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calc-chara.pl
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calc-chara.pl
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################## データ保存 ##################
use strict;
#use warnings;
use utf8;
require $set::data_class;
require $set::data_races;
require $set::data_items;
sub data_calc {
my %pc = %{$_[0]};
my %st;
### 種族特徴 --------------------------------------------------
$pc{'raceAbility'} = $data::race_ability{$pc{'race'}};
### 技能 --------------------------------------------------
my @class_a; my @class_b; my $lv_caster_total;
foreach my $class (@data::class_names){
my $id = $data::class{$class}{'id'};
## 冒険者レベル算出
$pc{'level'} = $pc{'lv'.$id} if ($pc{'level'} < $pc{'lv'.$id});
## 魔法使い最大/合計レベル算出
$pc{'lvCaster'} = $pc{'lv'.$id} if ($pc{'lvCaster'} < $pc{'lv'.$id} && $data::class{$class}{'magic'}{'jName'});
$lv_caster_total += $pc{'lv'.$id} if $data::class{$class}{'magic'}{'jName'};
}
### スカレンセジ最大レベル算出 --------------------------------------------------
my $smax = max($pc{'lvSco'},$pc{'lvRan'},$pc{'lvSag'});
### ウィザードレベル算出 --------------------------------------------------
$pc{'lvWiz'} = max($pc{'lvSor'},$pc{'lvCon'});
### 経験点/名誉点/ガメル計算 --------------------------------------------------
## 履歴から
$pc{'moneyTotal'} = 0;
$pc{'depositTotal'} = 0;
$pc{'debtTotal'} = 0;
$pc{'honor'} = 0;
foreach my $i (0 .. $pc{'historyNum'}){
$pc{'expTotal'} += s_eval($pc{"history${i}Exp"});
$pc{'moneyTotal'} += s_eval($pc{"history${i}Money"});
foreach (split /[||]/, $pc{"history${i}Honor"}) {
$pc{'honor'} += s_eval($_);
}
}
## 収支履歴計算
my $cashbook = $pc{"cashbook"};
$cashbook =~ s/::((?:[\+\-\*\/]?[0-9]+)+)/$pc{'moneyTotal'} += eval($1)/eg;
$cashbook =~ s/:>((?:[\+\-\*\/]?[0-9]+)+)/$pc{'depositTotal'} += eval($1)/eg;
$cashbook =~ s/:<((?:[\+\-\*\/]?[0-9]+)+)/$pc{'debtTotal'} += eval($1)/eg;
$pc{'moneyTotal'} += $pc{'debtTotal'} - $pc{'depositTotal'};
## 名誉点消費
foreach (1 .. $pc{'honorItemsNum'}){
$pc{'honor'} -= $pc{'honorItem'.$_.'Pt'};
}
foreach (@set::adventurer_rank){
my ($name, $num, undef) = @$_;
$pc{'honor'} -= $num if ($pc{'rank'} eq $name);
}
foreach (1 .. $pc{'mysticArtsNum'}){
$pc{'honor'} -= $pc{'mysticArts'.$_.'Pt'};
}
foreach (1 .. $pc{'dishonorItemsNum'}){
$pc{'dishonor'} += $pc{'dishonorItem'.$_.'Pt'};
