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Nemo Ma
phpdts
Commits
b43c145b
Commit
b43c145b
authored
Feb 05, 2023
by
hisuinohoshi
Browse files
Options
Browse Files
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Email Patches
Plain Diff
rev combat phase 2
parent
20fcfc0f
Changes
6
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Showing
6 changed files
with
890 additions
and
170 deletions
+890
-170
include/game/itemmain.func.php
include/game/itemmain.func.php
+17
-14
include/game/revattr.func.php
include/game/revattr.func.php
+277
-25
include/game/revattr_extra.func.php
include/game/revattr_extra.func.php
+443
-0
include/game/revcombat.func.php
include/game/revcombat.func.php
+150
-128
include/game/search.func.php
include/game/search.func.php
+2
-2
include/news.func.php
include/news.func.php
+1
-1
No files found.
include/game/itemmain.func.php
View file @
b43c145b
...
...
@@ -1106,30 +1106,30 @@ function getcorpse($item){
return
;
}
//武器损耗&消耗计算:
function
weapon_loss
(
&
$pa
)
//武器损耗&消耗计算:
force_imp 强制扣除武器效果
function
weapon_loss
(
&
$pa
,
$force_imp
=
0
)
{
global
$log
,
$wepimprate
;
global
$log
,
$wepimprate
,
$nosta
;
if
(
isset
(
$pa
[
'wep_imp_times'
])
&&
$pa
[
'wep_imp_times'
]
>
0
)
if
(
isset
(
$pa
[
'wep_imp_times'
])
&&
$pa
[
'wep_imp_times'
]
>
0
&&
$pa
[
'wep_kind'
]
!=
'N'
)
{
$wep_loss_flag
=
0
;
//获取武器损耗类型
$wep_imp
=
$wepimprate
[
$pa
[
'wep_kind'
]];
//损耗型武器
if
(
$wep_imp
>
0
)
if
(
$wep_imp
>
0
||
$force_imp
)
{
if
(
$pa
[
'weps'
]
==
$nosta
)
if
(
$pa
[
'weps'
]
==
$nosta
||
$force_imp
)
{
$pa
[
'wepe'
]
-=
$pa
[
'wep_imp_times'
]
;
$pa
[
'wepe'
]
=
max
(
0
,
$pa
[
'wepe'
]
-
$pa
[
'wep_imp_times'
])
;
$log
.=
"
{
$pa
[
'nm'
]
}
的
{
$pa
[
'wep'
]
}
的攻击力下降了
{
$pa
[
'wep_imp_times'
]
}
。<br>"
;
}
else
{
$pa
[
'weps'
]
-=
$pa
[
'wep_imp_times'
]
;
$pa
[
'weps'
]
=
max
(
0
,
$pa
[
'weps'
]
-
$pa
[
'wep_imp_times'
])
;
$log
.=
"
{
$pa
[
'nm'
]
}
的
{
$pa
[
'wep'
]
}
的耐久度下降了
{
$pa
[
'wep_imp_times'
]
}
。<br>"
;
}
if
(
$pa
[
'weps'
]
<=
0
||
$pa
[
'wepe'
]
<=
0
)
if
(
empty
(
$pa
[
'weps'
])
||
empty
(
$pa
[
'wepe'
])
)
{
$log
.=
"
{
$pa
[
'nm'
]
}
的<span class=
\"
red
\"
>
{
$pa
[
'wep'
]
}
</span>使用过度,已经损坏,无法再装备了!<br>"
;
$wep_loss_flag
=
1
;
...
...
@@ -1140,11 +1140,11 @@ function weapon_loss(&$pa)
{
if
(
$pa
[
'weps'
]
!=
$nosta
)
{
$pa
[
'weps'
]
-=
$pa
[
'wep_imp_times'
]
;
$pa
[
'weps'
]
=
max
(
0
,
$pa
[
'weps'
]
-
$pa
[
'wep_imp_times'
])
;
if
(
$pa
[
'wep_kind'
]
==
'C'
||
$pa
[
'wep_kind'
]
==
'D'
||
$pa
[
'wep_kind'
]
==
'F'
)
{
$log
.=
"
{
$pa
[
'nm'
]
}
用掉了
{
$pa
[
'wep_imp_times'
]
}
个
{
$pa
[
'wep'
]
}
。<br>"
;
if
(
$pa
[
'weps'
]
<=
0
)
if
(
empty
(
$pa
[
'weps'
])
)
{
$log
.=
"
{
$pa
[
'nm'
]
}
的<span class=
\"
red
\"
>
{
$pa
[
'wep'
]
}
</span>用光了!<br>"
;
$wep_loss_flag
=
1
;
...
...
@@ -1153,10 +1153,10 @@ function weapon_loss(&$pa)
elseif
(
$pa
[
'wep_kind'
]
==
'G'
||
$pa
[
'wep_kind'
]
==
'J'
)
{
$log
.=
"
{
$pa
[
'nm'
]
}
的
{
$pa
[
'wep'
]
}
的弹药数减少了
{
$pa
[
'wep_imp_times'
]
}
。<br>"
;
if
(
$pa
[
'weps'
]
<=
0
)
if
(
empty
(
$pa
[
'weps'
])
)
{
$log
.=
"
{
$pa
[
'nm'
]
}
的<span class=
\"
red
\"
>
{
$pa
[
'wep'
]
}
</span>弹药用光了!<br>"
;
$
wep_loss_flag
=
1
;
$
pa
[
'weps'
]
=
$nosta
;
}
}
}
...
...
@@ -1165,7 +1165,9 @@ function weapon_loss(&$pa)
{
$pa
[
'wep'
]
=
'拳头'
;
$pa
[
'wep_kind'
]
=
'N'
;
$pa
[
'wepk'
]
=
'WN'
;
$pa
[
'wepe'
]
=
0
;
$pa
[
'weps'
]
=
$nosta
;
$pa
[
'wepsk'
]
=
''
;
return
-
1
;
}
unset
(
$pa
[
'wep_imp_times'
]);
}
return
;
}
...
...
@@ -1200,9 +1202,10 @@ function armor_hurt(&$pa,$which,$hurtvalue,$hurtkind=0)
$pa
[
$which
]
=
$pa
[
$which
.
'k'
]
=
$pa
[
$which
.
'sk'
]
=
''
;
$pa
[
$which
.
'e'
]
=
$pa
[
$which
.
's'
]
=
0
;
}
return
-
1
;
}
}
return
;
return
0
;
}
...
...
include/game/revattr.func.php
View file @
b43c145b
...
...
@@ -7,6 +7,30 @@
include_once
GAME_ROOT
.
'./include/game/dice.func.php'
;
include_once
GAME_ROOT
.
'./include/game/clubskills.func.php'
;
include_once
GAME_ROOT
.
'./include/game/itemmain.func.php'
;
include_once
GAME_ROOT
.
'./include/game/revattr_extra.func.php'
;
//获取真实攻击类别
function
get_wep_kind
(
&
$pa
,
$wep_kind
=
''
)
{
if
(
!
empty
(
$wep_kind
))
{
$pa
[
'wep_kind'
]
=
strpos
(
$pa
[
'wepk'
],
$wep_kind
)
===
false
?
substr
(
$pa
[
'wepk'
],
1
,
1
)
:
$wep_kind
;
}
else
{
$w1
=
substr
(
$pa
[
'wepk'
],
1
,
1
);
$w2
=
substr
(
$pa
[
'wepk'
],
2
,
1
);
if
(((
$w1
==
'G'
)
||
(
$w1
==
'J'
))
&&
(
$pa
[
'weps'
]
==
$nosta
))
{
$pa
[
'wep_kind'
]
=
$w2
?
$w2
:
'P'
;
}
else
{
$pa
[
'wep_kind'
]
=
$w1
;
}
}
return
;
}
//获取防具上的属性
//如果你想设计一个在战斗中能临时获得属性的机制,请在这两个函数执行完毕后,把属性加入返回的结果内。除非你希望技能的机制优先级高于三抽的判定。
...
...
@@ -53,6 +77,109 @@
return
$skarr
;
}
//在初始化战斗阶段触发的事件。即:无论是否反击都只会触发1次的事件。
function
combat_prepare_events
(
&
$pa
,
&
$pd
,
$active
)
{
# 百命猫 初始化事件: 每次初始化战斗时都会提升等级与怒气
if
((
$pa
[
'type'
]
==
89
&&
$pa
[
'name'
]
==
'是TSEROF啦!'
)
||
(
$pd
[
'type'
]
==
89
&&
$pd
[
'name'
]
==
'是TSEROF啦!'
))
{
attr_extra_89_100lifecat
(
$pa
,
$pd
,
$active
);
}
# 笼中鸟 初始化事件:喂养成功会跳过战斗
if
(
$pa
[
'type'
]
==
89
&&
$pa
[
'name'
]
==
'笼中鸟'
)
{
$flag
=
attr_extra_89_cagedbird
(
$pa
,
$pd
,
$active
);
}
if
(
$pd
[
'type'
]
==
89
&&
$pd
[
'name'
]
==
'笼中鸟'
)
{
$flag
=
attr_extra_89_cagedbird
(
$pd
,
$pa
,
$active
);
}
if
(
$flag
<
0
)
return
$flag
;
return
1
;
}
//攻击方(pa)在开始伤害计算流程前触发的事件(直死、临摹装置、DOT结算、踩陷阱……) 返回1-继续打击流程 返回0-中止打击流程
function
hitrate_prepare_events
(
&
$pa
,
&
$pd
,
$active
)
{
global
$log
;
# 玩家直死反噬:
if
(
in_array
(
'X'
,
$pa
[
'ex_keys'
])
&&
!
