_CONCENTRATE: /* 集䞭力向䞊 */ 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: /* アンれルス */ calc_flag = 1; break; - case SC_INCREASEAGI: /* ‘¬“xãž */ + case SC_INCREASEAGI: /* 速床䞊昇 */ 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) /* りむンドりォヌク */ skill_status_change_end (bl, SC_WINDWALK, -1); break; - case SC_DECREASEAGI: /* ‘¬“xŒž­ */ + case SC_DECREASEAGI: /* 速床枛少 */ 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: /* りェポンパヌフェクション */ if (battle_config.party_skill_penaly && !val2) tick /= 5; break; - case SC_OVERTHRUST: /* ƒI[ƒo[ƒXƒ‰ƒXƒg */ + case SC_OVERTHRUST: /* オヌバヌスラスト */ *opt3 |= 2; if (battle_config.party_skill_penaly && !val2) tick /= 10; break; - case SC_MAXIMIZEPOWER: /* ƒ}ƒLƒVƒ}ƒCƒYƒpƒ[(SP‚ª1Œž‚鎞ŠÔ,val2‚É‚à) */ + case SC_MAXIMIZEPOWER: /* マキシマむズパワヌ(SPが1枛る時間,val2にも) */ if (bl->type == BL_PC) val2 = tick; else tick = 5000 * val1; break; - case SC_ENCPOISON: /* ƒGƒ“ƒ`ƒƒƒ“ƒgƒ|ƒCƒYƒ“ */ + case SC_ENCPOISON: /* ゚ンチャントポむズン */ calc_flag = 1; - val2 = (((val1 - 1) / 2) + 3) * 100; /* “Å•t—^Šm—Š */ + val2 = (((val1 - 1) / 2) + 3) * 100; /* 毒付䞎確率 */ skill_encchant_eremental_end (bl, SC_ENCPOISON); break; - case SC_POISONREACT: /* ƒ|ƒCƒYƒ“ƒŠƒAƒNƒg */ + case SC_POISONREACT: /* ポむズンリアクト */ break; - case SC_IMPOSITIO: /* ƒCƒ“ƒ|ƒVƒeƒBƒIƒ}ƒkƒX */ + case SC_IMPOSITIO: /* むンポシティオマヌス */ 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: /* 聖䜓 */ + case SC_MAGNIFICAT: /* マグニフィカヌト */ + case SC_AETERNA: /* ゚ヌテルナ */ break; - case SC_ENERGYCOAT: /* ƒGƒiƒW[ƒR[ƒg */ + case SC_ENERGYCOAT: /* ゚ナゞヌコヌト */ *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: /* キリ゚゚レむ゜ン */ + val2 = battle_get_max_hp (bl) * (val1 * 2 + 10) / 100; /* 耐久床 */ + 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: /* ƒOƒƒŠƒA */ + tick = 1000; /* (オヌトバヌサヌク) */ + case SC_GLORIA: /* グロリア */ calc_flag = 1; break; - case SC_LOUD: /* ƒ‰ƒEƒhƒ{ƒCƒX */ + case SC_LOUD: /* ラりドボむス */ calc_flag = 1; break; - case SC_TRICKDEAD: /* Ž€‚ñ‚Ÿ‚Ó‚è */ + case SC_TRICKDEAD: /* 死んだふり */ break; - case SC_QUAGMIRE: /* ƒNƒ@ƒOƒ}ƒCƒA */ + case SC_QUAGMIRE: /* クァグマむア */ calc_flag = 1; - if (sc_data[SC_CONCENTRATE].timer != -1) /* W’†—ÍŒüã‰ðœ */ + if (sc_data[SC_CONCENTRATE].timer != -1) /* 集䞭力向䞊解陀 */ skill_status_change_end (bl, SC_CONCENTRATE, -1); - if (sc_data[SC_INCREASEAGI].timer != -1) /* ‘¬“xãž‰ðœ */ + if (sc_data[SC_INCREASEAGI].timer != -1) /* 速床䞊昇解陀 */ 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) /* トゥルヌサむト */ 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) /* りむンドりォヌク */ 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) /* カヌトブヌスト */ skill_status_change_end (bl, SC_CARTBOOST, -1); break; - case SC_FLAMELAUNCHER: /* ƒtƒŒ[ƒ€ƒ‰ƒ“ƒ`ƒƒ[ */ + case SC_FLAMELAUNCHER: /* フレヌムランチャヌ */ skill_encchant_eremental_end (bl, SC_FLAMELAUNCHER); break; - case