Commit 138682cf authored by hisuinohoshi's avatar hisuinohoshi

rev combat phase 4.1

变化:
- 怒气技能:
新增「晶莹剔透」怒气技能;
- 称号决死结界与称号晶莹剔透合并;
- 新增天气光玉雨;
- 现在新增禁区时不会再改变恶劣天气与极光天气;
- 使用补给品时,不会扣除超出上限的血量或体力;

修正:
- 元素大师提炼快捷键显示[A],实际上却是[C]的问题;
- BOT可能会合成一把9999效的A刀的问题;

开发相关:
- rp结算现在使用接口rpup_rev();
parent 2d1e24f2
......@@ -427,7 +427,7 @@ function bot_check_can_mixitem(&$pa)
if(empty($mlst['m21']) && isset($stf['c21']) && isset($stf['c22']))
{
$pa['wep'] = 'Azurewrath';
$pa['wepk'] = 'WK'; $pa['wepe'] = 9999; $pa['weps'] = '∞'; $pa['wepsk'] = 'rci';
$pa['wepk'] = 'WK'; $pa['wepe'] = 50; $pa['weps'] = 9999; $pa['wepsk'] = 'rci';
$mixflag = 1;
}
}
......
......@@ -637,8 +637,6 @@ if($hp > 0){
}
$endtime = $now;
$cmdnum ++;
//var_dump($pdata['action']);
//$db->query("UPDATE {$tablepre}players SET endtime='$now',cdsec='$cdsec',cdmsec='$cdmsec',cdtime='$cdtime',club='$club',hp='$hp',mhp='$mhp',sp='$sp',msp='$msp',att='$att',def='$def',pls='$pls',lvl='$lvl',exp='$exp',money='$money',rp='$rp',bid='$bid',inf='$inf',rage='$rage',pose='$pose',tactic='$tactic',state='$state',killnum='$killnum',wp='$wp',wk='$wk',wg='$wg',wc='$wc',wd='$wd',wf='$wf',teamID='$teamID',teamPass='$teamPass',wep='$wep',wepk='$wepk',wepe='$wepe',weps='$weps',wepsk='$wepsk',arb='$arb',arbk='$arbk',arbe='$arbe',arbs='$arbs',arbsk='$arbsk',arh='$arh',arhk='$arhk',arhe='$arhe',arhs='$arhs',arhsk='$arhsk',ara='$ara',arak='$arak',arae='$arae',aras='$aras',arask='$arask',arf='$arf',arfk='$arfk',arfe='$arfe',arfs='$arfs',arfsk='$arfsk',art='$art',artk='$artk',arte='$arte',arts='$arts',artsk='$artsk',itm0='$itm0',itmk0='$itmk0',itme0='$itme0',itms0='$itms0',itmsk0='$itmsk0',itm1='$itm1',itmk1='$itmk1',itme1='$itme1',itms1='$itms1',itmsk1='$itmsk1',itm2='$itm2',itmk2='$itmk2',itme2='$itme2',itms2='$itms2',itmsk2='$itmsk2',itm3='$itm3',itmk3='$itmk3',itme3='$itme3',itms3='$itms3',itmsk3='$itmsk3',itm4='$itm4',itmk4='$itmk4',itme4='$itme4',itms4='$itms4',itmsk4='$itmsk4',itm5='$itm5',itmk5='$itmk5',itme5='$itme5',itms5='$itms5',itmsk5='$itmsk5',itm6='$itm6',itmk6='$itmk6',itme6='$itme6',itms6='$itms6',itmsk6='$itmsk6' where pid='$pid'");
}
//检查是否需要重生成播放器
$bgm_player = init_bgm();
......
......@@ -11,6 +11,7 @@ $default_volume = 20;
$event_bgm = Array
(
'test' => Array('event'),
'wth18' => Array('wth18'),
);
# 会播放BGM的地图(优先级高——会覆盖默认曲集)
......@@ -32,6 +33,7 @@ $bgmbook = Array
'besynthed' => Array(0,1,2,5,6,7,8,9,10),
'valhalla' => Array(3,4),
'event' => Array(11,12,13),
'wth18' => Array(14,15),
);
# 所有bgm编号清单:
......@@ -107,6 +109,16 @@ $bgmlist = Array
'url' => 'https://res.dts.gay/BGM/XY_DecisiveBattle.mp3',
'type' => 'audio/mpeg',
),
14 => Array(
'name' => 'Tr01_Emerged',
'url' => './img/other/Tr01_Emerged.mp3',
'type' => 'audio/mpeg',
),
15 => Array(
'name' => '待补充',
'url' => '待补充',
'type' => 'audio/mpeg',
),
);
?>
This diff is collapsed.
......@@ -28,15 +28,15 @@ $def_kind = Array(
);
//天气对攻击力的影响(单位:百分比加算)
$weather_attack_modifier = Array(10,10,0,-5,-10,-20,-15,0,0,7,20,-7,-20,-5,-10,-10,-10,10);
$weather_attack_modifier = Array(10,10,0,-5,-10,-20,-15,0,0,7,20,-7,-20,-5,-10,-10,-10,10,5);
//天气对防御力的影响(单位:百分比加算)
$weather_defend_modifier = Array(10,30,0,0,-3,-15,-10,0,-20,-30,-50,-5,-20,-3,-20,5,-30,30);
$weather_defend_modifier = Array(10,30,0,0,-3,-15,-10,0,-20,-30,-50,-5,-20,-3,-20,5,-30,30,35);
//天气对发现率的影响
$weather_find_r = Array(10,20,0,-2,-3,-10,-7,5,-10,-20,0,-7,-5,-30,-5,-20,0,20);
$weather_find_r = Array(10,20,0,-2,-3,-10,-7,5,-10,-20,0,-7,-5,-30,-5,-20,0,20,25);
//天气对躲避率的影响
$weather_hide_r = Array(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);
$weather_hide_r = Array(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0);
//天气对先制率的影响
$weather_active_r = Array(10,20,0,-5,-10,-20,-15,0,-7,-10,-10,-5,0,-5,-20,-5,0,20);
$weather_active_r = Array(10,20,0,-5,-10,-20,-15,0,-7,-10,-10,-5,0,-5,-20,-5,0,20,15);
//'通常','作战姿态','强袭姿态','探物姿态','偷袭姿态','治疗姿态','✧狂飙姿态✧','哨戒姿态','✧灵子姿态✧'
//姿态对攻击力的影响始终生效(1:只在作出先制攻击时生效)
......
