Commit 86cac374 authored by hisuinohoshi's avatar hisuinohoshi

rev combat phase 4.44

变化:
- 怒气技能:
新增「元素大师」怒气技能;
召唤「佣兵」的价格下调至1500;
- 元素大师提炼尸体时会显示在进行状况内;
- 元素大师提炼道具的快捷键又变回C了;

修正:
- 钥匙碎片可以无限使用的问题;
- 使用部分道具后不能正确显示地点名的问题;
- 技能不能显示冷却时间的问题;
- 「充能」使用2次后出现错误的问题;
- 对武器系别有要求的技能有时不能正确判定武器类别的问题;
- 销毁尸体时不加rp的问题;

开发相关:
- 略去了find_r()相关的判定过程,现在敌人发现率只通过get_hide_r_rev()计算;
parent f0f46ac1
......@@ -126,8 +126,16 @@ if($hp > 0){
$command = 'itemmain';
$itemcmd = 'itemmix';
}
if($action != 'chase' && $action != 'dfight' && $mode !== 'combat' && $mode !== 'revcombat' && $mode !== 'corpse' && $action != 'pacorpse' && $mode !== 'senditem'){
$action = ''; $bid = 0;
if(!empty($action))
{
if($action == 'tpmove')
{
$mode = 'command';
$command = 'search';
}
if($action != 'chase' && $action != 'dfight' && $mode !== 'combat' && $mode !== 'revcombat' && $mode !== 'corpse' && $action != 'pacorpse' && $mode !== 'senditem'){
$action = ''; $bid = 0;
}
}
if($command == 'menu') {
$mode = 'command';
......
This diff is collapsed.
......@@ -42,17 +42,19 @@ $weather_active_r = Array(10,20,0,-5,-10,-20,-15,0,-7,-10,-10,-5,0,-5,-20,-5,0,2
//姿态对攻击力的影响始终生效(1:只在作出先制攻击时生效)
$pose_attack_active = 0;
//姿态对攻击力的影响(单位:百分比加算)
$pose_attack_modifier = Array(0,100,0,-25,25,-50,50,-777,5);
$pose_attack_modifier = Array(0,100,0,-25,25,-50,50,-777,0);
//姿态对防御力的影响始终生效(1:只在受到先制攻击伤害时生效)
$pose_defend_active = 0;
//姿态对防御力的影响(单位:百分比加算)
$pose_defend_modifier = Array(0,25,0,-25,-50,-50,-466,777,0);
$pose_defend_modifier = Array(0,25,0,-25,-50,-50,-466,777,10);
//姿态对遇敌率的影响(遇敌率越低道具发现率越高)
$pose_find_modifier = Array(0,5,10,-20,10,25,-20,85,10);
//姿态对躲避率的影响
$pose_hide_modifier = Array(0,-25,0,-10,10,-25,-40,-40,0,0);
$pose_hide_modifier = Array(0,-25,-10,-10,10,-25,-40,-40,0);
//姿态对先制率的影响(单位:百分比加算)(计算方式:进攻方姿态先制率-防守方姿态先制率)
$pose_active_modifier = Array(0,0,50,0,25,-25,5,-100,5);
$pose_active_modifier = Array(0,0,50,0,25,-25,5,-100,0);
//姿态对反击率的影响(单位:百分比加算)
$pose_counter_modifier = Array(0,0,0,0,0,-100,0,-100,5);
$pose_counter_modifier = Array(0,0,0,0,0,-100,0,-100,0);
//'通常','','重视防御','重视反击','重视躲避'
//应战策略对攻击力的影响始终生效(1:只在作出反击时生效)
......
......@@ -4,6 +4,21 @@
exit('Access Denied');
}
function get_clbskill_emgain_r($ev,&$data)
{
if(!check_skill_unlock('c20_fertile',$data))
{
$sk = 'c20_fertile';
$sk_lvl = get_skilllvl($sk,$data);
$sk_var = rand(0,get_skillvars($sk,'emsgain',$sk_lvl));
if(!empty($sk_var))
{
$ev = ceil($ev * (1 + ($sk_var/100)));
}
}
return $ev;
}
# 过滤不能拆解的道具(数组) 不能分解返回1 能分解返回0
function split_to_elements_filter($i)
{
......
