Hi there new update.I got lost in the sauce a bit while tweaking with the ruler, and it gets way to complicate everytime. What i though would be a quick small update took more time.Feature Vote will come soon, i just didn't had much time lately.Anyway.
Has usual [*] is from suggestion from usersTHT Fork
Update/Merge with the original module
Lancer Automation ruler now can read Region mouvement penalty
MOVEMENT PENALTY DEPRECATEDSince it can be done with region behavior, it is not needed anymore. Dont forget to update your terrains.
New Option, no Climbing cost. Only work with Lancer Automation ruler. [*]
Token Faction Advance
Three-state per-token border setting (on / off / combat / default) and a new world setting (factionDefaultDraw) to control default drawing behavior.
Lancer NPC Import
Refresh Token And Import Token no longer available for players. [*]
Lancer Style Library
In v3 updated in wanted to fix the influence of Caroligian Ui onto Annoying Lancer Sheet.But it did bleed out on user that dont use it, my apologies
I have improve the CSS with better handling for Caroligian UI and Regular Users.
Lancer Automation
Movement
Movement system. Press M to open a radial picker (or cycle types mid-drag): walk, fly, climb, jump, teleport, ignore elevation, or forced movement.
Force movement is a new dedicated type for knockback, drag, and other "unintentional" movement. Costs nothing, and does not trigger Overwatch.
Auto-fly: tokens with the flying or hover status switch to fly automatically.
Auto Climb Waypoints (opt-in, inspired by THT): paths automatically break into climb steps when terrain elevation changes under the token.
Tactical Distance Labels is now a 3-state setting (off / only in combat / always). Smoother performance on big drags.
The drawn ruler line now follows the painted hex path correctly for multi-hex tokens.
L:ancer Ruler Auto-elevation can be disable globally , per Actor or using the Ignore Elevation movement type. [*]
Token action HUD
Actions reorganized: Actions is the top-level entry, with Basic (common Quick/Full + Overcharge) and Attacks as sub-categories.
Overwatch move into the Basic category.
From suggestion of user and Patreon i have made some changes in the TAH Layout.
Aid, Handle, Interact and Squeeze can now be remove from the TAH if wanted [*]
The Add/Remove from Combat button now works mid-encounter and applies to every selected token.
TAH range/sensor/threat auras now turn off when a token is removed from the encounter, not just when combat ends.
Token Stat Bar
HUD layout fixed for sub-1x1 tokens.
Pilots can now show bond stress as a bar. (Settings in config)With Sound and Effect.
Pilots no longer show heat or infection bars
Fixed Token Name being misplaced sometimes. (it was due to isometric handling code leaking where it should not be)
Misc
Status Panel
Active statuses sort to the top
Permanent statuses render in yellow instead of blue so they're easy to spot
Scan
New setting to choose the scan journal source: Lancer System (v3) native, or Lancer Automations (legacy) custom template. [*](Brought back the V2 code for that )
New Regenerate All Scan Journals button (In Settings) for rebuilding existing scans after template updates.
LCP Repair now works with Lancer system v3.
The silhouette overlay now correctly mirrors and skews with the token sprite. Works properly on isometric scenes and flipped tokens.
Players can no longer accidentally reset your world settings by opening the LA config and clicking Save.
Tours
New Ruler tour covering movement types, the M shortcut, force movement, and the free/debug keys.
Players now get the TAH and Ruler tours on first install. GMs get the full chain.
Little Scene QOL tool (stuff were annoying me a bit)
Match background image automatically set image dimension to image size.So you can call it multiple time if needed (it just recall VTT function)
Scale Application, instead of having to guess to correct size ration number, you just type the scale then apply.
Some performance stuff, for myself, but can be useful for you. (stuff about vision because until it done on the GPU this stuff will be costly)
Optional cap on vision refresh rate during token movement.Basically if you like vision animation, but dont care about 60 fps or more, instead of disabling it, you can just set a lower frame rate to save performance.
Optional auto-disable vision when more than N tokens are selected at once.If you have tons of token with vision and selecte them all you can get a huge freeze because of the computation. You can cap that now.
New Rest macro. [*]