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M0kkan
July 20th, 2021, 00:28
I found an incompatibility with another extension. I know there's never an expectation for these things to get along, but thought you might want to know.

When Aura Effects is used with 5e - Roll for Initiative Addon by Houndy, the aura effect is applied twice when 'Manual Save Rolls' is 'On' for PC or NPC.

Display text in the chat window:
[SAVE] Wisdom [EFFECTS +5] [EFFECTS +5]

This does not happen when the manual rolls are off.

Thanks for your work on your extensions, they're quite useful.

bmos
July 20th, 2021, 00:35
When Aura Effects is used with 5e - Roll for Initiative Addon by Houndy, the aura effect is applied twice when 'Manual Save Rolls' is 'On' for PC or NPC.Are you also using this extension (https://www.fantasygrounds.com/forums/showthread.php?56702-5E-Ongoing-Save-Effects)?

M0kkan
July 20th, 2021, 00:37
No. I do not own it.

bmos
July 20th, 2021, 00:43
No. I do not own it.The reason I ask is that I am not seeing that problem when I test with 5E RFIA v0.19 and Aura v1.4 so it makes me think you have other extensions running that are the root cause.

M0kkan
July 20th, 2021, 00:57
I just confirmed with 5e RFIA v0.19 and Aura v1.4 and all other ext's disabled. FGU with current update, 4.1.4.

AURA: 10 friend; Protection; SAVE: 5

If there's any other test I can run for you, let me know.

bmos
July 20th, 2021, 01:03
I just confirmed with 5e RFIA v0.19 and Aura v1.4 and all other ext's disabled. FGU with current update, 4.1.4.

AURA: 10 friend; Protection; SAVE: 5

If there's any other test I can run for you, let me know.Sounds like we are just doing something differently.
Can you either record a video of it from start to finish or just type out step by step instructions to reproduce the issue?

nephranka
July 20th, 2021, 02:40
I found an incompatibility with another extension. I know there's never an expectation for these things to get along, but thought you might want to know.

When Aura Effects is used with 5e - Roll for Initiative Addon by Houndy, the aura effect is applied twice when 'Manual Save Rolls' is 'On' for PC or NPC.

Display text in the chat window:
[SAVE] Wisdom [EFFECTS +5] [EFFECTS +5]

This does not happen when the manual rolls are off.

Thanks for your work on your extensions, they're quite useful.

I found this issue with the RFIA by itself. Some where around page 17 we started to report the issue. This might be that coming through auras?

https://www.fantasygrounds.com/forums/showthread.php?56994-5E-RFIA-Addon-Manual-spell-concentration-death-saves-NPC-support-Contested-skill/page17

Falkners
July 20th, 2021, 07:39
if you are accessible, would really like a bit of guidance. Are there obstacles at the IF declaration with the charisma effect?

Or (more likely), how am I coding this incorrectly?
procreate for pc (https://sites.google.com/view/procreateforpc/home)

bmos
July 20th, 2021, 10:41
if you are accessible, would really like a bit of guidance. Are there obstacles at the IF declaration with the charisma effect?

Or (more likely), how am I coding this incorrectly?
procreate for pc (https://sites.google.com/view/procreateforpc/home)

If would help if you posted your effect :P

M0kkan
July 20th, 2021, 15:49
I found this issue with the RFIA by itself. Some where around page 17 we started to report the issue. This might be that coming through auras?

https://www.fantasygrounds.com/forums/showthread.php?56994-5E-RFIA-Addon-Manual-spell-concentration-death-saves-NPC-support-Contested-skill/page17

Looks like you're right. I guess I haven't been using effects to drive this sort of thing until I tried the Aura ext. bmos, looks like you're off the hook :) Although, if you're not getting the effect duplication with manual roll set to 'on', you might have found a solution to RFIA's issue.

bmos
July 20th, 2021, 16:45
Looks like you're right. I guess I haven't been using effects to drive this sort of thing until I tried the Aura ext. bmos, looks like you're off the hook :) Although, if you're not getting the effect duplication with manual roll set to 'on', you might have found a solution to RFIA's issue.More likely I was just testing it differently. Happy to confirm/deny this assumption if you can post a step by step process to replicate it.

macduffie465
July 20th, 2021, 20:48
Long thread; Apologize if this scenario has been covered. I haven't found the coding. Closest I could find was using the AURA and REGEN, but that isn't quite what I'm looking to establish.

Scenario: Player has Healing Spirit, which reads "Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required).". Cool, a Font of Healing, just walk through it on your turn as part of your movement and get a 1d6 heal. It can only trigger this heal 1+ spell casting ability modifier (minimum of twice).

Thought of dropping a token in combat tracker/battle map and putting an aura affect on that token when the player casts the spell, allowing players to see the spirit on the map and pass through it as part of their movement or a quick heal; or have the ranger drop it on the tank's square and just give them 1d6 healing at the start of their turn for as long as they can. I was originally thinking that an ongoing 'save', with negative damage would fit the bill; just set the DC of the save so high that a player stepping into the aura always fails resulting in the SAVEDMG getting rolled, resulting in a HEAL roll. Though they do get triggered at the start of their turn in the aura, it 1) doesn't get triggered when they first enter the aura, nor 2) does it roll SAVEDMG or HEAL.

AURA: 1 friend; Healing Spirit; IF: FACTION(friend); SAVEO: wisdom DC 1 (M); SAVEDMG: -1d6;
OR
AURA: 1 friend; Healing Spirit; IF: FACTION(friend); SAVEO: WIS DC 100; HEAL: 1d6;


Thoughts?

bmos
July 20th, 2021, 21:04
Though they do get triggered at the start of their turn in the aura, it 1) doesn't get triggered when they first enter the aura, nor 2) does it roll SAVEDMG or HEAL.That would require some other extension that triggers actions based on the creation of an effect. It goes beyond the scope of this extension.

macduffie465
July 20th, 2021, 21:51
*trombone noises*
I was afraid it might. Theatre of the mind it is.....

MrDDT
July 20th, 2021, 22:11
Long thread; Apologize if this scenario has been covered. I haven't found the coding. Closest I could find was using the AURA and REGEN, but that isn't quite what I'm looking to establish.

Scenario: Player has Healing Spirit, which reads "Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required).". Cool, a Font of Healing, just walk through it on your turn as part of your movement and get a 1d6 heal. It can only trigger this heal 1+ spell casting ability modifier (minimum of twice).

Thought of dropping a token in combat tracker/battle map and putting an aura affect on that token when the player casts the spell, allowing players to see the spirit on the map and pass through it as part of their movement or a quick heal; or have the ranger drop it on the tank's square and just give them 1d6 healing at the start of their turn for as long as they can. I was originally thinking that an ongoing 'save', with negative damage would fit the bill; just set the DC of the save so high that a player stepping into the aura always fails resulting in the SAVEDMG getting rolled, resulting in a HEAL roll. Though they do get triggered at the start of their turn in the aura, it 1) doesn't get triggered when they first enter the aura, nor 2) does it roll SAVEDMG or HEAL.

AURA: 1 friend; Healing Spirit; IF: FACTION(friend); SAVEO: wisdom DC 1 (M); SAVEDMG: -1d6;
OR
AURA: 1 friend; Healing Spirit; IF: FACTION(friend); SAVEO: WIS DC 100; HEAL: 1d6;


Thoughts?

HEAL: 1d6 isn't even a code you can use.
the DC on the dmg should be high like 100.
The coding for damage does not do -1d6 to heal (you will get 0 everytime)
You can put the coding to SAVEDMG: -1 (this will heal them 1 point of untyped damage on a failed save)

This will auto trigger as they move into the space, it will apply the effect on them as they move into the aura, however, it would need to be applied at the end of the turn or the start of the turn. (Their turn has already started if they are moving into the space)

With the current coding options, I do not see a way to automate this, as BMOS has said.
Not only that, if you take the healing side of it out, you still can't automate it for dmging effects. Unless they give dmg at the "start of turn" or "end of turn" while in the aura, you can automate it.
If it says "when they enter" or "when they leave" I see no current way to automate those.

M0kkan
July 21st, 2021, 00:21
More likely I was just testing it differently. Happy to confirm/deny this assumption if you can post a step by step process to replicate it.