......@@ -147,9 +147,11 @@
/********拆解元素部分********/
# 把尸体打散成元素
function split_corpse_to_elements(&$edata)
function split_corpse_to_elements(&$edata,$emode)
{
global $log,$mode,$typeinfo,$elements_info,$gamecfg,$gamevars;
global $now,$log,$mode,$typeinfo,$elements_info,$gamecfg,$gamevars;
global $db,$tablepre;
include config('elementmix',$gamecfg);
if(!isset($data))
{
......@@ -157,25 +159,39 @@
$data = &$pdata;
}
extract($data,EXTR_REFS);
if($club != 20)
$edata['clbpara'] = get_clbpara($edata['clbpara']);
if($club != 20 || ($emode == 'c20_zombie' && check_skill_unlock('c20_zombie',$data)))
{
$log.="你还想对这具可怜的尸体干什么?<br>";
$mode = 'command';
return;
}
# 过滤不能分解的尸体
if(in_array($edata['type'],$no_type_to_e_list))
if(($emode == 'element_split' && in_array($edata['type'],$no_type_to_e_list)) || ($emode == 'c20_zombie' && in_array($edata['type'],get_skillvars($emode,'notype'))) )
{
$desc = ($emode == 'element_split') ? '提炼为元素' : '转化成灵俑';
$log.="无法将{$edata['name']}{$desc}……为什么呢?<br>";
$mode = 'command';
return;
}
# 不能灵俑套娃……
if($emode == 'c20_zombie' && !check_skill_unlock('inf_zombie',$edata))
{
$log.="无法从{$edata['name']}身上提炼元素……为什么呢?<br>";
$log.="竟然想让一个已经死了两次的人再起来替你打工……你的良心不会痛吗!<br>";
$mode = 'command';
return;
}
# 开始提炼尸体
$ev_arr = Array();
$log.="<span class='grey'>{$edata['name']}化作点点荧光四散开来……</span><br>";
if($emode == 'element_split') $log.="<span class='grey'>{$edata['name']}化作点点荧光四散开来……</span><br>";
else $log.="<span class='grey'>{$edata['name']}身上升腾起缕缕不详黑气……</span><br>";
# 处理绑定有秘钥的尸体
if(!empty($split_spcorpse_fix[$edata['type']])) esplit_vip_things($ev_arr,$edata,$data);
if($emode == 'element_split' && !empty($split_spcorpse_fix[$edata['type']])) esplit_vip_things($ev_arr,$edata,$data);
# 根据尸体等级计算能获得的全种类元素数量
$ev_lvl = ceil($edata['lvl']*$split_corpse_lvl_r);
......@@ -197,15 +213,57 @@
$add_ev += $edata['element'.$e_key];
$edata['element'.$e_key] = 0;
}
${'element'.$e_key} += $add_ev;
$total_addev += $add_ev;
$log.="获得了{$add_ev}{$e_info}!<br>";
if($emode == 'element_split')
{
# 计算技能加成
$add_ev = get_clbskill_emgain_r($add_ev,$data);
${'element'.$e_key} += $add_ev;
$total_addev += $add_ev;
$log.="获得了{$add_ev}{$e_info}!<br>";
}
else
{
$add_ev = ceil($add_ev * sqrt($edata['lvl']));
if(${'element'.$e_key} < $add_ev)
{
$log.="但是你的元素库存告罄了!转化被迫中止了……<br>";
$mode = 'command';
return;
}
${'element'.$e_key} -= $add_ev;
$log.="<span class='grey'>消耗了{$add_ev}{$e_info}...</span><br>";
}
}
# 转化灵俑成功,复制一个相同属性的人丢进战场,然后把旧尸体销毁
if($emode == 'c20_zombie')
{
$gdata = $edata; unset($gdata['pid']);
$gdata['name'] .= '的灵俑';
$gdata['hp'] = $gdata['mhp']; $gdata['action'] = '';
$gdata['state'] = $gdata['endtime'] = $gdata['deathtime'] = $gdata['bid'] = 0;
# 登记为盟友,并记录创造者id
$gdata['clbpara']['mate'][] = $pid; $gdata['clbpara']['zombieoid'] = $pid;
# 获得灵俑状态技能
getclubskill('inf_zombie',$gdata['clbpara']);
# 插入
$gdata = player_format_with_db_structure($gdata);