SC_FROSTWEAPON: /* ƒtƒƒXƒgƒEƒFƒ|ƒ“ */ + case SC_FROSTWEAPON: /* フロストりェポン */ skill_encchant_eremental_end (bl, SC_FROSTWEAPON); break; - case SC_LIGHTNINGLOADER: /* ƒ‰ƒCƒgƒjƒ“ƒOƒ[ƒ_[ */ + case SC_LIGHTNINGLOADER: /* ラむトニングロヌダヌ */ skill_encchant_eremental_end (bl, SC_LIGHTNINGLOADER); break; - case SC_SEISMICWEAPON: /* ƒTƒCƒYƒ~ƒbƒNƒEƒFƒ|ƒ“ */ + case SC_SEISMICWEAPON: /* サむズミックりェポン */ skill_encchant_eremental_end (bl, SC_SEISMICWEAPON); break; - case SC_DEVOTION: /* ƒfƒBƒ{[ƒVƒ‡ƒ“ */ + case SC_DEVOTION: /* ディボヌション */ calc_flag = 1; break; - case SC_PROVIDENCE: /* ƒvƒƒ”ƒBƒfƒ“ƒX */ + case SC_PROVIDENCE: /* プロノィデンス */ 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: /* オヌトスペル */ 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: /* スピアクむッケン */ calc_flag = 1; val2 = 20 + val1; *opt3 |= 1; break; case SC_COMBO: break; - case SC_BLADESTOP_WAIT: /* ”’nŽæ‚è(‘Ò‚¿) */ + case SC_BLADESTOP_WAIT: /* 癜刃取り(埅ち) */ break; - case SC_BLADESTOP: /* ”’nŽæ‚è */ + case SC_BLADESTOP: /* 癜刃取り */ 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: /* 子守唄 */ val2 = 11; break; case SC_RICHMANKIM: break; - case SC_ETERNALCHAOS: /* ƒGƒ^[ƒiƒ‹ƒJƒIƒX */ + case SC_ETERNALCHAOS: /* ゚タヌナルカオス */ calc_flag = 1; break; - case SC_DRUMBATTLE: /* í‘ŸŒÛ‚Ì‹¿‚« */ + case SC_DRUMBATTLE: /* 戊倪錓の響き */ calc_flag = 1; val2 = (val1 + 1) * 25; val3 = (val1 + 1) * 2; break; - case SC_NIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ + case SC_NIBELUNGEN: /* ニヌベルングの指茪 */ calc_flag = 1; val2 = (val1 + 2) * 50; val3 = (val1 + 2) * 25; break; - case SC_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */ + case SC_ROKISWEIL: /* ロキの叫び */ break; - case SC_INTOABYSS: /* [•£‚Ì’†‚É */ + case SC_INTOABYSS: /* 深淵の䞭に */ break; - case SC_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ + case SC_SIEGFRIED: /* 䞍死身のゞヌクフリヌド */ calc_flag = 1; val2 = 40 + val1 * 5; val3 = val1 * 10; break; - case SC_DISSONANCE: /* •s‹Š˜a‰¹ */ + case SC_DISSONANCE: /* 䞍協和音 */ val2 = 10; break; - case SC_WHISTLE: /* Œû“J */ + case SC_WHISTLE: /* 口笛 */ calc_flag = 1; break; - case SC_ASSNCROS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */ + case SC_ASSNCROS: /* 倕陜のアサシンクロス */ calc_flag = 1; break; - case SC_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ */ + case SC_POEMBRAGI: /* ブラギの詩 */ break; - case SC_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */ + case SC_APPLEIDUN: /* むドゥンの林檎 */ calc_flag = 1; break; - case SC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */ + case SC_UGLYDANCE: /* 自分勝手なダンス */ val2 = 10; break; - case SC_HUMMING: /* ƒnƒ~ƒ“ƒO */ + case SC_HUMMING: /* ハミング */ calc_flag = 1; break; - case SC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Å */ + case SC_DONTFORGETME: /* 私を忘れないで */ calc_flag = 1; - if (sc_data[SC_INCREASEAGI].timer != -1) /* ‘¬“xãž‰ðœ */ + if (sc_data[SC_INCREASEAGI].timer != -1) /* 速床䞊昇解陀 */ 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) /* トゥルヌサむト */ 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) /* りむンドりォヌク */ 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) /* カヌトブヌスト */ skill_status_change_end (bl, SC_CARTBOOST, -1); break; - case SC_FORTUNE: /* K‰^‚̃LƒX */ + case SC_FORTUNE: /* 幞運のキス */ calc_flag = 1; break; - case SC_SERVICE4U: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */ + case SC_SERVICE4U: /* サヌビスフォヌナヌ */ calc_flag = 1; break; - case SC_DANCING: /* ƒ_ƒ“ƒX/‰‰‘t’† */ + case SC_DANCING: /* ダンス/挔奏䞭 */ 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: /* 阿修矅芇凰拳 */ break; case SC_AUTOCOUNTER: val3 = val4 = 0; break; - case SC_SPEEDPOTION0: /* ‘‘¬ƒ|[ƒVƒ‡ƒ“ */ + case SC_SPEEDPOTION0: /* 増速ポヌション */ *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‹¥ˆßÖ‚É‚È‚Á‚Ä•à‚­‚Ì‚ª’x‚¢‚Æ‚©) + case SC_WEDDING: //結婚甚(結婚衣裳になっお歩くのが遅いずか) { 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: //チャット犁止状態 { 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: /* Î‰» */ + 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: /* 睡眠 */ 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‘ϐ«‚ÉŠÖ‚í‚ç‚ž30•b + tick = 30000; //睡眠はステヌタス耐性に関わらず30秒 } break; - case SC_FREEZE: /* “€Œ‹ */ + case SC_FREEZE: /* 凍結 */ 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•bƒZƒbƒgj */ + case SC_STAN: /* スタンval2にミリ秒セット */ 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: /* ’Ÿ–فiƒŒƒbƒNƒXƒfƒr[ƒij */ + case SC_SILENCE: /* 沈黙レックスデビヌナ */ if (!(flag & 2)) { int sc_def = 100 - battle_get_vit (bl); tick = tick * sc_def / 100; } break; - case SC_BLIND: /* ˆÃ• */ + case SC_BLIND: /* 暗黒 */ 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: /* ハむディング */ calc_flag = 1; if (bl->type == BL_PC) { - val2 = tick / 1000; /* Ž‘±ŽžŠÔ */ + val2 = tick / 1000; /* 持続時間 */ tick = 1000; } break; case SC_CHASEWALK: - case SC_CLOAKING: /* ƒNƒ[ƒLƒ“ƒO */ + case SC_CLOAKING: /* クロヌキング */ if (bl->type == BL_PC) val2 = tick; else tick = 5000 * val1; break; - case SC_SIGHT: /* ƒTƒCƒg/ƒ‹ƒAƒt */ + case SC_SIGHT: /* サむト/ルアフ */ case SC_RUWACH: val2 = tick / 250; tick = 10; break; - /* ƒZ[ƒtƒeƒBƒEƒH[ƒ‹Aƒjƒ…[ƒ} */ + /* セヌフティりォヌル、ニュヌマ */ 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‹ */ + /* りォヌタヌボヌル */ case SC_WATERBALL: tick = 150; - if (val1 > 5) //ƒŒƒxƒ‹‚ª5ˆÈã‚̏ꍇ‚Í25”­‚ɐ§ŒÀ(1”­–Ú‚Í‚·‚Å‚É‘Å‚Á‚Ä‚é‚Ì‚Å-1) + if (val1 > 5) //レベルが5以䞊の堎合は25発に制限(1発目はすでに打っおるので-1) val3 = 5 * 5 - 1; else val3 = (val1 | 1) * (val1 | 1) - 1; break; - /* ƒXƒLƒ‹‚¶‚á‚È‚¢/ŽžŠÔ‚ÉŠÖŒW‚µ‚È‚¢ */ + /* スキルじゃない/時間に関係しない */ 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: /* コンセントレヌション */ *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: /* オヌラブレヌド */ + case SC_PARRYING: /* パリむング */ // 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: /* ゞョむントビヌト */ +// case SC_MARIONETTE: /* マリオネットコントロヌル */ - //‚Æ‚è‚ ‚Š‚žŽè”²‚« + //ずりあえず手抜き 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: /* りむンドりォヌク */ calc_flag = 1; - val2 = (val1 / 2); //Fleeãž—Š + val2 = (val1 / 2); //Flee䞊昇率 break; - case SC_BERSERK: /* ƒo[ƒT[ƒN */ + case SC_BERSERK: /* バヌサヌク */ if (sd) { sd->status.sp = 0; clif_updatestatus (sd, SP_SP); - clif_status_change (bl, SC_INCREASEAGI, 1); /* ƒAƒCƒRƒ“•\ŽŠ */ + clif_status_change (bl, SC_INCREASEAGI, 1); /* アむコン衚瀺 */ } *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: /* マリオネットコントロヌル */ *opt3 |= 1024; break; - case SC_MELTDOWN: /* ƒƒ‹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: /* メルトダりン */ + case SC_CARTBOOST: /* カヌトブヌスト */ + case SC_TRUESIGHT: /* トゥルヌサむト */ + case SC_SPIDERWEB: /* スパむダヌりェッブ */ + case SC_MAGICPOWER: /* 魔法力増幅 */ calc_flag = 1; break; - case SC_REJECTSWORD: /* ƒŠƒWƒFƒNƒgƒ\[ƒh */ - val2 = 3; //3‰ñUŒ‚‚𒵂˕Ԃ· + case SC_REJECTSWORD: /* リゞェクト゜ヌド */ + val2 = 3; //3回攻撃を跳ね返す break; - case SC_MEMORIZE: /* ƒƒ‚ƒ‰ƒCƒY */ - val2 = 3; //3‰ñ‰r¥‚ð1/3‚É‚·‚é + case SC_MEMORIZE: /* メモラむズ */ + val2 = 3; //3回詠唱を1/3にする 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ヌ */ 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“•\ŽŠ */ + clif_status_change (bl, type, 1); /* アむコン衚瀺 */ - /* option‚̕ύX */ + /* optionの倉曎 */ 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^ƒXˆÙí‚ð‰ðœ */ + battle_stopattack (bl); /* 攻撃停止 */ + skill_stop_dancing (bl, 0); /* 挔奏/ダンスの䞭断 */ + { /* 同時に掛からないステヌタス異垞を解陀 */ 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); /* 攻撃停止 */ *option |= ((type == SC_HIDING) ? 2 : 4); opt_flag = 1; break; case SC_CHASEWALK: - battle_stopattack (bl); /* UŒ‚’âŽ~ */ + battle_stopattack (bl); /* 攻撃停止 */ *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‚̕ύX */ + if (opt_flag) /* optionの倉曎 */ clif_changeoption (bl); - (*sc_count)++; /* ƒXƒe[ƒ^ƒXˆÙí‚̐” */ + (*sc_count)++; /* ステヌタス異垞の数 */ 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 */ + /* タむマヌ蚭定 */ 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^ƒXÄŒvŽZ */ + pc_calcstatus (sd, 0); /* ステヌタス再蚈算 */ if (bl->type == BL_PC && updateflag) - clif_updatestatus (sd, updateflag); /* ƒXƒe[ƒ^ƒX‚ðƒNƒ‰ƒCƒAƒ“ƒg‚É‘—‚é */ + clif_updatestatus (sd, updateflag); /* ステヌタスをクラむアントに送る */ return 0; } /*========================================== - * ƒXƒe[ƒ^ƒXˆÙí‘S‰ðœ + * ステヌタス異垞党解陀 *------------------------------------------ */ 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) - { /* ˆÙí‚ª‚ ‚é‚È‚çƒ^ƒCƒ}[‚ðíœ‚·‚é */ + { /* 異垞があるならタむマヌを削陀する */ /* 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žiŽü‚è‚Ɉړ®•s‰Â”\’n‘Ñ‚ª‚ ‚é‚©j */ +/* クロヌキング怜査呚りに移動䞍可胜地垯があるか */ 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‚œ‚߂̏ˆ— */ + *battle_get_option (bl) &= ~4; /* 念のための凊理 */ } return end; } /* *---------------------------------------------------------------------------- - * ƒXƒLƒ‹ƒ†ƒjƒbƒg + * スキルナニット *---------------------------------------------------------------------------- */ /*========================================== - * ‰‰‘t/ƒ_ƒ“ƒXƒXƒLƒ‹‚©‚Ç‚€‚©”»’è - * ˆø” ƒXƒLƒ‹ID - * –ß‚è ƒ_ƒ“ƒX‚¶‚á‚È‚¢=0 ‡‘t=2 ‚»‚êˆÈŠO‚̃_ƒ“ƒX=1 + * 挔奏/ダンススキルかどうか刀定 + * 匕数 スキルID + * 戻り ダンスじゃない=0 合奏=2 それ以倖のダンス=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: /* í‘ŸŒÛ‚Ì‹¿‚« */ - case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ - case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */ - case BD_INTOABYSS: /* [•£‚Ì’†‚É */ - case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ - case BD_RAGNAROK: /* _X‚̉©š */ - case CG_MOONLIT: /* ŒŽ–Ÿ‚è‚̐ò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */ + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニペルドの宎 */ + case BD_ETERNALCHAOS: /* 氞遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戊倪錓の響き */ + case BD_RINGNIBELUNGEN: /* ニヌベルングの指茪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の䞭に */ + case BD_SIEGFRIED: /* 䞍死身のゞヌクフリヌド */ + case BD_RAGNAROK: /* 神々の黄昏 */ + case CG_MOONLIT: /* 月明りの泉に萜ちる花びら */ i = 2; break; - case BA_DISSONANCE: /* •s‹Š˜a‰¹ */ - case BA_FROSTJOKE: /* ŠŠ‚¢ƒWƒ‡[ƒN */ - case BA_WHISTLE: /* Œû“J */ - case BA_ASSASSINCROSS: /* —[—z‚̃AƒTƒVƒ“ƒNƒƒX */ - case BA_POEMBRAGI: /* ƒuƒ‰ƒM‚ÌŽ */ - case BA_APPLEIDUN: /* ƒCƒhƒDƒ“‚Ì—ÑŒç */ - case DC_UGLYDANCE: /* Ž©•ªŸŽè‚ȃ_ƒ“ƒX */ - case DC_SCREAM: /* ƒXƒNƒŠ[ƒ€ */ - case DC_HUMMING: /* ƒnƒ~ƒ“ƒO */ - case DC_DONTFORGETME: /* Ž„‚ð–Y‚ê‚È‚¢‚Łc */ - case DC_FORTUNEKISS: /* K‰^‚̃LƒX */ - case DC_SERVICEFORYOU: /* ƒT[ƒrƒXƒtƒH[ƒ†[ */ + case BA_DISSONANCE: /* 䞍協和音 */ + case BA_FROSTJOKE: /* 寒いゞョヌク */ + case BA_WHISTLE: /* 口笛 */ + case BA_ASSASSINCROSS: /* 倕陜のアサシンクロス */ + case BA_POEMBRAGI: /* ブラギの詩 */ + case BA_APPLEIDUN: /* むドゥンの林檎 */ + case DC_UGLYDANCE: /* 自分勝手なダンス */ + case DC_SCREAM: /* スクリヌム */ + case DC_HUMMING: /* ハミング */ + case DC_DONTFORGETME: /* 私を忘れないで  */ + case DC_FORTUNEKISS: /* 幞運のキス */ + case DC_SERVICEFORYOU: /* サヌビスフォヌナヌ */ i = 1; break; default: @@ -10963,8 +10963,8 @@ int skill_is_danceskill (int id) } /*========================================== - * ‰‰‘t/ƒ_ƒ“ƒX‚ð‚â‚ß‚é - * flag 1‚ō‡‘t’†‚È‚ç‘Š•û‚Ƀ†ƒjƒbƒg‚ð”C‚¹‚é + * 挔奏/ダンスをやめる + * flag 1で合奏䞭なら盞方にナニットを任せる * *------------------------------------------ */ @@ -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; //ダンスのスキルナニットIDはval2に入っおる 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“Ÿ + { //合奏䞭断 + struct map_session_data *dsd = map_id2sd (sc_data[SC_DANCING].val4); //盞方のsd取埗 if (flag) - { //ƒƒOƒAƒEƒg‚ȂǕЕû‚ª—Ž‚¿‚Ä‚à‰‰‘t‚ªŒp‘±‚³‚ê‚é + { //ログアりトなど片方が萜ちおも挔奏が継続される 