function check_skill400_proc(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('skill400', 'player', 'logger')); if (!\skillbase\skill_query(400, $pa) || !check_unlocked400($pa)) { return array(); } $l400 = \skillbase\skill_getvalue(400, 'lvl', $pa); if (rand(0, 99) < $procrate[$l400]) { if ($active) { if ($l400 >= 5) { $log .= "<span class=\"yellow\">你朝{$pd['name']}打出了猛烈的一击!</span><br>"; } else { $log .= "<span class=\"yellow\">你朝{$pd['name']}打出了重击!</span><br>"; } } else { if ($l400 == 5) { $log .= "<span class=\"yellow\">{$pa['name']}朝你打出了猛烈的一击!</span><br>"; } else { $log .= "<span class=\"yellow\">{$pa['name']}朝你打出了重击!</span><br>"; } } $dmggain = (100 + $attgain[$l400]) / 100; return array($dmggain); } return array(); }
function strike_prepare(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if ($pa['bskill'] != 46) { return $chprocess($pa, $pd, $active); } if (!\skillbase\skill_query(46, $pa) || !check_unlocked46($pa)) { eval(import_module('logger')); $log .= '你尚未解锁这个技能!'; $pa['bskill'] = 0; } else { $remtime = (int) get_remaintime46($pa); if ($remtime >= 1) { eval(import_module('logger')); if ($active) { $log .= "<span class=\"lime\">你对{$pd['name']}发动了技能「暴打」!</span><br>"; } else { $log .= "<span class=\"lime\">{$pa['name']}对你发动了技能「暴打」!</span><br>"; } $remtime--; \skillbase\skill_setvalue(46, 'rmtime', $remtime, $pa); $pd['skill46_flag'] = 1; addnews(0, 'bskill46', $pa['name'], $pd['name']); } else { if ($active) { eval(import_module('logger')); $log .= '怒气不足或其他原因不能发动。<br>'; } $pa['bskill'] = 0; } } $chprocess($pa, $pd, $active); }
function upgrade12() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('player', 'logger')); if (!\skillbase\skill_query(12)) { $log .= '你没有这个技能!<br>'; return; } if ($skillpoint < 1) { $log .= '技能点不足。<br>'; return; } eval(import_module('wound')); $flag = false; $log .= "消耗了<span class='lime'>1</span>点技能点,<br>"; for ($i = 0; $i < strlen($inf); $i++) { $log .= "{$infname[$inf[$i]]}状态解除了。<br>"; $flag = true; } $inf = ''; if (!$flag) { $log .= '但是什么也没发生。<br>'; } $skillpoint--; $inf = ''; }
function apply_total_damage_modifier_down(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (!\skillbase\skill_query(439, $pd) || !check_unlocked439($pd)) { return $chprocess($pa, $pd, $active); } if ($pa['dmg_dealt'] <= 0) { return $chprocess($pa, $pd, $active); } eval(import_module('logger')); $var_439 = \skillbase\skill_getvalue(439, 'type', $pd); if ($var_439 != $pa['wep_kind']) { \skillbase\skill_setvalue(439, 'type', $pa['wep_kind'], $pd); } else { \skillbase\skill_setvalue(439, 'type', '0', $pd); if ($active) { $log .= "<span class=\"yellow\">黄翔把你的攻击方式ban了,造成的伤害降低75%!</span><br>"; } else { $log .= "<span class=\"yellow\">黄翔把敌人的攻击方式ban了,造成的伤害降低75%!</span><br>"; } $pa['dmg_dealt'] = ceil($pa['dmg_dealt'] / 4); } $chprocess($pa, $pd, $active); }
