@massif/lancer-data 3.1.7 → 4.0.0-beta.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/.github/pull_request_template.md +15 -15
- package/.github/workflows/deploy-npm.yml +13 -13
- package/.github/workflows/lcp-version-bump.yml +21 -21
- package/README.md +1373 -1373
- package/index.js +31 -30
- package/lib/actions.json +296 -464
- package/lib/backgrounds.json +221 -221
- package/lib/core_bonuses.json +156 -87
- package/lib/downtime_actions.json +203 -0
- package/lib/frames.json +1844 -1844
- package/lib/glossary.json +157 -157
- package/lib/info.json +7 -7
- package/lib/manufacturers.json +47 -47
- package/lib/mods.json +24 -21
- package/lib/pilot_gear.json +33 -11
- package/lib/rules.json +53 -53
- package/lib/skills.json +155 -155
- package/lib/statuses.json +126 -111
- package/lib/systems.json +191 -61
- package/lib/tables.json +28 -28
- package/lib/tags.json +319 -319
- package/lib/talents.json +1347 -1346
- package/lib/weapons.json +58 -20
- package/package.json +29 -29
- package/scripts/aptitude_export.js +134 -134
- package/scripts/build.js +14 -14
- package/scripts/output/equipment.csv +86 -86
- package/scripts/test.js +19 -19
- package/scripts/util.js +127 -0
- package/scripts/rename.js +0 -74
package/lib/statuses.json
CHANGED
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"name": "
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"icon": "
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"type": "Status",
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"terse": "
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"name": "
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"type": "
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"terse": "
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[
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{
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"id": "dangerzone",
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"name": "Danger Zone",
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"icon": "danger-zone",
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"type": "Status",
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"terse": "Heat level at half capacity or more",
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"exclusive": "Mech",
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"effects": "Characters are in the DANGER ZONE when half or more of their heat is filled in. They’re smoking hot, which enables some attacks, talents, and effects."
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},
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{
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"id": "downandout",
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"name": "Down and Out",
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"icon": "downandout",
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"type": "Status",
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"terse": "Pilot is unconscious, any additional damage kills",
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"exclusive": "Pilot",
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"effects": "Pilots that are DOWN AND OUT are unconscious and STUNNED – if they take any more damage, they die. They'll regain consciousness and half of their HP when they rest."
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},
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{
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"id": "engaged",
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"name": "Engaged",
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"icon": "engaged",
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"type": "Status",
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"terse": "Ranged attacks made by an this character receive +1 difficulty. All additional movement is lost if ENGAGED by a target of equal or greater SIZE",
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"effects": "If a character moves adjacent to a hostile character, they both gain the ENGAGED status for as long as they remain adjacent to one another. Ranged attacks made by an ENGAGED character receive +1 difficulty. Additionally, characters that become ENGAGED by targets of equal or greater SIZE during the course of a movement stop moving immediately and lose any unused movement."
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"id": "exposed",
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"name": "Exposed",
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"icon": "exposed",
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"type": "Status",
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"terse": "All kinetic, explosive, or energy damage taken by this character is doubled.",
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"exclusive": "Mech",
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"effects": "Characters become EXPOSED when they’re dealing with runaway heat buildup – their armor is weakened by overheating, their vents are open, and their weapons are spinning down, providing plenty of weak points. All kinetic, explosive, or energy damage taken by EXPOSED characters is doubled, before applying any reductions. A mech can clear EXPOSED by taking the STABILIZE action."
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{
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"id": "hidden",
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"name": "Hidden",
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"icon": "hidden",
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"type": "Status",
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"terse": "This character can’t be targeted by hostile attacks or actions, doesn't cause engagement, and enemies only know their approximate location.",
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"effects": "HIDDEN characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, forcing saves, taking reactions, using BOOST, and losing cover all remove HIDDEN after they resolve. Characters can find HIDDEN characters with SEARCH."
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{
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"id": "invisible",
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"name": "Invisible",
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"icon": "invisible",
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"type": "Status",
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"terse": "All attacks against INVISIBLE characters have a 50 percent chance to miss before an attack roll is made. INVISIBLE characters can always HIDE, even without cover.",
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"effects": "All attacks against INVISIBLE characters, regardless of type, have a 50 percent chance to miss outright, before an attack roll is made. Roll a dice or flip a coin to determine if the attack misses.<br>Additionally, INVISIBLE characters can always HIDE, even without cover."
