// If Cossack has been unlocked but somehow Proto Man was not if (!rpg_game::robot_unlocked(false, 'proto-man')) { // Unlock Proto Man as a playable character $unlock_player_info = $mmrpg_index['players']['dr-cossack']; $unlock_robot_info = rpg_robot::get_index_info('proto-man'); $unlock_robot_info['robot_level'] = 21; $unlock_robot_info['robot_experience'] = 999; rpg_game::unlock_robot($unlock_player_info, $unlock_robot_info, true, true); } } // UNLOCK ROBOT : RHYTHM // If the player has failed at least three battles, unlock Rhythm as a playable character if ($battle_failure_counter_cossack >= 3 && !rpg_game::robot_unlocked(false, 'rhythm')) { // Unlock Rhythm as a playable character $unlock_player_info = $mmrpg_index['players']['dr-cossack']; $unlock_robot_info = rpg_robot::get_index_info('rhythm'); $unlock_robot_info['robot_level'] = 21; $unlock_robot_info['robot_experience'] = 999; rpg_game::unlock_robot($unlock_player_info, $unlock_robot_info, true, true); } // UNLOCK EVENT : PHASE TWO CHAPTERS (LIGHT) // If Dr. Cossack has completed all of his first phase, open Dr. Light's second if ($battle_complete_counter_cossack >= 10) { // Create the event flag and unset the player select variable to force main menu $temp_event_flag = 'dr-cossack_event-97_phase-one-complete'; if (empty($temp_game_flags['events'][$temp_event_flag])) { $temp_game_flags['events'][$temp_event_flag] = true; $_SESSION[$session_token]['battle_settings']['this_player_token'] = false; } } // UNLOCK EVENT : PHASE THREE CHAPTERS (ALL)
<?php // -- DR. WILY PASSWORDS -- // // Collect the temp battle flags $temp_flags = !empty($_SESSION['GAME']['flags']) ? $_SESSION['GAME']['flags'] : array(); // If the UNLOCK DISCO password was created if (!empty($temp_flags['drwily_password_robotgetpanicatthedisco'])) { if (!rpg_game::robot_unlocked(false, 'disco')) { // Unlock Roll as a playable character $unlock_player_info = $mmrpg_index['players']['dr-wily']; $unlock_robot_info = rpg_robot::get_index_info('disco'); $unlock_robot_info['robot_level'] = 1; $unlock_robot_info['robot_experience'] = rpg_prototype::calculate_experience(1) - 1; rpg_game::unlock_robot($unlock_player_info, $unlock_robot_info, true); header('Location: prototype.php'); exit; } } // If the UNLOCK BUBBLE BOMB password was created if (!empty($temp_flags['drwily_password_abilitygetbubblebombsaway'])) { if (!rpg_game::ability_unlocked('dr-wily', false, 'bubble-bomb')) { // Unlock Bubble Bomb as an equippable ability rpg_game::unlock_ability($mmrpg_index['players']['dr-wily'], false, array('ability_token' => 'bubble-bomb'), true); header('Location: prototype.php'); exit; } } // If the UNLOCK SHADOW BLADE password was created if (!empty($temp_flags['drwily_password_abilitygetcutterofdarkness'])) { if (!rpg_game::ability_unlocked('dr-wily', false, 'shadow-blade')) { // Unlock Shadow Blade as an equippable ability
<?php // -- DR. LIGHT PASSWORDS -- // // Collect the temp battle flags $temp_flags = !empty($_SESSION['GAME']['flags']) ? $_SESSION['GAME']['flags'] : array(); // If the UNLOCK ROLL password was created if (!empty($temp_flags['drlight_password_robotgetletsrocknroll'])) { if (!rpg_game::robot_unlocked(false, 'roll')) { // Unlock Roll as a playable character $unlock_player_info = $mmrpg_index['players']['dr-light']; $unlock_robot_info = rpg_robot::get_index_info('roll'); $unlock_robot_info['robot_level'] = 1; $unlock_robot_info['robot_experience'] = rpg_prototype::calculate_experience(1) - 1; rpg_game::unlock_robot($unlock_player_info, $unlock_robot_info, true); header('Location: prototype.php'); exit; } } // If the UNLOCK DEMO COMPLETE BONUS password was created if (!empty($temp_flags['drlight_password_abilitygetdemocompletebonus'])) { // 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;
echo '<a class="ability_name" style="" data-id="0" data-key="0" data-player="player" data-robot="robot" data-ability="" title="" data-tooltip=""><label>- Remove Ability -</label></a>'; // Loop through and print abilities $key_counter = 1; if (!empty($mmrpg_database_abilities)) { $row_count = 4; $column_count = ceil(count($mmrpg_database_abilities) / $row_count); // Collect this player's ability rewards and add them to the dropdown if (!empty($_SESSION[$session_token]['values']['battle_abilities'])) { $player_ability_rewards = $_SESSION[$session_token]['values']['battle_abilities']; } elseif (!empty($player_rewards['player_abilities'])) { $player_ability_rewards = 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 $temp_select_markup . ' ';
public function trigger_disabled($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() . ''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() . ''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() . ''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() . ''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 . ''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 = $temp_robot->robot_name . ''s Rewards'; //$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 ? ' ★' : '') . '</span>!<br /> '; $event_body .= $temp_robot->robot_name . ''s energy, weapons, shields, and mobility were upgraded!'; //$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() . ''s health improved! '; $event_body .= '<br />'; $event_body .= $temp_robot->print_name() . ''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() . ''s weapons improved! '; $event_body .= '<br />'; $event_body .= $temp_robot->print_name() . ''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() . ''s shields improved! '; $event_body .= '<br />'; $event_body .= $temp_robot->print_name() . ''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() . ''s mobility improved! '; $event_body .= '<br />'; $event_body .= $temp_robot->print_name() . ''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…'; } 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.''s Data Destroyed'; $event_body = $this->print_name().''s battle data was damaged beyond repair!<br />'; $event_body .= $this->print_name().' could not be unlocked for use in battle…'; $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; }
public static function reset_session() { // Reference global variables global $mmrpg_index, $db; //$GAME_SESSION = &$_SESSION[self::session_token()]; $session_token = self::session_token(); // Collect the user ID from the session $user_id = !empty($_SESSION[$session_token]['USER']['userid']) ? $_SESSION[$session_token]['USER']['userid'] : 0; // Back up the user and file info from the session $this_demo = $_SESSION[$session_token]['DEMO']; $this_user = $_SESSION[$session_token]['USER']; $this_file = $_SESSION[$session_token]['FILE']; $this_level_bonus = self::robot_level('dr-light', 'mega-man'); $this_battle_points = !empty($_SESSION[$session_token]['counters']['battle_points']) ? $_SESSION[$session_token]['counters']['battle_points'] : 0; $this_battle_zenny = !empty($_SESSION[$session_token]['counters']['battle_zenny']) ? $_SESSION[$session_token]['counters']['battle_zenny'] : 0; $this_battle_items = !empty($_SESSION[$session_token]['counters']['battle_items']) ? $_SESSION[$session_token]['counters']['battle_items'] : array(); $this_battle_stars = !empty($_SESSION[$session_token]['counters']['battle_stars']) ? $_SESSION[$session_token]['counters']['battle_stars'] : array(); $this_battle_abilities = !empty($_SESSION[$session_token]['counters']['battle_abilities']) ? $_SESSION[$session_token]['counters']['battle_abilities'] : array(); $this_battle_complete = !empty($_SESSION[$session_token]['values']['battle_complete']) ? $_SESSION[$session_token]['values']['battle_complete'] : array(); $this_battle_failure = !empty($_SESSION[$session_token]['values']['battle_failure']) ? $_SESSION[$session_token]['values']['battle_failure'] : array(); $this_robot_database = !empty($_SESSION[$session_token]['values']['robot_database']) ? $_SESSION[$session_token]['values']['robot_database'] : array(); $this_battle_rewards = !empty($_SESSION[$session_token]['values']['battle_rewards']) ? $_SESSION[$session_token]['values']['battle_rewards'] : array(); $this_battle_items = !empty($_SESSION[$session_token]['values']['battle_items']) ? $_SESSION[$session_token]['values']['battle_items'] : array(); $this_index_settings = !empty($_SESSION[$session_token]['index_settings']) ? $_SESSION[$session_token]['index_settings'] : array(); // Automatically unset the session variable entirely session_unset(); // Automatically create the cache date $_SESSION[$session_token] = array(); $_SESSION[$session_token]['CACHE_DATE'] = MMRPG_CONFIG_CACHE_DATE; // Redefine the user and file variables in the new session $_SESSION[$session_token]['DEMO'] = $this_demo; $_SESSION[$session_token]['USER'] = $this_user; // Automatically create the battle points counter and start at zero $_SESSION[$session_token]['counters']['battle_points'] = !empty($_REQUEST['action']) && $_REQUEST['action'] == 'reset' ? 0 : $this_battle_points; // Automatically create the battle points counter and start at zero $_SESSION[$session_token]['counters']['battle_zenny'] = !empty($_REQUEST['action']) && $_REQUEST['action'] == 'reset' ? 