View Full Version : 5E - Aura Effects
nephranka
April 13th, 2021, 01:30
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.6 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.6)
* adding an AURA effect will now add FROMAURA effects based on current token positions
* fix FROMAURA effects not being removed when 'parent' AURA effects is removed
* code cleanup and use of more local functions
for future builds from me, watch the thread in my signature
It seems this is conflicting with GKEnialb's 5E - Token Height Indicator extension (at least v1.7 and greater).
As soon as you move into the aura area FGU locks up. Frozen. Never seen that before. I (and others) have posted on his thread too but I thought I stop by here to give a heads up.
randomnumber46
April 13th, 2021, 01:43
It seems this is conflicting with GKEnialb's 5E - Token Height Indicator extension (at least v1.7 and greater).
As soon as you move into the aura area FGU locks up. Frozen. Never seen that before. I (and others) have posted on his thread too but I thought I stop by here to give a heads up.
It's still throwing up an error with Polymorphism too
GKEnialb
April 13th, 2021, 02:00
It seems this is conflicting with GKEnialb's 5E - Token Height Indicator extension (at least v1.7 and greater).
As soon as you move into the aura area FGU locks up. Frozen. Never seen that before. I (and others) have posted on his thread too but I thought I stop by here to give a heads up.
I've fixed this on my end with version 1.9.
nephranka
April 13th, 2021, 02:02
Cool. Thank you.
Henrique Oliveira Machado
April 13th, 2021, 03:41
Can anyone help me with this?
I'm trying to code Entangle spell.
I've added on the map a token for this spell and i'm using this code:
AURA: 20 foe; Restrained; SAVEEND: STR DC 13 (C)
My intent is: When there's a foe in a 20 feet radius of the spell token, the character should be "Restrained". At the End of its Turn, it can make a STR DC 13 Check to ende the effect.
Everything is working, except the Restrained Part. The caracter isn't GRANTADVATK nor DISATK when i attack with it.
EDIT: Nevermind, i fixed with: AURA: 20 foe; restrained; Restrained; SAVEEND: STR DC 13 (C)
arcanjl
April 13th, 2021, 04:16
Can anyone help me with this?
I'm trying to code Entangle spell.
I've added on the map a token for this spell and i'm using this code:
AURA: 20 foe; Restrained; SAVEEND: STR DC 13 (C)
My intent is: When there's a foe in a 20 feet radius of the spell token, the character should be "Restrained". At the End of its Turn, it can make a STR DC 13 Check to ende the effect.
Everything is working, except the Restrained Part. The caracter isn't GRANTADVATK nor DISATK when i attack with it.
EDIT: Nevermind, i fixed with: AURA: 20 foe; restrained; Restrained; SAVEEND: STR DC 13 (C)
Why do you need retrained twice?
Henrique Oliveira Machado
April 13th, 2021, 04:36
Good question. It seems that the aura needs a name in the formula.
So it could be:
AURA: 20 foe; Entangle; Restrained; SAVEEND: STR DC 13; (C)
But i don't know for sure.
bmos
April 13th, 2021, 12:22
It seems that the aura needs a name in the formula.I believe this is correct.
johnecc
April 13th, 2021, 13:18
And using the ‘Entangle’ label that Henrique shows would be the best option as it tells everyone why the target is restrained.
Henrique Oliveira Machado
April 13th, 2021, 13:26
Another question. Is there an option to capture savedc automatically?
I tried to use SAVEEND: STR DC WIS+8+PRF but it didn't work
bmos
April 13th, 2021, 14:08
Another question. Is there an option to capture savedc automatically?
I tried to use SAVEEND: STR DC WIS+8+PRF but it didn't workYou should ask that question over here (https://www.fantasygrounds.com/forums/showthread.php?56702-5E-Ongoing-Save-Effects). This extension just does the AURAs, not the saves.
However, try SAVEEND: STR DC 8 [WIS] [PRF]. If this was a normal FG bonus like a strength bonus (STR: 8 [WIS] [PRF]), that would be how you could write that. I don't know if that extension uses the same logic/pattern.
not sure what PRF is though (we don't have that in pathfinder), so that might not work
EDIT: added space between [WIS] and [PRF] because otherwise it doesn't work
Henrique Oliveira Machado
April 13th, 2021, 14:11
PRF is standard for Proficiency bonus for D&D according to the FG wiki. Thanks gonna try that
45703
nephranka
April 14th, 2021, 03:37
It's still throwing up an error with Polymorphism too
I tested this and I am not seeing any errors using ploy and aura. I moved in and out of the area, applied effects and shapechange while under the aura. No issues.
randomnumber46
April 14th, 2021, 13:23
The error only occurs when using Polymorph specifically (IE not wild shape, shapechange etc). The errors are here (https://ibb.co/vjpycdw).
The combat manager Lua error appears when the concentration effect for polymorph is removed. The polymorphism.lua error happens when an NPC uses polymorph. It looks like the polymorphism.lua issue is just polymorphism as I'm getting that with it alone, but the first error only occurs with aura effects.
BaneTBC
April 14th, 2021, 16:33
So I'm seeing something weird, when using the Spirit Guardians coding listed in post #1, the caster is taking damage on their turn. The enemies are getting it as well, but each turn for the caster, they are being damaged by the effect as well.
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 3d8 necrotic; (C)
nephranka
April 15th, 2021, 03:07
The error only occurs when using Polymorph specifically (IE not wild shape, shapechange etc). The errors are here (https://ibb.co/vjpycdw).
The combat manager Lua error appears when the concentration effect for polymorph is removed. The polymorphism.lua error happens when an NPC uses polymorph. It looks like the polymorphism.lua issue is just polymorphism as I'm getting that with it alone, but the first error only occurs with aura effects.
So, I have not had a case where I had these situations. I did load a test environment and I can confirm both and as you describe. One is with the poly ext and the other is when auras are on with poly (and ending concentration).
[4/14/2021 10:01:30 PM] RULESET: Dungeons and Dragons (5E) ruleset (v2021-04-13) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[4/14/2021 10:01:30 PM] RULESET: Core RPG ruleset (v2021-04-14) for Fantasy Grounds
Copyright 2021 Smiteworks USA, LLC
[4/14/2021 10:01:30 PM] EXTENSION: Roboto Font Extension v1.1
[4/14/2021 10:01:30 PM] EXTENSION: Polymorphism v1.16 for Fantasy Grounds Unity \rCopyright 2021 SilentRuin \rAllow PC/NPC sheet to turn into another NPC and back again following the various polymorph spell requirements.
[4/14/2021 10:01:30 PM] EXTENSION: Aura Effects - Extension v0.6\r--by Kent McCullough 2020 updated by bmos
[4/14/2021 10:01:30 PM] MEASURE: LOAD - PART 2 - 17.343845
[4/14/2021 10:01:34 PM] [WARNING] buttoncontrol: Could not find normal icon () in control (toggle_unmask) in class (imagewindow_toolbar)
[4/14/2021 10:01:39 PM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[4/14/2021 10:01:42 PM] [ERROR] Handler error: [string "scripts/manager_combat.lua"]:98: attempt to index local 'nodeEffectList' (a userdata value)
nephranka
April 15th, 2021, 10:51
The error only occurs when using Polymorph specifically (IE not wild shape, shapechange etc). The errors are here (https://ibb.co/vjpycdw).
The combat manager Lua error appears when the concentration effect for polymorph is removed. The polymorphism.lua error happens when an NPC uses polymorph. It looks like the polymorphism.lua issue is just polymorphism as I'm getting that with it alone, but the first error only occurs with aura effects.
I posted to the poly thread your error related to only poly and @Silentruin has fixed it with an upload on the DMsguild. I was hoping it might help with the aura conflict error but alas it does not.
nephranka
April 15th, 2021, 11:33
So I'm seeing something weird, when using the Spirit Guardians coding listed in post #1, the caster is taking damage on their turn. The enemies are getting it as well, but each turn for the caster, they are being damaged by the effect as well.
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 3d8 necrotic; (C)
I found using IF: FACTION(!foe) works. When I put the effect on a red (enemy) caster it fires on all green(friendly) targets but not the caster.
bmos
April 15th, 2021, 12:53
I found using IF: FACTION(!foe) works. When I put the effect on a red (enemy) caster it fires on all green(friendly) targets but not the caster.I haven't tested how FACTION works very much (I'm not running any games at the moment), but I think it works inverse to the aura type. It seems AURA type uses the terms "friend" and "foe" in the sense of hostility to the person bearing the AURA effect. The FACTION check, however, seems to be based on the faction entry in the combat tracker.
bmos
April 15th, 2021, 12:55
I will not be able to fix the polymorph compatibility issue as it is a paid extension and the script error is being created by SilenRuin's scripts.
They can address it in their extension or can reach out to me to provide information on what the code their is doing (if it needs to be changed here).
Also here is a re-post of my latest release in case people have a hard time finding it:
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.6 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.6)
* adding an AURA effect will now add FROMAURA effects based on current token positions
* fix FROMAURA effects not being removed when 'parent' AURA effects is removed
* code cleanup and use of more local functions
nephranka
April 15th, 2021, 14:09
I figured that was the case. I really am just documenting the issue in case someone was able to fix it in the future. The up side is that it seems to work even though it throws the error. I have no idea if something else is broken beyond that.
Edit: I see you have already reached out. I think you may have better luck than me as you have a better sense of what the root cause is. Thanks!
SilentRuin
April 15th, 2021, 16:55
I will not be able to fix the polymorph compatibility issue as it is a paid extension and the script error is being created by SilenRuin's scripts.
They can address it in their extension or can reach out to me to provide information on what the code their is doing (if it needs to be changed here).
Also here is a re-post of my latest release in case people have a hard time finding it:
I replied to your comment in my thread here (https://www.fantasygrounds.com/forums/showthread.php?61009-Polymorphism-Extension-(-ext-file)-Fantasy-Grounds-Unity-5E-ruleset&p=594304&viewfull=1#post594304).
BaneTBC
April 15th, 2021, 20:10
I found using IF: FACTION(!foe) works. When I put the effect on a red (enemy) caster it fires on all green(friendly) targets but not the caster.
When adding the FACTION(!foe) to the coding, it doesn't actually fire off damage to anyone (although at least not damaging the cleric now!). So going to have to work this out still.
bmos
April 15th, 2021, 20:12
When adding the FACTION(!foe) to the coding, it doesn't actually fire off damage to anyone (although at least not damaging the cleric now!). So going to have to work this out still.Just wrapping up some changes to this now :D
EDIT:
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.7 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.7)
* FACTION conditional now functions differently (more intuitively I think). Read about it here (https://github.com/bmos/FG-Aura-Effect/blob/main/README.md#faction-conditional-check).
* Fix a potential script error when comparing a nil value.
* HOTFIX April 15: fixed some more strange behavior of FACTION (especially in 4E).
If anyone has a hard time understanding the README or has suggestions about something I could write more clearly/more completely, please get in touch.
kevininrussia
April 15th, 2021, 20:40
Just wrapping up some changes to this now :D
EDIT:
I am still getting the Aura effect applied to the caster.
AURA: 10 foe; Test; IF: FACTION(foe); ATK: -5
This apples ATK: -5 to the PC with the Aura when attacking a Foe
4E ruleset, No extensions.
bmos
April 15th, 2021, 20:47
I am still getting the Aura effect applied to the caster.
AURA: 10 foe; Test; IF: FACTION(foe); ATK: -5
This apples ATK: -5 to the PC with the Aura when attacking a Foe
4E ruleset, No extensions.Didn't test in 4E since I don't have NPCs or anything to test with. Any chance you can export a custom NPC and PC to help with my testing?
EDIT: looks like the FACTION conditional is totally nonfunctional in 4E. I'll try and track down why.
kevininrussia
April 15th, 2021, 20:50
Didn't test in 4E since I don't have NPCs or anything to test with. Any chance you can export a custom NPC and PC to help with my testing?
EDIT: looks like the FACTION conditional is totally nonfunctional in 4E. I'll try and track down why.
I can send you on Discord. Need to find you on there. Oh, and forgot to mention I am testing on the Test Server...
bmos
April 15th, 2021, 21:54
I can send you on Discord. Need to find you on there. Oh, and forgot to mention I am testing on the Test Server...Discord is in my signature here.
