Region events SoHL deliberately does not forward, and why:
tokenMoveIn / tokenMoveOut / tokenMoveWithin — fire on every
coordinate change; tokenMoveWithin in particular is a continuous stream
that would flood the queue. Use enter/exit for the discrete crossings.
tokenAnimateIn / tokenAnimateOut — view-dependent (only fire on the
viewed scene), so they are unreliable for headless GM dispatch.
regionBoundary — the region's own shape/elevation changed, not a
character-facing moment.
Region events SoHL deliberately does not forward, and why:
tokenMoveIn/tokenMoveOut/tokenMoveWithin— fire on every coordinate change;tokenMoveWithinin particular is a continuous stream that would flood the queue. Use enter/exit for the discrete crossings.tokenAnimateIn/tokenAnimateOut— view-dependent (only fire on the viewed scene), so they are unreliable for headless GM dispatch.regionBoundary— the region's own shape/elevation changed, not a character-facing moment.behaviorActivated/behaviorDeactivated/behaviorViewed/behaviorUnviewed— RegionBehavior lifecycle plumbing, not gameplay.