Guide

Cards

Every title the player wins mints a numbered autograph card, and so do milestones: a first 180, a 170 finish, a nine-darter, a climb up the rankings. The biggest wins over the biggest names mint dual autos signed by both players. Cards live in the Cards section of the hub (a binder and a set checklist), and a title card is revealed on the event summary.

Two kinds of file drive it:

  • data/cards/*.json (or data/cards.json): the card designs, an array of records. Each one says when it mints, how rare it is and what it shows. Editor schema: the cards reference.
  • data/card-parallels.json: the card settings, one object (or an array of them): the brand, the parallels, the upgrade chances and the prestige rules for title cards. Editor schema: the card parallel settings reference.

Both follow the installed packs in existing saves, like the social feed. A save from before cards replays its history when it first sees them (see Old saves).

A card design#

{
  "id": "acme.card.hat-trick",
  "set": "milestones",
  "name": "Hat-Trick",
  "title": "Three in a Row",
  "subtitle": "Three 180s against {opponent} at {event}.",
  "trigger": "match",
  "conditions": { "n180": { "min": 3 } },
  "once": true,
  "parallel": "blue",
  "stat": "n180",
  "icon": "maximum",
  "order": 200
}
FieldWhat it does
setThe checklist set: core has titles, milestones and duals. A new name starts a set of your own. Designs outside titles appear on the checklist.
nameThe name on the checklist (no placeholders).
titleWhat's printed on the card. Placeholders allowed. Default: the name.
subtitleA flavour line for the card back and the viewer. Placeholders allowed.
triggerWhen it's considered (below).
conditionsWhat must be true (below). All the ones you give must hold.
oncetrue (default): mints once a career. false: every time it happens (a nine-darter is a card of its own each time).
parallelThe base parallel's key, e.g. "gold". "prestige" uses the event's prestige rules (titleWin and eventEnd cards only).
upgradesUpgrade chances for this card. The fields you give replace the settings' ones.
statThe stat printed big on the front: average, checkout, n180, score, rank, wins, titles, prize or award.
iconThe badge in the corner: trophy, maximum, nine, checkout, star, ranking, card, crown, target, flame, handshake or bolt.
badgeYour own badge image instead (an asset path in your mod).
layoutsingle (default) or dual: you and your opponent side by side, two autographs. Dual cards need the match trigger.
groupAt most one card per group mints from one moment: the first by order. The core dual autos share the group dual, so a big final mints one dual card.
orderChecklist order within the set.

Title cards and dual autos show the event's logo in the corner; milestones show their badge.

Triggers#

TriggerWhen
titleWinThe player wins an event (qualifiers and league nights aren't titles).
matchAfter each of the player's matches.
eventEndThe player's event is over, whatever the result (qualifiers aside).
tourCardThe player wins a Tour Card (Trial Week or a season's ranking).
rankingEach week, from the player's Order of Merit rank (unranked: never).
awardThe player wins a season award at the end-of-season awards night.
scriptNever by the game: only a mod's script mints it, with dtj.effects.mintCard (see Scripts). Only the mod that owns the design can mint it, and {detail} is the script's own text.

Award cards (core has one per award, in the awards set) usually set "once": false: each season's win is a card of its own. {award} is the award's name, and the award stat prints the winning number (prize money, maximums, the average or the checkout).

Conditions#

Ranges look like { "min": 100 }, { "max": 4 } or both, inclusive.

ConditionMeaningTriggers
wonThe player won the match (or the event).match, titleWin, eventEnd
tvA televised event.match, titleWin, eventEnd
majorA major. false means "not a major".match, titleWin, eventEnd
tierThe event's tour tier, 1 (Elite Series) to 5 (County).match, titleWin, eventEnd
tagsThe event has one of these tags, e.g. ["worldChampionship"].match, titleWin, eventEnd
eventsThe event is one of these event template ids.match, titleWin, eventEnd
toursThe event is on one of these tours (tour ids).match, titleWin, eventEnd
stageearly, late (quarters and semis) or final.match
marginwhitewash, decider (won by one), close (by two) or comfortable.match
averageThe player's three-dart average in the match.match
n180The player's 180s in the match.match
checkoutThe player's highest checkout in the match.match
nineDarterThe player hit a nine-darter.match
oppRankThe opponent's Order of Merit rank.match
rivalryRivalry with the opponent, 0 to 1 (0.75 is "Bitter").match
rankThe player's Order of Merit rank.ranking, match, tourCard
winsCareer match wins, this one included.match
titlesCareer titles, this one included.titleWin
tvTitlesTelevised titles, this one included.titleWin
positionWhere the player finished: 0 won it, 1 runner-up, 2 semi-finals and so on.eventEnd
awardWhich awards, e.g. ["playerOfYear"] (below).award

