Hi there, New little update.
First of all thank you for those answering my little survey (i'm just way to curious)So cool to see where y'all come from and enjoy this, and also most of you play way more often than me. (i used my own module only twice so far now ....)
Back to regular changelog. Most stuff around movement and ruler. (by far the most painful thing to work one).Sadly I'm to a point were i struggle to patch thing i nee from VTT 13 externally. And to fix some path inaccuracy between path preview and proceed movement, i had to modify VTT 13 source code tiny bit. That mean sadly if you get these random inaccuracy , if you're self hosted i can give you my small patch.
Haven't found a better way so far, maybe i'll a solution. (but for now it's too exhausting)Terrain Height Tool Fork
THE TRIGGER BUG, hopefully this will solve it, (thanks to those who helped in the this bug hunt), from the temporary patch i tried , this should work.
Containment check has a cell-index fallback for cases where the polygon hit-test was missing matches.
ones traversed in a single move now fire Enter and Leave.
GAA Fork
Auras traversed in a single move now fire enter+leave hooks.
Fix some performance issue with the unified aura freature.
Template Macro
Templates traversed in a single move now fire enter+leave hooks.
Final-position coords now read from the update data instead of the document, fixing stale values during hex-grid ruler segments
Lancer Automation 3.2.0
Combat
New tags `tg_round` and `tg_turn` let an item cap itself to N uses per round or per turn. Counters reset on turn change, round change, combat end, and Full Repair. Reactions with these tags also respect the cap in the auto-reaction checker. Off by default, toggle it on in Combat Movement settings.
So yeah Round and Turn Counter, this option is optional. We will see how it goes but here they are now. They are inserted into the TAH, Lancer Sheets and Annoying Sheets (the same way usage, charge etc .. do )
Mech structure repair in the Rest tool now reads frame traits. Frames with Replaceable Parts (or anything carrying the cheap_struc bonus) cost 1 RP to repair structure instead of 2.
New Stabilize window
LA Ruler
Split Movement at Trigger Boundaries: a single token drag is sliced into sub-movements at every cell where the path crosses a THT, TemplateMacro, or Grid-Aware Auras boundary. Those modules now fire once per crossing instead of once at the end of the drag. The visual path is unchanged. Off by default.This is were the inaccuracy occur, as this concept is the same applied to VTT region behavior, it insert sub waypoint. But while traversing them sometime paths would be a bit different.
this does not happened all the time , but it can.So far my only solution was to add a Hook i canuse into VTT source code. But this fix cannot be share (only for self hosted) . i do have some stabilization code to mitigate the issue, but that's all i can do.
And that's it for this small (but difficult patch)
PS: Also fixed some mistake i made in overcorrecting my modules manifest.jsonApparently doing some issue for updating to latest., sorry. (you gonna need to update manually one last time)