Initial commit

This commit is contained in:
WatermelonModders
2022-05-31 12:35:46 -04:00
commit fc5cb0c32c
4097 changed files with 447075 additions and 0 deletions
@@ -0,0 +1,14 @@
# Goldshire Footman
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$minions"
},
".section properties" : {
"all": [ "taunt" ]
}
}
@@ -0,0 +1,23 @@
# Holy Nova
{
".section spell_aoe" : {
"code" : "
def(card_list_s, allcards)
allcards = hsl_board_all_cards($attacker, $heroes_included);
def(card_list_s, cl)
foreach(cl, allcards) {
if(cl->card->controller == $attacker->controller) {
cl->card->receive.heal = 2;
} else {
cl->card->receive.damage = 2;
}
}
hsl_attack_aoe($attacker, allcards)
hsl_link_target($attacker, allcards)
",
"target": "$auto"
}
}
@@ -0,0 +1,11 @@
# Holy Smite
{
".section spell" : {
"code" : "
$defender->receive.damage = 2;
hsl_attack($attacker, $defenders);
",
"target": "$all"
}
}
@@ -0,0 +1,13 @@
# Mind Vision
{
".section buff" : {
"code": "
def(card_s, card)
card = hsl_cards_get_hand_random($deck_opponent);
if(card) {
hsl_add_new_card_hand($deck_player, card->entity->name, holder)
}
",
"target" : "$auto"
}
}
@@ -0,0 +1,15 @@
# Power Word: Shield
{
".section buff" : {
"code": "
hsl_change_health($defender, 2)
hsl_add_signle_attachment($player, $deck_player, $attacker, $defender);
hsl_draw_cards($player, $deck_player, draw_card, 1)
/* hsl_link_target($attacker, $defenders) */
",
"target": "$minions"
}
}
@@ -0,0 +1,14 @@
# Claw
{
".section buff" : {
"code": "
int change = 2;
hsl_buff_attack_expire(1, $ally_hero, change);
hsl_change_armor($ally_hero, change)
hsl_add_attachment($player, $attacker, $ally_hero, 1);
hsl_add_target($ally_hero, holder)
",
"target": "$auto"
}
}
@@ -0,0 +1,12 @@
# Healing Touch
{
".section buff" : {
"code" : "
$defender->receive.heal = 8;
hsl_attack($attacker, $defenders);
hsl_link_target($attacker, $defenders);
",
"target": "$all"
}
}
@@ -0,0 +1,12 @@
# Moonfire
{
".section spell" : {
"code" : "
/* defender is linked by default */
$defender->receive.damage = 1;
hsl_attack($attacker, $defenders);
",
"target": "$all"
}
}
@@ -0,0 +1,12 @@
# Mark of the Wild
{
".section buff" : {
"code": "
hsl_change_attack($defender, 2)
hsl_set_taunt($defender)
hsl_add_signle_attachment($player, $deck_player, $attacker, $defender);
",
"target": "$minions"
}
}
@@ -0,0 +1,18 @@
# Savage Roar
{
".section buff" : {
"code": "
def(card_list_s, all)
all = hsl_board_friendly_cards($attacker, $heroes_included);
def(card_list_s, itm)
foreach(itm, all) {
hsl_buff_attack_expire(1, itm->card, 2);
hsl_add_attachment($player, $attacker, itm->card, 1);
hsl_add_defender(itm->card, holder)
}
",
"target": "$auto"
}
}
@@ -0,0 +1,21 @@
# Swipe
{
".section spell_aoe" : {
"code": "
def(card_list_s, all)
all = hsl_board_enemy_cards($defender, $heroes_included);
$defender->receive.damage = 4;
def(card_list_s, itm)
foreach(itm, all) {
itm->card->receive.damage = 1;
hsl_add_target(itm->card, holder);
}
hsl_attack($attacker, $defenders)
",
"target": "$enemy"
}
}
@@ -0,0 +1,10 @@
# Polymorph
{
".section buff" : {
"code": "
hsl_transform($attacker, $defender, \"CS2_tk1\");
",
"target": "$enemy_minions"
}
}
@@ -0,0 +1,9 @@
# Arcane Intellect
{
".section buff" : {
"code": "
hsl_draw_cards($player, $deck_player, draw_card, 2)
",
"target" : "$auto"
}
}
@@ -0,0 +1,22 @@
# Frostbolt
{
