Esempio n. 1
0
 public function trigger_disabled($target_robot, $this_ability, $trigger_options = array())
 {
     // Pull in the global variable
     global $mmrpg_index;
     // Import global variables
     $db = cms_database::get_database();
     $this_battle = rpg_battle::get_battle();
     $this_field = rpg_field::get_field();
     // Generate default trigger options if not set
     if (!isset($trigger_options['item_multiplier'])) {
         $trigger_options['item_multiplier'] = 1.0;
     }
     // If the battle has already ended, return false
     if (!empty($this_battle->flags['battle_complete_message_created'])) {
         return false;
     }
     // Create references to save time 'cause I'm tired
     // (rather than replace all target references to this references)
     $this_battle =& $this_battle;
     $this_player =& $this->player;
     // the player of the robot being disabled
     $this_robot =& $this;
     // the robot being disabled
     $target_player =& $target_robot->player;
     // the player of the other robot
     $target_robot =& $target_robot;
     // the other robot that isn't this one
     // If the target player is the same as the current or the target is dead
     if ($this_player->player_id == $target_player->player_id) {
         // Collect the actual target player from the battle values
         if (!empty($this_battle->values['players'])) {
             foreach ($this_battle->values['players'] as $id => $info) {
                 if ($this_player->player_id != $id) {
                     unset($target_player);
                     $target_player = new rpg_player($info);
                 }
             }
         }
         // Collect the actual target robot from the battle values
         if (!empty($target_player->values['robots_active'])) {
             foreach ($target_player->values['robots_active'] as $key => $info) {
                 if ($info['robot_position'] == 'active') {
                     $target_robot->robot_load($info);
                 }
             }
         }
     }
     // Update the target player's session
     $this_player->update_session();
     // Create the robot disabled event
     $disabled_text = in_array($this_robot->robot_token, array('dark-frag', 'dark-spire', 'dark-tower')) || $this_robot->robot_core == 'empty' ? 'destroyed' : 'disabled';
     $event_header = ($this_player->player_token != 'player' ? $this_player->player_name . ''s ' : '') . $this_robot->robot_name;
     $event_body = ($this_player->player_token != 'player' ? $this_player->print_name() . '&#39;s ' : 'The target ') . ' ' . $this_robot->print_name() . ' was ' . $disabled_text . '!<br />';
     //'.($this_robot->robot_position == 'bench' ? ' and removed from battle' : '').'
     if (isset($this_robot->robot_quotes['battle_defeat'])) {
         $this_find = array('{target_player}', '{target_robot}', '{this_player}', '{this_robot}');
         $this_replace = array($target_player->player_name, $target_robot->robot_name, $this_player->player_name, $this_robot->robot_name);
         $event_body .= $this_robot->print_quote('battle_defeat', $this_find, $this_replace);
     }
     if ($target_robot->robot_status != 'disabled') {
         $target_robot->robot_frame = 'base';
     }
     $this_robot->robot_frame = 'defeat';
     $target_robot->update_session();
     $this_robot->update_session();
     $this_battle->events_create($this_robot, $target_robot, $event_header, $event_body, array('console_show_target' => false, 'canvas_show_disabled_bench' => $this_robot->robot_id . '_' . $this_robot->robot_token));
     /*
      * EFFORT VALUES / STAT BOOST BONUSES
      */
     // Define the event options array
     $event_options = array();
     $event_options['this_ability_results']['total_actions'] = 0;
     // Calculate the bonus boosts from defeating the target robot (if NOT player battle)
     if ($target_player->player_side == 'left' && $this_player->player_id == MMRPG_SETTINGS_TARGET_PLAYERID && $target_robot->robot_status != 'disabled') {
         // Boost this robot's attack if a boost is in order
         if (empty($target_robot->flags['robot_stat_max_attack'])) {
             $this_attack_boost = $this_robot->robot_base_attack / 100;
             //ceil($this_robot->robot_base_attack / 100);
             if ($this_robot->robot_class == 'mecha') {
                 $this_attack_boost = $this_attack_boost / 2;
             }
             if ($target_player->player_side == 'left' && $target_robot->robot_class == 'mecha') {
                 $this_attack_boost = $this_attack_boost * 2;
             }
             if ($target_robot->robot_attack + $this_attack_boost > MMRPG_SETTINGS_STATS_MAX) {
                 $this_attack_overboost = (MMRPG_SETTINGS_STATS_MAX - $target_robot->robot_attack) * -1;
                 $this_attack_boost = $this_attack_boost - $this_attack_overboost;
             }
             $this_attack_boost = round($this_attack_boost);
         } else {
             $this_attack_boost = 0;
         }
         // Boost this robot's defense if a boost is in order
         if (empty($target_robot->flags['robot_stat_max_defense'])) {
             $this_defense_boost = $this_robot->robot_base_defense / 100;
             //ceil($this_robot->robot_base_defense / 100);
             if ($this_robot->robot_class == 'mecha') {
                 $this_defense_boost = $this_defense_boost / 2;
             }
             if ($target_player->player_side == 'left' && $target_robot->robot_class == 'mecha') {
                 $this_defense_boost = $this_defense_boost * 2;
             }
             if ($target_robot->robot_defense + $this_defense_boost > MMRPG_SETTINGS_STATS_MAX) {
                 $this_defense_overboost = (MMRPG_SETTINGS_STATS_MAX - $target_robot->robot_defense) * -1;
                 $this_defense_boost = $this_defense_boost - $this_defense_overboost;
             }
             $this_defense_boost = round($this_defense_boost);
         } else {
             $this_defense_boost = 0;
         }
         // Boost this robot's speed if a boost is in order
         if (empty($target_robot->flags['robot_stat_max_speed'])) {
             $this_speed_boost = $this_robot->robot_base_speed / 100;
             //ceil($this_robot->robot_base_speed / 100);
             if ($this_robot->robot_class == 'mecha') {
                 $this_speed_boost = $this_speed_boost / 2;
             }
             if ($target_player->player_side == 'left' && $target_robot->robot_class == 'mecha') {
                 $this_speed_boost = $this_speed_boost * 2;
             }
             if ($target_robot->robot_speed + $this_speed_boost > MMRPG_SETTINGS_STATS_MAX) {
                 $this_speed_overboost = (MMRPG_SETTINGS_STATS_MAX - $target_robot->robot_speed) * -1;
                 $this_speed_boost = $this_speed_boost - $this_speed_overboost;
             }
             $this_speed_boost = round($this_speed_boost);
         } else {
             $this_speed_boost = 0;
         }
         // If the target robot is holding a Growth Module, double the stat bonuses
         if ($target_robot->robot_item == 'growth-module') {
             if (!$this_attack_boost) {
                 $this_attack_boost = $this_attack_boost * 2;
             }
             if (!$this_defense_boost) {
                 $this_defense_boost = $this_defense_boost * 2;
             }
             if (!$this_speed_boost) {
                 $this_speed_boost = $this_speed_boost * 2;
             }
         }
         // Define the temporary boost actions counter
         $temp_boost_actions = 1;
         // Increase reward if there are any pending stat boosts and clear session
         if ($target_player->player_side == 'left' && ($target_robot->robot_level == 100 && $target_robot->robot_class == 'master') && $target_robot->robot_base_attack < MMRPG_SETTINGS_STATS_MAX) {
             if (!empty($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack_pending'])) {
                 $this_attack_boost += $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack_pending'];
                 $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack_pending'] = 0;
             }
         }
         // Increase reward if there are any pending stat boosts and clear session
         if ($target_player->player_side == 'left' && ($target_robot->robot_level == 100 && $target_robot->robot_class == 'master') && $target_robot->robot_base_defense < MMRPG_SETTINGS_STATS_MAX) {
             if (!empty($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense_pending'])) {
                 $this_defense_boost += $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense_pending'];
                 $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense_pending'] = 0;
             }
         }
         // Increase reward if there are any pending stat boosts and clear session
         if ($target_player->player_side == 'left' && ($target_robot->robot_level == 100 && $target_robot->robot_class == 'master') && $target_robot->robot_base_speed < MMRPG_SETTINGS_STATS_MAX) {
             if (!empty($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed_pending'])) {
                 $this_speed_boost += $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed_pending'];
                 $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed_pending'] = 0;
             }
         }
         // If the attack boost was not empty, process it
         if ($this_attack_boost > 0) {
             // If the robot is under level 100, stat boosts are pending
             if ($target_player->player_side == 'left' && $target_robot->robot_level < 100 && $target_robot->robot_class == 'master') {
                 // Update the session variables with the pending stat boost
                 if (empty($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack_pending'])) {
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack_pending'] = 0;
                 }
                 $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack_pending'] += $this_attack_boost;
             } elseif ($target_player->player_side == 'left' && ($target_robot->robot_level == 100 && $target_robot->robot_class == 'master' || $target_robot->robot_class == 'mecha') && $target_robot->robot_base_attack < MMRPG_SETTINGS_STATS_MAX) {
                 // Define the base attack boost based on robot base stats
                 $temp_attack_boost = ceil($this_attack_boost);
                 // If this action would boost the robot over their stat limits
                 if ($temp_attack_boost + $target_robot->robot_attack > MMRPG_SETTINGS_STATS_MAX) {
                     $temp_attack_boost = MMRPG_SETTINGS_STATS_MAX - $target_robot->robot_attack;
                 }
                 // Increment this robot's attack by the calculated amount and display an event
                 $target_robot->robot_attack = ceil($target_robot->robot_attack + $temp_attack_boost);
                 $target_robot->robot_base_attack = ceil($target_robot->robot_base_attack + $temp_attack_boost);
                 $event_options = array();
                 $event_options['this_ability_results']['trigger_kind'] = 'recovery';
                 $event_options['this_ability_results']['recovery_kind'] = 'attack';
                 $event_options['this_ability_results']['recovery_type'] = '';
                 $event_options['this_ability_results']['flag_affinity'] = true;
                 $event_options['this_ability_results']['flag_critical'] = true;
                 $event_options['this_ability_results']['this_amount'] = $temp_attack_boost;
                 $event_options['this_ability_results']['this_result'] = 'success';
                 $event_options['this_ability_results']['total_actions'] = $temp_boost_actions++;
                 $event_options['this_ability_user'] = $this->robot_id . '_' . $this->robot_token;
                 $event_options['this_ability_target'] = $target_robot->robot_id . '_' . $target_robot->robot_token;
                 $event_options['console_show_target'] = false;
                 $event_body = $target_robot->print_name() . ' downloads weapons data from the target robot! ';
                 $event_body .= '<br />';
                 $event_body .= $target_robot->print_name() . '&#39;s attack grew by <span class="recovery_amount">' . $temp_attack_boost . '</span>! ';
                 $target_robot->robot_frame = 'shoot';
                 $target_robot->update_session();
                 $target_player->update_session();
                 $this_battle->events_create($target_robot, $this_robot, $event_header, $event_body, $event_options);
                 // Update the session variables with the rewarded stat boost if not mecha
                 if ($target_robot->robot_class == 'master') {
                     if (empty($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack'])) {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack'] = 0;
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack'] = ceil($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack']);
                     $temp_attack_session_boost = round($this_attack_boost);
                     if ($temp_attack_session_boost < 1) {
                         $temp_attack_session_boost = 1;
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_attack'] += $temp_attack_session_boost;
                 }
             }
         }
         // If the defense boost was not empty, process it
         if ($this_defense_boost > 0) {
             // If the robot is under level 100, stat boosts are pending
             if ($target_player->player_side == 'left' && $target_robot->robot_level < 100 && $target_robot->robot_class == 'master') {
                 // Update the session variables with the pending stat boost
                 if (empty($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense_pending'])) {
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense_pending'] = 0;
                 }
                 $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense_pending'] += $this_defense_boost;
             } elseif ($target_player->player_side == 'left' && ($target_robot->robot_level == 100 && $target_robot->robot_class == 'master' || $target_robot->robot_class == 'mecha') && $target_robot->robot_base_defense < MMRPG_SETTINGS_STATS_MAX) {
                 // Define the base defense boost based on robot base stats
                 $temp_defense_boost = ceil($this_defense_boost);
                 // If this action would boost the robot over their stat limits
                 if ($temp_defense_boost + $target_robot->robot_defense > MMRPG_SETTINGS_STATS_MAX) {
                     $temp_defense_boost = MMRPG_SETTINGS_STATS_MAX - $target_robot->robot_defense;
                 }
                 // Increment this robot's defense by the calculated amount and display an event
                 $target_robot->robot_defense = ceil($target_robot->robot_defense + $temp_defense_boost);
                 $target_robot->robot_base_defense = ceil($target_robot->robot_base_defense + $temp_defense_boost);
                 $event_options = array();
                 $event_options['this_ability_results']['trigger_kind'] = 'recovery';
                 $event_options['this_ability_results']['recovery_kind'] = 'defense';
                 $event_options['this_ability_results']['recovery_type'] = '';
                 $event_options['this_ability_results']['flag_affinity'] = true;
                 $event_options['this_ability_results']['flag_critical'] = true;
                 $event_options['this_ability_results']['this_amount'] = $temp_defense_boost;
                 $event_options['this_ability_results']['this_result'] = 'success';
                 $event_options['this_ability_results']['total_actions'] = $temp_boost_actions++;
                 $event_options['this_ability_user'] = $this->robot_id . '_' . $this->robot_token;
                 $event_options['this_ability_target'] = $target_robot->robot_id . '_' . $target_robot->robot_token;
                 $event_options['console_show_target'] = false;
                 $event_body = $target_robot->print_name() . ' downloads shield data from the target robot! ';
                 $event_body .= '<br />';
                 $event_body .= $target_robot->print_name() . '&#39;s defense grew by <span class="recovery_amount">' . $temp_defense_boost . '</span>! ';
                 $target_robot->robot_frame = 'defend';
                 $target_robot->update_session();
                 $target_player->update_session();
                 $this_battle->events_create($target_robot, $this_robot, $event_header, $event_body, $event_options);
                 // Update the session variables with the rewarded stat boost if not mecha
                 if ($target_robot->robot_class == 'master') {
                     if (empty($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense'])) {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense'] = 0;
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense'] = ceil($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense']);
                     $temp_defense_session_boost = round($this_defense_boost);
                     if ($temp_defense_session_boost < 1) {
                         $temp_defense_session_boost = 1;
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_defense'] += $temp_defense_session_boost;
                 }
             }
         }
         // If the speed boost was not empty, process it
         if ($this_speed_boost > 0) {
             // If the robot is under level 100, stat boosts are pending
             if ($target_player->player_side == 'left' && $target_robot->robot_level < 100 && $target_robot->robot_class == 'master') {
                 // Update the session variables with the pending stat boost
                 if (empty($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed_pending'])) {
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed_pending'] = 0;
                 }
                 $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed_pending'] += $this_speed_boost;
             } elseif ($target_player->player_side == 'left' && ($target_robot->robot_level == 100 && $target_robot->robot_class == 'master' || $target_robot->robot_class == 'mecha') && $target_robot->robot_base_speed < MMRPG_SETTINGS_STATS_MAX) {
                 // Define the base speed boost based on robot base stats
                 $temp_speed_boost = ceil($this_speed_boost);
                 // If this action would boost the robot over their stat limits
                 if ($temp_speed_boost + $target_robot->robot_speed > MMRPG_SETTINGS_STATS_MAX) {
                     $temp_speed_boost = MMRPG_SETTINGS_STATS_MAX - $target_robot->robot_speed;
                 }
                 // Increment this robot's speed by the calculated amount and display an event
                 $target_robot->robot_speed = ceil($target_robot->robot_speed + $temp_speed_boost);
                 $target_robot->robot_base_speed = ceil($target_robot->robot_base_speed + $temp_speed_boost);
                 $event_options = array();
                 $event_options['this_ability_results']['trigger_kind'] = 'recovery';
                 $event_options['this_ability_results']['recovery_kind'] = 'speed';
                 $event_options['this_ability_results']['recovery_type'] = '';
                 $event_options['this_ability_results']['flag_affinity'] = true;
                 $event_options['this_ability_results']['flag_critical'] = true;
                 $event_options['this_ability_results']['this_amount'] = $temp_speed_boost;
                 $event_options['this_ability_results']['this_result'] = 'success';
                 $event_options['this_ability_results']['total_actions'] = $temp_boost_actions++;
                 $event_options['this_ability_user'] = $this->robot_id . '_' . $this->robot_token;
                 $event_options['this_ability_target'] = $target_robot->robot_id . '_' . $target_robot->robot_token;
                 $event_options['console_show_target'] = false;
                 $event_body = $target_robot->print_name() . ' downloads mobility data from the target robot! ';
                 $event_body .= '<br />';
                 $event_body .= $target_robot->print_name() . '&#39;s speed grew by <span class="recovery_amount">' . $temp_speed_boost . '</span>! ';
                 $target_robot->robot_frame = 'slide';
                 $target_robot->update_session();
                 $target_player->update_session();
                 $this_battle->events_create($target_robot, $this_robot, $event_header, $event_body, $event_options);
                 // Update the session variables with the rewarded stat boost if not mecha
                 if ($target_robot->robot_class == 'master') {
                     if (empty($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed'])) {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed'] = 0;
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed'] = ceil($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed']);
                     $temp_speed_session_boost = round($this_speed_boost);
                     if ($temp_speed_session_boost < 1) {
                         $temp_speed_session_boost = 1;
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$target_robot->robot_token]['robot_speed'] += $temp_speed_session_boost;
                 }
             }
         }
         // Update the target robot frame
         $target_robot->robot_frame = 'base';
         $target_robot->update_session();
     }
     // Ensure player and robot variables are updated
     $target_robot->update_session();
     $target_player->update_session();
     $this_robot->update_session();
     $this_player->update_session();
     /*
     // DEBUG
     $this_battle->events_create(false, false, 'DEBUG', 'we made it past the stat boosts... <br />'.
         '$this_robot->robot_token='.$this_robot->robot_token.'; $target_robot->robot_token='.$target_robot->robot_token.';<br />'.
         '$target_player->player_token='.$target_player->player_token.'; $target_player->player_side='.$target_player->player_side.';<br />'
         );
     */
     /*
      * ITEM REWARDS / EXPERIENCE POINTS / LEVEL UP
      * Reward the player and robots with items and experience if not in demo mode
      */
     if ($target_player->player_side == 'left' && $this_player->player_id == MMRPG_SETTINGS_TARGET_PLAYERID && rpg_game::is_user()) {
         // -- EXPERIENCE POINTS / LEVEL UP -- //
         // Filter out robots who were active in this battle in at least some way
         $temp_robots_active = $target_player->values['robots_active'];
         usort($temp_robots_active, array('rpg_functions', 'robot_sort_by_active'));
         // Define the boost multiplier and start out at zero
         $temp_boost_multiplier = 0;
         // DEBUG
         //$event_body = preg_replace('/\s+/', ' ', $this_robot->robot_token.' : $this_robot->counters = <pre>'.print_r($this_robot->counters, true).'</pre>');
         //$this_battle->events_create(false, false, 'DEBUG', $event_body);
         // If the target has had any damage flags triggered, update the multiplier
         //if ($this_robot->flags['triggered_immunity']){ $temp_boost_multiplier += 0; }
         //if (!empty($this_robot->flags['triggered_resistance'])){ $temp_boost_multiplier -= $this_robot->counters['triggered_resistance'] * 0.10; }
         //if (!empty($this_robot->flags['triggered_affinity'])){ $temp_boost_multiplier -= $this_robot->counters['triggered_affinity'] * 0.10; }
         //if (!empty($this_robot->flags['triggered_weakness'])){ $temp_boost_multiplier += $this_robot->counters['triggered_weakness'] * 0.10; }
         //if (!empty($this_robot->flags['triggered_critical'])){ $temp_boost_multiplier += $this_robot->counters['triggered_critical'] * 0.10; }
         // If we're in DEMO mode, give a 100% experience boost
         //if (rpg_game::is_demo()){ $temp_boost_multiplier += 1; }
         // Ensure the multiplier has not gone below 100%
         if ($temp_boost_multiplier < -0.99) {
             $temp_boost_multiplier = -0.99;
         } elseif ($temp_boost_multiplier > 0.99) {
             $temp_boost_multiplier = 0.99;
         }
         // Define the boost text to match the multiplier
         $temp_boost_text = '';
         if ($temp_boost_multiplier < 0) {
             $temp_boost_text = 'a lowered ';
         } elseif ($temp_boost_multiplier > 0) {
             $temp_boost_text = 'a boosted ';
         }
         /*
         $event_body = preg_replace('/\s+/', ' ', $this_robot->robot_token.'<pre>'.print_r($this_robot->flags, true).'</pre>');
         //$this_battle->events_create(false, false, 'DEBUG', $event_body);
         
