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Line 14:
Line 14:
− function EnemyShipData:air_power()
− local air_power = 0
− for i=1, self:slots() or 0 do
− local slot_equipment, slot_space = self:slot(i)
− if slot_equipment == nil or slot_space == nil then
− --we have missing information, fall back to hard-coded air power
− air_power = self._as_rating
− break
− elseif slot_equipment ~= false then
− --if there is an equipment
− local slot_equipment_type = slot_equipment:type()
− local slot_equipment_aa = slot_equipment:aa()
− if slot_equipment_aa and
− (slot_equipment_type == 6 or
− slot_equipment_type == 7 or
− slot_equipment_type == 8 or
− slot_equipment_type == 11) then
− air_power = air_power +
− math.floor(math.sqrt(slot_space) * slot_equipment_aa)
− elseif slot_equipment_aa == nil then
− --we have missing information, fall back to hard-coded air power
− air_power = self._as_rating
− break
− end
− end
− end
− return air_power
− end
−
Move air_power down to ShipData
EnemyShipData.luck_leveled = EnemyShipData.luck
EnemyShipData.luck_leveled = EnemyShipData.luck
EnemyShipData.__call = EnemyShipData.create
EnemyShipData.__call = EnemyShipData.create
return EnemyShipData
return EnemyShipData