Commit 41a5685d authored by hisuinohoshi's avatar hisuinohoshi

update & fix

parent 3a30acca
...@@ -112,7 +112,7 @@ elseif($action == 'chase' || $action == 'pchase' || $action == 'dfight'){ ...@@ -112,7 +112,7 @@ elseif($action == 'chase' || $action == 'pchase' || $action == 'dfight'){
if($db->num_rows($result)>0){ if($db->num_rows($result)>0){
$edata = $db->fetch_array($result); $edata = $db->fetch_array($result);
include_once GAME_ROOT.'./include/game/revbattle.func.php'; include_once GAME_ROOT.'./include/game/revbattle.func.php';
findenemy_rev($edata); \revbattle\findenemy_rev($edata);
$main = 'battle_rev'; $main = 'battle_rev';
} }
} }
...@@ -123,7 +123,7 @@ elseif($action == 'neut'){ ...@@ -123,7 +123,7 @@ elseif($action == 'neut'){
if($db->num_rows($result)>0){ if($db->num_rows($result)>0){
$edata = $db->fetch_array($result); $edata = $db->fetch_array($result);
include_once GAME_ROOT.'./include/game/revbattle.func.php'; include_once GAME_ROOT.'./include/game/revbattle.func.php';
findneut($edata,1); \revbattle\findneut($edata,1);
extract($edata,EXTR_PREFIX_ALL,'w'); extract($edata,EXTR_PREFIX_ALL,'w');
init_battle_rev($pdata,$edata,1); init_battle_rev($pdata,$edata,1);
$main = 'battle_rev'; $main = 'battle_rev';
......
...@@ -11,7 +11,7 @@ $mix_type = Array('normal' => '通常','sync' => '同调', 'overlay' => '超量' ...@@ -11,7 +11,7 @@ $mix_type = Array('normal' => '通常','sync' => '同调', 'overlay' => '超量'
// 合成功能 // 合成功能
function itemmix_rev($mlist, $itemselect=-1, &$data=NULL) function itemmix_rev($mlist, $itemselect=-1, &$data=NULL)
{ {
global $log,$mode,$cmd; global $log,$mode,$cmd,$main,$itemcmd;
if(!isset($data)) if(!isset($data))
{ {
global $pdata; global $pdata;
...@@ -33,7 +33,7 @@ function itemmix_rev($mlist, $itemselect=-1, &$data=NULL) ...@@ -33,7 +33,7 @@ function itemmix_rev($mlist, $itemselect=-1, &$data=NULL)
//没有合成选项 //没有合成选项
if(!$mix_res) { if(!$mix_res) {
$log .= "<span class=\"yellow\">{$itmstr}</span>不能合成!<br>"; $log .= "<span class=\"yellow\">{$itmstr}</span>不能合成!<br>";
$mode = 'itemmix'; $mode = 'itemmix'; $itemcmd = 'itemmix';
} elseif(count($mix_res) > 1) {//合成选项2个以上 } elseif(count($mix_res) > 1) {//合成选项2个以上
if($itemselect >= 0) {//有选择则合成 if($itemselect >= 0) {//有选择则合成
itemmix_proc($mlist, $mix_res[$itemselect], $itmstr, $data); itemmix_proc($mlist, $mix_res[$itemselect], $itmstr, $data);
...@@ -113,7 +113,7 @@ function itemmix_option_show($mix_res,$mixmask) ...@@ -113,7 +113,7 @@ function itemmix_option_show($mix_res,$mixmask)
} }
function itemmix_place_check($mlist,&$data=NULL) function itemmix_place_check($mlist,&$data=NULL)
{ {
global $mode,$log,$main; global $mode,$log,$main,$itemcmd;
if(!isset($data)) if(!isset($data))
{ {
global $pdata; global $pdata;
...@@ -129,18 +129,18 @@ function itemmix_place_check($mlist,&$data=NULL) ...@@ -129,18 +129,18 @@ function itemmix_place_check($mlist,&$data=NULL)
$mlist2 = array_unique($mlist); $mlist2 = array_unique($mlist);
if(count($mlist) != count($mlist2)) { if(count($mlist) != count($mlist2)) {
$log .= '相同道具不能进行合成!<br>'; $log .= '相同道具不能进行合成!<br>';
$mode = 'itemmix'; $mode = 'itemmix'; $itemcmd = 'itemmix';
return false; return false;
} }
if(count($mlist) < 2){ if(count($mlist) < 2){
$log .= '至少需要2个道具才能进行合成!'; $log .= '至少需要2个道具才能进行合成!';
$mode = 'itemmix'; $mode = 'itemmix'; $itemcmd = 'itemmix';
return false; return false;
} }
foreach($mlist as $val){ foreach($mlist as $val){
if(!$data['itm'.$val]){ if(!$data['itm'.$val]){
$log .= '所选择的道具'.$val.'不存在!'; $log .= '所选择的道具'.$val.'不存在!';
$mode = 'itemmix'; $mode = 'itemmix'; $itemcmd = 'itemmix';
return false; return false;
} }
} }
......