}
## 経験点消費
my @expA = ( 0, 1000, 2000, 3500, 5000, 7000, 9500, 12500, 16500, 21500, 27500, 35000, 44000, 54500, 66500, 80000, 95000, 125000 );
my @expB = ( 0, 500, 1500, 2500, 4000, 5500, 7500, 10000, 13000, 17000, 22000, 28000, 35500, 44500, 55000, 67000, 80500, 105500 );
my @expS = ( 0, 3000, 6000, 9000, 12000, 16000, 20000, 24000, 28000, 33000, 38000, 43000, 48000, 54000, 60000, 66000, 72000, 79000, 86000, 93000, 100000 );
$pc{'expRest'} = $pc{'expTotal'};
foreach (@data::class_names){
if ($data::class{$_}{'expTable'} eq 'A'){ $pc{'expRest'} -= $expA[$pc{'lv'.$data::class{$_}{'id'}}]; }
elsif ($data::class{$_}{'expTable'} eq 'B'){ $pc{'expRest'} -= $expB[$pc{'lv'.$data::class{$_}{'id'}}]; }
}
$pc{'expRest'} += $expS[$pc{'lvSeeker'}]; # 求道者
### 種族チェック --------------------------------------------------
if($pc{'race'} eq 'リルドラケン'){
$pc{'raceAbilityDef'} = 1;
}
elsif($pc{'race'} eq 'シャドウ'){
$pc{'raceAbilityMndResist'} = 4;
if($pc{'level'} >= 11){
$pc{'raceAbilityMndResist'} += 2;
}
}
elsif($pc{'race'} eq 'フロウライト'){
$pc{'raceAbilityDef'} = 2;
$pc{'raceAbilityMp'} = 15;
if($pc{'level'} >= 6){
$pc{'raceAbilityDef'} += 1;
$pc{'raceAbilityMp'} += 15;
}
if($pc{'level'} >= 11){
$pc{'raceAbilityDef'} += 1;
$pc{'raceAbilityMp'} += 15;
}
}
elsif($pc{'race'} eq 'ダークトロール'){
$pc{'raceAbilityDef'} = 1;
}
### 能力値計算 --------------------------------------------------
## 成長
for (my $i = 1; $i <= $pc{'historyNum'}; $i++) {
my $grow = $pc{"history${i}Grow"};
$grow =~ s/器(?:用度?)?(?:×|\*)?([0-9]{1,3})/$pc{'sttHistGrowA'} += $1; ''/ge;
$grow =~ s/敏(?:捷度?)?(?:×|\*)?([0-9]{1,3})/$pc{'sttHistGrowB'} += $1; ''/ge;
$grow =~ s/筋(?:力)?(?:×|\*)?([0-9]{1,3})/$pc{'sttHistGrowC'} += $1; ''/ge;
$grow =~ s/生(?:命力?)?(?:×|\*)?([0-9]{1,3})/$pc{'sttHistGrowD'} += $1; ''/ge;
$grow =~ s/知(?:力)?(?:×|\*)?([0-9]{1,3})/$pc{'sttHistGrowE'} += $1; ''/ge;
$grow =~ s/精(?:神力?)?(?:×|\*)?([0-9]{1,3})/$pc{'sttHistGrowF'} += $1; ''/ge;
$pc{'sttHistGrowA'} += ($grow =~ s/器/器/g);
$pc{'sttHistGrowB'} += ($grow =~ s/敏/敏/g);
$pc{'sttHistGrowC'} += ($grow =~ s/筋/筋/g);
$pc{'sttHistGrowD'} += ($grow =~ s/生/生/g);
$pc{'sttHistGrowE'} += ($grow =~ s/知/知/g);
$pc{'sttHistGrowF'} += ($grow =~ s/精/精/g);
}
$pc{'sttGrowA'} = $pc{'sttPreGrowA'} + $pc{'sttHistGrowA'};
$pc{'sttGrowB'} = $pc{'sttPreGrowB'} + $pc{'sttHistGrowB'};
