Documentation for this module may be created at Module:Data/Model/Unit/doc
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
-- Other Ability
truth_equipment_iname = "String", -- Truth Equipment (Spirit Bond) id
-- 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",
}