slot0 = ys slot0 = slot0.Battle slot1 = ys slot1 = slot1.Battle slot1 = slot1.BattleFormulas slot1 = slot1 or {} slot0.BattleFormulas = slot1 slot0 = ys slot0 = slot0.Battle slot0 = slot0.BattleFormulas slot1 = ys slot1 = slot1.Battle slot1 = slot1.BattleConst slot2 = pg slot2 = slot2.gameset slot3 = ys slot3 = slot3.Battle slot3 = slot3.BattleAttr slot4 = ys slot4 = slot4.Battle slot4 = slot4.BattleConfig slot5 = ys slot5 = slot5.Battle slot5 = slot5.BattleConfig slot5 = slot5.AnitAirRepeaterConfig slot6 = pg slot6 = slot6.bfConsts slot7 = slot6.SECONDs slot8 = slot4.viewFPS slot7 = slot7 / slot8 slot8 = slot4.BulletSpeedConvertConst slot7 = slot7 * slot8 slot8 = slot6.SECONDs slot9 = slot4.calcFPS slot8 = slot8 / slot9 slot9 = slot4.ShipSpeedConvertConst slot8 = slot8 * slot9 slot9 = slot6.SECONDs slot10 = slot4.viewFPS slot9 = slot9 / slot10 slot10 = slot4.AircraftSpeedConvertConst slot9 = slot9 * slot10 slot10 = slot4.AIR_ASSIST_RELOAD_RATIO slot11 = slot6.PERCENT slot10 = slot10 * slot11 slot11 = slot4.DAMAGE_ENHANCE_FROM_SHIP_TYPE slot12 = slot4.AMMO_DAMAGE_ENHANCE slot13 = slot4.AMMO_DAMAGE_REDUCE slot14 = slot4.SHIP_TYPE_ACCURACY_ENHANCE function slot15(slot0) slot2 = slot0 slot1 = slot0.GetFlagShip slot1 = slot1(slot2) slot3 = slot0 slot2 = slot0.GetUnitList slot2 = slot2(slot3) slot3 = uv0 slot3 = slot3.NUM0 slot4 = ipairs slot5 = slot2 slot4, slot5, slot6 = slot4(slot5) for slot7, slot8 in slot4, slot5, slot6 do if slot8 == slot1 then slot9 = uv1 slot9 = slot9.GetCurrent slot10 = slot8 slot11 = "maxHP" slot9 = slot9(slot10, slot11) slot10 = uv0 slot10 = slot10.HP_CONST slot9 = slot9 * slot10 slot3 = slot3 + slot9 else slot9 = uv1 slot9 = slot9.GetCurrent slot10 = slot8 slot11 = "maxHP" slot9 = slot9(slot10, slot11) slot3 = slot3 + slot9 end end return slot3 end slot0.GetFleetTotalHP = slot15 function slot15(slot0) slot1 = slot0[1] if slot1 then slot2 = uv0 slot2 = slot2.GetCurrent slot3 = slot1 slot4 = "fleetVelocity" slot2 = slot2(slot3, slot4) slot3 = uv1 slot3 = slot3.NUM0 if slot3 < slot2 then slot3 = uv1 slot3 = slot3.PERCENT slot3 = slot2 * slot3 return slot3 end end slot2 = uv1 slot2 = slot2.NUM0 slot3 = #slot0 slot4 = ipairs slot5 = slot0 slot4, slot5, slot6 = slot4(slot5) for slot7, slot8 in slot4, slot5, slot6 do slot10 = slot8 slot9 = slot8.GetAttrByName slot11 = "velocity" slot9 = slot9(slot10, slot11) slot2 = slot2 + slot9 end slot4 = uv1 slot4 = slot4.NUM1 slot5 = uv1 slot5 = slot5.SPEED_CONST slot6 = uv1 slot6 = slot6.NUM1 slot6 = slot3 - slot6 slot5 = slot5 * slot6 slot4 = slot4 - slot5 slot5 = slot2 / slot3 slot5 = slot5 * slot4 return slot5 end slot0.GetFleetVelocity = slot15 function slot15(slot0) slot1 = uv0 slot1 = slot1.NUM0 slot2 = ipairs slot3 = slot0 slot2, slot3, slot4 = slot2(slot3) for slot5, slot6 in slot2, slot3, slot4 do slot8 = slot6 slot7 = slot6.GetReload slot7 = slot7(slot8) slot1 = slot1 + slot7 end return slot1 end slot0.GetFleetReload = slot15 function slot15(slot0) slot1 = uv0 slot1 = slot1.NUM0 slot2 = ipairs slot3 = slot0 slot2, slot3, slot4 = slot2(slot3) for slot5, slot6 in slot2, slot3, slot4 do slot8 = slot6 slot7 = slot6.GetTorpedoPower slot7 = slot7(slot8) slot1 = slot1 + slot7 end return slot1 end slot0.GetFleetTorpedoPower = slot15 function slot15(slot0, slot1) slot2 = SYSTEM_DUEL if slot0 == slot2 then slot2 = slot1.level slot3 = slot1.durability slot4 = ys slot4 = slot4.Battle slot4 = slot4.BattleDataFunction slot4 = slot4.GetPlayerUnitDurabilityExtraAddition slot5 = slot0 slot6 = slot2 slot4, slot5 = slot4(slot5, slot6) slot6 = slot3 * slot4 slot6 = slot6 + slot5 slot1.durability = slot6 end end slot0.AttrFixer = slot15 function slot15(slot0, slot1) slot2 = 1 slot3 = SYSTEM_DUEL if slot0 == slot3 then slot3 = slot1.level slot4 = ys slot4 = slot4.Battle slot4 = slot4.BattleDataFunction slot4 = slot4.GetPlayerUnitDurabilityExtraAddition slot5 = slot0 slot6 = slot3 slot4 = slot4(slot5, slot6) slot2 = slot4 end return slot2 end slot0.HealFixer = slot15 function slot15(slot0) slot1 = uv0 slot1 = slot0 * slot1 return slot1 end slot0.ConvertShipSpeed = slot15 function slot15(slot0) if slot0 then slot1 = uv0 slot1 = slot0 * slot1 return slot1 else slot1 = nil return slot1 end end slot0.ConvertAircraftSpeed = slot15 function slot15(slot0) slot1 = uv0 slot1 = slot0 * slot1 return slot1 end slot0.ConvertBulletSpeed = slot15 function slot15(slot0) slot1 = uv0 slot1 = slot0 / slot1 return slot1 end slot0.ConvertBulletDataSpeed = slot15 function slot15(slot0) function slot1(slot0, slot1, slot2, slot3) slot4 = uv0 slot4 = slot4.NUM1 slot5 = uv0 slot5 = slot5.NUM0 slot6 = uv0 slot6 = slot6.NUM10000 slot7 = uv0 slot7 = slot7.DRATE slot8 = uv0 slot8 = slot8.ACCURACY slot10 = slot0 slot9 = slot0.GetWeaponHostAttr slot9 = slot9(slot10) slot11 = slot0 slot10 = slot0.GetWeapon slot10 = slot10(slot11) slot12 = slot0 