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Line 335: Line 335:  
[2] = 1.17,
 
[2] = 1.17,
 
[3] = 1.20,
 
[3] = 1.20,
}
+
},
 +
 
 +
        day_battle = 1,
 +
        opening_torpedo = 2,
 +
        closing_torpedo = 3,
 +
        night_battle = 4,
 +
        asw = 5,
 +
        opening_airstrike = 6,
 +
        day_battle = 7,
    
}
 
}
Line 354: Line 362:  
end
 
end
   −
function Combat2:damage(basic_attack_power_fn, ship, enemy, critical)
+
function Combat2:damage(type, ship, enemy, critical)
    
local vs_installation = enemy and enemy:is_installation()
 
local vs_installation = enemy and enemy:is_installation()
Line 371: Line 379:  
local attack_power = 0
 
local attack_power = 0
   −
if basic_attack_power_fn == ShipCapabilities.day_battle then
+
if type == Combat2.day_battle then
 
spotting = ship._spotting or 1
 
spotting = ship._spotting or 1
 
ap = ship._ap or 1
 
ap = ship._ap or 1
 
expert = 1 + ((ship._expert_n or 0) + (ship._expert_first and 1 or 0)) / 10
 
expert = 1 + ((ship._expert_n or 0) + (ship._expert_first and 1 or 0)) / 10
_, attack_power = basic_attack_power_fn(ship, vs_installation, fleet.firepower)
+
_, attack_power = ship:day_battle(vs_installation, fleet.firepower)
elseif basic_attack_power_fn == ShipCapabilities.closing_torpedo or basic_attack_power_fn == ShipCapabilities.opening_torpedo then
+
elseif type == Combat2.closing_torpedo or type == Combat2.opening_torpedo then
 
if not fleet.torpedo then
 
if not fleet.torpedo then
 
return false
 
return false
 
end
 
end
 
formation = fleet.salvo
 
formation = fleet.salvo
attack_power = basic_attack_power_fn(ship, fleet.torpedo)
+
attack_power = Combat2.closing_torpedo and ship:closing_torpedo(fleet.torpedo) or Combat2.opening_torpedo and ship:opening_torpedo(fleet.torpedo)
elseif basic_attack_power_fn == ShipCapabilities.format_asw_attack then
+
elseif type == Combat2.asw then
 
formation = fleet.asw
 
formation = fleet.asw
 
cap = 100
 
cap = 100
attack_power = basic_attack_power_fn(ship)
+
attack_power = ship:asw_attack()
elseif basic_attack_power_fn == ShipCapabilities.night_battle then
+
elseif type == Combat2.night_battle then
 
if health == Combat2.health.taiha then
 
if health == Combat2.health.taiha then
 
return false
 
return false
Line 393: Line 401:  
engagement = 1
 
engagement = 1
 
cap = 300
 
cap = 300
_, attack_power = basic_attack_power_fn(ship, vs_installation, self.stage.night_contact)    
+
_, attack_power = ship:night_battle(vs_installation, self.stage.night_contact)    
elseif basic_attack_power_fn == ShipCapabilities.opening_airstrike then
+
elseif type == Combat2.opening_airstrike then
 
expert = 1 + ((ship._expert_n or 0) + (ship._expert_first and 1 or 0)) / 10
 
expert = 1 + ((ship._expert_n or 0) + (ship._expert_first and 1 or 0)) / 10
 
contact = self.stage.contact and Combat2.contact[self.stage.contact] or 1
 
contact = self.stage.contact and Combat2.contact[self.stage.contact] or 1
attack_power = basic_attack_power_fn(ship)
+
attack_power = ship:opening_airstrike()
 
end
 
end
  
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