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find_the_out_1

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Feb 5th, 2019
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  1. "find_the_out_1"
  2. {
  3. "name" "find_the_out_1"
  4. "description" "Designed by Opchip, based on a draft game"
  5. "sections"
  6. {
  7. "part1"
  8. {
  9. "rules"
  10. {
  11. // All rules and their default values
  12. "deck_player"
  13. {
  14. "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
  15. }
  16. "deck_ai"
  17. {
  18. "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
  19. }
  20.  
  21. "set1" "1" // needed for the shop to work properly
  22.  
  23. "initial_heroes" "4"
  24. "initial_heroes_ai" "4"
  25.  
  26. //"tower_health" "40" // for all towers
  27. //"ancient_health" "80" // for all ancients
  28.  
  29. "tower1_health" "40" // override health for a specific tower
  30. "tower2_health" "40"
  31. "tower3_health" "0"
  32. "tower1_health_ai" "40"
  33. "tower2_health_ai" "40"
  34. "tower3_health_ai" "0"
  35. "ancient1_health" "80" // override health for a specific ancient
  36. "ancient2_health" "80"
  37. "ancient3_health" "80"
  38. "ancient1_health_ai" "80"
  39. "ancient2_health_ai" "80"
  40. "ancient3_health_ai" "80"
  41.  
  42. "store_enabled" "1" // set to 0 to disable shopping
  43. "initial_mana" "21"
  44. "initial_mana_ai" "21"
  45. "creeps_first_turn" "2"
  46. "creeps_first_turn_ai" "1"
  47. "creeps_per_turn" "0"
  48. "creeps_per_turn_ai" "0"
  49. "cards_first_turn" "10"
  50. "cards_first_turn_ai" "4"
  51. "cards_per_turn" "0"
  52. "cards_per_turn_ai" "0"
  53. "gold_per_turn_ai" "100"
  54. "mana_boost_per_turn_ai" "0"
  55.  
  56. "creep_list" "1006" // Comma separated list of possible automatic creeps at deployment, EX: "10092,10003"
  57. "creep_list_ai" "1006" // Comma separated list of possible automatic creeps at deployment, EX: "10092,10003"
  58. "free_cards_per_turn" "" // Comma separated list of cards to draw each turn EX: "Tower Archer,Tower Archer"
  59. "free_cards_per_turn_ai" ""
  60. "deploy_heroes_enabled" "0" // set to 0 to never deploy more heroes
  61.  
  62. "gold_victory" "0" // you can win by having this much gold in the bank
  63. "units_victory" "0" // you can win by having this many units in all lanes
  64. "kills_victory" "0" // you can win by killing this many units
  65. "ai_pass_chance_multiplier" "0" // multiplier on how likely the AI is to pass, set to 0 so they never pass
  66. "creeps_lanes_player_1each" "0" // automatically deployed creeps only do 1 per lane rather than doubling up
  67. "creeps_lanes_random" "0" // set to 0 and all the automatic creeps will bunch toward the left most lane
  68. "heroes_initial_lane_random" "0" // set to 0 and hero lane order will be 1,2,3 from deck instead of random
  69. "hero1_player" "10536, 10070, 10024, 10047" // set to the cardID of a hero to cause that hero to start in lane 1 10024 (tidehunter)
  70. "hero2_player" "10082" // set to the cardID of a hero to cause that hero to start in lane 2
  71. "hero3_player" "0" // set to the cardID of a hero to cause that hero to start in lane 3
  72. "hero1_ai" "10043, 10054" // set to the cardID of a hero to cause that hero to start in lane 1
  73. "hero2_ai" "10001, 10069" // set to the cardID of a hero to cause that hero to start in lane 2
  74. "hero3_ai" "10065" // set to the cardID of a hero to cause that hero to start in lane 3
  75. "only_flop_across_from_heroes" "0" // randomly deployed units will always land across from heroes
  76. "no_shotclock" "0" // hides the timer around the coin... probably will default this off for AI games, so don't worry about it
  77. "shotclock_base_time" "1200" // time limit for each turn
  78. "force_combat_manager_rand_to_zero" "1" // used in tutorial to force the order that cards flop
  79. "ai_action_choice_non_random" "1" // used in tutorial, ai plays their actions in hand order instead of random order
  80. "defense_shield_force" "" // used in tutorial to force defense shields... dangerous, don't use!
