Page 1 of 1

Info from DotP 2013 executable

PostPosted: 21 Jun 2012, 18:35
by RiiakShiNal
Here is some information I have gleaned from looking through the strings in the executable for DotP 2013. Now I'm pretty sure this is incomplete and some pieces I haven't been able to make sense of yet so don't take this to be perfect and changes will probably be required as we learn more.

For the blocks of functions listed below I assume they go to singular objects (in other words the functions in each block are related) because they were in the those blocks in the executable.

Now that we can extract the WADs and have access to the cards already in the game this can now be updated with additional information (such as function parameters).

Functions for filters:
  • Clear()
  • SetMarkedObjectsOnly()
  • SetMinEnchantmentCount(Number)
  • SetParentPlayer
  • SetParent(Object)
  • IsEnchanted(true/false)
  • ChromaCount(Colour)
  • SetMonoColoured(true/false)
  • GetNthEvaluatedObject(Index)
  • EvaluateObjects()
  • SetEquivalenceDepth(Amount)
  • SetBlockVictim
  • SetConvertedCostMax(Amount)
  • SetConvertedCostMin
  • SetConvertedCostValue(Amount)
  • SetToughnessMax
  • SetToughnessMin
  • SetToughnessValue
  • SetPowerMax
  • SetPowerMin(Amount)
  • SetPowerValue
  • SetUnique()
  • SetFillFilter
  • SetStackObjectType(STACK_ constant)
  • SetReversePortion
  • SetPortion(NumCards)
  • SetHint(HINT_ constant, Player)
  • AddCharacteristic(Characteristic)
  • AddExtra(FILTER_EXTRA_ constant)
  • AnyAtAll
  • CountStopAt(Value)
  • Count()
  • AIMay()
  • May()
  • AllowDuplicates
  • NotTargetted()
  • AddColour(Colour)
  • AddCardName(String)
  • SetSecondPlayerInstance(Player)
  • SetSecondCardInstance(Object)
  • SetPlayerInstance(Player)
  • SetCardInstance(Object)
  • SetCardRef(Object)
  • SetSupertypes
  • SetFilterType(Combination of FILTER_TYPE_ constants)
  • SetSubTypes(Object():GetSubType())
  • SetSecondCardTypes
  • SetCardTypes
  • AddSubType(_TYPE_ constant)
  • AddSecondCardType(CARD_TYPE constant)
  • AddCardType(CARD_TYPE constant)
  • AddSupertype(SUPERTYPE_ constant)
  • SetOwner(Player)
  • SetPlayer(Player)
  • SetControllersTeam(Team)
  • SetController(Player)
  • SetHasCounterType(String)
  • IgnoreIfChangingZone()
  • SetZone(ZONE_ constant)

Functions for Team (thanks thefiremind):
  • GetUniqueID
  • IsSharedLifeTotal()
  • GetNthPlayer(Index)
  • GetNumberOfPlayers()
  • TakeExtraTurn()

