Changes
Soften bg colors, don't color when no value
_question_marks = "??",
_question_marks = "??",
_column_bg_colors = {
_column_bg_colors = {
firepower = "lightcoral",
firepower = "#e6cfcf",
torpedo = "lightskyblue",
torpedo = "#cfdde6",
aa = "sandybrown",
aa = "#e6d9cf",
armor = "#F2E279",
armor = "#e6e3cf",
luck = "palegreen",
luck = "#cfe6cf",
},
},
}
}
return self:firepower_mod(self._left_modernization)
return self:firepower_mod(self._left_modernization)
else
else
return {values = {value = self._dash}, bg_color = self._column_bg_colors.firepower, text_align = self._start_align}
return {values = {value = self._dash}, bg_color = self._transparent, text_align = self._start_align}
end
end
end
end
return self:firepower_mod(self._right_modernization)
return self:firepower_mod(self._right_modernization)
else
else
return {values = {value = self._dash}, bg_color = self._column_bg_colors.firepower, text_align = self._start_align}
return {values = {value = self._dash}, bg_color = self._transparent, text_align = self._start_align}
end
end
end
end
return self:torpedo_mod(self._left_modernization)
return self:torpedo_mod(self._left_modernization)
else
else
return {values = {value = self._dash}, bg_color = self._column_bg_colors.torpedo, text_align = self._start_align}
return {values = {value = self._dash}, bg_color = self._transparent, text_align = self._start_align}
end
end
end
end
return self:torpedo_mod(self._right_modernization)
return self:torpedo_mod(self._right_modernization)
else
else
return {values = {value = self._dash}, bg_color = self._column_bg_colors.torpedo, text_align = self._start_align}
return {values = {value = self._dash}, bg_color = self._transparent, text_align = self._start_align}
end
end
end
end
return self:aa_mod(self._left_modernization)
return self:aa_mod(self._left_modernization)
else
else
return {values = {value = self._dash}, bg_color = self._column_bg_colors.aa, text_align = self._start_align}
return {values = {value = self._dash}, bg_color = self._transparent, text_align = self._start_align}
end
end
end
end
return self:aa_mod(self._right_modernization)
return self:aa_mod(self._right_modernization)
else
else
return {values = {value = self._dash}, bg_color = self._column_bg_colors.aa, text_align = self._start_align}
return {values = {value = self._dash}, bg_color = self._transparent, text_align = self._start_align}
end
end
end
end
return self:armor_mod(self._left_modernization)
return self:armor_mod(self._left_modernization)
else
else
return {values = {value = self._dash}, bg_color = self._column_bg_colors.armor, text_align = self._start_align}
return {values = {value = self._dash}, bg_color = self._transparent, text_align = self._start_align}
end
end
end
end
return self:armor_mod(self._right_modernization)
return self:armor_mod(self._right_modernization)
else
else
return {values = {value = self._dash}, bg_color = self._column_bg_colors.armor, text_align = self._start_align}
return {values = {value = self._dash}, bg_color = self._transparent, text_align = self._start_align}
end
end
end
end
return self:luck_mod(self._left_modernization)
return self:luck_mod(self._left_modernization)
else
else
return {values = {value = self._dash}, bg_color = self._column_bg_colors.luck, text_align = self._start_align}
return {values = {value = self._dash}, bg_color = self._transparent, text_align = self._start_align}
end
end
end
end
return self:luck_mod(self._right_modernization)
return self:luck_mod(self._right_modernization)
else
else
return {values = {value = self._dash}, bg_color = self._column_bg_colors.luck, text_align = self._start_align}
return {values = {value = self._dash}, bg_color = self._transparent, text_align = self._start_align}
end
end
end
end