unit->title?>

unit)?>
unit->experience_level != 0){ $exp_pct = ceil($page->unit->exp_gained * 100 / $page->unit->experience_level); $exp_txt = $page->unit->exp_gained . " / " . $page->unit->experience_level; } else{ $exp_pct = 100; $exp_txt = "MAX"; } $now = time(); //$datediff = $now - $page->unit->create_time->getTimestamp(); $datediff = $now - strtotime($page->unit->create_time->format('Y-m-d H:i:s')); $datediff = floor($datediff / (60 * 60 * 24)); ?>
Obtained on unit->create_time->format('Y-m-d')?> ( days ago) unit->teams) > 0){ ?>

Teams:

unit->attack * $page->building_stats["atk"] / 100) + ($page->unit->attack * $page->building_stats["elm"][$page->unit->unit->element] / 100)); $building_defense = floor($page->building_stats["def"] * $page->unit->defense / 100); $building_hp = floor($page->building_stats["hp"] * $page->unit->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 unit->attack?> +unit->rune_attack?> + unit->attack + $page->unit->rune_attack + $building_attack?>
DEF unit->defense?> +unit->rune_defense?> + unit->defense + $page->unit->rune_defense + $building_defense?>
HP unit->hp?> +unit->rune_hp?> + unit->hp + $page->unit->rune_hp + $building_hp?>
SPD unit->speed?> +unit->rune_speed?> + unit->speed + $page->unit->rune_speed + $building_speed?>
CRR unit->crit_rate?>% +unit->rune_crit_rate?>% +% unit->crit_rate + $page->unit->rune_crit_rate + $building_crit_rate?>%
CRD unit->crit_damage?>% +unit->rune_crit_damage?>% +% unit->crit_damage + $page->unit->rune_crit_damage + $building_crit_damage?>%
ACC unit->accuracy?>% +unit->rune_accuracy?>% +% unit->accuracy + $page->unit->rune_accuracy + $building_accuracy?>%
RES unit->resistance?>% +unit->rune_resistance?>% +% unit->resistance + $page->unit->rune_resistance + $building_resistance?>%
unit->unit->skill); if ($page->unit->unit->leader_skill){ $colspan ++; } ?> unit->unit->leader_skill){ ?> unit->unit->skill as $skill){ if ($skill->max_level > 1){ $absolute_max_level += $skill->max_level - 1; } $cur_lvl = $page->unit->skill_levels[$skill_num]; if ($skill->max_level > 1){ $absolute_level += $cur_lvl - 1; $ponderated_level += ($cur_lvl - 1) * (1 + ($skill_num / 2)); $ponderated_max_level += ($skill->max_level - 1) * (1 + ($skill_num / 2)); } $max_lvl = $skill->max_level; if ($max_lvl == $cur_lvl){ $maxed = "maxed"; } else{ $maxed = ""; } $skill_num ++; ?> unit->unit->leader_skill){ ?> unit->unit->skill as $skill){ ?> unit->unit->leader_skill){ ?> unit->unit->skill as $skill){ ?> unit->unit->leader_skill){ ?> unit->unit->skill as $skill){ ?> unit->unit->leader_skill){ ?> unit->unit->skill as $skill){ ?>
Skills
  /
Leader skill unit->unit->leader_skill->create_description()?> name?> description?>
multiplier_formula?>
effect as $effect){ ?>
level as $level){ if ($level->level > 1){ $aquired = ""; if ($level->level <= $cur_lvl){ $aquired = "aquired"; } ?> Lv. level?> description?>
Absolute skill-ups: %
Ponderated skill-ups: %

Runes

unit->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 ++; ?>
Avg. level:
Avg. stars:
Avg. value:
Total value:
Avg. efficiency: %
Avg. max. efficiency: %
Avg. reached efficiency: %