Commit ad3e86bb authored by Nemo Ma's avatar Nemo Ma Committed by GitHub

Merge pull request #68 from hikawiier/waaagh

rev combat phase 3.2
parents 762b5f65 f0afdf78
...@@ -11,7 +11,7 @@ $club_skillslist = Array ...@@ -11,7 +11,7 @@ $club_skillslist = Array
3 => Array('s_hp','s_ad','f_heal','c3_pitchpow','c3_enchant','c3_potential','c3_hawkeye','c3_offset','c3_numerous'), #'灌篮高手', 3 => Array('s_hp','s_ad','f_heal','c3_pitchpow','c3_enchant','c3_potential','c3_hawkeye','c3_offset','c3_numerous'), #'灌篮高手',
4 => Array('s_hp','s_ad','f_heal','c4_stable','c4_break','c4_aiming','c4_loot','c4_roar','c4_sniper','c4_headshot'), #'狙击鹰眼', 4 => Array('s_hp','s_ad','f_heal','c4_stable','c4_break','c4_aiming','c4_loot','c4_roar','c4_sniper','c4_headshot'), #'狙击鹰眼',
5 => Array('s_hp','s_ad','f_heal','c5_sneak','c5_caution','c5_review','c5_focus','c5_higheg','c5_double'), #'拆弹专家', 5 => Array('s_hp','s_ad','f_heal','c5_sneak','c5_caution','c5_review','c5_focus','c5_higheg','c5_double'), #'拆弹专家',
6 => Array('s_hp','s_ad','f_heal'), #'宛如疾风', 6 => Array('s_hp','s_ad','f_heal','c6_godluck','c6_godsend','c6_godbless','c6_godpow','c6_godeyes','c6_justice'), #'宛如疾风',
7 => Array('s_hp','s_ad','f_heal'), #'锡安成员', 7 => Array('s_hp','s_ad','f_heal'), #'锡安成员',
8 => Array('s_hp','s_ad','f_heal'), #'黑衣组织', 8 => Array('s_hp','s_ad','f_heal'), #'黑衣组织',
9 => Array('s_hp','s_ad','f_heal','c9_spirit','c9_lb','c9_iceheart','c9_charge','c9_heartfire'), #'超能力者', 9 => Array('s_hp','s_ad','f_heal','c9_spirit','c9_lb','c9_iceheart','c9_charge','c9_heartfire'), #'超能力者',
...@@ -997,6 +997,136 @@ $cskills = Array ...@@ -997,6 +997,136 @@ $cskills = Array
'lvl' => '[:lvl:] >= 19', 'lvl' => '[:lvl:] >= 19',
), ),
), ),
'c6_godluck' => Array
(
'name' => '天运',
'tags' => Array('passive'),
'desc' => '升级后随机提升以下两类属性中任一项<span class="yellow">[:flucmin:]~[:flucmax:]%</span><br>
<span class="grey">(1)闪避率 +[^skillpara|c6_godluck-accloss^]%;敌人连击命中率 -[^skillpara|c6_godluck-rbloss^]%<br>
(2)命中率 +[^skillpara|c6_godluck-accgain^]%;连击命中率 +[^skillpara|c6_godluck-rbgain^]%</span>',
'maxlvl' => 10,
'cost' => Array(1,1,2,2,2,3,3,3,4,4,-1),
'input' => '升级',
'log' => '<span class="yellow">技能「天运」升级成功。</span><br>',
'events' => Array('c6_godluck'),
'status' => Array('skillpara|c6_godluck-lvl'),
'effect' => Array(
0 => Array('skillpara|c6_godluck-lvl' => '+=::1',),
),
'svars' => Array(
'lvl' => 0,
'accgain' => 0, 'rbgain' => 0, 'accloss' => 0, 'rbloss' => 0,
),
'vars' => Array(
'flucmin' => 1,
'flucmax' => 3,
),
'pvars' => Array('skillpara|c6_godluck-accgain','skillpara|c6_godluck-rbgain','skillpara|c6_godluck-accloss','skillpara|c6_godluck-rbloss'),
),
'c6_godsend' => Array
(
'name' => '天助',
'tags' => Array('passive'),
'desc' => '升级后随机提升以下两类属性中的任一项<span class="yellow">[:flucmin:]~[:flucmax:]%</span><br>
<span class="grey">(1)隐蔽率 +[^skillpara|c6_godsend-hidegain^]%;先攻率 +[^skillpara|c6_godsend-actgain^]%<br>
(2)反击率 +[^skillpara|c6_godsend-countergain^]% </span>',
'maxlvl' => 10,
'cost' => Array(2,2,2,2,2,4,4,4,4,4,-1),
'input' => '升级',
'log' => '<span class="yellow">技能「天助」升级成功。</span><br>',
'events' => Array('c6_godsend'),
'status' => Array('skillpara|c6_godsend-lvl'),
'effect' => Array(
0 => Array('skillpara|c6_godsend-lvl' => '+=::1',),
),
'svars' => Array(
'lvl' => 0,
'actgain' => 0, 'countergain' => 0, 'hidegain' => 0,
),
'vars' => Array(
'flucmin' => 1,
'flucmax' => 3,
),
'pvars' => Array('skillpara|c6_godsend-actgain','skillpara|c6_godsend-countergain','skillpara|c6_godsend-hidegain'),
),
'c6_godbless' => Array
(
'name' => '天佑',
'tags' => Array('passive'),
'desc' => '如果你受到不低于<span class="yellow">[:actmhp:]%</span>最大生命值的战斗或陷阱伤害<br>
但存活,之后的<span class="yellow">[:lasttimes:]</span>秒内你免疫一切战斗和陷阱伤害
<span tooltip="无效NPC:红杀将军、红杀菁英、英雄、武神、天神、巫师、使徒、■■"><a>(对部分NPC无效)</a></span><br>',
'link' => Array('buff_godbless'),
'vars' => Array(
'actmhp' => 35,
'lasttimes' => 5,
),
),
'buff_godbless' => Array
(
'name' => '[状态]天佑',
'tags' => Array('buff'),
'desc' => '<span class="lime">「天佑」生效中!<br>
增益效果剩余时间:<span class="yellow">[^lasttimes^]</span>秒</span>',
'vars' => Array(
'no_type' => Array(1,9,20,21,22,23,24,88),//无效NPC
),
'slast' => Array(
'lasttimes' => 30, //真正作用的持续时间
),
'pvars' => Array('lasttimes'),
),
'c6_godpow' => Array
(
'name' => '天威',
'tags' => Array('battle'),
'desc' => '计算武器熟练度时额外增加<span class="yellow"><span tooltip="(怒气×等级/6)">([^rage^]×[^lvl^]/6)</span></span>点<br>
(最高[:skmax:]点),发动消耗<span class="yellow">[:ragecost:]</span>点怒气<br>
若击杀敌人且伤害不超过其生命值[:mhpr:]倍,则返还<span class="yellow">[:rageback:]</span>点怒气',
'bdesc' => '计算熟练度时增加<span class="yellow">([^rage^]×[^lvl^]/6)</span>点(最高220点),消耗<span class="red">[:ragecost:]</span>怒气',
'vars' => Array(
'ragecost' => 25,
'rageback' => 25,
'skmax' => 220,
'mhpr' => 1.5,
),
'pvars' => Array('rage','lvl'),
'lockdesc' => Array(
'lvl' => '5级时解锁',
),
'unlock' => Array(
'lvl' => '[:lvl:] >= 5',
),
),
'c6_godeyes' => Array
(
'name' => '天眼',
'tags' => Array('passive'),
'desc' => '在战斗界面你可以查看到对手的具体数值信息<br>
且无视天气影响',
'lockdesc' => Array(
'lvl' => '7级时解锁',
),
'unlock' => Array(
'lvl' => '[:lvl:] >= 7',
),
),
'c6_justice' => Array
(
'name' => '天义',
'tags' => Array('passive'),
'desc' => '你的武器视为具有<span class="yellow">冲击属性</span><br>
敌人物理伤害防御类属性与物理抹消属性失效几率<span class="yellow">×[:pdefbkr:]</span>',
'vars' => Array(
'pdefbkr' => '3',
),
'lockdesc' => Array(
'lvl' => '15级时解锁',
),
'unlock' => Array(
'lvl' => '[:lvl:] >= 15',
),
),
'tl_cstick' => Array 'tl_cstick' => Array
( (
'name' => '抡尸', 'name' => '抡尸',
......
