Commit d2410724 authored by hisuinohoshi's avatar hisuinohoshi

fix 2

修正:
AI追杀玩家时仍使用旧战斗系统的问题;
进行状况内死者类别显示不正确的问题;
parent 4e51e41e
...@@ -63,6 +63,10 @@ table.admin td.tdtitle { ...@@ -63,6 +63,10 @@ table.admin td.tdtitle {
TEXT-ALIGN: center; TEXT-ALIGN: center;
} }
table.dialogue {
border-color: rgba(232, 161, 233, 0.6);
}
.typewriter { .typewriter {
color: #fff; color: #fff;
overflow: hidden; /* Ensures the content is not revealed until the animation */ overflow: hidden; /* Ensures the content is not revealed until the animation */
...@@ -389,8 +393,8 @@ span.drop:hover .dropdown-menu{ ...@@ -389,8 +393,8 @@ span.drop:hover .dropdown-menu{
/*下拉菜单样式本体*/ /*下拉菜单样式本体*/
.dropdown-menu{ .dropdown-menu{
display: none; display: none;
background-size: 0; background-clip: border-box; background-color: rgba(83, 63, 90, 0.8); background-size: 0; background-clip: border-box; background-color: rgba(151, 101, 169, 0.8);
top:17px; left:-10px; border-radius: 5px; top:17px; left:-10px; border-radius: 3px;
width: 90px; max-width: 90px; width: 90px; max-width: 90px;
z-index:4; position: absolute; z-index:4; position: absolute;
} }
......
...@@ -192,7 +192,7 @@ function get_item_place($which) ...@@ -192,7 +192,7 @@ function get_item_place($which)
} }
include_once config('mixitem',$gamecfg); include_once config('mixitem',$gamecfg);
global $mixinfo; global $mixinfo;
if(is_array($mixinfo)) if(!empty($mixinfo))
{ {
foreach($mixinfo as $lst) foreach($mixinfo as $lst)
{ {
...@@ -203,6 +203,22 @@ function get_item_place($which) ...@@ -203,6 +203,22 @@ function get_item_place($which)
} }
} }
} }
include_once config('vnmixitem',$gamecfg);
if(!empty($vn_mixinfo))
{
foreach($vn_mixinfo as $vlst)
{
if ($vlst['result'][0]==$which || $vlst['result'][0]==$which.' ')
{
$vresult ="通过合成获取 \r";
if(strpos($result,$vresult)===false)
{
$result .= $vresult;
}
break;
}
}
}
$file=config('synitem',$gamecfg); $file=config('synitem',$gamecfg);
$synlist = openfile($file); $synlist = openfile($file);
foreach($synlist as $lst) foreach($synlist as $lst)
......
...@@ -433,15 +433,16 @@ ...@@ -433,15 +433,16 @@
if(!empty($pa['skills'])) if(!empty($pa['skills']))
{ {
rev_get_clubskill_bonus($pa['club'],$pa['skills'],$pa,$pd['club'],$pa['skills'],$pd,$att1,$def1); rev_get_clubskill_bonus($pa['club'],$pa['skills'],$pa,$pd['club'],$pa['skills'],$pd,$att1,$def1);
$pa['att'] += $att1;
} }
# 汇总:: # 汇总::
$base_att = $pa['att'] + $pa['wepe_t'] + $att1; $base_att = $pa['att'] + $pa['wepe_t'];
# 初始化tooltip # 初始化tooltip
if($tooltip) if($tooltip)
{ {
$tooltip = "<span tooltip=\" 基础攻击值:{$pa['att']}+{$pa['wepe_t']}"; $tooltip = "<span tooltip=\" 基础攻击值:{$pa['att']}+{$pa['wepe_t']}";
if($att1>0) $tooltip .="+{$att1}"; if(!empty($att1)) $tooltip .="+{$att1}";
$tooltip .= "\r"; $tooltip .= "\r";
} }
# 计算攻击力修正 # 计算攻击力修正
...@@ -533,15 +534,16 @@ ...@@ -533,15 +534,16 @@
if(!empty($pd['skills'])) if(!empty($pd['skills']))
{ {
rev_get_clubskill_bonus($pa['club'],$pa['skills'],$pa,$pd['club'],$pa['skills'],$pd,$att1,$def1); rev_get_clubskill_bonus($pa['club'],$pa['skills'],$pa,$pd['club'],$pa['skills'],$pd,$att1,$def1);
$base_def += $def1;
} }
# 汇总: # 汇总:
$total_def = $base_def+$equip_def+$def1; $total_def = $base_def+$equip_def;
# 初始化tooltip # 初始化tooltip
if($tooltip) if($tooltip)
{ {
$tooltip = "<span tooltip=\" 基础防御值:{$base_def}+{$equip_def}"; $tooltip = "<span tooltip=\" 基础防御值:{$base_def}+{$equip_def}";
if($def1>0) $tooltip .="+{$def1}"; if(!empty($def1)) $tooltip .="+{$def1}";
$tooltip .= "\r"; $tooltip .= "\r";
} }
# 计算防御力修正 # 计算防御力修正
......
