// 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); define('DATA_DATABASE_SHOW_HIDDEN', true); require(MMRPG_CONFIG_ROOTDIR.'database/types.php');
<?= $temp_avatar_markup ?> </a> <?php else: ?> <div class="wrapper"> <span class="info info_username info_demo"> <span class="mode">Welcome to the</span> <label title="Demo Mode : Progess cannot be saved!">Demo Mode</label> </span> <?= $temp_avatar_markup ?> </div> <?php endif; ?> </div> <?php // Check if the prototype has been completed before continuing $temp_prototype_complete = rpg_prototype::campaign_complete(); ?> <div class="options options_fullmenu field_type field_type_<?= MMRPG_SETTINGS_CURRENT_FIELDTYPE ?>"> <div class="wrapper"> <?php // If we're in the DEMO MODE, define the available options and their attributes if (rpg_game::is_demo()){ ?> <a class="link link_home link_active" data-step="2" data-index="<?= $temp_data_index++ ?>" data-music="misc/stage-select-dr-light" data-tooltip="<?= $this_menu_tooltips['demo'] ?>"><label>demo</label></a> <span class="pipe">|</span> <a class="link link_data" data-step="database" data-index="<?= $temp_data_index++ ?>" data-source="frames/database.php" data-music="misc/data-base" data-tooltip="<?= $this_menu_tooltips['database'] ?>"><label>database</label></a> <span class="pipe">|</span> <a class="link link_load" data-step="file_load" data-index="<?= $temp_data_index++ ?>" data-source="frames/file.php?action=load" data-music="misc/file-menu" data-tooltip="<?= $this_menu_tooltips['load'] ?>"><label>load</label></a> <span class="pipe">|</span> <a class="link link_new" href="file/new/" target="_blank"data-tooltip="<?= $this_menu_tooltips['new'] ?>"><label>new</label></a> <span class="pipe">|</span> <a class="link link_reset" data-index="<?= $temp_data_index++ ?>" data-tooltip="<?= $this_menu_tooltips['reset'] ?>"><label>reset</label></a> <?php } // Otherwise, if we're in NORMAL MODE, we process the main menu differently
$_SESSION[$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 $chapter_mission_counts['two'] = 9; // 8 x Single + 1 x Boss $chapter_mission_counts['three'] = 1; // 1 x Rival $chapter_mission_counts['four'] = 4; // 4 x Double
?> </div> </form> </div> <?php } elseif ($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 » <?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>' : $html_header_text; ?>
// -- THIRD PLACE!!! -- // // If this user is in third place make sure there's a flag to remember it if (!isset($this_prototype_awards['ranking_third_place']) && $this_boardinfo['board_rank'] == 3) { $this_prototype_awards['ranking_third_place'] = time(); } /* * PROTOTYPE ACHIEVEMENTS */ // -- LIGHT COMPLETE!!! -- // // If this user has completed Dr. Light's campaign, make sure there's a flag to remember it if (!isset($this_prototype_awards['prototype_complete_light']) && rpg_prototype::campaign_complete('dr-light')) { $this_prototype_awards['prototype_complete_light'] = time(); } // -- WILY COMPLETE!!! -- // // If this user has completed Dr. Wily's campaign, make sure there's a flag to remember it if (!isset($this_prototype_awards['prototype_complete_wily']) && rpg_prototype::campaign_complete('dr-wily')) { $this_prototype_awards['prototype_complete_wily'] = time(); } // -- COSSACK COMPLETE!!! -- // // If this user has completed Dr. Cossack's campaign, make sure there's a flag to remember it if (!isset($this_prototype_awards['prototype_complete_cossack']) && rpg_prototype::campaign_complete('dr-cossack')) { $this_prototype_awards['prototype_complete_cossack'] = time(); } // -- PROTOTYPE COMPLETE!!! -- // // If this user has completed all three campaigns, make sure there's a flag to remember it if (!isset($this_prototype_awards['prototype_complete_all']) && !empty($this_prototype_awards['prototype_complete_light']) && !empty($this_prototype_awards['prototype_complete_wily']) && !empty($this_prototype_awards['prototype_complete_cossack'])) { $this_prototype_awards['prototype_complete_all'] = time(); } } // Update the prototype awards session variable with recent changes $_SESSION[$session_token]['values']['prototype_awards'] = $this_prototype_awards;