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"id": "prone",
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"name": "Prone",
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"icon": "prone",
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"type": "Status",
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"terse": "Attacks against PRONE targets receive +1 accuracy. PRONE characters are SLOWED and count as moving in difficult terrain.",
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"effects": "Attacks against PRONE targets receive +1 accuracy.<br>Additionally, PRONE characters are SLOWED and count as moving in difficult terrain. Characters can remove PRONE by standing up instead of taking their standard move, unless they’re IMMOBILIZED. Standing up doesn’t count as movement, so doesn’t trigger OVERWATCH or other effects."
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},
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"id": "shut-down",
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"name": "Shut Down",
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"icon": "shut-down",
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"type": "Status",
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"terse": "While SHUT DOWN, mechs are STUNNED indefinitely.",
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"exclusive": "Mech",
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"effects": "When a mech is SHUT DOWN:<br>• all heat is cleared and the EXPOSED status is removed;<br>• any cascading NHPs are stabilised and no longer cascading;<br>• any statuses and conditions affecting the mech caused by tech actions, such as LOCK ON, immediately end.<br>SHUT DOWN mechs have IMMUNITY to all tech actions and attacks, including any from allied characters.<br>While SHUT DOWN, mechs are STUNNED indefinitely. Nothing can prevent this condition, and it remains until the mech ceases to be SHUT DOWN."
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},
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{
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"id": "immobilized",
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"name": "Immobilized",
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"icon": "immobilized",
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"type": "Condition",
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"terse": "IMMOBILIZED characters cannot make any voluntary movements",
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"effects": "IMMOBILIZED characters cannot make any voluntary movements, although involuntary movements are unaffected."
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"id": "impaired",
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"name": "Impaired",
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"icon": "impaired",
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"type": "Condition",
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"terse": "IMPAIRED characters receive +1 difficulty on all attacks, saves, and skill checks.",
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"effects": "IMPAIRED characters receive +1 difficulty on all attacks, saves, and skill checks."
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"id": "jammed",
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"name": "Jammed",
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"icon": "jammed",
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"type": "Condition",
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"terse": "JAMMED characters can’t use comms, make attacks other than IMPROVISED ATTACK, GRAPPLE, and RAM,take reactions, or take or benefit from tech actions",
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"effects": "JAMMED characters can’t:<br>• use comms to talk to other characters;<br>• make attacks, other than IMPROVISED ATTACK, GRAPPLE, and RAM;<br>• take reactions, or take or benefit from tech actions."
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{
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"id": "lockon",
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"name": "Lock On",
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"icon": "lock-on",
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"type": "Condition",
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"terse": "Hostile characters can consume LOCK ON for +1 accuracy on their next attack against this character.",
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"effects": "Hostile characters can choose to consume a character’s LOCK ON condition in exchange for +1 accuracy on their next attack against that character.<br>LOCK ON is also required to use some talents and systems."
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},
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{
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"id": "shredded",
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"name": "Shredded",
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"icon": "shredded",
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"type": "Condition",
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"terse": "SHREDDED characters don’t benefit from ARMOR or RESISTANCE",
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"effects": "SHREDDED characters don’t benefit from ARMOR or RESISTANCE."
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"id": "slow",
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"name": "Slowed",
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"icon": "slow",
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"type": "Condition",
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"terse": "This character can’t BOOST or make any special moves granted by talents, systems, or weapons.",
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"effects": "The only movement SLOWED characters can make is their standard move, on their own turn – they can’t BOOST or make any special moves granted by talents, systems, or weapons."
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{
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"id": "stunned",
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"name": "Stunned",
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"icon": "stunned",
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"type": "Condition",
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"terse": "STUNNED mechs cannot OVERCHARGE, move, or take any actions.",
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"effects": "STUNNED mechs cannot OVERCHARGE, move, or take any actions – including free actions and reactions. Pilots can still MOUNT, DISMOUNT, or EJECT from STUNNED mechs, and can take actions normally.<br>STUNNED mechs have a maximum of 5 EVASION, and automatically fail all HULL and AGILITY checks and saves."
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}
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]
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