$attacked = in('attacked'); // boolean for attacking again $target = $attackee = either(in('target'), in('attackee')); $username = get_username(); // Pulls from an internal source. $attacker = $username; // *** Target's stats. *** $attackee_health = getHealth($target); $attackee_level = getLevel($target); $attackee_str = getStrength($target); $attackee_status = getStatus($target); // *** Attacker's stats. *** $attacker_health = getHealth($username); $attacker_level = getLevel($username); $user_turns = getTurns($username); $attacker_str = getStrength($username); $attacker_status = getStatus($username); $class = getClass($username); // *** Attack System Initialization *** $starting_attackee_health = $attackee_health; $starting_turns = $user_turns; $killpoints = 0; // *** Starting state for killpoints. *** $attack_turns = 1; // *** Default cost, will go to zero if an error prevents combat. *** $required_turns = $attack_turns; $level_check = $attacker_level - $attackee_level; $what = ""; // *** This will be the attack type string, e.g. "duel". *** $loot = 0; $duel = in('duel') ? true : NULL;
$dimMak->setIgnoresStealth(true); $dimMak->setCovert(true); } else { if ($item == 'Speed Scroll') { $item = $speedScroll = new Item('Speed Scroll'); $speedScroll->setIgnoresStealth(true); $speedScroll->setTurnChange(6); $speedScroll->setCovert(true); } else { if ($item == 'Fire Scroll') { $item = $fireScroll = new Item('Fire Scroll'); $fireScroll->setTargetDamage(rand(20, getStrength($username) + 20) + $near_level_power_increase); } else { if ($item == 'Shuriken') { $item = $shuriken = new Item('Shuriken'); $shuriken->setTargetDamage(rand(1, getStrength($username)) + $near_level_power_increase); } else { if ($item == 'Ice Scroll') { $item = $iceScroll = new Item('Ice Scroll'); $iceScroll->setTurnChange(-1 * ice_scroll_turns($targets_turns, $near_level_power_increase)); // ice scroll turns comes out negative already, apparently. } else { if ($item == 'Stealth Scroll') { $item = $stealthScroll = new Item('Stealth Scroll'); $stealthScroll->setCovert(true); } } } } } }
} } } else { if ($victim == "samurai") { $turn_cost = 1; echo "<img src=\"images/characters/samurai.png\" alt=\"Samurai\">\n"; if (getLevel($username) < 6) { echo "You are too weak to take on the Samurai.<br>\n"; $turn_cost = 0; } else { if (getKills($username) < 1) { echo "You are too exhausted to take on the Samurai.<br>\n"; $turn_cost = 0; } else { echo "The Samurai was waiting for your attack.<br><br>\n"; $ninja_str = getStrength($username); $ninja_health = getHealth($username); $samurai_damage_array[1] = rand(1, $ninja_str); $samurai_damage_array[2] = rand(10, 10 + round($ninja_str * 1.2)); $does_ninja_succeed = rand(1, 2); if ($does_ninja_succeed == 1) { $samurai_damage_array[3] = rand(30 + round($ninja_str * 0.2), 30 + round($ninja_str * 1.7)); } else { $samurai_damage_array[3] = $ninja_health - $samurai_damage_array[1] - $samurai_damage_array[2]; //Instant death. } $samurai_attack[1] = "The Samurai cuts you for " . $samurai_damage_array[1] . " damage.<br>\n"; $samurai_attack[2] = "The Samurai slashes you mercilessly for " . $samurai_damage_array[2] . " damage.<br>\n"; $samurai_attack[3] = "The Samurai thrusts his katana into you for " . $samurai_damage_array[3] . " damage.<br>\n"; for ($i = 1; $i < 4 && $ninja_health > 0; ++$i) { echo "{$samurai_attack[$i]}\n";
function preBattleStats() { global $attackee, $attackee_health, $attacker_health, $attackee_str, $username; echo "<table border=\"0\">\n"; echo "<tr>\n"; echo " <th colspan=\"3\">\n"; echo " Before the Attack\n"; echo " </th>\n"; echo "</tr>\n"; echo "<tr>\n"; echo " <td>\n"; echo " Name\n"; echo " </td>\n"; echo " <td>\n"; echo " STR\n"; echo " </td>\n"; echo " <td>\n"; echo " HP\n"; echo " </td>\n"; echo "</tr>\n"; echo "<tr>\n"; echo " <td>\n"; echo " {$username}\n"; echo " </td>\n"; echo " <td>\n"; echo getStrength($username) . "\n"; echo " </td>\n"; echo " <td>\n"; echo "<span style=\"color:brown;font-weight:normal;\">"; echo $attacker_health . "\n"; echo "</span>"; echo " </td>\n"; echo "</tr>\n"; echo "<tr>\n"; echo " <td>\n"; echo $attackee . "\n"; echo " </td>\n"; echo " <td>\n"; echo $attackee_str . "\n"; echo " </td>\n"; echo " <td>\n"; echo $attackee_health . "\n"; echo " </td>\n"; echo "</tr>\n"; echo "</table>\n"; echo "<hr>\n"; }
$covert = true; if ($starting_turns >= $turn_cost) { addStatus($target, POISON); $target_damage = rand($poisonMinimum, $poisonMaximum); $victim_alive = subtractHealth($target, $target_damage); echo "{$target} has beeen poisoned!<br>\n"; echo "{$target}'s HP reduced by {$target_damage}!<br>\n"; $msg = "You have been poisoned by {$attacker_id} at {$today}"; sendMessage($attacker_id, $target, $msg); } else { $turn_cost = 0; echo "You do not have enough turns to cast {$command}.\n"; } } elseif ($command == "Fire Bolt") { if ($starting_turns >= $turn_cost) { $target_damage = 5 * ceil($level / 3) + rand(1, getStrength($username)); echo "{$target}'s HP reduced by {$target_damage}!<br>\n"; if ($victim_alive = subtractHealth($target, $target_damage)) { $attacker_id = $username; } $msg = "You have had fire bolt cast on you by {$attacker_id} at {$today}"; sendMessage($attacker_id, $target, $msg); } else { $turn_cost = 0; echo "You do not have enough turns to cast {$command}.\n"; } } else { if ($command == "Ice Bolt") { if ($starting_turns >= $turn_cost) { $turns_decrease = rand(1, 5); subtractTurns($target, $turns_decrease);
function changeStrength($who, $amount) { if (abs($amount) > 0) { global $sql; $sql->Update("UPDATE players SET strength = strength+{$amount} WHERE uname = '{$who}'"); $new_strength = getStrength($who); return $new_strength; } else { return getStrength($who); } }