} $item_counter++; $item_info_token = $token; $item_info_price = $price; $item_info_name = $item_info['ability_name']; $item_info_quantity = !empty($_SESSION[$session_token]['values']['battle_items'][$token]) ? $_SESSION[$session_token]['values']['battle_items'][$token] : 0; $item_info_type = !empty($item_info['ability_type']) ? $item_info['ability_type'] : 'none'; if ($item_info_type != 'none' && !empty($item_info['ability_type2'])) { $item_info_type .= '_' . $item_info['ability_type2']; } elseif ($item_info_type == 'none' && !empty($item_info['ability_type2'])) { $item_info_type = $item_info['ability_type2']; } $global_item_quantities[$item_info_token] = $item_info_quantity; $global_item_prices['sell'][$item_info_token] = $item_info_price; $item_cell_float = $item_counter % 2 == 0 ? 'right' : 'left'; $temp_info_tooltip = rpg_ability::print_editor_title_markup($robot_info, $item_info, array('show_quantity' => false)); $temp_info_tooltip = htmlentities($temp_info_tooltip, ENT_QUOTES, 'UTF-8', true); ?> <td class="<?php echo $item_cell_float; ?> item_cell" data-kind="item" data-action="sell" data-token="<?php echo $item_info_token; ?> "> <span class="item_name ability_type ability_type_<?php echo $item_info_type; ?> " data-tooltip="<?php echo $temp_info_tooltip; ?>
public static function print_editor_select_markup($ability_rewards_options, $player_info, $robot_info, $ability_info, $ability_key = 0) { // Define the global variables global $mmrpg_index, $this_current_uri, $this_current_url, $db; global $allowed_edit_players, $allowed_edit_robots, $allowed_edit_abilities; global $allowed_edit_data_count, $allowed_edit_player_count, $allowed_edit_robot_count, $first_robot_token, $global_allow_editing; global $key_counter, $player_rewards, $player_ability_rewards, $player_robot_favourites, $player_robot_database, $temp_robot_totals, $player_options_markup, $item_options_markup; global $mmrpg_database_abilities; $session_token = rpg_game::session_token(); if (empty($robot_info)) { return false; } if (empty($ability_info)) { return false; } // Define the select markup variable $this_select_markup = ''; $ability_info_id = $ability_info['ability_id']; $ability_info_token = $ability_info['ability_token']; $ability_info_name = $ability_info['ability_name']; $ability_info_energy = isset($ability_info['ability_energy']) ? $ability_info['ability_energy'] : 4; $ability_info_damage = !empty($ability_info['ability_damage']) ? $ability_info['ability_damage'] : 0; $ability_info_damage2 = !empty($ability_info['ability_damage2']) ? $ability_info['ability_damage2'] : 0; $ability_info_damage_percent = !empty($ability_info['ability_damage_percent']) ? true : false; $ability_info_damage2_percent = !empty($ability_info['ability_damage2_percent']) ? true : false; if ($ability_info_damage_percent && $ability_info_damage > 100) { $ability_info_damage = 100; } if ($ability_info_damage2_percent && $ability_info_damage2 > 100) { $ability_info_damage2 = 100; } $ability_info_recovery = !empty($ability_info['ability_recovery']) ? $ability_info['ability_recovery'] : 0; $ability_info_recovery2 = !empty($ability_info['ability_recovery2']) ? $ability_info['ability_recovery2'] : 0; $ability_info_recovery_percent = !empty($ability_info['ability_recovery_percent']) ? true : false; $ability_info_recovery2_percent = !empty($ability_info['ability_recovery2_percent']) ? true : false; if ($ability_info_recovery_percent && $ability_info_recovery > 100) { $ability_info_recovery = 100; } if ($ability_info_recovery2_percent && $ability_info_recovery2 > 100) { $ability_info_recovery2 = 100; } $ability_info_accuracy = !empty($ability_info['ability_accuracy']) ? $ability_info['ability_accuracy'] : 0; $ability_info_description = !empty($ability_info['ability_description']) ? $ability_info['ability_description'] : ''; $ability_info_description = str_replace('{DAMAGE}', $ability_info_damage, $ability_info_description); $ability_info_description = str_replace('{RECOVERY}', $ability_info_recovery, $ability_info_description); $ability_info_description = str_replace('{DAMAGE2}', $ability_info_damage2, $ability_info_description); $ability_info_description = str_replace('{RECOVERY2}', $ability_info_recovery2, $ability_info_description); $ability_info_title = rpg_ability::print_editor_title_markup($robot_info, $ability_info); $ability_info_title_plain = strip_tags(str_replace('<br />', '//', $ability_info_title)); $ability_info_title_tooltip = htmlentities($ability_info_title, ENT_QUOTES, 'UTF-8'); $ability_info_title_html = str_replace(' ', ' ', $ability_info_name); $temp_select_options = str_replace('value="' . $ability_info_token . '"', 'value="' . $ability_info_token . '" selected="selected" disabled="disabled"', $ability_rewards_options); $ability_info_title_html = '<label style="background-image: url(i/a/' . $ability_info_token . '/il40.png?' . MMRPG_CONFIG_CACHE_DATE . ');">' . $ability_info_title_html . '<span class="arrow">∇</span></label>'; //if ($global_allow_editing){ $ability_info_title_html .= '<select class="ability_name" data-key="'.$ability_key.'" data-player="'.$player_info['player_token'].'" data-robot="'.$robot_info['robot_token'].'">'.$temp_select_options.'</select>'; } $this_select_markup = '<a class="ability_name ability_type ability_type_' . (!empty($ability_info['ability_type']) ? $ability_info['ability_type'] : 'none') . (!empty($ability_info['ability_type2']) ? '_' . $ability_info['ability_type2'] : '') . '" style="' . (!$global_allow_editing ? 'cursor: default; ' : '') . '" data-id="' . $ability_info_id . '" data-key="' . $ability_key . '" data-player="' . $player_info['player_token'] . '" data-robot="' . $robot_info['robot_token'] . '" data-ability="' . $ability_info_token . '" data-type="' . (!empty($ability_info['ability_type']) ? $ability_info['ability_type'] : 'none') . '" data-type2="' . (!empty($ability_info['ability_type2']) ? $ability_info['ability_type2'] : '') . '" title="' . $ability_info_title_plain . '" data-tooltip="' . $ability_info_title_tooltip . '">' . $ability_info_title_html . '</a>'; // Return the generated select markup return $this_select_markup; }
$temp_condition .= $mmrpg_database_abilities_filter; } // Collect the database abilities $ability_fields = rpg_ability::get_index_fields(true); $db->query("SET @ability_row_number = 0;"); $mmrpg_database_abilities = $db->get_array_list("SELECT {$ability_fields} FROM mmrpg_index_abilities WHERE ability_flag_published = 1 AND (ability_flag_hidden = 0 OR ability_token = '{$this_current_token}') {$temp_condition} ORDER BY ability_order ASC", 'ability_token'); $mmrpg_database_abilities_count = $db->get_value("SELECT COUNT(ability_id) AS ability_count FROM mmrpg_index_abilities WHERE ability_flag_published = 1 AND ability_flag_hidden = 0 {$temp_condition_unfiltered};", 'ability_count'); $mmrpg_database_abilities_numbers = $db->get_array_list("SELECT ability_token, (@ability_row_number:=@ability_row_number + 1) AS ability_key FROM mmrpg_index_abilities WHERE ability_flag_published = 1 {$temp_condition_unfiltered} ORDER BY ability_flag_hidden ASC, ability_order ASC;", 'ability_token'); // Remove unallowed abilities from the database, and increment counters foreach ($mmrpg_database_abilities as $temp_token => $temp_info) { // Define first ability token if not set if (!isset($first_ability_token)) { $first_ability_token = $temp_token; } // Send this data through the ability index parser $temp_info = rpg_ability::parse_index_info($temp_info); // Collect this ability's key in the index $temp_info['ability_key'] = $mmrpg_database_abilities_numbers[$temp_token]['ability_key']; // Ensure this ability's image exists, else default to the placeholder $temp_image_token = isset($temp_info['ability_image']) ? $temp_info['ability_image'] : $temp_token; if ($temp_info['ability_flag_complete']) { $temp_info['ability_image'] = $temp_image_token; } else { $temp_info['ability_image'] = 'ability'; } $temp_info['ability_speed'] = isset($temp_info['ability_speed']) ? $temp_info['ability_speed'] + 9 : 10; $temp_info['ability_energy'] = isset($temp_info['ability_energy']) ? $temp_info['ability_energy'] : 10; // Increment the corresponding type counter for this ability else the empty counter if (!empty($temp_info['ability_type'])) { if (!isset($mmrpg_database_abilities_types[$temp_info['ability_type']])) { $mmrpg_database_abilities_types[$temp_info['ability_type']] = 0;
public static function print_editor_markup($player_info) { // Define the global variables global $mmrpg_index, $this_current_uri, $this_current_url, $db; global $allowed_edit_players, $allowed_edit_fields, $global_allow_editing; global $allowed_edit_data_count, $allowed_edit_player_count, $first_player_token; global $key_counter, $player_key, $player_counter, $player_rewards, $player_field_rewards, $player_item_rewards, $temp_player_totals, $player_options_markup; global $mmrpg_database_robots, $mmrpg_database_items; $session_token = rpg_game::session_token(); // If either fo empty, return error if (empty($player_info)) { return 'error:player-empty'; } // Collect the approriate database indexes if (empty($mmrpg_database_robots)) { $mmrpg_database_robots = $db->get_array_list("SELECT * FROM mmrpg_index_robots WHERE robot_flag_complete = 1;", 'robot_token'); } if (empty($mmrpg_database_items)) { $mmrpg_database_items = $db->get_array_list("SELECT * FROM mmrpg_index_abilities WHERE ability_class = 'item' AND ability_flag_complete = 1;", 'ability_token'); } // Define the quick-access variables for later use $player_token = $player_info['player_token']; if (!isset($first_player_token)) { $first_player_token = $player_token; } // Define the player's image and size if not defined $player_info['player_image'] = !empty($player_info['player_image']) ? $player_info['player_image'] : $player_info['player_token']; $player_info['player_image_size'] = !empty($player_info['player_image_size']) ? $player_info['player_image_size'] : 40; // Define the player's battle points total, battles complete, and other details $player_info['player_points'] = rpg_game::player_points($player_token); $player_info['player_battles_complete'] = rpg_prototype::battles_complete($player_token); $player_info['player_battles_complete_total'] = rpg_prototype::battles_complete($player_token, false); $player_info['player_battles_failure'] = rpg_prototype::battles_failure($player_token); $player_info['player_battles_failure_total'] = rpg_prototype::battles_failure($player_token, false); $player_info['player_robots_count'] = 0; $player_info['player_abilities_count'] = rpg_game::abilities_unlocked($player_token); $player_info['player_field_stars'] = rpg_game::stars_unlocked($player_token, 'field'); $player_info['player_fusion_stars'] = rpg_game::stars_unlocked($player_token, 'fusion'); $player_info['player_screw_counter'] = 0; $player_info['player_heart_counter'] = 0; // Define the player's experience points total $player_info['player_experience'] = 0; // Collect this player's current defined omega item list if (!empty($_SESSION[$session_token]['values']['battle_rewards'])) { //$debug_experience_sum = $player_token.' : '; foreach ($_SESSION[$session_token]['values']['battle_rewards'] as $temp_player => $temp_player_info) { if (!empty($_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots'])) { $temp_player_robot_rewards = $_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots']; $temp_player_robot_settings = $_SESSION[$session_token]['values']['battle_settings'][$temp_player]['player_robots']; if (empty($temp_player_robot_rewards) || empty($temp_player_robot_settings)) { unset($_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots']); unset($_SESSION[$session_token]['values']['battle_settings'][$temp_player]['player_robots']); continue; } foreach ($temp_player_robot_rewards as $temp_key => $temp_robot_info) { if (empty($temp_robot_info['robot_token'])) { unset($_SESSION[$session_token]['values']['battle_rewards'][$temp_player]['player_robots'][$temp_key]); unset($_SESSION[$session_token]['values']['battle_settings'][$temp_player]['player_robots'][$temp_key]); continue; } $temp_robot_settings = $temp_player_robot_settings[$temp_robot_info['robot_token']]; $temp_robot_rewards = $temp_player_robot_settings[$temp_robot_info['robot_token']]; // If this robot is not owned by the player, skip it as it doesn't count towards their totals if (empty($temp_robot_settings['original_player']) && $temp_player != $player_token) { continue; } elseif (empty($temp_robot_settings['original_player'])) { $temp_robot_settings['original_player'] = $temp_player; } if ($temp_robot_settings['original_player'] != $player_token) { continue; } //$debug_experience_sum .= $temp_robot_info['robot_token'].', '; $player_info['player_robots_count']++; if (!empty($temp_robot_info['robot_level'])) { $player_info['player_experience'] += $temp_robot_info['robot_level'] * MMRPG_SETTINGS_BATTLEPOINTS_PERROBOT; } if (!empty($temp_robot_info['robot_experience'])) { $player_info['player_experience'] += $temp_robot_info['robot_experience']; } } } } //die($debug_experience_sum); } // Collect this player's current field selection from the omega session $temp_session_key = $player_info['player_token'] . '_target-robot-omega_prototype'; $player_info['target_robot_omega'] = !empty($_SESSION[$session_token]['values'][$temp_session_key]) ? $_SESSION[$session_token]['values'][$temp_session_key] : array(); $player_info['player_fields_current'] = array(); //die('<pre>$player_info[\'target_robot_omega\'] = '.print_r($player_info['target_robot_omega'], true).'</pre>'); if (count($player_info['target_robot_omega']) == 2) { $player_info['target_robot_omega'] = array_shift($player_info['target_robot_omega']); } foreach ($player_info['target_robot_omega'] as $key => $info) { $field = rpg_field::get_index_info($info['field']); if (empty($field)) { continue; } $player_info['player_fields_current'][] = $field; } // Define this player's stat type boost for display purposes $player_info['player_stat_type'] = ''; if (!empty($player_info['player_energy'])) { $player_info['player_stat_type'] = 'energy'; } elseif (!empty($player_info['player_attack'])) { $player_info['player_stat_type'] = 'attack'; } elseif (!empty($player_info['player_defense'])) { $player_info['player_stat_type'] = 'defense'; } elseif (!empty($player_info['player_speed'])) { $player_info['player_stat_type'] = 'speed'; } // Define whether or not field switching is enabled $temp_allow_field_switch = rpg_prototype::campaign_complete($player_info['player_token']) || rpg_prototype::campaign_complete(); // Collect a temp robot object for printing items if ($player_info['player_token'] == 'dr-light') { $robot_info = rpg_robot::parse_index_info($mmrpg_database_robots['mega-man']); } elseif ($player_info['player_token'] == 'dr-wily') { $robot_info = rpg_robot::parse_index_info($mmrpg_database_robots['bass']); } elseif ($player_info['player_token'] == 'dr-cossack') { $robot_info = rpg_robot::parse_index_info($mmrpg_database_robots['proto-man']); } // Define the markup variable $this_markup = ''; // Start the output buffer ob_start(); // DEBUG //die(print_r($player_field_rewards, true)); ?> <div class="event event_double event_<?php echo $player_key == $first_player_token ? 'visible' : 'hidden'; ?> " data-token="<?php echo $player_info['player_token'] . '_' . $player_info['player_token']; ?> "> <div class="this_sprite sprite_left" style="height: 40px;"> <?php $temp_margin = -1 * ceil(($player_info['player_image_size'] - 40) * 0.5); ?> <div style="margin-top: <?php echo $temp_margin; ?> px; margin-bottom: <?php echo $temp_margin * 3; ?> px; background-image: url(i/p/<?php echo !empty($player_info['player_image']) ? $player_info['player_image'] : $player_info['player_token']; ?> /mr<?php echo $player_info['player_image_size']; ?> .png?<?php echo MMRPG_CONFIG_CACHE_DATE; ?> ); " class="sprite sprite_player sprite_player_sprite sprite_<?php echo $player_info['player_image_size'] . 'x' . $player_info['player_image_size']; ?> sprite_<?php echo $player_info['player_image_size'] . 'x' . $player_info['player_image_size']; ?> _mug player_status_active player_position_active"><?php echo $player_info['player_name']; ?> </div> </div> <div class="header header_left player_type player_type_<?php echo !empty($player_info['player_stat_type']) ? $player_info['player_stat_type'] : 'none'; ?> " style="margin-right: 0;"><?php echo $player_info['player_name']; ?> 's Data <span class="player_type"><?php echo !empty($player_info['player_stat_type']) ? ucfirst($player_info['player_stat_type']) : 'Neutral'; ?> Type</span></div> <div class="body body_left" style="margin-right: 0; padding: 2px 3px; height: auto;"> <table class="full" style="margin-bottom: 5px;"> <colgroup> <col width="48.5%" /> <col width="1%" /> <col width="48.5%" /> </colgroup> <tbody> <tr> <td class="right"> <label style="display: block; float: left;">Name :</label> <span class="player_name player_type player_type_none"><?php echo $player_info['player_name']; ?> </span> </td> <td class="center"> </td> <td class="right"> <label style="display: block; float: left;">Bonus :</label> <?php // Display any special boosts this player has if (!empty($player_info['player_stat_type'])) { echo '<span class="player_name player_type player_type_' . $player_info['player_stat_type'] . '">Robot ' . ucfirst($player_info['player_stat_type']) . ' +' . $player_info['player_' . $player_info['player_stat_type']] . '%</span>'; } else { echo '<span class="player_name player_type player_type_none">None</span>'; } ?> </td> </tr> <tr> <td class="right"> <label style="display: block; float: left;">Exp Points :</label> <span class="player_stat player_type player_type_<?php echo !empty($player_info['player_experience']) ? 'cutter' : 'none'; ?> "><?php echo number_format($player_info['player_experience'], 0, '.', ','); ?> EXP</span> </td> <td class="center"> </td> <td class="right"> <label style="display: block; float: left;">Unlocked Robots :</label> <span class="player_stat player_type player_type_<?php echo !empty($player_info['player_robots_count']) ? 'cutter' : 'none'; ?> "><?php echo $player_info['player_robots_count'] . ' ' . ($player_info['player_robots_count'] == 1 ? 'Robot' : 'Robots'); ?> </span> </td> </tr> <tr> <td class="right"> <label style="display: block; float: left;">Battle Points :</label> <span class="player_stat player_type player_type_<?php echo !empty($player_info['player_points']) ? 'cutter' : 'none'; ?> "><?php echo number_format($player_info['player_points'], 0, '.', ','); ?> BP</span> </td> <td class="center"> </td> <td class="right"> <label style="display: block; float: left;">Unlocked Abilities :</label> <span class="player_stat player_type player_type_<?php echo !empty($player_info['player_abilities_count']) ? 'cutter' : 'none'; ?> "><?php echo $player_info['player_abilities_count'] . ' ' . ($player_info['player_abilities_count'] == 1 ? 'Ability' : 'Abilities'); ?> </span> </td> </tr> <tr> <td class="right"> <label style="display: block; float: left;">Missions Completed :</label> <span class="player_stat player_type player_type_<?php echo !empty($player_info['player_battles_complete']) ? 'energy' : 'none'; ?> "><?php echo $player_info['player_battles_complete']; ?> Missions</span> </td> <td class="center"> </td> <td class="right"> <label style="display: block; float: left;">Total Victories :</label> <span class="player_stat player_type player_type_<?php echo !empty($player_info['player_battles_complete_total']) ? 'energy' : 'none'; ?> "><?php echo $player_info['player_battles_complete_total']; ?> Victories</span> </td> </tr> <tr> <td class="right"> <label style="display: block; float: left;">Missions Failed :</label> <span class="player_stat player_type player_type_<?php echo !empty($player_info['player_battles_failure']) ? 'attack' : 'none'; ?> "><?php echo $player_info['player_battles_failure']; ?> Missions</span> </td> <td class="center"> </td> <td class="right"> <label style="display: block; float: left;">Total Defeats :</label> <span class="player_stat player_type player_type_<?php echo !empty($player_info['player_battles_failure_total']) ? 'attack' : 'none'; ?> "><?php echo $player_info['player_battles_failure_total']; ?> Defeats</span> </td> </tr> <tr> <td class="right"> <?php if (!empty($player_info['player_field_stars'])) { ?> <label style="display: block; float: left;">Field Stars :</label> <span class="player_stat player_type player_type_<?php echo !empty($player_info['player_field_stars']) ? 'electric' : 'empty'; ?> "><?php echo $player_info['player_field_stars'] . ' ' . ($player_info['player_field_stars'] == 1 ? 'Star' : 'Stars'); ?> </span> <?php } else { ?> <label style="display: block; float: left; opacity: 0.5; filter: alpha(opacity=50); ">??? :</label> <span class="player_stat player_type player_type_empty" style=" opacity: 0.5; filter: alpha(opacity=50); ">0</span> <?php } ?> </td> <td class="center"> </td> <td class="right"> <?php if (!empty($player_info['player_fusion_stars'])) { ?> <label style="display: block; float: left;">Fusion Stars :</label> <span class="player_stat player_type player_type_<?php echo !empty($player_info['player_fusion_stars']) ? 'time' : 'empty'; ?> "><?php echo $player_info['player_fusion_stars'] . ' ' . ($player_info['player_fusion_stars'] == 1 ? 'Star' : 'Stars'); ?> </span> <?php } else { ?> <label style="display: block; float: left; opacity: 0.5; filter: alpha(opacity=50); ">??? :</label> <span class="player_stat player_type player_type_empty" style=" opacity: 0.5; filter: alpha(opacity=50); ">0</span> <?php } ?> </td> </tr> </tbody> </table> <?php if (false && !empty($player_item_rewards)) { ?> <table class="full"> <colgroup> <col width="100%" /> </colgroup> <tbody> <tr> <td class="right" style="padding-top: 4px;"> <label class="item_header">Player Items :</label> <div class="item_container" style="height: auto;"> <?php // Define the array to hold ALL the reward option markup $item_rewards_options = ''; // Collect this player's item rewards and add them to the dropdown //$player_item_rewards = !empty($player_rewards['player_items']) ? $player_rewards['player_items'] : array(); //if (!empty($player_item_rewards)){ sort($player_item_rewards); } // DEBUG //$debug_tokens = array(); //foreach ($player_item_rewards AS $info){ $debug_tokens[] = $info['ability_token']; } //echo 'before:'.implode(',', array_keys($debug_tokens)).'<br />'; // Sort the item index based on item group uasort($player_item_rewards, array('rpg_functions', 'items_sort_for_editor')); // DEBUG //echo 'after:'.implode(',', array_keys($player_item_rewards)).'<br />'; // DEBUG //$debug_tokens = array(); //foreach ($player_item_rewards AS $info){ $debug_tokens[] = $info['ability_token']; } //echo 'after:'.implode(',', $debug_tokens).'