function get_physical_dmg_multiplier(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } $r = array(); if (\skillbase\skill_query(262, $pa) && check_unlocked262($pa) && $pa['user_commanded'] == 1 && $active && !$pa['is_counter'] && (!isset($pa['sk262flag']) || !$pa['sk262flag'])) { eval(import_module('logger')); $ct = floor(getmicrotime() * 1000); $st = (int) \skillbase\skill_getvalue(262, 'ct', $pa); $t = $ct - $st; //$log.='t='.$t; $pretime = skill262_get_pretime($pa); $dmgperc = skill262_get_dmgperc($pa); $maxdmgperc = skill262_get_maxdmgperc($pa); //$log.=' pretime='.$pretime.' dmgperc='.$dmgperc.' maxdmgperc='.$maxdmgperc; if ($t < $pretime) { $z = 0; } else { $z = ($t - $pretime) / 1000 * $dmgperc; $z = min($z, $maxdmgperc); $z = round($z); $log .= '<span class="lime">你积蓄力量打出了致命的一拳!伤害增加了' . $z . '%!</span><br>'; } $r = array(1 + $z / 100); } return array_merge($r, $chprocess($pa, $pd, $active)); }
function upgrade227() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('player', 'logger', 'input')); $skillpara1 = (int) $skillpara1; if (!\skillbase\skill_query(227) || !check_unlocked227($sdata)) { $log .= '你没有这个技能。<br>'; return; } if (!\sklearn_util\sklearn_basecheck($skillpara1) || !sklearn_checker227('is_learnable', $skillpara1)) { $log .= '你不可以学习这个技能!<br>'; return; } if (!sklearn_checker227('now_learnable', $skillpara1)) { $log .= '现在尚没有足够资源学习这个技能!<br>'; return; } if (\skillbase\skill_query($skillpara1)) { $log .= '你已经拥有这个技能了!<br>'; return; } if ((int) \skillbase\skill_getvalue(227, 'l') != 0) { $log .= '你已经学习过一个技能了!<br>'; return; } \skillbase\skill_setvalue(227, 'l', $skillpara1); \skillbase\skill_acquire($skillpara1); $log .= '学习成功。<br>'; }
function kill(&$pa, &$pd) { if (eval(__MAGIC__)) { return $___RET_VALUE; } $chprocess($pa, $pd); eval(import_module('sys', 'logger')); if (in_array($pd['state'], array(20, 21, 22, 23, 24, 25, 27, 29))) { if (\skillbase\skill_query(58, $pd) && (int) \skillbase\skill_getvalue(58, 'r', $pd) == 0) { \skillbase\skill_setvalue(58, 'r', '1', $pd); if ($pd['state'] == 27 && !$pd['sourceless']) { $log .= "<span class=\"lime\">但是,由于你及时按下了BOMB键,你原地满血复活了!</span><br>"; $w_log = "<span class=\"lime\">但是,由于{$pd['name']}及时按下了BOMB键,其原地满血复活了!</span><br>"; \logger\logsave($pa['pid'], $now, $w_log, 'b'); } else { //击杀复活提示将接管player_kill_enemy进行 } $pd['state'] = 0; $pd['hp'] = $pd['mhp']; $pd['skill58_flag'] = 1; if ($pd['type'] == 0) { $alivenum++; } save_gameinfo(); addnews($now, 'revival', $pd['name']); //满血复活时加成效果(这个其实是技能“新生”的内容,但直接做在一起好了) $pd['mhp'] += $pd['lvl'] * 2; $pd['hp'] += $pd['lvl'] * 2; $pd['def'] += $pd['lvl'] * 5; } } }
function bufficons_list() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('sys', 'player')); \player\update_sdata(); if (\skillbase\skill_query(456, $sdata) && check_unlocked456($sdata)) { eval(import_module('skill456')); $skill456_time = $now - $starttime; $z = array('disappear' => 0); if ($skill456_time < $skill456_act_time) { $z['clickable'] = 1; $z['style'] = 1; $z['totsec'] = $skill456_act_time; $z['nowsec'] = $skill456_time; $skill456_rm = $skill456_act_time - $skill456_time; $z['hint'] = "技能「突击」"; } else { $z['clickable'] = 0; $z['style'] = 3; $z['activate_hint'] = "技能「突击」生效时间已经结束"; } \bufficons\bufficon_show('img/skill456.gif', $z); } $chprocess(); }