         $event_body = preg_replace('/\s+/', ' ', $target_robot->robot_token.'<pre>'.print_r($target_robot->flags, true).'</pre>');
         //$this_battle->events_create(false, false, 'DEBUG', $event_body);
         */
         // Define the base experience for the target robot
         $temp_experience = $this_robot->robot_base_energy + $this_robot->robot_base_attack + $this_robot->robot_base_defense + $this_robot->robot_base_speed;
         // DEBUG
         //$event_body = preg_replace('/\s+/', ' ', $this_robot->robot_token.' : $temp_boost_multiplier = '.$temp_boost_multiplier.'; $temp_experience = '.$temp_experience.'; ');
         //$this_battle->events_create(false, false, 'DEBUG_'.__LINE__, $event_body);
         // Apply any boost multipliers to the experience earned
         if ($temp_boost_multiplier > 0 || $temp_boost_multiplier < 0) {
             $temp_experience += $temp_experience * $temp_boost_multiplier;
         }
         if ($temp_experience <= 0) {
             $temp_experience = 1;
         }
         $temp_experience = round($temp_experience);
         $temp_target_experience = array('level' => $this_robot->robot_level, 'experience' => $temp_experience);
         // DEBUG
         //$event_body = preg_replace('/\s+/', ' ', $this_robot->robot_token.' : $temp_target_experience = <pre>'.print_r($temp_target_experience, true).'</pre>');
         //$this_battle->events_create(false, false, 'DEBUG', $event_body);
         // Define the robot experience level and start at zero
         $target_robot_experience = 0;
         // Sort the active robots based on active or not
         /*
         function mmrpg_sort_temp_active_robots($info1, $info2){
             if ($info1['robot_position'] == 'active'){ return -1; }
             else { return 1; }
         }
         usort($temp_robots_active, 'mmrpg_sort_temp_active_robots');
         */
         // If the target was defeated with overkill, add it to the battle var
         if (!empty($this_robot->counters['defeat_overkill'])) {
             $overkill_bonus = $this_robot->counters['defeat_overkill'];
             //$overkill_bonus = $overkill_bonus - ceil($overkill_bonus * 0.90);
             //$overkill_divider = $target_robot->robot_level >= 100 ? 0.01 : (100 - $target_robot->robot_level) / 100;
             //$overkill_bonus = floor($overkill_bonus * $overkill_divider);
             //$this_battle->events_create(false, false, 'DEBUG', '<pre>'.preg_replace('/\s+/', ' ', print_r(array('$this_battle->battle_overkill' => $this_battle->battle_overkill, '$this_battle->battle_rewards_zenny' => $this_battle->battle_rewards_zenny), true)).'</pre>', $event_options);
             //$this_battle->events_create(false, false, 'DEBUG', '<pre>'.preg_replace('/\s+/', ' ', print_r(array('$overkill_bonus' => $overkill_bonus), true)).'</pre>', $event_options);
             //$this_battle->events_create(false, false, 'DEBUG', '<pre>'.preg_replace('/\s+/', ' ', print_r(array('$this_robot->robot_base_total' => $this_robot->robot_base_total, '$target_robot->robot_base_total' => $target_robot->robot_base_total), true)).'</pre>', $event_options);
             //if ($target_robot->robot_base_total > $this_robot->robot_base_total){ $overkill_bonus = floor($overkill_bonus * ($this_robot->robot_base_total / $target_robot->robot_base_total));   }
             //elseif ($target_robot->robot_base_total < $this_robot->robot_base_total){ $overkill_bonus = floor($overkill_bonus * ($target_robot->robot_base_total / $this_robot->robot_base_total));   }
             //$this_battle->events_create(false, false, 'DEBUG', '<pre>'.preg_replace('/\s+/', ' ', print_r(array('$overkill_bonus' => $overkill_bonus), true)).'</pre>', $event_options);
             $this_battle->battle_overkill += $this_robot->counters['defeat_overkill'];
             if (empty($this_battle->flags['starter_battle'])) {
                 $this_battle->battle_rewards_zenny += $overkill_bonus;
             }
             $this_battle->update_session();
             //$this_battle->events_create(false, false, 'DEBUG', '<pre>'.preg_replace('/\s+/', ' ', print_r(array('$this_battle->battle_overkill' => $this_battle->battle_overkill, '$this_battle->battle_rewards_zenny' => $this_battle->battle_rewards_zenny), true)).'</pre>', $event_options);
         }
         // Increment each of this player's robots
         $temp_robots_active_num = count($temp_robots_active);
         $temp_robots_active_num2 = $temp_robots_active_num;
         // This will be decremented for each non-experience gaining level 100 robots
         $temp_robots_active = array_reverse($temp_robots_active, true);
         usort($temp_robots_active, array('rpg_functions', 'robot_sort_by_active'));
         $temp_robot_active_position = false;
         foreach ($temp_robots_active as $temp_id => $temp_info) {
             $temp_robot = $target_robot->robot_id == $temp_info['robot_id'] ? $target_robot : new rpg_robot($target_player, $temp_info);
             if ($temp_robot->robot_level >= 100 || $temp_robot->robot_class != 'master') {
                 $temp_robots_active_num2--;
             }
             if ($temp_robot->robot_position == 'active') {
                 $temp_robot_active_position = $temp_robots_active[$temp_id];
                 unset($temp_robots_active[$temp_id]);
             }
         }
         $temp_unshift = array_unshift($temp_robots_active, $temp_robot_active_position);
         foreach ($temp_robots_active as $temp_id => $temp_info) {
             // Collect or define the robot points and robot rewards variables
             $temp_robot = $target_robot->robot_id == $temp_info['robot_id'] ? $target_robot : new rpg_robot($target_player, $temp_info);
             //if ($temp_robot->robot_class == 'mecha'){ continue; }
             $temp_robot_token = $temp_info['robot_token'];
             if ($temp_robot_token == 'robot') {
                 continue;
             }
             $temp_robot_experience = rpg_game::robot_experience($target_player->player_token, $temp_info['robot_token']);
             $temp_robot_rewards = !empty($temp_info['robot_rewards']) ? $temp_info['robot_rewards'] : array();
             if (empty($temp_robots_active_num2)) {
                 break;
             }
             // Continue if over already at level 100
             //if ($temp_robot->robot_level >= 100){ continue; }
             // Reset the robot experience points to zero
             $target_robot_experience = 0;
             // Continue with experience mods only if under level 100
             if ($temp_robot->robot_level < 100 && $temp_robot->robot_class == 'master') {
                 // Give a proportionate amount of experience based on this and the target robot's levels
                 if ($temp_robot->robot_level == $temp_target_experience['level']) {
                     $temp_experience_boost = $temp_target_experience['experience'];
                 } elseif ($temp_robot->robot_level < $temp_target_experience['level']) {
                     $temp_experience_boost = $temp_target_experience['experience'] + round(($temp_target_experience['level'] - $temp_robot->robot_level) / 100 * $temp_target_experience['experience']);
                     //$temp_experience_boost = $temp_target_experience['experience'] + ((($temp_target_experience['level']) / $temp_robot->robot_level) * $temp_target_experience['experience']);
                 } elseif ($temp_robot->robot_level > $temp_target_experience['level']) {
                     $temp_experience_boost = $temp_target_experience['experience'] - round(($temp_robot->robot_level - $temp_target_experience['level']) / 100 * $temp_target_experience['experience']);
                     //$temp_experience_boost = $temp_target_experience['experience'] - ((($temp_robot->robot_level - $temp_target_experience['level']) / 100) * $temp_target_experience['experience']);
                 }
                 // DEBUG
                 //$event_body = 'START EXPERIENCE | ';
                 //$event_body .= preg_replace('/\s+/', ' ', $this_robot->robot_token.' : $temp_experience_boost = '.$temp_experience_boost.'; $target_robot_experience = '.$target_robot_experience.'; ');
                 //$this_battle->events_create(false, false, 'DEBUG', $event_body);
                 //$temp_experience_boost = ceil($temp_experience_boost / 10);
                 $temp_experience_boost = ceil($temp_experience_boost / $temp_robots_active_num);
                 //$temp_experience_boost = ceil($temp_experience_boost / ($temp_robots_active_num * 2));
                 //$temp_experience_boost = ceil($temp_experience_boost / ($temp_robots_active_num2 * 2));
                 //$temp_experience_boost = ceil(($temp_experience_boost / $temp_robots_active_num2) * 1.00);
                 if ($temp_experience_boost > MMRPG_SETTINGS_STATS_MAX) {
                     $temp_experience_boost = MMRPG_SETTINGS_STATS_MAX;
                 }
                 $target_robot_experience += $temp_experience_boost;
                 // DEBUG
                 //$event_body = 'ACTIVE ROBOT DIVISION | ';
                 //$event_body .= preg_replace('/\s+/', ' ', $this_robot->robot_token.' : $temp_experience_boost = '.$temp_experience_boost.'; $target_robot_experience = '.$target_robot_experience.'; $temp_robots_active_num = '.$temp_robots_active_num.'; $temp_robots_active_num2 = '.$temp_robots_active_num2.'; ');
                 //$this_battle->events_create(false, false, 'DEBUG', $event_body);
                 // If this robot has been traded, give it an additional experience boost
                 $temp_experience_boost = 0;
                 $temp_robot_boost_text = $temp_boost_text;
                 $temp_player_boosted = false;
                 if ($temp_robot->player_token != $temp_robot->robot_original_player) {
                     $temp_player_boosted = true;
                     $temp_robot_boost_text = 'a player boosted ';
                     $temp_experience_bak = $target_robot_experience;
                     $target_robot_experience = $target_robot_experience * 2;
                     $temp_experience_boost = $target_robot_experience - $temp_experience_bak;
                     // DEBUG
                     //$event_body = 'PLAYER BOOSTED | ';
                     //$event_body .= preg_replace('/\s+/', ' ', $this_robot->robot_token.' : $temp_experience_boost = '.$temp_experience_boost.'; $target_robot_experience = '.$target_robot_experience.'; $temp_robot->player_token('.$temp_robot->player_token.') != $temp_robot->robot_original_player('.$temp_robot->robot_original_player.'); ');
                     //$this_battle->events_create(false, false, 'DEBUG', $event_body);
                 }
                 // If the target robot is holding a Growth Module, double the experience bonus
                 if ($temp_robot->robot_item == 'growth-module') {
                     $temp_robot_boost_text = $temp_player_boosted ? 'a player and module boosted ' : 'a module boosted ';
                     $temp_experience_bak = $target_robot_experience;
                     $target_robot_experience = $target_robot_experience * 2;
                     $temp_experience_boost = $target_robot_experience - $temp_experience_bak;
                     // DEBUG
                     //$event_body = 'MODULE BOOSTED | ';
                     //$event_body .= preg_replace('/\s+/', ' ', $this_robot->robot_token.' : $temp_experience_boost = '.$temp_experience_boost.'; $target_robot_experience = '.$target_robot_experience.'; $temp_robot->robot_item = '.$temp_robot->robot_item.'; ');
                     //$this_battle->events_create(false, false, 'DEBUG', $event_body);
                 }
                 // If there are field multipliers in place, apply them now
                 $temp_experience_boost = 0;
                 if (isset($this->field->field_multipliers['experience'])) {
                     //$temp_robot_boost_text = '(and '.$target_robot_experience.' multiplied by '.number_format($this->field->field_multipliers['experience'], 1).') ';
                     $temp_experience_bak = $target_robot_experience;
                     $target_robot_experience = ceil($target_robot_experience * $this->field->field_multipliers['experience']);
                     $temp_experience_boost = $target_robot_experience - $temp_experience_bak;
                 }
                 // DEBUG
                 //$event_body = 'FIELD MULTIPLIERS | ';
                 //$event_body .= preg_replace('/\s+/', ' ', $this_robot->robot_token.' : $temp_experience_boost = '.$temp_experience_boost.'; $target_robot_experience = '.$target_robot_experience.'; ');
                 //$this_battle->events_create(false, false, 'DEBUG', $event_body);
                 /*
                 // If this robot has any overkill, add that to the temp experience modifier
                 $temp_experience_boost = 0;
                 if (!empty($this_robot->counters['defeat_overkill'])){
                     if (empty($temp_robot_boost_text)){ $temp_robot_boost_text = 'an overkill boosted '; }
                     else { $temp_robot_boost_text = 'a player and overkill boosted '; }
                     $temp_experience_bak = $target_robot_experience;
                     $target_robot_experience += ceil($this_robot->counters['defeat_overkill'] / $temp_robots_active_num2);
                     $temp_experience_boost = $target_robot_experience - $temp_experience_bak;
                     //$this_battle->battle_overkill += $this_robot->counters['defeat_overkill'];
                     //$this_battle->update_session();
                     //$temp_robot_boost_text .= 'umm '.$this_battle->battle_overkill;
                 }
                 */
                 // DEBUG
                 //$event_body = 'OVERKILL BONUS | ';
                 //$event_body .= preg_replace('/\s+/', ' ', $this_robot->robot_token.' : $temp_experience_boost = '.$temp_experience_boost.'; $target_robot_experience = '.$target_robot_experience.'; ');
                 //$this_battle->events_create(false, false, 'DEBUG', $event_body);
                 /*
                 // If the target robot's core type has been boosted by starforce
                 if (!empty($temp_robot->robot_core) && !empty($_SESSION['GAME']['values']['star_force'][$temp_robot->robot_core])){
                     if (empty($temp_robot_boost_text)){ $temp_robot_boost_text = 'a starforce boosted '; }
                     elseif ($temp_robot_boost_text == 'an overkill boosted '){ $temp_robot_boost_text = 'an overkill and starforce boosted '; }
                     elseif ($temp_robot_boost_text == 'a player boosted '){ $temp_robot_boost_text = 'a player and starforce boosted '; }
                     else { $temp_robot_boost_text = 'a player, overkill, and starforce boosted '; }
                     $temp_starforce = $_SESSION['GAME']['values']['star_force'][$temp_robot->robot_core];
                     $temp_experience_bak = $target_robot_experience;
                     $target_robot_experience += ceil($target_robot_experience * ($temp_starforce / 10));
                     $temp_experience_boost = $target_robot_experience - $temp_experience_bak;
                 }
                 */
                 // DEBUG
                 //$event_body = 'STARFORCE BONUS | ';
                 //$event_body .= preg_replace('/\s+/', ' ', $temp_robot->robot_token.' : '.$temp_robot->robot_core.' : $temp_experience_boost = '.$temp_experience_boost.'; $target_robot_experience = '.$target_robot_experience.'; ');
                 //$this_battle->events_create(false, false, 'DEBUG', $event_body);
                 // If the experience is greater then the max, level it off at the max (sorry guys!)
                 if ($target_robot_experience > MMRPG_SETTINGS_STATS_MAX) {
                     $target_robot_experience = MMRPG_SETTINGS_STATS_MAX;
                 }
                 if ($target_robot_experience < MMRPG_SETTINGS_STATS_MIN) {
                     $target_robot_experience = MMRPG_SETTINGS_STATS_MIN;
                 }
                 // Collect the robot's current experience and level for reference later
                 $temp_start_experience = rpg_game::robot_experience($target_player->player_token, $temp_robot_token);
                 $temp_start_level = rpg_game::robot_level($target_player->player_token, $temp_robot_token);
                 // Increment this robots's points total with the battle points
                 if (!isset($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot_token]['robot_level'])) {
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot_token]['robot_level'] = 1;
                 }
                 if (!isset($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot_token]['robot_experience'])) {
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot_token]['robot_experience'] = 0;
                 }
                 $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot_token]['robot_experience'] += $target_robot_experience;
                 // Define the new experience for this robot
                 $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level);
                 $temp_new_experience = rpg_game::robot_experience($target_player->player_token, $temp_info['robot_token']);
                 // If the new experience is over the required, level up the robot
                 $level_boost = 0;
                 if ($temp_new_experience > $temp_required_experience) {
                     //$level_boost = floor($temp_new_experience / $temp_required_experience);
                     while ($temp_new_experience > $temp_required_experience) {
                         $level_boost += 1;
                         $temp_new_experience -= $temp_required_experience;
                         $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level + $level_boost);
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot_token]['robot_level'] += $level_boost;
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot_token]['robot_experience'] = $temp_new_experience;
                     //$level_boost * $temp_required_experience;
                     if ($_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot_token]['robot_level'] > 100) {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot_token]['robot_level'] = 100;
                     }
                     $temp_new_experience = rpg_game::robot_experience($target_player->player_token, $temp_info['robot_token']);
                 }
                 // Define the new level for this robot
                 $temp_new_level = rpg_game::robot_level($target_player->player_token, $temp_robot_token);
             } else {
                 // Collect the robot's current experience and level for reference later
                 $temp_start_experience = rpg_game::robot_experience($target_player->player_token, $temp_robot_token);
                 $temp_start_level = rpg_game::robot_level($target_player->player_token, $temp_robot_token);
                 // Define the new experience for this robot
                 $temp_new_experience = $temp_start_experience;
                 $temp_new_level = $temp_start_level;
             }
             // Define the event options
             $event_options = array();
             $event_options['this_ability_results']['trigger_kind'] = 'recovery';
             $event_options['this_ability_results']['recovery_kind'] = 'experience';
             $event_options['this_ability_results']['recovery_type'] = '';
             $event_options['this_ability_results']['this_amount'] = $target_robot_experience;
             $event_options['this_ability_results']['this_result'] = 'success';
             $event_options['this_ability_results']['flag_affinity'] = true;
             $event_options['this_ability_results']['total_actions'] = 1;
             $event_options['this_ability_user'] = $this->robot_id . '_' . $this->robot_token;
             $event_options['this_ability_target'] = $temp_robot->robot_id . '_' . $temp_robot->robot_token;
             // Update player/robot frames and points for the victory
             $temp_robot->robot_frame = 'victory';
             $temp_robot->robot_level = $temp_new_level;
             $temp_robot->robot_experience = $temp_new_experience;
             $target_player->set_frame('victory');
             $temp_robot->update_session();
             // Only display the event if the player is under level 100
             if ($temp_robot->robot_level < 100 && $temp_robot->robot_class == 'master') {
                 // Display the win message for this robot with battle points
                 $temp_robot->robot_frame = 'taunt';
                 $temp_robot->robot_level = $temp_new_level;
                 if ($temp_start_level != $temp_new_level) {
                     $temp_robot->robot_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level);
                 }
                 $target_player->set_frame('victory');
                 $event_header = $temp_robot->robot_name . '&#39;s Rewards';
                 $event_multiplier_text = $temp_robot_boost_text;
                 $event_body = $temp_robot->print_name() . ' collects ' . $event_multiplier_text . '<span class="recovery_amount ability_type ability_type_cutter">' . $target_robot_experience . '</span> experience points! ';
                 $event_body .= '<br />';
                 if (isset($temp_robot->robot_quotes['battle_victory'])) {
                     $this_find = array('{target_player}', '{target_robot}', '{this_player}', '{this_robot}');
                     $this_replace = array($this_player->player_name, $this_robot->robot_name, $target_player->player_name, $temp_robot->robot_name);
                     $event_body .= $temp_robot->print_quote('battle_victory', $this_find, $this_replace);
                 }
                 //$event_options = array();
                 $event_options['console_show_target'] = false;
                 $event_options['this_header_float'] = $event_options['this_body_float'] = $target_player->player_side;
                 $temp_robot->update_session();
                 $this_battle->events_create($temp_robot, $this_robot, $event_header, $event_body, $event_options);
                 if ($temp_start_level != $temp_new_level) {
                     $temp_robot->robot_experience = $temp_new_experience;
                 }
                 if ($temp_robot->robot_core == 'copy') {
                     $temp_robot->robot_image = $temp_robot->robot_base_image;
                     $temp_robot->robot_image_overlay = array();
                 }
                 $temp_robot->update_session();
                 $target_player->update_session();
             }
             // Floor the robot's experience with or without the event
             $target_player->set_frame('victory');
             $temp_robot->robot_frame = 'base';
             if ($temp_start_level != $temp_new_level) {
                 $temp_robot->robot_experience = 0;
             }
             $temp_robot->update_session();
             // If the level has been boosted, display the stat increases
             if ($temp_start_level != $temp_new_level) {
                 // Define the event options
                 $event_options = array();
                 $event_options['this_ability_results']['trigger_kind'] = 'recovery';
                 $event_options['this_ability_results']['recovery_kind'] = 'level';
                 $event_options['this_ability_results']['recovery_type'] = '';
                 $event_options['this_ability_results']['flag_affinity'] = true;
                 $event_options['this_ability_results']['flag_critical'] = true;
                 $event_options['this_ability_results']['this_amount'] = $temp_new_level - $temp_start_level;
                 $event_options['this_ability_results']['this_result'] = 'success';
                 $event_options['this_ability_results']['total_actions'] = 2;
                 $event_options['this_ability_user'] = $this->robot_id . '_' . $this->robot_token;
                 $event_options['this_ability_target'] = $temp_robot->robot_id . '_' . $temp_robot->robot_token;
                 // Display the win message for this robot with battle points
                 $temp_robot->robot_frame = 'taunt';
                 $temp_robot->robot_level = $temp_new_level;
                 if ($temp_start_level != $temp_new_level) {
                     $temp_robot->robot_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level);
                 } else {
                     $temp_robot->robot_experience = $temp_new_experience;
                 }
                 $target_player->set_frame('victory');
                 $event_header = $temp_robot->robot_name . '&#39;s Rewards';
                 //$event_body = $temp_robot->print_name().' grew to <span class="recovery_amount'.($temp_new_level >= 100 ? ' ability_type ability_type_electric' : '').'">Level '.$temp_new_level.'</span>!<br /> ';
                 $event_body = $temp_robot->print_name() . ' grew to <span class="recovery_amount ability_type ability_type_level">Level ' . $temp_new_level . ($temp_new_level >= 100 ? ' &#9733;' : '') . '</span>!<br /> ';
                 $event_body .= $temp_robot->robot_name . '&#39;s energy, weapons, shields, and mobility were upgraded!';
                 //$event_options = array();
                 $event_options['console_show_target'] = false;
                 $event_options['this_header_float'] = $event_options['this_body_float'] = $target_player->player_side;
                 $temp_robot->update_session();
                 $this_battle->events_create($temp_robot, $this_robot, $event_header, $event_body, $event_options);
                 $temp_robot->robot_experience = 0;
                 $temp_robot->update_session();
                 // Collect the base robot template from the index for calculations
                 $temp_index_robot = rpg_robot::get_index_info($temp_robot->robot_token);
                 // Define the event options
                 $event_options['this_ability_results']['trigger_kind'] = 'recovery';
                 $event_options['this_ability_results']['recovery_type'] = '';
                 $event_options['this_ability_results']['this_amount'] = $this_defense_boost;
                 $event_options['this_ability_results']['this_result'] = 'success';
                 $event_options['this_ability_results']['total_actions'] = 0;
                 $event_options['this_ability_user'] = $this->robot_id . '_' . $this->robot_token;
                 $event_options['this_ability_target'] = $temp_robot->robot_id . '_' . $temp_robot->robot_token;
                 // Update the robot rewards array with any recent info
                 $temp_robot_rewards = rpg_game::robot_rewards($target_player->player_token, $temp_robot->robot_token);
                 //$this_battle->events_create(false, false, 'DEBUG', '<pre>'.preg_replace('/\s+/', ' ', print_r($temp_robot_rewards, true)).'</pre>', $event_options);
                 // Define the base energy boost based on robot base stats
                 $temp_energy_boost = ceil($level_boost * (0.05 * $temp_index_robot['robot_energy']));
                 // If this robot has reached level 100, the max level, create the flag in their session
                 if ($temp_new_level >= 100) {
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['flags']['reached_max_level'] = true;
                 }
                 // Check if there are eny pending energy stat boosts for level up
                 if (!empty($temp_robot_rewards['robot_energy_pending'])) {
                     $temp_robot_rewards['robot_energy_pending'] = round($temp_robot_rewards['robot_energy_pending']);
                     $temp_energy_boost += $temp_robot_rewards['robot_energy_pending'];
                     if (!empty($temp_robot_rewards['robot_energy'])) {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_energy'] += $temp_robot_rewards['robot_energy_pending'];
                     } else {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_energy'] = $temp_robot_rewards['robot_energy_pending'];
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_energy_pending'] = 0;
                 }
                 // Increment this robot's energy by the calculated amount and display an event
                 $temp_robot->robot_energy += $temp_energy_boost;
                 $temp_base_energy_boost = ceil($level_boost * (0.05 * $temp_index_robot['robot_energy']));
                 $temp_robot->robot_base_energy += $temp_base_energy_boost;
                 $event_options['this_ability_results']['recovery_kind'] = 'energy';
                 $event_options['this_ability_results']['this_amount'] = $temp_energy_boost;
                 $event_options['this_ability_results']['total_actions']++;
                 $event_body = $temp_robot->print_name() . '&#39;s health improved! ';
                 $event_body .= '<br />';
                 $event_body .= $temp_robot->print_name() . '&#39;s energy grew by <span class="recovery_amount">' . $temp_energy_boost . '</span>! ';
                 $temp_robot->robot_frame = 'summon';
                 $temp_robot->update_session();
                 $target_player->update_session();
                 $this_battle->events_create($temp_robot, $this_robot, $event_header, $event_body, $event_options);
                 // Define the base attack boost based on robot base stats
                 $temp_attack_boost = ceil($level_boost * (0.05 * $temp_index_robot['robot_attack']));
                 // Check if there are eny pending attack stat boosts for level up
                 if (!empty($temp_robot_rewards['robot_attack_pending'])) {
                     $temp_robot_rewards['robot_attack_pending'] = round($temp_robot_rewards['robot_attack_pending']);
                     $temp_attack_boost += $temp_robot_rewards['robot_attack_pending'];
                     if (!empty($temp_robot_rewards['robot_attack'])) {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_attack'] += $temp_robot_rewards['robot_attack_pending'];
                     } else {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_attack'] = $temp_robot_rewards['robot_attack_pending'];
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_attack_pending'] = 0;
                 }
                 // Increment this robot's attack by the calculated amount and display an event
                 $temp_robot->robot_attack += $temp_attack_boost;
                 $temp_base_attack_boost = ceil($level_boost * (0.05 * $temp_index_robot['robot_attack']));
                 $temp_robot->robot_base_attack += $temp_base_attack_boost;
                 $event_options['this_ability_results']['recovery_kind'] = 'attack';
                 $event_options['this_ability_results']['this_amount'] = $temp_attack_boost;
                 $event_options['this_ability_results']['total_actions']++;
                 $event_body = $temp_robot->print_name() . '&#39;s weapons improved! ';
                 $event_body .= '<br />';
                 $event_body .= $temp_robot->print_name() . '&#39;s attack grew by <span class="recovery_amount">' . $temp_attack_boost . '</span>! ';
                 $temp_robot->robot_frame = 'shoot';
                 $temp_robot->update_session();
                 $target_player->update_session();
                 $this_battle->events_create($temp_robot, $this_robot, $event_header, $event_body, $event_options);
                 // Define the base defense boost based on robot base stats
                 $temp_defense_boost = ceil($level_boost * (0.05 * $temp_index_robot['robot_defense']));
                 // Check if there are eny pending defense stat boosts for level up
                 if (!empty($temp_robot_rewards['robot_defense_pending'])) {
                     $temp_robot_rewards['robot_defense_pending'] = round($temp_robot_rewards['robot_defense_pending']);
                     $temp_defense_boost += $temp_robot_rewards['robot_defense_pending'];
                     if (!empty($temp_robot_rewards['robot_defense'])) {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_defense'] += $temp_robot_rewards['robot_defense_pending'];
                     } else {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_defense'] = $temp_robot_rewards['robot_defense_pending'];
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_defense_pending'] = 0;
                 }
                 // Increment this robot's defense by the calculated amount and display an event
                 $temp_robot->robot_defense += $temp_defense_boost;
                 $temp_base_defense_boost = ceil($level_boost * (0.05 * $temp_index_robot['robot_defense']));
                 $temp_robot->robot_base_defense += $temp_base_defense_boost;
                 $event_options['this_ability_results']['recovery_kind'] = 'defense';
                 $event_options['this_ability_results']['this_amount'] = $temp_defense_boost;
                 $event_options['this_ability_results']['total_actions']++;
                 $event_body = $temp_robot->print_name() . '&#39;s shields improved! ';
                 $event_body .= '<br />';
                 $event_body .= $temp_robot->print_name() . '&#39;s defense grew by <span class="recovery_amount">' . $temp_defense_boost . '</span>! ';
                 $temp_robot->robot_frame = 'defend';
                 $temp_robot->update_session();
                 $target_player->update_session();
                 $this_battle->events_create($temp_robot, $this_robot, $event_header, $event_body, $event_options);
                 // Define the base speed boost based on robot base stats
                 $temp_speed_boost = ceil($level_boost * (0.05 * $temp_index_robot['robot_speed']));
                 // Check if there are eny pending speed stat boosts for level up
                 if (!empty($temp_robot_rewards['robot_speed_pending'])) {
                     $temp_robot_rewards['robot_speed_pending'] = round($temp_robot_rewards['robot_speed_pending']);
                     $temp_speed_boost += $temp_robot_rewards['robot_speed_pending'];
                     if (!empty($temp_robot_rewards['robot_speed'])) {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_speed'] += $temp_robot_rewards['robot_speed_pending'];
                     } else {
                         $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot->robot_token]['robot_speed'] = $temp_robot_rewards['robot_speed_pending'];
                     }
                     $_SESSION['GAME']['values']['battle_rewards'][$target_player->player_token]['player_robots'][$temp_robot_token]['robot_speed_pending'] = 0;
                 }
                 // Increment this robot's speed by the calculated amount and display an event
                 $temp_robot->robot_speed += $temp_speed_boost;
                 $event_options['this_ability_results']['recovery_kind'] = 'speed';
                 $event_options['this_ability_results']['this_amount'] = $temp_speed_boost;
                 $event_options['this_ability_results']['total_actions']++;
                 $temp_base_speed_boost = ceil($level_boost * (0.05 * $temp_index_robot['robot_speed']));
                 $temp_robot->robot_base_speed += $temp_base_speed_boost;
                 $event_body = $temp_robot->print_name() . '&#39;s mobility improved! ';
                 $event_body .= '<br />';
                 $event_body .= $temp_robot->print_name() . '&#39;s speed grew by <span class="recovery_amount">' . $temp_speed_boost . '</span>! ';
                 $temp_robot->robot_frame = 'slide';
                 $temp_robot->update_session();
                 $target_player->update_session();
                 $this_battle->events_create($temp_robot, $this_robot, $event_header, $event_body, $event_options);
                 // Update the robot frame
                 $temp_robot->robot_frame = 'base';
                 $temp_robot->update_session();
             }
             // Update the experience level for real this time
             $temp_robot->robot_experience = $temp_new_experience;
             $temp_robot->update_session();
             // Collect the robot info array
             $temp_robot_info = $temp_robot->export_array();
             // Collect the indexed robot rewards for new abilities
             $index_robot_rewards = $temp_robot_info['robot_rewards'];