$pc{'sttGrowC'} = $pc{'sttPreGrowC'} + $pc{'sttHistGrowC'};
$pc{'sttGrowD'} = $pc{'sttPreGrowD'} + $pc{'sttHistGrowD'};
$pc{'sttGrowE'} = $pc{'sttPreGrowE'} + $pc{'sttHistGrowE'};
$pc{'sttGrowF'} = $pc{'sttPreGrowF'} + $pc{'sttHistGrowF'};
## 能力値算出
$pc{'sttDex'} = $pc{'sttBaseTec'} + $pc{'sttBaseA'} + $pc{'sttGrowA'};
$pc{'sttAgi'} = $pc{'sttBaseTec'} + $pc{'sttBaseB'} + $pc{'sttGrowB'};
$pc{'sttStr'} = $pc{'sttBasePhy'} + $pc{'sttBaseC'} + $pc{'sttGrowC'};
$pc{'sttVit'} = $pc{'sttBasePhy'} + $pc{'sttBaseD'} + $pc{'sttGrowD'};
$pc{'sttInt'} = $pc{'sttBaseSpi'} + $pc{'sttBaseE'} + $pc{'sttGrowE'};
$pc{'sttMnd'} = $pc{'sttBaseSpi'} + $pc{'sttBaseF'} + $pc{'sttGrowF'};
# ウィークリング補正
$pc{'sttAgi'} += 3 if $pc{'race'} eq 'ウィークリング(ガルーダ)';
$pc{'sttStr'} += 3 if $pc{'race'} eq 'ウィークリング(ミノタウロス)';
$pc{'sttInt'} += 3 if $pc{'race'} eq 'ウィークリング(バジリスク)';
$pc{'sttMnd'} += 3 if $pc{'race'} eq 'ウィークリング(マーマン)';
## ボーナス算出
$pc{'bonusDex'} = int(($pc{'sttDex'} + $pc{'sttAddA'}) / 6);
$pc{'bonusAgi'} = int(($pc{'sttAgi'} + $pc{'sttAddB'}) / 6);
$pc{'bonusStr'} = int(($pc{'sttStr'} + $pc{'sttAddC'}) / 6);
$pc{'bonusVit'} = int(($pc{'sttVit'} + $pc{'sttAddD'}) / 6);
$pc{'bonusInt'} = int(($pc{'sttInt'} + $pc{'sttAddE'}) / 6);
$pc{'bonusMnd'} = int(($pc{'sttMnd'} + $pc{'sttAddF'}) / 6);
## 冒険者レベル+各ボーナス算出
$st{'LvA'} = $pc{'level'}+$pc{'bonusDex'};
$st{'LvB'} = $pc{'level'}+$pc{'bonusAgi'};
$st{'LvC'} = $pc{'level'}+$pc{'bonusStr'};
$st{'LvD'} = $pc{'level'}+$pc{'bonusVit'};
$st{'LvE'} = $pc{'level'}+$pc{'bonusInt'};
$st{'LvF'} = $pc{'level'}+$pc{'bonusMnd'};
## 各技能レベル+各ボーナス算出
foreach my $class (@data::class_names){
my $id = $data::class{$class}{'id'};
if($pc{'lv'.$id} > 0) {
$st{$id.'A'} = $pc{'lv'.$id}+$pc{'bonusDex'};
$st{$id.'B'} = $pc{'lv'.$id}+$pc{'bonusAgi'};
$st{$id.'C'} = $pc{'lv'.$id}+$pc{'bonusStr'};
$st{$id.'D'} = $pc{'lv'.$id}+$pc{'bonusVit'};
$st{$id.'E'} = $pc{'lv'.$id}+$pc{'bonusInt'};
$st{$id.'F'} = $pc{'lv'.$id}+$pc{'bonusMnd'};
}
else {
$st{$id.'A'} = 0;
$st{$id.'B'} = 0;
$st{$id.'C'} = 0;
$st{$id.'D'} = 0;
$st{$id.'E'} = 0;
$st{$id.'F'} = 0;
}
}
### 戦闘特技 --------------------------------------------------
## 自動習得
my @abilities;
if($pc{'lvFig'} >= 7) { push(@abilities, "タフネス"); }
if($pc{'lvGra'} >= 1) { push(@abilities, "追加攻撃"); }
if($pc{'lvGra'} >= 7) { push(@abilities, "カウンター"); }