function apply_damage(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(412, $pd) && check_unlocked412($pd) && $pa['dmg_dealt'] > 0) { eval(import_module('logger')); $t = calculate_mobius_function($pa['dmg_dealt']); if ($t == 0) { //无伤害 $log .= '<span class="lime">只见敌人周围突然出现了奇怪的呈U形的力场,你的伤害似乎被力场完全吸收了。</span><br>'; $pa['dmg_dealt'] = 0; } else { if ($t == 1) { //有效 $log .= '<span class="lime">只见敌人周围突然出现了奇怪的呈U形的力场,但是你的攻击势不可挡地击穿了它。</span><br>'; } else { //反弹233 $log .= '<span class="lime">只见敌人周围突然出现了奇怪的呈U形的力场,你造成的伤害竟然被反弹了回来!</span><br>'; $log .= "<span class=\"red\">你受到了{$pa['dmg_dealt']}点伤害!</span><br>"; \attack\post_damage_news($pd, $pa, 1 - $active, $pa['dmg_dealt']); $pa['hp'] -= $pa['dmg_dealt']; if ($pa['hp'] < 0) { $pa['hp'] = 0; } $pa['dmg_dealt'] = 0; if ($pa['hp'] <= 0) { $pa['deathmark'] = 39; \attack\player_kill_enemy($pd, $pa, 1 - $active); } } } } $chprocess($pa, $pd, $active); }
function check_skill35_proc(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('skill35', 'player', 'logger')); if (!\skillbase\skill_query(35, $pa) || !check_unlocked35($pa)) { return array(); } if ($pa['wepk'] != 'WP') { return array(); } if (rand(0, 99) < calculate_skill35_proc_rate($pa, $pd, $active)) { if ($active) { $log .= "<span class=\"yellow\">你朝着{$pd['name']}打出了凶猛的一击!<span class=\"clan\">敌人被打晕了过去!</span></span><br>"; } else { $log .= "<span class=\"yellow\">{$pa['name']}朝你打出了凶猛的一击!<span class=\"clan\">你被打晕了过去!</span></span><br>"; } $clv = (int) \skillbase\skill_getvalue(35, 'lvl', $pa); $dmggain = (100 + $attgain[$clv]) / 100; \skill602\set_stun_period($sk35_stuntime[$clv] * 1000, $pd); \skill602\send_stun_battle_news($pa['name'], $pd['name']); return array($dmggain); } return array(); }
function strike_prepare(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if ($pa['bskill'] != 36) { return $chprocess($pa, $pd, $active); } if (!\skillbase\skill_query(36, $pa) || !check_unlocked36($pa)) { eval(import_module('logger')); $log .= '你尚未解锁这个技能!'; $pa['bskill'] = 0; } else { $rcost = get_rage_cost36($pa); if ($pa['rage'] >= $rcost && $pa['wepk'] == 'WP') { eval(import_module('logger')); if ($active) { $log .= "<span class=\"lime\">你对{$pd['name']}发动了技能「偷袭」!</span><br>"; } else { $log .= "<span class=\"lime\">{$pa['name']}对你发动了技能「偷袭」!</span><br>"; } $pa['rage'] -= $rcost; addnews(0, 'bskill36', $pa['name'], $pd['name']); } else { if ($active) { eval(import_module('logger')); $log .= '怒气不足或其他原因不能发动。<br>'; } $pa['bskill'] = 0; } } $chprocess($pa, $pd, $active); }
function apply_damage(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(469, $pd) && ceil($pd['mhp'] * 0.9) <= $pa['dmg_dealt'] && $pa['dmg_dealt'] < $pd['mhp']) { eval(import_module('logger')); //$pa['dmg_dealt']=$pd['mhp']; $pd['hp'] = 0; $pd['deathmark'] = 40; $suicidedmg = round($pd['mhp'] * 1.1); $pa['hp'] -= $suicidedmg; if ($active) { $log .= "<span class=\"yellow\">你暴风骤雨般的攻击将对方打得毫无还手之力,<br>\n\t\t\t\t\t正当你欺身向前,准备了结对方的性命时,对方忽然振臂高呼:</span><br>\n\t\t\t\t\t<span class=\"clan\">“安拉胡阿克巴!”</span><br>\n\t\t\t\t\t<span class=\"yellow\">你这才发现对方腰间绑着一排明晃晃的炸药,但他已猛地扑了上来。</span><br>\n\t\t\t\t\t猛烈的爆炸对你造成了<span class=\"red\">{$suicidedmg}</span>点伤害!<br>"; } else { $log .= "<span class=\"yellow\">你被对方暴风骤雨般的攻击打得毫无还手之力。<br>\n\t\t\t\t\t对方欺身向前,准备了结你的性命。 你不甘就这么死去,振臂高呼到:</span><br>\n\t\t\t\t\t<span class=\"clan\">“安拉胡阿克巴!”</span><br>\n\t\t\t\t\t<span class=\"yellow\">对方这才发现你腰间绑着一排明晃晃的炸药。你用尽最后的力气拉响了引线,猛地扑了上去。</span><br>\n\t\t\t\t\t猛烈的爆炸对<span class=\"yellow\">" . $pa['name'] . "</span>造成了<span class=\"red\">{$suicidedmg}</span>点伤害!<br>"; } if ($pa['hp'] < 0) { $pa['hp'] = 0; } if ($pa['hp'] <= 0) { $pa['deathmark'] = 41; //\attack\player_kill_enemy($pd, $pa, 1-$active); } } return $chprocess($pa, $pd, $active); }
