Monster filters

Element: filters["element"])){ case "FIRE": $fire_selected = "selected='selected'"; break; case "WATER": $water_selected = "selected='selected'"; break; case "WIND": $wind_selected = "selected='selected'"; break; case "LIGHT": $light_selected = "selected='selected'"; break; case "DARK": $dark_selected = "selected='selected'"; break; } ?> Stars: -
Name:
filters["in_storage"]){ $checked = "checked"; } ?> /> Show monsters in storage
filters["without_runes"]){ $checked = "checked"; } ?> /> Show monsters without runes

Monsters

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

attack * $page->building_stats["atk"] / 100) + ($mon->attack * $page->building_stats["elm"][$mon->unit->element] / 100)); $building_defense = floor($page->building_stats["def"] * $mon->defense / 100); $building_hp = floor($page->building_stats["hp"] * $mon->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 attack?> +rune_attack?> + attack + $mon->rune_attack + $building_attack?>
DEF defense?> +rune_defense?> + defense + $mon->rune_defense + $building_defense?>
HP hp?> +rune_hp?> + hp + $mon->rune_hp + $building_hp?>
SPD speed?> +rune_speed?> + speed + $mon->rune_speed + $building_speed?>
CRR crit_rate?>% +rune_crit_rate?>% +% crit_rate + $mon->rune_crit_rate + $building_crit_rate?>%
CRD crit_damage?>% +rune_crit_damage?>% +% crit_damage + $mon->rune_crit_damage + $building_crit_damage?>%
ACC accuracy?>% +rune_accuracy?>% +% accuracy + $mon->rune_accuracy + $building_accuracy?>%
RES resistance?>% +rune_resistance?>% +% resistance + $mon->rune_resistance + $building_resistance?>%
unit->skill as $skill){ $cur_lvl = $mon->skill_levels[$skill_num]; /*switch ($skill_num){ case 1: $cur_lvl = $mon->skill_1_level; break; case 2: $cur_lvl = $mon->skill_2_level; break; case 3: $cur_lvl = $mon->skill_3_level; break; case 4: $cur_lvl = $mon->skill_4_level; break; }*/ $max_lvl = $skill->max_level; if ($max_lvl == $cur_lvl){ $maxed = "maxed"; } else{ $maxed = ""; } ?>
/ name?>