".section spell" : {
"code" : "
$defender->receive.damage = 3;
hsl_attack($attacker, $defenders);
",
"target": "$all"
},
".section attack_effect" : {
"code" : "
hsl_freeze($attacker, $defender)
"
},
".section properties" : {
"all": [ "freeze" ]
}
}
@@ -0,0 +1,19 @@
# Arcane Explosion
{
".section spell_aoe" : {
"code" : "
def(card_list_s, e)
e = hsl_board_enemy_cards($attacker, $heroes_excluded);
def(card_list_s, cl)
foreach(cl, e) {
cl->card->receive.damage = 1;
}
hsl_attack_aoe($attacker, e)
hsl_link_target($attacker, e)
",
"target": "$auto"
}
}
@@ -0,0 +1,15 @@
# Frost Nova
{
".section spell_aoe" : {
"code" : "
def(card_list_s, e)
e = hsl_board_enemy_cards($attacker, $heroes_excluded);
hsl_attack_aoe($attacker, e)
hsl_link_target($attacker, e)
",
"target": "$auto"
}
}
@@ -0,0 +1,17 @@
# Mirror Image
{
".section spell_aoe" : {
"code": "
int i;
for(i = 0; i < 2; i++) {
hsl_summon_card($deck_player, \"CS2_mirror\", cardholder)
}
/* this just does the routine (destroying it etc..) with a played card */
hsl_attack_aoe($attacker, $defenders)
",
"target": "$auto"
}
}
@@ -0,0 +1,12 @@
# Fireball
{
".section spell" : {
"code" : "
$defender->receive.damage = 6;
hsl_attack($attacker, $defenders);
",
"target": "$all"
}
}
@@ -0,0 +1,19 @@
# Flamestrike
{
".section spell_aoe" : {
"code" : "
def(card_list_s, e)
e = hsl_board_enemy_cards($attacker, $heroes_excluded);
def(card_list_s, cl)
foreach(cl, e) {
cl->card->receive.damage = 4;
}
hsl_attack_aoe($attacker, e)
hsl_link_target($attacker, e)
",
"target": "$auto"
}
}
@@ -0,0 +1,21 @@
# Water Elemental
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$minions"
},
".section attack_effect" : {
"code" : "
hsl_freeze($attacker, $defender)
"
},
".section properties" : {
"all": [ "freeze" ]
}
}
@@ -0,0 +1,22 @@
# Frost Shock
{
".section spell" : {
"code" : "
$defender->receive.damage = 1;
hsl_attack($attacker, $defenders);
",
"target": "$all"
},
".section attack_effect" : {
"code" : "
hsl_freeze($attacker, $defender)
"
},
".section properties" : {
"all": [ "freeze" ]
}
}
@@ -0,0 +1,10 @@
# Windfury
{
".section buff" : {
"code": "
setflag($defender, CARD_WINDFURY)
",
"target": "$minions"
}
}
@@ -0,0 +1,12 @@
# Ancestral Healing
{
".section buff" : {
"code": "
hsl_set_fullhealth($defender)
hsl_set_taunt($defender)
",
"target": "$minions"
}
}
@@ -0,0 +1,14 @@
# Fire Elemental
{
".section battlecry" : {
"code" : "
def(card_s, def)
def = hsl_card($target);
if(def) {
hsl_attack_bc($attacker, def, 3)
}
",
"target": "$all"
}
}
@@ -0,0 +1,12 @@
# Rockbiter Weapon
{
".section buff" : {
"code": "
hsl_buff_attack_expire(1, $defender, 3);
hsl_add_attachment($player, $attacker, $defender, 1);
",
"target": "$auto"
}
}
@@ -0,0 +1,17 @@
# Bloodlust
{
".section buff" : {
"code": "
def(card_list_s, all)
all = hsl_board_friendly_cards($attacker, $heroes_excluded)
def(card_list_s, itm)
foreach(itm, all) {
hsl_buff_attack_expire(1, itm->card, 3);
hsl_add_attachment($player, $attacker, itm->card, 1);
}
",
"target": "$auto"
}
}
@@ -0,0 +1,11 @@
# Shadow Bolt
{
".section spell" : {
"code" : "
$defender->receive.damage = 4;
hsl_attack($attacker, $defenders);
",
"target": "$minions"
}
}
@@ -0,0 +1,16 @@
# Drain Life
{
".section spell_aoe" : {
"code": "
hsl_receive_damage($defender, 2);
hsl_receive_heal($ally_hero, 2);
hsl_add_target($ally_hero, holder);
