Ejemplo n.º 1
0
        ?>
 Defeats</span>
                </td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
    </div>
    <?php 
        $temp_player_data = ob_get_clean();
        $temp_canvas_markup = '<div class="sprite sprite_80x80" style="background-image: url(images/sprites/fields/prototype-complete/battle-field_background_base.gif?' . MMRPG_CONFIG_CACHE_DATE . '); background-position: center -50px; top: 0; right: 0; bottom: 0; left: 0; width: auto; height: auto;">Prototype Complete</div>';
        $temp_canvas_markup .= '<div class="sprite sprite_80x80" style="background-image: url(images/sprites/fields/prototype-complete/battle-field_foreground_base.png?' . MMRPG_CONFIG_CACHE_DATE . '); background-position: center -45px; top: 0; right: 0; bottom: 0; left: 0; width: auto; height: auto;">Prototype Complete</div>';
        $temp_canvas_markup .= '<div class="sprite sprite_80x80 sprite_80x80_02" style="background-image: url(images/sprites/players/dr-cossack/sprite_left_80x80.png?' . MMRPG_CONFIG_CACHE_DATE . '); bottom: 40px; left: 200px;">Dr. Cossack</div>';
        $temp_canvas_markup .= '<div class="sprite sprite_80x80 sprite_80x80_02" style="background-image: url(images/sprites/robots/proto-man/sprite_right_80x80.png?' . MMRPG_CONFIG_CACHE_DATE . '); bottom: 40px; right: 200px;">Proto Man</div>';
        $temp_console_markup = '<p><strong>Congratulations, ' . (!empty($_SESSION[$session_token]['USER']['displayname']) ? $_SESSION[$session_token]['USER']['displayname'] : $_SESSION[$session_token]['USER']['username']) . '!</strong>  You\'ve completed the <strong>Mega Man RPG World</strong> using <strong>Dr. Cossack</strong> and <strong>Proto Man</strong>! ' . rpg_functions::get_random_victory_quote() . '! Your completion records are as follows :</p>';
        $temp_console_markup .= '<div id="console" style="width: auto; height: auto;"><div class="extra"><div class="extra2">' . preg_replace('/\\s+/', ' ', $temp_player_data) . '</div></div></div>';
        array_push($_SESSION[$session_token]['EVENTS'], array('canvas_markup' => $temp_canvas_markup, 'console_markup' => $temp_console_markup));
        $temp_canvas_markup = '<div class="sprite sprite_80x80" style="background-image: url(images/sprites/fields/final-destination-3/battle-field_background_base.gif?' . MMRPG_CONFIG_CACHE_DATE . '); background-position: center -32px; top: 0; right: 0; bottom: 0; left: 0; width: auto; height: auto; opacity: 0.2; filter: alpha(opacity=20); ">Prototype Complete</div>';
        $temp_canvas_markup .= '<div class="sprite sprite_80x80" style="background-image: url(images/sprites/fields/final-destination-3/battle-field_foreground_base.png?' . MMRPG_CONFIG_CACHE_DATE . '); background-position: center -45px; top: 0; right: 0; bottom: 0; left: 0; width: auto; height: auto;">Prototype Complete</div>';
        $temp_canvas_markup .= '<div class="sprite sprite_80x80 sprite_80x80_01" style="background-image: url(images/sprites/players/dr-cossack/sprite_right_80x80.png?' . MMRPG_CONFIG_CACHE_DATE . '); bottom: 40px; left: 150px;">Dr. Cossack</div>';
        $temp_canvas_markup .= '<div class="sprite sprite_80x80 sprite_80x80_00" style="background-image: url(images/sprites/abilities/item-star-fusion-1/sprite_right_80x80.png?' . MMRPG_CONFIG_CACHE_DATE . '); bottom: 52px; left: 248px;">Field Star</div>';
        $temp_canvas_markup .= '<div class="sprite sprite_80x80 sprite_80x80_00" style="background-image: url(images/sprites/abilities/item-star-base-1/sprite_right_80x80.png?' . MMRPG_CONFIG_CACHE_DATE . '); bottom: 52px; left: 248px;">Field Star</div>';
        $temp_canvas_markup .= '<div class="sprite sprite_80x80 sprite_80x80_01" style="background-image: url(images/sprites/robots/proto-man/sprite_left_80x80.png?' . MMRPG_CONFIG_CACHE_DATE . '); bottom: 40px; right: 150px;">Proto Man</div>';
        $temp_console_markup = '<p>As thanks for playing to the end, <strong>Dr. Cossack</strong>\'s campaign has been upgraded with several new features and mechanics to keep things interesting while you replay missions.</p>';
        $temp_console_markup .= '<p>Two new bonus chapters containing special missions have been added to the main menu, and preview data for future robot masters will now appear in all fusion field missions. Try one of the <strong>Player Battles</strong> against another member\'s ghost data for a real challenge!</p>';
        $temp_console_markup .= '<p>A new <strong>Starforce</strong> mechanic has also been unlocked, allowing you to find and collect powerful <strong>Field Stars</strong> and <strong>Fusion Stars</strong> in battle that boost your robots\' elemental abilities.  Use the newly upgraded <strong>Player Editor</strong> to customize missions and share fields between players - doing so is an excellent way to hunt down extra <strong>Starforce</strong> energy.</p>';
        $temp_console_markup .= '<p>We hope you enjoyed this game prototype, and look forward to the final version some day!  Oh, and <a href="' . MMRPG_CONFIG_ROOTURL . 'contact/" target="_blank">please leave feedback</a> if you can! We love feedback! :D</p>';
        array_push($_SESSION[$session_token]['EVENTS'], array('canvas_markup' => $temp_canvas_markup, 'console_markup' => $temp_console_markup));
    }
}
Ejemplo n.º 2
0
 /**
  * Trigger the battle complete action and end the current mission
  * @param rpg_player this_player
  * @param rpg_robot this_robot
  * @param rpg_player target_player
  * @param rpg_robot target_robot
  */
 public function trigger_complete(rpg_player $this_player, rpg_robot $this_robot, rpg_player $target_player, rpg_robot $target_robot)
 {
     // Collect references to global objects
     $db = cms_database::get_database();
     $this_battle = self::get_battle();
     $this_field = rpg_field::get_field();
     // Default the return variable to false
     $this_return = false;
     //$this_battle->events_create(false, false, 'DEBUG', 'Battle complete trigger triggered!');
     // Return false if anything is missing
     if (empty($this_player) || empty($this_robot)) {
         return false;
     }
     if (empty($target_player) || empty($target_robot)) {
         return false;
     }
     // Return true if the battle status is already complete
     if ($this_battle->battle_status == 'complete') {
         return true;
     }
     // Update the battle status to complete
     $this_battle->set_info('battle_status', 'complete');
     if ($this_battle->battle_result == 'pending') {
         $this_battle->set_info('battle_result', $target_player->player_side == 'right' ? 'victory' : 'defeat');
         $event_options = array();
         if ($this_battle->battle_result == 'victory') {
             $event_options['event_flag_victory'] = true;
         } elseif ($this_battle->battle_result == 'defeat') {