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...@@ -297,13 +297,13 @@ function init_battle_rev($pa,$pd,$ismeet=0) ...@@ -297,13 +297,13 @@ function init_battle_rev($pa,$pd,$ismeet=0)
global $sdata,$tdata,$battle_title,$hpcolor; global $sdata,$tdata,$battle_title,$hpcolor;
include_once GAME_ROOT.'./include/init.func.php'; include_once GAME_ROOT.'./include/init.func.php';
//初始化头像显示 //初始化头像显示
init_icon_states($pa,1); init_icon_states($pd,$ismeet); init_icon_states($pa,$pd,1); init_icon_states($pd,$pa,$ismeet);
//初始化状态显示 //初始化状态显示
init_hp_states($pa,1); init_hp_states($pd,$ismeet); init_hp_states($pa,$pd,1); init_hp_states($pd,$pa,$ismeet);
//初始化武器信息 //初始化武器信息
init_wep_states($pa,1); init_wep_states($pd,$ismeet); init_wep_states($pa,$pd,1); init_wep_states($pd,$pa,$ismeet);
//初始化异常状态信息 //初始化异常状态信息
init_inf_states($pa,1); init_inf_states($pd,$ismeet); init_inf_states($pa,$pd,1); init_inf_states($pd,$pa,$ismeet);
//传参 //传参
$sdata = $pa; $tdata = $pd; $sdata = $pa; $tdata = $pd;
} }
......
...@@ -306,9 +306,11 @@ function itemuse($itmn) { ...@@ -306,9 +306,11 @@ function itemuse($itmn) {
else{$exp++;$wd++;} else{$exp++;$wd++;}
if ($exp >= $upexp) { if ($exp >= $upexp) {
include_once GAME_ROOT . './include/state.func.php'; //include_once GAME_ROOT . './include/state.func.php';
//lvlup ( $exp, $upexp ); //lvlup ( $exp, $upexp );
lvlup ($lvl, $exp, 1); //lvlup ($lvl, $exp, 1);
include_once GAME_ROOT . './include/game/revcombat.func.php';
lvlup_rev($pdata,$pdata,1);
} }
if ($itms != $nosta) { if ($itms != $nosta) {
$itms --; $itms --;
...@@ -766,8 +768,10 @@ function itemuse($itmn) { ...@@ -766,8 +768,10 @@ function itemuse($itmn) {
if ($exp >= $upexp) { if ($exp >= $upexp) {
global $lvl; global $lvl;
include_once GAME_ROOT . './include/state.func.php'; //include_once GAME_ROOT . './include/state.func.php';
lvlup ( $lvl, $exp, 1 ); //lvlup ( $lvl, $exp, 1 );
include_once GAME_ROOT . './include/game/revcombat.func.php';
lvlup_rev($pdata,$pdata,1);
} }
} }
if ($itms != $nosta) { if ($itms != $nosta) {
......
...@@ -32,6 +32,8 @@ function calc_real_trap_obbs($pa,$trpnum) ...@@ -32,6 +32,8 @@ function calc_real_trap_obbs($pa,$trpnum)
if($pa['pose'] == 1) $real_trap_obbs += 3; //攻击和探索姿势略容易踩陷阱 if($pa['pose'] == 1) $real_trap_obbs += 3; //攻击和探索姿势略容易踩陷阱
# 地点修正: # 地点修正:
if($pa['pls'] == 0) $real_trap_obbs += 15; //无月之影太恐怖啦 if($pa['pls'] == 0) $real_trap_obbs += 15; //无月之影太恐怖啦
# 社团修正
if($pa['club'] == 6) $real_trap_obbs *= 0.85; //宛如疾风陷阱触发率*0.85
return $real_trap_obbs; return $real_trap_obbs;
} }
...@@ -45,20 +47,19 @@ function calc_trap_escape_rate(&$pa,$playerflag=0,$selflag=0) ...@@ -45,20 +47,19 @@ function calc_trap_escape_rate(&$pa,$playerflag=0,$selflag=0)
$max_escrate = 90; $max_escrate = 90;
# 基础回避率:8 + 等级/3 # 基础回避率:8 + 等级/3
$escrate = 8 + $pa['lvl']/3; $escrate = 8 + $pa['lvl']/3;
# 拆弹专家、宛如疾风社团加成 # 宛如疾风社团加成
if($pa['club'] == 5) $escrate += 12; if($pa['club'] == 6) $escrate *= 1.1;
if($pa['club'] == 6) $escrate += 8;
# 躲避策略加成 # 躲避策略加成
if($pa['tactic'] == 4) $escrate += 20; if($pa['tactic'] == 4) $escrate *= 1.2;
# 自雷回避加成 # 自雷回避加成
if($selflag) $escrate += 50; if($selflag) $escrate *= 1.5;
# 陷阱探测属性加成(锡安陷阱探测属性效果+10) # 陷阱探测属性加成(锡安陷阱探测属性效果+10)
include_once GAME_ROOT.'./include/game/revattr.func.php'; include_once GAME_ROOT.'./include/game/revattr.func.php';
if(empty($pa['ex_keys'])) $pa['ex_keys'] = array_merge(get_equip_ex_array($pa),get_wep_ex_array($pa)); if(empty($pa['ex_keys'])) $pa['ex_keys'] = array_merge(get_equip_ex_array($pa),get_wep_ex_array($pa));
if(!empty($pa['ex_keys']) && in_array('M',$pa['ex_keys'])) if(!empty($pa['ex_keys']) && in_array('M',$pa['ex_keys']))
{ {
$pa['minedetect'] = 1; $pa['minedetect'] = 1;
$escrate += $pa['club'] == 7 ? 45 : 35; $escrate *= $pa['club'] == 7 ? 1.45 : 1.35;
} }
# 社团技能修正(旧) # 社团技能修正(旧)
...@@ -70,7 +71,7 @@ function calc_trap_escape_rate(&$pa,$playerflag=0,$selflag=0) ...@@ -70,7 +71,7 @@ function calc_trap_escape_rate(&$pa,$playerflag=0,$selflag=0)
if(!empty($pa['clbpara']['skill']) && !check_skill_unlock('c5_caution',$pa)) if(!empty($pa['clbpara']['skill']) && !check_skill_unlock('c5_caution',$pa))
{ {
$sk_lvl = get_skilllvl('c5_caution',$pa); $sk_lvl = get_skilllvl('c5_caution',$pa);
$escrate += get_skillvars('c5_caution','evgain',$sk_lvl); $escrate *= 1+(get_skillvars('c5_caution','evgain',$sk_lvl)/100);
} }
return min($escrate,$max_escrate); return min($escrate,$max_escrate);
} }
...@@ -154,6 +155,7 @@ function trap(){ ...@@ -154,6 +155,7 @@ function trap(){
{ {
$damage = $hp; $damage = $hp;
$goodmancard = 0; $goodmancard = 0;
goto real_trap_damage;
} }
// 随机数大神的陷阱 // 随机数大神的陷阱
