} 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 // // Set Spec Sub-System: Check Requirements $Pl->checkSetSpec(); $Op->checkSetSpec();