if(!empty($gdata))
{
$db->array_insert("{$tablepre}players", $gdata);
$gid = $db->insert_id();
$clbpara['mate'][] = $gid; $clbpara['zombieid'][] = $gid;
# addnews
addnews($now,'ctozombie',$name,$edata['name']);
}
unset($gdata);
}
if($mode == 'element_split') addnews($now,'cesplit',$name,$edata['name']);
# 分解的结果有参数合法的特殊道具
if(!empty($ev_arr['spitm']) && count($ev_arr['spitm'])>3)
if($emode == 'element_split' && !empty($ev_arr['spitm']) && count($ev_arr['spitm'])>3)
{
global $itm0,$itmk0,$itme0,$itms0,$itmsk0;
$log.="但出现在你面前的不是元素,而是<span class='yellow'>{$ev_arr['result'][0]}</span>!<br>……这又是什么鬼东西!<br>";
$itm0 = $ev_arr['result'][0]; $itmk0 = $ev_arr['result'][1]; $itmsk0 = $ev_arr['result'][4];
$itme0 = $ev_arr['result'][2]; $itms0 = $ev_arr['result'][3];
......@@ -290,6 +348,8 @@
}
else
{
# 计算技能加成
$ev = get_clbskill_emgain_r($ev,$data);
$ev = ceil($ev);
${'element'.$e_key} += $ev;
$total_addev += $ev;
......
......@@ -14,7 +14,7 @@ function itemuse($itmn,&$data=NULL) {
global $exdmginf,$ex_inf,$cskills,$elements_info,$sparkle,$event_bgm;
global $upexp,$baseexp,$elec_cap;
//Some globals seems to be still needed... ...
global $itemspkinfo;
global $itemspkinfo,$plsinfo;
if(!isset($data))
{
......@@ -1570,6 +1570,9 @@ function itemuse($itmn,&$data=NULL) {
addnpc ( 2, 1, 4);
addnpc ( 2, 2, 4);
addnpc ( 2, 3, 4);
addnews ($now , 'key0', $name);
$itm = $itmk = $itmsk = '';
$itme = $itms = 0;
} elseif ($itm == '✦NPC钥匙·一阶段') {
include_once GAME_ROOT . './include/system.func.php';
$log .= '已解锁一阶段NPC!<br>似乎大量NPC已经部署至游戏内……<br>';
......
......@@ -1293,7 +1293,7 @@ function getcorpse($item,&$data=NULL)
# 销毁尸体rp结算
$rp_up = diceroll($rpup_destory_corpse);
include_once GAME_ROOT.'./include/game/revcombat.func.php';
rpup_rev($data,$rpup);
rpup_rev($data,$rp_up);
addnews($now,'cdestroy',$name,$edata['name']);
destory_corpse($edata);
......@@ -1301,7 +1301,7 @@ function getcorpse($item,&$data=NULL)
$mode = 'command';
return;
}
elseif($item == 'element_split')
elseif($item == 'element_split' || $item == 'c20_zombie')
{
if($club != 20)
{
......@@ -1311,7 +1311,7 @@ function getcorpse($item,&$data=NULL)
return;
}
include_once GAME_ROOT.'./include/game/elementmix.func.php';
split_corpse_to_elements($edata);
split_corpse_to_elements($edata,$item);
$action = ''; $bid = 0;
$mode = 'command';
return;
......@@ -1455,19 +1455,20 @@ function reload_single_set_item(&$pa,$eqp,$enm,$active=0)
//在背包内寻找道具进行编辑
function check_item_edit_event(&$pa,$event)
function check_item_edit_event($pa,&$pd,$event)
{
$flag = 0;
for($i=0;$i<=6;$i++)
{
if(!empty($pa['itms'.$i]))
if(!empty($pd['itms'.$i]))
{
# 「渗透」效果判定
if($event == 'c8_infilt')
{
if(strpos($pa['itmk'.$i],'H')===0)
if(strpos($pd['itmk'.$i],'H')===0)
{
$pa['itmk'.$i] = str_replace("H",'P',$pa['itmk'.$i]);
$pd['itmk'.$i] = str_replace("H",'P',$pd['itmk'.$i]);
$pd['itmsk'.$i] = $pa['pid'];
$flag = 1;
}
}
......