$pa
[
'type'
])
{
$xdice
=
diceroll
(
99
);
if
(
$xdice
<=
14
)
{
$log
.=
"<span class=
\"
red
\"
>
{
$pa
[
'nm'
]
}
手中的武器忽然失去了控制,喀吧一声就斩断了什么。那似乎是
{
$pa
[
'nm'
]
}
的死线……</span><br>"
;
$pa
[
'gg_flag'
]
=
1
;
$pa
[
'hp'
]
=
0
;
}
return
0
;
}
# 真红暮进攻事件:
if
(
$pa
[
'type'
]
==
19
&&
$pa
[
'name'
]
==
'红暮'
)
{
attr_extra_19_crimson
(
$pa
,
$pd
,
$active
,
'attack'
);
}
# 电子狐进攻事件:
if
(
$pa
[
'type'
]
==
89
&&
$pa
[
'name'
]
==
'电掣部长 米娜'
)
{
attr_extra_89_efox
(
$pa
,
$pd
,
$active
);
}
# 走地羊进攻事件:
if
(
$pa
[
'type'
]
==
89
&&
$pa
[
'name'
]
==
'坚韧之子·拉姆'
)
{
attr_extra_89_walksheep
(
$pa
,
$pd
,
$active
);
}
# 临摹装置:
if
(
$pa
[
'wep'
]
==
"临摹装置"
)
{
$log
.=
"<span class=
\"
yellow
\"
>
{
$pa
[
'nm'
]
}
尝试使用临摹装置来复制
{
$pd
[
'nm'
]
}
的武器!</span><br>"
;
$dice1
=
diceroll
(
20
);
if
(
$dice1
>
1
)
{
$dice2
=
diceroll
(
20
);
if
((
$pd
[
'wepe'
]
>
17777
)
&&
(
$dice2
<=
4
)){
//对手武器过于强力则 1/4 可能失败!
$log
.=
"<span class=
\"
red
\"
>因为
{
$pd
[
'nm'
]
}
的武器过于给力,临摹装置在
{
$pa
[
'nm'
]
}
手上爆炸了!</span><br>"
;
if
(
$dice2
<=
2
){
//大失败!
$log
.=
"<span class=
\"
red
\"
>
{
$pa
[
'nm'
]
}
眼前一黑,感觉小命要交代在这里了!</span><br>"
;
$pa
[
'hp'
]
=
1
;
}
else
{
$log
.=
"<span class=
\"
red
\"
>
{
$pa
[
'nm'
]
}
受到了巨大的伤害!</span><br>"
;
$pa
[
'hp'
]
=
round
(
$pa
[
'hp'
]
*
0.3
);
}
}
elseif
((
$pd
[
'wepe'
]
>
999999
)
&&
(
$dice2
>=
4
)){
$log
.=
"<span class=
\"
red
\"
>因为
{
$pd
[
'nm'
]
}
的武器过于给力,临摹装置在
{
$pa
[
'nm'
]
}
手上爆炸了!</span><br>"
;
if
(
$dice2
<=
4
){
//大失败!
$log
.=
"<span class=
\"
red
\"
>
{
$pa
[
'nm'
]
}
眼前一黑,感觉小命要交代在这里了!</span><br>"
;
$pa
[
'hp'
]
=
1
;
}
else
{
$log
.=
"<span class=
\"
red
\"
>
{
$pa
[
'nm'
]
}
受到了特别巨大的伤害!</span><br>"
;
$pa
[
'hp'
]
=
round
(
$pa
[
'hp'
]
*
0.1
);
}
}
else
{
$log
.=
"<span class=
\"
yellow
\"
>
{
$pa
[
'nm'
]
}
成功地复制了对手的武器!</span><br>"
;
$log
.=
"<span class=
\"
yellow
\"
>临摹装置化作了<span class=
\"
red
\"
>
{
$pd
[
'wep'
]
}
</span>!</span><br><br>"
;
$pa
[
'wep'
]
=
$pd
[
'wep'
];
$pa
[
'wepk'
]
=
$pd
[
'wepk'
];
$pa
[
'wepsk'
]
=
$pd
[
'wepsk'
];
$pa
[
'wepe'
]
=
$pd
[
'wepe'
];
$pa
[
'weps'
]
=
$pd
[
'weps'
];
get_wep_kind
(
$pa
);
}
}
else
{
$log
.=
"<span class=
\"
red
\"
>但是似乎失败了!</span><br>"
;
}
}
return
1
;
}
//获取基础命中率与修正
function
get_hitrate_rev
(
&
$pa
,
&
$pd
,
$active
)
{
...
...
@@ -154,20 +281,89 @@
return
;
}
//获取不受其他条件影响的固定伤害
值
(混沌伤害)
//获取不受其他条件影响的固定伤害
变化
(混沌伤害)
function
get_fix_damage
(
&
$pa
,
&
$pd
,
$active
)
{
//混沌伤害
global
$log
;
# 黑熊吃香蕉事件:
if
(
$pa
[
'type'
]
&&
in_array
(
'X'
,
$pa
[
'ex_keys'
]))
{
if
(
$pa
[
'wep'
]
==
'燕返262'
)
$log
.=
"<img src=
\"
img/other/262.png
\"
><br>"
;
$damage
=
999983
;
$pd
[
'gg_flag'
]
=
1
;
$log
.=
"造成<span class=
\"
red
\"
>
$damage
</span>点伤害!<br>"
;
return
$damage
;
}
# 真红暮防御事件:
if
(
$pd
[
'type'
]
==
19
&&
$pd
[
'name'
]
==
'红暮'
)
{
$p
=
attr_extra_19_crimson
(
$pa
,
$pd
,
$active
,
'defend'
);
if
(
isset
(
$p
))
return
$p
;
}
# 数据护盾:这个有意思
if
(
$pd
[
'artk'
]
==
"AA"
)
{
if
(
$pd
[
'type'
])
{
if
(
$pd
[
'arte'
]
<
100
)
{
$pd
[
'arte'
]
=
min
(
100
,
$pd
[
'arte'
]
+
$pd
[
'arts'
]);
$log
.=
"<span class=
\"
red
\"
>
{
$pd
[
'nm'
]
}
身上的数据护盾投射出了防护罩,轻松挡下了你的攻击!</span><br>"
;
return
0
;
}
}
else
{
if
(
$pd
[
'arte'
]
>
1
)
{
$pd
[
'arte'
]
=
max
(
1
,
$pd
[
'arte'
]
-
$pd
[
'arts'
]);
$log
.=
"<span class=
\"
red
\"
>
{
$pd
[
'nm'
]
}
身上的数据护盾投射出了防护罩,轻松挡下了你的攻击!</span><br>"
;
return
0
;
}
}
$log
.=
"<span class=
\"
red
\"
>
{
$pd
[
'nm'
]
}
身上的数据护盾失效了!</span><br>"
;
}
# 迷你蜂进攻事件:
if
(
$pa
[
'type'
]
==
89
&&
$pa
[
'name'
]
==
'诚心使魔·阿摩尔'
)
{
$damage
=
attr_extra_89_minibee
(
$pa
,
$pd
,
$active
);
return
$damage
;
}
# 魔法蜂针:
if
(
$pa
[
'wep'
]
==
"魔法蜂针"
)
{
$log
.=
"<span class=
\"
red
\"
>
{
$pa
[
'nm'
]
}
使用魔法蜂针攻击
{
$pd
[
'nm'
]
}
!</span><br>"
;
$damage
=
$pd
[
'def'
]
>
65000
?
1
:
350
;
if
(
$damage
>
1
)
$log
.=
"<span class=
\"
lime
\"
>蜂针命中了
{
$pd
[
'nm'
]
}
,对其造成了350点真实伤害!</span><br>"
;
else
$log
.=
"<span class=
\"
lime
\"
>然而
{
$pd
[
'nm'
]
}
的防御力实在太高,你根本无法对其造成有效伤害!</span><br>"
;
if
(
strpos
(
$pd
[
'inf'
],
'p'
)
===
false
)
{
$pd
[
'inf'
]
.=
'p'
;
$log
.=
"<span class=
\"
lime
\"
>蜂针还让
{
$pd
[
'nm'
]
}
中毒了!</span><br>"
;
}
return
$damage
;
}
# 混沌伤害:
if
(
in_array
(
'R'
,
$pa
[
'ex_keys'
]))
{
$maxdmg
=
$pd
[
'mhp'
]
>
$pa
[
'wepe'
]
?
$pa
[
'wepe'
]
:
$pd
[
'mhp'
];
$damage
=
rand
(
1
,
$maxdmg
);
global
$log
;
$log
.=
"武器随机造成了<span class=
\"
red
\"
>
$damage
</span>点伤害!<br>"
;
}
return
$damage
;
}
return
NULL
;
}
//获取pa的攻击力
function
get_base_att
(
&
$pa
,
&
$pd
,
$active
)
{
...
...
@@ -195,10 +391,10 @@
rev_get_clubskill_bonus
(
$pa
[
'club'
],
$pa
[
'skills'
],
$pa
,
$pd
[
'club'
],
$pa
[
'skills'
],
$pd
,
$att1
,
$def1
);
//pa攻击力:
$base_att
=
$pa
[
'att'
]
+
$pa
[
'wepe_t'
]
+
$att1
;
echo
"【DEBUG】
{
$pa
[
'name'
]
}
的base_att是
{
$base_att
}
,"
;
//
echo "【DEBUG】{$pa['name']}的base_att是{$base_att},";
//计算攻击力修正
$base_att
=
get_base_att_modifier
(
$pa
,
$pd
,
$active
,
$base_att
);
echo
"修正后是
{
$base_att
}
。<br>"
;
//
echo "修正后是{$base_att}。<br>";
return
$base_att
;
}
...
