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Text = "Negates the next debuff.",
 
Text = "Negates the next debuff.",
 
Code = "#Artifact",
 
Code = "#Artifact",
  +
},
  +
{Name = "Barricade",
  +
Text = "Block does not expire until the end of combat.",
  +
Code = "#Barricade",
 
},
 
},
 
{Name = "Block",
 
{Name = "Block",

Revision as of 03:33, 21 October 2018

Documentation for this module may be created at Module:Keywords/data/doc

--Data for each keyword & icons

local keyData = {
    ["Icons"] = {
        {Name = "Green Energy",
        Text = "The Silent's Energy icon",
        Image = "GreenEnergy.png",
        Code = "<G>",
        Link = "Energy",
        },
        {Name = "Red Energy",
        Text = "The Ironclad's Energy icon",
        Image = "RedEnergy.png",
        Code = "<R>",
        Link = "Energy",
        },
        {Name = "Colorless Energy",
        Text = "The generic Energy icon",
        Image = "ColorlessEnergy.png",
        Code = "<E>",
        Link = "Energy",
        },
        {Name = "Blue Energy",
        Text = "The Defect's Energy icon",
        Image = "BlueEnergy.png",
        Code = "<B>",
        Link = "Energy",
        },
    },
    ["Keywords"] = {
        {Name = "Artifact",
        Text = "Negates the next debuff.",
        Code = "#Artifact",
        },
        {Name = "Barricade",
        Text = "Block does not expire until the end of combat.",
        Code = "#Barricade",
        },
        {Name = "Block",
        Text = "Until next turn, prevents damage.",
        Code = "#Block",
        },
        {Name = "Channel",
        Text = "Channeling an Orb puts it into your first empty slot. If you have no empty slots, your first Orb is automatically Evoked to make room.",
        Code = "#Channel",
        },
        {Name = "Confused",
        Text = "Whenever you draw a card, randomize its cost.",
        Code = "#Confused",
        },
        {Name = "Constricted",
        Text = "Take damage at the end of every turn.",
        Code = "#Constricted",
        },
        {Name = "Curse",
        Text = "Curse cards are negative cards that stay in your deck.",
        Code = "#Curse",
        },
        {Name = "Dark",
        Text = "Orb: Increases damage every turn. When Evoked, deals damage to the enemy with the least HP.",
        Code = "#Dark",
        },
        {Name = "Dexterity",
        Text = "Dexterity improves Block gained from cards.",
        Code = "#Dexterity",
        },
        {Name = "Ethereal",
        Text = "If an Ethereal card is in your hand at the end of turn, it is exhausted. \\nExhausted cards are removed from your deck until the end of combat.",
        Code = "#Ethereal",
        },
        {Name = "Evoke",
        Text = "Consume your rightmost Orb and use its Evoke effect.",
        Code = "#Evoke",
        },
        {Name = "Exhaust",
        Text = "Removed until end of combat.",
        Code = "#Exhaust",
        },
        {Name = "Focus",
        Text = "Focus increases the effectiveness of Channeled Orbs.",
        Code = "#Focus",
        },
        {Name = "Frost",
        Text = "Orb: Gains Block.",
        Code = "#Frost",
        },
        {Name = "Intangible",
        Text = "Reduce ALL damage take and HP loss to 1.",
        Code = "#Intangible",
        }, 
        {Name = "Innate",
        Text = "Start each combat with this card in your hand.",
        Code = "#Innate",
        },
        {Name = "Lightning",
        Text = "Orb: Deals damage to random enemies.",
        Code = "#Lightning",
        },
        {Name = "Lock-On",
        Text = "Lock-On targets receive 50%% more damage from Orbs.",
        Code = "#Lock-On",
        },
        {Name = "Plasma",
        Text = "Orb: Gains Energy.",
        Code = "#Plasma",
        },
        {Name = "Plated Armor",
        Text = "Adds Block at the end of the turn. Every time the user receives unblocked Attack damage, one level of plated armor is lost.",
        Code = "#Plated Armor",
        },
        {Name = "Poison",
        Text = "Poisoned creatures lose HP at the start of their turn. \\nEach turn, Poison is reduced by 1.",
        Code = "#Poison",
        },
        {Name = "Retain",
        Text = "Retained cards are not discarded at the end of turn.",
        Code = "#Retain",
        },
        {Name = "Shiv",
        Text = "Shivs are 0 cost Attack cards which Exhaust.",
        Code = "#Shiv",
        },
        {Name = "Status",
        Text = "Status cards are removed at the end of combat.",
        Code = "#Status",
        },
        {Name = "Strength",
        Text = "Strength adds additional damage to attacks.",
        Code = "#Strength",
        },
        {Name = "Thorns",
        Text = "Thorns inflict damage on the attacker when hit.",
        Code = "#Thorns",
        },
        {Name = "Transform",
        Text = "Transformed cards become a random card of any rarity.",
        Code = "#Transform",
        },
        {Name = "Unplayable",
        Text = "Unplayable cards cannot be played from your hand.",
        Code = "#Unplayable",
        },
        {Name = "Upgrade",
        Text = "Upgrading cards makes them more powerful. \\nCards can only be upgraded once.",
        Code = "#Upgrade",
        },
        {Name = "Vulnerable",
        Text = "Vulnerable creatures take 50%% more damage from Attacks.",
        Code = "#Vulnerable",
        },
        {Name = "Weak",
        Text = "Weakened creatures deal 25%% less damage with Attacks.",
        Code = "#Weak",
        },
        {Name = "Wound",
        Text = "Wounds are unplayable status cards.",
        Code = "#Wound",
        },
        {Name = "Void",
        Text = "Voids are unplayable, ethereal status cards that drain 1 energy when drawn.",
        Code = "#Void",
        },
        {Name = "Frail",
        Text = "While Frail, gain 25%% less Block from cards.",
        Code = "#Frail",
        },
    },
}

return keyData