             //$event_body = preg_replace('/\s+/', ' ', '<pre>'.print_r($index_robot_rewards, true).'</pre>');
             //$this_battle->events_create(false, false, 'DEBUG', $event_body);
             // Loop through the ability rewards for this robot if set
             if ($temp_robot->robot_class != 'mecha' && ($temp_start_level == 100 || $temp_start_level != $temp_new_level && !empty($index_robot_rewards['abilities']))) {
                 $temp_abilities_index = $db->get_array_list("SELECT * FROM mmrpg_index_abilities WHERE ability_flag_complete = 1;", 'ability_token');
                 foreach ($index_robot_rewards['abilities'] as $ability_reward_key => $ability_reward_info) {
                     // If the ability does not exist or is otherwise incomplete, continue
                     if (!isset($temp_abilities_index[$ability_reward_info['token']])) {
                         continue;
                     }
                     // If this ability is already unlocked, continue
                     if (rpg_game::ability_unlocked($target_player->player_token, $temp_robot_token, $ability_reward_info['token'])) {
                         continue;
                     }
                     // If we're in DEMO mode, continue
                     if (rpg_game::is_demo()) {
                         continue;
                     }
                     // Check if the required level has been met by this robot
                     if ($temp_new_level >= $ability_reward_info['level']) {
                         // Create the temporary ability object for event creation
                         $temp_ability_info = array('ability_id' => MMRPG_SETTINGS_BATTLEABILITIES_PERROBOT_MAX + $ability_reward_key, 'ability_token' => $ability_reward_info['token']);
                         $temp_ability = new rpg_ability($target_player, $temp_robot, $temp_ability_info);
                         // Collect or define the ability variables
                         $temp_ability_token = $ability_reward_info['token'];
                         // Display the robot reward message markup
                         $event_header = $temp_ability->ability_name . ' Unlocked';
                         $event_body = '<span class="robot_name">' . $temp_info['robot_name'] . '</span> unlocked new ability data!<br />';
                         $event_body .= $temp_ability->print_name() . ' can now be used in battle!';
                         $event_options = array();
                         $event_options['console_show_target'] = false;
                         $event_options['this_header_float'] = $target_player->player_side;
                         $event_options['this_body_float'] = $target_player->player_side;
                         $event_options['this_ability'] = $temp_ability;
                         $event_options['this_ability_image'] = 'icon';
                         $event_options['console_show_this_player'] = false;
                         $event_options['console_show_this_robot'] = false;
                         $event_options['console_show_this_ability'] = true;
                         $event_options['canvas_show_this_ability'] = false;
                         $temp_robot->robot_frame = $ability_reward_key % 2 == 2 ? 'taunt' : 'victory';
                         $temp_robot->update_session();
                         $temp_ability->ability_frame = 'base';
                         $temp_ability->update_session();
                         $this_battle->events_create($temp_robot, false, $event_header, $event_body, $event_options);
                         $temp_robot->robot_frame = 'base';
                         $temp_robot->update_session();
                         // Automatically unlock this ability for use in battle
                         $this_reward = rpg_ability::get_index_info($temp_ability_token);
                         //array('ability_token' => $temp_ability_token);
                         $temp_player_info = $target_player->export_array();
                         $show_event = !rpg_game::ability_unlocked('', '', $temp_ability_token) ? true : false;
                         rpg_game::unlock_ability($temp_player_info, $temp_robot_info, $this_reward, $show_event);
                         if ($temp_robot_info['robot_original_player'] == $temp_player_info['player_token']) {
                             rpg_game::unlock_ability($temp_player_info, false, $this_reward);
                         } else {
                             rpg_game::unlock_ability(array('player_token' => $temp_robot_info['robot_original_player']), false, $this_reward);
                         }
                         //$_SESSION['GAME']['values']['battle_rewards'][$target_player_token]['player_robots'][$temp_robot_token]['robot_abilities'][$temp_ability_token] = $this_reward;
                     }
                 }
             }
         }
         // -- ITEM REWARDS -- //
         // Define the temp player rewards array
         $target_player_rewards = array();
         // Define the chance multiplier and start at one
         $temp_chance_multiplier = $trigger_options['item_multiplier'];
         // Increase the item chance multiplier if one is set for the stage
         if (isset($this_battle->field->field_multipliers['items'])) {
             $temp_chance_multiplier = $temp_chance_multiplier * $this_battle->field->field_multipliers['items'];
         }
         // Define the available item drops for this battle
         $target_player_rewards['items'] = $this_battle->get_item_rewards();
         // Increase the multipliers if starter battle
         if (!empty($this_battle->flags['starter_battle'])) {
             $temp_chance_multiplier = 4;
         } else {
             // If the target holds a Fortune Module, increase the chance of dropps
             $temp_fortune_module = false;
             if ($target_robot->robot_item == 'fortune-module') {
                 $temp_fortune_module = true;
             }
             // If this robot was a MECHA class, it may drop SMALL SCREWS
             if ($this_robot->robot_class == 'mecha') {
                 $target_player_rewards['items'][] = array('chance' => 100, 'token' => 'small-screw', 'quantity' => mt_rand(1, $temp_fortune_module ? 9 : 6));
                 // If this robot was an empty core, it drops other items too
                 if (!empty($this_robot->robot_core) && $this_robot->robot_core == 'empty') {
                     $target_player_rewards['items'][] = array('chance' => 100, 'token' => 'super-pellet');
                 }
             }
             // If this robot was a MASTER class, it may drop LARGE SCREWS
             if ($this_robot->robot_class == 'master') {
                 $target_player_rewards['items'][] = array('chance' => 100, 'token' => 'large-screw', 'quantity' => mt_rand(1, $temp_fortune_module ? 6 : 3));
                 // If this robot was an empty core, it drops other items too
                 if (!empty($this_robot->robot_core) && $this_robot->robot_core == 'empty') {
                     $target_player_rewards['items'][] = array('chance' => 100, 'token' => 'super-capsule');
                 }
             }
             // If this robot was a BOSS class, it may drop EXTRA LIFE
             if ($this_robot->robot_class == 'boss') {
                 $target_player_rewards['items'][] = array('chance' => 100, 'token' => 'extra-life', 'quantity' => mt_rand(1, $temp_fortune_module ? 3 : 1));
             }
             // If this robot was holding an ITEM, it should also drop that at a high rate
             if (!empty($this_robot->robot_item)) {
                 $target_player_rewards['items'][] = array('chance' => 100, 'token' => $this_robot->robot_item);
             }
         }
         // Precount the item values for later use
         $temp_value_total = 0;
         $temp_count_total = 0;
         foreach ($target_player_rewards['items'] as $item_reward_key => $item_reward_info) {
             $temp_value_total += $item_reward_info['chance'];
             $temp_count_total += 1;
         }
         //$this_battle->events_create(false, false, 'DEBUG', '$temp_count_total = '.$temp_count_total.';<br /> $temp_value_total = '.$temp_value_total.'; ');
         // If this robot was a MECHA class and destroyed by WEAKNESS, it may drop a SHARD
         if ($this_robot->robot_class == 'mecha' && !empty($this_robot->flags['triggered_weakness'])) {
             $temp_shard_type = !empty($this->robot_core) ? $this->robot_core : 'none';
             $target_player_rewards['items'] = array();
             $target_player_rewards['items'][] = array('chance' => 100, 'token' => $temp_shard_type . '-shard');
         } elseif (in_array($this_robot->robot_class, array('master', 'boss')) && !empty($this_robot->flags['triggered_weakness'])) {
             $temp_core_type = !empty($this->robot_core) ? $this->robot_core : 'none';
             $target_player_rewards['items'] = array();
             $target_player_rewards['items'][] = array('chance' => 100, 'token' => $temp_core_type . '-core');
         }
         // Recount the item values for later use
         $temp_value_total = 0;
         $temp_count_total = 0;
         foreach ($target_player_rewards['items'] as $item_reward_key => $item_reward_info) {
             $temp_value_total += $item_reward_info['chance'];
             $temp_count_total += 1;
         }
         // Adjust item values for easier to understand percentages
         foreach ($target_player_rewards['items'] as $item_reward_key => $item_reward_info) {
             $target_player_rewards['items'][$item_reward_key]['chance'] = ceil($item_reward_info['chance'] / $temp_value_total * 100);
         }
         // Shuffle the rewards so it doesn't look to formulaic
         shuffle($target_player_rewards['items']);
         // DEBUG
         //$temp_string = '';
         //foreach ($target_player_rewards['items'] AS $info){ $temp_string .= $info['token'].' = '.$info['chance'].'%, '; }
         //$this_battle->events_create(false, false, 'DEBUG', '$target_player_rewards[\'items\'] = '.count($target_player_rewards['items']).'<br /> '.$temp_string);
         // Define a function for dealing with item drops
         if (!function_exists('temp_player_rewards_items')) {
             function temp_player_rewards_items($this_battle, $target_player, $target_robot, $this_robot, $item_reward_key, $item_reward_info, $item_drop_count = 1)
             {
                 global $mmrpg_index;
                 // Create the temporary ability object for event creation
                 $temp_info = array('ability_id' => MMRPG_SETTINGS_BATTLEABILITIES_PERROBOT_MAX + $item_reward_key + 300, 'ability_token' => $item_reward_info['ability_token']);
                 $temp_ability = new rpg_ability($target_player, $target_robot, $item_reward_info);
                 $temp_ability->ability_name = $item_reward_info['ability_name'];
                 $temp_ability->ability_image = $item_reward_info['ability_token'];
                 $temp_ability->update_session();
                 // Collect or define the ability variables
                 $temp_item_token = $item_reward_info['ability_token'];
                 $temp_item_name = $item_reward_info['ability_name'];
                 $temp_item_colour = !empty($item_reward_info['ability_type']) ? $item_reward_info['ability_type'] : 'none';
                 if (!empty($item_reward_info['ability_type2'])) {
                     $temp_item_colour .= '_' . $item_reward_info['ability_type2'];
                 }
                 $temp_type_name = !empty($item_reward_info['ability_type']) ? ucfirst($item_reward_info['ability_type']) : 'Neutral';
                 $allow_over_max = false;
                 $temp_is_shard = preg_match('/-shard$/i', $temp_item_token) ? true : false;
                 $temp_is_core = preg_match('/-core$/i', $temp_item_token) ? true : false;
                 // Define the max quantity limit for this particular item
                 if ($temp_is_shard) {
                     $temp_item_quantity_max = MMRPG_SETTINGS_SHARDS_MAXQUANTITY;
                     $allow_over_max = true;
                 } elseif ($temp_is_core) {
                     $temp_item_quantity_max = MMRPG_SETTINGS_CORES_MAXQUANTITY;
                 } else {
                     $temp_item_quantity_max = MMRPG_SETTINGS_ITEMS_MAXQUANTITY;
                 }
                 // Create the session variable for this item if it does not exist and collect its value
                 if (empty($_SESSION['GAME']['values']['battle_items'][$temp_item_token])) {
                     $_SESSION['GAME']['values']['battle_items'][$temp_item_token] = 0;
                 }
                 $temp_item_quantity = $_SESSION['GAME']['values']['battle_items'][$temp_item_token];
                 // If this item is already at the quantity limit, skip it entirely
                 if ($temp_item_quantity >= $temp_item_quantity_max) {
                     //$this_battle->events_create(false, false, 'DEBUG', 'max count for '.$temp_item_token.' of '.$temp_item_quantity_max.' has been reached ('.($allow_over_max ? 'allow' : 'disallow').')');
                     $_SESSION['GAME']['values']['battle_items'][$temp_item_token] = $temp_item_quantity_max;
                     $temp_item_quantity = $temp_item_quantity_max;
                     if (!$allow_over_max) {
                         return true;
                     }
                 }
                 // Define the new item quantity after increment
                 $temp_item_quantity_new = $temp_item_quantity + $item_drop_count;
                 $shards_remaining = false;
                 // If this is a shard piece
                 if ($temp_is_shard) {
                     // Define the number of shards remaining for a new core
                     $temp_item_quantity_max = MMRPG_SETTINGS_SHARDS_MAXQUANTITY;
                     $shards_remaining = $temp_item_quantity_max - $temp_item_quantity_new;
                     // If this player has collected enough shards to create a new core
                     if ($shards_remaining == 0) {
                         $temp_body_addon = 'The other ' . $temp_type_name . ' Shards from the inventory started glowing&hellip;';
                     } else {
                         $temp_body_addon = 'Collect ' . $shards_remaining . ' more shard' . ($shards_remaining > 1 ? 's' : '') . ' to create a new ' . $temp_type_name . ' Core!';
                     }
                 } elseif (preg_match('/-core$/i', $temp_item_token)) {
                     // Define the robot core drop text for displau
                     $temp_body_addon = $target_player->print_name() . ' added the new core to the inventory.';
                 } else {
                     // Define the normal item drop text for display
                     $temp_body_addon = $target_player->print_name() . ' added the dropped item' . ($item_drop_count > 1 ? 's' : '') . ' to the inventory.';
                 }
                 // Display the robot reward message markup
                 $event_header = $temp_item_name . ' Item Drop';
                 $event_body = rpg_functions::get_random_positive_word();
                 $event_body .= ' The disabled ' . $this_robot->print_name() . ' dropped ';
                 if ($item_drop_count == 1) {
                     $event_body .= (preg_match('/^(a|e|i|o|u)/i', $temp_item_name) ? 'an' : 'a') . ' <span class="ability_name ability_type ability_type_' . $temp_item_colour . '">' . $temp_item_name . '</span>!<br />';
                 } else {
                     $event_body .= 'x' . $item_drop_count . ' <span class="ability_name ability_type ability_type_' . $temp_item_colour . '">' . ($temp_item_name == 'Extra Life' ? 'Extra Lives' : $temp_item_name . 's') . '</span>!<br />';
                 }
                 $event_body .= $temp_body_addon;
                 $event_options = array();
                 $event_options['console_show_target'] = false;
                 $event_options['this_header_float'] = $target_player->player_side;
                 $event_options['this_body_float'] = $target_player->player_side;
                 $event_options['this_ability'] = $temp_ability;
                 $event_options['this_ability_image'] = 'icon';
                 $event_options['event_flag_victory'] = true;
                 $event_options['console_show_this_player'] = false;
                 $event_options['console_show_this_robot'] = false;
                 $event_options['console_show_this_ability'] = true;
                 $event_options['canvas_show_this_ability'] = true;
                 $target_player->set_frame($item_reward_key % 3 == 0 ? 'victory' : 'taunt');
                 $target_robot->robot_frame = $item_reward_key % 2 == 0 ? 'taunt' : 'base';
                 $target_robot->update_session();
                 $temp_ability->ability_frame = 'base';
                 $temp_ability->ability_frame_offset = array('x' => 220, 'y' => 0, 'z' => 10);
                 $temp_ability->update_session();
                 $this_battle->events_create($target_robot, $target_robot, $event_header, $event_body, $event_options);
                 // Create and/or increment the session variable for this item increasing its quantity
                 if (empty($_SESSION['GAME']['values']['battle_items'][$temp_item_token])) {
                     $_SESSION['GAME']['values']['battle_items'][$temp_item_token] = 0;
                 }
                 if ($temp_item_quantity < $temp_item_quantity_max) {
                     $_SESSION['GAME']['values']['battle_items'][$temp_item_token] += $item_drop_count;
                 }
                 // If this was a shard, and it was the LAST shard
                 if ($shards_remaining !== false && $shards_remaining < 1) {
                     // Define the new core token and increment value in session
                     $temp_core_token = str_replace('shard', 'core', $temp_item_token);
                     $temp_core_name = str_replace('Shard', 'Core', $temp_item_name);
                     $item_core_info = array('ability_token' => $temp_core_token, 'ability_name' => $temp_core_name, 'ability_type' => $item_reward_info['ability_type']);
                     // Create the temporary ability object for event creation
                     $temp_info['ability_id'] += 1;
                     $temp_info['ability_token'] = $temp_core_token;
                     $temp_core = new rpg_ability($target_player, $target_robot, $temp_info);
                     $temp_core->ability_name = $item_core_info['ability_name'];
                     $temp_core->ability_image = $item_core_info['ability_token'];
                     $temp_core->update_session();
                     // Collect or define the ability variables
                     //$temp_core_token = $item_core_info['ability_token'];
                     //$temp_core_name = $item_core_info['ability_name'];
                     $temp_type_name = !empty($temp_core->ability_type) ? ucfirst($temp_core->ability_type) : 'Neutral';
                     $temp_core_colour = !empty($temp_core->ability_type) ? $temp_core->ability_type : 'none';
                     // Define the max quantity limit for this particular item
                     $temp_core_quantity_max = MMRPG_SETTINGS_ITEMS_MAXQUANTITY;
                     // Create the session variable for this item if it does not exist and collect its value
                     if (empty($_SESSION['GAME']['values']['battle_items'][$temp_core_token])) {
                         $_SESSION['GAME']['values']['battle_items'][$temp_core_token] = 0;
                     }
                     $temp_core_quantity = $_SESSION['GAME']['values']['battle_items'][$temp_core_token];
                     // If this item is already at the quantity limit, skip it entirely
                     if ($temp_core_quantity >= $temp_core_quantity_max) {
                         //$this_battle->events_create(false, false, 'DEBUG', 'max count for '.$temp_core_token.' of '.$temp_core_quantity_max.' has been reached');
                         $_SESSION['GAME']['values']['battle_items'][$temp_core_token] = $temp_core_quantity_max;
                         $temp_core_quantity = $temp_core_quantity_max;
                         return true;
                     }
                     // Display the robot reward message markup
                     $event_header = $temp_core_name . ' Item Fusion';
                     $event_body = rpg_functions::get_random_positive_word() . ' The glowing shards fused to create a new ' . $temp_core->print_name() . '!<br />';
                     $event_body .= $target_player->print_name() . ' added the new core to the inventory.';
                     $event_options = array();
                     $event_options['console_show_target'] = false;
                     $event_options['this_header_float'] = $target_player->player_side;
                     $event_options['this_body_float'] = $target_player->player_side;
                     $event_options['this_ability'] = $temp_core;
                     $event_options['this_ability_image'] = 'icon';
                     $event_options['event_flag_victory'] = true;
                     $event_options['console_show_this_player'] = false;
                     $event_options['console_show_this_robot'] = false;
                     $event_options['console_show_this_ability'] = true;
                     $event_options['canvas_show_this_ability'] = true;
                     $target_player->set_frame($item_reward_key + 1 % 3 == 0 ? 'taunt' : 'victory');
                     $target_robot->robot_frame = $item_reward_key % 2 == 0 ? 'base' : 'taunt';
                     $target_robot->update_session();
                     $temp_core->ability_frame = 'base';
                     $temp_core->ability_frame_offset = array('x' => 220, 'y' => 0, 'z' => 10);
                     $temp_core->update_session();
                     $this_battle->events_create($target_robot, $target_robot, $event_header, $event_body, $event_options);
                     // Create and/or increment the session variable for this item increasing its quantity
                     if (empty($_SESSION['GAME']['values']['battle_items'][$temp_core_token])) {
                         $_SESSION['GAME']['values']['battle_items'][$temp_core_token] = 0;
                     }
                     if ($temp_core_quantity < $temp_core_quantity_max) {
                         $_SESSION['GAME']['values']['battle_items'][$temp_core_token] += 1;
                     }
                     // Set the old shard counter back to zero now that they've fused
                     $_SESSION['GAME']['values']['battle_items'][$temp_item_token] = 0;
                     $temp_item_quantity = 0;
                 }
                 // Return true on success
                 return true;
             }
         }
         // Loop through the ability rewards for this robot if set and NOT demo mode
         if (rpg_game::is_user() && !empty($target_player_rewards['items']) && $this->player->player_id == MMRPG_SETTINGS_TARGET_PLAYERID) {
             $temp_items_index = $db->get_array_list("SELECT * FROM mmrpg_index_abilities WHERE ability_flag_complete = 1;", 'ability_token');
             // Define the default success rate and multiply by the modifier
             $temp_success_value = $this_robot->robot_class == 'master' ? 50 : 25;
             $temp_success_value = ceil($temp_success_value * $temp_chance_multiplier);
             // Empty cores always have item drops
             if (!empty($this_robot->robot_core) && $this_robot->robot_core == 'empty') {
                 $temp_success_value = 100;
             }
             // If the target holds a Fortune Module, increase the chance of dropps
             if ($target_robot->robot_item == 'fortune-module') {
                 $temp_success_value = $temp_success_value * 2;
             }
             // Fix success values over 100
             if ($temp_success_value > 100) {
                 $temp_success_value = 100;
             }
             // Define the failure based on success rate
             $temp_failure_value = 100 - $temp_success_value;
             // Define the dropping result based on rates
             $temp_dropping_result = $temp_success_value == 100 ? 'success' : rpg_functions::weighted_chance(array('success', 'failure'), array($temp_success_value, $temp_failure_value));
             //$this_battle->events_create(false, false, 'DEBUG', '..and the result of the drop ('.$temp_success_value.' / '.$temp_failure_value.') is '.$temp_dropping_result);
             if ($temp_dropping_result == 'success') {
                 $temp_value_total = 0;
                 $temp_count_total = 0;
                 foreach ($target_player_rewards['items'] as $item_reward_key => $item_reward_info) {
                     $temp_value_total += $item_reward_info['chance'];
                     $temp_count_total += 1;
                 }
                 $temp_item_counts = array();
                 $temp_item_tokens = array();
                 $temp_item_weights = array();
                 if ($temp_value_total > 0) {
                     foreach ($target_player_rewards['items'] as $item_reward_key => $item_reward_info) {
                         $temp_item_tokens[] = $item_reward_info['token'];
                         $temp_item_weights[] = ceil($item_reward_info['chance'] / $temp_value_total * 100);
                         $temp_item_counts[$item_reward_info['token']] = isset($item_reward_info['quantity']) ? $item_reward_info['quantity'] : 1;
                     }
                 }
                 $temp_random_item = rpg_functions::weighted_chance($temp_item_tokens, $temp_item_weights);
                 $item_index_info = rpg_ability::parse_index_info($temp_items_index[$temp_random_item]);
                 $item_drop_count = $temp_item_counts[$temp_random_item];
                 temp_player_rewards_items($this_battle, $target_player, $target_robot, $this, $item_reward_key, $item_index_info, $item_drop_count);
             }
         }
     }
     // DEBUG
     //$this_battle->events_create(false, false, 'DEBUG', 'we made it past the experience boosts');
     // If the player has replacement robots and the knocked-out one was active
     if ($this_player->counters['robots_active'] > 0) {
         // Try to find at least one active POSITION robot before requiring a switch
         $has_active_positon_robot = false;
         foreach ($this_player->values['robots_active'] as $key => $robot) {
             //if ($robot['robot_position'] == 'active'){ $has_active_positon_robot = true; }
         }
         // If the player does NOT have an active position robot, trigger a switch
         if (!$has_active_positon_robot) {
             // If the target player is not on autopilot, require input
             if ($this_player->player_autopilot == false) {
                 // Empty the action queue to allow the player switch time
                 $this_battle->actions = array();
             } elseif ($this_player->player_autopilot == true) {
                 // && $this_player->player_next_action != 'switch'
                 // Empty the action queue to allow the player switch time
                 $this_battle->actions = array();
                 // Remove any previous switch actions for this player
                 $backup_switch_actions = $this_battle->actions_extract(array('this_player_id' => $this_player->player_id, 'this_action' => 'switch'));
                 //$this_battle->events_create(false, false, 'DEBUG DEBUG', 'This is a test from inside the dead trigger ['.count($backup_switch_actions).'].');
                 // If there were any previous switches removed
                 if (!empty($backup_switch_actions)) {
                     // If the target robot was faster, it should attack first
                     if ($this_robot->robot_speed > $target_robot->robot_speed) {
                         // Prepend an ability action for this robot
                         $this_battle->actions_prepend($this_player, $this_robot, $target_player, $target_robot, 'ability', '');
                     } else {
                         // Prepend an ability action for this robot
                         $this_battle->actions_append($this_player, $this_robot, $target_player, $target_robot, 'ability', '');
                     }
                 }
                 // Prepend a switch action for the target robot
                 $this_battle->actions_prepend($this_player, $this_robot, $target_player, $target_robot, 'switch', '');
             }
         }
     } else {
         // Trigger a battle complete action
         $this_battle->trigger_complete($target_player, $target_robot, $this_player, $this_robot);
     }
     // Either way, set the hidden flag on the robot
     //if (($this_robot->robot_status == 'disabled' || $this_robot->robot_energy < 1) && $this_robot->robot_position == 'bench'){
     if ($this_robot->robot_status == 'disabled' || $this_robot->robot_energy < 1) {
         //$this_robot->robot_status == 'disabled';
         $this_robot->flags['apply_disabled_state'] = true;
         if ($this_robot->robot_position == 'bench') {
             $this_robot->flags['hidden'] = true;
         }
         $this_robot->update_session();
     }
     // -- ROBOT UNLOCKING STUFF!!! -- //
     // Check if this target winner was a HUMAN player and update the robot database counter for defeats
     if ($target_player->player_side == 'left') {
         // Add this robot to the global robot database array
         if (!isset($_SESSION['GAME']['values']['robot_database'][$this->robot_token])) {
             $_SESSION['GAME']['values']['robot_database'][$this->robot_token] = array('robot_token' => $this->robot_token);
         }
         if (!isset($_SESSION['GAME']['values']['robot_database'][$this->robot_token]['robot_defeated'])) {
             $_SESSION['GAME']['values']['robot_database'][$this->robot_token]['robot_defeated'] = 0;
         }
         $_SESSION['GAME']['values']['robot_database'][$this->robot_token]['robot_defeated']++;
     }
     // Check if this battle has any robot rewards to unlock and the winner was a HUMAN player
     $temp_robot_rewards = $this_battle->get_robot_rewards();
     if ($target_player->player_side == 'left' && !empty($temp_robot_rewards)) {
         // DEBUG
         //$this_battle->events_create(false, false, 'DEBUG_'.__LINE__, $this->robot_token.' | trigger_disabled | battle_rewards_robots = '.count($temp_robot_rewards).'');
         foreach ($temp_robot_rewards as $temp_reward_key => $temp_reward_info) {
             // DEBUG
             //$this_battle->events_create(false, false, 'DEBUG_'.__LINE__, $this->robot_token.' | trigger_disabled | checking '.$this->robot_token.' == '.preg_replace('/\s+/', ' ', print_r($temp_reward_info, true)).'...');
             // Check if this robot was part of the rewards for this battle
             if (!rpg_game::robot_unlocked(false, $temp_reward_info['token']) && $this->robot_token == $temp_reward_info['token']) {
                 // DEBUG
                 //$this_battle->events_create(false, false, 'DEBUG_'.__LINE__, $this->robot_token.' | trigger_disabled | '.$this->robot_token.' == '.$temp_reward_info['token'].' is a match!');
                 // Check if this robot has been attacked with any elemental moves
                 if (!empty($this->history['triggered_damage_types'])) {
                     // Loop through all the damage types and check if they're not empty
                     foreach ($this->history['triggered_damage_types'] as $key => $types) {
                         if (!empty($types)) {
                             // DEBUG
                             //$this_battle->events_create(false, false, 'DEBUG_'.__LINE__, $this->robot_token.' | trigger_disabled | '.$this->robot_token.' was attacked with a '.implode(', ', $types).' type ability!<br />Removing from the battle rewards!');
                             // Generate the robot removed event showing the destruction
                             /*
                             $event_header = $this->robot_name.'&#39;s Data Destroyed';
                             $event_body = $this->print_name().'&#39;s battle data was damaged beyond repair!<br />';
                             $event_body .= $this->print_name().' could not be unlocked for use in battle&hellip;';
                             $event_options = array();
                             $event_options['console_show_target'] = false;
                             $event_options['this_header_float'] = $this_player->player_side;
                             $event_options['this_body_float'] = $this_player->player_side;
                             $event_options['console_show_this_player'] = false;
                             $event_options['console_show_this_robot'] = true;
                             $this_robot->robot_frame = 'defeat';
                             $this_robot->update_session();
                             $this_battle->events_create($this, false, $event_header, $event_body, $event_options);
                             */
                             // Remove this robot from the battle rewards array
                             unset($temp_robot_rewards[$temp_reward_key]);
                             // Break, we know all we need to
                             break;
                         }
                     }
                 }
                 // If this robot is somehow still a reward, print a message showing a good job
                 if (!empty($temp_robot_rewards[$temp_reward_key])) {
                     // Collect this reward's information
                     $robot_reward_info = $temp_robot_rewards[$temp_reward_key];
                     // Collect or define the robot points and robot rewards variables
                     //$this_robot_token = $robot_reward_info['token'];
                     $this_robot_level = !empty($robot_reward_info['level']) ? $robot_reward_info['level'] : 1;
                     $this_robot_experience = !empty($robot_reward_info['experience']) ? $robot_reward_info['experience'] : 0;
                     $this_robot_rewards = !empty($robot_info['robot_rewards']) ? $robot_info['robot_rewards'] : array();
                     // Create the temp new robot for the player
                     //$temp_index_robot = rpg_robot::get_index_info($this_robot_token);
                     $temp_index_robot['robot_id'] = MMRPG_SETTINGS_TARGET_PLAYERID * 2;
                     $temp_index_robot['robot_level'] = $this_robot_level;
                     $temp_index_robot['robot_experience'] = $this_robot_experience;
                     $temp_unlocked_robot = new rpg_robot($target_player, $temp_index_robot);
                     // Automatically unlock this robot for use in battle
                     //$temp_unlocked_player = $mmrpg_index['players'][$target_player->player_token];
                     rpg_game::unlock_robot($temp_unlocked_player, $temp_index_robot, true, true);
                     // Display the robot reward message markup
                     //$event_header = $temp_unlocked_robot->robot_name.' Unlocked';
                     $event_body = rpg_functions::get_random_positive_word() . ' ' . $target_player->print_name() . ' unlocked new robot data!<br />';
                     $event_body .= $temp_unlocked_robot->print_name() . ' can now be used in battle!';
                     $event_options = array();
                     $event_options['console_show_target'] = false;
                     $event_options['this_header_float'] = $target_player->player_side;
                     $event_options['this_body_float'] = $target_player->player_side;
                     $event_options['this_robot_image'] = 'mug';
                     $temp_unlocked_robot->robot_frame = 'base';
                     $temp_unlocked_robot->update_session();
                     $this_battle->events_create($temp_unlocked_robot, false, $event_header, $event_body, $event_options);
                 }
                 // Update the battle with robot reward changes
                 $temp_robot_rewards = array_values($temp_robot_rewards);
                 $this_battle->set_robot_rewards($temp_robot_rewards);
             }
         }
     }
     // Return true on success
     return true;
 }
Esempio n. 2
0
<?php