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) //ƒƒOƒAƒEƒg - dsd->sc_data[SC_DANCING].val4 = 0; //‘Š•û‚Ì‘Š•û‚ð0‚É‚µ‚臑tI—¹š’ʏí‚̃_ƒ“ƒXó‘Ô - if (flag & 2) //ƒnƒG”ò‚Ñ‚È‚Ç - return; //‡‘t‚àƒ_ƒ“ƒXó‘Ô‚àI—¹‚³‚¹‚È‚¢•ƒXƒLƒ‹ƒ†ƒjƒbƒg‚Í’u‚¢‚Ä‚¯‚Ú‚è + { //グルヌプを持っおるPCが萜ちる + group->src_id = sc_data[SC_DANCING].val4; //盞方にグルヌプを任せる + if (flag & 1) //ログアりト + dsd->sc_data[SC_DANCING].val4 = 0; //盞方の盞方を0にしお合奏終了→通垞のダンス状態 + if (flag & 2) //パ飛びなど + return; //合奏もダンス状態も終了させないスキルナニットは眮いおけがり } 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) //ƒƒOƒAƒEƒg - dsd->sc_data[SC_DANCING].val4 = 0; //‘Š•û‚Ì‘Š•û‚ð0‚É‚µ‚臑tI—¹š’ʏí‚̃_ƒ“ƒXó‘Ô - if (flag & 2) //ƒnƒG”ò‚Ñ‚È‚Ç - return; //‡‘t‚àƒ_ƒ“ƒXó‘Ô‚àI—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‚ðI—¹‚³‚¹‚é - //‚»‚µ‚ăOƒ‹[ƒv‚͏Á‚³‚È‚¢•Á‚³‚È‚¢‚̂ŃXƒe[ƒ^ƒXŒvŽZ‚à‚¢‚ç‚È‚¢H + { //盞方がグルヌプを持っおいるPCが萜ちる(自分はグルヌプを持っおいない) + if (flag & 1) //ログアりト + dsd->sc_data[SC_DANCING].val4 = 0; //盞方の盞方を0にしお合奏終了→通垞のダンス状態 + if (flag & 2) //パ飛びなど + return; //合奏もダンス状態も終了させないスキルナニットは眮いおけがり + } + skill_status_change_end (src, SC_DANCING, -1); //自分のステヌタスを終了させる + //そしおグルヌプは消さない消さないのでステヌタス蚈算もいらない 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‚ðI—¹‚³‚¹‚é + { //グルヌプを持っおるPCが止める + skill_status_change_end ((struct block_list *) dsd, SC_DANCING, -1); //盞手のステヌタスを終了させる } 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‚ðI—¹‚³‚¹‚é + { //盞方がグルヌプを持っおいるPCが止める(自分はグルヌプを持っおいない) + skill_status_change_end (src, SC_DANCING, -1); //自分のステヌタスを終了させる } } } if (flag & 2 && group && src->type == BL_PC) - { //ƒnƒG‚Å”ò‚ñ‚Ÿ‚Æ‚«‚Æ‚©‚̓†ƒjƒbƒg‚à”ò‚Ô + { //パで飛んだずきずかはナニットも飛ぶ 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‰» + * スキルナニット初期化 *------------------------------------------ */ 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†ƒjƒbƒgíœ + * スキルナニット削陀 *------------------------------------------ */ 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‚яo‚µ */ + /* onlimitむベント呌び出し */ skill_unit_onlimit (unit, gettick ()); - /* ondeleteƒCƒxƒ“ƒgŒÄ‚яo‚µ */ + /* ondeleteむベント呌び出し */ 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‰» + * スキルナニットグルヌプ初期化 *------------------------------------------ */ 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‚ÌŒŸõ */ + for (i = 0; i < maxsug; i++) /* 空いおいるもの怜玢 */ 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‚ÌŒŸõ */ + { /* 空いおないので叀いもの怜玢 */ 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“ƒXó‘Ô‚É‚·‚é - case BD_LULLABY: /* ŽqŽç‰Ì */ - case BD_RICHMANKIM: /* ƒjƒˆƒ‹ƒh‚̉ƒ */ - case BD_ETERNALCHAOS: /* ‰i‰“‚̍¬“× */ - case BD_DRUMBATTLEFIELD: /* í‘ŸŒÛ‚Ì‹¿‚« */ - case BD_RINGNIBELUNGEN: /* ƒj[ƒxƒ‹ƒ“ƒO‚ÌŽw—Ö */ - case BD_ROKISWEIL: /* ƒƒL‚Ì‹©‚Ñ */ - case BD_INTOABYSS: /* [•£‚Ì’†‚É */ - case BD_SIEGFRIED: /* •sŽ€g‚̃W[ƒNƒtƒŠ[ƒh */ - case BD_RAGNAROK: /* _X‚̉©š */ - case CG_MOONLIT: /* ŒŽ–Ÿ‚è‚̐ò‚É—Ž‚¿‚é‰Ô‚Ñ‚ç */ + { //合奏スキルは盞方をダンス状態にする + case BD_LULLABY: /* 子守歌 */ + case BD_RICHMANKIM: /* ニペルドの宎 */ + case BD_ETERNALCHAOS: /* 氞遠の混沌 */ + case BD_DRUMBATTLEFIELD: /* 戊倪錓の響き */ + case BD_RINGNIBELUNGEN: /* ニヌベルングの指茪 */ + case BD_ROKISWEIL: /* ロキの叫び */ + case BD_INTOABYSS: /* 深淵の䞭に */ + case BD_SIEGFRIED: /* 䞍死身のゞヌクフリヌド */ + case BD_RAGNAROK: /* 神々の黄昏 */ + case CG_MOONLIT: /* 月明りの泉に萜ちる花びら */ { int range = 1; int c = 0; @@ -11207,7 +11207,7 @@ struct skill_unit_group *skill_initunitgroup (struct block_list *src, } /*========================================== - * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒOƒ‹[ƒvíœ + * スキルナニットグルヌプ削陀 *------------------------------------------ */ 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“ƒXó‘Ô‚ð‰ðœ‚·‚é + { //ダンススキルはダンス状態を解陀する 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()の替わり */ 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‘Síœ + * スキルナニットグルヌプ党削陀 *------------------------------------------ */ 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‹¿tickŒŸõ + * スキルナニットグルヌプの被圱響tick怜玢 *------------------------------------------ */ 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‹¿tickíœ + * スキルナニットグルヌプの被圱響tick削陀 *------------------------------------------ */ 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) + * スキルナニットタむマヌ発動凊理甚(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}[íœˆ——p(foreachinarea) + * スキルナニットタむマヌ削陀凊理甚(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) + * スキルナニットタむマヌ凊理甚(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‚яo‚µ */ + /* onplaceむベント呌び出し */ 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++; } } - /* ŽžŠÔØ‚êíœ */ + /* 時間切れ削陀 */ 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: /* ブラストマむン */ 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: /* アンクルスネア */ + case 0x93: /* ランドマむン */ + case 0x94: /* ショックりェヌブトラップ */ + case 0x95: /* サンドマン */ + case 0x96: /* フラッシャヌ */ + case 0x97: /* フリヌゞングトラップ */ + case 0x98: /* クレむモアヌトラップ */ + case 0x99: /* トヌキヌボックス */ { 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); // 眠返還 } } } @@ -11490,7 +11490,7 @@ int skill_unit_timer_sub (struct block_list *bl, va_list ap) } /*========================================== - * ƒXƒLƒ‹ƒ†ƒjƒbƒgƒ^ƒCƒ}[ˆ— + * スキルナニットタむマヌ凊理 *------------------------------------------ */ 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“®Žžˆ——p(foreachinarea) + * スキルナニット移動時凊理甚(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“®Žžˆ— + * スキルナニット移動時凊理 *------------------------------------------ */ 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“®Žžˆ——p(foreachinarea) + * スキルナニット移動時凊理甚(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“®Žžˆ— + * スキルナニット移動時凊理 *------------------------------------------ */ 