Exemple #1
1
function check_skill400_proc(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('skill400', 'player', 'logger'));
    if (!\skillbase\skill_query(400, $pa) || !check_unlocked400($pa)) {
        return array();
    }
    $l400 = \skillbase\skill_getvalue(400, 'lvl', $pa);
    if (rand(0, 99) < $procrate[$l400]) {
        if ($active) {
            if ($l400 >= 5) {
                $log .= "<span class=\"yellow\">你朝{$pd['name']}打出了猛烈的一击!</span><br>";
            } else {
                $log .= "<span class=\"yellow\">你朝{$pd['name']}打出了重击!</span><br>";
            }
        } else {
            if ($l400 == 5) {
                $log .= "<span class=\"yellow\">{$pa['name']}朝你打出了猛烈的一击!</span><br>";
            } else {
                $log .= "<span class=\"yellow\">{$pa['name']}朝你打出了重击!</span><br>";
            }
        }
        $dmggain = (100 + $attgain[$l400]) / 100;
        return array($dmggain);
    }
    return array();
}
Exemple #2
0
function check_skill35_proc(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('skill35', 'player', 'logger'));
    if (!\skillbase\skill_query(35, $pa) || !check_unlocked35($pa)) {
        return array();
    }
    if ($pa['wepk'] != 'WP') {
        return array();
    }
    if (rand(0, 99) < calculate_skill35_proc_rate($pa, $pd, $active)) {
        if ($active) {
            $log .= "<span class=\"yellow\">你朝着{$pd['name']}打出了凶猛的一击!<span class=\"clan\">敌人被打晕了过去!</span></span><br>";
        } else {
            $log .= "<span class=\"yellow\">{$pa['name']}朝你打出了凶猛的一击!<span class=\"clan\">你被打晕了过去!</span></span><br>";
        }
        $clv = (int) \skillbase\skill_getvalue(35, 'lvl', $pa);
        $dmggain = (100 + $attgain[$clv]) / 100;
        \skill602\set_stun_period($sk35_stuntime[$clv] * 1000, $pd);
        \skill602\send_stun_battle_news($pa['name'], $pd['name']);
        return array($dmggain);
    }
    return array();
}
Exemple #3
0
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);
    }
    $chprocess();
}
Exemple #4
0
function check_ex_dmg_nullify(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('ex_dmg_att', 'logger'));
    $ex_att_array = \attrbase\get_ex_attack_array($pa, $pd, $active);
    $ex_def_array = \attrbase\get_ex_def_array($pa, $pd, $active);
    //有属性攻击才进入判断
    $flag = 0;
    $exnum = 0;
    foreach ($ex_attack_list as $key) {
        if (in_array($key, $ex_att_array)) {
            $flag = 1;
            $exnum++;
        }
    }
    if ($flag && in_array('b', $ex_def_array)) {
        $proc_rate = get_ex_dmg_nullify_proc_rate($pa, $pd, $active);
        $dice = rand(0, 99);
        if ($dice < $proc_rate) {
            $log .= "<span class=\"red\">属性攻击的力量完全被防具吸收了!</span>只造成了<span class=\"red\">{$exnum}</span>点伤害!<br>";
            $pa['ex_dmg_dealt'] = $exnum;
            $pd['exdmg_nullify_success'] = 1;
            return 1;
        } else {
            $log .= "纳尼?防具使属性攻击无效化的属性竟然失效了!<br>";
            return 0;
        }
    }
    return 0;
}
Exemple #5
0
function itemuse(&$theitem)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('sys', 'player', 'itemmain', 'logger'));
    $itm =& $theitem['itm'];
    $itmk =& $theitem['itmk'];
    $itme =& $theitem['itme'];
    $itms =& $theitem['itms'];
    $itmsk =& $theitem['itmsk'];
    if (strpos($itmk, 'A') === 0) {
        $eqp = 'art';
        $noeqp = '';
        if ($noeqp && strpos(${$eqp . 'k'}, $noeqp) === 0 || !${$eqp . 's'}) {
            ${$eqp} = $itm;
            ${$eqp . 'k'} = $itmk;
            ${$eqp . 'e'} = $itme;
            ${$eqp . 's'} = $itms;
            ${$eqp . 'sk'} = $itmsk;
            $log .= "装备了<span class=\"yellow\">{$itm}</span>。<br>";
            $itm = $itmk = $itmsk = '';
