示例#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
示例#2
0
        'boss': 1
    },
]
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
示例#3
0
        'battle': 5,
        'boss': 1
    },
]
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), (C2, D2, E2, F2, G2)]
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

示例#4
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
示例#5
0
        'boss': 1
    },
]
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), (F6, F7, F8)]
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

示例#6
0
    },
    {
        'battle': 4,
        'enemy': 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),
]
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