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dark_night_2

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Feb 4th, 2019
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  1. "dark_knight_2"
  2. {
  3. "name" "dark_knight_2"
  4. "description" "#Localize_These_Please"
  5. "sections"
  6. {
  7. "part1"
  8. {
  9. "rules"
  10. {
  11. // All rules and their default values
  12. "deck_player"
  13. {
  14. "use_deck" "ADCJR0hJX0lvQGBAXwOY7sCAoFGmIxBjI9FQYJMBlUKg4cPkoyCmZNOJwKLg1tQVVpaTEVdIERhcmsgTmlnaHQgMiBQbGF5ZXIgRGVjaw__" // 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
  15. "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
  16. "additional_decks" // A list of additional decks to add to the deck selector that they can select
  17. {
  18. "sample_deck_1"
  19. {
  20. "name" "A" // The name to present for this deck in the selector
  21. "description" "" // Optional description for this deck
  22. "tags" "" // Optional tags for this deck
  23. "code" "" // The deck code for this deck
  24. }
  25. }
  26.  
  27. "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
  28. {
  29. }
  30. }
  31. "deck_ai"
  32. {
  33. "use_deck" "ADCJYwdprkCQhwRAbhdgYGq3wGgAQ62A1iQuwGHhAIBW1BVWlpMRV0gRGFyayBuaWdodCAyIEFJIGRlY2s_" // 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
  34. "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
  35. "additional_decks" // A list of additional decks to add to the deck selector that they can select
  36. {
  37. "sample_deck_1"
  38. {
  39. "name" "A" // The name to present for this deck in the selector
  40. "description" "" // Optional description for this deck
  41. "tags" "" // Optional tags for this deck
  42. "code" "" // The deck code for this deck
  43. }
  44. }
  45.  
  46. "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
  47. {
  48. }
  49. }
  50.  
  51. "set1" "1" // needed for the shop to work properly
  52.  
  53. "initial_heroes" "4"
  54. "initial_heroes_ai" "4"
  55.  
  56. //"tower_health" "40" // for all towers
  57. //"ancient_health" "80" // for all ancients
  58.  
  59. "tower1_health" "0" // override health for a specific tower
  60. "tower2_health" "40"
  61. "tower3_health" "40"
  62. "tower1_health_ai" "0"
  63. "tower2_health_ai" "40"
  64. "tower3_health_ai" "40"
  65. "ancient1_health" "20" // override health for a specific ancient
  66. "ancient2_health" "80"
  67. "ancient3_health" "80"
  68. "ancient1_health_ai" "88"
  69. "ancient2_health_ai" "80"
  70. "ancient3_health_ai" "80"
  71.  
  72. "store_enabled" "1" // set to 0 to disable shopping
  73. "initial_mana" "30"
  74. "initial_mana_ai" "8"
  75. "creeps_first_turn" "0"
  76. "creeps_first_turn_ai" "0"
  77. "creeps_per_turn" "3"
  78. "creeps_per_turn_ai" "3"
  79. "cards_first_turn" "17"
  80. "cards_first_turn_ai" "1"
  81. "cards_per_turn" "0"
  82. "cards_per_turn_ai" "0"
  83. "gold_per_turn_ai" "0"
  84. "mana_boost_per_turn_ai" "0"
  85.  
  86. "creep_list" "1006" // Comma separated list of possible automatic creeps at deployment, EX: "10092,10003"
  87. "creep_list_ai" "1006" // Comma separated list of possible automatic creeps at deployment, EX: "10092,10003"
  88. "free_cards_per_turn" "" // Comma separated list of cards to draw each turn EX: "Tower Archer,Tower Archer"
  89. "free_cards_per_turn_ai" ""
  90. "deploy_heroes_enabled" "1" // set to 0 to never deploy more heroes
  91.  
  92. "gold_victory" "0" // you can win by having this much gold in the bank
  93. "units_victory" "0" // you can win by having this many units in all lanes
  94. "kills_victory" "0" // you can win by killing this many units
  95. "ai_pass_chance_multiplier" "0" // multiplier on how likely the AI is to pass, set to 0 so they never pass
  96. "creeps_lanes_player_1each" "0" // automatically deployed creeps only do 1 per lane rather than doubling up
  97. "creeps_lanes_random" "0" // set to 0 and all the automatic creeps will bunch toward the left most lane
  98. "heroes_initial_lane_random" "0" // set to 0 and hero lane order will be 1,2,3 from deck instead of random
  99. "hero1_player" "10058, 4005, 10060" // set to the cardID of a hero to cause that hero to start in lane 1
  100. "hero2_player" "0" // set to the cardID of a hero to cause that hero to start in lane 2
  101. "hero3_player" "0" // set to the cardID of a hero to cause that hero to start in lane 3
  102. "hero1_ai" "10069, 10052, 10024, 10022, 10070" // set to the cardID of a hero to cause that hero to start in lane 1
  103. "hero2_ai" "0" // set to the cardID of a hero to cause that hero to start in lane 2
  104. "hero3_ai" "0" // set to the cardID of a hero to cause that hero to start in lane 3
  105. "only_flop_across_from_heroes" "0" // randomly deployed units will always land across from heroes
  106. "no_shotclock" "0" // hides the timer around the coin... probably will default this off for AI games, so don't worry about it
  107. "shotclock_base_time" "120" // time limit for each turn
  108. "force_combat_manager_rand_to_zero" "1" // used in tutorial to force the order that cards flop
  109. "ai_action_choice_non_random" "0" // used in tutorial, ai plays their actions in hand order instead of random order
  110. "defense_shield_force" "" // used in tutorial to force defense shields... dangerous, don't use!