function strike_prepare(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if ($pa['bskill'] != 60) { return $chprocess($pa, $pd, $active); } if (!\skillbase\skill_query(60, $pa) || !check_unlocked60($pa)) { eval(import_module('logger')); $log .= '你尚未解锁这个技能!'; $pa['bskill'] = 0; } else { $rcost = get_rage_cost60($pa); if ($pa['rage'] >= $rcost) { eval(import_module('logger')); if ($active) { $log .= "<span class=\"lime\">你对{$pd['name']}发动了技能「恐惧」!</span><br>"; } else { $log .= "<span class=\"lime\">{$pa['name']}对你发动了技能「恐惧」!</span><br>"; } $pa['rage'] -= $rcost; $pa['skill60_flag'] = floor((1 - min(1, $pd['hp'] / $pd['mhp'])) * 100); addnews(0, 'bskill60', $pa['name'], $pd['name']); } else { if ($active) { eval(import_module('logger')); $log .= '怒气不足或其他原因不能发动。<br>'; } $pa['bskill'] = 0; } } $chprocess($pa, $pd, $active); }
function strike_prepare(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if ($pa['bskill'] != 253) { return $chprocess($pa, $pd, $active); } if (!\skillbase\skill_query(253, $pa) || !check_unlocked253($pa)) { eval(import_module('logger')); $log .= '你尚未解锁这个技能!'; $pa['bskill'] = 0; } else { $rcost = get_rage_cost253($pa); if ($pa['rage'] >= $rcost) { eval(import_module('logger')); if ($active) { $log .= "<span class=\"lime\">你对{$pd['name']}发动了技能「天威」!</span><br>"; } else { $log .= "<span class=\"lime\">{$pa['name']}对你发动了技能「天威」!</span><br>"; } $pa['rage'] -= $rcost; addnews(0, 'bskill253', $pa['name'], $pd['name']); $pd['old_hp'] = $pd['hp']; //记录战斗开始时的hp,用于判定返还怒气 } else { if ($active) { eval(import_module('logger')); $log .= '怒气不足或其他原因不能发动。<br>'; } $pa['bskill'] = 0; } } $chprocess($pa, $pd, $active); }
function check_skill401_proc(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('skill401', 'player', 'logger')); if (!\skillbase\skill_query(401, $pd) || !check_unlocked401($pd)) { return array(); } $l401 = \skillbase\skill_getvalue(401, 'lvl', $pd); if ($l401 > 0) { if ($active) { if ($l401 == 5) { $log .= "<span class=\"yellow\">{$pd['name']}的护甲使其几乎刀枪不入!</span><br>"; } else { $log .= "<span class=\"yellow\">{$pd['name']}坚硬的护甲减少了你造成的物理伤害!</span><br>"; } } else { if ($l401 == 5) { $log .= "<span class=\"yellow\">你的护甲使你几乎刀枪不入!</span><br>"; } else { $log .= "<span class=\"yellow\">你坚硬的护甲减少了{$pa['name']}造成的物理伤害!</span><br>"; } } $dmggain = (100 - $dmgreduce[$l401]) / 100; return array($dmggain); } return array(); }
function strike_finish(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(263, $pd) && check_unlocked263($pd)) { if (\skillbase\skill_query(261, $pd)) { $t = (int) \skillbase\skill_getvalue(261, 'lastuse', $pd); if ($t > 0) { $chance = 35; } else { $chance = 20; } } else { $chance = 20; } if ($pd['club'] != 19) { $chance = 10; } if (rand(0, 99) < $chance) { eval(import_module('logger')); $dmgred = min($pd['wp'], 800); if ($active) { $log .= '<span class="yellow">敌人精湛的格斗技术抵挡了' . $dmgred . '点伤害!</span><br>'; } else { $log .= '<span class="yellow">你精湛的格斗技术抵挡了' . $dmgred . '点伤害!</span><br>'; } $pa['dmg_dealt'] -= $dmgred; if ($pa['dmg_dealt'] < 1) { $pa['dmg_dealt'] = 1; } } } return $chprocess($pa, $pd, $active); }