Redownload; I think I've fixed it in 4E as well.
nephranka
April 15th, 2021, 21:56
Just wrapping up some changes to this now :D
EDIT:
If anyone has a hard time understanding the README or has suggestions about something I could write more clearly/more completely, please get in touch.
Looks like this is working much better. Thanks!
Also, looks like polymorph is still an error but at least it is a corner case!
bmos
April 15th, 2021, 21:59
Looks like this is working much better. Thanks!
Also, looks like polymorph is still an error but at least it is a corner case!Yeah, based on my current understanding of what is happening, that's not likely to get fixed.
Improving compatibility with paid extensions for rulesets I don't use is a pretty low priority, although if someone fixes it and shares the fix with me I'll probably include it here.
BaneTBC
April 15th, 2021, 22:15
Still seeing this triggering off on the Aura owner\caster. If I change FACTION(foe) to FACTION(!foe) then nothing happens. Potentially, could still deal with this to make life simpler on the monsters getting attacked (and just heal up the cleric each time for whatever damage they take), but would be great to figure out a means in which it doesn't impact the caster.
Sorry, should mention this is all in 5E, this test was with just the Aura Effects and Ongoing Saves Effects loaded.
kevininrussia
April 15th, 2021, 22:20
Discord is in my signature here.
Redownload; I think I've fixed it in 4E as well.
Did you update the file? I still get the same error.
bmos
April 15th, 2021, 22:54
Hmm.. that is strange. I tested in 5E, PFRPG, and 4E and it seemed to be working correctly. Will verify and get back.
EDIT: I have checked and it's still working... Maybe I uploaded the wrong file. I have re-re-uploaded it now so just... try it again?
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.7 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.7)
* FACTION conditional now functions differently (more intuitively I think). Read about it [here](https://github.com/bmos/FG-Aura-Effect/blob/main/README.md#faction-conditional-check).
* Fix a potential script error when comparing a nil value.
* HOTFIX (April 15): fixed some more strange behavior of FACTION (especially in 4E).
* HOTFIX 2 (April 15): fixed yet more strange behavior of FACTION.
* HOTFIX 2 (April 15): setting AURA effect to skip or off will delete FROMAURA effects.
BaneTBC
April 15th, 2021, 23:14
Yeah, redownloaded the file, still seeing the same action where it is triggering on the caster. Wonder if this is something that needs to be looked at with the Ongoing Save Effects addon to ignore effects listed as Aura?
bmos
April 15th, 2021, 23:19
Yeah, redownloaded the file, still seeing the same action where it is triggering on the caster. Wonder if this is something that needs to be looked at with the Ongoing Save Effects addon to ignore effects listed as Aura?Possibly, but kevininrussia is having that issue without using that extension. Don't give up hope just yet :P
EDIT: I have reproduced the issue. I was testing with ABIL: -5 which is working.
Now I am testing with ATK: -5 which is not...
EDIT2: second hotfix!
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.7 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.7)
* FACTION conditional now functions differently (more intuitively I think). Read about it [here](https://github.com/bmos/FG-Aura-Effect/blob/main/README.md#faction-conditional-check).
* Fix a potential script error when comparing a nil value.
* HOTFIX (April 15): fixed some more strange behavior of FACTION (especially in 4E).
* HOTFIX 2 (April 15): fixed yet more strange behavior of FACTION.
* HOTFIX 2 (April 15): setting AURA effect to skip or off will delete FROMAURA effects.
nephranka
April 16th, 2021, 00:40
Yeah, based on my current understanding of what is happening, that's not likely to get fixed.
Improving compatibility with paid extensions for rulesets I don't use is a pretty low priority, although if someone fixes it and shares the fix with me I'll probably include it here.
I totally get it. Thanks!
nephranka
April 16th, 2021, 01:03
Yeah, redownloaded the file, still seeing the same action where it is triggering on the caster. Wonder if this is something that needs to be looked at with the Ongoing Save Effects addon to ignore effects listed as Aura?
I just ran a clean test with the 0.7 version and it is working using:
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 3d8 necrotic; (C)
Maybe you have some extensions running? Grid and token lock off?
bmos
April 16th, 2021, 01:18
I just ran a clean test with the 0.7 version and it is working using:
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 3d8 necrotic; (C)
Maybe you have some extensions running? Grid and token lock off?Or I fixed it with the second hotfix, depending whether you downloaded it again recently.
Either way, thanks for the additional testing :)
nephranka
April 16th, 2021, 01:44
Or I fixed it with the second hotfix, depending whether you downloaded it again recently.
Either way, thanks for the additional testing :)
No worries. Thanks for the hotfix.
BaneTBC
April 16th, 2021, 04:05
bmos, that last one looks to have fixed it and it's working appropriately now! Thanks :)
bmos
April 16th, 2021, 11:56
bmos, that last one looks to have fixed it and it's working appropriately now! Thanks :)kevininrussia mentioned that it's now working for ATK but I have broken it for ABIL, SKILL, etc.
Need to confirm this and figure out why the effect after the conditional is changing how the conditional is interpreted.
EDIT: it's working correctly for (at least) ATK, STR, and SKILL in Pathfinder.
EDIT2: it's also working correctly for (at least) ATK, ABIL in 4E.
I think it's ok.
kevininrussia
April 17th, 2021, 22:33
Feature request: Deactivate Aura when HP 0, activate when 0>.
bmos
April 18th, 2021, 01:56
Feature request: Deactivate Aura when HP 0, activate when 0>. I'll consider it. In Pathfinder there is Half Orc ferocity and other things to account for.
kevininrussia
April 18th, 2021, 02:06
I'll consider it. In Pathfinder there is Half Orc ferocity and other things to account for.
Oh, yeah that true. I was thinking it would be neat to automate it but I can just go in and delete the Auras when a PC is unconscious or dying then add them when back up.
Finsteel
April 18th, 2021, 13:36
Hi bmos,
I have been getting these errors from AURA effects for several weeks now. The console errors jump up if the map has token with aura effects on and anything there moves at all.
45852
I have tried to fiddle with different extensions on and off and sometimes it looks like the errors are gone but then they suddenly appear again with no apparent reason. The other extensions that check range in my setup are 'Token Height indicator', 'Automatic Flanking and Range' and I think 'Automatic Pack Tactics' checks the range too.
I was doing some prep work and everything went smoothly when I moved player token around as GM. The problem surfaced again when I moved one token as a player. (Token lock on). I think the problems begin each time when players start moving their tokens.
bmos
April 18th, 2021, 15:02
Oh, yeah that true. I was thinking it would be neat to automate it but I can just go in and delete the Auras when a PC is unconscious or dying then add them when back up.Easier than that would be to set the AURA to "off" on the person who is dead/dying.
bmos
April 18th, 2021, 15:03
Hi bmos,
I have been getting these errors from AURA effects for several weeks now. The console errors jump up if the map has token with aura effects on and anything there moves at all.
45852
I have tried to fiddle with different extensions on and off and sometimes it looks like the errors are gone but then they suddenly appear again with no apparent reason. The other extensions that check range in my setup are 'Token Height indicator', 'Automatic Flanking and Range' and I think 'Automatic Pack Tactics' checks the range too.
I was doing some prep work and everything went smoothly when I moved player token around as GM. The problem surfaced again when I moved one token as a player. (Token lock on). I think the problems begin each time when players start moving their tokens.Pretty sure that's from Token Height Indicator since I know that extension modifies image.lua and I don't.
kevininrussia
April 18th, 2021, 17:41
Easier than that would be to set the AURA to "off" on the person who is dead/dying.
Great idea, forgot about that. Thanks!
Finsteel
April 18th, 2021, 17:55
Pretty sure that's from Token Height Indicator since I know that extension modifies image.lua and I don't.
I don't have console errors when I turn Height Indicator off. However those chat errors still occur on GM view when someone gets out of aura and now the aura is also applied several times to anyone moving insde the aura. It works fine as long as I move tokens as GM but when I join the game also as Player, the aura goes like this. I have v0.7 of aura effects and token lock on.
bmos
April 18th, 2021, 18:09
I don't have console errors when I turn Height Indicator off. However those chat errors still occur on GM view when someone gets out of aura and now the aura is also applied several times to anyone moving insde the aura. It works fine as long as I move tokens as GM but when I join the game also as Player, the aura goes like this. I have v0.7 of aura effects and token lock on.And if you turn off "Automatic Flanking and Range"?
I don't see a thread for that anywhere and, since it's a paid extension, there isn't a free way for me to see whether the code has conflicts. I would imagine there are since both work with range.
IMO it's the responsibility of paid extension creators to improve compatibility since others don't have access to the source code.
And it can be questionably legal to add compatibility in the other direction as you could violate their license without meaning to (since their extensions aren't supposed to be reproduced by third parties).
Finsteel
April 18th, 2021, 19:11
Turning Automatic F&R (and Pack Tactics as well) didn't help much.
I will keep trying with turning different extensions off. I already found out some other conflict with Madnomad's charactersheet effects display:
[4/18/2021 8:43:16 PM] [ERROR] Handler error: [string "scripts/manager_char_effects_MNM.lua"]:86: setValue: Unable to create node
Turning it off helped with that one but didn't stop those GM chat window errors or applying aura several times.
bmos
April 18th, 2021, 19:25
Step1: turn off all other extensions
Step2: tell me if it's still happening
Step3: if it isn't, try one extension at a time until you figure out which one is the issue.
Regarding the conflict with charactersheet effects display, that is coming from that extension. Since it's a paid extension, there isn't a free way for me to see whether the code has conflicts.
IMO it's the responsibility of paid extension creators to improve compatibility since others don't have access to the source code.
It can also be of questionable legality to add compatibility on my end if I did have access to the code, as I could violate their license without meaning to (since their extensions aren't supposed to be reproduced by third parties).
Finsteel
April 18th, 2021, 20:36
I tried a simple Phandelver scenario with only Aura effects on. Everything works fine with GM only but when I join the campaign as player there are these errors.
GM chat shows "Unable to find effect to remove", and aura effects get applied more than once. No matter if the tokens are moved by player or GM.
45858
bmos
April 18th, 2021, 21:00
I tried a simple Phandelver scenario with only Aura effects on. Everything works fine with GM only but when I join the campaign as player there are these errors.
GM chat shows "Unable to find effect to remove", and aura effects get applied more than once. No matter if the tokens are moved by player or GM.
45858Thanks, info in your screenshot helped me get it to occur for me too :)
I'll see what I can do to fix it. It only happens with friend auras.
Darth Jerod
April 20th, 2021, 05:25
Thanks, info in your screenshot helped me get it to occur for me too :)
I'll see what I can do to fix it. It only happens with friend auras.
This is exactly what happened to me though for every square you move through it adds another effect on.
Finsteel
April 20th, 2021, 10:15
This is exactly what happened to me though for every square you move through it adds another effect on.
It actually adds another effect for every half of a square moved towards the source of aura. (At least in my tests). Effects are also removed one by one for each square moved away from aura range. So token moving towards the source of a 10' aura gets aura effect added about six times and needs to move some 30 or 40 feet away from the source to get them all removed.
I want to say also thousands of thanks to bmos for working on this extension. I hope these observations will help you with it.
bmos
April 20th, 2021, 12:09
Yeah, I'm definitely seeing this occurring, but I'm not sure how to fix it yet. You might want to use token locking for now until I figure it out.
Finsteel
April 20th, 2021, 13:07
It occurs with token locking on too.
bmos
April 20th, 2021, 13:32
It occurs with token locking on too.
Ah, I had forgotten that. Thanks.
It looks like the issue is how quickly you drag the token. If you slowly drag it into range it works properly but if you quickly drag it you move multiple 'notches' into range and it tries to add/remove the effect multiple times (and it isn't always smart enough to notice that it's already there). Weirdly, it's mostly an issue in 5E as the other rulesets I have tried notice the effect is already there and don't add it multiple times.
kevininrussia
April 20th, 2021, 18:26
Maybe movement with arrow keys or number pad would be a temporary fix?
Stv
April 20th, 2021, 19:32
I think coreRPG prevents adding the same effect twice, but the 5e override for this doesn't.
Ofc, I could be wrong :P
SargeHWM
April 20th, 2021, 19:59
In an older version of this extension, it didn't seem to trigger unless the GM interacted with the token. Does it now work if the players move their tokens around themselves?
bmos
April 20th, 2021, 20:34
In an older version of this extension, it didn't seem to trigger unless the GM interacted with the token. Does it now work if the players move their tokens around themselves?Yes. Except for the 5E issue currently being discussed.
bmos
April 20th, 2021, 20:36
Maybe movement with arrow keys or number pad would be a temporary fix?Great suggestion, I bet that would work.