             $event_options['event_flag_defeat'] = true;
         }
         $this_battle->events_create(false, false, '', '', $event_options);
     }
     // -- CALCULATE REWARDS -- //
     // Define variables for the human's rewards in this scenario
     $temp_human_token = $target_player->player_side == 'left' ? $target_player->player_token : $this_player->player_token;
     $temp_human_info = $target_player->player_side == 'left' ? $target_player->export_array() : $this_player->export_array();
     $temp_human_rewards = array();
     $temp_human_rewards['battle_points'] = 0;
     $temp_human_rewards['battle_zenny'] = 0;
     $temp_human_rewards['battle_complete'] = isset($_SESSION['GAME']['values']['battle_complete'][$temp_human_token][$this_battle->battle_token]['battle_count']) ? $_SESSION['GAME']['values']['battle_complete'][$temp_human_token][$this_battle->battle_token]['battle_count'] : 0;
     $temp_human_rewards['battle_failure'] = isset($_SESSION['GAME']['values']['battle_failure'][$temp_human_token][$this_battle->battle_token]['battle_count']) ? $_SESSION['GAME']['values']['battle_failure'][$temp_human_token][$this_battle->battle_token]['battle_count'] : 0;
     $temp_human_rewards['checkpoint'] = 'start: ';
     // Calculate the base point and zenny rewards for this battle
     $temp_reward_points_base = !empty($this_battle->battle_rewards_points) ? $this_battle->battle_rewards_points : 0;
     $temp_reward_zenny_base = !empty($this_battle->battle_rewards_zenny) ? $this_battle->battle_rewards_zenny : 0;
     // Default the bonus to zero and calulate based on turns
     $temp_turn_bonus = 0;
     if ($this_battle->counters['battle_turn'] < $this_battle->battle_turns_limit) {
         $temp_turn_bonus = round(($this_battle->battle_turns_limit - $this_battle->counters['battle_turn']) * 10);
     } elseif ($this_battle->counters['battle_turn'] > $this_battle->battle_turns_limit) {
         $temp_turn_bonus = round(($this_battle->counters['battle_turn'] - $this_battle->battle_turns_limit) * 10) * -1;
     }
     // Default the bonus to zero and calulate based on turns
     $temp_robot_bonus = 0;
     if ($temp_human_info['counters']['robots_masters_total'] < $this_battle->battle_robots_limit) {
         $temp_robot_bonus = round(($this_battle->battle_robots_limit - $temp_human_info['counters']['robots_masters_total']) * 10);
     } elseif ($temp_human_info['counters']['robots_masters_total'] > $this_battle->battle_robots_limit) {
         $temp_robot_bonus = $temp_robot_bonus = round(($temp_human_info['counters']['robots_masters_total'] - $this_battle->battle_robots_limit) * 10) * -1;
     }
     // Calculate the bonus points and zenny for the turns
     $temp_turn_bonus_points = (int) ($temp_reward_points_base * ($temp_turn_bonus / 100));
     $temp_turn_bonus_zenny = (int) ($temp_reward_zenny_base * ($temp_turn_bonus / 100));
     // Calculate the bonus points and zenny for the turns
     $temp_robot_bonus_points = (int) ($temp_reward_points_base * ($temp_robot_bonus / 100));
     $temp_robot_bonus_zenny = (int) ($temp_reward_zenny_base * ($temp_robot_bonus / 100));
     // Calculate the final reward points based on above
     if ($this_battle->battle_result == 'victory') {
         $temp_reward_points_final = $temp_reward_points_base + $temp_turn_bonus_points + $temp_robot_bonus_points;
         $temp_reward_zenny_final = $temp_reward_zenny_base + $temp_turn_bonus_zenny + $temp_robot_bonus_zenny;
         if ($temp_reward_points_final < 0) {
             $temp_reward_points_final = 0;
         }
         if ($temp_reward_zenny_final < 0) {
             $temp_reward_zenny_final = 0;
         }
     } else {
         $temp_reward_points_final = 0;
         $temp_reward_zenny_final = 0;
     }
     // Define the number of stars to show for this mission
     $temp_rating_stars = 0;
     if ($this_battle->battle_result == 'victory') {
         $temp_rating_stars += 1;
         if ($temp_turn_bonus >= 0) {
             $temp_rating_stars += 1;
         }
         if ($temp_robot_bonus >= 0) {
             $temp_rating_stars += 1;
         }
         if (empty($temp_human_info['counters']['robots_disabled'])) {
             $temp_rating_stars += 1;
         }
         if (empty($temp_human_info['counters']['items_used_this_battle'])) {
             $temp_rating_stars += 1;
         }
     }
     // Generate the markup for this stars
     $temp_rating_stars_markup = '';
     for ($i = 1; $i <= 5; $i++) {
         $temp_rating_stars_markup .= $i <= $temp_rating_stars ? '&#9733;' : '&#9734;';
     }
     // (HUMAN) TARGET DEFEATED
     // Check if the target was the human character
     if ($target_player->player_side == 'left') {
         // Increment the main game's points total with the battle points
         $_SESSION['GAME']['counters']['battle_points'] += $temp_reward_points_final;
         $_SESSION['GAME']['counters']['battle_zenny'] += $temp_reward_zenny_final;
         // Increment this player's points total with the battle points
         if (!isset($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_points'])) {
             $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_points'] = 0;
         }
         if (!isset($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_zenny'])) {
             $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_zenny'] = 0;
         }
         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_points'] += $temp_reward_points_final;
         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_zenny'] += $temp_reward_zenny_final;
         // Update the global variable with the points reward
         $temp_human_rewards['battle_points'] = $temp_reward_points_final;
         $temp_human_rewards['battle_zenny'] = $temp_reward_zenny_final;
         // Update the GAME session variable with the failed battle token
         $save_records = $this_battle->has_flag('save_records') ? $this_battle->get_flag('save_records') : true;
         if ($save_records) {
             $bak_session_array = isset($_SESSION['GAME']['values']['battle_failure'][$target_player->player_token][$this_battle->battle_token]) ? $_SESSION['GAME']['values']['battle_failure'][$target_player->player_token][$this_battle->battle_token] : array();
             $new_session_array = array('battle_token' => $this_battle->battle_token, 'battle_count' => 0, 'battle_level' => 0);
             if (!empty($bak_session_array['battle_count'])) {
                 $new_session_array['battle_count'] = $bak_session_array['battle_count'];
             }
             if (!empty($bak_session_array['battle_level'])) {
                 $new_session_array['battle_level'] = $bak_session_array['battle_level'];
             }
             $new_session_array['battle_level'] = $this_battle->battle_level;
