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  1. #591
    GKEnialb's Avatar
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    Pushed v5.7 to the Forge. I now pretend that the token is moving when height changes (calling onMove), which fixes Aura Effects, though still won't update the targeting arrows automatically.

  2. #592
    Quote Originally Posted by GKEnialb View Post
    Pushed v5.7 to the Forge. I now pretend that the token is moving when height changes (calling onMove), which fixes Aura Effects, though still won't update the targeting arrows automatically.
    Thanks! Bummer it didn't get the arrows working too.

  3. #593
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    Pushed v5.8 to the Forge, which forces the targeting arrows to update automatically when the height changes. It does this by shifting a pixel in the x axis (and back on the next update), but that's purely cosmetic - the distance calculations take that into account. Also, with help from SilentRuin, it works completely with Aura Effects again (well, once an update on that side is pushed, but once it is, a new version of this won't be necessary).

  4. #594
    I should note during all this we found that if say I have a HUGE mine... and a HUGE land speeder.. and the mine has an aura effect of 15 ft - while the land speeder is 25ft in the air. Because size of token critter is assumed to extend down 12.5 ft above and below with token height, I was mistaken when I thought 25 ft was enough to safely cruise over the mine - it was really 30 ft... and of course resulted at 25 ft with a resounding... BOOM!!

    BOOM.png
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  5. #595
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    Yeah, I should clarify that on the store page - Token Height makes squares into cubes and assumes the token fills them, so calculations are done from the middle of that cube and assume the bottom of the cube is where the height is set (so that 15' land mine with a height of 0 still extended upwards 15'). Makes more sense with creatures than with flat mines...

  6. #596
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    Quote Originally Posted by GKEnialb View Post
    Yeah, I should clarify that on the store page - Token Height makes squares into cubes and assumes the token fills them, so calculations are done from the middle of that cube and assume the bottom of the cube is where the height is set (so that 15' land mine with a height of 0 still extended upwards 15'). Makes more sense with creatures than with flat mines...
    Yeah really only comes into play when you consider automation stuff. Because a DM would know that a flat mine even if it was really wide wouldn't reach over the 15ft area.
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  7. #597
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    Exactly. Using an automated effect like Aura Effects, you'd want to push that mine into the ground a bit to account for that.

  8. #598
    Quote Originally Posted by GKEnialb View Post
    Exactly. Using an automated effect like Aura Effects, you'd want to push that mine into the ground a bit to account for that.
    Catch 22 - if you do that will it still be 15ft when someone is on the ground?
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  9. #599
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    Quote Originally Posted by SilentRuin View Post
    Catch 22 - if you do that will it still be 15ft when someone is on the ground?
    Yes, however, if someone were to go under it, then it would be a problem lol
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  10. #600
    I love this extension and it works great except for one thing:

    It causes a lot of lag whenever any arrows/cones/circles/squares are on the map as well as when they are being drawn.

    This happens even when it is the only extension running.

    Is there any way to fix that?

    Thanks much!!

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