...
@@ -252,10 +448,10 @@
rev_get_clubskill_bonus
(
$pa
[
'club'
],
$pa
[
'skills'
],
$pa
,
$pd
[
'club'
],
$pa
[
'skills'
],
$pd
,
$att1
,
$def1
);
//pd防御力:
$total_def
=
$base_def
+
$equip_def
+
$def1
;
echo
"【DEBUG】
{
$pd
[
'name'
]
}
的total_def是
{
$total_def
}
,"
;
//
echo "【DEBUG】{$pd['name']}的total_def是{$total_def},";
//计算防御力修正
$total_def
=
get_base_def_modifier
(
$pa
,
$pd
,
$active
,
$total_def
);
echo
"修正后是
{
$total_def
}
。<br>"
;
//
echo "修正后是{$total_def}。<br>";
return
$total_def
;
}
...
...
@@ -300,6 +496,8 @@
//计算伤害浮动:
$dmg_factor
=
(
100
+
rand
(
-
$dfluc
,
$dfluc
))
/
100
;
$damage
=
round
(
$damage
*
$dmg_factor
*
rand
(
4
,
10
)
/
10
);
//把计算得到的原始伤害保存在$pa['original_dmg']里
$pa
[
'original_dmg'
]
=
$damage
;
return
$damage
;
}
...
...
@@ -338,6 +536,13 @@
//在输出成log时会显示为:总计造成了100x0.5x1.2...=111点伤害 的形式
$dmg_p
=
Array
();
# 书中虫防守事件:
if
(
$pd
[
'type'
]
==
89
)
{
$p
=
attr_extra_89_bookworm
(
$pa
,
$pd
,
$active
);
if
(
$p
>
0
)
$dmg_p
[]
=
$p
;
}
# 重击判定:
//获取触发重击需要的最小怒气值
if
(
in_array
(
'c'
,
$pa
[
'ex_keys'
]))
...
...
@@ -370,8 +575,9 @@
$dmg_p
[]
=
$p
;
//输出log
$log
.=
npc_chat
(
$pa
[
'type'
],
$pa
[
'nm'
],
'critical'
);
if
(
$pa
[
'club'
]
==
9
)
$log
.=
"消耗<span class=
\"
yellow
\"
>
$rg_m
</span>点怒气,<span class=
\"
red
\"
>发动必杀技!</span><br>"
;
else
$log
.=
"<span class=
\"
red
\"
>使出重击!</span><br>"
;
$log
.=
"
{
$pa
[
'nm'
]
}
消耗<span class=
\"
yellow
\"
>
{
$rage_min_cost
}
</span>点怒气,"
;
if
(
$pa
[
'club'
]
==
9
)
$log
.=
"<span class=
\"
red
\"
>发动必杀技!</span>"
;
else
$log
.=
"<span class=
\"
red
\"
>使出重击!</span>"
;
}
}
...
...
@@ -733,12 +939,16 @@
$fin_dmg_p
=
1
;
# 晶莹判定:
if
(
$pa
[
'club'
]
==
19
||
$pd
[
'club'
]
==
19
)
{
$p
=
rev_get_clubskill_bonus_dmg_rate
(
$pa
[
'club'
],
$pa
[
'skills'
],
$pa
,
$pd
[
'club'
],
$pd
[
'skills'
],
$pd
);
if
(
$p
!=
100
)
{
$log
.=
"<span class=
\"
yellow
\"
>在「晶莹」的作用下,
{
$pa
[
'nm'
]
}
造成的最终伤害变化至"
.
$p
.
"%!</span><br>"
;
$fin_dmg_p
[]
=
round
(
$p
/
100
);
}
}
return
$fin_dmg_p
;
}
...
...
@@ -764,12 +974,15 @@
}
#剔透判定:
if
(
$pa
[
'club'
]
==
19
)
{
$rp_dmg
=
rev_get_clubskill_bonus_dmg_val
(
$pa
[
'club'
],
$pa
[
'skills'
],
$pa
,
$pd
);
if
(
$rp_dmg
>
0
)
{
$fin_dmg
+=
$rp_dmg
;
$log
.=
"<span class=
\"
yellow
\"
>在「剔透」的作用下,敌人受到了<span class=
\"
red
\"
>
$rp_dmg
</span>点额外伤害。</span><br>"
;
}
}
return
$fin_dmg
;
}
...
...
@@ -792,9 +1005,12 @@
if
(
in_array
(
'H'
,
$pa
[
'ex_keys'
]))
{
$hp_d
=
floor
(
$hp_d
/
10
);
}
if
(
$hp_d
>
0
)
{
$log
.=
"惨无人道的攻击对
{
$pa
[
'nm'
]
}
自身造成了<span class=
\"
red
\"
>
$hp_d
</span>点<span class=
\"
red
\"
>反噬伤害!</span><br>"
;
$pa
[
'hp'
]
-=
$hp_d
;
}
}
return
;
}
...
...
@@ -803,6 +1019,12 @@
{
global
$log
,
$infatt_rev
,
$infinfo
;
# 真蓝凝防守事件:
if
(
$pd
[
'type'
]
==
19
&&
$pd
[
'name'
]
==
'蓝凝'
)
{
attr_extra_19_azure
(
$pa
,
$pd
,
$active
);
}
# pa致伤次数>0时,计算pd防具受损或致伤情况
if
(
$pa
[
'inf_times'
]
>
0
)
{
...
...
@@ -827,15 +1049,45 @@
}
else
{
if
(
strpos
(
$pd
[
'inf'
],
$inf_att
)
===
false
)
{
$pd
[
'inf'
]
.=
$inf_att
;
$pd
[
'combat_inf'
]
.=
$inf_att
;
$log
.=
"
{
$pd
[
'nm'
]
}
的<span class=
\"
red
\"
>
$infinfo[$inf_att]
</span>部受伤了!<br>"
;
$flag
=
get_inf_rev
(
$pd
,
$inf_att
);
if
(
$flag
)
$log
.=
"
{
$pd
[
'nm'
]
}
的<span class=
\"
red
\"
>
$infinfo[$inf_att]
</span>部受伤了!<br>"
;
}
}
}
return
;
}
//战斗后结算rp事件
function
get_killer_rp
(
&
$pa
,
&
$pd
,
$active
)
{
//杀人rp结算
$rpup
=
$pd
[
'type'
]
?
20
:
max
(
80
,
$pd
[
'rp'
]);
//晶莹剔透修正
if
(
$pa
[
'club'
]
==
19
)
{
$rpdec
=
30
;
$rpdec
+=
get_clubskill_rp_dec
(
$pa
[
'club'
],
$pa
[
'skills'
]);
$pa
[
'rp'
]
+=
round
(
$rpup
*
(
100
-
$rpdec
)
/
100
);
}
else
{
$pa
[
'rp'
]
+=
$rpup
;
}
return
;
}
//受到致伤或异常
function
get_inf_rev
(
&
$pa
,
$infnm
,
$type
=
0
)
{
global
$log
;
if
(
strpos
(
$pa
[
'inf'
],
$infnm
)
===
false
)
{
$pa
[
'inf'
]
.=
$infnm
;
$pa
[
'combat_inf'
]
.=
$infnm
;
return
1
;
}
return
0
;
}
?>
\ No newline at end of file
include/game/revattr_extra.func.php
0 → 100644
View file @
b43c145b
<?php
if
(
!
defined
(
'IN_GAME'
))
{
exit
(
'Access Denied'
);
}
include_once
GAME_ROOT
.
'./include/game/dice.func.php'
;
include_once
GAME_ROOT
.
'./include/game/itemmain.func.php'
;
//revattr_extra.func.php: 记录NPC特殊战斗机制
//Q:为什么要把每个NPC的特殊战斗机制都新建一个函数保存?