             $new_session_array['battle_count']++;
             $_SESSION['GAME']['values']['battle_failure'][$target_player->player_token][$this_battle->battle_token] = $new_session_array;
             $temp_human_rewards['battle_failure'] = $_SESSION['GAME']['values']['battle_failure'][$target_player->player_token][$this_battle->battle_token]['battle_count'];
         }
     }
     // NON-INVISIBLE PLAYER DEFEATED
     // Display the defeat message for the target character if not default/hidden
     if ($target_player->player_token != 'player') {
         // (HUMAN) TARGET DEFEATED BY (INVISIBLE/COMPUTER)
         // If this was a player battle and the human user lost against the ghost target (this/computer/victory | target/human/defeat)
         if ($this_player->player_id == MMRPG_SETTINGS_TARGET_PLAYERID && $target_player->player_side == 'left' && $this_robot->robot_class != 'mecha') {
             // Calculate how many points the other player is rewarded for winning
             $target_player_robots = $target_player->values['robots_disabled'];
             $target_player_robots_count = count($target_player_robots);
             $other_player_points = 0;
             $other_player_turns = $target_player_robots_count * MMRPG_SETTINGS_BATTLETURNS_PERROBOT;
             foreach ($target_player_robots as $disabled_robotinfo) {
                 $other_player_points += $disabled_robotinfo['robot_level'] * MMRPG_SETTINGS_BATTLEPOINTS_PERROBOT * MMRPG_SETTINGS_BATTLEPOINTS_PLAYERBATTLE_MULTIPLIER;
             }
             // Create the victory event for the target player
             $this_robot->robot_frame = 'victory';
             $this_robot->update_session();
             $event_header = $this_robot->robot_name . ' Undefeated';
             $event_body = '';
             $event_body .= $this_robot->print_name() . ' could not be defeated! ';
             $event_body .= '<br />';
             $event_options = array();
             $event_options['console_show_this_robot'] = true;
             $event_options['console_show_target'] = false;
             $event_options['event_flag_defeat'] = true;
             $event_options['this_header_float'] = $event_options['this_body_float'] = $this_robot->player->player_side;
             if ($this_robot->robot_token != 'robot' && isset($this_robot->robot_quotes['battle_victory'])) {
                 $this_find = array('{target_player}', '{target_robot}', '{this_player}', '{this_robot}');
                 $this_replace = array($target_player->player_name, $target_robot->robot_name, $this_player->player_name, $this_robot->robot_name);
                 $event_body .= $this_robot->print_quote('battle_victory', $this_find, $this_replace);
             }
             $this_battle->events_create($this_robot, $target_robot, $event_header, $event_body, $event_options);
         }
         $target_player->set_frame('defeat');
         $target_robot->update_session();
         $event_header = $target_player->player_name . ' Defeated';
         $event_body = $target_player->print_name() . ' was defeated' . ($target_player->player_side == 'left' ? '&hellip;' : '!') . ' ';
         $event_body .= '<br />';
         $event_options = array();
         $event_options['console_show_this_player'] = true;
         $event_options['console_show_target'] = false;
         $event_options['event_flag_defeat'] = true;
         $event_options['this_header_float'] = $event_options['this_body_float'] = $target_player->player_side;
         if ($target_player->player_token != 'player' && isset($target_player->player_quotes['battle_defeat'])) {
             $this_find = array('{target_player}', '{target_robot}', '{this_player}', '{this_robot}');
             $this_replace = array($this_player->player_name, $this_robot->robot_name, $target_player->player_name, $target_robot->robot_name);
             $this_quote_text = str_replace($this_find, $this_replace, $target_player->player_quotes['battle_defeat']);
             $event_body .= $target_player->print_quote('battle_defeat', $this_find, $this_replace);
         }
         $this_battle->events_create($target_robot, $this_robot, $event_header, $event_body, $event_options);
         // (HUMAN) TARGET DEFEATED BY (GHOST/COMPUTER)
         // If this was a player battle and the human user lost against the ghost target (this/computer/victory | target/human/defeat)
         if ($this_player->player_id != MMRPG_SETTINGS_TARGET_PLAYERID && $target_player->player_side == 'left') {
             // Calculate how many points the other player is rewarded for winning
             $target_player_robots = $target_player->values['robots_disabled'];
             $target_player_robots_count = count($target_player_robots);
             $other_player_points = 0;
             $other_player_turns = $target_player_robots_count * MMRPG_SETTINGS_BATTLETURNS_PERROBOT;
             foreach ($target_player_robots as $disabled_robotinfo) {
                 $other_player_points += $disabled_robotinfo['robot_level'] * MMRPG_SETTINGS_BATTLEPOINTS_PERROBOT * MMRPG_SETTINGS_BATTLEPOINTS_PLAYERBATTLE_MULTIPLIER;
             }
             // Create the victory event for the target player
             $this_player->set_frame('victory');
             $target_robot->update_session();
             $event_header = $this_player->player_name . ' Victorious';
             $event_body = $this_player->print_name() . ' was victorious! ';
             $event_body .= $this_player->print_name() . ' could not be defeated!';
             $event_body .= '<br />';
             $event_options = array();
             $event_options['console_show_this_player'] = true;
             $event_options['console_show_target'] = false;
             $event_options['event_flag_defeat'] = true;
             $event_options['this_header_float'] = $event_options['this_body_float'] = $this_player->player_side;
             if ($this_player->player_token != 'player' && isset($this_player->player_quotes['battle_victory'])) {
                 $this_find = array('{target_player}', '{target_robot}', '{this_player}', '{this_robot}');
                 $this_replace = array($target_player->player_name, $target_robot->robot_name, $this_player->player_name, $this_robot->robot_name);
                 $event_body .= $this_player->print_quote('battle_victory', $this_find, $this_replace);
             }
             $this_battle->events_create($this_robot, $target_robot, $event_header, $event_body, $event_options);
         }
     }
     // (HUMAN) TARGET DEFEATED BY (COMPUTER)
     // Check if the target was the human character (and they LOST)
     if ($target_player->player_side == 'left') {
         // Collect the robot info array
         $temp_player_info = $target_player->export_array();