elseif($itmk0 == 'TO8') elseif($itmk0 == 'TO8')
...@@ -177,11 +179,18 @@ function trap(){ ...@@ -177,11 +179,18 @@ function trap(){
} }
} }
// 检查陷阱是否被迎击 # 检查陷阱是否被迎击
$damage = check_trap_def_event($pdata,$damage,$playerflag,$selflag); $damage = check_trap_def_event($pdata,$damage,$playerflag,$selflag);
# 「天佑」技能判定
if($damage && $itmk0 != 'TOc' && !check_skill_unlock('buff_godbless',$pdata))
{
$damage = 0;
$log .= "<span class=\"yellow\">「天佑」使你免疫了陷阱伤害!</span><br>";
}
if($damage) if($damage)
{ {
real_trap_damage:
$tmp_club=$club; $tmp_club=$club;
$hp -= $damage; $hp -= $damage;
...@@ -230,6 +239,16 @@ function trap(){ ...@@ -230,6 +239,16 @@ function trap(){
# 陷阱存活 # 陷阱存活
else else
{ {
# 「天佑」技能判定
if(!check_skill_unlock('c6_godbless',$pdata) && check_skill_unlock('buff_godbless',$pdata))
{
$actmhp = get_skillvars('c6_godbless','actmhp');
if($damage >= $pdata['mhp']*($actmhp/100))
{
getclubskill('buff_godbless',$pdata['clbpara']);
$log .= "<span class=\"yellow\">你的技能「天佑」被触发,暂时进入了无敌状态!</span><br>";
}
}
# 检查成就 # 检查成就
// include_once GAME_ROOT.'./include/game/achievement.func.php'; // include_once GAME_ROOT.'./include/game/achievement.func.php';
// check_trap_survive_achievement($achievement,$selflag,$itm0,$itme0); // check_trap_survive_achievement($achievement,$selflag,$itm0,$itme0);
...@@ -261,7 +280,16 @@ function trap(){ ...@@ -261,7 +280,16 @@ function trap(){
logsave ( $itmsk0, $now, $w_log ,'b'); logsave ( $itmsk0, $now, $w_log ,'b');
} }
} }
$log .= "糟糕,你触发了{$trperfix}陷阱<span class=\"yellow\">$itm0</span>!<br>不过,身上装备着的自动迎击系统启动了!<span class=\"yellow\">在迎击功能的保护下你毫发无伤。</span><br>"; $log .= "糟糕,你触发了{$trperfix}陷阱<span class=\"yellow\">$itm0</span>!";
if(!empty($pdata['minedetect']))
{
unset($pdata['minedetect']);
$log .= "<br>不过,身上装备着的自动迎击系统启动了!<span class=\"yellow\">在迎击功能的保护下你毫发无伤。</span><br>";
}
else
{
$log .= "但是没有受到任何伤害!<br>";
}
# 检查成就 # 检查成就
// include_once GAME_ROOT.'./include/game/achievement.func.php'; // include_once GAME_ROOT.'./include/game/achievement.func.php';
// check_trap_fail_achievement($achievement,$selflag,$itm0,$itme0); // check_trap_fail_achievement($achievement,$selflag,$itm0,$itme0);
...@@ -290,7 +318,7 @@ function trap(){ ...@@ -290,7 +318,7 @@ function trap(){
if($dice < $fdrate) if($dice < $fdrate)
{ {
if(isset($pdata['minedetect'])) if(!empty($pdata['minedetect']))
{ {
unset($pdata['minedetect']); unset($pdata['minedetect']);
$log .= "在探雷装备的辅助下,你发现了{$trperfix}陷阱<span class=\"yellow\">$itm0</span>并且拆除了它。陷阱看上去还可以重复使用。<br>"; $log .= "在探雷装备的辅助下,你发现了{$trperfix}陷阱<span class=\"yellow\">$itm0</span>并且拆除了它。陷阱看上去还可以重复使用。<br>";
......
...@@ -63,7 +63,7 @@ ...@@ -63,7 +63,7 @@
//获取武器对应熟练度 //获取武器对应熟练度
function get_wep_skill(&$pa) function get_wep_skill(&$pa)
{ {
global $skillinfo; global $skillinfo,$log;
if(empty($pa['wep_kind'])) get_wep_kind($pa); if(empty($pa['wep_kind'])) get_wep_kind($pa);
# 获取真实熟练度 保存在$pa['wep_skill']内 # 获取真实熟练度 保存在$pa['wep_skill']内
if ($pa['club'] == 18) if ($pa['club'] == 18)
...@@ -74,6 +74,16 @@ ...@@ -74,6 +74,16 @@
{ {
$wep_skill = $pa[$skillinfo[$pa['wep_kind']]]; $wep_skill = $pa[$skillinfo[$pa['wep_kind']]];
} }
# 「天威」技能判定
if(isset($pa['bskill_c6_godpow']))
{
$sk_fix = min($pa['rage']+($pa['lvl']/6),get_skillvars('c6_godpow','skmax'));
if(!empty($sk_fix))
{
$wep_skill += $sk_fix;
$pa['bskilllog2'] .='<span class="yellow">「天威」使'.$pa['nm'].'的熟练度暂时增加了'.$sk_fix.'点!</span><br>';
}
}
return $wep_skill; return $wep_skill;
} }
...@@ -137,12 +147,17 @@ ...@@ -137,12 +147,17 @@
//$log .= "百战使{$pa['nm']}拥有了【{$itemspkinfo[$sk_def]}】属性!<br>"; //$log .= "百战使{$pa['nm']}拥有了【{$itemspkinfo[$sk_def]}】属性!<br>";
} }
} }
#「穿杨」效果判定: # 「穿杨」效果判定:
if(isset($pa['bskill_c4_sniper']) && in_array('r',$pa['ex_keys'])) if(isset($pa['bskill_c4_sniper']) && in_array('r',$pa['ex_keys']))
{ {
$key = array_search('r',$pa['ex_keys']); $key = array_search('r',$pa['ex_keys']);
unset($pa['ex_keys'][$key]); unset($pa['ex_keys'][$key]);
} }
# 「天义」效果判定:
if(isset($pa['skill_c6_justice']) && (empty($pa['ex_keys']) || !in_array('N',$pa['ex_keys'])))
{
$pa['ex_keys'][] = 'N';
}
return; return;
} }
...@@ -423,6 +438,21 @@ ...@@ -423,6 +438,21 @@
if(isset($p)) return $p; if(isset($p)) return $p;
} }
# 「天佑」技能判定
if(isset($pd['skill_buff_godbless']))
{
$no_type = get_skillvars('buff_godbless','no_type');
if(in_array($pa['type'],$no_type))
{
$log .= "<span class=\"yellow\">{$pa['nm']}的攻击不受「天佑」影响!</span><br>";
}
else
{
$log .= "<span class=\"yellow\">「天佑」使{$pa['nm']}的攻击没能造成任何伤害!</span><br>";
return 0;
}
}
# 数据护盾:这个有意思 # 数据护盾:这个有意思
if($pd['artk'] == "AA") if($pd['artk'] == "AA")
{ {
...@@ -899,8 +929,12 @@ ...@@ -899,8 +929,12 @@
