Add Command Burst effect in Miscellanea Column
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@@ -693,6 +693,96 @@ class Miscellanea(ViewColumn):
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text = "{}s".format(formatAmount(duration / 1000, 3, 0, 0))
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tooltip = "Scan duration"
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return text, tooltip
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elif itemGroup == "Command Burst":
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# Text and tooltip are empty if there is no charge.
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text = ""
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tooltip = ""
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buff_value = stuff.getModifiedItemAttr('warfareBuff1Value')
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buff_id = stuff.getModifiedChargeAttr('warfareBuff1ID')
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if buff_id == 10: # Shield Burst: Shield Harmonizing: Shield Resistance
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# minus buff value because ingame shows positive value
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text = f"{-buff_value:.1f}%"
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tooltip = "Shield Resistance Bonus"
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if buff_id == 11: # Shield Burst: Active Shielding: Repair Duration/Capacitor
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text = f"{buff_value:+.1f}%"
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tooltip = "Shield Repair Modules: Duration & Capacictor-use bonus"
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if buff_id == 12: # Shield Burst: Shield Extension: Shield HP
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text = f"{buff_value:.1f}%"
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tooltip = "Shield HP Bonus"
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if buff_id == 13: # Armor Burst: Armor Energizing: Armor Resistance
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# minus buff value because ingame shows positive value
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text = f"{-buff_value:.1f}%"
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tooltip = "Armor Resistance Bonus"
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if buff_id == 14: # Armor Burst: Rapid Repair: Repair Duration/Capacitor
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text = f"{buff_value:+.1f}%"
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tooltip = "Armor Repair Modules: Duration & Capacitor-use bonus"
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if buff_id == 15: # Armor Burst: Armor Reinforcement: Armor HP
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text = f"{buff_value:.1f}%"
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tooltip = "Armor HP Bonus"
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if buff_id == 16: # Information Burst: Sensor Optimization: Scan Resolution
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text = f"{buff_value:.1f}%"
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tooltip = "Scan Resolution bonus"
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if buff_id == 26: # Information Burst: Sensor Optimization: Targeting Range
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text += f" | {buff_value:.1f}%"
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tooltip += " | Targeting Range bonus"
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if buff_id == 17: # Information Burst: Electronic Superiority: EWAR Range and Strength
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text = f"{buff_value:.1f}%"
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tooltip = "Electronic Warfare modules: Range and Strength bonus"
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if buff_id == 18: # Information Burst: Electronic Hardening: Sensor Strength
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text = f"{buff_value:.1f}%"
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tooltip = "Sensor Strength bonus"
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buff2_value = stuff.getModifiedItemAttr('warfareBuff2Value')
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# Information Burst: Electronic Hardening: RSD/RWD Resistance
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text += f" | {buff2_value:+.1f}%"
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tooltip += " | Remote Sensor Dampener / Remote Weapon Disruption Resistance bonus"
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if buff_id == 20: # Skirmish Burst: Evasive Maneuvers: Signature Radius
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text = f"{buff_value:+.1f}%"
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tooltip = "Signature Radius bonus"
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buff2_value = stuff.getModifiedItemAttr('warfareBuff2Value')
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# Skirmish Burst: Evasive Maneuvers: Agility
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# minus the buff value because we want Agility as shown ingame, not inertia modifier
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text += f" | {-buff2_value:.1f}%"
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tooltip += " | Agility bonus"
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if buff_id == 21: # Skirmish Burst: Interdiction Maneuvers: Tackle Range
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text = f"{buff_value:.1f}%"
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tooltip = "Propulsion disruption module range bonus"
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if buff_id == 22: # Skirmish Burst: Rapid Deployment: AB/MWD Speed Increase
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text = f"{buff_value:.1f}%"
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tooltip = "AB/MWD module speed increase"
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if buff_id == 23: # Mining Burst: Mining Laser Field Enhancement: Mining/Survey Range
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text = f"{buff_value:.1f}%"
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tooltip = "Mining/Survey module range bonus"
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if buff_id == 24: # Mining Burst: Mining Laser Optimization: Mining Capacitor/Duration
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text = f"{buff_value:+.1f}%"
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tooltip = "Mining Modules: Duration & Capacitor-use bonus"
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if buff_id == 25: # Mining Burst: Mining Equipment Preservation: Crystal Volatility
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text = f"{buff_value:+.1f}%"
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tooltip = "Mining crystal volatility bonus"
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return text, tooltip
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elif stuff.charge is not None:
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chargeGroup = stuff.charge.group.name
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if chargeGroup.endswith("Rocket") or chargeGroup.endswith("Missile") or chargeGroup.endswith("Torpedo"):
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