import UIKit
import CoreData
class ImportUltramanTrigger: ImportProtocol {
var moc: NSManagedObjectContext
required init(viewContext: NSManagedObjectContext) {
moc = viewContext
}
func importDIM() {
// MARK: - DIM
let dim = addDIM(name: "Ultraman Trigger", franchise: "Ultraman", imageName: "UltramanTrigger-Header", dimType: "Vital Bracelet/Hero", id: "68", eggImage: "UltramanTrigger-Egg", dimImage: "UltramanTrigger-DIM")
// MARK: - Digimon
// MARK: - Stage 1
let lighttrigger = addDigimon(name: "Light", dim: dim, stage: 1, imageName: "lighttrigger", imageNameSplash: "lighttrigger-splash", type: free, activityType: "Normal", characterID: 0)
// MARK: - Stage 2
let light2trigger = addDigimon(name: "Light", dim: dim, stage: 2, imageName: "light2trigger", imageNameSplash: "light2trigger-splash", type: free, activityType: "Normal", characterID: 1)
// MARK: - Stage 3
let trigger_multi_type = addDigimon(name: "Trigger Multi Type", dim: dim, stage: 3, imageName: "trigger_multi_type", imageNameSplash: "trigger_multi_type-splash", type: data, activityType: "Normal", characterID: 2)
// MARK: - Stage 4
let darrgon = addDigimon(name: "Darrgon", dim: dim, stage: 4, imageName: "darrgon", imageNameSplash: "darrgon-splash", type: vaccine, activityType: "Normal", characterID: 6, obtainable: false)
let hudram = addDigimon(name: "Hudram", dim: dim, stage: 4, imageName: "hudram", imageNameSplash: "hudram-splash", type: virus, activityType: "Normal", characterID: 7, obtainable: false)
let trigger_multi_typec = addDigimon(name: "Trigger Multi Type", dim: dim, stage: 4, imageName: "trigger_multi_typec", imageNameSplash: "trigger_multi_typec-splash", type: data, activityType: "Normal", characterID: 3)
let trigger_power_type = addDigimon(name: "Trigger Power Type", dim: dim, stage: 4, imageName: "trigger_power_type", imageNameSplash: "trigger_power_type-splash", type: vaccine, activityType: "Stotic", characterID: 5)
let trigger_sky_type = addDigimon(name: "Trigger Sky Type", dim: dim, stage: 4, imageName: "trigger_sky_type", imageNameSplash: "trigger_sky_type-splash", type: virus, activityType: "Active", characterID: 4)
// MARK: - Stage 5
let camearratrigger = addDigimon(name: "Camearra", dim: dim, stage: 5, imageName: "camearratrigger", imageNameSplash: "camearratrigger-splash", type: data, activityType: "Active", characterID: 11, obtainable: false)
let trigger_multi_type_circle_arms = addDigimon(name: "Trigger Multi Type Circle Arms", dim: dim, stage: 5, imageName: "trigger_multi_type_circle_arms", imageNameSplash: "trigger_multi_type_circle_arms-splash", type: data, activityType: "Normal", characterID: 8)
let trigger_power_type_circle_arms = addDigimon(name: "Trigger Power Type Circle Arms", dim: dim, stage: 5, imageName: "trigger_power_type_circle_arms", imageNameSplash: "trigger_power_type_circle_arms-splash", type: vaccine, activityType: "Stotic", characterID: 10)
let trigger_sky_type_circle_arms = addDigimon(name: "Trigger Sky Type Circle Arms", dim: dim, stage: 5, imageName: "trigger_sky_type_circle_arms", imageNameSplash: "trigger_sky_type_circle_arms-splash", type: virus, activityType: "Active", characterID: 9)
// MARK: - Stage 6
let evil_trigger = addDigimon(name: "Evil Trigger", dim: dim, stage: 6, imageName: "evil_trigger", imageNameSplash: "evil_trigger-splash", type: virus, activityType: "Indoor", characterID: 15)
let glitter_trigger_eternity = addDigimon(name: "Glitter Trigger Eternity", dim: dim, stage: 6, imageName: "glitter_trigger_eternity", imageNameSplash: "glitter_trigger_eternity-splash", type: data, activityType: "Active", characterID: 12)
let trigger_dark = addDigimon(name: "Trigger Dark", dim: dim, stage: 6, imageName: "trigger_dark", imageNameSplash: "trigger_dark-splash", type: vaccine, activityType: "Normal", characterID: 13)
let trigger_truth = addDigimon(name: "Trigger Truth", dim: dim, stage: 6, imageName: "trigger_truth", imageNameSplash: "trigger_truth-splash", type: free, activityType: "Stotic", characterID: 14)