            $itme = $itms = 0;
        } else {
            swap(${$eqp}, $itm);
            swap(${$eqp . 'k'}, $itmk);
            swap(${$eqp . 'e'}, $itme);
            swap(${$eqp . 's'}, $itms);
            swap(${$eqp . 'sk'}, $itmsk);
            $log .= "卸下了<span class=\"red\">{$itm}</span>,装备了<span class=\"yellow\">{${$eqp}}</span>。<br>";
        }
        return;
    }
    $chprocess($theitem);
}
Exemple #6
0
function strike_finish(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    if (\skillbase\skill_query(263, $pd) && check_unlocked263($pd)) {
        if (\skillbase\skill_query(261, $pd)) {
            $t = (int) \skillbase\skill_getvalue(261, 'lastuse', $pd);
            if ($t > 0) {
                $chance = 35;
            } else {
                $chance = 20;
            }
        } else {
            $chance = 20;
        }
        if ($pd['club'] != 19) {
            $chance = 10;
        }
        if (rand(0, 99) < $chance) {
            eval(import_module('logger'));
            $dmgred = min($pd['wp'], 800);
            if ($active) {
                $log .= '<span class="yellow">敌人精湛的格斗技术抵挡了' . $dmgred . '点伤害!</span><br>';
            } else {
                $log .= '<span class="yellow">你精湛的格斗技术抵挡了' . $dmgred . '点伤害!</span><br>';
            }
            $pa['dmg_dealt'] -= $dmgred;
            if ($pa['dmg_dealt'] < 1) {
                $pa['dmg_dealt'] = 1;
            }
        }
    }
    return $chprocess($pa, $pd, $active);
}
Exemple #7
0
function itemuse(&$theitem)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('sys', 'player', 'itemmain', 'logger'));
    $itm =& $theitem['itm'];
    $itmk =& $theitem['itmk'];
    $itme =& $theitem['itme'];
    $itms =& $theitem['itms'];
    $itmsk =& $theitem['itmsk'];
    if (strpos($itmk, 'Y') === 0 || strpos($itmk, 'Z') === 0) {
        if ($itm == '消音器') {
            if (strpos($wepk, 'WG') !== 0) {
                $log .= '你没有装备枪械,不能使用消音器。<br>';
            } elseif (strpos($wepsk, 'S') === false) {
                $wepsk .= 'S';
                $log .= "你给<span class=\"yellow\">{$wep}</span>安装了<span class=\"yellow\">{$itm}</span>。<br>";
                \itemmain\itms_reduce($theitem);
            } else {
                $log .= "你的武器已经安装了消音器。<br>";
            }
            return;
        }
    }
    $chprocess($theitem);
}
Exemple #8
0
function finalize310(&$pa, $data)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    if ($data == '') {
        $x = 0;
    } else {
        $x = base64_decode_number($data);
    }
    $ox = $x;
    $x += \skillbase\skill_getvalue(310, 'cnt', $pa);
    $x = min($x, (1 << 30) - 1);
    if ($ox < 100 && $x >= 100) {
        \cardbase\get_qiegao(100, $pa);
    }
    eval(import_module('cardbase'));
    $arr = $cardindex['A'];
    $c = count($arr) - 1;
    $cr = $arr[rand(0, $c)];
    if ($ox < 2500 && $x >= 2500) {
        \cardbase\get_qiegao(400, $pa);
        \cardbase\get_card($cr, $pa);
    }
    $cr = $arr[rand(0, $c)];
    if ($ox < 10000 && $x >= 10000) {
        \cardbase\get_qiegao(1500, $pa);
        \cardbase\get_card($cr, $pa);
    }
    return base64_encode_number($x, 5);
}
Exemple #9
0
function get_physical_dmg_multiplier(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    $r = array();
    if (\skillbase\skill_query(262, $pa) && check_unlocked262($pa) && $pa['user_commanded'] == 1 && $active && !$pa['is_counter'] && (!isset($pa['sk262flag']) || !$pa['sk262flag'])) {
        eval(import_module('logger'));
        $ct = floor(getmicrotime() * 1000);
        $st = (int) \skillbase\skill_getvalue(262, 'ct', $pa);
        $t = $ct - $st;
        //$log.='t='.$t;
        $pretime = skill262_get_pretime($pa);
        $dmgperc = skill262_get_dmgperc($pa);
