Skylords Reborn
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This is the documentation page for Module:Card/data

Description

This module stores all data about the currently existing playable cards in alphabetical order. Whenever card changes occur this module needs to be updated respectively.

Syntax

All cards' data is stored in a standardized way as shown below.

    ["card name (variant)"] = {
        affinity = ,
        card_id = ,
        description = ,
        starter_card = ,
        type = ,
        construction_time = ,
        gender = ,
        movement_speed = ,
        orbs = ,
        power_cost = ,
        charges = ,
        squadqsize = ,
        class = ,
        weapon_type = ,
        counter = ,
        size = ,
        damage = ,
        health = ,
        edition = ,
        rarity = ,
        booster_locations = ,
        upgrade_locations = ,
        general_upgrade_text = ,
        abilities = {
            {
                name = ability 1,
                type = ,
                hide_on_card = ,
                upgrade_availability = ,
                affinity_dependency = ,
                cost = ,
                description = ,
                values = ,
                upgrade_text = ,
            }, {
                name = ability n,
                type = ,
                hide_on_card = ,
                upgrade_availability = ,
                affinity_dependency = ,
                cost = ,
                description = ,
                values = ,
                upgrade_text = ,
            }
        }
    },
Parameter and Syntax Explanation
Parameter Explanation / Usage Notes Omissible Accepted Input
["<card name> <variant>"] Full name of the card followed by the variant. False
affinity Overwrites indicated affinity by variant (for promo cards with affinities). True
  • "Fire"
  • "Frost"
  • "Nature"
  • "Shadow"
card_id The card's unique id for upgrade 0, to be used for scripting purposes. False
  • <Custom integer>
description Descriptive sentence that is shown in the card's tooltip above the abilities. Use \n for a line break. True
  • "<Custom text>"
    • If it changes with upgrades use the following syntax:
      • {"<Custom text>", "<Custom text>", "<Custom text>", "<Custom text>"}
starter_card Indicates that the card is owned by all players as a PvE starter card. True
  • If false (default): nil
  • If true: true
type Type of the card. False
  • "Unit"
  • "Building"
  • "Spell"
construction_time Base construction time of the building in seconds. Conditional
  • Only applicable if type is "Building".
    • <Custom integer>
    • If it changes with upgrades use the following syntax:
      • {<value>, <value>, <value>, <value>}
gender Gender class of the card. Conditional
  • Only applicable if type is "Unit".
  • "Male" for male units
  • "Female" for female units
  • nil for neutral units
movement_speed Movement speed of the unit in meters per second (shown at the top of the tooltip). Conditional
  • Only applicable if type is "Unit".
    • <Custom integer>
orbs Required orbs of the card, ordered from right to left; up to 4 separated by comma; all mono or dual color combinations are allowed. False
  • Minimum Syntax: {"<orb>"},
  • Maximum Syntax: {"<orb>", "<orb>", "<orb>", "<orb>"},
  • Available orbs:
    • Fire
    • Frost
    • Nature
    • Shadow
    • Neutral
power_cost Power cost of the card. False
  • <Custom integer value>, should not exceed 3 digits
  • If it changes with upgrades use the following syntax:
    • {<value>, <value>, <value>, <value>}
charges Number of times the fully charged card can be played before the recharge cooldown starts. False
  • <Integer>, available charge rules are:
    • 4 for: 1 / 2 / 3 / 4
    • 8 for: 4 / 6 / 7 / 8
    • 12 for: 6 / 8 / 10 / 12
    • 16 for: 8 / 11 / 14 / 16
    • 20 for: 10 / 14 / 17 / 20
    • 24 for: 12 / 16 / 20 / 24
squadsize Amount of individual members of which the the squad consists. Conditional
  • Only applicable if type is "Unit".
    • <Custom integer value>, should not exceed 2 digits
class Class of the card False
  • "<Custom text>"
weapon_type Attack type of the card, Melee and Ranged can be influenced by counter. Conditional
  • Only applicable if type is "Unit".
    • "Melee"
    • "Ranged"
    • "Special"
counter Size type countered by the card, can be influenced by weapon_type, omit if weapon_type is "Special". Conditional
  • Only applicable if type is "Unit".
    • "S"
    • "M"
    • "L"
    • "XL"
size Size type of the card. Conditional
