Exemple #1
0
A1, B1, C1, D1, E1, F1, G1, H1, \
A2, B2, C2, D2, E2, F2, G2, H2, \
A3, B3, C3, D3, E3, F3, G3, H3, \
A4, B4, C4, D4, E4, F4, G4, H4, \
A5, B5, C5, D5, E5, F5, G5, H5, \
A6, B6, C6, D6, E6, F6, G6, H6, \
A7, B7, C7, D7, E7, F7, G7, H7, \
A8, B8, C8, D8, E8, F8, G8, H8, \
A9, B9, C9, D9, E9, F9, G9, H9, \
A10, B10, C10, D10, E10, F10, G10, H10, \
    = MAP.flatten()

MAP.bouncing_enemy_data = [
    (B3, C3, D3, E3, F3),
]
MAP.fortress_data = [D5, (C5, E5, C6, D6, E6)]


class Config(ConfigBase):
    # ===== Start of generated config =====
    MAP_HAS_MAP_STORY = True
    MAP_HAS_FLEET_STEP = True
    MAP_HAS_AMBUSH = False
    MAP_HAS_MYSTERY = False
    # ===== End of generated config =====

    MAP_SWIPE_MULTIPLY = 1.859
    MAP_SWIPE_MULTIPLY_MINITOUCH = 1.797


class Campaign(CampaignBase):
Exemple #2
0
    ++ ++ -- Me ++ Me -- ME --
    ++ ++ -- -- -- MS -- -- ++
    -- ME ME ++ ++ ++ ME ME ++
"""
MAP.weight_data = """
    50 60 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 60 50 50 50 50 50 50 50
"""
MAP.fortress_data = ['E5', 'B5']
MAP.spawn_data = [
    {
        'battle': 0,
        'enemy': 1,
        'siren': 1
    },
    {
        'battle': 1,
        'enemy': 1
    },
    {
        'battle': 2,
        'enemy': 1
    },
    {
Exemple #3
0
    -- -- -- MS -- MS -- ME -- --
    ME -- Me ++ ++ -- -- -- -- --
    -- ME -- ++ ++ ME -- Me ++ MB
    ++ -- MS -- -- -- -- ++ ++ ++
"""
MAP.weight_data = """
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
"""
MAP.fortress_data = ['G3', 'C7']
MAP.spawn_data = [
    {
        'battle': 0,
        'enemy': 1,
        'siren': 2
    },
    {
        'battle': 1,
        'enemy': 1
    },
    {
        'battle': 2,
        'enemy': 2
    },
    {
Exemple #4
0
    ME -- MS -- Me -- ++ --
    -- ME -- -- -- Me ++ --
    -- -- -- ME MS -- -- ME
    SP SP ++ ++ ++ -- ME ++
"""
MAP.weight_data = """
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
"""
MAP.fortress_data = ['F5', 'G1']
MAP.spawn_data = [
    {
        'battle': 0,
        'enemy': 1,
        'siren': 2
    },
    {
        'battle': 1,
        'enemy': 1
    },
    {
        'battle': 2,
        'enemy': 1
    },
    {
Exemple #5
0
    -- -- -- ME -- ++ -- --
    -- SP __ -- ME -- -- ++
    ++ -- SP -- -- -- ++ ++
    ++ ++ -- -- -- ++ ++ ++
"""
MAP.weight_data = """
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50
"""
MAP.fortress_data = [('D4', 'D6', 'C5', 'E5'), 'E4']
MAP.spawn_data = [
    {
        'battle': 0,
        'enemy': 3
    },
    {
        'battle': 1
    },
    {
        'battle': 2
    },
    {
        'battle': 3
    },
    {
Exemple #6
0
    ++ -- MS -- -- -- MS -- ++
    -- -- -- ++ -- ++ -- -- ME
    SP SP ++ ++ ++ ++ ++ ME ++
"""
MAP.weight_data = """
    50 60 50 50 50 50 50 50 50
    60 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50
    50 50 30 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 60
    50 50 50 50 50 50 50 60 50
"""
MAP.fortress_data = [('B5', 'E2', 'H5', 'E8'), 'G3']
MAP.spawn_data = [
    {
        'battle': 0,
        'siren': 2
    },
    {
        'battle': 1,
        'enemy': 1
    },
    {
        'battle': 2,
        'enemy': 1,
        'siren': 1
    },
    {
Exemple #7
0
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, \
A3, B3, C3, D3, E3, F3, G3, H3, I3, \
A4, B4, C4, D4, E4, F4, G4, H4, I4, \
A5, B5, C5, D5, E5, F5, G5, H5, I5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, \
A7, B7, C7, D7, E7, F7, G7, H7, I7, \
A8, B8, C8, D8, E8, F8, G8, H8, I8, \
A9, B9, C9, D9, E9, F9, G9, H9, I9, \
    = MAP.flatten()