<br />'; // Dont' bother generating option dropdowns if editing is disabled if ($global_allow_editing) { $player_item_rewards_options = array(); foreach ($player_item_rewards as $temp_item_key => $temp_item_info) { if (empty($temp_item_info['ability_token'])) { continue; } $temp_token = $temp_item_info['ability_token']; $temp_item_info = rpg_ability::parse_index_info($mmrpg_database_items[$temp_token]); $temp_option_markup = rpg_ability::print_editor_option_markup($robot_info, $temp_item_info); if (!empty($temp_option_markup)) { $player_item_rewards_options[] = $temp_option_markup; } } $player_item_rewards_options = '<optgroup label="Player Items">' . implode('', $player_item_rewards_options) . '</optgroup>'; $item_rewards_options .= $player_item_rewards_options; /* // Collect this robot's item rewards and add them to the dropdown $player_item_rewards = !empty($player_rewards['player_items']) ? $player_rewards['player_items'] : array(); $player_item_settings = !empty($player_settings['player_items']) ? $player_settings['player_items'] : array(); foreach ($player_item_settings AS $token => $info){ if (empty($player_item_rewards[$token])){ $player_item_rewards[$token] = $info; } } if (!empty($player_item_rewards)){ sort($player_item_rewards); } $player_item_rewards_options = array(); foreach ($player_item_rewards AS $temp_item_info){ if (empty($temp_item_info['ability_token'])){ continue; } $temp_token = $temp_item_info['ability_token']; $temp_item_info = rpg_ability::parse_index_info($mmrpg_database_items[$temp_token]); $temp_option_markup = rpg_ability::print_editor_option_markup($robot_info, $temp_item_info); if (!empty($temp_option_markup)){ $player_item_rewards_options[] = $temp_option_markup; } } $player_item_rewards_options = '<optgroup label="Player Items">'.implode('', $player_item_rewards_options).'</optgroup>'; $item_rewards_options .= $player_item_rewards_options; */ // Add an option at the bottom to remove the ability $item_rewards_options .= '<optgroup label="Item Actions">'; $item_rewards_options .= '<option value="" title="">- Remove Item -</option>'; $item_rewards_options .= '</optgroup>'; } // Loop through the robot's current items and list them one by one $empty_item_counter = 0; $temp_string = array(); $temp_inputs = array(); $item_key = 0; if (!empty($player_info['player_items_current'])) { // DEBUG //echo 'robot-ability:'; foreach ($player_info['player_items_current'] as $key => $player_item) { if (empty($player_item['ability_token'])) { continue; } elseif ($player_item['ability_token'] == '*') { continue; } elseif ($player_item['ability_token'] == 'ability') { continue; } elseif ($item_key > 7) { continue; } $this_item = rpg_ability::parse_index_info($mmrpg_database_items[$player_item['ability_token']]); if (empty($this_item)) { continue; } $this_item_token = $this_item['ability_token']; $this_item_name = $this_item['ability_name']; $this_item_type = !empty($this_item['ability_type']) ? $this_item['ability_type'] : false; $this_item_type2 = !empty($this_item['ability_type2']) ? $this_item['ability_type2'] : false; if (!empty($this_item_type) && !empty($mmrpg_index['types'][$this_item_type])) { $this_item_type = $mmrpg_index['types'][$this_item_type]['type_name'] . ' Type'; if (!empty($this_item_type2) && !empty($mmrpg_index['types'][$this_item_type2])) { $this_item_type = str_replace(' Type', ' / ' . $mmrpg_index['types'][$this_item_type2]['type_name'] . ' Type', $this_item_type); } } else { $this_item_type = ''; } $this_item_energy = isset($this_item['ability_energy']) ? $this_item['ability_energy'] : 4; $this_item_damage = !empty($this_item['ability_damage']) ? $this_item['ability_damage'] : 0; $this_item_damage2 = !empty($this_item['ability_damage2']) ? $this_item['ability_damage2'] : 0; $this_item_damage_percent = !empty($this_item['ability_damage_percent']) ? true : false; $this_item_damage2_percent = !empty($this_item['ability_damage2_percent']) ? true : false; if ($this_item_damage_percent && $this_item_damage > 100) { $this_item_damage = 100; } if ($this_item_damage2_percent && $this_item_damage2 > 100) { $this_item_damage2 = 100; } $this_item_recovery = !empty($this_item['ability_recovery']) ? $this_item['ability_recovery'] : 0; $this_item_recovery2 = !empty($this_item['ability_recovery2']) ? $this_item['ability_recovery2'] : 0; $this_item_recovery_percent = !empty($this_item['ability_recovery_percent']) ? true : false; $this_item_recovery2_percent = !empty($this_item['ability_recovery2_percent']) ? true : false; if ($this_item_recovery_percent && $this_item_recovery > 100) { $this_item_recovery = 100; } if ($this_item_recovery2_percent && $this_item_recovery2 > 100) { $this_item_recovery2 = 100; } $this_item_accuracy = !empty($this_item['ability_accuracy']) ? $this_item['ability_accuracy'] : 0; $this_item_description = !empty($this_item['ability_description']) ? $this_item['ability_description'] : ''; $this_item_description = str_replace('{DAMAGE}', $this_item_damage, $this_item_description); $this_item_description = str_replace('{RECOVERY}', $this_item_recovery, $this_item_description); $this_item_description = str_replace('{DAMAGE2}', $this_item_damage2, $this_item_description); $this_item_description = str_replace('{RECOVERY2}', $this_item_recovery2, $this_item_description); $this_item_title = rpg_ability::print_editor_title_markup($robot_info, $this_item); $this_item_title_plain = strip_tags(str_replace('<br />', ' ', $this_item_title)); $this_item_title_tooltip = htmlentities($this_item_title, ENT_QUOTES, 'UTF-8'); $this_item_title_html = str_replace(' ', ' ', $this_item_name); $temp_select_options = str_replace('value="' . $this_item_token . '"', 'value="' . $this_item_token . '" selected="selected" disabled="disabled"', $item_rewards_options); $this_item_title_html = '<label style="background-image: url(i/a/' . $this_item_token . '/il40.png?' . MMRPG_CONFIG_CACHE_DATE . ');">' . $this_item_title_html . '</label>'; if ($global_allow_editing) { $this_item_title_html .= '<select class="ability_name" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '">' . $temp_select_options . '</select>'; } $temp_string[] = '<a class="ability_name ability_type ability_type_' . (!empty($this_item['ability_type']) ? $this_item['ability_type'] : 'none') . (!empty($this_item['ability_type2']) ? '_' . $this_item['ability_type2'] : '') . '" style="' . (($item_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . (!$global_allow_editing ? 'cursor: default; ' : '') . '" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" data-item="' . $this_item_token . '" title="' . $this_item_title_plain . '" data-tooltip="' . $this_item_title_tooltip . '">' . $this_item_title_html . '</a>'; $item_key++; } if ($item_key <= 7) { for ($item_key; $item_key <= 7; $item_key++) { $empty_item_counter++; if ($empty_item_counter >= 2) { $empty_item_disable = true; } else { $empty_item_disable = false; } $temp_select_options = str_replace('value=""', 'value="" selected="selected" disabled="disabled"', $item_rewards_options); $this_item_title_html = '<label>-</label>'; if ($global_allow_editing) { $this_item_title_html .= '<select class="ability_name" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" ' . ($empty_item_disable ? 'disabled="disabled" ' : '') . '>' . $temp_select_options . '</select>'; } $temp_string[] = '<a class="ability_name " style="' . (($item_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . ($empty_item_disable ? 'opacity:0.25; ' : '') . (!$global_allow_editing ? 'cursor: default; ' : '') . '" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" data-item="" title="" data-tooltip="">' . $this_item_title_html . '</a>'; } } } else { for ($item_key = 0; $item_key <= 7; $item_key++) { $empty_item_counter++; if ($empty_item_counter >= 2) { $empty_item_disable = true; } else { $empty_item_disable = false; } $temp_select_options = str_replace('value=""', 'value="" selected="selected"', $item_rewards_options); $this_item_title_html = '<label>-</label>'; if ($global_allow_editing) { $this_item_title_html .= '<select class="ability_name" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" data-robot="' . $robot_info['robot_token'] . '" ' . ($empty_item_disable ? 'disabled="disabled" ' : '') . '>' . $temp_select_options . '</select>'; } $temp_string[] = '<a class="ability_name " style="' . (($item_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . ($empty_item_disable ? 'opacity:0.25; ' : '') . (!$global_allow_editing ? 'cursor: default; ' : '') . '" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" data-robot="' . $robot_info['robot_token'] . '" data-ability="">' . $this_item_title_html . '</a>'; } } // DEBUG //echo 'temp-string:'; echo !empty($temp_string) ? implode(' ', $temp_string) : ''; // DEBUG //echo '<br />temp-inputs:'; echo !empty($temp_inputs) ? implode(' ', $temp_inputs) : ''; // DEBUG //echo '<br />'; ?> </div> </td> </tr> </tbody> </table> <?php } ?> <?php if (!empty($player_field_rewards) && rpg_prototype::campaign_complete($player_info['player_token'])) { ?> <table class="full"> <colgroup> <col width="100%" /> </colgroup> <tbody> <tr> <td class="right" style="padding-top: 4px;"> <label class="field_header"><?php echo $global_allow_editing ? 'Edit ' : ''; ?> Player Fields :</label> <div class="field_container" style="height: auto;"> <?php // Define the array to hold ALL the reward option markup $field_rewards_options = ''; // Collect this player's field rewards and add them to the dropdown //$player_field_rewards = !empty($player_rewards['player_fields']) ? $player_rewards['player_fields'] : array(); //if (!empty($player_field_rewards)){ sort($player_field_rewards); } // DEBUG //echo 'start:player_field_rewards:<pre style="font-size: 80%;">'.print_r($player_field_rewards, true).'</pre><br />'; // DEBUG //echo 'before:player_field_rewards(keys):'.implode(',', array_keys($player_field_rewards)).'<br />'; // DEBUG //$debug_tokens = array(); //foreach ($player_field_rewards AS $info){ $debug_tokens[] = $info['field_token']; } //echo 'before:player_field_rewards(field_tokens):'.implode(',', array_values($debug_tokens)).'<br />'; // Sort the field index based on field number uasort($player_field_rewards, array('rpg_functions', 'fields_sort_for_editor')); // DEBUG //echo 'after:player_field_rewards(keys):'.implode(',', array_keys($player_field_rewards)).'<br />'; // DEBUG //$debug_tokens = array(); //foreach ($player_field_rewards AS $info){ $debug_tokens[] = $info['field_token']; } //echo 'after:player_field_rewards(field_tokens):'.implode(',', array_values($debug_tokens)).'<br />'; // Don't bother generating the option markup if disabled editing if ($global_allow_editing) { // Define the field group index for displau $temp_group_index = array('MMRPG' => 'Mega Man RPG Fields', 'MM00' => 'Mega Man Bonus Fields', 'MM01' => 'Mega Man 1 Fields', 'MM02' => 'Mega Man 2 Fields', 'MM03' => 'Mega Man 3 Fields', 'MM04' => 'Mega Man 4 Fields', 'MM05' => 'Mega Man 5 Fields', 'MM06' => 'Mega Man 6 Fields', 'MM07' => 'Mega Man 7 Fields', 'MM08' => 'Mega Man 8 Fields', 'MM09' => 'Mega Man 9 Fields', 'MM10' => 'Mega Man 10 Fields'); // Loop through the group index and display any fields that match $player_field_rewards_backup = $player_field_rewards; foreach ($temp_group_index as $group_key => $group_name) { $player_field_rewards_options = array(); foreach ($player_field_rewards_backup as $temp_field_key => $temp_field_info) { if (empty($temp_field_info['field_game']) || $temp_field_info['field_game'] != $group_key) { continue; } $temp_option_markup = rpg_field::print_editor_option_markup($temp_field_info); if (!empty($temp_option_markup)) { $player_field_rewards_options[] = $temp_option_markup; } unset($player_field_rewards_backup[$temp_field_key]); } if (empty($player_field_rewards_options)) { continue; } $player_field_rewards_options = '<optgroup label="' . $group_name . '">' . implode('', $player_field_rewards_options) . '</optgroup>'; $field_rewards_options .= $player_field_rewards_options; } } // Add an option at the bottom to remove the field //$field_rewards_options .= '<optgroup label="Field Actions">'; //$field_rewards_options .= '<option value="" title="">- Remove Field -</option>'; //$field_rewards_options .= '</optgroup>'; // Loop through the player's current fields and list them one by one $empty_field_counter = 0; $temp_string = array(); $temp_inputs = array(); $field_key = 0; if (!empty($player_info['player_fields_current'])) { // DEBUG //echo 'player-field:'; $rpg_field_index = rpg_field::get_index(); $player_info['player_fields_current'] = $player_info['player_fields_current']; //array_reverse($player_info['player_fields_current']); foreach ($player_info['player_fields_current'] as $player_field) { if ($player_field['field_token'] == '*') { continue; } elseif (!isset($rpg_field_index[$player_field['field_token']])) { continue; } elseif ($field_key > 7) { continue; } $this_field = rpg_field::parse_index_info($rpg_field_index[$player_field['field_token']]); $this_field_token = $this_field['field_token']; $this_robot_token = $this_field['field_master']; $this_robot = rpg_robot::parse_index_info($mmrpg_database_robots[$this_robot_token]); $this_field_name = $this_field['field_name']; $this_field_type = !empty($this_field['field_type']) ? $this_field['field_type'] : false; $this_field_type2 = !empty($this_field['field_type2']) ? $this_field['field_type2'] : false; if (!empty($this_field_type) && !empty($mmrpg_index['types'][$this_field_type])) { $this_field_type = $mmrpg_index['types'][$this_field_type]['type_name'] . ' Type'; if (!empty($this_field_type2) && !empty($mmrpg_index['types'][$this_field_type2])) { $this_field_type = str_replace(' Type', ' / ' . $mmrpg_index['types'][$this_field_type2]['type_name'] . ' Type', $this_field_type); } } else { $this_field_type = ''; } $this_field_description = !empty($this_field['field_description']) ? $this_field['field_description'] : ''; $this_field_title = rpg_field::print_editor_title_markup($this_field); $this_field_title_plain = strip_tags(str_replace('<br />', ' ', $this_field_title)); $this_field_title_tooltip = htmlentities($this_field_title, ENT_QUOTES, 'UTF-8'); $this_field_title_html = str_replace(' ', ' ', $this_field_name); $temp_select_options = str_replace('value="' . $this_field_token . '"', 'value="' . $this_field_token . '" selected="selected" disabled="disabled"', $field_rewards_options); $temp_field_type_class = 'field_type_' . (!empty($this_field['field_type']) ? $this_field['field_type'] : 'none') . (!empty($this_field['field_type2']) ? '_' . $this_field['field_type2'] : ''); if ($global_allow_editing && $temp_allow_field_switch) { $this_field_title_html = '<label class="field_type ' . $temp_field_type_class . '" style="">' . $this_field_title_html . '</label><select class="field_name" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '">' . $temp_select_options . '</select>'; } elseif (!$global_allow_editing && $temp_allow_field_switch) { $this_field_title_html = '<label class="field_type ' . $temp_field_type_class . '" style="cursor: default !important;">' . $this_field_title_html . '</label>'; } else { $this_field_title_html = '<label class="field_type ' . $temp_field_type_class . '" style="cursor: default !important;">' . $this_field_title_html . '</label>'; } $temp_string[] = '<a class="field_name field_type ' . $temp_field_type_class . '" style="background-image: url(i/f/' . $this_field_token . '/bfp.png?' . MMRPG_CONFIG_CACHE_DATE . '); ' . (($field_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . (!$temp_allow_field_switch || !$global_allow_editing ? 'cursor: default !important; ' : '') . (!$temp_allow_field_switch ? 'opacity: 0.50; filter: alpha(opacity=50); ' : '') . '" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '" data-field="' . $this_field_token . '" data-tooltip="' . $this_field_title_tooltip . '">' . $this_field_title_html . '</a>'; $field_key++; } if ($field_key <= 7) { for ($field_key; $field_key <= 7; $field_key++) { $empty_field_counter++; if ($empty_field_counter >= 2) { $empty_field_disable = true; } else { $empty_field_disable = false; } $temp_select_options = str_replace('value=""', 'value="" selected="selected" disabled="disabled"', $field_rewards_options); $this_field_title_html = '<label>-</label><select class="field_name" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '" ' . ($empty_field_disable ? 'disabled="disabled" ' : '') . '>' . $temp_select_options . '</select>'; $temp_string[] = '<a class="field_name " style="' . (($field_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . ($empty_field_disable ? 'opacity:0.25; ' : '') . '" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '" data-field="" title="">' . $this_field_title_html . '</a>'; } } } else { for ($field_key = 0; $field_key <= 7; $field_key++) { $empty_field_counter++; if ($empty_field_counter >= 2) { $empty_field_disable = true; } else { $empty_field_disable = false; } $temp_select_options = str_replace('value=""', 'value="" selected="selected"', $field_rewards_options); $this_field_title_html = '<label>-</label><select class="field_name" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '" ' . ($empty_field_disable ? 'disabled="disabled" ' : '') . '>' . $temp_select_options . '</select>'; $temp_string[] = '<a class="field_name " style="' . (($field_key + 1) % 4 == 0 ? 'margin-right: 0; ' : '') . ($empty_field_disable ? 'opacity:0.25; ' : '') . '" data-key="' . $field_key . '" data-player="' . $player_info['player_token'] . '" data-player="' . $player_info['player_token'] . '" data-field="" title="">' . $this_field_title_html . '</a>'; } } // DEBUG //echo 'temp-string:'; echo !empty($temp_string) ? implode(' ', $temp_string) : ''; // DEBUG //echo '<br />temp-inputs:'; echo !empty($temp_inputs) ? implode(' ', $temp_inputs) : ''; // DEBUG //echo '<br />'; // Collect the available star counts for this player $temp_star_counts = rpg_game::stars_available($player_token); ?> <div class="field_stars"> <label class="label">stars</label> <span class="star star_field" data-star="field"><?php echo $temp_star_counts['field']; ?> field</span> <span class="star star_fusion" data-star="fusion"><?php echo $temp_star_counts['fusion']; ?> fusion</span> </div> <?php // Print the sort wrapper and options if allowed if ($global_allow_editing) { ?> <div class="field_tools"> <label class="label">tools</label> <a class="tool tool_shuffle" data-tool="shuffle" data-player="<?php echo $player_token; ?> ">shuffle</a> <a class="tool tool_randomize" data-tool="randomize" data-player="<?php echo $player_token; ?> ">randomize</a> </div> <?php } ?> </div> </td> </tr> </tbody> </table> <?php } ?> </div> </div> <?php $key_counter++; // Collect the outbut buffer contents $this_markup = trim(ob_get_clean()); // Return the generated markup return $this_markup; }
public static function robot_select_markup($this_prototype_data) { // Refence the global config and index objects for easy access global $db; // Define the temporary robot markup string $this_robots_markup = ''; // Collect the robot index for calculation purposes $this_robot_index = $db->get_array_list("SELECT * FROM mmrpg_index_robots WHERE robot_flag_complete = 1;", 'robot_token'); // Collect the ability index for calculation purposes $this_ability_index = $db->get_array_list("SELECT * FROM mmrpg_index_abilities WHERE ability_flag_complete = 1;", 'ability_token'); // Loop through and display the available robot options for this player $temp_robot_option_count = count($this_prototype_data['robot_options']); $temp_player_favourites = rpg_game::robot_favourites(); foreach ($this_prototype_data['robot_options'] as $key => $info) { $info = array_merge($this_robot_index[$info['robot_token']], $info); if (!isset($info['original_player'])) { $info['original_player'] = $this_prototype_data['this_player_token']; } $this_option_class = 'option option_this-robot-select option_this-' . $info['original_player'] . '-robot-select option_' . ($temp_robot_option_count == 1 ? '1x4' : ($this_prototype_data['robots_unlocked'] <= 2 ? '1x2' : '1x1')) . ' option_' . $info['robot_token'] . ' block_' . ($key + 1); $this_option_style = ''; $this_option_token = $info['robot_id'] . '_' . $info['robot_token']; $this_option_image = !empty($info['robot_image']) ? $info['robot_image'] : $info['robot_token']; $this_option_size = !empty($info['robot_image_size']) ? $info['robot_image_size'] : 40; $temp_size = $this_option_size; $temp_size_text = $temp_size . 'x' . $temp_size; $temp_top = -2 + (40 - $temp_size); $temp_right_inc = $temp_size > 40 ? ceil($temp_size * 0.5 - 60) : 0; $temp_right = 15 + $temp_right_inc; $this_robot_name = $info['robot_name']; $this_robot_rewards = rpg_game::robot_rewards($this_prototype_data['this_player_token'], $info['robot_token']); $this_robot_settings = rpg_game::robot_settings($this_prototype_data['this_player_token'], $info['robot_token']); $this_robot_experience = rpg_game::robot_experience($this_prototype_data['this_player_token'], $info['robot_token']); $this_robot_level = rpg_game::robot_level($this_prototype_data['this_player_token'], $info['robot_token']); $this_experience_required = rpg_prototype::calculate_experience_required($this_robot_level); $this_robot_abilities = rpg_game::abilities_unlocked($this_prototype_data['this_player_token'], $info['robot_token']); $text_robot_special = $this_robot_level >= 100 || !empty($this_robot_rewards['flags']['reached_max_level']) ? true : false; $this_robot_experience = $this_robot_level >= 100 ? '<span style="position: relative; bottom: 0; font-size: 120%;">∞</span>' : $this_robot_experience; $this_robot_experience_title = $this_robot_level >= 100 ? '∞' : $this_robot_experience; $this_robot_favourite = in_array($info['robot_token'], $temp_player_favourites) ? true : false; $this_robot_name .= $this_robot_favourite ? ' <span style="position: relative; bottom: 2px; font-size: 11px;">♥</span>' : ''; $this_robot_name .