}, ] 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
'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
'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
}, { '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
'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
}, { '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