Functions for Players:
  • Bool_Get
  • Bool_Set(PLAYER_CHARACTERISTIC_ constant)
  • Int_Get
  • Int_Set
  • Int_Increment
  • Int_Decrement
  • SetAttackController
  • SetBlockController(Player)
  • RevealHand()
  • SetCustomQueryInstructionPtr
  • SetCustomQueryInstructionValue(value){Used for setting values in displayed text coupled with %d for example}
  • TestFilter(Filter, Player)
  • MarkForFilter()
  • AddBadge(PLAYER_BADGE_ constant)
  • DisplayMessage(String [Referencing permanent text])
  • Sacrifice(Object)
  • Planeswalk()
  • TapLand(Mana String)
  • CanAfford(Mana String)
  • GetTotalMana()
  • OutOfTheGame()
  • PlayerDataChest()
  • PsuedoPlaySpell(Object)
  • PlaySpellForFreeAtAnyTime
  • CopySpell
  • CopySpellAndCastIt(Object)
  • CopySpellWithNewTargets(Object)
  • GetUniqueID
  • SimpleTargetingOn
  • OpponentHasLandOfColour
  • HasLandOfColour
  • GetPredominantColour
  • GetNextPlayerInTeam()
  • GetNextPlayer
  • GetOpponent
  • LoseGame()
  • WinGame()
  • GetCurrentCharacteristics()
  • SorceryTime
  • GetGlobalIndex
  • IsHuman
  • IsAI()
  • MyTurn()
  • PreventNextDamage
  • PreventDamage
  • Protection()
  • MoveLocalZone(ZONE_ constant, ZONE_ constant)
  • Hand_Count()
  • Hand_GetRandom()
  • Graveyard_Count()
  • Graveyard_GetNth(Index)
  • PlaneDeck_Count
  • PlaneDeck_GetBottom()
  • PlaneDeck_GetNth(Index)
  • PlaneDeck_GetTop()
  • Library_Count()
  • Library_GetBottom
  • Library_GetNth(Index)
  • Library_GetTop()
  • DiscardRandomCard()
  • DiscardNCardsF
  • DiscardNCardsDC
  • DiscardNCards(NumCards, String [Referencing permanent text])
  • DrawCard()
  • ShuffleLibrary()
  • MarkSearchedLibrary()
  • GetTeam()
  • DealDamageFullParams(Amount, Object [Source], Combat [0=Non-Combat, 1=Combat], Unpreventable [0=Preventable, 1=Unpreventable])
  • DealCDamage
  • DealDamage(Amount, Object [Source])
  • LoseLife(Amount)
  • GainLife(Amount)
  • SetLifeTotal(Amount)
  • GetLifeTotal()
  • ChooseColour(String [Referencing permanent text], Num)
  • AskNumericalChoiceQuestion(String [Referencing permanent text])
  • AddNumericalChoiceAnswer(Number)
  • BeginNewNumericalChoice()
  • AskMultipleChoiceQuestion(String [Referencing permanent text])
  • AddMultipleChoiceAnswer(String [Referencing permanent text])
  • BeginNewMultipleChoice()
  • SetTargetPrompt(Index, String [Referencing permanent text])
  • GetTargetCount
  • SetTargetCount(Amount)
  • ChooseTargetsFromDCWithFlags(Validation, Chest, DataChest Target, Combination of QUERY_ flags)
  • ChooseTargetFromDCWithFlags(Validation, String [Ref perm text], Chest, DataChest Target, Combination of QUERY_ flags)
  • ChooseTargetsFromDC
  • ChooseTargetFromDC(Validation, String [Ref perm text], DataChest Target, DataChest Target)
  • ChooseTargetsWithFlags(Validation, DataChest Target, Combination of QUERY_ flags)
  • ChooseTargetWithFlags(Validation, String [Ref perm text], DataChest Target, Combination of QUERY_ flags)
  • ChooseTargets(Num, DataChest Target)
  • ChooseTarget(Num, String [Ref perm text], DataChest Target)