= $text_robot_special ? ' <span style="position: relative; bottom: 2px; font-size: 9px;" title="Congratulations!!! :D">★</span>' : ''; $this_robot_item = !empty($info['robot_item']) ? $info['robot_item'] : ''; $this_robot_energy = $info['robot_energy']; $this_robot_attack = $info['robot_attack']; $this_robot_defense = $info['robot_defense']; $this_robot_speed = $info['robot_speed']; $this_robot_core = !empty($info['robot_core']) ? $info['robot_core'] : ''; $this_robot_core2 = !empty($info['robot_core2']) ? $info['robot_core2'] : ''; $temp_level = $this_robot_level - 1; $this_robot_energy += ceil($temp_level * (0.05 * $this_robot_energy)); $this_robot_attack += ceil($temp_level * (0.05 * $this_robot_attack)); $this_robot_defense += ceil($temp_level * (0.05 * $this_robot_defense)); $this_robot_speed += ceil($temp_level * (0.05 * $this_robot_speed)); if (!empty($this_robot_settings['robot_item'])) { $this_robot_item = $this_robot_settings['robot_item']; } if (!empty($this_robot_rewards['robot_energy'])) { $this_robot_energy += $this_robot_rewards['robot_energy']; } if (!empty($this_robot_rewards['robot_attack'])) { $this_robot_attack += $this_robot_rewards['robot_attack']; } if (!empty($this_robot_rewards['robot_defense'])) { $this_robot_defense += $this_robot_rewards['robot_defense']; } if (!empty($this_robot_rewards['robot_speed'])) { $this_robot_speed += $this_robot_rewards['robot_speed']; } if ($this_prototype_data['this_player_token'] == 'dr-light') { $this_robot_defense += ceil(0.25 * $this_robot_defense); } if ($this_prototype_data['this_player_token'] == 'dr-wily') { $this_robot_attack += ceil(0.25 * $this_robot_attack); } if ($this_prototype_data['this_player_token'] == 'dr-cossack') { $this_robot_speed += ceil(0.25 * $this_robot_speed); } $this_robot_energy = $this_robot_energy > MMRPG_SETTINGS_STATS_MAX ? MMRPG_SETTINGS_STATS_MAX : $this_robot_energy; $this_robot_attack = $this_robot_attack > MMRPG_SETTINGS_STATS_MAX ? MMRPG_SETTINGS_STATS_MAX : $this_robot_attack; $this_robot_defense = $this_robot_defense > MMRPG_SETTINGS_STATS_MAX ? MMRPG_SETTINGS_STATS_MAX : $this_robot_defense; $this_robot_speed = $this_robot_speed > MMRPG_SETTINGS_STATS_MAX ? MMRPG_SETTINGS_STATS_MAX : $this_robot_speed; if (!empty($this_robot_settings['robot_image'])) { $this_option_image = $this_robot_settings['robot_image']; } if (!empty($this_robot_item) && preg_match('/^item-core-/i', $this_robot_item)) { $item_core_type = preg_replace('/^item-core-/i', '', $this_robot_item); if (empty($this_robot_core2)) { //$this_robot_core != 'copy' && $this_robot_core2 = $item_core_type; } } $this_robot_abilities_current = !empty($info['robot_abilities']) ? array_keys($info['robot_abilities']) : array('buster-shot'); $this_option_title = ''; //-- Basics ------------------------------- <br />'; $this_option_title .= $info['robot_name']; //''.$info['robot_number'].' '.$info['robot_name']; $this_option_title .= ' (' . (!empty($this_robot_core) ? ucfirst($this_robot_core) . ' Core' : 'Neutral Core') . ')'; $this_option_title .= ' <br />Level ' . $this_robot_level . ' | ' . $this_robot_experience_title . ' / ' . $this_experience_required . ' Exp' . (!empty($this_robot_favourite_title) ? ' ' . $this_robot_favourite_title : ''); if (!empty($this_robot_item) && isset($this_ability_index[$this_robot_item])) { $this_option_title .= ' | + ' . $this_ability_index[$this_robot_item]['ability_name'] . ' '; } $this_option_title .= ' <br />E : ' . $this_robot_energy . ' | A : ' . $this_robot_attack . ' | D : ' . $this_robot_defense . ' | S: ' . $this_robot_speed; if (!empty($this_robot_abilities_current)) { $this_option_title .= ' <hr />'; // <hr />-- Abilities ------------------------------- <br />'; $temp_counter = 1; foreach ($this_robot_abilities_current as $token) { if (empty($token) || !isset($this_ability_index[$token])) { continue; } $temp_info = rpg_ability::parse_index_info($this_ability_index[$token]); $this_option_title .= $temp_info['ability_name']; if ($temp_counter % 4 == 0) { $this_option_title .= ' <br />'; } elseif ($temp_counter < count($this_robot_abilities_current)) { $this_option_title .= ' | '; } $temp_counter++; } } $this_option_title_plain = strip_tags(str_replace('<br />', ' ', $this_option_title)); $this_option_title_tooltip = htmlentities($this_option_title, ENT_QUOTES, 'UTF-8'); $this_option_label = '<span class="sprite sprite_' . $temp_size_text . ' sprite_' . $temp_size_text . '_base" style="background-image: url(i/r/' . $this_option_image . '/sr' . $temp_size . '.png?' . MMRPG_CONFIG_CACHE_DATE . '); top: ' . $temp_top . 'px; right: ' . $temp_right . 'px;">' . $info['robot_name'] . '</span>'; $this_option_label .= '<span class="multi">'; $this_option_label .= '<span class="maintext">' . $this_robot_name . '</span>'; $this_option_label .= '<span class="subtext">Level ' . $this_robot_level . '</span>'; $this_option_label .= '<span class="subtext2">' . $this_robot_experience . '/' . $this_experience_required . ' Exp</span>'; $this_option_label .= '</span>'; $this_option_label .= '<span class="arrow">►</span>'; //$this_robots_markup .= '<a class="'.$this_option_class.'" data-child="true" data-token="'.$this_option_token.'" title="'.$this_option_title_plain.'" data-tooltip="'.$this_option_title_tooltip.'" style="'.$this_option_style.'">'; $this_robots_markup .= '<a class="' . $this_option_class . '" data-child="true" data-token="' . $this_option_token . '" style="' . $this_option_style . '">'; $this_robots_markup .= '<div class="chrome chrome_type robot_type_' . (!empty($this_robot_core) ? $this_robot_core : 'none') . (!empty($this_robot_core2) ? '_' . $this_robot_core2 : '') . '" data-tooltip="' . $this_option_title_tooltip . '"><div class="inset"><label class="has_image">' . $this_option_label . '</label></div></div>'; $this_robots_markup .= '</a>' . "\r\n"; } // Loop through and display any option padding cells //if ($this_prototype_data['robots_unlocked'] >= 3){ if ($temp_robot_option_count >= 3) { //$this_prototype_data['padding_num'] = $this_prototype_data['robots_unlocked'] <= 8 ? 4 : 2; $this_prototype_data['padding_num'] = 4; $this_prototype_data['robots_padding'] = $temp_robot_option_count % $this_prototype_data['padding_num']; if (!empty($this_prototype_data['robots_padding'])) { $counter = $temp_robot_option_count % $this_prototype_data['padding_num'] + 1; for ($counter; $counter <= $this_prototype_data['padding_num']; $counter++) { $this_option_class = 'option option_this-robot-select option_this-' . $this_prototype_data['this_player_token'] . '-robot-select option_1x1 option_disabled block_' . $counter; $this_option_style = ''; $this_robots_markup .= '<a class="' . $this_option_class . '" style="' . $this_option_style . '">'; $this_robots_markup .= '<div class="platform"><div class="chrome"><div class="inset"><label> </label></div></div></div>'; $this_robots_markup .= '</a>' . "\r\n"; } } } // Return the generated markup return $this_robots_markup; }
$player_info = $mmrpg_index['players']['player']; //rpg_player::get_index_info('player'); //array('player_token' => 'player', 'player_name' => 'Player'); $robot_info = rpg_robot::get_index_info('robot'); //array('robot_token' => 'robot', 'robot_name' => 'Robot'); // Sort the ability rewards based on ability number and such uasort($player_ability_rewards, array('rpg_functions', 'abilities_sort_for_editor')); $robot_ability_rewards = array(); // Collect the ability reward options to be used on all selects $ability_rewards_options = $global_allow_editing ? rpg_ability::print_editor_options_list_markup($player_ability_rewards, $robot_ability_rewards, $player_info, $robot_info) : ''; foreach ($mmrpg_database_abilities as $ability_token => $ability_info) { if (!rpg_game::ability_unlocked('', '', $ability_token)) { continue; } //if ($key_counter > 0 && $key_counter % 5 == 0){ echo '</tr><tr>'; } //echo '<td>'; $temp_select_markup = rpg_ability::print_editor_select_markup($ability_rewards_options, $player_info, $robot_info, $ability_info, $key_counter); //echo $ability_token.'<br />'; echo $temp_select_markup . ' '; //echo '</td>'; $key_counter++; } } //echo '</tr></table>'; echo '</div>'; if ($global_allow_editing) { ?> <div class="sort_wrapper"> <label class="label">sort</label> <a class="sort sort_level" data-sort="power" data-order="asc">power</a> <a class="sort sort_number" data-sort="number" data-order="asc">number</a> <a class="sort sort_core" data-sort="type" data-order="asc">type</a>
$target_action_token = ''; } // DEBUG //$this_battle->events_create(false, false, 'DEBUG_'.__LINE__.'_DATA', ' $this_battle->actions_append($target_player, $active_target_robot, $this_player, $temp_targetability_targetrobot, $target_action, $target_action_token);'); $this_battle->actions_append($target_player, $active_target_robot, $temp_targetability_targetplayer, $temp_targetability_targetrobot, $target_action, $target_action_token); // Now execute the stored actions $this_battle->actions_execute(); $this_battle->update_session(); // Collect the user ability info if set $temp_ability_id = false; $temp_ability_token = false; $temp_ability_info = array(); if ($this_action == 'ability') { list($temp_ability_id, $temp_ability_token) = explode('_', $this_action_token); $temp_ability_info = array('ability_id' => $temp_ability_id, 'ability_token' => $temp_ability_token); $temp_ability_object = new rpg_ability($this_player, $this_robot, $temp_ability_info); $temp_ability_info = $temp_ability_object->export_array(); //$temp_ability_info['ability_id'] = $temp_ability_id; if (!isset($temp_ability_info['ability_target'])) { //$temp_ability_info['ability_target'] = 'auto'; } } // Define the new target robot based on the previous target $new_target_robot = false; // If this is a special SELECT THIS target ability if ($temp_ability_info['ability_target'] == 'select_this') { // Check if this robot is targetting itself or a team mate if ($this_robot->robot_id == $backup_target_robot_id) { // Define the new target robot which is actually a team mate $new_target_robot = new rpg_robot($this_player, array('robot_id' => $this_robot->robot_id, 'robot_token' => $this_robot->robot_token)); // Queue up an this robot's action second, because its slower
background-color: rgba(13,13,13,0.33); -moz-border-radius: 6px; -webkit-border-radius: 6px; border-radius: 6px; border-style: solid; border-color: #292929; border-width: 1px; box-shadow: 0 0 6px rgba(255, 255, 255, 0.6); "><div class="sprite sprite_' . $item_info_size_token . ' sprite_' . $item_info_size_token . '_base" style=" background-image: url(images/sprites/abilities/' . $item_info['ability_token'] . '/icon_right_' . $item_info_size_token . '.png?' . MMRPG_CONFIG_CACHE_DATE . '); bottom: -18px; right: -18px; ">' . $item_info['ability_name'] . '</div></div>'; $temp_console_markup = '<p>Congratulations! <strong>' . $player_info['player_name'] . '</strong> found ' . ($item_quantity == 1 ? preg_match('/^(a|e|i|o|u)/i', $this_name) ? 'an' : 'a' : $item_quantity) . ' <strong>' . $this_name . ($item_quantity > 1 ? 's' : '') . '</strong>! The ' . ($is_new ? 'new ' : '') . ($item_quantity > 1 ? 'items were' : 'item was') . ' added to the inventory.</p>'; //<strong>'.$this_name.'</strong> is '.(!empty($item_info['ability_type']) ? (preg_match('/^(a|e|i|o|u|y)/i', $item_info['ability_type']) ? 'an ' : 'a ').'<strong data-class="ability_type ability_type_'.$item_info['ability_type'].(!empty($item_info['ability_type2']) ? '_'.$item_info['ability_type2'] : '').'">'.ucfirst($item_info['ability_type']).(!empty($item_info['ability_type2']) ? ' and '.ucfirst($item_info['ability_type2']) : '').' Type</strong> ' : '<strong data-class="ability_type ability_type_none">Neutral Type</strong> ').'ability. <strong>'.$this_name.'</strong>'s data was '.($temp_data_existed ? 'updated in ' : 'added to ' ).' the <strong>Robot Database</strong>. $temp_console_markup .= '<div id="console" style="width: auto; height: auto;"><div class="extra"><div class="extra2">' . preg_replace('/\\s+/', ' ', rpg_ability::print_database_markup($item_info, array('layout_style' => 'event'))) . '</div></div></div>'; //die(''.$this_ability_token.': '.$temp_console_markup); $_SESSION[$session_token]['EVENTS'][] = array('canvas_markup' => preg_replace('/\\s+/', ' ', $temp_canvas_markup), 'console_markup' => $temp_console_markup); } // Now that we finished parsing the password, let's remove it $_SESSION['GAME']['flags']['events']['password-item_' . $password_token] = true; unset($_SESSION['GAME']['values']['battle_passwords'][$player_token][$password_token]); //exit('we unlocked the item, apparently'); // Redirect back to the prototype menu and exit header('Location: prototype.php'); exit; } else { // Remove the password from the list without parsing it unset($_SESSION['GAME']['values']['battle_passwords'][$player_token][$password_token]); } } elseif (preg_match('/^missiongetvsreset$/i', $password_token)) {
public function get_canvas_markup($options, $player_data) { // Define the variable to hold the console robot data $this_data = array(); $this_target_options = !empty($options['this_ability']->target_options) ? $options['this_ability']->target_options : array(); $this_damage_options = !empty($options['this_ability']->damage_options) ? $options['this_ability']->damage_options : array(); $this_recovery_options = !empty($options['this_ability']->recovery_options) ? $options['this_ability']->recovery_options : array(); $this_results = !empty($options['this_ability']->ability_results) ? $options['this_ability']->ability_results : array(); // Define and calculate the simpler markup and positioning variables for this robot $this_data['data_type'] = !empty($options['data_type']) ? $options['data_type'] : 'robot'; $this_data['data_debug'] = !empty($options['data_debug']) ? $options['data_debug'] : ''; $this_data['flags'] = $this->flags; $this_data['counters'] = $this->counters; $this_data['values'] = $this->values; $this_data['robot_id'] = $this->robot_id; $this_data['robot_token'] = $this->robot_token; $this_data['robot_id_token'] = $this->robot_id . '_' . $this->robot_token; $this_data['robot_key'] = !empty($this->robot_key) ? $this->robot_key : 0; $this_data['robot_core'] = !empty($this->robot_core) ? $this->robot_core : 'none'; $this_data['robot_class'] = !empty($this->robot_class) ? $this->robot_class : 'master'; $this_data['robot_stance'] = !empty($this->robot_stance) ? $this->robot_stance : 'base'; $this_data['robot_frame'] = !empty($this->robot_frame) ? $this->robot_frame : 'base'; $this_data['robot_frame_index'] = explode('/', MMRPG_SETTINGS_ROBOT_FRAMEINDEX); $this_data['robot_frame_classes'] = !empty($this->robot_frame_classes) ? $this->robot_frame_classes : ''; $this_data['robot_frame_styles'] = !empty($this->robot_frame_styles) ? $this->robot_frame_styles : ''; $this_data['robot_detail_styles'] = !empty($this->robot_detail_styles) ? $this->robot_detail_styles : ''; $this_data['robot_image'] = $this->robot_image; $this_data['robot_image_overlay'] = !empty($this->robot_image_overlay) ? $this->robot_image_overlay : array(); $this_data['robot_float'] = $this->player->player_side; $this_data['robot_direction'] = $this->player->player_side == 'left' ? 'right' : 'left'; $this_data['robot_status'] = $this->robot_status; $this_data['robot_position'] = !empty($this->robot_position) ? $this->robot_position : 'bench'; $this_data['robot_action'] = 'scan_' . $this->robot_id . '_' . $this->robot_token; $this_data['robot_size'] = $this_data['robot_position'] == 'active' ? $this->robot_image_size * 2 : $this->robot_image_size; $this_data['robot_size_base'] = $this->robot_image_size; $this_data['robot_size_path'] = $this->robot_image_size * 2 . 'x' . $this->robot_image_size * 2; //$this_data['robot_scale'] = $this_data['robot_position'] == 'active' ? 1 : 0.5 + (((8 - $this_data['robot_key']) / 8) * 0.5); //$this_data['robot_title'] = $this->robot_number.' '.$this->robot_name.' (Lv. '.$this->robot_level.')'; $this_data['robot_title'] = $this->robot_name . ' (Lv. ' . $this->robot_level . ')'; $this_data['robot_title'] .= ' <br />' . (!empty($this_data['robot_core']) && $this_data['robot_core'] != 'none' ? ucfirst($this_data['robot_core']) . ' Core' : 'Neutral Core'); $this_data['robot_title'] .= ' | ' . ucfirst($this_data['robot_position']) . ' Position'; $temp_energy_max = !empty($this->flags['robot_stat_max_energy']) ? ' ★' : ''; $temp_attack_max = !empty($this->flags['robot_stat_max_attack']) ? ' ★' : ''; $temp_defense_max = !empty($this->flags['robot_stat_max_defense']) ? ' ★' : ''; $temp_speed_max = !empty($this->flags['robot_stat_max_speed']) ? ' ★' : ''; // Calculate the canvas offset variables for this robot $temp_data = rpg_functions::canvas_sprite_offset($this_data['robot_key'], $this_data['robot_position'], $this_data['robot_size']); $this_data['canvas_offset_x'] = $temp_data['canvas_offset_x'] + round($this->robot_frame_offset['x'] * $temp_data['canvas_scale']); $this_data['canvas_offset_y'] = $temp_data['canvas_offset_y'] + round($this->robot_frame_offset['y'] * $temp_data['canvas_scale']); $this_data['canvas_offset_z'] = $temp_data['canvas_offset_z'] + round($this->robot_frame_offset['z'] * $temp_data['canvas_scale']); $this_data['canvas_offset_rotate'] = 0; $this_data['robot_scale'] = $temp_data['canvas_scale']; // Calculate the zoom properties for the robot sprite $zoom_size = $this->robot_image_size * 2; $frame_index = explode('/', MMRPG_SETTINGS_ROBOT_FRAMEINDEX); $this_data['robot_sprite_size'] = ceil($this_data['robot_scale'] * $zoom_size); $this_data['robot_sprite_width'] = ceil($this_data['robot_scale'] * $zoom_size); $this_data['robot_sprite_height'] = ceil($this_data['robot_scale'] * $zoom_size); $this_data['robot_file_width'] = ceil($this_data['robot_scale'] * $zoom_size * count($frame_index)); $this_data['robot_file_height'] = ceil($this_data['robot_scale'] * $zoom_size); /* DEBUG $this_data['robot_title'] = $this->robot_name .' | ID '.str_pad($this->robot_id, 3, '0', STR_PAD_LEFT).'' //.' | '.strtoupper($this->robot_position) .' | '.$this->robot_energy.' LE' .' | '.$this->robot_attack.' AT' .' | '.$this->robot_defense.' DF' .' | '.$this->robot_speed.' SP'; */ // If this robot is on the bench and inactive, override default sprite frames if ($this_data['robot_position'] == 'bench' && $this_data['robot_frame'] == 'base' && $this_data['robot_status'] != 'disabled') { // Define a randomly generated integer value $random_int = mt_rand(1, 10); // If the random number was one, show an attack frame if ($random_int == 1) { $this_data['robot_frame'] = 'taunt'; } elseif ($random_int == 2) { $this_data['robot_frame'] = 'defend'; } else { $this_data['robot_frame'] = 'base'; } } // If the robot is defeated, move its sprite across the field if ($this_data['robot_frame'] == 'defeat') { //$this_data['canvas_offset_x'] -= ceil($this_data['robot_size'] * 0.10); } // Fix the robot x position if it's size if greater than 80 //$this_data['canvas_offset_x'] -= ceil(($this_data['robot_size'] - 80) * 0.10); // If this robot is being damaged of is defending if ($this_data['robot_status'] == 'disabled' && $this_data['robot_frame'] != 'damage') { //$this_data['robot_frame'] = 'defeat'; $this_data['canvas_offset_x'] -= 10; } elseif ($this_data['robot_frame'] == 'damage' || $this_data['robot_stance'] == 'defend') { if (!empty($this_results['total_strikes']) || !empty($this_results['this_result']) && $this_results['this_result'] == 'success') { //checkpoint if ($this_results['trigger_kind'] == 'damage' && !empty($this_damage_options['damage_kickback']['x'])) { $this_data['canvas_offset_rotate'] += ceil($this_damage_options['damage_kickback']['x'] / 100 * 45); $this_data['canvas_offset_x'] -= ceil($this_damage_options['damage_kickback']['x'] * 1.5); //isset($this_results['total_strikes']) ? $this_damage_options['damage_kickback']['x'] + ($this_damage_options['damage_kickback']['x'] * $this_results['total_strikes']) : $this_damage_options['damage_kickback']['x']; } elseif ($this_results['trigger_kind'] == 'recovery' && !empty($this_recovery_options['recovery_kickback']['x'])) { $this_data['canvas_offset_rotate'] += ceil($this_recovery_options['recovery_kickback']['x'] / 100 * 50); $this_data['canvas_offset_x'] -= ceil($this_recovery_options['recovery_kickback']['x'] * 1.5); //isset($this_results['total_strikes']) ? $this_recovery_options['recovery_kickback']['x'] + ($this_recovery_options['recovery_kickback']['x'] * $this_results['total_strikes']) : $this_recovery_options['recovery_kickback']['x']; } $this_data['canvas_offset_rotate'] += ceil($this_results['total_strikes'] * 10); } if (!empty($this_results['this_result']) && $this_results['this_result'] == 'success') { if ($this_results['trigger_kind'] == 'damage' && !empty($this_damage_options['damage_kickback']['y'])) { $this_data['canvas_offset_y'] += $this_damage_options['damage_kickback']['y']; //isset($this_results['total_strikes']) ? ($this_damage_options['damage_kickback']['y'] * $this_results['total_strikes']) : $this_damage_options['damage_kickback']['y']; } elseif ($this_results['trigger_kind'] == 'recovery' && !empty($this_recovery_options['recovery_kickback']['y'])) { $this_data['canvas_offset_y'] += $this_recovery_options['recovery_kickback']['y']; //isset($this_results['total_strikes']) ? ($this_recovery_options['recovery_kickback']['y'] * $this_results['total_strikes']) : $this_recovery_options['recovery_kickback']['y']; } } } // Either way, apply target offsets if they exist if (isset($options['this_ability_target']) && $options['this_ability_target'] != $this_data['robot_id_token']) { if (!empty($this_target_options['target_kickback']['x']) || !empty($this_target_options['target_kickback']['y']) || !empty($this_target_options['target_kickback']['z'])) { $this_data['canvas_offset_x'] += $this_target_options['target_kickback']['x']; $this_data['canvas_offset_y'] += $this_target_options['target_kickback']['y']; $this_data['canvas_offset_z'] += $this_target_options['target_kickback']['z']; } } // Calculate the energy bar amount and display properties $this_data['energy_fraction'] = $this->robot_energy . ' / ' . $this->robot_base_energy; $this_data['energy_percent'] = ceil($this->robot_energy / $this->robot_base_energy * 100); if ($this_data['energy_percent'] == 100 && $this->robot_energy < $this->robot_base_energy) { $this_data['energy_percent'] = 99; } // Calculate the energy bar positioning variables based on float if ($this_data['robot_float'] == 'left') { // Define the x position of the energy bar background if ($this_data['energy_percent'] == 100) { $this_data['energy_x_position'] = -3; } elseif ($this_data['energy_percent'] > 1) { $this_data['energy_x_position'] = -111 + floor(111 * ($this_data['energy_percent'] / 100)) - 2; } elseif ($this_data['energy_percent'] == 1) { $this_data['energy_x_position'] = -111; } else { $this_data['energy_x_position'] = -112; } if ($this_data['energy_percent'] > 0 && $this_data['energy_percent'] < 100 && $this_data['energy_x_position'] % 2 == 0) { $this_data['energy_x_position']--; } // Define the y position of the energy bar background if ($this_data['energy_percent'] > 50) { $this_data['energy_y_position'] = 0; $this_data['energy_tooltip_type'] = 'nature'; } elseif ($this_data['energy_percent'] > 30) { $this_data['energy_y_position'] = -12; $this_data['energy_tooltip_type'] = 'electric'; } else { $this_data['energy_y_position'] = -24; $this_data['energy_tooltip_type'] = 'flame'; } } elseif ($this_data['robot_float'] == 'right') { // Define the x position of the energy bar background if ($this_data['energy_percent'] == 100) { $this_data['energy_x_position'] = -112; } elseif ($this_data['energy_percent'] > 1) { $this_data['energy_x_position'] = -3 - floor(111 * ($this_data['energy_percent'] / 100)) + 2; } elseif ($this_data['energy_percent'] == 