        $maxdmgperc = skill262_get_maxdmgperc($pa);
        //$log.=' pretime='.$pretime.' dmgperc='.$dmgperc.' maxdmgperc='.$maxdmgperc;
        if ($t < $pretime) {
            $z = 0;
        } else {
            $z = ($t - $pretime) / 1000 * $dmgperc;
            $z = min($z, $maxdmgperc);
            $z = round($z);
            $log .= '<span class="lime">你积蓄力量打出了致命的一拳!伤害增加了' . $z . '%!</span><br>';
        }
        $r = array(1 + $z / 100);
    }
    return array_merge($r, $chprocess($pa, $pd, $active));
}
Exemple #10
0
function upgrade12()
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('player', 'logger'));
    if (!\skillbase\skill_query(12)) {
        $log .= '你没有这个技能!<br>';
        return;
    }
    if ($skillpoint < 1) {
        $log .= '技能点不足。<br>';
        return;
    }
    eval(import_module('wound'));
    $flag = false;
    $log .= "消耗了<span class='lime'>1</span>点技能点,<br>";
    for ($i = 0; $i < strlen($inf); $i++) {
        $log .= "{$infname[$inf[$i]]}状态解除了。<br>";
        $flag = true;
    }
    $inf = '';
    if (!$flag) {
        $log .= '但是什么也没发生。<br>';
    }
    $skillpoint--;
    $inf = '';
}
Exemple #11
0
function upgrade227()
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('player', 'logger', 'input'));
    $skillpara1 = (int) $skillpara1;
    if (!\skillbase\skill_query(227) || !check_unlocked227($sdata)) {
        $log .= '你没有这个技能。<br>';
        return;
    }
    if (!\sklearn_util\sklearn_basecheck($skillpara1) || !sklearn_checker227('is_learnable', $skillpara1)) {
        $log .= '你不可以学习这个技能!<br>';
        return;
    }
    if (!sklearn_checker227('now_learnable', $skillpara1)) {
        $log .= '现在尚没有足够资源学习这个技能!<br>';
        return;
    }
    if (\skillbase\skill_query($skillpara1)) {
        $log .= '你已经拥有这个技能了!<br>';
        return;
    }
    if ((int) \skillbase\skill_getvalue(227, 'l') != 0) {
        $log .= '你已经学习过一个技能了!<br>';
        return;
    }
    \skillbase\skill_setvalue(227, 'l', $skillpara1);
    \skillbase\skill_acquire($skillpara1);
    $log .= '学习成功。<br>';
}
Exemple #12
0
 public static function findTemplateLoader($loader)
 {
     if (is_array($loader)) {
         $loader = $loader[0];
         $args = py_slice($loader, 1);
     } else {
         $args = array();
     }
     if (is_string($loader)) {
         $expl_ = explode('.', $loader);
         $module = join('.', py_slice($expl_, 0, -1));
         $attr = $expl_[count($expl_) - 1];
         try {
             $mod = import_module($module);
         } catch (ImportError $e) {
             throw new ImproperlyConfigured('Error importing template source loader ' . $loader . ': "' . $e . '"');
         }
         if (!$mod instanceof BaseLoader) {
             throw new ImproperlyConfigured('Error importing template source loader ' . $loader . ': module doesn\'t return a BaseLoader descendant object.');
         }
         $TemplateLoader = $mod;
         if (isset($TemplateLoader->load_template_source)) {
             $func = new $TemplateLoader($args);
         } else {
             // Try loading module the old way - string is full path to callable
             if ($args) {
                 throw new ImproperlyConfigured('Error importing template source loader ' . $loader . ' - can\'t pass arguments to function-based loader.');
             }
             $func = $TemplateLoader;
         }
         return $func;
     } else {
         throw new ImproperlyConfigured('Loader does not define a "load_template" callable template source loader');
     }
 }
Exemple #13
0
function check_itmsk($nm, &$pa = NULL)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('player', 'logger'));
    if ($pa == NULL) {
        foreach ($battle_equip_list as $itm) {