if($pc{'lvFig'} >=13 || $pc{'lvGra'} >=13) { push(@abilities, "バトルマスター"); }
if($pc{'lvCaster'} >= 11){ push(@abilities, "ルーンマスター"); }
if($pc{'lvSco'} >= 5) { push(@abilities, "トレジャーハント"); }
if($pc{'lvSco'} >= 7) { push(@abilities, "ファストアクション"); }
if($pc{'lvSco'} >=12) { push(@abilities, "トレジャーマスター"); }
if($pc{'lvSco'} >=15) { push(@abilities, "匠の技"); }
if($pc{'lvSco'} >= 9) { push(@abilities, "影走り"); }
if($pc{'lvRan'} >= 5) { push(@abilities, "サバイバビリティ"); }
if($pc{'lvRan'} >= 7) { push(@abilities, "不屈"); }
if($pc{'lvRan'} >= 9) { push(@abilities, "ポーションマスター"); }
if($pc{'lvRan'} >=12) { push(@abilities, "縮地"); }
if($pc{'lvRan'} >=15) { push(@abilities, "ランアンドガン"); }
if($pc{'lvSag'} >= 5) { push(@abilities, "鋭い目"); }
if($pc{'lvSag'} >= 7) { push(@abilities, "弱点看破"); }
if($pc{'lvSag'} >= 9) { push(@abilities, "マナセーブ"); }
if($pc{'lvSag'} >=12) { push(@abilities, "マナ耐性"); }
if($pc{'lvSag'} >=15) { push(@abilities, "賢人の知恵"); }
$" = ',';
$pc{'combatFeatsAuto'} = "@abilities";
## 選択特技による補正
{
foreach my $i (@set::feats_lv) {
if($i > $pc{'level'}){ next; } # $iがLvを超えたら処理しない
my $feat = $pc{'combatFeatsLv'.$i};
if ($feat eq '足さばき') { $pc{'footwork'} = 1; }
elsif($feat eq '命中強化Ⅰ') { $pc{'accuracyEnhance'} = 1; }
elsif($feat eq '命中強化Ⅱ') { $pc{'accuracyEnhance'} = 2; }
elsif($feat eq '回避行動Ⅰ') { $pc{'evasiveManeuver'} = 1; }
elsif($feat eq '回避行動Ⅱ') { $pc{'evasiveManeuver'} = 2; }
elsif($feat eq '魔力強化Ⅰ') { $pc{'magicPowerEnhance'} = 1; }
elsif($feat eq '魔力強化Ⅱ') { $pc{'magicPowerEnhance'} = 2; }
elsif($feat eq '賦術強化Ⅰ') { $pc{'alchemyEnhance'} = 1; }
elsif($feat eq '賦術強化Ⅱ') { $pc{'alchemyEnhance'} = 2; }
elsif($feat eq '頑強') { $pc{'tenacity'} += 15; }
elsif($feat eq '超頑強') { $pc{'tenacity'} += 15; }
elsif($feat eq 'キャパシティ'){ $pc{'capacity'} += 15; }
elsif($feat eq '防具習熟A/金属鎧') { $pc{'masteryMetalArmour'} += 1; }
elsif($feat eq '防具習熟A/非金属鎧'){ $pc{'masteryNonMetalArmour'}+= 1; }
elsif($feat eq '防具習熟A/盾') { $pc{'masteryShield'} += 1; }
elsif($feat eq '防具習熟S/金属鎧') { $pc{'masteryMetalArmour'} += 2; }
elsif($feat eq '防具習熟S/非金属鎧'){ $pc{'masteryNonMetalArmour'}+= 2; }
elsif($feat eq '防具習熟S/盾') { $pc{'masteryShield'} += 2; }
elsif($feat =~ /^武器習熟A/(.*)$/) { $pc{'mastery'.ucfirst($data::weapon_id{$1})} += 1; }
elsif($feat =~ /^武器習熟S/(.*)$/) { $pc{'mastery'.ucfirst($data::weapon_id{$1})} += 2; }
