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− EquipmentData.format_type = EquipmentData:create_formatter({
− [1] = "Small Caliber Main Gun",
− [2] = "Medium Caliber Main Gun",
− [3] = "Large Caliber Main Gun",
− [4] = "Secondary Gun",
− [5] = "Torpedo",
− [6] = "Carrier-based Fighter Aircraft",
− [7] = "Carrier-based Dive Bomber",
− [8] = "Carrier-based Torpedo Bomber",
− [9] = "Carrier-based Reconnaissance Aircraft",
− [10] = "Reconnaissance Seaplane",
− [11] = "Seaplane Bomber",
− [12] = "Small Radar",
− [13] = "Large Radar",
− [14] = "Sonar",
− [15] = "Depth Charge",
− [16] = "Extra Armor",
− [17] = "Engine Improvement",
− [18] = "Anti-Aircraft Shell",
− [19] = "Armor Piercing Shell",
− [20] = "VT Fuze",
− [21] = "Anti-Aircraft Machine Gun",
− [22] = "Midget Submarine",
− [23] = "Damage Control Personnel",
− [24] = "Landing Craft",
− [25] = "Autogyro",
− [26] = "Anti-submarine Patrol Aircraft",
− [27] = "Extra Armor (Medium)",
− [28] = "Extra Armor (Large)",
− [29] = "Searchlight",
− [30] = "Supply Transport Container",
− [31] = "Ship Repair Facility",
− [32] = "Submarine Torpedo",
− [33] = "Star Shell",
− [34] = "Command Facility",
− [35] = "Aviation Personnel",
− [36] = "Anti-Aircraft Fire Director",
− })
−
− EquipmentData.format_icon = EquipmentData:create_formatter({
− [false] = "Xx_c.png",
− [1] = "RedGunLight.png",
− [2] = "RedGunMedium.png",
− [3] = "RedGunHeavy.png",
− [4] = "YellowGun.png",
− [5] = "Torpedo.png",
− [6] = "GreenPlane.png",
− [7] = "RedPlane.png",
− [8] = "BluePlane.png",
− [9] = "YellowPlane.png",
− [10] = "Seaplane.png",
− [11] = "Radar.png",
− [12] = "GreenAmmo.png",
− [13] = "RedAmmo.png",
− [14] = "EmergencyRepair.png",
− [15] = "GreenGunMG.png",
− [16] = "GreenGunDP.png",
− [17] = "DepthCharge.png",
− [18] = "Sonar.png",
− [19] = "Turbine.png",
− [20] = "LandingCraft.png",
− [21] = "Heli.png",
− [22] = "Subplane.png",
− [23] = "Expansion Bulge (Medium).png",
− [24] = "Searchlight.png",
− [25] = "Drum.png",
− [26] = "Facility.png",
− [27] = "FlareIcon.png",
− [28] = "Cf_c.png",
− [29] = "Ap_c.png",
− [30] = "Aafd_c.png",
− })
−
− EquipmentData.format_rarity = EquipmentData:create_formatter({
− [0] = "Common",
− [1] = "Rare",
− [2] = "Holo",
− [3] = "S Holo",
− [4] = "SS Holo",
− [5] = "SS Holo",
− })
Refactor out formatting
local EquipmentData = BaseData()
local EquipmentData = BaseData()
function EquipmentData:name(raw)
function EquipmentData:name()
return self:format_stat(self._name, raw)
return self._name
end
end
function EquipmentData:link(raw)
function EquipmentData:link()
if self._page then
if self._page then
return mw.ustring.format(self._aliased_link, self._page, self:name())
return self._page, self:name()
else
else
return mw.ustring.format(self._simple_link, self:name())
return self:name()
end
end
end
end
function EquipmentData:id(raw)
function EquipmentData:id()
return self:format_stat(self._id, raw)
return self._id
end
end
function EquipmentData:japanese_name(raw)
function EquipmentData:japanese_name()
return self:format_stat(self._japanese_name, raw)
return self._japanese_name
end
end
function EquipmentData:type(raw)
function EquipmentData:type()
return self:format_type(self._type, raw)
return self._type
end
end
function EquipmentData:rarity(raw)
function EquipmentData:rarity()
return self:format_rarity(self._rarity, raw)
return self._rarity
end
end
function EquipmentData:stars()
function EquipmentData:stars()
return self._stars or self:rarity(true)
return self._stars or self:rarity()
end
end
end
end
function EquipmentData:card(raw)
function EquipmentData:card()
return self:format_image(self._card, nil, raw)
return self._card
end
end
function EquipmentData:icon(raw)
function EquipmentData:icon()
return self:format_image(self:format_icon(self._icon, raw), nil, raw)
return self._icon
end
end
function EquipmentData:firepower(raw)
function EquipmentData:firepower()
return self:format_stat(self._firepower, raw)
return self._firepower
end
end
function EquipmentData:bombing(raw)
function EquipmentData:bombing()
return self:format_stat(self._bombing, raw)
return self._bombing
end
end
function EquipmentData:torpedo(raw)
function EquipmentData:torpedo()
return self:format_stat(self._torpedo, raw)
return self._torpedo
end
end
function EquipmentData:aa(raw)
function EquipmentData:aa()
return self:format_stat(self._aa, raw)
return self._aa
end
end
function EquipmentData:armor(raw)
function EquipmentData:armor()
return self:format_stat(self._armor, raw)
return self._armor
end
end
function EquipmentData:asw(raw)
function EquipmentData:asw()
return self:format_stat(self._asw, raw)
return self._asw
end
end
function EquipmentData:shelling_accuracy(raw)
function EquipmentData:shelling_accuracy()
return self:format_stat(self._shelling_accuracy, raw)
return self._shelling_accuracy
end
end
function EquipmentData:torpedo_accuracy(raw)
function EquipmentData:torpedo_accuracy()
return self:format_stat(self._torpedo_accuracy, raw)
return self._torpedo_accuracy
end
end
function EquipmentData:los(raw)
function EquipmentData:los()
return self:format_stat(self._los, raw)
return self._los
end
end
function EquipmentData:speed(raw)
function EquipmentData:speed()
return self:format_speed(self._speed, raw)
return self._speed
end
end
function EquipmentData:luck(raw)
function EquipmentData:luck()
return self:format_stat(self._luck, raw)
return self._luck
end
end
function EquipmentData:range(raw)
function EquipmentData:range()
return self:format_range(self._range, raw)
return self._range
end
end
function EquipmentData:scrap_fuel(raw)
function EquipmentData:scrap_fuel()
return self:format_stat(self._scrap_fuel, raw)
return self._scrap_fuel
end
end
function EquipmentData:scrap_ammo(raw)
function EquipmentData:scrap_ammo()
return self:format_stat(self._scrap_ammo, raw)
return self._scrap_ammo
end
end
function EquipmentData:scrap_steel(raw)
function EquipmentData:scrap_steel()
return self:format_stat(self._scrap_steel, raw)
return self._scrap_steel
end
end
function EquipmentData:scrap_bauxite(raw)
function EquipmentData:scrap_bauxite()
return self:format_stat(self._scrap_bauxite, raw)
return self._scrap_bauxite
end
end
function EquipmentData:upgradable(raw)
function EquipmentData:upgradable()
return not not self._upgradable
return not not self._upgradable
end
end
function EquipmentData:create(equip)
function EquipmentData:create(equip)