            foreach (\itemmain\get_itmsk_array(${$itm . 'sk'}) as $key) {
                if ($key == $nm) {
                    return 1;
                }
            }
        }
        return 0;
    } else {
        foreach ($battle_equip_list as $itm) {
            foreach (\itemmain\get_itmsk_array($pa[$itm . 'sk']) as $key) {
                if ($key == $nm) {
                    return 1;
                }
            }
        }
        return 0;
    }
}
Exemple #14
0
function show_achievements()
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('sys'));
    $res = $db->query("SELECT n_achievements FROM {$gtablepre}users WHERE username='******'");
    if (!$db->num_rows($res)) {
        return;
    }
    $zz = $db->fetch_array($res);
    $ach = $zz['n_achievements'];
    $achdata = explode(';', $ach);
    for ($key = 1; $key <= 1000; $key++) {
        if (defined('MOD_SKILL' . $key . '_INFO') && defined('MOD_SKILL' . $key . '_ACHIEVEMENT_ID')) {
            if (strpos(constant('MOD_SKILL' . $key . '_INFO'), 'achievement;') !== false) {
                $id = (int) constant('MOD_SKILL' . $key . '_ACHIEVEMENT_ID');
                if (isset($achdata[$id])) {
                    $s = (string) $achdata[$id];
                } else {
                    $s = '';
                }
                $func = '\\skill' . $key . '\\show_achievement' . $key;
                echo '成就编号' . $id . ' 技能编号' . $key . ' 成就信息<br><br>';
                $func($s);
                echo '<br><br>';
            }
        }
    }
}
Exemple #15
0
function check_skill401_proc(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('skill401', 'player', 'logger'));
    if (!\skillbase\skill_query(401, $pd) || !check_unlocked401($pd)) {
        return array();
    }
    $l401 = \skillbase\skill_getvalue(401, 'lvl', $pd);
    if ($l401 > 0) {
        if ($active) {
            if ($l401 == 5) {
                $log .= "<span class=\"yellow\">{$pd['name']}的护甲使其几乎刀枪不入!</span><br>";
            } else {
                $log .= "<span class=\"yellow\">{$pd['name']}坚硬的护甲减少了你造成的物理伤害!</span><br>";
            }
        } else {
            if ($l401 == 5) {
                $log .= "<span class=\"yellow\">你的护甲使你几乎刀枪不入!</span><br>";
            } else {
                $log .= "<span class=\"yellow\">你坚硬的护甲减少了{$pa['name']}造成的物理伤害!</span><br>";
            }
        }
        $dmggain = (100 - $dmgreduce[$l401]) / 100;
        return array($dmggain);
    }
    return array();
}
Exemple #16
0
function init()
{
    eval(import_module('weapon', 'itemmain'));
    //武器类型依赖的熟练度名称
    $skillinfo['C'] = 'wc';
    //武器类型攻击动词
    $attinfo['C'] = '投掷';
    //武器类型名
    $iteminfo['WC'] = '投掷兵器';
    //基础反击率
    $counter_obbs['C'] = 35;
    //射程
    $rangeinfo['C'] = 5;
    //基础命中率
    $hitrate_obbs['C'] = 70;
    //各种攻击方式的最高命中率
    $hitrate_max_obbs['C'] = 96;
    //每点熟练增加的命中
    $hitrate_r['C'] = 0.25;
    //各种攻击方式的伤害变动范围,越少越稳定。
    $dmg_fluc['C'] = 5;
    //每点熟练度增加的伤害
    $skill_dmg['C'] = 0.35;
    //各种攻击方式的武器损伤概率
    $wepimprate['C'] = 10000;
    //以该类武器击杀敌人后的死亡状态标号
    $wepdeathstate['C'] = 24;
}
Exemple #17
0
function upgrade43()
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('player', 'logger'));
    if (!\skillbase\skill_query(43) || !check_unlocked43($sdata)) {
        $log .= '你没有这个技能。<br>';
        return;
    }
    eval(import_module('input'));
    $val = (int) $skillpara1;
    if ($val != 1 && $val != 2) {
        $log .= '参数不合法。<br>';
        return;
    }
    if ($val == 1) {
        if (!\skillbase\skill_query(41)) {
            \skillbase\skill_acquire(41);
        }
        \skill41\unlock41($sdata);
    } else {
        if (!\skillbase\skill_query(42)) {