function apply_total_damage_modifier_down(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (!\skillbase\skill_query(415, $pd) || !check_unlocked415($pd)) { return $chprocess($pa, $pd, $active); } eval(import_module('logger')); $var_415 = \skillbase\skill_getvalue(415, 'lvl', $pd); $pa['dmg_dealt'] = (int) $pa['dmg_dealt']; if ($var_415 == 0 && $pa['dmg_dealt'] % 2 == 0) { $tz = 1; while ($pa['dmg_dealt'] > 0 && $pa['dmg_dealt'] % 2 == 0) { $pa['dmg_dealt'] = floor($pa['dmg_dealt'] / 2); $tz *= 2; } if ($tz > 1) { if ($active) { $log .= "<span class=\"yellow\">你的攻击被敌人的技能「影像」防御了,伤害降低至{$tz}分之1!</span><br>"; } else { $log .= "<span class=\"yellow\">敌人的攻击被你的技能「影像」防御了,伤害降低至{$tz}分之1!</span><br>"; } } } if ($var_415 == 1 && $pa['dmg_dealt'] % 1000 != 666) { $pa['dmg_dealt'] = 0; if ($active) { $log .= "<span class=\"yellow\">敌人的技能「影像」使你的攻击没有造成任何效果!</span><br>"; } else { $log .= "<span class=\"yellow\">你的技能「影像」使敌人的攻击没有造成任何效果!</span><br>"; } } $chprocess($pa, $pd, $active); }
function upgrade43() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('player', 'logger')); if (!\skillbase\skill_query(43) || !check_unlocked43($sdata)) { $log .= '你没有这个技能。<br>'; return; } eval(import_module('input')); $val = (int) $skillpara1; if ($val != 1 && $val != 2) { $log .= '参数不合法。<br>'; return; } if ($val == 1) { if (!\skillbase\skill_query(41)) { \skillbase\skill_acquire(41); } \skill41\unlock41($sdata); } else { if (!\skillbase\skill_query(42)) { \skillbase\skill_acquire(42); } \skill42\unlock42($sdata); } \skillbase\skill_lost(43); $log .= '选择成功。<br>'; }
function wele() { if (eval(__MAGIC__)) { return $___RET_VALUE; } eval(import_module('sys', 'player', 'itemmain', 'logger')); if ($wepk == 'WN' || !$wepe || !$weps) { $log .= '<span class="red">你没有装备武器,无法改造!</span><br />'; $mode = 'command'; return; } if (strpos($wepsk, 'j') !== false) { $log .= '多重武器不能改造。<br>'; $mode = 'command'; return; } if (\skillbase\skill_query(230)) { $position = 0; foreach (array(1, 2, 3, 4, 5, 6) as $imn) { global ${'itm' . $imn}, ${'itmk' . $imn}, ${'itme' . $imn}, ${'itms' . $imn}, ${'itmsk' . $imn}; if (strpos(${'itmk' . $imn}, 'B') === 0 && ${'itme' . $imn} > 0) { $position = $imn; break; } } if ($position) { if (strpos($wepsk, 'e') !== false) { $log .= '<span class="red">武器已经带电,不用改造!</span><br />'; $mode = 'command'; return; } elseif (strlen($wepsk) >= 5) { $log .= '<span class="red">武器属性数目达到上限,无法改造!</span><br />'; $mode = 'command'; return; } ${'itms' . $position} -= 1; $itm = ${'itm' . $position}; $log .= "<span class=\"yellow\">用{$itm}改造了{$wep},{$wep}增加了电击属性!</span><br />"; $wep = '电气' . $wep; $wepsk .= 'e'; if (${'itms' . $position} == 0) { $log .= "<span class=\"red\">{$itm}</span>用光了。<br />"; ${'itm' . $position} = ${'itmk' . $position} = ${'itmsk' . $position} = ''; ${'itme' . $position} = ${'itms' . $position} = 0; } $mode = 'command'; return; } else { $log .= '<span class="red">你没有电池,无法改造武器!</span><br />'; $mode = 'command'; return; } } else { $log .= '<span class="red">你没有这个技能!</span><br />'; $mode = 'command'; return; } }
