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Base Game Card Effect Reference
- Targeting Reference
- CardEffectAddBattleCard
- CardEffectAddBattleCardPerTarget
- CardEffectAddCardUpgradeToUnitPerGoldSpent
- CardEffectAddCardUpgradeToUnits
- CardEffectAddCardUpgradeToUnitsOnMoonPhase
- CardEffectAddCardUpgradeToUnitsPerDragonsHoard
- CardEffectAddCardUpgradeToUnitsPerStatusEffect
- CardEffectAddDebuffStatusEffectsFromSelf
- CardEffectAddPermanentCardUpgradeToCardsInHand
- CardEffectAddPermanentCorruption
- CardEffectAddRunCard
- CardEffectAddStatsAndStatusEffectsFromSelf
- CardEffectAddStatsFromSelf
- CardEffectAddStatusEffect
- CardEffectAddStatusEffectBasedOnHealth
- CardEffectAddStatusEffectDependingOnHealthPercent
- CardEffectAddStatusEffectIfNoPlayerUnits
- CardEffectAddStatusEffectNextMonster
- CardEffectAddStatusEffectNull
- CardEffectAddStatusEffectOnStatusThreshold
- CardEffectAddStatusEffectPerEnergy
- CardEffectAddStatusEffectPerGoldSpent
- CardEffectAddStatusEffectPerLastAttackDamage
- CardEffectAddStatusEffectPerMissingHp
- CardEffectAddStatusEffectPerOtherEffect
- CardEffectAddStatusEffectPerSelfAttack
- CardEffectAddStatusToRoomScalingByCasterStatusCount
- CardEffectAddTempCardUpgradeToCardsInHand
- CardEffectAddTempCardUpgradeToDeckScreenChosenCard
- CardEffectAddTempCardUpgradeToNextAddedCard
- CardEffectAddTempCardUpgradeToNextDrawnCard
- CardEffectAddTempCardUpgradeToRandomCardInHand
- CardEffectAddTempCardUpgradeToSpellsInDeck
- CardEffectAddTempCardUpgradeToUnits
- CardEffectAddTempCardUpgradeToUnitsWithStatusEffect
- CardEffectAddTempSwapStats
- CardEffectAddTrigger
- CardEffectAddUnitCard
- CardEffectAddUpgradeToCurrentCard
- CardEffectAddUpgradedCopy
- CardEffectAdjustAbilityCooldown
- CardEffectAdjustAllStatusEffects
- CardEffectAdjustCorruption
- CardEffectAdjustDragonsHoard
- CardEffectAdjustDragonsHoardPerStatusEffect
- CardEffectAdjustEnergy
- CardEffectAdjustForgePoints
- CardEffectAdjustMaxHealth
- CardEffectAdjustRoomCapacity
- CardEffectAdjustRoomMaxCorruption
- CardEffectAdvanceMoonPhase
- CardEffectApplyForgePointsToUnit
- CardEffectAttachEquipment
- CardEffectAttachTrainRoomAttachment
- CardEffectAttackTargetsWithSelfUnit
- CardEffectAttackWithUnit
- CardEffectBalatroConvertCard
- CardEffectBuffDamage
- CardEffectBuffEquipment
- CardEffectBuffMaxHealth
- CardEffectBump
- CardEffectChooseDiscard
- CardEffectCopyCardUpgradesToUnits
- CardEffectCopyUnits
- CardEffectCraftSpike
- CardEffectCreateCopyOfCardPlayedLastTurn
- CardEffectDamage
- CardEffectDamageByPercentRemainingHealth
- CardEffectDamageByUnitsKilled
- CardEffectDamagePerHp
- CardEffectDamagePerSourceAttack
- CardEffectDamagePerTargetAttack
- CardEffectDamageWithTrample
- CardEffectDebuffDamage
- CardEffectDebuffMaxHealth
- CardEffectDespawnCharacter
- CardEffectDiscardHand
- CardEffectDraw
- CardEffectDrawAdditionalNextTurn
- CardEffectDrawOrAddBattleCard
- CardEffectDrawType
- CardEffectDuplicateCardInHand
- CardEffectEnchant
- CardEffectFeederRules
- CardEffectFloorRearrange
- CardEffectForceHatchCheck
- CardEffectForceRelentless
- CardEffectForgeCard
- CardEffectFreezeAllCards
- CardEffectFreezeCard
- CardEffectFreezeRandomCard
- CardEffectGainEnergy
- CardEffectGainEnergyEveryTurn
- CardEffectGainEnergyNextTurn
- CardEffectGrantEquipmentFromPool
- CardEffectHeal
- CardEffectHealAndDamageRelative
- CardEffectHealAndHealFriendly
- CardEffectHealAndOverheal
- CardEffectHealPyrePerEmberCost
- CardEffectHealTrain
- CardEffectKill
- CardEffectMergeEquipment
- CardEffectMix
- CardEffectMixRandom
- CardEffectModifyCardCost
- CardEffectModifyInkVariable
- CardEffectMultiplyAllPositiveStatusEffects
- CardEffectMultiplyAllStatusEffects
- CardEffectMultiplyCorruption
- CardEffectMultiplyStatusEffect
- CardEffectNULL
- CardEffectPayCostWithPyreHealth
- CardEffectPermanentlyAdjustMaxPyreHealth
- CardEffectPermanentlyAdjustPyreAttack
- CardEffectPlayUnitTrigger
- CardEffectPurgeUnitOnDeath
- CardEffectPyreDamageIfNoPlayerUnits
- CardEffectRandomDiscard
- CardEffectRecruit
- CardEffectRecursion
- CardEffectRemoveAbility
- CardEffectRemoveAllStatusEffects
- CardEffectRemoveEquipment
- CardEffectRemoveStatusEffect
- CardEffectRemoveStatusEffectOnStatusThreshold
- CardEffectRemoveStatusEffectPerCorrupt
- CardEffectRemoveTempUpgradeFromUnit
