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Systems
Systems are installed into the Systems block of Mechs and represent any mech equipment that is not a weapon.
systems.json
{
"id": string,
"name": string,
"source": string,
"license": string,
"license_id": string,
"license_level": number,
"type"?: SystemType
"effect"?: string,
"description"?: string,
"sp"?: number,
"tags"?: ITagData[],
"actions"?: IActionData[],
"bonuses"?: IBonusData[],
"no_bonus"?: boolean,
"synergies"?: ISynergyData[],
"no_synergy"?: boolean,
"deployables"?: IDeployableData[],
"counters"?: ICounterData[],
"integrated"?: string[]
"special_equipment"?: string[]
"active_effects"?: IEffectObject[]
},Internal identifier. This must be globally unique. See Item ID Guidelines for more information.
The display name of the item
The source field must match a Manufacturer ID. This field is not required if the item is included in a License Collection.
The license field is the display name of the item's containing license. Usually this is the name of the Frame in the license. This field is not required if the item is included in a License Collection.
The license_id field must match a Frame ID. This field is not required if the item is included in a License Collection.
The license_level represents the license level of at which the equipment is unlocked for use. This is a value from 0-3, with 0 being available to all PCs at LL0.
Must be a string of one of the following values: "AI", "Deployable", "Drone", "Flight System", "Shield", "System", or "Tech".
If omitted, the system is given the type "System".
Rules text. HTML syntax is allowed.
Flavor text for Compendium and expanded item cards. HTML syntax is allowed.
System Point cost. Must be an integer. Defaults to 0.
See Tags
See ItemActionData
See ItemBonusData
Prevent this weapon from registering or being affected by Bonuses. This defaults to false.
See ItemSynergyData
Prevent this weapon from being marked by, or contributing to, Synergies. This defaults to false.
See ItemCounterData
An array of integrated An array of integrated Mech Equipment IDs.
Integrated weapons are automatically installed to the frame when their parent item is equipped and cannot be removed or modified by the player unless the parent item is removed. They are not considered to be "mounted" weapons, and do not count against the frame's mount limit.
NB: COMP/CON does not sanity check the integrated equipment against the parent item. Things like recursively referencing an integrated weapon will not be caught and will crash the app.
An array of An array of integrated Mech Equipment IDs.
Unlike integrated items, these are not automatically installed to the frame when their parent item is equipped. Instead, they are made available in the Mech Equipment selector when the parent item is equipped.
See Effect Objects. These effects will be applied to the mech when the system is installed and are not dependent on system activation.
from lancer-data/lib/systems.json
{
"id": "ms_hunter_lock",
"name": "Hunter Lock",
"sp": 2,
"tags": [
{
"id": "tg_unique"
}
],
"source": "HORUS",
"license": "Pegasus",
"license_level": 1,
"actions": [
{
"activation": "Quick",
"detail": "Choose a character within Sensors: for the rest of the scene, your first successful ranged or melee attack against them each round deals +3 bonus damage. You cannot choose a new target until your current target is destroyed or the scene ends.",
"add_special": [
{
"attribute": "Hunter Lock Target",
"detail": "The Pegasus's first successful ranged or melee attack against you each round deals +3 bonus damage."
}
]
}
],
"description": "“A mind’s first charge is to never lose sight of her enemy. When she can affix them in her eye, she can kill them with a blink.”<ul><li>Excerpt from the Boundary Codex.</li></ul>",
"license_id": "mf_pegasus"
},