1. Load a campaign with RFIA v0.19 and Aura v1.4
2. Go to 'Options' and under the RFIA section set 'Manual Save Rolls PC' to 'On'. I have seen the same issue with NPC on or off. As long as the target's manual rolls are 'on', it seems to replicate.
3. Add PC's to CT. I had 3 PCs.
4. Add aura effect to one PC:
AURA: 10 friend; Protection; SAVE: 5
5. Add NPC to CT, I used the standard 'Acolyte', though it seemed to replicate with any NPC.
6. Place PC with aura so that it affects another PC.
7. Target one or more affected PCs with the Acolyte
8. Double click the action in the CT to drive the save for the Acolyte's Sacred Flame
9. Use the pop-up to roll the save for the targeted PCs
10. The chat window should show the aura effect twice, and the roll reflects this.

Rixx
July 21st, 2021, 07:04
So, is there a way to add the Aura Effect to an NPC? I want to use it on NPC's, without having to apply it manually to each one... Let me know if this is even doable. Alternately, if someone knows of a way to have an effect active on an NPC by default let me know, far as i know you have to apply it to the npc manually once its in the combat log

nephranka
July 21st, 2021, 10:36
So, is there a way to add the Aura Effect to an NPC? I want to use it on NPC's, without having to apply it manually to each one... Let me know if this is even doable. Alternately, if someone knows of a way to have an effect active on an NPC by default let me know, far as i know you have to apply it to the npc manually once its in the combat log

I use the advanced effects ext to add auras.

Rixx
July 21st, 2021, 16:18
I use the advanced effects ext to add auras.

Do you have a link to this extension? I am literally a baby at extensions... this is my first ever extension.

rhagelstrom
July 21st, 2021, 16:28
Do you have a link to this extension? I am literally a baby at extensions... this is my first ever extension.

Wrong link. See next post. Sorry for confusion

johnecc
July 22nd, 2021, 02:00
Actually that link is incorrect, the correct one is: https://forge.fantasygrounds.com/shop/items/32/view

bmos
July 22nd, 2021, 02:15
Actually that link is incorrect, the correct one is: https://forge.fantasygrounds.com/shop/items/32/view

Rixx was actually asking for the link for Advanced Effects, but thanks for re-posting the link to Aura Effects so it doesn't get lost in the fast-moving thread :)

jrowsey1
July 22nd, 2021, 03:04
Link to Advanced Effect extension

https://forge.fantasygrounds.com/shop/items/68/view

johnecc
July 22nd, 2021, 05:22
bmos, yeah, sorry, I missed that post. My bad.

Makabriel
July 24th, 2021, 14:48
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?

yeah, I asked for help on this one a while back and there was no way to get it to work right. Even with the Faction option. It keeps granting adv attack on the barbarian as well as the foes

MeAndUnique
July 24th, 2021, 16:03
Two auras might do the trick. One that applies a custom (nonfunctional) effect to everything in range, maybe "NOTBARBARIAN". And another that applies an effect along the lines of IFT(NOTBARBARIAN); GRANTDISATK. Mostly just spit balling though, haven't messed with this myself directly.

bmos
July 24th, 2021, 18:11
I heard something a while back about only one AURA effect working per creature, but haven't checked it out yet myself.

Regarding Totem Spirits, it doesn't seem possible at this time to exclude the AURA source from the GRANDADVATK effect, assuming the report about one AURA per source is correct.

Makabriel
July 24th, 2021, 20:35
I heard something a while back about only one AURA effect working per creature, but haven't checked it out yet myself.

Regarding Totem Spirits, it doesn't seem possible at this time to exclude the AURA source from the GRANDADVATK effect, assuming the report about one AURA per source is correct.

Yeah I ended up doing this
AURA: 5 foe; Wolf Totem
AURA: 20 friend; Totem; IF: FACTION(notself); IFT: CUSTOM(Wolf Totem); ADVATK

Seems to work.. There's some holes in it (If the creature is extra large and the friend is out of the Aura range) but at least the Barbarian doesn't get the AdvAttack now. And the combat tracker spam, but such is the price for automation...

I guess AURA: 5 foe; Wolf Totem; IF: FACTION(foe); GRANTADVATK:melee doesn't discriminate who it grants the Advantage to...

BaneTBC
July 26th, 2021, 03:50
More then one aura should work as I have paladins who have more then one aura running at a time on players(meaning currently they are applying the effects and as far as I know they are being treated properly).

Paperclipkiller
July 31st, 2021, 20:06
Is there currently a way to automatically disable/enable the effect on say the Paladin with the Aura of Protection if they go unconscious?

bmos
August 1st, 2021, 19:37
Is there currently a way to automatically disable/enable the effect on say the Paladin with the Aura of Protection if they go unconscious?

No, although it's on the eventual to-do list.
Probably that would mean having a separate AURAC effect since not all auras will have that limitation.

bmos
August 1st, 2021, 20:36
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!Is this issue still ocurring? If so, can someone re-post the error as the line numbers referenced don't seem to be the same anymore.
I'm not getting errors when concentration checks are rolled or by using the Stop Concentrating button.

rhagelstrom
August 2nd, 2021, 00:50
Long thread; Apologize if this scenario has been covered. I haven't found the coding. Closest I could find was using the AURA and REGEN, but that isn't quite what I'm looking to establish.

Scenario: Player has Healing Spirit, which reads "Until the spell ends, whenever you or a creature you can see moves into the spirits space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required).". Cool, a Font of Healing, just walk through it on your turn as part of your movement and get a 1d6 heal. It can only trigger this heal 1+ spell casting ability modifier (minimum of twice).

Thought of dropping a token in combat tracker/battle map and putting an aura affect on that token when the player casts the spell, allowing players to see the spirit on the map and pass through it as part of their movement or a quick heal; or have the ranger drop it on the tank's square and just give them 1d6 healing at the start of their turn for as long as they can. I was originally thinking that an ongoing 'save', with negative damage would fit the bill; just set the DC of the save so high that a player stepping into the aura always fails resulting in the SAVEDMG getting rolled, resulting in a HEAL roll. Though they do get triggered at the start of their turn in the aura, it 1) doesn't get triggered when they first enter the aura, nor 2) does it roll SAVEDMG or HEAL.

AURA: 1 friend; Healing Spirit; IF: FACTION(friend); SAVEO: wisdom DC 1 (M); SAVEDMG: -1d6;
OR
AURA: 1 friend; Healing Spirit; IF: FACTION(friend); SAVEO: WIS DC 100; HEAL: 1d6;


Thoughts?

If you use better combat effects it is Healing Spirit; AURA: 1 friend; IF: FACTION(friend); REGENA: 1d6; REGEN: 1d6

bmos
August 4th, 2021, 13:00
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v1.5 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.5)
* Re-implement alternate distance calculation for users of FG Classic
* HOTFIX Aug 3 2021: Fix for Classic still not working. At this time, it only works when the GM moves the token.
* HOTFIX Aug 3 2021: Fix for player movement. Should now work fully in Unity and Classic.
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v1.4...v1.5)

MrDDT
August 4th, 2021, 17:39
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v1.5 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.5)
* Re-implement alternate distance calculation for users of FG Classic
* HOTFIX Aug 3 2021: Fix for Classic still not working. At this time, it only works when the GM moves the token.
* HOTFIX Aug 3 2021: Fix for player movement. Should now work fully in Unity and Classic.
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v1.4...v1.5)

So if we use Unity, we don't need this update?

bmos
August 4th, 2021, 23:05
So if we use Unity, we don't need this update?Correct. For Unity users it is the same as v1.4. Because of this I didn't bother uploading it to the Forge.

Rades
August 5th, 2021, 06:43
Re: Aura Effect v1.5 from post #535 (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=614286&viewfull=1#post614286), Fantasy Grounds Classic, 5E ruleset, no other extensions running

Hey bmos, thanks a ton for the update to get this extension working in FGC again! So far it's working great, the only thing I'm seeing is a bit of odd behavior with Large creatures - it's almost like auras don't translate across diagonals with them? Both bestowing and receiving effects.

https://i.imgur.com/tRQycXn.jpg

Details from the above screenshot:
- Red dragon has an AURA: 5 foe flame aura. It properly applies to A, but doesn't hit B for some reason. C is outside the range. If I move creature B down one space, B now receives the flame effect.
- Creature B has an AURA: 5 all lightning immunity aura. It properly applies to A and C, but doesn't hit the dragon. If I move creature B down once space, the lightning-immune effect now applies to the dragon.
- I believe this issue is directly related to the dragon being large, because B's lightning-immunity aura DOES properly hit creature C, despite them being diagonal to each other. So this aura definitely works diagonally if both creatures are medium.
- It's definitely not a faction/targeting thing since if creature B is moved down a space, all the auras apply properly. It's just when B and the dragon are diagonal to each other that the auras don't work.