elsif($feat =~ /^魔器習熟A/) { $pc{'masteryArtisan'} += 1; }
elsif($feat =~ /^魔器習熟S/) { $pc{'masteryArtisan'} += 1; }
elsif($feat =~ /^魔器の達人/) { $pc{'masteryArtisan'} += 1; }
elsif($feat eq 'スローイングⅠ'){ $pc{'throwing'} = 1; }
elsif($feat eq 'スローイングⅡ'){ $pc{'throwing'} = 2; }
elsif($feat eq '呪歌追加Ⅰ') { $pc{'songAddition'} = 1; }
elsif($feat eq '呪歌追加Ⅱ') { $pc{'songAddition'} = 2; }
elsif($feat eq '呪歌追加Ⅲ') { $pc{'songAddition'} = 3; }
}
}
### サブステータス --------------------------------------------------
## 生命抵抗力
$pc{'vitResistBase'} = $st{'LvD'};
$pc{'vitResistAddTotal'} = s_eval($pc{'vitResistAdd'});
$pc{'vitResistTotal'} = $pc{'vitResistBase'} + $pc{'vitResistAddTotal'};
## 精神抵抗力
$pc{'mndResistBase'} = $st{'LvF'};
$pc{'mndResistAddTotal'} = s_eval($pc{'mndResistAdd'}) + $pc{'raceAbilityMndResist'};
$pc{'mndResistTotal'} = $pc{'mndResistBase'} + $pc{'mndResistAddTotal'};
## HPMP:装飾品
foreach (
'Head', 'Head_',
'Ear', 'Ear_',
'Face', 'Face_',
'Neck', 'Neck_',
'Back', 'Back_',
'HandR', 'HandR_',
'HandL', 'HandL_',
'Waist', 'Waist_',
'Leg', 'Leg_',
'Other', 'Other_',
'Other2','Other2_',
'Other3','Other3_',
'Other4','Other4_',) {
$pc{'hpAccessory'} = 2 if $pc{"accessory$_".'Own'} eq 'HP';
$pc{'mpAccessory'} = 2 if $pc{"accessory$_".'Own'} eq 'MP';
}
## HP
$pc{'hpBase'} = $pc{'level'} * 3 + $pc{'sttVit'} + $pc{'sttAddD'};
$pc{'hpAddTotal'} = s_eval($pc{'hpAdd'}) + $pc{'tenacity'} + $pc{'hpAccessory'};
$pc{'hpAddTotal'} += 15 if $pc{'lvFig'} >= 7; #タフネス
$pc{'hpTotal'} = $pc{'hpBase'} + $pc{'hpAddTotal'};
## MP
$pc{'mpBase'} = $lv_caster_total * 3 + $pc{'sttMnd'} + $pc{'sttAddF'};
$pc{'mpBase'} = $pc{'level'} * 3 + $pc{'sttMnd'} + $pc{'sttAddF'} if ($pc{'race'} eq 'マナフレア');
$pc{'mpAddTotal'} = s_eval($pc{'mpAdd'}) + $pc{'capacity'} + $pc{'raceAbilityMp'} + $pc{'mpAccessory'};
$pc{'mpTotal'} = $pc{'mpBase'} + $pc{'mpAddTotal'};
$pc{'mpTotal'} = 0 if ($pc{'race'} eq 'グラスランナー');
## 移動力
my $own_mobility = $pc{'armourOwn'} ? 2 : 0;
$pc{'mobilityBase'} = $pc{'sttAgi'} + $pc{'sttAddB'} + $own_mobility;
$pc{'mobilityBase'} = $pc{'mobilityBase'} * 2 + $own_mobility if ($pc{'race'} eq 'ケンタウロス');
$pc{'mobilityTotal'} = $pc{'mobilityBase'} + s_eval($pc{'mobilityAdd'});
$pc{'mobilityFull'} = $pc{'mobilityTotal'} * 3;
$pc{'mobilityLimited'} = $pc{'footwork'} ? 10 : 3;