- CardEffectRemoveTrainRoomAttachment
- CardEffectReplayTrigger
- CardEffectResetCooldown
- CardEffectReturnUnitToHand
- CardEffectRewardCards
- CardEffectRewardGold
- CardEffectRewardGoldPerDragonHoard
- CardEffectRoomAbilityBumpToCurrentRoom
- CardEffectSacrifice
- CardEffectSacrificeOrFeed
- CardEffectSetHealth
- CardEffectSetMoonPhase
- CardEffectSetUnitAbility
- CardEffectSpawnHero
- CardEffectSpawnHeroIfNoOtherHeroUnits
- CardEffectSpawnMonster
- CardEffectSpawnMonsterOrAddStatusEffect
- CardEffectSpawnUnitFromDeck
- CardEffectSynergizeStatusEffects
- CardEffectTransferAllStatusEffects
- CardEffectTransferAllStatusEffectsFromUnit
- CardEffectTransferAttackFromUnit
- CardEffectUnboxJackInTheBoxUnitCard
- CardEffectUnboxSmallBoxUnitCard
- CardEffectUnitAbilityTeleport
- CardEffectUpdateMoonPhaseResource
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paramInt: Target Card PileValid values:
Value Meaning 0 DeckPile 1 DiscardPile 2 ExhaustedPile 3 HandPile 4 KeepInStandBy 5 DeckPileTop 6 None 7 DeckPileRandom 8 EatenPile -
additionalParamInt: Num Cards -
paramCardUpgradeData: Optional Upgrade -
filterBasedOnMainSubClass: Filter Based On Main Subclass -
copyModifiersFromSource: Copy Modifiers From Source -
ignoreTemporaryModifiersFromSource: Ignore Temporary Modifiers From Source -
paramCardPool: Card Pool -
paramCardFilter: Card Filter -
paramBool: Require Space In Hand^ - If enabled, will check if the player's hand is full -
paramBool2: Skip If Already In Hand^ - If enabled, only adds a card when you don't already have it in hand
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paramInt: Target Card PileValid values:
Value Meaning 0 DeckPile 1 DiscardPile 2 ExhaustedPile 3 HandPile 4 KeepInStandBy 5 DeckPileTop 6 None 7 DeckPileRandom 8 EatenPile -
additionalParamInt: Cards Per Target -
paramCardUpgradeData: Optional Upgrade -
filterBasedOnMainSubClass: Filter Based On Main Subclass -
copyModifiersFromSource: Copy Modifiers From Source -
ignoreTemporaryModifiersFromSource: Ignore Temporary Modifiers From Source -
paramCardPool: Card Pool -
paramCardFilter: Card Filter -
paramBool: Require Space In Hand^ - If enabled, will check if the player's hand is full -
paramBool2: Require Unequipped Targets^ - Only counts targets that currently do not have equipment.
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paramInt: Gold Per Upgrade^ - Must be greater than zero -
paramCardUpgradeData: Upgrade To Add
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paramCardUpgradeData: Card Upgrade -
additionalParamInt1: Upgrade LifetimeValid values:
Value Meaning 0 TemporaryUntilEndOfBattle 1 TemporaryUntilUnitDeath 2 Permanent
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paramCardUpgradeData: Card Upgrade -
paramInt: Active Moon Phases^ - Phases when upgrade can be applied.Valid values:
Value Meaning 1 New 2 Full 4 None -
additionalParamInt1: Upgrade LifetimeValid values:
Value Meaning 0 TemporaryUntilEndOfBattle 1 TemporaryUntilUnitDeath 2 Permanent
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paramCardUpgradeData: Card Upgrade -
additionalParamInt1: Upgrade LifetimeValid values:
Value Meaning 0 TemporaryUntilEndOfBattle 1 TemporaryUntilUnitDeath 2 Permanent
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paramStatusEffects: Status Effects^ - Status effects that scale the number of upgrades applied. -
paramCardUpgradeData: Card Upgrade -
additionalParamInt1: Upgrade LifetimeValid values:
Value Meaning 0 TemporaryUntilEndOfBattle 1 TemporaryUntilUnitDeath 2 Permanent
This class has no documented parameters.
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paramCardUpgradeData: Card Upgrade
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paramInt: Corruption Amount
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paramInt: Target Card PileValid values:
Value Meaning 0 DeckPile 1 DiscardPile 2 ExhaustedPile 3 HandPile 4 KeepInStandBy 5 DeckPileTop 6 None 7 DeckPileRandom 8 EatenPile -
copyModifiersFromSource: Copy Modifiers From Source -
paramBool: Ignore if ephemeral^ - Don't apply this effect if the card has the Ephemeral trait. -
paramCardPool: Card Pool -
paramCardFilter: Card Filter
This class has no documented parameters.
This class has no documented parameters.