This isn't a huge deal or anything - I'm just happy to get a Classic version working again! - but just something I noticed. I think I remember some issue with Large creatures being discussed way back in this thread, but I took a quick browse and couldn't find if there'd been a solution or not.

bmos
August 5th, 2021, 13:24
Re: Aura Effect v1.5 from post #535 (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=614286&viewfull=1#post614286), Fantasy Grounds Classic, 5E ruleset, no other extensions running

Hey bmos, thanks a ton for the update to get this extension working in FGC again! So far it's working great, the only thing I'm seeing is a bit of odd behavior with Large creatures - it's almost like auras don't translate across diagonals with them? Both bestowing and receiving effects.

https://i.imgur.com/tRQycXn.jpg

Details from the above screenshot:
- Red dragon has an AURA: 5 foe flame aura. It properly applies to A, but doesn't hit B for some reason. C is outside the range. If I move creature B down one space, B now receives the flame effect.
- Creature B has an AURA: 5 all lightning immunity aura. It properly applies to A and C, but doesn't hit the dragon. If I move creature B down once space, the lightning-immune effect now applies to the dragon.
- I believe this issue is directly related to the dragon being large, because B's lightning-immunity aura DOES properly hit creature C, despite them being diagonal to each other. So this aura definitely works diagonally if both creatures are medium.
- It's definitely not a faction/targeting thing since if creature B is moved down a space, all the auras apply properly. It's just when B and the dragon are diagonal to each other that the auras don't work.

This isn't a huge deal or anything - I'm just happy to get a Classic version working again! - but just something I noticed. I think I remember some issue with Large creatures being discussed way back in this thread, but I took a quick browse and couldn't find if there'd been a solution or not.Was this not the case for v0.4?

Rades
August 5th, 2021, 16:34
Was this not the case for v0.4?
Oh was it? It honestly might have been, I'm not sure. It's been a long time since the v0.4 version so I didn't remember if that was also a problem back then. If it's just a limitation of FG Classic that can't be fixed, then that's fine, glad to have it confirmed! (I just happened to test with a Large creature yesterday and was getting confused until I realized it was the diagonals, so thought I'd post here to find out more.)

bmos
August 5th, 2021, 17:25
Oh was it? It honestly might have been, I'm not sure. It's been a long time since the v0.4 version so I didn't remember if that was also a problem back then. If it's just a limitation of FG Classic that can't be fixed, then that's fine, glad to have it confirmed! (I just happened to test with a Large creature yesterday and was getting confused until I realized it was the diagonals, so thought I'd post here to find out more.)I'm sure it can be fixed, I was just trying to figure out if I should be looking for the fix in the old code or just figuring it out from scratch. I'll test v0.4 and see if it's the same way.

EDIT: it is the same in v0.4; all creatures are effectively medium.

bmos
August 6th, 2021, 00:49
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v1.6 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.6)
* Improve diagonal and large creature distance detection in FG Classic using code from GKEnialb (https://www.fantasygrounds.com/forums/member.php?70614-GKEnialb)'s Token Height Indicator (https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator) extension. Does not require that extension (which is FG Unity-only)
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v1.5...v1.6)

EDIT: As with v1.5, there is no benefit or detriment to using this with Unity. It performs the same as v1.4 in Unity.

MrDDT
August 6th, 2021, 01:19
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v1.6 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.6)
* Improve diagonal and large creature distance detection in FG Classic using code from GKEnialb (https://www.fantasygrounds.com/forums/member.php?70614-GKEnialb)'s Token Height Indicator (https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator) extension. Does not require that extension (which is FG Unity-only)
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v1.5...v1.6)

Does FGU people need this update?

Kelrugem
August 6th, 2021, 07:45
Does FGU people need this update?

No, see last part here: https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions&p=614420#post614420

Though it doesn't hurt to download it :) But you can subscribe to it in the forge, then you won't need to figure out anymore whether or not you need to download a new version since updates happen automatically then :)

MrDDT
August 6th, 2021, 07:52
No, see last part here: https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions&p=614420#post614420

Though it doesn't hurt to download it :) But you can subscribe to it in the forge, then you won't need to figure out anymore whether or not you need to download a new version since updates happen automatically then :)

Sounds awesome in theory, however, because this EXT is very picky, I like to know what is being changed. If 1.4 is currently working as intended. Updating to another version which I'm not sure if it will work or not and where their might be an error. I would rather know if it has any changes for FGU or not.

One of the major flaws of the auto update is it doesn't tell you which one is updated. You also can't pick it at the updater.
So I have to turn off auto updating for and only updated it if I think its going to be something I need to update. Which in this case I would only know by reading the updates.

I love the option to autoupdate, I just don't like how its done well. You end up having to read about the changes (and issues or bugs etc) after you've already been "updated", without really know which one was updated. So when you have like 80+ exts and something is updated it can be a pain in the butt. Don't even get me started on EXTs that move from DATA folder to the VAULT to DATA to the VAULT without warning.

bmos
August 6th, 2021, 12:01
Don't even get me started on EXTs that move from DATA folder to the VAULT to DATA to the VAULT without warning.
Hopefully this is not going to be an issue anymore since now that setting is for the entire ext rather than per-build.

One of the major flaws of the auto update is it doesn't tell you which one is updated.Agreed! I'd love to have better feedback in that regard from the auto updater.

Does FGU people need this update?As Kelrugem said (thanks Kel), no (although it works fine in FGU and behaves just like v1.4).

Kelrugem
August 6th, 2021, 12:35
Sounds awesome in theory, however, because this EXT is very picky, I like to know what is being changed. If 1.4 is currently working as intended. Updating to another version which I'm not sure if it will work or not and where their might be an error. I would rather know if it has any changes for FGU or not.

One of the major flaws of the auto update is it doesn't tell you which one is updated. You also can't pick it at the updater.
So I have to turn off auto updating for and only updated it if I think its going to be something I need to update. Which in this case I would only know by reading the updates.

I love the option to autoupdate, I just don't like how its done well. You end up having to read about the changes (and issues or bugs etc) after you've already been "updated", without really know which one was updated. So when you have like 80+ exts and something is updated it can be a pain in the butt. Don't even get me started on EXTs that move from DATA folder to the VAULT to DATA to the VAULT without warning.

Certainly, it would be nice if the updater would show the name of the extensions/mod rather than their ID :)

I do not think though that one can completely avoid forums for extensions; for notifying about updates (especially their content) you still need to visit the forums, similar to FG updates. My personal wish is that there should be a FG pop-up, listing all updates (but if the forge is included in such a pop-up, then SmiteWorks would need to approve all the Forge's update texts which just add to the maintenance; hence, very unlikely that this will happen). Therefore no way around forums and then the only suggestion is to avoid using sooo many extensions in order to reduce the workload of checking updates and so on :) (though especially 5e users seem to have such an extreme number of used extensions; may be better to consolidate extensions into one, then the users have it easier to check forum threads and so on. But this is up to the devs)

With that I also want to say: Treat the forge updates like official FG updates. Do not update immediately, especially not right before a session. Try to read about updates before you update (this is how I do it; I always read the patch notes first) :)

bmos
August 6th, 2021, 12:40
Treat the forge updates like official FG updates. Do not update immediately, especially not right before a session. Try to read about updates before you update (this is how I do it; I always read the patch notes first) :)
My ideal UI for this would be for the updater to pop up a list of Forge updates. Each one could have a "forum link" button and an update button. There could also be an update all button for the lazy/optimistic.
I think having a "forum link" would get around that issue of additional approval work since the forum already has moderators.

Kelrugem
August 6th, 2021, 12:56
My ideal UI for this would be for the updater to pop up a list of Forge updates. Each one could have a "forum link" button and an update button. There could also be an update all button for the lazy/optimistic.
I think having a "forum link" would get around that issue of additional approval work since the forum already has moderators.

