Ok after more testing, I noticed that turning the sound notification off, seems to have fixed the lag issue.
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Ok after more testing, I noticed that turning the sound notification off, seems to have fixed the lag issue.
Thanks for the testing :)
There is a LOT of distance checking when tokens are moved, so not sure if I can speed that up any.
This extension us definitely a 'work in progress' though, so who knows :P
When RL calms down a bit I'll be looking at this one again.
Cheers, Steve.
Just starting to do a little testing... It appears that the notifications are visible to all connected players without regard for whether the NPC triggering the opportunity attack message is hidden in the CT. The message also shows the NPC's actual name regardless of whether or not it is ID'd.
I think ideal behavior would be to only show the notifications to the GM for hidden actors, and show the currently displayed CT name to all.
Thanks much!
Shift does work. At this point I will just leave the Opportunity Notifications off as it is too risky to give away hidden info accidentally.
It is still AMAZING to be able to Shift-Attack to auto-check the tick-box. Thanks much!!
RAW, they need to be able to see the target to take the attack. In this case the option should be skipped. I notice it checks if they have an reaction before spamming chat...so maybe it can check if they visible on the CT as well.
While at it, maybe if they have "disengage" on them it could also skip it?Quote:
Opportunity Attacks
In a fight, everyone is constantly watching for a chance to strike an enemy who is fleeing or passing by. Such a strike is called an opportunity attack.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach.
You can avoid provoking an opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.
I like the extra options and checking in just worried about adding to many calculations each time any token is moved.
Stacking this with other exts that do it plus FGU checking stuff seems like it’s making a lot of lag.
I know that AURAS had to do a lot of work to get it to not lag.
It's always going to be a tradeoff between functionality and speed when you're checking against every CT entry. There may be a way to mitigate some of this which I'll look kinto eventually.
For now I'll see about the function additions 1st.
Cheers, Steve.
RE: "checking against every CT entry":
You may have solved this already with 5e Legendary Assistant, but I just want to mention... with Combat Groups, maybe there is a way to calculate only on what is visible in the CT.
I know that doesn't help every situation, but if there is a way to avoid a bunch of needless calculations, that might be excellent.
I'm not sure if Legendary Assistant does look at all (including hidden) CT entries but just doesn't report notifications on them (with the option toggled off), or just doesn't look at them at all somehow. If it is the latter, there might be some other extensions out that that could benefit from that methodology (Clock Adjuster comes to mind).
Thanks for all you do!
I'm sorry to say that with only Reactions loaded, there is too much lag when moving tokens to be able to play, so I'm turning it off for now.
Just turning off the notifications doesn't seem to help.
I feel fairly certain that this is related to having (way too) many (usually hidden) actors in the CT, but unfortunately it's a dealbreaker for me. Any chance you could share the version from before 4-17-24?
I know you're RL is busy so I don't want to ask you to do any extra development if you don't have the time. When you do, I'll be happy to help test.
Thanks much!!
I can confirm that the lag is awful, but this was already true for 8 entries in CT (total) and moving them around. Turning off the Opportunity check in options did not help, neither the audible notifyer. I suspect an interference with another extension (not yet tested).
Is there a way to turn the new functionality off without disabling the whole extension?
Otherwise, I would also appreciate getting the "old" version of the extension.
Apologies for the lag guys, I've rolled it back to the previous version for now. So you've lost the 'shift for opportunity attack' checks.... for now.
Cheers, Steve.
No worries. Thanks. We appreciate all you do!!
I'm not experiencing any lag. When you do reinstate that functionality and RL permits, if you want to steal the code I used to remove lag in the old Token Heights Indicator (which should be pretty close to how Aura Effects does it), I'd be happy to point you to it.
I think I may have found a bug in regards to Hellish Rebuke:
I can trigger Deflect Missiles without applying any effect to the player.
Steps to recreate my issues:
Working:
1.) Deflect missiles triggers 5e Reactions when a successful hit happens, and notifies the player they can use deflect missiles reaction.
2.) Player applies effect
3.) roll dmg
4.) all good, have a tasty beverage
5.) Reaction ticked appropriately
Not Working Steps:
BUT since Hellish Rebuke is post-dmg rolls, how does the player get triggered to use this reaction the same way deflect missiles does?
Hi Seleh,
Hellish Rebuke should only be triggering after a damage roll, not after a hit.
If it's doing otherwise please provide the steps to reproduce this.
Cheers, Steve.
Steve, thanks for getting back. You're correct that it is after damage, but in my instance when damage is received by a player I am not seeing the announcement for HR to be used.
How I'm replicating this is:
If goblin targets Player and goblin rolls damage, the player isn't prompted that he has a reaction available (hellish rebuke in this instance).
Attachment 60910
I'll take a look into it this weekend (hopefully)... new poolroom being built atm so a little preoccupied :D
cheers, steve.
Sounds good. Let me know if you need anything from me, as I’d be happy to help with what I can. Good luck on the poolroom
I figured it out. This was only happening after I added a spell slot that he was able to get the notification, due to the Tiefling trait "Infernal Legacy". If I remove the spell slot, the notification doesn't send/code doesn't execute.
The fix:
Add an open spell slot to the character sheet.
Recommendation for future/food for thought:
Tieflings get Hellish Rebuke at level 3 due to the trait "Infernal Legacy". With consideration that a player plays a non-caster class (fighter/monk/etc) Tiefling, maybe the adjustment is something along the lines of looking for the trait.
Thanks for working out a fix. I'll see if I can sort something out so you don't need to do that. (Life's still busy, so it won't be any time soon, sorry).
Cheers, Steve.
Hi, I wanted to check in about prepared spells. I have a player that has not prepared Absorb Elements. The spell is on his character sheet. However, it still dings when he takes damage appropriate for Absorb Elements.
If the PC has the spell (prepared or not) and an open spell slot, I believe this will trigger regardless. I’d have to double check.
I'll add this onto the todo list. Far too much going on to look into it right now.
Cheers, Steve.
Not sure if this ever got looked at again, but I'm not able to get these coding effects to work.
REAATKH - Triggers when an attack hits
REAATKM - Triggers when an attack misses
READMG - Triggers when damage is taken
REASAVS - Triggers when a save is successful
REASAVF - Triggers when a save is failed
Can you give us an example if they are working?
Attachment 61094
Had a VERY quick check, but this works for me. This is checking just using one machine.
I'll try with a client loaded when I get a chance.
Cheers, Steve.
My apologies for lack of movement on this, but life is a little too hectic atm for me to give it any time. Hopefully this will change in the coming weeks and I can address at least some of the issues.
Cheers, Steve.
No worries at all. Really just wanted to make sure I wasn't missing anything.
Thanks for the speedy reply.
It's still on my todo list, promise :D