/*--------------------------------------------------------------------------
	javascript by ＠うさ http://www.usagi-js.com/
	Script changed by high-low @ めもりあのーと
--------------------------------------------------------------------------*/
/* レイヤ設置 */
//マウスの坐标
var nXPos = 0;
var nYPos = 0;
//レイヤーの坐标
var nLayerXPos = 0;
var nLayerYPos = 0;
//レイヤー表示文字列
var strLayer = "";
var i;
function cmtShow(kind, fType)
{
	nLayerXPos = nXPos;
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	nWidth  = ( document.documentElement.clientWidth || window.innerWidth );
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/*	ポインタ位置によるレイヤ表示位置の修正	*/
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/* レイヤー内容セット */
	if( kind == "" ){
		strLayer = "";
	}
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		strLayer   = underSet + uTxt + "&nbsp;" + cmtId[kind] + "&nbsp;" + eTxt + endSet;
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		strLayer   = startSet + sTitle + sIcon + "ship" + eIcon + skillId[kind][0];

		switch( skillId[kind][1] )
		{
			case 0:  strLayer += "&nbsp;<sub>(自动效果)</sub>";	break;
			case 1:  break;
			case 2:  strLayer += "&nbsp;<sub>(瞬间发动)</sub>";	break;
			default: strLayer += "&nbsp;<sub>(指定条件下效果发动)</sub>";	break;
		}

		strLayer  += ssTxt;


		for( i = 2; i < skillId[kind].length -2; i += 2 )		//>
		{
			strLayer += ssIcon + skillId[kind][i] + esIcon;

			switch( skillId[kind][i] )
			{
				case "sailing":		strLayer += "航行技术"; break;
				case "management":	strLayer += "管理技术"; break;
				case "arms":		strLayer += "兵器技术"; break;
			}

			strLayer += " LV" + skillId[kind][i+1] + "<br />";
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		strLayer += skillId[kind][i] + eTxt + endSet;
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	if (document.layers)
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			document.getElementById("cmtLayer").innerHTML  = strLayer;
			document.getElementById("cmtLayer").style.visibility="visible";
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		{
			document.getElementById("cmtLayer").style.visibility="hidden";
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}

/* 坐标取得 */
if (navigator.appName=="Netscape")
{
	function nMouse(e)
	{
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	}
	//NN4
	if (document.layers)
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	//NC6
	else
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}
else
{
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}


/* レイヤ構成要素リスト */
startSet= '<div class="border"><table class="back"><tr><td>';
underSet= '<div><table class="uback"><tr><td>';
endSet  = '</td></tr></table></div>';

sTitle	= '<div class="title">';
oTitle	= '<div class="tiOff">';
eTitle	= '</div>';
sIcon   = '<img src="./materia/img/icon_';
eIcon   = '.gif" class="icon" />';
ssIcon	= '<img src="./materia/img_skill/tech_';
esIcon	= '.gif" class="iconSkill" />必要技能&nbsp;&nbsp;';
sTxt	= '<div class="txt">';
ssTxt	= '<div class="txSkill">';
uTxt	= '<div class="txUnder">';
eTxt	= '</div>';

var cmtId = new Object();

cmtId["_船名"] = "船种名";
cmtId["耐久"]  = ["taikyu","初期耐久力","耐久度底值 / 最大耐久值<br />新造時会因为材质的关系而有所增减。"];
cmtId["_价格"] = "造船所购买/新造价格";