## 判定パッケージ
$pc{'packScoTec'} = $st{'ScoA'} + $pc{'packScoTecAdd'};
$pc{'packScoAgi'} = $st{'ScoB'} + $pc{'packScoAgiAdd'};
$pc{'packScoObs'} = $st{'ScoE'} + $pc{'packScoObsAdd'};
$pc{'packRanTec'} = $st{'RanA'} + $pc{'packRanTecAdd'};
$pc{'packRanAgi'} = $st{'RanB'} + $pc{'packRanAgiAdd'};
$pc{'packRanObs'} = $st{'RanE'} + $pc{'packRanObsAdd'};
$pc{'packSagKno'} = $st{'SagE'} + $pc{'packSagKnoAdd'};
$pc{'packBarKno'} = $st{'BarE'} + $pc{'packBarKnoAdd'};
$pc{'packRidAgi'} = $st{'RidB'} + $pc{'packRidAgiAdd'};
$pc{'packRidKno'} = $st{'RidE'} + $pc{'packRidKnoAdd'};
$pc{'packRidObs'} = $st{'RidE'} + $pc{'packRidObsAdd'};
$pc{'packAlcKno'} = $st{'AlcE'} + $pc{'packAlcKnoAdd'};
## 魔物知識/先制力
my @ini_class = ($pc{'packScoAgi'},$st{'WarB'});
push @ini_class, $st{$_} foreach (@set::ini_class_add);
foreach(1 .. $pc{'lvWar'}){
if($pc{'craftCommand'.$_} =~ /軍師の知略/){ push @ini_class, $st{'WarE'}; }
}
$pc{'monsterLore'} = max($pc{'packSagKno'},$pc{'packRidKno'}) + $pc{'monsterLoreAdd'};
$pc{'initiative'} = max(@ini_class) + $pc{'initiativeAdd'};
## 魔力
foreach my $name (@data::class_names){
next if (!$data::class{$name}{'magic'}{'jName'});
my $id = $data::class{$name}{'id'};
$pc{'magicPower'.$id} = $pc{'lv'.$id} ? ( $pc{'lv'.$id} + int(($pc{'sttInt'} + $pc{'sttAddE'} + ($pc{'magicPowerOwn'.$id} ? 2 : 0)) / 6) + $pc{'magicPowerAdd'.$id} + $pc{'magicPowerAdd'} + $pc{'magicPowerEnhance'} ) : 0;
}
## 奏力ほか
my %stt = ('知力'=>['Int','E'], '精神力'=>['Mnd','F']);
foreach my $name (@data::class_names){
next if (!$data::class{$name}{'craft'}{'stt'});
my $id = $data::class{$name}{'id'};
my $st = $data::class{$name}{'craft'}{'stt'};
$pc{'magicPower'.$id} = $pc{'lv'.$id} ? ( $pc{'lv'.$id} + int(($pc{'stt'.$stt{$st}[0]} + $pc{'sttAdd'.$stt{$st}[1]} + ($pc{'magicPowerOwn'.$id} ? 2 : 0)) / 6) + $pc{'magicPowerAdd'.$id} ) : 0;
}
$pc{'magicPowerAlc'} += $pc{'alchemyEnhance'};
### 装備 --------------------------------------------------
## 武器
foreach (1 .. $pc{'weaponNum'}){
my $class;
if ($pc{'weapon'.$_.'Class'} eq "ファイター" && $pc{'lvFig'}){ $class = 'Fig'; }
elsif($pc{'weapon'.$_.'Class'} eq "グラップラー" && $pc{'lvGra'}){ $class = 'Gra'; }
elsif($pc{'weapon'.$_.'Class'} eq "フェンサー" && $pc{'lvFen'}){ $class = 'Fen'; }
elsif($pc{'weapon'.$_.'Class'} eq "シューター" && $pc{'lvSho'}){ $class = 'Sho'; }