Functions for Objects:
  • GetOwner()
  • AddScore(Num)
  • MarkForFilter()
  • PaidForWithColour(COLOUR_ constant)
  • IsEnchanted()
  • ReleaseDataChest
  • RetainDataChest()
  • GetDataChest()
  • PlayFreeFromAnywhere(Player)
  • CanBePlayed(Player)
  • WasCast()
  • IsToken()
  • UseCopiableValues(Chest)
  • StoreCopiableValues(Chest)
  • GetPlaneswalkerAttacked
  • GetPlayerAttacked()
  • AttachmentFilter_Get()
  • CalcPotentialScore
  • CalcScore
  • GetNumericalChoiceResult()
  • GetMultipleChoiceResult()
  • NumAttacksThisTurn()
  • Kicked()
  • GetBlockVictim
  • WasBlocked
  • IsBlocked
  • IsAttacking()
  • IsBlocking
  • DecreaseColouredCost(Colour, Amount)
  • IncreaseColouredCost
  • DecreaseCost(Amount)
  • IncreaseCost(Amount)
  • CounterSpell()
  • GetManaX
  • GetBestOrWorstCounterType
  • CountCounters(CounterType)
  • Removecounters(CounterType, Amount)
  • AddCounters(CounterType, Amount)
  • ComesIntoPlayTapped()
  • Tapped()
  • Untap()
  • Hold()
  • TapAndHold()
  • Tap()
  • GetDamage()
  • ClearDamage()
  • PreventNextDamage
  • PreventDamage
  • Protection()
  • SetPermanentController(Player)
  • SetController(Player)
  • GuidedReveal(ZONE_ constants, ZONE_ constants)
  • Reveal()
  • PutInPlaneDeck(Index)
  • PutIntoPlayAttachedTo(Player, Object)
  • PutIntoPlayTappedAndAttacking
  • PutIntoPlayTapped(Player)
  • PutIntoPlay(Player)
  • PutOnBottomOfLibrary()
  • PutOnTopOfLibrary()
  • PutInLibrary(Index)
  • PutInHand()
  • ReturnToOwnersHand()
  • RemoveFromGame()
  • PutInGraveyard()
  • QueueZoneChange(ZONE_ constants, Player, Index [Optional])
  • HasRegeneration
  • GiveRegeneration()
  • Sacrifice(Player)
  • DestroyWithoutRegenerate()
  • Destroy()
  • Discard()
  • GetNthAuxTargetCard
  • GetAuxTargetCard
  • GetNumberOfTargets
  • ClearTarget
  • SetSFXTargetPlayer
  • SetTargetPlayer
  • GetTargetPlayer()
  • GetNthTargetCard
  • SetSFXTargetCard
  • SetTargetCard
  • GetTargetCard()
  • GetNumberOfChildren
  • GetParentalNature
  • CanAttachTo(Object)
  • RemoveFromParent
  • GetParentPlayer
  • GetParent()
  • NailOnto(Object)
  • Enchant(Object)
  • Fortificate
  • AttachToPlayer
  • Attach(Object)
  • DealDamageFullParams(Amount, Object [Source], Combat [0=Non-Combat, 1=Combat], Unpreventable [0=Preventable, 1=Unpreventable])
  • DealCDamage
  • DealDamage(Amount, Object [Source])
  • TestFilter(Filter, Subject)
  • LoadTargetDefinition(Id)
  • GetFilter()
  • GetCardName()
  • GetSpec()
  • GetRef
  • GetCurrentCharacteristics()
  • GetConvertedManaCost()
  • GetCurrentToughness()
  • GetCurrentPower()
  • GetColour()
  • SetResolutionZone(ZONE_ constants)
  • GetResolutionZone()
  • GetErstwhileErstwhileZone()
  • GetErstwhileZone()
  • GetZone()
  • GetSubType()
  • GetSupertype
  • GetCardType()
  • GetPlayer()
  • GetController()
  • TestAny
  • TestAll
  • Test

Functions for the MTG object:
  • GetStep()
  • Interrogate_FirstCombatPhaseThisTurn
  • Interrogate_CardDiedThisTurn(Object)
  • Interrogate_CombatDamageDealtToPlayerThisPhase(Object, Player, NumStopAt)
  • Interrogate_DamageDealtToAnyPlayerThisTurn(Object, NumStopAt)
  • Interrogate_DamageDealtToCreatureThisTurn(Source Object, Damaged Object)
  • Interrogate_CardsOfTypeOntoBattlefieldThisTurn(Player, CARD_TYPE_ constants, NumStopAt)
  • Interrogate_NontokenCreaturesDiedThisTurn(Player)
  • Interrogate_CreaturesDiedThisTurn
  • Interrogate_SpellsOfColourCastThisTurn(Player, COLOUR_ constants, NumStopAt)
  • Interrogate_SpellsOfTypeCastThisTurn(Player, CARD_TYPE_ constants, NumStopAt)
  • Interrogate_SpellsCastThisTurn(Player, NumStopAt)
  • Interrogate_LifeLostThisTurn(Player)
  • Interrogate_CardsDrawnThisTurn(Player)
  • Interrogate_SearchedLibraryThisTurn(Player, Player, NumStopAt)
  • Interrogate_AttacksThisTurn(Player, NumStopAt)
  • GetStackObjectController
  • GetStackObjectCard
  • CounterStackObject
  • ClearFilterMarkedPlayers()
  • ClearFilterMarkedObjectsInZone(Zone)
  • RandomNumberBetween(NumMin, NumMax)
  • GetTargetSorter()
  • SetPlanarDiceNothingOverload(PLANECHASE_DICE_ROLL_ constants)
  • MessageAllPlayers(String [Referencing permanent text])
  • ReportStatsEvent(String)
  • CreateDelayedTrigger(Num, Chest)
  • FireTrigger(TRIGGER_ constant, Object)
  • SetProtectedMove
  • EffectController()
  • DuelDataChest
  • ObjectDataChest_NoJIT()
  • ObjectDataChest()
  • EffectDataChest()
  • GetActionRepCount()
  • GetCurrentTeam
  • DropIntoDebugger
  • GetStackCount
  • FromAIPerspective
  • GetCurrentCharacteristics()
  • GetGameType
  • GetNthTeam(Index)
  • GetNumberOfTeams()
  • GetPlayerByGlobalIndex
  • GetNthStartingPlayer(Index)
  • GetNumberOfStartingPlayers()
  • GetNthPlayer(Index)
  • GetNumberOfPlayers()
  • GetCurrentObject
  • PutTokensIntoPlayTappedAndAttackingFromSpec(Object:GetSpec(), Amount, Player [Controller], Player [Attacked], Chest)
  • PutTokensIntoPlayFromSpec(Object:GetSpec(), Amount, Player)
  • PutTokensIntoPlayTappedAndAttacking(String, Count, Player [Controller], Player [Attacked])
  • PutTokensIntoPlayTapped(String, Amount, Player)
  • PutTokensIntoPlay(String, Amount, Player)
  • ObtainTokenFromSpec
  • ObtainToken(String [Token], Player [Controller])
  • ChargeCounters()
  • MinusOneMinusOneCounters()
  • PlusZeroPlusOneCounters
  • PlusOnePlusZeroCounters
  • PlusOnePlusOneCounters()
  • GetCountersType(String)
  • ReverseTurnOrder()
  • TakeAdditionalPhase(PHASE_ constants)
  • GetTurnNumber()
  • GetPhase()
  • Bool_Get
  • Bool_Set