Darth Jerod
April 21st, 2021, 22:55
Great suggestion, I bet that would work.
We were getting that to happen with arrow keys as well.
Darth Jerod
April 21st, 2021, 23:10
So I did a few little checks.
If you move your token via mouse and stop within the first square of the Aura then continue the move I could not get it to add anymore.
If you did a combo move and add multiple auras then arrow key move it still added them.
Arrow keys did not add the effect more than once.
bmos
April 21st, 2021, 23:10
We were getting that to happen with arrow keys as well.Just do it slowly/methodically for now. If you move faster than it can process the movement, you'll encounter this bug.
Alternately, just use the previous version for now with 5E. EDIT: apparently this was a problem then also
GKEnialb
April 22nd, 2021, 01:52
Just do it slowly/methodically for now. If you move faster than it can process the movement, you'll encounter this bug.
Alternately, just use the previous version for now with 5E.
It's been busted in this way for a while (since before you started making updates).
kevininrussia
April 22nd, 2021, 06:31
4e: In todays game on Test server, the players also triggered the "[ERROR] Unable to find effect to remove. (combattracker.list.id-00006.effects.id-00054)"
I think it happened when they moved their token with their mouse (even though I told them to use the arrow keys and number pad). Maybe it was happening then too.
I also remembering this happening in the past with this extension. It seems the effects are being added and removed correctly but for some reason it spams the chat box.
bmos
April 22nd, 2021, 11:53
4e: In todays game on Test server, the players also triggered the "[ERROR] Unable to find effect to remove. (combattracker.list.id-00006.effects.id-00054)"
I think it happened when they moved their token with their mouse (even though I told them to use the arrow keys and number pad). Maybe it was happening then too.
I also remembering this happening in the past with this extension. It seems the effects are being added and removed correctly but for some reason it spams the chat box.I have noticed this in non 5e rulesets. It's noisy but functional.
kevininrussia
April 23rd, 2021, 20:01
I have noticed this in non 5e rulesets. It's noisy but functional.
In options there is this:
https://i.imgur.com/LCWjC5T.png
Looks like there was an attempt to stop the chat spamming.
bmos
April 26th, 2021, 12:52
In options there is this:
https://i.imgur.com/LCWjC5T.png
Looks like there was an attempt to stop the chat spamming.Thanks for the reminder. I had planned to remove that since I fixed the bug that it was added to work around, but I'll leave it for now. I've added it to the README (https://github.com/bmos/FG-Aura-Effect/blob/main/README.md).
Bumping my current version since discussion makes it disappear:
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.8 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.8)
* FACTION conditional now has "notself" option. IF: FACTION(notself) will be true for anyone but the person with the original AURA effect.
* Token Locking should no longer be mandatory (although this is 'beta' for now and seems especially buggy in 5E when you move tokens quickly).
kevininrussia
April 27th, 2021, 04:27
Just do it slowly/methodically for now. If you move faster than it can process the movement, you'll encounter this bug.
Alternately, just use the previous version for now with 5E. EDIT: apparently this was a problem then also
Just to follow up on this. As bmos wrote, moving slowly seems to be the trick. I was having my players move with the keypad but it still happened if they move to fast. They forget to follow my slow movement orders :-)
Rades
April 27th, 2021, 04:40
Thanks for the reminder. I had planned to remove that since I fixed the bug that it was added to work around, but I'll leave it for now. I've added it to the README (https://github.com/bmos/FG-Aura-Effect/blob/main/README.md).
Bumping my current version since discussion makes it disappear:
Hi bmos, just curious as I found the discussion a bit confusing -- is your version for all editions (including 5E) or only for specific editions? Because I think I tried your version a few pages back and it didn't work for me, and I assumed it was for a non-5E version.
bmos
April 27th, 2021, 11:44
Hi bmos, just curious as I found the discussion a bit confusing -- is your version for all editions (including 5E) or only for specific editions? Because I think I tried your version a few pages back and it didn't work for me, and I assumed it was for a non-5E version.5E, 4E, 3.5E, PFRPG. Check the README (https://github.com/bmos/FG-Aura-Effect) and let me know what's going on. That being said, there is a rather big 5E bug that is discussed over the last couple of pages here (effects get added multiple times).
nephranka
April 27th, 2021, 11:55
Related to the 5e bug: it seems it applies the effect for every move action. Too bad you can't check to see it is in the range of the aura and if true apply or if false remove.
I am sure I am over simplify the problem. I am no programmer so I am sure you have already looked at this.
bmos
April 27th, 2021, 12:32
Related to the 5e bug: it seems it applies the effect for every move action. Too bad you can't check to see it is in the range of the aura and if true apply or if false remove.
I am sure I am over simplify the problem. I am no programmer so I am sure you have already looked at this.That is exactly what it is doing. The issue is that it doesn't always know when the effect is already being added. I have a tentative plan but need to put time into fixing it. I'll get to it soon, hopefully.
nephranka
April 27th, 2021, 12:50
I see. Looking forward to that fix. Thanks for the info and thanks for the effort on this!
bmos
April 27th, 2021, 14:30
I see. Looking forward to that fix. Thanks for the info and thanks for the effort on this!
Try this:
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.9 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.9)
* code improvements
* Fix duplicate effects in 5E and excessive 'no effect found' messaging in all/most rulesets.
MSW
April 27th, 2021, 15:26
Ingenious!
It (v0.9) works perfectly!
The movement is smooth and without any lags.
60+ extensions loaded 5e FGU 4.1 TEST channel
You are my personal hero of calendar week 17!
bmos
April 27th, 2021, 16:04
Ingenious!
It (v0.9) works perfectly!
The movement is smooth and without any lags.
60+ extensions loaded 5e FGU 4.1 TEST channel
You are my personal hero of calendar week 17!yay! glad it works :)
It was a good opportunity to learn how to use another piece of the FantasyGrounds codebase (OOB messaging).
kevininrussia
April 27th, 2021, 18:53
Yep. v0.9 is the bomb. Great work bmos! Moved token with arrow keys and mouse. No chat spam and aura effects were applied and removed quickly.
kevininrussia
April 27th, 2021, 21:18
Ok, so I spoke to soon :-) Found a bug.
4E Test Server. New Campaign with only Aura extension.
Token Lock is OFF
Player A has Aura Effect ( AURA: 1 friend; Shining Armor; IF: FACTION(notself); AC: 1 shield )
Player B moves token adjacent to Player A
No effect is applied to Player B
Player B moves one square away from Player A token
Effect is applied to Player B
Player B moves one square adjacent again to Player A Token
Effect is removed from Player B
If GM moves player token then effect is applied correctly.
I can add graphics for demonstration if needed.
bmos
April 27th, 2021, 21:45
Ok, so I spoke to soon :-) Found a bug.
4E Test Server. New Campaign with only Aura extension.
Token Lock is OFF
Player A has Aura Effect ( AURA: 1 friend; Shining Armor; IF: FACTION(notself); AC: 1 shield )
Player B moves token adjacent to Player A
No effect is applied to Player B
Player B moves one square away from Player A token
Effect is applied to Player B
Player B moves one square adjacent again to Player A Token
Effect is removed from Player B
If GM moves player token then effect is applied correctly.
I can add graphics for demonstration if needed.Yeah, it looks like when you move as a player it's calculating the distance based on your original position or something like that. Very strange.
kevininrussia
April 27th, 2021, 22:15
Yeah, it looks like when you move as a player it's calculating the distance based on your original position or something like that. Very strange.
Is this issue affecting other rulesets?
bmos
April 27th, 2021, 22:16
Is this issue affecting other rulesets?
At least 5E as well. It seems like a FG issue but I'm looking into it more / simplifying to find out for sure.
kevininrussia
April 27th, 2021, 23:19
FYI: Version v0.8 works correctly
nephranka
April 28th, 2021, 01:21
At least 5E as well. It seems like a FG issue but I'm looking into it more / simplifying to find out for sure.
My test in 5e seem to show it is working as expected. I use token lock but I tried it with out and success. Thanks for the clean version!
bmos
April 28th, 2021, 01:45
My test in 5e seem to show it is working as expected. I use token lock but I tried it with out and success. Thanks for the clean version!
did you test from the player end? I am definitely seeing it behaving weirdly in 5e.
nephranka
April 28th, 2021, 02:18
Sure did. With and without token lock. I used: Spirit Guardians; AURA: 15 friend; IF: FACTION(friend);AC:1
The player got the aura from a friendly npc and effect was there when the player was attacked and the aura dropped when the player left. Foes are not getting the aura at all.
No issue on the GM side moving it either.
I am using the "all" option to silence all chat notifications.
So differences for me:
Live not test for the server
1 player and 2 npcs not 2 players
15 radius not 1
FACTION(friend) and (notself)
I hope this helps.
MestreDosGados
April 29th, 2021, 03:43
Just wondering how one would code for the Oathbreaker's Aura of Hate? Just downloaded the extension and I am having trouble figuring it out but I'm sure that it works somehow it's just not really working for me and I would really appreciate the help.
I was needing this today, so i did it. Here it is:
AURA: 10 all; Aura of Hate; IF: TYPE(undead,fiend); DMG: 5
Checks in a 10 feet area, all factions, IF the crature is an undead it adds 5 damage (the charisma of the paladin) - I'm using Advanced effects, but if you are using normal power effects. This might work:
AURA: 10 all; Aura of Hate; IF: TYPE(undead,fiend); DMG: [CHA]
kevininrussia
April 30th, 2021, 20:07
did you test from the player end? I am definitely seeing it behaving weirdly in 5e.
I made a test campaign in 5E to test if its the same behavior as in 4E with v0.9. It is. (Player moving the token, no token lock). No chat spam which is nice.
V0.8 applies and removes the aura effect at the correct distance but spams the chat box with no token lock and player moving the token.
I reverted back to v0.8 and dealt with the chat spam on our last game.
mordkhaan
May 2nd, 2021, 00:33
Seems to also conflict with Silent Ruins Combat Groups Ext, when placing Party Token on Map and adding to Party Vision, it then throws errors when a player moves the token
Handler error: [string "scripts/manager_effect_aura.lua"]:233: attempt to index a nil value
Seems to also conflict with Silent Ruins Combat Groups Ext, when placing Party Token on Map and adding to Party Vision, it then throws errors when a player moves the token
Handler error: [string "scripts/manager_effect_aura.lua"]:233: attempt to index a nil valueAre you using v0.9? I don't think it could have that error at line 233.
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v0.9 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.9)
* code improvements
* Fix duplicate effects in 5E and excessive 'no effect found' messaging in all/most rulesets.
mordkhaan
May 2nd, 2021, 20:31
Definitely 0.9, (confirmed in Chat upon load)
Line 233 is msgOOB.sCTNode = CombatManager.getCTFromToken(tokenMap).getNodeName ()
And this token is NOT in CT so perhaps related to that?
The Combat Groups ext allows you to associate a token for a group in CT and place it on map
Perhaps Auras needs that CT referral and doesnt like the linkage/lack of?
ah, that sounds likely. can you try again with this build and let me know if it errors?
there have been some fairly significant changes to the code since 0.9 so I want to see where the problem is now.
EDIT: fortunately it should be easy to fix since I should be able to have it fail gracefully when there aren't any nodes available.
mordkhaan
May 3rd, 2021, 22:32
Sure thing mate, will do! :)
I made a test campaign in 5E to test if its the same behavior as in 4E with v0.9. It is. (Player moving the token, no token lock). No chat spam which is nice.
V0.8 applies and removes the aura effect at the correct distance but spams the chat box with no token lock and player moving the token.
I reverted back to v0.8 and dealt with the chat spam on our last game.Are you seeing that issue of player/GM distances not matching?
It was doing that to me a few days ago but now it seems to work correctly. Either I fixed it without meaning to or there is another variable at play.
kevininrussia
May 3rd, 2021, 23:18
Did a quick test in 4e with no extensions
GM move works correctly, Player move does not.