            \skillbase\skill_acquire(42);
        }
        \skill42\unlock42($sdata);
    }
    \skillbase\skill_lost(43);
    $log .= '选择成功。<br>';
}
Exemple #18
0
function check_physical_def_attr(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('ex_phy_def', 'logger'));
    if (isset($def_kind[$pa['wep_kind']])) {
        $ex_def_array = \attrbase\get_ex_def_array($pa, $pd, $active);
        if (in_array($def_kind[$pa['wep_kind']], $ex_def_array) || in_array('A', $ex_def_array)) {
            if (check_ex_phy_def_proc($pa, $pd, $active)) {
                if ($active) {
                    $log .= "<span class=\"yellow\">{$pd['name']}的装备使你的攻击伤害减半了!</span><br>";
                } else {
                    $log .= "<span class=\"yellow\">你的装备使{$pa['name']}的攻击伤害减半了!</span><br>";
                }
                return array(0.5);
            } else {
                if ($active) {
                    $log .= "<span class=\"yellow\">{$pd['name']}的装备没能发挥攻击伤害减半的效果!</span><br>";
                } else {
                    $log .= "<span class=\"yellow\">你的装备没能发挥攻击伤害减半的效果!</span><br>";
                }
                return array();
            }
        }
    }
    return array();
}
Exemple #19
0
function checkendgame()
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('sys'));
    if ($gamestate >= 40 || $gamestate == 21) {
        //队伍胜利模式游戏结束判断
        if (in_array($gametype, $teamwin_mode)) {
            $result = $db->query("SELECT teamID FROM {$tablepre}players WHERE type = 0 AND hp > 0");
            $flag = 1;
            $first = 1;
            while ($data = $db->fetch_array($result)) {
                if ($first) {
                    $first = 0;
                    $firstteamID = $data['teamID'];
                } else {
                    if ($firstteamID != $data['teamID'] || !$data['teamID']) {
                        //如果有超过一种teamID,或有超过一个人没有teamID,则游戏还未就结束
                        $flag = 0;
                        break;
                    }
                }
            }
            if ($flag && !$first) {
                \sys\gameover();
            }
        } else {
            if ($alivenum <= 1) {
                \sys\gameover();
            }
        }
    }
}
Exemple #20
0
function apply_total_damage_modifier_down(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    if (!\skillbase\skill_query(415, $pd) || !check_unlocked415($pd)) {
        return $chprocess($pa, $pd, $active);
    }
    eval(import_module('logger'));
    $var_415 = \skillbase\skill_getvalue(415, 'lvl', $pd);
    $pa['dmg_dealt'] = (int) $pa['dmg_dealt'];
    if ($var_415 == 0 && $pa['dmg_dealt'] % 2 == 0) {
        $tz = 1;
        while ($pa['dmg_dealt'] > 0 && $pa['dmg_dealt'] % 2 == 0) {
            $pa['dmg_dealt'] = floor($pa['dmg_dealt'] / 2);
            $tz *= 2;
        }
        if ($tz > 1) {
            if ($active) {
                $log .= "<span class=\"yellow\">你的攻击被敌人的技能「影像」防御了,伤害降低至{$tz}分之1!</span><br>";
            } else {
                $log .= "<span class=\"yellow\">敌人的攻击被你的技能「影像」防御了,伤害降低至{$tz}分之1!</span><br>";
            }
        }
    }
    if ($var_415 == 1 && $pa['dmg_dealt'] % 1000 != 666) {
        $pa['dmg_dealt'] = 0;
        if ($active) {
            $log .= "<span class=\"yellow\">敌人的技能「影像」使你的攻击没有造成任何效果!</span><br>";
        } else {
            $log .= "<span class=\"yellow\">你的技能「影像」使敌人的攻击没有造成任何效果!</span><br>";
        }
    }
    $chprocess($pa, $pd, $active);
}
Exemple #21
0
function parse_news($news, $hour, $min, $sec, $a, $b, $c, $d, $e)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('sys', 'player'));
    if ($news == 'death40') {
        $dname = $typeinfo[$b] . ' ' . $a;
        if (!$e) {
