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@RGBKnights
Created February 16, 2019 14:56
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"find_the_out_1"
{
"name" "find_the_out_1"
"description" "Designed by Opchip, based on a draft game"
"sections"
{
"part1"
{
"rules"
{
// All rules and their default values
"deck_player"
{
"use_deck" "ADCJeYApbkCA1cXMg54XYK13gEOvgETEJ6CWYIjAaIBLAGDiA__" // Optional deck code that if specified will cause the player to play this deck. If specified, no prompt to select a deck will be presented
}
"deck_ai"
{
"use_deck" "ADCJSsAsbgCKgELC0S4XaDeAZusAakBmqECLgGCuQGMgQ__" // Optional deck code that if specified will cause the player to play this deck. If specified, no prompt to select a deck will be presented
}
"set1" "1" // needed for the shop to work properly
"initial_heroes" "4"
"initial_heroes_ai" "4"
//"tower_health" "40" // for all towers
//"ancient_health" "80" // for all ancients
"tower1_health" "40" // override health for a specific tower
"tower2_health" "40"
"tower3_health" "0"
"tower1_health_ai" "40"
"tower2_health_ai" "40"
"tower3_health_ai" "0"
"ancient1_health" "80" // override health for a specific ancient
"ancient2_health" "80"
"ancient3_health" "80"
"ancient1_health_ai" "80"
"ancient2_health_ai" "80"
"ancient3_health_ai" "80"
"store_enabled" "1" // set to 0 to disable shopping
"initial_mana" "21"
"initial_mana_ai" "21"
"creeps_first_turn" "2"
"creeps_first_turn_ai" "1"
"creeps_per_turn" "0"
"creeps_per_turn_ai" "0"
"cards_first_turn" "10"
"cards_first_turn_ai" "4"
"cards_per_turn" "0"
"cards_per_turn_ai" "0"
"gold_per_turn_ai" "100"
"mana_boost_per_turn_ai" "0"
"creep_list" "1006" // Comma separated list of possible automatic creeps at deployment, EX: "10092,10003"
"creep_list_ai" "1006" // Comma separated list of possible automatic creeps at deployment, EX: "10092,10003"
"free_cards_per_turn" "" // Comma separated list of cards to draw each turn EX: "Tower Archer,Tower Archer"
"free_cards_per_turn_ai" ""
"deploy_heroes_enabled" "0" // set to 0 to never deploy more heroes
"gold_victory" "0" // you can win by having this much gold in the bank
"units_victory" "0" // you can win by having this many units in all lanes
"kills_victory" "0" // you can win by killing this many units
"ai_pass_chance_multiplier" "0" // multiplier on how likely the AI is to pass, set to 0 so they never pass
"creeps_lanes_player_1each" "0" // automatically deployed creeps only do 1 per lane rather than doubling up
"creeps_lanes_random" "0" // set to 0 and all the automatic creeps will bunch toward the left most lane
"heroes_initial_lane_random" "0" // set to 0 and hero lane order will be 1,2,3 from deck instead of random
"hero1_player" "10536, 10070, 10024, 10047" // set to the cardID of a hero to cause that hero to start in lane 1 10024 (tidehunter)
"hero2_player" "10082" // set to the cardID of a hero to cause that hero to start in lane 2
"hero3_player" "0" // set to the cardID of a hero to cause that hero to start in lane 3
"hero1_ai" "10043, 10054" // set to the cardID of a hero to cause that hero to start in lane 1
"hero2_ai" "10001, 10069" // set to the cardID of a hero to cause that hero to start in lane 2
"hero3_ai" "10065" // set to the cardID of a hero to cause that hero to start in lane 3
"only_flop_across_from_heroes" "0" // randomly deployed units will always land across from heroes
"no_shotclock" "0" // hides the timer around the coin... probably will default this off for AI games, so don't worry about it
"shotclock_base_time" "1200" // time limit for each turn
"force_combat_manager_rand_to_zero" "1" // used in tutorial to force the order that cards flop
"ai_action_choice_non_random" "1" // used in tutorial, ai plays their actions in hand order instead of random order
"defense_shield_force" "" // used in tutorial to force defense shields... dangerous, don't use!
}
"deck_order_player"
{
"draw" "10308" //Coupe de grace
"draw" "10282" //Enrage
"draw" "10282" //Enrage
"draw" "10282" //Enrage
"draw" "10410" //Slay
"draw" "10141" //Assured Destruction
"draw" "10238" //Claymore
"draw" "10203" //Phase Boots
"draw" "10268" //Lodestone Demolition
"draw" "10127" //Ogre Conscript
//subsequent draws
}
"deck_order_ai"
{
"draw" "10355" //Dim Portal
"draw" "10353" //BoD
"draw" "10242" //Shield of Basilius
"draw" "10160" //Ignite
}
"sequences"
{
"start"
{
"on_next_lane 9.0" "goto intro"
}
"intro"
{
"auto 2.0" "npehelper #find_the_out_1,100,0,100,n,c,c"
"on_message_dismissed" ""
"on_next_lane 2.0" "load_puzzle find_the_out_1"
}
"end"
{
}
// Syntax
//"<event> <delay>" "<action> <params>"
// You can change a rule mid game in a sequence like so:
"auto" "rule creeps_per_turn_ai 2"
// Also activates when the event above activates
">" "<action>"
// When they click ok on a popup (having this in a sqeuence causes the popup to have an ok button)
"on_message_dismissed" "<action>"
// When they click ok on a popup (has an ok button that is disabled until prompt_unstall action is used)
"on_stalled_message_dismissed" "<action>"
// When the coin is on your side
"on_prompt" "<action>"
// Some more useful ones
"on_card_played" "<action>"
"on_card_drawn" "<action>"
"on_deploy_start" "<action>"
"on_next_lane" "<action>"
"on_store_openned" "<action>"
"on_tower_destroyed" "<action>"
"on_victory" "<action>"
"on_failure" "<action>"
// Less useful
"on_zoom_out" "<action>"
"on_zoom_in" "<action>"
"on_camera_scroll" "<action>"
"on_camera_lane1" "<action>"
"on_camera_lane2" "<action>"
"on_camera_lane3" "<action>"
"on_viewed_card_history" "<action>"
"on_viewed_combat_preview" "<action>"
"on_movie_start" "<action>"
"on_movie_end" "<action>"
"on_card_flopped" "<action>"
// Here's some actions
">" "<action>"
">" "load_puzzle <name>"
">" "load_section <name>"
">" "quit"
">" "rule <rulename> <value>"
">" "convar <convarname> <value>"
">" "concommand <concommand> <param1> <2> ..."
">" "creat_carde <name>"
">" "checklist_headder <text>" // sets the top title of the checklist
">" "checklist_add <text> <count>" // adds a checklist section with option subsection count
">" "checklist_set <text>" // sets this as the current section
">" "checklist_hide" // hides the checklist ui element
">" "popup <text> <time_till_button_enabled>"
">" "popup_unstall"
">" "soundevent <name>"
">" "particleevent <name> <matchname1> <matchparam1> <2> <2>..."
// Tutorial stuff, not really useful
">" "hudevent 0 <param> <param>"
">" "showchild <matchname1> <matchparam1> <2> <2>..."
">" "hidechild <matchname1> <matchparam1> <2> <2>..."
">" "lock <matchname1> <matchparam1> <2> <2>..."
">" "unlock <matchname1> <matchparam1> <2> <2>..."
">" "lock_camera"
">" "unlock_camera"
">" "reset_accumulated_show_time"
}
}
}
}
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