Mason Bially

Results 16 comments of Mason Bially

I like the API of this and would like this feature to create some performant renderings of many sprites in a scene. The Z-sorting is breaking up the batching and...

[I posted here about the licensing problems](https://github.com/tip4commit/tip4commit/issues/157#issuecomment-61388876). To quote myself: > I'd have to consult with a lawyer, but, for example the [NonCommercial creative commons restriction](http://creativecommons.org/licenses/by-nc-nd/4.0/legalcode) prevents commercial activity using...

My current UI refactor will fix this, but for posterity's sake the offending lines of code appear to be: - https://github.com/Eranziel/foundryvtt-lancer/blob/master/src/lancer.scss#L205 - https://github.com/Eranziel/foundryvtt-lancer/blob/master/src/lancer.scss#L209 At least for me, the clip path...

I think this is an important note to have for if/when we *do* implement system/weapon destruction automation (NPC or otherwise). Though I suspect the existence of the destroyed toggle is...

Ah you are right, apologies. It's certainly related though. When implemented it should probably be an automation flag because I suspect people will miss the current behavior.

FWIW My long in progress chat-UI update branch does add this. I'll try to get that into a PR before the end of the year.

I think most of the `*MacroData` interfaces could be moved into their relevant macro files. Most of them are never invoked outside of their `prepare*Macro` / `roll*Macro` pairs, and when...

Okay so NPCs don't *have* activation chips. They have tags that say "quick action" (and tags can be dragged, though we should probably reject putting them on the hot bar).

So currently the `prepareItemMacro` leads to some weird behavior on the hot bar. Consider this scenario: - I drag an item T from actor A's sheet to the hot bar....