         // Collect or define the player points and player rewards variables
         $temp_player_token = $temp_player_info['player_token'];
         $temp_player_points = rpg_game::player_points($temp_player_info['player_token']);
         $temp_player_rewards = rpg_game::player_rewards($temp_player_info['player_token']);
         //!empty($temp_player_info['player_rewards']) ? $temp_player_info['player_rewards'] : array();
         // -- ABILITY REWARDS for HUMAN PLAYER -- //
         // Loop through the ability rewards for this robot if set
         if (!empty($temp_player_rewards['abilities']) && rpg_game::is_user()) {
             $temp_abilities_index = $db->get_array_list("SELECT * FROM mmrpg_index_abilities WHERE ability_flag_complete = 1;", 'ability_token');
             foreach ($temp_player_rewards['abilities'] as $ability_reward_key => $ability_reward_info) {
                 // If this ability is already unlocked, continue
                 if (rpg_game::ability_unlocked($target_player->player_token, false, $ability_reward_info['token'])) {
                     continue;
                 }
                 // Check if the required level has been met by this robot
                 if ($temp_player_points >= $ability_reward_info['points'] && rpg_game::is_user()) {
                     // Collect the ability info from the index
                     $ability_info = array('ability_id' => MMRPG_SETTINGS_BATTLEABILITIES_PERROBOT_MAX + $ability_reward_key, 'ability_token' => $ability_reward_info['token']);
                     // Create the temporary ability object for event creation
                     $temp_ability = new rpg_ability($target_player, $target_robot, $ability_info);
                     // Collect or define the ability variables
                     $temp_ability_token = $ability_info['ability_token'];
                     // Display the robot reward message markup
                     $event_header = $temp_ability->ability_name . ' Unlocked';
                     $event_body = rpg_functions::get_random_positive_word() . ' <span class="player_name">' . $temp_player_info['player_name'] . '</span> unlocked new ability data!<br />';
                     $event_body .= '<span class="ability_name">' . $temp_ability->ability_name . '</span> can now be used in battle!';
                     $event_options = array();
                     $event_options['console_show_target'] = false;
                     $event_options['this_header_float'] = $target_player->player_side;
                     $event_options['this_body_float'] = $target_player->player_side;
                     $event_options['this_ability'] = $temp_ability;
                     $event_options['this_ability_image'] = 'icon';
                     $event_options['event_flag_victory'] = true;
                     $event_options['console_show_this_player'] = false;
                     $event_options['console_show_this_robot'] = false;
                     $event_options['console_show_this_ability'] = true;
                     $event_options['canvas_show_this_ability'] = false;
                     $target_player->set_frame($ability_reward_key % 2 == 0 ? 'victory' : 'taunt');
                     $temp_ability->ability_frame = 'base';
                     $temp_ability->update_session();
                     $this_battle->events_create($target_robot, $target_robot, $event_header, $event_body, $event_options);
                     // Automatically unlock this ability for use in battle
                     $this_reward = array('ability_token' => $temp_ability_token);
                     $show_event = !rpg_game::ability_unlocked('', '', $temp_ability_token) ? true : false;
                     rpg_game::unlock_ability($temp_player_info, false, $this_reward, $show_event);
                 }
             }
         }
     }
     // (COMPUTER) TARGET DEFEATED BY (HUMAN)
     // Check if this player was the human player (and they WON)
     if ($this_player->player_side == 'left') {
         // Increment the main game's points total with the battle points
         $_SESSION['GAME']['counters']['battle_points'] += $temp_reward_points_final;
         $_SESSION['GAME']['counters']['battle_zenny'] += $temp_reward_zenny_final;
         // Reference the number of points this player gets
         $this_player_points = $temp_reward_points_final;
         $this_player_zenny = $temp_reward_zenny_final;
         // Increment this player's points total with the battle points
         $player_token = $this_player->player_token;
         $player_info = $this_player->export_array();
         if (!isset($_SESSION['GAME']['values']['battle_rewards'][$player_token]['player_points'])) {
             $_SESSION['GAME']['values']['battle_rewards'][$player_token]['player_points'] = 0;
         }
         $_SESSION['GAME']['values']['battle_rewards'][$player_token]['player_points'] += $this_player_points;
         if (!isset($_SESSION['GAME']['values']['battle_rewards'][$player_token]['player_zenny'])) {
             $_SESSION['GAME']['values']['battle_rewards'][$player_token]['player_zenny'] = 0;
         }
         $_SESSION['GAME']['values']['battle_rewards'][$player_token]['player_zenny'] += $this_player_zenny;
         // Update the global variable with the points reward
         $temp_human_rewards['battle_points'] = $this_player_points;
         $temp_human_rewards['battle_zenny'] = $this_player_zenny;
         // Display the win message for this player with battle points
         $this_robot->robot_frame = 'victory';
         $this_player->set_frame('victory');
         $this_robot->update_session();
         $event_header = $this_player->player_name . ' Victorious';
         $event_body = $this_player->print_name() . ' was victorious! ';
         $event_body .= 'The ' . ($target_player->counters['robots_disabled'] > 1 ? 'targets were' : 'target was') . ' defeated!';
         $event_body .= '<br />';
         $event_options = array();
         $event_options['console_show_this_player'] = true;
         $event_options['console_show_target'] = false;
         $event_options['event_flag_victory'] = true;
         $event_options['this_header_float'] = $event_options['this_body_float'] = $this_player->player_side;
         if ($this_player->player_token != 'player' && isset($this_player->player_quotes['battle_victory'])) {
             $this_find = array('{target_player}', '{target_robot}', '{this_player}', '{this_robot}');
             $this_replace = array($target_player->player_name, $target_robot->robot_name, $this_player->player_name, $this_robot->robot_name);
             $event_body .= $this_player->print_quote('battle_victory', $this_find, $this_replace);
         }
         $this_battle->events_create($this_robot, $target_robot, $event_header, $event_body, $event_options);