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paramBool: Strict Target Checking^ - TRUE - Always Fail Test if Zero Targets
FALSE - Zero Targets allowed unless Target Mode is 'Drop Target' -
paramStatusEffects: Status Effect To Add^ - If more than one provided, chooses one at random -
useStatusEffectStackMultiplier: Use Status Effect Stack Multiplier^ - Multiply the number of stacks added by the number of this type of status effect the target already has. -
useHealthMissingStackMultiplier: Use Health Missing Stack Multiplier^ - Multiply the number of stacks added by the number of hp the target is missing. -
useMagicPowerMultiplier: Use Magic Power Multiplier^ - Multiply the number of stacks added by the amount of magic power in the room. -
paramInt: Chance To Apply Effect^ - If 1-99, the chance to apply. If 0 or >= 100, always will apply -
useIntRange: Use Range For Chance -
paramMinInt: Min Chance To Apply Effect^ - If 1-99, the chance to apply. If 0 or >= 100, always will apply -
paramMaxInt: Max Chance To Apply Effect^ - If 1-99, the chance to apply. If 0 or >= 100, always will apply -
paramMultiplier: Range Multiplier -
paramSubtype: Target Subtype -
paramBool2: Ignore Dualism
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paramInt: Health Percent (0-100) -
paramStatusEffects: Statuses -
paramBool: Apply on Health Above Percent (Default is Below)
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paramStatusEffects: Status Effects^ - Must specify two. The first is applied when health is above the threshold. The second is applied at or below the threshold -
paramInt: Reamining Health Percent For Swap^ - The remaining health percent that will transition to using the second status effect
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paramBool: Strict Target Checking^ - TRUE - Always Fail Test if Zero Targets
FALSE - Zero Targets allowed unless Target Mode is 'Drop Target' -
paramStatusEffects: Status Effect To Add^ - If more than one provided, chooses one at random -
useStatusEffectStackMultiplier: Use Status Effect Stack Multiplier^ - Multiply the number of stacks added by the number of this type of status effect the target already has. -
useHealthMissingStackMultiplier: Use Health Missing Stack Multiplier^ - Multiply the number of stacks added by the number of hp the target is missing. -
useMagicPowerMultiplier: Use Magic Power Multiplier^ - Multiply the number of stacks added by the amount of magic power in the room. -
paramInt: Chance To Apply Effect^ - If 1-99, the chance to apply. If 0 or >= 100, always will apply -
useIntRange: Use Range For Chance -
paramMinInt: Min Chance To Apply Effect^ - If 1-99, the chance to apply. If 0 or >= 100, always will apply -
paramMaxInt: Max Chance To Apply Effect^ - If 1-99, the chance to apply. If 0 or >= 100, always will apply -
paramMultiplier: Range Multiplier -
paramSubtype: Target Subtype -
paramBool2: Ignore Dualism
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paramStatusEffects: Status Effect To Add^ - If more than one provided, chooses one at random -
useStatusEffectStackMultiplier: Use Status Effect Stack Multiplier^ - Multiply the number of stacks added by the number of this type of status effect the target already has.
This class has no documented parameters.
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paramStatusEffects: Two Status Effects^ - First: Requirement.
Second: Status effect to add.
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paramStatusEffects: Status Effect To Add -
paramSubtype: Target Subtype -
additionalParamInt: Distribution Method^ - Distribute Identically - Each target gets the same number of stacks
Distribute Evenly - stacks are divided up across all targetsValid values:
Value Meaning 0 DistributeIdentically 1 DistributeEvenly
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paramStatusEffects: Status Effect To Add -
paramSubtype: Target Subtype -
additionalParamInt: Distribution Method^ - Distribute Identically - Each target gets the same number of stacks
Distribute Evenly - stacks are divided up across all targetsValid values:
Value Meaning 0 DistributeIdentically 1 DistributeEvenly
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paramStatusEffects: Statuses -
paramBool2: Ignore Dualism -
paramInt: Divisor^ - How much to divide the attack value by before applying the status effect.
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paramStatusEffects: Statuses
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paramStatusEffects: Two Status Effects^ - First: Effect to add. Second: Effect to count. Add the first effect the count of the second effect * mult -
paramInt: Multiplier^ - Multiply the num stacks of the second effect -
paramBool: Only Use Effects on Target^ - When adding the effects together, don't consider the entire room, just the target.
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paramStatusEffects: Statuses -
paramBool2: Ignore Dualism -
paramInt: Divisor^ - How much to divide the attack value by before applying the status effect.
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paramStatusEffects: Two Status Effects^ - First: Effect to add. Second: Effect to count. Add the first effect the count of the second effect * mult -
paramInt: Multiplier^ - Multiply the num stacks of the second effect
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paramCardUpgradeData: Card Upgrade
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paramCardUpgradeData: Card Upgrade
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paramCardUpgradeData: Card Upgrade -
additionalParamInt1: Upgrade Scaling^ - Optional tweaks to applied upgradeValid values:
Value Meaning 0 None 1 AddTargetStats
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paramCardUpgradeData: Card Upgrade -
additionalParamInt: Required Gold^ - Optional Amount of Coin Needed in Order to Apply Upgrade
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paramCardUpgradeData: Card Upgrade -
paramCardFilter: Card Filter
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paramCardUpgradeData: Card Upgrade
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paramCardUpgradeData: Card Upgrade -
additionalParamInt1: Upgrade LifetimeValid values:
Value Meaning 0 TemporaryUntilEndOfBattle 1 TemporaryUntilUnitDeath
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paramCardUpgradeData: Card Upgrade -
paramInt: Status Count Threshold -
additionalParamInt1: Upgrade LifetimeValid values:
Value Meaning 0 TemporaryUntilEndOfBattle 1 TemporaryUntilUnitDeath -
paramStatusEffects: Status Effects
This class has no documented parameters.
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paramBool: No Count Modifiers Allowed^ - Added trigger ignores effects from artifacts that amplify trigger counts
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paramInt: Target Card PileValid values:
Value Meaning 0 DeckPile 1 DiscardPile 2 ExhaustedPile 3 HandPile 4 KeepInStandBy 5 DeckPileTop 6 None 7 DeckPileRandom 8 EatenPile -
additionalParamInt: Num Cards -
paramBool: Permanent -
paramBool2: Skip Card Add Animation^ - In some situations, playing the card added visuals should not happen -
paramCardUpgradeData: Optional Temp Upgrade -
copyModifiersFromSource: Copy Modifiers From Source -
ignoreTemporaryModifiersFromSource: Ignore Temporary Modifiers From Source
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paramCardUpgradeData: Card Upgrade -
additionalParamInt1: Upgrade ScalingValid values:
Value Meaning 0 ApplyUpgradeOnce 1 ApplyUpgradePerForgePoint
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paramInt: Target Card PileValid values:
Value Meaning 0 DeckPile 1 DiscardPile 2 ExhaustedPile 3 HandPile 4 KeepInStandBy 5 DeckPileTop 6 None 7 DeckPileRandom 8 EatenPile -
paramBool: Permanent -
paramCardUpgradeData: Optional Upgrade -
copyModifiersFromSource: Copy Modifiers From Source -
ignoreTemporaryModifiersFromSource: Ignore Temporary Modifiers From Source
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paramInt: Cooldown Amount -
paramBool: Is Amount Absolute^ - If true, sets the cooldown to the amount. If false, adds the amount to the current cooldown value.