......@@ -59,16 +59,16 @@ $clubinfo = Array(
//16=>'全能骑士',
17=>'走路萌物',
//18=>'天赋异禀',
19=>'晶莹剔透',
19=>'晶莹剔透', //决死结界、晶莹剔透合并为晶莹剔透
20=>'元素大师', #商店购买社团卡
21=>'灵子梦魇', #暂定名,商店购买社团卡
22=>'偶像大师', #暂定名,「除错大师」头衔奖励
98=>'换装迷宫',
99=>'决死结界'
99=>'第一形态'
);
//新游戏开局时会生成的天气:晴天、多云、小雨、暴雨、下雪;
$rswtharr = Array(0,2,3,4,7);
$wthinfo = Array('晴天','大晴','多云','小雨','暴雨','台风','雷雨','下雪','起雾','浓雾','<span class="yellow">瘴气</span>','<span class="red">龙卷风</span>','<span class="clan">暴风雪</span>','<span class="blue">冰雹</span>','<span class="linen">离子暴</span>','<span class="green">辐射尘</span>','<span class="purple">臭氧洞</span>','<span class="gold">极光</span>');
$wthinfo = Array('晴天','大晴','多云','小雨','暴雨','台风','雷雨','下雪','起雾','浓雾','<span class="yellow">瘴气</span>','<span class="red">龙卷风</span>','<span class="clan">暴风雪</span>','<span class="blue">冰雹</span>','<span class="linen">离子暴</span>','<span class="green">辐射尘</span>','<span class="purple">臭氧洞</span>','<span class="gold">极光</span>','<span class="minirainbow">光玉雨</span>');
$sexinfo = Array(0=> '未定', 'm' => '男生', 'f' => '女生');
$raceinfo = Array(0=> '人类', 1=> '兽人', 2=> '妖精', 3=> '龙', 4=> '鱼人', 5=> 'AI');
$hpinfo = Array('<span class="clan">并无大碍</span>','<span class="yellow">伤痕累累</span>','<span class="red">生命危险</span>','<span class="red">已经死亡</span>');
......@@ -296,7 +296,8 @@ $noiseinfo = Array(
'Crow Song'=>'Crow Song',
'Alicemagic'=>'Alicemagic',
'恋歌'=>'恋歌',
'鸡肉之歌'=>'鸡肉之歌'
'鸡肉之歌'=>'鸡肉之歌',
'song' => '熟悉的旋律',
);
$exdmgname = Array('p' => '毒性攻击', 'u' => '火焰燃烧', 'i'=>'冻气缠绕', 'd'=>'爆炸','e'=>'电击','w'=>'音波攻击','f' => '<span class="yellow">炽热之焰</span>','k' => '<span class="clan">凝结之息</span>');
$exdmginf = Array('h' => '<span class="red">头部受伤</span>', 'b' => '<span class="red">胸部受伤</span>', 'a'=> '<span class="red">腕部受伤</span>', 'f'=> '<span class="red">足部受伤</span>', 'p'=> '<span class="purple">中毒</span>', 'u'=> '<span class="red">烧伤</span>', 'i'=> '<span class="blue">冻结</span>', 'e'=> '<span class="yellow">身体麻痹</span>', 'w'=> '<span class="grey">混乱</span>');
......
......@@ -317,6 +317,30 @@ table.dialogue {
text-shadow: 0 0 10px #fff, 0 0 20px #fff, 0 0 30px #e60073, 0 0 40px #e60073, 0 0 50px #e60073, 0 0 60px #e60073, 0 0 70px #e60073;
}
}
.minirainbow {
color: rgb(227, 25, 25);
animation: minirainbowshimmer 2s linear infinite;
}
@keyframes minirainbowshimmer {
0% {
color:#e67b00;
}
20% {
color: #00ff00;
}
40% {
color:#ffff00;
}
60% {
color: #2dcce1;
}
80% {
color: #ff00ff;
}
100% {
color: rgb(227, 25, 25);
}
}
#main {
white-space:nowrap;
......
......@@ -41,7 +41,7 @@ CREATE TABLE bra_players (
lvl tinyint unsigned NOT NULL default '0',
`exp` smallint unsigned NOT NULL default '0',
money int(10) unsigned NOT NULL DEFAULT '0',
rp int(10) unsigned NOT NULL DEFAULT '0',
rp int(10) NOT NULL DEFAULT '0',
`inf` char(10) not null default '',
rage tinyint unsigned NOT NULL default '0',
pose tinyint(1) unsigned NOT NULL default '0',
......
......@@ -146,7 +146,6 @@ if($command == 'kill' || $command == 'live' || $command == 'del') {
if($db->affected_rows()) $effect_flag = 1;
}
}
//$db->query("UPDATE {$tablepre}players SET rp='$rp',gd='$gd',icon='$icon',club='$club',sNo='$sNo',hp='$hp',mhp='$mhp',sp='$sp',msp='$msp',att='$att',def='$def',pgroup='$pgroup',pls='$pls',lvl='$lvl',exp='$exp',clbstatusa='$clbstatusa',clbstatusb='$clbstatusb',clbstatusc='$clbstatusc',clbstatusd='$clbstatusd',clbstatuse='$clbstatuse',clbpara='$clbpara',money='$money',bid='$bid',inf='$inf',rage='$rage',pose='$pose',tactic='$tactic',killnum='$killnum',wp='$wp',wk='$wk',wg='$wg',wc='$wc',wd='$wd',wf='$wf',teamID='$teamID',teamPass='$teamPass',wep='$wep',wepk='$wepk',wepe='$wepe',weps='$weps',wepsk='$wepsk',arb='$arb',arbk='$arbk',arbe='$arbe',arbs='$arbs',arbsk='$arbsk',arh='$arh',arhk='$arhk',arhe='$arhe',arhs='$arhs',arhsk='$arhsk',ara='$ara',arak='$arak',arae='$arae',aras='$aras',arask='$arask',arf='$arf',arfk='$arfk',arfe='$arfe',arfs='$arfs',arfsk='$arfsk',art='$art',artk='$artk',arte='$arte',arts='$arts',artsk='$artsk',itm0='$itm0',itmk0='$itmk0',itme0='$itme0',itms0='$itms0',itmsk0='$itmsk0',itm1='$itm1',itmk1='$itmk1',itme1='$itme1',itms1='$itms1',itmsk1='$itmsk1',itm2='$itm2',itmk2='$itmk2',itme2='$itme2',itms2='$itms2',itmsk2='$itmsk2',itm3='$itm3',itmk3='$itmk3',itme3='$itme3',itms3='$itms3',itmsk3='$itmsk3',itm4='$itm4',itmk4='$itmk4',itme4='$itme4',itms4='$itms4',itmsk4='$itmsk4',itm5='$itm5',itmk5='$itmk5',itme5='$itme5',itms5='$itms5',itmsk5='$itmsk5',itm6='$itm6',itmk6='$itmk6',itme6='$itme6',itms6='$itms6',itmsk6='$itmsk6' where pid='$pid'");
if(!$effect_flag){
$cmd_info = "没有检测到对角色 $name 的修改";
} else {
......