cmtId["纵帆"] = ["tateho","纵帆性能","数值越高逆风,侧风时航行速度越快。<br />新造时会因为材质的关系而有所增减。<br />可以通过辅助帆等装备来强化性能。"];
cmtId["横帆"] = ["yokoho","横帆性能","数值越高顺风时航行速度越快。<br />新造时会因为材质的关系而有所增减。<br />可以通过辅助帆等装备来强化性能。"];
cmtId["桨力"] = ["souryoku","桨力","数值越高加莱桨帆船系的船速越快。<br />不太受风的影响、<br />容易被浪高影响。"];
cmtId["转向"] = ["senkai","转向速度","数值越高转向速度越快。<br />新造時会因为最大容量的增减而有所变化。"];
cmtId["抗波"] = ["taiha","抗波性能","数值越高越难受到波浪和潮流的影响。<br />反过来，数值低容易遇到大浪和从侧面涌来的波浪<br />受到炮击容易引起大摇晃。"];
cmtId["装甲"] = ["soukou","装甲","数值越高受炮击时损伤越低。<br />可以通过配备装甲来强化性能。"];
cmtId["船室"] = ["crew","船室（必要船员数/最大船员数）","低于必要船员数会造成航行，炮击，转向等的障碍。<br />最大船员数可以通过改造船室的大小来增减。"];
cmtId["炮室"] = ["cannon","炮室","决定可装备大炮的最大炮门数。<br />可以通过改造炮室的大小来增减。"];
cmtId["仓库"] = ["souko","仓库","决定了水粮和交易品的装载量。新造時的<br />最大容量，可以通过改造船室炮室的大小来变更。<br />最大容量减去船室和炮室的数值得到仓库的数值。"];
cmtId["强化R"]= ["build_rank","强化等级","因为☆级的不同有不同次数的强化可能。<br />根据强化基本性能会有所变化、<br />船只可以装配固定的技能。<br />强化后会将船只耐久恢复到最大。"];
cmtId["航行S"]= ["speed","航行速度(补正)","对船舶的最大速度有补正。<br />对船只加速度有所影响。<br />追加装甲会减少船只速度。"];

cmtId["_冒险"] = "驾驶这艘船必需的冒险Lv";
cmtId["_交易"] = "驾驶这艘船必需的交易Lv";
cmtId["_战斗"] = "驾驶这艘船必需的战斗Lv";

cmtId["船侧"] = ["side_cannon","船侧炮炮位","同时可以装配的大炮数量。与大炮门数无关。<br />大炮是炮击的基本。"];
cmtId["船首"] = ["prow_cannon","船首炮炮位","同时可以装配的大炮数量。与大炮门数无关。"];
cmtId["船尾"] = ["stern_cannon","船尾炮炮位","同时可以装配的大炮数量。与大炮门数无关。"];

cmtId["辅助帆"]   = ["assist_sail","辅助帆帆位","装备后会对纵帆性能,横帆性能有所强化。<br />根据装配的辅助帆的不同可能会导致转向性能下降。"];
cmtId["船首像"]   = ["figure_head","船首像位置","装备后会减低灾害的发生,降低船员疲劳<br />也有船员掌握和炮弹回避的效果。<br />根据装备的船首像的不同最终效果也有不同。"];
cmtId["纹章"] 	  = ["crest","纹章位置","在船帆上描绘的纹章。部分可以通过<br />船帆涂料来变更颜色。"];
cmtId["特殊兵装"] = ["special_weapon","特殊兵装位置","装备或会增加各种性能。<br />冲撞攻击、白兵支援効效果、航行性能增强。"];
cmtId["追加装甲"] = ["addition_armor","追加装甲位置","装备后可以增强船只的装甲。<br />但同时会减慢船只的速度。"];
cmtId["专用舰S"]  = ["option_build","专用舰技能","需要使用专用舰新造许可证<br />能为船舶从名单中追加任意的技能。<br />自由添加技能变为可能。"];
cmtId["冲撞攻击"] = ["blow","冲撞攻击","装备后可以利用高速对接触的敌船<br />造成冲撞损害。转向时并不发生。"];
cmtId["接舷效果"] = ["run_on","接舷效果","数值越高,接舷发动的距离越远<br />较容易进入白兵战,<br />敌方的撤退成功率也会降低。"];
cmtId["白兵支援"] = ["duel","白兵战支援","白兵战時的攻击力<br />合计值×５ 上升。"];
//cmtId["船员掌握"] = ["guard","船员掌握","白兵战時的防御力<br />数值×２ 上升。"];

cmtId["必要R"]	  = ["必要造船技能等级","新造船只必需的造船技能等级。"];
cmtId["造船价格"] = ["新造价格","使用造船技能新造船之所需付出的金钱。<br />一般船舶(普通材质)的基本价格的六折。"];
cmtId["必要日数"] = ["必要建造日数","等待新造船只完成所需要在海上经过的 日数。<br />船只停泊也可。1日＝1分钟。"];
cmtId["损失额"]   = ["卖出损失金钱","新造船在船厂卖出时损失的金钱。<br />新造价格 - 卖出价格(普通材质)。"];