            $e0 = "<span class=\"yellow\">【{$dname} 什么都没说就死去了】</span><br>\n";
        } else {
            $e0 = "<span class=\"yellow\">【{$dname}:“{$e}”】</span><br>\n";
        }
        return "<li>{$hour}时{$min}分{$sec}秒,<span class=\"yellow\">{$a}</span>受到<span class=\"yellow\">{$c}</span>的袭击,自爆身亡了!{$e0}";
    }
    if ($news == 'death41') {
        $dname = $typeinfo[$b] . ' ' . $a;
        if (!$e) {
            $e0 = "<span class=\"yellow\">【{$dname} 什么都没说就死去了】</span><br>\n";
        } else {
            $e0 = "<span class=\"yellow\">【{$dname}:“{$e}”】</span><br>\n";
        }
        return "<li>{$hour}时{$min}分{$sec}秒,<span class=\"yellow\">{$a}</span>被<span class=\"yellow\">{$c}</span>的自爆炸死了!{$e0}";
    }
    return $chprocess($news, $hour, $min, $sec, $a, $b, $c, $d, $e);
}
Exemple #22
0
function apply_total_damage_modifier_down(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    if (!\skillbase\skill_query(439, $pd) || !check_unlocked439($pd)) {
        return $chprocess($pa, $pd, $active);
    }
    if ($pa['dmg_dealt'] <= 0) {
        return $chprocess($pa, $pd, $active);
    }
    eval(import_module('logger'));
    $var_439 = \skillbase\skill_getvalue(439, 'type', $pd);
    if ($var_439 != $pa['wep_kind']) {
        \skillbase\skill_setvalue(439, 'type', $pa['wep_kind'], $pd);
    } else {
        \skillbase\skill_setvalue(439, 'type', '0', $pd);
        if ($active) {
            $log .= "<span class=\"yellow\">黄翔把你的攻击方式ban了,造成的伤害降低75%!</span><br>";
        } else {
            $log .= "<span class=\"yellow\">黄翔把敌人的攻击方式ban了,造成的伤害降低75%!</span><br>";
        }
        $pa['dmg_dealt'] = ceil($pa['dmg_dealt'] / 4);
    }
    $chprocess($pa, $pd, $active);
}
Exemple #23
0
function apply_sk252_effect()
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('sys', 'player', 'metman'));
    if ($w_hp <= 0) {
        $tdata['hpstate'] = "<span class=\"red\">{$hpinfo['3']}</span>";
        $tdata['spstate'] = "<span class=\"red\">{$spinfo['3']}</span>";
        $tdata['ragestate'] = "<span class=\"red\">{$rageinfo['3']}</span>";
        $tdata['isdead'] = true;
    } else {
        if ($w_hp < $w_mhp * 0.2) {
            $tdata['hpstate'] = "<span class=\"red\">{$w_hp} / {$w_mhp}</span>";
        } elseif ($w_hp < $w_mhp * 0.5) {
            $tdata['hpstate'] = "<span class=\"yellow\">{$w_hp} / {$w_mhp}</span>";
        } else {
            $tdata['hpstate'] = "<span class=\"clan\">{$w_hp} / {$w_mhp}</span>";
        }
        $tdata['spstate'] = "{$w_sp} / {$w_msp}";
        if ($w_rage >= 100) {
            $tdata['ragestate'] = "<span class=\"red\">{$w_rage}</span>";
        } elseif ($w_rage >= 30) {
            $tdata['ragestate'] = "<span class=\"yellow\">{$w_rage}</span>";
        } else {
            $tdata['ragestate'] = $w_rage;
        }
    }
    $tdata['wepestate'] = $w_wepe;
}
Exemple #24
0
function check_physical_nullify(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('logger'));
    $ex_def_array = \attrbase\get_ex_def_array($pa, $pd, $active);
    if (in_array('B', $ex_def_array)) {
        $proc_rate = get_ex_phy_nullify_proc_rate($pa, $pd, $active);
        $dice = rand(0, 99);
        if ($dice < $proc_rate) {
            if ($active) {
                $log .= "<span class=\"yellow\">你的攻击完全被{$pd['name']}的装备吸收了!</span><br>";
            } else {
                $log .= "<span class=\"yellow\">{$pa['name']}的攻击完全被你的装备吸收了!</span><br>";
            }
            $pd['physical_nullify_success'] = 1;
        } else {
            if ($active) {
                $log .= "纳尼?{$pd['name']}的装备使攻击无效化的属性竟然失效了!<br>";
            } else {
                $log .= "纳尼?你的装备使攻击无效化的属性竟然失效了!<br>";
            }
        }
    }
    return array();
}
Exemple #25
0
