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Line 6: Line 6:  
local Combat = require('Module:Combat')
 
local Combat = require('Module:Combat')
   −
local equipment = {
+
local setups = {
 
DD = {
 
DD = {
 +
spotting = 1,
 +
note = "normal attack",
 
main = {
 
main = {
{ firepower = 3, rank = 10, k = 1 },
+
{ firepower = 3 },
{ firepower = 3, rank = 10, k = 1 },
+
{ firepower = 3 },
 
},
 
},
 
torpedo = {
 
torpedo = {
-- Quint/53
+
{ torpedo = 15 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
   
},
 
},
 
},
 
},
 
CL = {
 
CL = {
-- 20.3 #3
+
spotting = Combat.modifier.spotting.double,
 +
note = "double attack",
 
main = {
 
main = {
{ firepower = 10, rank = 10, k = 1 },
+
{ firepower = 10 },
{ firepower = 10, rank = 10, k = 1 },
+
{ firepower = 10 },
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 15 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
 
},
 
},
 
},
 
},
 
CLT = {
 
CLT = {
 +
spotting = 1,
 +
note = "normal attack",
 
main = {
 
main = {
-- OTO
+
{ firepower = 10 },
{ firepower = 8, rank = 10, k = 1 },
+
{ firepower = 10 },
{ firepower = 8, rank = 10, k = 1 },
  −
-- Hyouteki
   
{ torpedo = 12 },
 
{ torpedo = 12 },
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 15 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
 
{ torpedo = 12 },
 
{ torpedo = 12 },
 
},
 
},
 
},
 
},
 
CA = {
 
CA = {
 +
spotting = Combat.modifier.spotting.double,
 +
note = "double attack",
 
main = {
 
main = {
-- 20.3 #3
+
{ firepower = 10 },
{ firepower = 10, rank = 10, k = 1 },
+
{ firepower = 10 },
{ firepower = 10, rank = 10, k = 1 },
  −
-- FuMO
   
{ firepower = 3 },
 
{ firepower = 3 },
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 15 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
 
},
 
},
 
},
 
},
 
Bismarck = {
 
Bismarck = {
 +
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
 +
note = "double attack",
 +
nb_ci = Combat.modifier.night_attack.cut_in.torpedo,
 +
nb_ci_equip = "torpedo",
 
main = {
 
main = {
{ firepower = 17, rank = 10, k = 1.5 },
+
{ firepower = 17 },
{ firepower = 17, rank = 10, k = 1.5 },
+
{ firepower = 17 },
{ firepower = 8, rank = 10, k = 1 },
+
{ firepower = 9 },
 
},
 
},
 
torpedo = {
 
torpedo = {
{ torpedo = 12, rank = 10, k = 1 },
+
{ firepower = 26 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ firepower = 26 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 15 },
{ torpedo = 12, rank = 10, k = 1 },
+
{ torpedo = 12 },
 
},
 
},
 
},
 
},
 
FBB = {
 
FBB = {
 +
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
 +
note = "double attack",
 
main = {
 
main = {
{ firepower = 17, rank = 10, k = 1.5 },
+
{ firepower = 17 },
{ firepower = 17, rank = 10, k = 1.5 },
+
{ firepower = 17 },
{ firepower = 8, rank = 10, k = 1 },
+
{ firepower = 9 },
 
},
 
},
main_ci = {
+
},
    { firepower = 17, rank = 10, k = 1.5 },
+
Yamato = {
{ firepower = 17, rank = 10, k = 1.5 },
+
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
    { firepower = 17, rank = 10, k = 1.5 },
+
note = "double attack",
{ firepower = 8, rank = 10, k = 1 },
+
main = {
 +
{ firepower = 30 },
 +
{ firepower = 30 },
 +
{ firepower = 9 },
 
},
 
},
 
},
 
},
BB = {
+
Italia = {
 +
spotting = Combat.modifier.spotting.double * Combat.modifier.ap.main_ap,
 +
note = "double attack",
 
main = {
 
main = {
{ firepower = 22, rank = 10, k = 1.5 },
+
{ firepower = 21 },
{ firepower = 22, rank = 10, k = 1.5 },
+
{ firepower = 21 },
{ firepower = 8, rank = 10, k = 1 },
+
{ firepower = 9 },
 
},
 
},
main_ci = {
+
}
{ firepower = 22, rank = 10, k = 1.5 },
  −
{ firepower = 22, rank = 10, k = 1.5 },
  −
    { firepower = 22, rank = 10, k = 1.5 },
  −
{ firepower = 8, rank = 10, k = 1 },
  −
},
  −
},
   