This diff is collapsed.
......@@ -353,20 +353,18 @@
# 检查冷却时间
if(is_array($lock))
{
$cd = $lock[0];
$lock = $lock[1];
$cd = $lock[1];
$lock = $lock[0];
}
# 通用未解锁项目
if($lock == 'noskill' || !isset($cskill['lockdesc'])) return "技能未解锁或解锁条件不明!<br>";
# 返回对应的未解锁描述
if(is_array($cskill['lockdesc']))
$lockdesc = $cskill['lockdesc'];
if(is_array($lockdesc))
{
$lockdesc = isset($cskill['lockdesc'][$lock]) ? $cskill['lockdesc'][$lock] : "技能不可用,可能是因为:{$lock}<br>";
}
else
{
$lockdesc = $cskill['lockdesc'];
$lockdesc = isset($lockdesc[$lock]) ? $lockdesc[$lock] : "技能不可用,可能是因为:{$lock}<br>";
}
if(isset($cd)) $lockdesc = str_replace("[:cd:]",$cd,$lockdesc);
return $lockdesc;
}
......
......@@ -10,6 +10,7 @@
function upgclbskills_events($event,$sk,&$data=NULL)
{
global $log,$cskills,$now,$club_skillslist,$weather,$gamevars,$wthinfo,$db,$tablepre;
global $elements_info;
if(!isset($data))
{
......@@ -62,7 +63,7 @@
// 第3次使用时开始冷却
if($active_t+1 > get_skillvars($sk,'freet'))
{
$event = 'setstarttimes_'.$sk.'_charge';
$event = 'setstarttimes_'.$sk;
}
else
{
......@@ -210,7 +211,7 @@
$mid = get_skillpara($sk,'active_t',$clbpara);
# 召唤佣兵,并获取佣兵pid
include_once GAME_ROOT . './include/system.func.php';
$merc_pid = addnpc(25,$merc,1,$now,Array('clbpara' => Array('mkey' => $mid, 'oid' => $pid, 'onm' => $name)),NULL,$pls)[0];
$merc_pid = addnpc(25,$merc,1,$now,Array('clbpara' => Array('mkey' => $mid, 'oid' => $pid, 'onm' => $name ,'mate' => Array($pid))),NULL,$pls)[0];
# 初始化佣兵参数
$clbpara['skillpara'][$sk]['id'][$mid] = $merc_pid;
# 登记佣兵薪水
......@@ -226,6 +227,50 @@
$log .= "你掏出千元大钞振臂一呼,「{$mercinfo[$merc]['name']}」突然出现在了你的面前!<br>";
return 1;
}
# 事件:横财
if($event == 'windfall')
{
$tot = $element0 + $element1 + $element2 + $element3 + $element4 + $element5;
if($tot < 5)
{
$log .= "你口袋中的元素太少了!再去捡点吧!<br>";
return 0;
}
$numbers = array_fill(0, 6, 14);
# 生成5个随机数,使它们的和等于15
$t = 16;
for ($i = 0; $i < 6; $i++)
{
$at = rand(1,$t); $t -= $at;
$numbers[$i] += $at;
}
$log .= "你把口袋中的元素搅混在一起……然后满怀期待得等着它们自己把自己整理好……<br>";
foreach($elements_info as $key => $info)
{
${'element'.$key} = 0;
$add_ev = ceil($tot * ($numbers[$key]/100));
include_once GAME_ROOT.'./include/game/elementmix.calc.php';
$add_ev = get_clbskill_emgain_r($add_ev,$data);
${'element'.$key} += $add_ev;
$log .= "获得了{$add_ev}{$info}!<br>";
}
return 1;
}
# 事件:黑莲花
if($event == 'lotus')
{
foreach($elements_info as $key => $info)
{
# 不足3000的,补足到3000
if(${'element'.$key} < 3000)
{
${'element'.$key} = 3000;
continue;
}
${'element'.$key} *= 3;
}
return 1;
}
# 事件:获取指定技能
if(strpos($event,'getskill_') === 0)
{
......
