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Line 134: Line 134:  
local min_armor = enemy_armor * 0.7
 
local min_armor = enemy_armor * 0.7
 
local max_armor = enemy_armor * 0.7 + math.max(enemy_armor - 1, 0) * 0.6
 
local max_armor = enemy_armor * 0.7 + math.max(enemy_armor - 1, 0) * 0.6
local min = math.floor((attack_power - max_armor) * ship.ammo)
+
local min = math.floor((attack_power - max_armor) * ship._ammo)
local max = math.floor((attack_power - min_armor) * ship.ammo)
+
local max = math.floor((attack_power - min_armor) * ship._ammo)
 
return { min, max }
 
return { min, max }
 
else
 
else
return math.floor(attack_power * ship.ammo)
+
return math.floor(attack_power * ship._ammo)
 
end
 
end
 
end
 
end
Line 183: Line 183:  
end
 
end
   −
function Combat.evasion_rate(ship)
+
function Combat.evasion_rate(ship, high_morale)
     if ship.morale and ship.morale > 52 then
+
    local e = ship:evasion_leveled()
         return math.floor(100 * 2 * ship._evasion_max / (2 * ship._evasion_max + 40))
+
     if high_morale then
 +
         return math.floor(100 * 2 * e / (2 * e + 40))
 
     else
 
     else
         return math.floor(100 * ship._evasion_max / (ship._evasion_max + 40))
+
         return math.floor(100 * e / (e + 40))
 
     end
 
     end
 
end
 
end
Line 215: Line 216:  
critical = ship.critical or 1,
 
critical = ship.critical or 1,
 
ap = ship.ap or 1,
 
ap = ship.ap or 1,
ammo = ship.ammo or 1,
+
_ammo = ship._ammo or 1,
 
}
 
}
  
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