Commit 848fb7e7 authored by hisuinohoshi's avatar hisuinohoshi

fix

parent 009cb3e7
......@@ -81,7 +81,7 @@ namespace revbattle
{
$active_r = $chase_active_obbs;
# 计算追击状态下pa对pd的先攻加成。默认:战场距离*10%
if($mode == 2) $range_ar += get_battle_range($pa,$pd,1) * 10;
if($mode == 2) $range_ar += \revattr\get_battle_range($pa,$pd,1) * 10;
}
# 社团技能对先攻率的修正
......@@ -205,7 +205,7 @@ namespace revbattle
$r += $sk_r;
}
# pa持有「洞察」时的效果判定:(只在主动发现敌人时应用)
if(!check_skill_unlock('c10_insight',$pa) && get_wep_skill($pa) > get_wep_skill($pd))
if(!check_skill_unlock('c10_insight',$pa) && \revattr\get_wep_skill($pa) > \revattr\get_wep_skill($pd))
{
$sk_lvl = get_skilllvl('c10_insight',$pa);
$sk_r = get_skillvars('c10_insight','actgain',$sk_lvl);
......
......@@ -107,7 +107,7 @@ namespace revcombat
$active_r = 0;
$active_dice = diceroll(99);
# 计算战场距离
$range = get_battle_range($pa,$pd,$active);
$range = \revattr\get_battle_range($pa,$pd,$active);
# pa或pd身上存在鏖战标记、或战场距离为0
if(strpos($pa['action'],'dfight')===0 || strpos($pd['action'],'dfight')===0 || !$range)
{
......@@ -186,12 +186,12 @@ namespace revcombat
if($chase_flag)
{
# 满足追击/鏖战条件,判定战斗轮次步进
change_battle_turns($pa,$pd,$active);
\revattr\change_battle_turns($pa,$pd,$active);
}
else
{
# 不满足追击/鏖战条件,重置战斗轮次
rs_battle_turns($pa,$pd);
\revattr\rs_battle_turns($pa,$pd);
}
return;
}
......
......@@ -235,7 +235,7 @@ namespace revcombat
for($p=0;$p<$purify;$p++)
{
$heal_inf = $now_inf[$p];
$flag = heal_inf_rev($pd,$heal_inf);
$flag = \revattr\heal_inf_rev($pd,$heal_inf);
if($flag)
{
$log .= "<span class='yellow'>{$pd['nm']}敛神聚气,从{$exdmginf[$heal_inf]}中恢复了!</span><br>";
......
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