0 : $this_battle_zenny; // Automatically create the battle complete array and start at empty $_SESSION[$session_token]['values']['battle_complete'] = array(); // Automatically create the battle failure array and start at empty $_SESSION[$session_token]['values']['battle_failure'] = array(); // Automatically create the battle index array and start at empty $_SESSION[$session_token]['values']['battle_index'] = array(); // Automatically create the battle items array and start at empty $_SESSION[$session_token]['values']['battle_items'] = !empty($_REQUEST['action']) && $_REQUEST['action'] == 'reset' ? array() : $this_battle_items; // Automatically create the battle stars array and start at empty $_SESSION[$session_token]['values']['battle_stars'] = !empty($_REQUEST['action']) && $_REQUEST['action'] == 'reset' ? array() : $this_battle_stars; // Automatically create the battle abilities array and start at empty $_SESSION[$session_token]['values']['battle_abilities'] = !empty($_REQUEST['action']) && $_REQUEST['action'] == 'reset' ? array() : $this_battle_abilities; // Automatically create the robot database array and start at empty $_SESSION[$session_token]['values']['robot_database'] = array(); // Automatically create the index settings array and start at what was before $_SESSION[$session_token]['index_settings'] = $this_index_settings; // Automatically create the last load and save variable and set to now $_SESSION[$session_token]['values']['last_load'] = time(); $_SESSION[$session_token]['values']['last_save'] = time(); // -- DEMO MODE UNLOCKS -- // if (rpg_game::is_demo()) { // Reset the demo flag and user id to defaul $_SESSION[$session_token]['USER']['userid'] = MMRPG_SETTINGS_GUEST_ID; $_SESSION[$session_token]['DEMO'] = 1; // Only unlock Dr. Light as a playable character $unlock_player_info = $mmrpg_index['players']['dr-light']; self::unlock_player($unlock_player_info, false, true); $_SESSION[$session_token]['values']['battle_rewards']['dr-light']['player_points'] = 0; $_SESSION[$session_token]['values']['battle_items'] = array('item-energy-pellet' => 3, 'item-energy-capsule' => 2, 'item-weapon-pellet' => 3, 'item-weapon-capsule' => 2); // Auto-select Dr. Light as the current playable character $_SESSION[$session_token]['battle_settings']['this_player_token'] = 'dr-light'; // 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'); // Unlock Mega Man as a playable character $unlock_robot_info = $this_robot_index['mega-man']; $unlock_robot_info['robot_level'] = 1; $unlock_robot_info['robot_rewards']['abilities'] = array(array('level' => 0, 'token' => 'super-throw'), array('level' => 0, 'token' => 'fire-storm'), array('level' => 0, 'token' => 'hyper-bomb'), array('level' => 0, 'token' => 'ice-breath'), array('level' => 0, 'token' => 'buster-shot'), array('level' => 0, 'token' => 'mega-buster'), array('level' => 0, 'token' => 'mega-ball'), array('level' => 0, 'token' => 'mega-slide')); //$unlock_robot_info['robot_level'] = 5; //echo __LINE__.print_r($_SESSION[$session_token]['values']['battle_rewards']['dr-light'], true); self::unlock_robot($unlock_player_info, $unlock_robot_info, true, false); // Unlock Bass as a playable character $unlock_robot_info = $this_robot_index['bass']; $unlock_robot_info['robot_level'] = 1; $unlock_robot_info['robot_rewards']['abilities'] = array(array('level' => 0, 'token' => 'air-shooter'), array('level' => 0, 'token' => 'leaf-shield'), array('level' => 0, 'token' => 'bubble-spray'), array('level' => 0, 'token' => 'quick-boomerang'), array('level' => 0, 'token' => 'buster-shot'), array('level' => 0, 'token' => 'bass-buster'), array('level' => 0, 'token' => 'bass-crush'), array('level' => 0, 'token' => 'bass-baroque')); //$unlock_robot_info['robot_level'] = 99; //$unlock_robot_info['robot_experience'] = rpg_prototype::calculate_experience_required(1) - 1; self::unlock_robot($unlock_player_info, $unlock_robot_info, true, false); // Unlock Proto Man as a playable character $unlock_robot_info = $this_robot_index['proto-man']; $unlock_robot_info['robot_level'] = 1; $unlock_robot_info['robot_rewards']['abilities'] = array(array('level' => 0, 'token' => 'drill-blitz'), array('level' => 0, 'token' => 'bright-burst'), array('level' => 0, 'token' => 'dive-missile'), array('level' => 0, 'token' => 'skull-barrier'), array('level' => 0, 'token' => 'buster-shot'), array('level' => 0, 'token' => 'proto-buster'), array('level' => 0, 'token' => 'proto-shield'), array('level' => 0, 'token' => 'proto-strike')); //$unlock_robot_info['robot_level'] = 99; //$unlock_robot_info['robot_experience'] = rpg_prototype::calculate_experience_required(1) - 1; self::unlock_robot($unlock_player_info, $unlock_robot_info, true, false); } else { // Unlock Dr. Light as a playable character $unlock_player_info = $mmrpg_index['players']['dr-light']; self::unlock_player($unlock_player_info, true, true); $_SESSION[$session_token]['values']['battle_rewards']['dr-light']['player_points'] = 0; $_SESSION[$session_token]['values']['battle_items'] = array(); // Auto-select Dr. Light as the current playable character $_SESSION[$session_token]['battle_settings']['this_player_token'] = 'dr-light'; // Unlock Mega Man as a playable character $unlock_robot_info = rpg_robot::get_index_info('mega-man'); $unlock_robot_info['robot_level'] = 1; //!empty($this_level_bonus) ? $this_level_bonus : 1; $unlock_robot_info['robot_experience'] = rpg_prototype::calculate_experience_required(1) - 1; self::unlock_robot($unlock_player_info, $unlock_robot_info, true, false); } // Return true on success return true; }
<?php // Include the application TOP file $temp_path = str_replace('\\', '/', dirname(dirname(__FILE__))); require $temp_path . '/_top.php'; // Unset the database variable unset($db); // Collect the password string from the URL, if set $password_string = !empty($_REQUEST['password']) ? $_REQUEST['password'] : false; // If the password was not empty and is valid, continue $valid_passwords = '#^([-_a-z0-9]+)$#i'; if (!empty($password_string) && preg_match($valid_passwords, $password_string)) { // Ensure the user and file details have already been loaded to the session if (!empty($_SESSION['GAME']['USER'])) { // Process the password based on a predefined list if (preg_match('#^(dr-light|dr-wily|dr-cossack)_#i', $password_string)) { //($password_string == 'dr-light_proto-man'){ // UNLOCK ROBOTS list($player_token, $robot_token) = explode('_', $password_string); $unlock_player_info = $mmrpg_index['players'][$player_token]; $unlock_robot_info = rpg_robot::get_index_info($robot_token); rpg_game::unlock_robot($unlock_player_info, $unlock_robot_info); exit('success:unlock_' . $player_token . '_' . $robot_token); } else { // UNLOCK NOTHING!!! die('error:password-invalid'); } } } else { die('error:password-empty'); }
/** * Generate the markup for the in-game battle menu given environment variables * @param $objects array * @param $kind string (battle, ability, scan, item, option, switch, target_this, target_target, target_this_disabled) * @return array */ public static function get_menu_markup($objects, $menu_kind) { // Extract global objects into local scope extract($objects); // Count the total number of robots $num_robots = count($this_player->player_robots); $robot_direction = $this_player->player_side == 'left' ? 'right' : 'left'; // Collect this and target robot options and sort them $this_player_robots = $this_player->player_robots; $target_player_robots = $target_player->player_robots; usort($this_player_robots, array('rpg_functions', 'robot_sort_by_active')); usort($target_player_robots, array('rpg_functions', 'robot_sort_by_active')); // Collect required item and ability tokens to display $temp_item_tokens = array(); $temp_ability_tokens = array(); if (!empty($this_player->player_items)) { $temp_item_tokens = array_merge($temp_item_tokens, $this_player->player_items); } if (!empty($target_player->player_items)) { $temp_item_tokens = array_merge($temp_item_tokens, $target_player->player_items); } foreach (array($this_player_robots, $target_player_robots) as $player_robots) { foreach ($player_robots as $robot_key => $robot_info) { if (!empty($robot_info['robot_item'])) { $temp_item_tokens[] = $robot_info['robot_item']; } if (!empty($robot_info['robot_abilities'])) { $temp_ability_tokens = array_merge($temp_ability_tokens, $robot_info['robot_abilities']); } } } $temp_item_tokens = array_unique($temp_item_tokens); $temp_ability_tokens = array_unique($temp_ability_tokens); // Generate custom ability and item indexes for reference $temp_items_index = rpg_item::get_index_custom($temp_item_tokens); $temp_abilities_index = rpg_ability::get_index_custom($temp_ability_tokens); // Generate the markup for the action battle panel ob_start(); // Generate different markup for the different menu kinds switch ($menu_kind) { // If this was a BATTLE menu request case 'battle': // If the current robot is not disabled and is active if ($this_robot->robot_energy > 0 && $this_robot->robot_position == 'active') { // Define the order counter and start at one $dataOrder = 1; // Display available main actions ?> <div class="main_actions"><?php if (!empty($temp_player_ability_actions) || $this_robot->robot_class == 'mecha') { ?> <a class="button action_ability" type="button" data-panel="ability" data-order="<?php echo $dataOrder; ?> "><label>Ability</label></a><?php } else { ?> <a class="button button_disabled action_ability" type="button" data-action="ability_8_action-noweapons" data-order="<?php echo $dataOrder; ?> "><label style="text-decoration: line-through;">Ability</label></a><?php } $dataOrder++; ?> </div><?php // Display the available sub options ?> <div class="sub_actions"><?php // Display the SCAN option if ($target_player->counters['robots_active'] > 1) { ?> <a class="button action_scan" type="button" <?php echo $target_player->counters['robots_active'] > 1 ? 'data-panel="scan"' : 'data-action="scan_' . $target_robot->robot_id . '_' . $target_robot->robot_token . '"'; ?> data-order="<?php echo $dataOrder; ?> "><label>Scan</label></a><?php } else { foreach ($target_player->values['robots_active'] as $key => $info) { if ($info['robot_position'] != 'active') { continue; } ?> <a class="button action_scan" type="button" data-action="scan_<?php echo $info['robot_id'] . '_' . $info['robot_token']; ?> " data-order="<?php echo $dataOrder; ?> "><label>Scan</label></a><?php break; } } $dataOrder++; // Display the ITEM option $temp_disabled = false; ?> <a class="button action_item <?php echo $temp_disabled ? 'button_disabled' : ''; ?> " type="button" <?php echo !$temp_disabled ? 'data-panel="item"' : ''; ?> <?php echo !$temp_disabled ? 'data-order="' . $dataOrder . '"' : ''; ?> ><label>Item</label></a><?php if (!$temp_disabled) { $dataOrder++; } // Display the OPTION option ?> <a class="button action_option" type="button" data-panel="option" data-order="<?php echo $dataOrder; ?> "><label>Option</label></a><?php $dataOrder++; // Display the SWITCH option ?> <a class="button action_switch" type="button" data-panel="switch" data-order="<?php echo $dataOrder; ?> "><label>Switch</label></a><?php $dataOrder++; ?> </div><?php } else { // Display available main actions ?> <div class="main_actions"><?php ?> <a class="button action_ability button_disabled" type="button"><label>Ability</label></a><?php ?> </div><?php // Display the available sub options ?> <div class="sub_actions"><?php ?> <a class="button action_scan button_disabled" type="button"><label>Scan</label></a><?php ?> <a class="button action_item button_disabled" type="button"><label>Item</label></a><?php ?> <a class="button action_option" type="button" data-panel="option" data-order="1"><label>Option</label></a><?php ?> <a class="button action_switch" type="button" data-panel="switch" data-order="2"><label>Switch</label></a><?php ?