if ($CFU_Time >= $TIMEAUTH + $TIME_OUT_TIME || $TIMEAUTH <= $CFU_Time - $TIME_OUT_TIME) { echo "連線逾時!<br>請重新登入!"; exit; } mt_srand((double) microtime() * 1000000); include 'includes/sfo.class.php'; include 'includes/obattle.ext.php'; $Pl = new oBattle(); $Pl->SetUser($Pl_Value['USERNAME']); $Pl->FetchPlayer(true, true); if ($CFU_Time - $Pl->Player['btltime'] < $Btl_Intv) { echo "距離上次攻擊或移動的時間太短了!<br>請在 " . ($Btl_Intv - ($CFU_Time - $Pl->Player['btltime'])) . " 秒後再進行攻擊!"; exit; } if ($Pl->Player['msuit']) { $Pl->ProcessAllWeapon(); $Pl_Repaired = RepairPlayer($Pl->Player, $Pl->Eq['D'], $Pl->Eq['E']); $Pl->Player['hp'] = $Pl_Repaired['hp']; $Pl->Player['en'] = $Pl_Repaired['en']; $Pl->Player['sp'] = $Pl_Repaired['sp']; $Pl->Player['status'] = $Pl_Repaired['status']; $t_now = $Pl->Player['time1'] = $Pl_Repaired['time1']; if ($Pl->Player['status']) { echo "修理中,無法出擊。"; postFooter(); exit; } } else { echo "<center>你沒有機體,不能出擊。"; postFooter(); exit;
$Pl->ProcessMS(); if ($AtkFortFlag != 1) { $Op->ProcessMS(); } else { $Op->MS = array('id' => 'Fortress', 'msname' => $Pl->Player['coordinates'] . '區域要塞', 'atf' => $Area_At, 'def' => $Area_De, 'ref' => 0, 'taf' => $Area_Ta, 'hpfix' => 0, 'enfix' => 0, 'needlv' => 200000, 'price' => 0, 'spec' => 'AntiDam', 'image' => 'fortress.gif'); } // Repair Opponent if (!$isAtkFortName) { $Op_Repaired = RepairPlayer($Op->Player, $Op->Eq['D'], $Op->Eq['E']); $Op->Player['hp'] = $Op_Repaired['hp']; $Op->Player['en'] = $Op_Repaired['en']; $Op->Player['sp'] = $Op_Repaired['sp']; $Op->Player['status'] = $Op_Repaired['status']; } // Process Opponent Weapon Data $Op->ProcessAllWeapon(); // Apply Condition Bonus & Penalty $Pl->apply_condition_bonus(); $Op->apply_condition_bonus(); // Calculate Extra SP Cost - Player $Pl->calc_extra_sp_cost(); $Op->calc_extra_sp_cost(0.5); // Calculate Required EN, Including tactics' special effect $Pl->calc_required_en(); $Op->calc_required_en(); // Check if allowed to start battle // Checks id of main weapon, if EN and SP is adequate $Pl->checkStart(); // // End of Pre-phase I, Start Pre-phase II //