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Merge branch 'master' of github.com:massif-press/lancer-data
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jarena3 committed Jul 22, 2023
2 parents 1015845 + 62cb3e3 commit dd13c38
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14 changes: 14 additions & 0 deletions .github/workflows/deploy-npm.yml
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# This workflow will call org-level reusable workflows for deploying an NPM package to npmjs.com.

name: Deploy NPM

on:
workflow_dispatch:
release:
types: [created]

jobs:
call-npm-publish:
uses: massif-press/.github/.github/workflows/npm-publish.yml@master
secrets:
NPM_TOKEN: ${{ secrets.NPM_TOKEN }}
22 changes: 22 additions & 0 deletions .github/workflows/lcp-version-bump.yml
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# This workflow calls an org-level reusable workflow for incrementing LCP and NPM package versions.

name: LCP Version Bump

on:
workflow_dispatch:
inputs:
version_level:
description: 'Version level to bump'
required: true
default: 'patch'
type: choice
options:
- patch
- minor
- major

jobs:
call-bump-version-tag:
uses: massif-press/.github/.github/workflows/bump-version-tag.yml@master
with:
version_level: ${{ inputs.version_level }}
2 changes: 1 addition & 1 deletion README.md
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# !! IMPORTANT !!

The `lancer-data` package is no longer the current source of COMP/CON data, and is now available under `@Massif/lancer-data`. The `lancer-data` package will no longer be updated, and will be removed in the future. Please update your dependencies accordingly.
The `lancer-data` npm package is now available under `@massif/lancer-data`. The `lancer-data` package will no longer be updated, and will be removed in the future. Please update your dependencies accordingly. It is published from this repo, so everything else will stay the same otherwise.