elsif($pc{'weapon'.$_.'Class'} eq "エンハンサー" && $pc{'lvEnh'}){ $class = 'Enh'; }
elsif($pc{'weapon'.$_.'Class'} eq "デーモンルーラー" && $pc{'lvDem'}){ $class = 'Dem'; }
## 命中
my $own_dex = $pc{'weapon'.$_.'Own'} ? 2 : 0; # 専用化補正
$pc{'weapon'.$_.'AccTotal'} = 0;
$pc{'weapon'.$_.'AccTotal'} = $pc{'lv'.$class} + int( ($pc{'sttDex'} + $pc{'sttAddA'} + $own_dex) / 6 ) if $pc{'lv'.$class};
$pc{'weapon'.$_.'AccTotal'} += $pc{'accuracyEnhance'}; # 命中強化
$pc{'weapon'.$_.'AccTotal'} += 1 if $pc{'throwing'} && $pc{'weapon'.$_.'Category'} eq '投擲'; # スローイング
$pc{'weapon'.$_.'AccTotal'} += $pc{'weapon'.$_.'Acc'}; # 武器の修正値
## ダメージ
if ($pc{'weapon'.$_.'Category'} eq 'クロスボウ'){ $pc{'weapon'.$_.'DmgTotal'} = $pc{'weapon'.$_.'Dmg'} + $pc{'lvSho'}; }
elsif($pc{'weapon'.$_.'Category'} eq 'ガン' ){ $pc{'weapon'.$_.'DmgTotal'} = $pc{'weapon'.$_.'Dmg'} + $pc{'magicPowerMag'}; }
else { $pc{'weapon'.$_.'DmgTotal'} = $pc{'weapon'.$_.'Dmg'} + $st{$class.'C'}; }
$pc{'weapon'.$_.'DmgTotal'} += $pc{'mastery' . ucfirst($data::weapon_id{ $pc{'weapon'.$_.'Category'} }) };
if($pc{'weapon'.$_.'Category'} eq 'ガン(物理)'){ $pc{'weapon'.$_.'DmgTotal'} += $pc{'masteryGun'}; }
if($pc{'weapon'.$_.'Note'} =~ /〈魔器〉/){ $pc{'weapon'.$_.'DmgTotal'} += $pc{'masteryArtisan'}; }
if($pc{'weapon'.$_.'Class'} eq "自動計算しない"){
$pc{'weapon'.$_.'AccTotal'} = $pc{'weapon'.$_.'Acc'};
$pc{'weapon'.$_.'DmgTotal'} = $pc{'weapon'.$_.'Dmg'};
}
}
## 回避力
use POSIX 'ceil';
$pc{'reqdStr'} = $pc{'sttStr'} + $pc{'sttAddC'};
$pc{'reqdStrF'} = ceil($pc{'reqdStr'} / 2);
my $eva_class;
my $own_agi = $pc{'shieldOwn'} ? 2 : 0;
if ($pc{'evasionClass'} eq "ファイター" && $pc{'lvFig'}){ $eva_class = $pc{'lvFig'}; $pc{'evasionStr'} = $pc{'reqdStr'}; }
elsif($pc{'evasionClass'} eq "グラップラー" && $pc{'lvGra'}){ $eva_class = $pc{'lvGra'}; $pc{'evasionStr'} = $pc{'reqdStr'}; }
elsif($pc{'evasionClass'} eq "フェンサー" && $pc{'lvFen'}){ $eva_class = $pc{'lvFen'}; $pc{'evasionStr'} = $pc{'reqdStrF'}; }
elsif($pc{'evasionClass'} eq "シューター" && $pc{'lvSho'}){ $eva_class = $pc{'lvSho'}; $pc{'evasionStr'} = $pc{'reqdStr'}; }
elsif($pc{'evasionClass'} eq "デーモンルーラー" && $pc{'lvDem'}){ $eva_class = $pc{'lvDem'}; $pc{'evasionStr'} = $pc{'reqdStr'}; }
else{ $pc{'evasionStr'} = $pc{'reqdStr'}; }
$pc{'evasionEva'} = 0;
$pc{'evasionEva'} = $eva_class + int( ($pc{'sttAgi'} + $pc{'sttAddB'} + $own_agi) / 6 ) if $eva_class;
