getOwnUniqueArtefactInfo2($session->uid,7,3,0)); $artefact1_2 = count($database->getOwnUniqueArtefactInfo2($village->wid,7,1,1)); $artefact2_2 = count($database->getOwnUniqueArtefactInfo2($session->uid,7,2,0)); if($artefact_2 > 0){ $artefact_bouns = 6; }else if($artefact1_2 > 0){ $artefact_bouns = 3; }else if($artefact2_2 > 0){ $artefact_bouns = 2; }else{ $artefact_bouns = 1; } $good_effect = $bad_effect = 1; $foolartefact = $database->getFoolArtefactInfo(7,$village->wid,$seesion->uid); if(count($foolartefact) > 0){ foreach($foolartefact as $arte){ if($arte['bad_effect'] == 1){ $bad_effect = $arte['effect2']; }else{ $good_effect = $arte['effect2']; } } } ?>

Cranny Level resarray['f'.$id]; ?>

The cranny is used to hide some of your resources when the village is attacked. These resources cannot be stolen.

tribe == 3) { ?> isMax($village->resarray['f'.$id.'t'],$id)) { if($next<=10){ ?> tribe == 3) { ?> tribe == 3) { ?>
Currently hidden units per resource: resarray['f'.$id]]['attri']*2*CRANNY_CAPACITY; ?> units resarray['f'.$id]]['attri']*CRANNY_CAPACITY; ?> units
Hidden units per resource at level resarray['f'.$id]+1+$loopsame+$doublebuild+$master; ?>: resarray['f'.$id]+1+$loopsame+$doublebuild+$master]['attri']*2*CRANNY_CAPACITY*$artefact_bouns*$good_effect/$bad_effect; ?> units resarray['f'.$id]+1+$loopsame+$doublebuild+$master]['attri']*CRANNY_CAPACITY*$artefact_bouns*$good_effect/$bad_effect; ?> units Hidden units per resource at level 20: units units