# About

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6 changes: 3 additions & 3 deletions lib/actions.json
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},
{
"id": "act_get_a_damn_drink",
"name": "Get A Damn Drink",
"name": "Get a Damn Drink",
"activation": "Downtime",
"terse": "Blow off some steam and generally get into trouble.",
"detail": "When you GET A DAMN DRINK, you blow off some steam, carouse, and generally get into trouble. You might be trying to make connections, collect gossip, forge a reputation, or even just to forget what happened on the last mission. There’s usually trouble.<br>State your intention and roll:<br>On 9 or less, decide whether you had good time or not; either way, you wake up in a gutter somewhere with only one remaining:<br>• Your dignity.<br>• All of your possessions.<br>• Your memory.<br>On 10–19, gain one as RESERVES and lose one:<br>• A good reputation.<br>• A friend or connection.<br>• A useful item or piece of information.<br>• A convenient opportunity.<br>On 20+, gain two from the 10–19 list as RESERVES and don’t lose anything.<br>You can only make this action where there’s actually a drink to get (e.g., in a town, station, city, or some other populated area), or some other kind of entertainment."
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},
{
"id": "act_power_at_a_cost",
"name": "Power At A Cost",
"name": "Power at a Cost",
"activation": "Downtime",
"terse": "Gain rewards, opportunities, or resources.",
"detail": "When you seek POWER AT A COST, you’re trying to get your hands on something.<br>Name what you want. You can definitely get it, but depending on the outlandishness of the request, the GM chooses one or two:<br>• It’s going to take a lot more time than you thought.<br>• It’s going to be really damn risky.<br>• You’ll have to have to give something up or leave something behind (e.g., wealth, resources, allies).<br>• You’re going to piss off someone or something important and powerful.<br>• Things are going to go wildly off-plan.<br>• You’ll need more information to proceed safely.<br>• It’s going to fall apart damn soon.<br>• You’ll need more resources, but you know where to find them.<br>• You can get something almost right: a lesser version, or less of it.<br>This is a straightforward way to acquire RESERVES, opportunities, and additional resources. You might want something directly useful for a mission; some‐ thing more abstract, like time, safety, information, allies, or support; something practical, like a base of operations, materials, shelter, or food; or, even something as simple as a damn pack of cigarettes.<br>You can also use POWER AT A COST during missions for similar effects. Other downtime actions generally can’t be used during missions, but your group can adapt them if desired."
},
{
"id": "act_scrounge_and_barter",
"name": "Scrounge And Barter",
"name": "Scrounge and Barter",
"activation": "Downtime",
"terse": "Try and get your hands on some gear or asset.",
"detail": "When you SCROUNGE AND BARTER, you try to get your hands on some gear or an asset by dredging the scrapyard, chasing down rumors, bartering in the local market, or hunting around.<br>You might want some better pilot gear, a vehicle, narcotics, goods, or other sundries. It needs to be something physical, but doesn’t necessarily have to be on the gear list. If you get it, you can take it on the next mission as RESERVES.<br>Name what you want and roll:<br>On 9 or less, you get what you want, but choose one:<br>• It was stolen, probably from someone who’s looking for it.<br>• It’s degraded, old, filthy, or malfunctioning.<br>• Someone else has it right now and won’t give it up without force or convincing.<br>On 10–19, you get what you want, but choose the price you need to pay:<br>• Time.<br>• Dignity.<br>• Reputation.<br>• Health, comfort, and wellness. On 20+, you get what you’re looking for, no problem."
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4 changes: 2 additions & 2 deletions lib/frames.json
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Expand Up @@ -397,7 +397,7 @@
}
],
"core_system": {
"name": "M35 Mjolnir cannon",
"name": "M35 Mjolnir Cannon",
"description": "IPS-N’s M35 Mjolnir cannon is a carryover from Northstar’s Watchman line of defensive weapons, reworked for frontline combat. The Mjolnir is a hard-mounted, multi-barrel auxiliary cannon that uses magnetic acceleration to fire stacks of airburst projectiles at its target. It’s an impulse weapon, tied to the pilot’s second-tier neural processes with mediation from a COMP/CON or NHP; even in death, a pilot’s Mjolnir will continue to identify and attack hostile targets until reaching total systemic failure. For this reason, the Mjolnir is often referred to as a deadgun – one of many such weapons to be found among CQB-oriented pilots.",
"active_name": "Thunder God",
"active_effect": "You start to spin your M35 Mjolnir up, beginning with no chambered rounds. For the rest of the scene, you load two rounds into chambers at the end of any of your turns in which you haven’t fired the M35 Mjolnir . It can hold a maximum of six rounds.<br>When you fire the M35 Mjolnir, all chambers fire simultaneously, dealing 4 kinetic damage per loaded round. If you fire four or more rounds at once, the attack gains AP and, on a hit, your target becomes Shredded until the end of their next turn.",