         /*
          * PLAYER REWARDS
          */
         // Check if the the player was a human character
         if ($this_player->player_side == 'left') {
             // Collect the robot info array
             $temp_player_info = $this_player->export_array();
             // Collect or define the player points and player rewards variables
             $temp_player_token = $temp_player_info['player_token'];
             $temp_player_points = rpg_game::player_points($temp_player_info['player_token']);
             $temp_player_rewards = !empty($temp_player_info['player_rewards']) ? $temp_player_info['player_rewards'] : array();
             // -- ABILITY REWARDS for HUMAN PLAYER -- //
             // Loop through the ability rewards for this player if set
             if (!empty($temp_player_rewards['abilities']) && rpg_game::is_user()) {
                 $temp_abilities_index = $db->get_array_list("SELECT * FROM mmrpg_index_abilities WHERE ability_flag_complete = 1;", 'ability_token');
                 foreach ($temp_player_rewards['abilities'] as $ability_reward_key => $ability_reward_info) {
                     // If this ability is already unlocked, continue
                     if (rpg_game::ability_unlocked($this_player->player_token, false, $ability_reward_info['token'])) {
                         continue;
                     }
                     // Check if the required level has been met by this robot
                     if ($temp_player_points >= $ability_reward_info['points']) {
                         // Collect the ability info from the index
                         $ability_info = rpg_ability::parse_index_info($temp_abilities_index[$ability_reward_info['token']]);
                         // Create the temporary ability object for event creation
                         $temp_ability = new rpg_ability($this_player, $this_robot, $ability_info);
                         // Collect or define the ability variables
                         $temp_ability_token = $ability_info['ability_token'];
                         // Display the robot reward message markup
                         $event_header = $ability_info['ability_name'] . ' Unlocked';
                         $event_body = rpg_functions::get_random_positive_word() . ' <span class="player_name">' . $temp_player_info['player_name'] . '</span> unlocked new ability data!<br />';
                         $event_body .= '<span class="ability_name">' . $ability_info['ability_name'] . '</span> can now be used in battle!';
                         $event_options = array();
                         $event_options['console_show_target'] = false;
                         $event_options['this_header_float'] = $this_player->player_side;
                         $event_options['this_body_float'] = $this_player->player_side;
                         $event_options['this_ability'] = $temp_ability;
                         $event_options['this_ability_image'] = 'icon';
                         $event_options['event_flag_victory'] = true;
                         $event_options['console_show_this_player'] = false;
                         $event_options['console_show_this_robot'] = false;
                         $event_options['console_show_this_ability'] = true;
                         $event_options['canvas_show_this_ability'] = false;
                         $this_player->set_frame($ability_reward_key % 2 == 0 ? 'victory' : 'taunt');
                         $this_robot->robot_frame = $ability_reward_key % 2 == 0 ? 'taunt' : 'base';
                         $this_robot->update_session();
                         $temp_ability->ability_frame = 'base';
                         $temp_ability->update_session();
                         $this_battle->events_create($this_robot, $this_robot, $event_header, $event_body, $event_options);
                         // Automatically unlock this ability for use in battle
                         $this_reward = array('ability_token' => $temp_ability_token);
                         $show_event = !rpg_game::ability_unlocked('', '', $temp_ability_token) ? true : false;
                         rpg_game::unlock_ability($temp_player_info, false, $this_reward, $show_event);
                     }
                 }
             }
         }
     }
     /*
      * BATTLE REWARDS
      */
     // Collect or define the player variables
     $this_player_token = $this_player->player_token;
     $this_player_info = $this_player->export_array();
     // Collect or define the target player variables
     $target_player_token = $target_player->player_token;
     $target_player_info = $target_player->export_array();
     // Check if this player was the human player
     if ($this_player->player_side == 'left') {
         // Update the GAME session variable with the completed battle token
         $save_records = $this_battle->has_flag('save_records') ? $this_battle->get_flag('save_records') : true;
         if ($save_records) {
             // Back up the current session array for this battle complete counter
             $bak_session_array = isset($_SESSION['GAME']['values']['battle_complete'][$this_player->player_token][$this_battle->battle_token]) ? $_SESSION['GAME']['values']['battle_complete'][$this_player->player_token][$this_battle->battle_token] : array();
             // Create the new session array from scratch to ensure all values exist
             $new_session_array = array('battle_token' => $this_battle->battle_token, 'battle_count' => 0, 'battle_min_level' => 0, 'battle_max_level' => 0, 'battle_min_turns' => 0, 'battle_max_turns' => 0, 'battle_min_points' => 0, 'battle_max_points' => 0, 'battle_min_robots' => 0, 'battle_max_robots' => 0);
             // Recollect applicable battle values from the backup session array
             if (!empty($bak_session_array['battle_count'])) {
                 $new_session_array['battle_count'] = $bak_session_array['battle_count'];
             }
             if (!empty($bak_session_array['battle_level'])) {
                 $new_session_array['battle_min_level'] = $bak_session_array['battle_level'];
             }
             // LEGACY
             if (!empty($bak_session_array['battle_min_level'])) {
                 $new_session_array['battle_min_level'] = $bak_session_array['battle_min_level'];
             }
             if (!empty($bak_session_array['battle_max_level'])) {
                 $new_session_array['battle_max_level'] = $bak_session_array['battle_max_level'];
             }
             if (!empty($bak_session_array['battle_min_turns'])) {
                 $new_session_array['battle_min_turns'] = $bak_session_array['battle_min_turns'];
             }
             if (!empty($bak_session_array['battle_max_turns'])) {