......@@ -149,7 +149,6 @@ if($command == 'kill' || $command == 'live' || $command == 'del') {
if($db->affected_rows()) $effect_flag = 1;
}
}
//$db->query("UPDATE {$tablepre}players SET rp='$rp',gd='$gd',icon='$icon',club='$club',sNo='$sNo',hp='$hp',mhp='$mhp',sp='$sp',msp='$msp',ss='$ss',mss='$mss',att='$att',def='$def',pgroup='$pgroup',pls='$pls',achievement='$achievement',lvl='$lvl',exp='$exp',clbstatusa='$clbstatusa',clbstatusb='$clbstatusb',clbstatusc='$clbstatusc',clbstatusd='$clbstatusd',clbstatuse='$clbstatuse',clbpara='$clbpara',money='$money',bid='$bid',inf='$inf',rage='$rage',pose='$pose',tactic='$tactic',killnum='$killnum',wp='$wp',wk='$wk',wg='$wg',wc='$wc',wd='$wd',wf='$wf',teamID='$teamID',achievement='$achievement',wep='$wep',wepk='$wepk',wepe='$wepe',weps='$weps',wepsk='$wepsk',arb='$arb',arbk='$arbk',arbe='$arbe',arbs='$arbs',arbsk='$arbsk',arh='$arh',arhk='$arhk',arhe='$arhe',arhs='$arhs',arhsk='$arhsk',ara='$ara',arak='$arak',arae='$arae',aras='$aras',arask='$arask',arf='$arf',arfk='$arfk',arfe='$arfe',arfs='$arfs',arfsk='$arfsk',art='$art',artk='$artk',arte='$arte',arts='$arts',artsk='$artsk',itm0='$itm0',itmk0='$itmk0',itme0='$itme0',itms0='$itms0',itmsk0='$itmsk0',itm1='$itm1',itmk1='$itmk1',itme1='$itme1',itms1='$itms1',itmsk1='$itmsk1',itm2='$itm2',itmk2='$itmk2',itme2='$itme2',itms2='$itms2',itmsk2='$itmsk2',itm3='$itm3',itmk3='$itmk3',itme3='$itme3',itms3='$itms3',itmsk3='$itmsk3',itm4='$itm4',itmk4='$itmk4',itme4='$itme4',itms4='$itms4',itmsk4='$itmsk4',itm5='$itm5',itmk5='$itmk5',itme5='$itme5',itms5='$itms5',itmsk5='$itmsk5',itm6='$itm6',itmk6='$itmk6',itme6='$itme6',itms6='$itms6',itmsk6='$itmsk6' where pid='$pid'");
if(!$effect_flag){
$cmd_info = "没有检测到对角色 $name 的修改";
} else {
......
......@@ -17,7 +17,7 @@ $tacinfo = Array('通常','','重视防御','重视反击','重视躲避',);
function get_find_r($weather = 0,$pls = 0,$pose = 0,$tactic = 0,$club = 0,$inf = ''){
$_FIND = Array
(
'weather' => array(10,20,0,-2,-3,-10,-7,5,-10,-20,0,-7,-5,-30,-5,-20,0,20),
'weather' => array(10,20,0,-2,-3,-10,-7,5,-10,-20,0,-7,-5,-30,-5,-20,0,20,15),
//'weather' => array(10,20,0,-2,-3,-7,-10,-5,10,0,0,-7,-5,-30),
//'pls' => array(10,0,0,10,-10,10,0,10,-10,0,10,0,0,-10,0,-10,-10,-10,0,10,0,10),
'pls' => Array(
......
......@@ -45,9 +45,9 @@ function getclub($who, &$c1, &$c2, &$c3)
$c3=calc(11131,6397,$curgid,$curuid,$curpid,$starttime,$validtime);
//$clubid = array(6,7,8,99,10,11,13,14,16,18,19,7,99,13,14,18,6,19,13,14,18);
//$c3%=21; $c3=$clubid[$c3];
$clubid = array(6,7,8,10,11,12,19,99,6,7,8,10,11,12,19,99);
$c3%=16; $c3=$clubid[$c3];
if ($c1==$c3 || $c2==$c3) $c3=99;
$clubid = array(6,7,8,10,11,12,19,6,7,8,10,11,12,19);
$c3%=14; $c3=$clubid[$c3];
if ($c1==$c3 || $c2==$c3) $c3=19;
if ($c1>$c2) swap($c1,$c2);
if ($c1>$c3) swap($c1,$c3);
......
......@@ -37,6 +37,11 @@
}
else
{
if($weather == 18 || $w == 18)
{
$log .= "你像往常一样提交指令后,终端那头却陷入了诡异的沉默中。<br>……这是怎么回事……死机了?<br>";
return;
}
$weather = $w;
$log .= "提交了检索指令后,你眼前的数据流开始闪烁。<br>与此同时,整处虚拟空间也开始发生变化……<br>
{$console_tips[1]}已将天气转变为【{$wthinfo[$weather]}】</span><br>
......
