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−
− ShipData.__call = ShipData.create
Add preliminary leveled ShipData support
end
end
return self._cg_damaged
return self._cg_damaged
end
function ShipData:level()
return self._level
end
end
function ShipData:hp_max()
function ShipData:hp_max()
return self._hp_max
return self._hp_max
end
function ShipData:hp_leveled()
local hp = self:hp()
if self._level and self._level > 100 then
return math.floor((self:hp_max() - hp) * (self._level - 99) / 51 + hp)
end
return hp
end
end
function ShipData:firepower_max()
function ShipData:firepower_max()
return self._firepower_max
return self._firepower_max
end
function ShipData:firepower_leveled()
if self._firepower_leveled then
return self._firepower_leveled
end
return self:firepower_max()
end
end
function ShipData:torpedo_max()
function ShipData:torpedo_max()
return self._torpedo_max
return self._torpedo_max
end
function ShipData:firepower_leveled()
if self._torpedo_leveled then
return self._torpedo_leveled
end
return self:torpedo_max()
end
end
function ShipData:aa_max()
function ShipData:aa_max()
return self._aa_max
return self._aa_max
end
function ShipData:firepower_leveled()
if self._aa_leveled then
return self._aa_leveled
end
return self:aa_max()
end
end
function ShipData:armor_max()
function ShipData:armor_max()
return self._armor_max
return self._armor_max
end
function ShipData:armor_leveled()
if self._armor_leveled then
return self._armor_leveled
end
return self:armor_max()
end
end
function ShipData:asw_max()
function ShipData:asw_max()
return self._asw_max
return self._asw_max
end
function ShipData:asw_leveled()
if self._level then
local asw = self:asw()
return math.floor((self:asw_max() - asw) * self._level / 99 + asw)
end
return self:asw_max()
end
end
function ShipData:evasion_max()
function ShipData:evasion_max()
return self._evasion_max
return self._evasion_max
end
function ShipData:evasion_leveled()
if self._level then
local evasion = self:evasion()
return math.floor((self:evasion_max() - evasion) * self._level / 99 + evasion)
end
return self:evasion_max()
end
end
function ShipData:los_max()
function ShipData:los_max()
return self._los_max
return self._los_max
end
function ShipData:los_leveled()
if self._level then
local los = self:los()
return math.floor((self:los_max() - los) * self._level / 99 + los)
end
return self:los_max()
end
end
function ShipData:luck_max()
function ShipData:luck_max()
return self._luck_max
return self._luck_max
end
function ShipData:luck_leveled()
if self._luck_leveled then
return self._luck_leveled
end
return self:luck()
end
end
setmetatable(ship, ship)
setmetatable(ship, ship)
ship.__index = self
ship.__index = self
ship.__call = self.__call
return ship
return ship
end
end
return ShipData
return ShipData