}
 
}
 +
setups.Musashi = setups.Yamato
 +
setups.Nagato = setups.Yamato
 +
setups.Mutsu = setups.Yamato
 +
setups.Roma = setups.Italia
 +
setups.Fusou = setups.Italia
 +
setups.Yamashiro = setups.Italia
    
local normalized_type_code = {
 
local normalized_type_code = {
Line 128: Line 141:  
CVB = "carrier",
 
CVB = "carrier",
 
-- SS = "submarine",
 
-- SS = "submarine",
-- SSV = "submarine_aviation",
+
-- SSV = "submarine",
 
-- AV = "...",
 
-- AV = "...",
 
-- AO = "...",
 
-- AO = "...",
 
}
 
}
   −
function format_damage(ship_, type_code, damage_type_fn, equip_setup, night_attack, spotting)
+
function format_damage(ship_, damage_type_fn, night_attack, setup, equip_setup, hide_normal_damage)
 
local combat = Combat:new(night_attack)
 
local combat = Combat:new(night_attack)
 
local normal_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, {}, night_attack)))
 
local normal_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, {}, night_attack)))
Line 140: Line 153:  
and string.format('<span style="color:red;">%s</span>', normal_damage)
 
and string.format('<span style="color:red;">%s</span>', normal_damage)
 
or normal_damage
 
or normal_damage
local equip = equipment[type_code][equip_setup]
+
local equip = setup[equip_setup]
spotting = spotting or 1
+
if not equip then return "" end
 +
setup.spotting = setup.spotting or 1
 
local equip_damage_pre = combat:damage(damage_type_fn(combat, Combat.ship(ship_, equip, night_attack)))
 
local equip_damage_pre = combat:damage(damage_type_fn(combat, Combat.ship(ship_, equip, night_attack)))
local equip_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, equip, night_attack, spotting)))
+
local equip_damage = combat:damage(damage_type_fn(combat, Combat.ship(ship_, equip, night_attack, setup.spotting)))
 
local equip_damage_string =
 
local equip_damage_string =
 
equip_damage_pre >= combat.cap
 
equip_damage_pre >= combat.cap
Line 150: Line 164:  
return
 
return
 
night_attack
 
night_attack
 +
and string.format("%s * 2", equip_damage_string)
 +
or hide_normal_damage
 
and string.format("%s", equip_damage_string)
 
and string.format("%s", equip_damage_string)
 
or string.format("%s, %s", normal_damage_string, equip_damage_string)
 
or string.format("%s, %s", normal_damage_string, equip_damage_string)
Line 178: Line 194:  
${rows}|}]],
 
${rows}|}]],
   −
    carrier = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
+
carrier = [[{| class="wikitable sortable typography-xl-optout" style="width:100%;"
 
!style="width:60px;"|Rank
 
!style="width:60px;"|Rank
 
!style="width:80px;"|Name
 
!style="width:80px;"|Name
Line 204: Line 220:  
]],
 
]],
   −
    carrier_row = [[|-
+
carrier_row = [[|-
 
|${rank}
 
|${rank}
 
|${name}
 
|${name}
Line 213: Line 229:  
]],
 
]],
   −
}
  −
  −
local attacks = {
  −
DD = {
  −
spotting = 1,
  −
note = "normal attack",
  −
},
  −
CL = {
  −
spotting = Combat.modifier.spotting.double,
  −
note = "double attack",
  −
},
  −
CLT = {
  −
spotting = 1,
  −
note = "normal attack",
  −
},
  −
CA = {
  −
spotting = Combat.modifier.spotting.double,
  −
note = "double attack",
  −
},
  −
Bismarck = {
  −
spotting = Combat.modifier.spotting.double,
  −
note = "double attack",
  −
nb_ci = Combat.modifier.night_attack.cut_in.torpedo,
  −
nb_ci_equip = "torpedo",
  −
},
  −
FBB = {
  −
spotting = Combat.modifier.spotting.double,
  −
note = "double attack",
  −
nb_ci = Combat.modifier.night_attack.cut_in.main,
  −
nb_ci_equip = "main_ci",
  −
},
  −
BB = {
  −
spotting = Combat.modifier.spotting.double,
  −
note = "double attack",
  −
nb_ci = Combat.modifier.night_attack.cut_in.main,
  −
nb_ci_equip = "main_ci",
  −
},
   
}
 
}
   Line 269: Line 248:  
Formatting:format_image{StatIcons.torpedo, caption = Formatting:format_stat_name("torpedo")},
 
Formatting:format_image{StatIcons.torpedo, caption = Formatting:format_stat_name("torpedo")},
 
luck_minus_cap =
 
luck_minus_cap =
    '<span title="Luck cap">60</span>−' ..
+
'<span title="Luck cap">60</span>−' ..
 