> </div><?php } break; // If this was a ABILITY menu request // If this was a ABILITY menu request case 'ability': // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select Ability</span><?php // Collect the abilities for this robot, by whatever means if ($this_robot->robot_class == 'master') { $this_robot_settings = rpg_game::robot_settings($this_player->player_token, $this_robot->robot_token); if (!empty($this_robot_settings['robot_abilities'])) { $current_robot_abilities = $this_robot_settings['robot_abilities']; } else { $current_robot_abilities = array(); } // If this robot has more than eight abilities, slice to only eight if (count($current_robot_abilities) > 8) { $current_robot_abilities = array_slice($current_robot_abilities, 0, 8); $_SESSION['GAME']['values']['battle_settings'][$this_player->player_token]['player_robots'][$this_robot->robot_token]['robot_abilities'] = $current_robot_abilities; } // Collect the robot's held item if any if (!empty($_SESSION['GAME']['values']['battle_settings'][$this_player->player_token]['player_robots'][$this_robot->robot_token]['robot_item'])) { $current_robot_item = $_SESSION['GAME']['values']['battle_settings'][$this_player->player_token]['player_robots'][$this_robot->robot_token]['robot_item']; } else { $current_robot_item = ''; } } elseif ($this_robot->robot_class == 'mecha') { // Collect the temp ability index $temp_index_info = rpg_robot::get_index_info($this_robot->robot_token); $current_robot_abilities = array(); foreach ($temp_index_info['robot_abilities'] as $token) { $current_robot_abilities[$token] = array('ability_token' => $token); } $current_robot_item = ''; } // Ensure this robot has abilities to display if (!empty($current_robot_abilities)) { // Count the total number of abilities $num_abilities = count($this_robot->robot_abilities); $robot_direction = $this_player->player_side == 'left' ? 'right' : 'left'; // Define the ability display counter $unlocked_abilities_count = 0; // Collect the temp ability index $temp_abilities_index = rpg_ability::get_index_custom(array_keys($current_robot_abilities)); $temp_robotinfo = rpg_robot::get_index_info($this_robot->robot_token); if ($temp_robotinfo['robot_core'] != $this_robot->robot_core) { $temp_robotinfo['robot_core'] = $this_robot->robot_core; } $temp_robotinfo['robot_core2'] = preg_match('/^item-core-/i', $current_robot_item) ? preg_replace('/^item-core-/i', '', $current_robot_item) : ''; if ($temp_robotinfo['robot_core2'] == 'none') { $temp_robotinfo['robot_core2'] = ''; } // Loop through each ability and display its button $ability_key = 0; //$temp_robot_array = $this_robot->export_array(); foreach ($current_robot_abilities as $ability_token => $ability_info) { if (empty($ability_token) || !isset($temp_abilities_index[$ability_token])) { continue; } // Check if this ability has been unlocked $this_ability_unlocked = true; if ($this_ability_unlocked) { $unlocked_abilities_count++; } else { continue; } // Create the ability object using the session/index data $temp_abilityinfo = $temp_abilities_index[$ability_token]; $temp_abilityinfo['ability_id'] = $this_robot->robot_id . str_pad($temp_abilityinfo['ability_id'], 3, '0', STR_PAD_LEFT); $temp_ability = $this_battle->get_ability($temp_abilityinfo['ability_id']); $temp_type = $temp_ability->ability_type; $temp_type2 = $temp_ability->ability_type2; $temp_damage = $temp_ability->ability_damage; $temp_damage2 = $temp_ability->ability_damage2; $temp_damage_unit = $temp_ability->ability_damage_percent ? '%' : ''; $temp_damage2_unit = $temp_ability->ability_damage2_percent ? '%' : ''; $temp_recovery = $temp_ability->ability_recovery; $temp_recovery2 = $temp_ability->ability_recovery2; $temp_recovery_unit = $temp_ability->ability_recovery_percent ? '%' : ''; $temp_recovery2_unit = $temp_ability->ability_recovery2_percent ? '%' : ''; $temp_accuracy = $temp_ability->ability_accuracy; $temp_kind = !empty($temp_damage) && empty($temp_recovery) ? 'damage' : (!empty($temp_recovery) && empty($temp_damage) ? 'recovery' : (!empty($temp_damage) && !empty($temp_recovery) ? 'multi' : '')); $temp_target = 'auto'; $temp_target_text = ''; if ($temp_ability->ability_target == 'select_target' && $target_player->counters['robots_active'] > 1) { $temp_target = 'select_target'; $temp_target_text = 'Select Target'; } elseif ($temp_ability->ability_target == 'select_this') { $temp_target = 'select_this'; $temp_target_text = 'Select Target'; } $temp_multiplier = 1; if (!empty($this_robot->robot_core) && ($this_robot->robot_core == $temp_type || $this_robot->robot_core == $temp_type2)) { $temp_multiplier = $temp_multiplier * 1.5; } if (!empty($temp_type) && !empty($this_battle->battle_field->field_multipliers[$temp_type])) { $temp_multiplier = $temp_multiplier * $this_battle->battle_field->field_multipliers[$temp_type]; } elseif (!empty($this_battle->battle_field->field_multipliers['none'])) { $temp_multiplier = $temp_multiplier * $this_battle->battle_field->field_multipliers['none']; } if (!empty($temp_type2) && !empty($this_battle->battle_field->field_multipliers[$temp_type2])) { $temp_multiplier = $temp_multiplier * $this_battle->battle_field->field_multipliers[$temp_type2]; } $temp_damage = ceil($temp_damage * $temp_multiplier); if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['damage'])) { $temp_damage = ceil($temp_damage * $this_battle->battle_field->field_multipliers['damage']); } if ($temp_damage_unit == '%' && $temp_damage > 100) { $temp_damage = 100; } $temp_damage2 = ceil($temp_damage2 * $temp_multiplier); if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['damage'])) { $temp_damage2 = ceil($temp_damage2 * $this_battle->battle_field->field_multipliers['damage']); } if ($temp_damage2_unit == '%' && $temp_damage2 > 100) { $temp_damage2 = 100; } $temp_recovery = ceil($temp_recovery * $temp_multiplier); if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['recovery'])) { $temp_recovery = ceil($temp_recovery * $this_battle->battle_field->field_multipliers['recovery']); } if ($temp_recovery_unit == '%' && $temp_recovery > 100) { $temp_recovery = 100; } $temp_recovery2 = ceil($temp_recovery2 * $temp_multiplier); if (!preg_match('/-(booster|breaker)$/i', $ability_token) && !empty($this_battle->battle_field->field_multipliers['recovery'])) { $temp_recovery2 = ceil($temp_recovery2 * $this_battle->battle_field->field_multipliers['recovery']); } if ($temp_recovery2_unit == '%' && $temp_recovery2 > 100) { $temp_recovery2 = 100; } // Define the amount of weapon energy for this ability $temp_robot_weapons = $this_robot->robot_weapons; $temp_ability_energy = $this_robot->calculate_weapon_energy($temp_ability, $temp_ability_energy_base, $temp_ability_energy_mods); // Collect the type info for this ability if it exists $temp_type_info = !empty($temp_ability->ability_type) ? rpg_type::get_index_info($temp_ability->ability_type) : false; $temp_type_info2 = !empty($temp_ability->ability_type2) ? rpg_type::get_index_info($temp_ability->ability_type2) : false; // Define the ability title details text $temp_ability_details = $temp_ability->ability_name; $temp_ability_details .= ' (' . (!empty($temp_type_info) ? $temp_type_info['type_name'] : 'Neutral'); if (!empty($temp_type_info2)) { $temp_ability_details .= ' / ' . $temp_type_info2['type_name']; } else { $temp_ability_details .= ' Type'; } $temp_ability_details .= ') <br />'; if ($temp_kind == 'damage') { $temp_ability_details .= $temp_damage . $temp_damage_unit . ' Damage'; } elseif ($temp_kind == 'recovery') { $temp_ability_details .= $temp_recovery . $temp_recovery_unit . ' Recovery'; } elseif ($temp_kind == 'multi') { $temp_ability_details .= $temp_damage . $temp_damage_unit . ' Damage / ' . ($temp_multiplier != 1 ? '<del>' . $temp_ability->ability_recovery . '</del> ' : '') . $temp_recovery . $temp_recovery_unit . ' Recovery'; } else { $temp_ability_details .= 'Support'; } $temp_ability_details .= ' | ' . $temp_ability->ability_accuracy . '% Accuracy'; if (!empty($temp_ability_energy)) { $temp_ability_details .= ' | ' . $temp_ability_energy . ' Energy'; } if (!empty($temp_target_text)) { $temp_ability_details .= ' | ' . $temp_target_text; } $temp_ability_description = $temp_ability->ability_description; $temp_ability_description = str_replace('{DAMAGE}', $temp_damage, $temp_ability_description); $temp_ability_description = str_replace('{RECOVERY}', $temp_recovery, $temp_ability_description); $temp_ability_description = str_replace('{DAMAGE2}', $temp_damage2, $temp_ability_description); $temp_ability_description = str_replace('{RECOVERY2}', $temp_recovery2, $temp_ability_description); $temp_ability_details .= ' <br />' . $temp_ability_description; $temp_ability_details_plain = strip_tags(str_replace('<br />', ' ', $temp_ability_details)); $temp_ability_details_tooltip = htmlentities($temp_ability_details, ENT_QUOTES, 'UTF-8'); // Define the ability button text variables $temp_ability_label = '<span class="multi">'; $temp_ability_label .= '<span class="maintext">' . $temp_ability->ability_name . '</span>'; $temp_ability_label .= '<span class="subtext">'; $temp_ability_label .= !empty($temp_type_info) ? $temp_type_info['type_name'] . ' ' : 'Neutral '; if (!empty($temp_type_info2)) { $temp_ability_label .= ' / ' . $temp_type_info2['type_name']; } else { $temp_ability_label .= $temp_kind == 'damage' ? 'Damage' : ($temp_kind == 'recovery' ? 'Recovery' : ($temp_kind == 'multi' ? 'Effects' : 'Special')); } $temp_ability_label .= '</span>'; $temp_ability_label .= '<span class="subtext">'; $temp_ability_label .= '<span style="' . ($temp_multiplier != 1 ? $temp_multiplier > 1 ? 'color: rgb(161, 255, 124); ' : 'color: rgb(255, 150, 150); ' : '') . '">P:' . ($temp_kind == 'damage' ? $temp_damage . $temp_damage_unit . ' ' : ($temp_kind == 'recovery' ? $temp_recovery . $temp_recovery_unit . ' ' : ($temp_kind == 'multi' ? $temp_damage . $temp_damage_unit . '/' . $temp_recovery . $temp_recovery_unit . ' ' : '0'))) . '</span>'; $temp_ability_label .= ' '; $temp_ability_label .= 'A:' . $temp_accuracy . '%'; $temp_ability_label .= '</span>'; $temp_ability_label .= '</span>'; // Define whether or not this ability button should be enabled $temp_button_enabled = $temp_robot_weapons >= $temp_ability_energy ? true : false; // If the ability is not actually compatible with this robot, disable it $temp_button_compatible = rpg_robot::has_ability_compatibility($temp_robotinfo, $temp_abilityinfo, $current_robot_item); if (!$temp_button_compatible) { $temp_button_enabled = false; } // If this button is enabled, add it to the global ability options array if ($temp_button_enabled) { $temp_player_ability_actions[] = $temp_ability->ability_token; } // Define the ability sprite variables $temp_ability_sprite = array(); $temp_ability_sprite['name'] = $temp_ability->ability_name; if ($this_robot->robot_class == 'master') { $temp_ability_sprite['image'] = $temp_ability->ability_image; $temp_ability_sprite['image_size'] = $temp_ability->ability_image_size; $temp_ability_sprite['image_size_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size']; $temp_ability_sprite['image_size_zoom'] = $temp_ability->ability_image_size * 2; $temp_ability_sprite['image_size_zoom_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size']; $temp_ability_sprite['url'] = 'images/sprites/abilities/' . $temp_ability_sprite['image'] . '/icon_' . $robot_direction . '_' . $temp_ability_sprite['image_size_text'] . '.png'; $temp_ability_sprite['class'] = 'sprite size' . $temp_ability_sprite['image_size'] . ' base '; $temp_ability_sprite['style'] = 'background-image: url(' . $temp_ability_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 5px; left: 5px; '; $temp_ability_sprite['markup'] = '<span class="' . $temp_ability_sprite['class'] . ' ability" style="' . $temp_ability_sprite['style'] . '">' . $temp_ability_sprite['name'] . '</span>'; $temp_ability_sprite['markup'] .