function bufficons_list() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('sys', 'player')); \player\update_sdata(); if (\skillbase\skill_query(456, $sdata) && check_unlocked456($sdata)) { eval(import_module('skill456')); $skill456_time = $now - $starttime; $z = array('disappear' => 0); if ($skill456_time < $skill456_act_time) { $z['clickable'] = 1; $z['style'] = 1; $z['totsec'] = $skill456_act_time; $z['nowsec'] = $skill456_time; $skill456_rm = $skill456_act_time - $skill456_time; $z['hint'] = "技能「突击」"; } else { $z['clickable'] = 0; $z['style'] = 3; $z['activate_hint'] = "技能「突击」生效时间已经结束"; } \bufficons\bufficon_show('img/skill456.gif', $z); } $chprocess(); }
function bufficons_list() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('sys', 'player')); \player\update_sdata(); if (\skillbase\skill_query(601, $sdata)) { eval(import_module('skill601', 'skillbase')); $skill601_start = (int) \skillbase\skill_getvalue(601, 'start'); $skill601_end = (int) \skillbase\skill_getvalue(601, 'end'); $z = array('disappear' => 1, 'clickable' => 0, 'hint' => '状态「EMP」<br>行动冷却时间延长'); if ($now < $skill601_end) { $z['style'] = 1; $z['totsec'] = $skill601_end - $skill601_start; $z['nowsec'] = $now - $skill601_start; } else { $z['style'] = 4; } \bufficons\bufficon_show('img/skill601.gif', $z); } $chprocess(); }
function bufficons_list() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('sys', 'player')); \player\update_sdata(); if (\skillbase\skill_query(76, $sdata) && check_unlocked76($sdata)) { eval(import_module('skill76')); $skill76_lst = (int) \skillbase\skill_getvalue(76, 'lastuse'); $skill76_time = $now - $skill76_lst; $z = array('disappear' => 0, 'clickable' => 1, 'hint' => '技能「充能」', 'activate_hint' => '点击发动技能「充能」', 'onclick' => "\$('mode').value='special';\$('command').value='skill76_special';\$('subcmd').value='activate';postCmd('gamecmd','command.php');this.disabled=true;"); if ($skill76_time < $skill76_cd) { $z['style'] = 2; $z['totsec'] = $skill76_cd; $z['nowsec'] = $skill76_time; } else { $z['style'] = 3; } \bufficons\bufficon_show('img/skill76.gif', $z); } $chprocess(); }
function bufficons_list() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('sys', 'player')); \player\update_sdata(); if (\skillbase\skill_query(251, $sdata) && check_unlocked251($sdata)) { eval(import_module('skill251')); $s = (int) \skillbase\skill_getvalue(251, 'start', $pd); $skill251_time = $now - $s; $z = array('disappear' => 0); if ($skill251_time < $skill251_act_time) { $z['clickable'] = 1; $z['style'] = 1; $z['totsec'] = $skill251_act_time; $z['nowsec'] = $skill251_time; $skill251_rm = $skill251_act_time - $skill251_time; $z['hint'] = "技能「天佑」生效中<br>免疫一切战斗或陷阱伤害"; } else { $z['clickable'] = 0; $z['style'] = 3; $z['activate_hint'] = "技能「天佑」"; } \bufficons\bufficon_show('img/skill251.gif', $z); } $chprocess(); }
function bufficons_list() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('sys', 'player')); \player\update_sdata(); if (\skillbase\skill_query(440, $sdata) && check_unlocked440($sdata)) { eval(import_module('skill440')); $skill440_lst = (int) \skillbase\skill_getvalue(440, 'lastuse'); $skill440_time = $now - $skill440_lst; $z = array('disappear' => 0, 'clickable' => 1, 'hint' => '战斗技「父爱」', 'activate_hint' => '战斗技「父爱」已就绪<br>在战斗界面可以发动', 'onclick' => ""); if ($skill440_time < $skill440_cd) { $z['style'] = 2; $z['totsec'] = $skill440_cd; $z['nowsec'] = $skill440_time; } else { $z['style'] = 3; } \bufficons\bufficon_show('img/skill440.gif', $z); } $chprocess(); }
function bufficons_list() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('sys', 'player')); \player\update_sdata(); if (\skillbase\skill_query(453, $sdata) && check_unlocked453($sdata)) { sk453_skill_status_update(); eval(import_module('skill453')); $skill453_lst = (int) \skillbase\skill_getvalue(453, 'lasthit'); $skill453_target = \skillbase\skill_getvalue(453, 'target'); $skill453_count = (int) \skillbase\skill_getvalue(453, 'cnt'); $rat = $skill453_count * 13; $nlostime = $skill453_buff_lose_time - ($now - $skill453_lst); $z = array('style' => 3, 'disappear' => 0, 'clickable' => 1); if ($skill453_count > 0) { $z['activate_hint'] = "你对{$skill453_target}造成的最终伤害将增加{$rat}%<br>{$nlostime}秒内没有攻击将会自动失去一层效果"; $z['corner-text'] = $skill453_count; } else { $z['activate_hint'] = "你连续主动攻击同一目标时<br>造成的伤害每次增加20%"; } \bufficons\bufficon_show('img/skill453.gif', $z); } $chprocess(); }
function bufficons_list() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('sys', 'player')); \player\update_sdata(); if (\skillbase\skill_query(602, $sdata)) { eval(import_module('skill602', 'skillbase')); $skill602_start = (int) \skillbase\skill_getvalue(602, 'start'); $skill602_end = (int) \skillbase\skill_getvalue(602, 'end'); $z = array('disappear' => 1, 'clickable' => 0, 'hint' => '你处于晕眩状态!<br>无法进行任何行动或战斗,受到的伤害增加'); $ct = floor(getmicrotime() * 1000); if ($ct < $skill602_end) { $z['style'] = 1; $z['totsec'] = round(($skill602_end - $skill602_start) / 1000); $z['nowsec'] = round(($ct - $skill602_start) / 1000); \bufficons\bufficon_show('img/skill602.gif', $z); } else { \skillbase\skill_lost(602); } } $chprocess(); }