Functions for DataChest object (thanks thefiremind):
  • CopyFrom
  • Count
  • GetType
  • Clear()
  • Free_Compartment(Index)
  • Get_Chest(Index)
  • Make_Chest(Index)
  • AttachTargetDefinition(Id)
  • Get_NthTargets
  • Get_Targets(Index)
  • Make_Targets(Index)
  • Get_Damage
  • Set_Damage
  • Get_Colour
  • Set_Colour
  • Get_Supertype
  • Set_Supertype
  • Get_SubType
  • Set_SubType
  • Get_CardType
  • Set_CardType
  • Get_ProtectedCardPtr(Index)
  • Set_ProtectedCardPtr(Index, Object)
  • LKIShield_CardPtr(Index)
  • Protect_CardPtr(Index)
  • Get_NthCardPtr(Index)
  • Get_CardPtr(Index)
  • Set_CardPtr(Index, Object)
  • Get_TeamPtr
  • Set_TeamPtr
  • Get_NthPlayerPtr
  • Get_PlayerPtr(Index)
  • Set_PlayerPtr(Index, Player)
  • Float_Dec
  • Float_Inc
  • Float_Div
  • Float_Mul
  • Float_Sub
  • Float_Add
  • Float_Set
  • Float_Clear
  • Float_Get
  • Get_Float
  • Set_Float
  • Int_Dec(Index)
  • Int_Inc(Index)
  • Int_Div
  • Int_Mul
  • Int_Sub(Index, Integer)
  • Int_Add
  • Int_Set(Index, Integer)
  • Int_Clear(Index)
  • Int_Get(Index)
  • Get_Int(Index)
  • Set_Int(Index, Num)

Functions for Damage (confirmed by nabeshin):
  • GetAmount()
  • SetAmount(Amount)
  • GetSource(Object)
  • SetSource
  • GetReceivingObject()
  • SetReceivingObject(Object)
  • GetReceivingPlayer()
  • SetReceivingPlayer
  • IsCombat
  • SetCombat
  • IsUnpreventable()
  • SetUnpreventable
  • GetColour()
  • SetColour

Functions for Characteristics:
  • Characteristic_Get(Characteristic)
  • Characteristic_Set(Characteristic, On/Off [1=On, 0=Off])
  • Power_Get(Boolean [Optional])
  • Power_Set(Amount)
  • Power_Add(Amount)
  • Toughness_Get()
  • Toughness_Set(Amount)
  • Toughness_Add(Amount)
  • CanBlock_Set
  • CantBlock_Set
  • CanOnlyBlock_Set(EVASION_INDEX_ constants)
  • CanBlock_Clear
  • CantBlock_Clear
  • CanOnlyBlock_Clear
  • CantBeBlockedBy_Set
  • CanOnlyBeBlockedBy_Set(EVASION_INDEX_ constants)
  • CantBeBlockedBy_Clear
  • CanOnlyBeBlockedBy_Clear
  • MustAttackPlayer
  • Badge_Set
  • Badge_Clear
  • FX_Set
  • FX_Clear
  • SubType_GetWritable(Object)
  • Supertype_GetWritable
  • CardType_GetWritable(Object)
  • GrantAbility(ResourceId)
  • LoseAllAbilities
  • Colour_Get()
  • Colour_Set(Colour)
  • Colour_Add
  • Int_Increment(PLAYER_INTCHARACTERISTIC_ constants){Used in ORACLE_OF_MUL_DAYA_277371}

Re: Info from DotP 2013 executable

PostPosted: 21 Jun 2012, 18:36
by RiiakShiNal
From what I can gather from the strings in the executable these are some of the tags and attributes we can use for coding card/deck xml files. This involves a bit more guess-work than the functions above so forgive me if I get something wrong or this turns out to be incomplete. I image it is still incomplete (though I did find TRIGGER and a couple other tags in a different location).

