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.