/*
 * DEMO ROBOT SELECT
 */
if (!empty($_SESSION[$session_token]['DEMO'])) {
    // Only show robot select if the player has more than two robots
    if (rpg_game::robots_unlocked('dr-light') > 3) {
        // Print out the demo mode's robot select screen for Dr. Light
        echo '<div class="option_wrapper option_wrapper_hidden" data-condition="this_player_token=dr-light">' . "\n";
        if (defined('MMRPG_SCRIPT_REQUEST')) {
            echo $prototype_data['demo']['robots_markup'] . "\n";
        } else {
            echo '<a class="option option_sticky option_1x4 option_this-team-select option_disabled block_9" data-parent="true" data-token="" style=""><div class="platform"><div class="chrome"><div class="inset"><label class="has_image" style="width: 100px; margin-left: 70%; padding-left: 0;"><span class="single"><span class="count">0/8 Select</span><span class="arrow">&nbsp;</span></span></label></div></div></div></a>' . "\n";
        }
        echo '</div>' . "\n";
    }
} else {
    // Only print out Light's data if conditions allow or do not exist
    if (empty($this_data_condition) || in_array('this_player_token=dr-light', $this_data_condition)) {
        // Print out the normal mode's robot select screen for Dr. Light
        if ($unlock_flag_light) {
            echo '<div class="option_wrapper option_wrapper_hidden" data-condition="this_player_token=dr-light">' . "\n";
            if (defined('MMRPG_SCRIPT_REQUEST')) {
                echo $prototype_data['dr-light']['robots_markup'] . "\n";
            } else {
                echo '<a class="option option_sticky option_1x4 option_this-team-select option_disabled block_9" data-parent="true" data-token="" style=""><div class="platform"><div class="chrome"><div class="inset"><label class="has_image" style=""><span class="single"><span class="count">0/8 Select</span><span class="arrow">&nbsp;</span></span></label></div></div></div></a>' . "\n";
            }
            echo '</div>' . "\n";
        }
    }
Esempio n. 3
0
define('MMRPG_REMOTE_SKIP_STARS', true);
require(MMRPG_CONFIG_ROOTDIR.'frames/remote_top.php');