Card Elements:
  • TITLE
    • text
  • TYPELINE
    • text
  • FLAVOURTEXT
    • text
  • FILENAME
    • text
  • CARDNAME
    • text
  • ARTID
    • value
  • ARTUV
    • value
  • MULTIVERSEID
    • value
  • ARTIST
    • name
  • FRAMECOLOUR
    • name
  • RARITY
    • metaname
  • TYPE
    • metaname
  • SUPERTYPE
    • metaname
  • CASTING_COST
    • cost
  • FLASHBACK_COST
    • cost
  • POWER
    • value
  • TOUGHNESS
    • value
  • COLOUR
    • value
  • LAND_GROUP
    • value
  • AI_AVAILABILITY
    • type
    • step
    • turn
    • characteristic
    • parent_characteristic
    • blocking_or_blocked
    • attacking_or_blocking
    • and
  • LOCALISED_TEXT
    • LanguageCode
  • SUB_TYPE
    • metaname
  • SFX
    • text
    • targetting_arrow
    • power_boundary_min
    • power_boundary_max
  • MULTIKICKER
  • DEFAULT_CAST
  • ACTIVATED_ABILITY
    • commaspace
    • resource_id
    • active_zone
    • filter_zone
    • simple_filter
    • sorcery_time
    • during_your_turn
    • during_opponents_turn
    • upkeep
    • combat
    • non_combat
    • per_turn_limit
    • immunity
    • auto_skip
    • firebreathing
    • forced_skip
    • suppress_fizzle
    • any_player
    • LKI_shield_effect_source
    • hint_name
    • dangerous
  • TRIGGERED_ABILITY
    • commaspace
    • resource_id
    • active_zone
    • filter_zone
    • simple_filter
    • internal
    • pre_trigger
    • auto_skip
    • dont_ask
    • forced_skip
    • suppress_fizzle
    • immunity
    • priority
    • badge
    • replacement_query
    • LKI_shield_effect_source
    • hint_name
    • dangerous
  • STATIC_ABILITY
    • commaspace
    • resource_id
    • active_zone
    • filter_zone
    • simple_filter
    • immunity
    • attach_filter
    • hint_name
  • SPELL_ABILITY
    • commaspace
    • resource_id
    • active_zone
    • filter_zone
    • simple_filter
    • internal
    • forced_skip
    • suppress_fizzle
    • dangerous
  • UTILITY_ABILITY
    • commaspace
    • resource_id
  • MANA_ABILITY
    • commaspace
    • resource_id
  • KEYWORD
    • tag
    • help_title
    • help_body
  • PRODUCES
    • amount
  • COST
    • type
    • cost
    • points
    • name
    • number
    • qualifier
    • tag
  • TOKEN_REGISTRATION
    • type
    • reservation
  • AI_BASE_SCORE
    • zone
    • score
    • type
  • AI_COUNTER_SCORE
    • type
    • score
    • max_counters
  • AI_SCORE_MULTIPLIER
    • zone
    • value
  • AI_PLANAR_DIE_BEHAVIOUR
    • behaviour
    • value
  • AI_PLAY_TIME
    • step
    • phase
  • AI_CUSTOM_SCORE
    • zone
  • AI_PLAY_SCORE
  • AI_DONT_DUPLICATE
  • COLLECTORNUMBER
    • value
  • HELP
    • title
    • body
    • zone
    • zone_reverse
  • HINT
    • hint_number
    • trigger
    • trigger_value
    • local_trigger
    • two_headed_giant_only
  • NOT_IN_MAIN2
  • TWINCAST_TYPE_EFFECT
    • repeating
    • conditional
    • target_choosing
    • layer
    • ignore_filter
    • id
  • TRIGGER
    • value
    • from_zone
    • to_zone
    • simple_qualifier
  • FILTER
  • DURATION
    • simple_duration
  • CLEANUP
    • simple_cleanup
    • fire_once
  • PLAYTIME
  • TARGET_DETERMINATION
  • AVAILABILITY
  • ACTION
  • PLAY_TIME_ACTION
  • CONTINUOUS_ACTION
  • TARGET_DEFINITION
  • TARGET_SORT_DEFINITION

Re: Info from DotP 2013 executable

PostPosted: 21 Jun 2012, 18:49
by thefiremind
The second list (the one with TakeExtraTurn) should be for Team, and the list that you identified as "Damage" is for any DataChest register (Damage is a particular register).

