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find_the_out_1

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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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