cmtId["强化必要R"]= ["必要造船技能等级","这里的等级为强化所必需的造船技能等级。"];
cmtId["必要素材"] = ["jb_material","必要素材","进行强化建造所必需的素材。<br />必须全部弄齐。"];
cmtId["许可证"]	  = ["ob_license","专用舰造船许可证","专用舰的建造所必需的道具。<br />用200枚国家贡献勋记交换获得。"];

cmtId["造船R"]	  = ["造船技能等级","造船技能等级会影响到<br />克选择利用的材质的种类、<br />船只最大容量改造的改动范围。"];
cmtId["预算额"]	  = ["新造预算额","会因为材质和各种改造影响到新造价格。<br />右侧2行为新造价格和基本价格的<br />金额差及差异比例。"];

cmtId["最大容量"]  = ["通过改造可以改造船只的最大容量","可以按造船技能等级为％进行改造。<br />容量增加会造成转向性能和船体加速度的下降,<br />容量减少则会增加。"];
cmtId["炮室改造"]  = ["cannon","通过改造可以改造炮室数量","可以在原数值的0.5倍到1.5倍内进行增减。<br />减少的部分则会增加在仓库。"];
cmtId["船室改造"]  = ["crew","通过改造可以改造船室数","可以在原数值的0.5倍到1.5倍内进行增减。<br />（改造不能低于必要船员数的1.2倍以下）。<br />减少的部分则会增加在仓库。"];
cmtId["_改造幅度"] = "最小值 - 基本值 - 最大值";

cmtId["物资"] 	   = ["souko","航行用物资","(水＋粮食＋资材＋弹药)≦仓库"];
cmtId["_船员调整"] = "船员数 (任意/最大)";

cmtId["_水"]	= "水";
cmtId["_粮食"]	= "粮食";
cmtId["_资材"]	= "资材";
cmtId["_弹药"]	= "弹药";
cmtId["_剩余"]	= "尚未使用的积载空间";

cmtId["可能日数"] = ["wheel","预测可能航行的日数","不考虑运用技能使用及在炎热地区航行的情况。"];

cmtId["技能R"] = ["造船技能等级","不考虑专精技能和副官的<br />技能+1。"];
cmtId["熟练度"]  = ["造船技能熟练度","每一艘获得的熟练度/ 到下一级别所需要的熟练度。"];
cmtId["建造只数"]  = ["等级提高所需必要造船只数","到下一级别所需要的熟练度 ÷ 每一艘获得的熟练度。"];
cmtId["成本"]  = ["等级提高的损失额度","新造后立即卖店的差额损失累计。<br />卖店损失额 × 建造只数。<br />不包括补给等其他费用。"];
cmtId["建造日数"]  = ["等级提高所需航海日数","必要建造日数 × 建造只数。1日＝1分钟。<br />不包括岸上行走等指令时间。"];
cmtId["单位Ｃ"]  = ["每日效率","每１日可获得的熟练度。<br />仅计算等级经验和日数<br />不考虑必要造船数。"];

cmtId["_材质"]		= "新造時的材质";
cmtId["_变化量"]	= "(纵帆/横帆/耐久)";
cmtId["cedar"]		= ["雪松木"," (cedar)。<br />冒险系船种通常使用的材质。<br />比较廉价但是能较高发挥帆的性能、特殊船舶以外<br />所有船种都可以选择。"];
cmtId["red-pine"]	= ["赤松木","(red pine)。<br />交易系船种通常使用的材质。<br />性能介于雪松木和桃木之间。"];
cmtId["beech"]		= ["桃木","(beech)。<br />战斗系船种通常使用的材质。<br />基本材质耐久较高的一种。"];
cmtId["elm"]		= ["榆木","(elm)。<br />性能比较平均的一种材质。<br />颜色略带茶色<br />可以看个人爱好选择。"];
cmtId["teak"]		= ["柚木","(teak)。<br />最能发挥帆性能的材质。<br />想要畅快航行的第一选择。<br />但是可以使用这种材质的船种有限。"];
cmtId["oak"] 		= ["橡木","(oak)。<br />性价比出色的材质。<br />较为廉价但是耐久较高的材质。<br />海事和模拟战的最佳选择。"];
cmtId["mahogany"]	= ["红木","(mahogany)。<br />终日接受日照的材质。<br />经常被作为特殊船舶的基本材质使用。。<br />性能无可非议。"];
cmtId["copper"]		= ["铜皮","船体侧面闪烁着光泽的材质。<br />拥有仅次于铁皮的高耐久。<br />部分船种选择铜皮和选择铁皮<br />耐久的差异并不是很大。"];
cmtId["rose-wood"]	= ["紫檀木","(rose wood)。<br />拥有较高的耐久和较强机动能力的材质。<br />海事活动用船的最好材质,但是有地域限制<br />与铁皮呈对比的材质。"];
cmtId["iron"]		= ["铁皮","拥有最高耐久的材质。<br />帆性能非常低、价格也非常高、<br />适合用于耐久力高的大型船种<br />并适合长期使用。"];
cmtId["nation"]		= ["国別公用素材","只能通过联合造船才能选择的材质。<br />性能比铁皮要更高一些、<br />船体有象征国家颜色的涂装<br />在海战中相信能起到激励的作用。"];

