A bo mi si? chc? my?le? nad wzorem Wystarczy, ?e wydasz ca?y deuter, poczekasz pe?n? minut? i od?wie? zobaczysz ile Ci si? wydob?cie, pomn?? razy 60 p??niej * 24. Przeskocz tak ca?e planet, zajmi? to godzin? i ju? b?dziesz wiedzia?, gdzie najlepiej. Zak?ada surowce jeszcze istnieje, tam jest pokazane wydobycie w 99% dobrze. U mnie sam wz?r na pokazanie wydobycia deuteru w zak?adce surowce wygl?da tak: Szybko?? wydobycia jest x200 A tutaj macie wydobycie deuteru (w pliku planetasurowceaktualizacja): Tutaj ca?y plik, kt?ry odpowiada za aktualizacj? surowc?w na naszej planecie: function PlanetResourceUpdate ( $CurrentUser, &$CurrentPlanet, $UpdateTime, $Simul = false ) {
global $ProdGrid, $resource, $reslist, $game_config;
$CurrentPlanet['metal_max'] = (floor (BASE_STORAGE_SIZE * pow (1.5, $CurrentPlanet[ $resource[22] ] ))) * (1 + ($CurrentUser['rpg_stockeur'] * 0.5));
$CurrentPlanet['crystal_max'] = (floor (BASE_STORAGE_SIZE * pow (1.5, $CurrentPlanet[ $resource[23] ] ))) * (1 + ($CurrentUser['rpg_stockeur'] * 0.5));
$CurrentPlanet['deuterium_max'] = (floor (BASE_STORAGE_SIZE * pow (1.5, $CurrentPlanet[ $resource[24] ] ))) * (1 + ($CurrentUser['rpg_stockeur'] * 0.5));
$MaxMetalStorage = $CurrentPlanet['metal_max'] * MAX_OVERFLOW;
$MaxCristalStorage = $CurrentPlanet['crystal_max'] * MAX_OVERFLOW;
$MaxDeuteriumStorage = $CurrentPlanet['deuterium_max'] * MAX_OVERFLOW;
$Caps = array();
$BuildTemp = $CurrentPlanet[ 'temp_max' ];
for ( $ProdID = 0; $ProdID if ( in_array( $ProdID, $reslist['prod']) ) {
$BuildLevelFactor = $CurrentPlanet[ $resource[$ProdID]."_porcent" ];
$BuildLevel = $CurrentPlanet[ $resource[$ProdID] ];
$Caps['metal_perhour'] += floor( eval ( $ProdGrid[$ProdID]['formule']['metal'] ) * ( $game_config['resource_multiplier'] ) * ( 1 + ( $CurrentUser['rpg_geologue'] * 0.05 ) ) );
$Caps['crystal_perhour'] += floor( eval ( $ProdGrid[$ProdID]['formule']['crystal'] ) * ( $game_config['resource_multiplier'] ) * ( 1 + ( $CurrentUser['rpg_geologue'] * 0.05 ) ) );
$Caps['deuterium_perhour'] += floor( eval ( $ProdGrid[$ProdID]['formule']['deuterium'] ) * ( $game_config['resource_multiplier'] ) * ( 1 + ( $CurrentUser['rpg_geologue'] * 0.05 ) ) );
if ($ProdID = 4 ) {
$Caps['energy_max'] += floor( eval ( $ProdGrid[$ProdID]['formule']['energy'] ) * ( $game_config['resource_multiplier'] ) * ( 1 + ( $CurrentUser['rpg_ingenieur'] * 0.05 ) ) );
}
}
}
if ($CurrentPlanet['planet_type'] == 3) {
$game_config['metal_basic_income'] = 0;
$game_config['crystal_basic_income'] = 0;
$game_config['deuterium_basic_income'] = 0;
$CurrentPlanet['metal_perhour'] = 0;
$CurrentPlanet['crystal_perhour'] = 0;
$CurrentPlanet['deuterium_perhour'] = 0;
$CurrentPlanet['energy_used'] = 0;
$CurrentPlanet['energy_max'] = 0;
} else {
$CurrentPlanet['metal_perhour'] = $Caps['metal_perhour'];