slot11 = slot0.GetWeaponTempData slot11 = slot11(slot12) slot12 = slot11.type slot13 = slot11.attack_attribute slot15 = slot10 slot14 = slot10.GetConvertedAtkAttr slot14 = slot14(slot15) slot16 = slot0 slot15 = slot0.GetTemplate slot15 = slot15(slot16) slot16 = slot15.damage_type slot17 = slot15.random_damage_rate slot18 = slot1._attr if not slot3 then slot19 = slot4 end if not slot2 then slot2 = slot5 end slot20 = slot18.armorType slot21 = slot9.formulaLevel slot22 = slot18.formulaLevel slot21 = slot21 - slot22 slot22 = slot4 slot23 = false slot24 = false slot25 = slot4 slot27 = slot0 slot26 = slot0.GetCorrectedDMG slot26 = slot26(slot27) slot28 = slot0 slot27 = slot0.GetWeaponAtkAttr slot27 = slot27(slot28) slot28 = slot27 * slot14 slot28 = slot4 + slot28 slot26 = slot28 * slot26 slot28 = uv1 slot28 = slot28.WeaponDamageAttr slot28 = slot28.CANNON if slot13 == slot28 then slot28 = uv2 slot28 = slot28.GetCurrent slot29 = slot1 slot30 = "injureRatioByCannon" slot28 = slot28(slot29, slot30) slot28 = slot4 + slot28 slot29 = uv2 slot29 = slot29.GetCurrent slot30 = slot0 slot31 = "damageRatioByCannon" slot29 = slot29(slot30, slot31) slot19 = slot28 + slot29 else slot28 = uv1 slot28 = slot28.WeaponDamageAttr slot28 = slot28.TORPEDO if slot13 == slot28 then slot28 = uv2 slot28 = slot28.GetCurrent slot29 = slot1 slot30 = "injureRatioByBulletTorpedo" slot28 = slot28(slot29, slot30) slot28 = slot4 + slot28 slot29 = uv2 slot29 = slot29.GetCurrent slot30 = slot0 slot31 = "damageRatioByBulletTorpedo" slot29 = slot29(slot30, slot31) slot19 = slot28 + slot29 else slot28 = uv1 slot28 = slot28.WeaponDamageAttr slot28 = slot28.AIR if slot13 == slot28 then slot28 = uv2 slot28 = slot28.GetCurrent slot29 = slot0 slot30 = "airResistPierceActive" slot28 = slot28(slot29, slot30) if slot28 ~= 1 then slot28 = false else slot28 = true end if slot28 then slot29 = uv2 slot29 = slot29.GetCurrent slot30 = slot0 slot31 = "airResistPierce" slot29 = slot29(slot30, slot31) if not slot29 then slot29 = 0 end end slot30 = math slot30 = slot30.min slot31 = slot7[7] slot32 = slot18.antiAirPower slot33 = slot7[7] slot32 = slot32 + slot33 slot31 = slot31 / slot32 slot31 = slot31 + slot29 slot32 = 1 slot30 = slot30(slot31, slot32) slot31 = slot19 * slot30 slot32 = uv2 slot32 = slot32.GetCurrent slot33 = slot1 slot34 = "injureRatioByAir" slot32 = slot32(slot33, slot34) slot32 = slot4 + slot32 slot33 = uv2 slot33 = slot33.GetCurrent slot34 = slot0 slot35 = "damageRatioByAir" slot33 = slot33(slot34, slot35) slot32 = slot32 + slot33 slot19 = slot31 * slot32 else slot28 = uv1 slot28 = slot28.WeaponDamageAttr slot28 = slot28.ANTI_AIR if slot13 == slot28 then -- Nothing else slot28 = uv1 slot28 = slot28.WeaponDamageAttr slot28 = slot28.ANIT_SUB if slot13 == slot28 then -- Nothing end end end end end slot28 = slot9.luck slot29 = slot18.luck slot28 = slot28 - slot29 slot29 = uv2 slot29 = slot29.GetCurrent slot30 = slot1 slot31 = "perfectDodge" slot29 = slot29(slot30, slot31) if slot29 == 1 then slot23 = true else slot30 = slot8[1] slot31 = slot9.attackRating slot32 = slot9.attackRating slot33 = slot18.dodgeRate slot32 = slot32 + slot33 slot33 = slot8[2] slot32 = slot32 + slot33 slot31 = slot31 / slot32 slot30 = slot30 + slot31 slot31 = slot28 + slot21 slot32 = uv0 slot32 = slot32.PERCENT1 slot31 = slot31 * slot32 slot30 = slot30 + slot31 slot31 = uv2 slot31 = slot31.GetCurrent slot32 = slot1 slot33 = "accuracyRateExtra" slot31 = slot31(slot32, slot33) slot32 = uv2 slot32 = slot32.GetCurrent slot33 = slot0 slot34 = uv3 slot36 = slot1 slot35 = slot1.GetTemplate slot35 = slot35(slot36) slot35 = slot35.type slot34 = slot34[slot35] slot32 = slot32(slot33, slot34) slot33 = uv2 slot33 = slot33.GetCurrent slot34 = slot1 slot35 = "dodgeRateExtra" slot33 = slot33(slot34, slot35) slot34 = math slot34 = slot34.max slot35 = slot7[5] slot36 = math slot36 = slot36.min slot37 = slot4 slot38 = slot30 + slot31 slot38 = slot38 + slot32 slot38 = slot38 - slot33 slot34 = slot34(slot35, slot36(slot37, slot38)) slot30 = slot34 slot34 = uv4 slot34 = slot34.IsHappen slot35 = slot30 * slot6 slot34 = slot34(slot35) slot23 = not slot34 end if not slot23 then slot30 = nil slot31 = uv2 slot31 = slot31.GetCurrent slot32 = slot0 slot33 = "GCT" slot31 = slot31(slot32, slot33) if slot31 == 1 then slot30 = 1 else slot31 = uv0 slot31 = slot31.DFT_CRIT_RATE slot32 = slot9.attackRating slot33 = slot9.attackRating slot34 = slot18.dodgeRate slot33 = slot33 + slot34 slot34 = slot7[4] slot33 = slot33 + slot34 slot32 = slot32 / slot33 slot31 = slot31 + slot32 slot32 = slot28 + slot21 slot33 = slot7[3] slot32 = slot32 * slot33 slot31 = slot31 + slot32 slot32 = uv2 slot32 = slot32.GetCurrent slot33 = slot0 slot34 = "cri" slot32 = slot32(slot33, slot34) slot30 = slot31 + slot32 end slot31 = math slot31 = slot31.random slot32 = uv5 slot32 = slot32.RANDOM_DAMAGE_MIN slot33 = uv5 slot33 = slot33.RANDOM_DAMAGE_MAX slot31 = slot31(slot32, slot33) slot25 = slot31 + slot26 slot32 = uv4 slot32 = slot32.IsHappen slot33 = slot30 * slot6 slot32 = slot32(slot33) if slot32 then slot24 = true slot32 = math slot32 = slot32.max slot33 = 1 slot34 = uv0 slot34 = slot34.DFT_CRIT_EFFECT slot35 = uv2 slot35 = slot35.GetCurrent slot36 = slot0 slot37 = "criDamage" slot35 = slot35(slot36, slot37) slot34 = slot34 + slot35 slot35 = uv2 slot35 = slot35.GetCurrent slot36 = slot1 slot37 = "criDamageResist" slot35 = slot35(slot36, slot37) slot34 = slot34 - slot35 slot32 = slot32(slot33, slot34) slot22 = slot32 else slot24 = false end else slot25 = slot5 slot30 = { isMiss = true, isDamagePrevent = false, isCri = slot24 } slot31 = slot25 slot32 = slot30 return slot31, slot32 end slot30 = uv0 slot30 = slot30.NUM1 slot31 = uv2 slot31 = slot31.GetCurrent slot32 = slot0 slot33 = "damageRatioBullet" slot31 = slot31(slot32, slot33) slot32 = uv2 slot32 = slot32.GetTagAttr slot33 = slot0 slot34 = slot1 slot32 = slot32(slot33, slot34) slot33 = uv2 slot33 = slot33.GetCurrent slot34 = slot1 slot35 = "injureRatio" slot33 = slot33(slot34, slot35) slot35 = slot10 slot34 = slot10.GetFixAmmo slot34 = slot34(slot35) if not slot34 then slot34 = slot16[slot20] if not slot34 then slot34 = slot30 end end slot35 = uv2 slot35 = slot35.GetCurrent slot36 = slot0 slot37 = uv5 slot37 = slot37.AGAINST_ARMOR_ENHANCE slot37 = slot37[slot20] slot35 = slot35(slot36, slot37) slot34 = slot34 + slot35 slot35 = uv2 slot35 = slot35.GetCurrent slot36 = slot0 slot37 = uv6 slot38 = slot15.ammo_type slot37 = slot37[slot38] slot35 = slot35(slot36, slot37) slot36 = uv2 slot36 = slot36.GetCurrent slot37 = slot1 slot38 = uv7 slot39 = slot15.ammo_type slot38 = slot38[slot39] slot36 = slot36(slot37, slot38) slot37 = uv2 slot37 = slot37.GetCurrent slot38 = slot0 slot39 = "comboTag" slot37 = slot37(slot38, slot39) slot38 = uv2 slot38 = slot38.GetCurrent slot39 = slot1 slot40 = slot37 slot38 = slot38(slot39, slot40) slot39 = math slot39 = slot39.max slot40 = slot30 slot41 = math slot41 = slot41.floor slot42 = slot25 * slot19 slot43 = slot30 - slot2 slot42 = slot42 * slot43 slot42 = slot42 * slot34 slot42 = slot42 * slot22 slot43 = slot30 + slot31 slot42 = slot42 * slot43 slot42 = slot42 * slot32 slot43 = slot30 + slot33 slot42 = slot42 * slot43 slot43 = slot30 + slot35 slot43 = slot43 - slot36 slot42 = slot42 * slot43 slot43 = slot30 + slot38 slot42 = slot42 * slot43 slot43 = math slot43 = slot43.min slot44 = slot7[1] slot45 = math slot45 = slot45.max slot46 = slot7[1] slot46 = -slot46 slot47 = slot21 slot43 = slot43(slot44, slot45(slot46, slot47)) slot44 = slot7[2] slot43 = slot43 * slot44 slot43 = slot30 + slot43 slot42 = slot42 * slot43 slot39 = slot39(slot40, slot41(slot42)) slot25 = slot39 slot40 = slot1 slot39 = slot1.GetCurrentOxyState slot39 = slot39(slot40) slot40 = uv1 slot40 = slot40.OXY_STATE slot40 = slot40.DIVE if slot39 == slot40 then slot39 = math slot39 = slot39.floor slot40 = slot15.antisub_enhancement slot40 = slot25 * slot40 slot39 = slot39(slot40) slot25 = slot39 end slot39 = { isMiss = slot23, isCri = slot24, damageAttr = slot13 } slot41 = slot0 slot40 = slot0.GetDamageEnhance slot40 = slot40(slot41) if slot40 ~= 1 then slot41 = math slot41 = slot41.floor slot42 = slot25 * slot40 slot41 = slot41(slot42) slot25 = slot41 end slot41 = slot18.repressReduce slot25 = slot25 * slot41 if slot17 ~= 0 then slot41 = Mathf slot41 = slot41.RandomFloat slot42 = slot17 slot41 = slot41(slot42) slot41 = slot41 + 1 slot25 = slot25 * slot41 end slot41 = uv2 slot41 = slot41.GetCurrent slot42 = slot0 slot43 = "damageEnhanceProjectile" slot41 = slot41(slot42, slot43) slot42 = math slot42 = slot42.max slot43 = 0 slot44 = slot25 + slot41 slot42 = slot42(slot43, slot44) slot25 = slot42 slot42 = uv8 if slot42 then slot42 = uv0 slot42 = slot42.NUM1 slot43 = uv2 slot43 = slot43.GetCurrent slot44 = slot0 slot45 = "worldBuffResistance" slot43 = slot43(slot44, slot45) slot42 = slot42 + slot43 slot25 = slot25 * slot42 end slot42 = math slot42 = slot42.floor slot43 = slot25 slot42 = slot42(slot43) slot25 = slot42 slot42 = slot15.DMG_font slot42 = slot42[slot20] slot43 = 0 if slot41 < slot43 then slot43 = uv5 slot42 = slot43.BULLET_DECREASE_DMG_FONT end slot43 = slot25 slot44 = slot39 slot45 = slot42 return slot43, slot44, slot45 end return slot1 end slot0.CreateContextCalculateDamage = slot15 function slot15(slot0, slot1, slot2) slot3 = slot0._attr slot5 = slot0 slot4 = slot0.GetWeapon slot4 = slot4(slot5) slot6 = slot4 slot5 = slot4.GetCorrectedDMG slot5 = slot5(slot6) slot6 = slot3[slot1] slot7 = uv0 slot7 = slot7.PERCENT slot6 = slot6 * slot7 slot6 = 1 + slot6 slot6 = slot5 * slot6 slot6 = slot6 * slot2 return slot6 end slot0.CalculateIgniteDamage = slot15 function slot15(slot0, slot1) slot3 = slot0 slot2 = slot0.GetTemplateData slot2 = slot2(slot3) if not slot1 then slot3 = slot2.damage end slot4 = slot2.corrected slot6 = slot0 slot5 = slot0.GetPotential slot5 = slot5(slot6) slot6 = slot3 * slot5 slot6 = slot6 * slot4 slot7 = uv0 slot7 = slot7.PERCENT slot6 = slot6 * slot7 return slot6 end slot0.WeaponDamagePreCorrection = slot15 function slot15(slot0) slot2 = slot0 slot1 = slot0.GetTemplateData slot1 = slot1(slot2) slot2 = slot1.attack_attribute_ratio slot3 = uv0 slot3 = slot3.PERCENT2 slot2 = slot2 * slot3 return slot2 end slot0.WeaponAtkAttrPreRatio = slot15 function slot15(slot0) slot1 = {} slot2 = uv0 slot2 = slot2.METEO_RATE slot3 = slot2[1] slot4 = slot2[2] if slot4 <= slot0 then slot4 = 1 slot5 = slot0 + 1 slot6 = 1 for slot7 = slot4, slot5, slot6 do slot1[slot7] = slot3 end return slot1 else slot4 = slot3 * slot0 slot4 = 1 - slot4 slot5 = 1 slot6 = slot0 slot7 = 1 for slot8 = slot5, slot6, slot7 do slot9 = math slot9 = slot9.random slot9 = slot9() slot9 = slot9 * slot4 slot10 = slot2[3] slot11 = slot2[4] slot12 = slot8 - 1 slot11 = slot11 * slot12 slot11 = slot11 / slot0 slot10 = slot10 + slot11 slot9 = slot9 * slot10 slot10 = slot9 + slot3 slot1[slot8] = slot10 slot10 = math slot10 = slot10.max slot11 = 0 slot12 = slot4 - slot9 slot10 = slot10(slot11, slot12) slot4 = slot10 end slot5 = slot0 + 1 slot1[slot5] = slot4 return slot1 end end slot0.GetMeteoDamageRatio = slot15 function slot15(slot0) slot2 = slot0 slot1 = slot0.GetCrewUnitList slot1 = slot1(slot2) slot2 = 0 slot3 = pairs slot4 = slot1 slot3, slot4, slot5 = slot3(slot4) for slot6, slot7 in slot3, slot4, slot5 do slot8 = uv0 slot8 = slot8.GetCurrent slot9 = slot6 slot10 = "antiAirPower" slot8 = slot8(slot9, slot10) slot9 = ipairs slot10 = slot7 slot9, slot10, slot11 = slot9(slot10) for slot12, slot13 in slot9, slot10, slot11 do slot15 = slot13 slot14 = slot13.GetConvertedAtkAttr slot14 = slot14(slot15) slot16 = slot13 slot15 = slot13.GetCorrectedDMG slot15 = slot15(slot16) slot16 = math slot16 = slot16.max slot17 = 1 slot18 = slot8 * slot14 slot18 = slot18 + 1 slot18 = slot18 * slot15 slot16 = slot16(slot17, slot18) slot2 = slot2 + slot16 end end return slot2 end slot0.CalculateFleetAntiAirTotalDamage = slot15 function slot15(slot0) slot2 = slot0 slot1 = slot0.GetHost slot1 = slot1(slot2) slot3 = slot0 slot2 = slot0.GetConvertedAtkAttr slot2 = slot2(slot3) slot4 = slot0 slot3 = slot0.GetCorrectedDMG slot3 = slot3(slot4) slot4 = uv0 slot4 = slot4.GetCurrent slot5 = slot1 slot6 = "antiAirPower" slot4 = slot4(slot5, slot6) slot5 = math slot5 = slot5.max slot6 = 1 slot7 = slot4 * slot2 slot7 = slot7 + 1 slot7 = slot7 * slot3 slot5 = slot5(slot6, slot7) return slot5 end slot0.CalculateRepaterAnitiAirTotalDamage = slot15 function slot15(slot0, slot1) slot3 = slot0 slot2 = slot0.GetHost slot2 = slot2(slot3) slot3 = uv0 slot3 = slot3.GetCurrent slot4 = slot2 slot5 = "antiAirPower" slot3 = slot3(slot4, slot5) slot4 = uv0 slot4 = slot4.GetCurrent slot5 = slot2 slot6 = "attackRating" slot4 = slot4(slot5, slot6) slot5 = uv0 slot5 = slot5.GetCurrent slot6 = slot1 slot7 = "airPower" slot5 = slot5(slot6, slot7) slot6 = uv0 slot6 = slot6.GetCurrent slot7 = slot1 slot8 = "dodgeLimit" slot6 = slot6(slot7, slot8) slot7 = uv0 slot7 = slot7.GetCurrent slot8 = slot1 slot9 = "dodge" slot7 = slot7(slot8, slot9) slot8 = uv1 slot8 = slot8.const_A slot8 = slot5 / slot8 slot9 = uv1 slot9 = slot9.const_B slot8 = slot8 + slot9 slot9 = slot3 * slot7 slot9 = slot9 + slot8 slot10 = uv1 slot10 = slot10.const_C slot9 = slot9 + slot10 slot9 = slot8 / slot9 slot10 = math slot10 = slot10.min slot11 = slot6 slot12 = slot9 slot10 = slot10(slot11, slot12) slot9 = slot10 slot10 = uv2 slot10 = slot10.IsHappen slot11 = uv3 slot11 = slot11.NUM10000 slot11 = slot9 * slot11 return slot10(slot11) end slot0.RollRepeaterHitDice = slot15 function slot15(slot0) slot1 = slot0 * slot0 return slot1 end slot0.AntiAirPowerWeight = slot15 function slot15(slot0, slot1) slot2 = uv0 slot2 = slot2.GetCurrent slot3 = slot0 slot4 = "airPower" slot2 = slot2(slot3, slot4) slot3 = uv0 slot3 = slot3.GetCurrent slot4 = slot1 slot5 = "antiAirPower" slot3 = slot3(slot4, slot5) slot4 = uv0 slot4 = slot4.GetCurrent slot5 = slot0 slot6 = "crashDMG" slot4 = slot4(slot5, slot6) slot6 = slot0 slot5 = slot0.GetHPRate slot5 = slot5(slot6) slot6 = uv0 slot6 = slot6.GetCurrent slot7 = slot0 slot8 = "formulaLevel" slot6 = slot6(slot7, slot8) slot7 = uv0 slot7 = slot7.GetCurrent slot8 = slot1 slot9 = "formulaLevel" slot7 = slot7(slot8, slot9) slot8 = uv0 slot8 = slot8.GetCurrent slot9 = slot1 slot10 = "injureRatio" slot8 = slot8(slot9, slot10) slot9 = uv0 slot9 = slot9.GetCurrent slot10 = slot1 slot11 = "injureRatioByAir" slot9 = slot9(slot10, slot11) slot10 = uv1 slot10 = slot10.PLANE_LEAK_RATE slot11 = math slot11 = slot11.max slot12 = slot10[1] slot13 = math slot13 = slot13.floor slot14 = slot10[2] slot15 = slot10[3] slot15 = slot2 * slot15 slot14 = slot14 + slot15 slot14 = slot4 * slot14 slot15 = slot10[4] slot15 = slot6 * slot15 slot14 = slot14 + slot15 slot15 = slot10[5] slot15 = slot5 * slot15 slot16 = slot10[6] slot15 = slot15 + slot16 slot14 = slot14 * slot15 slot15 = slot10[7] slot16 = slot6 - slot7 slot17 = slot10[8] slot16 = slot16 * slot17 slot15 = slot15 + slot16 slot14 = slot14 * slot15 slot15 = slot10[9] slot16 = slot10[10] slot16 = slot3 + slot16 slot15 = slot15 / slot16 slot14 = slot14 * slot15 slot15 = slot10[11] slot15 = slot15 + slot8 slot14 = slot14 * slot15 slot15 = slot10[12] slot15 = slot15 + slot9 slot14 = slot14 * slot15 slot11 = slot11(slot12, slot13(slot14)) slot12 = math slot12 = slot12.floor slot13 = uv0 slot13 = slot13.GetCurrent slot14 = slot1 slot15 = "repressReduce" slot13 = slot13(slot14, slot15) slot13 = slot11 * slot13 slot12 = slot12(slot13) slot11 = slot12 return slot11 end slot0.CalculateDamageFromAircraftToMainShip = slot15 function slot15(slot0, slot1) slot2 = uv0 slot2 = slot2.GetCurrent slot3 = slot0 slot4 = "cannonPower" slot2 = slot2(slot3, slot4) slot3 = uv0 slot3 = slot3.GetCurrent slot4 = slot0 slot5 = "torpedoPower" slot3 = slot3(slot4, slot5) slot5 = slot0 slot4 = slot0.GetHPRate slot4 = slot4(slot5) slot5 = uv0 slot5 = slot5.GetCurrent slot6 = slot0 slot7 = "formulaLevel" slot5 = slot5(slot6, slot7) slot6 = uv0 slot6 = slot6.GetCurrent slot7 = slot1 slot8 = "formulaLevel" slot6 = slot6(slot7, slot8) slot7 = uv0 slot7 = slot7.GetCurrent slot8 = slot1 slot9 = "injureRatio" slot7 = slot7(slot8, slot9) slot8 = uv1 slot8 = slot8.LEAK_RATE slot9 = math slot9 = slot9.max slot10 = slot8[1] slot11 = math slot11 = slot11.floor slot12 = slot2 + slot3 slot13 = slot8[2] slot12 = slot12 * slot13 slot13 = slot8[7] slot13 = slot5 * slot13 slot12 = slot12 + slot13 slot13 = slot8[5] slot13 = slot13 + slot7 slot12 = slot12 * slot13 slot13 = slot8[3] slot13 = slot4 * slot13 slot14 = slot8[4] slot13 = slot13 + slot14 slot12 = slot12 * slot13 slot13 = slot8[5] slot14 = slot5 - slot6 slot15 = slot8[6] slot14 = slot14 * slot15 slot13 = slot13 + slot14 slot12 = slot12 * slot13 slot9 = slot9(slot10, slot11(slot12)) slot10 = math slot10 = slot10.floor slot11 = uv0 slot11 = slot11.GetCurrent slot12 = slot1 slot13 = "repressReduce" slot11 = slot11(slot12, slot13) slot11 = slot9 * slot11 slot10 = slot10(slot11) slot9 = slot10 return slot9 end slot0.CalculateDamageFromShipToMainShip = slot15 function slot15(slot0, slot1) slot2 = uv0 slot2 = slot2.GetCurrent slot3 = slot0 slot4 = "torpedoPower" slot2 = slot2(slot3, slot4) slot4 = slot0 slot3 = slot0.GetHPRate slot3 = slot3(slot4) slot4 = uv0 slot4 = slot4.GetCurrent slot5 = slot0 slot6 = "formulaLevel" slot4 = slot4(slot5, slot6) slot5 = uv0 slot5 = slot5.GetCurrent slot6 = slot1 slot7 = "formulaLevel" slot5 = slot5(slot6, slot7) slot6 = uv0 slot6 = slot6.GetCurrent slot7 = slot1 slot8 = "injureRatio" slot6 = slot6(slot7, slot8) slot7 = uv1 slot7 = slot7.SUBMARINE_KAMIKAZE slot8 = math slot8 = slot8.max slot9 = slot7[1] slot10 = math slot10 = slot10.floor slot11 = slot7[2] slot11 = slot2 * slot11 slot12 = slot7[3] slot12 = slot4 * slot12 slot11 = slot11 + slot12 slot12 = slot7[4] slot12 = slot12 + slot6 slot11 = slot11 * slot12 slot12 = slot7[5] slot12 = slot3 * slot12 slot13 = slot7[6] slot12 = slot12 + slot13 slot11 = slot11 * slot12 slot12 = slot7[7] slot13 = slot4 - slot5 slot14 = slot7[8] slot13 = slot13 * slot14 slot12 = slot12 + slot13 slot11 = slot11 * slot12 slot8 = slot8(slot9, slot10(slot11)) return slot8 end slot0.CalculateDamageFromSubmarinToMainShip = slot15 function slot15(slot0) slot1 = uv0 slot1 = slot1.GetCurrent slot2 = slot0 slot3 = "dodgeRate" slot1 = slot1(slot2, slot3) slot2 = uv1 slot2 = slot2.MONSTER_SUB_KAMIKAZE_DUAL_K slot2 = slot1 + slot2 slot2 = slot1 / slot2 slot3 = uv1 slot3 = slot3.MONSTER_SUB_KAMIKAZE_DUAL_P slot2 = slot2 * slot3 slot3 = uv2 slot3 = slot3.IsHappen slot4 = uv3 slot4 = slot4.NUM10000 slot4 = slot2 * slot4 return slot3(slot4) end slot0.RollSubmarineDualDice = slot15 function slot15(slot0, slot1) slot2 = uv0 slot2 = slot2.GetCurrent slot3 = slot0 slot4 = "maxHP" slot2 = slot2(slot3, slot4) slot3 = uv0 slot3 = slot3.GetCurrent slot4 = slot1 slot5 = "maxHP" slot3 = slot3(slot4, slot5) slot4 = uv1 slot4 = slot4.CRASH_RATE slot4 = slot4[1] slot4 = slot2 * slot4 slot5 = uv1 slot5 = slot5.CRASH_RATE slot5 = slot5[1] slot5 = slot3 * slot5 slot6 = uv0 slot6 = slot6.GetCurrent slot7 = slot0 slot8 = "hammerDamageRatio" slot6 = slot6(slot7, slot8) slot7 = uv0 slot7 = slot7.GetCurrent slot8 = slot1 slot9 = "hammerDamageRatio" slot7 = slot7(slot8, slot9) slot8 = uv0 slot8 = slot8.GetCurrent slot9 = slot0 slot10 = "hammerDamagePrevent" slot8 = slot8(slot9, slot10) slot9 = uv0 slot9 = slot9.GetCurrent