1) { $this_data['energy_x_position'] = -3; } else { $this_data['energy_x_position'] = -2; } if ($this_data['energy_percent'] > 0 && $this_data['energy_percent'] < 100 && $this_data['energy_x_position'] % 2 != 0) { $this_data['energy_x_position']--; } // Define the y position of the energy bar background if ($this_data['energy_percent'] > 50) { $this_data['energy_y_position'] = -36; $this_data['energy_tooltip_type'] = 'nature'; } elseif ($this_data['energy_percent'] > 30) { $this_data['energy_y_position'] = -48; $this_data['energy_tooltip_type'] = 'electric'; } else { $this_data['energy_y_position'] = -60; $this_data['energy_tooltip_type'] = 'flame'; } } // Calculate the weapons bar amount and display properties for both robots if (true) { // Define the fraction and percent text for the weapons $this_data['weapons_fraction'] = $this->robot_weapons . ' / ' . $this->robot_base_weapons; $this_data['weapons_percent'] = floor($this->robot_weapons / $this->robot_base_weapons * 100); $this_data['weapons_percent_used'] = 100 - $this_data['weapons_percent']; // Calculate the energy bar positioning variables based on float if ($this_data['robot_float'] == 'left') { // Define the x and y position of the weapons bar background if ($this_data['weapons_percent'] == 100) { $this_data['weapons_x_position'] = 0; } elseif ($this_data['weapons_percent'] > 1) { $this_data['weapons_x_position'] = 0 - ceil(60 * ($this_data['weapons_percent_used'] / 100)); } elseif ($this_data['weapons_percent'] == 1) { $this_data['weapons_x_position'] = -54; } else { $this_data['weapons_x_position'] = -60; } //if ($this_data['weapons_percent'] > 0 && $this_data['weapons_percent'] < 100 && $this_data['weapons_x_position'] % 2 != 0){ $this_data['weapons_x_position']++; } $this_data['weapons_y_position'] = 0; } elseif ($this_data['robot_float'] == 'right') { // Define the x and y position of the weapons bar background if ($this_data['weapons_percent'] == 100) { $this_data['weapons_x_position'] = -61; } elseif ($this_data['weapons_percent'] > 1) { $this_data['weapons_x_position'] = -61 + ceil(60 * ($this_data['weapons_percent_used'] / 100)); } elseif ($this_data['weapons_percent'] == 1) { $this_data['weapons_x_position'] = -7; } else { $this_data['weapons_x_position'] = -1; } //if ($this_data['weapons_percent'] > 0 && $this_data['weapons_percent'] < 100 && $this_data['weapons_x_position'] % 2 != 0){ $this_data['weapons_x_position']++; } $this_data['weapons_y_position'] = -6; } } // Calculate the experience bar amount and display properties if a player robot if ($this_data['robot_float'] == 'left') { // Define the fraction and percent text for the experience if ($this->robot_level < 100) { $required_experience = rpg_prototype::calculate_experience_required($this->robot_level); $this_data['experience_fraction'] = $this->robot_experience . ' / ' . $required_experience; $this_data['experience_percent'] = floor($this->robot_experience / $required_experience * 100); $this_data['experience_percent_remaining'] = 100 - $this_data['experience_percent']; } else { $this_data['experience_fraction'] = '∞'; $this_data['experience_percent'] = 100; $this_data['experience_percent_remaining'] = 0; } // Define the x and y position of the experience bar background if ($this_data['experience_percent'] == 100) { $this_data['experience_x_position'] = 0; } elseif ($this_data['experience_percent'] > 1) { $this_data['experience_x_position'] = 0 - ceil(60 * ($this_data['experience_percent_remaining'] / 100)); } elseif ($this_data['experience_percent'] == 1) { $this_data['experience_x_position'] = -54; } else { $this_data['experience_x_position'] = -60; } if ($this_data['experience_percent'] > 0 && $this_data['experience_percent'] < 100 && $this_data['experience_x_position'] % 2 != 0) { $this_data['experience_x_position']++; } $this_data['experience_y_position'] = 0; } // Generate the final markup for the canvas robot ob_start(); // Only generate a sprite if the robot is not disabled if (empty($this_data['flags']['apply_disabled_state'])) { // Define the rest of the display variables //$this_data['robot_file'] = 'images/sprites/robots/'.$this_data['robot_image'].'/sprite_'.$this_data['robot_direction'].'_'.$this_data['robot_size'].'x'.$this_data['robot_size'].'.png?'.MMRPG_CONFIG_CACHE_DATE; $this_data['robot_file'] = 'images/sprites/robots/' . $this_data['robot_image'] . '/sprite_' . $this_data['robot_direction'] . '_' . $this_data['robot_size_path'] . '.png?' . MMRPG_CONFIG_CACHE_DATE; $this_data['robot_markup_class'] = 'sprite '; //$this_data['robot_markup_class'] .= 'sprite_'.$this_data['robot_size'].'x'.$this_data['robot_size'].' sprite_'.$this_data['robot_size'].'x'.$this_data['robot_size'].'_'.$this_data['robot_frame'].' '; $this_data['robot_markup_class'] .= 'sprite_' . $this_data['robot_sprite_size'] . 'x' . $this_data['robot_sprite_size'] . ' sprite_' . $this_data['robot_sprite_size'] . 'x' . $this_data['robot_sprite_size'] . '_' . $this_data['robot_frame'] . ' '; $this_data['robot_markup_class'] .= 'robot_status_' . $this_data['robot_status'] . ' robot_position_' . $this_data['robot_position'] . ' '; $frame_position = is_numeric($this_data['robot_frame']) ? (int) $this_data['robot_frame'] : array_search($this_data['robot_frame'], $this_data['robot_frame_index']); if ($frame_position === false) { $frame_position = 0; } $this_data['robot_markup_class'] .= $this_data['robot_frame_classes']; $frame_background_offset = -1 * ceil($this_data['robot_sprite_size'] * $frame_position); $this_data['robot_markup_style'] = 'background-position: ' . (!empty($frame_background_offset) ? $frame_background_offset . 'px' : '0') . ' 0; '; $this_data['robot_markup_style'] .= 'z-index: ' . $this_data['canvas_offset_z'] . '; ' . $this_data['robot_float'] . ': ' . $this_data['canvas_offset_x'] . 'px; bottom: ' . $this_data['canvas_offset_y'] . 'px; '; if ($this_data['robot_frame'] == 'damage') { $temp_rotate_amount = $this_data['canvas_offset_rotate']; if ($this_data['robot_direction'] == 'right') { $temp_rotate_amount = $temp_rotate_amount * -1; } $this_data['robot_markup_style'] .= 'transform: rotate(' . $temp_rotate_amount . 'deg); -webkit-transform: rotate(' . $temp_rotate_amount . 'deg); -moz-transform: rotate(' . $temp_rotate_amount . 'deg); '; } //$this_data['robot_markup_style'] .= 'background-image: url('.$this_data['robot_file'].'); '; $this_data['robot_markup_style'] .= 'background-image: url(' . $this_data['robot_file'] . '); width: ' . $this_data['robot_sprite_size'] . 'px; height: ' . $this_data['robot_sprite_size'] . 'px; background-size: ' . $this_data['robot_file_width'] . 'px ' . $this_data['robot_file_height'] . 'px; '; $this_data['robot_markup_style'] .= $this_data['robot_frame_styles']; $this_data['energy_class'] = 'energy'; $this_data['energy_style'] = 'background-position: ' . $this_data['energy_x_position'] . 'px ' . $this_data['energy_y_position'] . 'px;'; $this_data['weapons_class'] = 'weapons'; $this_data['weapons_style'] = 'background-position: ' . $this_data['weapons_x_position'] . 'px ' . $this_data['weapons_y_position'] . 'px;'; if ($this_data['robot_float'] == 'left') { $this_data['experience_class'] = 'experience'; $this_data['experience_style'] = 'background-position: ' . $this_data['experience_x_position'] . 'px ' . $this_data['experience_y_position'] . 'px;'; $this_data['energy_title'] = $this_data['energy_fraction'] . ' LE' . $temp_energy_max . ' | ' . $this_data['energy_percent'] . '%'; $this_data['robot_title'] .= ' <br />' . $this_data['energy_fraction'] . ' LE' . $temp_energy_max . ''; $this_data['weapons_title'] = $this_data['weapons_fraction'] . ' WE | ' . $this_data['weapons_percent'] . '%'; $this_data['robot_title'] .= ' | ' . $this_data['weapons_fraction'] . ' WE'; if ($this_data['robot_class'] == 'master') { $this_data['experience_title'] = $this_data['experience_fraction'] . ' EXP | ' . $this_data['experience_percent'] . '%'; $this_data['robot_title'] .= ' | ' . $this_data['experience_fraction'] . ' EXP'; } $this_data['robot_title'] .= ' <br />' . $this->robot_attack . ' / ' . $this->robot_base_attack . ' AT'; $this_data['robot_title'] .= ' | ' . $this->robot_defense . ' / ' . $this->robot_base_defense . ' DF'; $this_data['robot_title'] .= ' | ' . $this->robot_speed . ' / ' . $this->robot_base_speed . ' SP'; } elseif ($this_data['robot_float'] == 'right') { $this_data['energy_title'] = $this_data['energy_percent'] . '% | ' . $this_data['energy_fraction'] . ' LE'; $this_data['robot_title'] .= ' <br />' . $this_data['energy_fraction'] . ' LE'; $this_data['weapons_title'] = $this_data['weapons_percent'] . '% | ' . $this_data['weapons_fraction'] . ' WE'; $this_data['robot_title'] .= ' | ' . $this_data['weapons_fraction'] . ' WE'; $this_data['robot_title'] .= ' <br />' . $this->robot_attack . ' / ' . $this->robot_base_attack . ' AT'; $this_data['robot_title'] .= ' | ' . $this->robot_defense . ' / ' . $this->robot_base_defense . ' DF'; $this_data['robot_title'] .= ' | ' . $this->robot_speed . ' / ' . $this->robot_base_speed . ' SP'; } $this_data['robot_title_plain'] = strip_tags(str_replace('<br />', ' ', $this_data['robot_title'])); $this_data['robot_title_tooltip'] = htmlentities($this_data['robot_title'], ENT_QUOTES, 'UTF-8'); // Display the robot's shadow sprite if allowed sprite global $flag_wap, $flag_ipad, $flag_iphone; if (!$flag_wap && !$flag_ipad && !$flag_iphone) { $shadow_offset_z = $this_data['canvas_offset_z'] - 4; $shadow_scale = array(1.5, 0.25); $shadow_skew = $this_data['robot_direction'] == 'right' ? 30 : -30; $shadow_translate = array(ceil($this_data['robot_sprite_width'] + $this_data['robot_sprite_width'] * $shadow_scale[1] + $shadow_skew * $shadow_scale[1] - ($this_data['robot_direction'] == 'right' ? 15 : 5) * $this_data['robot_scale']), ceil($this_data['robot_sprite_height'] * $shadow_scale[0] - 5 * $this_data['robot_scale'])); //if ($this_data['robot_size_base'] >= 80 && $this_data['robot_position'] == 'active'){ $shadow_translate[0] += ceil(10 * $this_data['robot_scale']); $shadow_translate[1] += ceil(120 * $this_data['robot_scale']); } $shadow_translate[0] = $shadow_translate[0] * ($this_data['robot_direction'] == 'right' ? -1 : 1); $shadow_styles = 'z-index: ' . $shadow_offset_z . '; transform: scale(' . $shadow_scale[0] . ',' . $shadow_scale[1] . ') skew(' . $shadow_skew . 'deg) translate(' . $shadow_translate[0] . 'px,' . $shadow_translate[1] . 'px); -webkit-transform: scale(' . $shadow_scale[0] . ',' . $shadow_scale[1] . ') skew(' . $shadow_skew . 'deg) translate(' . $shadow_translate[0] . 'px,' . $shadow_translate[1] . 'px); -moz-transform: scale(' . $shadow_scale[0] . ',' . $shadow_scale[1] . ') skew(' . $shadow_skew . 'deg) translate(' . $shadow_translate[0] . 'px,' . $shadow_translate[1] . 'px); '; $shadow_token = 'shadow-' . $this->robot_class; if ($this->robot_class == 'mecha') { $shadow_image_token = preg_replace('/(-2|-3)$/', '', $this_data['robot_image']); } elseif (strstr($this_data['robot_image'], '_')) { list($shadow_image_token) = explode('_', $this_data['robot_image']); } else { $shadow_image_token = $this_data['robot_image']; } //$shadow_image_token = $this->robot_class == 'mecha' ? preg_replace('/(-2|-3)$/', '', $this_data['robot_image']) : $this_data['robot_image']; echo '<div data-shadowid="' . $this_data['robot_id'] . '" class="' . str_replace($this_data['robot_token'], $shadow_token, $this_data['robot_markup_class']) . '" style="' . str_replace('robots/' . $this_data['robot_image'], 'robots_shadows/' . $shadow_image_token, $this_data['robot_markup_style']) . $shadow_styles . '" data-key="' . $this_data['robot_key'] . '" data-type="' . $this_data['data_type'] . '_shadow' . '" data-size="' . $this_data['robot_sprite_size'] . '" data-direction="' . $this_data['robot_direction'] . '" data-frame="' . $this_data['robot_frame'] . '" data-position="' . $this_data['robot_position'] . '" data-status="' . $this_data['robot_status'] . '" data-scale="' . $this_data['robot_scale'] . '"></div>'; } // Display this robot's battle sprite //echo '<div data-robotid="'.$this_data['robot_id'].'" class="'.$this_data['robot_markup_class'].'" style="'.$this_data['robot_markup_style'].'" title="'.$this_data['robot_title_plain'].'" data-tooltip="'.$this_data['robot_title_tooltip'].'" data-key="'.$this_data['robot_key'].'" data-type="'.$this_data['data_type'].'" data-size="'.$this_data['robot_sprite_size'].'" data-direction="'.$this_data['robot_direction'].'" data-frame="'.$this_data['robot_frame'].'" data-position="'.$this_data['robot_position'].'" data-status="'.$this_data['robot_status'].'" data-scale="'.$this_data['robot_scale'].'">'.$this_data['robot_token'].'</div>'; echo '<div data-robotid="' . $this_data['robot_id'] . '" class="' . $this_data['robot_markup_class'] . '" style="' . $this_data['robot_markup_style'] . '" data-key="' . $this_data['robot_key'] . '" data-type="' . $this_data['data_type'] . '" data-size="' . $this_data['robot_sprite_size'] . '" data-direction="' . $this_data['robot_direction'] . '" data-frame="' . $this_data['robot_frame'] . '" data-position="' . $this_data['robot_position'] . '" data-status="' . $this_data['robot_status'] . '" data-scale="' . $this_data['robot_scale'] . '">' . $this_data['robot_token'] . '</div>'; //echo '<a class="'.$this_data['robot_markup_class'].'" style="'.$this_data['robot_markup_style'].'" title="'.$this_data['robot_title'].'" data-type="robot" data-size="'.$this_data['robot_size'].'" data-direction="'.$this_data['robot_direction'].'" data-frame="'.$this_data['robot_frame'].'" data-position="'.$this_data['robot_position'].'" data-action="'.$this_data['robot_action'].'" data-status="'.$this_data['robot_status'].'">'.$this_data['robot_title'].'</a>'; // If this robot has any overlays, display them too if (!empty($this_data['robot_image_overlay'])) { foreach ($this_data['robot_image_overlay'] as $key => $overlay_token) { if (empty($overlay_token)) { continue; } $overlay_offset_z = $this_data['canvas_offset_z'] + 2; $overlay_styles = ' z-index: ' . $overlay_offset_z . '; '; echo '<div data-overlayid="' . $this_data['robot_id'] . '" class="' . str_replace($this_data['robot_token'], $overlay_token, $this_data['robot_markup_class']) . '" style="' . str_replace('robots/' . $this_data['robot_image'], 'robots/' . $overlay_token, $this_data['robot_markup_style']) . $overlay_styles . '" data-key="' . $this_data['robot_key'] . '" data-type="' . $this_data['data_type'] . '_overlay' . '" data-size="' . $this_data['robot_sprite_size'] . '" data-direction="' . $this_data['robot_direction'] . '" data-frame="' . $this_data['robot_frame'] . '" data-position="' . $this_data['robot_position'] . '" data-status="' . $this_data['robot_status'] . '" data-scale="' . $this_data['robot_scale'] . '"></div>'; } } // Check if his player has any other active robots $temp_player_active_robots = false; foreach ($this->player->values['robots_active'] as $info) { if ($info['robot_position'] == 'active') { $temp_player_active_robots = true; } } // Only show the robot details if active or the target of an attack $show_details = false; if (isset($options['this_ability_target']) && $options['this_ability_target'] == $this_data['robot_id_token']) { $show_details = true; } elseif (!isset($options['this_ability_target']) || $this_data['robot_position'] == 'active') { $show_details = true; } elseif ($temp_player_active_robots == false && $this_data['robot_frame'] == 'damage') { $show_details = true; } if ($show_details) { // Define the mugshot and detail variables for the GUI $details_data = $this_data; $details_data['robot_file'] = 'images/sprites/robots/' . $details_data['robot_image'] . '/sprite_' . $details_data['robot_direction'] . '_' . $details_data['robot_size'] . 'x' . $details_data['robot_size'] . '.png?' . MMRPG_CONFIG_CACHE_DATE; $details_data['robot_details'] = '<div class="robot_name">' . $this->robot_name . '</div>'; $details_data['robot_details'] .= '<div class="robot_level robot_type robot_type_' . ($this->robot_level >= 100 ? 'electric' : 'none') . '">Lv. ' . $this->robot_level . '</div>'; $details_data['robot_details'] .= '<div class="' . $details_data['energy_class'] . '" style="' . $details_data['energy_style'] . '" title="' . $details_data['energy_title'] . '" data-tooltip-align="' . $this_data['robot_float'] . '" data-tooltip-type="robot_type robot_type_' . $this_data['energy_tooltip_type'] . '">' . $details_data['energy_title'] . '</div>'; $details_data['robot_details'] .= '<div class="' . $details_data['weapons_class'] . '" style="' . $details_data['weapons_style'] . '" title="' . $details_data['weapons_title'] . '" data-tooltip-align="' . $this_data['robot_float'] . '" data-tooltip-type="robot_type robot_type_weapons">' . $details_data['weapons_title'] . '</div>'; if ($this_data['robot_float'] == 'left') { $details_data['robot_details'] .= '<div class="' . $details_data['experience_class'] . '" style="' . $details_data['experience_style'] . '" title="' . $details_data['experience_title'] . '" data-tooltip-align="' . $this_data['robot_float'] . '" data-tooltip-type="robot_type robot_type_experience">' . $details_data['experience_title'] . '</div>'; } $details_data['robot_details_extended'] = ''; /* $robot_attack_markup = '<div class="robot_attack'.($this->robot_attack < 1 ? ' robot_attack_break' : ($this->robot_attack < ($this->robot_base_attack / 2) ? ' robot_attack_break_chance' : '')).'">'.str_pad($this->robot_attack, 3, '0', STR_PAD_LEFT).'</div>'; $robot_defense_markup = '<div class="robot_defense'.($this->robot_defense < 1 ? ' robot_defense_break' : ($this->robot_defense < ($this->robot_base_defense / 2) ? ' robot_defense_break_chance' : '')).'">'.str_pad($this->robot_defense, 3, '0', STR_PAD_LEFT).'</div>'; $robot_speed_markup = '<div class="robot_speed'.($this->robot_speed < 1 ? ' robot_speed_break' : ($this->robot_speed < ($this->robot_base_speed / 2) ? ' robot_speed_break_chance' : '')).'">'.str_pad($this->robot_speed, 3, '0', STR_PAD_LEFT).'</div>'; */ // Define whether or not this robot should display smalltext $temp_display_smalltext = false; if (strlen($this->robot_attack) > 4) { $temp_display_smalltext = true; } elseif (strlen($this->robot_defense) > 4) { $temp_display_smalltext = true; } elseif (strlen($this->robot_speed) > 4) { $temp_display_smalltext = true; } // Define attack variables and markup $temp_attack_break = $this->robot_attack < 1 ? true : false; $temp_attack_break_chance = $this->robot_attack < $this->robot_base_attack / 2 ? true : false; $temp_attack_percent = round($this->robot_attack / $this->robot_base_attack * 100); if ($this_data['robot_float'] == 'left') { $temp_attack_title = $this->robot_attack . ' / ' . $this->robot_base_attack . ' AT' . $temp_attack_max . ' | ' . $temp_attack_percent . '%' . ($temp_attack_break ? ' | BREAK!' : ''); } elseif ($this_data['robot_float'] == 'right') { $temp_attack_title = ($temp_attack_break ? 'BREAK! | ' : '') . $temp_attack_percent . '% | ' . $this->robot_attack . ' / ' . $this->robot_base_attack . ' AT' . $temp_attack_max . ''; } $robot_attack_markup = '<div class="robot_attack' . ($temp_attack_break ? ' robot_attack_break' : ($temp_attack_break_chance ? ' robot_attack_break_chance' : '')) . ($temp_display_smalltext ? ' robot_attack_smalltext' : '') . '" title="' . $temp_attack_title . '" data-tooltip-align="' . $this_data['robot_float'] . '" data-tooltip-type="robot_type robot_type_attack">' . $this->robot_attack . '</div>'; // Define attack variables and markup $temp_defense_break = $this->robot_defense < 1 ? true : false; $temp_defense_break_chance = $this->robot_defense < $this->robot_base_defense / 2 ? true : false; $temp_defense_percent = round($this->robot_defense / $this->robot_base_defense * 100); if ($this_data['robot_float'] == 'left') { $temp_defense_title = $this->robot_defense . ' / ' . $this->robot_base_defense . ' DF' . $temp_defense_max . ' | ' . $temp_defense_percent . '%' . ($temp_defense_break ? ' | BREAK!' : ''); } elseif ($this_data['robot_float'] == 'right') { $temp_defense_title = ($temp_defense_break ? 'BREAK! | ' : '') . $temp_defense_percent . '% | ' . $this->robot_defense . ' / ' . $this->robot_base_defense . ' DF' . $temp_defense_max . ''; } $robot_defense_markup = '<div class="robot_defense' . ($temp_defense_break ? ' robot_defense_break' : ($temp_defense_break_chance ? ' robot_defense_break_chance' : '')) . ($temp_display_smalltext ? ' robot_defense_smalltext' : '') . '" title="' . $temp_defense_title . '" data-tooltip-align="' . $this_data['robot_float'] . '" data-tooltip-type="robot_type robot_type_defense">' . $this->robot_defense . '</div>'; // Define attack variables and markup $temp_speed_break = $this->robot_speed < 1 ? true : false; $temp_speed_break_chance = $this->robot_speed < $this->robot_base_speed / 2 ? true : false; $temp_speed_percent = round($this->robot_speed / $this->robot_base_speed * 100); if ($this_data['robot_float'] == 'left') { $temp_speed_title = $this->robot_speed . ' / ' . $this->robot_base_speed . ' SP' . $temp_speed_max . ' | ' . $temp_speed_percent . '%' . ($temp_speed_break ? ' | BREAK!' : ''); } elseif ($this_data['robot_float'] == 'right') { $temp_speed_title = ($temp_speed_break ? 'BREAK! | ' : '') . $temp_speed_percent . '% | ' . $this->robot_speed . ' / ' . $this->robot_base_speed . ' SP' . $temp_speed_max . ''; } $robot_speed_markup = '<div class="robot_speed' . ($temp_speed_break ? ' robot_speed_break' : ($temp_speed_break_chance ? ' robot_speed_break_chance' : '')) . ($temp_display_smalltext ? ' robot_speed_smalltext' : '') . '" title="' . $temp_speed_title . '" data-tooltip-align="' . $this_data['robot_float'] . '" data-tooltip-type="robot_type robot_type_speed">' . $this->robot_speed . '</div>'; // Add these markup variables to the details string if ($details_data['robot_float'] == 'left') { $details_data['robot_details'] .= $robot_attack_markup; $details_data['robot_details'] .= $robot_defense_markup; $details_data['robot_details'] .= $robot_speed_markup; } else { $details_data['robot_details'] .= $robot_speed_markup; $details_data['robot_details'] .= $robot_defense_markup; $details_data['robot_details'] .= $robot_attack_markup; } // If this robot is holding an item, add it to the display if (!empty($this->robot_item)) { $temp_item_info = rpg_ability::get_index_info($this->robot_item); $details_data['item_title'] = $temp_item_info['ability_name']; $details_data['item_type'] = !empty($temp_item_info['ability_type']) ? $temp_item_info['ability_type'] : 'none'; $details_data['item_type2'] = !empty($temp_item_info['ability_type2']) ? $temp_item_info['ability_type2'] : ''; $details_data['item_title_type'] = $details_data['item_type']; $details_data['item_file'] = 'images/sprites/abilities/' . $this->robot_item . '/icon_' . $details_data['robot_direction'] . '_40x40.png?' . MMRPG_CONFIG_CACHE_DATE; $details_data['item_class'] = 'sprite size40 mugshot ' . $details_data['robot_float'] . ' '; $details_data['item_style'] = 'background-image: url(' . $details_data['item_file'] . '); '; if (!empty($details_data['item_type2'])) { if ($details_data['item_title_type'] != 'none') { $details_data['item_title_type'] .