= '<span class="' . $temp_ability_sprite['class'] . ' weapons" style="top: 35px; left: 5px; ' . ($temp_ability_energy == $temp_ability_energy_base ? '' : ($temp_ability_energy_mods <= 1 ? 'color: #80A280; ' : 'color: #68B968; ')) . '">' . $temp_ability_energy . ' WE</span>'; } elseif ($this_robot->robot_class == 'mecha') { $temp_ability_sprite['image'] = $this_robot->robot_image; $temp_ability_sprite['image_size'] = $this_robot->robot_image_size; $temp_ability_sprite['image_size_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size']; $temp_ability_sprite['image_size_zoom'] = $this_robot->robot_image_size * 2; $temp_ability_sprite['image_size_zoom_text'] = $temp_ability_sprite['image_size'] . 'x' . $temp_ability_sprite['image_size']; $temp_ability_sprite['url'] = 'images/sprites/robots/' . $temp_ability_sprite['image'] . '/mug_' . $robot_direction . '_' . $temp_ability_sprite['image_size_text'] . '.png'; $temp_ability_sprite['class'] = 'sprite size' . $temp_ability_sprite['image_size'] . ' base '; $temp_ability_sprite['style'] = 'background-image: url(' . $temp_ability_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 7px; left: 5px; height: 43px; background-position: center center !important; background-size: 50% 50% !important; '; $temp_ability_sprite['markup'] = '<span class="' . $temp_ability_sprite['class'] . ' ability" style="' . $temp_ability_sprite['style'] . '">' . $temp_ability_sprite['name'] . '</span>'; } $temp_ability_sprite['preload'] = 'images/sprites/abilities/' . $temp_ability_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_ability_sprite['image_size_zoom_text'] . '.png'; // Now use the new object to generate a snapshot of this ability button if ($temp_button_enabled) { ?> <a data-order="<?php echo $temp_order_counter; ?> " class="button action_ability ability_<?php echo $temp_ability->ability_token; ?> ability_type ability_type_<?php echo (!empty($temp_ability->ability_type) ? $temp_ability->ability_type : 'none') . (!empty($temp_ability->ability_type2) ? '_' . $temp_ability->ability_type2 : ''); ?> block_<?php echo $unlocked_abilities_count; ?> " type="button" data-action="ability_<?php echo $temp_ability->ability_id . '_' . $temp_ability->ability_token; ?> " data-tooltip="<?php echo $temp_ability_details_tooltip; ?> " data-target="<?php echo $temp_target; ?> "><label class=""><?php echo $temp_ability_sprite['markup']; echo $temp_ability_label; ?> </label></a><?php } else { ?> <a data-order="<?php echo $temp_order_counter; ?> " class="button button_disabled action_ability ability_<?php echo $temp_ability->ability_token; ?> ability_type ability_type_<?php echo (!empty($temp_ability->ability_type) ? $temp_ability->ability_type : 'none') . (!empty($temp_ability->ability_type2) ? '_' . $temp_ability->ability_type2 : ''); ?> block_<?php echo $unlocked_abilities_count; ?> " type="button"><label class=""><?php echo $temp_ability_sprite['markup']; echo $temp_ability_label; ?> </label></a><?php } // Increment the order counter $temp_order_counter++; $ability_key++; } // If there were less than 8 abilities, fill in the empty spaces if ($unlocked_abilities_count < 8) { for ($i = $unlocked_abilities_count; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_ability button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag //echo 'Abilities : ['.print_r($this_robot->robot_abilities, true).']'; //echo preg_replace('#\s+#', ' ', print_r($this_robot_settings, true)); ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a ITEM menu request // If this was a ITEM menu request case 'item': // Define all the available player items in a handy index array $current_player_items = $this_player->player_items; foreach ($current_player_items as $key => $token) { $info = !empty($temp_items_index[$token]) ? $temp_items_index[$token] : false; if (empty($info) || $info['ability_subclass'] != 'consumable') { unset($current_player_items[$key]); } } $current_player_items_count = count($current_player_items); $current_player_items_pages = $current_player_items_count <= 8 ? 1 : ceil($current_player_items_count / 8); // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"> <span class="main_actions_title <?php echo $target_player->player_id != MMRPG_SETTINGS_TARGET_PLAYERID || !empty($this_player->flags['item_used_this_turn']) ? 'main_actions_title_disabled' : ''; ?> "> <?php // If there were more than eight items, print the page numbers if ($current_player_items_count > 8) { $temp_selected_page = 1; //!empty($_SESSION['GAME']['battle_settings']['action_ability_page_num']) ? $_SESSION['GAME']['battle_settings']['action_ability_page_num'] : 1; echo '<span class="float_title">Select Item</span>'; echo '<span class="float_links"><span class="page">Page</span>'; for ($i = 1; $i <= $current_player_items_pages; $i++) { echo '<a class="num' . ($i == $temp_selected_page ? ' active' : '') . '" href="#' . $i . '">' . $i . '</a>'; } echo '</span>'; } else { echo 'Select Item'; } ?> </span> <?php // Ensure this player has items to display if (!empty($current_player_items)) { // Count the total number of items $num_items = count($current_player_items); $item_direction = $this_player->player_side == 'left' ? 'right' : 'left'; // Define the item display counter $equipped_items_count = 0; // Define the default button enabled option if ($target_player->player_id != MMRPG_SETTINGS_TARGET_PLAYERID) { $temp_button_enabled_base = false; } else { $temp_button_enabled_base = true; } // If this player has already used an item this turn if (!empty($this_player->flags['item_used_this_turn'])) { $temp_button_enabled_base = false; } // Loop through each ability and display its button $item_key = 0; $item_token_list = array_keys($temp_items_index); foreach ($item_token_list as $item_key => $item_token) { // Ensure this is an actual ability in the index if (!empty($item_token) && in_array($item_token, $current_player_items)) { // Define the amount of weapon energy for this ability $temp_item_quantity = !empty($_SESSION['GAME']['values']['battle_items'][$item_token]) ? $_SESSION['GAME']['values']['battle_items'][$item_token] : 0; // CHANGEME to zero!!! mt_rand(0, 10) $temp_item_cost = 1; // If this player has never aquired this item, do not display it if (!isset($_SESSION['GAME']['values']['battle_items'][$item_token])) { continue; } //$temp_item_quantity = 99; // CHANGEME! COMMENT ME OUT! TESTING ONLY! // Increment the equipped items count $equipped_items_count++; // Define the button enabled flag $temp_button_enabled = $temp_button_enabled_base; // Create the ability object using the session/index data $temp_iteminfo = $temp_items_index[$item_token]; //$temp_iteminfo['item_id'] = $this_player->player_id.str_pad($temp_iteminfo['item_id'], 3, '0', STR_PAD_LEFT); $temp_item = new rpg_item($this_player, $this_robot, $temp_iteminfo); $temp_type = $temp_item->item_type; $temp_type2 = $temp_item->item_type2; $temp_damage = $temp_item->item_damage; $temp_damage2 = $temp_item->item_damage2; $temp_damage_unit = $temp_item->item_damage_percent ? '%' : ''; $temp_damage2_unit = $temp_item->item_damage2_percent ? '%' : ''; $temp_recovery = $temp_item->item_recovery; $temp_recovery2 = $temp_item->item_recovery2; $temp_recovery_unit = $temp_item->item_recovery_percent ? '%' : ''; $temp_recovery2_unit = $temp_item->item_recovery2_percent ? '%' : ''; $temp_accuracy = $temp_item->item_accuracy; $temp_kind = !empty($temp_damage) && empty($temp_recovery) ? 'damage' : (!empty($temp_recovery) && empty($temp_damage) ? 'recovery' : (!empty($temp_damage) && !empty($temp_recovery) ? 'multi' : '')); if (preg_match('/-score-ball$/i', $item_token)) { $temp_kind = 'score'; } elseif (preg_match('/-core$/i', $item_token)) { $temp_kind = 'core'; } $temp_target = 'select_this'; if ($temp_item->item_target == 'select_target' && $target_player->counters['robots_active'] > 1) { $temp_target = 'select_target'; } elseif ($temp_item->item_target == 'select_this' && $this_player->counters['robots_active'] > 1) { $temp_target = 'select_this'; } elseif ($temp_item->item_target == 'select_this_disabled') { $temp_target = 'select_this_disabled'; } elseif ($temp_item->item_target == 'auto') { $temp_target = 'auto'; } $temp_multiplier = 1; // Collect the type info for this item if it exists $temp_type_info = !empty($temp_item->item_type) ? rpg_type::get_index_info($temp_item->item_type) : false; $temp_type_info2 = !empty($temp_item->item_type2) ? rpg_type::get_index_info($temp_item->item_type2) : false; // Define the ability title details text $temp_item_details = $temp_item->item_name . ' <br />'; if ($temp_kind == 'damage') { $temp_item_details .= $temp_damage . $temp_damage_unit . ' Damage'; } elseif ($temp_kind == 'recovery') { $temp_item_details .= $temp_recovery . $temp_recovery_unit . ' Recovery'; } elseif ($temp_kind == 'multi') { $temp_item_details .= $temp_damage . $temp_damage_unit . ' Damage / ' . $temp_recovery . $temp_recovery_unit . ' Recovery'; } elseif ($temp_kind == 'core') { $temp_item_details .= '10% Damage'; } else { $temp_item_details .= 'Support'; } if (!empty($temp_item_quantity)) { if ($temp_item_quantity != 1) { $temp_item_details .= ' | ' . $temp_item_quantity . ' Units'; } else { $temp_item_details .= ' | 1 Unit'; } } $temp_item_description = $temp_item->item_description; $temp_item_description = str_replace('{DAMAGE}', $temp_damage, $temp_item_description); $temp_item_description = str_replace('{RECOVERY}', $temp_recovery, $temp_item_description); $temp_item_description = str_replace('{DAMAGE2}', $temp_damage2, $temp_item_description); $temp_item_description = str_replace('{RECOVERY2}', $temp_recovery2, $temp_item_description); $temp_item_details .= ' <br />' . $temp_item_description; $temp_item_details_plain = strip_tags(str_replace('<br />', ' ', $temp_item_details)); $temp_item_details_tooltip = htmlentities($temp_item_details, ENT_QUOTES, 'UTF-8'); // Define the ability button text variables $temp_item_label = '<span class="multi">'; $temp_item_label .= '<span class="maintext">' . $temp_item->item_name . '</span>'; $temp_item_label .