  • Only applicable if type is "Unit".
    • "S"
    • "M"
    • "L"
    • "XL"
damage Displayed attack value of the card. Conditional
  • Only applicable if type is "Unit" or in some cases "Building".
    • <Custom integer value>, should not exceed 5 digits
    • If it changes with upgrades use the following syntax:
      • {<value>, <value>, <value>, <value>}
health Amount of health points the entity has. Conditional
  • Only applicable if type is "Unit" or "Building".
    • <Custom integer value>, should not exceed 5 digits
    • If it changes with upgrades use the following syntax:
      • {<value>, <value>, <value>, <value>}
edition Edition icon in the bottom right corner, influenced by rarity (does not work alone). False
  • "Twilight"
  • "Renegade"
  • "Lost Souls"
  • "Amii"
rarity Rarity icon in the bottom right corner, influenced by edition (does not work alone). False
  • "Common"
  • "Uncommon"
  • "Rare"
  • "Ultra Rare"
booster_locations Names of the boosters from which the card can be drawn. Only required if the card has been assigned to a booster that deviates from its orbs' colors or if the card's orbs constitute it being Neutral/Legendary and thus sorting based on orb colors is not possible. Conditional
  • "<booster name>"
  • Available boosters:
    • General
    • Fire
    • Frost
    • Nature
    • Shadow
    • Amii
    • Bandits
    • Fire/Frost
    • Lost Souls
    • Stonekin
    • Twilight
  • If the card cannot be obtained via booster opening, use None instead.
  • If it is more than one, use a table instead:
    • {"<booster name 1>", ..., "<booster name n>"}
upgrade_locations Campaign drop locations of each upgrade card. Most left being upgrade 1, most right being upgrade 3. Conditional
  • Not required if the variant is (Promo).
    • {"<map name>", "<map name>", "<map name>"}
general_upgrade_text Text on upgrade cards that does not belong to a specific ability. Changes in construction_time, power_cost, damage or health are excluded and will be displayed automatically. True
  • {"<Custom text upgrade 1>", "<Custom text upgrade 2>", "<Custom text upgrade 3>"}
    • If the custom text is not required for all upgrades simply leave the respective upgrade blank: "",
Ability related parameters (this block repeats as many times as there are abilities)
name Name of the ability. False Custom text of moderate length
type Type of the ability. True
  • "Active"
  • "Autocast"
  • "Godspell"
  • "Passive"
  • "Toggle"
  • nil, if no icon is shown in front of the name
hide_on_card Disables the ability to be shown on the card, but limits it to the tooltip. True
  • If false (default): nil
  • If true: true
upgrade_availability Indicates on which card upgrade levels the ability is available. Conditional
  • If the ability is not available on all upgrades use the following syntax :
    • {<boolean>, <boolean>, <boolean>, <boolean>}
    • Most left boolean is upgrade 0, most right upgrade 3.
    • If available: true
    • If not available: false
affinity_dependency Affinity dependency of the ability, is tied to card parameter affinity, defaults to False True
  • If false (default): nil
  • If true: true
cost Power cost of the ability, omit if free (0) True
  • <Custom integer value>, should not exceed 3 digits
  • If it changes with upgrades use the following syntax:
    • {<value>, <value>, <value>, <value>}
    • If the value is not present on all upgrades, simply leave the respective upgrade blank: "",
description Full description of the ability, use %s as placeholder for values which change on upgrades. Use \n for a line break. False
  • "<Custom text>"
values Corresponding values to the placeholders, enter in same order as they occur in description. Conditional
  • {<value upgrade 0>, <value upgrade 1>, <value upgrade 2>, <value upgrade 3>}
    • If the value is not present on all upgrades, simply leave the respective upgrade blank: "",
  • If there are multiple placeholders in an ability, arrange them in a table:
  • {{<value>, <value>, <value>, <value>}, {<value>, <value>, <value>, <value>}, {<...>}}
upgrade_text Text displayed on the upgrade card, that specifically belongs to this ability. Learning an ability upon reaching a certain upgrade is excluded and will be displayed automatically. Conditional
  • {"<Custom text upgrade 1>", "<Custom text upgrade 2>", "<Custom text upgrade 3>"}
    • If the custom text is not required for all upgrades simply leave the respective upgrade blank: "",

See also


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