......@@ -49,9 +49,11 @@
get_wep_kind($pd);
$pd['wep_range'] = get_wep_range($pd);
$pd['wep_skill'] = get_wep_skill($pd);
$pd['wep_name'] = $pd['wep'];
get_wep_kind($pa,$wep_kind,$pd['wep_range']);
$pa['wep_range'] = get_wep_range($pa);
$pa['wep_skill'] = get_wep_skill($pa);
$pa['wep_name'] = $pa['wep'];
# 传入pa为玩家、pd为NPC,且存在鏖战/追击标志时,判断战斗流程类型(标准/追击/鏖战/协战)
if(!$pa['type'] && $pd['type'] && (strpos($pa['action'],'dfight')!==false || strpos($pa['action'],'chase')!==false))
......@@ -393,7 +395,7 @@
findcorpse($edata);
return;
}
elseif($action == 'chase' || $action == 'pchase' || $action == 'dfight' || $action == 'cover')
elseif($action == 'chase' || $action == 'pchase' || $action == 'dfight' || $action == 'cover' || $action == 'tpmove')
{
$chase_flag = 1;
}
......@@ -1053,6 +1055,18 @@
$log .= "<span clas='red'>由于战死,";
skill_merc_fire('c11_merc',$pd['clbpara']['mkey'],$pd,1);
}
# 灵俑死亡时,从创造者的灵俑队列中删除
if(isset($pd['clbpara']['zombieoid']))
{
$odata = fetch_playerdata_by_pid($pd['clbpara']['zombieoid']);
$mkey = array_search($pd['pid'],$odata['clbpara']['mate']);
unset($odata['clbpara']['mate'][$mkey]);
$zkey = array_search($pd['pid'],$odata['clbpara']['zombieid']);
unset($odata['clbpara']['zombieid'][$zkey]);
player_save($odata);
$w_log = "<span class=\"grey\">你的灵俑{$pd['name']}归于尘土了……</span><br>";
logsave($odata['pid'],$now,$w_log,'c');
}
return;
}
......
......@@ -370,7 +370,7 @@ function search(&$data=NULL){
function move_search_events(&$data=NULL,$act)
{
global $log,$inf_move_hp,$inf_move_sp,$infwords,$weather,$gamevars,$now;
global $log,$inf_move_hp,$inf_move_sp,$infwords,$weather,$gamevars,$now,$elements_info;
if(!isset($data))
{
......@@ -487,6 +487,41 @@ function move_search_events(&$data=NULL,$act)
player_save($mdata);
}
}
# 「沃土」效果判定:
if(!check_skill_unlock('c20_fertile',$data))
{
$sk = 'c20_fertile';
$sk_lvl = get_skilllvl($sk,$data);
$sk_mst = get_skillvars($sk,'mst',$sk_lvl);
$ms = get_skillpara($sk,'ms',$data['clbpara']) + 1;
# 赚钱!
if($ms >= $sk_mst)
{
$temp_enums = 0; $temp_ekey = 0;
foreach($elements_info as $key => $info)
{
if(!empty($data['element'.$key]))
{
if(empty($temp_enums) || $data['element'.$key] < $temp_enums)
{
$temp_enums = $data['element'.$key];
$temp_ekey = $key;
}
}
}
if($temp_enums)
{
$sk_var = get_skillvars($sk,'minemsgain',$sk_lvl);
$add_ev = $temp_enums * (1 + ($sk_var/100));
$data['element'.$temp_ekey] = $add_ev;
$ms = 0;
$log .= "<span class='yellow'>你的口袋里冒出了新的元素!</span><br>";
}
}
set_skillpara($sk,'ms',$ms,$data['clbpara']);
}
return;
}
......@@ -584,9 +619,6 @@ function discover($schmode = 0,&$data=NULL)
$mode_dice = rand(0,99);
if($mode_dice < $schmode)
{
//echo "进入遇敌判定<br>";
//global $pid,$corpse_obbs,$teamID,$fog,$bid,$gamestate;
//global $clbstatusa,$clbstatusb,$clbstatusc,$clbstatusd,$clbstatuse;
global $fog,$gamestate;
$result = $db->query("SELECT * FROM {$tablepre}players WHERE pls='$pls' AND pid!='$pid'");
......@@ -600,8 +632,6 @@ function discover($schmode = 0,&$data=NULL)
$enemynum = $db->num_rows($result);
$enemyarray = range(0, $enemynum - 1);
shuffle($enemyarray);
$find_r = get_find_r($weather,$pls,$pose,$tactic,$club,$inf);
$find_obbs = $enemy_obbs + $find_r;
//移除了重复调用discover()的设定,尝试用一种正常一点的办法确保敌人/尸体发现率符合基础设定值,不然现在的尸体确实太难摸了。
//现在触发遇敌事件只会返回三种结果:1、发现尸体;2、发现敌人、3、敌人隐藏起来;所以实际的尸体发现率=$enemyrate*$corpse_obbs
......@@ -611,6 +641,7 @@ function discover($schmode = 0,&$data=NULL)
{
$db->data_seek($result, $enum);