= ' ' . $details_data['item_type2']; } else { $details_data['item_title_type'] = $details_data['item_type2']; } } $item_markup = '<div class="robot_item">'; $item_markup .= '<div class="wrap type ' . $details_data['item_title_type'] . '">'; $item_markup .= '<div class="' . $details_data['item_class'] . '" style="' . $details_data['item_style'] . '" title="' . $details_data['item_title'] . '" data-tooltip-type="type ' . $details_data['item_title_type'] . '"> </div>'; $item_markup .= '</div>'; $item_markup .= '</div>'; $details_data['robot_details'] .= $item_markup; } $details_data['mugshot_file'] = 'images/sprites/robots/' . $details_data['robot_image'] . '/mug_' . $details_data['robot_direction'] . '_' . $details_data['robot_size_base'] . 'x' . $details_data['robot_size_base'] . '.png?' . MMRPG_CONFIG_CACHE_DATE; $details_data['mugshot_class'] = 'sprite details robot_mugshot '; $details_data['mugshot_class'] .= 'sprite_' . $details_data['robot_size_base'] . 'x' . $details_data['robot_size_base'] . ' sprite_' . $details_data['robot_size_base'] . 'x' . $details_data['robot_size_base'] . '_mugshot sprite_mugshot_' . $details_data['robot_float'] . ' sprite_' . $details_data['robot_size_base'] . 'x' . $details_data['robot_size_base'] . '_mugshot_' . $details_data['robot_float'] . ' '; $details_data['mugshot_class'] .= 'robot_status_' . $details_data['robot_status'] . ' robot_position_' . $details_data['robot_position'] . ' '; $details_data['mugshot_style'] = 'z-index: 9100; '; $details_data['mugshot_style'] .= 'background-image: url(' . $details_data['mugshot_file'] . '); '; // Display the robot's mugshot sprite and detail fields echo '<div data-detailsid="' . $this_data['robot_id'] . '" class="sprite details robot_details robot_details_' . $details_data['robot_float'] . '"' . (!empty($this_data['robot_detail_styles']) ? ' style="' . $this_data['robot_detail_styles'] . '"' : '') . '><div class="container">' . $details_data['robot_details'] . '</div></div>'; if (!empty($details_data['robot_details_extended'])) { echo '<div data-detailsid="' . $this_data['robot_id'] . '" class="sprite details robot_details_extended robot_details_extended_' . $details_data['robot_float'] . ' ' . $extended_class . '"' . (!empty($this_data['robot_detail_styles']) ? ' style="' . $this_data['robot_detail_styles'] . '"' : '') . '><div class="container">' . $details_data['robot_details_extended'] . '</div></div>'; } echo '<div data-mugshotid="' . $this_data['robot_id'] . '" class="' . str_replace('80x80', '40x40', $details_data['mugshot_class']) . ' robot_mugshot_type robot_type robot_type_' . $this_data['robot_core'] . '"' . (!empty($this_data['robot_detail_styles']) ? ' style="' . $this_data['robot_detail_styles'] . '"' : '') . ' data-tooltip="' . $details_data['robot_title_tooltip'] . '"><div class="sprite"> </div></div>'; //echo '<div data-mugshotid="'.$this_data['robot_id'].'" class="'.$details_data['mugshot_class'].'" style="'.$details_data['mugshot_style'].$this_data['robot_detail_styles'].'" title="'.$details_data['robot_title_plain'].'" data-tooltip="'.$details_data['robot_title_tooltip'].'">'.$details_data['robot_token'].'</div>'; echo '<div data-mugshotid="' . $this_data['robot_id'] . '" class="' . $details_data['mugshot_class'] . '" style="' . $details_data['mugshot_style'] . $this_data['robot_detail_styles'] . '">' . $details_data['robot_token'] . '</div>'; // Update the main data array with this markup $this_data['details'] = $details_data; } } // Collect the generated robot markup $this_data['robot_markup'] = trim(ob_get_clean()); // Return the robot canvas data return $this_data; }
function refresh_editor_arrays() { global $allowed_edit_players, $allowed_edit_robots, $allowed_edit_data; global $allowed_edit_data_count, $allowed_edit_player_count, $allowed_edit_robot_count; // Collect the current session token $session_token = rpg_game::session_token(); // Collect the player array and merge in session details $temp_player_array = array(); if (!empty($_SESSION[$session_token]['values']['battle_rewards'])) { $temp_player_rewards = $_SESSION[$session_token]['values']['battle_rewards']; $temp_player_array = array_merge($temp_player_array, $temp_player_rewards); } if (!empty($_SESSION[$session_token]['values']['battle_settings'])) { $temp_player_settings = $_SESSION[$session_token]['values']['battle_settings']; $temp_player_array = array_merge($temp_player_array, $temp_player_settings); } // Define the editor indexes and count variables $allowed_edit_players = array(); $allowed_edit_robots = array(); $allowed_edit_data = array(); $allowed_edit_data_count = 0; $allowed_edit_player_count = 0; $allowed_edit_robot_count = 0; // Collect a temporary player index $temp_player_tokens = array_keys($temp_player_array); $temp_player_index = rpg_player::get_index_custom($temp_player_tokens); // Now to actually loop through and update the allowed players, robots, and abilities arrays foreach ($temp_player_array as $player_token => $player_info) { if (empty($player_token) || !isset($temp_player_index[$player_token])) { continue; } $player_index_info = $temp_player_index[$player_token]; // If this player has not yet completed chapter one, no robot editor $intro_complete = rpg_prototype::event_complete('completed-chapter_' . $player_token . '_one'); $prototype_complete = rpg_prototype::campaign_complete($player_token); if (!$intro_complete && !$prototype_complete) { continue; } // Merge the player and index info then append the token and info $player_info = array_merge($player_index_info, $player_info); $allowed_edit_players[] = $player_token; $allowed_edit_data[$player_token] = $player_info; // Collect a temporary robot index $temp_robot_tokens = array_keys($player_info['player_robots']); $temp_robot_index = rpg_robot::get_index_custom($temp_robot_tokens); foreach ($player_info['player_robots'] as $robot_token => $robot_info) { if (empty($robot_token) || !isset($temp_robot_index[$robot_token])) { continue; } $robot_index_info = $temp_robot_index[$robot_token]; // Merge the robot and index info then append the token and info $robot_info = array_merge($robot_index_info, $robot_info); $allowed_edit_robots[] = $robot_token; $allowed_edit_data[$player_token]['player_robots'][$robot_token] = $robot_info; // Collect a temporary ability index $temp_ability_tokens = array_keys($robot_info['robot_abilities']); $temp_ability_index = rpg_ability::get_index_custom($temp_ability_tokens); foreach ($robot_info['robot_abilities'] as $ability_token => $ability_info) { if (empty($ability_token) || !isset($temp_ability_index[$ability_token])) { continue; } $ability_index_info = $temp_ability_index[$ability_token]; // Merge the ability and index info then append the token and info $ability_info = array_merge($ability_index_info, $ability_info); $allowed_edit_data[$player_token]['player_robots'][$robot_token]['robot_abilities'][$ability_token] = $ability_info; } } } //$allowed_edit_data = array_reverse($allowed_edit_data, true); $allowed_edit_player_count = !empty($allowed_edit_players) ? count($allowed_edit_players) : 0; $allowed_edit_robot_count = !empty($allowed_edit_robots) ? count($allowed_edit_robots) : 0; $allowed_edit_data_count = 0; foreach ($allowed_edit_data as $pinfo) { $pcount = !empty($pinfo['player_robots']) ? count($pinfo['player_robots']) : 0; $allowed_edit_data_count += $pcount; } }
public static function unlock_ability($player_info, $robot_info, $ability_info, $events_create = false) { //$GAME_SESSION = &$_SESSION[self::session_token()]; $session_token = self::session_token(); // Define a reference to the game's session flag variable if (empty($_SESSION[$session_token]['flags'])) { $_SESSION[$session_token]['flags'] = array(); } $temp_game_flags =& $_SESSION[$session_token]['flags']; // If the ability token does not exist, return false if (!isset($ability_info['ability_token'])) { return false; } // Turn off the event if it's been turned on and shouldn't be if ($ability_info['ability_token'] == 'buster-shot') { $events_create = false; } if (self::ability_unlocked('', '', $ability_info['ability_token'])) { $events_create = false; } if (!empty($_SESSION[$session_token]['DEMO'])) { $events_create = false; } // Attempt to collect info for this ability $ability_index = rpg_ability::get_index_info($ability_info['ability_token']); // If this ability does not exist in the global index, return false if (empty($ability_index)) { return false; } // Collect the ability info from the index $ability_info = array_replace($ability_index, $ability_info); // Collect or define the ability variables $this_ability_token = $ability_info['ability_token']; // Automatically unlock this ability for use in battle $this_reward = $this_setting = array('ability_token' => $this_ability_token); // Check if player info and robot info has been provided, and unlock for this robot if it has if (!empty($player_info) && !empty($robot_info)) { // This is for a robot, so let's unlock it for that robot $_SESSION[$session_token]['values']['battle_rewards'][$player_info['player_token']]['player_robots'][$robot_info['robot_token']]['robot_abilities'][$this_ability_token] = $this_reward; // If this robot has less than eight abilities equipped, automatically attach this one if (empty($_SESSION[$session_token]['values']['battle_settings'][$player_info['player_token']]['player_robots'][$robot_info['robot_token']]['robot_abilities']) || count($_SESSION[$session_token]['values']['battle_settings'][$player_info['player_token']]['player_robots'][$robot_info['robot_token']]['robot_abilities']) < 8) { // Create the ability reward setting and insert it into the session array $_SESSION[$session_token]['values']['battle_settings'][$player_info['player_token']]['player_robots'][$robot_info['robot_token']]['robot_abilities'][$this_ability_token] = $this_setting; } } // Check to see if player info has been provided, and unlock for this player if it has if (!empty($player_info)) { // This request is for a player, so let's unlocked $_SESSION[$session_token]['values']['battle_rewards'][$player_info['player_token']]['player_abilities'][$this_ability_token] = $this_reward; } // No matter what, always unlock new abilities in the main array if (!isset($_SESSION[$session_token]['values']['battle_abilities'])) { $_SESSION[$session_token]['values']['battle_abilities'] = array(); } $_SESSION[$session_token]['values']['battle_abilities'][$this_ability_token] = $this_reward; // Only show the event if allowed by the function args if ($events_create != false) { // Generate the attributes and text variables for this ability unlock global $db; $this_player_token = $player_info['player_token']; $ability_info_size = isset($ability_info['ability_image_size']) ? $ability_info['ability_image_size'] * 2 : 40 * 2; $ability_info_size_token = $ability_info_size . 'x' . $ability_info_size; $this_name = $ability_info['ability_name']; $this_type_token = !empty($ability_info['ability_type']) ? $ability_info['ability_type'] : ''; if (!empty($ability_info['ability_type2'])) { $this_type_token .= '_' . $ability_info['ability_type2']; } if (empty($this_type_token)) { $this_type_token = 'none'; } $this_description = !empty($ability_info['ability_description']) && $ability_info['ability_description'] != '...' ? $ability_info['ability_description'] : ''; $this_find = array('{this_player}', '{this_ability}', '{target_player}', '{target_ability}'); $this_replace = array($player_info['player_name'], $ability_info['ability_name'], $player_info['player_name'], $this_player_token == 'dr-light' ? 'Mega Man' : ($this_player_token == 'dr-wily' ? 'Bass' : ($this_player_token == 'dr-cossack' ? 'Proto Man' : 'Robot'))); $this_field = array('field_token' => 'intro-field', 'field_name' => 'Intro Field'); //rpg_field::get_index_info('field'); //rpg_field::get_index_info(!empty($ability_info['ability_field']) ? $ability_info['ability_field'] : 'intro-field'); $temp_ability_index = $db->get_array_list("SELECT * FROM mmrpg_index_abilities WHERE ability_flag_complete = 1;", 'ability_token'); // Generate the window event's canvas and message markup then append to the global array $temp_canvas_markup = '<div class="sprite sprite_80x80" style="background-image: url(images/sprites/fields/' . $this_field['field_token'] . '/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;">' . $this_field['field_name'] . '</div>'; $temp_canvas_markup .= '<div class="sprite sprite_80x80" style="background-image: url(images/sprites/fields/' . $this_field['field_token'] . '/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;">' . $this_field['field_name'] . '</div>'; $temp_canvas_markup .= '<div class="sprite sprite_80x80 sprite_80x80_02" style="background-image: url(images/sprites/players/' . $player_info['player_token'] . '/sprite_right_80x80.png?' . MMRPG_CONFIG_CACHE_DATE . '); bottom: 40px; left: 220px;">' . $player_info['player_name'] . '</div>'; $temp_canvas_markup .= '<div class="sprite sprite_80x80 sprite_80x80_01" style="background-image: url(images/sprites/abilities/' . str_replace('dr-', '', $player_info['player_token']) . '-buster/sprite_right_80x80.png?' . MMRPG_CONFIG_CACHE_DATE . '); bottom: 40px; right: 200px;"> </div>'; $temp_canvas_markup .= '<div class="ability_type ability_type_' . $this_type_token . ' sprite sprite_40x40 sprite_40x40_00" style=" position: absolute; bottom: 52px; right: 212px; padding: 4px; -moz-border-radius: 10px; -webkit-border-radius: 10px; border-radius: 10px; border-style: solid; border-color: #181818; border-width: 4px; box-shadow: inset 1px 1px 6px rgba(0, 0, 0, 0.8); "> </div>'; $temp_canvas_markup .= '<div class="sprite" style=" bottom: 57px; right: 217px; width: 44px; height: 44px; overflow: hidden; background-color: rgba(13,13,13,0.33); -moz-border-radius: 6px; -webkit-border-radius: 6px; border-radius: 6px; border-style: solid; border-color: #292929; border-width: 1px; box-shadow: 0 0 6px rgba(255, 255, 255, 0.6); "><div class="sprite sprite_' . $ability_info_size_token . ' sprite_' . $ability_info_size_token . '_base" style=" background-image: url(images/sprites/abilities/' . $ability_info['ability_token'] . '/icon_right_' . $ability_info_size_token . '.png?' . MMRPG_CONFIG_CACHE_DATE . '); bottom: -18px; right: -18px; ">' . $ability_info['ability_name'] . '</div></div>'; $temp_console_markup = '<p>Congratulations! <strong>' . $player_info['player_name'] . '</strong> unlocked the <strong>' . $this_name . '</strong> ability! </p>'; //<strong>'.$this_name.'</strong> is '.(!empty($ability_info['ability_type']) ? (preg_match('/^(a|e|i|o|u|y)/i', $ability_info['ability_type']) ? 'an ' : 'a ').'<strong data-class="ability_type ability_type_'.$ability_info['ability_type'].(!empty($ability_info['ability_type2']) ? '_'.$ability_info['ability_type2'] : '').'">'.ucfirst($ability_info['ability_type']).(!empty($ability_info['ability_type2']) ? ' and '.ucfirst($ability_info['ability_type2']) : '').' Type</strong> ' : '<strong data-class="ability_type ability_type_none">Neutral Type</strong> ').'ability. <strong>'.$this_name.'</strong>'s data was '.($temp_data_existed ? 'updated in ' : 'added to ' ).' the <strong>Robot Database</strong>. $temp_console_markup .= '<div id="console" style="width: auto; height: auto;"><div class="extra"><div class="extra2">' . preg_replace('/\\s+/', ' ', rpg_ability::print_database_markup($ability_info, array('layout_style' => 'event'))) . '</div></div></div>'; //die(''.$this_ability_token.': '.$temp_console_markup); $_SESSION[$session_token]['EVENTS'][] = array('canvas_markup' => preg_replace('/\\s+/', ' ', $temp_canvas_markup), 'console_markup' => $temp_console_markup); } // Create the event flag for unlocking this robot $temp_game_flags['events']['unlocked-ability_' . $this_ability_token] = true; if (!empty($this_player_token)) { $temp_game_flags['events']['unlocked-ability_' . $this_player_token . '_' . $this_ability_token] = true; } // Return true on success return true; }
elseif ($active && $sort_direction == 'desc'){ echo ' <sup>↑</sup>'; } echo '</th>'.PHP_EOL; } else { echo '<th class="'.$class.'"> </th>'.PHP_EOL; } } ?> </tr> </thead> <tbody> <? // Loop through collected abilities and list their details if (!empty($ability_index)){ foreach ($ability_index AS $ability_id => $ability_info){ // Parse the ability info before displaying it $ability_info = rpg_ability::parse_index_info($ability_info); // Collect the display fields from the array $ability_token = $ability_info['ability_token']; $ability_name = $ability_info['ability_name']; $ability_group = '<span class="token">'.$ability_info['ability_group'].'</span>'; $ability_type1 = !empty($ability_info['ability_type']) && !empty($type_index[$ability_info['ability_type']]) ? $type_index[$ability_info['ability_type']] : $type_index['none']; $ability_type2 = !empty($ability_info['ability_type2']) && !empty($type_index[$ability_info['ability_type2']]) ? $type_index[$ability_info['ability_type2']] : false; if (!empty($ability_type2)){ $type_string = '<span class="type '.$ability_type1['type_token'].'_'.$ability_type2['type_token'].'">'.$ability_type1['type_name'].' / '.$ability_type2['type_name'].'</span>'; } else { $type_string = '<span class="type '.$ability_type1['type_token'].'">'.$ability_type1['type_name'].'</span>'; } $edit_link = 'admin/abilities/'.$ability_id.'/'; $view_link = 'database/abilities/'.$ability_token.'/'; $complete = $ability_info['ability_flag_complete'] ? true : false; $published = $ability_info['ability_flag_published'] ? true : false; $hidden = $ability_info['ability_flag_hidden'] ? true : false; // Print out the ability info as a table row ?>
/** * Generate the markup for the in-game battle menu given environment variables * @param $objects array * @param $kind string (battle, ability, scan, item, option, switch, target_this, target_target, target_this_disabled) * @return array */ public static function get_menu_markup($objects, $menu_kind) { // Extract global objects into local scope extract($objects); // Count the total number of robots $num_robots = count($this_player->player_robots); $robot_direction = $this_player->player_side == 'left' ? 'right' : 'left'; // Collect this and target robot options and sort them $this_player_robots = $this_player->player_robots; $target_player_robots = $target_player->player_robots; usort($this_player_robots, array('rpg_functions', 'robot_sort_by_active')); usort($target_player_robots, array('rpg_functions', 'robot_sort_by_active')); // Collect required item and ability tokens to display $temp_item_tokens = array(); $temp_ability_tokens = array(); if (!empty($this_player->player_items)) { $temp_item_tokens = array_merge($temp_item_tokens, $this_player->player_items); } if (!empty($target_player->player_items)) { $temp_item_tokens = array_merge($temp_item_tokens, $target_player->player_items); } foreach (array($this_player_robots, $target_player_robots) as $player_robots) { foreach ($player_robots as $robot_key => $robot_info) { if (!empty($robot_info['robot_item'])) { $temp_item_tokens[] = $robot_info['robot_item']; } if (!empty($robot_info['robot_abilities'])) { $temp_ability_tokens = array_merge($temp_ability_tokens, $robot_info['robot_abilities']); } } } $temp_item_tokens = array_unique($temp_item_tokens); $temp_ability_tokens = array_unique($temp_ability_tokens); // Generate custom ability and item indexes for reference $temp_items_index = rpg_item::get_index_custom($temp_item_tokens); $temp_abilities_index = rpg_ability::get_index_custom($temp_ability_tokens); // Generate the markup for the action battle panel ob_start(); // Generate different markup for the different menu kinds switch ($menu_kind) { // If this was a BATTLE menu request case 'battle': // If the current robot is not disabled and is active if ($this_robot->robot_energy > 0 && $this_robot->robot_position == 'active') { // Define the order counter and start at one $dataOrder = 1; // Display available main actions ?> <div class="main_actions"><?php if (!empty($temp_player_ability_actions) || $this_robot->robot_class == 'mecha') { ?> <a class="button action_ability" type="button" data-panel="ability" data-order="<?php echo $dataOrder; ?> "><label>Ability</label></a><?php } else { ?> <a class="button button_disabled action_ability" type="button" data-action="ability_8_action-noweapons" data-order="<?php echo $dataOrder; ?> "><label style="text-decoration: line-through;">Ability</label></a><?php } $dataOrder++; ?> </div><?php // Display the available sub options ?> <div class="sub_actions"><?php // Display the SCAN option if ($target_player->counters['robots_active'] > 1) { ?> <a class="button action_scan" type="button" <?php echo $target_player->counters['robots_active'] > 1 ? 'data-panel="scan"' : 'data-action="scan_' . $target_robot->robot_id . '_' . $target_robot->robot_token . '"'; ?> data-order="<?php echo $dataOrder; ?> "><label>Scan</label></a><?php } else { foreach ($target_player->values['robots_active'] as $key => $info) { if ($info['robot_position'] != 'active') { continue; } ?> <a class="button action_scan" type="button" data-action="scan_<?php echo $info['robot_id'] . '_' . $info['robot_token']; ?> " data-order="<?php echo $dataOrder; ?> "><label>Scan</label></a><?php break; } } $dataOrder++; // Display the ITEM option $temp_disabled = false; ?> <a class="button action_item <?php echo $temp_disabled ? 'button_disabled' : ''; ?> " type="button" <?php echo !$temp_disabled ? 'data-panel="item"' : ''; ?> <?php echo !$temp_disabled ? 'data-order="' . $dataOrder . '"' : ''; ?> ><label>Item</label></a><?php if (!$temp_disabled) { $dataOrder++; } // Display the OPTION option ?> <a class="button action_option" type="button" data-panel="option" data-order="<?php echo $dataOrder; ?> "><label>Option</label></a><?php $dataOrder++; // Display the SWITCH option ?> <a class="button action_switch" type="button" data-panel="switch" data-order="<?php echo $dataOrder; ?> "><label>Switch</label></a><?php $dataOrder++; ?> </div><?php } else { // Display available main actions ?> <div class="main_actions"><?php ?> <a class="button action_ability button_disabled" type="button"><label>Ability</label></a><?php ?> </div><?php // Display the available sub options ?> <div class="sub_actions"><?php ?> <a class="button action_scan button_disabled" type="button"><label>Scan</label></a><?php ?> <a class="button action_item button_disabled" type="button"><label>Item</label></a><?php ?> <a class="button action_option" type="button" data-panel="option" data-order="1"><label>Option</label></a><?php ?