Oh, yes, that sounds nice :) We should maybe write that into the wish list of the forge :D (EDIT: Just added that to the wishlist of the forge :) )

plap3014
August 6th, 2021, 13:01
Hi,

you think it will be usefull to have a Word like document or Google doc for all working effect done by the community?

Leprekorn
August 6th, 2021, 13:52
Do we have a list of aura effects anywhere so I don't reinvent the wheel.

bmos
August 6th, 2021, 14:02
Well it's ruleset dependent, so perhaps users from each ruleset should make a thread for those.

plap3014
August 6th, 2021, 16:22
Well it's ruleset dependent, so perhaps users from each ruleset should make a thread for those.

5e ruleset

thanks for your good work!

bmos
August 6th, 2021, 16:33
5e ruleset

thanks for your good work!If you start a thread, post a link in the thread here to help others find it :)

plap3014
August 6th, 2021, 16:58
If you start a thread, post a link in the thread here to help others find it :)

as per request:

https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding&p=614488#post614488

regards

Rades
August 8th, 2021, 15:33
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v1.6 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.6)
* Improve diagonal and large creature distance detection in FG Classic using code from GKEnialb (https://www.fantasygrounds.com/forums/member.php?70614-GKEnialb)'s Token Height Indicator (https://www.fantasygrounds.com/forums/showthread.php?66566-5E-Token-Height-Indicator) extension. Does not require that extension (which is FG Unity-only)
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v1.5...v1.6)

EDIT: As with v1.5, there is no benefit or detriment to using this with Unity. It performs the same as v1.4 in Unity.

Thanks for the update!!

bmos
August 8th, 2021, 21:51
Aura Effect (https://github.com/bmos/FG-Aura-Effect) v1.7 (https://github.com/bmos/FG-Aura-Effect/releases/tag/v1.7)
* Add full support for PFRPG2 by resolving error message "[ERROR] Unable to find effect to remove" when AURA effect duration expired with targets in range. Thanks to Montis (https://www.fantasygrounds.com/forums/member.php?15710-Montis) for reporting.
* Set duration field of all FROMAURA effects to 0 rather than mirroring the AURA effect (since AURA effect deletion will remove FROMAURA effects anyway).
* Remove compatibility code for old versions of AURA Effect. If you are upgrading from a version prior to v1.2, you should manually remove any FROMAURA effects before playing your next session.
Click here to see raw code changes (https://github.com/bmos/FG-Aura-Effect/compare/v1.6...v1.7)

Weissrolf
August 19th, 2021, 00:31
This is a great addon that my bard will love for Inspire Courage. Thanks alot!

Here is a feature request: An AURA type that only works once, as in anyone leaving the aura will not get it back when they re-enter. This would be useful for Invisibility Sphere type of auras.

Any maybe even the other way around: An AURA type that keeps working when a creature leaves the aura (would work better for the Inspire Courage bard as allies stay inspired even when they leave the initial 60" area).

meadegendar
August 27th, 2021, 16:11
I am trying to figure out how to use Aura Effect to automate Aura of Conquest. This is what I have so far... AURA: 10 foe; Aura of Conquest; IF: FACTION(foe); SAVEO: wisdom DC 15 ; Frightened

All this does is put an icon on the targeted foes but when I go to roll the saving throw and fail it does not apply the Frightened condtion. I am new to FG/FGU 5e system so I am trying to piece this together from the effects wiki and what was posted for this extension.
Any guidence would be helpful if it is even possible. I know some things just have to be played out manually.

bmos
August 27th, 2021, 16:40
I am trying to figure out how to use Aura Effect to automate Aura of Conquest. This is what I have so far... AURA: 10 foe; Aura of Conquest; IF: FACTION(foe); SAVEO: wisdom DC 15 ; Frightened

All this does is put an icon on the targeted foes but when I go to roll the saving throw and fail it does not apply the Frightened condtion. I am new to FG/FGU 5e system so I am trying to piece this together from the effects wiki and what was posted for this extension.
Any guidence would be helpful if it is even possible. I know some things just have to be played out manually.SAVEO is not from this extension and would roll the save automatically if it was working. Are you using that extension (https://www.fantasygrounds.com/forums/showthread.php?56702-5E-Ongoing-Save-Effects)?

meadegendar
August 27th, 2021, 17:25
that's what I get for not paying attention to the source. What I am using is Advance Effects, I purchase the Equip effects (grimm press) and Aura Effects. I was trying to find an example of structure to build the effect using the if statement. I assumed that would be needed since the aura is conditional based on wisdom save. Still new to FG/FGU and trying to learn the forums. Spent the last year using Foundry VTT and time to change to a system that has all that I need to run my games.

MrDDT
August 27th, 2021, 17:28
that's what I get for not paying attention to the source. What I am using is Advance Effects, I purchase the Equip effects (grimm press) and Aura Effects. I was trying to find an example of structure to build the effect using the if statement. I assumed that would be needed since the aura is conditional based on wisdom save.

As I posted in the other thread, this Aura doesn't do what you are saying it should do.


Having said that, check out Better Combat Effects EXT. It will have a lot of tools to automate some of the stuff you wanting to do.

nephranka
August 27th, 2021, 17:33
Better combat effects might be of some help as well.

Edit: MrDDT beat me to it ;)

meadegendar
August 27th, 2021, 18:17
Ok thanks I will look into that.

bmos
August 27th, 2021, 18:58
that's what I get for not paying attention to the source. What I am using is Advance Effects, I purchase the Equip effects (grimm press) and Aura Effects. I was trying to find an example of structure to build the effect using the if statement. I assumed that would be needed since the aura is conditional based on wisdom save. Still new to FG/FGU and trying to learn the forums. Spent the last year using Foundry VTT and time to change to a system that has all that I need to run my games.One of my GMs transitioned to Foundry from FG and I just started using Hero Lab rather than tracking anything in Foundry. So little functionality (at least for Pathfinder 1e) compared to FG (especially when using extensions here).
I'm glad we could point you in the right direction :)

meadegendar
August 27th, 2021, 19:05
Yes thanks all for the help. I manage to come up with this and for the most part does what I was hoping. AURA: 10 foe; Aura of Conquest; IF: FACTION(foe); SAVES: WIS [SDC] (R); Frightened So if fail on the save then frightened remains and any actions is with dis. Think what I need is a way to were a token comes with in 10ft then it auto rolls Wis sav. if failed then apply condition. Still have so work but found this to be rewarding. Using Aura effects and better effects to make this magic happen.

MrDDT
August 27th, 2021, 19:13
Yes thanks all for the help. I manage to come up with this and for the most part does what I was hoping. AURA: 10 foe; Aura of Conquest; IF: FACTION(foe); SAVES: WIS [SDC] (R); Frightened So if fail on the save then frightened remains and any actions is with dis. Think what I need is a way to were a token comes with in 10ft then it auto rolls Wis sav. if failed then apply condition. Still have so work but found this to be rewarding. Using Aura effects and better effects to make this magic happen.

This Aura of Conquest feature in 5E doesn't do this btw. You are clearly able to do however you want, but this feature as written shouldn't be doing it.

To get effects to cause a save right off the get go, you can use SAVEA

meadegendar
August 27th, 2021, 19:25
This is what I am trying to create Straight from the details of the Aura >> If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

I am trying to get it to trigger a save when it comes into range. If failed then it becomes frightened. The next part I need to come up with is the psychic dmg part.


Here is the whole Text as written for Aura of Conquest >>> Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.

bmos
August 27th, 2021, 19:32
This is what I am trying to create Straight from the details of the Aura >> If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

I am trying to get it to trigger a save when it comes into range. If failed then it becomes frightened. The next part I need to come up with is the psychic dmg part.


Here is the whole Text as written for Aura of Conquest >>> Starting at 7th level, you constantly emanate a menacing aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover.

If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there.

At 18th level, the range of this aura increases to 30 feet.While I don't play 5E, I think you're misreading that.
According to this (https://dnd5e.wikidot.com/paladin:conquest), "As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success."
I believe the aura is just an additional penalty added to creatures as long as they have failed against Conquering Presence and are also within 10ft of you.

meadegendar
August 27th, 2021, 19:40
That is a separate feature using Channel Divinity. Aura of Conquest is a separate feature that is always active when the pally reaches 7th level. Just another means for that build to crowd control creatures.