...@@ -181,11 +181,12 @@ function init_itemmix_tips($itemindex='',&$data=NULL) ...@@ -181,11 +181,12 @@ function init_itemmix_tips($itemindex='',&$data=NULL)
} }
function parse_smartmix_recipelink($itemindex, $stext = '', $sstyle = ''){ function parse_smartmix_recipelink($itemindex, $stext = '', $sstyle = ''){
return "<a ".($sstyle ? "class=\"{$sstyle}\" " : '')."onclick=\"$('itemindex').value='$itemindex';postCmd('maincmd','command.php');\">".($stext ? $stext : $itemindex).'</a>'; $tt = get_item_place($itemindex);
return "<span tooltip2=\"{$tt}\"><a ".($sstyle ? "class=\"{$sstyle}\" " : '')."onclick=\"$('itemindex').value='$itemindex';postCmd('maincmd','command.php');\">".($stext ? $stext : $itemindex).'</a></span>';
} }
function parse_itemmix_resultshow($rarr){ function parse_itemmix_resultshow($rarr){
$ret = $rarr[0].'/'.parse_info_desc($rarr[1],'k','',0,'tooltip2').'/'.$rarr[2].'/'.$rarr[3]; $ret = $rarr[0].'/'.parse_info_desc($rarr[1],'k','',0,'none').'/'.$rarr[2].'/'.$rarr[3];
$itmskw = !empty($rarr[4]) ? parse_info_desc($rarr[4],'sk',$rarr[1],0,'tooltip2') : ''; $itmskw = !empty($rarr[4]) ? parse_info_desc($rarr[4],'sk',$rarr[1],0,'none') : '';
if($itmskw) $ret .= '/'.$itmskw; if($itmskw) $ret .= '/'.$itmskw;
return $ret; return $ret;
} }
......
...@@ -32,6 +32,13 @@ namespace revattr ...@@ -32,6 +32,13 @@ namespace revattr
$pa['bskilllog2'] .='<span class="yellow">「天威」使'.$pa['nm'].'的熟练度暂时增加了'.ceil($sk_fix).'点!</span><br>'; $pa['bskilllog2'] .='<span class="yellow">「天威」使'.$pa['nm'].'的熟练度暂时增加了'.ceil($sk_fix).'点!</span><br>';
} }
} }
#「人杰」技能判定
if(isset($pa['skill_c11_renjie']))
{
foreach(Array('wp','wk','wc','wg','wd','wf') as $skw) $wep_skill = max($pa[$skw],$wep_skill);
}
return $wep_skill; return $wep_skill;
} }
......
...@@ -103,11 +103,6 @@ namespace revattr ...@@ -103,11 +103,6 @@ namespace revattr
{ {
$wep_skill = round($pa[$skillinfo[$pa['wep_kind']]]+($pa['wp']+$pa['wk']+$pa['wc']+$pa['wg']+$pa['wd']+$pa['wf'])*0.25); $wep_skill = round($pa[$skillinfo[$pa['wep_kind']]]+($pa['wp']+$pa['wk']+$pa['wc']+$pa['wg']+$pa['wd']+$pa['wf'])*0.25);
} }
# 「人杰」技能判定
elseif(isset($pa['skill_renjie']))
{
foreach(Array('wp','wk','wc','wg','wd','wf') as $skw) $wep_skill = max($pa[$skw],$wep_skill);
}
else else
{ {
$wep_skill = $pa[$skillinfo[$pa['wep_kind']]]; $wep_skill = $pa[$skillinfo[$pa['wep_kind']]];
...@@ -115,6 +110,7 @@ namespace revattr ...@@ -115,6 +110,7 @@ namespace revattr
# 获取社团技能对武器熟练度的修正 # 获取社团技能对武器熟练度的修正
$wep_skill = get_clbskill_wep_skill($pa,$wep_skill); $wep_skill = get_clbskill_wep_skill($pa,$wep_skill);
return $wep_skill; return $wep_skill;
} }
...@@ -232,7 +228,7 @@ namespace revattr ...@@ -232,7 +228,7 @@ namespace revattr
lostclubskill('buff_assassin',$pa['clbpara']); lostclubskill('buff_assassin',$pa['clbpara']);
} }
# 「洞察」特殊判定:熟练度高于对方时触发 # 「洞察」特殊判定:熟练度高于对方时触发
elseif($sk == 'c10_insight' && $pa['wep_skill'] > $pd['wep_skill']) elseif($sk == 'c10_insight' && get_wep_skill($pa) > get_wep_skill($pd))
{ {
$pa['skill_c10_insight'] = 1; $pa['skill_c10_insight'] = 1;
$pa['skilllog'] .= "<span class='yellow'>{$pa['nm']}凭借丰富的经验看穿了{$pd['nm']}的破绽!</span><br>"; $pa['skilllog'] .= "<span class='yellow'>{$pa['nm']}凭借丰富的经验看穿了{$pd['nm']}的破绽!</span><br>";
......
