The rounds effective for lure now shows on the battle inventory screen

This commit is contained in:
John 2015-07-14 13:01:45 +03:00
parent d9d1d66f37
commit 5b2f6ce816
3 changed files with 5 additions and 0 deletions

View file

@ -1131,6 +1131,8 @@ class InventoryNew(InventoryBase.InventoryBase, DirectFrame):
def getToonupDmgStr(self, track, level):
if track == HEAL_TRACK:
return TTLocalizer.InventoryHealString
elif track == LURE_TRACK:
return TTLocalizer.InventoryLureString
else:
return TTLocalizer.InventoryDamageString

View file

@ -3999,6 +3999,7 @@ InventoryAffectsAllToons = 'Affects: All Toons'
InventoryAffectsAllCogs = 'Affects: All ' + Cogs
InventoryHealString = 'Toon-up'
InventoryDamageString = 'Damage'
InventoryLureString = 'Rounds effective'
InventoryBattleMenu = 'BATTLE MENU'
InventoryRun = 'RUN'
InventorySOS = 'SOS'

View file

@ -707,6 +707,8 @@ NumRoundsLured = [2,
15]
def getAvPropDamage(attackTrack, attackLevel, exp, organicBonus = False, propBonus = False, propAndOrganicBonusStack = False):
if attackTrack == LURE_TRACK:
return NumRoundsLured[attackLevel]
minD = AvPropDamage[attackTrack][attackLevel][0][0]
maxD = AvPropDamage[attackTrack][attackLevel][0][1]
minE = AvPropDamage[attackTrack][attackLevel][1][0]