In 5e Channel Divinities are different based on the Oath the Paladin takes. In this case Oath of Conquest, there Divinity is what you mentioned above. This is granted at level 3. At level 7, the Paladin is granted Aura of Conquest which is the info I provided. This Oath is based on fear and control.

bmos
August 27th, 2021, 19:45
That is a separate feature using Channel Divinity. Aura of Conquest is a separate feature that is always active when the pally reaches 7th level. Just another means for that build to crowd control creatures.

Aura of Conquest has no listed save and specifically says "If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes psychic damage equal to half your paladin level if it starts its turn there."
So as far as I see, it's dependent on something else making the creature frightened (such as Conquering Presence or even an Intimidate check).

meadegendar
August 27th, 2021, 19:50
I understand. I have gone over this many times with other GMS and within my group, and it is implied that a save is in need since Aura's are always active. Likewise, I will never pretend I know 5e in and out. Until last year, I haven't played DnD since early 90s.

MrDDT
August 27th, 2021, 19:59
I understand. I have gone over this many times with other GMS and within my group, and it is implied that a save is in need since Aura's are always active. Likewise, I will never pretend I know 5e in and out. Until last year, I haven't played DnD since early 90s.

There is no implied save. It is stating exactly what it's stating. If they are frightened of that pally in that aura they would have 0 movement and take some psychic damage.

Now if you want as a GM to run it differently in your world have at it.

I think the feature SAVEA from BCE would help you.

meadegendar
August 27th, 2021, 21:03
Thanks for the input. Really wasn't trying to get in a debate on how this works. Like I said not an expert by any means regarding 5e only going by what I was told and how it was explained to me. Now with that and the push from you DDT, think i will re-work it. Apparently I am not the only one that read that description differently. Appearently this Aura has been a top of conversation for sometime and some folks think it needs to be re-written,

nephranka
September 8th, 2021, 03:14
I think I have found an issue. I am not sure how this version of auras interacts with conditions. So, maybe this working as expected?

It appears that Auras is skipping the IF when there is a condition after it and applying it to the source of the aura.

Test:
NPC with IMMUNE: restrained

Add an effect:
AURA: 10 all; Web; IF: FACTION(notself); Restrained

The Aura lands then it is applied to the NPC. Because it is immune it does not stick the condition and leaves an aura on the npc: AURA: 10 all; Web; IF: FACTION(notself)
There are 2 outputs to chat to confirm the order of the actions.

This is implies the condition is effecting the source even though there is an IF: FACTION(notself)

Maldev
September 19th, 2021, 05:09
Deleted

DCrumb
September 19th, 2021, 09:12
In your two lines there is one difference: The first one is "...FACTION (notself)...", the second is "...FACTION(notself)...". That space between FACTION and the open parenthesis might be the problem.

Maldev
September 19th, 2021, 09:24
Thanks for the reply. I actually figured it out during the post and tried to delete the post. Clearly I failed.
Cheers :D

anathemort
September 29th, 2021, 18:13
Would it be possible to suspend aura updates during token planned movement? With token lock on and a token with an aura makes a planned move and the GM accepts it, the token moves itself numerous spaces but the aura is updated each time along the way. This makes it a bit laggy as it passes by any other token. Similarly if the GM grabs an aura token and moves it around, it's laggy. Maybe we could hook into the Shift+Drag that applies to lighting sources, which prevents updates until the token is dropped?

MeAndUnique
September 29th, 2021, 18:45
Another option would be to leverage snapping (optionally) and only recalculate when the token is exactly on a snappable position.

bmos
September 30th, 2021, 02:16
Would it be possible to suspend aura updates during token planned movement? With token lock on and a token with an aura makes a planned move and the GM accepts it, the token moves itself numerous spaces but the aura is updated each time along the way. This makes it a bit laggy as it passes by any other token. Similarly if the GM grabs an aura token and moves it around, it's laggy. Maybe we could hook into the Shift+Drag that applies to lighting sources, which prevents updates until the token is dropped?Perhaps! I'll take a look.

mattcolville
October 2nd, 2021, 21:52
I feel like I got a handle on how this extension works, but I want to check.

It won't handle something like an aura that grants allies within 30' TempHP when they end their turn inside the aura. Because it doesn't know when other actors end their turn, correct?

anathemort
October 3rd, 2021, 00:35
I feel like I got a handle on how this extension works, but I want to check.

It won't handle something like an aura that grants allies within 30' TempHP when they end their turn inside the aura. Because it doesn't know when other actors end their turn, correct?

Not out of the box, but I think you could combine it with Better Combat Effects (https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects) to get that. Though also not sure if the HEAL effect can do temporary, it'd be worth a try!

MeAndUnique
October 3rd, 2021, 04:44
I feel like I got a handle on how this extension works, but I want to check.

It won't handle something like an aura that grants allies within 30' TempHP when they end their turn inside the aura. Because it doesn't know when other actors end their turn, correct?

To expand a bit more on anathemort's answer, AURAs themselves aren't really concerned with turn order at all. Rather, they add an effect to other targets and let Fantasy Ground's effect logic do the rest. Unfortunately, since neither FG itself, nor the linked Better Combat Effects extension has support for adding temporary hit points at the end of a character's turn, there isn't a clean way to automate this. However, if you are willing to make the concession of the temporary hit points being gained at the start of a character's turn, you could use the Feature: TEMPO and ROLLON (https://forge.fantasygrounds.com/shop/items/5/view) extension alongside this one.

bmos
October 3rd, 2021, 12:38
To expand a bit more on anathemort's answer, AURAs themselves aren't really concerned with turn order at all. Rather, they add an effect to other targets and let Fantasy Ground's effect logic do the rest. Unfortunately, since neither FG itself, nor the linked Better Combat Effects extension has support for adding temporary hit points at the end of a character's turn, there isn't a clean way to automate this. However, if you are willing to make the concession of the temporary hit points being gained at the start of a character's turn, you could use the Feature: TEMPO and ROLLON (https://forge.fantasygrounds.com/shop/items/5/view) extension alongside this one.Unfortunately that TEMPO extension probably doesn't work for Matt since he's running 4E right now.

I'm going to whip up a little 4E extension for this today.
EDIT: Give this a shot: 4E Temporary Hitpoint Effects (https://www.fantasygrounds.com/forums/showthread.php?70784-4E-Temporary-Hitpoint-Effects)

webdove
October 10th, 2021, 05:40
Hi, I love this extension. However I discovered yesterday that unconscious Paladins still emit auras when they should not.
Would it be possible to have the aura check for the unconscious condition on the source actor and not apply the effect if the source is unconscious?

bmos
October 10th, 2021, 13:28
Hi, I love this extension. However I discovered yesterday that unconscious Paladins still emit auras when they should not.
Would it be possible to have the aura check for the unconscious condition on the source actor and not apply the effect if the source is unconscious?

already on the to do list:
https://github.com/bmos/FG-Aura-Effect/issues

I do have it working, but it results in a bunch of extra chat messages right now so it's not ready for release.

webdove
October 10th, 2021, 15:41
Excellent!

FyreM
October 19th, 2021, 03:34
Has anyone compiled a list of "all the Aura's you have been searching for but the SEARCH feature sucks so some nice kind person wrote many of the in a nice single handy place." googleDoc or somethign like that?

M0kkan
October 19th, 2021, 03:37
Has anyone compiled a list of "all the Aura's you have been searching for but the SEARCH feature sucks so some nice kind person wrote many of the in a nice single handy place." googleDoc or somethign like that?

You're looking for this thread:
https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding

bmos
October 19th, 2021, 12:13
Has anyone compiled a list of "all the Aura's you have been searching for but the SEARCH feature sucks so some nice kind person wrote many of the in a nice single handy place." googleDoc or somethign like that?
If you look at the readme: https://github.com/bmos/FG-Aura-Effect
you'll see there is space for those threads to exist.
so far there is only a 5e thread that m0kkan has linked.

Fingersome
November 20th, 2021, 00:53
Is there a way to use this to grant a specific actor nearby Magic Resistance, rather than say, all allies? Trying to simulate the Imp Familiar's shared Magic Resistance.

