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Add artillery spotting multipliers, fix unarmed night battle case
Line 317: Line 317:  
if main_guns >= 2 then
 
if main_guns >= 2 then
 
if ap_shells >= 1 then
 
if ap_shells >= 1 then
return "Double Attack / Cut-in (AP)"
+
return "Double Attack (120% x2) / Cut-in: AP (150%)"
 
elseif secondary_guns >= 1 then
 
elseif secondary_guns >= 1 then
return "Double Attack / Cut-in (Secondary Gun)"
+
return "Double Attack (120% x2) / Cut-in: Secondary Gun (110%)"
 
end
 
end
return "Double Attack"
+
return "Double Attack (120% x2)"
 
elseif main_guns == 1 and secondary_guns >= 1 then
 
elseif main_guns == 1 and secondary_guns >= 1 then
 
if radars >= 1 then
 
if radars >= 1 then
return "Cut-in (Secondary Gun) / Cut-in (Radar)"
+
return "Cut-in: Secondary Gun (110%) / Cut-in: Radar (120%)"
 
elseif ap_shells >= 1 then
 
elseif ap_shells >= 1 then
return "Cut-in (Secondary Gun) / Cut-in (AP)"
+
return "Cut-in: Secondary Gun (110%) / Cut-in: AP (130%)"
 
end
 
end
return "Cut-in (Secondary Gun)"
+
return "Cut-in: Secondary Gun (110%)"
 
end
 
end
 
end
 
end
Line 371: Line 371:  
return "No Action"
 
return "No Action"
 
else
 
else
if torpedoes >= 2 then
+
if torpedoes >= 2 and torpedo > 0 then
 
return format{"Cut-in: Torpedo (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.5, 300)}
 
return format{"Cut-in: Torpedo (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.5, 300)}
elseif main_guns >= 3 then
+
elseif main_guns >= 3 and firepower > 0 then
 
return format{"Cut-in: Main Gun (${attack_power})", attack_power = self:_attack_power_cap((firepower + torpedo) * 2, 300)}
 
return format{"Cut-in: Main Gun (${attack_power})", attack_power = self:_attack_power_cap((firepower + torpedo) * 2, 300)}
elseif main_guns >= 2 and secondary_guns >= 1 then
+
elseif main_guns >= 2 and secondary_guns >= 1 and firepower > 0 then
 
return format{"Cut-in: Secondary Gun (${attack_power})", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.75, 300)}
 
return format{"Cut-in: Secondary Gun (${attack_power})", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.75, 300)}
elseif main_guns >= 1 and torpedoes == 1 then
+
elseif main_guns >= 1 and torpedoes == 1 and firepower > 0 and torpedo > 0 then
 
return format{"Cut-in: Mixed (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.3, 300)}
 
return format{"Cut-in: Mixed (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.3, 300)}
elseif main_guns + secondary_guns >= 2 then
+
elseif main_guns + secondary_guns >= 2 and firepower > 0 then
 
return format{"Double Attack (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.2, 300)}
 
return format{"Double Attack (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.2, 300)}
elseif torpedoes > 0 then
+
elseif torpedoes > 0 and torpedo > 0 then
 
return format{"Single Torpedo (${attack_power})", attack_power = self:_attack_power_cap(firepower + torpedo, 300)}
 
return format{"Single Torpedo (${attack_power})", attack_power = self:_attack_power_cap(firepower + torpedo, 300)}
 +
elseif firepower > 0 then
 +
return format{"Single Attack (${attack_power})", attack_power = self:_attack_power_cap(firepower + torpedo, 300)}
 
else
 
else
return format{"Single Attack (${attack_power})", attack_power = self:_attack_power_cap(firepower + torpedo, 300)}
+
return "No Action"
 
end
 
end
 
end
 
end
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