Changes
Add artillery spotting multipliers, fix unarmed night battle case
if main_guns >= 2 then
if main_guns >= 2 then
if ap_shells >= 1 then
if ap_shells >= 1 then
return "Double Attack / Cut-in (AP)"
return "Double Attack (120% x2) / Cut-in: AP (150%)"
elseif secondary_guns >= 1 then
elseif secondary_guns >= 1 then
return "Double Attack / Cut-in (Secondary Gun)"
return "Double Attack (120% x2) / Cut-in: Secondary Gun (110%)"
end
end
return "Double Attack"
return "Double Attack (120% x2)"
elseif main_guns == 1 and secondary_guns >= 1 then
elseif main_guns == 1 and secondary_guns >= 1 then
if radars >= 1 then
if radars >= 1 then
return "Cut-in (Secondary Gun) / Cut-in (Radar)"
return "Cut-in: Secondary Gun (110%) / Cut-in: Radar (120%)"
elseif ap_shells >= 1 then
elseif ap_shells >= 1 then
return "Cut-in (Secondary Gun) / Cut-in (AP)"
return "Cut-in: Secondary Gun (110%) / Cut-in: AP (130%)"
end
end
return "Cut-in (Secondary Gun)"
return "Cut-in: Secondary Gun (110%)"
end
end
end
end
return "No Action"
return "No Action"
else
else
if torpedoes >= 2 then
if torpedoes >= 2 and torpedo > 0 then
return format{"Cut-in: Torpedo (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.5, 300)}
return format{"Cut-in: Torpedo (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.5, 300)}
elseif main_guns >= 3 then
elseif main_guns >= 3 and firepower > 0 then
return format{"Cut-in: Main Gun (${attack_power})", attack_power = self:_attack_power_cap((firepower + torpedo) * 2, 300)}
return format{"Cut-in: Main Gun (${attack_power})", attack_power = self:_attack_power_cap((firepower + torpedo) * 2, 300)}
elseif main_guns >= 2 and secondary_guns >= 1 then
elseif main_guns >= 2 and secondary_guns >= 1 and firepower > 0 then
return format{"Cut-in: Secondary Gun (${attack_power})", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.75, 300)}
return format{"Cut-in: Secondary Gun (${attack_power})", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.75, 300)}
elseif main_guns >= 1 and torpedoes == 1 then
elseif main_guns >= 1 and torpedoes == 1 and firepower > 0 and torpedo > 0 then
return format{"Cut-in: Mixed (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.3, 300)}
return format{"Cut-in: Mixed (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.3, 300)}
elseif main_guns + secondary_guns >= 2 then
elseif main_guns + secondary_guns >= 2 and firepower > 0 then
return format{"Double Attack (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.2, 300)}
return format{"Double Attack (${attack_power} x2)", attack_power = self:_attack_power_cap((firepower + torpedo) * 1.2, 300)}
elseif torpedoes > 0 then
elseif torpedoes > 0 and torpedo > 0 then
return format{"Single Torpedo (${attack_power})", attack_power = self:_attack_power_cap(firepower + torpedo, 300)}
return format{"Single Torpedo (${attack_power})", attack_power = self:_attack_power_cap(firepower + torpedo, 300)}
elseif firepower > 0 then
return format{"Single Attack (${attack_power})", attack_power = self:_attack_power_cap(firepower + torpedo, 300)}
else
else
return format{"Single Attack (${attack_power})", attack_power = self:_attack_power_cap(firepower + torpedo, 300)}
return "No Action"
end
end
end
end