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paramInt: Add or Remove Amount^ - All existing status effect stacks will be adjusted by this amount -
paramBool: Require Valid Targets^ - If TRUE, there must be at least one valid target in order to cast -
additionalParamInt: Status Effect Filter^ - Which Status Effects can be affectedValid values:
Value Meaning 0 AnyInStatusEffectParamList 1 AnyFlaggedIsPropagatable -
paramStatusEffects: Affected Status Effects^ - Only Status Effects in this list will be affected
Note: Only valid if 'Status Effect Filter = AnyInStatusEffectParamList'
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paramInt: Corruption Amount^ - -1 means fill to max (when adding) or remove all (when removing) -
paramBool: Add Amount^ - If true, adds corruption. If false, removes corruption.
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paramInt: Dragons Hoard Amount^ - Can be negative -
useIntRange: Use Range For Dragons Hoard Amount -
paramMinInt: Min Dragons Hoard Amount^ - Can be negative -
paramMaxInt: Max Dragons Hoard Amount^ - Can be negative -
paramMultiplier: Range Multiplier
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paramStatusEffects: Status Effect^ - The status effect that triggers the award. -
paramInt: Dragons Hoard Multiplier^ - The count of Dragon's Hoard to award per award instance.
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paramInt: Energy Amount^ - Can be negative -
useIntRange: Use Range For Energy Amount -
paramMinInt: Min Energy Amount^ - Can be negative -
paramMaxInt: Max Energy Amount^ - Can be negative -
paramMultiplier: Range Multiplier
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paramInt: Forge Point Amount^ - Can be negative -
useIntRange: Use Range For Forge Point Amount -
paramMinInt: Min Forge Point Amount^ - Can be negative -
paramMaxInt: Max Forge Point Amount^ - Can be negative -
paramMultiplier: Range Multiplier
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paramInt: Health Amount -
useIntRange: Use Range For Health Amount -
paramMinInt: Min Health Amount -
paramMaxInt: Max Health Amount -
paramMultiplier: Range Multiplier -
paramBool: Bind to Parent Upgrade^ - Used if this is on a room/equipment and we want the max health to drop when that room/equipment is removed.
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paramInt: Capacity Amount -
paramBool: Only Trigger If No Enemies^ - If enabled, this effect will only occur if there are no hero units in the room.
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paramInt: Corruption Amount
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paramInt: Amount
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paramSubtype: Target Subtype
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paramCardUpgradeData: Upgrade
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paramCardUpgradeData: Upgrade -
additionalParamInt: Attachment Type^ - Default/Embedded = 1 per Room (Embedded cannot be replaced)Valid values:
Value Meaning 0 Default 1 Embedded
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paramBool: Require Equipment
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paramBool: Require Equipment -
paramBool2: Use Selected Room^ - FALSE - Use Attackers Current Room
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paramCardData: Destination Card -
paramInt: Number of Cards
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paramInt: Buff Amount -
useIntRange: Use Range For Buff Amount -
paramMinInt: Min Buff Amount -
paramMaxInt: Max Buff Amount -
paramMultiplier: Range Multiplier
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paramCardUpgradeData: Upgrade
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paramInt: Buff Amount -
useIntRange: Use Range For Buff Amount -
paramMinInt: Min Buff Amount -
paramMaxInt: Max Buff Amount -
paramMultiplier: Range Multiplier -
additionalParamInt1: Upgrade LifetimeValid values:
Value Meaning 0 TemporaryUntilEndOfBattle 1 TemporaryUntilUnitDeath
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paramInt: Bump Amount
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paramInt: Discard ModeValid values:
Value Meaning 0 Discard 1 Consume 2 ConsumeOthers 3 ConsumeAndForge -
additionalParamInt: Effect Condition^ - Requirement in order for this effect to triggerValid values:
Value Meaning 0 MustHaveValidCardTargets 5 None -
paramBool: Exclude Ephemeral Copies of this Card^ - Optionally don't let the player choose to discard Ephemeral copies made via Upgrades, Artifacts, etc -
paramBool2: Get Ember For Cost^ - Optionally gain ember equal to the cost of the card -
paramCardPool: Pool For Replacement Card -
paramBool3: Replacement Must Be Similar
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paramFloat: Multiplier -
paramBool: Copy Positive Status Effects
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paramInt: Num Copies Of Each Unit -
paramBool: Copy Hero Stats^ - Only applies when copying hero units - copies status effects after spawning a new unit.
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paramInt: Num Choices -
additionalParamInt: Options per Choice
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paramCardFilter: Card Filter -
paramCardUpgradeData: Card Upgrade^ - Optional upgrade to apply to the new card copy
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paramInt: Damage Amount -
useIntRange: Use Range For Damage Amount -
paramMinInt: Min Damage Amount -
paramMaxInt: Max Damage Amount -
paramMultiplier: Range Multiplier -
useStatusEffectStackMultiplier: Use Status Effect Stack Multiplier^ - Enable status effect stack multiplier. -
statusEffectStackMultiplier: Status Effect Stack Multiplier^ - Multiply the damage amount by the number of this type of status effect the target has.