function get_final_dmg_multiplier(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } $r = array(); if (\skillbase\skill_query(408, $pa) && check_unlocked408($pa)) { eval(import_module('logger', 'skill408', 'weapon')); $l408 = \skillbase\skill_getvalue(408, 'lvl', $pa); $var_408 = 0; if ($l408 == 1) { if ($pa['wep_kind'] == 'P') { $var_408 = 20; } if ($pa['wep_kind'] == 'N') { $var_408 = 40; } } else { if ($l408 == 2) { if ($pa['wep_kind'] == 'G') { $var_408 = 20; } } else { if ($l408 == 3) { if ($pa['wep_kind'] == 'K') { $var_408 = 20; } if ($pa['wep_kind'] == 'C') { $var_408 = 15; } } else { if ($l408 == 4) { if ($pa['wep_kind'] == 'D') { $var_408 = 15; } } else { if ($l408 == 5) { $var_408 = $rangeinfo[$pd['wepk'][1]] * 3; if ($var_408 == 0) { $var_408 = 24; } } } } } } if ($var_408 > 0) { if ($active) { $log .= "<span class=\"yellow\">「菁英」使你造成的最终伤害提高了{$var_408}%!</span><br>"; } else { $log .= "<span class=\"yellow\">「菁英」使敌人造成的最终伤害提高了{$var_408}%!</span><br>"; } $r = array(1 + $var_408 / 100); } } return array_merge($r, $chprocess($pa, $pd, $active)); }
function get_ex_dmg_restriction(&$pa, &$pd, $active, $key) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(238, $pa) && check_unlocked238($pa) && $key == 'e') { return 0; } return $chprocess($pa, $pd, $active, $key); }
function check_in_shop_area($p) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(68)) { return 1; } return $chprocess($p); }
function lvlup(&$pa) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(13, $pa)) { $pa['wp'] += rand(4, 6); } $chprocess($pa); }
function init_battle($ismeet) { if (eval(__MAGIC__)) { return $___RET_VALUE; } $chprocess($ismeet); if (\skillbase\skill_query(252)) { apply_sk252_effect(); } }
function lvlup(&$pa) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(67, $pa) && check_unlocked67($pa)) { $pa['money'] += $pa['club'] == 11 ? 200 : 150; } $chprocess($pa); }
function get_itemuse_coldtime(&$item) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(417)) { return $chprocess($item) * 2; } return $chprocess($item); }
function calculate_ex_single_dmg_multiple(&$pa, &$pd, $active, $key) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (!\skillbase\skill_query(465, $pd) || $key != 'f' && $key != 'u') { return $chprocess($pa, $pd, $active, $key); } return $chprocess($pa, $pd, $active, $key) * 1.5; }
function calculate_attack_weapon_skill_gain(&$pa, &$pd, $active) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(229, $pa) && check_unlocked229($pa)) { return 1 + $chprocess($pa, $pd, $active); } return $chprocess($pa, $pd, $active); }
function get_edible_hpup(&$theitem) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(31, $pa)) { return round($chprocess($theitem) * 2.5); } return $chprocess($theitem); }
function calculate_ex_single_dmg_multiple(&$pa, &$pd, $active, $key) { if (eval(__MAGIC__)) { return $___RET_VALUE; } if (\skillbase\skill_query(434, $pa) && check_unlocked434($pa) && $key == 'd') { return $chprocess($pa, $pd, $active, $key) * 1.7; } return $chprocess($pa, $pd, $active, $key); }