本文整理汇总了PHP中Player::getStrength方法的典型用法代码示例。如果您正苦于以下问题:PHP Player::getStrength方法的具体用法?PHP Player::getStrength怎么用?PHP Player::getStrength使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Player
的用法示例。
在下文中一共展示了Player::getStrength方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的PHP代码示例。
示例1: rand
$generic_skill_result_message = 'You do not have the necessary ginsengroots or energy to create any Kampo formulas.';
}
} else {
if ($command == 'Poison Touch') {
$covert = true;
$target->addStatus(POISON);
$target->addStatus(WEAKENED);
// Weakness kills strength.
$target_damage = rand($poisonMinimum, $poisonMaximum);
$victim_alive = $target->subtractHealth($target_damage);
$generic_state_change = "__TARGET__ has been poisoned!";
$generic_skill_result_message = "__TARGET__ has taken {$target_damage} damage!";
$msg = "You have been poisoned by {$attacker_id}";
send_event($attacker_char_id, $target->id(), $msg);
} elseif ($command == 'Fire Bolt') {
$target_damage = 5 * ceil($player->level() / 3) + rand(1, $player->getStrength());
$generic_skill_result_message = "__TARGET__ has taken {$target_damage} damage!";
$victim_alive = $target->harm($target_damage);
$msg = "You have had fire bolt cast on you by " . $player->name();
send_event($player->id(), $target->id(), $msg);
} else {
if ($command == 'Heal' || $command == 'Harmonize') {
// This is the starting template for self-use commands, eventually it'll be all refactored.
$harmonize = false;
if ($command == 'Harmonize') {
$harmonize = true;
}
$hurt = $target->is_hurt_by();
// Check how much the TARGET is hurt (not the originator, necessarily).
// Check that the target is not already status healing.
if ($target->hasStatus(HEALING) && !$player->isAdmin()) {
示例2: in
display_error($error);
} else {
$turn_cost = 1;
$health = 1;
$victim = in('victim');
$random_encounter = rand(1, 400) == 1;
$combat_data = array();
$char_id = self_char_id();
$player = new Player($char_id);
$error_template = 'npc.no-one.tpl';
// Error template also used down below.
$npc_template = $error_template;
// Error condition by default.
$turns = $player->turns();
$is_villager = false;
$ninja_str = $player->getStrength();
$ninja_health = $player->vo->health;
$static_npcs = array('peasant', 'thief', 'merchant', 'guard', 'samurai');
$npcs = NpcFactory::npcsData();
$possible_npcs = array_merge($static_npcs, array_keys($npcs));
$victim = restrict_to($victim, $possible_npcs);
// Filter to only the correct options.
if ($turns > 0 && !empty($victim)) {
// Strip stealth when attacking samurai or oni
if ($player->hasStatus('stealth') && (strtolower($victim) == 'samurai' || strtolower($victim) == 'oni')) {
$player->subtractStatus(STEALTH);
}
$attacker_str = $player->getStrength();
$attacker_health = $player->vo->health;
$attacker_gold = $player->vo->gold;
// Perform a random encounter (currently only oni).
示例3: array
$ignores_stealth = false;
foreach ($attack_type as $type) {
$ignores_stealth = $ignores_stealth || $skillListObj->getIgnoreStealth($type);
$required_turns += $skillListObj->getTurnCost($type);
}
// *** Attack Legal section ***
$params = array('required_turns' => $required_turns, 'ignores_stealth' => $ignores_stealth);
$attack_legal = new AttackLegal($attacking_player, $target_player, $params);
$attack_is_legal = $attack_legal->check();
$attack_error = $attack_legal->getError();
// *** MAIN BATTLE ALGORITHM ***
if ($attack_is_legal) {
// *** Target's stats. ***
$target_health = $target_player->health;
$target_level = $target_player->level;
$target_str = $target_player->getStrength();
// *** Attacker's stats. ***
$attacker_health = $attacking_player->health;
$attacker_level = $attacking_player->level;
$attacker_turns = $attacking_player->turns;
$attacker_str = $attacking_player->getStrength();
$starting_target_health = $target_health;
$starting_turns = $attacker_turns;
$stealthAttackDamage = $attacker_str;
$level_check = $attacker_level - $target_level;
$loot = 0;
$victor = null;
$loser = null;
// *** ATTACKING + STEALTHED SECTION ***
if (!$duel && $attacking_player->hasStatus(STEALTH)) {
// *** Not dueling, and attacking from stealth ***
示例4: nearLevelPowerIncrease
$near_level_power_increase = nearLevelPowerIncrease($level_difference, $max_power_increase);
// Sets the page to link back to.
if ($target_id && ($link_back == "" || $link_back == 'player') && $target_id != $user_id) {
$return_to = 'player';
} else {
$return_to = 'inventory';
}
// Exceptions to the rules, using effects.
if ($item->hasEffect('wound')) {
// Minor damage by default items.
$item->setTargetDamage(rand(1, $item->getMaxDamage()));
// DEFAULT, overwritable.
// e.g. Shuriken slices, for some reason.
if ($item->hasEffect('slice')) {
// Minor slicing damage.
$item->setTargetDamage(rand(1, max(9, $player->getStrength() - 4)) + $near_level_power_increase);
}
// Piercing weapon, and actually does any static damage.
if ($item->hasEffect('pierce')) {
// Minor static piercing damage, e.g. 1-50 plus the near level power increase.
$item->setTargetDamage(rand(1, $item->getMaxDamage()) + $near_level_power_increase);
}
// Increased damage from damaging effects, minimum of 20.
if ($item->hasEffect('fire')) {
// Major fire damage
$item->setTargetDamage(rand(20, $player->getStrength() + 20) + $near_level_power_increase);
}
}
// end of wounds section.
// Exclusive speed/slow turn changes.
if ($item->hasEffect('slow')) {
示例5: Player
$attack_is_legal = $AttackLegal->check();
$attack_error = $AttackLegal->getError();
// *** There's a same-domain problem with this attack-legal now that it's been modified for skills ***
$target_player = new Player($target_id);
$attacking_player = new Player($attacker_id);
// *** MAIN BATTLE ALGORITHM ***
if ($attack_is_legal) {
// *** Target's stats. ***
$target_health = $target_player->vo->health;
$target_level = $target_player->vo->level;
$target_str = $target_player->getStrength();
// *** Attacker's stats. ***
$attacker_health = $attacking_player->vo->health;
$attacker_level = $attacking_player->vo->level;
$attacker_turns = $attacking_player->vo->turns;
$attacker_str = $attacking_player->getStrength();
$class = $attacking_player->vo->class;
$starting_target_health = $target_health;
$starting_turns = $attacker_turns;
$stealthAttackDamage = $attacker_str;
$level_check = $attacker_level - $target_level;
$loot = 0;
$victor = null;
$loser = null;
// *** ATTACKING + STEALTHED SECTION ***
if (!$duel && $attacking_player->hasStatus(STEALTH)) {
// *** Not dueling, and attacking from stealth ***
$attacking_player->subtractStatus(STEALTH);
$turns_to_take = 1;
$stealthed_attack = true;
if (!subtractHealth($target_id, $stealthAttackDamage)) {