--GM MOVE TOKEN--
https://i.imgur.com/Bbgjk3n.png
https://i.imgur.com/AyuaNQt.png
--PLAYER MOVE TOKEN--
https://i.imgur.com/ROMb22L.png
https://i.imgur.com/veb97cg.png
https://i.imgur.com/qZaP6oV.png
mordkhaan
May 3rd, 2021, 23:27
You sir are a Legend! Worked a treat, no errors now :)
Make the Token Party Visible, then Players can move the Party token around and see what it sees
No errors at all
You sir are a Legend! Worked a treat, no errors now :)
Make the Token Party Visible, then Players can move the Party token around and see what it sees
No errors at allCan't take all the credit; SoxMax has been working on it lately as well and kentmccullough did the original work.
But I'm glad that worked and I'm glad you're enjoying it.
SoxMax
May 4th, 2021, 21:04
Did a quick test in 4e with no extensions
GM move works correctly, Player move does not.
--GM MOVE TOKEN--
https://i.imgur.com/Bbgjk3n.png
https://i.imgur.com/AyuaNQt.png
--PLAYER MOVE TOKEN--
https://i.imgur.com/ROMb22L.png
https://i.imgur.com/veb97cg.png
https://i.imgur.com/qZaP6oV.png
I've spent some time looking at this and its super odd, when using the new OOB message technique 4E reports the distance for the last position before the move. If I switch 4E to not use the OOB we get the correct distance. However I then get the duplicate effect message when moving tokens quickly. Since apparently that message isn't controlled by the bShowMsg flag for some reason. I'll keep tinkering to get the best of both worlds, but in the short term is there a preference for one of the behaviors?
kevininrussia
May 4th, 2021, 21:24
I've spent some time looking at this and its super odd, when using the new OOB message technique 4E reports the distance for the last position before the move. If I switch 4E to not use the OOB we get the correct distance. However I then get the duplicate effect message when moving tokens quickly. Since apparently that message isn't controlled by the bShowMsg flag for some reason. I'll keep tinkering to get the best of both worlds, but in the short term is there a preference for one of the behaviors?
Thank you so much for looking into the weirdness of the 4E ruleset! :-)
For short term and in tomorrows game I will have Token Lock on during encounters and turn it off when exploring (players free move their token). The accuracy of the aura is not so important while they explore and when Token Lock is on the Aura effect is applied correctly.
I was trying to avoid Token Lock because of the bad performance on the Test server. Now that they have added some custom commands for performance (/vsync and /imagequality) I will have the players try that.
I think this method will give the Aura Effects correctly placed when its important in encounters and give the players free token movement when its not as important and not get a spammed chat window. But this all is with the hope the performance commands fix FGU slowdown when using Token Lock. (some of my players have weak laptops).
My players like to free move their tokens for instant image update on every move but they will have to live with the workaround for now :-)
nephranka
May 5th, 2021, 02:17
So, tonight I ran into this error when using Batch Nine's spell tokens ext and the auras ext.
https://www.dmsguild.com/product/326932/Fantasy-Grounds-Spell-Tokens-extension
This only happens when the client moves a spell token on the map. The GM/host saw no error. Also, I had no auras in the CT.
I am hoping to be able to get them both working.
So, tonight I ran into this error when using Batch Nine's spell tokens ext and the auras ext.
https://www.dmsguild.com/product/326932/Fantasy-Grounds-Spell-Tokens-extension
This only happens when the client moves a spell token on the map. The GM/host saw no error. Also, I had no auras in the CT.
I am hoping to be able to get them both working.have you updated to v0.10?
Aura Effects (https://github.com/bmos/FG-Aura-Effect) v0.10 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.10)
* code improvements
* much better efficiency
* Resolve error caused by moving tokens not linked to combat tracker
* Improved compatibility with Combat Groups extension
* First release with improvements by SoxMax
kevininrussia
May 5th, 2021, 05:31
I've spent some time looking at this and its super odd, when using the new OOB message technique 4E reports the distance for the last position before the move. If I switch 4E to not use the OOB we get the correct distance. However I then get the duplicate effect message when moving tokens quickly. Since apparently that message isn't controlled by the bShowMsg flag for some reason. I'll keep tinkering to get the best of both worlds, but in the short term is there a preference for one of the behaviors?
Moon Wizard coded the 4E ruleset so maybe he would have some insight?
nephranka
May 5th, 2021, 10:44
have you updated to v0.10?
Totally missed v10. That fixed it. Thanks!
Makabriel
May 8th, 2021, 13:53
So, I scanned through the thread and I saw this briefly mentioned, but no solution.
I have a Barbarian with the Wolf Totem. Aura is set as such:
AURA: 5 foe; Wolf Totem; GRANTADVATK:melee; [SELF]
For the most part if works great. Enemies get the debuff fine.
Problem is, since it's an effect on the Barbarian, it also grants Adv Attack on anyone that attacks him. Am I missing something in the setup?
Henrique Oliveira Machado
May 8th, 2021, 14:39
So, I scanned through the thread and I saw this briefly mentioned, but no solution.
I have a Barbarian with the Wolf Totem. Aura is set as such:
AURA: 5 foe; Wolf Totem; GRANTADVATK:melee; [SELF]
For the most part if works great. Enemies get the debuff fine.
Problem is, since it's an effect on the Barbarian, it also grants Adv Attack on anyone that attacks him. Am I missing something in the setup?
I think you can take the self part out.
GRANTADVATK gives everyone that attacks the token advantage. If the effect is applied to the barbarian, he'll grant advantage do all foes.
Makabriel
May 8th, 2021, 15:03
I think you can take the self part out.
GRANTADVATK gives everyone that attacks the token advantage. If the effect is applied to the barbarian, he'll grant advantage do all foes.
The SELF is part of the activation is so it puts the aura on him. The buff itself just shows AURA: 5 foe; Wolf Totem; GRANTADVATK:melee
nephranka
May 8th, 2021, 15:03
Might go with an Aura that puts 'wolf' on the foes and then use advance effects ext to look for 'wolf' and grantadvatk. Something like:
using auras:
AURA: 5 foe; Wolf Totem; wolf
using advanced effects on the barbarian:
WolfTotem; IFT: CUSTOM(wolf); ADVATK:melee
Makabriel
May 8th, 2021, 15:11
Might go with an Aura that puts 'wolf' on the foes and then use advance effects ext to look for 'wolf' and grantadvatk. Something like:
using auras:
AURA: 5 foe; Wolf Totem; wolf
using advanced effects on the barbarian:
WolfTotem; IFT: CUSTOM(wolf); ADVATK:melee
Yeah, so I went back through the tread one page at a time this time and found a few posts about it. Their fix was somewhat similar. Going to have to mull this over. I hate cluttering the combat tracker with effects...
Makabriel
May 8th, 2021, 15:36
It's odd that Aura effects aren't "muted" on the caster's figure. You'd think it would cause a lot of problems. I guess it's not easily done.
It's odd that Aura effects aren't "muted" on the caster's figure. You'd think it would cause a lot of problems. I guess it's not easily done.If you're using my version, you can add IF: FACTION(notself) before the effects to do that.
Makabriel
May 10th, 2021, 13:09
If you're using my version, you can add IF: FACTION(notself) before the effects to do that.
Ok, downloaded the version from your sig. had the original version. Didn’t seem to work, but I may have had the placement wrong. Will fiddle with it.
bmos
May 10th, 2021, 13:26
Ok, downloaded the version from your sig. had the original version. Didn’t seem to work, but I may have had the placement wrong. Will fiddle with it.
Here's an example: AURA: 15 friend; IF: FACTION(notself); SAVE: 5
This will effect all friends within 15 distance units but not the caster themself
Makabriel
May 10th, 2021, 13:34
Here's an example: AURA: 15 friend; IF: FACTION(notself); SAVE: 5
This will effect all friends within 15 distance units but not the caster themself
Does it work with foes as well, I assume?
SoxMax
May 10th, 2021, 14:17
Does it work with foes as well, I assume?
It should. The FACTION() conditional should actually work with any IF: check you want even outside of auras.
Makabriel
May 10th, 2021, 14:51
So AURA: 5 foe; IF: FACTION(notself); GRANTADVATK: melee Seems to only allow the foe to attack the caster with advantage. All other rolls are normal.
SoxMax
May 10th, 2021, 15:47
Are you trying to have it so nearby enemies get a debuff that grants advantage to people attacking them in melee? Try something like
AURA: 5 foe; IF: FACTION(foe); GRANTADVATK: melee
Makabriel
May 10th, 2021, 17:32
Are you trying to have it so nearby enemies get a debuff that grants advantage to people attacking them in melee? Try something like
AURA: 5 foe; IF: FACTION(foe); GRANTADVATK: melee
Yeah, no luck.
I'm just going to stick adjusting it manually when enemies attack him.
Thanks for the assist though!
Tatershal
May 11th, 2021, 04:26
Is it possible to create an aura like the twilight sanctuary?
Power heals 1d6 + level for allies up to 30 feet
Maybe REGEN will help. If you have the REGEN effect than you will regenerate HP on the start of your turn. So if you start your turn inside the aura you should heal.
AURA: 30 friend; Twilight sanctuary; REGEN: 1d6+[LV]
The [LV] should be applied if you put the code from the char sheet into the combat tracker. If it does not work try
AURA: 30 friend; Twilight sanctuary; REGEN: 1d6+5
for LV 5...
Just read the instructions of twilight sancutuary
You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
Temp HP could not be "heald" without an extension. REGEN does real healing.
You will need this extension:
https://www.fantasygrounds.com/forums/showthread.php?56194-Extension-Ongoing-temporary-hitpoints
TEMP is on the start of the turn and not on the end, so.....
there is also an conflict with Ongoing Saves extension...
https://www.dmsguild.com/product/312720/Fantasy-Grounds-Ongoing-Save-Effects
Tatershal
May 11th, 2021, 18:24
Just read the instructions of twilight sancutuary
You grant it temporary hit points equal to 1d6 plus your cleric level.
You end one effect on it causing it to be charmed or frightened.
Temp HP could not be "heald" without an extension. REGEN does real healing.
You will need this extension:
https://www.fantasygrounds.com/forums/showthread.php?56194-Extension-Ongoing-temporary-hitpoints
TEMP is on the start of the turn and not on the end, so.....
there is also an conflict with Ongoing Saves extension...
https://www.dmsguild.com/product/312720/Fantasy-Grounds-Ongoing-Save-Effects
And this extension using, how is a command line of the aura?
AURA: 30 friend; Twilight sanctuary; TEMPO: 1d6+4
If the first extension is loaded.
It will make the roll on the start of the turn. I don't think that there is a possible coding, to do it at die end...
The [LVL] doesn't work with 1d6+ ....
SoxMax
May 12th, 2021, 14:47
So the latest version of CoreRPG released on 2021-05-11 had this note: [DEV][CoreRPG+] Adjusted EffectManager.addEffect to not display duplicate effect message if show message flag set to false.
As a result I was able to change some of the code around to allow non locking movement with the mouse to work and not spam the chat window. I've attached a version with just this change if anyone wants to give it a try early.
kevininrussia
May 12th, 2021, 17:09
So the latest version of CoreRPG released on 2021-05-11 had this note: [DEV][CoreRPG+] Adjusted EffectManager.addEffect to not display duplicate effect message if show message flag set to false.
As a result I was able to change some of the code around to allow non locking movement with the mouse to work and not spam the chat window. I've attached a version with just this change if anyone wants to give it a try early.
Thanks for this! I’ll give it a test and report back. I suppose the 4E issue is still there but this will be helpful.
kevininrussia
May 12th, 2021, 18:56
So the latest version of CoreRPG released on 2021-05-11 had this note: [DEV][CoreRPG+] Adjusted EffectManager.addEffect to not display duplicate effect message if show message flag set to false.
As a result I was able to change some of the code around to allow non locking movement with the mouse to work and not spam the chat window. I've attached a version with just this change if anyone wants to give it a try early.
This build is working with 4e, applying the aura effect correctly with player movement. No chat box spamming :-)
Token Height Indication v3.5 causes this new version not to apply the aura effects correctly, even with GM moving token.
Reported on the Height thread.
bmos
May 12th, 2021, 19:30
This build is working with 4e, applying the aura effect correctly with player movement. No chat box spamming :-)
Token Height Indication v3.5 causes this new version not to apply the aura effects correctly, even with GM moving token.
It's working for me as GM in PFRPG. Checking 4E now.