...@@ -56,6 +56,8 @@ ...@@ -56,6 +56,8 @@
} }
# 战斗流程: # 战斗流程:
# 注意:无论任何情况,都不要在rev_combat()执行完之前插入return!如果想要跳过战斗阶段,请使用goto battle_finish_flag;
# 如果无论如何都要提前return,请完整执行一遍 #保存双方状态 这一块的内容;
function rev_combat(&$pa,&$pd,$active,$wep_kind='',$log_print=1) function rev_combat(&$pa,&$pd,$active,$wep_kind='',$log_print=1)
{ {
global $db,$tablepre,$now,$mode,$main,$cmd,$log; global $db,$tablepre,$now,$mode,$main,$cmd,$log;
...@@ -175,8 +177,8 @@ ...@@ -175,8 +177,8 @@
{ {
$pd['hp'] = 0; $pd['hp'] = 0;
//提前进行战斗结果判断。注意:这里的pa、pd顺序。 //提前进行战斗结果判断。注意:这里的pa、pd顺序。
$att_result = rev_combat_result($pa,$pd,$active); $def_result = rev_combat_result($pa,$pd,$active);
} }
# 没有暴毙,结算反击伤害 # 没有暴毙,结算反击伤害
elseif(isset($def_dmg)) elseif(isset($def_dmg))
{ {
...@@ -427,7 +429,7 @@ ...@@ -427,7 +429,7 @@
//获取攻击方(pa)能造成的属性伤害类型 //获取攻击方(pa)能造成的属性伤害类型
$pa['ex_attack_keys'] = get_base_ex_att_array($pa,$pd,$active); $pa['ex_attack_keys'] = get_base_ex_att_array($pa,$pd,$active);
//攻击方(pa)存在属性伤害: //攻击方(pa)存在属性伤害:
if($pa['ex_attack_keys']) if(!empty($pa['ex_attack_keys']))
{ {
//获取攻击方(pa)在造成属性伤害前触发的事件(检查pd身上是否有防御属性,pa是否触发了属穿) //获取攻击方(pa)在造成属性伤害前触发的事件(检查pd身上是否有防御属性,pa是否触发了属穿)
deal_ex_damage_prepare_events($pa,$pd,$active); deal_ex_damage_prepare_events($pa,$pd,$active);
...@@ -668,7 +670,7 @@ ...@@ -668,7 +670,7 @@
//发送news //发送news
$kname = $pa['type'] ? $pa['name'] : get_title_desc($pa['nick']).' '.$pa['name']; $kname = $pa['type'] ? $pa['name'] : get_title_desc($pa['nick']).' '.$pa['name'];
$dname = $pd['type'] ? $pd['name'] : get_title_desc($pd['nick']).' '.$pd['name']; $dname = $pd['type'] ? $pd['name'] : get_title_desc($pd['nick']).' '.$pd['name'];
addnews ($now,'death'.$pd['state'],$pd['name'],$dname,$kname,$pa['wep_name'],$lastword ); addnews ($now,'death'.$pd['state'],$dname,$dtype,$kname,$pa['wep_name'],$lastword );
return $lastword; return $lastword;
} }
...@@ -791,7 +793,7 @@ ...@@ -791,7 +793,7 @@
} }
//大的打小的怒气反而涨的快 什么逻辑?狂扁小朋友喔? //大的打小的怒气反而涨的快 什么逻辑?狂扁小朋友喔?
