forked from KC3Kai/kancolle-replay
-
Notifications
You must be signed in to change notification settings - Fork 0
/
simulator-import-help.html
182 lines (174 loc) · 7.65 KB
/
simulator-import-help.html
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
<html>
<head>
</head>
<body>
<pre>
Link to simulator with JSON data in URL fragment to run simulator automatically from external data:
https://kc3kai.github.io/kancolle-replay/simulator.html#{JSON here}
Properties marked (default)/(optional) may be omitted, otherwise required.
If ship/equip "masterId" not in simulator's database, "stats" is required.
{
numSims: <int> (default 1000),
fleetF: {
ships: [{
masterId: <int>,
LVL: <int> (default 99 for player, 1 for abyssal, 50 for abyssal sub),
stats: { (optional)
HP: <int> (default based on LVL),
FP: <int> (default max),
TP: <int> (default max),
AA: <int> (default max),
AR: <int> (default max),
LUK: <int> (default base),
EV: <int> (default based on LVL),
ASW: <int> (default based on LVL),
LOS: <int> (default based on LVL),
RNG: <int> (default base),
SPD: <int> (default base),
SLOTS: [<int>] (default base),
TACC: <int> torpedo accuracy (default base),
type: <int> or <string> ship class, use API number or hull code e.g. "DD" (default actual class)
},
HPInit: <int> (default = HP),
fuelInit: <float> 0-1 percent (default 1),
ammoInit: <float> 0-1 percent (default 1),
morale: <int> (default 49),
equips: (if omitted, default equips if abyssal, otherwise none) [{
masterId: <int>,
improve: <int> 0-10 (default 0),
proficiency: <int> 0-7 (default 0),
stats: { (optional, used only if not in simulator's database)
type: <int> API number,
FP/TP/AA/AR/EV/ASW/LOS/ACC/DIVEBOMB/RNG: <int>
}
}],
includesEquipStats: <bool> if 1, specified ship stats are treated as already including equipment stats (default 0),
bonuses: mapwide historical bonus (optional) {
bonusDmg: <float>,
bonusAcc: <float>,
bonusEva: <float>
},
bonusesByNode: override values of "bonuses" on specified nodes (optional) {
<node index>: <same format as bonuses>, excluded keys default to "bonuses" if any
},
bonusesDebuff: historical bonus applied to last node flagship only (optional) {
bonusDmg: <float>
},
neverFCF: <bool> if 1, never use FCF to retreat this ship (default 0)
}],
combineType: <int> 1=CTF, 2=STF, 3=TCF (optional),
shipsC: [<same as ships>] (optional),
formation: <int>
},
fleetSupportN: {<same format as fleetF>} applies to all but last node,
fleetSupportB: {<same format as fleetF>} applies to last node only,
lbas: [{
slots: [<int>] (default [18,18,18,18]),
equips: <same format as fleetF.ships[x].equips>, plus: {
bonuses: mapwide historical bonus (optional) {
bonusDmg: <float>
bonusAcc: <float>
}
}
}] (max 3),
fleetFriendComps: (optional) [{
weight: <int> selection ratio of comp (e.g. weights 2,3 -> 40%,60%)
fleet: <same format as fleetF>,
}],
nodes: [{
fleetE: <same format as fleetF> (either fleetE or fleetEComps required),
fleetEComps: [{
weight: <int> selection ratio of comp (e.g. weights 2,3 -> 40%,60%)
fleet: <same format as fleetF>,
}],
doNB: <bool> (default 0),
doNBCond: <string> (optional) "A"/"B": don't do NB if rank after day is already this or higher, "flagsunk": don't do NB if enemy flagship already sunk. "doNB" must be true,
NBOnly: <bool> (default 0),
airOnly: <bool> (default 0),
airRaid: <bool> (default 0),
noAmmo: <bool> (default 0),
formationOverride: <int> overrides value in fleetF (optional),
formationUseLAIfNoSpAttack: <bool> use Line Ahead if single or CF4 if combined, if special attack becomes impossible before this battle, overrides all (optional),
