Originally Posted by
bmos
I started working on re-implementing the triggering and processing of auras. Here is an early (generally working) build of v2 for those who are curious.
If you install this by putting it into your extensions folder, it will override the live Forge version. If you do that, be sure you remove it when you're done testing to begin using the live Forge version again.
The primary changes:
Breaking up the code into smaller functions and a variety of lua scripts to facilitate easier maintenance, repair, and collaboration.
Moving toward parsing the appropriate auras by scanning tokens on the map rather than all combat tracker entries. This should be useful for people with massive combat trackers or with extensions that leave a ton of hidden entries in the combat tracker.
Notable things from v1 that are not included:
Deferring processing until after token movement is complete.
Limiting movement to whole squares.
Things that are working much better than V1:
Triggering aura removal/addition. For This might also fix the issue SR was talking about?
Feedback I am most interested in:
Speed. Is this faster or slower, especially when used on large/complex campaigns?
Behavior. Do the effects work the way you'd expect? Are effects added/removed appropriately?
Feedback I pretty much don't want to hear yet:
Extension compatibility. If you're testing this, please don't load anything else. Before I start looking into that stuff I need to make sure this all works right with the base rulesets most FG DMs are running on.
As with all testing, if you are going to test this on a real campaign, BACK IT UP FIRST.