monster->awakens_from == "" && $mon->monster->awakens_to == ""){ // No to, no from, silver monster. $star_class ="star_silver"; $mon_title = $mon->monster->element . " " . $mon->monster->name; } elseif ($mon->monster->awakens_from =! "" && $mon->monster->awakens_to == ""){ // Already awakened if ($mon->monster->base_stars - $mon->monster->natural_stars == 1){ // Normal awaken. $star_class ="star_purple"; } else{ // Second awaken. $star_class ="star_red"; } $mon_title = $mon->monster->name; } elseif ($mon->monster->awakens_to =! ""){ // Awakeable. $star_class ="star_gold"; $mon_title = $mon->monster->element . " " . $mon->monster->name; } ?>

monster->stars; $i ++){ ?> Lv. monster->level?>
monster->base_attack * $page->building_stats["atk"] / 100) + ($page->monster->base_attack * $page->building_stats["elm"][$page->monster->monster->element] / 100)); $building_defense = floor($page->building_stats["def"] * $page->monster->base_defense / 100); $building_hp = floor($page->building_stats["hp"] * $page->monster->base_hp / 100); $building_speed = $page->building_stats["spd"]; $building_crit_rate = 0; $building_crit_damage = $page->building_stats["crd"]; $building_accuracy = 0; $building_resistance = 0; ?>
Stats Base Runes Buildings Total
ATK monster->base_attack?> +monster->rune_attack?> + monster->base_attack + $page->monster->rune_attack + $building_attack?>
DEF monster->base_defense?> +monster->rune_defense?> + monster->base_defense + $page->monster->rune_defense + $building_defense?>
HP monster->base_hp?> +monster->rune_hp?> + monster->base_hp + $page->monster->rune_hp + $building_hp?>
SPD monster->base_speed?> +monster->rune_speed?> + monster->base_speed + $page->monster->rune_speed + $building_speed?>
CRR monster->base_crit_rate?>% +monster->rune_crit_rate?>% +% monster->base_crit_rate + $page->monster->rune_crit_rate + $building_crit_rate?>%
CRD monster->base_crit_damage?>% +monster->rune_crit_damage?>% +% monster->base_crit_damage + $page->monster->rune_crit_damage + $building_crit_damage?>%
ACC monster->base_accuracy?>% +monster->rune_accuracy?>% +% monster->base_accuracy + $page->monster->rune_accuracy + $building_accuracy?>%
RES monster->base_resistance?>% +monster->rune_resistance?>% +% monster->base_resistance + $page->monster->rune_resistance + $building_resistance?>%
monster->monster->leader_skill){ ?>
  Leader skill monster->monster->leader_skill->create_description()?>
monster->monster->skill as $skill){ if ($skill->max_level > 1){ $absolute_max_level += $skill->max_level - 1; } switch ($skill_num){ case 1: $cur_lvl = $page->monster->skill_1_level; if ($skill->max_level > 1){ $absolute_level += $cur_lvl - 1; $ponderated_level += $cur_lvl - 1; $ponderated_max_level += $skill->max_level - 1; } break; case 2: $cur_lvl = $page->monster->skill_2_level; if ($skill->max_level > 1){ $absolute_level += $cur_lvl - 1; $ponderated_level += ($cur_lvl - 1) * 1.5; $ponderated_max_level += ($skill->max_level - 1) * 1.5; } break; case 3: $cur_lvl = $page->monster->skill_3_level; if ($skill->max_level > 1){ $absolute_level += $cur_lvl - 1; $ponderated_level += ($cur_lvl - 1) * 2.0; $ponderated_max_level += ($skill->max_level - 1) * 2.0; } break; case 4: $cur_lvl = $page->monster->skill_4_level; if ($skill->max_level > 1){ $absolute_level += $cur_lvl - 1; $ponderated_level += ($cur_lvl - 1) * 2.5; $ponderated_max_level += ($skill->max_level - 1) * 2.5; } break; } $max_lvl = $skill->max_level; if ($max_lvl == $cur_lvl){ $maxed = "maxed"; } else{ $maxed = ""; } ?>