MAP.bouncing_enemy_data = [
    (C4, D4, E4, F4, G4),
]
MAP.fortress_data = [(D6, F6), (C5, D5, E5, F5, G5, C6, E6, G6)]


class Config(ConfigBase):
    # ===== Start of generated config =====
    MAP_HAS_MAP_STORY = True
    MAP_HAS_FLEET_STEP = True
    MAP_HAS_AMBUSH = False
    MAP_HAS_MYSTERY = False
    # ===== End of generated config =====

    MAP_SWIPE_MULTIPLY = 1.518
    MAP_SWIPE_MULTIPLY_MINITOUCH = 1.468


class Campaign(CampaignBase):
Exemple #8
0
    ++ -- -- ME ++ -- ++ ME -- -- ++
    -- ME ME -- MS -- MS -- ME ME --
    ME -- -- -- -- __ -- -- -- -- ME
    -- ME Me ++ -- -- -- ++ Me ME --
    ME ++ ++ -- SP -- SP -- ++ ++ ME
"""
MAP.weight_data = """
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50 50
"""
MAP.fortress_data = [('C2', 'C6', 'I2', 'I6'), 'F3']
MAP.map_covered = ['F2', 'I1']
MAP.spawn_data = [
    {
        'battle': 0,
        'siren': 1
    },
    {
        'battle': 1,
        'enemy': 1,
        'siren': 1
    },
    {
        'battle': 2,
        'enemy': 2
    },
Exemple #9
0
    -- -- -- ME -- Me ++ ++ -- ME
    ++ ++ ME -- -- MS -- -- MS --
    ++ MB -- -- ++ ME -- -- -- ++
    ++ ++ ME -- -- -- -- Me ++ ++
"""
MAP.weight_data = """
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
    50 50 50 50 50 50 50 50 50 50
"""
MAP.fortress_data = ['I7', 'C7']
MAP.spawn_data = [
    {'battle': 0, 'enemy': 1, 'siren': 1},
    {'battle': 1, 'enemy': 1},
    {'battle': 2, 'enemy': 2},
    {'battle': 3, 'enemy': 1},
    {'battle': 4, 'enemy': 2},
    {'battle': 5, 'enemy': 1, 'boss': 1},
]
MAP.spawn_data_loop = [
    {'battle': 0, 'enemy': 2, 'siren': 1},
    {'battle': 1, 'enemy': 1},
    {'battle': 2, 'enemy': 2},
    {'battle': 3, 'enemy': 1},
    {'battle': 4, 'enemy': 2},
    {'battle': 5, 'enemy': 1, 'boss': 1},
Exemple #10
0
    {
        'battle': 4,
        'enemy': 1,
        'boss': 1
    },
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, J1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, J2, \
A3, B3, C3, D3, E3, F3, G3, H3, I3, J3, \
A4, B4, C4, D4, E4, F4, G4, H4, I4, J4, \
A5, B5, C5, D5, E5, F5, G5, H5, I5, J5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, J6, \
    = MAP.flatten()

MAP.bouncing_enemy_data = [(C2, C3, C4), (H1, H2, H3, H4, H5)]
MAP.fortress_data = [E3, (E2, F2, F3, E4, F4)]


class Config:
    # ===== Start of generated config =====
    MAP_HAS_MAP_STORY = True
    MAP_HAS_FLEET_STEP = True
    MAP_HAS_AMBUSH = False
    MAP_HAS_MYSTERY = False
    # ===== End of generated config =====

    MAP_HAS_FORTRESS = True
    MAP_HAS_BOUNCING_ENEMY = True
    MAP_SWIPE_MULTIPLY = 1.698
    MAP_SWIPE_MULTIPLY_MINITOUCH = 1.642
Exemple #11
0
        'battle': 7,
        'boss': 1
    },
]
A1, B1, C1, D1, E1, F1, G1, H1, I1, J1, \
A2, B2, C2, D2, E2, F2, G2, H2, I2, J2, \
A3, B3, C3, D3, E3, F3, G3, H3, I3, J3, \
A4, B4, C4, D4, E4, F4, G4, H4, I4, J4, \
A5, B5, C5, D5, E5, F5, G5, H5, I5, J5, \
A6, B6, C6, D6, E6, F6, G6, H6, I6, J6, \
A7, B7, C7, D7, E7, F7, G7, H7, I7, J7, \
A8, B8, C8, D8, E8, F8, G8, H8, I8, J8, \
A9, B9, C9, D9, E9, F9, G9, H9, I9, J9, \
    = MAP.flatten()

MAP.fortress_data = [E5, (D4, D5, D6, E4, E6)]


class Config:
    # ===== Start of generated config =====
    MAP_SIREN_TEMPLATE = ['BBred', 'CV', 'Kiev', 'Volga']
    MOVABLE_ENEMY_TURN = (2, )
    MAP_HAS_SIREN = True
    MAP_HAS_MOVABLE_ENEMY = True
    MAP_HAS_MAP_STORY = False
    MAP_HAS_FLEET_STEP = True
    MAP_HAS_AMBUSH = False
    MAP_HAS_MYSTERY = False
    STAR_REQUIRE_1 = 0
    STAR_REQUIRE_2 = 0
    STAR_REQUIRE_3 = 0