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hathora.yml
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/
hathora.yml
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types:
#enums
Cards:
- AbilityCard
- TowerDefense
- MonsterCard
- LocationCard
CardType:
- Spell
- Weapon
- Item
- Friend
Cardstatus:
- FaceUp
- FaceDown
- FaceUpDisabled
PlayerStatus:
- Undefined
- Connected
- RoleSelection
- ReadyToPlay
AbilityCardType:
- MonsterCard
- TowerDefense
- AbilityCard
- LocationCard
Roles:
- Barbarian
- Wizard
- Paladin
- Rogue
RoundState:
- Idle
- TowerDefense
- MonsterCard
- PlayerTurn
- End
GameStates:
- Idle
- PlayersJoining
- Setup
- ReadyForRound
- ReadyForStart
- InProgress
- Completed
DieFaces:
- GainHealth
- LoseHealth
- GainHealthAll
- GainAttack
- LoseAttack
- GainAbility
- LoseAbility
- DrawCard
- DiscardCard
- AddLocation
- RemoveLocation
StatusEffect:
- Stunned
- NoHeal
- NoDraw
- DamageCap
- MonsterDefeatPerk
- LocationCursed
- NoLocation
- PurchaseCurse
- DiscardCurse
- ImmuneUntilLast
- MonsterRally
Conditions:
- Standard
- IfTopCardOfDeckAbilityScoreGT4
- IfTopCardOfDeckAbilityScoreGT1
- ForEachCardInHandAbilityScoreGT4
- ForEachCardInHandAbilityScoreGT1
- IfTopCardSpell
- IfMonsterKilled
- IfLocationAdded
- Choose2
- Choose3
- AllChoose
- IfPlayerDiscards
- ForEachFriendInHand
- ForEachSpell
- ForEachWeapon
- IfNewMonsterCardorNewMonsterRallyPlayed
- BlockCardDraw
- BlockHealing
- AllDrawOne
- CannotAddLocation
- IfPurchasedCardGT4
- DrawFromDiscard
- AllDrawFromDiscard
- ImmuneUntilLast
ErrorMessage:
status: int
message: string
UserResponse:
userData: boolean
cardPlayed: Cards
selectedUsers?: UserId[]
selectedMonsters?: MonsterCard[]
targetType:
- AllHeroes
- ActiveHero
- OtherHeroes
- AnyHero
- RandomHero
effectType:
- Passive
- Active
Effect:
target: targetType
cb: string
userPrompt: boolean
MonsterCard:
Title: string
Health: int
Damage: int
Level: int
CardStatus: Cardstatus
ActiveEffect: Effect?
PassiveEffect: Effect?
Rewards: Effect
StatusEffects: StatusEffect[]
AbilityCard:
Title: string
Catagory: string
Level: int
Cost: int
ActiveEffect: Effect?
PassiveEffect: Effect?
CardStatus: Cardstatus
TowerDefense:
Title: string
Level: int
ActiveEffect: Effect?
PassiveEffect: Effect?
CardStatus: Cardstatus
LocationCard:
Title: string
Level: int
TD: int
Sequence: int
Health: int
ActiveDamage: int
ActiveEffect: Effect?
PassiveEffect: Effect?
CardStatus: Cardstatus
PlayerDecks:
Deck: AbilityCard[]
Discard: AbilityCard[]
UIEvents:
type: string
value: int
Events:
user: UserId
effect: UIEvents
Player:
Id: UserId
username?: string
characterName?: string
StatusEffects: StatusEffect[]
PlayerState: PlayerStatus
Health: int
AttackPoints: int
AbilityPoints: int
Hand: AbilityCard[]
Role: Roles
LevelBonus: Effect[]
GameState:
gameLevel: int
gameLog: string[]
roundSequence: RoundState
gameSequence: GameStates
abilityPile: AbilityCard[]
activeMonsters: MonsterCard[]
locationPile: LocationCard?
towerDefensePile: TowerDefense[]
turn: UserId?
players: Player[]
methods:
joinGame:
selectRole:
role: Roles
nameCharacter:
name: string
addAI:
startGame:
selectTowerDefense:
cardname: string
selectMonsterCard:
cardname: string
selectPlayerCard:
cardname: string
discard:
cardname: string
drawCard:
cardname: string
endTurn:
startTurn:
userChoice:
effect: string
applyAttack:
cardname: string
buyAbilityCard:
cardname: string
auth:
anonymous: {}
userState: GameState
error: string