slot10 = slot1 slot11 = "hammerDamagePrevent" slot9 = slot9(slot10, slot11) slot10 = math slot10 = slot10.sqrt slot11 = slot2 * slot3 slot10 = slot10(slot11) slot11 = uv1 slot11 = slot11.CRASH_RATE slot11 = slot11[2] slot10 = slot10 * slot11 slot11 = math slot11 = slot11.min slot12 = slot4 slot13 = slot10 slot11 = slot11(slot12, slot13) slot12 = math slot12 = slot12.min slot13 = slot5 slot14 = slot10 slot12 = slot12(slot13, slot14) slot13 = math slot13 = slot13.floor slot14 = 1 + slot7 slot14 = slot11 * slot14 slot15 = 1 - slot8 slot14 = slot14 * slot15 slot13 = slot13(slot14) slot14 = math slot14 = slot14.floor slot15 = uv0 slot15 = slot15.GetCurrent slot16 = slot0 slot17 = "repressReduce" slot15 = slot15(slot16, slot17) slot15 = slot13 * slot15 slot14 = slot14(slot15) slot13 = slot14 slot14 = math slot14 = slot14.floor slot15 = 1 + slot6 slot15 = slot12 * slot15 slot16 = 1 - slot9 slot15 = slot15 * slot16 slot14 = slot14(slot15) slot15 = math slot15 = slot15.floor slot16 = uv0 slot16 = slot16.GetCurrent slot17 = slot1 slot18 = "repressReduce" slot16 = slot16(slot17, slot18) slot16 = slot14 * slot16 slot15 = slot15(slot16) slot14 = slot15 slot15 = slot13 slot16 = slot14 return slot15, slot16 end slot0.CalculateCrashDamage = slot15 function slot15(slot0) slot1 = uv0 slot1 = slot1.SCORE_RATE slot1 = slot1[1] slot1 = slot0 * slot1 return slot1 end slot0.CalculateFleetDamage = slot15 function slot15(slot0, slot1) slot3 = slot0 slot2 = slot0.GetFlagShip slot2 = slot2(slot3) if slot1 == slot2 then slot2 = uv0 slot2 = slot2.GetCurrent slot3 = slot1 slot4 = "maxHP" slot2 = slot2(slot3, slot4) slot3 = uv1 slot3 = slot3.SCORE_RATE slot3 = slot3[2] slot2 = slot2 * slot3 return slot2 else slot2 = uv0 slot2 = slot2.GetCurrent slot3 = slot1 slot4 = "maxHP" slot2 = slot2(slot3, slot4) slot3 = uv1 slot3 = slot3.SCORE_RATE slot3 = slot3[3] slot2 = slot2 * slot3 return slot2 end end slot0.CalculateFleetOverDamage = slot15 function slot15(slot0, slot1) slot2 = slot1.loadSpeed slot3 = uv0 slot3 = slot3.CalculateReloadTime slot4 = slot0 slot5 = slot2 return slot3(slot4, slot5) end slot0.ReloadTime = slot15 function slot15(slot0, slot1) slot2 = uv0 slot2 = slot2.K1 slot2 = slot0 / slot2 slot3 = math slot3 = slot3.sqrt slot4 = uv0 slot4 = slot4.K2 slot4 = slot1 + slot4 slot5 = uv0 slot5 = slot5.K3 slot4 = slot4 * slot5 slot3 = slot3(slot4) slot2 = slot2 / slot3 return slot2 end slot0.CalculateReloadTime = slot15 function slot15(slot0, slot1) slot2 = math slot2 = slot2.sqrt slot3 = uv0 slot3 = slot3.K2 slot3 = slot1 + slot3 slot4 = uv0 slot4 = slot4.K3 slot3 = slot3 * slot4 slot2 = slot2(slot3) slot2 = slot2 * slot0 slot3 = uv0 slot3 = slot3.K1 slot2 = slot2 * slot3 return slot2 end slot0.CaclulateReloaded = slot15 function slot15(slot0, slot1) slot2 = uv0 slot2 = slot2.K1 slot2 = slot0 / slot2 slot2 = slot2 / slot1 slot3 = slot2 * slot2 slot4 = uv0 slot4 = slot4.K3 slot3 = slot3 / slot4 slot4 = uv0 slot4 = slot4.K2 slot3 = slot3 - slot4 return slot3 end slot0.CaclulateReloadAttr = slot15 function slot15(slot0) slot1 = 0 slot2 = ipairs slot3 = slot0 slot2, slot3, slot4 = slot2(slot3) for slot5, slot6 in slot2, slot3, slot4 do slot8 = slot6 slot7 = slot6.GetTemplateData slot7 = slot7(slot8) slot7 = slot7.reload_max slot1 = slot1 + slot7 end slot2 = #slot0 slot2 = slot1 / slot2 slot3 = uv0 slot1 = slot2 * slot3 return slot1 end slot0.CaclulateAirAssistReloadMax = slot15 function slot15(slot0, slot1, slot2, slot3) slot4 = slot1.arg_list slot5 = uv0 slot5 = slot5.DOT_CONFIG slot6 = slot4.dotType slot5 = slot5[slot6] slot7 = slot2 slot6 = slot2.GetAttrByName slot8 = slot5.hit slot6 = slot6(slot7, slot8) slot8 = slot3 slot7 = slot3.GetAttrByName slot9 = slot5.resist slot7 = slot7(slot8, slot9) slot8 = uv1 slot8 = slot8.IsHappen slot9 = uv2 slot9 = slot9.NUM1 slot9 = slot9 + slot6 slot9 = slot0 * slot9 slot10 = uv2 slot10 = slot10.NUM1 slot10 = slot10 - slot7 slot9 = slot9 * slot10 return slot8(slot9) end slot0.CaclulateDOTPlace = slot15 function slot15(slot0, slot1, slot2) slot3 = slot0.arg_list slot4 = uv0 slot4 = slot4.DOT_CONFIG slot5 = slot3.dotType slot4 = slot4[slot5] slot6 = slot1 slot5 = slot1.GetAttrByName slot7 = slot4.prolong slot5 = slot5(slot6, slot7) slot7 = slot2 slot6 = slot2.GetAttrByName slot8 = slot4.shorten slot6 = slot6(slot7, slot8) slot7 = slot5 - slot6 return slot7 end slot0.CaclulateDOTDuration = slot15 function slot15(slot0, slot1, slot2) slot3 = slot0.arg_list slot4 = uv0 slot4 = slot4.DOT_CONFIG slot5 = slot3.dotType slot4 = slot4[slot5] slot6 = slot1 slot5 = slot1.GetAttrByName slot7 = slot4.enhance slot5 = slot5(slot6, slot7) slot7 = slot2 slot6 = slot2.GetAttrByName slot8 = slot4.reduce slot6 = slot6(slot7, slot8) slot7 = slot5 - slot6 slot8 = uv1 slot8 = slot8.PERCENT2 slot7 = slot7 * slot8 return slot7 end slot0.CaclulateDOTDamageEnhanceRate = slot15 function slot15(slot0, slot1) slot2 = uv0 slot2 = slot2.WORLD_ENEMY_ENHANCEMENT_CONST_C slot3 = uv0 slot3 = slot3.WORLD_ENEMY_ENHANCEMENT_CONST_B slot3 = slot3 - slot1 slot2 = slot2^slot3 slot2 = 1 + slot2 slot2 = slot0 / slot2 slot2 = 1 + slot2 return slot2 end slot0.WorldEnemyAttrEnhance = slot15 slot15 = setmetatable slot16 = {} slot17 = {} function slot18(slot0, slot1) slot2 = 0 return slot2 end slot17.