MrDDT
November 20th, 2021, 01:00
Is there a way to use this to grant a specific actor nearby Magic Resistance, rather than say, all allies? Trying to simulate the Imp Familiar's shared Magic Resistance.

Yeah, but it would take some work.

I'm not going to write it all out here but think along the lines of "IF" statement of having an effect, giving that to the person with the aura, putting out aura that does nothing but gives and effect, that will trigger the imp's IF effect, which would turn on the MR.

rhagelstrom
November 20th, 2021, 02:03
Put this on the imp:
AURA: 5 friend; Imp Aura; IF: CUSTOM(Imp Friend); Magic Resistance

Put this on his friend:
Imp Friend;

SteveStewart332
November 21st, 2021, 08:00
I ran this extension for the first time this weekend, and initially it was fantastic. However, as tokens started moving around the map, the extension started generating the same effect multiple times as a character moved through the paladin's aura. We ended up with the Aura of Protection effect applied 20 times, which slowed the game down quite a bit. Any thoughts on what I might be doing wrong? Running 5e, using a number of the Rob 2e extensions and modules plus better combat effects and a couple of minor things like clock adjuster.

Leprekorn
November 21st, 2021, 08:35
Which effect did you add.

Beemanpat
November 21st, 2021, 08:59
This was happening our game last night too. Although it was limited to only one player. And seemingly when the they would use Wildshape. We were using One Click Druid so I suspect something has changed in recent update that may have affect how they work together (one click druid and auras). I haven't had a chance to do some testing to confirm anything since I wasn't DMing at the time. Might try to narrow it down later today.

bmos
November 21st, 2021, 13:38
This was happening our game last night too. Although it was limited to only one player. And seemingly when the they would use Wildshape. We were using One Click Druid so I suspect something has changed in recent update that may have affect how they work together (one click druid and auras). I haven't had a chance to do some testing to confirm anything since I wasn't DMing at the time. Might try to narrow it down later today.I would assume rob2e extensions might not be compatible.

SteveStewart332
November 21st, 2021, 16:53
The effect was aura of protection - I was steered to the extension via the Rob2e discord channels, but I guess you're right, does not mean they are compatible. Will see if Kent comes back with anything.

Leprekorn
November 21st, 2021, 19:16
Aura of protection works fine for me. What is the syntax you are using and what other exts are you running?

kentmccullough
November 21st, 2021, 20:45
Please provide the effect you put on the Pali, as well as what was put on the others. I believe this can happen with bad placement of IF statements. The extension should be compatible with pretty much any other extension, unless the updates have completely borked something.

SteveStewart332
November 23rd, 2021, 19:58
Hi Kent - thanks for the quick response, sorry for my tardy response! The effect I added to the Paladin was Aura of Protection, I used the same syntax that you have in the first page. When I first put it on, friendly PCs and NPCs had the FROMAURA effect appearing correctly, but as the game progressed when a character moved through the aura, the effect re-applied 10 - 15 times. I've just tried it again now as the DM, and everything is working as it should. Seemed to only be an issue with the players moving. I have no IF statements in place. I use the bundle of your automatic extensions which all work fine (they are ace, thanks!). I also have DM Tools, 1-click druid (and 1-click more), turn-based effects, enhanced spell window, party combat stats, spell component check, 5e indicators, weather generator, mad Nomad Consumable Items, 5e modifiers, CT open on turn, MNM character sheet effects display, 5e encumbrance, automatic record links, linkfill, NPC maker, NPC random treasure drops, random encounter generator, random spellbook generator, skip dead, select on turn, easy lights, toggle effect lights, MNM automatic actions, coin converter, Rob's automatic coding for class, race, background etc. I also have some forge stuff covering height, exhaustion, coin weight, better combat effects and extraplanar containers. I update everything prior to running the games, and I am running all the 5e rule books (except Fizban's) and playing Storm King's Thunder. Hope that helps.

SteveStewart332
November 28th, 2021, 18:37
I set the "Silence Notifications for Aura Types" to "All" which stopped everything re-applying on the combat tracker but did put an error in the chat box ("unable to find effect to remove") when players or NPCs moved, but it had no impact on the game.

bmos
November 28th, 2021, 18:52
I set the "Silence Notifications for Aura Types" to "All" which stopped everything re-applying on the combat tracker but did put an error in the chat box ("unable to find effect to remove") when players or NPCs moved, but it had no impact on the game.Did you install from Forge?
What version number is in the chat window when you load the extension?

SteveStewart332
December 1st, 2021, 21:12
Hi bmos - I installed from the FGU forum page one (v0.4). Will check and see if it is on the Forge too.

bmos
December 1st, 2021, 21:20
Hi bmos - I installed from the FGU forum page one (v0.4). Will check and see if it is on the Forge too.Ah! Then that is your issue :)
Install my version from the Forge (https://forge.fantasygrounds.com/shop/items/32/view).

SteveStewart332
December 1st, 2021, 22:12
In the words of a famous starship captain, I shall make it so! Thanks bmos.

JayceStorm
December 4th, 2021, 04:58
How would I program a Fear Aura. The effect is Horrifying Visage: If foe is within 60 feet they must save DC13 WIS or be frightened. They can then make a save at the END of their turn with DISADV to remove the effect. If the initially save or save later, they are immune to the effect. Can this be done with an Aura Effect?

anathemort
December 4th, 2021, 05:52
I think this would only work if you coupled it with Better Combat Effects (https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects) and the SAVEE modifier.

Untested, but maybe...

AURA: 60 foe; Horrifying Visage; SAVEA: WIS 13 (R); SAVEE: WIS 13 (R)

Rebecca
December 10th, 2021, 18:20
I am running into some issues using the aura's on a neutral paladin, if i set the effect to friends, it affects neutral characters (as intended) but not "green" friendly characters, meaning the players (not intended)
Is there a way to get the aura on a neutral paladin to affect both friendly and neutral characters?

bmos
December 10th, 2021, 18:25
I am running into some issues using the aura's on a neutral paladin, if i set the effect to friends, it affects neutral characters (as intended) but not "green" friendly characters, meaning the players (not intended)
Is there a way to get the aura on a neutral paladin to affect both friendly and neutral characters?"AURA: 5 ^foe; SKILL: 4" might work, but I'm not sure.
If not that, then "AURA: 5 all; IF: FACTION(^foe); SKILL: 4" might.

Rebecca
December 10th, 2021, 18:35
"AURA: 5 ^foe; SKILL: 4" might work, but I'm not sure.
If not that, then "AURA: 5 all; IF: FACTION(^foe); SKILL: 4" might.

Using the first applies the effect to all, the second applies it to all, but it takes no effect

Rebecca
December 10th, 2021, 19:04
Okay for those looking to get a neutral aura to affect both friendly and neutral, but exclude hostile entities in the combat tracker;

1: Make a PC sheet, give it the effect "Ally" not setting it to expire (if you set this effect on the PC that is the source of the aura, for some reason it is removed creatures they leave the aura)
2: Apply the "Ally" effect to all entities you want affected by the aura
3: Aura effect should look like this : "AURA: 10 all; IF:CUSTOM(Ally); Aura of Protection; SAVE: [CHA]"

Doing it like this, the aura only affects creatures with the "Ally" tag.

It's not elegant, it's kind of the "if duct tape doesn't work, use more duct tape" approach, but it works, and that's what i was after.

anathemort
December 10th, 2021, 19:14
@bmos is it possible to combine conditional checks for the aura? I am trying this:


Spike of the Shadar-kai; AURA: 10 foe; Shadow of the Shadar-kai; IF: FACTION(notself); IF: TYPE(beast,humanoid); DISSAV

The expectation is that foe-faction beasts and humanoids receive DISSAV, but not the aura emitter. It seems like the faction conditional is ignored when the type conditional is used, because the emitter (a PC) also gets DISSAV. If I remove "humanoid" from the type check, it works fine, but then I don't need the faction check either.

MrDDT
December 10th, 2021, 20:57
I am running into some issues using the aura's on a neutral paladin, if i set the effect to friends, it affects neutral characters (as intended) but not "green" friendly characters, meaning the players (not intended)
Is there a way to get the aura on a neutral paladin to affect both friendly and neutral characters?


AURA: 15 all; Pally; IF: FACTION(!foe); SKILL: 4

This should work. This will put the effect on everyone in the radius (I used 15), however, the effect of SKILL:4 will only apply to people that meet the faction requirement of (!foe, which is anyone but foes).