// Collect the session token
$session_token = rpg_game::session_token();


// Collect the editor flag if set
$global_allow_editing = isset($_GET['edit']) && $_GET['edit'] == 'false' ? false : true;

// Collect the number of completed battles for each player
$unlock_flag_light = rpg_game::player_unlocked('dr-light');
$battles_complete_light = $unlock_flag_light ? rpg_prototype::battles_complete('dr-light') : 0;
$unlock_flag_wily = rpg_game::player_unlocked('dr-wily');
$battles_complete_wily = $unlock_flag_wily ? rpg_prototype::battles_complete('dr-wily') : 0;
$unlock_flag_cossack = rpg_game::player_unlocked('dr-cossack');
$battles_complete_cossack = $unlock_flag_cossack ? rpg_prototype::battles_complete('dr-cossack') : 0;
$prototype_complete_flag = rpg_prototype::campaign_complete();

// Count the number of players unlocked
$unlock_count_players = 0;
if ($unlock_flag_light){ $unlock_count_players++; }
if ($unlock_flag_wily){ $unlock_count_players++; }
if ($unlock_flag_cossack){ $unlock_count_players++; }

// Define a reference to the game's session flag variable
if (empty($_SESSION[$session_token]['flags']['events'])){ $_SESSION[$session_token]['flags']['events'] = array(); }
$temp_game_flags = &$_SESSION[$session_token]['flags']['events'];

// Require the appropriate database files
define('DATA_DATABASE_SHOW_CACHE', true);
Esempio n. 4
0
gameSettings.pointsUnlocked = <?= !empty($_SESSION['GAME']['counters']['battle_points']) ? $_SESSION['GAME']['counters']['battle_points'] : 0 ?>;
gameSettings.fadeIn = true;
gameSettings.demo = <?= $_SESSION['GAME']['DEMO'] ?>;
gameSettings.wapFlag = <?= $flag_wap ? 'true' : 'false' ?>;
gameSettings.cacheTime = '<?= MMRPG_CONFIG_CACHE_DATE?>';
gameSettings.startLink = '<?= $prototype_start_link ?>';
gameSettings.windowEventsCanvas = [];
gameSettings.windowEventsMessages = [];
gameSettings.totalPlayerOptions = <?= $unlock_count_players ?>;
gameSettings.prototypeBannerKey = 0;
gameSettings.prototypeBanners = ['prototype-banners_title-screen_01.gif'];
// Define any preset menu selections
battleOptions['this_player_id'] = <?= $this_userid ?>;
<?php if(rpg_game::is_demo()): ?>
  battleOptions['this_player_token'] = 'dr-light';
  <?php if(rpg_game::robots_unlocked('dr-light') == 3): ?>
    battleOptions['this_player_robots'] = '103_mega-man,104_bass,105_proto-man';
  <?endif;?>
<?php else: ?>
  <?php if(!empty($_SESSION['GAME']['battle_settings']['this_player_token'])): ?>
    battleOptions['this_player_token'] = '<?= $_SESSION['GAME']['battle_settings']['this_player_token']?>';
  <?php elseif($unlock_count_players < 2): ?>
    battleOptions['this_player_token'] = 'dr-light';
  <?php endif; ?>
<?php endif; ?>
// Create the document ready events
$(document).ready(function(){

  <?php if($prototype_start_link == 'home' && empty($_SESSION['GAME']['battle_settings']['this_player_token'])): ?>
    // Start playing the title screen music
    parent.mmrpg_music_load('misc/player-select', true, false);
Esempio n. 5
0
//$this_graph_data['image'] = MMRPG_CONFIG_ROOTURL.'images/assets/mmrpg-prototype-logo.png';
//$this_graph_data['type'] = 'website';
// Define the MARKUP variables for this page
$this_markup_header = 'Mega Man RPG World Community';
// Generate field lists for the relevant community database tables
$db_category_fields = rpg_website::get_category_fields(true, 'categories');
$db_thread_fields = rpg_website::get_thread_fields(true, 'threads');
$db_post_fields = rpg_website::get_post_fields(true, 'posts');
$db_role_fields = rpg_user_role::get_fields(true, 'roles');
$db_user_fields = rpg_user::get_fields(true, 'users');
/*
 * COLLECT FORMACTIONS
 */
// Collect this player's battle point total
if (empty($_SESSION[rpg_game::session_token()]['DEMO'])) {
    $community_battle_points = rpg_game::battle_points();
} else {
    $community_battle_points = 0;
}
// Collect all the categories from the index
$this_categories_index = rpg_website::community_index();
$this_categories_index_tokens = array();
foreach ($this_categories_index as $token => $info) {
    $this_categories_index_tokens[$info['category_id']] = $token;
}
// Include the community form actions
require_once 'pages/community_actions.php';
/*
 * COLLECT INDEXES
 */
// Define the view based on available data
Esempio n. 6
0
    }
    ?>
        </div>

      </form>

  </div>

<?php 
} elseif ($this_action == 'game') {
    ?>

  <?php 
    // Define the temp game flags
    $this_playerinfo = $this_userinfo;
    $temp_show_players = rpg_game::players_unlocked() > 1 ? true : false;
    $temp_show_starforce = rpg_prototype::campaign_complete() ? true : false;
    $temp_colour_token = !empty($this_playerinfo['user_colour_token']) ? $this_playerinfo['user_colour_token'] : 'none';
    ?>

  <h2 class="subheader field_type_<?php 
    echo MMRPG_SETTINGS_CURRENT_FIELDTYPE;
    ?>
">My Account &raquo; <?php 
    echo $html_header_title;
    ?>
</h2>