                 $new_session_array['battle_max_turns'] = $bak_session_array['battle_max_turns'];
             }
             if (!empty($bak_session_array['battle_min_points'])) {
                 $new_session_array['battle_min_points'] = $bak_session_array['battle_min_points'];
             }
             if (!empty($bak_session_array['battle_max_points'])) {
                 $new_session_array['battle_max_points'] = $bak_session_array['battle_max_points'];
             }
             if (!empty($bak_session_array['battle_min_robots'])) {
                 $new_session_array['battle_min_robots'] = $bak_session_array['battle_min_robots'];
             }
             if (!empty($bak_session_array['battle_max_robots'])) {
                 $new_session_array['battle_max_robots'] = $bak_session_array['battle_max_robots'];
             }
             // Update and/or increment the appropriate battle variables in the new array
             if ($new_session_array['battle_max_level'] == 0 || $this_battle->battle_level > $new_session_array['battle_max_level']) {
                 $new_session_array['battle_max_level'] = $this_battle->battle_level;
             }
             if ($new_session_array['battle_min_level'] == 0 || $this_battle->battle_level < $new_session_array['battle_min_level']) {
                 $new_session_array['battle_min_level'] = $this_battle->battle_level;
             }
             if ($new_session_array['battle_max_turns'] == 0 || $this_battle->counters['battle_turn'] > $new_session_array['battle_max_turns']) {
                 $new_session_array['battle_max_turns'] = $this_battle->counters['battle_turn'];
             }
             if ($new_session_array['battle_min_turns'] == 0 || $this_battle->counters['battle_turn'] < $new_session_array['battle_min_turns']) {
                 $new_session_array['battle_min_turns'] = $this_battle->counters['battle_turn'];
             }
             if ($new_session_array['battle_max_points'] == 0 || $temp_human_rewards['battle_points'] > $new_session_array['battle_max_points']) {
                 $new_session_array['battle_max_points'] = $temp_human_rewards['battle_points'];
             }
             if ($new_session_array['battle_min_points'] == 0 || $temp_human_rewards['battle_points'] < $new_session_array['battle_min_points']) {
                 $new_session_array['battle_min_points'] = $temp_human_rewards['battle_points'];
             }
             if ($new_session_array['battle_max_robots'] == 0 || $this_player->counters['robots_total'] > $new_session_array['battle_max_robots']) {
                 $new_session_array['battle_max_robots'] = $this_player->counters['robots_total'];
             }
             if ($new_session_array['battle_min_robots'] == 0 || $this_player->counters['robots_total'] < $new_session_array['battle_min_robots']) {
                 $new_session_array['battle_min_robots'] = $this_player->counters['robots_total'];
             }
             $new_session_array['battle_count']++;
             // Update the session variable for this player with the updated battle values
             $_SESSION['GAME']['values']['battle_complete'][$this_player->player_token][$this_battle->battle_token] = $new_session_array;
             $temp_human_rewards['battle_complete'] = $_SESSION['GAME']['values']['battle_complete'][$this_player->player_token][$this_battle->battle_token]['battle_count'];
         }
         // Refresh the player info array
         $this_player_info = $this_player->export_array();
         // ROBOT REWARDS
         // Loop through any robot rewards for this battle
         $this_robot_rewards = $this_battle->get_robot_rewards();
         if (!empty($this_robot_rewards) && rpg_game::is_user()) {
             foreach ($this_robot_rewards as $robot_reward_key => $robot_reward_info) {
                 // If this robot has already been unlocked by anyone, continue
                 if (rpg_game::robot_unlocked(false, $robot_reward_info['token'])) {
                     continue;
                 }
                 // Collect the robot info from the index
                 $robot_info = rpg_robot::get_index_info($robot_reward_info['token']);
                 // Search this player's base robots for the robot ID
                 $robot_info['robot_id'] = 0;
                 foreach ($this_player->player_base_robots as $base_robot) {
                     if ($robot_info['robot_token'] == $base_robot['robot_token']) {
                         $robot_info['robot_id'] = $base_robot['robot_id'];
                         break;
                     }
                 }
                 // Create the temporary robot object for event creation
                 $temp_robot = new rpg_robot($this_player, $robot_info);
                 // Collect or define the robot points and robot rewards variables
                 $this_robot_token = $robot_reward_info['token'];
                 $this_robot_level = !empty($robot_reward_info['level']) ? $robot_reward_info['level'] : 1;
                 $this_robot_experience = !empty($robot_reward_info['experience']) ? $robot_reward_info['experience'] : 0;
                 $this_robot_rewards = !empty($robot_info['robot_rewards']) ? $robot_info['robot_rewards'] : array();
                 // Automatically unlock this robot for use in battle
                 $this_reward = $robot_info;
                 $this_reward['robot_level'] = $this_robot_level;
                 $this_reward['robot_experience'] = $this_robot_experience;
                 rpg_game::unlock_robot($this_player_info, $this_reward, true, true);
             }
         }
         // ABILITY REWARDS
         // Loop through any ability rewards for this battle
         $this_ability_rewards = $this_battle->get_ability_rewards();
         if (!empty($this_ability_rewards) && rpg_game::is_user()) {
             $temp_abilities_index = $db->get_array_list("SELECT * FROM mmrpg_index_abilities WHERE ability_flag_complete = 1;", 'ability_token');
             foreach ($this_ability_rewards as $ability_reward_key => $ability_reward_info) {
                 // Collect the ability info from the index
                 $ability_info = rpg_ability::parse_index_info($temp_abilities_index[$ability_reward_info['token']]);
                 // Create the temporary robot object for event creation
                 $temp_ability = new rpg_ability($this_player, $this_robot, $ability_info);
                 // Collect or define the robot points and robot rewards variables
                 $this_ability_token = $ability_info['ability_token'];
                 // Now loop through all active robots on this side of the field
                 foreach ($this_player_info['values']['robots_active'] as $temp_key => $temp_info) {
                     // If this robot is a mecha, skip it!