> <a class="button action_switch" type="button" data-panel="switch" data-order="2"><label>Switch</label></a><?php ?> </div><?php } break; // If this was a ABILITY menu request // If this was a ABILITY menu request case 'ability': // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select Ability</span><?php // Collect the abilities for this robot, by whatever means if ($this_robot->robot_class == 'master') { $this_robot_settings = rpg_game::robot_settings($this_player->player_token, $this_robot->robot_token); if (!empty($this_robot_settings['robot_abilities'])) { $current_robot_abilities = $this_robot_settings['robot_abilities']; } else { $current_robot_abilities = array(); } // If this robot has more than eight abilities, slice to only eight if (count($current_robot_abilities) > 8) { $current_robot_abilities = array_slice($current_robot_abilities, 0, 8); $_SESSION['GAME']['values']['battle_settings'][$this_player->player_token]['player_robots'][$this_robot->robot_token]['robot_abilities'] = $current_robot_abilities; } // Collect the robot's held item if any if (!empty($_SESSION['GAME']['values']['battle_settings'][$this_player->player_token]['player_robots'][$this_robot->robot_token]['robot_item'])) { $current_robot_item = $_SESSION['GAME']['values']['battle_settings'][$this_player->player_token]['player_robots'][$this_robot->robot_token]['robot_item']; } else { $current_robot_item = ''; } } elseif ($this_robot->robot_class == 'mecha') { // Collect the temp ability index $temp_index_info = rpg_robot::get_index_info($this_robot->robot_token); $current_robot_abilities = array(); foreach ($temp_index_info['robot_abilities'] as $token) { $current_robot_abilities[$token] = array('ability_token' => $token); } $current_robot_item = ''; } // Ensure this robot has abilities to display if (!empty($current_robot_abilities)) { // Count the total number of abilities $num_abilities = count($this_robot->robot_abilities); $robot_direction = $this_player->player_side == 'left' ? 'right' : 'left'; // Define the ability display counter $unlocked_abilities_count = 0; // Collect the temp ability index $temp_abilities_index = rpg_ability::get_index_custom(array_keys($current_robot_abilities)); $temp_robotinfo = rpg_robot::get_index_info($this_robot->robot_token); if ($temp_robotinfo['robot_core'] != $this_robot->robot_core) { $temp_robotinfo['robot_core'] = $this_robot->robot_core; } $temp_robotinfo['robot_core2'] = preg_match('/^item-core-/i', $current_robot_item) ? preg_replace('/^item-core-/i', '', $current_robot_item) : ''; if ($temp_robotinfo['robot_core2'] == 'none') { $temp_robotinfo['robot_core2'] = ''; } // Loop through each ability and display its button $ability_key = 0; //$temp_robot_array = $this_robot->export_array(); foreach ($current_robot_abilities as $ability_token => $ability_info) { if (empty($ability_token) || !isset($temp_abilities_index[$ability_token])) { continue; } // Check if this ability has been unlocked $this_ability_unlocked = true; if ($this_ability_unlocked) { $unlocked_abilities_count++; } else { continue; } // Create the ability object using the session/index data $temp_abilityinfo = $temp_abilities_index[$ability_token]; $temp_abilityinfo['ability_id'] = $this_robot->robot_id . str_pad($temp_abilityinfo['ability_id'], 3, '0', STR_PAD_LEFT); $temp_ability = $this_battle->get_ability($temp_abilityinfo['ability_id']); $temp_type = $temp_ability->ability_type; $temp_type2 = $temp_ability->ability_type2; $temp_damage = $temp_ability->ability_damage; $temp_damage2 = $temp_ability->ability_damage2; $temp_damage_unit = $temp_ability->ability_damage_percent ? '%' : ''; $temp_damage2_unit = $temp_ability->ability_damage2_percent ? '%' : ''; $temp_recovery = $temp_ability->ability_recovery; $temp_recovery2 = $temp_ability->ability_recovery2; $temp_recovery_unit = $temp_ability->ability_recovery_percent ? '%' : ''; $temp_recovery2_unit = $temp_ability->ability_recovery2_percent ? '%' : ''; $temp_accuracy = $temp_ability->ability_accuracy; $temp_kind = !empty($temp_damage) && empty($temp_recovery) ? 'damage' : (!empty($temp_recovery) && empty($temp_damage) ? 'recovery' : (!empty($temp_damage) && !empty($temp_recovery) ? 'multi' : '')); $temp_target = 'auto'; $temp_target_text = ''; if ($temp_ability->ability_target == 'select_target' && $target_player->counters['robots_active'] > 1) { $temp_target = 'select_target'; $temp_target_text = 'Select Target'; } elseif ($temp_ability->ability_target == 'select_this') { $temp_target = 'select_this'; $temp_target_text = 'Select Target'; } $temp_multiplier = 1; if (!empty($this_robot->robot_core) && ($this_robot->robot_core == $temp_type || $this_robot->robot_core == $temp_type2)) { $temp_multiplier = $temp_multiplier * 1.5; } if (!empty($temp_type) && !empty($this_battle->battle_field->field_multipliers[$temp_type])) { $temp_multiplier = $temp_multiplier * $this_battle->battle_field->field_multipliers[$temp_type]; } elseif (!empty($this_battle->battle_field->field_multipliers['none'])) { $temp_multiplier = $temp_multiplier * $this_battle->battle_field->field_multipliers['none']; } if (!empty($temp_type2) && !empty($this_battle->battle_field->field_multipliers[$temp_type2])) { $temp_multiplier = $temp_multiplier * $this_battle->battle_field->field_multipliers[$temp_type2]; } $temp_damage = ceil($temp_damage * $temp_multiplier); if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['damage'])) { $temp_damage = ceil($temp_damage * $this_battle->battle_field->field_multipliers['damage']); } if ($temp_damage_unit == '%' && $temp_damage > 100) { $temp_damage = 100; } $temp_damage2 = ceil($temp_damage2 * $temp_multiplier); if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['damage'])) { $temp_damage2 = ceil($temp_damage2 * $this_battle->battle_field->field_multipliers['damage']); } if ($temp_damage2_unit == '%' && $temp_damage2 > 100) { $temp_damage2 = 100; } $temp_recovery = ceil($temp_recovery * $temp_multiplier); if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['recovery'])) { $temp_recovery = ceil($temp_recovery * $this_battle->battle_field->field_multipliers['recovery']); } if ($temp_recovery_unit == '%' && $temp_recovery > 100) { $temp_recovery = 100; } $temp_recovery2 = ceil($temp_recovery2 * $temp_multiplier); if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['recovery'])) { $temp_recovery2 = ceil($temp_recovery2 * $this_battle->battle_field->field_multipliers['recovery']); } if ($temp_recovery2_unit == '%' && $temp_recovery2 > 100) { $temp_recovery2 = 100; } // Define the amount of weapon energy for this ability $temp_robot_weapons = $this_robot->robot_weapons; $temp_ability_energy = $this_robot->calculate_weapon_energy($temp_ability, $temp_ability_energy_base, $temp_ability_energy_mods); // Collect the type info for this ability if it exists $temp_type_info = !empty($temp_ability->ability_type) ? rpg_type::get_index_info($temp_ability->ability_type) : false; $temp_type_info2 = !empty($temp_ability->ability_type2) ? rpg_type::get_index_info($temp_ability->ability_type2) : false; // Define the ability title details text $temp_ability_details = $temp_ability->ability_name; $temp_ability_details .= ' (' . (!empty($temp_type_info) ? $temp_type_info['type_name'] : 'Neutral'); if (!empty($temp_type_info2)) { $temp_ability_details .= ' / ' . $temp_type_info2['type_name']; } else { $temp_ability_details .= ' Type'; } $temp_ability_details .= ') <br />'; if ($temp_kind == 'damage') { $temp_ability_details .= $temp_damage . $temp_damage_unit . ' Damage'; } elseif ($temp_kind == 'recovery') { $temp_ability_details .= $temp_recovery . $temp_recovery_unit . ' Recovery'; } elseif ($temp_kind == 'multi') { $temp_ability_details .= $temp_damage . $temp_damage_unit . ' Damage / ' . ($temp_multiplier != 1 ? '<del>' . $temp_ability->ability_recovery . '</del> ' : '') . $temp_recovery . $temp_recovery_unit . ' Recovery'; } else { $temp_ability_details .= 'Support'; } $temp_ability_details .= ' | ' . $temp_ability->ability_accuracy . '% Accuracy'; if (!empty($temp_ability_energy)) { $temp_ability_details .= ' | ' . $temp_ability_energy . ' Energy'; } if (!empty($temp_target_text)) { $temp_ability_details .= ' | ' . $temp_target_text; } $temp_ability_description = $temp_ability->ability_description; $temp_ability_description = str_replace('{DAMAGE}', $temp_damage, $temp_ability_description); $temp_ability_description = str_replace('{RECOVERY}', $temp_recovery, $temp_ability_description); $temp_ability_description = str_replace('{DAMAGE2}', $temp_damage2, $temp_ability_description); $temp_ability_description = str_replace('{RECOVERY2}', $temp_recovery2, $temp_ability_description); $temp_ability_details .= ' <br />' . $temp_ability_description; $temp_ability_details_plain = strip_tags(str_replace('<br />', ' ', $temp_ability_details)); $temp_ability_details_tooltip = htmlentities($temp_ability_details, ENT_QUOTES, 'UTF-8'); // Define the ability button text variables $temp_ability_label = '<span class="multi">'; $temp_ability_label .= '<span class="maintext">' . $temp_ability->ability_name . '</span>'; $temp_ability_label .= '<span class="subtext">'; $temp_ability_label .= !empty($temp_type_info) ? $temp_type_info['type_name'] . ' ' : 'Neutral '; if (!empty($temp_type_info2)) { $temp_ability_label .= ' / ' . $temp_type_info2['type_name']; } else { $temp_ability_label .= $temp_kind == 'damage' ? 'Damage' : ($temp_kind == 'recovery' ? 'Recovery' : ($temp_kind == 'multi' ? 'Effects' : 'Special')); } $temp_ability_label .= '</span>'; $temp_ability_label .= '<span class="subtext">'; $temp_ability_label .= '<span style="' . ($temp_multiplier != 1 ? $temp_multiplier > 1 ? 'color: rgb(161, 255, 124); ' : 'color: rgb(255, 150, 150); ' : '') . '">P:' . ($temp_kind == 'damage' ? $temp_damage . $temp_damage_unit . ' ' : ($temp_kind == 'recovery' ? $temp_recovery . $temp_recovery_unit . ' ' : ($temp_kind == 'multi' ? $temp_damage . $temp_damage_unit . '/' . $temp_recovery . $temp_recovery_unit . ' ' : '0'))) . '</span>'; $temp_ability_label .= ' '; $temp_ability_label .= 'A:' . $temp_accuracy . '%'; $temp_ability_label .= '</span>'; $temp_ability_label .= '</span>'; // Define whether or not this ability button should be enabled $temp_button_enabled = $temp_robot_weapons >= $temp_ability_energy ? true : false; // If the ability is not actually compatible with this robot, disable it $temp_button_compatible = rpg_robot::has_ability_compatibility($temp_robotinfo, $temp_abilityinfo, $current_robot_item); if (!$temp_button_compatible) { $temp_button_enabled = false; } // If this button is enabled, add it to the global ability options array if ($temp_button_enabled) { $temp_player_ability_actions[] = $temp_ability->ability_token; } // Define the ability sprite variables $temp_ability_sprite = array(); $temp_ability_sprite['name'] = $temp_ability->ability_name; if ($this_robot->robot_class == 'master') { $temp_ability_sprite['image'] = $temp_ability->ability_image; $temp_ability_sprite['image_size'] = $temp_ability->ability_image_size; $temp_ability_sprite['image_size_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size']; $temp_ability_sprite['image_size_zoom'] = $temp_ability->ability_image_size * 2; $temp_ability_sprite['image_size_zoom_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size']; $temp_ability_sprite['url'] = 'images/sprites/abilities/' . $temp_ability_sprite['image'] . '/icon_' . $robot_direction . '_' . $temp_ability_sprite['image_size_text'] . '.png'; $temp_ability_sprite['class'] = 'sprite size' . $temp_ability_sprite['image_size'] . ' base '; $temp_ability_sprite['style'] = 'background-image: url(' . $temp_ability_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 5px; left: 5px; '; $temp_ability_sprite['markup'] = '<span class="' . $temp_ability_sprite['class'] . ' ability" style="' . $temp_ability_sprite['style'] . '">' . $temp_ability_sprite['name'] . '</span>'; $temp_ability_sprite['markup'] .= '<span class="' . $temp_ability_sprite['class'] . ' weapons" style="top: 35px; left: 5px; ' . ($temp_ability_energy == $temp_ability_energy_base ? '' : ($temp_ability_energy_mods <= 1 ? 'color: #80A280; ' : 'color: #68B968; ')) . '">' . $temp_ability_energy . ' WE</span>'; } elseif ($this_robot->robot_class == 'mecha') { $temp_ability_sprite['image'] = $this_robot->robot_image; $temp_ability_sprite['image_size'] = $this_robot->robot_image_size; $temp_ability_sprite['image_size_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size']; $temp_ability_sprite['image_size_zoom'] = $this_robot->robot_image_size * 2; $temp_ability_sprite['image_size_zoom_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size']; $temp_ability_sprite['url'] = 'images/sprites/robots/' . $temp_ability_sprite['image'] . '/mug_' . $robot_direction . '_' . $temp_ability_sprite['image_size_text'] . '.png'; $temp_ability_sprite['class'] = 'sprite size' . $temp_ability_sprite['image_size'] . ' base '; $temp_ability_sprite['style'] = 'background-image: url(' . $temp_ability_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 7px; left: 5px; height: 43px; background-position: center center !important; background-size: 50% 50% !important; '; $temp_ability_sprite['markup'] = '<span class="' . $temp_ability_sprite['class'] . ' ability" style="' . $temp_ability_sprite['style'] . '">' . $temp_ability_sprite['name'] . '</span>'; } $temp_ability_sprite['preload'] = 'images/sprites/abilities/' . $temp_ability_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_ability_sprite['image_size_zoom_text'] . '.png'; // Now use the new object to generate a snapshot of this ability button if ($temp_button_enabled) { ?> <a data-order="<?php echo $temp_order_counter; ?> " class="button action_ability ability_<?php echo $temp_ability->ability_token; ?> ability_type ability_type_<?php echo (!empty($temp_ability->ability_type) ? $temp_ability->ability_type : 'none') . (!empty($temp_ability->ability_type2) ? '_' . $temp_ability->ability_type2 : ''); ?> block_<?php echo $unlocked_abilities_count; ?> " type="button" data-action="ability_<?php echo $temp_ability->ability_id . '_' . $temp_ability->ability_token; ?> " data-tooltip="<?php echo $temp_ability_details_tooltip; ?> " data-target="<?php echo $temp_target; ?> "><label class=""><?php echo $temp_ability_sprite['markup']; echo $temp_ability_label; ?> </label></a><?php } else { ?> <a data-order="<?php echo $temp_order_counter; ?> " class="button button_disabled action_ability ability_<?php echo $temp_ability->ability_token; ?> ability_type ability_type_<?php echo (!empty($temp_ability->ability_type) ? $temp_ability->ability_type : 'none') . (!empty($temp_ability->ability_type2) ? '_' . $temp_ability->ability_type2 : ''); ?> block_<?php echo $unlocked_abilities_count; ?> " type="button"><label class=""><?php echo $temp_ability_sprite['markup']; echo $temp_ability_label; ?> </label></a><?php } // Increment the order counter $temp_order_counter++; $ability_key++; } // If there were less than 8 abilities, fill in the empty spaces if ($unlocked_abilities_count < 8) { for ($i = $unlocked_abilities_count; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_ability button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag //echo 'Abilities : ['.print_r($this_robot->robot_abilities, true).']'; //echo preg_replace('#\s+#', ' ', print_r($this_robot_settings, true)); ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a ITEM menu request // If this was a ITEM menu request case 'item': // Define all the available player items in a handy index array $current_player_items = $this_player->player_items; foreach ($current_player_items as $key => $token) { $info = !empty($temp_items_index[$token]) ? $temp_items_index[$token] : false; if (empty($info) || $info['ability_subclass'] != 'consumable') { unset($current_player_items[$key]); } } $current_player_items_count = count($current_player_items); $current_player_items_pages = $current_player_items_count <= 8 ? 1 : ceil($current_player_items_count / 8); // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"> <span class="main_actions_title <?php echo $target_player->player_id != MMRPG_SETTINGS_TARGET_PLAYERID || !empty($this_player->flags['item_used_this_turn']) ? 'main_actions_title_disabled' : ''; ?> "> <?php // If there were more than eight items, print the page numbers if ($current_player_items_count > 8) { $temp_selected_page = 1; //!empty($_SESSION['GAME']['battle_settings']['action_ability_page_num']) ? $_SESSION['GAME']['battle_settings']['action_ability_page_num'] : 1; echo '<span class="float_title">Select Item</span>'; echo '<span class="float_links"><span class="page">Page</span>'; for ($i = 1; $i <= $current_player_items_pages; $i++) { echo '<a class="num' . ($i == $temp_selected_page ? ' active' : '') . '" href="#' . $i . '">' . $i . '</a>'; } echo '</span>'; } else { echo 'Select Item'; } ?> </span> <?php // Ensure this player has items to display if (!empty($current_player_items)) { // Count the total number of items $num_items = count($current_player_items); $item_direction = $this_player->player_side == 'left' ? 'right' : 'left'; // Define the item display counter $equipped_items_count = 0; // Define the default button enabled option if ($target_player->player_id != MMRPG_SETTINGS_TARGET_PLAYERID) { $temp_button_enabled_base = false; } else { $temp_button_enabled_base = true; } // If this player has already used an item this turn if (!empty($this_player->flags['item_used_this_turn'])) { $temp_button_enabled_base = false; } // Loop through each ability and display its button $item_key = 0; $item_token_list = array_keys($temp_items_index); foreach ($item_token_list as $item_key => $item_token) { // Ensure this is an actual ability in the index if (!empty($item_token) && in_array($item_token, $current_player_items)) { // Define the amount of weapon energy for this ability $temp_item_quantity = !empty($_SESSION['GAME']['values']['battle_items'][$item_token]) ? $_SESSION['GAME']['values']['battle_items'][$item_token] : 0; // CHANGEME to zero!!! mt_rand(0, 10) $temp_item_cost = 1; // If this player has never aquired this item, do not display it if (!isset($_SESSION['GAME']['values']['battle_items'][$item_token])) { continue; } //$temp_item_quantity = 99; // CHANGEME! COMMENT ME OUT! TESTING ONLY! // Increment the equipped items count $equipped_items_count++; // Define the button enabled flag $temp_button_enabled = $temp_button_enabled_base; // Create the ability object using the session/index data $temp_iteminfo = $temp_items_index[$item_token]; //$temp_iteminfo['item_id'] = $this_player->player_id.str_pad($temp_iteminfo['item_id'], 3, '0', STR_PAD_LEFT); $temp_item = new rpg_item($this_player, $this_robot, $temp_iteminfo); $temp_type = $temp_item->item_type; $temp_type2 = $temp_item->item_type2; $temp_damage = $temp_item->item_damage; $temp_damage2 = $temp_item->item_damage2; $temp_damage_unit = $temp_item->item_damage_percent ? '%' : ''; $temp_damage2_unit = $temp_item->item_damage2_percent ? '%' : ''; $temp_recovery = $temp_item->item_recovery; $temp_recovery2 = $temp_item->item_recovery2; $temp_recovery_unit = $temp_item->item_recovery_percent ? '%' : ''; $temp_recovery2_unit = $temp_item->item_recovery2_percent ? '%' : ''; $temp_accuracy = $temp_item->item_accuracy; $temp_kind = !empty($temp_damage) && empty($temp_recovery) ? 'damage' : (!empty($temp_recovery) && empty($temp_damage) ? 'recovery' : (!empty($temp_damage) && !empty($temp_recovery) ? 'multi' : '')); if (preg_match('/-score-ball$/i', $item_token)) { $temp_kind = 'score'; } elseif (preg_match('/-core$/i', $item_token)) { $temp_kind = 'core'; } $temp_target = 'select_this'; if ($temp_item->item_target == 'select_target' && $target_player->counters['robots_active'] > 1) { $temp_target = 'select_target'; } elseif ($temp_item->item_target == 'select_this' && $this_player->counters['robots_active'] > 1) { $temp_target = 'select_this'; } elseif ($temp_item->item_target == 'select_this_disabled') { $temp_target = 'select_this_disabled'; } elseif ($temp_item->item_target == 'auto') { $temp_target = 'auto'; } $temp_multiplier = 1; // Collect the type info for this item if it exists $temp_type_info = !empty($temp_item->item_type) ? rpg_type::get_index_info($temp_item->item_type) : false; $temp_type_info2 = !empty($temp_item->item_type2) ? rpg_type::get_index_info($temp_item->item_type2) : false; // Define the ability title details text $temp_item_details = $temp_item->item_name . ' <br />'; if ($temp_kind == 'damage') { $temp_item_details .= $temp_damage . $temp_damage_unit . ' Damage'; } elseif ($temp_kind == 'recovery') { $temp_item_details .= $temp_recovery . $temp_recovery_unit . ' Recovery'; } elseif ($temp_kind == 'multi') { $temp_item_details .= $temp_damage . $temp_damage_unit . ' Damage / ' . $temp_recovery . $temp_recovery_unit . ' Recovery'; } elseif ($temp_kind == 'core') { $temp_item_details .= '10% Damage'; } else { $temp_item_details .= 'Support'; } if (!empty($temp_item_quantity)) { if ($temp_item_quantity != 1) { $temp_item_details .= ' | ' . $temp_item_quantity . ' Units'; } else { $temp_item_details .= ' | 1 Unit'; } } $temp_item_description = $temp_item->item_description; $temp_item_description = str_replace('{DAMAGE}', $temp_damage, $temp_item_description); $temp_item_description = str_replace('{RECOVERY}', $temp_recovery, $temp_item_description); $temp_item_description = str_replace('{DAMAGE2}', $temp_damage2, $temp_item_description); $temp_item_description = str_replace('{RECOVERY2}', $temp_recovery2, $temp_item_description); $temp_item_details .= ' <br />' . $temp_item_description; $temp_item_details_plain = strip_tags(str_replace('<br />', ' ', $temp_item_details)); $temp_item_details_tooltip = htmlentities($temp_item_details, ENT_QUOTES, 'UTF-8'); // Define the ability button text variables $temp_item_label = '<span class="multi">'; $temp_item_label .= '<span class="maintext">' . $temp_item->item_name . '</span>'; $temp_item_label .= '<span class="subtext">'; if ($temp_kind == 'score') { $temp_item_label .= 'Reward Booster'; } elseif ($temp_kind == 'core') { $temp_item_label .= !empty($temp_type_info) ? $temp_type_info['type_name'] : 'Neutral'; $temp_item_label .= ' Damage'; } else { $temp_item_label .= !empty($temp_type_info) ? $temp_type_info['type_name'] . ' ' : 'Neutral '; if (!empty($temp_type_info) && !empty($temp_type_info2)) { $temp_item_label .= ' / ' . $temp_type_info2['type_name']; } else { $temp_item_label .= $temp_kind == 'damage' ? 'Damage' : ($temp_kind == 'recovery' ? 'Recovery' : ($temp_kind == 'multi' ? 'Effects' : 'Special')); } } $temp_item_label .= '</span>'; $temp_item_label .= '<span class="subtext">'; if ($temp_kind == 'score') { $temp_item_label .= '<span>Value : +' . $temp_recovery . $temp_recovery_unit . '</span>'; } elseif ($temp_kind == 'core') { $temp_item_label .= '<span>Power : 10%</span>'; } else { $temp_item_label .