public static function print_editor_markup($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 $player_info['player_name']; ?> 's Data <span class="player_type"><?php echo !empty($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 $player_info['player_name']; ?> </span> </td> <td class="center"> </td> <td class="right"> <label style="display: block; float: left;">Bonus :</label> <?php // Display any special boosts this player has if (!empty($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($player_info['player_experience'], 0, '.', ','); ?> EXP</span> </td> <td class="center"> </td> <td class="right"> <label style="display: block; float: left;">Unlocked Robots :</label> <span class="player_stat player_type player_type_<?php echo !empty($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"> </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 $player_info['player_battles_complete']; ?> Missions</span> </td> <td class="center"> </td> <td class="right"> <label style="display: block; float: left;">Total Victories :</label> <span class="player_stat player_type player_type_<?php echo !empty($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 $player_info['player_battles_failure']; ?> Missions</span> </td> <td class="center"> </td> <td class="right"> <label style="display: block; float: left;">Total Defeats :</label> <span class="player_stat player_type player_type_<?php echo !empty($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"> </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 />', ' ', $this_item_title)); $this_item_title_tooltip = htmlentities($this_item_title, ENT_QUOTES, 'UTF-8'); $this_item_title_html = str_replace(' ', ' ', $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 />', ' ', $this_field_title)); $this_field_title_tooltip = htmlentities($this_field_title, ENT_QUOTES, 'UTF-8'); $this_field_title_html = str_replace(' ', ' ', $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; }
//require(MMRPG_CONFIG_ROOTDIR.'database/abilities.php'); require MMRPG_CONFIG_ROOTDIR . 'database/fields.php'; require MMRPG_CONFIG_ROOTDIR . 'database/items.php'; // Collect the editor flag if set $global_allow_editing = isset($_GET['edit']) && $_GET['edit'] == 'false' ? false : true; // Include the prototype data for getting omega factors //require_once('../includes/prototype.php'); require_once '../includes/omega.php'; $temp_omega_factor_options = array(); if (rpg_prototype::campaign_complete('dr-light')) { $temp_omega_factor_options = array_merge($temp_omega_factor_options, $this_omega_factors_one); } if (rpg_prototype::campaign_complete('dr-wily')) { $temp_omega_factor_options = array_merge($temp_omega_factor_options, $this_omega_factors_two); } if (rpg_prototype::campaign_complete('dr-cossack')) { $temp_omega_factor_options = array_merge($temp_omega_factor_options, $this_omega_factors_three); } $temp_unlocked_fields = !empty($_SESSION[$session_token]['values']['battle_fields']) ? $_SESSION[$session_token]['values']['battle_fields'] : array(); // Loop through unlockable system fields with no type foreach ($this_omega_factors_system as $key => $factor) { if (in_array($factor['field'], $temp_unlocked_fields)) { $temp_omega_factor_options[] = $factor; } } // Loop through the unlockable MM3 fields (from omega factor four) foreach ($this_omega_factors_four as $key => $factor) { if (in_array($factor['field'], $temp_unlocked_fields)) { $temp_omega_factor_options[] = $factor; } }
