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add missing ids
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rubenpieters committed Aug 3, 2023
1 parent d90017b commit 572dd32
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4 changes: 2 additions & 2 deletions data/input/01_game_concepts.yaml
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Expand Up @@ -416,7 +416,7 @@ sections:
- text: The Corp uses the first ability on {card:Vaporframe Fabricator}, which specifies that it can only be used once per turn, and trashes {card:Vaporframe Fabricator} during the installation process. Then the Corp plays Restore, reinstalling the same copy of {card:Vaporframe Fabricator} from Archives. Even though it is the same physical card, the reinstalled {card:Vaporframe Fabricator} is a new object, and its "once per turn" ability is available to be used this turn.
- text: The Runner accesses {card:Ganked!} from the root of a server they are breaching. The Corp uses {card:Ganked!}'s ability to trash it and force the Runner to encounter {card:Drafter}. While resolving {card:Drafter}'s subroutines during that encounter, the Corp reinstalls the same copy of {card:Ganked!} from Archives into the same root. Since the {card:Ganked!} card left and reentered the zone it was accessed from, it is now a new object, and the Runner must access that object before completing the breach. Thus, if the Runner does not interfere (such as by breaking {card:Drafter}'s subroutines), the Corp could repeat this sequence of events several times.
rules:
- rule:
- rule: rule_identify_object_after_move
text: An ability that moves cards can identify the new objects that those cards become and continue to act on them.
examples:
- text: The Corp plays {card:Priority Construction}, installing a piece of ice from HQ. That ice is now a new object in the play area, but {card:Priority Construction}'s second instruction can still find it and place advancement counters on it.
Expand Down Expand Up @@ -805,7 +805,7 @@ sections:
rules:
- rule: rule_hidden_secret_faceup_facedown
text: Cards in hidden or secret zones (see {ref:sec_game_zones_general}) are neither faceup nor facedown.
- rule:
- rule: rule_hosted_cards_treated_as_group
text: Some effects host multiple cards on an object at the same time or set aside multiple cards at the same time. Facedown cards that enter a zone at the same time by the same effect are treated as a group. See {ref:rule_host_faceup_facedown} and {ref:rule_facedown_set_aside_distinct_groups}, respectively.
- subsection: rule_look
text: When a player {term:looks} at a card, they are allowed to see the front face of the card even if the front face would not normally be visible to them. A player should look at that card without showing it to the other player if it is not normally visible to that player.
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8 changes: 4 additions & 4 deletions data/input/08_card_manipulation.yaml
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Expand Up @@ -397,11 +397,11 @@ sections:
- subsection: rule_swap_simultaneous
text: If two cards are swapped between zones, each card moves to the zone the other is in simultaneously.
rules:
- rule:
- rule: rule_state_of_swap_into_zone
text: Each of the swapped cards enters its destination zone in the same state that a card would normally enter that zone. A card swapped into Archives enters Archives facedown unless it was visible to the Runner at the time of the swap, a Corp card swapped into the play area enters unrezzed, etc.
- rule:
- rule: rule_swap_become_installed
text: If only one of the cards to be swapped is installed, then it becomes uninstalled as it moves to the destination zone. Any cards or counters hosted on it are trashed. The other card becomes installed in the exact position the first card occupied, maintaining any specific location (such as server, ice position, or host).
- rule:
- rule: rule_swap_score_area
text: If two agendas are swapped between the players' score areas, any hosted cards or counters remain hosted on their respective host agendas.
- rule:
- rule: rule_swap_set_aside
text: If a card is swapped with a set-aside card, the card moving into the set-aside zone becomes part of the group of cards being acted on by the ability that had set the other card aside, and the card moving out of the set-aside zone ceases to be acted on by that ability. See {ref:rule_drawn_card_swapped} for a specific case where this can happen, and see also {ref:rule_set_aside_zone_passthrough} regarding effects acting on cards in the set-aside zone.
4 changes: 2 additions & 2 deletions data/input/09_abilities.yaml
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Expand Up @@ -857,9 +857,9 @@ sections:
text: When a timing structure is opened, the checkpoints in that timing structure are carried out. See {ref:rule_timing_structure} for a list of timing structures.
- rule: rule_draw_checkpoint
text: When a player draws cards, a checkpoint occurs at {ref:step_draw_checkpoint} of that procedure.
- rule: rule_
- rule: rule_play_checkpoint
text: When an event or operation is played, a checkpoint occurs at {ref:rule_steps_playing_played_checkpoint} of that procedure.
- rule:
- rule: rule_trace_checkpoint
text: When a trace is initiated, a checkpoint occurs at {ref:step_trace_checkpoint} of that procedure.

- subsection: rule_step_in_timing_structure_is_instruction
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8 changes: 4 additions & 4 deletions data/input/10_additional_rules.yaml
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Expand Up @@ -123,13 +123,13 @@ sections:
- subsection: rule_damage_types
text: The three types of damage the Runner can suffer are meat, net, and core damage
rules:
- rule:
- rule: rule_meat_net_damage
text: |-
{term:meat damage} and {term:net damage} are resolved the same way. For each point of damage suffered, 1 card is randomly trashed from the grip.
- rule:
- rule: rule_core_damage
text: |-
For each point of {term:core damage} suffered, 1 card is randomly trashed from the grip, and the Runner's maximum hand size is permanently reduced by 1. The Runner takes a core damage counter for each core damage suffered to track the reduction in hand size.
- rule:
- rule: rule_brain_damage
text: Some cards refer to "brain damage". This is an older term for core damage. The two terms are interchangeable.
- subsection: rule_multiple_damage_taken_simultaneously
text: If the Runner suffers more than 1 damage of any type, the cards are randomly trashed simultaneously.
Expand All @@ -148,7 +148,7 @@ sections:
- section: sec_tags
text: Tags
snippet: |-
Tags represent the Corp's possession of valuable information about the Runner, such as a data trail theyve left behind or the physical location they are jacked in from.
Tags represent the Corp's possession of valuable information about the Runner, such as a data trail they've left behind or the physical location they are jacked in from.
rules:
- rule: rule_tag
text: |-
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