$rgup = round (($pa['lvl'] - $pd['lvl'])/3); $rgup = round (($pa['lvl'] - $pd['lvl'])/3);
$rg += $rgup > 0 ? $rgup : 1; $pa['rage'] += $rgup > 0 ? $rgup : 1;
return; return;
} }
......
...@@ -400,8 +400,12 @@ function discover($schmode = 0) { ...@@ -400,8 +400,12 @@ function discover($schmode = 0) {
include_once GAME_ROOT. './include/game/aievent.func.php';//AI事件 include_once GAME_ROOT. './include/game/aievent.func.php';//AI事件
$aidata = false;//用于判断天然呆AI(冴冴这样的)是否已经来到你身后并且很生气 $aidata = false;//用于判断天然呆AI(冴冴这样的)是否已经来到你身后并且很生气
aievent(20);//触发AI事件的概率 aievent(20);//触发AI事件的概率
if(is_array($aidata)){ if(is_array($aidata))
include_once GAME_ROOT.'./include/game/attr.func.php'; {
//触发了AI追击事件
$edata = $aidata;
goto battle_flag;
/*include_once GAME_ROOT.'./include/game/attr.func.php';
$active_r = get_active_r($weather,$pls,$pose,$tactic,$club,$inf,$aidata['pose']); $active_r = get_active_r($weather,$pls,$pose,$tactic,$club,$inf,$aidata['pose']);
include_once GAME_ROOT.'./include/game/clubskills.func.php'; include_once GAME_ROOT.'./include/game/clubskills.func.php';
$active_r *= get_clubskill_bonus_active($club,$skills,$aidata['club'],$aidata['skills']); $active_r *= get_clubskill_bonus_active($club,$skills,$aidata['club'],$aidata['skills']);
...@@ -417,7 +421,7 @@ function discover($schmode = 0) { ...@@ -417,7 +421,7 @@ function discover($schmode = 0) {
include_once GAME_ROOT.'./include/game/combat.func.php'; include_once GAME_ROOT.'./include/game/combat.func.php';
combat(0); combat(0);
return; return;
} }*/
} }
$trap_dice=rand(0,99);//随机数,开始判断是否踩陷阱 $trap_dice=rand(0,99);//随机数,开始判断是否踩陷阱
...@@ -606,6 +610,7 @@ function discover($schmode = 0) { ...@@ -606,6 +610,7 @@ function discover($schmode = 0) {
//发现敌人 //发现敌人
else else
{ {
battle_flag:
$active_r = get_active_r($weather,$pls,$pose,$tactic,$club,$inf,$edata['pose']); $active_r = get_active_r($weather,$pls,$pose,$tactic,$club,$inf,$edata['pose']);
include_once GAME_ROOT.'./include/game/clubskills.func.php'; include_once GAME_ROOT.'./include/game/clubskills.func.php';
$active_r *= get_clubskill_bonus_active($club,$skills,$edata['club'],$edata['skills']); $active_r *= get_clubskill_bonus_active($club,$skills,$edata['club'],$edata['skills']);
......
...@@ -3,7 +3,7 @@ ...@@ -3,7 +3,7 @@
<div class="subtitle">空想梦境</div> <div class="subtitle">空想梦境</div>
<center> <center>
<div class="clearfix"> <div class="clearfix">
<table border="1" cellspacing="0" cellpadding="0" valign="middle"> <table class="dialogue" border="1" cellspacing="0" cellpadding="0" valign="middle">
<tr> <tr>
<td> <td>
<IMG width=140px src="$vnworld_img" valign="middle"/> <IMG width=140px src="$vnworld_img" valign="middle"/>
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment