shemetz / itamarcu

Results 17 comments of shemetz / itamarcu

I imagine a module could do it too, if the constants in the following section of code (such as the `5`) were changed to be under `CONFIG.Canvas` or `Config.Token`: (Token.prototype.drawEffects)...

This keeps happening to me too, can confirm! As a workaround when it happens to you - use devtools to delete the blocking elements and then close the game

Reproduced again, [link to discussion on Discord](https://discord.com/channels/880968862240239708/880969253765935174/1069627739591688263). ![image](https://user-images.githubusercontent.com/6516621/215522046-293982f8-7a8b-4067-aab9-ce39d893d77f.png) There's no `item:subtype:ammo`, even though the Consumable Type is "Ammunition".

I think this might be similar to https://github.com/styled-components/webstorm-styled-components/pull/64 and linked issues, but, not exactly the same, so still nowt implemented. I also wonder if it's possible to get this done...

I managed to use language injections to solve the problem 80% of the way. I created these two injections: ```xml custom injection - css var literals, except in markup div...

@maxiride This bug happens the other way around as well - the calculator counts all trivial enemies as 10 XP, whether they're 4 levels below the party or 12 levels...

You're right - I mixed it up with this table: Threat | XP Budget | Character Adjustment -- | -- | -- Trivial | 40 or less | 10 or...

As a safer alternative - how about adding some highlight/notification/warning if this happens? For example, here's a simple mockup: making these values bold and adding a word when they're past...

that library probably doesn't have that feature, but, I agree that this should be not too difficult to implement - the one obstacle is how exactly to get the fog...

I suggest making the token instantly "teleport" to the target location (having no animation at all) if drag-dropped while holding a specific key (Ctrl or Alt) - this will be...