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

unit->stars; $i ++){ ?> unit->level?>
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; $datediff = floor($datediff / (60 * 60 * 24 * 1000)); ?>
Obtained on unit->create_time->format('Y-m-d')?> ( days ago) from unit->source->name?>
unit->base_attack * $page->building_stats["atk"] / 100) + ($page->unit->base_attack * $page->building_stats["elm"][$page->unit->unit->element] / 100)); $building_defense = floor($page->building_stats["def"] * $page->unit->base_defense / 100); $building_hp = floor($page->building_stats["hp"] * $page->unit->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 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->leader_skill){ ?>
  Leader skill unit->unit->leader_skill->create_description()?>
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 + ($skill_num / 2)); error_log("MULTIPLIER: " . (1 + ($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 = ""; } ?>
/ 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: %

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 ++; ?>
rune/base.png/> stars; $i ++){ ?> level?>
main_stat, array("CRR", "CRD", "RES", "ACC", "HP%", "ATK%", "DEF%"))){ $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: %