function level_up_if_possible($char_id, $auto_level = false) { // Setup values: $max_level = maximum_level(); $health_to_add = 100; $turns_to_give = 50; $stat_value_to_add = 5; $char_kills = get_kills($char_id); if ($char_kills < 0) { // If the character doesn't have any kills, shortcut the levelling process. return false; } else { $char_obj = new Player($char_id); $username = $char_obj->name(); $char_level = $char_obj->level(); if ($auto_level && $char_obj->isAdmin()) { // If the character is an admin, do not auto-level them. return false; } else { // For normal characters, do auto-level them. // Check required values: $nextLevel = $char_level + 1; $required_kills = required_kills_to_level($char_level); // Have to be under the max level and have enough kills. $level_up_possible = $nextLevel <= $max_level && $char_kills >= $required_kills; if ($level_up_possible) { // ****** Perform the level up actions ****** // // Explicitly call for the special case of kill changing to prevent an infinite loop. $userKills = change_kills($char_id, -1 * $required_kills, $auto_level_check = false); $userLevel = addLevel($char_id, 1); change_strength($char_id, $stat_value_to_add); change_speed($char_id, $stat_value_to_add); change_stamina($char_id, $stat_value_to_add); change_karma($char_id, 1); // Only add 1 to karma via levelling. change_ki($char_id, 50); // Add 50 ki points via levelling. addHealth($char_id, $health_to_add); addTurns($char_id, $turns_to_give); // Send a level-up message, for those times when auto-levelling happens. send_event($char_id, $char_id, "You levelled up! Your strength raised by {$stat_value_to_add}, speed by {$stat_value_to_add}, stamina by {$stat_value_to_add}, Karma by 1, and your Ki raised 50! You gained some health and turns as well! You are now a level {$userLevel} ninja! Go kill some stuff."); return true; } else { return false; } } } }
} $target_msg = "You have killed {$attacker} in combat and taken {$loot} gold."; $attacker_msg = "DEATH: You've been killed by {$target} and lost {$loot} gold!"; sendMessage($attacker, $target, $target_msg); sendMessage($target, $attacker, $attacker_msg); } } // *** END MAIN ATTACK AND DUELING SECTION *** } if ($loot) { add_gold(get_char_id($victor), $loot); subtract_gold(get_char_id($loser), $loot); } if ($rounds > 4) { // Even matched battle! Reward some ki to the attacker, even if they die. change_ki($attacker_id, 1); // Award Ki. $rewarded_ki = 1; } } // *** Take away at least one turn even on attacks that fail. *** if ($turns_to_take < 1) { $turns_to_take = 1; } $ending_turns = subtractTurns($attacker_id, $turns_to_take); // *** START ACTION OVER AGAIN SECTION *** $attack_again = false; if (isset($target)) { $attacker_health_snapshot = getHealth($attacker_id); $defender_health_snapshot = getHealth($target_id); if ($AttackLegal && $attacker_health_snapshot > 0 && $defender_health_snapshot > 0) {