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Move air_power down to ShipData
Line 14: Line 14:  
EnemyShipData.luck_leveled = EnemyShipData.luck
 
EnemyShipData.luck_leveled = EnemyShipData.luck
   −
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
  −
   
EnemyShipData.__call = EnemyShipData.create
 
EnemyShipData.__call = EnemyShipData.create
 
   
 
   
 
return EnemyShipData
 
return EnemyShipData
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