public function class_display_name() { return char_class_name($this->id()); }
// Class Change Buy $class_change_error = null; if ($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); } }