...@@ -560,7 +560,7 @@ ...@@ -560,7 +560,7 @@
$action = 'enemy'; $bid = $mdata['clbpara']['mercchase']; $action = 'enemy'; $bid = $mdata['clbpara']['mercchase'];
# 佣兵追击不一定能先制,要判定一下 # 佣兵追击不一定能先制,要判定一下
include_once GAME_ROOT.'./include/game/revbattle.func.php'; include_once GAME_ROOT.'./include/game/revbattle.func.php';
revbattle_prepare('bskill_c11_merc'.$mkey,'noactive'); \revbattle\revbattle_prepare('bskill_c11_merc'.$mkey,'noactive');
} }
else else
{ {
......
...@@ -114,7 +114,7 @@ namespace revcombat ...@@ -114,7 +114,7 @@ namespace revcombat
# 添加鏖战状态 # 添加鏖战状态
$pa['is_dfight'] = $pd['is_dfight'] = 1; $pa['is_dfight'] = $pd['is_dfight'] = 1;
# 获取鏖战状态下pa对pd的先制率 # 获取鏖战状态下pa对pd的先制率
$active_r = calc_active_rate($pa,$pd,1); $active_r = \revbattle\calc_active_rate($pa,$pd,1);
# 如果pa身上存在逃跑失败的标记,则pa先制率降低50……这是偷懒行为,未来的你记得改掉 # 如果pa身上存在逃跑失败的标记,则pa先制率降低50……这是偷懒行为,未来的你记得改掉
if(isset($pa['fail_escape'])) $active_r -= 50; if(isset($pa['fail_escape'])) $active_r -= 50;
# 判断是否先制 # 判断是否先制
...@@ -126,7 +126,7 @@ namespace revcombat ...@@ -126,7 +126,7 @@ namespace revcombat
# 添加追击状态 # 添加追击状态
$pa['is_chase'] = 1; $pd['is_pchase'] = 1; $pa['is_chase'] = 1; $pd['is_pchase'] = 1;
# 获取追击状态下pa对pd的先制率 # 获取追击状态下pa对pd的先制率
$active_r = calc_active_rate($pa,$pd,2); $active_r = \revbattle\calc_active_rate($pa,$pd,2);
# 如果pd身上存在逃跑失败的标记,则pa先制率提升50 # 如果pd身上存在逃跑失败的标记,则pa先制率提升50
if(isset($pd['fail_escape'])) $active_r += 50; if(isset($pd['fail_escape'])) $active_r += 50;
# 判断是否先制 # 判断是否先制
......
...@@ -29,13 +29,13 @@ namespace revcombat ...@@ -29,13 +29,13 @@ namespace revcombat
$pa['wep_range'] = \revattr\get_wep_range($pa); $pa['wep_range'] = \revattr\get_wep_range($pa);
$pa['wep_name'] = $pa['wep']; $pa['wep_name'] = $pa['wep'];
# 初始化pa、pd熟练度相关参数
$pd['wep_skill'] = \revattr\get_wep_skill($pd);
$pa['wep_skill'] = \revattr\get_wep_skill($pa);
# 初始化pa、pd被动技能相关参数 # 初始化pa、pd被动技能相关参数
\revattr\get_attr_passive_skills($pd,$pa,$active); \revattr\get_attr_passive_skills($pd,$pa,$active);
\revattr\get_attr_passive_skills($pa,$pd,$active); \revattr\get_attr_passive_skills($pa,$pd,$active);
# 初始化pa、pd熟练度相关参数
$pd['wep_skill'] = \revattr\get_wep_skill($pd);
$pa['wep_skill'] = \revattr\get_wep_skill($pa);
} }
# 正式进入rev_combat战斗状态后,在判定伤害、反击流程前的事件执行阶段; # 正式进入rev_combat战斗状态后,在判定伤害、反击流程前的事件执行阶段;
......
...@@ -709,7 +709,7 @@ function discover($schmode = 0,&$data=NULL) ...@@ -709,7 +709,7 @@ function discover($schmode = 0,&$data=NULL)
{ {
$bid = $edata['pid']; $bid = $edata['pid'];
$action = 'neut'; $action = 'neut';
findneut($edata,1); \revbattle\findneut($edata,1);
return; return;
} }
//发现敌人 //发现敌人
......
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