                     if (!empty($temp_info['robot_class']) && $temp_info['robot_class'] == 'mecha') {
                         continue;
                     }
                     // Equip this ability to the robot is there was a match found
                     if (rpg_robot::has_ability_compatibility($temp_info['robot_token'], $ability_info['ability_token'])) {
                         if (!isset($_SESSION['GAME']['values']['battle_settings'][$this_player_info['player_token']]['player_robots'][$temp_info['robot_token']]['robot_abilities'])) {
                             $_SESSION['GAME']['values']['battle_settings'][$this_player_info['player_token']]['player_robots'][$temp_info['robot_token']]['robot_abilities'] = array();
                         }
                         if (count($_SESSION['GAME']['values']['battle_settings'][$this_player_info['player_token']]['player_robots'][$temp_info['robot_token']]['robot_abilities']) < 8) {
                             $_SESSION['GAME']['values']['battle_settings'][$this_player_info['player_token']]['player_robots'][$temp_info['robot_token']]['robot_abilities'][$ability_info['ability_token']] = array('ability_token' => $ability_info['ability_token']);
                         }
                     }
                 }
                 // If this ability has already been unlocked by the player, continue
                 if (rpg_game::ability_unlocked($this_player_token, false, $ability_reward_info['token'])) {
                     continue;
                 }
                 // Automatically unlock this ability for use in battle
                 $this_reward = array('ability_token' => $this_ability_token);
                 $show_event = !rpg_game::ability_unlocked('', '', $this_ability_token) ? true : false;
                 rpg_game::unlock_ability($this_player_info, false, $this_reward, $show_event);
                 // Display the robot reward message markup
                 $event_header = $ability_info['ability_name'] . ' Unlocked';
                 $event_body = rpg_functions::get_random_positive_word() . ' <span class="player_name">' . $this_player_info['player_name'] . '</span> unlocked new ability data!<br />';
                 $event_body .= '<span class="ability_name">' . $ability_info['ability_name'] . '</span> can now be used in battle!';
                 $event_options = array();
                 $event_options['console_show_target'] = false;
                 $event_options['this_header_float'] = $this_player->player_side;
                 $event_options['this_body_float'] = $this_player->player_side;
                 $event_options['this_ability'] = $temp_ability;
                 $event_options['this_ability_image'] = 'icon';
                 $event_options['console_show_this_player'] = false;
                 $event_options['console_show_this_robot'] = false;
                 $event_options['console_show_this_ability'] = true;
                 $event_options['canvas_show_this_ability'] = false;
                 $this_player->set_frame('victory');
                 $temp_ability->ability_frame = 'base';
                 $temp_ability->update_session();
                 $this_battle->events_create($this_robot, false, $event_header, $event_body, $event_options);
             }
         }
     }
     // end of BATTLE REWARDS
     // Check if there is a field star for this stage to collect
     if ($this_battle->battle_result == 'victory' && !empty($this_battle->values['field_star'])) {
         // Collect the field star data for this battle
         $temp_field_star = $this_battle->values['field_star'];
         // Print out the event for collecting the new field star
         $temp_name_markup = '<span class="field_name field_type field_type_' . (!empty($temp_field_star['star_type']) ? $temp_field_star['star_type'] : 'none') . (!empty($temp_field_star['star_type2']) ? '_' . $temp_field_star['star_type2'] : '') . '">' . $temp_field_star['star_name'] . ' Star</span>';
         $temp_event_header = $this_player->player_name . '&#39;s ' . ucfirst($temp_field_star['star_kind']) . ' Star';
         $temp_event_body = $this_player->print_name() . ' collected the ' . $temp_name_markup . '!<br />';
         $temp_event_body .= 'The new ' . ucfirst($temp_field_star['star_kind']) . ' Star amplifies your Starforce!';
         $temp_event_options = array();
         $temp_event_options['console_show_this_player'] = false;
         $temp_event_options['console_show_target_player'] = false;
         $temp_event_options['console_show_this_robot'] = false;
         $temp_event_options['console_show_target_robot'] = false;
         $temp_event_options['console_show_this_ability'] = false;
         $temp_event_options['console_show_this'] = true;
         $temp_event_options['console_show_this_star'] = true;
         $temp_event_options['this_header_float'] = $temp_event_options['this_body_float'] = $this_player->player_side;
         $temp_event_options['this_star'] = $temp_field_star;
         $temp_event_options['this_ability'] = false;
         $this_battle->events_create(false, false, $temp_event_header, $temp_event_body, $temp_event_options);
         // Update the session with this field star data
         $_SESSION['GAME']['values']['battle_stars'][$temp_field_star['star_token']] = $temp_field_star;
         // DEBUG DEBUG
         //$this_battle->events_create($this_robot, $target_robot, 'DEBUG FIELD STAR', 'You got a field star! The field star names '.implode(' | ', $temp_field_star));
     }
     // If this robot's image has been changed, reveert it back to what it was
     if ($this_robot->robot_core == 'copy') {
         if (isset($this_robot->robot_image_overlay['copy_type1'])) {
             unset($this_robot->robot_image_overlay['copy_type1']);
         }
         if (isset($this_robot->robot_image_overlay['copy_type2'])) {
             unset($this_robot->robot_image_overlay['copy_type2']);
         }
         $this_robot->update_session();
     }
     // If the target robot's image has been changed, reveert it back to what it was
     if ($target_robot->robot_core == 'copy') {
         if (isset($target_robot->robot_image_overlay['copy_type1'])) {
             unset($target_robot->robot_image_overlay['copy_type1']);
         }
         if (isset($target_robot->robot_image_overlay['copy_type2'])) {
             unset($target_robot->robot_image_overlay['copy_type2']);
         }
         $target_robot->update_session();
     }
     // Define the first event body markup, regardless of player type
     $first_event_header = $this_battle->battle_name . ($this_battle->battle_result == 'victory' ? ' Complete' : ' Failure') . ' <span class="pipe">|</span> ' . $this_battle->battle_field->field_name;
     if ($this_battle->battle_result == 'victory') {
         $first_event_body = 'Mission complete! <span class="pipe">|</span> ' . ($temp_human_rewards['battle_complete'] > 1 ? rpg_functions::get_random_positive_word() . ' That&#39;s ' . $temp_human_rewards['battle_complete'] . ' times now! ' : '') . rpg_functions::get_random_victory_quote();
     } elseif ($this_battle->battle_result == 'defeat') {
         $first_event_body = 'Mission failure. <span class="pipe">|</span> ' . ($temp_human_rewards['battle_failure'] > 1 ? 'That&#39;s ' . $temp_human_rewards['battle_failure'] . ' times now&hellip; ' : '') . rpg_functions::get_random_defeat_quote();
     }
     $first_event_body .= ' <span class="pipe">|</span> ' . $temp_rating_stars_markup . '<br />';