function parse_news($news, $hour, $min, $sec, $a, $b, $c, $d, $e)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('sys', 'player'));
    $dname = $typeinfo[$b] . ' ' . $a;
    if (!$e) {
        $e0 = "<span class=\"yellow\">【{$dname} 什么都没说就死去了】</span><br>\n";
    } else {
        $e0 = "<span class=\"yellow\">【{$dname}:“{$e}”】</span><br>\n";
    }
    if ($news == 'death20') {
        return "<li>{$hour}时{$min}分{$sec}秒,<span class=\"yellow\">{$a}</span>被<span class=\"yellow\">{$c}</span>使用<span class=\"red\">{$nowep}</span>击飞{$e0}";
    } elseif ($news == 'death21') {
        return "<li>{$hour}时{$min}分{$sec}秒,<span class=\"yellow\">{$a}</span>被<span class=\"yellow\">{$c}</span>使用<span class=\"red\">{$d}</span>殴打致死{$e0}";
    } elseif ($news == 'death22') {
        return "<li>{$hour}时{$min}分{$sec}秒,<span class=\"yellow\">{$a}</span>被<span class=\"yellow\">{$c}</span>使用<span class=\"red\">{$d}</span>斩杀{$e0}";
    } elseif ($news == 'death23') {
        return "<li>{$hour}时{$min}分{$sec}秒,<span class=\"yellow\">{$a}</span>被<span class=\"yellow\">{$c}</span>使用<span class=\"red\">{$d}</span>射杀{$e0}";
    } elseif ($news == 'death24') {
        return "<li>{$hour}时{$min}分{$sec}秒,<span class=\"yellow\">{$a}</span>被<span class=\"yellow\">{$c}</span>投掷<span class=\"red\">{$d}</span>致死{$e0}";
    } elseif ($news == 'death25') {
        return "<li>{$hour}时{$min}分{$sec}秒,<span class=\"yellow\">{$a}</span>被<span class=\"yellow\">{$c}</span>埋设<span class=\"red\">{$d}</span>伏击炸死{$e0}";
    } elseif ($news == 'death29') {
        return "<li>{$hour}时{$min}分{$sec}秒,<span class=\"yellow\">{$a}</span>被<span class=\"yellow\">{$c}</span>发动<span class=\"red\">{$d}</span>以灵力杀死{$e0}";
    } elseif ($news == 'damage') {
        return "<li>{$hour}时{$min}分{$sec}秒,<span class=\"clan\">{$a}</span><br>\n";
    } else {
        return $chprocess($news, $hour, $min, $sec, $a, $b, $c, $d, $e);
    }
}
Exemple #26
0
function kujidraw1(&$pa, $is_dryrun = false)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('cardbase', 'kuji1'));
    if ($pa['gold'] < 1000 && !$is_dryrun) {
        return -1;
    }
    $rr = array();
    $r = rand(1, $cw);
    if ($r <= $sw) {
        $arr = $cardindex['S'];
    } else {
        if ($r <= $aw) {
            $arr = $cardindex['A'];
        } else {
            $arr = $cardindex['B'];
        }
    }
    $c = count($arr) - 1;
    $r = $arr[rand(0, $c)];
    if (!$is_dryrun) {
        if (\cardbase\get_card($r, $pa) != 1) {
            \cardbase\get_qiegao(30, $pa);
            $pa['gold'] += 30;
        }
    }
    $rr[0] = $r;
    for ($i = 1; $i <= 10; $i++) {
        $r = rand(1, $cw);
        if ($r <= $sw) {
            $arr = $cardindex['S'];
        } else {
            if ($r <= $aw) {
                $arr = $cardindex['A'];
            } else {
                if ($r <= $bw) {
                    $arr = $cardindex['B'];
                } else {
                    $arr = $cardindex['C'];
                }
            }
        }
        $c = count($arr) - 1;
        $r = $arr[rand(0, $c)];
        if (!$is_dryrun) {
            if (\cardbase\get_card($r, $pa) == 1) {
                \cardbase\get_qiegao(-100, $pa);
                $pa['gold'] -= 100;
            } else {
                \cardbase\get_qiegao(-70, $pa);
                $pa['gold'] -= 70;
            }
        }
        $rr[$i] = $r;
    }
    return $rr;
}
Exemple #27
0
function battle_wrapper(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    battle_prepare($pa, $pd, $active);
    battle($pa, $pd, $active);
    battle_finish($pa, $pd, $active);
    //写回数据库
    eval(import_module('sys', 'logger', 'player', 'metman'));
    if ($active) {
        if ($pd['hp'] <= 0 && $pa['hp'] > 0) {
