/* 表示順に初期化 */ magicDmg = 0.0; criDsp = 100.0; kaizoBonusDSP = 0.0; spKaizouDSP = 0.0; iceMas = 0.0; fireMas = 0.0; lightMas = 0.0; dmgIB = 0.0; kihonIB = 0.0; maxDmgIB = 0.0; dmgFB = 0.0; kihonFB = 0.0; maxDmgFB = 0.0; dmgLB = 0.0; kihonLB = 0.0; maxDmgLB = 0.0; dmgIS = 0.0; kihonIS = 0.0; maxDmgIS = 0.0; dmgFBL = 0.0; kihonFBL = 0.0; maxDmgFBL = 0.0; dmgTH = 0.0; kihonTH = 0.0; maxDmgTH = 0.0; dmgHS = 0.0; kihonHS = 0.0; maxDmgHS = 0.0; /* 魔法攻撃力計算 */ magicDmg = pcInt / 20.0 + esMAG; /* ダメージエンチャ補正 */ esIB = esDmg * 0.04; esFB = esDmg * 0.2; esLB = esDmg * 0.22; esIS = esDmg * 0.05; esFBL = esDmg * 0.25; esTH = esDmg * 0.25; esHS = 0; /* 相手保護 */ enHogo = 1 - hogo / 100.0; /* スキル基本ダメージ */ dmgIB = skillRankIB; dmgFB = skillRankFB; chgFB = chgFBNum; dmgLB = skillRankLB; dmgIS = skillRankIS; chgIS = chgISNum; dmgFBL = skillRankFBL; dmgTH = skillRankTH; dmgHS = skillRankHS; chgHS = chgHSNum; /* フルチャージボーナス確認 */ fullFB = 1.0; if (chgFB == 5) {fullFB = 1.3;} fullIS = 1.0; if (chgIS == 5) {fullIS = 1.3;} fullHS = 1.0; if (chgHS == 5) {fullHS = 1.25;} /* クリティカル */ criBonus = 1.0; criON = criSelect; if (criON == 1) { criDsp = criSkill + 100.0; criBonus = (criSkill + 100.0) / 100.0; } /* 装備改造ボーナス */ wandBonus = wandSet; /* 装備ワンド */ selWand = wandType; /* 属性マスタリ */ iceMas = iceMasSkill; fireMas = fireMasSkill; lightMas = lightMasSkill; /* ボルトマスタリ */ boltMas = boltSkill; /* タイトル */ selTitle = titleType; magicTytle = 0.0; if (selTitle == 1) {magicTytle = 0.05;} if (selTitle == 2) {iceMas = iceMas + 10;} if (selTitle == 3) {fireMas = fireMas + 10;} if (selTitle == 4) {lightMas = lightMas + 10;} boltTytle = 1.0; if (selTitle == 5) {boltTytle = 1.15;} /* ワンドボーナス確認 */ wandIB = 0.0; if (selWand == 1) {wandIB = 10.0;} wandFB = 0.0; if (selWand == 2) {wandFB = 5.0;} wandLB = 0.0; if (selWand == 3) {wandLB = 7.0;} /* ヘボナセット使用 */ spBonus = 0.0; if (hebonaUse == 1) {spBonus = 0.15;} /* ローズマリーグローブ使用 */ if (rozeGrove == 1) {iceMas = iceMas + 15;} /* トリニティスタッフ段階 */ if (selWand == 4) { if (useToriSelect == 1) {spBonus = spBonus + 0.05;} if (useToriSelect == 2) {spBonus = spBonus + 0.10;} if (useToriSelect == 3) {spBonus = spBonus + 0.15;} } /* 改造ボーナス */ kaizoBonus = 1.0 + (wandBonus / 100.0 + magicTytle); kaizoBonusDSP = kaizoBonus * 100.0; /* 特別改造ボーナス */ spBLUEBonus = 1.0 + spBKaizou; spREDBonus = spRKaizou; if (criON == 1) { criBonus = criBonus + spREDBonus; criDsp = criDsp + spREDBonus * 100.0; } spKaizou = spBLUEBonus; if (spREDBonus > 0.0) { spKaizou = 1.0; } spKaizouDSP = spKaizou * 100.0; /* IB計算 */ kihonIB = (dmgIB * 1.0 + wandIB) * 1.0 + esIB; statusIB = 1.0 + (magicDmg / 100.0) + (iceMas / 100.0) + (boltMas / 100.0 * boltTytle) + spBonus; maxDmgIB = kihonIB * criBonus * enHogo * statusIB * kaizoBonus * spKaizou * 1.1; /* FB計算 */ kihonFB = (dmgFB * fullFB + wandFB) * chgFB + esFB; statusFB = 1.0 + (magicDmg / 100.0) + (fireMas / 100.0) + (boltMas / 100.0 * boltTytle) + spBonus; maxDmgFB = kihonFB * criBonus * enHogo * statusFB * kaizoBonus * spKaizou * 1.1; /* LB計算 */ kihonLB = (dmgLB * 1.0 + wandLB) * 1.0 + esLB; statusLB = 1.0 + (magicDmg / 100.0) + (lightMas / 100.0) + (boltMas / 100.0 * boltTytle) + spBonus; maxDmgLB = kihonLB * criBonus * enHogo * statusLB * kaizoBonus * spKaizou * 1.1; /* IS計算 */ kihonIS = (dmgIS * fullIS + 0.0) * chgIS + esIS; statusIS = 1.0 + (magicDmg / 100.0) + (iceMas / 100.0); maxDmgIS = kihonIS * criBonus * enHogo * statusIS * kaizoBonus * spKaizou * 1.1; /* FBL計算 */ kihonFBL = (dmgFBL * 1.0 + 0.0) * 1.0 + esFBL; statusFBL = 1.0 + (magicDmg / 100.0) + (fireMas / 100.0); maxDmgFBL = kihonFBL * criBonus * enHogo * statusFBL * kaizoBonus * spKaizou * 1.1; /* TH計算 */ kihonTH = (dmgTH * 1.0 + 0.0) * 1.0 + esTH; statusTH = 1.0 + (magicDmg / 100.0) + (lightMas / 100.0); maxDmgTH = kihonTH * criBonus * enHogo * statusTH * kaizoBonus * spKaizou * 1.1; /* HS計算 */ kihonHS = (dmgHS * fullHS + 0.0) * chgHS + esHS; statusHS = 1.0 + (magicDmg / 100.0) + (iceMas / 100.0); maxDmgHS = kihonHS * criBonus * enHogo * statusHS * kaizoBonus * spKaizou * 1.1; /* 表示 */ magicDmg; criDsp; kaizoBonusDSP; spKaizouDSP; iceMas; fireMas; lightMas; dmgIB; kihonIB; maxDmgIB; dmgFB; kihonFB; maxDmgFB; dmgLB; kihonLB; maxDmgLB; dmgIS; kihonIS; maxDmgIS; dmgFBL; kihonFBL; maxDmgFBL; dmgTH; kihonTH; maxDmgTH; dmgHS; kihonHS; maxDmgHS;