lbas: [<int>] waves to send, e.g. [1,1,2,2] (optional),
addCostFuel: <float> 0-1 percent, additional fuel per ship subtracted before battle (optional),
addCostAmmo: <float> 0-1 percent, additional ammo per ship subtracted before battle (optional),
addCostMax: <int> hard cap to fuel/ammo subtracted by addCostFuel/addCostAmmo (optional),
useNormalSupport: <bool> works for last node only (default 0),
useBalloon: <bool> enable Barrage Balloon bonus on this node,
useAtoll: <bool> enable atoll node mechanics on this node,
useSmoke: <bool> attempt to trigger smokescreen on this node,
}],
continueOnTaiha: <bool> (default 0),
allowAnyFormation: <bool> don't replace impossible formations due to ship count (default 0),
bucketHPPercent: <int> if HP percent <= bucketHPPercent, report as bucket used (default 0),
bucketTime: <int> if repair time in seconds > bucketTime, report as bucket used (default "infinity"),
bucketTimeIgnore: <int> if repair time in seconds < bucketTimeIgnore, ignore bucketHPPercent and bucketTime and do not report as bucket used (default 0),
didSpecial: <bool> if fleet has already performed special attack, disables special attack for simulator (default 0),
settingsFCF: optional {
los: <float> required ELoS after FCF use (optional),
losC: <int> ELoS coefficient (default 1),
losNode: <int> applies check on this node index (1-indexed) and all nodes before it (default "all nodes"),
radarCount: <int> required number of ships with surface radar (LOS >= 5) after FCF use
radarNode: <int> applies check on this node index (1-indexed) and all nodes before it (default "all nodes"),
rules: required ship type counts after FCF use (optional) [{
types: [<int> or <string>] ship classes to check, use API number or hull code e.g. "DD", or use "XX" for "any",
count: <int> required number after FCF use,
node: <int> applies check on this node index (1-indexed) and all nodes before it (default "all nodes"),
}],
dameconNode: <int> ignore repair team/goddess on ships when determining retreat, applies on this node index (1-indexed) and all nodes before it (default "no nodes"),
},
mechanics: optional, all are <bool> (default 1) {
artillerySpotting:
AACI:
fitGun:
OASW:
morale:
CVCI:
DDCI:
},
consts: {
dayShellSoftCap: <int> (default 180),
aswSoftCap: <int> (default 150),
accEcMF: <int> base accuracy of enemy combined player main fleet shelling (default 90),
accEcME: <int> base accuracy of enemy combined enemy main fleet shelling (default 90),
accEcEF: <int> base accuracy of enemy combined player escort fleet shelling (default 90),
accEcEE: <int> base accuracy of enemy combined enemy escort fleet shelling (default 90),
accSupportShellN: <int> (default 64),
accSupportShellB: <int> (default 64),
cvciAccModFBA: <float> (default 1.2),
cvciAccModBBA: <float> (default 1.2),
cvciAccModBA: <float> (default 1.2),
cvciChanceFBA: <float> (default 1.25),
cvciChanceBBA: <float> (default 1.4),
cvciChanceBA: <float> (default 1.55)
} (optional),
}
Basic example:
<span id="spanExample">{
"numSims": 10000,
"fleetF": {
"ships": [
{ "masterId": 200, "equips": [{ "masterId": 4 }, { "masterId": 4 }, { "masterId": 41 }] }
],
"formation": 1
},
"nodes": [{
"fleetE": {
"ships": [
{ "masterId": 1503 },
{ "masterId": 1502 },
{ "masterId": 1501 },
{ "masterId": 1501 }
],
"formation": 2
},
"doNB": 1
}]
}</span>
</pre>
<a id="linkExample" target="_blank">Try Example</a>
<script>
document.getElementById('linkExample').href = 'simulator.html#' + document.getElementById('spanExample').innerText;
</script>
</body>
</html>