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Nemo Ma
phpdts
Commits
ad3e86bb
Commit
ad3e86bb
authored
Mar 17, 2023
by
Nemo Ma
Committed by
GitHub
Mar 17, 2023
Browse files
Options
Browse Files
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Plain Diff
Merge pull request #68 from hikawiier/waaagh
rev combat phase 3.2
parents
762b5f65
f0afdf78
Changes
15
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Showing
15 changed files
with
473 additions
and
121 deletions
+473
-121
gamedata/cache/clubskills_1.php
gamedata/cache/clubskills_1.php
+131
-1
img/t_0.gif
img/t_0.gif
+0
-0
img/t_1.gif
img/t_1.gif
+0
-0
include/game.func.php
include/game.func.php
+4
-4
include/game/item.func.php
include/game/item.func.php
+8
-4
include/game/itemmain.func.php
include/game/itemmain.func.php
+38
-10
include/game/revattr.func.php
include/game/revattr.func.php
+119
-64
include/game/revattr_extra.func.php
include/game/revattr_extra.func.php
+63
-1
include/game/revbattle.func.php
include/game/revbattle.func.php
+9
-7
include/game/revclubskills.func.php
include/game/revclubskills.func.php
+31
-0
include/game/revcombat.func.php
include/game/revcombat.func.php
+34
-21
include/game/search.func.php
include/game/search.func.php
+2
-1
include/init.func.php
include/init.func.php
+24
-4
templates/default/winnerlist.htm
templates/default/winnerlist.htm
+8
-2
valid.php
valid.php
+2
-2
No files found.
gamedata/cache/clubskills_1.php
View file @
ad3e86bb
...
@@ -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'
,
...
...
img/t_0.gif
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762b5f65
View file @
ad3e86bb
1.39 KB
|
W:
|
H:
1.62 KB
|
W:
|
H:
2-up
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Onion skin
img/t_1.gif
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762b5f65
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ad3e86bb
26.1 KB
|
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|
H:
44 KB
|
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include/game.func.php
View file @
ad3e86bb
...
@@ -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
=
$pd
;
}
}
...
...
include/game/item.func.php
View file @
ad3e86bb
...
@@ -306,9 +306,11 @@ function itemuse($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
!=
$nosta
)
{
...
...
include/game/itemmain.func.php
View file @
ad3e86bb
...
@@ -32,6 +32,8 @@ function calc_real_trap_obbs($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>"
;
...
...
include/game/revattr.func.php
View file @
ad3e86bb
...
@@ -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
(
$p
a
,
$pd
,
$active
,
$counter
);
$counter
=
get_clbskill_counterate
(
$p
d
,
$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'
]))
...
...
include/game/revattr_extra.func.php
View file @
ad3e86bb
...
@@ -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
;
}
}
...
...
include/game/revbattle.func.php
View file @
ad3e86bb
...
@@ -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
;
...
...
include/game/revclubskills.func.php
View file @
ad3e86bb
...
@@ -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
;
}
}
...
...
include/game/revcombat.func.php
View file @
ad3e86bb
...
@@ -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
)
*
$baseexp
));
return
;
return
;
}
}
...
...
include/game/search.func.php
View file @
ad3e86bb
...
@@ -556,7 +556,8 @@ function discover($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
;
}
}
...
...
include/init.func.php
View file @
ad3e86bb
...
@@ -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'
]
=
'???'
;
$pa
[
'nameinfo'
]
=
'???'
;
...
...
templates/default/winnerlist.htm
View file @
ad3e86bb
...
@@ -10,7 +10,7 @@
...
@@ -10,7 +10,7 @@
<TD
class=
"b1"
width=
"60px"
><span>
胜利方式
</span></TD>
<TD
class=
"b1"
width=
"60px"
><span>
胜利方式
</span></TD>
<TD
class=
"b1"
width=
"95px"
><span>
头衔
</span></TD>
<TD
class=
"b1"
width=
"95px"
><span>
头衔
</span></TD>
<TD
class=
"b1"
width=
"95px"
><span>
优胜者名
</span></TD>
<TD
class=
"b1"
width=
"95px"
><span>
优胜者名
</span></TD>
<TD
class=
"b1"
width=
"80px"
><span>
头像
</span></TD>
<TD
class=
"b1"
><span>
头像
</span></TD>
<TD
class=
"b1"
><span>
游戏结束时间
</span></TD>
<TD
class=
"b1"
><span>
游戏结束时间
</span></TD>
<TD
class=
"b1"
><span>
胜利者留言
</span></TD>
<TD
class=
"b1"
><span>
胜利者留言
</span></TD>
<TD
class=
"b1"
width=
"240px"
><span>
使用武器
</span></TD>
<TD
class=
"b1"
width=
"240px"
><span>
使用武器
</span></TD>
...
@@ -37,7 +37,13 @@
...
@@ -37,7 +37,13 @@
<span
class=
"grey"
>
无
</span>
<span
class=
"grey"
>
无
</span>
<!--{/if}-->
<!--{/if}-->
</TD>
</TD>
<TD
class=
"b3"
><span><img
src=
"img/$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"
>
无
</span>
<!--{/if}-->
</TD>
<TD
class=
"b3"
>
<!--{if $info['motto']}-->
<span
class=
"white"
>
$info['motto']
</span>
<!--{else}-->
<span
class=
"grey"
>
无
</span>
<!--{/if}-->
</TD>
<TD
class=
"b3"
width=
"80px"
>
<!--{if $info['wep']}-->
<span
class=
"white"
>
$info['wep']
</span>
<!--{else}-->
<span
class=
"grey"
>
无
</span>
<!--{/if}-->
</TD>
<TD
class=
"b3"
width=
"80px"
>
<!--{if $info['wep']}-->
<span
class=
"white"
>
$info['wep']
</span>
<!--{else}-->
<span
class=
"grey"
>
无
</span>
<!--{/if}-->
</TD>
...
...
valid.php
View file @
ad3e86bb
...
@@ -124,8 +124,8 @@ if($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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