EDIT: how weird!
in 4e with AURA: 1 foe; etc it gives aura on diagonals and to the left or right, but directly above or below the effect is removed. something does seem to be weird about the distance calculation there.
EDIT 2: I think it's an issue with how Token Height handles the 1 unit/square of 4e.
kevininrussia
May 12th, 2021, 19:38
It's working for me as GM in PFRPG. Checking 4E now.
EDIT: how weird!
in 4e with AURA: 1 foe; etc it gives aura on diagonals and to the left or right, but directly above or below the effect is removed. something does seem to be weird about the distance calculation there.
To be clear, this is with the Height extension loaded correct? When I remove that extension Aura Effects works correctly. Oh and this is with todays Aura Effects version 0.10.1
bmos
May 12th, 2021, 19:41
To be clear, this is with the Height extension loaded correct? When I remove that extension Aura Effects works correctly. Oh and this is with todays Aura Effects version 0.10.1yes. see the new edit on the post you quoted.
kevininrussia
May 12th, 2021, 19:43
yes. see the new edit on the post you quoted.
Cool. Thanks!
bmos
May 12th, 2021, 20:12
Cool. Thanks!
I was wrong, I was on the test channel so the extensions were not the same versions
kevininrussia
May 12th, 2021, 22:15
Here is something I found when testing with a Surface laptop as client.
Clean 4E campaign. No other extensions.
Token lock ON
AURA: 1 friend; Shining Armor; IF: FACTION(notself); AC: 1 shield
When token is moved by GM accepting the move (token lock), the effect is applied correctly on the GM Host, but when the Client catches up with its movement (the movement must be slower than the GM Host), it removes the effect when the token on client settles to its end postion.
If the client token movement speed is the same speed as the GM host the effect is applied correctly.
https://i.imgur.com/omSbSqY.png
Tatershal
May 13th, 2021, 06:21
AURA: 30 friend; Twilight sanctuary; TEMPO: 1d6+4
If the first extension is loaded.
It will make the roll on the start of the turn. I don't think that there is a possible coding, to do it at die end...
The [LVL] doesn't work with 1d6+ ....
I disabled the extension ongoing save and then TEMPO worked, but with a bug, when I put this code "AURA: 30 friend; Sanctuary of Twilight; TIME: 1d6 + 4"
and move the token, it multiplies the effect on the combat tracker. But if I take the "+4" there it works normally.
how to fix?
bmos
May 13th, 2021, 20:32
When token is moved by GM accepting the move (token lock), the effect is applied correctly on the GM Host, but when the Client catches up with its movement (the movement must be slower than the GM Host), it removes the effect when the token on client settles to its end postion.
If the client token movement speed is the same speed as the GM host the effect is applied correctly.
there is a fix for client/host movement being out of sync coming in Unity 4.1
SoxMax
May 13th, 2021, 23:31
For the 4.1 release of FGU we have a 1.0 version of Aura Effects which when used together should resolve any unlocked token movement issues people were running into. You can find it on Github (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.0) or NexusMods (https://www.nexusmods.com/fantasygroundsunity/mods/2)
SoxMax
May 13th, 2021, 23:42
@Tatershal
Can you try re-testing with the latest version of the extension? I'm having trouble reproducing your bug, but it sounds like a bug I remember from an older version of the extension that was fixed.
LordOfPandemonium
May 14th, 2021, 01:43
Wrong Thread.
Apocrypha
May 17th, 2021, 14:10
If you're using my version, you can add IF: FACTION(notself) before the effects to do that.
Does your version work when players move their tokens? Does it have the same restrictions as Kent's? Namely, if I recall, token locking must be off? And, most importantly, works with Unity?
kevininrussia
May 17th, 2021, 14:19
Does your version work when players move their tokens? Does it have the same restrictions as Kent's? Namely, if I recall, token locking must be off? And, most importantly, works with Unity?
Version 1.0 works when players move their token (no token lock). Works in Unity. It’s awesome!
bmos
May 17th, 2021, 16:06
Does your version work when players move their tokens? Does it have the same restrictions as Kent's? Namely, if I recall, token locking must be off? And, most importantly, works with Unity?
Version 1.0 works when players move their token (no token lock). Works in Unity. It’s awesome!SoxMax and I have worked around that limitation and others. It's Unity-only:
For the 4.1 release of FGU we have a 1.0 version of Aura Effects which when used together should resolve any unlocked token movement issues people were running into. You can find it on Github (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.0) or NexusMods (https://www.nexusmods.com/fantasygroundsunity/mods/2)
Valdemar
May 18th, 2021, 13:19
Is this working with lighting, I have two characters that loose sight when the auras drop - one is the paladin - they are the only characters that require a torch (no dark vision)
bmos
May 18th, 2021, 13:31
Is this working with lighting, I have two characters that loose sight when the auras drop - one is the paladin - they are the only characters that require a torch (no dark vision)Does clicking on their token restore their sight?
Valdemar
May 18th, 2021, 13:36
clicking on their token has no effect, however making the non-paladin active player in the combat tracker does restore their sight.
bmos
May 18th, 2021, 14:07
Now that there aren't excessive messages going to chat, is there any desire to keep the option to hide chat messages based on faction?
It would reduce the code size a bunch to remove this, but if it's still being used then it should stay.
clicking on their token has no effect, however making the non-paladin active player in the combat tracker does restore their sight.Thanks for that clarification; I will look into why this is happening
kevininrussia
May 18th, 2021, 16:39
Now that there aren't excessive messages going to chat, is there any desire to keep the option to hide chat messages based on faction?
It would reduce the code size a bunch to remove this, but if it's still being used then it should stay.
Thanks for that clarification; I will look into why this is happening
I don't need that option.
About the lighting issue. It might be related to the bug reported here: https://www.fantasygrounds.com/forums/showthread.php?68500-Bug-Light-effects-by-player-don-t-work
SoxMax
May 18th, 2021, 16:48
About the lighting issue. It might be related to the bug reported here: https://www.fantasygrounds.com/forums/showthread.php?68500-Bug-Light-effects-by-player-don-t-work
I think this may be the cause as when I was briefly looking at the problem this morning I was able to replicate the same problems without the extension. That said it seems like Aura Effects is exacerbating this problem as effects are potentially being applied/removed as part of normal movement.
Valdemar
May 18th, 2021, 18:54
I think this may be the cause as when I was briefly looking at the problem this morning I was able to replicate the same problems without the extension. That said it seems like Aura Effects is exacerbating this problem as effects are potentially being applied/removed as part of normal movement.
Reading through that chain looks exactly like what the issue is - I agree the adding/removing the auras effects is just causing it to show up more... It only seemed to affect the players that were getting lighting from an effect - If they had it defined in their senses it was working great.
There were a couple work arounds noted - I observed another last night - will be testing it more tonight...
1 - Reshare the map - Players effect vision (torch) back on for the PCs
2 - Click on the "Friendly Faction" on the CT - Player effect vision (torch) back on for the PCs
3 - Make the affected character the "current active player" on the CT - Player effect vision (torch) back on for the PCs
I had two players relying on the Torch effect from the effects button (top right buttons) - they appeared to be the only players affected - when it fixed one it appeared to fix both...
Rades
May 23rd, 2021, 21:26
Hi bmos, have any versions of your modified auras extension been compatible with Classic? Or is your version entirely for Unity?
bmos
May 23rd, 2021, 22:08
Hi bmos, have any versions of your modified auras extension been compatible with Classic? Or is your version entirely for Unity?Mine all use the Token.getDistanceBetween function which I believe is Unity only.
Rades
May 23rd, 2021, 22:28
Mine all use the Token.getDistanceBetween function which I believe is Unity only.
Ahh, darn, okay thanks for the info! We haven't changed over yet because frankly the constant updates to Unity and how I always read how addons are breaking all the time seems like such a massive headache to me. But when it's finally stable and we make the switch I'll come back looking for your version. ;D
SoxMax
May 24th, 2021, 02:37
I'd recommend Unity, its been pretty stable for me. Plus most of the extension problems seem to have been due to inconsistency between each other which authors have responded to fairly promptly.
daggerfortysix
May 25th, 2021, 20:37
I need some help with an aura that is to be placed on a faction NPC that will apply an effect on all Friendly PCs as well as all Hostile NPCs when in range, but not fire on the originating faction NPC. I have the basic structure of the aura to be AURA: 20 AuraType; Name of Aura; IF: Faction (FactionType); SAVEO: WIS DC ## (M)(H); SAVEDMG: 1d4 thunder (C) and have replaced every combination of Aura Type of friend, foe, or all with every combination of Faction Type of friend, foe, faction, and neutral. I cannot get the FROMAURA to cause the save and damage to roll on the Friendly PCs and Hostile NPCs without also causing the originating Faction NPC to also make the role. This would be an aura similar to Spirit Guardians, but effect everyone except the caster.
bmos
May 25th, 2021, 20:59
I need some help with an aura that is to be placed on a faction NPC that will apply an effect on all Friendly PCs as well as all Hostile NPCs when in range, but not fire on the originating faction NPC. I have the basic structure of the aura to be AURA: 20 AuraType; Name of Aura; IF: Faction (FactionType); SAVEO: WIS DC ## (M)(H); SAVEDMG: 1d4 thunder (C) and have replaced every combination of Aura Type of friend, foe, or all with every combination of Faction Type of friend, foe, faction, and neutral. I cannot get the FROMAURA to cause the save and damage to roll on the Friendly PCs and Hostile NPCs without also causing the originating Faction NPC to also make the role. This would be an aura similar to Spirit Guardians, but effect everyone except the caster.If you use the version I have been updating with SoxMax, you can use FACTION(notself).
For the 4.1 release of FGU we have a 1.0 version of Aura Effects which when used together should resolve any unlocked token movement issues people were running into. You can find it on Github (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.0) or NexusMods (https://www.nexusmods.com/fantasygroundsunity/mods/2)
daggerfortysix
May 25th, 2021, 21:34
Excellent, that worked perfectly. Great job
mordkhaan
May 30th, 2021, 05:19
in a clean campaign with just the updated 1.1 Aura ext should I have the menu option to limit how much info is sent to the chat bar?
SoxMax
May 30th, 2021, 20:26
Yea, that should still be there. There's been some discussion about just removing notifications for auras in general since they tend to be spammy.
mordkhaan
May 30th, 2021, 20:44
cant seem to find it?
in my regular campaign or a clean one?
and yeah, SUPER spammy :)
SoxMax
May 31st, 2021, 15:44
I found out why the option was missing. I've uploaded a hotfixed 1.1 version on github (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.1) and nexus (https://www.nexusmods.com/fantasygroundsunity/mods/2) that should have the menu option available again.
Jiminimonka
May 31st, 2021, 16:40
Ahh, darn, okay thanks for the info! We haven't changed over yet because frankly the constant updates to Unity and how I always read how addons are breaking all the time seems like such a massive headache to me. But when it's finally stable and we make the switch I'll come back looking for your version. ;D
It is stable. The good extension are all updated too. :)
mordkhaan
May 31st, 2021, 20:36
works a treat thanks!
fesegato
June 5th, 2021, 06:06
Hey, quick questions, is there a way to work around two auras of the same type "accumulating". I have two paladins in my group, and the auras are summing up. Is there a way to set it that only the highest number is used?
arcanjl
June 5th, 2021, 06:30
Is there a spot or a post that we can post all the ones we are using?
Would be very helpful for us new people, and man is this ext awesome.
bmos
June 5th, 2021, 11:30
Is there a spot or a post that we can post all the ones we are using?
Would be very helpful for us new people, and man is this ext awesome.Not really since it works with multiple systems. Pathfinder effects wouldn't help people with 5e and vice versa.
I'd suggest you make a thread in the board for the system you're using it with.
arcanjl
June 5th, 2021, 13:25
That is a good idea thanks. I only posted the original one cause you two did so much work on it I don't want to post any that do not work. Here is the post:
https://www.fantasygrounds.com/forums/showthread.php?68990-Predetermined-5e-Aura-effects-programming&p=605277#post605277
SoxMax
June 5th, 2021, 19:11
Hey, quick questions, is there a way to work around two auras of the same type "accumulating". I have two paladins in my group, and the auras are summing up. Is there a way to set it that only the highest number is used?
I'm mostly familiar with 3.5/Pathfinder but that has types to the bonuses you receive and only the largest bonus from a specific type can apply. This way even if there's overlapping auras they won't duplicate. For example in Pathfinder paladin auras are usually 'sacred' or 'morale' bonuses.