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paramInt: Damage By Percent -
useIntRange: Use Range For Damage By Percent -
paramMinInt: Min Damage By Percent -
paramMaxInt: Max Damage By Percent -
paramMultiplier: Range Multiplier -
paramBool: Round Up
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paramInt: Damage Multiplier -
useIntRange: Use Range For Damage Multiplier -
paramMinInt: Min Damage Multiplier -
paramMaxInt: Max Damage Multiplier -
paramMultiplier: Range Multiplier -
paramStr: Subtype
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paramInt: Damage Multiplier -
useIntRange: Use Range For Damage Multiplier -
paramMinInt: Min Damage Multiplier -
paramMaxInt: Max Damage Multiplier -
paramMultiplier: Range Multiplier -
paramBool: Damage last attacker -
paramBool2: Include armor
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paramBool: Use Card Traits not Attacker Traits^ - TRUE - Only Bonus Traits authored on this card will be considered
FALSE - Only Bonus Traits authored on the Attacker will be considered -
paramInt: Damage Multiplier -
useIntRange: Use Range For Damage Multiplier -
paramMinInt: Min Damage Multiplier -
paramMaxInt: Max Damage Multiplier -
paramMultiplier: Range Multiplier
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paramInt: Damage Multiplier -
useIntRange: Use Range For Damage Multiplier -
paramMinInt: Min Damage Multiplier -
paramMaxInt: Max Damage Multiplier -
paramMultiplier: Range Multiplier
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paramInt: Damage Amount -
useIntRange: Use Range For Damage Amount -
paramMinInt: Min Damage Amount -
paramMaxInt: Max Damage Amount -
paramMultiplier: Range Multiplier -
useStatusEffectStackMultiplier: Use Status Effect Stack Multiplier^ - Enable status effect stack multiplier. -
statusEffectStackMultiplier: Status Effect Stack Multiplier^ - Multiply the damage amount by the number of this type of status effect the target has.
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paramInt: Debuff Amount -
useIntRange: Use Range For Debuff Amount -
paramMinInt: Min Debuff Amount -
paramMaxInt: Max Debuff Amount -
paramMultiplier: Range Multiplier
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paramInt: Debuff Amount -
useIntRange: Use Range For Debuff Amount -
paramMinInt: Min Debuff Amount -
paramMaxInt: Max Debuff Amount -
paramMultiplier: Range Multiplier
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paramInt: Despawn Counter^ - Must be >= 1 -
useIntRange: Use Range For Despawn Counter -
paramMinInt: Min Despawn Counter -
paramMaxInt: Max Despawn Counter -
paramMultiplier: Range Multiplier -
paramBool: Respect Disable Character Despawns Effect
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paramInt: Discard ModeValid values:
Value Meaning 0 Discard 1 Consume
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paramInt: Num Cards^ - If -1, draw to max starting hand -
useIntRange: Use Range For Num Cards -
paramMinInt: Min Num Cards -
paramMaxInt: Max Num Cards -
paramMultiplier: Range Multiplier
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paramInt: Num Cards -
useIntRange: Use Range For Num Cards -
paramMinInt: Min Num Cards -
paramMaxInt: Max Num Cards -
paramMultiplier: Range Multiplier -
paramCardUpgradeData: Optional Card Upgrade^ - Applied to additional cards drawn for the next hand
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paramInt: Num Cards -
paramCardPool: Card Pool -
paramCardFilter: Card Filter (Optional) -
filterBasedOnMainSubClass: Filter Based On Main/Sub Class -
paramCardUpgradeData: Upgrade (Optional) -
paramBool: Require Space In Hand^ - If enabled, will check if the player's hand is full -
paramCardData: Optional Card to Add^ - If enabled, will add the specified card in hand instead of adding a random card from the CardPool.
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paramInt: Num Cards -
useIntRange: Use Range For Num Cards -
paramMinInt: Min Num Cards -
paramMaxInt: Max Num Cards -
paramMultiplier: Range Multiplier -
paramCardFilter: Card Filter^ - Optional. If one is defined it will supercede other card type checking -
paramCardFilterSecondary: Secondary Card Filter^ - Optional. Only used if there is a primary card filter and it failed to find a match
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paramCardFilter: Card Filter -
paramCardUpgradeData: Card Upgrade^ - Optional upgrade to apply to the new card copy
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paramStatusEffects: Status Effect^ - If more than one provided, chooses one at random -
useStatusEffectStackMultiplier: Use Status Effect Stack Multiplier^ - Multiply the number of stacks added by the number of this type of status effect the target already has.
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paramBool: Force Feeder Unit To Be Self^ - The feeder unit will be overriden to be the owner of this effect.
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paramInt: Rearrange DestinationValid values:
Value Meaning 0 FrontSlot 1 BackSlot 3 SelectedSlot
This class has no documented parameters.
This class has no documented parameters.
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paramInt: Forge Count^ - Number of times to apply the Forge Upgrade -
paramCardUpgradeData: Forge Upgrade -
paramCardFilter: Optional Card Filter^ - Used to filter out Forge card targets.
Filters on the Forge upgrade itself will also be checked. -
additionalParamInt: Forge Target Mode^ - How valid Hand/Deck Pile cards should be targetedValid values:
Value Meaning 0 ChooseFromHand 1 RandomFromHand 2 AllInHand 3 RandomFromHandOrDeck 4 AllInHandAndDeck 5 AdjustForgePoints -
additionalParamInt1: Upgrade LifetimeValid values:
Value Meaning 0 TemporaryUntilEndOfBattle 1 Permanent -
paramCardData: Optional Card to Add^ - Add the specified card to hand when no other cards are available.
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paramCardFilter: Card Filter
This class has no documented parameters.
This class has no documented parameters.