//A:也不是每个都要这么干……这个做法主要用于存在大段log、多段判定的机制,分离出来一是方便定位这个NPC的相关机制在哪个阶段执行,二是确保原流程的可读性;
# 真红暮特殊判定
function
attr_extra_19_crimson
(
&
$pa
,
&
$pd
,
$active
,
$phase
=
0
)
{
global
$log
;
# 真红暮作为防御方时的事件
if
(
$pd
[
'type'
]
==
19
&&
$pd
[
'name'
]
==
'红暮'
&&
$pa
[
'wep_kind'
]
!=
$pd
[
'wep_kind'
]
&&
$phase
==
'defend'
)
{
$log
.=
"<span class=
\"
red
\"
>红暮身上的武器投射出了防护罩,轻松挡下了
{
$pa
[
'nm'
]
}
的攻击!</span><br>"
;
return
0
;
}
# 真红暮作为进攻方时的事件:
if
(
$pa
[
'type'
]
==
19
&&
$pa
[
'name'
]
==
'红暮'
&&
$phase
==
'attack'
)
{
$log
.=
"<span class=
\"
yellow
\"
>“那么说好了,不留手咯~”<br>红暮吐气扬声,向你袭来!</span><br>"
;
if
(
$pa
[
'wep'
]
!=
'喷气式红杀重铁剑'
)
{
$event_dice
=
rand
(
1
,
6
);
$log
.=
"<span class=
\"
neonred
\"
>只见红暮手上的巨大铁剑带着一条火光向你飞去。</span><br>"
;
if
(
$event_dice
==
1
)
{
get_inf_rev
(
$pd
,
'w'
);
get_inf_rev
(
$pd
,
'u'
);
$log
.=
"<span class=
\"
yellow
\"
>你被赤红热风扫过,顿感头晕目眩,而且身上也起了火!</span><br>"
;
}
else
{
$log
.=
"<span class=
\"
lime
\"
>不过你灵活地躲开了赤红热风!</span><br>"
;
}
}
if
(
$pa
[
'wep'
]
!=
'绯红记忆'
)
{
$event_dice
=
rand
(
1
,
8
);
$log
.=
"<span class=
\"
neonred
\"
>只见从红暮身边飞出来了一个红色的光球!</span><br>"
;
if
(
$event_dice
==
1
)
{
$damage
=
min
(
$pd
[
'hp'
]
-
1
,
round
(
$pd
[
'mhp'
]
*
0.5
));
//罪不至死
$pd
[
'hp'
]
-=
$damage
;
//$log .= "<span class=\"yellow\">“虽说我不是什么超能力者,但是最高级的科技也和超能力无异了!”红暮大笑。</span><br>";
$log
.=
"<span class=
\"
yellow
\"
>红色的光球直击你的心脏!</span><br>"
;
$log
.=
"这一发绯红锥心弹对你造成<span class=
\"
red
\"
>
$damage
</span>点伤害!你感觉你半条命都没咯~<br>"
;
}
else
{
$log
.=
"<span class=
\"
lime
\"
>你大呼不妙,连忙侧身躲过了这发绯红锥心弹!</span><br>"
;
}
}
if
(
$pa
[
'wep'
]
!=
'血色强袭'
)
{
$event_dice
=
rand
(
1
,
4
);
$log
.=
"<span class=
\"
neonred
\"
>红暮从背后抽出一把重炮,向你扣下了扳机!</span><br>"
;
if
(
$event_dice
==
1
)
{
$wdamage
=
rand
(
5
,
40
);
$pd
[
'wep_imp_times'
]
=
$wdamage
;
weapon_loss
(
$pd
,
1
);
get_inf_rev
(
$pd
,
'a'
);
$log
.=
"<span class=
\"
yellow
\"
>这一发强袭追踪弹结实地打到了你手持武器的手上,你痛的龇牙咧嘴,武器也受到了损伤!</span><br>"
;
}
else
{
$log
.=
"<span class=
\"
lime
\"
>你身形一矮,躲过了这发强袭追踪弹。</span><br>"
;
}
}
if
(
$pa
[
'wep'
]
!=
'狮虎丝带'
)
{
$event_dice
=
rand
(
1
,
4
);
//$log .= "<span class=\"yellow\">红暮打了一个响指,从背后飞出来两条丝带!<br>“虽然这种玩意蓝凝应该用的更顺手吧……”</span><br>";
$log
.=
"<span class=
\"
neonred
\"
>红暮打了一个响指,从背后飞出来两条丝带!”</span><br>"
;
if
(
$event_dice
==
1
)
{
$pd
[
'sp'
]
=
max
(
0
,
$pd
[
'sp'
]
-
250
);
$log
.=
"<span class=
\"
yellow
\"
>丝带将你缠绕,吸收了你的体力!</span><br>"
;
}
else
{
$log
.=
"<span class=
\"
lime
\"
>你赶快腾跃躲避,两条丝带擦身而过!</span><br>"
;
}
}
if
(
$pa
[
'wep'
]
!=
'落樱巨锤'
)
{
$event_dice
=
rand
(
1
,
6
);
//$log .= "<span class=\"yellow\">红暮高高一跃,跳到空中!<br>“询问淑女的体重固然很不礼貌,但我自然不是什么淑女!”</span><br>";
$log
.=
"<span class=
\"
neonred
\"
>红暮高高一跃,跳到空中!</span><br>"
;
if
(
$event_dice
==
1
)
{
$pd
[
'hp'
]
-=
1107
;
$log
.=
"<span class=
\"
yellow
\"
>巨大的机甲一下便将你碾压!造成了<span class=
\"
red
\"
>1107</span>点伤害!</span><br>"
;
}
else
{
$log
.=
"<span class=
\"
lime
\"
>你在地上进行了一次翻滚,躲开了从天而降的机甲!</span><br>"
;
}
}
if
(
$pa
[
'wep'
]
!=
'八八连流星浮游炮'
)
{
$event_dice
=
rand
(
1
,
6
);
//$log .= "<span class=\"yellow\">从红暮的机甲中发射出了大量的火箭弹!<br>“知道吗,量变终究会引起质变!”</span><br>";
$log
.=
"<span class=
\"
neonred
\"
>从红暮的机甲中发射出了大量的火箭弹!</span><br>"
;
if
(
$event_dice
==
1
)
{
$log
.=
"<span class=
\"
yellow
\"
>虽然火箭弹的精度颇低,但是大量的火箭弹还是对你的防具造成了可观的伤害!</span><br>"
;
$adamage
=
rand
(
5
,
40
);
foreach
(
Array
(
'arb'
,
'arh'
,
'ara'
,
'arf'
)
as
$ar
)
{
if
(
!
empty
(
$
{
$ar
.
's'
}))
armor_hurt
(
$pd
,
$ar
,
$adamage
);
}
}
else
{
$log
.=
"<span class=
\"
lime
\"
>然而飞弹的精度太低,你并没有被它们打中。</span><br>"
;
}
}
//血量小于0的情况下 返回值1
if
(
$pd
[
'hp'
]
<
0
)
return
1
;
}
return
NULL
;
}
# 真蓝凝特殊判定
function
attr_extra_19_azure
(
&
$pa
,
&
$pd
,
$active
,
$phase
=
0
)
{
global
$db
,
$tablepre
,
$log
;
if
(
$pd
[
'type'
]
==
19
&&
$pd
[
'name'
]
==
'蓝凝'
)
{
$id
=
$pd
[
'pid'
];
$dice
=
diceroll
(
100
);
$ttr
=
"♪臻蓝之愿♪"
;
$ttr2
=
"♫钴蓝之灵♫"
;
$ttr3
=
"❀矢车菊的回忆❀"
;
//$rp=18;
//不要起这种会和玩家数据混淆的变量名啊喂!
$rpls
=
$pa
[
'pls'
];
if
(
$dice
<
5
)
$rpls
=
rand
(
1
,
33
);
$le
=
diceroll
(
200
)
+
$pa
[
'mhp'
]
-
100
;
if
(
$le
>
1001
)
$le
=
1001
;
$db
->
query
(
"INSERT INTO
{
$tablepre
}
maptrap (itm, itmk, itme, itms, itmsk, pls) VALUES ('
$ttr
', 'TO', '
$le
', '1', '
$id
', '
$rpls
')"
);
$le
=
rand
(
1
,
200
)
+
$pa
[
'final_damage'
]
-
100
;
if
(
$le
>
2000
)
$le
=
2000
;
$db
->
query
(
"INSERT INTO
{
$tablepre
}
maptrap (itm, itmk, itme, itms, itmsk, pls) VALUES ('
$ttr2
', 'TO', '
$le
', '1', '
$id
', '
$rpls
')"
);
$le
=
rand
(
1
,
$pa
[
'hp'
]);
$db
->
query
(
"INSERT INTO
{
$tablepre
}
maptrap (itm, itmk, itme, itms, itmsk, pls) VALUES ('
$ttr3
', 'TO', '
$le
', '1', '
$id
', '
$rpls
')"
);
$log
.=
"从蓝凝的身边飞出了数个光球,散布在了战场上!<br>"
;
}
return
;
}
# 电子狐特殊判定
function
attr_extra_89_efox
(
&
$pa
,
&
$pd
,
$active
,
$phase
=
0
)
{
global
$log
;
# 进攻方(pa)为米娜
if
(
$pa
[
'type'
]
==
89
&&
$pa
[
'name'
]
==
'电掣部长 米娜'
)
{
$log
.=
"<span class=
\"
yellow
\"
>米娜的双眼突然闪耀了起来!</span><br>
<span class=
\"
neonblue
\"
>“侦测到敌意实体,开始扫描~”</span><br>"
;
$dice
=
diceroll
(
1024
);
//$log .= "<span class=\"yellow\">【DEBUG】骰子检定结果:<span class=\"red\">$dice</span>/1024。</span><br>";
if
(
$dice
<=
126
)
//8%
{
$log
.=
"<span class=
\"
yellow
\"
>“似乎米娜具现化了你的武器!”</span><br>
<span class=
\"
neonblue
\"
>“你的<span class=
\"
red
\"
>
{
$pd
[
'wep'
]
}
</span>,我就收下了!”</span><br>"
;
$pa
[
'wep'
]
=
$pd
[
'wep'
];
$pa
[
'wepk'
]
=
$pd
[
'wepk'
];
$pa
[
'wepsk'
]
=
$pd
[
'wepsk'
];
$pa
[
'wepe'
]
=
$pd
[
'wepe'
];
$pa
[
'weps'
]
=
$pd
[
'weps'
];
get_wep_kind
(
$pa
);
}
elseif
(
$dice
<=
635
)
{
$dice2
=
rand
(
1
,
5
);
$log
.=
"<span class=
\"
yellow
\"
>“似乎米娜扫描了你的武器!”</span><br>
<span class=
\"
neonblue
\"
>“你的<span class=
\"
red
\"
>
{
$pd
[
'wep'
]
}
</span>,已扫描入<span class=
\"
red
\"
>
$dice2
</span>号位。”<br>
“我会妥善保管的~”</span><br>"
;
$pa
[
'itm'
.
$dice2
]
=
$pd
[
'wep'
];
$pa
[
'itmk'
.
