Module:Data/Model/Unit

return { iname    = "String", -- Graphics img      = "String", mdl      = "String", -- Model vce      = "String", -- Some visual representation I think? -- Type birth    = "String", -- Textual representation of where the unit is from, typically in Japanese birth_id = "Integer", elem     = "Integer", -- Numeric representation of the unit element sex      = "Integer", -- Numeric representation of the unit sex: 1 is male, 2 is female piece    = {"String", dataRef="MasterParam/Item"}, -- Shard for the unit rare     = "Integer", -- Initial rarity raremax  = "Integer", -- Max rarity jobsets  = {"String", list="|", dataRef="MasterParam/JobSet"}, ai       = "String", -- Type of AI the unit uses tag      = {"String", list=","}, -- Comma separated list of tags associated with the unit notsmn   = "Boolean", -- If set, this unit should not be summonable hero     = "Boolean", -- If set, this unit is a protagonist -- Profile characteristics height   = "Integer", weight   = "Integer", -- Unit Base Stats atk      = "Integer", -- PATK cri      = "Integer", -- CRIT def      = "Integer", -- PDEF dex      = "Integer", -- DEX hp       = "Integer", -- HP  luk       = "Integer", -- LUCK mag      = "Integer", -- MATK mnd      = "Integer", -- MDEF mp       = "Integer", -- Jewels spd      = "Integer", -- AGI -- Unit Max Stats matk     = "Integer", -- Max Physical Attack mcri     = "Integer", -- Max Crit mdef     = "Integer", -- Max PDEF mdex     = "Integer", -- Max DEX mhp      = "Integer", -- Max HP  mluk      = "Integer", -- Max Luck mmag     = "Integer", -- Max MATK mmnd     = "Integer", -- Max MDEF mmp      = "Integer", -- Max Jewels mspd     = "Integer", -- Max AGI -- Master Ability ma_quest = "String", -- Master Ability Quest if available ma_rarity = "Integer", -- Minimum rarity to unlock Master Ability quest I think? ma_lv    = "Boolean", -- Seems to be related to master ability, perhaps it means it's level locked? ability  = {"String", dataRef="MasterParam/Ability"}, -- Ability unlocked by master abilty quest -- References ls1 = {"String", dataRef="MasterParam/Skill"}, -- Leader skill rarity 1 ls2 = {"String", dataRef="MasterParam/Skill"}, -- Leader skill rarity 2 ls3 = {"String", dataRef="MasterParam/Skill"}, -- Leader skill rarity 3 ls4 = {"String", dataRef="MasterParam/Skill"}, -- Leader skill rarity 4 ls5 = {"String", dataRef="MasterParam/Skill"}, -- Leader skill rarity 5 ls6 = {"String", dataRef="MasterParam/Skill"}, -- Leader skill rarity 6? not sure what the deal is with this one skill = {"String", dataRef="MasterParam/Skill"}, -- Seems to be a duplicate of the base rarity leader skill recipe1 = {"String", dataRef="MasterParam/Recipe"}, -- Evolution recipe from rarity 1 recipe2 = {"String", dataRef="MasterParam/Recipe"}, -- Evolution recipe from rarity 2 recipe3 = {"String", dataRef="MasterParam/Recipe"}, -- Evolution recipe from rarity 3 recipe4 = {"String", dataRef="MasterParam/Recipe"}, -- Evolution recipe from rarity 4 skins = {"String", dataRef="MasterParam/Artifact", list=","}, -- List of any available skins for the unit -- Unknown use (in addition there are a bunch of other parameters specific to enemy units) -- grow = "String", -- no = "Integer", -- search = "Integer", -- sh = "Integer", -- sw = "Integer", }