<?php
/** * OPBE * Copyright (C) 2013 Jstar * * This file is part of OPBE. * * OPBE is free software: you can redistribute it and/or modify * it under the terms of the GNU Affero General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * OPBE is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU Affero General Public License for more details. * * You should have received a copy of the GNU Affero General Public License * along with OPBE. If not, see <http://www.gnu.org/licenses/>. * * @package OPBE * @author Jstar <frascafresca@gmail.com> * @copyright 2013 Jstar <frascafresca@gmail.com> * @license http://www.gnu.org/licenses/ GNU AGPLv3 License * @version beta(26-10-2013) * @link https://github.com/jstar88/opbe */
/*** System constants, do not edit! ***/ define('BATTLE_WIN', 1); define('BATTLE_LOSE', -1); define('BATTLE_DRAW', 0); define('SHIELD_CELLS', 100); //how many cells a ship's shield should contain. Carefull to edit: more cells = better accuracy but less bounces in some cases. define('USE_BIEXPLOSION_SYSTEM', true); // enable below system value define('PROB_TO_REAL_MAGIC', 2); //value used to adapt probability theory to critical cases.
/*** Battle constants, default as Ogame ***/ define('ROUNDS', 6); //how many rounds a battle have, no limits. define('SHIELDS_TECH_INCREMENT_FACTOR', 0.1); //how much a level increase the shield, in percentage from 0 to 1. define('ARMOUR_TECH_INCREMENT_FACTOR', 0.1); //how much a level increase the armour, in percentage from 0 to 1. define('WEAPONS_TECH_INCREMENT_FACTOR', 0.1); //how much a level increase the weapon, in percentage from 0 to 1. define('COST_TO_ARMOUR', 0.1); //how much cost equal the armour, from 0 to 1. 1 means the ships/defenses armour equal its cost. define('MIN_PROB_TO_EXPLODE', 0.3); //minimum probability at one the ships/defenses can explode, from 0 to 1. 1 means that the ship/def can explode only when they lost all hp. define('DEFENSE_REPAIR_PROB', 0.7); //probability to repair defenses. From 0 to 1, 1 means that defenses are always rebuilt. define('SHIP_REPAIR_PROB', 0); //same as below but for ships. define('USE_HITSHIP_LIMITATION', false); //this option will limit the number of exploding ships to the number of total shots received by all defender's ships. define('USE_RANDOMIC_RF', true); // enable below system values define('MAX_RF_BUFF', 0.1); // how much the rapid fire can be randomically increased. define('MAX_RF_NERF', 0.1); // how much the rapid fire can be randomically decreased.
/*** Views and optimization options ***/ define('ONLY_FIRST_AND_LAST_ROUND', false); //This option is usefull to decrease RAM usage, but the battle report will not contain all rounds.
/*** After-battle constants, default as Ogame ***/ define('DEBRIS_FACTOR', 0.3); //Percentage of debris generated from destroyed resources. define('POINT_UNIT', 1000); //Ogame point = 1000 resources. define('MOON_UNIT_PROB', 100000); define('MAX_MOON_PROB', 20); //max probability to moon creation. define('MOON_MIN_START_SIZE', 2000); define('MOON_MAX_START_SIZE', 6000); define('MOON_MIN_FACTOR', 100); define('MOON_MAX_FACTOR', 200); define('MOON_MAX_HIGHT_TEMP_DIFFERENCE_FROM_PLANET', 30); define('MOON_MAX_LOW_TEMP_DIFFERENCE_FROM_PLANET', 10); define('DEFAULT_MOON_NAME', 'moon');
define('TIMEZONE','Europe/Vatican');
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