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:

Stats Base Runes Artifacts Buildings Total
ATK unit->attack?>   +unit->rune_attack?>   +unit->artifact_attack?>   +unit->building_attack?>   unit->total_attack?>  
DEF unit->defense?>   +unit->rune_defense?>   +unit->artifact_defense?>   +unit->building_defense?>   unit->total_defense?>  
HP unit->hp?>   +unit->rune_hp?>   +unit->artifact_hp?>   +unit->building_hp?>   unit->total_hp?>  
SPD unit->speed?>   +unit->rune_speed?>   +unit->artifact_speed?>   +unit->building_speed?>   unit->total_speed?>  
CRR unit->crit_rate?> % +unit->rune_crit_rate?> % +unit->artifact_crit_rate?> % +unit->building_crit_rate?> % unit->total_crit_rate?> %
CRD unit->crit_damage?> % +unit->rune_crit_damage?> % +unit->artifact_crit_damage?> % +unit->building_crit_damage?> % unit->total_crit_damage?> %
ACC unit->accuracy?> % +unit->rune_accuracy?> % +unit->artifact_accuracy?> % +unit->building_accuracy?> % unit->total_accuracy?> %
RES unit->resistance?> % +unit->rune_resistance?> % +unit->artifact_resistance?> % +unit->building_resistance?> % unit->total_resistance?> %
Effective HP unit->effective_hp?>  
Effective DMG unit->effective_dmg?>  
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){ $cur_lvl = $page->unit->skill_levels[$skill_num]; ?>
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 and Artifacts

unit->artifact_type)?>
unit->artifact_element)?>
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: %