Example paladin Aura of Courage ability: AURA 10 friend; Aura of Courage; SAVE: 5 morale,will
fesegato
June 5th, 2021, 19:35
I'm mostly familiar with 3.5/Pathfinder but that has types to the bonuses you receive and only the largest bonus from a specific type can apply. This way even if there's overlapping auras they won't duplicate. For example in Pathfinder paladin auras are usually 'sacred' or 'morale' bonuses.
Example paladin Aura of Courage ability: AURA 10 friend; Aura of Courage; SAVE: 5 morale,will
Seems preatty similar, Aura of Courage in 5e gives the charisma bonus to saves, so I coded: AURA: 10 friend; Aura of Courage; SAVE: [CHA]
But, two paladins are side by side (lets say one with +2 CHA and one with +3 CHA) they role saves with +5, and I can't figure out how to make the game use only the largest one.
bmos
June 5th, 2021, 21:15
Seems preatty similar, Aura of Courage in 5e gives the charisma bonus to saves, so I coded: AURA: 10 friend; Aura of Courage; SAVE: [CHA]
But, two paladins are side by side (lets say one with +2 CHA and one with +3 CHA) they role saves with +5, and I can't figure out how to make the game use only the largest one.Ah, you're misunderstanding SoxMax's example.
See the "morale" part means that the bonus is a "morale bonus" to will saves. This means other morale bonuses to will saves will not stack. However a "sacred bonus" or other types will stack with it.
So two paladins with "AURA 10 friend; Aura of Courage; SAVE: 5 morale,will" will not have their auras stack.
But one paladin with that aura and a cleric with "AURA 10 friend; Bard aura; SAVE: 5 sacred,will" will have their auras stack on a third person.
fesegato
June 5th, 2021, 21:44
Ah, you're misunderstanding SoxMax's example.
See the "morale" part means that the bonus is a "morale bonus" to will saves. This means other morale bonuses to will saves will not stack. However a "sacred bonus" or other types will stack with it.
So two paladins with "AURA 10 friend; Aura of Courage; SAVE: 5 morale,will" will not have their auras stack.
But one paladin with that aura and a cleric with "AURA 10 friend; Bard aura; SAVE: 5 sacred,will" will have their auras stack on a third person.
I think I see. But in 5e then, can I put a descriptor to negate this double effect? Or rather, to consider the largest one? So... if in the area of two auras:
1 - AURA: 10 friend; Aura of Protection; SAVE [CHA] (where CHA is 3)
2 - AURA: 10 friend; Aura of Protection; SAVE [CHA] (where CHA is 2)
It would only consider FROMAURA 1, and not 2 (since 1 is greater than 2) even if both are in range? (Similar thing is the Paladin gains benefit from his own aura, but is acumulating with the other Paladin's also. So if Paladin 2 is in range of aura 1 it gains the 3 benefit. If not, it only has its own 2 benefit)
bmos
June 6th, 2021, 12:51
I think I see. But in 5e then, can I put a descriptor to negate this double effect? Or rather, to consider the largest one? So... if in the area of two auras:
1 - AURA: 10 friend; Aura of Protection; SAVE [CHA] (where CHA is 3)
2 - AURA: 10 friend; Aura of Protection; SAVE [CHA] (where CHA is 2)
It would only consider FROMAURA 1, and not 2 (since 1 is greater than 2) even if both are in range? (Similar thing is the Paladin gains benefit from his own aura, but is acumulating with the other Paladin's also. So if Paladin 2 is in range of aura 1 it gains the 3 benefit. If not, it only has its own 2 benefit)No, that's not implemented in 5E (as far as I know).
Probably an option could be added that avoids stacking identical effects (from different sources).
SoxMax
June 6th, 2021, 15:16
I think I see. But in 5e then, can I put a descriptor to negate this double effect? Or rather, to consider the largest one? So... if in the area of two auras:
1 - AURA: 10 friend; Aura of Protection; SAVE [CHA] (where CHA is 3)
2 - AURA: 10 friend; Aura of Protection; SAVE [CHA] (where CHA is 2)
It would only consider FROMAURA 1, and not 2 (since 1 is greater than 2) even if both are in range? (Similar thing is the Paladin gains benefit from his own aura, but is acumulating with the other Paladin's also. So if Paladin 2 is in range of aura 1 it gains the 3 benefit. If not, it only has its own 2 benefit)
Hrm I hadn't realized that 5e has no types to its bonuses, everything is just a bonus and the only restriction is two of the same bonus can't affect you.
This seems sorta like a larger problem with the overall 5e implementation of effects that there's no way to detect duplicates. I'll check if we're bypassing some duplication check that occurs in 5e's effects manager. But this may be the case for a new extension that handles duplicate effects in 5e properly.
fesegato
June 7th, 2021, 00:53
Hrm I hadn't realized that 5e has no types to its bonuses, everything is just a bonus and the only restriction is two of the same bonus can't affect you.
This seems sorta like a larger problem with the overall 5e implementation of effects that there's no way to detect duplicates. I'll check if we're bypassing some duplication check that occurs in 5e's effects manager. But this may be the case for a new extension that handles duplicate effects in 5e properly.
I dont know much about programing, but couldn't the name of the aura help with this? A check to see which same name aura (which would be a double effect) are in range and just let one (highest) be active?
rhagelstrom
June 7th, 2021, 15:25
Hrm I hadn't realized that 5e has no types to its bonuses, everything is just a bonus and the only restriction is two of the same bonus can't affect you.
This seems sorta like a larger problem with the overall 5e implementation of effects that there's no way to detect duplicates. I'll check if we're bypassing some duplication check that occurs in 5e's effects manager. But this may be the case for a new extension that handles duplicate effects in 5e properly.
CoreRPG has a check so that duplicate effects don't happen. 5E overrides that and disables the duplicate check. I think this case can get a bit tricky with the pattern matching to ensure both auras are the same but one is better. I'd probably apply both, and run checks for duplicate and disable the worse one.
Kelrugem
June 7th, 2021, 15:30
CoreRPG has a check so that duplicate effects don't happen. 5E overrides that and disables the duplicate check. I think this case can get a bit tricky with the pattern matching to ensure both auras are the same but one is better. I'd probably apply both, and run checks for duplicate and disable the worse one.
The duplicate check of CoreRPG probably won't help always because it looks at the global effect string and applies the second version of the effect if there is just one difference like a different bonus due to a different CHA mod :) (therefore also CoreRPG and other rulesets may fail here, which is why the bonus type system of 3.5e/PF1 is then useful and needed in such cases)
So, one may need to check for the same name of the effect as you say, but the problem is that this may require that all effects have a certain style causing problems if one does not follow a certain style (like that it always starts with a string stating the source's name like Aura of Protection and so on :) )
Kelrugem
June 7th, 2021, 15:34
Or one adds an auxiliary bonus type(s) for such things, just for clarifying to FG's 5e code that duplicates may needed to be checked :) Then there is no problem in how one states the name in the effect string; but users may get confused about using bonus types if they usually do not have such a thing in 5e
fesegato
June 7th, 2021, 21:09
Got lost... is there a way to get around this? Or would the extension need something added to it for it?
SoxMax
June 7th, 2021, 21:55
Got lost... is there a way to get around this? Or would the extension need something added to it for it?
Sorry, I looked into it and we're not doing anything wrong as far as I can tell in 5e applying effects. At the moment I don't think there's a way around this problem.
Also ultimately I'm not sure if effect deduplication from different sources is something this aura extension should be responsible for. Having a separate extension that handles duplicate effects from different sources in 5e would be the best way to go as I think its a pretty heavy change to the effect calculation code to do that.
fesegato
June 7th, 2021, 22:02
Sorry, I looked into it and we're not doing anything wrong as far as I can tell in 5e applying effects. At the moment I don't think there's a way around this problem.
Also ultimately I'm not sure if effect deduplication from different sources is something this aura extension should be responsible for. Having a separate extension that handles duplicate effects from different sources in 5e would be the best way to go as I think its a pretty heavy change to the effect calculation code to do that.
I see. I'll try to figure something out, or just control this manually. Works great the extension, except when two paladins are in the group, so its preaty unique thing.
Thanks
Drogo210
June 9th, 2021, 08:57
I was trying to create an aura effect for an item that emits light (only owner) and gives a protective aura (to friends but not the owner). Then I was trying to code the item effect as such:
Lost Power; LIGHT: 15/15 'RGB code'; AURA: 10 friend; Santification; IF FACTION(notself); AC: 1
As expected I did apply the Light on myself but not the AURA on others... if I switch to:
Lost Power; AURA: 10 friend; Santification; IF FACTION(notself); AC: 1; LIGHT: 15/15 'RGB code'
Then, I apply the BONUS AC to friends but not me and the LIGHT to friends as well
I was wondering if there is a way to insert AURA at the end of the effect instead of the begging, to make it more customizable.
bmos
June 9th, 2021, 11:58
I was trying to create an aura effect for an item that emits light (only owner) and gives a protective aura (to friends but not the owner). Then I was trying to code the item effect as such:
Lost Power; LIGHT: 15/15 'RGB code'; AURA: 10 friend; Santification; IF FACTION(notself); AC: 1
As expected I did apply the Light on myself but not the AURA on others... if I switch to:
Lost Power; AURA: 10 friend; Santification; IF FACTION(notself); AC: 1; LIGHT: 15/15 'RGB code'
Then, I apply the BONUS AC to friends but not me and the LIGHT to friends as well
I was wondering if there is a way to insert AURA at the end of the effect instead of the begging, to make it more customizable.Currently no, you would need two effects.
tetrodoxin
June 10th, 2021, 21:36
Hello everyone,
first off: thanks for making this extension - I was really excited when I found this and implemented it for my next session.
Sadly, my players told me that they were constantly error messages when the Paladin was moving around with his aura of protection.
Active aura on my paladin player was this one:
AURA: 10 friend; Aura of Protection; SAVE: [CHA]
Error message was as following:
Handler error: [string "scripts/manager_char_effects_MNM.lua"]:504: setValue: Unable to create node
It pops up everytime players move within or leave the aura range. I've tried looking for similar problems in this thread but couldnt find anything. Errors are only popping up for my players.
I was suspecting that it might conflict with some other extentions (using a bunch, mostly Mad Nomads) and noticed that using this in combination with "Mad Nomad's Character Sheet Effects Display" seems to be the root of the problem, deactivating either of the exts solves the issue.
So yeah, any idea how I could use both plugins at a time? Would love to keep both, same as my players.
Running FGU 4.1.4 2021-June-08 right now, and Aura Effects 1.1.1 from FGUNexus.
bmos
June 10th, 2021, 22:54
Hello everyone,
first off: thanks for making this extension - I was really excited when I found this and implemented it for my next session.
Sadly, my players told me that they were constantly error messages when the Paladin was moving around with his aura of protection.
Active aura on my paladin player was this one:
AURA: 10 friend; Aura of Protection; SAVE: [CHA]
Error message was as following:
Handler error: [string "scripts/manager_char_effects_MNM.lua"]:504: setValue: Unable to create node
It pops up everytime players move within or leave the aura range. I've tried looking for similar problems in this thread but couldnt find anything. Errors are only popping up for my players.
I was suspecting that it might conflict with some other extentions (using a bunch, mostly Mad Nomads) and noticed that using this in combination with "Mad Nomad's Character Sheet Effects Display" seems to be the root of the problem, deactivating either of the exts solves the issue.
So yeah, any idea how I could use both plugins at a time? Would love to keep both, same as my players.
Running FGU 4.1.4 2021-June-08 right now, and Aura Effects 1.1.1 from FGUNexus.Unfortunately, adding compatibility with paid extensions can be difficult, as their code is not available unless I buy the extension.
You might want to ask MadNomad if you can share the ext with me so I can see where the incompatibility is, but since I don't play 5E it wouldn't make any sense for me to buy it.
arcanjl
June 11th, 2021, 00:03
I would be happy to purchase the extension for you!
what is your username or email for dmsguid and I can gift it to you. (you can PM me)
bmos
June 11th, 2021, 00:14
seems like it's my email: [removed in case of spam]
I will se what I can do to make it compatible.
arcanjl
June 11th, 2021, 00:22
Done. :)
Beemanpat
June 11th, 2021, 02:07
Done. :)
A true hero. May the dice gods bless thee.
bmos
June 11th, 2021, 13:04
Done. :)Cool! Try Aura Effects v1.2 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.2).