Hope that helps.

Rebecca
December 10th, 2021, 20:58
AURA: 15 all; Pally; IF: FACTION(!foe); SKILL: 4

This should work. This will put the effect on everyone in the radius (I used 15), however, the effect of SKILL:4 will only apply to people that meet the faction requirement of (!foe, which is anyone but foes).

Hope that helps.

I'll test it out on another table, i got it working now and i'm not risking any ****ery with it

bmos
December 10th, 2021, 23:17
AURA: 15 all; Pally; IF: FACTION(!foe); SKILL: 4

This should work. This will put the effect on everyone in the radius (I used 15), however, the effect of SKILL:4 will only apply to people that meet the faction requirement of (!foe, which is anyone but foes).

Hope that helps.Ah, thanks. That was what I was trying to say with the "^foe" bit but I forgot which character was used to invert the term.

Trogdor_007
January 14th, 2022, 06:02
Just downloaded and installed this one today. It was my first extension to ever install. Took all of 5 min to figure out how to use it and install extensions in general. Works great and functions on the variant rule for diagonal movement. I hope all extensions are this amazing.

JayceStorm
January 18th, 2022, 00:40
Any suggestions on how to get rid of blank entries on the combat tracker cause by the Aura's Mod adding/removing information? I have the option set to Silence alerts but still see multiple blank lines show up on characters.
51059

Leprekorn
January 18th, 2022, 06:37
I'm not seeing that problem what other exts do you have running

bmos
January 18th, 2022, 16:18
Any suggestions on how to get rid of blank entries on the combat tracker cause by the Aura's Mod adding/removing information? I have the option set to Silence alerts but still see multiple blank lines show up on characters.
51059

I think that is an old version. Delete it from your extensions folder and then add from Forge.

Zandel
January 21st, 2022, 02:42
Is this the latest version for Unity?
AuraEffectsv0.4.ext

Leprekorn
January 21st, 2022, 06:37
Did you get it from forge.fantasygrounds.com as they will guarantee it.

Zandel
January 21st, 2022, 11:50
Nope, I did not even know that existed, but I will

Kelrugem
January 21st, 2022, 12:00
Nope, I did not even know that existed, but I will

If you do, make sure you delete the version in /extensions you downloaded here :) The forge version installs into the vault as far as I know, and any other version in /extension would otherwise overwrite the current version in the vault, leading to that you would not play with the most current version :)

Zandel
January 21st, 2022, 14:28
So I have the extension in my inventory and I have gone into update I don't see it in my extension folder, or in my list of available extensions when I load my campaign, What am I missing?

51094

Fixed, had to disable and enable again

bmos
January 21st, 2022, 14:53
So I have the extension in my inventory and I have gone into update I don't see it in my extension folder, or in my list of available extensions when I load my campaign, What am I missing?

51094

Fixed, had to disable and enable againThat's weird! Glad you found a solution!

JayceStorm
January 21st, 2022, 23:10
I deleted the extension and DL'd it again from Forge. When I check my forge subscriptions, here is what I see:



I have also updated FGU 2x to make sure it is pulling down the correct version.

bmos
January 22nd, 2022, 00:19
I deleted the extension and DL'd it again from Forge. When I check my forge subscriptions, here is what I see:



I have also updated FGU 2x to make sure it is pulling down the correct version.I think it must be an incompatibility with another extension you're using, because nobody else is having that issue and it looks like you're up to date.

JayceStorm
January 23rd, 2022, 17:34
I tested this on my campaign and it is working correctly. So I will work with the other DM that was experiencing the problem now that I can confirm it is working correctly for me.

MrDDT
January 29th, 2022, 16:20
I just wanted to post this here because it totally applies to this ext.

It would be really helpful to the ext makers of Auras and other exts to have more people vote this idea up

https://fgapp.idea.informer.com/proj/?ia=137871


Token distance functions to take into account LoS
Add a boolean option to following two functions to only return tokens/distance if the tokens have LoS to each other and are not blocked by ocluders

Token.getTokensWithinDistance(token, distance,bHasLoS)
Token.getDistanceBetween(token, token, bHasLoS)

Pretty much what it would do is allow Auras to be blocked by LOS so that someone on the other side of a wall is not getting hit with an Aura effect.

bmos
January 29th, 2022, 17:31
I just wanted to post this here because it totally applies to this ext.

It would be really helpful to the ext makers of Auras and other exts to have more people vote this idea up

https://fgapp.idea.informer.com/proj/?ia=137871



Pretty much what it would do is allow Auras to be blocked by LOS so that someone on the other side of a wall is not getting hit with an Aura effect.A LOS API would be AMAZING. Voted.

webdove
January 29th, 2022, 17:43
A LOS API would be AMAZING. Voted.

I wonder if you could leverage the FGU LOS code that controls whether a token is visible or not for purposes of targeting to influence whether an aura affects that token.

bmos
January 29th, 2022, 20:20
I wonder if you could leverage the FGU LOS code that controls whether a token is visible or not for purposes of targeting to influence whether an aura affects that token.It's certainly something to look into! EDIT: doesn't look like it works this way right now

Vigilance
January 31st, 2022, 13:11
how do you code an effect for the enemy spirit Guardian.

bmos
January 31st, 2022, 14:38
how do you code an effect for the enemy spirit Guardian.I think it would be the same way, but that effect does require the ongoing save effects extension.

Vigilance
January 31st, 2022, 17:59
should the coding look like this.
AURA:15 friend;Spirit Guardians; IF:FACTION(friend);SAVEO:wisdom DC12 (M)(H);SAVEDMG: 3d8 radiant; (C)
or should it be
AURA:15 foe;Spirit Guardians; IF:FACTION(friend);SAVEO:wisdom DC12 (M)(H);SAVEDMG: 3d8 radiant; (C)

MrDDT
January 31st, 2022, 18:38
should the coding look like this.
AURA:15 friend;Spirit Guardians; IF:FACTION(friend);SAVEO:wisdom DC12 (M)(H);SAVEDMG: 3d8 radiant; (C)
or should it be
AURA:15 foe;Spirit Guardians; IF:FACTION(friend);SAVEO:wisdom DC12 (M)(H);SAVEDMG: 3d8 radiant; (C)

You likely want to use necrotic instead of radiant.

Also this i sonly if you using Ongoing Saves EXT.
If you using BCE you would do it differently as I posted before.
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)

Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 necrotic; (C)


Here is a link to the aura thread btw.
https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding&p=614521&viewfull=1#post6145211


The foe friend confusion is it's the foe/friend of who is casting it not who the PCs are. So they would still be foe (not the creatures allies right?) would be targeted, thus you want it to be foe either way.
So the coding would be 100% the same because its based on friends/foes/etc of who is casting it and not anything else.

MrDDT
February 11th, 2022, 17:56
I noticed an update to this however, I see no update notes.

bmos
February 11th, 2022, 19:08
I noticed an update to this however, I see no update notes.https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fpa1.narvii.com%2F7614%2Fcb588b401 c8843be4885a2278260536340cbc47cr1-480-204_hq.gif&f=1&nofb=1
I added Starfinder support but wanted to hear from a few users before I made a big deal about it :)

MrDDT
February 11th, 2022, 19:30
Ok, nothing to see here. Gotcha =P

nephranka
February 26th, 2022, 19:31
Looks like there is conflict with polymorphism ext by SR and auras. When I dbl click to end the concentration of the polymorph spell I get an error: scripts/manager_combat.lua:98 attempted to index local 'nodeEffectList' (a userdata value)

Any thoughts if this can be resolved. I am going to post in polymorphism as well.

bmos
February 26th, 2022, 20:03
Looks like there is conflict with polymorphism ext by SR and auras. When I dbl click to end the concentration of the polymorph spell I get an error: scripts/manager_combat.lua:98 attempted to index local 'nodeEffectList' (a userdata value)

Any thoughts if this can be resolved. I am going to post in polymorphism as well.Yes. This is very well known.
It's in the README:
https://github.com/bmos/FG-Aura-Effect/blob/main/README.md

and the Forge page:
https://forge.fantasygrounds.com/shop/items/32/view

and has been discussed pretty thoroughly:
https://www.fantasygrounds.com/forums/showthread.php?72707-Workaround-found-for-Aura-Effect-Polymorph-conflict

FG just isn't designed to function the way that Polymorphism functions and, unless it gets implemented differently (which SilentRuin has made it clear they aren't interested in doing), some extensions will have that error with Polymorphism.
I have implemented a workaround but there are other things in the update that depend on the ruleset updates that will likely be released this coming week.
So for now use the workaround in the thread if you must use the two together.

nephranka
February 26th, 2022, 20:41
Yes. This is very well known.
It's in the README:
https://github.com/bmos/FG-Aura-Effect/blob/main/README.md

and the Forge page:
https://forge.fantasygrounds.com/shop/items/32/view

and has been discussed pretty thoroughly:
https://www.fantasygrounds.com/forums/showthread.php?72707-Workaround-found-for-Aura-Effect-Polymorph-conflict

FG just isn't designed to function the way that Polymorphism functions and, unless it gets implemented differently (which SilentRuin has made it clear they aren't interested in doing), some extensions will have that error with Polymorphism.
I have implemented a workaround but there are other things in the update that depend on the ruleset updates that will likely be released this coming week.
So for now use the workaround in the thread if you must use the two together.

