GrandArchiveSim Polling None None ServerInclude: /Custom/CustomInput.php ServerInclude: /Custom/GameLogic.php ServerInclude: /TurnController.php ServerInclude: /GeneratedCode/GeneratedMacroCode.php ServerInclude: /GeneratedCode/GeneratedKeywordCode.php AssetReflection: GrandArchiveSim Module: Versions=TurnPlayer,CurrentPhase,TurnNumber,PhaseParameters,myHand,myTempZone,myGraveyard,myDeck,myDecisionQueue,myHealth,myMastery,myGlobalEffects,myMaterial,myField,myIntent,myMemory,myBanish,theirHand,theirTempZone,theirGraveyard,theirDeck,theirDecisionQueue,theirHealth,theirMastery,theirGlobalEffects,theirMaterial,theirField,theirIntent,theirMemory,theirBanish,DecisionQueueVariables,EffectStack,MacroTurnIndex Macro: Name=ChooseCard(mzSearch,helptext); Choice={MZCHOOSE:mzSearch|helptext}; AfterChoice=OnCardChosen; Action={} Macro: Name=ActivateCard(mzID,ignoreCost); ChoiceFunction=DoActivateCard; Action={} Macro: Name=PlayCard(mzID,ignoreCost); ChoiceFunction=DoPlayCard; Action={} Macro: Name=AllyDestroyed(mzID); ChoiceFunction=DoAllyDestroyed; Action={} Macro: Name=LeaveField(mzID); ChoiceFunction=OnLeaveField; Action={} Macro: Name=ActivateAbility(mzID,abilityIndex); ChoiceFunction=DoActivatedAbility; Action={} Macro: Name=Draw(amount); ChoiceFunction=DoDrawCard; Action={} Macro: Name=Materialize(mzID); ChoiceFunction=DoMaterialize; Action={} Macro: Name=Enter(mzID); ChoiceFunction=OnEnter; Action={} Macro: Name=ReserveCard(); Choice={MZCHOOSE:myHand}; AfterChoice=OnCardReserved; Action={} Macro: Name=CardActivated(mzID); ChoiceFunction=OnCardActivated; Action={} Macro: Name=ExhaustCard(mzID); ChoiceFunction=OnExhaustCard; Action={} Macro: Name=RestCard(mzID); ChoiceFunction=OnRestCard; Action={} Macro: Name=WakeupCard(mzID); ChoiceFunction=OnWakeupCard; Action={} Macro: Name=DealDamage(source,target,amount); ChoiceFunction=OnDealDamage; Action={} Macro: Name=DiscardCard(mzID); ChoiceFunction=DoDiscardCard; Action={} Macro: Name=Reveal(revealedMZ); ChoiceFunction=DoRevealCard; Action={} Macro: Name=OnAttack(mzID); ChoiceFunction=OnAttackTrigger; Action={} Macro: Name=OnHit(mzID); ChoiceFunction=OnHitTrigger; Action={} Macro: Name=OnKill(mzID); ChoiceFunction=OnKillTrigger; Action={} Macro: Name=OnFoster(mzID); ChoiceFunction=OnFosterTrigger; Action={} Deck - CardID:string Display: Visibility=Private, Mode=Single, Bottom=120px, Right=10px Macros: Shuffle Banish - CardID:string, TurnEffects:array[string], Counters:json Index: TurnEffects Virtual: OmenCounterCount=GetOmenCounterCount() Display: Visibility=Public, Mode=Single, Bottom=230px, Right=10px Counters: OmenCounterCount=Badge(Color=Purple,Position=Center,ShowZero=false) Graveyard - CardID:string Virtual: EphemerateMeta=EphemerateMeta() Highlight: EphemerateMeta Display: Visibility=Public, Mode=Single, Bottom=10px, Right=10px Click: FSM() GlobalEffects - CardID:string Display: Visibility=None, Mode=None Hand - CardID:string Display: Visibility=Self, Mode=All, Bottom=10px, Left=28% Click: FSM() Virtual: SelectionMetadata=SelectionMetadata() Highlight: SelectionMetadata Field - CardID:string, Status:number=2, Owner:number, Damage:number=0, Controller:number, TurnEffects:array[string], Counters:json, Subcards:json Virtual: CurrentPower=ObjectCurrentPowerDisplay() Virtual: CurrentHP=ObjectCurrentHPDisplay() Virtual: FieldSelectionMetadata=FieldSelectionMetadata() Virtual: CurrentEffects=CardCurrentEffects() Virtual: DisplayEffects=CardDisplayEffects() Virtual: CurrentLevel=ObjectCurrentLevelDisplay() Virtual: BuffCounterCount=GetBuffCounterCount() Virtual: EnlightenCounterCount=GetEnlightenCounterCount() Virtual: PrepCounterCount=GetPrepCounterCount() Virtual: DurabilityCounterCount=GetDurabilityCounterCount() Virtual: GlimmerCounterCount=GetGlimmerCounterCount() Virtual: WitherCounterCount=GetWitherCounterCount() Virtual: SheenCounterCount=GetSheenCounterCount() Virtual: DynamicAbilities=GetDynamicAbilities() Virtual: HasAbility=CardHasAbility() Index: TurnEffects Display: Visibility=Public, Mode=All, Top=110px, Right=120px Widgets: CustomInput=Activate(Position:BottomLeft,Condition:HasAbility=1) Overlay: Status=1:exhausted Counters: DisplayEffects=Badge(Color=Purple,Position=TopLeft,ShowZero=false,Mode=CardIDs) Counters: Damage=Badge(Color=red,Position=TopRight,ShowZero=false) Counters: CurrentPower=Badge(Color=Green,Position=BottomLeft,ShowZero=false) Counters: CurrentHP=Badge(Color=Blue,Position=BottomRight,ShowZero=false) Counters: CurrentLevel=Badge(Color=Orange,Position=BottomLeft,ShowZero=false) Counters: BuffCounterCount=Badge(Color=Gold,Position=Center,ShowZero=false) Counters: EnlightenCounterCount=Badge(Color=Cyan,Position=Center,ShowZero=false) Counters: PrepCounterCount=Badge(Color=Silver,Position=Center,ShowZero=false) Counters: DurabilityCounterCount=Badge(Color=Brown,Position=TopRight,ShowZero=false) Counters: GlimmerCounterCount=Badge(Color=Magenta,Position=Center,ShowZero=false) Counters: WitherCounterCount=Badge(Color=DarkGreen,Position=Center,ShowZero=false) Counters: SheenCounterCount=Badge(Color=Teal,Position=Center,ShowZero=false) AfterAdd: FieldAfterAdd Highlight: FieldSelectionMetadata Click: FSM() Intent - CardID:string, Controller:number, TurnEffects:array[string] Virtual: CurrentPower=ObjectCurrentPowerDisplay() Virtual: CurrentEffects=CardCurrentEffects() Virtual: DisplayEffects=CardDisplayEffects() Index: TurnEffects Display: Visibility=Public, Mode=All, Bottom=230px, Left=10px Counters: CurrentPower=Badge(Color=Green,Position=BottomLeft,ShowZero=false) Counters: DisplayEffects=Badge(Color=Purple,Position=TopLeft,ShowZero=false,Mode=CardIDs) Memory - CardID:string Display: Visibility=Public, Mode=Single, Bottom=10px, Left=10px Material - CardID:string Display: Visibility=Self, Mode=None TempZone - CardID:string Display: Visibility=Self, Mode=None Virtual: SelectionMetadata=SelectionMetadata() Highlight: SelectionMetadata Health - Value:number=0 Display: Visibility=Public, Mode=Value, Top=10px, Right=130px Widgets: Value=-1&+1,CustomInput=Pass Mastery - CardID:string, Direction:string=NONE, Counters:json Virtual: SheenCounterCount=GetSheenCounterCount(), HauntCounterCount=GetHauntCounterCount() Display: Visibility=Public, Mode=All, Top=10px, Right=250px Overlay: Direction=NORTH:sc_north,Direction=SOUTH:sc_south,Direction=EAST:sc_east,Direction=WEST:sc_west Counters: SheenCounterCount=Badge(Color=Teal,Position=Center,ShowZero=false), HauntCounterCount=Badge(Color=Purple,Position=TopRight,ShowZero=false) DecisionQueue - Type:string, Param:string, Block:number, Tooltip:string, DontSkipOnPass:number Display: Visibility=Self, Mode=All, Display=None Versions - Version:string Display: Visibility=None, Mode=All, Display=None TurnNumber - Value:number=0 Display: Visibility=None, Mode=Value, Scope=Global, Display=None FirstPlayer - Value:number=1 Display: Visibility=None, Mode=Value, Scope=Global, Display=None TurnPlayer - Value:number=1 Display: Visibility=None, Mode=Value, Scope=Global, Display=None CurrentPhase - Value:string Display: Visibility=None, Mode=Value, Scope=Global, Display=None PhaseParameters - Value:string Display: Visibility=None, Mode=Value, Scope=Global, Display=None FlashMessage - Value:string Display: Visibility=None, Mode=Value, Scope=Global, Display=None DecisionQueueVariables - Value:string Display: Visibility=None, Mode=Value, Scope=Global, Display=None EffectStack - CardID:string, Controller:number Display: Visibility=Public, Mode=Single, Scope=Global, Top=45%, Left=130px Sort: Reverse=true MacroTurnIndex - Value:string Display: Visibility=None, Mode=Value, Scope=Global, Display=None