= '<span class="subtext">'; if ($temp_kind == 'score') { $temp_item_label .= 'Reward Booster'; } elseif ($temp_kind == 'core') { $temp_item_label .= !empty($temp_type_info) ? $temp_type_info['type_name'] : 'Neutral'; $temp_item_label .= ' Damage'; } else { $temp_item_label .= !empty($temp_type_info) ? $temp_type_info['type_name'] . ' ' : 'Neutral '; if (!empty($temp_type_info) && !empty($temp_type_info2)) { $temp_item_label .= ' / ' . $temp_type_info2['type_name']; } else { $temp_item_label .= $temp_kind == 'damage' ? 'Damage' : ($temp_kind == 'recovery' ? 'Recovery' : ($temp_kind == 'multi' ? 'Effects' : 'Special')); } } $temp_item_label .= '</span>'; $temp_item_label .= '<span class="subtext">'; if ($temp_kind == 'score') { $temp_item_label .= '<span>Value : +' . $temp_recovery . $temp_recovery_unit . '</span>'; } elseif ($temp_kind == 'core') { $temp_item_label .= '<span>Power : 10%</span>'; } else { $temp_item_label .= '<span style="' . ($temp_multiplier != 1 ? $temp_multiplier > 1 ? 'color: rgb(161, 255, 124); ' : 'color: rgb(255, 150, 150); ' : '') . '">Power : ' . ($temp_kind == 'damage' ? $temp_damage . $temp_damage_unit . ' ' : ($temp_kind == 'recovery' ? $temp_recovery . $temp_recovery_unit . ' ' : ($temp_kind == 'multi' ? $temp_damage . $temp_damage_unit . '/' . $temp_recovery . $temp_recovery_unit . ' ' : '0'))) . '</span>'; } $temp_item_label .= ' '; $temp_item_label .= '</span>'; $temp_item_label .= '</span>'; // Define whether or not this ability button should be enabled if ($temp_item_quantity < $temp_item_cost) { $temp_button_enabled = false; } // Define the ability sprite variables $temp_item_sprite = array(); $temp_item_sprite['name'] = $temp_item->item_name; $temp_item_sprite['image'] = $temp_item->item_image; if ($temp_item->item_token == 'item-extra-life') { // Automatically change this ability's image based on player if ($this_player->player_token == 'dr-light') { $temp_item_sprite['image'] = 'item-extra-life'; } elseif ($this_player->player_token == 'dr-wily') { $temp_item_sprite['image'] = 'item-extra-life-2'; } elseif ($this_player->player_token == 'dr-cossack') { $temp_item_sprite['image'] = 'item-extra-life-3'; } } $temp_item_sprite['image_size'] = $temp_item->item_image_size; $temp_item_sprite['image_size_text'] = $temp_item_sprite['image_size'] . 'x' . $temp_item_sprite['image_size']; $temp_item_sprite['image_size_zoom'] = $temp_item->item_image_size * 2; $temp_item_sprite['image_size_zoom_text'] = $temp_item_sprite['image_size'] . 'x' . $temp_item_sprite['image_size']; $temp_item_sprite['url'] = 'images/sprites/items/' . $temp_item_sprite['image'] . '/icon_' . $item_direction . '_' . $temp_item_sprite['image_size_text'] . '.png'; $temp_item_sprite['preload'] = 'images/sprites/items/' . $temp_item_sprite['image'] . '/sprite_' . $item_direction . '_' . $temp_item_sprite['image_size_zoom_text'] . '.png'; $temp_item_sprite['class'] = 'sprite size' . $temp_item_sprite['image_size'] . ' base '; // ability_type ability_type_'.(!empty($temp_item->item_type) ? $temp_item->item_type : 'none'); $temp_item_sprite['style'] = 'background-image: url(' . $temp_item_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 5px; left: 5px; '; $temp_item_sprite['markup'] = '<span class="' . $temp_item_sprite['class'] . ' ability" style="' . $temp_item_sprite['style'] . '">' . $temp_item_sprite['name'] . '</span>'; $temp_item_sprite['markup'] .= '<span class="' . $temp_item_sprite['class'] . ' weapons" style="top: 35px; left: 5px; ' . ($temp_item_quantity > 1 ? '' : ($temp_item_quantity > 0 ? 'color: #AA9393; ' : 'color: #A77D7D; ')) . '"><sup style="position: relative: bottom: 1px;">x</sup> ' . $temp_item_quantity . '</span>'; $temp_type_class = !empty($temp_item->item_type) ? $temp_item->item_type : 'none'; if ($temp_type_class != 'none' && !empty($temp_item->item_type2)) { $temp_type_class .= '_' . $temp_item->item_type2; } elseif ($temp_type_class == 'none' && !empty($temp_item->item_type2)) { $temp_type_class = $temp_item->item_type2; } // Now use the new object to generate a snapshot of this ability button if ($temp_button_enabled) { ?> <a data-order="<?php echo $temp_order_counter; ?> " class="button action_item ability_<?php echo $temp_item->item_token; ?> ability_type ability_type_<?php echo $temp_type_class; ?> block_<?php echo $equipped_items_count; ?> " type="button" data-action="ability_<?php echo $temp_item->item_id . '_' . $temp_item->item_token; ?> " data-tooltip="<?php echo $temp_item_details_tooltip; ?> " data-preload="<?php echo $temp_item_sprite['preload']; ?> " data-actualtarget="<?php echo $temp_item->item_target; ?> " data-target="<?php echo $temp_target; ?> "><label class=""><?php echo $temp_item_sprite['markup']; echo $temp_item_label; ?> </label></a><?php } else { ?> <a data-order="<?php echo $temp_order_counter; ?> " class="button button_disabled action_item ability_<?php echo $temp_item->item_token; ?> ability_type ability_type_<?php echo $temp_type_class; ?> block_<?php echo $equipped_items_count; ?> " type="button"><label class=""><?php echo $temp_item_sprite['markup']; echo $temp_item_label; ?> </label></a><?php } // Increment the order counter $temp_order_counter++; } $item_key++; } // If there were less than 8 items, fill in the empty spaces if ($equipped_items_count % 8 != 0) { $temp_padding_amount = 8 - $equipped_items_count % 8; $temp_last_key = $equipped_items_count + $temp_padding_amount; for ($i = $equipped_items_count; $i < $temp_last_key; $i++) { // Display an empty button placeholder ?> <a class="button action_item button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } ?> </div> <?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a OPTION menu request // If this was a OPTION menu request case 'option': // Define the markup for the option buttons $temp_options = array(); // Display the option for returning to the main prototype menu $temp_options[] = '<a data-order="1" class="button action_option block_1 ability_type_space" type="button" data-action="prototype"><label><span class="multi">Return To<br />Main Menu</span></label></a>'; // Display an option for restarting this battle from scratch $temp_options[] = '<a data-order="2" class="button action_option block_2 ability_type_space" type="button" data-action="restart"><label><span class="multi">Restart<br />Mission</span></label></a>'; // Display an option for changing config settings //$temp_options[] = '<a class="button action_option block_3" type="button" data-panel="settings"><label><span class="multi">Settings<br />Menu</span></label></a>'; $temp_options[] = '<a data-order="3" class="button action_option block_3 ability_type_space" type="button" data-panel="settings_eventTimeout"><label><span class="multi">Message<br />Speed</span></label></a>'; $temp_options[] = '<a data-order="4" class="button action_option block_4 ability_type_space" type="button" onclick="parent.mmrpg_music_load(\'fields/' . $this_field->field_music . '/battle-field_background_music\', true);"><label><span class="multi">Restart<br />Music</span></label></a>'; // Display the toggle options for debug mode and stuff $current_debug_value = !empty($_SESSION['GAME']['debug_mode']) ? 1 : 0; $temp_options[] = '<a data-order="5" class="button action_option block_5 ability_type_space" type="button" onclick="mmrpg_toggle_debug_mode(this);" data-value="' . $current_debug_value . '"><label><span class="multi"><span class="title">Toggle Debug</span><br /><span class="value type ' . ($current_debug_value ? 'nature' : 'flame') . '">' . ($current_debug_value ? 'ON' : 'OFF') . '</span></span></label></a>'; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select Option</span><?php // Ensure there are options to display if (!empty($temp_options)) { // Count the total number of options $num_options = count($temp_options); // Loop through each option and display its button markup foreach ($temp_options as $key => $option_markup) { // Display the option button's generated markup echo $option_markup; } // If there were less than 6 options, fill in the empty spaces if ($num_options < 8) { for ($i = $num_options; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_option button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="7" class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php break; // If this was a SCAN menu request // If this was a SCAN menu request case 'scan': // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select Scan Target</span><?php // Ensure there are robots to display if (!empty($target_player->player_robots)) { // Loop through each robot and display its target button foreach ($target_player_robots as $robot_key => $robot_info) { // Ensure this robot has an ID before attempting to load if (!empty($robot_info['robot_id'])) { // Create the scan object using the session/index data $temp_robot = $this_battle->get_robot($robot_info['robot_id']); // Default the allow button flag to true $allow_button = true; // If this robot is disabled, disable the button if ($temp_robot->robot_status == 'disabled') { $allow_button = false; } // If this robot is not active, disable the button //if ($temp_robot->robot_position != 'active'){ $allow_button = false; } // Define the title hover for the robot $temp_robot_title = $temp_robot->robot_name . ' (Lv. ' . $temp_robot->robot_level . ')'; //$temp_robot_title .= ' | '.$temp_robot->robot_id.''; $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position'; // Display the robot's item if it exists if (!empty($temp_robot->robot_item)) { $temp_item = $temp_items_index[$temp_robot->robot_item]; $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' '; } // Display the robot's life and weapon energy current and base $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE'; $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE'; $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level); if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') { $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP'; } $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT'; $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF'; $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP'; // Generate alt formats for the robot title $temp_robot_title_plain = strip_tags(str_replace('<br />', ' ', $temp_robot_title)); $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8'); // Collect the robot's core types for display $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : ''; if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) { $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item); if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) { $temp_robot_core2_type = $temp_item_core_type; } } // Define the robot button text variables $temp_robot_label = '<span class="multi">'; $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy'; $temp_robot_label .