The awards: playerOfYear, youngPlayer (23 and under), newcomer (a first season earning on the Pro Circuit or Elite Series, £10,000 or more), most180s, bestAverage and bestCheckout.

Placeholders#

{event} {year} {opponent} {score} {round} {average} {checkout} {n180} {rank} (the player's) {oppRank} {wins} {titles} {item} (a signature item) {award} (an award card) {detail} (a script card: the script's own words; a script can fill the others too). A placeholder the game doesn't know drops the card with a warning. Counting milestones print their own number: a wins card with "wins": { "min": 50 } always reads 50.

Card settings#

{
  "id": "acme.cards",
  "parallels": {
    "green": {
      "name": "Green Refractor",
      "print": 50,
      "colours": { "light": "#c8ffd9", "mid": "#2fbf6a", "deep": "#06301a" },
      "pattern": "waves"
    },
    "gold": { "print": 3 }
  },
  "upgrades": { "superfractor": 0.01 }
}
  • brand: the card brand on every card (core: Oche Mirror, our own).
  • parallels: by key. A new key adds a parallel and needs name, print and colours (light, mid, deep). An existing key changes only the fields you give. pattern is the refractor texture: rays, mosaic, waves, swirl, superfractor, prism or sparkle. holo (0 to 1) is how strong the rainbow is. Rarity is the print run: parallels are ranked by print, fewest first, so a green /50 sits between orange /25 and purple /75.
  • upgrades: the upgrade chances (below). The fields you give replace the earlier ones.
  • prestige: which parallel a title prints. The first rule whose when matches wins (tags, major, tv, tier). Giving prestige replaces the whole list.

Settings records apply in load order, like load and population settings.

The core parallels#

ParallelPrintTitle cards from
Superfractor1/1The World Championship
Gold Refractor/5The other majors
Red Refractor/10TV finals nights (the Circuit Finals, league play-offs)
Orange Refractor/25Other televised events
Purple Mosaic/75Pro Circuit
Blue Refractor/99Contender Tour
Silver Refractor/199Prospects Tour
Refractor/499The county and pub circuit

Rare prints#

After a card's base parallel is set, one roll per card can upgrade it. One outcome per roll, never below the base:

OutcomeCore chance
Straight to the rarest parallel (1/1)0.5%
Three parallels rarer1%
Two parallels rarer4%
One parallel rarer15%

About one card in five prints rarer than its base. Majors and televised events roll with bigEventBoost (1.5×) on every chance. The World Championship is already the 1/1. Those cards are marked "Rare print" and say so in the inbox.

The roll and the serial number come from the save's seed and the moment (the design and the event or match), so they never change.

Autographs#

A title card carries the signature the player puts on that event's trophy (signing one signs both). Other cards take the player's latest signature (on a trophy, or a card signed in the collection) when they mint; until the player has signed anything they're unsigned, and they can be signed from the collection. On a dual auto the opponent's autograph is generated from their name, handwriting-style, and is the same for that player every time.

Frozen cards#

A card is a snapshot. Everything on it (the stat, the rating, the portrait, the names, the event, the date, the opponent and their rating) is stored when it mints and never changes, however the career goes on.

Old saves#

When a save first sees card designs, it replays its history, oldest first: every title, every event result, every match the player played (with the win count as it stood), the weekly rankings and the first Tour Card. Milestones reached before cards existed mint with the moment they happened (win 50 is dated to that match, with the rating that week). Rank, rivalry and dual-auto conditions aren't known for old matches, so those cards only mint from now on. Backfilled cards don't go to the inbox.

Written for Darts Player Simulator 0.50.32. Built from the game's own schemas and its base pack.