// MARK: - Evolutions
// MARK: - Stage 1 to 2
addEvolution(from: lighttrigger, to: light2trigger, minutes: evo1Hour)
// MARK: - Stage 2 to 3
addEvolution(from: light2trigger, to: trigger_multi_type, minutes: evo3Hours)
// MARK: - Stage 3 to 4
addEvolution(from: trigger_multi_type, to: trigger_multi_typec, trophies: 3, vitalValues: 500, battles: 2, minutes: evo16Hours)
addEvolution(from: trigger_multi_type, to: trigger_power_type, trophies: 8, vitalValues: 1500, battles: 8, minutes: evo16Hours)
addEvolution(from: trigger_multi_type, to: trigger_sky_type, trophies: 6, vitalValues: 1000, battles: 4, minutes: evo16Hours)
// MARK: - Stage 4 to 5
addEvolution(from: trigger_sky_type, to: trigger_multi_type_circle_arms, trophies: 10, vitalValues: 2000, battles: 10, winRatio: 50, minutes: evo24Hours)
addEvolution(from: trigger_power_type, to: trigger_multi_type_circle_arms, trophies: 10, vitalValues: 2000, battles: 10, winRatio: 50, minutes: evo24Hours)
addEvolution(from: trigger_power_type, to: trigger_power_type_circle_arms, trophies: 15, vitalValues: 2500, battles: 15, winRatio: 70, minutes: evo24Hours)
addEvolution(from: trigger_sky_type, to: trigger_sky_type_circle_arms, trophies: 12, vitalValues: 2500, battles: 15, winRatio: 60, minutes: evo24Hours)
// MARK: - Stage 5 to 6
addEvolution(from: trigger_power_type_circle_arms, to: evil_trigger, trophies: 12, vitalValues: 4500, battles: 15, winRatio: 40, minutes: evo24Hours)
addEvolution(from: trigger_sky_type_circle_arms, to: evil_trigger, trophies: 12, vitalValues: 4500, battles: 15, winRatio: 40, minutes: evo24Hours)
addEvolution(from: trigger_sky_type_circle_arms, to: glitter_trigger_eternity, trophies: 20, vitalValues: 7000, battles: 25, winRatio: 70, minutes: evo24Hours)
addEvolution(from: trigger_multi_type_circle_arms, to: glitter_trigger_eternity, trophies: 15, vitalValues: 5000, battles: 20, winRatio: 50, minutes: evo24Hours)
addEvolution(from: trigger_power_type_circle_arms, to: glitter_trigger_eternity, trophies: 20, vitalValues: 7000, battles: 25, winRatio: 70, minutes: evo24Hours)
addEvolution(from: trigger_multi_type_circle_arms, to: trigger_dark, trophies: 12, vitalValues: 4500, battles: 15, winRatio: 40, minutes: evo24Hours)
addEvolution(from: trigger_sky_type_circle_arms, to: trigger_dark, trophies: 15, vitalValues: 5000, battles: 20, winRatio: 50, minutes: evo24Hours)
addEvolution(from: trigger_power_type_circle_arms, to: trigger_dark, trophies: 15, vitalValues: 5000, battles: 20, winRatio: 50, minutes: evo24Hours)
addEvolution(from: trigger_multi_type_circle_arms, to: trigger_truth, trophies: 20, vitalValues: 7000, battles: 25, winRatio: 70, minutes: evo24Hours)
// MARK: - Adventure Mode
addAdventureMode(stage : 1, steps: 500, digimon : trigger_multi_type, dim : dim)
addAdventureMode(stage : 2, steps: 1000, digimon : trigger_multi_typec, dim : dim)
addAdventureMode(stage : 3, steps: 1000, digimon : trigger_sky_type, dim : dim)
addAdventureMode(stage : 4, steps: 1000, digimon : trigger_power_type, dim : dim)
addAdventureMode(stage : 5, steps: 1000, digimon : darrgon, dim : dim)
addAdventureMode(stage : 6, steps: 1500, digimon : hudram, dim : dim)
addAdventureMode(stage : 7, steps: 1500, digimon : trigger_multi_type_circle_arms, dim : dim)
addAdventureMode(stage : 8, steps: 1500, digimon : trigger_sky_type_circle_arms, dim : dim)
addAdventureMode(stage : 9, steps: 1500, digimon : trigger_power_type_circle_arms, dim : dim)
addAdventureMode(stage : 10, steps: 1500, digimon : camearratrigger, dim : dim)
addAdventureMode(stage : 11, steps: 1500, digimon : trigger_multi_type_circle_arms, dim : dim)
addAdventureMode(stage : 12, steps: 2000, digimon : glitter_trigger_eternity, dim : dim)
addAdventureMode(stage : 13, steps: 2000, digimon : trigger_dark, dim : dim)
addAdventureMode(stage : 14, steps: 2000, digimon : evil_trigger, dim : dim)
addAdventureMode(stage : 15, steps: 2500, digimon : trigger_truth, dim : dim)
}
}