  111. "#dark_night_2" "this is a test message"
  112. }
  113. "deck_order_player"
  114. {
  115. "draw" "10413" //forward charge
  116. "draw" "10268" //lodstone demo
  117. "draw" "10413" //forward charge
  118. "draw" "10162" //artilery
  119. "draw" "10328" //gank
  120. "draw" "10328" //gank
  121. "draw" "10213" //furlined mantle
  122. "draw" "10238" //claymore
  123. "draw" "10203" //phase boots
  124. "draw" "10203" //phase boots
  125. "draw" "10410" //slay
  126. "draw" "10141" //assured
  127. "draw" "10116" //ravenous
  128. "draw" "10116" //ravenous
  129. "draw" "10085" //shadow
  130. "draw" "10182" //the oath
  131. "draw" "10295" //censure
  132. }
  133. "deck_order_ai"
  134. {
  135. "draw" "10425" //ToT
  136. }
  137. "sequences"
  138. {
  139.  
  140. "start"
  141. {
  142. "on_next_lane 9.0" "goto intro"
  143. }
  144.  
  145. "intro"
  146. {
  147. "auto 2.0" "npehelper #dark_night_2,100,0,100,n,c,c"
  148. "on_message_dismissed" ""
  149. "on_next_lane 2.0" "load_puzzle dark_night_2"
  150. }
  151. "end"
  152. {
  153. }
  154. // Syntax
  155. //"<event> <delay>" "<action> <params>"
  156.  
  157. // You can change a rule mid game in a sequence like so:
  158. "auto" "rule creeps_per_turn_ai 2"
  159.  
  160. // Also activates when the event above activates
  161. ">" "<action>"
  162.  
  163. // When they click ok on a popup (having this in a sqeuence causes the popup to have an ok button)
  164. "on_message_dismissed" "<action>"
  165.  
  166. // When they click ok on a popup (has an ok button that is disabled until prompt_unstall action is used)
  167. "on_stalled_message_dismissed" "<action>"
  168.  
  169. // When the coin is on your side
  170. "on_prompt" "<action>"
  171.  
  172. // Some more useful ones
  173. "on_card_played" "<action>"
  174. "on_card_drawn" "<action>"
  175. "on_deploy_start" "<action>"
  176. "on_next_lane" "<action>"
  177. "on_store_openned" "<action>"
  178. "on_tower_destroyed" "<action>"
  179. "on_victory" "<action>"
  180. "on_failure" "<action>"
  181.  
  182. // Less useful
  183. "on_zoom_out" "<action>"
  184. "on_zoom_in" "<action>"
  185. "on_camera_scroll" "<action>"
  186. "on_camera_lane1" "<action>"
  187. "on_camera_lane2" "<action>"
  188. "on_camera_lane3" "<action>"
  189. "on_viewed_card_history" "<action>"
  190. "on_viewed_combat_preview" "<action>"
  191. "on_movie_start" "<action>"
  192. "on_movie_end" "<action>"
  193. "on_card_flopped" "<action>"
  194.  
  195. // Here's some actions
  196. ">" "<action>"
  197.  
  198. ">" "load_puzzle <name>"
  199. ">" "load_section <name>"
  200. ">" "quit"
  201.  
  202. ">" "rule <rulename> <value>"
  203. ">" "convar <convarname> <value>"
  204. ">" "concommand <concommand> <param1> <2> ..."
  205. ">" "creat_carde <name>"
  206.  
  207. ">" "checklist_headder <text>" // sets the top title of the checklist
  208. ">" "checklist_add <text> <count>" // adds a checklist section with option subsection count
  209. ">" "checklist_set <text>" // sets this as the current section
  210. ">" "checklist_hide" // hides the checklist ui element
  211.  
  212. ">" "popup <text> <time_till_button_enabled>"
  213. ">" "popup_unstall"
  214. ">" "soundevent <name>"
  215. ">" "particleevent <name> <matchname1> <matchparam1> <2> <2>..."
  216.  
  217. // Tutorial stuff, not really useful
  218. ">" "hudevent 0 <param> <param>"
  219. ">" "showchild <matchname1> <matchparam1> <2> <2>..."
  220. ">" "hidechild <matchname1> <matchparam1> <2> <2>..."
  221. ">" "lock <matchname1> <matchparam1> <2> <2>..."
  222. ">" "unlock <matchname1> <matchparam1> <2> <2>..."
  223. ">" "lock_camera"
  224. ">" "unlock_camera"
  225. ">" "reset_accumulated_show_time"
  226. }
  227. }
  228. }
  229. }
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