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):
++ ++ -- 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 }, {
-- -- -- 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 }, {
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 }, {
-- -- -- 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 }, {
++ -- 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 }, {
] 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):
++ -- -- 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 },
-- -- -- 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},
{ '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
'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