Formatting:format_image{StatIcons.luck, caption = Formatting:format_stat_name("luck")},
 
Formatting:format_image{StatIcons.luck, caption = Formatting:format_stat_name("luck")},
    hp = Formatting:format_image{StatIcons.hp, caption = Formatting:format_stat_name("HP")},
+
hp = Formatting:format_image{StatIcons.hp, caption = Formatting:format_stat_name("HP")},
    armor = Formatting:format_image{StatIcons.armor, caption = Formatting:format_stat_name("Armor")},
+
armor = Formatting:format_image{StatIcons.armor, caption = Formatting:format_stat_name("Armor")},
    evasion = Formatting:format_image{StatIcons.evasion, caption = Formatting:format_stat_name("Evasion rate")},
+
evasion = Formatting:format_image{StatIcons.evasion, caption = Formatting:format_stat_name("Evasion rate")},
 
}
 
}
 
end
 
end
Line 283: Line 262:  
local note = frame.args["note"]
 
local note = frame.args["note"]
   −
local name, suffix = Ship:process_ship_key(ship_key)
+
local name, suffix = frame.args["ship"] or Ship:process_ship_key(ship_key)
local ship = Ship:get_table(name, suffix)
+
local ship = frame.args["ship_table"] or Ship(ship_key) -- { _level = 80 }
    
if rank and name and ship and ship._type then
 
if rank and name and ship and ship._type then
    
local type_code_ = Formatting:format_ship_code(ship._type)
 
local type_code_ = Formatting:format_ship_code(ship._type)
local type_code = name == "Bismarck" and "Bismarck" or normalized_type_code[type_code_]
+
local type_code = normalized_type_code[type_code_]
 
local template = templates[type_code_to_template[type_code_] .. "_row"]
 
local template = templates[type_code_to_template[type_code_] .. "_row"]
 
local luck_diff = 60 - ship._luck
 
local luck_diff = 60 - ship._luck
        local attack = attacks[type_code]
+
local setup = setups[name] or setups[type_code]
       
+
 
 
return format{
 
return format{
 
template,
 
template,
Line 300: Line 279:  
  string.format("[[%s]]", name),
 
  string.format("[[%s]]", name),
 
fp = ship._firepower_max,
 
fp = ship._firepower_max,
torp = ship._torpedo_max,
+
torp = ship._torpedo_max or "",
 
fp_plus_torp = ship._firepower_max + (ship._torpedo_max or 0),
 
fp_plus_torp = ship._firepower_max + (ship._torpedo_max or 0),
db_attack =
+
db_attack = format_damage(ship, Combat.shelling, nil, setup, "main", true),
    attack
+
db_torp = format_damage(ship, Combat.torpedo, nil, setup, "torpedo"),
    and format_damage(ship, type_code, Combat.shelling, "main", nil, attack.spotting)
+
nb_da = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.double, setup, "main"),
    or "",
+
nb_ci = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.cut_in.torpedo, setup, "torpedo"),
db_torp =
  −
    (type_code == "BB" or type_code == "FBB" or type_code == "CV")
  −
    and ""
  −
    or format_damage(ship, type_code, Combat.torpedo, "torpedo"),
  −
nb_da =
  −
    attack
  −
    and format_damage(ship, type_code, Combat.night_battle, "main", Combat.modifier.night_attack.double)
  −
    or "",
  −
nb_ci =
  −
    attack
  −
    and format_damage(ship, type_code, Combat.night_battle, attack.nb_ci_equip or "torpedo", attack.nb_ci or Combat.modifier.night_attack.cut_in.torpedo)
  −
    or "",
   
luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff,
 
luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff,
nb_ci_rate = format{
+
nb_ci_rate = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo) .. '%',
[[${torpedo}%, ${main}%]],
  −
torpedo = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo),
  −
main = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.main)},
   
hp = ship._hp,
 
hp = ship._hp,
        armor = ship._armor_max,
+
armor = ship._armor_max,
        evasion_rate = Combat.evasion_rate(ship) .. "%",
+
evasion_rate = Combat.evasion_rate(ship) .. "%",
 
}
 
}
 
else
 
else
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