......@@ -690,16 +690,26 @@ function death_kagari($type){
}
}
function event_rp_up($rpup){
global $rp,$club,$skills;
if($club != 19 || $rpup <= 0){
function event_rp_up($rpup)
{
if(!isset($data))
{
global $pdata;
$data = &$pdata;
}
extract($data,EXTR_REFS);
include_once GAME_ROOT.'./include/game/revcombat.func.php';
rpup_rev($data,$rpup);
/*if($club != 19 || $rpup <= 0){
$rp += $rpup;
}else{
include_once GAME_ROOT.'./include/game/clubskills.func.php';
$rpdec = 30;
//$rpdec += get_clubskill_rp_dec($club,$skills);
$rp += round($rpup*(100-$rpdec)/100);
}
}*/
return;
}
?>
......@@ -137,10 +137,13 @@ function itemuse($itmn,&$data=NULL) {
}else{
$spup = $itme;
}
$sp += $spup;
/*$sp += $spup;
$sp = $sp > $msp ? $msp : $sp;
$oldsp = $sp - $oldsp;
$log .= "你使用了<span class=\"red\">$itm</span>,恢复了<span class=\"yellow\">$oldsp</span>点体力。<br>";
$oldsp = $sp - $oldsp;*/
$addsp = $msp - $sp < $spup ? $msp - $sp : $spup;
if($addsp > 0) $sp += $addsp;
else $addsp = 0;
$log .= "你使用了<span class=\"red\">$itm</span>,恢复了<span class=\"yellow\">$addsp</span>点体力。<br>";
//吃了无毒果酱
if($itm == '桔黄色的果酱') $clbpara['achvars']['eat_jelly'] = 1;
if ($itms != $nosta) {
......@@ -163,10 +166,13 @@ function itemuse($itmn,&$data=NULL) {
}else{
$hpup = $itme;
}
$hp += $hpup;
/*$hp += $hpup;
$hp = $hp > $mhp ? $mhp : $hp;
$oldhp = $hp - $oldhp;
$log .= "你使用了<span class=\"red\">$itm</span>,恢复了<span class=\"yellow\">$oldhp</span>点生命。<br>";
$oldhp = $hp - $oldhp;*/
$addhp = $mhp - $hp < $hpup ? $mhp - $hp : $hpup;
if($addhp > 0) $hp += $addhp;
else $addhp = 0;
$log .= "你使用了<span class=\"red\">$itm</span>,恢复了<span class=\"yellow\">$hpup</span>点生命。<br>";
if ($itms != $nosta) {
$itms --;
if ($itms <= 0) {
......@@ -221,15 +227,21 @@ function itemuse($itmn,&$data=NULL) {
}else{
$bpup = $itme;
}
$oldsp = $sp;
$sp += $bpup;
$sp = $sp > $msp ? $msp : $sp;
$oldsp = $sp - $oldsp;
$oldhp = $hp;
$hp += $bpup;
$hp = $hp > $mhp ? $mhp : $hp;
$oldhp = $hp - $oldhp;
$log .= "你使用了<span class=\"red\">$itm</span>,恢复了<span class=\"yellow\">$oldhp</span>点生命和<span class=\"yellow\">$oldsp</span>点体力。<br>";
//$oldsp = $sp;
//$sp += $bpup;
//$sp = $sp > $msp ? $msp : $sp;
//$oldsp = $sp - $oldsp;
$addsp = $msp - $sp < $bpup ? $msp - $sp : $bpup;
if($addsp > 0) $sp += $addsp;
else $addsp = 0;
//$oldhp = $hp;
//$hp += $bpup;
//$hp = $hp > $mhp ? $mhp : $hp;
//$oldhp = $hp - $oldhp;
$addhp = $mhp - $hp < $bpup ? $mhp - $hp : $bpup;
if($addhp > 0) $hp += $addhp;
else $addhp = 0;
$log .= "你使用了<span class=\"red\">$itm</span>,恢复了<span class=\"yellow\">$addhp</span>点生命和<span class=\"yellow\">$addsp</span>点体力。<br>";
//吃了无毒的围棋子饼干 真勇啊!
if($itm == '像围棋子一样的饼干') $clbpara['achvars']['eat_weiqi'] = 1;
if ($itms != $nosta) {
......@@ -1206,11 +1218,19 @@ function itemuse($itmn,&$data=NULL) {
} elseif ($itm == '天候棒') {
//global $weather, $wthinfo, $name;
$weather = rand ( 10, 13 );
include_once GAME_ROOT . './include/system.func.php';
save_gameinfo ();
addnews ( $now, 'wthchange', $name, $weather );
$log .= "你转动了几下天候棒。<br>天气突然转变成了<span class=\"red b\">$wthinfo[$weather]</span>!<br>";
if($weather <= 13)
{
$weather = rand ( 10, 13 );
include_once GAME_ROOT . './include/system.func.php';
save_gameinfo ();
addnews ( $now, 'wthchange', $name, $weather );
$log .= "你转动了几下天候棒。<br>天气突然转变成了<span class=\"red\">$wthinfo[$weather]</span>!<br>";
}
else
{
addnews ( $now, 'wthfail', $name, $weather );
$log .= "你转动了几下天候棒。<br>但天气并未发生改变!<br>";
}
$itms --;
} elseif ($itm == '天然呆四面的奖赏') {
//global $wep, $wepk, $wepe, $weps, $wepsk;
......
......@@ -63,9 +63,9 @@ function poison($itmn = 0) {
function wthchange($itm,$itmsk,$wlog=1){
global $now,$log,$weather,$wthinfo,$name,$nick,$clbpara;
$weathertd = $weather;
if($weather >= 14 && $weather <= 17){
if($weather >= 14 && $weather <= 18){
addnews ( $now, 'wthfail', get_title_desc($nick).' '.$name, $weather, $itm );
$log .= "你使用了{$itm}。<br /><span class=\"red\">但是恶劣的天气并未发生任何变化!</span><br />";
$log .= "你使用了{$itm}。<br /><span class=\"red\">但是天气并未发生任何变化!</span><br />";
}else{
if($itmsk==99){$weather = rand ( 0, 13 );}//随机全天气
elseif($itmsk==98){$weather = rand ( 10, 13 );}//随机恶劣天气
......