$dice2
]
=
$pd
[
'wepk'
];
$pa
[
'itmsk'
.
$dice2
]
=
$pd
[
'wepsk'
];
$pa
[
'itme'
.
$dice2
]
=
$pd
[
'wepe'
];
$pa
[
'itms'
.
$dice2
]
=
$pd
[
'weps'
];
}
elseif
(
$dice
>=
1024
)
// 1/1024 几率直接抢夺玩家全部背包
{
$log
.=
"<span class=
\"
yellow
\"
>哎呀,骰子检定结果是大·失·败!</span><br>"
;
$log
.=
"<span class=
\"
yellow
\"
>“米娜将你的全身扫描了个遍!”</span><br>
<span class=
\"
neonblue
\"
>“我判定你身上的东西放到我身上可能更好一点~”<br>
“我会妥善保管的~”</span><br>"
;
for
(
$i
=
1
;
$i
<=
6
;
$i
++
)
{
if
(
!
empty
(
$pd
[
'itms'
.
$i
]))
{
//复制
$pa
[
'itm'
.
$i
]
=
$pd
[
'itm'
.
$i
];
$pa
[
'itmk'
.
$i
]
=
$pd
[
'itmk'
.
$i
];
$pa
[
'itmsk'
.
$i
]
=
$pd
[
'itmsk'
.
$i
];
$pa
[
'itme'
.
$i
]
=
$pd
[
'itme'
.
$i
];
$pa
[
'itms'
.
$i
]
=
$pd
[
'itms'
.
$i
];
//哎哟喂啊,真是倒霉,但这就是人生啊。
$pd
[
'itm'
.
$i
]
=
$pd
[
'itmk'
.
$i
]
=
$pd
[
'itmsk'
.
$i
]
=
''
;
$pd
[
'itme'
.
$i
]
=
$pd
[
'itms'
.
$i
]
=
0
;
}
}
}
else
{
$log
.=
"<span class=
\"
yellow
\"
>不过似乎什么都没发生!</span><br>
<span class=
\"
neonblue
\"
>“扫描失败了么……”</span><br>"
;
}
}
}
# 书中虫特殊判定
function
attr_extra_89_bookworm
(
&
$pa
,
&
$pd
,
$active
,
$phase
=
0
)
{
global
$log
;
$rp_up
=
0
;
$dmg_p
=
-
1
;
# 防守方(pd)为白神
if
(
$pd
[
'type'
]
==
89
)
{
if
(
$pd
[
'name'
]
==
'高中生·白神'
)
{
$log
.=
"<span class=
\"
yellow
\"
>“你真的愿意对这个手无寸铁的高中女生下手么?”</span><br>"
;
$dice
=
diceroll
(
444
);
if
(
$dice
<=
200
){
$log
.=
"<span class=
\"
neonblue
\"
>“你感觉到了罪恶感。”</span><br>"
;
}
else
{
$log
.=
"<span class=
\"
neonblue
\"
>“你不该这么做的。”</span><br>"
;
}
$rp_up
=
$pa
[
'rp'
]
+
$dice
;
if
(
$pa
[
'original_dmg'
]
>
400
)
{
$log
.=
"<span class=
\"
yellow
\"
>白神从裙底抽出了她的名为WIN MAX 2的微型电脑!<br>“哪能这样被你干打?”</span><br>"
;
$log
.=
"<span class=
\"
yellow
\"
>白神的高超黑客技术大幅度降低了你造成的伤害!</span><br>"
;
$dmg_p
=
0.005
;
}
}
if
(
$pd
[
'name'
]
==
'白神·讨价还价'
)
{
$dice
=
diceroll
(
1777
);
$log
.=
"<span class=
\"
yellow
\"
>“对面似乎真的没有敌意,你还是决定要下手么?”</span><br>"
;
if
(
$dice
<=
200
){
$log
.=
"<span class=
\"
neonblue
\"
>“你感觉到了罪恶感。”</span><br>"
;
}
elseif
(
$dice
<=
400
){
$log
.=
"<span class=
\"
neonblue
\"
>“你不该这么做的。”</span><br>"
;
}
else
{
$log
.=
"<span class=
\"
neonblue
\"
>“罪恶感爬上了你的脊梁!”</span><br>"
;
}
$rp_up
=
$pa
[
'rp'
]
+
$dice
;
if
(
$pa
[
'original_dmg'
]
>
400
)
{
$log
.=
"<span class=
\"
yellow
\"
>白神从裙底抽出了她的名为DECK的微型电脑!<br>“哪能这样被你干打?”</span><br>"
;
$log
.=
"<span class=
\"
yellow
\"
>白神的高超黑客技术大幅度降低了你造成的伤害!</span><br>"
;
$dmg_p
=
0.005
;
}
}
if
(
$pd
[
'name'
]
==
'白神·接受'
)
{
global
$rp
;
$dice
=
rand
(
1777
,
4888
);
$log
.=
"<span class=
\"
yellow
\"
>“你对一位毫无反抗能力,并且已经表示无敌意的女高中生横下死手。”</span><br>"
;
$log
.=
"<span class=
\"
neonblue
\"
>“希望你的良心还能得以安生。”</span><br>"
;
//$log .= "<span class=\"neonblue\">“【DEBUG】你的rp上升了<span class=\"red\">$dice</span>点。”</span><br>";
$rp_up
=
$pa
[
'rp'
]
+
$dice
;
}
//结算rp上升事件
if
(
$rp_up
>
0
)
$pa
[
'rp'
]
=
$pa
[
'rp'
]
+
$rp_up
;
//返回一个伤害系数
}
return
$dmg_p
;
}
# 百命猫特殊判定
function
attr_extra_89_100lifecat
(
&
$pa
,
&
$pd
,
$active
,
$phase
=
0
)
{
if
(
$pa
[
'type'
]
==
89
&&
$pa
[
'name'
]
==
'是TSEROF啦!'
)
{
if
(
$pa
[
'lvl'
]
<
255
)
$pa
[
'lvl'
]
++
;
if
(
$pa
[
'rage'
]
<
255
)
$pa
[
'rage'
]
++
;
}
if
(
$pd
[
'type'
]
==
89
&&
$pd
[
'name'
]
==
'是TSEROF啦!'
)
{
if
(
$pd
[
'lvl'
]
<
255
)
$pd
[
'lvl'
]
++
;
if
(
$pd
[
'rage'
]
<
255
)
$pd
[
'rage'
]
++
;
}
return
;
}
# 笼中鸟特殊判定
function
attr_extra_89_cagedbird
(
&
$pa
,
&
$pd
,
$active
,
$phase
=
0
)
{
global
$log
;
if
(
$pa
[
'type'
]
==
89
&&
$pa
[
'name'
]
==
'笼中鸟'
)
{
if
(
$pa
[
'statusa'
]
<
3
)
{
$continue_flag
=
0
;
//70%几率吸收玩家HP值成为自己的HP和SP值,SP值上升到一定程度时变身,变身后各种数值直接膨胀。三段变身。
$log
.=
"<span class=
\"
yellow
\"
>“笼中鸟含情脉脉地看着你!”</span><br>"
;
$dice
=
diceroll
(
20
);
//$log .= "<span class=\"yellow\">【DEBUG】骰子检定结果:<span class=\"red\">$dice</span>。</span><br>";
if
(
$dice
>=
14
)
{
$log
.=
"<span class=
\"
yellow
\"
>“你感觉你的生命被她汲取,但同时更有一种奇怪的暖洋洋的舒畅感。”</span><br>"
;
//继续投d20,1~10吸收30%,11~19吸收65%,大失败直接吸到1。
$dice2
=
rand
(
1
,
20
);
//$log .= "<span class=\"yellow\">【DEBUG】骰子2检定结果:<span class=\"red\">$dice2</span>。</span><br>";
if
(
$dice2
<=
10
){
$log
.=
"<span class=
\"
yellow
\"
>“你稍微稳了稳身形,似乎问题不是很严重。”</span><br>"
;
$gain
=
$pd
[
'hp'
]
*
0.3
;
}
elseif
(
$dice2
<=
19
){
$log
.=
"<span class=
\"
yellow
\"
>“你觉得头晕目眩。”</span><br>"
;
$gain
=
$pd
[
'hp'
]
*
0.65
;
}
elseif
(
$dice2
>=
20
){
$log
.=
"<span class=
\"
yellow
\"
>哎呀,骰子检定结果是大·失·败!</span><br>"
;
//哎哟喂啊,真是倒霉,但这就是人生啊。
$log
.=
"<span class=
\"
yellow
\"
>“你整个人都倒了下去,不过想到你的生命力将要打开她的镣铐,这让你充满了决心。”</span><br>"
;
$gain
=
$pd
[
'hp'
]
-
1
;
$pd
[
'def'
]
=
$pd
[
'def'
]
+
(
$gain
*
0.25
);
}
$pa
[
'hp'
]
=
$pa
[
'hp'
]
+
(
$gain
*
30
);
$pa
[
'mhp'
]
=
$pa
[
'mhp'
]
+
(
$gain
*
30
);
$pa
[
'msp'
]
=
$pa
[
'msp'
]
+
(
$gain
*
30
);
$pd
[
'hp'
]
=
round
(
$pd
[
'hp'
]
-
$gain
);
$pd
[
'rp'
]
=
round
(
$pd
[
'rp'
]
-
$gain
);
$continue_flag
=
1
;
}
else
{
$log
.=
"<span class=
\"
yellow
\"
>“不过什么也没有发生!”</span><br>"
;
}
}
//处理直接变身 在$pa['statusa']加了个限定条件 不然无限变身了
if
(
$pa
[
'msp'
]
>
5003
&&
$pa
[
'statusa'
]
==
0
){
$log
.=
"<span class=
\"