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paramInt: Energy Amount^ - Must be positive -
useIntRange: Use Range For Energy Amount -
paramMinInt: Min Energy Amount^ - Must be positive -
paramMaxInt: Max Energy Amount^ - Must be positive -
paramMultiplier: Range Multiplier -
paramBool: Allow Only During Monster Turn
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paramInt: Energy Amount^ - Must be positive -
useIntRange: Use Range For Energy Amount -
paramMinInt: Min Energy Amount^ - Must be positive -
paramMaxInt: Max Energy Amount^ - Must be positive -
paramMultiplier: Range Multiplier
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paramInt: Energy Amount^ - Must be positive -
useIntRange: Use Range For Energy Amount -
paramMinInt: Min Energy Amount^ - Must be positive -
paramMaxInt: Max Energy Amount^ - Must be positive -
paramMultiplier: Range Multiplier
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paramCardPool: Card Pool
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paramInt: Heal Amount -
useIntRange: Use Range For Heal Amount -
paramMinInt: Min Heal Amount -
paramMaxInt: Max Heal Amount -
paramMultiplier: Range Multiplier
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paramInt: Heal Amount -
additionalParamInt: Damage Multiplier -
useIntRange: Use Range For Heal Amount -
paramMinInt: Min Heal Amount -
paramMaxInt: Max Heal Amount -
paramMultiplier: Range Multiplier
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paramInt: Heal Amount -
useIntRange: Use Range For Heal Amount -
paramMinInt: Min Heal Amount -
paramMaxInt: Max Heal Amount -
paramMultiplier: Range Multiplier
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paramInt: Heal Amount -
useIntRange: Use Range For Heal Amount -
paramMinInt: Min Heal Amount -
paramMaxInt: Max Heal Amount -
paramMultiplier: Range Multiplier -
paramStatusEffects: Overheal Status Effects -
additionalParamInt: Overheal Bonus Attack Multiplier -
additionalParamInt1: Overheal Bonus Max Health Multiplier
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paramInt: Heal Amount -
paramBool: Allow Trait Scaling^ - Whether Traits that scale Train Heals should be considered
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paramInt: Heal Amount -
paramBool: Allow Trait Scaling^ - Whether Traits that scale Train Heals should be considered
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paramSubtype: Target Subtype -
paramBool3: Should Fail With No Valid Targets
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paramRewardData: Reward Data -
paramCardUpgradeData: Card Upgrade
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paramInt: Amount -
paramCardPool: Elixir Pool
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paramInt: Amount -
paramCardPool: Elixir Pool -
additionalParamInt: Num Choices
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paramInt: Increase Cost Amount^ - If negative, decreases cost
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paramStr: Variable Name -
paramInt: Increase Value Amount
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paramInt: Multiplier
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paramInt: Multiplier
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paramInt: Multiplier
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paramStatusEffects: Status Effect^ - If more than one provided, chooses one of them at random -
useStatusEffectStackMultiplier: Use Status Effect Stack Multiplier^ - Multiply the number of stacks added by the number of this type of status effect the target already has. -
paramInt: Chance To Apply Effect^ - If 1-99, the chance to apply. If 0 or >= 100, always will apply -
useIntRange: Use Range For Chance -
paramMinInt: Min Chance To Apply Effect^ - If 1-99, the chance to apply. If 0 or >= 100, always will apply -
paramMaxInt: Max Chance To Apply Effect^ - If 1-99, the chance to apply. If 0 or >= 100, always will apply -
paramMultiplier: Range Multiplier
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paramBool: Ignore Targeting -
additionalParamInt: Target Forwarding^ - Optionally pass target collected by this CardEffect to other CardEffects listed on cardValid values:
Value Meaning 0 None 1 ForwardAsSelfTarget -
paramBool2: Targetless^ - Doesn't need any targets. Used to play VFX in room for scourge cards.
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paramInt: Damage Reduction
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paramInt: Increase Pyre Health Amount
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paramInt: Increase Pyre Attack
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paramTrigger: Trigger
This class has no documented parameters.
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paramInt: Damage Amount -
useIntRange: Use Range For Damage Amount -
paramMinInt: Min Damage Amount -
paramMaxInt: Max Damage Amount -
paramMultiplier: Range Multiplier -
useStatusEffectStackMultiplier: Use Status Effect Stack Multiplier^ - Multiply the damage amount by the number of this type of status effect the target has.
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paramInt: Num Cards To Discard -
useIntRange: Use Range For Num Cards To Discard -
paramMinInt: Min Num Cards To Discard -
paramMaxInt: Max Num Cards To Discard -
paramMultiplier: Range Multiplier
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paramCharacterDataPool: Character Data Pool^ - Chooses one of these at random to spawn
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paramCardUpgradeData: Upgrade Data -
paramStr: Instructions Loc Key (Optional)^ - For card selection mode ChooseToHand or ChooseToDeck, instructions for the choose card screen. If empty, ScreenDeck_Select_CardEffectRecursion is used. -
paramInt: Num Cards To Draw^ - For card selection mode RandomToHand or RandomToDeck, the number of cards to draw. For RandomToRoom, the number of monsters to spawn. -
paramCardFilter: Card Filter -
paramBool: Requires Room In Hand -
paramBool2: Disallow Overflow To Draw Pile -
additionalParamInt: No Cards Error Message^ - The error message to use when no cards are available to drawValid values:
Value Meaning 0 None 1 Invalid 2 RoomDisabled 3 RoomFurnace 4 RoomFull 5 InsufficientEnergy 6 InvalidTarget 7 NoCardsDrawn 8 LowCardsDrawn 9 CardFreeze 10 SpellAffinity 11 Unplayable 12 HandFull 13 InsufficientCorruption 14 Cooldown 15 UnitAbilitiesDisabled 16 TrainRoomRoomFurnace 17 DeploymentPhase 18 InsufficientGold 19 NoUnitsToReform 20 RoomSummonBlocked 21 CardDrawBlocked 22 RoomTargetedFull
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paramBool: Permanent -
paramRelicData: Skip if Relic Active
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paramInt: Status Effect TypeValid values:
Value Meaning 0 Positive 1 Negative 2 Persistent 3 Ability -
paramBool: Remove Half
This class has no documented parameters.
