#Reload calc
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Man I hope renhex hasn't been typing since I left
ok i found it
at the very least i understand how it works for kaza partially
i was typing since u left coz i forgot to send lol
Hmm tbh I don't
Or at least I don't understand at all where the jump stems from
Or rather I would understand if it always jumped
But non jump on Hood while jump on Kaza makes no sense to me
kaza is BattleSkillManualWeaponReloadBoost
what is hood ?
AddAttrRatio
with attr: loadSpeed
But the buff itself doesn't rly do anything other than update the reload stat of the ship
hmm i see
So bruh why can't you reply to the first message in a thread?
oh weaponunit is the interface
Idk if that's the proper name but yes
well base class or w.e
Ye
So basically the thing that ends up in a call to RefreshReloadingCall is FlushReloadRequire
i can see kazas skill appendingreloadboost but when does hoods happen
(Which is from FlushWeaponReloadRequire which is from FlushReloadingWeapon which is called in AddAttr)

What exactly do you mean?
So tbh I'd think they should either both jump or neither
Hmm well I basically answered it then 
yea
As AddAttrRatio inherits from AddAttr
Well whatever, ig I can just use the logic and it should work for the final reload times
I'll just assume Hood jumps
oh ye

Alright time to note the general timetable (first for BB guns)
At first there is the start of the battle which so far I have happily neglected cuz it's kinda cursed (I think, anyway, largely tried to ignore it). Let's just say it's a 1.5s delay for now. (Is 1.5s a good value?)
During this time all the queues get set up and all the weapons get added in a specific order that is important and I have yet to work out. Anyway main fleet weapons are added together with the ships in order flag>top>bot
Yeah ok so everything except preloads gets added to overheatqueue
Then the entries from the overheatqueue are taken and put into the cooldownqueue, but only as many as the ship can reload in parallel
During this step the initial cd is added, based purely on the weapon, not any preloads of the ship
Adding initial cd also triggers overheat state if not a preloaded (vg) weapon
The rest is sent into overheat state and queue
These different queue handlers are killing me, there's playerweaponvo with weaponList, readyList, overHeatList and chargingList and manualweaponqueue with weaponList, overheatList and cooldownList and somehow they're the same but at the same time they're not

ill have to start from the beginning to make sense
once COMMON_DATA_INIT_FINISH event fires battle starts right ?
๐ซ
wdym F 
i recommend not starting from the beginning because you don't know if the beginning is really the beginning

since theres a queue there must be event handlers for firing and what not
and to get to event handlers how else but from battle handler

i don't know what the goal is anyways ๐โโ๏ธ
but battlestate.lua may be helpful
Yeah the beginning is like really annoying, but yeah the main overhead is battlestate/facade
Everyone I knoe that tried to get agrasp of the entire beginning gave up tho
Battledataproxy is also quite important
Goal is basically just the entire reload cycle for all types of weapons including the start of battle
And then add skills into the mix