yellow
\"
>“笼中鸟的枷锁被打破了一些。”</span><br>"
;
$pa
[
'statusa'
]
=
1
;
$pa
[
'mhp'
]
=
$pa
[
'mhp'
]
*
5
;
$pa
[
'hp'
]
=
$pa
[
'hp'
]
*
5
;
$pa
[
'wf'
]
=
$pa
[
'wf'
]
*
5
;
$pa
[
'att'
]
=
$pa
[
'att'
]
*
5
;
$pa
[
'def'
]
=
$pa
[
'def'
]
*
5
;
}
elseif
(
$pa
[
'msp'
]
>
13377
&&
$pa
[
'statusa'
]
==
1
){
$log
.=
"<span class=
\"
yellow
\"
>“笼中鸟的枷锁被打破了一些。”</span><br>"
;
$pa
[
'statusa'
]
=
2
;
$pa
[
'mhp'
]
=
$pa
[
'mhp'
]
*
10
;
$pa
[
'hp'
]
=
$pa
[
'hp'
]
*
10
;
$pa
[
'wf'
]
=
$pa
[
'wf'
]
*
10
;
$pa
[
'att'
]
=
$pa
[
'att'
]
*
10
;
$pa
[
'def'
]
=
$pa
[
'def'
]
*
10
;
}
elseif
(
$pa
[
'msp'
]
>
33777
&&
$pa
[
'statusa'
]
==
2
){
$log
.=
"<span class=
\"
yellow
\"
>“笼中鸟的枷锁被完全打破了!”</span><br>"
;
$pa
[
'statusa'
]
=
3
;
$pa
[
'mhp'
]
=
$pa
[
'mhp'
]
*
30
;
$pa
[
'hp'
]
=
$pa
[
'hp'
]
*
30
;
$pa
[
'wf'
]
=
$pa
[
'wf'
]
*
30
;
$pa
[
'att'
]
=
$pa
[
'att'
]
*
30
;
$pa
[
'def'
]
=
$pa
[
'def'
]
*
30
;
$pa
[
'name'
]
=
$pa
[
'nm'
]
=
"完全解放的鸟儿"
;
}
//成功喂养笼中鸟会跳过战斗
if
(
$continue_flag
)
return
-
1
;
}
return
0
;
}
#走地羊特殊判定
function
attr_extra_89_walksheep
(
&
$pa
,
&
$pd
,
$active
,
$phase
=
0
)
{
global
$log
;
if
(
$pa
[
'type'
]
==
89
&&
$pa
[
'name'
]
==
'坚韧之子·拉姆'
)
{
$event_dice
=
diceroll
(
99
);
if
(
$event_dice
>=
30
)
{
$log
.=
"<span class=
\"
neonblue
\"
>“我这双拳头……很强……很厉害……咚咚打你……”</span><br>"
;
$damage
=
rand
(
5
,
40
);
if
(
!
empty
(
$pd
[
'weps'
]))
{
$log
.=
"攻击使得<span class=
\"
red
\"
>
{
$pd
[
'wep'
]
}
</span>的耐久度下降了<span class=
\"
red
\"
>
$damage
</span>点!<br>"
;
$pd
[
'wep_imp_times'
]
=
$damage
;
$loss_flag
=
weapon_loss
(
$pd
,
1
);
if
(
$loss_flag
<
0
)
{
$pa
[
'money'
]
=
$pa
[
'money'
]
+
(
$damage
*
120
);
}
}
foreach
(
Array
(
'arb'
,
'arh'
,
'ara'
,
'arf'
)
as
$ar
)
{
if
(
!
empty
(
$
{
$ar
.
's'
}))
{
$loss_flag
=
armor_hurt
(
$pd
,
$ar
,
$damage
);
if
(
$loss_flag
<
0
)
{
$pa
[
'money'
]
=
$pa
[
'money'
]
+
(
$damage
*
60
);
}
}
}
$w_money
=
$w_money
+
(
$damage
*
30
);
get_inf_rev
(
$pd
,
'a'
);
get_inf_rev
(
$pd
,
'f'
);
$log
.=
"致伤攻击使你的<span class=
\"
red
\"
>腕部</span>和<span class=
\"
red
\"
>足部</span>受伤了!<br>"
;
}
}
return
;
}
# 迷你蜂特殊判定
function
attr_extra_89_minibee
(
&
$pa
,
&
$pd
,
$active
,
$phase
=
0
)
{
global
$log
;
if
(
$pa
[
'type'
]
==
89
&&
$pa
[
'name'
]
==
'诚心使魔·阿摩尔'
)
// 迷你蜂
{
$log
.=
"<span class=
\"
neonblue
\"
>“这只小蜜蜂勇敢地朝你袭来!”</span><br>"
;
$dice
=
diceroll
(
4
);
if
(
$dice
==
0
){
$log
.=
"<span class=
\"
yellow
\"
>魔法蜂针朝你刺来!造成了<span class=
\"
red
\"
>250</span>点伤害!并且使你<span class=
\"
red
\"
>麻痹</span>了!</span><br>"
;
$dmg
=
250
;
get_inf_rev
(
$pd
,
'e'
);
}
elseif
(
$dice
==
1
){
$log
.=
"<span class=
\"
yellow
\"
>幻惑花粉朝你扑来!造成了<span class=
\"
red
\"
>250</span>点伤害!并且使你<span class=
\"
red
\"
>混乱</span>了!</span><br>"
;
$dmg
=
250
;
get_inf_rev
(
$pd
,
'w'
);
}
elseif
(
$dice
==
2
){
$log
.=
"<span class=
\"
yellow
\"
>凶猛翼击朝你袭来!造成了<span class=
\"
red
\"
>250</span>点伤害!并且使你<span class=
\"
red
\"
>炎上</span>了!</span><br>"
;
$dmg
=
250
;
get_inf_rev
(
$pd
,
'u'
);
}
elseif
(
$dice
==
3
){
$log
.=
"<span class=
\"
yellow
\"
>剧毒蜂针朝你刺来!造成了<span class=
\"
red
\"
>250</span>点伤害!并且使你<span class=
\"
red
\"
>中毒</span>了!</span><br>"
;
$dmg
=
250
;
get_inf_rev
(
$pd
,
'p'
);
}
else
{
$log
.=
"<span class=
\"
yellow
\"
>体当冲刺朝你袭来!造成了<span class=
\"
red
\"
>550</span>点伤害!<br>"
;
$dmg
=
250
;
if
(
$hp
<
0
)
$hp
=
0
;
}
return
$dmg
;
}
}
?>
\ No newline at end of file
include/game/revcombat.func.php
View file @
b43c145b
...
...
@@ -3,9 +3,10 @@
if
(
!
defined
(
'IN_GAME'
))
{
exit
(
'Access Denied'
);
}
include_once
GAME_ROOT
.
'./include/game/clubskills.func.php'
;
include_once
GAME_ROOT
.
'./include/game/combat.func.php'
;
include_once
GAME_ROOT
.
'./include/game/dice.func.php'
;
include_once
GAME_ROOT
.
'./include/game/attr.func.php'
;
include_once
GAME_ROOT
.
'./include/game/revattr.func.php'
;
include_once
GAME_ROOT
.
'./include/game/combat.func.php'
;
//战斗准备流程:根据active为交战双方分配视角,初始化界面
function
rev_combat_prepare
(
$pa
,
$pd
,
$active
,
$wep_kind
=
''
,
$msg
=
''
,
$log_print
=
1
)
...
...
@@ -54,30 +55,15 @@
//登记非功能性地点信息时合并隐藏地点
foreach
(
$hplsinfo
as
$hgroup
=>
$hpls
)
$plsinfo
+=
$hpls
;
//传入了攻击方式/主动技的情况下,在这里判断传入参数的合法性
if
(
!
$wep_kind
)
{
$w1
=
substr
(
$pa
[
'wepk'
],
1
,
1
);
$w2
=
substr
(
$pa
[
'wepk'
],
2
,
1
);
if
(((
$w1
==
'G'
)
||
(
$w1
==
'J'
))
&&
(
$pa
[
'weps'
]
==
$nosta
))
{
$wep_kind
=
$w2
?
$w2
:
$w1
;
//这里不判断枪没子弹的情况 传进下个流程后再同一批判断
}
else
{
$wep_kind
=
$w1
;
}
}
elseif
(
strpos
(
$pa
[
'wepk'
],
$wep_kind
)
===
false
)
{
$wep_kind
=
substr
(
$pa
[
'wepk'
],
1
,
1
);
}
$pa
[
'wep_kind'
]
=
$wep_kind
;
//登记称谓
$pa
[
'nm'
]
=
(
!
$pa
[
'type'
]
&&
$active
)
?
'你'
:
$pa
[
'name'
];
$pd
[
'nm'
]
=
(
!
$pd
[
'type'
]
&&
!
$active
&&
$pa
[
'nm'
]
!==
'你'
)
?
'你'
:
$pd
[
'name'
];
//在初始化战斗阶段触发的事件。即:无论是否反击都只会触发1次的事件。
//如果返回值小于0,则中断战斗。
$cp_flag
=
combat_prepare_events
(
$pa
,
$pd
,
$active
);
if
(
$cp_flag
<
0
)
goto
battle_finish_flag
;
if
(
$active
)
{
if
(
!
$pa
[
'type'
]
&&
$pa
[
'message'
])
...
...