= '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= 'A:' . $temp_robot->robot_attack; $temp_robot_label .= ' '; $temp_robot_label .= 'D:' . $temp_robot->robot_defense; $temp_robot_label .= ' '; $temp_robot_label .= 'S:' . $temp_robot->robot_speed; $temp_robot_label .= '</span>'; $temp_robot_label .= '</span>'; // Define the robot sprite variables $temp_robot_sprite = array(); $temp_robot_sprite['name'] = $temp_robot->robot_name; $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_sprite['image'] = $temp_robot->robot_image; $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size; $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2; $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png'; $temp_robot_sprite['preload'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_zoom_text'] . '.png'; $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' '; $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 6px; left: 5px; '; if ($temp_robot->robot_position == 'active') { $temp_robot_sprite['style'] .= 'border-color: #ababab; '; } $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100); if ($temp_energy_percent > 50) { $temp_robot_sprite['class'] .= 'energy high '; } elseif ($temp_energy_percent > 25) { $temp_robot_sprite['class'] .= 'energy medium '; } elseif ($temp_energy_percent > 0) { $temp_robot_sprite['class'] .= 'energy low '; } $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>'; // Update the order button if necessary $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : ''; $temp_order_counter += $allow_button ? 1 : 0; // Now use the new object to generate a snapshot of this switch button /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_scan scan_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="scan_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?> data-preload="<?= $temp_robot_sprite['preload'] ?>"><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/ ?> <a class="button <?php echo !$allow_button ? 'button_disabled' : ''; ?> action_scan scan_<?php echo $temp_robot->robot_token; ?> status_<?php echo $temp_robot->robot_status; ?> robot_type robot_type_<?php echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : ''); ?> block_<?php echo $robot_key + 1; ?> " type="button" data-tooltip="<?php echo $temp_robot_title_tooltip; ?> " <?php echo $order_button_markup; ?> <?if($allow_button):?>data-action="scan_<?php echo $temp_robot->robot_id . '_' . $temp_robot->robot_token; ?> "<?endif;?> data-preload="<?php echo $temp_robot_sprite['preload']; ?> "><label><?php echo $temp_robot_sprite['markup']; echo $temp_robot_label; ?> </label></a><?php } } // If there were less than 8 robots, fill in the empty spaces if ($num_robots < 8) { for ($i = $num_robots; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_scan button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="battle"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a SWITCH menu request // If this was a SWITCH menu request case 'switch': // Check if the switch should be disabled $this_switch_disabled = false; if ($this_robot->robot_status != 'disabled' && $this_robot->robot_position == 'active' && !empty($this_robot->robot_attachments)) { foreach ($this_robot->robot_attachments as $attachment_token => $attachment_info) { if (isset($attachment_info['attachment_switch_disabled']) && $attachment_info['attachment_switch_disabled'] == 1) { $this_switch_disabled = true; } } } // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title" style="<?php echo !empty($this_player->flags['switch_used_this_turn']) ? 'text-decoration: line-through;' : ''; ?> ">Select Switch Target <?php echo $this_switch_disabled ? '(Disabled)' : ''; ?> </span><?php // Ensure there are robots to display if (!empty($this_player_robots)) { // Collect the target robot options and sort them $switch_robots_count = $this_player->counters['robots_active']; // Loop through each robot and display its switch button foreach ($this_player_robots as $robot_key => $robot_info) { // Ensure this robot has an ID before attempting to load if (!empty($robot_info['robot_id'])) { // Create the scan object using the session/index data $temp_robot = $this_battle->get_robot($robot_info['robot_id']); // Check if the switch should be disabled based on attachments on this robot $temp_switch_disabled = false; if ($temp_robot->robot_status != 'disabled' && !empty($temp_robot->robot_attachments)) { foreach ($temp_robot->robot_attachments as $attachment_token => $attachment_info) { if (!empty($attachment_info['attachment_switch_disabled'])) { $temp_switch_disabled = true; } } } // If the switch is not disabled yet and the robot status isn't disabled, disable it if ($this_switch_disabled && $this_robot->robot_status != 'disabled') { $temp_switch_disabled = true; } // If this player has already used a switch this turn if (!empty($this_player->flags['switch_used_this_turn'])) { $temp_switch_disabled = true; } // Default the allow button flag to true $allow_button = true; // If this robot is already out, disable the button if ($temp_robot->robot_position == 'active') { $allow_button = false; } // If this robot is disabled, disable the button if ($temp_robot->robot_status == 'disabled') { $allow_button = false; } // If this robot is the "active" one (maybe it was a force switch?) if ($switch_robots_count >= 2 && $temp_robot->robot_id == $this_robot->robot_id) { $allow_button = false; } // If the current robot has switching disabled if ($temp_switch_disabled) { $allow_button = false; } // Define the title hover for the robot $temp_robot_title = $temp_robot->robot_name . ' (Lv. ' . $temp_robot->robot_level . ')'; $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position'; // Display the robot's item if it exists if (!empty($temp_robot->robot_item)) { $temp_item = $temp_items_index[$temp_robot->robot_item]; $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' '; } // Display the robot's life and weapon energy current and base $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE'; $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE'; // Display the robot's experience points if on the player side $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level); if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') { $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP'; } $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT'; $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF'; $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP'; // Loop through this robot's current abilities and list them as well $temp_robot_title .= ' <br />'; foreach ($temp_robot->robot_abilities as $key => $token) { if (!isset($temp_abilities_index[$token])) { continue; } if ($key > 0 && $key % 4 != 0) { $temp_robot_title .= ' | '; } if ($key > 0 && $key % 4 == 0) { $temp_robot_title .= '<br /> '; } $info = $temp_abilities_index[$token]; $temp_robot_title .= $info['ability_name']; } // Encode the tooltip for markup insertion and create a plain one too $temp_robot_title_plain = strip_tags(str_replace('<br />', '//', $temp_robot_title)); $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8'); // Collect the robot's core types for display $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : ''; if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) { $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item); if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) { $temp_robot_core2_type = $temp_item_core_type; } } // Define the robot button text variables $temp_robot_label = '<span class="multi">'; $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy'; $temp_robot_label .= '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= 'A:' . $temp_robot->robot_attack; $temp_robot_label .= ' '; $temp_robot_label .= 'D:' . $temp_robot->robot_defense; $temp_robot_label .= ' '; $temp_robot_label .= 'S:' . $temp_robot->robot_speed; $temp_robot_label .= '</span>'; $temp_robot_label .= '</span>'; // Define the robot sprite variables $temp_robot_sprite = array(); $temp_robot_sprite['name'] = $temp_robot->robot_name; $temp_robot_sprite['image'] = $temp_robot->robot_image; $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size; $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2; $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot->robot_image . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png'; $temp_robot_sprite['preload'] = 'images/sprites/robots/' . $temp_robot->robot_image . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_zoom_text'] . '.png'; $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' '; $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 5px; left: 5px; '; if ($temp_robot->robot_position == 'active') { $temp_robot_sprite['style'] .= 'border-color: #ababab; '; } $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100); if ($temp_energy_percent > 50) { $temp_robot_sprite['class'] .= 'energy high '; } elseif ($temp_energy_percent > 25) { $temp_robot_sprite['class'] .= 'energy medium '; } elseif ($temp_energy_percent > 0) { $temp_robot_sprite['class'] .= 'energy low '; } $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>'; // Update the order button if necessary $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : ''; $temp_order_counter += $allow_button ? 1 : 0; // Now use the new object to generate a snapshot of this switch button /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_switch switch_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="switch_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?> data-preload="<?= $temp_robot_sprite['preload'] ?>"><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/ ?> <a <?php echo $order_button_markup; ?> data-key="<?php echo $temp_robot->robot_key; ?> " data-tooltip="<?php echo $temp_robot_title_tooltip; ?> " class="button <?php echo !$allow_button ? 'button_disabled' : ''; ?> action_switch switch_<?php echo $temp_robot->robot_token; ?> status_<?php echo $temp_robot->robot_status; ?> robot_type robot_type_<?php echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : ''); ?> block_<?php echo $robot_key + 1; ?> " type="button" <?if($allow_button):?>data-action="switch_<?php echo $temp_robot->robot_id . '_' . $temp_robot->robot_token; ?> "<?endif;?> data-preload="<?php echo $temp_robot_sprite['preload']; ?> "><label><?php echo $temp_robot_sprite['markup']; echo $temp_robot_label; ?