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function ShipData:card()
function ShipData:card()
if self._card then
if self._card ~= nil then
return self._card
return self._card
elseif self._card_reference then
elseif self._card_reference then
function ShipData:card_damaged()
function ShipData:card_damaged()
if self._card_damaged then
if self._card_damaged ~= nil then
return self._card_damaged
return self._card_damaged
elseif self._card_damaged_reference then
elseif self._card_damaged_reference then
function ShipData:battle_card()
function ShipData:battle_card()
if self._battle_card then
if self._battle_card ~= nil then
return self._battle_card
return self._battle_card
elseif self._battle_card_reference then
elseif self._battle_card_reference then
function ShipData:battle_card_damaged()
function ShipData:battle_card_damaged()
if self._battle_card_damaged then
if self._battle_card_damaged ~= nil then
return self._battle_card_damaged
return self._battle_card_damaged
elseif self._battle_card_damaged_reference then
elseif self._battle_card_damaged_reference then
function ShipData:cg()
function ShipData:cg()
if self._cg then
if self._cg ~= nil then
return self._cg
return self._cg
elseif self._cg_reference then
elseif self._cg_reference then
function ShipData:cg_damaged()
function ShipData:cg_damaged()
if self._cg_damaged then
if self._cg_damaged ~= nil then
return self._cg_damaged
return self._cg_damaged
elseif self._cg_damaged_reference then
elseif self._cg_damaged_reference then
function ShipData:slots()
function ShipData:slots()
return self._slots or self:slots_length()
end
end