......@@ -205,7 +205,12 @@ function trap(&$data=NULL){
addnews($now,'trap',get_title_desc($nick).' '.$name,$trname,$itm0);
}
$log .= "糟糕,你触发了{$trperfix}陷阱<span class=\"yellow\">$itm0</span>!受到<span class=\"dmg\">$damage</span>点伤害!<br>";
$rp = $rp / 2;
# 踩雷rp结算
$rp_up = -1 * $rp / 2;
include_once GAME_ROOT.'./include/game/revcombat.func.php';
if($rp_up) rpup_rev($data,$rp_up);
if($goodmancard)
{
$gm = ceil($goodmancard*rand(80,120)/100);
......@@ -217,7 +222,6 @@ function trap(&$data=NULL){
{
if(!empty($wdata))
{
include_once GAME_ROOT.'./include/game/revcombat.func.php';
$wdata['wep_name'] = $itm0;
// 陷阱有主 走击杀判定
$last = pre_kill_events($wdata,$data,0,'trap');
......@@ -1284,9 +1288,13 @@ function getcorpse($item,&$data=NULL)
$mode = 'command';
return;
}
$log.="你销毁了{$edata['name']}的尸体。<br>但这一切值得吗……?<br>";
//include_once GAME_ROOT.'./include/game/dice.func.php';
$rp += diceroll($rpup_destory_corpse);
# 销毁尸体rp结算
$rp_up = diceroll($rpup_destory_corpse);
include_once GAME_ROOT.'./include/game/revcombat.func.php';
rpup_rev($data,$rpup);
addnews($now,'cdestroy',$name,$edata['name']);
destory_corpse($edata);
$action = ''; $bid = 0;
......
......@@ -42,6 +42,13 @@ function itemmix_rev($mlist, $itemselect=-1, &$data=NULL)
}
} else {//只有1个合成选项则直接合成
itemmix_proc($mlist, $mix_res[0], $itmstr, $data);
// 晶莹剔透合成成功时 -30rp
if($club == 19)
{
$rpup = -30;
include_once GAME_ROOT.'./include/game/revcombat.func.php';
rpup_rev($data,$rpup);
}
}
return;
}
......
......@@ -1672,17 +1672,33 @@
if($p>0) $fin_dmg_p[]= $p;
}
# 晶莹判定:
if($pa['club'] == 19 || $pd['club'] == 19)
# 「莹心」pa效果判定:
if(isset($pa['skill_c19_purity']))
{
$p = rev_get_clubskill_bonus_dmg_rate($pa['club'],$pa['skills'],$pa,$pd['club'],$pd['skills'],$pd);
if($p != 100)
$sk = 'c19_purity';
$sk_lvl = get_skilllvl($sk,$pa);
$sk_p = get_skillvars($sk,'findmgr',$sk_lvl);
if($sk_p)
{
$log.="<span class=\"yellow\">在「晶莹」的作用下,{$pa['nm']}造成的最终伤害变化至".$p."%!</span><br>";
$fin_dmg_p[] = round($p/100,2);
$p = 1 - ($sk_p / 100);
$log.="<span class=\"yellow\">在「莹心」的作用下,{$pa['nm']}造成的最终伤害降低了{$sk_p}%!</span><br>";
$fin_dmg_p[] = $p;
}
}
# 「莹心」pd效果判定:
if(isset($pd['skill_c19_purity']))
{
$sk = 'c19_purity';
$sk_lvl = get_skilllvl($sk,$pd);
$sk_p = get_skillvars($sk,'findmgdefr',$sk_lvl);
if($sk_p)
{
$p = 1 - ($sk_p / 100);
$log.="<span class=\"yellow\">在「莹心」的作用下,{$pa['nm']}造成的最终伤害降低了{$sk_p}%!</span><br>";
$fin_dmg_p[] = $p;
}
}
return $fin_dmg_p;
}
......@@ -1691,6 +1707,15 @@
{
global $log;
# 「量心」效果判定 手加减:
if(isset($pa['askill_c19_dispel']) && $fin_dmg >= $pd['hp'])
{
$fin_dmg = $pd['hp'] - 1;
$pa['askill_c19_dispel'] = 2;
$log.="<span class=\"yellow\">{$pa['nm']}在出手时保持了最大限度的克制!</span><br>";
return $fin_dmg;
}
# 「闷棍」技能效果:
if(isset($pa['bskill_c1_bjack']))
{
......@@ -1769,14 +1794,22 @@
}
}
#剔透判定:
if($pa['club'] == 19)
# 「祛障」效果判定:
if(isset($pa['bskill_c19_redeem']))
{
$rp_dmg = rev_get_clubskill_bonus_dmg_val($pa['club'],$pa['skills'],$pa,$pd);
if($rp_dmg > 0)
# rp低于对方时,附加白字伤害
if($pd['rp'] > $pa['rp'])
{
$rp_dmg = $pd['rp'] - $pa['rp'];
$fin_dmg += $rp_dmg;
$log .= "<span class=\"yellow\">在「剔透」的作用下,敌人受到了<span class=\"red\">$rp_dmg</span>点额外伤害。</span><br>";
$log .= "<span class=\"yellow\">在「祛障」的作用下,{$pd['nm']}受到了<span class=\"red\">$rp_dmg</span>点额外伤害。</span><br>";
}
else
{
$min_rp = get_skillvars('c19_redeem','rpmin');
$move_rp = max($min_rp,$pd['rp']);
$pd['rp'] += $move_rp; $pa['rp'] -= $move_rp;
$log .= "<span class=\"yellow\">在「祛障」的作用下,{$pa['nm']}将部分罪业转移给了{$pd['nm']}!<br>";
}
}
......@@ -1962,22 +1995,12 @@
return;
}
//战斗后结算rp事件
# 战斗后结算rp事件
function get_killer_rp(&$pa,&$pd,$active)
{
//杀人rp结算
$rpup = $pd['type'] ? 20 : max(80,$pd['rp']);
//晶莹剔透修正
if($pa['club'] == 19)
{
$rpdec = 30;
$rpdec += get_clubskill_rp_dec($pa['club'],$pa['skills']);
$pa['rp'] += round($rpup*(100-$rpdec)/100);
}
else
{
$pa['rp'] += $rpup;
}
# 杀人rp结算
$rpup = $pd['type'] ? 20 : max(80,$pd['rp']);
rpup_rev($pa,$rpup);
return;
}
......@@ -2172,7 +2195,7 @@
// $mode 0-标准战斗 1-鏖战 2-追击(追击&鏖战基础先制率不受天气姿态影响)
function get_active_r_rev(&$pa,&$pd,$mode=0)
{
global $log,$active_obbs,$weather,$gamecfg,$chase_active_obbs;
global $log,$now,$active_obbs,$weather,$gamevars,$gamecfg,$chase_active_obbs;
include config('combatcfg',$gamecfg);
$pa['clbpara'] = get_clbpara($pa['clbpara']);
$pd['clbpara'] = get_clbpara($pd['clbpara']);
......@@ -2182,6 +2205,17 @@
$active_r = $active_obbs;
# 计算天气对先攻率的修正:
$wth_ar = $weather_active_r[$weather] ?: 0;
# 光玉雨特殊效果判定:
if($weather == 18 && $gamevars['wth18pid'] == $pa['pid'])
{
# 计算雨势
$wthlastime = $now - $gamevars['wth18stime'];
# 雨势在前7分钟递增,后3分钟递减
$wthlastime = $wthlastime <= 420 ? $wthlastime : 600 - $wthlastime;
$wthpow = min(7,max(1,round($wthlastime / 60)));
# 效力加成
$wth_ar += diceroll($wthpow) + diceroll($wthpow);
}
# 计算pa姿态对于先攻率的修正:
$a_pose_ar = $pose_active_modifier[$pa['pose']] ?: 0;
# 计算pd姿态对于先攻率的修正:
......@@ -2256,6 +2290,12 @@
$pd['cannot_counter_log'] = "{$pd['nm']}无法反击!";
return 0;