            $pa['action'] = 'corpse' . $pd['pid'];
        }
        if ($pa['hp'] <= 0 && $pd['hp'] > 0 && $pd['action'] == '' && $pd['type'] == 0) {
            $pd['action'] = 'pacorpse' . $pa['pid'];
        }
    } else {
        if ($pd['hp'] <= 0 && $pa['hp'] > 0 && $pa['action'] == '' && $pa['type'] == 0) {
            $pa['action'] = 'pacorpse' . $pd['pid'];
        }
        if ($pa['hp'] <= 0 && $pd['hp'] > 0) {
            $pd['action'] = 'corpse' . $pa['pid'];
        }
    }
    if ($active) {
        $edata = $pd;
        \player\player_save($pa);
        \player\player_save($pd);
        \metman\metman_load_playerdata($pd);
        if ($pd['type'] == 0) {
            save_enemy_battlelog($pd);
        }
        \player\load_playerdata($pa);
    } else {
        $edata = $pa;
        \player\player_save($pa);
        \player\player_save($pd);
        \metman\metman_load_playerdata($pa);
        if ($pa['type'] == 0) {
            save_enemy_battlelog($pa);
        }
        \player\load_playerdata($pd);
    }
    $battle_title = '战斗发生';
    $main = MOD_METMAN_MEETMAN;
    \metman\init_battle(1);
    if (substr($action, 0, 6) == 'corpse') {
        \corpse\findcorpse($edata);
    } else {
        include template(MOD_BATTLE_BATTLERESULT);
        $cmd = ob_get_contents();
        ob_clean();
        $action = '';
    }
    if (defined('MOD_CLUBBASE')) {
        include template(MOD_CLUBBASE_NPCSKILLPAGE);
    }
}
Exemple #28
0
function bubblebox_get_style($str)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('bubblebox'));
    return $bubblebox_style[$str];
}
Exemple #29
0
function itemuse(&$theitem)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    eval(import_module('logger'));
    $log .= "你使用了道具 <span class=\"yellow\">{$theitem['itm']}</span> 。<br>但是什么也没有发生。<br>";
}
Exemple #30
0
function get_final_dmg_multiplier(&$pa, &$pd, $active)
{
    if (eval(__MAGIC__)) {
        return $___RET_VALUE;
    }
    $r = array();
    if (\skillbase\skill_query(408, $pa) && check_unlocked408($pa)) {
        eval(import_module('logger', 'skill408', 'weapon'));
        $l408 = \skillbase\skill_getvalue(408, 'lvl', $pa);
        $var_408 = 0;
        if ($l408 == 1) {
            if ($pa['wep_kind'] == 'P') {
                $var_408 = 20;
            }
            if ($pa['wep_kind'] == 'N') {
                $var_408 = 40;
            }
        } else {
            if ($l408 == 2) {
                if ($pa['wep_kind'] == 'G') {
                    $var_408 = 20;
                }
            } else {
                if ($l408 == 3) {
                    if ($pa['wep_kind'] == 'K') {
                        $var_408 = 20;
                    }
                    if ($pa['wep_kind'] == 'C') {
                        $var_408 = 15;
                    }
                } else {
                    if ($l408 == 4) {
                        if ($pa['wep_kind'] == 'D') {
                            $var_408 = 15;
                        }
                    } else {
                        if ($l408 == 5) {
                            $var_408 = $rangeinfo[$pd['wepk'][1]] * 3;
                            if ($var_408 == 0) {
                                $var_408 = 24;
                            }
                        }
                    }
                }
            }
        }
        if ($var_408 > 0) {
            if ($active) {
                $log .= "<span class=\"yellow\">「菁英」使你造成的最终伤害提高了{$var_408}%!</span><br>";
            } else {
                $log .= "<span class=\"yellow\">「菁英」使敌人造成的最终伤害提高了{$var_408}%!</span><br>";
            }
            $r = array(1 + $var_408 / 100);
        }
    }
    return array_merge($r, $chprocess($pa, $pd, $active));
}