ys = ys or {} slot0 = ys slot1 = class("BattleSkillManualWeaponReloadBoost", slot0.Battle.BattleSkillEffect) slot0.Battle.BattleSkillManualWeaponReloadBoost = slot1 slot1.__name = "BattleSkillManualWeaponReloadBoost" function slot1.Ctor(slot0, slot1) uv0.super.Ctor(slot0, slot1, lv) slot0._weaponType = slot0._tempData.arg_list.weaponType slot0._boostValue = slot0._tempData.arg_list.value * -1 end function slot1.DoDataEffect(slot0, slot1, slot2) for slot7, slot8 in ipairs(slot0:_GetWeapon(slot1)) do slot8:AppendReloadBoost(slot0._boostValue) end end function slot1.DoDataEffectWithoutTarget(slot0, slot1) slot0:DoDataEffect(slot1, nil) end function slot1._GetWeapon(slot0, slot1) slot2 = {} if slot0._weaponType == "ChargeWeapon" then slot2 = slot1:GetChargeQueue() elseif slot0._weaponType == "TorpedoWeapon" then slot2 = slot1:GetTorpedoQueue() elseif slot0._weaponType == "AirAssist" then slot2 = slot1:GetAirAssistQueue() end return slot2:GetCoolDownList() end