  <div class="subbody" style="padding-left: 15px; margin-bottom: 2px; ">
    <?php 
    echo !strstr($html_header_text, '</p>') ? '<p class="text">' . $html_header_text . '</p>' : $html_header_text;
Esempio n. 7
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 public static function print_editor_select_markup($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(' ', '&nbsp;', $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 . ');">' . $ability_info_title_html . '<span class="arrow">&#8711;</span></label>';
     //if ($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;
 }
Esempio n. 8
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            $('.form .buttons').append('<input class="button button_submit" type="submit" value="Submit" />');
        <? endif; ?>
        <? if(false && MMRPG_CONFIG_IS_LIVE): ?>
            // Add the Facebook like and page buttons to the predefined areas
            $('#header_social_facebook').append('<iframe src="//www.facebook.com/plugins/like.php?href=http%3A%2F%2Fmegamanpoweredup.net%2Frpg2k11%2F&amp;send=false&amp;layout=button_count&amp;width=100&amp;show_faces=false&amp;font&amp;colorscheme=light&amp;action=like&amp;height=21&amp;appId=409819409099131" scrolling="no" frameborder="0" style="border:none; overflow:hidden; width:100px; height:21px;" allowTransparency="true"></iframe>');
            $('#header_social_google').append('<div class="g-plusone" data-annotation="none" data-href="<?= MMRPG_CONFIG_ROOTURL ?>"></div>');
            // Initiate the +1 button
            (function() {
                var po = document.createElement('script'); po.type = 'text/javascript'; po.async = true;
                po.src = 'https://apis.google.com/js/plusone.js';
                var s = document.getElementsByTagName('script')[0]; s.parentNode.insertBefore(po, s);
                })();
        <? endif; ?>
        <? if(!empty($this_markup_jsready)): ?>
            <?= $this_markup_jsready."\n" ?>
        <? endif; ?>
    });
    </script>
    <?php
    // Require the remote bottom in case we're in viewer mode
    require(MMRPG_CONFIG_ROOTDIR.'includes/analytics.php');
    ?>
</body>
</html>
<?php
// If we're NOT in demo mode, automatically update the date-accessed for their database entry
if (rpg_game::is_user()){
    $temp_query = 'UPDATE mmrpg_users SET user_date_accessed = '.time().' WHERE user_id = '.$_SESSION['GAME']['USER']['userid'];
    $temp_result = $db->query($temp_query);
}
?>
 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%;">&#8734;</span>' : $this_robot_experience;
         $this_robot_experience_title = $this_robot_level >= 100 ? '&#8734;' : $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;">&hearts;</span>' : '';
         $this_robot_name .= $text_robot_special ? ' <span style="position: relative; bottom: 2px; font-size: 9px;" title="Congratulations!!! :D">&#9733;</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 />', '&#10;', $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>';
         $this_option_label .= '<span class="arrow">&#9658;</span>';
         //$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>&nbsp;</label></div></div></div>';
                 $this_robots_markup .= '</a>' . "\r\n";
             }
         }
     }
     // Return the generated markup
     return $this_robots_markup;
 }
Esempio n. 10
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// Collect this player's index data if available
if (!empty($this_player_token) && isset($mmrpg_index['players'][$this_player_token])) {
    $this_player_data = $mmrpg_index['players'][$this_player_token];
    if (empty($this_player_data['user_id'])) {
        $this_player_data['user_id'] = $this_userid;
    }
    if (empty($this_player_data['player_id'])) {
        $this_player_id = !empty($this_player_id) ? $this_player_id : $this_userid;
        $this_player_data['player_id'] = $this_player_id;
    }
    if (!empty($this_player_robots)) {
        $allowed_robots = strstr($this_player_robots, ',') ? explode(',', $this_player_robots) : array($this_player_robots);
        foreach ($this_player_data['player_robots'] as $key => $data) {
            if (!in_array($data['robot_id'] . '_' . $data['robot_token'], $allowed_robots)) {
                unset($this_player_data['player_robots'][$key]);
            } elseif (!rpg_game::robot_unlocked($this_player_token, $data['robot_token'])) {
                unset($allowed_robots[array_search($data['robot_id'] . '_' . $data['robot_token'], $allowed_robots)]);
                unset($this_player_data['player_robots'][$key]);
            }
        }
        $this_player_robots = implode(',', $allowed_robots);
        $this_player_data['player_robots'] = array_values($this_player_data['player_robots']);
    }
} else {
    $this_player_data = false;
}
// Collect the target player's index data if available
if (!empty($target_player_token) && isset($mmrpg_index['players'][$target_player_token])) {
    $target_player_data = $mmrpg_index['players'][$target_player_token];
    if (empty($target_player_data['user_id'])) {
        $target_player_data['user_id'] = MMRPG_SETTINGS_TARGET_PLAYERID;
Esempio n. 11
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}
// -- COLLECT ENVIRONMENT VARIABLES -- //
// Collect the field stars from the session variable
if (!isset($_SESSION[$session_token]['values']['battle_shops'])) {
    $_SESSION[$session_token]['values']['battle_shops'] = array();
}
$this_battle_shops = !empty($_SESSION[$session_token]['values']['battle_shops']) ? $_SESSION[$session_token]['values']['battle_shops'] : array();
$this_battle_shops_count = !empty($this_battle_shops) ? count($this_battle_shops) : 0;
// Define the array to hold all the item quantities
$global_item_quantities = array();
$global_item_prices = array();
$global_zenny_counter = !empty($_SESSION[$session_token]['counters']['battle_zenny']) ? $_SESSION[$session_token]['counters']['battle_zenny'] : 0;
$global_points_counter = !empty($_SESSION[$session_token]['counters']['battle_points']) ? $_SESSION[$session_token]['counters']['battle_points'] : 0;
// Define the global counters for unlocked robot cores and ability types
$global_unlocked_robots = rpg_game::robot_tokens_unlocked();
$global_unlocked_abilities = rpg_game::ability_tokens_unlocked();
$global_unlocked_items = !empty($_SESSION[$session_token]['values']['battle_items']) ? $_SESSION[$session_token]['values']['battle_items'] : array();
$global_unlocked_robots_cores = array();
$global_unlocked_abilities_types = array();
$global_unlocked_items_tokens = !empty($global_unlocked_items) ? array_keys($global_unlocked_items) : 0;
// Create type counters for each element
if (!empty($mmrpg_database_types)) {
    foreach ($mmrpg_database_types as $type => $info) {
        $global_unlocked_robots_cores[$type] = 0;
        $global_unlocked_abilities_types[$type] = 0;
    }
}
// Loop through robots and count the number of cores represented
if (!empty($global_unlocked_robots)) {
    foreach ($global_unlocked_robots as $token) {
        if (!isset($mmrpg_database_robots[$token])) {
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;
    }
}
Esempio n. 13
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                 $html_form_verified = false;
                 $html_form_show_coppa = true;
             }
             // The password was correct! Update the session with these credentials
             $_SESSION['GAME']['DEMO'] = 0;
             $_SESSION['GAME']['USER'] = $this_user;
             // Load the save file into memory and overwrite the session
             rpg_game::load_session($temp_database_user['user_id']);
             // If this is an old, unused save file, reset the game automatically
             if (empty($_SESSION['GAME']['counters']['battle_points']) || empty($_SESSION['GAME']['values']['battle_rewards'])) {
                 rpg_game::reset_session();
             }
             // Update the file with the coppa approval flag and birthdate
             $_SESSION['GAME']['USER']['dateofbirth'] = strtotime($_REQUEST['dateofbirth']);
             $_SESSION['GAME']['USER']['approved'] = 1;
             rpg_game::save_session($temp_database_user['user_id']);
             // Update the form markup, then break from the loop
             $file_has_updated = true;
             break;
         }
     }
     // Break from the POST loop
     break;
 }
 // Update the header markup title
 $html_header_title .= 'Load Existing Game File';
 // Update the header markup text
 $html_header_text .= 'Please enter the username and password of your save file below. ';
 $html_header_text .= 'Passwords are case-sensitive, though usernames are not.';
 if ($html_form_show_coppa) {
     $html_header_text .= '<br /> Your date of birth must now be confirmed in accordance with <a href="http://www.coppa.org/" target="_blank">COPPA</a> guidelines.';
Esempio n. 14
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$prototype_tooltip_index[] = 'If a robot has a weakness to either of a recovery ability\'s types, that robot will receive damage from that ability in battle instead.';
$prototype_tooltip_index[] = 'If a robot has an affinity to either of a damaging ability\'s types, that robot will receive recovery from that ability in battle instead.';
$prototype_tooltip_index[] = 'The Buster Shot is unique in that it requires zero Weapon Energy to use in battle.  Very useful when you\'re out of ammo and need to recharge!';
$prototype_tooltip_index[] = 'Elemental abilities are powerful but can damage the target robot\'s data.  Defeat key robots using only neutral abilities to unlock them for battle!';
//$prototype_tooltip_index[] = '';
//$prototype_tooltip_index[] = '';
//$prototype_tooltip_index[] = '';
//$prototype_tooltip_index[] = '';
//$prototype_tooltip_index[] = '';
//$prototype_tooltip_index[] = '';
if (!empty($_SESSION[rpg_game::session_token()]['DEMO'])) {
    // Define the demo-mode specific player tooltips
    $prototype_tooltip_index[] = 'Progress cannot be saved in the demo mode, but creating a new save file will let you start your adventure with any points earned thus far.';
} else {
    // Define the normal mode tooltips
    $unlock_count_players = rpg_game::players_unlocked();
    $prototype_tooltip_index[] = 'Benched robots take reduced damage based on their distance from the attacker. Use this to your advantage and put your weakest in the back!';
    $prototype_tooltip_index[] = 'Equip as many abilities as you can - there is no penalty for having multiple weapons and it\'s always better to be prepared for battle.';
    $prototype_tooltip_index[] = 'The enemy robots that appear in battle grow in level as you progress through the game, so replay old missions if you\'re having a hard time.';
    $prototype_tooltip_index[] = 'Most missions can be replayed any number of times and the robots that appear in them will grow by one level with each victory.';
    $prototype_tooltip_index[] = 'Revived robot masters can be unlocked for use in battle if defeated using only Neutral type abilities like the Buster Shot or Mega Buster.';
    if ($unlock_count_players >= 2) {
        $prototype_tooltip_index[] = 'Robots can be tranferred between players by clicking the player name in the robot editor and selecting the new owner from the dropdown.';
        $prototype_tooltip_index[] = 'Transferred robots receive twice the experience points in battle, but do not benefit from player-based stat bonuses to attack, defense, or speed.';
    }
}
// Count the number of battle tips generated
$this_tooltip_count = !empty($prototype_tooltip_index) ? count($prototype_tooltip_index) : 0;
?>
<!DOCTYPE html>
<html>
    // Only process if the Mega Buster has not yet been unlocked
    if ($_SESSION['GAME']['values']['battle_rewards']['dr-light']['player_points'] <= 0) {
        // Increase this player's score by 10,000 points
        $temp_bonus_points = 10000;
        $_SESSION['GAME']['counters']['battle_points'] += $temp_bonus_points;
        $_SESSION['GAME']['values']['battle_rewards']['dr-light']['player_points'] += $temp_bonus_points;
        // Unlock the Copy Shot for use in battle early
        rpg_game::unlock_ability($mmrpg_index['players']['dr-light'], false, array('ability_token' => 'copy-shot'), true);
        // Reset and return to the main menu
        header('Location: prototype.php');
        exit;
    }
}
// If the UNLOCK BUBBLE BOMB password was created
if (!empty($temp_flags['drlight_password_abilitygetbubblebombsaway'])) {
    if (!rpg_game::ability_unlocked('dr-light', false, 'bubble-bomb')) {
        // Unlock Bubble Bomb as an equippable ability
        rpg_game::unlock_ability($mmrpg_index['players']['dr-light'], false, array('ability_token' => 'bubble-bomb'), true);
        header('Location: prototype.php');
        exit;
    }
}
// If the UNLOCK SHADOW BLADE password was created
if (!empty($temp_flags['drlight_password_abilitygetcutterofdarkness'])) {
    if (!rpg_game::ability_unlocked('dr-light', false, 'shadow-blade')) {
        // Unlock Shadow Blade as an equippable ability
        rpg_game::unlock_ability($mmrpg_index['players']['dr-light'], false, array('ability_token' => 'shadow-blade'), true);
        header('Location: prototype.php');
        exit;
    }
}
        $player_ability_rewards = $_SESSION[$session_token]['values']['battle_abilities'];
    } elseif (!empty($player_rewards['player_abilities'])) {
        $player_ability_rewards = array('buster-shot' => array('ability_token' => 'buster-shot'));
    }
    // Create a fake player and robot to pass the info check
    $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) {
    ?>
Esempio n. 17
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if (!empty($_SESSION[$session_token]['DEMO'])) {
    // Include the demo mode options and markup
    require MMRPG_CONFIG_ROOTDIR . 'prototype/demo_menu.php';
} else {
    // Require the omega factors
    require MMRPG_CONFIG_ROOTDIR . 'prototype/omega.php';
    // Do not process any events while we're in javascript mode
    if (!defined('MMRPG_SCRIPT_REQUEST')) {
        // Include the demo mode options and markup
        require MMRPG_CONFIG_ROOTDIR . 'prototype/unlocks.php';
    }
    /*
     * MENU MARKUP
     */
    // DEMO MENU OPTIONS
    if (!empty($_SESSION[rpg_game::session_token()]['DEMO'])) {
        // Only print out Light's data if conditions allow or do not exist
        if (empty($this_data_condition) || in_array('this_player_token=dr-light', $this_data_condition)) {
            // Include the light mode options and markup
            if ($unlock_flag_light) {
                require MMRPG_CONFIG_ROOTDIR . 'prototype/dr-light_menu.php';
            }
        }
    } else {
        // Only print out Light's data if conditions allow or do not exist
        if (empty($this_data_condition) || $this_data_select == 'this_player_token' || in_array('this_player_token=dr-light', $this_data_condition)) {
            // Include the light mode options and markup
            if ($unlock_flag_light) {
                require MMRPG_CONFIG_ROOTDIR . 'prototype/dr-light_menu.php';
            }
        }
Esempio n. 18
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    exit;
}
// Require the PASSWORDS file for this player
if (!defined('MMRPG_SCRIPT_REQUEST')) {
    require 'prototype_dr-xxx_passwords.php';
}
// Require the MISSIONS file for this player
require 'prototype_dr-xxx_missions.php';
// Define the robot options and counter for this mode
if (empty($_SESSION['PROTOTYPE_TEMP'][$this_prototype_data['this_player_token'] . '_robot_options'])) {
    $this_prototype_data['robot_options'] = !empty($mmrpg_index['players'][$this_prototype_data['this_player_token']]['player_robots']) ? $mmrpg_index['players'][$this_prototype_data['this_player_token']]['player_robots'] : array();
    foreach ($this_prototype_data['robot_options'] as $key => $info) {
        if (!rpg_game::robot_unlocked($this_prototype_data['this_player_token'], $info['robot_token'])) {
            unset($this_prototype_data['robot_options'][$key]);
        } else {
            $temp_settings = rpg_game::robot_settings($this_prototype_data['this_player_token'], $info['robot_token']);
            $this_prototype_data['robot_options'][$key]['original_player'] = !empty($temp_settings['original_player']) ? $temp_settings['original_player'] : $this_prototype_data['this_player_token'];
            $this_prototype_data['robot_options'][$key]['robot_abilities'] = !empty($temp_settings['robot_abilities']) ? $temp_settings['robot_abilities'] : array();
            $this_prototype_data['robot_options'][$key]['robot_item'] = !empty($temp_settings['robot_item']) ? $temp_settings['robot_item'] : '';
        }
    }
    $this_prototype_data['robot_options'] = array_values($this_prototype_data['robot_options']);
    usort($this_prototype_data['robot_options'], array('rpg_prototype', 'sort_robots_position'));
    $_SESSION['PROTOTYPE_TEMP'][$this_prototype_data['this_player_token'] . '_robot_options'] = $this_prototype_data['robot_options'];
} else {
    $this_prototype_data['robot_options'] = $_SESSION['PROTOTYPE_TEMP'][$this_prototype_data['this_player_token'] . '_robot_options'];
}
// Generate the markup for this player's robot select screen
$this_prototype_data['robots_markup'] = rpg_prototype::robot_select_markup($this_prototype_data);
// Generate the markup for any leftover player missions
$this_prototype_data['missions_markup'] .= rpg_prototype::options_markup($this_prototype_data['battle_options'], $this_prototype_data['this_player_token']);
Esempio n. 19
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<?php