/ name?> description?> effect) > 0){ ?> effect as $effect){ ?> max_level > 1){ ?> level as $level){ if ($level->level > 1){ $aquired = ""; if ($level->level <= $cur_lvl){ $aquired = "aquired"; } ?>
Lv. level?> description?>
Absolute skill-ups: %
Ponderated skill-ups: %
monster->rune as $rune){ $total_efficiency += $rune->efficiency; $total_max_efficiency += $rune->max_efficiency; $total_reached_efficiency += ($rune->efficiency * 100 / $rune->max_efficiency); $total_level += $rune->level; $total_stars += $rune->stars; $total_value += $rune->value; $total_runes ++; ?>
rune/base.png/> stars; $i ++){ ?> level?>
main_stat, "%") !== false){ $stat_name = str_replace("%", "", $rune->main_stat); $stat_value = "+ " . $rune->main_stat_value . "%"; } else{ $stat_name = $rune->main_stat; $stat_value = "+ " . $rune->main_stat_value; } ?>
innate_stat) == 0){ $stat_name = " "; $stat_value = ""; } elseif (strpos($rune->innate_stat, "%") !== false){ $stat_name = str_replace("%", "", $rune->innate_stat); $stat_value = "+ " . $rune->innate_stat_value . "%"; } else{ $stat_name = $rune->innate_stat; $stat_value = "+ " . $rune->innate_stat_value; } ?>
substat_1) == 0){ $stat_name = " "; $stat_value = ""; } elseif (strpos($rune->substat_1, "%") !== false){ $stat_name = str_replace("%", "", $rune->substat_1); $stat_value = "+ " . $rune->substat_1_value . "%"; } else{ $stat_name = $rune->substat_1; $stat_value = "+ " . $rune->substat_1_value; } if ($rune->substat_1_craft == 1){ $craft = "craft"; } else{ $craft = ""; } ?>
substat_2) == 0){ $stat_name = " "; $stat_value = ""; } elseif (strpos($rune->substat_2, "%") !== false){ $stat_name = str_replace("%", "", $rune->substat_2); $stat_value = "+ " . $rune->substat_2_value . "%"; } else{ $stat_name = $rune->substat_2; $stat_value = "+ " . $rune->substat_2_value; } if ($rune->substat_2_craft == 1){ $craft = "craft"; } else{ $craft = ""; } ?>
substat_3) == 0){ $stat_name = " "; $stat_value = ""; } elseif (strpos($rune->substat_3, "%") !== false){ $stat_name = str_replace("%", "", $rune->substat_3); $stat_value = "+ " . $rune->substat_3_value . "%"; } else{ $stat_name = $rune->substat_3; $stat_value = "+ " . $rune->substat_3_value; } if ($rune->substat_3_craft == 1){ $craft = "craft"; } else{ $craft = ""; } ?>
substat_4) == 0){ $stat_name = " "; $stat_value = ""; } elseif (strpos($rune->substat_4, "%") !== false){ $stat_name = str_replace("%", "", $rune->substat_4); $stat_value = "+ " . $rune->substat_4_value . "%"; } else{ $stat_name = $rune->substat_4; $stat_value = "+ " . $rune->substat_4_value; } if ($rune->substat_4_craft == 1){ $craft = "craft"; } else{ $craft = ""; } ?>
quality){ case 0: $q = "Normal"; break; case 1: $q = "Magic"; break; case 2: $q = "Rare"; break; case 3: $q = "Hero"; break; case 4: $q = "Legend"; break; } switch ($rune->original_quality){ case 0: $oq = "Normal"; break; case 1: $oq = "Magic"; break; case 2: $oq = "Rare"; break; case 3: $oq = "Hero"; break; case 4: $oq = "Legend"; break; } ?>
Quality:
Original quality:
Value: value?>
Efficiency: efficiency, 2)?>%
Max. efficiency: max_efficiency, 2)?>%
Reached efficiency: efficiency * 100 / $rune->max_efficiency)?>%
Avg. level:
Avg. stars:
Avg. value:
Total value:
Avg. efficiency: %
Avg. max. efficiency: %
Avg. reached efficiency: %