Damage booster's name change
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491c9f5efe
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@ -2025,7 +2025,7 @@ class CitizenMilitary(CitizenTravel):
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return utils.calculate_hit(0, rang, True, elite, ne, 0, 20 if weapon else 0)
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return utils.calculate_hit(0, rang, True, elite, ne, 0, 20 if weapon else 0)
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def activate_damage_booster(self, ground: bool = True) -> int:
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def activate_damage_booster(self, ground: bool = True) -> int:
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kind = 'damageBoosters' if ground else 'aircraftDamageBoosters'
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kind = 'damage' if ground else 'aircraftDamage'
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if self.config.boosters and not self.get_active_damage_booster(ground):
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if self.config.boosters and not self.get_active_damage_booster(ground):
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booster: Optional[types.InvFinalItem] = None
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booster: Optional[types.InvFinalItem] = None
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for quality, data in sorted(self.inventory.boosters.get(kind, {}).items(), key=lambda x: x[0]):
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for quality, data in sorted(self.inventory.boosters.get(kind, {}).items(), key=lambda x: x[0]):
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@ -2043,7 +2043,7 @@ class CitizenMilitary(CitizenTravel):
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return self.get_active_damage_booster(ground)
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return self.get_active_damage_booster(ground)
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def get_active_damage_booster(self, ground: bool = True) -> int:
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def get_active_damage_booster(self, ground: bool = True) -> int:
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kind = 'damageBoosters' if ground else 'aircraftDamageBoosters'
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kind = 'damage' if ground else 'aircraftDamage'
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boosters = self.inventory.active.get(kind, {})
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boosters = self.inventory.active.get(kind, {})
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quality = 0
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quality = 0
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for q, boost in boosters.items():
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for q, boost in boosters.items():
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