= '<span style="' . ($temp_multiplier != 1 ? $temp_multiplier > 1 ? 'color: rgb(161, 255, 124); ' : 'color: rgb(255, 150, 150); ' : '') . '">Power : ' . ($temp_kind == 'damage' ? $temp_damage . $temp_damage_unit . ' ' : ($temp_kind == 'recovery' ? $temp_recovery . $temp_recovery_unit . ' ' : ($temp_kind == 'multi' ? $temp_damage . $temp_damage_unit . '/' . $temp_recovery . $temp_recovery_unit . ' ' : '0'))) . '</span>'; } $temp_item_label .= ' '; $temp_item_label .= '</span>'; $temp_item_label .= '</span>'; // Define whether or not this ability button should be enabled if ($temp_item_quantity < $temp_item_cost) { $temp_button_enabled = false; } // Define the ability sprite variables $temp_item_sprite = array(); $temp_item_sprite['name'] = $temp_item->item_name; $temp_item_sprite['image'] = $temp_item->item_image; if ($temp_item->item_token == 'item-extra-life') { // Automatically change this ability's image based on player if ($this_player->player_token == 'dr-light') { $temp_item_sprite['image'] = 'item-extra-life'; } elseif ($this_player->player_token == 'dr-wily') { $temp_item_sprite['image'] = 'item-extra-life-2'; } elseif ($this_player->player_token == 'dr-cossack') { $temp_item_sprite['image'] = 'item-extra-life-3'; } } $temp_item_sprite['image_size'] = $temp_item->item_image_size; $temp_item_sprite['image_size_text'] = $temp_item_sprite['image_size'] . 'x' . $temp_item_sprite['image_size']; $temp_item_sprite['image_size_zoom'] = $temp_item->item_image_size * 2; $temp_item_sprite['image_size_zoom_text'] = $temp_item_sprite['image_size'] . 'x' . $temp_item_sprite['image_size']; $temp_item_sprite['url'] = 'images/sprites/items/' . $temp_item_sprite['image'] . '/icon_' . $item_direction . '_' . $temp_item_sprite['image_size_text'] . '.png'; $temp_item_sprite['preload'] = 'images/sprites/items/' . $temp_item_sprite['image'] . '/sprite_' . $item_direction . '_' . $temp_item_sprite['image_size_zoom_text'] . '.png'; $temp_item_sprite['class'] = 'sprite size' . $temp_item_sprite['image_size'] . ' base '; // ability_type ability_type_'.(!empty($temp_item->item_type) ? $temp_item->item_type : 'none'); $temp_item_sprite['style'] = 'background-image: url(' . $temp_item_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 5px; left: 5px; '; $temp_item_sprite['markup'] = '<span class="' . $temp_item_sprite['class'] . ' ability" style="' . $temp_item_sprite['style'] . '">' . $temp_item_sprite['name'] . '</span>'; $temp_item_sprite['markup'] .= '<span class="' . $temp_item_sprite['class'] . ' weapons" style="top: 35px; left: 5px; ' . ($temp_item_quantity > 1 ? '' : ($temp_item_quantity > 0 ? 'color: #AA9393; ' : 'color: #A77D7D; ')) . '"><sup style="position: relative: bottom: 1px;">x</sup> ' . $temp_item_quantity . '</span>'; $temp_type_class = !empty($temp_item->item_type) ? $temp_item->item_type : 'none'; if ($temp_type_class != 'none' && !empty($temp_item->item_type2)) { $temp_type_class .= '_' . $temp_item->item_type2; } elseif ($temp_type_class == 'none' && !empty($temp_item->item_type2)) { $temp_type_class = $temp_item->item_type2; } // Now use the new object to generate a snapshot of this ability button if ($temp_button_enabled) { ?> <a data-order="<?php echo $temp_order_counter; ?> " class="button action_item ability_<?php echo $temp_item->item_token; ?> ability_type ability_type_<?php echo $temp_type_class; ?> block_<?php echo $equipped_items_count; ?> " type="button" data-action="ability_<?php echo $temp_item->item_id . '_' . $temp_item->item_token; ?> " data-tooltip="<?php echo $temp_item_details_tooltip; ?> " data-preload="<?php echo $temp_item_sprite['preload']; ?> " data-actualtarget="<?php echo $temp_item->item_target; ?> " data-target="<?php echo $temp_target; ?> "><label class=""><?php echo $temp_item_sprite['markup']; echo $temp_item_label; ?> </label></a><?php } else { ?> <a data-order="<?php echo $temp_order_counter; ?> " class="button button_disabled action_item ability_<?php echo $temp_item->item_token; ?> ability_type ability_type_<?php echo $temp_type_class; ?> block_<?php echo $equipped_items_count; ?> " type="button"><label class=""><?php echo $temp_item_sprite['markup']; echo $temp_item_label; ?> </label></a><?php } // Increment the order counter $temp_order_counter++; } $item_key++; } // If there were less than 8 items, fill in the empty spaces if ($equipped_items_count % 8 != 0) { $temp_padding_amount = 8 - $equipped_items_count % 8; $temp_last_key = $equipped_items_count + $temp_padding_amount; for ($i = $equipped_items_count; $i < $temp_last_key; $i++) { // Display an empty button placeholder ?> <a class="button action_item button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } ?> </div> <?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a OPTION menu request // If this was a OPTION menu request case 'option': // Define the markup for the option buttons $temp_options = array(); // Display the option for returning to the main prototype menu $temp_options[] = '<a data-order="1" class="button action_option block_1 ability_type_space" type="button" data-action="prototype"><label><span class="multi">Return To<br />Main Menu</span></label></a>'; // Display an option for restarting this battle from scratch $temp_options[] = '<a data-order="2" class="button action_option block_2 ability_type_space" type="button" data-action="restart"><label><span class="multi">Restart<br />Mission</span></label></a>'; // Display an option for changing config settings //$temp_options[] = '<a class="button action_option block_3" type="button" data-panel="settings"><label><span class="multi">Settings<br />Menu</span></label></a>'; $temp_options[] = '<a data-order="3" class="button action_option block_3 ability_type_space" type="button" data-panel="settings_eventTimeout"><label><span class="multi">Message<br />Speed</span></label></a>'; $temp_options[] = '<a data-order="4" class="button action_option block_4 ability_type_space" type="button" onclick="parent.mmrpg_music_load(\'fields/' . $this_field->field_music . '/battle-field_background_music\', true);"><label><span class="multi">Restart<br />Music</span></label></a>'; // Display the toggle options for debug mode and stuff $current_debug_value = !empty($_SESSION['GAME']['debug_mode']) ? 1 : 0; $temp_options[] = '<a data-order="5" class="button action_option block_5 ability_type_space" type="button" onclick="mmrpg_toggle_debug_mode(this);" data-value="' . $current_debug_value . '"><label><span class="multi"><span class="title">Toggle Debug</span><br /><span class="value type ' . ($current_debug_value ? 'nature' : 'flame') . '">' . ($current_debug_value ? 'ON' : 'OFF') . '</span></span></label></a>'; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select Option</span><?php // Ensure there are options to display if (!empty($temp_options)) { // Count the total number of options $num_options = count($temp_options); // Loop through each option and display its button markup foreach ($temp_options as $key => $option_markup) { // Display the option button's generated markup echo $option_markup; } // If there were less than 6 options, fill in the empty spaces if ($num_options < 8) { for ($i = $num_options; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_option button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="7" class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php break; // If this was a SCAN menu request // If this was a SCAN menu request case 'scan': // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select Scan Target</span><?php // Ensure there are robots to display if (!empty($target_player->player_robots)) { // Loop through each robot and display its target button foreach ($target_player_robots as $robot_key => $robot_info) { // Ensure this robot has an ID before attempting to load if (!empty($robot_info['robot_id'])) { // Create the scan object using the session/index data $temp_robot = $this_battle->get_robot($robot_info['robot_id']); // Default the allow button flag to true $allow_button = true; // If this robot is disabled, disable the button if ($temp_robot->robot_status == 'disabled') { $allow_button = false; } // If this robot is not active, disable the button //if ($temp_robot->robot_position != 'active'){ $allow_button = false; } // Define the title hover for the robot $temp_robot_title = $temp_robot->robot_name . ' (Lv. ' . $temp_robot->robot_level . ')'; //$temp_robot_title .= ' | '.$temp_robot->robot_id.''; $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position'; // Display the robot's item if it exists if (!empty($temp_robot->robot_item)) { $temp_item = $temp_items_index[$temp_robot->robot_item]; $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' '; } // Display the robot's life and weapon energy current and base $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE'; $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE'; $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level); if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') { $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP'; } $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT'; $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF'; $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP'; // Generate alt formats for the robot title $temp_robot_title_plain = strip_tags(str_replace('<br />', ' ', $temp_robot_title)); $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8'); // Collect the robot's core types for display $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : ''; if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) { $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item); if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) { $temp_robot_core2_type = $temp_item_core_type; } } // Define the robot button text variables $temp_robot_label = '<span class="multi">'; $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy'; $temp_robot_label .= '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= 'A:' . $temp_robot->robot_attack; $temp_robot_label .= ' '; $temp_robot_label .= 'D:' . $temp_robot->robot_defense; $temp_robot_label .= ' '; $temp_robot_label .= 'S:' . $temp_robot->robot_speed; $temp_robot_label .= '</span>'; $temp_robot_label .= '</span>'; // Define the robot sprite variables $temp_robot_sprite = array(); $temp_robot_sprite['name'] = $temp_robot->robot_name; $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_sprite['image'] = $temp_robot->robot_image; $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size; $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2; $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png'; $temp_robot_sprite['preload'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_zoom_text'] . '.png'; $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' '; $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 6px; left: 5px; '; if ($temp_robot->robot_position == 'active') { $temp_robot_sprite['style'] .= 'border-color: #ababab; '; } $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100); if ($temp_energy_percent > 50) { $temp_robot_sprite['class'] .= 'energy high '; } elseif ($temp_energy_percent > 25) { $temp_robot_sprite['class'] .= 'energy medium '; } elseif ($temp_energy_percent > 0) { $temp_robot_sprite['class'] .= 'energy low '; } $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>'; // Update the order button if necessary $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : ''; $temp_order_counter += $allow_button ? 1 : 0; // Now use the new object to generate a snapshot of this switch button /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_scan scan_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="scan_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?> data-preload="<?= $temp_robot_sprite['preload'] ?>"><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/ ?> <a class="button <?php echo !$allow_button ? 'button_disabled' : ''; ?> action_scan scan_<?php echo $temp_robot->robot_token; ?> status_<?php echo $temp_robot->robot_status; ?> robot_type robot_type_<?php echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : ''); ?> block_<?php echo $robot_key + 1; ?> " type="button" data-tooltip="<?php echo $temp_robot_title_tooltip; ?> " <?php echo $order_button_markup; ?> <?if($allow_button):?>data-action="scan_<?php echo $temp_robot->robot_id . '_' . $temp_robot->robot_token; ?> "<?endif;?> data-preload="<?php echo $temp_robot_sprite['preload']; ?> "><label><?php echo $temp_robot_sprite['markup']; echo $temp_robot_label; ?> </label></a><?php } } // If there were less than 8 robots, fill in the empty spaces if ($num_robots < 8) { for ($i = $num_robots; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_scan button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a SWITCH menu request // If this was a SWITCH menu request case 'switch': // Check if the switch should be disabled $this_switch_disabled = false; if ($this_robot->robot_status != 'disabled' && $this_robot->robot_position == 'active' && !empty($this_robot->robot_attachments)) { foreach ($this_robot->robot_attachments as $attachment_token => $attachment_info) { if (isset($attachment_info['attachment_switch_disabled']) && $attachment_info['attachment_switch_disabled'] == 1) { $this_switch_disabled = true; } } } // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title" style="<?php echo !empty($this_player->flags['switch_used_this_turn']) ? 'text-decoration: line-through;' : ''; ?> ">Select Switch Target <?php echo $this_switch_disabled ? '(Disabled)' : ''; ?> </span><?php // Ensure there are robots to display if (!empty($this_player_robots)) { // Collect the target robot options and sort them $switch_robots_count = $this_player->counters['robots_active']; // Loop through each robot and display its switch button foreach ($this_player_robots as $robot_key => $robot_info) { // Ensure this robot has an ID before attempting to load if (!empty($robot_info['robot_id'])) { // Create the scan object using the session/index data $temp_robot = $this_battle->get_robot($robot_info['robot_id']); // Check if the switch should be disabled based on attachments on this robot $temp_switch_disabled = false; if ($temp_robot->robot_status != 'disabled' && !empty($temp_robot->robot_attachments)) { foreach ($temp_robot->robot_attachments as $attachment_token => $attachment_info) { if (!empty($attachment_info['attachment_switch_disabled'])) { $temp_switch_disabled = true; } } } // If the switch is not disabled yet and the robot status isn't disabled, disable it if ($this_switch_disabled && $this_robot->robot_status != 'disabled') { $temp_switch_disabled = true; } // If this player has already used a switch this turn if (!empty($this_player->flags['switch_used_this_turn'])) { $temp_switch_disabled = true; } // Default the allow button flag to true $allow_button = true; // If this robot is already out, disable the button if ($temp_robot->robot_position == 'active') { $allow_button = false; } // If this robot is disabled, disable the button if ($temp_robot->robot_status == 'disabled') { $allow_button = false; } // If this robot is the "active" one (maybe it was a force switch?) if ($switch_robots_count >= 2 && $temp_robot->robot_id == $this_robot->robot_id) { $allow_button = false; } // If the current robot has switching disabled if ($temp_switch_disabled) { $allow_button = false; } // Define the title hover for the robot $temp_robot_title = $temp_robot->robot_name . ' (Lv. ' . $temp_robot->robot_level . ')'; $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position'; // Display the robot's item if it exists if (!empty($temp_robot->robot_item)) { $temp_item = $temp_items_index[$temp_robot->robot_item]; $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' '; } // Display the robot's life and weapon energy current and base $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE'; $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE'; // Display the robot's experience points if on the player side $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level); if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') { $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP'; } $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT'; $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF'; $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP'; // Loop through this robot's current abilities and list them as well $temp_robot_title .= ' <br />'; foreach ($temp_robot->robot_abilities as $key => $token) { if (!isset($temp_abilities_index[$token])) { continue; } if ($key > 0 && $key % 4 != 0) { $temp_robot_title .= ' | '; } if ($key > 0 && $key % 4 == 0) { $temp_robot_title .= '<br /> '; } $info = $temp_abilities_index[$token]; $temp_robot_title .= $info['ability_name']; } // Encode the tooltip for markup insertion and create a plain one too $temp_robot_title_plain = strip_tags(str_replace('<br />', '//', $temp_robot_title)); $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8'); // Collect the robot's core types for display $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : ''; if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) { $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item); if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) { $temp_robot_core2_type = $temp_item_core_type; } } // Define the robot button text variables $temp_robot_label = '<span class="multi">'; $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy'; $temp_robot_label .= '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= 'A:' . $temp_robot->robot_attack; $temp_robot_label .= ' '; $temp_robot_label .= 'D:' . $temp_robot->robot_defense; $temp_robot_label .= ' '; $temp_robot_label .= 'S:' . $temp_robot->robot_speed; $temp_robot_label .= '</span>'; $temp_robot_label .= '</span>'; // Define the robot sprite variables $temp_robot_sprite = array(); $temp_robot_sprite['name'] = $temp_robot->robot_name; $temp_robot_sprite['image'] = $temp_robot->robot_image; $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size; $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2; $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot->robot_image . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png'; $temp_robot_sprite['preload'] = 'images/sprites/robots/' . $temp_robot->robot_image . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_zoom_text'] . '.png'; $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' '; $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 5px; left: 5px; '; if ($temp_robot->robot_position == 'active') { $temp_robot_sprite['style'] .= 'border-color: #ababab; '; } $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100); if ($temp_energy_percent > 50) { $temp_robot_sprite['class'] .= 'energy high '; } elseif ($temp_energy_percent > 25) { $temp_robot_sprite['class'] .= 'energy medium '; } elseif ($temp_energy_percent > 0) { $temp_robot_sprite['class'] .= 'energy low '; } $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>'; // Update the order button if necessary $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : ''; $temp_order_counter += $allow_button ? 1 : 0; // Now use the new object to generate a snapshot of this switch button /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_switch switch_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="switch_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?> data-preload="<?= $temp_robot_sprite['preload'] ?>"><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/ ?> <a <?php echo $order_button_markup; ?> data-key="<?php echo $temp_robot->robot_key; ?> " data-tooltip="<?php echo $temp_robot_title_tooltip; ?> " class="button <?php echo !$allow_button ? 'button_disabled' : ''; ?> action_switch switch_<?php echo $temp_robot->robot_token; ?> status_<?php echo $temp_robot->robot_status; ?> robot_type robot_type_<?php echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : ''); ?> block_<?php echo $robot_key + 1; ?> " type="button" <?if($allow_button):?>data-action="switch_<?php echo $temp_robot->robot_id . '_' . $temp_robot->robot_token; ?> "<?endif;?> data-preload="<?php echo $temp_robot_sprite['preload']; ?> "><label><?php echo $temp_robot_sprite['markup']; echo $temp_robot_label; ?> </label></a><?php } } // If there were less than 8 robots, fill in the empty spaces if ($num_robots < 8) { for ($i = $num_robots; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_switch button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default $allow_back_button = $this_robot->robot_position == 'active' && $this_robot->robot_status != 'disabled' ? true : false; ?> <div class="sub_actions"><a <?php echo $allow_back_button ? 'data-order="' . $temp_order_counter . '"' : ''; ?> class="button action_back <?php echo !$allow_back_button ? 'button_disabled' : ''; ?> " type="button" <?php echo $allow_back_button ? 'data-panel="battle"' : ''; ?> ><?php echo $allow_back_button ? '<label>Back</label>' : ' '; ?> </a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a TARGET (THIS) menu request // If this was a TARGET (THIS) menu request case 'target_this': // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select {thisPanel} Target</span><?php // Ensure there are robots to display if (!empty($this_player_robots)) { // Loop through each robot and display its target button foreach ($this_player_robots as $robot_key => $robot_info) { // Ensure this robot has a lookup ID if (!empty($robot_info['robot_id'])) { // Create the scan object using the session/index data $temp_robot = $this_battle->get_robot($robot_info['robot_id']); // Default the allow button flag to true $allow_button = true; // If this robot is disabled, disable the button if ($temp_robot->robot_status == 'disabled') { $allow_button = false; } // If this robot is not active, disable the button //if ($temp_robot->robot_position != 'active'){ $allow_button = false; } // Define the title hover for the robot $temp_robot_title = $temp_robot->robot_name . ' (Lv. ' . $temp_robot->robot_level . ')'; //$temp_robot_title .= ' | '.$temp_robot->robot_id.''; $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position'; // Display the robot's item if it exists if (!empty($temp_robot->robot_item)) { $temp_item = $temp_items_index[$temp_robot->robot_item]; $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' '; } // Display the robot's life and weapon energy current and base $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE'; $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE'; $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level); if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') { $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP'; } $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT'; $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF'; $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP'; // Loop through this robot's current abilities and list them as well $temp_robot_title .