}*/ $changed = PlayerDAO::saveDetails($char); redirect('/stats.php?changed=' . (int) $changed . ($profile_changed ? '&profile_changed=1' : '')); } /* if(false && DEBUG){ $description = 'This is a description here and all'; $goals = 'Kill ninja of the ramen clan'; $beliefs = 'I believe in a one true ninja god'; $instincts = 'When I hear whistling, I duck'; $traits = 'Hardy, nervous, meaty, silent'; } */ $player = self_info(); //$player['created_date']=$player['created_date']? date("c", strtotime($player['created_date'])) : null; $class_theme = class_theme($char->class_identity()); $level_category = level_category($player['level']); $status_list = get_status_list(); $gravatar_url = generate_gravatar_url($player['player_id']); $gurl = $gravatar_url; $rank_display = get_rank($char_id); // rank display. $profile_editable = $player['messages']; $parts = get_certain_vars(get_defined_vars(), ['player', 'level_category', 'status_list', 'description', 'goals', 'beliefs', 'instincts', 'traits', 'dev', 'changed']); // Set the parts array's player clan if any is found. if ($parts['player_clan'] = get_clan_by_player_id($char_id)) { // Set the char clan name and id for later usage. $parts['clan_name'] = $parts['player_clan']->getName(); $parts['clan_id'] = $parts['player_clan']->getID(); } display_page('stats.tpl', 'Ninja Stats', $parts, array('quickstat' => 'player'));
$class_change_error = null; if ($classChangeSequence == 2 && $current_class_untrusted == $userClass && $destination_class_identity) { // Class change requested, not a page refresh, and requested class is existant. if (!$class_change_requirement_error) { // Class change conditions are ok, so: // subtract the cost in turns // ...and change the class. $class_change_error = set_class($char_id, $destination_class_identity); if (!$class_change_error) { $char->changeTurns(-1 * $class_change_cost); } } } $possibly_changed_class = char_class_identity($char_id); $possibly_changed_class_name = char_class_name($char_id); $possibly_changed_class_theme = class_theme($possibly_changed_class); $upgrade_requested = $in_upgrade && $in_upgrade == 1; $levelled = false; if ($upgrade_requested) { // Try to level up. $levelled = level_up_if_possible($char_id); $char = $player = new Player($char_id); $userLevel = $char->level(); $char_data = $char->data(); // Get the info for the next level, especially if that has changed. $nextLevel = min($userLevel + 1, $max_level); $userKills = char_kills($char_id); $required_kills = required_kills_to_level($userLevel); } } // End of the logged in processing.