if(in_array('B',$pd['ex_keys'])) if(in_array('B',$pd['ex_keys']))
{ {
$dice = diceroll(99); $dice = diceroll(99);
# 失效率
$obbs = 1 - $specialrate['B'];
# 「天义」效果判定:
if(isset($pa['skill_c6_justice'])) $obbs *= get_skillvars('c6_justice','pdefbkr');
//检查抹消属性是否生效 //检查抹消属性是否生效
if($dice < $specialrate['B']) if($dice > $obbs)
{ {
$pd['phy_def_flag'] = 2; $pd['phy_def_flag'] = 2;
} }
...@@ -914,8 +948,12 @@ ...@@ -914,8 +948,12 @@
if(!isset($pd['phy_def_flag']) && in_array('A',$pd['ex_keys'])) if(!isset($pd['phy_def_flag']) && in_array('A',$pd['ex_keys']))
{ {
$dice = diceroll(99); $dice = diceroll(99);
# 失效率
$obbs = 10;
# 「天义」效果判定:
if(isset($pa['skill_c6_justice'])) $obbs *= get_skillvars('c6_justice','pdefbkr');
//检查防御属性是否生效 //检查防御属性是否生效
if($dice < 90) if($dice > $obbs)
{ {
$pd['phy_def_flag'] = 1; $pd['phy_def_flag'] = 1;
} }
...@@ -929,8 +967,11 @@ ...@@ -929,8 +967,11 @@
if(!isset($pd['phy_def_flag']) && in_array($def_kind[$pa['wep_kind']],$pd['ex_keys'])) if(!isset($pd['phy_def_flag']) && in_array($def_kind[$pa['wep_kind']],$pd['ex_keys']))
{ {
$dice = diceroll(99); $dice = diceroll(99);
//检查防御属性是否生效 # 失效率
if($dice < 90) $obbs = 10;
# 「天义」效果判定:
if(isset($pa['skill_c6_justice'])) $obbs *= get_skillvars('c6_justice','pdefbkr');
if($dice > $obbs)
{ {
$pd['phy_def_flag'] = $def_kind[$pa['wep_kind']]; $pd['phy_def_flag'] = $def_kind[$pa['wep_kind']];
} }
...@@ -1548,39 +1589,7 @@ ...@@ -1548,39 +1589,7 @@
//防守方(pd)在受到伤害后触发的事件 //防守方(pd)在受到伤害后触发的事件
function get_hurt_events(&$pa,&$pd,$active) function get_hurt_events(&$pa,&$pd,$active)
{ {
global $log,$infatt_rev,$infinfo,$dtinfinfo; global $log,$infinfo;
# 「灭气」技能效果
if(isset($pa['skill_c1_burnsp']))
{
$pd['sp'] = max($pd['sp']-round($pa['final_damage']*2/3),1);
//$log .= "<span class='yellow'>「灭气」使{$pd['nm']}的体力降低了!</span><br>";
}
# 「猛击」眩晕效果
if(isset($pa['skill_c1_crit']))
{
$sk_lvl = get_skilllvl('c1_crit',$pa);
$sk_lst = get_skillvars('c1_crit','stuntime',$sk_lvl);
getclubskill('inf_dizzy',$pd['clbpara']);
$pd['clbpara']['lasttimes']['inf_dizzy'] = $sk_lst;
// 猛击logsave……先放这,以后再整理
global $now;
if(!$pd['type'] && $pd['nm']!='你')
{
$pd['logsave'] .= "凶猛的一击直接将你打晕了过去!<br>";
}
elseif(!$pa['type'] && $pa['nm']!='你')
{
$pa['logsave'] .= "你凶猛的一击直接将<span class=\"yellow\">{$pd['name']}}</span>打晕了过去!<br>";
}
}
# 真蓝凝防守事件:
if($pd['type'] == 19 && $pd['name'] == '蓝凝')
{
attr_extra_19_azure($pa,$pd,$active);
}
# pd存在防具受损况,在这里应用 # pd存在防具受损况,在这里应用
if(!empty($pd['armor_hurt'])) if(!empty($pd['armor_hurt']))
...@@ -1598,29 +1607,9 @@ ...@@ -1598,29 +1607,9 @@
} }
} }
# 「冰心」效果判定
if (isset($pd['skill_c9_iceheart']) && !empty($pd['inf']))
{
$purify = get_skillvars('c9_iceheart','purify');
# 获取当前异常队列
$now_inf = str_split($pd['inf']);
# 计算最多可净化异常数
$purify = min($purify,count($now_inf));
for($p=0;$p<$purify;$p++)
{
$heal_inf = $now_inf[$p];
$flag = heal_inf_rev($pd,$heal_inf);
if($flag)
{
$log .= "<span class='yellow'>{$pd['nm']}敛神聚气,从{$dtinfinfo[$heal_inf]}中恢复了!</span><br>";
$pd['rage'] = max(255,$pd['rage']+get_skillvars('c9_iceheart','ragegain'));
}
}
}
# 将pa造成的伤害记录在pd的成就里 # 将pa造成的伤害记录在pd的成就里
if(!$pd['type'] && $pa['final_damage'] >= 1000000) $pd['clbpara']['achvars']['takedmg'] = $pa['final_damage']; if(!$pd['type'] && $pa['final_damage'] >= 1000000) $pd['clbpara']['achvars']['takedmg'] = $pa['final_damage'];
return; return;
} }
...@@ -1670,10 +1659,76 @@ ...@@ -1670,10 +1659,76 @@
return 0; return 0;
} }
//受到技能异常(眩晕、石化) //打击结束,已经应用扣血后的事件结算
function get_skill_inf(&$pa,$sk,$times,$type=0) function rev_combat_result_events(&$pa,&$pd,$active)
{ {
# 受到眩晕效果 global $log,$infinfo,$dtinfinfo;
# 真蓝凝防守事件:
if($pd['type'] == 19 && $pd['name'] == '蓝凝')
{
attr_extra_19_azure($pa,$pd,$active);
}
# 「灭气」技能效果
if(isset($pa['skill_c1_burnsp']))
{
$pd['sp'] = max($pd['sp']-round($pa['final_damage']*2/3),1);
//$log .= "<span class='yellow'>「灭气」使{$pd['nm']}的体力降低了!</span><br>";
}
# 「猛击」眩晕效果
if(isset($pa['skill_c1_crit']))
{
$sk_lvl = get_skilllvl('c1_crit',$pa);
$sk_lst = get_skillvars('c1_crit','stuntime',$sk_lvl);
getclubskill('inf_dizzy',$pd['clbpara']);
set_lasttimes('inf_dizzy',$sk_lst,$pd['clbpara']);
//$pd['clbpara']['lasttimes']['inf_dizzy'] = $sk_lst;
// 猛击logsave……先放这,以后再整理
global $now;
if(!$pd['type'] && $pd['nm']!='你')
{
$pd['logsave'] .= "凶猛的一击直接将你打晕了过去!<br>";
}
elseif(!$pa['type'] && $pa['nm']!='你')
{
$pa['logsave'] .= "你凶猛的一击直接将<span class=\"yellow\">{$pd['name']}}</span>打晕了过去!<br>";
}
}
# 「冰心」效果判定
if (isset($pd['skill_c9_iceheart']) && !empty($pd['inf']))
{
$purify = get_skillvars('c9_iceheart','purify');
# 获取当前异常队列
$now_inf = str_split($pd['inf']);
# 计算最多可净化异常数
$purify = min($purify,count($now_inf));
for($p=0;$p<$purify;$p++)
{
$heal_inf = $now_inf[$p];
$flag = heal_inf_rev($pd,$heal_inf);
if($flag)
{
$log .= "<span class='yellow'>{$pd['nm']}敛神聚气,从{$dtinfinfo[$heal_inf]}中恢复了!</span><br>";
$pd['rage'] = max(255,$pd['rage']+get_skillvars('c9_iceheart','ragegain'));
}
}
}
# 「天佑」技能判定
if(isset($pd['skill_c6_godbless']) && empty($pd['skill_buff_godbless']) && !empty($pa['final_damage']))
{
$actmhp = get_skillvars('c6_godbless','actmhp');
if($pa['final_damage'] >= $pd['mhp']*($actmhp/100) && $pd['hp'] > 0)
{
getclubskill('buff_godbless',$pd['clbpara']);
$log .= "<span class=\"yellow\">{$pd['nm']}的技能「天佑」被触发,暂时进入了无敌状态!</span><br>";
}
}
return;
} }
// 获取pa在探索时的遇敌率(遇敌率越低道具发现率越高) // 获取pa在探索时的遇敌率(遇敌率越低道具发现率越高)
...@@ -1874,7 +1929,7 @@ ...@@ -1874,7 +1929,7 @@
# 获取社团技能对反击率的修正 # 获取社团技能对反击率的修正
$counter *= rev_get_clubskill_bonus_counter($pd['club'],$pd['skills'],$pd,$pa['club'],$pa['skills'],$pa); $counter *= rev_get_clubskill_bonus_counter($pd['club'],$pd['skills'],$pd,$pa['club'],$pa['skills'],$pa);
# 获取社团技能对反击率的修正(新) # 获取社团技能对反击率的修正(新)
$counter = get_clbskill_counterate($pa,$pd,$active,$counter); $counter = get_clbskill_counterate($pd,$pa,$active,$counter);
# 获取异常状态对反击率的影响 # 获取异常状态对反击率的影响
if(!empty($pd['inf'])) if(!empty($pd['inf']))
......
...@@ -131,13 +131,19 @@ ...@@ -131,13 +131,19 @@
# 获取社团技能对躲避率(pd是否躲避pa)的定值修正(新) # 获取社团技能对躲避率(pd是否躲避pa)的定值修正(新)
function get_clbskill_hide_rate_fix(&$pa,&$pd,$r) function get_clbskill_hide_rate_fix(&$pa,&$pd,$r)
{ {
#pd持有「潜行」时的效果判定: # pd持有「潜行」时的效果判定:
if(!check_skill_unlock('c5_sneak',$pd)) if(!check_skill_unlock('c5_sneak',$pd))
{ {
$sk_lvl = get_skilllvl('c5_sneak',$pd); $sk_lvl = get_skilllvl('c5_sneak',$pd);
$sk_r = get_skillvars('c5_sneak','hidegain',$sk_lvl); $sk_r = get_skillvars('c5_sneak','hidegain',$sk_lvl);
$r += $sk_r; $r += $sk_r;
} }
# pd持有「天助」时的效果判定:
if(!check_skill_unlock('c6_godsend',$pd))
{
$sk_r = get_skilllvl('c6_godsend','hidegain',$pd['clbpara']);
if(!empty($sk_r)) $r += $sk_r;
}
return $r; return $r;
} }
...@@ -175,6 +181,12 @@ ...@@ -175,6 +181,12 @@
$sk_r = get_skillvars('c5_sneak','actgain',$sk_lvl); $sk_r = get_skillvars('c5_sneak','actgain',$sk_lvl);
$r += $sk_r; $r += $sk_r;
} }
# pa持有「天助」时的效果判定:(只在主动发现敌人时应用)
if(!check_skill_unlock('c6_godsend',$pa))
{
$sk_r = get_skillpara('c6_godsend','actgain',$pa['clbpara']);
if(!empty($sk_r)) $r += $sk_r;
}
return $r; return $r;
} }
...@@ -197,6 +209,16 @@ ...@@ -197,6 +209,16 @@
$sk_r = 1 + (get_skillvars('c3_pitchpow','countergain',$sk_lvl) / 100); $sk_r = 1 + (get_skillvars('c3_pitchpow','countergain',$sk_lvl) / 100);
$counterate *= $sk_r; $counterate *= $sk_r;
} }
#「天助」效果判定:
if(isset($pa['skill_c6_godsend']))
{
$sk_r = get_skillpara('c6_godsend','countergain',$pa['clbpara']);
if(!empty($sk_r))
{
$sk_r = 1 + ($sk_r / 100);
$counterate *= $sk_r;
}
}
return $counterate; return $counterate;
} }
...@@ -236,6 +258,16 @@ ...@@ -236,6 +258,16 @@
$sk_r = 1 + (get_skillvars('c4_sniper','accgain') / 100); $sk_r = 1 + (get_skillvars('c4_sniper','accgain') / 100);
$hitrate *= $sk_r; $hitrate *= $sk_r;
} }
#「天运」效果判定:
if(isset($pa['skill_c6_godluck']))
{
$sk_r = get_skillpara('c6_godluck','accgain',$pa['clbpara']);
if(!empty($sk_r))
{
$sk_r = 1 + ($sk_r / 100);
$hitrate *= $sk_r;
}
}
# 减益: # 减益:
#「枭眼」效果判定: #「枭眼」效果判定:
...@@ -251,6 +283,16 @@ ...@@ -251,6 +283,16 @@
$sk_r = 1 - (get_skillvars('c9_spirit','accloss',$sk_lvl) / 100); $sk_r = 1 - (get_skillvars('c9_spirit','accloss',$sk_lvl) / 100);
$hitrate *= $sk_r; $hitrate *= $sk_r;
} }
#「天运」效果判定:
if(isset($pd['skill_c6_godluck']))
{
$sk_r = get_skillpara('c6_godluck','accloss',$pd['clbpara']);
if(!empty($sk_r))
{
$sk_r = 1 - ($sk_r / 100);
$hitrate *= $sk_r;
}
}
return $hitrate; return $hitrate;
} }
...@@ -280,6 +322,16 @@ ...@@ -280,6 +322,16 @@
$sk_r = 1 + (get_skillvars('c4_stable','rbgain',$sk_lvl) / 100); $sk_r = 1 + (get_skillvars('c4_stable','rbgain',$sk_lvl) / 100);
$hitrate *= $sk_r; $hitrate *= $sk_r;
} }
#「天运」效果判定:
if(isset($pa['skill_c6_godluck']))
{
$sk_r = get_skillpara('c6_godluck','rbgain',$pa['clbpara']);
if(!empty($sk_r))
{
$sk_r = 1 + ($sk_r / 100);
$hitrate *= $sk_r;
}
}
# 减益: # 减益:
#「枭眼」效果判定: #「枭眼」效果判定:
...@@ -295,6 +347,16 @@ ...@@ -295,6 +347,16 @@
$sk_r = 1 - (get_skillvars('c9_spirit','rbloss',$sk_lvl) / 100); $sk_r = 1 - (get_skillvars('c9_spirit','rbloss',$sk_lvl) / 100);
$hitrate *= $sk_r; $hitrate *= $sk_r;
} }
#「天运」效果判定:
if(isset($pd['skill_c6_godluck']))
{
$sk_r = get_skillpara('c6_godluck','rbloss',$pd['clbpara']);
if(!empty($sk_r))
{
$sk_r = 1 - ($sk_r / 100);
$hitrate *= $sk_r;
}
}
return $hitrate; return $hitrate;
} }
......
...@@ -13,12 +13,12 @@ ...@@ -13,12 +13,12 @@
//格式化双方clbpara //格式化双方clbpara
$edata['clbpara'] = get_clbpara($edata['clbpara']); $edata['clbpara'] = get_clbpara($edata['clbpara']);
//初始化战场标题
$battle_title = init_battle_title($pdata,$edata);
//初始化遇敌log
$log .= init_battle_log($pdata,$edata);
//检查是否为追击状态 //检查是否为追击状态
$ismeet = strpos($pdata['action'],'chase')!==false || strpos($pdata['action'],'dfight')!==false ? 1 : 0; $ismeet = strpos($pdata['action'],'chase')!==false || strpos($pdata['action'],'dfight')!==false ? 1 : 0;
//初始化战场标题
$battle_title = init_battle_title($pdata,$edata,$ismeet);
//初始化遇敌log
$log .= init_battle_log($pdata,$edata,$ismeet);
//初始化战斗界面 //初始化战斗界面
init_battle_rev($pdata,$edata,$ismeet); init_battle_rev($pdata,$edata,$ismeet);
...@@ -121,7 +121,7 @@ ...@@ -121,7 +121,7 @@
} }
// 初始化战斗界面标题 // 初始化战斗界面标题
function init_battle_title($pa,$pd) function init_battle_title($pa,$pd,$ismeet=0)
{ {
if(strpos($pa['action'],'chase')!==false) if(strpos($pa['action'],'chase')!==false)
{ {
...@@ -140,8 +140,10 @@ ...@@ -140,8 +140,10 @@
} }
// 初始化战斗界面log // 初始化战斗界面log
function init_battle_log($pa,$pd) function init_battle_log($pa,$pd,$ismeet=0)
{ {
global $fog;
$pd['name'] = $fog && !$ismeet && check_skill_unlock('c6_godeyes',$pa) ? '???' : $pd['name'];
if(strpos($pa['action'],'chase')!==false) if(strpos($pa['action'],'chase')!==false)
{ {
if(strpos($pa['action'],'pchase')!==false) if(strpos($pa['action'],'pchase')!==false)
...@@ -165,7 +167,7 @@ ...@@ -165,7 +167,7 @@
} }
else else
{ {
$battle_log ="你发现敌人了<span class=\"red\">{$pd['name']}</span>!<br>对方好像完全没有注意到你!<br>"; $battle_log ="你发现了敌人<span class=\"red\">{$pd['name']}</span>!<br>对方好像完全没有注意到你!<br>";
} }
} }
return $battle_log; return $battle_log;
......
...@@ -290,6 +290,37 @@ ...@@ -290,6 +290,37 @@
$log .= $active ? "<span class='yellow'>技能已激活!</span><br>" : "<span class='yellow'>停用了技能效果。</span><br>" ; $log .= $active ? "<span class='yellow'>技能已激活!</span><br>" : "<span class='yellow'>停用了技能效果。</span><br>" ;
set_skillpara($sk,'active',$active,$clbpara); set_skillpara($sk,'active',$active,$clbpara);
} }
# 事件:天运
if($event == 'c6_godluck' || $event == 'c6_godsend')
{
$dice0 = rand(1,2);
$dice1 = rand(get_skillvars($event,'flucmin'),get_skillvars($event,'flucmax'));
if($event == 'c6_godluck')
{
if($dice0 == 1)
{
set_skillpara($event,'accloss',get_skillpara($event,'accloss',$clbpara)+$dice1,$clbpara);
set_skillpara($event,'rbloss',get_skillpara($event,'rbloss',$clbpara)+$dice1,$clbpara);
}
else
{
set_skillpara($event,'accgain',get_skillpara($event,'accgain',$clbpara)+$dice1,$clbpara);
set_skillpara($event,'rbgain',get_skillpara($event,'rbgain',$clbpara)+$dice1,$clbpara);
}
}
else
{
if($dice0 == 1)
{
set_skillpara($event,'actgain',get_skillpara($event,'actgain',$clbpara)+$dice1,$clbpara);
set_skillpara($event,'hidegain',get_skillpara($event,'hidegain',$clbpara)+$dice1,$clbpara);
}
else
{
set_skillpara($event,'countergain',get_skillpara($event,'countergain',$clbpara)+$dice1,$clbpara);
}
}
}
return 1; return 1;
} }
......
...@@ -357,24 +357,21 @@ ...@@ -357,24 +357,21 @@
} }
# 敌人是玩家,更新logsave # 敌人是玩家,更新logsave
if (($active && !$pd['type']) || (!$active && !$pa['type'])) if($active && !$pd['type'])
{ {
if($active) $w_log = "手持<span class=\"red\">{$pa['wep_name']}</span>的<span class=\"yellow\">{$pa['name']}</span>向你袭击!<br>";
{ if(isset($pd['logsave'])) $w_log .= $pd['logsave'];
$w_log = "手持<span class=\"red\">{$pa['wep_name']}</span>的<span class=\"yellow\">{$pa['name']}</span>向你袭击!<br>"; if(isset($pd['lvlup_log'])) $w_log .= $pd['lvlup_log'];
if(isset($pd['logsave'])) $w_log .= $pd['logsave']; $w_log .= "你受到其<span class=\"yellow\">$att_dmg</span>点攻击,对其做出了<span class=\"yellow\">$def_dmg</span>点反击。<br>";
if(isset($pd['lvlup_log'])) $w_log .= $pd['lvlup_log']; logsave ($pd['pid'],$now,$w_log,'c');
$w_log .= "你受到其<span class=\"yellow\">$att_dmg</span>点攻击,对其做出了<span class=\"yellow\">$def_dmg</span>点反击。<br>"; }
logsave ($pd['pid'],$now,$w_log,'c'); elseif(!$active && !$pa['type'])
} {
else $w_log = "你发现了手持<span class=\"red\">{$pd['wep_name']}</span>的<span class=\"yellow\">{$pd['name']}</span>并且先发制人!<br>";
{ if(isset($pa['logsave'])) $w_log .= $pa['logsave'];
$w_log = "你发现了手持<span class=\"red\">{$pd['wep_name']}</span>的<span class=\"yellow\">{$pd['name']}</span>并且先发制人!<br>你对其做出<span class=\"yellow\">$att_dmg</span>点攻击,受到其<span class=\"yellow\">$def_dmg</span>点反击。<br>"; if(isset($pa['lvlup_log'])) $w_log .= $pa['lvlup_log'];
if(isset($pa['logsave'])) $w_log .= $pa['logsave']; $w_log .= "你对其做出<span class=\"yellow\">$att_dmg</span>点攻击,受到其<span class=\"yellow\">$def_dmg</span>点反击。<br>";
if(isset($pa['lvlup_log'])) $w_log .= $pa['lvlup_log']; logsave ($pa['pid'],$now,$w_log,'c');
$w_log .= "你受到其<span class=\"yellow\">$att_dmg</span>点攻击,对其做出了<span class=\"yellow\">$def_dmg</span>点反击。<br>";
logsave ($pa['pid'],$now,$w_log,'c');
}
} }
# 战斗准备事件中触发了跳过战斗标记,直接goto跳转到这个位置。 # 战斗准备事件中触发了跳过战斗标记,直接goto跳转到这个位置。
...@@ -535,6 +532,7 @@ ...@@ -535,6 +532,7 @@
$log .= "{$pa['nm']}使用{$pa['wep']}<span class=\"yellow\">{$attinfo[$pa['wep_kind']]}</span>{$pd['nm']}!<br>"; $log .= "{$pa['nm']}使用{$pa['wep']}<span class=\"yellow\">{$attinfo[$pa['wep_kind']]}</span>{$pd['nm']}!<br>";
# 战斗技文本 # 战斗技文本
if(isset($pa['bskilllog'])) $log.= $pa['bskilllog']; if(isset($pa['bskilllog'])) $log.= $pa['bskilllog'];
if(isset($pa['bskilllog2'])) $log.= $pa['bskilllog2'];
# 命中次数大于0时 执行伤害判断 # 命中次数大于0时 执行伤害判断
if ($pa['hitrate_times'] > 0) if ($pa['hitrate_times'] > 0)
...@@ -544,6 +542,7 @@ ...@@ -544,6 +542,7 @@
if(isset($fix_dmg)) if(isset($fix_dmg))
{ {
$damage = $fix_dmg; $damage = $fix_dmg;
$pa['final_damage'] = $damage;
if($damage <= 0) $log .= "<span class=\"yellow\">造成的总伤害:<span class=\"red\">$damage</span>。</span><br>"; if($damage <= 0) $log .= "<span class=\"yellow\">造成的总伤害:<span class=\"red\">$damage</span>。</span><br>";
} }
//如无,则正常计算伤害 //如无,则正常计算伤害
...@@ -698,7 +697,7 @@ ...@@ -698,7 +697,7 @@
} }
else else
{ {
$damage = 0; $pa['final_damage'] = $damage = 0;
$log .= "但是没有击中!<br>"; $log .= "但是没有击中!<br>";
} }
//经验结算 //经验结算
...@@ -721,7 +720,8 @@ ...@@ -721,7 +720,8 @@
function rev_combat_result(&$pa,&$pd,$active) function rev_combat_result(&$pa,&$pd,$active)
{ {
global $log; global $log;
# 执行扣血后的战斗结算阶段事件
rev_combat_result_events($pa,$pd,$active);
# 死者(受伤者)pd血量低于0时 结算击杀/复活事件 # 死者(受伤者)pd血量低于0时 结算击杀/复活事件
if($pd['hp']<= 0) if($pd['hp']<= 0)
{ {
...@@ -1029,6 +1029,17 @@ ...@@ -1029,6 +1029,17 @@
$log.="<span class='yellow'>「掠夺」使{$pa['nm']}获得了{$lootgold}元!</span><br>"; $log.="<span class='yellow'>「掠夺」使{$pa['nm']}获得了{$lootgold}元!</span><br>";
} }
# 「天威」技能判定
if(isset($pa['bskill_c6_godpow']) && $pa['final_damage'] <= $pd['mhp'] * get_skillvars('c6_godpow','mhpr'))
{
$rageback = get_skillvars('c6_godpow','rageback');
if(!empty($rageback))
{
$pa['rage'] = max(255,$pa['rage']+$rageback);
$log .= '<span class="yellow">「天威」使'.$pa['nm'].'的怒气回复了'.$rageback.'点!</span><br>';
}
}
return; return;
} }
...@@ -1099,7 +1110,8 @@ ...@@ -1099,7 +1110,8 @@
# 战斗等级提升 # 战斗等级提升
function lvlup_rev (&$pa,&$pd,$active) function lvlup_rev (&$pa,&$pd,$active)
{ {
global $log,$baseexp; global $log,$baseexp,$upexp;
if(empty($pa['nm'])) $pa['nm'] = $active ? '你' : $pa['name'];
$up_exp_temp = round ( (2 * $pa['lvl'] + 1) * $baseexp ); $up_exp_temp = round ( (2 * $pa['lvl'] + 1) * $baseexp );
if ($pa['exp'] >= $up_exp_temp && $pa['lvl'] < 255) if ($pa['exp'] >= $up_exp_temp && $pa['lvl'] < 255)
{ {
...@@ -1179,8 +1191,9 @@ ...@@ -1179,8 +1191,9 @@
} }
} elseif ($pa['lvl'] >= 255) { } elseif ($pa['lvl'] >= 255) {
$pa['lvl'] = 255; $pa['lvl'] = 255;
$exp = $up_exp_temp; $pa['exp'] = $up_exp_temp;
} }
$upexp = round(($pa['lvl']*$baseexp)+(($pa['lvl']+1)*$baseexp));
return; return;
} }
......
...@@ -556,7 +556,8 @@ function discover($schmode = 0) { ...@@ -556,7 +556,8 @@ function discover($schmode = 0) {
//include_once GAME_ROOT.'./include/game/clubskills.func.php'; //include_once GAME_ROOT.'./include/game/clubskills.func.php';
//$hide_r *= get_clubskill_bonus_hide($edata['club'],$edata['skills']); //$hide_r *= get_clubskill_bonus_hide($edata['club'],$edata['skills']);
$hide_r = get_hide_r_rev($pdata,$edata); $hide_r = get_hide_r_rev($pdata,$edata);
$enemy_dice = rand(0,99); $enemy_dice = diceroll(99);
//echo "hide_r = {$hide_r} | find_obbs = {$find_obbs} | dice = {$enemy_dice}";
$meetman_flag = $enemy_dice<($find_obbs - $hide_r) ? 1 : -1; $meetman_flag = $enemy_dice<($find_obbs - $hide_r) ? 1 : -1;
break; break;
} }
......
