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Line 202: Line 202:  
! colspan="2" |Offence
 
! colspan="2" |Offence
 
! colspan="3" |Defence
 
! colspan="3" |Defence
 +
|-
 
!style="width:60px;"|Rank
 
!style="width:60px;"|Rank
 
!style="width:85px;"|Name
 
!style="width:85px;"|Name
Line 294: Line 295:  
local setup = setups[name] or setups[type_code]
 
local setup = setups[name] or setups[type_code]
   −
         local air_power = Combat.air_power(ship)
+
         if type_code == "CV" then
 
+
            local air_power = Combat.air_power(ship)
return format{
+
        return format{
template,
+
    template,
rank = rank,
+
    rank = rank,
name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
+
    name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
  string.format("[[%s]]", name),
+
      string.format("[[%s]]", name),
fp = ship._firepower_max,
+
    fp = ship._firepower_max,
torp = ship._torpedo_max or "",
+
    torp = ship._torpedo_max or "",
fp_plus_torp = ship._firepower_max + (ship._torpedo_max or 0),
+
    hp = ship._hp,
db_attack = format_damage(ship, Combat.shelling, nil, setup, "main", setup and setup.spotting, true),
+
    armor = ship._armor_max,
db_torp = format_damage(ship, Combat.torpedo, nil, setup, "torpedo"),
+
    evasion_rate = string.format("%s%%, %s%%", Combat.evasion_rate(ship), Combat.evasion_rate(ship, true)),
nb_da = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.double, setup, "main"),
+
                slot_all = air_power.slot_all,
nb_ci = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.cut_in.torpedo, setup, "torpedo"),
+
                slot1 = air_power.slot1,
luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff,
+
                slot2 = air_power.slot2,
nb_ci_rate = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo) .. '%',
+
                slot3 = air_power.slot3,
hp = ship._hp,
+
                slot4 = air_power.slot4,
armor = ship._armor_max,
+
                aerial = "",
evasion_rate =
+
                shelling = "",
    string.format("%s%%, %s%%",
+
    }
                    Combat.evasion_rate(ship),
+
        else
                    Combat.evasion_rate(ship, true)),
+
    return format{
            slot_all = air_power.slot_all,
+
    template,
            slot1 = air_power.slot1,
+
    rank = rank,
            slot2 = air_power.slot2,
+
    name = note and format{'[[${name}|<span title="${note}">${name}</span>]]<sup>?</sup>', name = name, note = note} or
            slot3 = air_power.slot3,
+
      string.format("[[%s]]", name),
            slot4 = air_power.slot4,
+
    fp = ship._firepower_max,
}
+
    torp = ship._torpedo_max or "",
 +
    fp_plus_torp = ship._firepower_max + (ship._torpedo_max or 0),
 +
    db_attack = format_damage(ship, Combat.shelling, nil, setup, "main", setup and setup.spotting, true),
 +
    db_torp = format_damage(ship, Combat.torpedo, nil, setup, "torpedo"),
 +
    nb_da = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.double, setup, "main"),
 +
    nb_ci = format_damage(ship, Combat.night_battle, Combat.modifier.night_attack.cut_in.torpedo, setup, "torpedo"),
 +
    luck_minus_cap = luck_diff < 0 and "−" .. -luck_diff or luck_diff,
 +
    nb_ci_rate = Combat.nb_cut_in_rate(ship, Combat.nb_cut_in_types.torpedo) .. '%',
 +
    hp = ship._hp,
 +
    armor = ship._armor_max,
 +
    evasion_rate = string.format("%s%%, %s%%", Combat.evasion_rate(ship), Combat.evasion_rate(ship, true)),
 +
    }
 +
        end
 +
   
 
else
 
else
 
return ""
 
return ""
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