Reserves - massif-press/lancer-data GitHub Wiki
Overview
Adds additional Reserve selections in the Compendium (under "Reserves") and in the "Reserves and Bonuses" selector on the Pilot Narrative Profile. These must be stored under a file named reserves.json that contains a single array of reserve data objects.
A character with a reserve will always have its associated action/bonus/synergy/deployable/counter available until the player manually disables (marks "Used") or deletes the reserve item. If the reserve is marked with consumable, the reserve will be automatically disabled when any of the associated actions or deployables are used in the Active Mode.
Definition
reserves.json
IReserveData: {
"id": string,
"name": string,
"type": "Mech" | "Tactical" | "Resource" | "Bonus",
"label"?: string,
"description"?: string,
"consumable"?: boolean
"actions"?: IActionData[],
"bonuses"?: IBonusData[]
"synergies"?: ISynergyData[]
"deployables"?: IDeployableData[],
"counters"?: ICounterData[],
"integrated"?: string[]
"special_equipment"?: string[]
"active_effects"?: IActiveEffects[]
},
Required Fields
id
Internal identifier. This must be globally unique. See Item ID Guidelines for more information.
name
The display name of the item.
type
Dictates an item's tab group in the UI. No mechanical effect. Must be a string of Mech, Tactical, Resource, or Bonus
Optional Fields
label
Alternate label for the text field in the Reserve item UI. Defaults to item name.
description
Flavor text for Compendium and expanded item cards. HTML syntax is allowed.
consumable
If consumable is marked as true, the reserve will need to be used in order to activate any associated actions, bonuses, synergies, deployables, or counters. Once used, the reserve will be marked as "Used" in the UI and the associated items will be disabled until the player manually re-enables the reserve. This field defaults to false.
actions
See ItemActionData
bonuses
See ItemBonusData
synergies
See ItemSynergyData
deployables
counters
See ItemCounterData
integrated
special_equipment
active_effects
See Effect Objects
Examples
from lancer-data/lib/reserves.json
{
"id": "reserve_knowledge",
"name": "Knowledge",
"type": "Resource",
"label": "Subject",
"description": "An understanding of local history, customs, culture, or etiquette."
},
from lancer-data/lib/reserves.json
{
"id": "reserve_bombardment",
"name": "Bombardment",
"type": "Tactical",
"label": "Resource",
"description": "The ability to call in artillery or orbital bombardment once during mech combat (full action, RANGE 30 within line of sight, BLAST 2, 3d6 explosive damage).",
"actions": [
{
"name": "Bombardment",
"activation": "Full",
"detail": "Call in artillery or orbital bombardment:<br>RANGE 30 within line of sight, BLAST 2, 3d6 explosive damage",
"range": [
{
"type": "Range",
"val": 30
},
{
"type": "Blast",
"val": 2
}
],
"damage": [
{
"type": "Explosive",
"val": "3d6",
"aoe": true
}
]
}
]
},