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simulator-import-help.html
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<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)
retreatOnChuuha: <bool> if 1, end sortie if this ship becomes medium damaged or more (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>