Re: Info from DotP 2013 executable

PostPosted: 21 Jun 2012, 19:04
by RiiakShiNal
Thanks for the quick look-over, I'm not real familiar with the DataChest object as I never modded for DotP 2012 and the DataChest did not exist in DotP 2010.

Other Information:

This looks like the list of available triggers:
  • BEGINNING_OF_STEP
  • END_OF_STEP
  • BEGINNING_OF_TURN
  • END_OF_TURN
  • ATTACKERS_DECLARED
  • BLOCKERS_DECLARED
  • COMBAT_DAMAGE_PUSHED
  • ACTIVATED_ABILITY_PLAYED
  • CREATURE_TOOK_DAMAGE
  • PLAYER_TOOK_DAMAGE
  • PLAYER_LOST_LIFE
  • PLAYER_GAINED_LIFE
  • PLAYER_LIFE_CHANGED
  • ATTACKING_AND_ISNT_BLOCKED
  • ATTACKING
  • AURA_ATTACHED
  • EQUIPMENT_ATTACKED
  • ATTACKING_ALONE
  • BECAME_TAPPED
  • BECAME_TAPPED_FOR_MANA
  • BECAME_TARGET
  • BECAME_UNTAPPED
  • BLOCKING
  • CHAMPIONED
  • CLASH
  • CONTROLLER_CHANGED
  • COUNTERS_CHANGED
  • CYCLED
  • CREATURE_DEALS_COMBAT_DAMAGE
  • CREATURE_DEALS_COMBAT_DAMAGE_TO_PLAYER
  • DESTROYED
  • DISCARD
  • DREW_CARD
  • KICKER_PAID
  • LOST_CLASH
  • PAY_CUMULATIVE_UPKEEP
  • PLAY_ECHO
  • SPELL_OR_ABILITY_CAUSED_SHUFFLE
  • STATE_BASED_EFFECTS
  • TARGET_CHOSEN
  • TURNED_FACE_UP
  • UNATTACHED_FROM_CREATURE
  • WAS_BLOCKED_BY
  • WON_CLASH
  • ZONECHANGE_CONSIDERED
  • ZONECHANGE_BEGIN
  • ZONECHANGE_TRANSITION
  • ZONECHANGE_END
  • SACRIFICE
  • SPELL_PLAYED
  • SPELL_RESOLVED
  • LAND_PLAYED
  • WAS_BLOCKED
  • CARD_CONSIDERED_FOR_TARGETTING
  • PLAYER_CONSIDERED_FOR_TARGETTING
  • SPELL_BEING_COUNTERED
  • CREATURE_DEALS_COMBAT_DAMAGE_TO_CREATURE
  • STACK_PUSHED
  • STACK_POPPED
  • PLAYER_TOOK_NON_COMBAT_DAMAGE
  • CREATURE_TOOK_COMBAT_DAMAGE_FROM_SOURCE
  • CREATURE_DEALS_DAMAGE
  • CREATURE_TOOK_NON_COMBAT_DAMAGE
  • SET_IN_MOTION
  • ABANDONED
  • PLAYER_LOSES_GAME
  • ROLLED_CHAOS
  • ROLLED_PLANESWALK
  • PHENOMENON_ENCOUNTERED
  • PLANESWALK_AWAY_FROM
  • PLANESWALK_TO
  • PLANAR_DIE_ROLLED
  • PLAYER_POISON_CHANGED
  • PLAYER_GAIN_POISON
  • PLAYER_LOSE_LIFE_FROM_DAMAGE
  • CREATURE_TOOK_COMBAT_DAMAGE
  • PLAYER_TOOK_COMBAT_DAMAGE
  • PLAYER_PUT_TOKENS_INTO_PLAY
  • CANT_ATTACK_TEST
  • CANT_BLOCK_TEST
  • CANT_ATTACK_PLAYER_TEST
  • EVASION_TEST
  • SPELL_ABOUT_TO_RESOLVE
  • ABILITY_ABOUT_TO_RESOLVE