$edata = $db->fetch_array($result);
$edata['clbpara'] = get_clbpara($edata['clbpara']);
if(!$edata['type'] || $gamestate < 50)
{
if($edata['hp'] <= 0)
......@@ -639,21 +670,21 @@ function discover($schmode = 0,&$data=NULL)
}
else
{
//直接略过决斗者
//global $artk;
# 略过决斗者
if ((!$edata['type'])&&($artk=='XX')&&(($edata['artk']!='XX')||($edata['art']!=$name))&&($gamestate<50)) continue;
if (($artk!='XX')&&($edata['artk']=='XX')&&($gamestate<50)) continue;
//暂时直接略过自己的佣兵,之后做完组队面板交互再加回来
if(!empty(get_skillpara('c11_merc','id',$clbpara)) && in_array($edata['pid'],get_skillpara('c11_merc','id',$clbpara))) continue;
//灵子状态只能遭遇同为灵子状态的对象,非灵子状态对象无法发现灵子状态下的对象……但是尸体就没有这种考量了
# 暂时直接略过盟友单位
if(!empty($edata['clbpara']['mate']) && in_array($pid,$edata['clbpara']['mate'])) continue;
# 灵子状态只能遭遇同为灵子状态的对象,非灵子状态对象无法发现灵子状态下的对象……但是尸体就没有这种考量了
if(($edata['pose'] == 8 || $data['pose'] == 8) && $data['pose'] != $edata['pose']) continue;
//「量心」技能效果判定:
# 「量心」技能效果判定:
if(!check_skill_unlock('c19_dispel',$data) && !empty(get_skillpara('c19_dispel','active',$clbpara)) && $edata['hp'] <= 1) continue;
//计算活人发现率
# 计算活人发现率
$hide_r = get_hide_r_rev($data,$edata);
$enemy_dice = diceroll(99);
//echo "hide_r = {$hide_r} | find_obbs = {$find_obbs} | dice = {$enemy_dice}";
$meetman_flag = $enemy_dice<($find_obbs - $hide_r) ? 1 : -1;
# 把find_r杀了,现在技能都是用躲避率去判断的了,躲避率为负就等于发现率增幅了
$meetman_flag = $enemy_dice < ($enemy_obbs - $hide_r) ? 1 : -1;
break;
}
}
......
......@@ -276,6 +276,8 @@ function nparse_news($start = 0, $range = 0 ){//$type = '') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}使用了黑色碎片,让1名未知存在加入了战场!打倒她去获得ID卡来解除游戏吧!</span><br>\n";
} elseif($news == 'dfsecphase') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}闯了大祸,打破了Dark Force的封印!</span><br>\n";
} elseif($news == 'key0'){
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}释放了少量被封印的NPC存在!</span><br>\n";
} elseif($news == 'key1'){
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}释放了第一批被封印的NPC存在!</span><br>\n";
} elseif($news == 'key2'){
......@@ -317,6 +319,10 @@ function nparse_news($start = 0, $range = 0 ){//$type = '') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"grey\">{$a}{$b}生前存放在安全箱里的东西转移到了自己的名下。哇……真是世风日下,道德沦丧啊!</span><br>\n";
} elseif($news == 'cdestroy') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"red\">{$a}{$b}的尸体销毁了</span><br>\n";
} elseif($news == 'cesplit') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"red\">{$a}{$b}的尸体提炼成了元素</span><br>\n";
} elseif($news == 'ctozombie') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"mtgblack\">{$a}{$b}的尸体转化成了灵俑...</span><br>\n";
} elseif($news == 'csl_wthchange') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"orange\">{$a}发送了控制指令,战场的天气变成了{$wthinfo[$b]}!</span><br>\n";
} elseif($news == 'csl_hack') {
......@@ -348,6 +354,10 @@ function nparse_news($start = 0, $range = 0 ){//$type = '') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"yellow\">{$a}指挥佣兵 {$b}移动到了{$plsinfo[$c]}!</span><br>\n";
} elseif(strpos($news,'mercleave')===0) {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"yellow\">{$a}的佣兵 {$b}离开了战场!</span><br>\n";
} elseif($news == 'sparklemove') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"mtgred\">{$a}点燃火花将{$b}传送到了{$c}!</span><br>\n";
} elseif($news == 'sparklerevival') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"mtggreen\">{$a}在危急时刻点燃火花传送到了{$c}!</span><br>\n";
} else {
$newsinfo .= "<li>$time,$news,$a,$b,$c,$d<br>\n";
}
......