> </label></a><?php } } // If there were less than 8 robots, fill in the empty spaces if ($num_robots < 8) { for ($i = $num_robots; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_switch button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default $allow_back_button = $this_robot->robot_position == 'active' && $this_robot->robot_status != 'disabled' ? true : false; ?> <div class="sub_actions"><a <?php echo $allow_back_button ? 'data-order="' . $temp_order_counter . '"' : ''; ?> class="button action_back <?php echo !$allow_back_button ? 'button_disabled' : ''; ?> " type="button" <?php echo $allow_back_button ? 'data-panel="battle"' : ''; ?> ><?php echo $allow_back_button ? '<label>Back</label>' : ' '; ?> </a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a TARGET (THIS) menu request // If this was a TARGET (THIS) menu request case 'target_this': // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select {thisPanel} Target</span><?php // Ensure there are robots to display if (!empty($this_player_robots)) { // Loop through each robot and display its target button foreach ($this_player_robots as $robot_key => $robot_info) { // Ensure this robot has a lookup ID if (!empty($robot_info['robot_id'])) { // Create the scan object using the session/index data $temp_robot = $this_battle->get_robot($robot_info['robot_id']); // Default the allow button flag to true $allow_button = true; // If this robot is disabled, disable the button if ($temp_robot->robot_status == 'disabled') { $allow_button = false; } // If this robot is not active, disable the button //if ($temp_robot->robot_position != 'active'){ $allow_button = false; } // Define the title hover for the robot $temp_robot_title = $temp_robot->robot_name . ' (Lv. ' . $temp_robot->robot_level . ')'; //$temp_robot_title .= ' | '.$temp_robot->robot_id.''; $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position'; // Display the robot's item if it exists if (!empty($temp_robot->robot_item)) { $temp_item = $temp_items_index[$temp_robot->robot_item]; $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' '; } // Display the robot's life and weapon energy current and base $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE'; $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE'; $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level); if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') { $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP'; } $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT'; $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF'; $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP'; // Loop through this robot's current abilities and list them as well $temp_robot_title .= ' <br />'; foreach ($temp_robot->robot_abilities as $key => $token) { if (!isset($temp_abilities_index[$token])) { continue; } if ($key > 0 && $key % 4 != 0) { $temp_robot_title .= ' | '; } if ($key > 0 && $key % 4 == 0) { $temp_robot_title .= '<br /> '; } $info = $temp_abilities_index[$token]; $temp_robot_title .= $info['ability_name']; } // Encode the tooltip for markup insertion and create a plain one too $temp_robot_title_plain = strip_tags(str_replace('<br />', '//', $temp_robot_title)); $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8'); // Collect the robot's core types for display $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : ''; if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) { $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item); if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) { $temp_robot_core2_type = $temp_item_core_type; } } // Define the robot button text variables $temp_robot_label = '<span class="multi">'; $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy'; $temp_robot_label .= '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= 'A:' . $temp_robot->robot_attack; $temp_robot_label .= ' '; $temp_robot_label .= 'D:' . $temp_robot->robot_defense; $temp_robot_label .= ' '; $temp_robot_label .= 'S:' . $temp_robot->robot_speed; $temp_robot_label .= '</span>'; $temp_robot_label .= '</span>'; // Define the robot sprite variables $temp_robot_sprite = array(); $temp_robot_sprite['name'] = $temp_robot->robot_name; $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_sprite['image'] = $temp_robot->robot_image; $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size; $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2; $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png'; $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' '; $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 6px; left: 5px; '; if ($temp_robot->robot_position == 'active') { $temp_robot_sprite['style'] .= 'border-color: #ababab; '; } $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100); if ($temp_energy_percent > 50) { $temp_robot_sprite['class'] .= 'energy high '; } elseif ($temp_energy_percent > 25) { $temp_robot_sprite['class'] .= 'energy medium '; } elseif ($temp_energy_percent > 0) { $temp_robot_sprite['class'] .= 'energy low '; } $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>'; // Update the order button if necessary $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : ''; $temp_order_counter += $allow_button ? 1 : 0; // Now use the new object to generate a snapshot of this target button ?> <a <?php echo $order_button_markup; ?> data-tooltip="<?php echo $temp_robot_title_tooltip; ?> " class="button <?php echo !$allow_button ? 'button_disabled' : ''; ?> action_target target_<?php echo $temp_robot->robot_token; ?> status_<?php echo $temp_robot->robot_status; ?> robot_type robot_type_<?php echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : ''); ?> block_<?php echo $robot_key + 1; ?> " type="button" <?if($allow_button):?>data-action="target_<?php echo $temp_robot->robot_id . '_' . $temp_robot->robot_token; ?> "<?endif;?>><label><?php echo $temp_robot_sprite['markup']; echo $temp_robot_label; ?> </label></a><?php } } // If there were less than 8 robots, fill in the empty spaces if ($num_robots < 8) { for ($i = $num_robots; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_target button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="ability"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a TARGET (TARGET) menu request // If this was a TARGET (TARGET) menu request case 'target_target': // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select {thisPanel} Target</span><?php // Ensure there are robots to display if (!empty($target_player_robots)) { // Loop through each robot and display its target button foreach ($target_player_robots as $robot_key => $robot_info) { // Ensure this robot has a lookup ID if (!empty($robot_info['robot_id'])) { // Create the scan object using the session/index data $temp_robot = $this_battle->get_robot($robot_info['robot_id']); // Default the allow button flag to true $allow_button = true; // If this robot is disabled, disable the button if ($temp_robot->robot_status == 'disabled') { $allow_button = false; } // If this robot is not active, disable the button //if ($temp_robot->robot_position != 'active'){ $allow_button = false; } // Define the title hover for the robot $temp_robot_title = $temp_robot->robot_name . ' (Lv. ' . $temp_robot->robot_level . ')'; //$temp_robot_title .= ' | '.$temp_robot->robot_id.''; $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position'; // Display the robot's item if it exists if (!empty($temp_robot->robot_item)) { $temp_item = $temp_items_index[$temp_robot->robot_item]; $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' '; } // Display the robot's life and weapon energy current and base $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE'; $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE'; $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level); if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') { $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP'; } $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT'; $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF'; $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP'; $temp_robot_title_plain = strip_tags(str_replace('<br />', ' ', $temp_robot_title)); $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8'); // Collect the robot's core types for display $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : ''; if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) { $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item); if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) { $temp_robot_core2_type = $temp_item_core_type; } } // Define the robot button text variables $temp_robot_label = '<span class="multi">'; $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy'; $temp_robot_label .= '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= 'A:' . $temp_robot->robot_attack; $temp_robot_label .= ' '; $temp_robot_label .= 'D:' . $temp_robot->robot_defense; $temp_robot_label .= ' '; $temp_robot_label .= 'S:' . $temp_robot->robot_speed; $temp_robot_label .= '</span>'; $temp_robot_label .= '</span>'; // Define the robot sprite variables $temp_robot_sprite = array(); $temp_robot_sprite['name'] = $temp_robot->robot_name; $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_sprite['image'] = $temp_robot->robot_image; $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size; $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2; $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png'; $temp_robot_sprite['preload'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_zoom_text'] . '.png'; $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' '; $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 6px; left: 5px; '; if ($temp_robot->robot_position == 'active') { $temp_robot_sprite['style'] .= 'border-color: #ababab; '; } $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100); if ($temp_energy_percent > 50) { $temp_robot_sprite['class'] .= 'energy high '; } elseif ($temp_energy_percent > 25) { $temp_robot_sprite['class'] .= 'energy medium '; } elseif ($temp_energy_percent > 0) { $temp_robot_sprite['class'] .= 'energy low '; } $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>'; // Update the order button if necessary $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : ''; $temp_order_counter += $allow_button ? 1 : 0; // Now use the new object to generate a snapshot of this target button /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_target target_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="target_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?> data-preload="<?= $temp_robot_sprite['preload'] ?>"><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/ ?> <a <?php echo $order_button_markup; ?> data-tooltip="<?php echo $temp_robot_title_tooltip; ?> " class="button <?php echo !$allow_button ? 'button_disabled' : ''; ?