hsl_attack($attacker, $defenders)
",
"target": "$enemy"
}
}
@@ -0,0 +1,20 @@
# Hellfire
{
".section spell_aoe" : {
"code" : "
def(card_list_s, allcards)
allcards = hsl_board_all_cards($attacker, $heroes_included);
def(card_list_s, cl)
foreach(cl, allcards) {
cl->card->receive.damage = 3;
}
hsl_attack_aoe($attacker, allcards)
hsl_link_target($attacker, allcards)
",
"target": "$auto"
}
}
@@ -0,0 +1,11 @@
# Corruption
{
".section buff" : {
"code": "
hsl_buff_corrupt_expire(2, $defender);
hsl_add_attachment($player, $attacker, $defender, 2);
",
"target": "$minions"
}
}
@@ -0,0 +1,20 @@
# Dread Infernal
{
".section battlecry" : {
"code" : "
def(card_list_s, allcards)
allcards = hsl_board_all_cards($attacker, $heroes_included);
def(card_list_s, cl)
foreach(cl, allcards) {
cl->card->receive.damage = 1;
}
hsl_attack_aoe(attacker, allcards)
hsl_link_target(attacker, allcards)
",
"target": "$auto"
}
}
@@ -0,0 +1,15 @@
# Voidwalker
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$minions"
},
".section properties" : {
"all": [ "taunt" ]
}
}
@@ -0,0 +1,11 @@
# Backstab
{
".section spell" : {
"code" : "
hsl_receive_damage($defender, 2);
hsl_attack($attacker, $defenders);
",
"target": "$undamaged_minions"
}
}
@@ -0,0 +1,11 @@
# Sinister Strike
{
".section battlecry" : {
"code" : "
hsl_attack_bc($attacker, $enemy_hero, 3)
",
"target": "$auto"
}
}
@@ -0,0 +1,10 @@
# Assassinate
{
".section buff" : {
"code" : "
hsl_destroy($defender);
",
"target": "$enemy_minions"
}
}
@@ -0,0 +1,9 @@
# Sprint
{
".section buff" : {
"code": "
hsl_draw_cards($player, $deck_player, draw_card, 4)
",
"target" : "$auto"
}
}
@@ -0,0 +1,9 @@
# Assassin's Blade
{
".section weapon" : {
"code" : "
hsl_give_weapon($deck_player);
"
}
}
@@ -0,0 +1,8 @@
# Wicked Knife
{
".section weapon" : {
"code" : "
hsl_give_weapon($deck_player);
"
}
}
@@ -0,0 +1,12 @@
# Blessing of Might
{
".section buff" : {
"code": "
hsl_change_attack($defender, 3)
hsl_add_signle_attachment($player, $deck_player, $attacker, $defender);
",
"target": "$minions"
}
}
@@ -0,0 +1,10 @@
# Guardian of Kings
{
".section battlecry" : {
"code" : "
hsl_heal($attacker, $ally_hero, 6)
",
"target": "$auto"
}
}
@@ -0,0 +1,13 @@
# Holy Light
{
".section buff" : {
"code" : "
$defender->receive.heal = 6;
hsl_attack($attacker, $defenders);
hsl_link_target($attacker, $defenders);
",
"target": "$all"
}
}
@@ -0,0 +1,9 @@
# Light's Justice
{
".section weapon" : {
"code" : "
hsl_give_weapon($deck_player);
"
}
}
@@ -0,0 +1,12 @@
# Blessing of Kings
{
".section buff" : {
"code": "
hsl_change_attack($defender, 4)
hsl_change_health($defender, 4)
hsl_add_signle_attachment($player, $deck_player, $attacker, $defender);
",
"target": "$minions"
}
}
@@ -0,0 +1,18 @@
# Consecration
{
".section spell_aoe" : {
"code" : "
def(card_list_s, e)
e = hsl_board_enemy_cards($attacker, $heroes_included);
def(card_list_s, cl)
foreach(cl, e) {
cl->card->receive.damage = 2;
}
hsl_attack_aoe($attacker, e)
hsl_link_target($attacker, e)
",
"target": "$auto"
}
}
@@ -0,0 +1,13 @@
# Hammer of Wrath
{
".section spell" : {
"code" : "
$defender->receive.damage = 3;
hsl_attack($attacker, $defenders);
hsl_draw_cards($player, $deck_player, draw_card, 1)
",
"target": "$all"
}
}
@@ -0,0 +1,11 @@
# Heroic Strike
{
".section buff" : {
"code": "
hsl_buff_attack_expire(1, $ally_hero, 4);
