Thread: 5E - Aura Effects
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February 1st, 2023, 14:16 #1001
Finished performance testing today. Looks a lot better.
Red is the time it takes to run handleTokenMovement in v2. Blue is the time it takes to run it in v1.23. This represents how much time the code spends calculating auras at each step along the token's path.
For those interested in how I measured this, I queued up locked movement like this:
Then I used this performance measuring code to send time measurements to the console.bmos' extensions
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February 1st, 2023, 14:22 #1002
Here is a test copy of v2-rc.1 that doesn't use the getChildList function from v4.3.3 so you can try it out on LIVE
It's currently not compatible with BetterCombatEffectsLast edited by bmos; February 1st, 2023 at 14:26.
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February 1st, 2023, 18:51 #1003
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February 2nd, 2023, 02:45 #1004
Thanks for catching that.
Here's rc.3 modified for the LIVE version of FG
It should be compatible with BetterCombatEffects(Gold) now.Last edited by bmos; February 3rd, 2023 at 12:18.
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February 5th, 2023, 11:51 #1005
Aura Effect v2.0
Substantial code rework. Removed almost 200 lines of code and broke up the codebase into 4 scripts to handle various aspects and make finding/contributing/updating code much easier.
Updated Effect Builder support to handle the new factions and relationships added previously.
Substantial performance improvements.
Better triggering of aura calculation (such as "IF: Blinded; Aura: 5; test" now recalculating when Blinded is added/removed).
Moved "All" settings for Silent Auras option to beginning of the list
Click here to see raw code changesLast edited by bmos; February 6th, 2023 at 12:47.
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February 5th, 2023, 16:08 #1006
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Aura Effects is working fine for 1 Aura on a character's Paladin. But with more than 1 Aura characters get (many) duplicate effect listings that do not disappear when the character moves out of range of the Aura. Using Forge version of Aura Effects. Also, tried the Aura Effect v2.0 above had same problem.
Last edited by cwright45; February 5th, 2023 at 16:27.
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February 5th, 2023, 17:59 #1007
1. Which ruleset are you using?
2. What are the aura effects you're putting on the paladin? (a screenshot of the combat tracker would be ideal)
3. Have you tried removing all the FROMAURA effects? v1.22 required this and you may have missed that.Last edited by bmos; February 5th, 2023 at 18:28.
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February 5th, 2023, 23:29 #1008
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I am using 5E ruleset. The v1.22 hotfix seems to have fixed the issue. FYI, the paladin 3 auras are: AURA: 10 friend; Aura of Protection; SAVE: 4 / AURA: 10 friend; Aura of Warding; REIST: spell / and AURA: 10 friend; Aura of Courage; IMMUNE: frightened.
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February 6th, 2023, 02:36 #1009Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
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February 6th, 2023, 12:47 #1010
As SilentRuin point out, Friend, Faction, Foe, call all still be used, but they now target specific factions.
Ally and Enemy target relationships (so you can write effects for abilities and spells and not worry about who they're going to end up attached to).
This is not the cause of the reported issue, but it's a good thing to point out.bmos' extensions
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