var skillId = new Object();

//		"/技能名"		= ["技能名",发动条件,["技能分类",必要R],"评价"];

skillId["/未确定"]		= ["未确定技能",1,"还未实装、<br />見つかっていない状態です。"];

skillId["/操船强化"]	= ["操船强化"  ,1,"sailing",2,"船的转向性能在一定时间<br />大幅上升。"];
skillId["/直击阻止"]	= ["直击阻止"  ,1,"sailing",3,"不会受到来自正前方的<br />critical炮击。"];
skillId["/划船辅助"]	= ["划船辅助"  ,3,"sailing",5,"「划船」技能使用时の<br />转向降低的情况缓解。"];
skillId["/急加速"]		= ["急加速"    ,1,"sailing",8,"一定时间速度增加、<br />但是转向会变得较难。"];

skillId["/家畜室"]		= ["家畜室"	 ,0,"management",1,"家畜出生的概率增加4倍。"];
skillId["/投网"]		= ["投网"	 ,0,"management",2,"海上钓鱼采集的效果强化。<br />发现漂流物的几率上升。"];
skillId["/娱乐室"]		= ["娱乐室"  ,0,"management",3,"海上演奏和酒宴的の<br />效果强化。（酒宴+1）"];
skillId["/伪装仓库"]	= ["伪装仓库",0,"management",4,"30%的几率防止收夺。"];
skillId["/副官室"]		= ["副官室"  ,0,"management",7,"航海时副官的成长<br />促进。（增加2成）"];
skillId["/烹饪室"]		= ["烹饪室"  ,0,"management",5,"在海上烹饪,保管技能<br />大成功率提升15%"];
skillId["/工作室"]		= ["工作室"  ,0,"management",7,"在海上进行裁缝,铸造,工艺技能<br />大成功率提升10％"];
skillId["/强化仓库"]	= ["强化仓库",1,"management",8,"40%的几率防止收夺。"];

skillId["/重量炮击"]	= ["重量炮击"  ,1,"arms",2, "造成敌船航行速度的降低。<br />限制通常弹有效。"];
skillId["/装甲劣化弹"]	= ["装甲劣化弹",0,"arms",4, "造成敌船装甲值的降低。<br />限火焰弹有效。"];
skillId["/集中装填"]	= ["集中装填"  ,3,"arms",5, "在收帆的状况下装填速度<br />50％上升。"];
skillId["/炸裂弹"]		= ["炸裂弹"	   ,1,"arms",6, "造成敌船水手大幅混乱。<br />限葡萄弹有效。"];
skillId["/穿甲弹"]		= ["穿甲弹"    ,1,"arms",8, "在炮击造成critical的时候造成<br />敌船大量进水。<br />限二连弹有效。"];
skillId["/特殊烟雾弹"]	= ["特殊烟雾弹",0,"arms",10,"敌船使用中的技能<br />使之停止效果。<br />限烟雾弹有效。"];

skillId["/修理支援"]	= ["修理支援"	,0,"sailing",3,"management",2,"海上战斗中、我方全员的<br />修理回复值增加。（1.5倍）"];
skillId["/集中修理"]	= ["集中修理"	,3,"sailing",6,"management",5,"海上战斗中、在停帆状态<br />修理提高到2倍以上。"];
skillId["/连携强化"]	= ["连携强化"	,1,"sailing",6,"management",6,"我方炮击的COMBO发生概率<br />上升并且威力增加。"];
skillId["/医疗支援"]	= ["医疗支援"	,0,"sailing",7,"management",7,"海上战斗中、我方全员的外科手术的<br />回复值增加。（1.5倍）"];
skillId["/司令塔"]		= ["司令塔"		,1,"sailing",9,"management",6,"我方全员受到炮击<br />不会陷入混乱。"];