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"id": "mf_deaths_head",
"license_level": 2,
"source": "SSC",
"name": "Death’S Head",
"name": "Death’s Head",
"mechtype": ["Artillery"],
"y_pos": 40,
"description": "The Death’s Head is Smith-Shimano’s answer to the need for a chassis solution to long-range, low-splash strike actions. Sacrificing raw hull strength for peerless stability and alacrity, the Death’s Head is a maneuverable fire-support platform able to avoid incoming fire while maintaining a near-perfect lock on its targets. Its unique hexapedal form allows for rapid, low-profile movement in all directions.<br>As an aggressive and line-focused chassis, the Death’s Head is one of the most popular models for Union Navy and Union Department of Justice and Human Rights officers. It is a combat chassis through and through; as the Death’s Head is a chassis produced under SSC’s BELLA CIAO line, there is no civilian analog.",
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4 changes: 2 additions & 2 deletions lib/glossary.json
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"description": "When characters end their turn in dangerous terrain or move into it for the first time in a round, they must make an ENGINEERING check. On a failure, they take 5 damage – kinetic, energy, explosive, or burn, depending on the hazard. Each character only needs to make one such check per round."
},
{
"name": "Lifting And Dragging",
"name": "Lifting and Dragging",
"description": "Mechs can drag characters or objects up to twice their SIZE but are SLOWED while doing so. They can also lift characters or objects of equal or lesser SIZE overhead but are IMMOBILIZED while doing so. While dragging or lifting, characters can’t take reactions. The same rules apply to pilots and other characters on foot, but they can’t drag or lift anything above SIZE 1/2.<br><br>While flying, mechs cannot carry characters or objects with a total SIZE larger than SIZE 1/2 -- there's just not enough thrust."
},
{
"name": "Jumping And Climbing",
"name": "Jumping and Climbing",
"description": "Characters with legs can jump instead of their standard move. They may jump horizontally, moving half their speed in a straight line and ignoring obstructions at ground level that they could jump over (such as pits or gaps), or they may can jump vertically, moving 1 space adjacent and moving up by spaces equivalent to their SIZE. For example, a SIZE 1 mech could jump up to 1 space high, and 1 space over. Characters that jump and end the jump mid air automatically fall at the end of the move (see below).<br><br>Like moving through difficult terrain, characters climb at half their usual SPEED – each space moved is equivalent to moving 2 spaces normally. A successful HULL or AGILITY check might be required to climb particularly difficult surfaces without falling."
},
{
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16 changes: 8 additions & 8 deletions lib/mods.json
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"sp": 2,
"allowed_types": ["Melee"],
"source": "IPS-N",
"license": "NELSON",
"license": "Nelson",
"license_level": 2,
"effect": "On a hit with the weapon this mod is applied to, expend a charge as a free action to activate its detonator and deal +1d6 explosive bonus damage.",
"description": "One popular modification to the classic war pike involves replacing the long, armor-piercing pike head with a disposable, impact-triggered explosive charge. On penetration, the pike’s head is severed from the shaft – moments later, the embedded pike head detonates in a conical explosion from the point forward. Spare thermal charges are stable, and transported in external tube magazines.<br>IPS-N also makes thermal charges compatible with GMS’s range of blades, hammers, and picks.",
Expand All @@ -45,7 +45,7 @@
"sp": 3,
"allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
"source": "IPS-N",
"license": "RALEIGH",
"license": "Raleigh",
"license_level": 3,
"effect": "Your UNCLE-class COMP/CON has control of the weapon this mod is applied to and its associated systems.<br>1/turn, you can attack at +2 difficulty with UNCLE’s weapon as a free action. UNCLE can’t use weapons that have already been used this turn, and any weapon UNCLE attacks with can’t be used again until the start of your next turn.<br>UNCLE isn’t a full NHP, so cannot enter cascade.",
"description": "IPS-N’s UNCLE COMP/CON system is the result of the DARKSTAR-2 program, a temporary project that sought to develop more advanced smart weapons. Early prototypes were hampered by a combination of high power-draw, unstable conditioning, and frustrating single-task orientation that eventually saw the project shuttered.<br>While IPS-N is no longer developing new iterations of UNCLE, they still have a stock of QA-approved legacy systems accessible to qualified pilots.<br>Pilots lucky enough to field test models swear by UNCLE’s task efficiency and parallel-track reasoning, though the outdated COMP/CONs are known for their somewhat unstable personalities.",
Expand All @@ -69,7 +69,7 @@
"sp": 2,
"allowed_types": ["CQB", "Cannon", "Rifle"],
"source": "IPS-N",
"license": "TORTUGA",
"license": "Tortuga",
"license_level": 3,
