function adr_attack_bare() { global $monster, $bat, $adr_user, $opponent_element, $item, $db, $lang, $user_id, $power, $crit_result; global $challenger, $battle_message, $user_action, $monster_action, $attack_img, $attackwith_overlay; global $damage, $dice; $monster_def_dice = rand(1, 10); $monster_modifier = rand(1, 10); // this is temp. until proper monster characteristics are added to ADR // V: temporary modified to 10 -- see below $bare_dice = rand(1, 20); // Grab modifers $bare_power = adr_modifier_calc($challenger['character_might']); // weaprof (yes, even for bare hand) $attbonus = adr_weapon_skill_check($user_id); if ($bare_dice + $bare_power > $monster_def_dice + $monster_modifier && $bare_dice != '1' || $bare_dice == '20') { rabbit_pet_regen(); adr_use_hp_amulet(); adr_use_mp_ring(); // Attack success , calculate the damage . Critical dice roll is still success $damage = $bare_dice == '20' && $crit_roll == '20' ? $bare_power * 2 : $bare_power; // weap prof $damage = ceil($damage * $attbonus); // V: sigh. $damage = $damage < 1 ? 1 : $damage; $damage = $damage > $bat['battle_opponent_hp'] ? $bat['battle_opponent_hp'] : $damage; $battle_message .= $crit_result ? $lang['Adr_battle_critical_hit'] . "<br>" : ''; $battle_message .= sprintf($lang['Adr_battle_attack_bare'], $challenger['character_name'], floor($attbonus), $damage, $monster['monster_name']) . "<br>"; } else { $battle_message .= sprintf($lang['Adr_battle_attack_bare_fail'], $challenger['character_name'], $monster['monster_name']) . "<br>"; } }
$weap = intval($HTTP_POST_VARS['item_weapon']); $power = 1; $quality = 0; $dice = rand(0, 5); if ($weap && ($item = adr_get_item_in_battle($weap))) { if ($challenger['character_mp'] < $item['item_mp_use'] || $challenger['character_mp'] < 0 || $item['item_mp_use'] == '') { adr_previous(Adr_battle_check, 'adr_battle', ''); } //$challenger['character_mp'] < $item['item_mp_use'] || $challenger['character_mp'] < 0 || $item['item_mp_use'] == '' adr_substract_mp($item['item_mp_use']); // Define theses values according to the item type ( enchanted weapon are better than normal weapons ) $quality = $item['item_type_use'] == 6 ? $item['item_quality'] * 2 : $item['item_quality']; $dice = rand(0, 5); $power = $item['item_type_use'] == 6 ? $item['item_power'] * 3 + $dice + $char['might'] * 0.2 + $item['item_add_power'] : $item['item_power'] * 2 + $item['item_add_power'] + $dice + $char['might'] * 0.2; rabbit_pet_regen(); adr_use_hp_amulet(); adr_use_mp_ring(); adr_use_item($weap, $user_id); } // end if weapon // Let's sort out the weapon animations... // Make table for start battle sequence... // 0 = Standing image , 1 = Attack image $damage = 0; $user_action = 1; $monster_action = 1; $attack_img = isset($item) ? $item['item_name'] : ''; $attackwith_overlay = file_exists("adr/images/battle/spells/" . $attack_img . ".gif") ? '<img src="adr/images/battle/spells/' . $attack_img . '.gif" width="256" height="96" border="0">' : ''; list($crit_result, $power) = adr_battle_make_crit_roll($bat['battle_challenger_att'], $challenger['character_level'], $bat['battle_opponent_def'], $item['item_type_use'], $power, $quality, 20); if ($item['item_name'] == '') { adr_attack_bare();