This looks like a list of values for AI Availability:
  • MillCards
  • AttackPriority
  • CardDraw
  • DamageWithUntap
  • Equip
  • Firebreathing
  • InResponse
  • InResponseAttack
  • InResponseBlock
  • InResponseOrBeforeEitherUntap
  • InResponseOrBeforeHisUntap
  • InResponseOrBeforeMyUntap
  • InResponseBlockOrBeforeMyUntap
  • InResponseOrDuringCombat
  • InResponseOrDuringCombatOrBeforeMyUntap
  • InResponseOrDuringCombatOrMain2
  • MakeCreature
  • Regen
  • RepeatableDamage
  • SacForLife
  • SorceryTime
  • SorceryTimeOrBeforeYourUntap
  • InResponseOrDuringCombatControllersTurn
  • InstantSpeedRemoval
  • InstantSpeedBounce
  • InstantSpeedPumpPowerToughness
  • InstantSpeedPumpPowerOnly
  • InstantSpeedTap
  • Main1Only
  • Main2Only

This (obviously) looks like the list of Characteristics/Badges (they are mixed in the executable):
  • CHARACTERISTIC_DEATHTOUCH
  • CHARACTERISTIC_DEFENDER
  • CHARACTERISTIC_DOUBLE_STRIKE
  • CHARACTERISTIC_FIRST_STRIKE
  • CHARACTERISTIC_FLASH
  • CHARACTERISTIC_FLYING
  • CHARACTERISTIC_HASTE
  • CHARACTERISTIC_HEXPROOF
  • CHARACTERISTIC_INTIMIDATE
  • CHARACTERISTIC_PLAINSWALK
  • CHARACTERISTIC_ISLANDWALK
  • CHARACTERISTIC_SWAMPWALK
  • CHARACTERISTIC_MOUNTAINWALK
  • CHARACTERISTIC_FORESTWALK
  • CHARACTERISTIC_LIFELINK
  • CHARACTERISTIC_REACH
  • CHARACTERISTIC_SHROUD
  • CHARACTERISTIC_TRAMPLE
  • CHARACTERISTIC_VIGILANCE
  • CHARACTERISTIC_FLANKING
  • CHARACTERISTIC_PHASING
  • CHARACTERISTIC_CHANGELING
  • CHARACTERISTIC_SHADOW
  • CHARACTERISTIC_FEAR
  • CHARACTERISTIC_ANNIHILATOR
  • CHARACTERISTIC_BATTLE_CRY
  • CHARACTERISTIC_FADING
  • CHARACTERISTIC_TOTEM_ARMOUR
  • CHARACTERISTIC_INFECT
  • CHARACTERISTIC_WITHER
  • CHARACTERISTIC_INDESTRUCTIBLE
  • CHARACTERISTIC_UNBLOCKABLE
  • CHARACTERISTIC_MUST_ATTACK
  • CHARACTERISTIC_MUST_BLOCK
  • CHARACTERISTIC_MUST_ATTACK_EACH_TURN
  • CHARACTERISTIC_CANT_ATTACK
  • CHARACTERISTIC_CANT_BLOCK
  • CHARACTERISTIC_CANNOT_ATTACK_ALONE
  • CHARACTERISTIC_CANNOT_BLOCK_ALONE
  • CHARACTERISTIC_CANT_BE_PLAYED
  • CHARACTERISTIC_MUST_BE_BLOCKED_IF_ABLE
  • CHARACTERISTIC_ALL_CREATURES_MUST_BLOCK_THIS_IF_ABLE
  • CHARACTERISTIC_DOESNT_UNTAP
  • CHARACTERISTIC_WORTHLESS
  • CHARACTERISTIC_CANT_USE_ABILITIES
  • BADGE_FIRSTSTRIKE
  • CHARACTERISTIC_CANT_BE_COUNTERED
  • BADGE_TRAMPLE
  • CHARACTERISTIC_CANT_BE_REGENERATED
  • CHARACTERISTIC_CANT_HAVE_COUNTERS
  • BADGE_DEATHTOUCH
  • CHARACTERISTIC_COMES_INTO_PLAY_TAPPED
  • BADGE_SHROUD
  • CHARACTERISTIC_DOESNT_DEAL_DAMAGE
  • BADGE_INDESTRUCTIBLE
  • CHARACTERISTIC_DOESNT_DEAL_COMBAT_DAMAGE
  • BADGE_REACH
  • BADGE_UNBLOCKABLE
  • CHARACTERISTIC_DOESNT_RECEIVE_COMBAT_DAMAGE
  • CHARACTERISTIC_USE_TOUGHNESS_FOR_COMBAT_DAMAGE
  • BADGE_DOUBLESTRIKE
  • BADGE_LIFELINK
  • BADGE_DEFENDER
  • BADGE_FLYING
  • BADGE_SHADOW
  • BADGE_FLASH
  • BADGE_VIGILANCE
  • BADGE_HASTE
  • BADGE_FEAR
  • BADGE_PLAINS_WALK
  • BADGE_ISLAND_WALK
  • BADGE_SWAMP_WALK
  • BADGE_MOUNTAIN_WALK
  • BADGE_FOREST_WALK
  • BADGE_HEXPROOF
  • BADGE_DOESNT_UNTAP
  • BADGE_DOESNT_UNTAP_NEXT_TIME
  • BADGE_INTIMIDATE
  • BADGE_ANNIHILATOR
  • BADGE_BATTLE_CRY
  • BADGE_TOTEM_ARMOR
  • BADGE_DIES_AT_END_OF_TURN
  • BADGE_FLANKING
  • BADGE_INFECT
  • BADGE_WITHER
  • BADGE_EXALTED
  • BADGE_UNDYING
  • BADGE_CHANGELING