// Require the application top file
require_once '../_top.php';
// Require the leaderboard data file
require_once '../data/leaderboard.php';
// Collect the session token
$session_token = rpg_game::session_token();
?>
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8" />
<title><?php 
echo !MMRPG_CONFIG_IS_LIVE ? '@ ' : '';
?>
View Leaderboard | Mega Man RPG World Last Updated <?php 
echo preg_replace('#([0-9]{4})([0-9]{2})([0-9]{2})-([0-9]{2})#', '$1/$2/$3', MMRPG_CONFIG_CACHE_DATE);
?>
</title>
<base href="<?php 
echo MMRPG_CONFIG_ROOTURL;
?>
" />
<meta name="robots" content="noindex,nofollow" />
<meta name="format-detection" content="telephone=no" />
<link type="text/css" href="styles/master.css?<?php 
echo MMRPG_CONFIG_CACHE_DATE;
?>
" rel="stylesheet" />
<link type="text/css" href="styles/prototype.css?<?php 
Esempio n. 20
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 public static function print_editor_select_markup($item_rewards_options, $player_info, $robot_info, $item_info, $item_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_items;
     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_item_rewards, $player_robot_database, $temp_robot_totals, $player_options_markup, $item_options_markup;
     global $mmrpg_database_items;
     global $session_token;
     // Require the function file
     $this_select_markup = '';
     // Collect values for potentially missing global variables
     if (!isset($session_token)) {
         $session_token = rpg_game::session_token();
     }
     if (empty($robot_info)) {
         return false;
     }
     if (empty($item_info)) {
         return false;
     }
     $item_info_token = $item_info['item_token'];
     $item_info_count = !empty($_SESSION[$session_token]['values']['battle_items'][$item_info_token]) ? $_SESSION[$session_token]['values']['battle_items'][$item_info_token] : 0;
     $item_info_name = $item_info['item_name'];
     $item_info_type = !empty($item_info['item_type']) ? $item_info['item_type'] : false;
     $item_info_type2 = !empty($item_info['item_type2']) ? $item_info['item_type2'] : false;
     if (!empty($item_info_type) && !empty($mmrpg_index['types'][$item_info_type])) {
         $item_info_type = $mmrpg_index['types'][$item_info_type]['type_name'] . ' Type';
         if (!empty($item_info_type2) && !empty($mmrpg_index['types'][$item_info_type2])) {
             $item_info_type = str_replace(' Type', ' / ' . $mmrpg_index['types'][$item_info_type2]['type_name'] . ' Type', $item_info_type);
         }
     } else {
         $item_info_type = '';
     }
     $item_info_energy = isset($item_info['item_energy']) ? $item_info['item_energy'] : 4;
     $item_info_damage = !empty($item_info['item_damage']) ? $item_info['item_damage'] : 0;
     $item_info_damage2 = !empty($item_info['item_damage2']) ? $item_info['item_damage2'] : 0;
     $item_info_damage_percent = !empty($item_info['item_damage_percent']) ? true : false;
     $item_info_damage2_percent = !empty($item_info['item_damage2_percent']) ? true : false;
     if ($item_info_damage_percent && $item_info_damage > 100) {
         $item_info_damage = 100;
     }
     if ($item_info_damage2_percent && $item_info_damage2 > 100) {
         $item_info_damage2 = 100;
     }
     $item_info_recovery = !empty($item_info['item_recovery']) ? $item_info['item_recovery'] : 0;
     $item_info_recovery2 = !empty($item_info['item_recovery2']) ? $item_info['item_recovery2'] : 0;
     $item_info_recovery_percent = !empty($item_info['item_recovery_percent']) ? true : false;
     $item_info_recovery2_percent = !empty($item_info['item_recovery2_percent']) ? true : false;
     if ($item_info_recovery_percent && $item_info_recovery > 100) {
         $item_info_recovery = 100;
     }
     if ($item_info_recovery2_percent && $item_info_recovery2 > 100) {
         $item_info_recovery2 = 100;
     }
     $item_info_accuracy = !empty($item_info['item_accuracy']) ? $item_info['item_accuracy'] : 0;
     $item_info_description = !empty($item_info['item_description']) ? $item_info['item_description'] : '';
     $item_info_description = str_replace('{DAMAGE}', $item_info_damage, $item_info_description);
     $item_info_description = str_replace('{RECOVERY}', $item_info_recovery, $item_info_description);
     $item_info_description = str_replace('{DAMAGE2}', $item_info_damage2, $item_info_description);
     $item_info_description = str_replace('{RECOVERY2}', $item_info_recovery2, $item_info_description);
     $item_info_class_type = !empty($item_info['item_type']) ? $item_info['item_type'] : 'none';
     if (!empty($item_info['item_type2'])) {
         $item_info_class_type = $item_info_class_type != 'none' ? $item_info_class_type . '_' . $item_info['item_type2'] : $item_info['item_type2'];
     }
     $item_info_title = rpg_item::print_editor_title_markup($robot_info, $item_info);
     $item_info_title_plain = strip_tags(str_replace('<br />', '//', $item_info_title));
     $item_info_title_tooltip = htmlentities($item_info_title, ENT_QUOTES, 'UTF-8');
     $item_info_title_html = str_replace(' ', '&nbsp;', $item_info_name);
     $item_info_title_html .= '<span class="count">x ' . $item_info_count . '</span>';
     $temp_select_options = str_replace('value="' . $item_info_token . '"', 'value="' . $item_info_token . '" selected="selected" disabled="disabled"', $item_rewards_options);
     $item_info_title_html = '<label style="background-image: url(i/i/' . $item_info_token . '/il40.png?' . MMRPG_CONFIG_CACHE_DATE . ');">' . $item_info_title_html . '</label>';
     //if ($global_allow_editing){ $item_info_title_html .= '<select class="item_name" data-key="'.$item_key.'" data-player="'.$player_info['player_token'].'" data-robot="'.$robot_info['robot_token'].'">'.$temp_select_options.'</select>'; }
     $this_select_markup = '<a class="item_name type type_' . $item_info_class_type . '" style="' . (!$global_allow_editing ? 'cursor: default; ' : '') . '" data-key="' . $item_key . '" data-player="' . $player_info['player_token'] . '" data-robot="' . $robot_info['robot_token'] . '" data-item="' . $item_info_token . '" data-count="' . $item_info_count . '" title="' . $item_info_title_plain . '" data-tooltip="' . $item_info_title_tooltip . '">' . $item_info_title_html . '</a>';
     // Return the generated select markup
     return $this_select_markup;
 }
Esempio n. 21
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 // Display the prototype complete message, showing Dr. Cossack and Proto Man
 $temp_event_flag = 'dr-cossack_event-99_prototype-complete-new';
 if (empty($temp_game_flags['events'][$temp_event_flag])) {
     $temp_game_flags['events'][$temp_event_flag] = true;
     // Define the player's battle points total, battles complete, and other details
     $player_token = 'dr-cossack';
     $player_info = $mmrpg_index['players'][$player_token];
     $player_info['player_points'] = rpg_game::player_points($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
     $player_info['player_experience'] = 0;
     if (!empty($_SESSION[$session_token]['values']['battle_rewards'])) {
         foreach ($_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) {
Esempio n. 22
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*/
// -- COLLECT SETTINGS DATA -- //
// 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 the player's robot favourites
$player_robot_favourites = rpg_game::robot_favourites();
if (empty($player_robot_favourites)) {
    $player_robot_favourites = array();
}
// Collect the player's robot database
$player_robot_database = rpg_game::robot_database();
if (empty($player_robot_database)) {
    $player_robot_database = array();
}
// Include the functions file for the editor
require 'robots_functions.php';
// Manually refresh all the editor arrays
refresh_editor_arrays();
// -- PROCESS PLAYER ACTION -- //
// Check if an action request has been sent with an player type
if (!empty($_REQUEST['action']) && $_REQUEST['action'] == 'player') {
    require 'robots_action-player.php';
}
// -- PROCESS ABILITY ACTION -- //
// Check if an action request has been sent with an ability type
if (!empty($_REQUEST['action']) && $_REQUEST['action'] == 'ability') {
Esempio n. 23
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 $battle_complete_counter_wily = $unlock_flag_wily ? rpg_prototype::battles_complete('dr-wily') : 0;
 $battle_failure_counter_wily = $unlock_flag_wily ? rpg_prototype::battles_failure('dr-wily') : 0;
 //$battle_complete_counter_wily_total = $unlock_flag_light ? rpg_prototype::battles_complete('dr-wily', false) : 0;
 //$battle_failure_counter_wily_total = $unlock_flag_light ? rpg_prototype::battles_failure('dr-wily', false) : 0;
 $prototype_complete_flag_wily = $unlock_flag_wily ? rpg_prototype::campaign_complete('dr-wily') : false;
 if ($unlock_flag_wily && !$prototype_complete_flag_wily && $battle_complete_counter_wily >= 17) {
     $_SESSION[$session_token]['flags']['prototype_events']['dr-wily']['prototype_complete'] = $prototype_complete_flag_wily = true;
 }
 // Collect the counters and flags for Dr. Cossack
 $unlock_flag_cossack = rpg_game::player_unlocked('dr-cossack');
 $point_counter_cossack = $unlock_flag_cossack ? rpg_game::player_points('dr-cossack') : 0;
 $robot_counter_cossack = $unlock_flag_cossack ? rpg_game::robots_unlocked('dr-cossack') : 0;
 if (empty($this_data_condition) || $this_data_select == 'this_player_token' || in_array('this_player_token=dr-cossack', $this_data_condition)) {
     $ability_counter_cossack = $unlock_flag_cossack ? rpg_game::abilities_unlocked('dr-cossack') : 0;
     $star_counter_cossack = $unlock_flag_cossack ? rpg_game::stars_unlocked('dr-cossack') : 0;
     $core_counter_cossack = $unlock_flag_cossack ? rpg_game::cores_unlocked('dr-cossack') : 0;
 }
 $battle_complete_counter_cossack = $unlock_flag_cossack ? rpg_prototype::battles_complete('dr-cossack') : 0;
 $battle_failure_counter_cossack = $unlock_flag_cossack ? rpg_prototype::battles_failure('dr-cossack') : 0;
 //$battle_complete_counter_cossack_total = $unlock_flag_light ? rpg_prototype::battles_complete('dr-cossack', false) : 0;
 //$battle_failure_counter_cossack_total = $unlock_flag_light ? rpg_prototype::battles_failure('dr-cossack', false) : 0;
 $prototype_complete_flag_cossack = $unlock_flag_cossack ? rpg_prototype::campaign_complete('dr-cossack') : false;
 if ($unlock_flag_cossack && !$prototype_complete_flag_cossack && $battle_complete_counter_cossack >= 17) {
     $_SESSION[$session_token]['flags']['prototype_events']['dr-cossack']['prototype_complete'] = $prototype_complete_flag_cossack = true;
 }
 // -- Mission Counts -- //
 // Define the missions counts for each chapter
 $chapter_mission_counts = array();
 $chapter_mission_counts['zero'] = 0;
 $chapter_mission_counts['one'] = 3;
 // 3 x Starter
Esempio n. 24
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         }
         if (!empty($temp_robot_info['robot_abilities'])) {
             foreach ($temp_robot_info['robot_abilities'] as $temp_ability_token => $temp_ability_info) {
                 if (EDIT_ROBOT_UPDATES_DEBUG) {
                     echo '---- ' . $temp_ability_token;
                 }
                 if (rpg_game::ability_unlocked($temp_robot_info['original_player'], false, $temp_ability_token)) {
                     if (EDIT_ROBOT_UPDATES_DEBUG) {
                         echo ' (unlocked!)';
                     }
                 } else {
                     if (EDIT_ROBOT_UPDATES_DEBUG) {
                         echo ' (not unlocked!)';
                     }
                     $temp_original_player_info = array('player_token' => $temp_robot_info['original_player']);
                     rpg_game::unlock_ability($temp_original_player_info, false, $temp_ability_info);
                     if (EDIT_ROBOT_UPDATES_DEBUG) {
                         echo ' (but unlocked now!)';
                     }
                 }
                 if (EDIT_ROBOT_UPDATES_DEBUG) {
                     echo '<br />';
                 }
             }
         }
         if (EDIT_ROBOT_UPDATES_DEBUG) {
             echo '<br /><hr /><br />';
         }
     }
 }
 if (EDIT_ROBOT_UPDATES_DEBUG) {
Esempio n. 25
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 public static function generate_bonus($this_prototype_data, $this_robot_count = 8, $this_robot_class = 'master')
 {
     // Pull in global variables for this function
     global $mmrpg_index, $db;
     // 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');
     // Populate the battle options with the starter battle option
     $temp_rand_num = $this_robot_count;
     $temp_battle_token = $this_prototype_data['phase_battle_token'] . '-prototype-bonus-' . $this_robot_class;
     if ($this_robot_class == 'mecha') {
         $temp_battle_omega = rpg_battle::get_index_info('bonus-prototype-complete');
         $temp_battle_omega['battle_field_info']['field_name'] = 'Bonus Field';
     } elseif ($this_robot_class == 'master') {
         $temp_battle_omega = rpg_battle::get_index_info('bonus-prototype-complete-2');
         $temp_battle_omega['battle_field_info']['field_name'] = 'Bonus Field II';
     }
     // Populate the player's target robots with compatible class matches
     $temp_battle_omega['battle_target_player']['player_robots'] = array();
     $temp_counter = 0;
     foreach ($this_robot_index as $token => $info) {
         if (empty($info['robot_flag_complete']) || $info['robot_class'] != $this_robot_class) {
             continue;
         }
         $temp_counter++;
         $temp_robot_info = array();
         $temp_robot_info['robot_id'] = MMRPG_SETTINGS_TARGET_PLAYERID + $temp_counter;
         $temp_robot_info['robot_token'] = $info['robot_token'];
         $temp_robot_info['robot_core'] = $info['robot_core'];
         $temp_robot_info['robot_core2'] = $info['robot_core2'];
         $temp_battle_omega['battle_target_player']['player_robots'][] = $temp_robot_info;
     }
     //die('<pre>player_robots '.print_r($temp_battle_omega['battle_target_player']['player_robots'], true).'</pre>');
     // Continue defining battle variables for this mission
     $temp_battle_omega['flags']['bonus_battle'] = true;
     $temp_battle_omega['battle_token'] = $temp_battle_token;
     $temp_battle_omega['battle_size'] = '1x4';
     $temp_battle_omega['battle_phase'] = $this_prototype_data['battle_phase'];
     //if ($this_robot_class == 'mecha'){ $temp_battle_omega['battle_turns_limit'] = MMRPG_SETTINGS_BATTLETURNS_PERMECHA * $this_robot_count; }
     //elseif ($this_robot_class == 'master'){ $temp_battle_omega['battle_turns_limit'] = MMRPG_SETTINGS_BATTLETURNS_PERROBOT * $this_robot_count; }
     //$temp_battle_omega['battle_points'] = ceil(($this_prototype_data['battles_complete'] > 1 ? 100 : 1000) * $temp_rand_num);
     //shuffle($temp_battle_omega['battle_target_player']['player_robots']);
     // Create the randomized field multupliers
     $temp_types = $mmrpg_index['types'];
     $temp_allow_special = array();
     //, 'damage', 'recovery', 'experience'
     foreach ($temp_types as $key => $temp_type) {
         if (!empty($temp_type['type_class']) && $temp_type['type_class'] == 'special' && !in_array($temp_type['type_token'], $temp_allow_special)) {
             unset($temp_types[$key]);
         }
     }
     //$temp_battle_omega['battle_field_info']['field_multipliers']['experience'] = round((mt_rand(200, 300) / 100), 1);
     //$temp_battle_omega['battle_field_info']['field_type'] = $temp_types[array_rand($temp_types)]['type_token'];
     //do { $temp_battle_omega['battle_field_info']['field_type2'] = $temp_types[array_rand($temp_types)]['type_token'];
     //} while($temp_battle_omega['battle_field_info']['field_type2'] == $temp_battle_omega['battle_field_info']['field_type']);
     $temp_battle_omega['battle_field_info']['field_multipliers'] = array();
     while (count($temp_battle_omega['battle_field_info']['field_multipliers']) < 6) {
         $temp_type = $temp_types[array_rand($temp_types)];
         $temp_multiplier = 1;
         while ($temp_multiplier == 1) {
             $temp_multiplier = round(mt_rand(10, 990) / 100, 1);
         }
         $temp_battle_omega['battle_field_info']['field_multipliers'][$temp_type['type_token']] = $temp_multiplier;
         //if (count($temp_battle_omega['battle_field_info']['field_multipliers']) >= 6){ break; }
     }
     // Update the field type based on multipliers
     $temp_multipliers = $temp_battle_omega['battle_field_info']['field_multipliers'];
     asort($temp_multipliers);
     $temp_multipliers = array_keys($temp_multipliers);
     $temp_battle_omega['battle_field_info']['field_type'] = array_pop($temp_multipliers);
     $temp_battle_omega['battle_field_info']['field_type2'] = array_pop($temp_multipliers);
     // Collect the field types into a simple array
     $temp_field_types = array($temp_battle_omega['battle_field_info']['field_type'], $temp_battle_omega['battle_field_info']['field_type2']);
     // Give the robots a quick shuffle before sorting by core
     shuffle($temp_battle_omega['battle_target_player']['player_robots']);
     //die('<pre>player_robots '.print_r($temp_battle_omega['battle_target_player']['player_robots'], true).'</pre>');
     // Sort the robots by their relevance to the field type
     usort($temp_battle_omega['battle_target_player']['player_robots'], function ($r1, $r2) use($temp_field_types, $this_robot_index) {
         //global $temp_field_types, $this_robot_index;
         $r1_core = !empty($r1['robot_core']) ? $r1['robot_core'] : '';
         $r2_core = !empty($r2['robot_core']) ? $r2['robot_core'] : '';
         if (in_array($r1_core, $temp_field_types) && !in_array($r2_core, $temp_field_types)) {
             return -1;
         } elseif (!in_array($r1_core, $temp_field_types) && in_array($r2_core, $temp_field_types)) {
             return 1;
         } else {
             return 0;
         }
     });
     //die('<pre>field_types = '.implode(', ', $temp_field_types).' | player_robots '.print_r($temp_battle_omega['battle_target_player']['player_robots'], true).'</pre>');
     $temp_battle_omega['battle_target_player']['player_robots'] = array_slice($temp_battle_omega['battle_target_player']['player_robots'], 0, $this_robot_count);
     // Calculate what level these bonus robots should be in the range of
     $temp_player_rewards = rpg_game::player_rewards($this_prototype_data['this_player_token']);
     $temp_total_level = 0;
     $temp_total_robots = 0;
     $temp_bonus_level_min = 100;
     $temp_bonus_level_max = 1;
     if (!empty($temp_player_rewards['player_robots'])) {
         foreach ($temp_player_rewards['player_robots'] as $token => $info) {
             $temp_level = !empty($info['robot_level']) ? $info['robot_level'] : 1;
             if ($temp_level > $temp_bonus_level_max) {
                 $temp_bonus_level_max = $temp_level;
             }
             if ($temp_level < $temp_bonus_level_min) {
                 $temp_bonus_level_min = $temp_level;
             }
             $temp_total_robots++;
         }
         //$temp_bonus_level_max = ceil($temp_total_level / $temp_total_robots);
         //$temp_bonus_level_min = ceil($temp_bonus_level_max / 3);
     }
     // Start all the point-based battle vars at zero
     $temp_battle_omega['battle_points'] = 0;
     $temp_battle_omega['battle_zenny'] = 0;
     $temp_battle_omega['battle_turns_limit'] = 0;
     $temp_battle_omega['battle_robots_limit'] = 0;
     // Define the possible items for bonus mission robot masters
     $possible_master_items = array('item-energy-upgrade', 'item-weapon-upgrade', 'item-target-module', 'item-charge-module', 'item-fortune-module', 'item-field-booster', 'item-attack-booster', 'item-defense-booster', 'item-speed-booster');
     foreach ($mmrpg_index['types'] as $token => $info) {
         if (!empty($info['type_class']) && $info['type_class'] == 'special') {
             continue;
         } elseif (in_array($token, array('copy', 'empty'))) {
             continue;
         }
         $possible_master_items[] = 'item-core-' . $token;
     }
     $possible_master_items_last_key = count($possible_master_items) - 1;
     // Loop through each of the bonus robots and update their levels
     foreach ($temp_battle_omega['battle_target_player']['player_robots'] as $key => $robot) {
         $robot['robot_level'] = mt_rand($temp_bonus_level_min, $temp_bonus_level_max);
         $index = rpg_robot::parse_index_info($this_robot_index[$robot['robot_token']]);
         if ($this_robot_class != 'mecha') {
             $robot['robot_item'] = $possible_master_items[mt_rand(0, $possible_master_items_last_key)];
         } else {
             $robot['robot_item'] = '';
         }
         $robot['robot_abilities'] = rpg_prototype::generate_abilities($index, $robot['robot_level'], 8, $robot['robot_item']);
         // Increment the battle's turn limit based on the class of target robot
         if ($index['robot_class'] == 'master') {
             $temp_battle_omega['battle_turns_limit'] += MMRPG_SETTINGS_BATTLETURNS_PERROBOT;
         } elseif ($index['robot_class'] == 'mecha') {
             $temp_battle_omega['battle_turns_limit'] += MMRPG_SETTINGS_BATTLETURNS_PERMECHA;
         } elseif ($index['robot_class'] == 'boss') {
             $temp_battle_omega['battle_turns_limit'] += MMRPG_SETTINGS_BATTLETURNS_PERBOSS;
         }
         // Increment the battle's point reward based on the class of target robot
         if ($index['robot_class'] == 'master') {
             $temp_battle_omega['battle_points'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEPOINTS_PERROBOT;
         } elseif ($index['robot_class'] == 'mecha') {
             $temp_battle_omega['battle_points'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEPOINTS_PERMECHA;
         } elseif ($index['robot_class'] == 'boss') {
             $temp_battle_omega['battle_points'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEPOINTS_PERBOSS;
         }
         // Increment the battle's zenny reward based on the class of target robot
         if ($index['robot_class'] == 'master') {
             $temp_battle_omega['battle_zenny'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEZENNY_PERROBOT;
         } elseif ($index['robot_class'] == 'mecha') {
             $temp_battle_omega['battle_zenny'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEZENNY_PERMECHA;
         } elseif ($index['robot_class'] == 'boss') {
             $temp_battle_omega['battle_zenny'] += $robot['robot_level'] * MMRPG_SETTINGS_BATTLEZENNY_PERBOSS;
         }
         // Increment the battle's robot limit based on the class of target robot
         if ($index['robot_class'] == 'master') {
             $temp_battle_omega['battle_robots_limit'] += MMRPG_SETTINGS_BATTLEROBOTS_PERROBOT;
         } elseif ($index['robot_class'] == 'mecha') {
             $temp_battle_omega['battle_robots_limit'] += MMRPG_SETTINGS_BATTLEROBOTS_PERMECHA;
         } elseif ($index['robot_class'] == 'boss') {
             $temp_battle_omega['battle_robots_limit'] += MMRPG_SETTINGS_BATTLEROBOTS_PERBOSS;
         }
         $temp_battle_omega['battle_target_player']['player_robots'][$key] = $robot;
     }
     // Fix any zero or invalid battle values
     if ($temp_battle_omega['battle_points'] < 1) {
         $temp_battle_omega['battle_points'] = 1;
     } else {
         $temp_battle_omega['battle_points'] = ceil($temp_battle_omega['battle_points']);
     }
     if ($temp_battle_omega['battle_turns_limit'] < 1) {
         $temp_battle_omega['battle_turns_limit'] = 1;
     } else {
         $temp_battle_omega['battle_turns_limit'] = ceil($temp_battle_omega['battle_turns_limit']);
     }
     if ($temp_battle_omega['battle_robots_limit'] < 1) {
         $temp_battle_omega['battle_robots_limit'] = 1;
     } else {
         $temp_battle_omega['battle_robots_limit'] = ceil($temp_battle_omega['battle_robots_limit']);
     }
     // Multiply battle points and zenny by ten for bonus amount (basically a cheating stage)
     $temp_battle_omega['battle_points'] = ceil($temp_battle_omega['battle_points'] / 10);
     $temp_battle_omega['battle_zenny'] = ceil($temp_battle_omega['battle_zenny'] / 10);
     //if ($this_robot_class == 'mecha'){ $temp_battle_omega['battle_points'] = ceil($temp_battle_omega['battle_points'] / 100); }
     //elseif ($this_robot_class == 'master'){ $temp_battle_omega['battle_points'] = ceil($temp_battle_omega['battle_points'] / 10); }
     //elseif ($this_robot_class == 'master'){ $temp_battle_omega['battle_points'] = ceil($temp_battle_omega['battle_points'] / 10); }
     //if ($this_robot_class == 'mecha'){ $temp_battle_omega['battle_points'] = ceil($temp_battle_omega['battle_points'] / 100); }
     //elseif ($this_robot_class == 'master'){ $temp_battle_omega['battle_points'] = ceil($temp_battle_omega['battle_points'] / 10); }
     //elseif ($this_robot_class == 'master'){ $temp_battle_omega['battle_points'] = ceil($temp_battle_omega['battle_points'] / 10); }
     // types used to be here
     // Update the field music to a random boss theme from MM1-10 + MM&B
     $temp_music_number = mt_rand(1, 11);
     $temp_music_name = 'boss-theme-mm' . str_pad($temp_music_number, 2, '0', STR_PAD_LEFT);
     $temp_battle_omega['battle_field_info']['field_music'] = $temp_music_name;
     // Add some random item drops to the starter battle
     $temp_battle_omega['battle_rewards_items'] = array(array('chance' => 2, 'token' => 'item-energy-tank'), array('chance' => 2, 'token' => 'item-weapon-tank'), array('chance' => 1, 'token' => 'item-yashichi'), array('chance' => 1, 'token' => 'item-extra-life'));
     // Return the generated battle data
     return $temp_battle_omega;
 }
Esempio n. 26
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    public static function print_editor_markup($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 $player_info['player_name'];
        ?>
&#39;s Data <span class="player_type"><?php 
        echo !empty($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 $player_info['player_name'];
        ?>
</span>
                                </td>
                                <td class="center">&nbsp;</td>
                                <td class="right">
                                    <label style="display: block; float: left;">Bonus :</label>
                                    <?php 
        // Display any special boosts this player has
        if (!empty($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">&nbsp;</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">&nbsp;</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 $player_info['player_battles_complete'];
        ?>
 Missions</span>
                                </td>
                                <td class="center">&nbsp;</td>
                                <td  class="right">
                                    <label style="display: block; float: left;">Total Victories :</label>
                                    <span class="player_stat player_type player_type_<?php 
        echo !empty($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 $player_info['player_battles_failure'];
        ?>
 Missions</span>
                                </td>
                                <td class="center">&nbsp;</td>
                                <td  class="right">
                                    <label style="display: block; float: left;">Total Defeats :</label>
                                    <span class="player_stat player_type player_type_<?php 
        echo !empty($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">&nbsp;</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 />', '&#10;', $this_item_title));
                    $this_item_title_tooltip = htmlentities($this_item_title, ENT_QUOTES, 'UTF-8');
                    $this_item_title_html = str_replace(' ', '&nbsp;', $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 />', '&#10;', $this_field_title));
                    $this_field_title_tooltip = htmlentities($this_field_title, ENT_QUOTES, 'UTF-8');
                    $this_field_title_html = str_replace(' ', '&nbsp;', $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;
    }
    $temp_player_battles = rpg_prototype::battles_complete($player_token);
    $temp_player_transfer = $temp_player_battles >= 1 ? true : false;
    $item_options_markup .= '<option value="'.$player_info['player_token'].'" data-label="'.$player_info['player_token'].'" title="'.$player_info['player_name'].'" '.(!$temp_player_transfer ? 'disabled="disabled"' : '').'>'.$player_info['player_name'].'</option>';
}
*/
// Loop through the allowed edit data for all players
$key_counter = 0;
// Loop through and count each player's robot totals
$temp_robot_totals = array();
foreach ($allowed_edit_data as $player_token => $player_info) {
    $temp_robot_totals[$player_token] = !empty($player_info['player_robots']) ? count($player_info['player_robots']) : 0;
}
// Loop through the players in the ability edit data
foreach ($allowed_edit_data as $player_token => $player_info) {
    // Collect the rewards for this player
    $player_rewards = rpg_game::player_rewards($player_token);
    // Check how many robots this player has and see if they should be able to transfer
    $counter_player_robots = !empty($player_info['player_robots']) ? count($player_info['player_robots']) : false;
    $counter_player_missions = rpg_prototype::battles_complete($player_info['player_token']);
    $allow_player_selector = $allowed_edit_player_count > 1 && $counter_player_missions > 0 ? true : false;
    // Loop through the player robots and display their edit boxes
    foreach ($player_info['player_robots'] as $robot_token => $robot_info) {
        // Update the robot key to the current counter
        $robot_key = $key_counter;
        // Make a backup of the player selector
        $allow_player_selector_backup = $allow_player_selector;
        // Collect this player's ability rewards and add them to the dropdown
        if (!empty($_SESSION[$session_token]['values']['battle_abilities'])) {
            $player_ability_rewards = $_SESSION[$session_token]['values']['battle_abilities'];
        } elseif (!empty($player_rewards['player_abilities'])) {
            $player_ability_rewards = $player_rewards['player_abilities'];
Esempio n. 28
0
 $ability_counter = 0;
 if (!empty($ability_list_array)) {
     foreach ($ability_list_array as $token => $price) {
         $ability_info = $mmrpg_database_abilities[$token];
         $ability_info_token = $token;
         $ability_info_price = $price;
         $ability_info_name = $ability_info['ability_name'];
         $ability_info_type = !empty($ability_info['ability_type']) ? $ability_info['ability_type'] : 'none';
         if ($ability_info_type != 'none' && !empty($ability_info['ability_type2'])) {
             $ability_info_type .= '_' . $ability_info['ability_type2'];
         } elseif ($ability_info_type == 'none' && !empty($ability_info['ability_type2'])) {
             $ability_info_type = $ability_info['ability_type2'];
         }
         $ability_info_quantity = 0;
         $ability_info_unlocked = array();
         if (rpg_game::ability_unlocked('', '', $token)) {
             $ability_info_quantity = 3;
             $ability_info_unlocked = array('dr-light', 'dr-wily', 'dr-cossack');
             $ability_info_price = 0;
         }
         if (empty($ability_info['ability_flag_complete'])) {
             //$ability_info_name = '<del>'.$ability_info_name.'</del> ';
             $ability_info_quantity = -1;
             $ability_info_unlocked = array('coming-soon');
             $ability_info_name = preg_replace('/[a-z0-9]/i', '?', $ability_info_name);
             $ability_info_price = 0;
         }
         $global_item_quantities[$ability_info_token] = $ability_info_quantity;
         $global_item_prices['buy'][$ability_info_token] = $ability_info_price;
         $temp_info_tooltip = !empty($ability_info['ability_flag_complete']) ? rpg_ability::print_editor_title_markup($robot_info, $ability_info) : 'Coming Soon! <br /> <span style="font-size:80%;">This ability is still in development and cannot be purchased yet. <br /> Apologies for the inconveinece, and please check back later!</span>';
         $temp_info_tooltip = htmlentities($temp_info_tooltip, ENT_QUOTES, 'UTF-8', true);
<?php