$ability_price -= round($ability_price / 2 * $level_discount); $this_shop_index['reggae']['shop_abilities']['abilities_selling'][$ability_kind] = $ability_price; } } } } // -- KALINKA SHOP UNLOCKS -- // // Only continue if the shop has been unlocked if (!empty($this_shop_index['kalinka'])) { // If Kalinka's Shop has reached sufficient levels, expand the inventory if ($this_shop_index['kalinka']['shop_level'] >= 30) { $this_shop_index['kalinka']['shop_items']['items_selling'] = $this_shop_index['kalinka']['shop_items']['items_selling2']; } unset($this_shop_index['kalinka']['shop_items']['items_selling2']); // If the player has completed the prototype, Kalinka's Shop also sells fields if (rpg_prototype::campaign_complete()) { $this_shop_index['kalinka']['shop_kind_selling'][] = 'fields'; $this_shop_index['kalinka']['shop_quote_selling']['fields'] = 'I think I\'ve discoved a way to generate new starforce, but it\'ll require additional research. Interested?'; $this_shop_index['kalinka']['shop_fields']['fields_selling'] = array('construction-site' => 48000, 'magnetic-generator' => 48000, 'reflection-chamber' => 48000, 'rocky-plateau' => 48000, 'spinning-greenhouse' => 48000, 'serpent-column' => 48000, 'power-plant' => 48000, 'septic-system' => 48000); } // If Kalinka's Shop has reached sufficient levels, decrease her selling prices if ($this_shop_index['kalinka']['shop_level'] > 1) { $level_discount = $this_battle_shops['kalinka']['shop_level'] / 100; // If her shop is selling items, discount their prices if (!empty($this_shop_index['kalinka']['shop_items']['items_selling'])) { foreach ($this_shop_index['kalinka']['shop_items']['items_selling'] as $field_kind => $field_price) { $field_price -= round($field_price / 2 * $level_discount); $this_shop_index['kalinka']['shop_items']['items_selling'][$field_kind] = $field_price; } } // If her shop is selling fields, discount their prices
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; } }
} // Ensure the player is unlocked if (rpg_game::player_unlocked('dr-wily')) { $html_form_buttons .= '<div class="reset_wrapper wrapper_dr-wily">'; $html_form_buttons .= '<div class="wrapper_header">Dr. Wily' . (rpg_prototype::campaign_complete('dr-light') ? ' <span style="position: relative; bottom: 2px;" title="Thank you for playing!!! >:D">♣</span>' : '') . '</div>'; if (rpg_prototype::battles_complete('dr-wily') > 0) { $html_form_buttons .= '<input class="button button_reset button_reset_missions" type="button" value="Reset Missions" onclick="javascript:parent.window.mmrpg_trigger_reset_missions(\'dr-wily\', \'Dr. Wily\');" />'; } else { $html_form_buttons .= '<input class="button button_reset button_reset_missions" type="button" value="Reset Missions" style="text-decoration: line-through;" />'; } $html_form_buttons .= '</div>'; } // Ensure the player is unlocked if (rpg_game::player_unlocked('dr-cossack')) { $html_form_buttons .= '<div class="reset_wrapper wrapper_dr-cossack">'; $html_form_buttons .= '<div class="wrapper_header">Dr. Cossack' . (rpg_prototype::campaign_complete('dr-light') ? ' <span style="position: relative; bottom: 2px;" title="Thank you for playing!!! >:D">♦</span>' : '') . '</div>'; if (rpg_prototype::battles_complete('dr-cossack') > 0) { $html_form_buttons .= '<input class="button button_reset button_reset_missions" type="button" value="Reset Missions" onclick="javascript:parent.window.mmrpg_trigger_reset_missions(\'dr-cossack\', \'Dr. Cossack\');" />'; } else { $html_form_buttons .= '<input class="button button_reset button_reset_missions" type="button" value="Reset Missions" style="text-decoration: line-through;" />'; } $html_form_buttons .= '</div>'; } $html_form_buttons .= '</div>'; //$html_form_buttons .= '<input class="button button_cancel" type="button" value="Cancel" onclick="javascript:parent.window.location.href=\'prototype.php\';" />'; // If the file has been updated, update the data if ($file_has_updated) { // Update the form messages markup text $html_form_messages .= '<span class="success">(!) Thank you. Your game has been saved.</span>'; // Clear the form fields markup $html_form_fields = '<script type="text/javascript"> reloadTimeout = 0; reloadParent = true; </script>';