The list of zones:
  • ZONE_ANY
  • ZONE_HAND
  • ZONE_GRAVEYARD
  • ZONE_LIBRARY
  • ZONE_REMOVED_FROM_GAME
  • ZONE_STACK
  • ZONE_PHASED_OUT
  • ZONE_IN_PLAY
  • ZONE_COMMAND_SCHEME_DECK
  • ZONE_COMMAND_SCHEME_ACTIVE
  • ZONE_COMMAND_PLANE_DECK
  • ZONE_COMMAND_PLANE_ACTIVE
  • ZONE_COMMAND_GENERAL
  • ZONE_PLAYER
  • ZONE_IN_PLAY_AND_PLAYERS
  • ZONE_TRANSITION
  • ZONE_DEFAULT

List of available counters:
  • +1/+1
  • +1/+0
  • +0/+1
  • -1/-1
  • Charge
  • Quest_Counter

NOTE: About counters, after looking at the code in some of the cards (Obsidian Fireheart, Xathrid Gorgon, Helix Pinnacle, Aretopolis, Mount Keralia, and Norn's Dominion) it looks as though we may be able to use arbitrary names/types for counters. The types I saw in the cards are: BLAZE, PETRIFICATION, TOWER, SCROLL, PRESSURE, and FATE. It should be noted that I did not see these in executable so arbitrary types may very well be possible.

Re: Info from DotP 2013 executable

PostPosted: 15 Jul 2012, 19:14
by nabeshin
in first post - this tail for Damage() :
GetAmount()
SetAmount(Amount)
GetSource(Object)
SetSource
GetReceivingObject()
SetReceivingObject(Object)
GetReceivingPlayer()
SetReceivingPlayer
IsCombat
SetCombat
IsUnpreventable()
SetUnpreventable
GetColour()
SetColour

Re: Info from DotP 2013 executable

PostPosted: 15 Jul 2012, 19:24
by RiiakShiNal
I thought those were for damage, but since they were in the same block in the executable as those for the data chest functions I was hesitant to separate them out without confirmation so thanks for the confirmation.

Re: Info from DotP 2013 executable

PostPosted: 13 Sep 2012, 05:43
by pcastellazzi
Did anyone tried MTG():DropIntoDebugger()?

Re: Info from DotP 2013 executable

PostPosted: 13 Sep 2012, 11:58
by RiiakShiNal
I don't think anyone has, I know I haven't because I'm pretty sure that I don't have a version of the game with the debugger symbols that would allow me to do much with it.

Re: Info from DotP 2013 executable

PostPosted: 13 Sep 2012, 16:11
by pcastellazzi
I am no sure if debugging symbols are a necessity. My first guess should be they are, but only if the debugger this function uses is for the game it self. If it is for lua code it may work.

update: As expected is NOOP.

Re: Info from DotP 2013 executable

PostPosted: 13 Sep 2012, 21:26
by nabeshin
updated exe file don't have - "SetMinEnchantmentCount" , here is "SetMinOtherEnchantmentCount".