想要从尸体上拾取什么?<br><br>
<input type="hidden" name="mode" value="corpse">
<!--{if $club==20}-->
<input type="radio" name="command" id="element_split" value="element_split" <!--{if !$w_money}-->checked<!--{/if}-->><a onclick=sl('element_split'); href="javascript:void(0);" >提炼元素</a><br>
<input type="radio" name="command" id="element_split" value="element_split" <!--{if !$w_money}-->checked<!--{/if}-->><a onclick=sl('element_split'); href="javascript:void(0);" >提炼元素</a>
<!--{if !check_skill_unlock('c20_zombie',$pdata)}-->
<input type="radio" name="command" id="c20_zombie" value="c20_zombie" style="margin-left:5px;"><a onclick=sl('c20_zombie'); href="javascript:void(0);" ><span class="mtgblack">转化灵俑</span></a>
<!--{/if}-->
<br>
<!--{elseif $allow_destory_corpse && !in_array($w_type,$no_destory_corpse_type)}-->
<input type="radio" name="command" id="destory" value="destory" <!--{if !$w_money}-->checked<!--{/if}-->><a onclick=sl('destory'); href="javascript:void(0);" >销毁尸体</a><br>
<!--{/if}-->
......
......@@ -1858,9 +1858,7 @@ NPC也会发出重击和必杀技,请随时小心。</p>
</span>
</td>
<td class="b3">
<span>
待实装
</span>
<span><input type="button" class="cmdbutton" value="点击查看称号技能" onclick="showModalDialog($('skillhelp-c20'));"></span>
</tr>
</table>
<br>
......
......@@ -7,7 +7,7 @@
<input type="hidden" id="command" name="command" value="itemget">
<input type="button" class="cmdbutton" id="zz" name="itemget" value="[Z]拾取" onclick="postCmd('gamecmd','command.php');this.disabled=true;">
<!--{if $club==20}-->
&nbsp;&nbsp;<input type="button" id="aa" class="cmdbutton" name="split_itm" value="[A]提炼" onclick="$('command').value='split_itm0';postCmd('gamecmd','command.php');this.disabled=true;">
&nbsp;&nbsp;<input type="button" id="cc" class="cmdbutton" name="split_itm" value="[C]提炼" onclick="$('command').value='split_itm0';postCmd('gamecmd','command.php');this.disabled=true;">
<!--{/if}-->
<br><br>
<input type="button" class="cmdbutton" id="xx" name="dropitm0" value="[X]丢弃" onclick="$('command').value='dropitm0';postCmd('gamecmd','command.php');this.disabled=true;">
\ No newline at end of file
......@@ -42,7 +42,7 @@
border:1px solid rgba(225, 124, 226, 0.4);
}
</style>
<div style="width:740px">
<div style="width:720px max-width:740px">
<div class="b1" style="height:20px"><span>元素笔记</span></div>
<div class="b3" style="min-height:380px;display: flex;position:relative;justify-content: center;">
<div style="min-width: 500px;max-width:720px;max-height:400px;text-align:left;word-break:break-all;overflow:auto;">
......@@ -91,9 +91,8 @@
</tr>
</table>
<!--{/loop}-->
<br>
<hr style="clear:both; border: 1px solid rgba(225, 124, 226, 0.25);">
<div style="display: block;word-break:break-all;overflow:auto;">
<div style="clear:both; display: block;word-break:break-all;overflow:auto;">
<br>
{$smhint}
</div>
</div>
......
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