"effect": "When you attack with the weapon this mod is applied to, you may fire a throughbolt round instead of attacking normally. Draw a line 3 path from you, passing through terrain or other obstacles – any characters or objects in the path take 2 AP kinetic damage as the projectile punches through them and out the other side. Range, cover, and line of sight for the attack are then measured from the end of this path, continuing in the same direction.",
"description": "Throughbolt rounds are a proprietary IPS-N anti-armor invention. When fired, the rounds ignite and project a superheated cone of plasma before them, creating an effect like a miniature lance that easily penetrates multiple targets – even through hard surfaces.",
Expand All @@ -86,7 +86,7 @@
"sp": 2,
"allowed_types": ["Melee"],
"source": "SSC",
"license": "METALMARK",
"license": "Metalmark",
"license_level": 3,
"effect": "In addition to its usual damage, 1/round you may activate the wreath as a quick action when you hit a character with the weapon this mod is applied to to cause it to take 1d6 burn. If it already is suffering from burn, it can additionally only draw line of sight to adjacent spaces until the end of its next turn.",
"actions": [
Expand All @@ -110,7 +110,7 @@
"sp": 2,
"allowed_types": ["Launcher", "Cannon"],
"source": "SSC",
"license": "MONARCH",
"license": "Monarch",
"license_level": 2,
"effect": "the weapon this mod is applied to gains +5 range and the Ordnance tag.",
"description": "Stabilizer mods enhance physical mounts and targeting software, ensuring weapons remain level, steady, and at an appropriate angle regardless of terrain or pilot maneuvers.",
Expand All @@ -133,7 +133,7 @@
"sp": 2,
"allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
"source": "HORUS",
"license": "BALOR",
"license": "Balor",
"license_level": 2,
"effect": "the weapon this mod is applied to gains Smart and Seeking.",
"description": "Nanocomposite weapons take aggressive drone swarms and condense them into individual rounds, a coherent beam, or the edge of a blade.<br>Adapted projectile weapons fire shaped CONSUME/HIVE rounds that shatter on impact, releasing their payload of autonomous nanite maniples. Once freed, the maniples begin eating away at surrounding tissue or superstructure. They proceed until burnout or total target consumption, whichever occurs first. In flight, the maniples are able to hive-link and make slight adjustments to the trajectory of their round, ensuring positive impact.<br>Coherent beam weapons transport maniples directly, while conventional melee weapons are replaced by analogs composed entirely of nanobots.",
Expand All @@ -153,7 +153,7 @@
"sp": 2,
"allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
"source": "HA",
"license": "NAPOLEON",
"license": "Napoleon",
"license_level": 2,
"effect": "As long as you know the rough location of your target, the weapon this mod is applied to can attack through solid walls and obstructions, doesn’t require line of sight, and ignores all cover, but targets attacked this way count as Invisible.",
"description": "As it was named following its first use during the civil hostilities on Luna de Oro, phase-ready ammunition is the “devil’s bullets”. Each round contains a nanoprocessor suite networked with its weapon of origin that calculates and translates the specific nature of that round’s superpositional relation with a projected future doppelgänger that manifests in the space immediately before its intended target. To put it simply, phase-ready rounds, when fired, exist in two places at once: exiting the barrel of the weapon they were fired from, and directly in front of the target, prior to impact. The prime round may never hit its target, but given it already exists at the moment of impact, the doppelgänger round will reliably reach its mark.",
Expand All @@ -165,7 +165,7 @@
"sp": 4,
"allowed_types": ["Melee", "CQB", "Rifle", "Launcher", "Cannon", "Nexus"],
"source": "HA",
"license": "SALADIN",
"license": "Saladin",
"license_level": 3,
"effect": "This weapon gains Overkill, and its damage can’t be reduced in any way, including by other effects and systems (such as Resistance, Armor, etc).",
"description": "Paracausal weapons are a headache for military planners; their precise A–Z function is often obscured, though they consistently produce the same “Z” output per “A” input.<br>The first reports of unregulated paracausal weaponry occurred during the civil engagements on Tian Shen. System-local forces received sealed magazines with directions to be loaded and fired as normal, although inspection of the magazines’ contents was prohibited on grounds that it would “damage the payload”. Helmet and gun cam footage do not betray the anomalous effects of this ordnance, though after-action reports uncovered a seemingly minor, though incredibly odd fact: every single trooper outfitted with this paracausal ammunition scored a 100% positive impact rate.<br>Union has scheduled all unregulated paracausal weapons and ammunition for retrieval, and the bureau is currently investigating Harrison Armory for its role in the development of the technology. Despite this, paracausal ammunition is still in use, as shipments and codes continue to leak to interested parties.",
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