hsl_add_attachment($player, $attacker, $ally_hero, 1);
",
"target": "$auto"
}
}
@@ -0,0 +1,8 @@
# Fiery War Axe
{
".section weapon" : {
"code" : "
hsl_give_weapon($deck_player);
"
}
}
@@ -0,0 +1,10 @@
# Execute
{
".section buff" : {
"code" : "
hsl_destroy($defender);
",
"target": "$damaged_minions"
}
}
@@ -0,0 +1,9 @@
# Arcanite Reaper
{
".section weapon" : {
"code" : "
hsl_give_weapon($deck_player);
"
}
}
@@ -0,0 +1,10 @@
# Magma Rager
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$enemy_minions"
}
}
@@ -0,0 +1,14 @@
# Ironforge Rifleman
{
".section battlecry" : {
"code" : "
def(card_s, def)
def = hsl_card($target);
if(def) {
hsl_attack_bc($attacker, def, 1)
}
",
"target": "$all"
}
}
@@ -0,0 +1,11 @@
# Kobold Geomancer
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$enemy_minions"
}
}
@@ -0,0 +1,10 @@
# Bloodfen Raptor
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$enemy_minions"
}
}
@@ -0,0 +1,10 @@
# Razorfen Hunter
{
".section battlecry" : {
"code" : "
hsl_summon_card($deck_player, \"CS2_boar\", cardholder)
",
"target" : "$auto"
}
}
@@ -0,0 +1,11 @@
# Stormwind Champion
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$enemy_minions"
}
}
@@ -0,0 +1,16 @@
# Frostwolf Warlord
{
".section battlecry" : {
"code" : "
int num_minions = hsl_board_minions_count($deck_player, $attacker);
if(num_minions > 0) {
hsl_change_health($attacker, num_minions)
hsl_change_attack($attacker, num_minions)
hsl_add_signle_attachment($player, $deck_player, $attacker, $attacker);
}
",
"target": "$auto"
}
}
@@ -0,0 +1,10 @@
# Shadow Word: Pain
{
".section buff" : {
"code" : "
hsl_destroy($defender);
",
"target": "$attack3less_minions"
}
}
@@ -0,0 +1,10 @@
# Divine Spirit
{
".section buff" : {
"code": "
buff_health($defender, $defender->health * 2);
",
"target": "$minions"
}
}
@@ -0,0 +1,14 @@
# Mirror Image
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$minions"
},
".section properties" : {
"all": [ "taunt" ]
}
}
@@ -0,0 +1,10 @@
# Sheep
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$minions"
}
}
@@ -0,0 +1,20 @@
# Darkscale Healer
{
".section battlecry" : {
"code" : "
def(card_list_s, allcards)
allcards = hsl_board_friendly_cards($attacker, $heroes_included);
def(card_list_s, cl)
foreach(cl, allcards) {
cl->card->receive.heal = 2;
}
hsl_attack_aoe(attacker, allcards)
hsl_link_target(attacker, allcards)
",
"target": "$auto"
}
}
@@ -0,0 +1,10 @@
# Novice Engineer
{
".section battlecry" : {
"code" : "
hsl_draw_cards($player, $deck_player, draw_card, 1)
",
"target": "$auto"
}
}
@@ -0,0 +1,14 @@
# Scarlet Crusader
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$enemy_minions"
},
".section properties" : {
"all": [ "divine_shield" ]
}
}
@@ -0,0 +1,10 @@
# Dragonling Mechanic
{
".section battlecry" : {
"code" : "
hsl_summon_card($deck_player, \"EX1_025t\", cardholder)
",
"target": "$auto"
}
}
@@ -0,0 +1,10 @@
# Acidic Swamp Ooze
{
".section battlecry" : {
"code" : "
hsl_destroy_weapon($attacker, $player, holder)
",
"target": "$auto"
}
}
@@ -0,0 +1,11 @@
# Hex
{
".section buff" : {
"code": "
hsl_transform($attacker, $defender, \"hexfrog\");
",
"target": "$enemy_minions"
}
}
@@ -0,0 +1,10 @@
# Succubus
{
".section battlecry" : {
"code" : "
hsl_discard_random_hand($deck_player, 1, holder)
",
"target": "$auto"
}
}
@@ -0,0 +1,18 @@
# Whirlwind
{
".section spell_aoe" : {