$CurrentPlanet['crystal_perhour'] = $Caps['crystal_perhour'];
$CurrentPlanet['deuterium_perhour'] = $Caps['deuterium_perhour'];
$CurrentPlanet['energy_used'] = $Caps['energy_used'];
$CurrentPlanet['energy_max'] = $Caps['energy_max'];
}
$ProductionTime = ($UpdateTime - $CurrentPlanet['last_update']);
$CurrentPlanet['last_update'] = $UpdateTime;
if ($CurrentPlanet['energy_max'] == 0) {
$CurrentPlanet['metal_perhour'] = $game_config['metal_basic_income'];
$CurrentPlanet['crystal_perhour'] = $game_config['crystal_basic_income'];
$CurrentPlanet['deuterium_perhour'] = $game_config['deuterium_basic_income'];
$production_level = 100;
} elseif ($CurrentPlanet["energy_max"] >= $CurrentPlanet["energy_used"]) {
$production_level = 100;
} else {
$production_level = floor(($CurrentPlanet['energy_max'] / ($CurrentPlanet['energy_max'] - $CurrentPlanet['energy_used'])) * 100);
}
if ($production_level > 100) {
$production_level = 100;
} elseif ($production_level $production_level = 0;
}
if ( $CurrentPlanet['metal'] $MetalProduction = (($ProductionTime * ($CurrentPlanet['metal_perhour'] / 3600)) * $game_config['resource_multiplier']) * (0.01 * $production_level);
$MetalBaseProduc = (($ProductionTime * ($game_config['metal_basic_income'] / 3600 )) * $game_config['resource_multiplier']);
$MetalTheorical = $CurrentPlanet['metal'] + $MetalProduction + $MetalBaseProduc;
if ( $MetalTheorical $CurrentPlanet['metal'] = $MetalTheorical;
} else {
$CurrentPlanet['metal'] = $MaxMetalStorage;
}
}
if ( $CurrentPlanet['crystal'] $CristalProduction = (($ProductionTime * ($CurrentPlanet['crystal_perhour'] / 3600)) * $game_config['resource_multiplier']) * (0.01 * $production_level);
$CristalBaseProduc = (($ProductionTime * ($game_config['crystal_basic_income'] / 3600 )) * $game_config['resource_multiplier']);
$CristalTheorical = $CurrentPlanet['crystal'] + $CristalProduction + $CristalBaseProduc;
if ( $CristalTheorical $CurrentPlanet['crystal'] = $CristalTheorical;
} else {
$CurrentPlanet['crystal'] = $MaxCristalStorage;
}
}
if ( $CurrentPlanet['deuterium'] $DeuteriumProduction = (($ProductionTime * ($CurrentPlanet['deuterium_perhour'] / 3600)) * $game_config['resource_multiplier']) * (0.01 * $production_level);
$DeuteriumBaseProduc = (($ProductionTime * ($game_config['deuterium_basic_income'] / 3600 )) * $game_config['resource_multiplier']);
$DeuteriumTheorical = $CurrentPlanet['deuterium'] + $DeuteriumProduction + $DeuteriumBaseProduc;
if ( $DeuteriumTheorical $Count ) {
if ($Element '') {
$QryUpdatePlanet .= "`". $resource[$Element] ."` = '". $CurrentPlanet[$resource[$Element]] ."', ";
}
}
}
$QryUpdatePlanet .= "`b_hangar` = '". $CurrentPlanet['b_hangar'] ."' ";
$QryUpdatePlanet .= "WHERE ";
$QryUpdatePlanet .= "`id` = '". $CurrentPlanet['id'] ."';";
doquery($QryUpdatePlanet, 'planets');
}
}