__index = slot18 slot15 = slot15(slot16, slot17) function slot16(slot0, slot1) if not slot0 then slot0 = uv0 end if not slot1 then slot1 = uv0 end slot2, slot3, slot4 = nil slot5 = {} slot6 = {} slot7 = uv1 slot7 = slot7.attr_world_value_X1 slot7 = slot7.key_value slot7 = slot7 / 10000 slot6[1] = slot7 slot7 = uv1 slot7 = slot7.attr_world_value_X2 slot7 = slot7.key_value slot7 = slot7 / 10000 slot6[2] = slot7 slot5[1] = slot6 slot6 = {} slot7 = uv1 slot7 = slot7.attr_world_value_Y1 slot7 = slot7.key_value slot7 = slot7 / 10000 slot6[1] = slot7 slot7 = uv1 slot7 = slot7.attr_world_value_Y2 slot7 = slot7.key_value slot7 = slot7 / 10000 slot6[2] = slot7 slot5[2] = slot6 slot6 = {} slot7 = uv1 slot7 = slot7.attr_world_value_Z1 slot7 = slot7.key_value slot7 = slot7 / 10000 slot6[1] = slot7 slot7 = uv1 slot7 = slot7.attr_world_value_Z2 slot7 = slot7.key_value slot7 = slot7 / 10000 slot6[2] = slot7 slot5[3] = slot6 slot6 = uv1 slot6 = slot6.attr_world_damage_fix slot6 = slot6.key_value slot6 = slot6 / 10000 slot7 = nil slot8 = slot0[1] if slot8 == 0 then slot8 = slot5[1] slot7 = slot8[2] else slot8 = slot1[1] slot9 = slot0[1] slot7 = slot8 / slot9 end slot8 = math slot8 = slot8.clamp slot9 = slot7 slot10 = slot5[1] slot10 = slot10[1] slot11 = slot5[1] slot11 = slot11[2] slot8 = slot8(slot9, slot10, slot11) slot2 = 1 - slot8 slot8 = slot0[2] if slot8 == 0 then slot8 = slot5[2] slot7 = slot8[2] else slot8 = slot1[2] slot9 = slot0[2] slot7 = slot8 / slot9 end slot8 = math slot8 = slot8.clamp slot9 = slot7 slot10 = slot5[2] slot10 = slot10[1] slot11 = slot5[2] slot11 = slot11[2] slot8 = slot8(slot9, slot10, slot11) slot3 = 1 - slot8 slot8 = slot0[3] if slot8 == 0 then slot8 = slot5[3] slot7 = slot8[2] else slot8 = slot1[3] slot9 = slot0[3] slot7 = slot8 / slot9 end slot8 = math slot8 = slot8.max slot9 = math slot9 = slot9.clamp slot10 = slot7 slot11 = slot5[3] slot11 = slot11[1] slot12 = slot5[3] slot12 = slot12[2] slot9 = slot9(slot10, slot11, slot12) slot9 = 1 - slot9 slot10 = -slot6 slot8 = slot8(slot9, slot10) slot4 = slot8 slot8 = slot2 slot9 = slot3 slot10 = slot4 return slot8, slot9, slot10 end slot0.WorldMapRewardAttrEnhance = slot16 function slot16(slot0, slot1) slot2 = {} slot3 = uv0 slot3 = slot3.attr_world_value_H1 slot3 = slot3.key_value slot3 = slot3 / 10000 slot2[1] = slot3 slot3 = uv0 slot3 = slot3.attr_world_value_H2 slot3 = slot3.key_value slot3 = slot3 / 10000 slot2[2] = slot3 if not slot0 then slot0 = uv1 end if not slot1 then slot1 = uv1 end slot3 = nil slot4 = slot0[3] if slot4 == 0 then slot3 = slot2[2] else slot4 = slot1[3] slot5 = slot0[3] slot3 = slot4 / slot5 end slot4 = math slot4 = slot4.clamp slot5 = slot3 slot6 = slot2[1] slot7 = slot2[2] return slot4(slot5, slot6, slot7) end slot0.WorldMapRewardHealingRate = slot16 function slot16() slot0 = 0 slot1 = { false, true, false } return slot0, slot1 end slot0.CalcDamageLock = slot16 function slot16() slot0 = 0 return slot0 end slot0.CalcDamageLockA2M = slot16 function slot16() slot0 = 0 return slot0 end slot0.CalcDamageLockS2M = slot16 function slot16() slot0 = 0 slot1 = 0 return slot0, slot1 end slot0.CalcDamageLockCrush = slot16 function slot16() slot0 = 0 slot1 = 100000 return slot0, slot1 end slot0.UnilateralCrush = slot16 function slot16(slot0, slot1, ...) slot3 = slot1 slot2 = slot1.GetIFF slot2 = slot2(slot3) slot3 = ys slot3 = slot3.Battle slot3 = slot3.BattleConfig slot3 = slot3.FRIENDLY_CODE if slot2 == slot3 then slot3 = 1 slot4 = { isMiss = false, isCri = false, isDamagePrevent = false } return slot3, slot4 else slot3 = ys slot3 = slot3.Battle slot3 = slot3.BattleConfig slot3 = slot3.FOE_CODE if slot2 == slot3 then slot3 = uv0 slot3 = slot3.CalculateDamage slot4 = slot0 slot5 = slot1 return slot3(slot4, slot5, ...) end end end slot0.FriendInvincibleDamage = slot16 function slot16(slot0, slot1) slot2 = uv0 slot2 = slot2.CalculateCrashDamage slot3 = slot0 slot4 = slot1 slot2, slot3 = slot2(slot3, slot4) slot4 = 1 slot6 = slot1 slot5 = slot1.GetIFF slot5 = slot5(slot6) slot6 = ys slot6 = slot6.Battle slot6 = slot6.BattleConfig slot6 = slot6.FRIENDLY_CODE if slot5 == slot6 then slot3 = 1 end slot5 = slot4 slot6 = slot3 return slot5, slot6 end slot0.FriendInvincibleCrashDamage = slot16 function slot16(slot0) slot1 = slot0 * 0.01 slot1 = 1 - slot1 return slot1 end slot0.ChapterRepressReduce = slot16 function slot16(slot0) slot1 = 0 if slot0 <= slot1 then slot1 = false return slot1 else