// Collect the ability variables from the request header, if they exist
$temp_player = !empty($_REQUEST['player']) ? $_REQUEST['player'] : '';
$temp_robot = !empty($_REQUEST['robot']) ? $_REQUEST['robot'] : '';
$temp_image = !empty($_REQUEST['image']) ? $_REQUEST['image'] : '';
// If key variables are not provided, kill the script in error
if (empty($temp_player) || empty($temp_robot) || empty($temp_image)) {
    die('error|request-error|' . preg_replace('/\\s+/', ' ', print_r($_REQUEST, true)));
}
// Collect the current robot favourites for this user
$temp_player_info = $allowed_edit_data[$temp_player];
$temp_robot_info = $allowed_edit_data[$temp_player]['player_robots'][$temp_robot];
// If player or robot info was not found, kill the script in error
if (empty($temp_player_info) || empty($temp_robot_info)) {
    die('error|request-notfound|' . preg_replace('/\\s+/', ' ', print_r($_REQUEST, true)));
}
// Regardless of what happened before, update this robot's image in the session and save
$temp_image_full = $temp_robot . ($temp_image != 'base' ? '_' . $temp_image : '');
$_SESSION[$session_token]['values']['battle_settings'][$temp_player]['player_robots'][$temp_robot]['robot_image'] = $temp_image_full;
rpg_game::save_session();
exit('success|image-updated|' . $temp_image_full);
Esempio n. 30
0
 public static function load_session($user_id = 0)
 {
     // Reference global variables
     global $db;
     //$GAME_SESSION = &$_SESSION[self::session_token()];
     $session_token = self::session_token();
     // Do NOT load, save, or otherwise alter the game file while viewing remote
     if (defined('MMRPG_REMOTE_GAME')) {
         return true;
     }
     // Collect or update the user ID in the session
     if (empty($user_id) && isset($_SESSION[$session_token]['USER']['userid'])) {
         $user_id = $_SESSION[$session_token]['USER']['userid'];
     } else {
         $_SESSION[$session_token]['USER']['userid'] = $user_id;
     }
     // Clear the community thread tracker
     $_SESSION['COMMUNITY']['threads_viewed'] = array();
     // If this is NOT demo mode, load from database
     if (!empty($user_id) && $user_id != MMRPG_SETTINGS_GUEST_ID) {
         // LOAD DATABASE USER & SAVE INFO
         // Collect the user and save info from the database
         $db_save = $db->get_array("SELECT * FROM mmrpg_saves WHERE user_id = {$user_id} LIMIT 1");
         $db_user = $db->get_array("SELECT * FROM mmrpg_users WHERE user_id = '{$user_id}' LIMIT 1");
         // Update the game session with database extracted variables
         $new_game_data = array();
         $new_game_data['CACHE_DATE'] = $db_save['save_cache_date'];
         $new_game_data['USER']['userid'] = $db_user['user_id'];
         $new_game_data['USER']['roleid'] = $db_user['role_id'];
         $new_game_data['USER']['username'] = $db_user['user_name'];
         $new_game_data['USER']['username_clean'] = $db_user['user_name_clean'];
         $new_game_data['USER']['password'] = $db_user['user_password'];
         $new_game_data['USER']['password_encoded'] = $db_user['user_password_encoded'];
         $new_game_data['USER']['profiletext'] = $db_user['user_profile_text'];
         $new_game_data['USER']['creditstext'] = $db_user['user_credit_text'];
         $new_game_data['USER']['creditsline'] = $db_user['user_credit_line'];
         $new_game_data['USER']['imagepath'] = $db_user['user_image_path'];
         $new_game_data['USER']['backgroundpath'] = $db_user['user_background_path'];
         $new_game_data['USER']['colourtoken'] = $db_user['user_colour_token'];
         $new_game_data['USER']['gender'] = $db_user['user_gender'];
         $new_game_data['USER']['displayname'] = $db_user['user_name_public'];
         $new_game_data['USER']['emailaddress'] = $db_user['user_email_address'];
         $new_game_data['USER']['websiteaddress'] = $db_user['user_website_address'];
         $new_game_data['USER']['dateofbirth'] = $db_user['user_date_birth'];
         $new_game_data['USER']['approved'] = $db_user['user_flag_approved'];
         $new_game_data['counters'] = !empty($db_save['save_counters']) ? json_decode($db_save['save_counters'], true) : array();
         $new_game_data['values'] = !empty($db_save['save_values']) ? json_decode($db_save['save_values'], true) : array();
         if (!empty($db_save['save_values_battle_index'])) {
             //$new_game_data['values']['battle_index'] = json_decode($db_save['save_values_battle_index'], true);
             //foreach ($new_game_data['values']['battle_index'] AS $token => $array){ $new_game_data['values']['battle_index'][$token] = json_encode($array); }
             //$new_game_data['values']['battle_index_hash'] = md5($db_save['save_values_battle_index']);
             $new_game_data['values']['battle_index'] = array();
         }
         if (!empty($db_save['save_values_battle_complete'])) {
             $new_game_data['values']['battle_complete'] = json_decode($db_save['save_values_battle_complete'], true);
             $new_game_data['values']['battle_complete_hash'] = md5($db_save['save_values_battle_complete']);
         }
         if (!empty($db_save['save_values_battle_failure'])) {
             $new_game_data['values']['battle_failure'] = json_decode($db_save['save_values_battle_failure'], true);
             $new_game_data['values']['battle_failure_hash'] = md5($db_save['save_values_battle_failure']);
         }
         if (!empty($db_save['save_values_battle_rewards'])) {
             $new_game_data['values']['battle_rewards'] = json_decode($db_save['save_values_battle_rewards'], true);
             $new_game_data['values']['battle_rewards_hash'] = md5($db_save['save_values_battle_rewards']);
         }
         if (!empty($db_save['save_values_battle_settings'])) {
             $new_game_data['values']['battle_settings'] = json_decode($db_save['save_values_battle_settings'], true);
             $new_game_data['values']['battle_settings_hash'] = md5($db_save['save_values_battle_settings']);
         }
         if (!empty($db_save['save_values_battle_items'])) {
             $new_game_data['values']['battle_items'] = json_decode($db_save['save_values_battle_items'], true);
             $new_game_data['values']['battle_items_hash'] = md5($db_save['save_values_battle_items']);
         }
         if (!empty($db_save['save_values_battle_stars'])) {
             $new_game_data['values']['battle_stars'] = json_decode($db_save['save_values_battle_stars'], true);
             $new_game_data['values']['battle_stars_hash'] = md5($db_save['save_values_battle_stars']);
         }
         if (!empty($db_save['save_values_robot_database'])) {
             $new_game_data['values']['robot_database'] = json_decode($db_save['save_values_robot_database'], true);
             $new_game_data['values']['robot_database_hash'] = md5($db_save['save_values_robot_database']);
         }
         $new_game_data['flags'] = !empty($db_save['save_flags']) ? json_decode($db_save['save_flags'], true) : array();
         $new_game_data['battle_settings'] = !empty($db_save['save_settings']) ? json_decode($db_save['save_settings'], true) : array();
         // Update the session with the new save info
         $_SESSION[$session_token] = array_merge($_SESSION[$session_token], $new_game_data);
         unset($new_game_data);
         // Unset the player selection to restart at the player select screen
         if (rpg_game::players_unlocked() > 1) {
             $_SESSION[$session_token]['battle_settings']['this_player_token'] = false;
         }
     } else {
         // LOAD DEMO USER AND SAVE INFO
         // return false for now...
         return false;
     }
     // Update the last saved value
     $_SESSION[$session_token]['values']['last_load'] = time();
     // Update the user table in the database if not done already
     if (empty($_SESSION[$session_token]['DEMO'])) {
         $db->update('mmrpg_users', array('user_last_login' => time(), 'user_backup_login' => $db_user['user_last_login']), "user_id = {$db_user['user_id']}");
     }
     //exit();
     // Return true on success
     return true;
 }