Merge branch 'master' into singularity
This commit is contained in:
@@ -689,7 +689,7 @@ class Miscellanea(ViewColumn):
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formatAmount(itemArmorResistanceShiftHardenerKin, 3, 0, 3),
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formatAmount(itemArmorResistanceShiftHardenerExp, 3, 0, 3),
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)
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tooltip = "Resistances Shifted to Damage Profile:\n{0}% EM | {1}% Therm | {2}% Kin | {3}% Exp".format(
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tooltip = "Resistances shifted to damage profile:\n{0}% EM | {1}% Therm | {2}% Kin | {3}% Exp".format(
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formatAmount(itemArmorResistanceShiftHardenerEM, 3, 0, 3),
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formatAmount(itemArmorResistanceShiftHardenerTherm, 3, 0, 3),
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formatAmount(itemArmorResistanceShiftHardenerKin, 3, 0, 3),
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@@ -703,96 +703,80 @@ 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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elif 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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elif 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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elif 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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elif 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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elif 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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elif 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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elif 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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elif 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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elif 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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elif 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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elif 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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elif 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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elif 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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elif 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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elif 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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textSections = []
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tooltipSections = []
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buffMap = {}
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for seq in (1, 2, 3, 4):
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buffId = stuff.getModifiedChargeAttr(f'warfareBuff{seq}ID')
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if not buffId:
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continue
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buffValue = stuff.getModifiedItemAttr(f'warfareBuff{seq}Value')
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buffMap[buffId] = buffValue
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if buffId == 10: # Shield Burst: Shield Harmonizing: Shield Resistance
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# minus buff value because ingame shows positive value
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textSections.append(f"{formatAmount(-buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("shield resistance")
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elif buffId == 11: # Shield Burst: Active Shielding: Repair Duration/Capacitor
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("shield RR duration & capacictor use")
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elif buffId == 12: # Shield Burst: Shield Extension: Shield HP
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("shield HP")
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elif buffId == 13: # Armor Burst: Armor Energizing: Armor Resistance
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# minus buff value because ingame shows positive value
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textSections.append(f"{formatAmount(-buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("armor resistance")
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elif buffId == 14: # Armor Burst: Rapid Repair: Repair Duration/Capacitor
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("armor RR duration & capacitor use")
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elif buffId == 15: # Armor Burst: Armor Reinforcement: Armor HP
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("armor HP")
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elif buffId == 16: # Information Burst: Sensor Optimization: Scan Resolution
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("scan resolution")
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elif buffId == 26: # Information Burst: Sensor Optimization: Targeting Range
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("targeting range")
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elif buffId == 17: # Information Burst: Electronic Superiority: EWAR Range and Strength
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("electronic warfare modules range & strength")
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elif buffId == 18: # Information Burst: Electronic Hardening: Sensor Strength
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("sensor strength")
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elif buffId == 19: # Information Burst: Electronic Hardening: RSD/RWD Resistance
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textSections.append(f"{formatAmount(-buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("sensor dampener & weapon disruption resistance")
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elif buffId == 20: # Skirmish Burst: Evasive Maneuvers: Signature Radius
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("signature radius")
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elif buffId == 60: # 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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textSections.append(f"{formatAmount(-buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("agility")
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elif buffId == 21: # Skirmish Burst: Interdiction Maneuvers: Tackle Range
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("warp disruption & stasis web range")
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elif buffId == 22: # Skirmish Burst: Rapid Deployment: AB/MWD Speed Increase
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("AB/MWD speed increase")
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elif buffId == 23: # Mining Burst: Mining Laser Field Enhancement: Mining/Survey Range
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("mining/survey module range")
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elif buffId == 24: # Mining Burst: Mining Laser Optimization: Mining Capacitor/Duration
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("mining module duration & capacitor use")
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elif buffId == 25: # Mining Burst: Mining Equipment Preservation: Crystal Volatility
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textSections.append(f"{formatAmount(buffValue, 3, 0, 3, forceSign=True)}%")
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tooltipSections.append("mining crystal volatility")
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if not textSections:
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return '', None
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text = ' | '.join(textSections)
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tooltip = '{} bonus'.format(' | '.join(tooltipSections))
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if tooltip:
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tooltip = tooltip[0].capitalize() + tooltip[1:]
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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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