@@ -102,18 +88,25 @@
//战斗发起者是NPC时进行的判断
if
(
$pa
[
'type'
])
{
//$log .= npc_chat ($pa['type'],$pa['name'],'attack');
//npc_changewep(); TODO
$log
.=
npc_chat
(
$pa
[
'type'
],
$pa
[
'name'
],
'attack'
);
//换装判定
npc_changewep
();
}
//传入了攻击方式/主动技的情况下,在这里判断传入参数的合法性,并初始化$pa['wep_kind']
get_wep_kind
(
$pa
,
$wep_kind
);
get_wep_kind
(
$pd
);
//打击流程
$att_dmg
=
rev_attack
(
$pa
,
$pd
,
$active
);
//暴毙流程
if
(
$pa
[
'ggflag'
])
if
(
$pa
[
'gg
_
flag'
])
{
unset
(
$pa
[
'ggflag'
]);
return
;
//登记暴毙死法
//执行复活判定:
//$revival_flag = revive_process($pa,$pd,$active);
//if(!$revival_flag) goto battle_finish_flag;
}
//打击效果结算
...
...
@@ -121,21 +114,14 @@
{
//扣血
$pd
[
'hp'
]
=
max
(
0
,
$pd
[
'hp'
]
-
$att_dmg
);
//判断是否触发击杀或复活
//判断是否触发击杀或复活
:1-继续战斗;0-中止战斗
$att_result
=
rev_combat_result
(
$pa
,
$pd
,
$active
);
}
//判断是否进入反击流程 把!$att_result去掉可以实现复活后反击 很酷吧!
if
((
$pd
[
'hp'
]
>
0
)
&&
(
$pd
[
'pose'
]
!=
5
)
&&
(
$pd
[
'tactic'
]
!=
4
)
&&
!
$att_result
)
if
((
$pd
[
'hp'
]
>
0
)
&&
(
$pd
[
'pose'
]
!=
5
)
&&
(
$pd
[
'tactic'
]
!=
4
)
&&
$att_result
>
0
)
{
global
$rangeinfo
;
$w_w1
=
substr
(
$pd
[
'wepk'
],
1
,
1
);
$w_w2
=
substr
(
$pd
[
'wepk'
],
2
,
1
);
if
(((
$w_w1
==
'G'
)
||
(
$w_w1
==
'J'
))
&&
(
$pd
[
'weps'
]
==
$nosta
))
{
$pd
[
'wep_kind'
]
=
$w_w2
?
$w_w2
:
'P'
;
}
else
{
$pd
[
'wep_kind'
]
=
$w_w1
;
}
//echo "【DEBUG】{$pd['name']}的攻击方式是{$pd['wep_kind']}<br>";
$d_wep_temp
=
$pd
[
'wep'
];
...
...
@@ -163,9 +149,9 @@
$log
.=
"<span class=
\"
red
\"
>
{
$pd
[
'nm'
]
}
攻击范围不足,不能反击,逃跑了!</span><br>"
;
}
}
elseif
(
$pd
[
'hp'
]
>
0
&&
!
$att_result
)
elseif
(
$pd
[
'hp'
]
>
0
&&
$att_result
>
0
)
{
$log
.=
"<span class=
\"
red
\"
>
{
$pd
[
'nm'
]
}
逃跑
了!</span><br>"
;
$log
.=
"<span class=
\"
red
\"
>
{
$pd
[
'nm'
]
}
没有反击,转身逃开
了!</span><br>"
;
}
//反击效果结算
...
...
@@ -190,6 +176,13 @@
save_combatinfo
();
}
//logsave
if
(
!
$pd
[
'type'
])
{
}
battle_finish_flag
:
//如果战斗中出现了死人 更新action标记
if
(
$active
)
{
...
...
@@ -270,7 +263,9 @@
global
$now
,
$nosta
,
$log
,
$infobbs
,
$infinfo
,
$attinfo
,
$skillinfo
,
$wepimprate
,
$specialrate
;
global
$db
,
$tablepre
;
include_once
GAME_ROOT
.
'./include/game/revattr.func.php'
;
# 在打击流程开始前判定的事件(直死、临摹装置、DOT结算、踩陷阱……) 返回1-继续打击流程 返回0-中止打击流程
$gg_flag
=
hitrate_prepare_events
(
$pa
,
$pd
,
$active
);
if
(
!
$gg_flag
)
return
0
;
//枪托修正:你怎么老搞特殊化
if
((
$pa
[
'wep_kind'
]
==
'G'
||
$pa
[
'wep_kind'
]
==
'J'
)
&&
(
$pa
[
'weps'
]
==
$nosta
))
...
...
@@ -345,7 +340,7 @@
{
//检查是否存在造成不受其他因素影响的固定伤害(例:混沌伤害、直死)
$fix_dmg
=
get_fix_damage
(
$pa
,
$pd
,
$active
);
if
(
$fix_damage
)
if
(
isset
(
$fix_dmg
)
)
{
$damage
=
$fix_dmg
;
}
...
...
@@ -476,85 +471,93 @@
return
$damage
;
}
//战斗结算流程:
//战斗结算流程:
返回1=继续战斗;返回0=中止战斗;
function
rev_combat_result
(
&
$pa
,
&
$pd
,
$active
)
{
global
$log
;
# 防守方血量低于0时 结算击杀/复活事件
if
(
$pd
[
'hp'
]
<=
0
)
{
//复活判定
if
(
$pd
[
'club'
]
==
99
)
# NPC二阶段处理:
if
(
$pd
[
'club'
]
==
99
&&
$pd
[
'type'
]
)
{
//NPC进化
if
(
$pd
[
'type'
])
{
$log
.=
npc_chat
(
$pd
[
'type'
],
$pd
[
'nm'
],
'death'
);
$log
.=
npc_chat
(
$pd
[
'type'
],
$pd
[
'name'
],
'death'
);
include_once
GAME_ROOT
.
'./include/system.func.php'
;
$npcdata
=
evonpc
(
$pd
[
'type'
],
$pd
[
'nm'
]);
$log
.=
'<span class="yellow">'
.
$pd
[
'nm'
]
.
'却没死去,反而爆发出真正的实力!</span><br>'
;
if
(
$npcdata
){
$npcdata
=
evonpc
(
$pd
[
'type'
],
$pd
[
'name'
]);
$log
.=
'<span class="yellow">'
.
$pd
[
'name'
]
.
'却没死去,反而爆发出真正的实力!</span><br>'
;
if
(
$npcdata
)
{
addnews
(
$now
,
'evonpc'
,
$pd
[
'name'
],
$npcdata
[
'name'
],
$pa
[
'name'
]);
foreach
(
$npcdata
as
$key
=>
$val
)
{
$pd
[
$key
]
=
$val
;
}
return
0
;
}
}
//决死结界复活
# 击杀、复活判定检查
else
{
$killmsg
=
rev_kill
(
$pa
,
$pd
,
$pa
[
'wep_kind'
],
$pa
[
'wep'
]);
$log
.=
'<span class="yellow">由于及时按了BOMB键,'
.
$pd
[
'nm'
]
.
'原地满血复活了!</span><br>'
;
$log
.=
"<span class=
\"
red
\"
>
{
$pd
[
'nm'
]
}
被
{
$pa
[
'nm'
]
}
杀死了!</span><br>"
;
//执行不需要考虑复活问题的击杀事件:
$lastword
=
pre_kill_events
(
$pa
,
$pd
,
$active
,
$pa
[
'wep_kind'
]);
//执行复活判定:
$revival_flag
=
revive_process
(
$pa
,
$pd
,
$active
);
//没有复活的情况下,执行完后续击杀事件:
if
(
!
$revival_flag
)
{
global
$alivenum
,
$deathnum
;
$pd
[
'hp'
]
=
0
;
//初始化遗言
if
(
!
$pd
[
'type'
])
{
//死者是玩家,增加击杀数并保存系统状况。
$pa
[
'killnum'
]
++
;
$alivenum
--
;
}
return
1
;
else
{
//死者是NPC,加载NPC遗言
$lastword
=
npc_chat
(
$pd
[
'type'
],
$pd
[
'name'
],
'death'
);
}
elseif
(
$pd
[
'hp'
]
<=
0
)
$deathnum
++
;
if
(
!
empty
(
$lastword
))
$log
.=
"<span class='yellow'>“"
.
$lastword
.
"”</span><br>"
;
//初始化killmsg
if
(
!
$pa
[
'type'
])
{
$pd
[
'hp'
]
=
0
;
if
(
!
$pd
[
'type'
])
$pa
[
'killnum'
]
++
;
$killmsg
=
rev_kill
(
$pa
,
$pd
,
$active
,
$pa
[
'wep_kind'
]);
$log
.=
npc_chat
(
$pd
[
'type'
],
$pd
[
'name'
],
'death'
);
$log
.=
"<span class=
\"
red
\"
>
{
$pd
[
'nm'
]
}
被
{
$pa
[
'nm'
]
}
杀死了!</span><br>"
;
global
$db
,
$tablepre
;
$pname
=
$pa
[
'name'
];
$result
=
$db
->
query
(
"SELECT killmsg FROM
{
$tablepre
}
users WHERE username = '
$pname
'"
);
$killmsg
=
$db
->
result
(
$result
,
0
);
}
else
{
$killmsg
=
npc_chat
(
$pa
[
'type'
],
$pa
[
'name'
],
'kill'
);
}
if
(
$killmsg
)
$log
.=
"<span class=
\"
yellow
\"
>
{
$pa
[
'nm'
]
}
对
{
$pd
[
'nm'
]
}
说:“
{
$killmsg
}
”</span><br>"
;
//杀人rp结算
if
(
!