}
# 被留手了应不应该反击……?暂时定不会反击,但是会反击也很合理,人心险恶嘛!
if(isset($pa['askill_c19_dispel']) && $pa['askill_c19_dispel'] == 2)
{
$pd['cannot_counter_log'] = "被你放了一马的{$pd['nm']}一瘸一拐地逃开了。<br>希望你的决定是正确的……";
return 0;
}
# 处于眩晕状态时,无法反击
if(isset($pd['skill_inf_dizzy']))
{
......
......@@ -157,8 +157,8 @@
//$pa['skill_'.$sk.'_log'] = "";
}
}
# active标签技能通用判定
if(get_skilltags($sk,'active') && !empty(get_skillpara($sk,'active',$pa['clbpara'])) && !check_skill_unlock($sk,$pa))
# switch标签技能通用判定
if(get_skilltags($sk,'switch') && !empty(get_skillpara($sk,'active',$pa['clbpara'])) && !check_skill_unlock($sk,$pa))
{
$pa['askill_'.$sk] = 1;
}
......@@ -832,7 +832,7 @@
}
}
//结算rp上升事件
if($phase == 'rp' && $rp_up > 0) $pa['rp'] = $pa['rp'] + $rp_up;
if($phase == 'rp' && $rp_up > 0) rpup_rev($pa,$rp_up);
//返回一个伤害系数
if($phase == 'defend' && $dmg_p > 0) return $dmg_p;
}
......
......@@ -9,7 +9,7 @@
# 升级指定技能会触发的事件,返回0时代表无法升级技能
function upgclbskills_events($event,$sk,&$data=NULL)
{
global $log,$cskills,$now,$club_skillslist;
global $log,$cskills,$now,$club_skillslist,$weather,$gamevars,$wthinfo,$db,$tablepre;
if(!isset($data))
{
......@@ -108,6 +108,83 @@
}
return 0;
}
# 事件:晶璧
if($event == 'crystal')
{
# 初始化护盾属性
$slde = round(abs($rp) * get_skillvars($sk,'sldr') / 100);
$sldt = 0;
# 先看看能不能给自己套盾
if(check_skill_unlock('buff_shield',$data))
{
getclubskill('buff_shield',$clbpara);
set_skillpara('buff_shield','svar',$slde,$clbpara);
$sldt++;
}
# 再遍历场上所有参战者(玩家、18、19)
$result = $db->query("SELECT * FROM {$tablepre}players WHERE (type = 0 OR type =18 or type = 19) AND hp > 0 AND pid != {$pid}");
while($sdata = $db->fetch_array($result))
{
$sdata['clbpara'] = get_clbpara($sdata['clbpara']);
# 没有盾的话可以套个盾,有就不给了
if(check_skill_unlock('buff_shield',$sdata))
{
getclubskill('buff_shield',$sdata['clbpara']);
set_skillpara('buff_shield','svar',$slde,$sdata['clbpara']);
$sldt++;
player_save($sdata);
$w_log = "<span class=\"yellow\">{$name}发动了技能「晶璧」,你被一层晶体护盾保护了起来!</span><br>";
logsave ($sdata['pid'],$now,$w_log,'c');
}
}
if($sldt)
{
# 降低rp
$rploss = $sldt * get_skillvars($sk,'rploss');
$rp -= $rploss;
# 扣除怒气
$ragecost = get_skillvars($sk,'ragecost');
$rage -= $ragecost;
$log .= "<span class='lime'>你用心感应,唤出晶体之盾为战场上{$sldt}名参战者提供了庇佑!</span><br>善行点数增加了!<br>";
}
else
{
$log .= "你用心感应,但是战场上似乎已经没有需要你提供庇护的人了。<br>";
return 0;
}
return 1;
}
# 事件:苦雨
if($event == 'woesea')
{
if($weather == 18)
{
$log .= "战场已经处于{$wthinfo[18]}下,不能重复发动!<br>";
return 0;
}
else
{
$ss -= 100;
$weather = 18;
$gamevars['wth18stime'] = $now;
$gamevars['wth18etime'] = $now + get_skillvars('c19_woesea','wtht');
$gamevars['wth18pid'] = $pid;
save_gameinfo();
addnews($now, 'wthchange', $name, $weather, '自己积攒的善德');
include_once GAME_ROOT.'./include/game/combat.func.php';
$sn = 'song';
addnoise($sn,'__',$now,$pls,0,0,$sn);
$clbpara['event_bgmbook'] = Array('wth18');
$log .= "你闭上双眼,伴着记忆中那轻快的旋律轻轻哼唱起来……<br>
歌声悠然飘扬,朦胧间,你似乎感到有雨滴淅沥落下,轻轻拍在你的脸上。<br>
当你再度睁开眼时,<br>
不知从何而来、如妖精般飞舞着的光球们抚过你的面颊,然后飘往虚拟战场的每个角落——<br>
……<br>
下雨了。";
return 1;
}
}
# 事件:雇佣佣兵
if($event == 'hiremerc')
{
......@@ -511,7 +588,8 @@
# 出生啊!
$max_rp_dice = $pdata['itme0']+$pdata['itms0'] > 300 ? $pdata['itme0']+$pdata['itms0'] : 300;
$rp_dice = rand(300,$max_rp_dice);
$pdata['rp'] += $rp_dice;
include_once GAME_ROOT.'./include/game/revcombat.func.php';
rpup_rev($pdata,$rp_dice);
# 做成棍了就没有尸体了
destory_corpse($edata);
include_once GAME_ROOT.'./include/game/itemmain.func.php';
......