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paramStatusEffects: Status Effect To Remove -
disallowStatusEffectStackModifiers: Disallow Status Effect Stack Modifiers^ - Ignore bonus stack count effects from Traits and Relics
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paramStatusEffects: Two Status Effects^ - First: Requirement.
Second: Status effect to remove.
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paramStatusEffects: Status Effect
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paramCardUpgradeData: Card Upgrade -
paramBool: Should apply dualism when removing
This class has no documented parameters.
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paramTrigger: Trigger
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paramBool: Cooldown At Spawn^ - If true, sets cooldown to the Cooldown At Spawn. Otherwise, sets cooldown to Cooldown After Activated
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paramBool: Keep Temporary Upgrades^ - If enabled, the returned card keeps any temporary upgrades gained while the unit was deployed. -
paramBool2: Allow Overflow To Draw Pile^ - If enabled, units recalled when the hand is full are placed on top of the draw pile instead. -
paramBool3: Return Equipment^ - If enabled, equipment on the unit will be returned to either the Hand or Draw pile.
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paramInt: Num Cards -
useIntRange: Use Range For Num Cards -
paramMinInt: Min Num Cards -
paramMaxInt: Max Num Cards -
paramMultiplier: Range Multiplier
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paramInt: Gold Reward -
useIntRange: Use Range For Gold Reward -
paramMinInt: Min Gold Reward -
paramMaxInt: Max Gold Reward -
paramMultiplier: Range Multiplier -
paramBool: Gold Cost is a Requirement
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paramInt: Gold Reward per Dragon Hoard
This class has no documented parameters.
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paramStr: Targets Status Effect Id^ - For target mode FrontWithStatus, gets the front target with this status effect. -
paramSubtype: Target Subtype -
paramBool: Do Not Fully Remove^ - Whether to immediately remove the dead unit from the room.
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paramSubtype: Target Subtype
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paramInt: Health
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paramInt: Moon PhaseValid values:
Value Meaning 1 New 2 Full 4 None
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paramCardData: Ability
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paramCharacterData: Hero To Spawn -
paramCharacterDataPool: Hero To Spawn Pool
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paramCharacterData: Hero To Spawn -
paramCharacterDataPool: Hero To Spawn Pool
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paramCharacterData: Monster To Spawn -
paramAdditionalCharacterData: Additional Monster To Spawn -
paramCharacterDataPool: Monster To Spawn Pool -
paramInt: Num Additional Monsters To Spawn -
paramBool: Don't Copy Upgrades From Played Card^ - In some cases, we don't want to copy upgrades from the played card (sometimes the unit that is creating this unit). -
paramCardUpgradeData: Card Upgrade
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paramStatusEffects: Status Effect To Add^ - If more than one provided, chooses one at random -
paramCharacterData: Character To Spawn^ - If no valid targets for the Status Effect are present, this character will be spawned instead (with the Status Effect) -
disallowStatusEffectStackModifiers: Disallow Status Effect Stack Modifiers^ - Ignore bonus stack count effects from Traits and Relics
This class has no documented parameters.
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paramStatusEffects: Two Status Effects^ - First: The status to trigger off of. Second: The status to add when triggered. -
paramBool: Only Add Single Stack^ - When the first status is added, instead only add a single stack of the second instead of the same amount.
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paramStatusEffects: Status Effect To Transfer^ - If more than one provided, chooses one at random -
useStatusEffectStackMultiplier: Use Status Effect Stack Multiplier^ - Multiply the number of stacks added by the number of this type of status effect the target already has.
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paramStatusEffects: Status Effects To Transfer^ - Only consider Status Effects in this list (if none provided, consider all) -
useStatusEffectStackMultiplier: Use Status Effect Stack Multiplier^ - Multiply the number of stacks added by the number of this type of status effect the target already has. -
paramInt: Transfer TargetsValid values:
Value Meaning 0 RandomSingleUnitOnOpposingTeam 1 RandomlyDistributedAcrossOpposingTeam 2 FrontFriendlyUnit 3 FrontOpposingUnit 4 CopyToEachUnitOnOpposingTeam 5 RandomlyDistributedAcrossFriendlyTeam 6 RandomlyDistributedAcrossHeroTeam 7 RandomSingleUnitOnHeroTeam 8 CopyToEachUnitOnFriendlyTeam 9 CopyToEachUnitOnHeroTeam 10 EvenlyDistributedAcrossOpposingTeam 11 EvenlyDistributedAcrossFriendlyTeam 12 EvenlyDistributedAcrossHeroTeam -
additionalParamInt: Allowed Status TypesValid values:
Value Meaning 0 BuffsAndDebuffs 1 DebuffsOnly 2 BuffsOnly -
additionalParamInt1: Allowed Transfer Rooms^ - Which Rooms will Status Effect targets be collected from?Valid values:
Value Meaning 0 SourceRoomOnly 1 AllRoomsInTower -
paramBool: Allow Stack Modification on Transfer -
paramBool2: Skip Remove^ - By default this effect removes statuses from the source. This flag suppresses that. -
paramFloat: Stack Percentage^ - Multiplier for stack counts before transfer. Defaults to 1.0 (100%). Can exceed 1.0 to increase stacks. Results less than 1 are rounded up to 1.
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paramInt: Transfer TargetValid values:
Value Meaning 0 FrontFriendlyUnit 1 AbilityUser -
additionalParamInt: Attack Multiplier
This class has no documented parameters.
This class has no documented parameters.
This class has no documented parameters.
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paramBool: Requires Character Refresh^ - Only required when the card is actually played. Indicates that a full character refresh is required.
For all card effects targeting Characters. Here's an explanation of the targeting parameters.
At the very least you'll need.
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target_mode: TargetMode enum value
If you are targeting units then you'll also need at a minimum.
