Module:EquipmentData

local BaseData = require("Module:BaseData") local EquipmentData = BaseData

function EquipmentData:name(raw) self:format_stat(self._name, raw) end

function EquipmentData:id(raw) self:format_stat(self._id, raw) end

function EquipmentData:japanese_name(raw) self:format_stat(self._japanese_name, raw) end

function EquipmentData:type(raw) self:format_type(self._type, raw) end

function EquipmentData:rarity(raw) self:format_rarity(self._rarity, raw) end

function EquipmentData:card(raw) self:format_card(self._card, raw) end

function EquipmentData:firepower(raw) self:format_stat(self._firepower, raw) end

function EquipmentData:torpedo(raw) self:format_stat(self._torpedo, raw) end

function EquipmentData:aa(raw) self:format_stat(self._aa, raw) end

function EquipmentData:armor(raw) self:format_stat(self._armor, raw) end

function EquipmentData:asw(raw) self:format_stat(self._asw, raw) end

function EquipmentData:shelling_accuracy(raw) self:format_stat(self._shelling_accuracy, raw) end

function EquipmentData:torpedo_accuracy(raw) self:format_stat(self._torpedo_accuracy, raw) end

function EquipmentData:los(raw) self:format_stat(self._los, raw) end

function EquipmentData:speed(raw) self:format_speed(self._speed, raw) end

function EquipmentData:luck(raw) self:format_stat(self._luck, raw) end

function EquipmentData:range(raw) self:format_range(self._range, raw) end

function EquipmentData:scrap_fuel(raw) self:format_stat(self._scrap_fuel, raw) end

function EquipmentData:scrap_ammo(raw) self:format_stat(self._scrap_ammo, raw) end

function EquipmentData:scrap_steel(raw) self:format_stat(self._scrap_steel, raw) end

function EquipmentData:scrap_bauxite(raw) self:format_stat(self._scrap_bauxite, raw) end

function EquipmentData:upgradable(raw) return not not self._upgradable end

EquipmentData.format_type = EquipmentData.create_formatter({	[1] = "Small Caliber Main Gun",	[2] = "Medium Caliber Main Gun",	[3] = "Large Caliber Main Gun",	[4] = "Secondary Gun",	[5] = "Torpedo",	[6] = "Carrier-based Fighter Aircraft",	[7] = "Carrier-based Dive Bomber",	[8] = "Carrier-based Torpedo Bomber",	[9] = "Carrier-based Reconnaissance Aircraft",	[10] = "Reconnaissance Seaplane",	[11] = "Seaplane Bomber",	[12] = "Small Radar",	[13] = "Large Radar",	[14] = "Sonar",	[15] = "Depth Charge",	[16] = "Extra Armor",	[17] = "Engine Improvement",	[18] = "Anti-Aircraft Shell",	[19] = "Armor Piercing Shell",	[20] = "VT Fuze",	[21] = "Anti-Aircraft Machine Gun",	[22] = "Midget Submarine",	[23] = "Damage Control Personnel",	[24] = "Landing Craft",	[25] = "Autogyro",	[26] = "Anti-submarine Patrol Aircraft",	[27] = "Extra Armor (Medium)",	[28] = "Extra Armor (Large)",	[29] = "Searchlight",	[30] = "Supply Transport Container", [31] = "Ship Repair Facility", [32] = "Submarine Torpedo", [33] = "Star Shell", [34] = "Command Facility", [35] = "Aviation Personnel", [36] = "Anti-Aircraft Fire Director", })

EquipmentData.format_rarity = EquipmentData.create_formatter({	[0] = "Common",	[1] = "Rare",	[2] = "Holo",	[3] = "S Holo",	[4] = "SS Holo",	})

function EquipmentData:create(ship) ship = ship or {} setmetatable(ship, self) self.__index = self return ship end

EquipmentData.__call = EquipmentData.create

return EquipmentData