> action_target target_<?php echo $temp_robot->robot_token; ?> status_<?php echo $temp_robot->robot_status; ?> robot_type robot_type_<?php echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : ''); ?> block_<?php echo $robot_key + 1; ?> " type="button" <?if($allow_button):?>data-action="target_<?php echo $temp_robot->robot_id . '_' . $temp_robot->robot_token; ?> "<?endif;?> data-preload="<?php echo $temp_robot_sprite['preload']; ?> "><label><?php echo $temp_robot_sprite['markup']; echo $temp_robot_label; ?> </label></a><?php } } // If there were less than 8 robots, fill in the empty spaces if ($num_robots < 8) { for ($i = $num_robots; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_target button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="ability"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a TARGET (THIS, DISABLED) menu request // If this was a TARGET (THIS, DISABLED) menu request case 'target_this_disabled': // Define and start the order counter $temp_order_counter = 1; // Display container for the main actions ?> <div class="main_actions main_actions_hastitle"><span class="main_actions_title">Select {thisPanel} Target</span><?php // Ensure there are robots to display if (!empty($this_player_robots)) { // Loop through each robot and display its target button foreach ($this_player_robots as $robot_key => $scan_robotinfo) { // Ensure this is an actual switch in the index if (!empty($switch_robotinfo['robot_token'])) { // Create the scan object using the session/index data $temp_robot = new rpg_robot($this_player, $scan_robotinfo); // Default the allow button flag to true $allow_button = false; // If this robot is disabled, disable the button if ($temp_robot->robot_status == 'disabled') { $allow_button = true; } // If this robot is not active, disable the button //if ($temp_robot->robot_position != 'active'){ $allow_button = false; } // Define the title hover for the robot $temp_robot_title = $temp_robot->robot_name . ' (Lv. ' . $temp_robot->robot_level . ')'; //$temp_robot_title .= ' | '.$temp_robot->robot_id.''; $temp_robot_title .= ' <br />' . (!empty($temp_robot->robot_core) ? ucfirst($temp_robot->robot_core) . ' Core' : 'Neutral Core') . ' | ' . ucfirst($temp_robot->robot_position) . ' Position'; // Display the robot's item if it exists if (!empty($temp_robot->robot_item)) { $temp_item = $temp_items_index[$temp_robot->robot_item]; $temp_robot_title .= ' | + ' . $temp_item['ability_name'] . ' '; } // Display the robot's life and weapon energy current and base $temp_robot_title .= ' <br />' . $temp_robot->robot_energy . ' / ' . $temp_robot->robot_base_energy . ' LE'; $temp_robot_title .= ' | ' . $temp_robot->robot_weapons . ' / ' . $temp_robot->robot_base_weapons . ' WE'; $temp_required_experience = rpg_prototype::calculate_experience_required($temp_robot->robot_level); if ($robot_direction == 'right' && $temp_robot->robot_class != 'mecha') { $temp_robot_title .= ' | ' . $temp_robot->robot_experience . ' / ' . $temp_required_experience . ' EXP'; } $temp_robot_title .= ' <br />' . $temp_robot->robot_attack . ' / ' . $temp_robot->robot_base_attack . ' AT'; $temp_robot_title .= ' | ' . $temp_robot->robot_defense . ' / ' . $temp_robot->robot_base_defense . ' DF'; $temp_robot_title .= ' | ' . $temp_robot->robot_speed . ' / ' . $temp_robot->robot_base_speed . ' SP'; // Loop through this robot's current abilities and list them as well $temp_robot_title .= ' <br />'; foreach ($temp_robot->robot_abilities as $key => $token) { if (!isset($temp_abilities_index[$token])) { continue; } if ($key > 0 && $key % 4 != 0) { $temp_robot_title .= ' | '; } if ($key > 0 && $key % 4 == 0) { $temp_robot_title .= '<br /> '; } $info = $temp_abilities_index[$token]; $temp_robot_title .= $info['ability_name']; } // Encode the tooltip for markup insertion and create a plain one too $temp_robot_title_plain = strip_tags(str_replace('<br />', '//', $temp_robot_title)); $temp_robot_title_tooltip = htmlentities($temp_robot_title, ENT_QUOTES, 'UTF-8'); // Collect the robot's core types for display $temp_robot_core_type = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_core2_type = !empty($temp_robot->robot_core2) ? $temp_robot->robot_core2 : ''; if (!empty($temp_robot->robot_item) && preg_match('/^item-core-/', $temp_robot->robot_item)) { $temp_item_core_type = preg_replace('/^item-core-/', '', $temp_robot->robot_item); if (empty($temp_robot_core2_type) && $temp_robot_core_type != $temp_item_core_type) { $temp_robot_core2_type = $temp_item_core_type; } } // Define the robot button text variables $temp_robot_label = '<span class="multi">'; $temp_robot_label .= '<span class="maintext">' . $temp_robot->robot_name . '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= $temp_robot->robot_energy . '/' . $temp_robot->robot_base_energy . ' Energy'; $temp_robot_label .= '</span>'; $temp_robot_label .= '<span class="subtext">'; $temp_robot_label .= 'A:' . $temp_robot->robot_attack; $temp_robot_label .= ' '; $temp_robot_label .= 'D:' . $temp_robot->robot_defense; $temp_robot_label .= ' '; $temp_robot_label .= 'S:' . $temp_robot->robot_speed; $temp_robot_label .= '</span>'; $temp_robot_label .= '</span>'; // Define the robot sprite variables $temp_robot_sprite = array(); $temp_robot_sprite['name'] = $temp_robot->robot_name; $temp_robot_sprite['core'] = !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none'; $temp_robot_sprite['image'] = $temp_robot->robot_image; $temp_robot_sprite['image_size'] = $temp_robot->robot_image_size; $temp_robot_sprite['image_size_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['image_size_zoom'] = $temp_robot->robot_image_size * 2; $temp_robot_sprite['image_size_zoom_text'] = $temp_robot_sprite['image_size'] . 'x' . $temp_robot_sprite['image_size']; $temp_robot_sprite['url'] = 'images/sprites/robots/' . $temp_robot_sprite['image'] . '/sprite_' . $robot_direction . '_' . $temp_robot_sprite['image_size_text'] . '.png'; $temp_robot_sprite['class'] = 'sprite size' . $temp_robot_sprite['image_size'] . ' ' . ($temp_robot->robot_energy > 0 ? $temp_robot->robot_energy > $temp_robot->robot_base_energy / 2 ? 'base' : 'defend' : 'defeat') . ' '; $temp_robot_sprite['style'] = 'background-image: url(' . $temp_robot_sprite['url'] . '?' . MMRPG_CONFIG_CACHE_DATE . '); top: 6px; left: 5px; '; if ($temp_robot->robot_position == 'active') { $temp_robot_sprite['style'] .= 'border-color: #ababab; '; } $temp_energy_percent = ceil($temp_robot->robot_energy / $temp_robot->robot_base_energy * 100); if ($temp_energy_percent > 50) { $temp_robot_sprite['class'] .= 'energy high '; } elseif ($temp_energy_percent > 25) { $temp_robot_sprite['class'] .= 'energy medium '; } elseif ($temp_energy_percent > 0) { $temp_robot_sprite['class'] .= 'energy low '; } $temp_robot_sprite['markup'] = '<span class="' . $temp_robot_sprite['class'] . '" style="' . $temp_robot_sprite['style'] . '">' . $temp_robot_sprite['name'] . '</span>'; // Update the order button if necessary $order_button_markup = $allow_button ? 'data-order="' . $temp_order_counter . '"' : ''; $temp_order_counter += $allow_button ? 1 : 0; // Now use the new object to generate a snapshot of this target button /*?><a <?= $order_button_markup?> title="<?= $temp_robot_title_plain?>" data-tooltip="<?= $temp_robot_title_tooltip?>" class="button <?= !$allow_button ? 'button_disabled' : '' ?> action_target target_<?= $temp_robot->robot_token ?> status_<?= $temp_robot->robot_status ?> robot_type robot_type_<?= !empty($temp_robot->robot_core) ? $temp_robot->robot_core : 'none' ?> block_<?= $robot_key + 1 ?>" type="button" <?if($allow_button):?>data-action="target_<?= $temp_robot->robot_id.'_'.$temp_robot->robot_token ?>"<?endif;?>><label><?= $temp_robot_sprite['markup'] ?><?= $temp_robot_label ?></label></a><?*/ ?> <a <?php echo $order_button_markup; ?> data-tooltip="<?php echo $temp_robot_title_tooltip; ?> " class="button <?php echo !$allow_button ? 'button_disabled' : ''; ?> action_target target_<?php echo $temp_robot->robot_token; ?> status_<?php echo $temp_robot->robot_status; ?> robot_type robot_type_<?php echo $temp_robot_core_type . (!empty($temp_robot_core2_type) ? '_' . $temp_robot_core2_type : ''); ?> block_<?php echo $robot_key + 1; ?> " type="button" <?if($allow_button):?>data-action="target_<?php echo $temp_robot->robot_id . '_' . $temp_robot->robot_token; ?> "<?endif;?>><label><?php echo $temp_robot_sprite['markup']; echo $temp_robot_label; ?> </label></a><?php } } // If there were less than 8 robots, fill in the empty spaces if ($num_robots < 8) { for ($i = $num_robots; $i < 8; $i++) { // Display an empty button placeholder ?> <a class="button action_target button_disabled block_<?php echo $i + 1; ?> " type="button"> </a><?php } } } // End the main action container tag ?> </div><?php // Display the back button by default ?> <div class="sub_actions"><a data-order="<?php echo $temp_order_counter; ?> " class="button action_back" type="button" data-panel="ability"><label>Back</label></a></div><?php // Increment the order counter $temp_order_counter++; break; // If this was a COMPLETE menu request // If this was a COMPLETE menu request case 'complete': // If the current robot is not disabled (WE WIN!) if ($this_player->counters['robots_active'] > 0) { // Display available main actions ?> <div class="main_actions"><?php ?> <a class="button action_ability" data-action="prototype" type="button" data-order="1"><label>Mission Complete!</label></a><?php ?> </div><?php // Display the available sub options ?> <div class="sub_actions"><?php ?> <a class="button action_scan button_disabled" type="button"> </a><?php ?> <a class="button action_item button_disabled" type="button"> </a><?php ?> <a class="button action_option button_disabled" type="button"> </a><?php ?> <a class="button action_switch button_disabled" type="button"> </a><?php ?> </div><?php } else { // Display available main actions ?> <div class="main_actions"><?php ?> <a class="button action_ability button_disabled" type="button"><label>Mission Failure…</label></a><?php ?> </div><?php // Display the available sub options ?> <div class="sub_actions"><?php ?> <a class="button action_scan button_disabled" type="button"> </a><?php ?> <a class="button action_item" data-action="prototype" type="button" data-order="1"><label>Exit Mission</label></a><?php ?> <a class="button action_option" data-action="restart" type="button" data-order="2"><label>Restart Mission</label></a><?php ?> <a class="button action_switch button_disabled" type="button"> </a><?php ?> </div><?php } break; } // Collect generated markup, compress, and return $menu_markup = trim(ob_get_clean()); $menu_markup = preg_replace('#\\s+#', ' ', $menu_markup); return $menu_markup; }