  81. }
  82. "deck_order_player"
  83. {
  84. "draw" "10308" //Coupe de grace
  85. "draw" "10282" //Enrage
  86. "draw" "10282" //Enrage
  87. "draw" "10282" //Enrage
  88. "draw" "10410" //Slay
  89. "draw" "10141" //Assured Destruction
  90. "draw" "10238" //Claymore
  91. "draw" "10203" //Phase Boots
  92. "draw" "10268" //Lodestone Demolition
  93. "draw" "10127" //Ogre Conscript
  94.  
  95. //subsequent draws
  96. }
  97. "deck_order_ai"
  98. {
  99. "draw" "10355" //Dim Portal
  100. "draw" "10353" //BoD
  101. "draw" "10242" //Shield of Basilius
  102. "draw" "10160" //Ignite
  103. }
  104. "sequences"
  105. {
  106.  
  107. "start"
  108. {
  109. "on_next_lane 9.0" "goto intro"
  110. }
  111.  
  112. "intro"
  113. {
  114. "auto 2.0" "npehelper #find_the_out_1,100,0,100,n,c,c"
  115. "on_message_dismissed" ""
  116. "on_next_lane 2.0" "load_puzzle find_the_out_1"
  117. }
  118. "end"
  119. {
  120. }
  121. // Syntax
  122. //"<event> <delay>" "<action> <params>"
  123.  
  124. // You can change a rule mid game in a sequence like so:
  125. "auto" "rule creeps_per_turn_ai 2"
  126.  
  127. // Also activates when the event above activates
  128. ">" "<action>"
  129.  
  130. // When they click ok on a popup (having this in a sqeuence causes the popup to have an ok button)
  131. "on_message_dismissed" "<action>"
  132.  
  133. // When they click ok on a popup (has an ok button that is disabled until prompt_unstall action is used)
  134. "on_stalled_message_dismissed" "<action>"
  135.  
  136. // When the coin is on your side
  137. "on_prompt" "<action>"
  138.  
  139. // Some more useful ones
  140. "on_card_played" "<action>"
  141. "on_card_drawn" "<action>"
  142. "on_deploy_start" "<action>"
  143. "on_next_lane" "<action>"
  144. "on_store_openned" "<action>"
  145. "on_tower_destroyed" "<action>"
  146. "on_victory" "<action>"
  147. "on_failure" "<action>"
  148.  
  149. // Less useful
  150. "on_zoom_out" "<action>"
  151. "on_zoom_in" "<action>"
  152. "on_camera_scroll" "<action>"
  153. "on_camera_lane1" "<action>"
  154. "on_camera_lane2" "<action>"
  155. "on_camera_lane3" "<action>"
  156. "on_viewed_card_history" "<action>"
  157. "on_viewed_combat_preview" "<action>"
  158. "on_movie_start" "<action>"
  159. "on_movie_end" "<action>"
  160. "on_card_flopped" "<action>"
  161.  
  162. // Here's some actions
  163. ">" "<action>"
  164.  
  165. ">" "load_puzzle <name>"
  166. ">" "load_section <name>"
  167. ">" "quit"
  168.  
  169. ">" "rule <rulename> <value>"
  170. ">" "convar <convarname> <value>"
  171. ">" "concommand <concommand> <param1> <2> ..."
  172. ">" "creat_carde <name>"
  173.  
  174. ">" "checklist_headder <text>" // sets the top title of the checklist
  175. ">" "checklist_add <text> <count>" // adds a checklist section with option subsection count
  176. ">" "checklist_set <text>" // sets this as the current section
  177. ">" "checklist_hide" // hides the checklist ui element
  178.  
  179. ">" "popup <text> <time_till_button_enabled>"
  180. ">" "popup_unstall"
  181. ">" "soundevent <name>"
  182. ">" "particleevent <name> <matchname1> <matchparam1> <2> <2>..."
  183.  
  184. // Tutorial stuff, not really useful
  185. ">" "hudevent 0 <param> <param>"
  186. ">" "showchild <matchname1> <matchparam1> <2> <2>..."
  187. ">" "hidechild <matchname1> <matchparam1> <2> <2>..."
  188. ">" "lock <matchname1> <matchparam1> <2> <2>..."
  189. ">" "unlock <matchname1> <matchparam1> <2> <2>..."
  190. ">" "lock_camera"
  191. ">" "unlock_camera"
  192. ">" "reset_accumulated_show_time"
  193. }
  194. }
  195. }
  196. }
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