$pd
[
'type'
])
{
if
(
$pd
[
'rp'
]
<
80
){
$rpup
=
80
;
}
else
{
$rpup
=
$pd
[
'rp'
];}
get_killer_rp
(
$pa
,
$pd
,
$active
);
//保存游戏进行状态
include_once
GAME_ROOT
.
'./include/system.func.php'
;
save_gameinfo
();
}
else
{
$rpup
=
20
;}
//晶莹剔透修正
if
(
$pa
[
'club'
]
==
19
)
else
{
$rpdec
=
30
;
$rpdec
+=
get_clubskill_rp_dec
(
$pa
[
'club'
],
$pa
[
'skills'
]);
$pa
[
'rp'
]
+=
round
(
$rpup
*
(
100
-
$rpdec
)
/
100
);
//如果希望复活后能继续战斗,在这里加入判定条件
//例:if($revival_flag == 99) return 1;
}
else
{
$pa
[
'rp'
]
+=
$rpup
;
}
return
1
;
return
0
;
}
}
return
0
;
return
1
;
}
function
rev_kill
(
&
$pa
,
&
$pd
,
$active
,
$death
)
{
global
$log
,
$now
,
$db
,
$tablepre
,
$alivenum
,
$deathnum
,
$typeinfo
,
$lwinfo
;
$log
.=
"rev_kill阶段:pa是
{
$pa
[
'name'
]
}
,pd是
{
$pd
[
'name'
]
}
,active是
{
$active
}
<br>"
;
//登记玩家狠话
$killmsg
=
''
;
if
(
!
$pa
[
'type'
])
//执行不需要考虑复活问题的击杀事件:
function
pre_kill_events
(
&
$pa
,
&
$pd
,
$active
,
$death
)
{
$pname
=
$pa
[
'name'
];
$result
=
$db
->
query
(
"SELECT killmsg FROM
{
$tablepre
}
users WHERE username = '
$pname
'"
);
$killmsg
=
$db
->
result
(
$result
,
0
);
}
global
$log
,
$now
,
$db
,
$tablepre
,
$typeinfo
,
$lwinfo
;
//登记死法
if
(
$death
==
'N'
)
{
...
...
@@ -578,50 +581,69 @@
}
else
{
$pd
[
'state'
]
=
10
;
}
//死者是玩家 更新幸存者数
if
(
!
$pd
[
'type'
])
$alivenum
--
;
$deathnum
++
;
//发遗言
//初始化死者信息
$dtype
=
$pd
[
'type'
];
$dname
=
$pd
[
'name'
];
$dpls
=
$pd
[
'pls'
];
if
(
$dtype
==
15
)
{
//静流AI
global
$gamevars
;
$gamevars
[
'sanmadead'
]
=
1
;
save_gameinfo
();
}
//死者是?
$lwname
=
$typeinfo
[
$dtype
]
.
' '
.
$dname
;
//遗言是?
//初始化NPC遗言
if
(
$dtype
)
{
$lastword
=
is_array
(
$lwinfo
[
$dtype
])
?
$lwinfo
[
$dtype
][
$dname
]
:
$lwinfo
[
$dtype
];
}
//初始化玩家遗言
else
{
$result
=
$db
->
query
(
"SELECT lastword FROM
{
$tablepre
}
users WHERE username ='
$dname
'"
);
$lastword
=
$db
->
result
(
$result
,
0
);
}
//向聊天框发送遗言
$db
->
query
(
"INSERT INTO
{
$tablepre
}
chat (type,`time`,send,recv,msg) VALUES ('3','
$now
','
$lwname
','
$dpls
','
$lastword
')"
);
//发news
//发
送
news
$kname
=
$pa
[
'type'
]
?
$pa
[
'name'
]
:
$pa
[
'nick'
]
.
' '
.
$pa
[
'name'
];
addnews
(
$now
,
'death'
.
$pd
[
'state'
],
$pd
[
'name'
],
$pd
[
'type'
],
$pa
[
'name'
],
$pa
[
'wep_name'
],
$lastword
);
//玩家决死结界复活判定
$revivaled
=
false
;
if
(
!
$pd
[
'type'
]
&&
$pd
[
'club'
]
==
99
&&
(
$death
==
"N"
||
$death
==
"P"
||
$death
==
"K"
||
$death
==
"G"
||
$death
==
"C"
||
$death
==
"D"
||
$death
==
"F"
||
$death
==
"J"
||
$death
==
"trap"
))
return
$lastword
;
}
//执行复活事件:
function
revive_process
(
&
$pa
,
&
$pd
,
$active
)
{
addnews
(
$now
,
'revival'
,
$pd
[
'name'
]);
$pd
[
'hp'
]
=
$pd
[
'mhp'
];
$pd
[
'sp'
]
=
$pd
[
'msp'
];
$pd
[
'club'
]
=
17
;
global
$log
,
$weather
;
$revival_flag
=
0
;
#极光天气下,玩家有10%概率、NPC有1%概率无条件复活
if
(
!
$revival_flag
&&
$weather
==
17
)
{
$aurora_rate
=
$pd
[
'type'
]
?
1
:
10
;
//玩家10%概率复活
$aurora_dice
=
diceroll
(
99
);
if
(
$aurora_dice
<=
$aurora_rate
)
{
#奥罗拉复活效果
$revival_flag
=
17
;
//保存复活标记为通过奥罗拉复活
addnews
(
$now
,
'aurora_revival'
,
$pd
[
'name'
]);
$pd
[
'hp'
]
+=
min
(
$pd
[
'mhp'
],
max
(
$aurora_dice
,
1
));
$pd
[
'sp'
]
+=
min
(
$pd
[
'msp'
],
max
(
$aurora_dice
,
1
));
$pd
[
'state'
]
=
0
;
$alivenum
++
;
$log
.=
"<span class=
\"
lime
\"
>但是,空气中弥漫着的奥罗拉让
{
$pd
[
'nm'
]
}
重新站了起来!</span><br>"
;;
return
$revival_flag
;
}
save_gameinfo
();
return
$killmsg
;
}
#决死结界复活:
if
(
!
$revival_flag
&&
$pd
[
'club'
]
==
99
&&
!
$pd
[
'type'
])
{
#决死结界复活效果:
$revival_flag
=
99
;
//保存复活标记为通过奥罗拉复活
addnews
(
$now
,
'revival'
,
$pd
[
'name'
]);
//玩家春哥附体称号的处理
$pd
[
'hp'
]
=
$pd
[
'mhp'
];
$pd
[
'sp'
]
=
$pd
[
'msp'
];
$pd
[
'state'
]
=
0
;
$pd
[
'club'
]
=
17
;
$log
.=
'<span class="yellow">但是,由于及时按下BOMB键,'
.
$pd
[
'nm'
]
.
'原地满血复活了!</span><br>'
;
return
$revival_flag
;
}
return
$revival_flag
;
}
?>
\ No newline at end of file
include/game/search.func.php
View file @
b43c145b
...
...
@@ -609,7 +609,7 @@ function discover($schmode = 0) {
if
(
$active_dice
<
$active_r
)
{
$action
=
'enemy'
.
$edata
[
'pid'
];
//
include_once GAME_ROOT.'./include/game/battle.func.php';
include_once
GAME_ROOT
.
'./include/game/battle.func.php'
;
//findenemy($edata);
include_once
GAME_ROOT
.
'./include/game/revbattle.func.php'
;
findenemy_rev
(
$edata
);
...
...
@@ -625,7 +625,7 @@ function discover($schmode = 0) {
echo
"passive_w_type=
{
$edata
[
'type'
]
}
\n
"
;
echo
"passive_w_sNo=
{
$edata
[
'sNo'
]
}
\n
"
;
}
//
include_once GAME_ROOT.'./include/game/combat.func.php';
include_once
GAME_ROOT
.
'./include/game/combat.func.php'
;
//combat(0);
include_once
GAME_ROOT
.
'./include/game/revcombat.func.php'
;
rev_combat_prepare
(
$edata
,
NULL
,
0
);
...
...
include/news.func.php
View file @
b43c145b
...
...
@@ -110,7 +110,7 @@ function nparse_news($start = 0, $range = 0 ){//$type = '') {
}
elseif
(
$news
==
'death18'
)
{
$newsinfo
.=
"<li>
{
$hour
}
时
{
$min
}
分
{
$sec
}
秒,<span class=
\"
yellow
\"
>
$a
</span>因<span class=
\"
red
\"
>烧伤发作</span>死亡"
;
}
elseif
(
$news
==
'death20'
)
{
$newsinfo
.=
"<li>
{
$hour
}
时
{
$min
}
分
{
$sec
}
秒,<span class=
\"
yellow
\"
>
$a
</span>被<span class=
\"
yellow
\"
>
$c
</span><span class=
\"
red
\"
>
$nowep
</span>击飞"
;
$newsinfo
.=
"<li>
{
$hour
}
时
{
$min
}
分
{
$sec
}
秒,<span class=
\"
yellow
\"
>
$a
</span>被<span class=
\"
yellow
\"
>
$c
</span>
用
<span class=
\"
red
\"
>
$nowep
</span>击飞"
;
}
elseif
(
$news
==
'death21'
)
{
$newsinfo
.=
"<li>
{
$hour
}
时
{
$min
}
分
{
$sec
}
秒,<span class=
\"
yellow
\"
>
$a
</span>被<span class=
\"
yellow
\"
>
$c
</span>使用
{
$d
}
殴打致死"
;
}
elseif
(
$news
==
'death22'
)
{
...
...
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