...@@ -4,9 +4,11 @@ if(!defined('IN_GAME')) { ...@@ -4,9 +4,11 @@ if(!defined('IN_GAME')) {
exit('Access Denied'); exit('Access Denied');
} }
function init_icon_states(&$pa,$ismeet=0) function init_icon_states(&$pa,$pd,$ismeet=0)
{ {
global $sexinfo,$typeinfo,$fog; global $sexinfo,$typeinfo,$fog;
# 「天眼」技能判定
if(!check_skill_unlock('c6_godeyes',$pd)) $ismeet = 1;
//雾天显示??? //雾天显示???
if($fog && !$ismeet) if($fog && !$ismeet)
{ {
...@@ -33,9 +35,17 @@ function init_icon_states(&$pa,$ismeet=0) ...@@ -33,9 +35,17 @@ function init_icon_states(&$pa,$ismeet=0)
} }
} }
function init_hp_states(&$pa,$ismeet=0) function init_hp_states(&$pa,$pd,$ismeet=0)
{ {
global $fog,$hpinfo,$spinfo,$rageinfo; global $fog,$hpinfo,$spinfo,$rageinfo;
# 「天眼」技能判定
if(!check_skill_unlock('c6_godeyes',$pd))
{
$pa['hpstate'] = $pa['hp'].' / '.$pa['mhp'];
$pa['spstate'] = $pa['sp'].' / '.$pa['msp'];
$pa['ragestate'] = $pa['rage'];
return;
}
if($fog && !$ismeet) if($fog && !$ismeet)
{ {
$pa['hpstate'] = '???'; $pa['hpstate'] = '???';
...@@ -92,9 +102,17 @@ function init_hp_states(&$pa,$ismeet=0) ...@@ -92,9 +102,17 @@ function init_hp_states(&$pa,$ismeet=0)
} }
} }
function init_wep_states(&$pa,$ismeet=0) function init_wep_states(&$pa,$pd,$ismeet=0)
{ {
global $wepeinfo,$fog; global $wepeinfo,$fog;
# 「天眼」技能判定
if(!check_skill_unlock('c6_godeyes',$pd))
{
$pa['wepestate'] = $pa['wepe'];
$pa['wep_words'] = parse_info_desc($pa['wep'],'m');
$pa['wepk_words'] =parse_info_desc($pa['wepk'],'k');
return;
}
if($fog && !$ismeet) if($fog && !$ismeet)
{ {
$pa['wepestate'] = '???'; $pa['wepestate'] = '???';
...@@ -124,9 +142,11 @@ function init_wep_states(&$pa,$ismeet=0) ...@@ -124,9 +142,11 @@ function init_wep_states(&$pa,$ismeet=0)
$pa['wepk_words'] = parse_info_desc($pa['wepk'],'k'); $pa['wepk_words'] = parse_info_desc($pa['wepk'],'k');
} }
function init_inf_states(&$pa,$ismeet=0) function init_inf_states(&$pa,$pd,$ismeet=0)
{ {
global $infinfo,$poseinfo,$tacinfo,$fog; global $infinfo,$poseinfo,$tacinfo,$fog;
# 「天眼」技能判定
if(!check_skill_unlock('c6_godeyes',$pd)) $ismeet = 1;
if($fog && !$ismeet) if($fog && !$ismeet)
{ {
$pa['nameinfo'] = '???'; $pa['nameinfo'] = '???';
......
...@@ -10,7 +10,7 @@ ...@@ -10,7 +10,7 @@
<TD class="b1" width="60px"><span>胜利方式</span></TD> <TD class="b1" width="60px"><span>胜利方式</span></TD>
<TD class="b1" width="95px"><span>头衔</span></TD> <TD class="b1" width="95px"><span>头衔</span></TD>
<TD class="b1" width="95px"><span>优胜者名</span></TD> <TD class="b1" width="95px"><span>优胜者名</span></TD>
<TD class="b1" width="80px"><span>头像</span></TD> <TD class="b1"><span>头像</span></TD>
<TD class="b1"><span>游戏结束时间</span></TD> <TD class="b1"><span>游戏结束时间</span></TD>
<TD class="b1"><span>胜利者留言</span></TD> <TD class="b1"><span>胜利者留言</span></TD>
<TD class="b1" width="240px"><span>使用武器</span></TD> <TD class="b1" width="240px"><span>使用武器</span></TD>
...@@ -37,7 +37,13 @@ ...@@ -37,7 +37,13 @@
<span class="grey"></span> <span class="grey"></span>
<!--{/if}--> <!--{/if}-->
</TD> </TD>
<TD class="b3"><span><img src="img/$info['iconImg']" style="width:70;height:40;"></span></TD> <TD class="b3">
<!--{if is_array($info['name'])}-->
<span><img src="img/$info['iconImg']" style="width:70;height:60;"></span>
<!--{else}-->
<span><img src="img/$info['iconImg']" style="width:70;height:40;"></span>
<!--{/if}-->
</TD>
<TD class="b3"><span>$info['date']</span><br><span>$info['time']</span></TD> <TD class="b3"><span>$info['date']</span><br><span>$info['time']</span></TD>
<TD class="b3" ><!--{if $info['motto']}--><span class="white">$info['motto']</span><!--{else}--><span class="grey"></span><!--{/if}--></TD> <TD class="b3" ><!--{if $info['motto']}--><span class="white">$info['motto']</span><!--{else}--><span class="grey"></span><!--{/if}--></TD>
<TD class="b3" width="80px"><!--{if $info['wep']}--><span class="white">$info['wep']</span><!--{else}--><span class="grey"></span><!--{/if}--></TD> <TD class="b3" width="80px"><!--{if $info['wep']}--><span class="white">$info['wep']</span><!--{else}--><span class="grey"></span><!--{/if}--></TD>
......
...@@ -124,8 +124,8 @@ if($mode == 'enter') { ...@@ -124,8 +124,8 @@ if($mode == 'enter') {
//$itm[6] = '银白盒子'; $itmk[6] = 'p'; $itme[6] = 1; $itms[6] = 1; $itmsk[6] = 'ps'; //$itm[6] = '银白盒子'; $itmk[6] = 'p'; $itme[6] = 1; $itms[6] = 1; $itmsk[6] = 'ps';
$itm[5] = '秋刀鱼罐头'; $itmk[5] = 'HB'; $itme[5] = 70; $itms[5] = 15; $itm[5] = '秋刀鱼罐头'; $itmk[5] = 'HB'; $itme[5] = 70; $itms[5] = 15;
//$itm[5] = 'GRAND OPENING 「开门大吉」'; $itmk[5] = 'p000'; $itme[5] = 1; $itms[5] = 1; //$itm[5] = 'GRAND OPENING 「开门大吉」'; $itmk[5] = 'p000'; $itme[5] = 1; $itms[5] = 1;
$dice = rand(1,6); $dice = rand(1,7);
if($dice == 6) $dice = 9; if($dice == 7) $dice = 9;
$dice_name = $clubinfo[$dice]; $dice_name = $clubinfo[$dice];
$itm[5] = '「'.$dice_name.' 社团卡」'; $itmk[5] = 'ZB'; $itme[5] = $dice; $itms[5] = 1; $itm[5] = '「'.$dice_name.' 社团卡」'; $itmk[5] = 'ZB'; $itme[5] = $dice; $itms[5] = 1;
......
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