## 防具
$pc{'defenseTotalAllEva'} = $pc{'evasionEva'} + $pc{'evasiveManeuver'} + $pc{'armourEva'} + $pc{'shieldEva'} + $pc{'defOtherEva'};
$pc{'defenseTotalAllDef'} =
$pc{'raceAbilityDef'} +
$pc{'armourDef'} + max($pc{'masteryMetalArmour'},$pc{'masteryNonMetalArmour'}) +
$pc{'shieldDef'} + $pc{'masteryShield'} +
$pc{'defOtherDef'};
if($pc{'armourNote'} =~ /〈魔器〉/ || $pc{'ShieldNote'} =~ /〈魔器〉/){
$pc{'defenseTotalAllDef'} += $pc{'masteryArtisan'};
}
### グレード自動変更 --------------------------------------------------
if (@set::grades){
my $flag;
foreach(@set::grades){
if ($pc{'group'} eq @$_[0]){ $flag = 1; last; }
}
if($flag ne ''){
foreach(@set::grades){
if ($pc{'level'} <= @$_[1] && $pc{'expTotal'} <= @$_[2]){ $pc{'group'} = @$_[0]; last; }
}
}
}
### 0を消去 --------------------------------------------------
foreach (
'lvFig','lvGra','lvFen','lvSho',
'lvSor','lvCon','lvPri','lvFai','lvMag',
'lvSco','lvRan','lvSag',
'lvEnh','lvBar','lvRid','lvAlc',
'lvDru','lvDem',
'lvWar','lvMys','lvPhy',
'lvGri','lvArt','lvAri',
'cardRedB','cardRedA','cardRedS','cardRedSS',
'cardGreB','cardGreA','cardGreS','cardGreSS',
'cardBlaB','cardBlaA','cardBlaS','cardBlaSS',
'cardWhiB','cardWhiA','cardWhiS','cardWhiSS',
'cardGolB','cardGolA','cardGolS','cardGolSS',
){
delete $pc{$_} if !$pc{$_};
}
#### 改行を<br>に変換 --------------------------------------------------
$pc{'items'} =~ s/\r\n?|\n/<br>/g;
$pc{'freeNote'} =~ s/\r\n?|\n/<br>/g;
$pc{'freeHistory'} =~ s/\r\n?|\n/<br>/g;
$pc{'cashbook'} =~ s/\r\n?|\n/<br>/g;
$pc{'fellowProfile'} =~ s/\r\n?|\n/<br>/g;
$pc{'fellowNote'} =~ s/\r\n?|\n/<br>/g;
$pc{'chatPalette'} =~ s/\r\n?|\n/<br>/g;
### newline --------------------------------------------------
my($aka, $ruby) = split(/:/,$pc{'aka'});
my $charactername = ($aka?"“$aka”":"").$pc{'characterName'};
$charactername =~ s/[||]([^||]+?)《.+?》/$1/g;
my $classlv;
foreach my $class (@data::class_list){
$classlv .= $pc{'lv'.$data::class{$class}{'id'}}.'/';
}
$::newline = "$pc{'id'}<>$::file<>".
"$pc{'birthTime'}<>$::now<>$charactername<>$pc{'playerName'}<>$pc{'group'}<>".
"$pc{'expTotal'}<>$pc{'rank'}<>$pc{'race'}<>$pc{'gender'}<>$pc{'age'}<>$pc{'faith'}<>".
"$classlv<>".
"$pc{'sessionTotal'}<>$pc{'image'}<> $pc{'tags'} <>$pc{'hide'}<>$pc{'fellowPublic'}<>";
return %pc;
}
1;