= ' <br />'; foreach ($temp_robot->robot_abilities as $key => $token) { if (!isset($temp_abilities_index[$token])) { continue; } if ($key > 0 && $key % 4 != 0) { $temp_robot_title .= ' | '; } if ($key > 0 && $key % 4 == 0) { $temp_robot_title .= '<br /> '; } $info = $temp_abilities_index[$token]; $temp_robot_title .= $info['ability_name']; } // Encode the tooltip for markup insertion and create a plain one too $temp_robot_title_plain = strip_tags(str_replace('<br />', '//', $temp_robot_title)); $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8'); // Collect the robot's core types for display $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : ''; if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) { $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item); if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) { $temp_robot_core2_type = $temp_item_core_type; } } // Define the robot button text variables $temp_robot_label = '<span class="multi">'; $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy'; $temp_robot_label .= '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= 'A:' . $temp_robot->robot_attack; $temp_robot_label .= ' '; $temp_robot_label .= 'D:' . $temp_robot->robot_defense; $temp_robot_label .= ' '; $temp_robot_label .= 'S:' . $temp_robot->robot_speed; $temp_robot_label .= '</span>'; $temp_robot_label .= '</span>'; // Define the robot sprite variables $temp_robot_sprite = array(); $temp_robot_sprite['name'] = $temp_robot->robot_name; $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_sprite['image'] = $temp_robot->robot_image; $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size; $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2; $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png'; $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' '; $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 6px; left: 5px; '; if ($temp_robot->robot_position == 'active') { $temp_robot_sprite['style'] .= 'border-color: #ababab; '; } $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100); if ($temp_energy_percent > 50) { $temp_robot_sprite['class'] .= 'energy high '; } elseif ($temp_energy_percent > 25) { $temp_robot_sprite['class'] .= 'energy medium '; } elseif ($temp_energy_percent > 0) { $temp_robot_sprite['class'] .= 'energy low '; } $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>'; // Update the order button if necessary $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : ''; $temp_order_counter += $allow_button ? 1 : 0; // Now use the new object to generate a snapshot of this target button ?> <a <?php echo $order_button_markup; ?> data-tooltip="<?php echo $temp_robot_title_tooltip; ?> " class="button <?php echo !$allow_button ? 'button_disabled' : ''; ?> action_target target_<?php echo $temp_robot->robot_token; ?> status_<?php echo $temp_robot->robot_status; ?> robot_type robot_type_<?php echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : ''); ?> block_<?php echo $robot_key + 1; ?> " type="button" <?if($allow_button):?>data-action="target_<?php echo $temp_robot->robot_id . '_' . $temp_robot->robot_token; ?> "<?endif;?>><label><?php echo $temp_robot_sprite['markup']; echo $temp_robot_label; ?> </label></a><?php } } // If there were less than 8 robots, fill in the empty spaces if ($num_robots < 8) { for ($i = $num_robots; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_target button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="ability"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a TARGET (TARGET) menu request // If this was a TARGET (TARGET) menu request case 'target_target': // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select {thisPanel} Target</span><?php // Ensure there are robots to display if (!empty($target_player_robots)) { // Loop through each robot and display its target button foreach ($target_player_robots as $robot_key => $robot_info) { // Ensure this robot has a lookup ID if (!empty($robot_info['robot_id'])) { // Create the scan object using the session/index data $temp_robot = $this_battle->get_robot($robot_info['robot_id']); // Default the allow button flag to true $allow_button = true; // If this robot is disabled, disable the button if ($temp_robot->robot_status == 'disabled') { $allow_button = false; } // If this robot is not active, disable the button //if ($temp_robot->robot_position != 'active'){ $allow_button = false; } // Define the title hover for the robot $temp_robot_title = $temp_robot->robot_name . ' (Lv. ' . $temp_robot->robot_level . ')'; //$temp_robot_title .= ' | '.$temp_robot->robot_id.''; $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position'; // Display the robot's item if it exists if (!empty($temp_robot->robot_item)) { $temp_item = $temp_items_index[$temp_robot->robot_item]; $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' '; } // Display the robot's life and weapon energy current and base $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE'; $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE'; $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level); if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') { $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP'; } $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT'; $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF'; $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP'; $temp_robot_title_plain = strip_tags(str_replace('<br />', ' ', $temp_robot_title)); $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8'); // Collect the robot's core types for display $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : ''; if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) { $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item); if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) { $temp_robot_core2_type = $temp_item_core_type; } } // Define the robot button text variables $temp_robot_label = '<span class="multi">'; $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy'; $temp_robot_label .= '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= 'A:' . $temp_robot->robot_attack; $temp_robot_label .= ' '; $temp_robot_label .= 'D:' . $temp_robot->robot_defense; $temp_robot_label .= ' '; $temp_robot_label .= 'S:' . $temp_robot->robot_speed; $temp_robot_label .= '</span>'; $temp_robot_label .= '</span>'; // Define the robot sprite variables $temp_robot_sprite = array(); $temp_robot_sprite['name'] = $temp_robot->robot_name; $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_sprite['image'] = $temp_robot->robot_image; $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size; $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2; $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png'; $temp_robot_sprite['preload'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_zoom_text'] . '.png'; $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' '; $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 6px; left: 5px; '; if ($temp_robot->robot_position == 'active') { $temp_robot_sprite['style'] .= 'border-color: #ababab; '; } $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100); if ($temp_energy_percent > 50) { $temp_robot_sprite['class'] .= 'energy high '; } elseif ($temp_energy_percent > 25) { $temp_robot_sprite['class'] .= 'energy medium '; } elseif ($temp_energy_percent > 0) { $temp_robot_sprite['class'] .= 'energy low '; } $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>'; // Update the order button if necessary $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : ''; $temp_order_counter += $allow_button ? 1 : 0; // Now use the new object to generate a snapshot of this target button /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_target target_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="target_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?> data-preload="<?= $temp_robot_sprite['preload'] ?>"><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/ ?> <a <?php echo $order_button_markup; ?> data-tooltip="<?php echo $temp_robot_title_tooltip; ?> " class="button <?php echo !$allow_button ? 'button_disabled' : ''; ?> action_target target_<?php echo $temp_robot->robot_token; ?> status_<?php echo $temp_robot->robot_status; ?> robot_type robot_type_<?php echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : ''); ?> block_<?php echo $robot_key + 1; ?> " type="button" <?if($allow_button):?>data-action="target_<?php echo $temp_robot->robot_id . '_' . $temp_robot->robot_token; ?> "<?endif;?> data-preload="<?php echo $temp_robot_sprite['preload']; ?> "><label><?php echo $temp_robot_sprite['markup']; echo $temp_robot_label; ?> </label></a><?php } } // If there were less than 8 robots, fill in the empty spaces if ($num_robots < 8) { for ($i = $num_robots; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_target button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="ability"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a TARGET (THIS, DISABLED) menu request // If this was a TARGET (THIS, DISABLED) menu request case 'target_this_disabled': // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select {thisPanel} Target</span><?php // Ensure there are robots to display if (!empty($this_player_robots)) { // Loop through each robot and display its target button foreach ($this_player_robots as $robot_key => $scan_robotinfo) { // Ensure this is an actual switch in the index if (!empty($switch_robotinfo['robot_token'])) { // Create the scan object using the session/index data $temp_robot = new rpg_robot($this_player, $scan_robotinfo); // Default the allow button flag to true $allow_button = false; // If this robot is disabled, disable the button if ($temp_robot->robot_status == 'disabled') { $allow_button = true; } // If this robot is not active, disable the button //if ($temp_robot->robot_position != 'active'){ $allow_button = false; } // Define the title hover for the robot $temp_robot_title = $temp_robot->robot_name . ' (Lv. ' . $temp_robot->robot_level . ')'; //$temp_robot_title .= ' | '.$temp_robot->robot_id.''; $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position'; // Display the robot's item if it exists if (!empty($temp_robot->robot_item)) { $temp_item = $temp_items_index[$temp_robot->robot_item]; $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' '; } // Display the robot's life and weapon energy current and base $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE'; $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE'; $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level); if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') { $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP'; } $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT'; $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF'; $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP'; // Loop through this robot's current abilities and list them as well $temp_robot_title .= ' <br />'; foreach ($temp_robot->robot_abilities as $key => $token) { if (!isset($temp_abilities_index[$token])) { continue; } if ($key > 0 && $key % 4 != 0) { $temp_robot_title .= ' | '; } if ($key > 0 && $key % 4 == 0) { $temp_robot_title .= '<br /> '; } $info = $temp_abilities_index[$token]; $temp_robot_title .= $info['ability_name']; } // Encode the tooltip for markup insertion and create a plain one too $temp_robot_title_plain = strip_tags(str_replace('<br />', '//', $temp_robot_title)); $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8'); // Collect the robot's core types for display $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : ''; if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) { $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item); if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) { $temp_robot_core2_type = $temp_item_core_type; } } // Define the robot button text variables $temp_robot_label = '<span class="multi">'; $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy'; $temp_robot_label .= '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= 'A:' . $temp_robot->robot_attack; $temp_robot_label .= ' '; $temp_robot_label .= 'D:' . $temp_robot->robot_defense; $temp_robot_label .= ' '; $temp_robot_label .= 'S:' . $temp_robot->robot_speed; $temp_robot_label .= '</span>'; $temp_robot_label .= '</span>'; // Define the robot sprite variables $temp_robot_sprite = array(); $temp_robot_sprite['name'] = $temp_robot->robot_name; $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_sprite['image'] = $temp_robot->robot_image; $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size; $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2; $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png'; $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' '; $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 6px; left: 5px; '; if ($temp_robot->robot_position == 'active') { $temp_robot_sprite['style'] .= 'border-color: #ababab; '; } $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100); if ($temp_energy_percent > 50) { $temp_robot_sprite['class'] .= 'energy high '; } elseif ($temp_energy_percent > 25) { $temp_robot_sprite['class'] .= 'energy medium '; } elseif ($temp_energy_percent > 0) { $temp_robot_sprite['class'] .= 'energy low '; } $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>'; // Update the order button if necessary $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : ''; $temp_order_counter += $allow_button ? 1 : 0; // Now use the new object to generate a snapshot of this target button /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_target target_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="target_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?>><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/ ?> <a <?php echo $order_button_markup; ?> data-tooltip="<?php echo $temp_robot_title_tooltip; ?> " class="button <?php echo !$allow_button ? 'button_disabled' : ''; ?> action_target target_<?php echo $temp_robot->robot_token; ?> status_<?php echo $temp_robot->robot_status; ?> robot_type robot_type_<?php echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : ''); ?> block_<?php echo $robot_key + 1; ?> " type="button" <?if($allow_button):?>data-action="target_<?php echo $temp_robot->robot_id . '_' . $temp_robot->robot_token; ?> "<?endif;?>><label><?php echo $temp_robot_sprite['markup']; echo $temp_robot_label; ?> </label></a><?php } } // If there were less than 8 robots, fill in the empty spaces if ($num_robots < 8) { for ($i = $num_robots; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_target button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="ability"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a COMPLETE menu request // If this was a COMPLETE menu request case 'complete': // If the current robot is not disabled (WE WIN!) if ($this_player->counters['robots_active'] > 0) { // Display available main actions ?> <div class="main_actions"><?php ?> <a class="button action_ability" data-action="prototype" type="button" data-order="1"><label>Mission Complete!</label></a><?php ?> </div><?php // Display the available sub options ?> <div class="sub_actions"><?php ?> <a class="button action_scan button_disabled" type="button"> </a><?php ?> <a class="button action_item button_disabled" type="button"> </a><?php ?> <a class="button action_option button_disabled" type="button"> </a><?php ?> <a class="button action_switch button_disabled" type="button"> </a><?php ?> </div><?php } else { // Display available main actions ?> <div class="main_actions"><?php ?> <a class="button action_ability button_disabled" type="button"><label>Mission Failure…</label></a><?php ?> </div><?php // Display the available sub options ?> <div class="sub_actions"><?php ?> <a class="button action_scan button_disabled" type="button"> </a><?php ?> <a class="button action_item" data-action="prototype" type="button" data-order="1"><label>Exit Mission</label></a><?php ?> <a class="button action_option" data-action="restart" type="button" data-order="2"><label>Restart Mission</label></a><?php ?> <a class="button action_switch button_disabled" type="button"> </a><?php ?> </div><?php } break; } // Collect generated markup, compress, and return $menu_markup = trim(ob_get_clean()); $menu_markup = preg_replace('#\\s+#', ' ', $menu_markup); return $menu_markup; }
// Define object class tokens for BOSSES elseif ($this_current_sub == 'bosses'){ $object_class_token = 'boss'; $object_single_token = 'boss'; $object_multi_token = 'bosses'; } // Define the object names based on tokens $object_single_name = ucfirst($object_single_token); $object_multi_name = ucfirst($object_multi_token); // Collect the various global indexes for display and looping $type_index = rpg_type::get_index(true); $player_index = rpg_player::get_index(true, true); $field_index = rpg_field::get_index(true, true); $ability_index = rpg_ability::get_index(true); // Collect the robot ID from the request header $robot_id = isset($_GET['num']) && is_numeric($_GET['num']) ? (int)($_GET['num']) : false; // Collect robot fields to pull from the database $robot_fields = rpg_robot::get_index_fields(true); // Collect robot info from the database if an ID was provided if (!empty($robot_id)){ $robot_info = $db->get_array("SELECT {$robot_fields} FROM mmrpg_index_robots WHERE robot_id = {$robot_id} AND robot_class = '{$object_class_token}';"); } // Generate new robot info given a class and the database robot template elseif ($robot_id === 0){ $robot_info = $db->get_array("SELECT {$robot_fields} FROM mmrpg_index_robots WHERE robot_token = 'robot';"); foreach ($robot_info AS $f => $v){
break; // If this was a field request // If this was a field request case 'fields': $key_counter = array_search($this_token, array_keys($mmrpg_database_fields)); $temp_field_info = $mmrpg_database_fields[$this_token]; $temp_field_markup = rpg_field::print_database_markup($temp_field_info, array('show_key' => $key_counter)); $temp_field_markup = preg_replace('/\\s+/', ' ', $temp_field_markup); echo 'success : ' . $temp_field_markup; break; // If this was a item request // If this was a item request case 'items': $key_counter = array_search($this_token, array_keys($mmrpg_database_items)); $temp_item_info = $mmrpg_database_items[$this_token]; $temp_item_markup = rpg_ability::print_database_markup($temp_item_info, array('show_key' => $key_counter)); $temp_item_markup = preg_replace('/\\s+/', ' ', $temp_item_markup); echo 'success : ' . $temp_item_markup; break; // If this was a type request // If this was a type request case 'types': $temp_type_info = $mmrpg_database_types[$this_token]; $temp_type_markup = rpg_type::print_database_markup($temp_type_info); $temp_type_markup = preg_replace('/\\s+/', ' ', $temp_type_markup); echo 'success : ' . $temp_type_markup; break; // If this was an invalid request // If this was an invalid request default: die('error : invalid class requested');
$this_ability_type = !empty($this_ability['ability_type']) ? $this_ability['ability_type'] : false; $this_ability_type2 = !empty($this_ability['ability_type2']) ? $this_ability['ability_type2'] : false; if (!empty($this_ability_type) && !empty($mmrpg_database_types[$this_ability_type])){ $this_ability_type = $mmrpg_database_types[$this_ability_type]['type_name'].' Type'; } else { $this_ability_type = ''; } $this_ability_damage = !empty($this_ability['ability_damage']) ? $this_ability['ability_damage'] : 0; $this_ability_recovery = !empty($this_ability['ability_recovery']) ? $this_ability['ability_recovery'] : 0; $this_ability_accuracy = !empty($this_ability['ability_accuracy']) ? $this_ability['ability_accuracy'] : 0; $this_ability_description = !empty($this_ability['ability_description']) ? $this_ability['ability_description'] : ''; //if (!empty($this_ability_type)){ $this_ability_title_plain .= ' | '.$this_ability_type; } //if (!empty($this_ability_damage)){ $this_ability_title_plain .= ' | '.$this_ability_damage.' Damage'; } //if (!empty($this_ability_recovery)){ $this_ability_title_plain .= ' | '.$this_ability_recovery.' Recovery'; } //if (!empty($this_ability_accuracy)){ $this_ability_title_plain .= ' | '.$this_ability_accuracy.'% Accuracy'; } //if (!empty($this_ability_description)){ $this_ability_title_plain .= ' | '.$this_ability_description; } $this_ability_title_html = str_replace(' ', ' ', $this_ability_name); $this_ability_title_html = ($this_level > 1 ? 'Lv '.str_pad($this_level, 2, '0', STR_PAD_LEFT).' : ' : 'Start : ').$this_ability_title_html; $this_ability_title = rpg_ability::print_editor_title_markup($robot_info, $this_ability); $this_ability_title_plain = strip_tags(str_replace('<br />', ' ', $this_ability_title)); $this_ability_title_tooltip = htmlentities($this_ability_title, ENT_QUOTES, 'UTF-8'); $temp_string[] = '<span title="'.$this_ability_title_plain.'" data-tooltip="'.$this_ability_title_tooltip.'" class="ability_name ability_type ability_type_'.(!empty($this_ability['ability_type']) ? $this_ability['ability_type'] : 'none').(!empty($this_ability['ability_type2']) ? '_'.$this_ability['ability_type2'] : '').'">'.$this_ability_title_html.'</span>'; //.(($ability_key + 1) % 3 == 0 ? '<br />' : ''); $ability_key++; } echo implode(' ', $temp_string); } elseif (!$robot_info['robot_unlocked']){ echo '<span class="ability_name ability_type ability_type_empty">???</span>'; } else { echo '<span class="robot_ability robot_type_none">None</span>'; } ?> </div> </td> </tr>
// If we're in the index view, loop through and display all abilities if (empty($this_current_token)) { // Loop through the ability database and display the appropriate data $key_counter = 0; foreach ($mmrpg_database_abilities as $ability_key => $ability_info) { // If a type filter has been applied to the ability page $temp_ability_types = array(); if (!empty($ability_info['ability_type'])) { $temp_ability_types[] = $ability_info['ability_type']; } if (!empty($ability_info['ability_type2'])) { $temp_ability_types[] = $ability_info['ability_type2']; } if (empty($temp_ability_types)) { $temp_ability_types[] = 'none'; } if (isset($this_current_filter) && !in_array($this_current_filter, $temp_ability_types)) { $key_counter++; continue; } // Collect information about this ability $this_ability_image = !empty($ability_info['ability_image']) ? $ability_info['ability_image'] : $ability_info['ability_token']; if ($this_ability_image == 'ability') { $this_seo_abilities = 'noindex'; } // Collect the markup for this ability and print it to the browser $temp_ability_markup = rpg_ability::print_database_markup($ability_info, array('layout_style' => 'website_compact', 'show_key' => $key_counter)); echo $temp_ability_markup; $key_counter++; } }