Tox fixes, because it's a thing we do now
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@@ -5,5 +5,6 @@ Migration 21
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(we don't support activating only 2/5 drones). See GH issue #728
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"""
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def upgrade(saveddata_engine):
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saveddata_engine.execute("UPDATE drones SET amountActive = amount where amountActive > 0 AND amountActive <> amount;")
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@@ -147,7 +147,7 @@ class Character(object):
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if self.alphaCloneID:
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clone = eos.db.getAlphaClone(self.alphaCloneID)
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type = clone.alphaCloneName.split()[1]
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type = clone.alphaCloneName.split()[1]
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name += u' (\u03B1{})'.format(type[0].upper())
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return name
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@@ -181,7 +181,7 @@ class ContextMenu(object):
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# noinspection PyUnresolvedReferences
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from gui.builtinContextMenus import ( # noqa: E402,F401
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openFit,
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#moduleGlobalAmmoPicker,
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# moduleGlobalAmmoPicker,
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moduleAmmoPicker,
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itemStats,
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damagePattern,
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@@ -204,5 +204,3 @@ from gui.builtinContextMenus import ( # noqa: E402,F401
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implantSets,
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fighterAbilities,
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)
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@@ -731,7 +731,7 @@ class Fit(object):
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# If we have less than the total number of drones active, make them all active. Fixes #728
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# This could be removed if we ever add an enhancement to make drone stacks partially active.
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if d2.amount > d2.amountActive:
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if d2.amount > d2.amountActive:
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d2.amountActive = d2.amount
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eos.db.commit()
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