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@RGBKnights
Created February 16, 2019 14:55
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"red_mist_survival"
{
"name" "See puzzles/puzzle_example.txt for WIP documentation!"
"description" "#Localize_These_Please"
"sections"
{
"part1"
{
"rules"
{
// All rules and their default values
"deck_player"
{
"use_deck" "ADCJYcmJLkCg00IGaC7Ag4CU0SOk5ZCQkSKioGCgVCDR5SvAUSIRkpLhEVCSYdBTEeZB0hbUFVaWkxFXSBSZWQgTWlzdCBTdXJ2aXZhbCBQbGF5ZXIgRGVjaw__" // 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
"allow_user_decks" "1" // Specify whether or not the user can submit custom built decks. If zero, they cannot and must use the additional decks listed below
"additional_decks" // A list of additional decks to add to the deck selector that they can select
{
"sample_deck_1"
{
"name" "A" // The name to present for this deck in the selector
"description" "" // Optional description for this deck
"tags" "" // Optional tags for this deck
"code" "" // The deck code for this deck
}
}
"validator" // If you allow users to play custom decks, this can be specified to provide a custom deck validator to enforce the user selection of decks
{
}
}
"deck_ai"
{
"use_deck" "ADCJd4iergCEKABCjQOfboCRolKRlRVlEevAU5Blr4BcgKJW1BVWlpMRV0gUmVkIE1pc3QgU3Vydml2YWwgQUkgRGVjaw__" // 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
"allow_user_decks" "1" // Specify whether or not the user can submit custom built decks. If zero, they cannot and must use the additional decks listed below
"additional_decks" // A list of additional decks to add to the deck selector that they can select
{
"sample_deck_1"
{
"name" "A" // The name to present for this deck in the selector
"description" "" // Optional description for this deck
"tags" "" // Optional tags for this deck
"code" "" // The deck code for this deck
}
}
"validator" // If you allow users to play custom decks, this can be specified to provide a custom deck validator to enforce the user selection of decks
{
}
}
"set1" "1" // needed for the shop to work properly
"initial_heroes" "0"
"initial_heroes_ai" "0"
"tower1_health" "500" // override health for a specific tower
"tower2_health" "500"
"tower3_health" "500"
"tower1_health_ai" "2000"
"tower2_health_ai" "2000"
"tower3_health_ai" "2000"
"ancient1_health" "1000" // override health for a specific ancient
"ancient2_health" "1000"
"ancient3_health" "1000"
"ancient1_health_ai" "1000"
"ancient2_health_ai" "1000"
"ancient3_health_ai" "1000"
"store_enabled" "1" // set to 0 to disable shopping
"initial_mana" "5"
"initial_mana_ai" "3"
"creeps_first_turn" "18"
"creeps_first_turn_ai" "5"
"creeps_per_turn" "8"
"creeps_per_turn_ai" "10"
"cards_first_turn" "7"
"cards_first_turn_ai" "5"
"cards_per_turn" "7"
"cards_per_turn_ai" "5"
"gold_per_turn_ai" "5"
"mana_boost_per_turn_ai" "0"
"creep_list" "10104, 10087, 10131, 10080" // Comma separated list of possible automatic creeps at deployment, EX: "10092,10003"
"creep_list_ai" "10128" // 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
"ai_pass_chance_multiplier" "100" // 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" "1" // set to 0 and all the automatic creeps will bunch toward the left most lane
"heroes_initial_lane_random" "1" // set to 0 and hero lane order will be 1,2,3 from deck instead of random
"hero1_player" "0" // set to the cardID of a hero to cause that hero to start in lane 1
"hero2_player" "0" // 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" "0" // set to the cardID of a hero to cause that hero to start in lane 1
"hero2_ai" "0" // set to the cardID of a hero to cause that hero to start in lane 2
"hero3_ai" "0" // 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" "45" // time limit for each turn
"force_combat_manager_rand_to_zero" "0" // used in tutorial to force the order that cards flop
"ai_action_choice_non_random" "0" // 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" "10203" //phase boots
"draw" "10203" //phase boots
"draw" "10203" //phase boots
"draw" "10225" //vesture
}
"sequences"
{
//DCG_CardInfo_CardsShownOutOfTotal
"start"
{
"on_next_lane 9.0" "goto intro"
}
"intro"
{
"auto 2.0" "npehelper #ANO_redmist_intro,100,0,100,n,c,c"
"on_message_dismissed" ""
"on_next_lane" "goto t1lane2"
}
"t1lane2"
{
"on_next_lane" "goto t1lane3"
}
"t1lane3"
{
//changing the creep spawn algorithm
//"auto" "rule creep_list 10087, 10131"
"auto" "rule creep_list_ai 1006, 10128"
"on_next_lane" "goto t2lane1"
}
"t2lane1"
{
"on_next_lane" "goto t2lane2"
}
"t2lane2"
{
"on_next_lane" "goto t2lane3"
}
"t2lane3"
{
"auto" "rule creep_list_ai 1006, 10103"
">" "rule creeps_per_turn_ai 16"
">" "rule creeps_per_turn 2"
"on_next_lane" "goto t3lane1"
}
"t3lane1"
{
"on_next_lane" "goto t3lane2"
}
"t3lane2"
{
"on_next_lane" "goto t3lane3"
}
"t3lane3"
{
"auto" "rule creep_list_ai 1006, 10310"
">" "rule creeps_per_turn_ai 20"
"on_next_lane" "goto t4lane1"
}
"t4lane1"
{
"on_next_lane" "goto t4lane2"
}
"t4lane2"
{
"on_next_lane" "goto t4lane3"
}
"t4lane3"
{
"auto" "rule creep_list_ai 10092, 1006, 10132"
">" "rule creeps_per_turn_ai 17"
">" "rule creeps_per_turn 0"
"on_next_lane" "goto t5lane1"
}
"t5lane1"
{
"on_next_lane" "goto t5lane2"
}
"t5lane2"
{
"on_next_lane" "goto t5lane3"
}
"t5lane3"
{
"auto" "rule creep_list_ai 10083, 1006, 10132"
">" "rule creeps_per_turn_ai 20"
"on_next_lane" "goto t6lane1"
}
"t6lane1"
{
"on_next_lane" "goto t6lane2"
}
"t6lane2"
{
"on_next_lane" "goto t6lane3"
}
"t6lane3"
{
"auto" "rule creep_list_ai 10102, 10096" //crashing? change 10096 to 10457
">" "rule creeps_per_turn_ai 6"
"on_next_lane" "goto t7lane1"
}
"t7lane1"
{
"on_next_lane" "goto t7lane2"
}
"t7lane2"
{
"on_next_lane" "goto t7lane3"
}
"t7lane3"
{
"auto" "rule creep_list_ai 10127, 1006"
">" "rule creeps_per_turn_ai 25"
"on_next_lane" "goto t8lane1"
}
"t8lane1"
{
"on_next_lane" "goto t8lane2"
}
"t8lane2"
{
"on_next_lane" "goto t8lane3"
}
"t8lane3"
{
"auto" "rule creep_list_ai 10310, 1006, 10086, 10127"
">" "rule creeps_per_turn_ai 24"
"on_next_lane" "goto t9lane1"
}
"t9lane1"
{
"on_next_lane" "goto t9lane2"
}
"t9lane2"
{
"on_next_lane" "goto t9lane3"
}
"t9lane3"
{
"auto" "rule creep_list_ai 10310, 1006, 10086"
">" "rule creeps_per_turn_ai 0"
"on_next_lane" "concommand dcg_opponent_concede"
}
"end"
{
}
}
}
}
}
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