......@@ -800,7 +800,7 @@
# 重要的事情要说三次:这里的第一个参数指的是杀人者(敌对方)视角,第二个参数指的是死者(受到伤害者)视角。
function revive_process(&$pa,&$pd,$active)
{
global $log,$weather,$now;
global $log,$weather,$now,$gamevars;
include_once GAME_ROOT.'./include/game/clubslct.func.php';
if(empty($pa['nm'])) $pa['nm'] = $active && !$pa['type'] ? '你' : $pa['name'];
......@@ -810,6 +810,30 @@
$dname = $pd['type'] ? $pd['name'] : get_title_desc($pd['nick']).' '.$pd['name'];
#光玉雨天气下,提供者有概率复活
if (!$revival_flag && $weather == 18 && $gamevars['wth18pid'] == $pd['pid'])
{
# 计算雨势
$wthlastime = $now - $gamevars['wth18stime'];
# 雨势在前7分钟递增,后3分钟递减
$wthlastime = $wthlastime <= 420 ? $wthlastime : 600 - $wthlastime;
$wthpow = min(7,max(1,round($wthlastime / 60)));
# 复活概率:基础10% + 效力x2 最高24%
$wth18_obbs = 10 + diceroll($wthpow) + diceroll($wthpow);
$wth18_dice = diceroll(99);
if($wth18_dice < $wth18_obbs)
{
#奥罗拉复活效果
$revival_flag = 18; //保存复活标记为通过光玉雨复活
addnews($now,'wth18_revival',$dname);
$pd['hp'] += min($pd['mhp'],max($wth18_obbs,1));
$pd['sp'] += min($pd['msp'],max($wth18_obbs,1));
$pd['state'] = 0;
$log.= "<span class=\"lime\">但是,飞舞着的光玉们钻进了{$pd['nm']}的身体,让{$pd['nm']}重新站了起来!</span><br>";;
return $revival_flag;
}
}
#极光天气下,玩家有10%概率、NPC有1%概率无条件复活
if (!$revival_flag && $weather == 17)
{
......@@ -828,15 +852,27 @@
}
}
#决死结界复活:
if (!$revival_flag && $pd['club']==99 && !$pd['type'])
# 「涅槃」复活:
if (!$revival_flag && isset($pd['skill_c19_nirvana']))
{
#决死结界复活效果:
$revival_flag = 99; //保存复活标记为通过称号复活
# 「涅槃」复活效果:
$revival_flag = 'nirvan'; //保存复活标记为通过技能复活
addnews($now,'revival',$dname);
$pd['hp'] = $pd['mhp']; $pd['sp'] = $pd['msp'];
$pd['state'] = 0; changeclub(17,$pd);
$log .= '<span class="yellow">但是,由于及时按下BOMB键,'.$pd['nm'].'原地满血复活了!</span><br>';
# 添加「涅槃」激活次数
set_skillpara('c19_nirvana','active_t',get_skillpara('c19_nirvana','active_t',$pd['clbpara'])+1,$pd['clbpara']);
$pd['state'] = 0;
$pd['hp'] = 1; $pd['sp'] = 1;
# 将多出的rp转化为生命和防御力
if($pd['rp'])
{
$tot_rp = abs(round($pd['rp']/2));
if($tot_rp)
{
$pd['mhp'] += $tot_rp; $pd['def'] += $tot_rp;
}
$pd['rp'] = 0;
}
$log .= '<span class="lime">但是,'.$pd['nm'].'涅槃重生了!</span><br>';
return $revival_flag;
}
......@@ -1056,6 +1092,28 @@
return;
}
# rp结算
function rpup_rev(&$pa,$rpup)
{
# 「转业」效果判定
if(!check_skill_unlock('c19_reincarn',$pa))
{
$sk = 'c19_reincarn';
$sk_lvl = get_skilllvl($sk,$pa);
if($rpup > 0)
{
$sk_var = get_skillvars($sk,'rpgain',$sk_lvl);
$rpup = round($rpup*(1-($sk_var/100)));
}
else
{
$sk_var = get_skillvars($sk,'rploss',$sk_lvl);
$rpup = round($rpup*(1+($sk_var/100)));
}
}
$pa['rp'] += $rpup;
}
# 战斗经验结算
function expup_rev(&$pa,&$pd,$active)
{
......