skillId["/高层瞭望台"]= ["高层瞭望台",0,"management",4,"sailing",4,"在海上航行时候防止奇袭的发生。"];
skillId["/漂流物探索"]	= ["漂流物探索"	 ,0,"management",6,"sailing",6,"海上航行中自动进行<br />对漂流物的探索。"];
skillId["/强化舵"]		= ["强化舵"		 ,0,"management",7,"sailing",7,"船只转向性能上升。<br />（转向+2）"];
skillId["/耐风桅杆"]	= ["耐风桅杆"	 ,0,"management",9,"sailing",6,"90%概率防止突风的发生。"];
skillId["/耐波装甲"]	= ["耐波装甲"	 ,0,"management",9,"sailing",6,"90%概率防止横浪<br />大浪的发生。"];
skillId["/耐火壁"]		= ["耐火壁"		 ,0,"management",9,"sailing",6,"火灾损失从20%降到5%。"];
skillId["/耐震仓库"]	= ["耐震仓库"	 ,0,"management",9,"sailing",6,"货物倒塌的损失减少到普通情况的30%。"];

skillId["/破坏工作"]		= ["破坏工作"		,1,"sailing",1,"arms",2,"与敌船接舷进入白兵战后<br />造成敌船船体损伤。（航行R＝成功率）"];
skillId["/火攻"]		= ["火攻"		,2,"sailing",2,"arms",1,"自船进入火攻状态后<br />会引发接触到的敌船大规模火灾。<br />（同时减少敌船的水）"];
skillId["/安装型炸药"]		= ["安装型炸药"		,1,"sailing",3,"arms",4,"白兵战中、爆破敌船的弹药库。<br />比使用道具的效果要高。（消减储藏弹药2,3成）"];
skillId["/强化撞角"]		= ["强化撞角"		,1,"sailing",4,"arms",3,"撞角的攻击力<br />的攻击力上升。"];
skillId["/撞角战术"]		= ["撞角战术"		,1,"sailing",5,"arms",4,"使用撞角撞击敌船船尾时<br />会造成敌船船舵完全损坏。"];
skillId["/先制攻击"]		= ["先制攻击"		,1,"sailing",6,"arms",8,"混乱状态无法使用<br />白兵战先攻并且有一定优势。(攻防加30%)"];
skillId["/特殊撞角"]		= ["特殊撞角"		,1,"sailing",7,"arms",7,"使用撞角撞击敌船时<br />会造成敌船大量进水。"];
skillId["/杀入防止网"]	= ["杀入防止网"	,0,"sailing",8,"arms",8,"白兵战的防御力上升、撤退<br />指令的成功率上升。(防御1.3倍)"];
skillId["/特殊船尾楼"]		= ["特殊船尾楼"		,1,"sailing",9,"arms",7,"白兵战使敌船船尾楼的<br />效果减半。"];

skillId["/特殊水雷"]	= ["特殊水雷"	,0,"management",1,"arms",3,"水雷攻击并使敌船<br />大量进水。（水雷威力50％）"];
skillId["/雷声水雷"]	= ["雷声水雷"	,0,"management",3,"arms",2,"水雷攻击并使敌船<br />大幅混乱。（水雷威力50％）"];
skillId["/排水泵"]	= ["排水泵"	,2,"management",3,"arms",3,"自船进水状态消除。"];
skillId["/耐炮击装甲"]	= ["耐炮击装甲"	,0,"management",5,"arms",5,"装甲+10。"];
skillId["/定锚水雷"]	= ["停锚水雷"	,0,"management",5,"arms",5,"水雷攻击并使敌船<br />停止航行。（水雷威力50％）"];
skillId["/水雷探索"]	= ["水雷探索"	,0,"management",6,"arms",6,"战斗中、敌船铺设的水雷<br />自动发现。（舰队效果）"];
skillId["/水雷除去"]	= ["水雷除去"	,1,"management",9,"arms",7,"拆除自身周围敌船铺设的水雷<br />（即使接触也只是拆除而不会爆炸）"];
skillId["/强化水雷"]	= ["强化水雷"	,1,"management",9,"arms",9,"水雷的威力上升<br />弹药耗费增加。<br />（爆炸点周围船只的受损值增加）"];
