Add your first collectible
Creating a template in Cards designs a frame. Creating a collectible makes an actual item that can appear, be caught, and enter a player’s inventory. You need both eventually, but they are different jobs.
Use one simple test collectible first. Make that work before importing or entering a large catalogue.
Before you add it
Section titled “Before you add it”Confirm the correct instance is selected in the dashboard. Collectibles are per instance. A card created under one bot is invisible to every other bot, even if the name looks identical.
If you want a custom card frame, create and save it first in Card Studio and templates. A default template is fine for this first test.
Open the collectible list
Section titled “Open the collectible list”From the dashboard, open Admin panel. In the cards section, choose Collectibles, then press Add Collectible. An instance owner normally sees only records for the current instance. A global operator may have an instance selector; check it before saving and do not reuse IDs from a mixed/global list.
Fill in the identity fields
Section titled “Fill in the identity fields”| Field | What to enter | Why it matters |
|---|---|---|
| Name | Full display name, for example Luna. | The main player-facing identity. |
| Short name | Optional compact display form. | Used where space is limited; leave empty to use Name. |
| Emoji | Optional normal or custom emoji. | Adds a visual marker in compatible replies. |
| Catchable names | One accepted alternative per line: luna, luna star, or a common spelling. | Lets players use valid alternate catch answers. |
| Edition | Leave General Edition for the first card. | Groups a collectible into an edition. |
| Enabled | Keep it checked. | Disabled cards cannot be normal spawn candidates. |
Kompendium generates the internal code from the name when you save, adding a suffix if needed in that instance. It is an internal/search helper, not the player-facing identity. Put one answer per line in Catchable names; duplicates and blanks are removed on save.
Set availability and gameplay values
Section titled “Set availability and gameplay values”Set Rarity to a number greater than zero for a normal test collectible. Rarity is used to weight eligible cards; it is not a human-readable “rare” label. Keep the first few test cards close together, then tune a larger catalogue using the Spawn guides.
The base stats — attack, defense, health, and any configured additional stats — are optional for the first card. Use 0 when you are not using stat/battle gameplay. Ability name and Ability description are also optional.
The form may offer artist/source Credits and a regular reward minimum/maximum. Credits can appear on a rendered card. Leave rewards empty unless this card should deliberately override the normal spawn reward. If both reward values are set, maximum must be at least minimum.
Upload the images
Section titled “Upload the images”- Collection artwork is used when players view the collectible in inventory or collection.
- Spawn artwork is used when the collectible appears as a drop.
You may use the same source image for an initial test, but provide both when the reveal and collection card need different crops. The template’s artwork box controls layout; the uploaded image is the actual content.
Optional presentation fields
Section titled “Optional presentation fields”For a first card, leave these at their defaults unless you know why you need them:
- Collectible set applies a configured visual set and can use a particular template.
- Affinity groups cards for your instance’s affinity system.
- Special associates the card with a configured event/special.
- Special effect selects a finish: holographic, foil, negative, glass, glitch, iridescent, or neon glow.
Any selected set, affinity, edition, or special must belong to the same instance. Ordinary cards work well as General Edition, no special, and no effect.
Save and inspect the preview
Section titled “Save and inspect the preview”Press Save. After saving, open the entry again and inspect Card preview. It checks the stored artwork, text, selected template, and layout.
If it cannot render:
- Confirm the collectible has artwork.
- Confirm a default template exists, or the selected Collectible set points to a valid template.
- Check special backgrounds/overlays match the template canvas size.
- Save again after the relevant correction.
Make it eligible to spawn
Section titled “Make it eligible to spawn”For a normal natural spawn, verify all of these:
- The collectible is Enabled.
- Its rarity is greater than zero.
- It belongs to the selected instance.
- The relevant spawn/core module is enabled.
- A Discord spawn channel is configured with
/spawn channel. - The bot can view and send messages in that channel.
Test in a private channel. Trigger a test/summon if available, or use a short temporary interval. Catch it using its display name, then check the player’s collection. If it does not appear, check enabled state, rarity, instance, channel, and bot permissions before changing unrelated settings.
After this works, repeat a predictable workflow: create shared presentation, add identity/catch names, upload art, set rarity and only needed gameplay fields, save and preview, then test one real spawn. Use Data for backups and bulk work. The Screenshot checklist includes the exact captures for every stage.