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®Žžˆ—(foreachinarea) + * スキルナニット自䜓の移動時凊理(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®Žžˆ— - * ˆø”‚̓Oƒ‹[ƒv‚ƈړ®—Ê + * スキルナニット自䜓の移動時凊理 + * 匕数はグルヌプず移動量 *------------------------------------------ */ 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); // Œp³ƒtƒ‰ƒO - memset (s_flag, 0, sizeof (int) * group->unit_count); // Œp³ƒtƒ‰ƒO - memset (m_flag, 0, sizeof (int) * group->unit_count); // Œp³ƒtƒ‰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 + //先にフラグを党郚決める for (i = 0; i < group->unit_count; i++) { - int move_check = 0; // ‚©‚Ô‚èƒtƒ‰ƒO + int move_check = 0; // かぶりフラグ 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‚œ‚ç - s_flag[i] = 1; // ˆÚ“®‘O‚̃†ƒjƒbƒgƒiƒ“ƒo[‚ÌŒp³ƒtƒ‰ƒOon - r_flag[j] = 1; // ‚©‚Ԃ郆ƒjƒbƒgƒiƒ“ƒo[‚ÌŽc—¯ƒtƒ‰ƒOon - move_check = 1; //ƒ†ƒjƒbƒg‚ª‚©‚Ô‚Á‚œB + //移動先にナニットがかぶっおたら + s_flag[i] = 1; // 移動前のナニットナンバヌの継承フラグon + r_flag[j] = 1; // かぶるナニットナンバヌの残留フラグon + move_check = 1; //ナニットがかぶった。 break; } } - if (!move_check) // ƒ†ƒjƒbƒg‚ª‚©‚Ô‚Á‚Ä‚È‚©‚Á‚œ‚ç - m_flag[i] = 1; // ˆÚ“®‘Oƒ†ƒjƒbƒgƒiƒ“ƒo[‚̈ړ®ƒtƒ‰ƒOon + if (!move_check) // ナニットがかぶっおなかったら + m_flag[i] = 1; // 移動前ナニットナンバヌの移動フラグon } - //ƒtƒ‰ƒO‚ÉŠî‚¢‚ă†ƒjƒbƒgˆÚ“® + //フラグに基づいおナニット移動 for (i = 0; i < group->unit_count; i++) { unit1 = &group->unit[i]; if (m_flag[i]) - { // ˆÚ“®ƒtƒ‰ƒO‚ªon‚Å + { // 移動フラグがonで if (!r_flag[i]) - { // Žc—¯ƒtƒ‰ƒO‚ªoff‚È‚ç - //’PƒˆÚ“®(range‚àŒp³‚Ì•K—v–³‚µ) + { // 残留フラグがoffなら + //単玔移動(rangeも継承の必芁無し) 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‚̂ŁAŒp³‰Â”\‚ȃ†ƒjƒbƒg‚ð’T‚· + { // 残留フラグがonなら + //空ナニットになるので、継承可胜なナニットを探す for (j = 0; j < group->unit_count; j++) { unit2 = &group->unit[j]; if (s_flag[j] && !r_flag[j]) { - // Œp³ˆÚ“®(rangeŒp³•t‚«) + // 継承移動(range継承付き) 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; // Œp³Š®—¹‚µ‚œ‚Ì‚Åoff + s_flag[j] = 0; // 継承完了したのでoff break; } } @@ -11804,12 +11804,12 @@ int skill_unit_move_unit_group (struct skill_unit_group *group, int m, int dx, } /*---------------------------------------------------------------------------- - * ƒAƒCƒeƒ€‡¬ + * アむテム合成 *---------------------------------------------------------------------------- */ /*---------------------------------------------------------------------------- - * ‰Šú‰»Œn + * 初期化系 */ 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‹“ǂݍž‚Ý - * skill_db.txt ƒXƒLƒ‹ƒf[ƒ^ - * skill_cast_db.txt ƒXƒLƒ‹‚̉r¥ŽžŠÔ‚ƃfƒBƒŒƒCƒf[ƒ^ + * スキル関係ファむル読み蟌み + * skill_db.txt スキルデヌタ + * skill_cast_db.txt スキルの詠唱時間ずディレむデヌタ *------------------------------------------ */ int skill_readdb (void) @@ -12285,7 +12285,7 @@ void skill_reload (void) } /*========================================== - * ƒXƒLƒ‹ŠÖŒW‰Šú‰»ˆ— + * スキル関係初期化凊理 *------------------------------------------ */ int do_init_skill (void) -- cgit v1.2.3-60-g2f50