     // Print out the table and markup for the battle
     $first_event_body .= '<table class="full">';
     $first_event_body .= '<colgroup><col width="30%" /><col width="15%" /><col width="15%" /><col width="20%" /><col width="20%" /></colgroup>';
     $first_event_body .= '<tbody>';
     $first_event_body .= '<tr>';
     $first_event_body .= '<td class="left">Base Values</td>';
     $first_event_body .= '<td class="center"></td>';
     $first_event_body .= '<td class="center"></td>';
     $first_event_body .= '<td class="right">' . ($temp_reward_points_base == 1 ? '1 Point' : number_format($temp_reward_points_base, 0, '.', ',') . ' Points') . '</td>';
     $first_event_body .= '<td class="right">' . ($temp_reward_zenny_base == 1 ? '1 Zenny' : number_format($temp_reward_zenny_base, 0, '.', ',') . ' Zenny') . '</td>';
     $first_event_body .= '</tr> ';
     // Only grant bonuses if there was a victory
     if ($this_battle->battle_result == 'victory') {
         // Print out the label and target vs actual turn stats
         $first_event_body .= '<tr>';
         $first_event_body .= '<td class="left">Target Turns</td>';
         $first_event_body .= '<td class="center">' . $this_battle->counters['battle_turn'] . ' &nbsp;/&nbsp; ' . $this_battle->battle_turns_limit . '</td>';
         // Print the markup for the bonus/penalty percent
         if ($temp_turn_bonus > 0) {
             $first_event_body .= '<td class="center positive">+' . $temp_turn_bonus . '%</td>';
         } elseif ($temp_turn_bonus < 0) {
             $first_event_body .= '<td class="center negative">' . $temp_turn_bonus . '%</td>';
         } else {
             $first_event_body .= '<td class="center">+0%</td>';
         }
         // Print out any mods to the points
         $markup = $temp_turn_bonus_points == 1 ? '1 Point' : number_format($temp_turn_bonus_points, 0, '.', ',') . ' Points';
         if ($temp_turn_bonus_points > 0) {
             $first_event_body .= '<td class="right positive">+' . $markup . '</td>';
         } elseif ($temp_turn_bonus_points < 0) {
             $first_event_body .= '<td class="right negative">' . $markup . '</td>';
         } else {
             $first_event_body .= '<td class="right">-</td>';
         }
         // Print out any mods to the zenny
         $markup = $temp_turn_bonus_zenny == 1 ? '1 Zenny' : number_format($temp_turn_bonus_zenny, 0, '.', ',') . ' Zenny';
         if ($temp_turn_bonus_zenny > 0) {
             $first_event_body .= '<td class="right positive">+' . $markup . '</td>';
         } elseif ($temp_turn_bonus_zenny < 0) {
             $first_event_body .= '<td class="right negative">' . $markup . '</td>';
         } else {
             $first_event_body .= '<td class="right">-</td>';
         }
         $first_event_body .= '</tr>';
         // Print out the label and target vs actual robot stats
         $first_event_body .= '<tr>';
         $first_event_body .= '<td class="left">Target Robots</td>';
         $first_event_body .= '<td class="center">' . $this_player_info['counters']['robots_masters_total'] . ' &nbsp;/&nbsp; ' . $this_battle->battle_robots_limit . '</td>';
         // Print the markup for the bonus/penalty percent
         if ($temp_robot_bonus > 0) {
             $first_event_body .= '<td class="center positive">+' . $temp_robot_bonus . '%</td>';
         } elseif ($temp_robot_bonus < 0) {
             $first_event_body .= '<td class="center negative">' . $temp_robot_bonus . '%</td>';
         } else {
             $first_event_body .= '<td class="center">+0%</td>';
         }
         // Print out any mods to the points
         $markup = $temp_robot_bonus_points == 1 ? '1 Point' : number_format($temp_robot_bonus_points, 0, '.', ',') . ' Points';
         if ($temp_robot_bonus_points > 0) {
             $first_event_body .= '<td class="right positive">+' . $markup . '</td>';
         } elseif ($temp_robot_bonus_points < 0) {
             $first_event_body .= '<td class="right negative">' . $markup . '</td>';
         } else {
             $first_event_body .= '<td class="right">-</td>';
         }
         // Print out any mods to the zenny
         $markup = $temp_robot_bonus_zenny == 1 ? '1 Zenny' : number_format($temp_robot_bonus_zenny, 0, '.', ',') . ' Zenny';
         if ($temp_robot_bonus_zenny > 0) {
             $first_event_body .= '<td class="right positive">+' . $markup . '</td>';
         } elseif ($temp_robot_bonus_zenny < 0) {
             $first_event_body .= '<td class="right negative">' . $markup . '</td>';
         } else {
             $first_event_body .= '<td class="right">-</td>';
         }
         $first_event_body .= '</tr>';
     } elseif ($this_battle->battle_result == 'defeat') {
         // Print out the label and target vs actual turn stats
         $first_event_body .= '<tr>';
         $first_event_body .= '<td class="left">Target Turns</td>';
         $first_event_body .= '<td class="center">' . $this_battle->counters['battle_turn'] . ' &nbsp;/&nbsp; ' . $this_battle->battle_turns_limit . '</td>';
         // Print the markup for the empty fields
         $first_event_body .= '<td class="center">-</td>';
         $first_event_body .= '<td class="right">-</td>';
         $first_event_body .= '<td class="right">-</td>';
         $first_event_body .= '</tr>';
         // Print out the label and target vs actual robot stats
         $first_event_body .= '<tr>';
         $first_event_body .= '<td class="left">Target Robots</td>';
         $first_event_body .= '<td class="center">' . $this_player_info['counters']['robots_masters_total'] . ' &nbsp;/&nbsp; ' . $this_battle->battle_robots_limit . '</td>';
         // Print the markup for the empty fields
         $first_event_body .= '<td class="center">-</td>';
         $first_event_body .= '<td class="right">-</td>';
         $first_event_body .= '<td class="right">-</td>';
         $first_event_body .= '</tr>';
     }
     // Print out the final rewards for this battle
     $first_event_body .= '<tr>';
     $first_event_body .= '<td class="left"><strong>Final Rewards</strong></td>';
     $first_event_body .= '<td class="center"></td>';
     $first_event_body .= '<td class="center"></td>';
     $first_event_body .= '<td class="right"><strong>' . ($temp_reward_points_final != 1 ? number_format($temp_reward_points_final, 0, '.', ',') . ' Points' : '1 Point') . '</strong></td>';
     $first_event_body .= '<td class="right"><strong>' . ($temp_reward_zenny_final != 1 ? number_format($temp_reward_zenny_final, 0, '.', ',') . ' Zenny' : '1 Zenny') . '</strong></td>';
     $first_event_body .= '</tr>';
     // Finalize the table body for the results
     $first_event_body .= '</tbody>';
     $first_event_body .= '</table>';
     // Print the battle complete message
     $event_options = array();
     $event_options['this_header_float'] = 'center';
     $event_options['this_body_float'] = 'center';
     $event_options['this_event_class'] = false;
     $event_options['console_show_this'] = false;
     $event_options['console_show_target'] = false;
     $event_options['console_container_classes'] = 'field_type field_type_event field_type_' . ($this_battle->battle_result == 'victory' ? 'nature' : 'flame');
     $this_battle->events_create($target_robot, $this_robot, $first_event_header, $first_event_body, $event_options);
     // Add the flag to prevent any further messages from appearing
     $this_battle->set_flag('battle_complete_message_created', true);
     // Return the result for this battle function
     return $this_return;
 }