......@@ -370,7 +370,7 @@ function search(&$data=NULL){
function move_search_events(&$data=NULL,$act)
{
global $log,$inf_move_hp,$inf_move_sp,$infwords;
global $log,$inf_move_hp,$inf_move_sp,$infwords,$weather,$gamevars,$now;
if(!isset($data))
{
......@@ -410,6 +410,48 @@ function move_search_events(&$data=NULL,$act)
}
}
# 光玉雨天气效果判定:
if($weather == 18)
{
# 雨停了
if($now > $gamevars['wth18etime'])
{
unset($gamevars['wth18stime']);
unset($gamevars['wth18etime']);
unset($gamevars['wth18pid']);
$weather = 1;
save_gameinfo();
addnews($now, 'wth18end');
if(!empty($clbpara['event_bgmbook'])) unset($clbpara['event_bgmbook']);
}
# 雨势
else
{
if(empty($clbpara['event_bgmbook'])) $clbpara['event_bgmbook'] = Array('wth18');
$wthlastime = $now - $gamevars['wth18stime'];
# 雨势在前7分钟递增,后3分钟递减
$wthlastime = $wthlastime <= 420 ? $wthlastime : 600 - $wthlastime;
$wthpow = min(7,max(1,round($wthlastime / 60)));
$hp_up = diceroll($wthpow) * diceroll($wthpow);
$sp_up = diceroll($wthpow) * diceroll($wthpow);
if($hp_up || $sp_up)
{
$log .= "<span class='minirainbow'>不知从哪飘来的光球落在了你的肩上……</span><br>超量恢复了";
if($hp_up)
{
$hp += $hp_up;
$log .= "<span class='minirainbow'>{$hp_up}</span>点生命!";
}
if($sp_up)
{
$hp += $sp_up;
$log .= "<span class='minirainbow'>{$sp_up}</span>点体力!";
}
$log .= "<br>";
}
}
}
# 「理财」效果判定:
if(!check_skill_unlock('c11_stock',$data))
{
......@@ -605,6 +647,8 @@ function discover($schmode = 0,&$data=NULL)
if(!empty(get_skillpara('c11_merc','id',$clbpara)) && in_array($edata['pid'],get_skillpara('c11_merc','id',$clbpara))) continue;
//灵子状态只能遭遇同为灵子状态的对象,非灵子状态对象无法发现灵子状态下的对象……但是尸体就没有这种考量了
if(($edata['pose'] == 8 || $data['pose'] == 8) && $data['pose'] != $edata['pose']) continue;
//「量心」技能效果判定:
if(!check_skill_unlock('c19_dispel',$data) && !empty(get_skillpara('c19_dispel','active',$clbpara)) && $edata['hp'] <= 1) continue;
//计算活人发现率
$hide_r = get_hide_r_rev($data,$edata);
$enemy_dice = diceroll(99);
......
......@@ -93,9 +93,11 @@ function nparse_news($start = 0, $range = 0 ){//$type = '') {
} elseif($news == 'end6') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"red\">本局游戏被GM中止</span><br>\n";
} elseif($news == 'revival') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}因为及时按了BOMB键而原地满血复活了!</span><br>\n";
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}涅槃重生了!</span><br>\n";
} elseif($news == 'aurora_revival') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}在奥罗拉的作用下原地复活了!</span><br>\n";
} elseif($news == 'wth18_revival') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}在光玉们的帮助下原地复活了!</span><br>\n";
} elseif(strpos($news,'death') === 0) {
if($news == 'death11') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"yellow\">$a</span>因滞留在<span class=\"red\">禁区【{$plsinfo[$c]}】</span>死亡";
......@@ -198,7 +200,9 @@ function nparse_news($start = 0, $range = 0 ){//$type = '') {
} elseif($news == 'wthchange') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}使用了{$c},天气变成了{$wthinfo[$b]}!</span><br>\n";
} elseif($news == 'wthfail') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}使用了{$c},但是恶劣的天气并未发生改变!</span><br>\n";
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">{$a}使用了{$c},但是天气并未发生改变!</span><br>\n";
} elseif($news == 'wth18end') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"grey\">光玉雨停下了……</span><br>\n";
} elseif($news == 'syswthchg') {
$newsinfo .= "<li>{$hour}{$min}{$sec}秒,<span class=\"lime\">奇迹和魔法都是存在的!当前天气变成了{$wthinfo[$a]}!</span><br>\n";
} elseif($news == 'sysaddarea') {
......
......@@ -338,7 +338,7 @@ function add_once_area($atime) {
} elseif(($areanum + $areaadd) >= $plsnum) {
$areaaddlist = array_slice($arealist,$areanum+1);
$areanum = $plsnum;
$weather = rand(0,9);
if($weather <= 9) $weather = rand(0,9);
//addnews($atime,'addarea',$areaaddlist,$weather);
addnews($atime, 'addarea',$areaaddlist,$weather);
storyputchat($now,'areaadd');
......@@ -362,7 +362,7 @@ function add_once_area($atime) {
gameover($atime,'end1');
return;
} else {
$weather = rand(0,9);
if($weather <= 9) $weather = rand(0,9);
if($hack > 0){$hack--;}
//重置控制面板可用次数
if(isset($gamevars['apis']) && isset($gamevars['api'])) $gamevars['api'] = $gamevars['apis'];
......
......@@ -1836,13 +1836,13 @@ NPC也会发出重击和必杀技,请随时小心。</p>
</td>
<td class="b3">
<span>
获得奇妙的庇佑,让你惩恶扬善<br>
这是一个偏上级者向的称号,还请自己体验。<br>
获得奇妙的庇佑,让你能够看到自己与敌人的“报应点数”<br>
点数会在你杀害某人时增加,遭遇陷阱、合成道具时减少<br>
<span class="grey">若你心中毫无杂念,一心求生……</span>
</span>
</td>
<td class="b3">
<span>待实装</span>
<span><input type="button" class="cmdbutton" value="点击查看称号技能" onclick="showModalDialog($('skillhelp-c19'));"></span>
</tr>
<tr>
<td class="b2" height=20px>
......
......@@ -65,7 +65,9 @@
<td colspan="2">
<select id="cwth" name="cwth" style="width:72px" onchange="closeDialog($('terminal'));$('mode').value='command';$('command').value='consle_wthchange';postCmd('gamecmd','command.php');">
<!--{loop $wthinfo $n $wth}-->
<!--{if $n != 18}-->
<option value="$n"<!--{if $weather == $n}--> selected<!--{/if}-->> {$wth} </option>
<!--{/if}-->
<!--{/loop}-->
</select>
</td>
......
......@@ -132,7 +132,7 @@ if($mode == 'enter') {
}
$itmk[3] = 'HB'; $itme[3] = 70; $itms[3] = 15;
//$itm[5] = 'GRAND OPENING 「开门大吉」'; $itmk[5] = 'p000'; $itme[5] = 1; $itms[5] = 1;
$dice = rand(4,10); $dice_name = $clubinfo[$dice];
$dice = rand(0,1); $dice = $dice ? 11 : 19; $dice_name = $clubinfo[$dice];
$itm[5] = '「'.$dice_name.' 社团卡」'; $itmk[5] = 'ZB'; $itme[5] = $dice; $itms[5] = 1;
if ($wingames <=1){
......
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