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Objective damage calc i18n
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@@ -58,7 +58,7 @@ export default function ObjectDamagePage() {
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<Main className="stack lg">
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<div className="object-damage__controls">
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<div>
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<Label htmlFor="weapon">Weapon</Label>
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<Label htmlFor="weapon">{t("analyzer:labels.weapon")}</Label>
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<WeaponCombobox
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id="weapon"
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inputName="weapon"
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@@ -74,7 +74,7 @@ export default function ObjectDamagePage() {
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/>
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</div>
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<div>
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<Label htmlFor="damage">Damage type</Label>
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<Label htmlFor="damage">{t("analyzer:labels.damageType")}</Label>
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<DamageTypesSelect
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handleChange={handleChange}
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subWeaponId={subWeaponId}
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@@ -84,7 +84,8 @@ export default function ObjectDamagePage() {
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</div>
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<div>
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<Label htmlFor="ap" labelClassName="object-damage__ap-label">
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Amount of <Ability ability="BRU" size="TINY" />{" "}
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{t("analyzer:labels.amountOf")}
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<Ability ability="BRU" size="TINY" />
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<Ability ability="SPU" size="TINY" />
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</Label>
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<select
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@@ -198,7 +199,7 @@ function DamageReceiversGrid({
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invisible: !damage.distance,
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})}
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>
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Distance: {damage.distance}
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{t("analyzer:distanceInline", { value: damage.distance })}
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</div>
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</div>
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))}
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@@ -213,21 +214,25 @@ function DamageReceiversGrid({
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height={40}
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/>
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<div className="object-damage__hp">
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{damageToReceiver.hitPoints}hp
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{damageToReceiver.hitPoints}
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{t("analyzer:suffix.hp")}
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</div>
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{damageToReceiver.damages.map((damage) => {
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return (
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<div key={damage.id} className="object-damage__table-card">
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<div className="object-damage__table-card__results">
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<abbr className="object-damage__abbr" title="Damage">
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DMG
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<abbr
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className="object-damage__abbr"
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title={t("analyzer:stat.category.damage")}
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>
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{t("analyzer:damageShort")}
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</abbr>
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<div>{damage.value}</div>
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<abbr
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className="object-damage__abbr"
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title="Hits to destroy"
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title={t("analyzer:hitsToDestroyLong")}
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>
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HTD
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{t("analyzer:hitsToDestroyShort")}
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</abbr>
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<div>{damage.hitsToDestroy}</div>
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</div>
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@@ -92,5 +92,12 @@
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"abilityPoints": "Ability points",
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"abilityPoints.short": "AP",
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"consumptionExplanation": "This chart shows the amount of actions left to perform with main weapon after using sub 0-{{maxSubsToUse}} times. Max amount of consecutive subs to use with full ink tank is {{maxSubsToUse}}.",
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"trackingSubDefExplanation": "Point Sensor, Ink Mine and Angle Shooter tracking times are calculated against an opponent with 0AP of Sub Power Up."
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"trackingSubDefExplanation": "Point Sensor, Ink Mine and Angle Shooter tracking times are calculated against an opponent with 0AP of Sub Power Up.",
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"distanceInline": "Distance: {{value}}",
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"damageShort": "DMG",
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"hitsToDestroyLong": "Hits to destroy",
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"hitsToDestroyShort": "HTD",
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"labels.amountOf": "Amount of",
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"labels.damageType": "Damage type",
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"labels.weapon": "Weapon"
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}
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