slot1 = 10000 if slot0 >= slot1 then slot1 = true return slot1 else slot1 = math slot1 = slot1.random slot2 = 10000 slot1 = slot1(slot2) if slot1 > slot0 then slot2 = false else slot2 = true end return slot2 end end end slot0.IsHappen = slot16 function slot16(slot0) slot1 = uv0 slot1 = slot1.GenerateWeightList slot2 = slot0 slot1, slot2 = slot1(slot2) slot3 = uv0 slot3 = slot3.WeightListRandom slot4 = slot1 slot5 = slot2 slot3 = slot3(slot4, slot5) return slot3 end slot0.WeightRandom = slot16 function slot16(slot0, slot1) slot2 = math slot2 = slot2.random slot3 = 0 slot4 = slot1 slot2 = slot2(slot3, slot4) slot3 = pairs slot4 = slot0 slot3, slot4, slot5 = slot3(slot4) for slot6, slot7 in slot3, slot4, slot5 do slot8 = slot6.min slot9 = slot6.max if slot8 <= slot2 and slot2 <= slot9 then return slot7 end end end slot0.WeightListRandom = slot16 function slot16(slot0) slot1 = {} slot2 = -1 slot3 = ipairs slot4 = slot0 slot3, slot4, slot5 = slot3(slot4) for slot6, slot7 in slot3, slot4, slot5 do slot8 = slot7.weight slot9 = slot7.rst slot10 = slot2 + 1 slot11 = nil slot2 = slot2 + slot8 slot11 = slot2 slot12 = { min = slot10, max = slot11 } slot1[slot12] = slot9 end slot3 = slot1 slot4 = slot2 return slot3, slot4 end slot0.GenerateWeightList = slot16 function slot16(slot0) slot1 = ipairs slot2 = slot0 slot1, slot2, slot3 = slot1(slot2) for slot4, slot5 in slot1, slot2, slot3 do slot6 = uv0 slot6 = slot6.IsHappen slot7 = slot5[1] slot6 = slot6(slot7) if slot6 then slot6 = true slot7 = slot5[2] return slot6, slot7 end end slot1 = false slot2 = nil return slot1, slot2 end slot0.IsListHappen = slot16 function slot16(slot0, slot1) slot2 = math slot2 = slot2.rad2Deg slot3 = math slot3 = slot3.atan2 slot4 = slot1.z slot5 = slot0.z slot4 = slot4 - slot5 slot5 = slot1.x slot6 = slot0.x slot5 = slot5 - slot6 slot3 = slot3(slot4, slot5) slot2 = slot2 * slot3 return slot2 end slot0.BulletYAngle = slot16 function slot16(slot0, slot1) if not slot1 then slot1 = 10 end slot2 = slot0.distance if not slot2 then slot2 = 10 end slot2 = slot2 * slot2 slot3 = ys slot3 = slot3.Battle slot3 = slot3.BattleTargetChoise slot3 = slot3.TargetAll slot3 = slot3() slot4, slot5 = nil slot6 = 1 slot7 = slot1 slot8 = 1 for slot9 = slot6, slot7, slot8 do slot5 = true slot10 = uv0 slot10 = slot10.RandomPos slot11 = slot0 slot10 = slot10(slot11) slot4 = slot10 slot10 = pairs slot11 = slot3 slot10, slot11, slot12 = slot10(slot11) for slot13, slot14 in slot10, slot11, slot12 do slot16 = slot14 slot15 = slot14.GetPosition slot15 = slot15(slot16) slot16 = Vector3 slot16 = slot16.SqrDistance slot17 = slot4 slot18 = slot15 slot16 = slot16(slot17, slot18) if slot16 < slot2 then slot5 = false break end end if slot5 then return slot4 end end slot6 = nil return slot6 end slot0.RandomPosNull = slot16 function slot16(slot0) slot1 = slot0[1] if not slot1 then slot1 = 0 end slot2 = slot0[2] if not slot2 then slot2 = 0 end slot3 = slot0[3] if not slot3 then slot3 = 0 end slot4 = slot0.rangeX if not slot4 then slot4 = slot0.rangeY if not slot4 then slot4 = slot0.rangeZ if slot4 then slot4 = uv0 slot4 = slot4.RandomDelta slot5 = slot0.rangeX slot4 = slot4(slot5) slot5 = uv0 slot5 = slot5.RandomDelta slot6 = slot0.rangeY slot5 = slot5(slot6) slot6 = uv0 slot6 = slot6.RandomDelta slot7 = slot0.rangeZ slot6 = slot6(slot7) slot7 = Vector3 slot8 = slot1 + slot4 slot9 = slot2 + slot5 slot10 = slot3 + slot6 return slot7(slot8, slot9, slot10) else slot4 = uv0 slot4 = slot4.RandomPosXYZ slot5 = slot0 slot6 = "X1" slot7 = "X2" slot4 = slot4(slot5, slot6, slot7) slot5 = uv0 slot5 = slot5.RandomPosXYZ slot6 = slot0 slot7 = "Y1" slot8 = "Y2" slot5 = slot5(slot6, slot7, slot8) slot6 = uv0 slot6 = slot6.RandomPosXYZ slot7 = slot0 slot8 = "Z1" slot9 = "Z2" slot6 = slot6(slot7, slot8, slot9) slot7 = Vector3 slot8 = slot1 + slot4 slot9 = slot2 + slot5 slot10 = slot3 + slot6 return slot7(slot8, slot9, slot10) end end end end slot0.RandomPos = slot16 function slot16(slot0, slot1, slot2) slot1 = slot0[slot1] slot2 = slot0[slot2] if slot1 and slot2 then slot3 = math slot3 = slot3.random slot4 = slot1 slot5 = slot2 return slot3(slot4, slot5) else slot3 = 0 return slot3 end end slot0.RandomPosXYZ = slot16 function slot16(slot0) slot1 = uv0 slot1 = slot1.RandomDelta slot2 = slot0.rangeX slot1 = slot1(slot2) slot2 = uv0 slot2 = slot2.RandomDelta slot3 = slot0.rangeY slot2 = slot2(slot3) slot3 = uv0 slot3 = slot3.RandomDelta slot4 = slot0.rangeZ slot3 = slot3(slot4) slot4 = Vector3 slot5 = slot1 slot6 = slot2 slot7 = slot3 return slot4(slot5, slot6, slot7) end slot0.RandomPosCenterRange = slot16 function slot16(slot0) if slot0 then slot1 = 0 if slot0 > slot1 then slot1 = math slot1 = slot1.random slot2 = slot0 + slot0 slot1 = slot1(slot2) slot1 = slot1 - slot0 return slot1 end else slot1 = 0 return slot1 end end slot0.RandomDelta = slot16