In my testing, the only thing that isn't working is that MadNomad's extension doesn't notice the "FACTION" conditional.
So "AURA: 5 all; IF: FACTION(notself); SAVE: 2" shows a save bonus on the character sheet even though rolling it doesn't include a bonus.
This will have to be fixed in MadNomad's extension (and appears to also be an issue with other conditionals like "IF: ALIGN(good); SAVE: 2"
Milmoor
June 11th, 2021, 13:07
...
You might want to remove your email address to avoid spam.
Milmoor
June 11th, 2021, 13:07
...
bmos
June 11th, 2021, 13:09
You might want to remove your email address to avoid spam.
thanks for the heads-up. it's posted publicly elsewhere but I have removed it here just in case.
arcanjl
June 11th, 2021, 14:28
Does 1.2 bring any changes?
I will message MNM to see if he is willing to tweak.
bmos
June 11th, 2021, 17:17
Does 1.2 bring any changes?
I will message MNM to see if he is willing to tweak.Already reported to MNM. v1.2 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.2) does bring a number of changes that should fix the error you were getting, along with a few others that have been reported. If you follow the v1.2 link you will see a changelog.
tetrodoxin
June 11th, 2021, 17:23
Wow, that was quick - love this community!
Huge thanks! And also huge thanks to arcanjl for providing bmos with the extension. Legend.
spoonhead
June 14th, 2021, 09:33
Hi
Last night my everytime my players moved (with token lock), I was getting this and none of the Aura effects were working. I do have a lot of extensions, so I'm assuming that there is a conflict somewhere.
[6/13/2021 8:03:24 PM] [ERROR] Handler error: [string "campaign/scripts/image.lua"]:56: attempt to index global 'CombatManager' (a nil value)
[6/13/2021 8:03:24 PM] [ERROR] Handler error: [string "campaign/scripts/image.lua"]:56: attempt to index global 'CombatManager' (a nil value)
[6/13/2021 8:03:24 PM] [ERROR] Handler error: [string "campaign/scripts/image.lua"]:56: attempt to index global 'CombatManager' (a nil value)
[6/13/2021 8:03:24 PM] [ERROR] Handler error: [string "campaign/scripts/image.lua"]:56: attempt to index global 'CombatManager' (a nil value)
bmos
June 14th, 2021, 13:12
Hi
Last night my everytime my players moved (with token lock), I was getting this and none of the Aura effects were working. I do have a lot of extensions, so I'm assuming that there is a conflict somewhere.
[6/13/2021 8:03:24 PM] [ERROR] Handler error: [string "campaign/scripts/image.lua"]:56: attempt to index global 'CombatManager' (a nil value)
[6/13/2021 8:03:24 PM] [ERROR] Handler error: [string "campaign/scripts/image.lua"]:56: attempt to index global 'CombatManager' (a nil value)
[6/13/2021 8:03:24 PM] [ERROR] Handler error: [string "campaign/scripts/image.lua"]:56: attempt to index global 'CombatManager' (a nil value)
[6/13/2021 8:03:24 PM] [ERROR] Handler error: [string "campaign/scripts/image.lua"]:56: attempt to index global 'CombatManager' (a nil value)
Do you have the latest Token Height extension and aura v1.2?
Token height is where those come from, although they're prompted by aura height asking for the distance between tokens.
spoonhead
June 14th, 2021, 13:26
Last night I did only have 1.1, and have downloaded the latest version today, but will check Token height now.
When I checked them before the game, no errors came up, only when the players tried to move did the errors occur, and then only on the GMside.
Edit: Token height was also out of date. Missed that as it was already on the 2nd page.
Will test again later. Cheers.
rhagelstrom
June 14th, 2021, 15:18
Last night I did only have 1.1, and have downloaded the latest version today, but will check Token height now.
When I checked them before the game, no errors came up, only when the players tried to move did the errors occur, and then only on the GMside.
Edit: Token height was also out of date. Missed that as it was already on the 2nd page.
Will test again later. Cheers.
Was your map created with FG Art packs or was it just a regular .jpg map?
spoonhead
June 14th, 2021, 15:48
Was your map created with FG Art packs or was it just a regular .jpg map?
It happened on my own map and a map from a module.
mattcolville
June 15th, 2021, 07:10
Hey folks! I want to try out bmos' aura extension, but I think I haven't used enough extensions to really grok the expectations.
I'm using 4E. The extension loads fine. The Warlord in the party has an ability that grants everyone within 10 squares a +2 initiative from his class ability "combat leader."
So I added a new power effect to his Combat Leader power. It reads:
AURA: 10 friend; Combat Leader; INIT: 2 power
Since the power works on himself and allies, this should work.
And...it does!! The only thing I had to do was actually drag it onto the Warlord's token. I.e. the effect is not automatically applied, you have to "turn it on."
Is that the intended behavior?
Anyway, thanks to bmos and kentmccullough and everyone else who worked on this, I think it's gonna be a huge time saver!
viviolay
June 15th, 2021, 07:28
Hey folks! I want to try out bmos' aura extension, is there a syntax description anywhere? I.e. how to properly formulate the text and what terms do what?
Hey Matt, unless I missed something - most of the extent of it is what's in the original post to my knowledge and then other examples/clarifications scattered across the thread (I've been following it on and off since it came out.)
It'd be cool is someone put something together for most of the main effects that require auras though.
spoonhead
June 15th, 2021, 07:34
Hey Matt, unless I missed something - most of the extent of it is what's in the original post to my knowledge and then other examples/clarifications scattered across the thread (I've been following it on and off since it came out.)
It'd be cool is someone put something together for most of the main effects that require auras though.
Try here.
https://www.fantasygrounds.com/forums/showthread.php?68990-Predetermined-5e-Aura-effects-programming
mattcolville
June 15th, 2021, 07:34
Curious whether this will work with Zones in 4E. I.e. "anyone in this zone suffers a debuff."
I think I read it uses Distance From Token? If so would it work if we used a token to mark the center of the zone?
I wonder if you could use this in 4E to do Close Burst attacks and effects without having to manually target everyone?
mattcolville
June 15th, 2021, 07:35
Hey Matt, unless I missed something - most of the extent of it is what's in the original post to my knowledge and then other examples/clarifications scattered across the thread (I've been following it on and off since it came out.)
It'd be cool is someone put something together for most of the main effects that require auras though.
I got it to work without any problems and have since edited my post with new questions. But you were too fast! :D
bmos
June 15th, 2021, 12:40
Anyway, thanks to bmos and kentmccullough and everyone else who worked on this, I think it's gonna be a huge time saver!And thank you for your running the game videos. They have been very helpful to my GMing over the past few years.
MeAndUnique
June 15th, 2021, 15:41
Hey folks! I want to try out bmos' aura extension, but I think I haven't used enough extensions to really grok the expectations.
I'm using 4E. The extension loads fine. The Warlord in the party has an ability that grants everyone within 10 squares a +2 initiative from his class ability "combat leader."
So I added a new power effect to his Combat Leader power. It reads:
AURA: 10 friend; Combat Leader; INIT: 2 power
Since the power works on himself and allies, this should work.
And...it does!! The only thing I had to do was actually drag it onto the Warlord's token. I.e. the effect is not automatically applied, you have to "turn it on."
Is that the intended behavior?
Anyway, thanks to bmos and kentmccullough and everyone else who worked on this, I think it's gonna be a huge time saver!
I haven't played 4E in Fantasy Grounds, so I'm not sure of the "standard" expectations there. In general though for most rulesets that I've interacted with effects have to be manually applied either from the effect window or a power. There may be a 4E equivalent of the 5E Advanced Effects extension floating around somewhere, though I haven't seen one.
MeAndUnique
June 15th, 2021, 15:49
Curious whether this will work with Zones in 4E. I.e. "anyone in this zone suffers a debuff."
I think I read it uses Distance From Token? If so would it work if we used a token to mark the center of the zone?
I wonder if you could use this in 4E to do Close Burst attacks and effects without having to manually target everyone?
For Zones it should work as you expect; I've done so for AoE conditions in 5E. Just need to have an entry in the CT and its token on the map.
I don't think auras will be able to help streamline targeting for attacks though.
fangxianfu
June 15th, 2021, 17:10
Persistent effects like that aren't part of the default behaviour of the addon.
There is a 5e addon that adds fields to items, characters, and NPCs for them to have automatic effects that are always active on them: https://www.fantasygrounds.com/forums/showthread.php?40833-5E-Advanced-Effects-(items-npcs-characters)
I haven't tested it for compatibility with 4e, though.
Ethkazin
June 16th, 2021, 23:33
Does anyone know how to write Radiant Consumption the aasimar feature using this effect tag?
spoonhead
June 17th, 2021, 05:05
Does anyone know how to write Radiant Consumption the aasimar feature using this effect tag?
Tricky, as the effect only applies at the end of your turn, rather than continuous throughout the round, which AURA is made for.
Leprekorn
June 17th, 2021, 12:05
Hey is 0.4 the latest version of aura effects?
nephranka
June 17th, 2021, 12:40
Hey is 0.4 the latest version of aura effects?
No. v1.2 is the latest. You can find it in following bmos' signature link or here:
https://github.com/bmos/FG-Aura-Effect/releases
Leprekorn
June 17th, 2021, 13:23
Thanks
Zetesofos
June 18th, 2021, 00:44
Just to confirm, this works for Unity, correct?
Ok, link says its for 4.1, but I can't seem to get it to work - I just copied the example in the thread and its recognizing the aura on the monster, but wont' roll any damage on them...
Edit 2: Ah, I need to finish reading - Its working now - I needed to get the other extension for that effect to work. All good!
bmos
June 18th, 2021, 15:18
No. v1.2 is the latest. You can find it in following bmos' signature link or here:
https://github.com/bmos/FG-Aura-Effect/releasesThanks :)
Also for new users here is the current README (the first post of this thread is quite out of date at this point):
https://github.com/bmos/FG-Aura-Effect/blob/main/README.md
Just to confirm, this works for Unity, correct?
Ok, link says its for 4.1, but I can't seem to get it to work - I just copied the example in the thread and its recognizing the aura on the monster, but wont' roll any damage on them...
Edit 2: Ah, I need to finish reading - Its working now - I needed to get the other extension for that effect to work. All good!Glad you figured it out :)
Leprekorn
June 19th, 2021, 09:17
Does this flat out not work with polymorphism?
bmos
June 19th, 2021, 12:48
Does this flat out not work with polymorphism?It appears not to, but the last reports of this were with old versions.
https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=594201&viewfull=1#post594201
Leprekorn
June 20th, 2021, 12:47
It appears not to, but the last reports of this were with old versions.
https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=594201&viewfull=1#post594201
Reading the thread looks like silentruin made a change in Polymorphism and it works.
bmos
June 20th, 2021, 16:47
Reading the thread looks like silentruin made a change in Polymorphism and it works.If this is the case, please post back to confirm once you've tried it yourself. If so, that is great news for some 5E users.
Leprekorn
June 20th, 2021, 17:15
Will do
randomnumber46
June 20th, 2021, 17:29
Reading the thread looks like silentruin made a change in Polymorphism and it works.
I've just tried this with only aura effects and polymorphism active (both freshly updated) and I'm still getting the same the same error when concentration on polymorph is broken. 47718
It does seem to only flag the error on the DM side, and both extensions work outside of the error.
spoonhead
June 20th, 2021, 18:24
I get the same error with both extensions. It does appear to be on the DM side only, and as far as I can tell, doesn’t stop the 2 extensions from working (so far).
GlassGEO
June 27th, 2021, 00:41
Does this no longer work with Classic at all?
It pulls up an error regarding the command OnMove at the very start, and doesnt seem to actually apply the effect anyone in the aura at any time
bmos
June 27th, 2021, 12:51
Does this no longer work with Classic at all?
works with Unity?
It's Unity-only:
For the 4.1 release of FGU we have a 1.0 version of Aura Effects which when used together should resolve any unlocked token movement issues people were running into. You can find it on Github (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.0) or NexusMods (https://www.nexusmods.com/fantasygroundsunity/mods/2)
If you want to use Classic, you can download the version in the first post. It has some bugs though.
arcanjl
June 27th, 2021, 18:23
bmos, do you still not have the Polymorphism ext?