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target_team: Can be set to"none","heroes","monsters", or"both". Note that heroes means enemies and monsters means the units the player controls.
The combination of target_mode and target_team will explain exactly what units are targeted.
Examples
"target_mode": "room "target_team": "heroes" - Target all heroes in the room.
"target_mode": "front_in_room "target_team": "monster" - Target the monster (friendly unit) in front of the room.
"target_mode": "random_in_room "target_team": "both" - Target a monster or hero from the room chosen at random. (Picks at random 1 unit from the room it can be a monster or hero).
If you are targeting cards instead then you'll also need at a minimum.
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target_card_type: Can be set to"invalid","spell","monster","blight","junk","equipment", or"room". Note that invalid usually means any card (it is the default value), and for scourges the name internally is junk.
If the TargetMode is not one of ("self", "last_attacked_character", "last_feeder_character", "pyre", "last_targeted_characters", "tower", or "last_attacker_character"`) and is targeting units then these additional parameters can be used.
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target_mode_status_effect_filter: Filter out characters without all of the status effects specified. -
target_mode_status_effects_excluded_filter: Filter out characters with all of the status effects specified. -
target_mode_health_filter: Filter out characters not matching the health filter Can be"both"(default),"damaged"(HP != MaxHP), or"undamaged"(Hp == MaxHP) -
target_ignore_bosses: Filters out Minibosses (Qel), Major Bosses (Arkion), and True Final Bosses (Titans) -
target_subtype: Filter out characters without the given subtype. -
target_character_excluded_subtypes: Filter out characters with any of the given subtypes.
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room: Combined withtarget_teamtargets all units of the specified team in a room. -
random_in_room: A single random target from the room is selected from those available. -
front_in_room: The unit in front of the specified team is selected. Note that this is a singular target if you want to select both units in front (front monster and front enemy) you will need to repeat the card effect with the opposite team. -
room_heal_targets: Likeroom, except the game filters out units that can not be healed. Currently only used by healing enemy units. -
self: Only valid when used in an effect within a CharacterTrigger. This target mode will resolve to the unit whose trigger fired. -
last_attacked_character: The last character who has been attacked. (Think: Magma Mauler's Strike: Apply Pyregel effect) -
front_with_status: (head scratch) This one is a little funky. You can do this with"target_mode_status_effect_filter"and the "front_in_room"target_mode. A statusId is given viaparam_strto indicate the status. I also note that no Effects in the base game uses this target_mode and the downsides of usingparam_strhere is that this TargetMode can't be used with a CardEffect that also usesparam_str. So there's no need to use this. -
tower: All characters on the Train. -
back_in_room: The unit in back of the specified team is selected. Note that this is a singular target if you want to select both units in back (front monster and front enemy) you will need to repeat the card effect with the opposite team. -
drop_target_character: This one just means the character selected when the card was played. Only valid for non-monster cards. -
dying_character: The character who is dying. This target mode is only available with specific Character Trigger typesslay,harvesttype triggers. -
weakest: Targets the weakest character (the one with the least amount of HP). In case of a tie, its in room iteration order (starting with heroes then monsters) the first character that is weakest is selected. -
last_attacker_character: Target the last character who has attacked. (Think: Prickly Puffballs's Revenge effect). -
last_feeder_character: Target the last character who ate a unit. -
pyre: Target the pyre. Using this TargetMode will scroll the camera to the Pyre room when the effect fires (if unwanted be sure to set"suppress_pyre_room_focus": true) -
random_from_any_room: A singular lucky random unit on the train (as specified by target_team). -
last_targeted_characters: Target the last characters targeted. Very useful for follow-up effects if the first CardEffect targets DropTargetCharacter. Can not be present as the target mode of the first CardEffect. -
last_damaged_characters: Target the characters who were damaged by the last effect. This TargetMode is unused by any effects in the game. -
last_spawned_morsel: Target the last spawned "food" unit (any unit with an eaten trigger). Seems to be unused by the base game. -
front_in_all_rooms: Likefront_in_roombut the front unit on each floor. (Think: Dominion's apply corruption on all floors effect). Again should only be used with a singulartarget_team. -
front_in_room_and_room_above: Likefront_in_roombut also the front unit on the above floor. This TargetMode is unused by any effects in the base game. -
weakest_all_rooms: Likeweakestbut the weakest unit on the whole train. (Think: Circle of Cycles, it heals the weakest friendly unit on the train for 10 HP) -
strongest_all_rooms: Likeweakest_all_floorsbut the opposite it is the character wtih the most HP on the traain. This TargetMode is unused by any effects in the game. -
last_equipped_character: Only relevant in specific triggers, like Artificer. The unit that was last equipped with an equipment card. -
last_sacrificed_character: The character who was last sacrificed. (Think: Brain Transfer, it is the only card that uses this target_mode). -
last_spawned_character: Only relevant in specific triggers, like Rally. The unit that was last spawned. (Think: Conductor Steward giving +5 Attack / +5 Health). -
strongest_last_targeted_characters: Likelast_targeted_charactersexcept it gets the strongest (most HP) unit out of that set of targets. This TargetMode is unused by any effects in the base game. -
strongest_last_targeted_characters_room: This is a hack target_mode only used by Heavensward, since Heavensward ascends all units first, this target_mode needs to consider the targets in the new room. So instead of picking the strongest out of last_targeted_characters, it appends the rest of the characters in the room (as specified by target_team of course) to the search.
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draw_pile- Target all cards in the Draw Pile. -
discard- Target all cards in the Discard Pile. -
exhaust- Target all cards in the Consume Pile. -
eaten- Target all cards in the Eaten Pile. -
hand- Target all cards in your Hand. -
last_drawn_card- Target the Last Card Drawn.
All other target-related parameters are ignored if TargetMode is set to these types. Some of the card effects may use the target parameters to filter out cards from the targetCards list.