"code" : "
def(card_list_s, e)
e = hsl_board_enemy_cards($attacker, $heroes_excluded);
def(card_list_s, cl)
foreach(cl, e) {
cl->card->receive.damage = 1;
}
hsl_attack_aoe($attacker, e)
hsl_link_target($attacker, e)
",
"target": "$auto"
}
}
@@ -0,0 +1,10 @@
# Murloc Tidehunter
{
".section battlecry" : {
"code" : "
hsl_summon_card($deck_player, \"EX1_506a\", cardholder)
",
"target": "$auto"
}
}
@@ -0,0 +1,13 @@
# Sap
{
".section buff" : {
"code": "
unsetflag($defender, CARD_BOARD)
setflag($defender, CARD_HAND)
$defender->zone_position = ++($deck_opponent->handposition);
",
"target": "$enemy_minions"
}
}
@@ -0,0 +1,10 @@
# Sinister Strike
{
".section battlecry" : {
"code" : "
hsl_attack_bc($attacker, $enemy_hero, 3)
",
"target": "$auto"
}
}
@@ -0,0 +1,12 @@
# Shield Block
{
".section buff" : {
"code": "
hsl_change_armor($ally_hero, 5);
hsl_add_target($ally_hero, holder);
hsl_draw_cards($player, $deck_player, draw_card, 1)
",
"target": "$auto"
}
}
@@ -0,0 +1,12 @@
# Illidan
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$enemy_minions"
}
}
@@ -0,0 +1,11 @@
# Shadow Word: Death
{
".section buff" : {
"code" : "
hsl_destroy($defender);
",
"target": "$attack5more_minions"
}
}
@@ -0,0 +1,10 @@
# HERO_01
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$all"
}
}
@@ -0,0 +1,10 @@
# HERO_03
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$all"
}
}
@@ -0,0 +1,16 @@
# Sacrificial Pact
{
".section spell_aoe" : {
"code": "
hsl_destroy($defender);
hsl_receive_heal($ally_hero, 5);
hsl_add_target($ally_hero, holder);
hsl_attack($attacker, $defenders)
",
"target": "$demon"
}
}
@@ -0,0 +1,22 @@
# Vanish
{
".section buff" : {
"code": "
/*
def(card_list_s, itm)
foreach(itm, $defenders) {
unsetflag(itm->card, CARD_BOARD)
setflag(itm->card, CARD_HAND)
if(controller_player(itm->card)) {
itm->card->zone_position = ++($deck_player->handposition);
} else {
itm->card->zone_position = ++($deck_opponent->handposition);
}
}
*/
",
"target": "$auto"
}
}
@@ -0,0 +1,37 @@
# Healing Totem
{
".section endturn" : {
"code" : "
def(card_list_s, all);
all = hsl_board_friendly_cards_wattacker($heroes_excluded);
def(card_s, found);
def(card_list_s, c);
foreach(c, all) {
if(hsl_cmp_cardname(c, \"NEW1_009\")) {
found = c->card;
break;
}
}
if(found != NULL) {
def(card_list_s, filter);
filter = hsl_board_friendly_cards(found, $heroes_excluded);
foreach(c, filter) {
/* exclude self */
if(c->card == found) continue;
hsl_receive_heal(c->card, 1);
entity_attack(p, found, c->card);
}
found->target.card = all;
flag(&found->state, MECHANICS_TURN_TRIGGER, FLAG_SET);
}
"
}
}
@@ -0,0 +1,20 @@
# Kor'kron Elite
{
".section battlecry" : {
"code" : "
def(card_s, def)
def = hsl_card($target);
if(def) {
hsl_attack_bc($attacker, def, 1)
}
",
"target": "$auto"
},
".section defender" : {
"code" : "
hsl_add_new_card_hand($deck_opponent, \"CS2_boar\", holder)
"
}
}
@@ -0,0 +1,14 @@
# Misha
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$enemy_minions"
},
".section properties" : {
"all": [ "taunt" ]
}
}
@@ -0,0 +1,14 @@
# Huffer
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$enemy_minions"
},
".section properties" : {
"all": [ "charge" ]
}
}
@@ -0,0 +1,14 @@
# Hex
{
".section attack" : {
"code" : "
hsl_attack($attacker, $defenders);
",
"target" : "$minions"
},
".section properties" : {
"all": [ "taunt" ]
}
}