I would be happy to gift that to you as well, if not.
bmos
June 27th, 2021, 18:38
bmos, do you still not have the Polymorphism ext?
I would be happy to gift that to you as well, if not.Correct. I don't have much on DMsGuild because I don't play 5E.
I'll PM you my email, thanks. Hopefully with the extension to reference I can either make this compatible or suggest a fix to SilentRuin.
GlassGEO
June 27th, 2021, 21:03
It's Unity-only:
If you want to use Classic, you can download the version in the first post. It has some bugs though.
Is the.original 0.4 the only version that's Classic compatible? Or were there other updates before that?
bmos
June 27th, 2021, 21:21
Hi bmos, have any versions of your modified auras extension been compatible with Classic?
Is the.original 0.4 the only version that's Classic compatible?
Correct. I switched the range calculation to the Unity-only getDistanceBetween function in v0.5 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.5).
I think this custom version of 0.9 might work in Classic. I took the original range check code and copied it into the later 0.9 version.
If it doesn't work, DM me with the details and I can see if I can get something working for you.
However, this generally is unsupported and will have some bugs from v0.4 that I fixed in the versions after v0.9.
bmos
June 27th, 2021, 23:12
I've just tried this with only aura effects and polymorphism active (both freshly updated) and I'm still getting the same the same error when concentration on polymorph is broken. 47718
It does seem to only flag the error on the DM side, and both extensions work outside of the error.Can you give me specific steps to prompt that error? I now have this extension (thanks to arcanjl) so I can hopefully fix compatibility.
I know it is related to concentration but since I don't use the ext or 5e in general it would help a lot if i had a step by step process to reproduce the problem.
nephranka
June 29th, 2021, 01:51
I was playing around with the better combat effects and seeing if I could replace on going saves in one of my auras:
Moonbeam; AURA: 5 all; IF: FACTION(notself); SAVEOS: CON 14 (M)(H); SAVEDMG: 2d10 radiant, spell, magic
The aura works but it is hitting itself so it is acting like it is ignoring the IF statement. When I use the ongoing saves from Kent:
Moonbeam; AURA: 5 all; IF: FACTION(notself); SAVEO: CON DC 14 (M)(H); SAVEDMG: 2d10 radiant, spell, magic
It is working fine. Is this something that this ext needs to pick up (the SAVEOS) or is this something I should take over to the better combat effects ext for a request?
Any guidance would be great. My goal is to drop a couple of ext and replace them with the better combat effects ext.
Thanks!
Jaegar
June 29th, 2021, 01:52
I just wanted to say thanks!
rhagelstrom
June 29th, 2021, 03:23
I was playing around with the better combat effects and seeing if I could replace on going saves in one of my auras:
Moonbeam; AURA: 5 all; IF: FACTION(notself); SAVEOS: CON 14 (M)(H); SAVEDMG: 2d10 radiant, spell, magic
The aura works but it is hitting itself so it is acting like it is ignoring the IF statement. When I use the ongoing saves from Kent:
Moonbeam; AURA: 5 all; IF: FACTION(notself); SAVEO: CON DC 14 (M)(H); SAVEDMG: 2d10 radiant, spell, magic
It is working fine. Is this something that this ext needs to pick up (the SAVEOS) or is this something I should take over to the better combat effects ext for a request?
Any guidance would be great. My goal is to drop a couple of ext and replace them with the better combat effects ext.
Thanks!
It's very likely that BCE isn't respecting the IF statements. I'll take a look at and if it isn't respecting them I'll put that at the top of the list of things to do.
nephranka
June 29th, 2021, 10:34
Thank you.
bmos
June 29th, 2021, 12:15
It's very likely that BCE isn't respecting the IF statements. I'll take a look at and if it isn't respecting them I'll put that at the top of the list of things to do.
After looking at BCE code, I think this is the case. You might want to look at using hasEffect
Tatershal
July 1st, 2021, 06:10
It would be possible to automate this power with this extension
Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
randomnumber46
July 2nd, 2021, 14:15
Can you give me specific steps to prompt that error? I now have this extension (thanks to arcanjl) so I can hopefully fix compatibility.
I know it is related to concentration but since I don't use the ext or 5e in general it would help a lot if i had a step by step process to reproduce the problem.
I DM'd you but not sure if it went through, so replying here as well to be safe.
The error only occurred with Polymorph, since it was the only shapechange effect with concentration. The effect applies correctly, but when you break concentration (either by manually deleting the effect, failing a concentration check or clicking the 'Stop Concentrating' button) the error pops up. It doesn't seem to happen if the polymorphed form is reduced to 0 hp and the creature changes back, even though this also removes the polymorph effect. The same thing happens whether the caster is the target or not.
Everything seems to work correctly, even with the error, but since I don't know what the error is I don't know if there is anything unseen going on so I've avoided using them together.
Let me know if you want me to go into more detail on any particular part!
bmos
July 2nd, 2021, 14:46
I DM'd you but not sure if it went through, so replying here as well to be safe.
The error only occurred with Polymorph, since it was the only shapechange effect with concentration. The effect applies correctly, but when you break concentration (either by manually deleting the effect, failing a concentration check or clicking the 'Stop Concentrating' button) the error pops up. It doesn't seem to happen if the polymorphed form is reduced to 0 hp and the creature changes back, even though this also removes the polymorph effect. The same thing happens whether the caster is the target or not.
Everything seems to work correctly, even with the error, but since I don't know what the error is I don't know if there is anything unseen going on so I've avoided using them together.
Let me know if you want me to go into more detail on any particular part!haven't had a chance to test it yet, but that sounds like just what I need. thanks!
Shireling
July 8th, 2021, 22:58
So I was pleasantly surprised to see the update on this thread so thank you for continuing to stay on top of this. I did have an issue with applying it though...
I have a homebrew effect where if anyone is within 5 feet of PC at start of their turn they take 1d4 acid damage from aura. I have it coded as the following:
Effluvium; AURA: 8 all; IF:FACTION(notself); DMGO: 1d4 acid
There is a timing involved and the aura is applied to SELF. Long story short it works great EXCEPT if the creature within the aura is larger than Medium. If it is a large creature, then the 4 squares along the top edge including the corners do not have the FROMAURA effect. Once the PC is in any of the other 6 squares surrounding the Large creature, it will take damage at the start of its turn as it should. Suggestions in regards to size of tokens?
bmos
July 8th, 2021, 23:54
So I was pleasantly surprised to see the update on this thread so thank you for continuing to stay on top of this. I did have an issue with applying it though...
I have a homebrew effect where if anyone is within 5 feet of PC at start of their turn they take 1d4 acid damage from aura. I have it coded as the following:
Effluvium; AURA: 8 all; IF:FACTION(notself); DMGO: 1d4 acid
There is a timing involved and the aura is applied to SELF. Long story short it works great EXCEPT if the creature within the aura is larger than Medium. If it is a large creature, then the 4 squares along the top edge including the corners do not have the FROMAURA effect. Once the PC is in any of the other 6 squares surrounding the Large creature, it will take damage at the start of its turn as it should. Suggestions in regards to size of tokens?Interesting! I haven't seen this issue myself although I have used large creatures.
What ruleset? Why 8 ft in your effect? Are you using raw distance?
You also might want to try using https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator
Shireling
July 9th, 2021, 02:00
What ruleset? Why 8 ft in your effect? Are you using raw distance?
Good question - 5e
The reason I picked 8 ft was to see if the corner was the only issue when I originally set the distance for 5 feet but that wasn't the case. It was really just the top row in its entirety. The other surprising one was that if left at 5 ft, it wouldn't pick up Huge creatures (15x15) unless I set it to 10 ft because it appeared to only recognize the targeting to the center of the creature and not the edge of it.
I do use the Token Height Indicator extension and it works great and how it should with your aura extension.
Valdemar
July 9th, 2021, 02:26
Correct. I switched the range calculation to the Unity-only getDistanceBetween function in v0.5 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v0.5).
I think this custom version of 0.9 might work in Classic. I took the original range check code and copied it into the later 0.9 version.
If it doesn't work, DM me with the details and I can see if I can get something working for you.
However, this generally is unsupported and will have some bugs from v0.4 that I fixed in the versions after v0.9.
Is this a version specific to Classic? In FGU it seems to not care how far away the token is - if it is a friend, it is applying the aura (tested with Paladin Aura of Protection (10) - level 13 Paladin).
Valdemar
July 9th, 2021, 02:58
OK I updated to ver 1.4 - seems to have fixed the issue with only those within the radius having the aura applied as well as adding/deleting the aura as they move around.
There are a couple issues I am wondering about.
1 - The adjustment to save (Paladin's Protection Aura) is not adding the Paladin's CHA modifier to the party member's saving throw (he is 10' away - it should be applying it).
2 - It does not seem to allow applying multiple auras from one source (Paladin) they should have courage and protection - is there a way to have both effects in the same Aura - (i.e. AURA: 10 friend; Paladin's Auras of Courage-Protection; IMMUNE: Frightened, SAVE: CHA; [Self] )?
FGU - 5e Ruleset - Aura Effects v1.4
bmos
July 9th, 2021, 11:37
Is this a version specific to Classic? In FGU it seems to not care how far away the token is - if it is a friend, it is applying the aura (tested with Paladin Aura of Protection (10) - level 13 Paladin).
Yes, sorry if I wasn't clear about that. That was a test build I made to try and help people who aren't using Unity.
Good question - 5e
The reason I picked 8 ft was to see if the corner was the only issue when I originally set the distance for 5 feet but that wasn't the case. It was really just the top row in its entirety. The other surprising one was that if left at 5 ft, it wouldn't pick up Huge creatures (15x15) unless I set it to 10 ft because it appeared to only recognize the targeting to the center of the creature and not the edge of it.
I do use the Token Height Indicator extension and it works great and how it should with your aura extension.Have you tested your issue with just Aura Effects enabled?
Token Height Indicator totally changes how distance is calculated, so that could explain what you're seeing and so could other extensions if you haven't tested without them.
EDIT: Just tested with both large and huge creatures in 5e with and without token height and no issues on my end. Sounds like an extension conflict to me.
bmos
July 9th, 2021, 11:45
AURA: 10 friend; Paladin's Auras of Courage-Protection; IMMUNE: Frightened, SAVE: CHA; [Self]
You should read the documentation about how to write effects (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation) as you have some issues.
Your effect should be: AURA: 10 friend; Paladin's Auras of Courage-Protection; IMMUNE: Frightened; SAVE: [CHA]
Morik
July 9th, 2021, 17:47
Our barbarian has Totem of the Wolf Spirit. When he's raging, his friends have advantage on melee attacks against any hostile creature within 5' of him. What would be the best way to write this?
I've tried AURA: 5 foe; GRANTADVATK
Update: AURA: 5 foe; Totem Spirit; GRANTSADVATK: melee; [SELF]
Seems to work well. Is there a better way to write it, though?
Morik
July 9th, 2021, 18:11
Should I add an IF: FACTION(friend) in there? Or can I even do that somehow?
Valdemar
July 9th, 2021, 18:11
You should read the documentation about how to write effects (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation) as you have some issues.
Your effect should be: AURA: 10 friend; Paladin's Auras of Courage-Protection; IMMUNE: Frightened; SAVE: [CHA]
Yup that was it.
Is there any limit to how many effects you can put in one command line (as you can only have one Aura on at a time, I may need to stack what they do (and possibly who they affect) thinking Paladin's auras + Spirit guardians....
Thanks for the help and for keeping this awesome extension updated while Kent is dealing with life stuff.
Morik
July 9th, 2021, 18:27
Update: AURA: 5 foe; Totem Spirit; GRANTSADVATK: melee; [SELF]
Can I add this to my existing Rage effect? It doesn't seem to work. Does it have to be kept separate since it affects foes?
bmos
July 9th, 2021, 18:33
Yup that was it.
Is there any limit to how many effects you can put in one command line (as you can only have one Aura on at a time, I may need to stack what they do (and possibly who they affect) thinking Paladin's auras + Spirit guardians....
Thanks for the help and for keeping this awesome extension updated while Kent is dealing with life stuff.Pretty sure you can have as many as you want. Not sure why you can only have 1 aura per source, perhaps this happened when the requirement of having an aura title was removed.
EDIT:
Latest version now available on FantasyGrounds Forge (https://forge.fantasygrounds.com/shop/items/32/view)
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