This commit is contained in:
Jocelyn Fiat
2024-06-17 09:09:33 +02:00
commit 6dde6425c2
560 changed files with 81728 additions and 0 deletions

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note
description: "[
Represents the corresponding air unit in game.
]"
author: "Jimmy J. Johnson"
class
AIRFLOT_21
inherit
JAPANESE_AIR_UNIT
create
make
feature -- Access
name: STRING_8 = "21 AirFlot"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in game.
]"
author: "Jimmy J. Johnson"
class
AIRFLOT_22
inherit
JAPANESE_AIR_UNIT
create
make
feature -- Access
name: STRING_8 = "22 AirFlot"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
AIRFLOT_23
inherit
JAPANESE_AIR_UNIT
create
make
feature -- Access
name: STRING_8 = "23 AirFlot"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
AIRFLOT_24
inherit
JAPANESE_AIR_UNIT
create
make
feature -- Access
name: STRING_8 = "24 AirFlot"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
AIRFLOT_25
inherit
JAPANESE_AIR_UNIT
create
make
feature -- Access
name: STRING_8 = "25 AirFlot"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding air unit in VITP.
]"
author: "Jimmy J. Johnson"
class
AIRFLOT_26
inherit
JAPANESE_AIR_UNIT
create
make
feature -- Access
name: STRING_8 = "26 AirFlot"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding amphibious unit in VITP.
]"
author: "Jimmy J. Johnson"
class
KURE
inherit
JAPANESE_AMPHIBIOUS_UNIT
create
make
feature -- Access
name: STRING_8 = "Kure"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in VITP.
]"
author: "Jimmy J. Johnson"
class
SASEBO
inherit
JAPANESE_AMPHIBIOUS_UNIT
create
make
feature -- Access
name: STRING_8 = "Sasebo"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding amphibious unit in VITP.
]"
author: "Jimmy J. Johnson"
class
YOKOSUKA
inherit
JAPANESE_AMPHIBIOUS_UNIT
create
make
feature -- Access
name: STRING_8 = "Yokosuka"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 3
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
AKAGI
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Akagi"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
AMAGI
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Amagi"
-- The name of this unit.
arrival_turn: INTEGER = 8
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
AOBA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Aoba"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ASHIGARA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Ashigara"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ATAGO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Atago"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CHIKUMA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Chikuma"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 8
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CHITOSE
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Chitose"
-- The name of this unit.
arrival_turn: INTEGER = 7
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 1
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 6
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CHIYODA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Chiyoda"
-- The name of this unit.
arrival_turn: INTEGER = 7
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 1
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 6
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
CHOKAI
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Chokai"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
FURUTAKA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Furutaka"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
FUSO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Fuso"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
HAGURO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Haguro"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
HARUNA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Haruna"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 6
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
HIEI
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Hiei"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 6
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
HIRYU
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Hiryu"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 8
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
HIYO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Hiyo"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
HOSHO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Hosho"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 1
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
HYUGA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Hyuga"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ISE
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Ise"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
Junyo
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Junyo"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
KAGA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Kaga"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
KAKO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Kako"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
KATSURAGI
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Katsuragi"
-- The name of this unit.
arrival_turn: INTEGER = 9
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
KINUGASA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Kinugasa"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
KIRISHIMA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Kirishima"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 6
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
KITAKAMI
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Kitakami"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
KONGO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Kongo"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 6
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
KUMANO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Kumano"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 8
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MAYA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Maya"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MIKUMA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Mikuma"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 8
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MOGAMI
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Mogami"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 8
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MUSASHI
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Musashi"
-- The name of this unit.
arrival_turn: INTEGER = 5
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 6
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 9
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MUTSU
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Mutsu"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 5
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
MYOKO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Myoko"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

View File

@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
NACHI
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Nachi"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

View File

@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
Nagato
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Nagato"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 5
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 5
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
OI
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Oi"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 0
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
RYUHO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Ryuho"
-- The name of this unit.
arrival_turn: INTEGER = 7
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 1
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 0
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

View File

@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
RYUJO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Ryujo"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

View File

@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
SHINANO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Shinano"
-- The name of this unit.
arrival_turn: INTEGER = 9
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 9
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

View File

@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
SHOHO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Shoho"
-- The name of this unit.
arrival_turn: INTEGER = 2
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 0
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

View File

@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
SHOKAKU
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Shokaku"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 8
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

View File

@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
SORYU
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Soryu"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 8
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

View File

@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
SUZUYA
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Suzuya"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 8
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

View File

@@ -0,0 +1,44 @@
note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
TAIHO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Taiho"
-- The name of this unit.
arrival_turn: INTEGER = 7
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
TAKAO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Takao"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
TONE
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Tone"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 1
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 8
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
UNRYU
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Unryu"
-- The name of this unit.
arrival_turn: INTEGER = 8
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 3
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 2
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 7
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
YAMASHIRO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Yamashiro"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 4
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 4
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 4
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
YAMATO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Yamato"
-- The name of this unit.
arrival_turn: INTEGER = 3
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 6
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 9
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = False
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ZUIHO
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Zuiho"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 2
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 0
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 0
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 5
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding ship in game.
]"
author: "Jimmy J. Johnson"
class
ZUIKAKU
inherit
JAPANESE_SHIP
create
make
feature -- Access
name: STRING_8 = "Zuikaku"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 4
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 3
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 8
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Represents the corresponding submarine in VITP.
]"
author: "Jimmy J. Johnson"
class
I_BOAT
inherit
JAPANESE_SUBMARINE
create
make
feature -- Access
name: STRING_8 = "I Boat"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 0
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
end

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note
description: "[
Dummy {SUBMARINE} used to draw widgets for the removal of
the Japanese I-Boat on turn 7 on the Japanese Order
of Appearance Chart.
]"
author: "Jimmy J. Johnson"
date: "11/11/23"
copyright: "Copyright (c) 2023, Jimmy J. Johnson"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
license: "Eiffel Forum v2 (http://www.eiffel.com/licensing/forum.txt)"
class
I_BOAT_REMOVAL
inherit
JAPANESE_SUBMARINE
redefine
make
end
create
make
feature {NONE} -- Initialization
make (a_game: like game)
-- Initialize attributes of Current
do
PRECURSOR {JAPANESE_SUBMARINE} (a_game)
location := game.still_in_box
end
feature -- Access
name: STRING_8 = "I Boat"
-- The name of this unit.
arrival_turn: INTEGER = 1
-- Turn on which this unit enters the game.
airstrike_factor: INTEGER = 0
-- The initial number of dice the unit rolls when attacking
-- during a "day action".
gunnery_factor: INTEGER = 1
-- The initial value for the number of dice the unit rolls
-- when attacking during a "night action".
defense_factor: INTEGER = 0
-- The number of damage points a unit can have without sinking.
-- (This is doubled when the unit is in port.)
speed_factor: INTEGER = 9
-- The initial "speed" of the unit.
attack_bonus: BOOLEAN = True
-- The initial setting saying if a unit can add one to each die roll.
-- If the unit is a carrier this applies only to the airstrike factor.
invariant
never_used: location = game.still_in_box
end