Add Command Burst effect in Miscellanea Column

This commit is contained in:
shyadow
2021-10-14 13:19:00 +02:00
parent d9b0d2e72a
commit 1753d79bc1

View File

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