Thank you. I totally missed this whole thing. Must have had tunnel vision. I appreciate the links.

DMLars
February 28th, 2022, 07:30
First off let me say a big Thank You for your work on this extension. It's so nice!

I did a search in the thread and didn't find anything and I was hoping to see if something is possible with the Aura. The player has a sword that causes dragons to have disadvantage on attacks if within 30' (using 5E). So I tried some variants but nothing seems to work. Perhaps it is not possible.

AURA: 30 foe; Wrymslyr; IFT: TYPE(dragon); GRANTDISATK - I did this and it causes disadvantage to the dragon even if out of the range, the effect removes from the enemy but I assume since it is still applied to the character??

AURA: 30 foe; Wrymslyr; IF: FACTION(foe); IFT: TYPE(dragon); GRANTDISATK - I tried this but lost the grant of disatk.

Ideas?

Thanks

MrDDT
February 28th, 2022, 07:51
First off let me say a big Thank You for your work on this extension. It's so nice!

I did a search in the thread and didn't find anything and I was hoping to see if something is possible with the Aura. The player has a sword that causes dragons to have disadvantage on attacks if within 30' (using 5E). So I tried some variants but nothing seems to work. Perhaps it is not possible.

AURA: 30 foe; Wrymslyr; IFT: TYPE(dragon); GRANTDISATK - I did this and it causes disadvantage to the dragon even if out of the range, the effect removes from the enemy but I assume since it is still applied to the character??

AURA: 30 foe; Wrymslyr; IF: FACTION(foe); IFT: TYPE(dragon); GRANTDISATK - I tried this but lost the grant of disatk.

Ideas?

Thanks

AURA: 30 foe; Wrymslyr; IF: TYPE(dragon); DISATK

nephranka
March 7th, 2022, 14:11
Yes. This is very well known.
It's in the README:
https://github.com/bmos/FG-Aura-Effect/blob/main/README.md

and the Forge page:
https://forge.fantasygrounds.com/shop/items/32/view

and has been discussed pretty thoroughly:
https://www.fantasygrounds.com/forums/showthread.php?72707-Workaround-found-for-Aura-Effect-Polymorph-conflict

FG just isn't designed to function the way that Polymorphism functions and, unless it gets implemented differently (which SilentRuin has made it clear they aren't interested in doing), some extensions will have that error with Polymorphism.
I have implemented a workaround but there are other things in the update that depend on the ruleset updates that will likely be released this coming week.
So for now use the workaround in the thread if you must use the two together.

I am current using the workaround but was wondering if this is now updated since the ruleset was just updated or are you waiting on a different update for FG? Thanks!

Slagmoth
March 25th, 2022, 18:08
So I have been going through a couple of modules and adding this effect to the NPCs that have an aura... and I think I might have missed it in the forum but...

How do you code an exception?

In Descent Into Avernus there are cultists with the Aura of Murder given all foes within 5' VULN: piercing. I can get that to work just fine... however there is an exception to this aura. "unless they have resistance or immunity to
such damage." So there is a barbarian in the party and when they rage they obviously have resistance to piercing which would negate that aura effect so that they would retain their resistance. So do I use the IFT?

MrDDT
March 25th, 2022, 20:26
So I have been going through a couple of modules and adding this effect to the NPCs that have an aura... and I think I might have missed it in the forum but...

How do you code an exception?

In Descent Into Avernus there are cultists with the Aura of Murder given all foes within 5' VULN: piercing. I can get that to work just fine... however there is an exception to this aura. "unless they have resistance or immunity to
such damage." So there is a barbarian in the party and when they rage they obviously have resistance to piercing which would negate that aura effect so that they would retain their resistance. So do I use the IFT?

Currently for your vuln coding, if they are already IMMUNE, then it wouldn't matter if you made them VULN or not, they would still be IMMUNE (as in not take damage)
If you want to make something take damage you would need to use another EXT like Blissful Ignorance ext, where you can bypass it. Then you would run into the other problem you are stating. Which can likely be solved with some IF/IFT statements. Or maybe even settings in BI.
As far as RESIST and this effect, it would currently make them RESIST the damage, which would be 1/2, then it would make them VULN making them take 2x the 1/2'd damage. Which also makes it weird rounding just FYI.

I'm not sure on your effect but you can do IFT: FACTION(!xyz) or IF: FACTION(!xyz)

I'm not sure you can make a custom IF for the aura, but for custom IF/IFTs you would do
IF: CUSTOM(customeffectname); Effectstuff.

Hope that helps. That's where I would start.

bmos
March 25th, 2022, 22:58
I am current using the workaround but was wondering if this is now updated since the ruleset was just updated or are you waiting on a different update for FG? Thanks!It has been published.

bmos
March 25th, 2022, 22:59
So I have been going through a couple of modules and adding this effect to the NPCs that have an aura... and I think I might have missed it in the forum but...

How do you code an exception?

In Descent Into Avernus there are cultists with the Aura of Murder given all foes within 5' VULN: piercing. I can get that to work just fine... however there is an exception to this aura. "unless they have resistance or immunity to
such damage." So there is a barbarian in the party and when they rage they obviously have resistance to piercing which would negate that aura effect so that they would retain their resistance. So do I use the IFT?Easy!
When the effect shows up on the person who shouldn't get the effect, just turn the effect to OFF.
Then, even if they move out of range it will not be deleted and it will keep the effect from being re-added in an ON state.
I added this to the README. (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/blob/main/README.md#exceptions)

nephranka
April 6th, 2022, 02:57
It has been published.

Thanks for the update!

Slagmoth
April 12th, 2022, 04:16
I must have a misunderstanding on how the factions and things work in the FGU framework.

I tested this the other week before setting up for our session tonight and this worked but for some reason, I probably didn't test this but, the "foe" part is not working correctly as the Night Blades also gain the vulnerability.

AURA: 5 foe; Aura of Murder; VULN: piercing

Did I do this incorrectly? Neither of the NPCs with that aura get the FROMAURA from its ally but it still gets VULN from it.

So for an NPC to have an aura that only affects things that are hostile to it how would I do that? Or was this written only from the point of view of the PCs?



So I guess it is this:

AURA: 5 foe; Aura of Murder; IF: FACTION(!friend); VULN: piercing

MrDDT
April 12th, 2022, 04:18
I must have a misunderstanding on how the factions and things work in the FGU framework.

I tested this the other week before setting up for our session tonight and this worked but for some reason, I probably didn't test this but, the "foe" part is not working correctly as the Night Blades also gain the vulnerability.

AURA: 5 foe; Aura of Murder; VULN: piercing

Did I do this incorrectly? Neither of the NPCs with that aura get the FROMAURA from its ally but it still gets VULN from it.

So for an NPC to have an aura that only affects things that are hostile to it how would I do that? Or was this written only from the point of view of the PCs?

Try
AURA: 5 foe; Aura of Murder IF: FACTION(foe); VULN: piercing

Tatas
April 12th, 2022, 18:46
Has anyone ever gotten blank effect entries from the Aura coding? I keep movement unlocked and sometimes my players all move at the same time when we’re out of combat on a large map. Thinking that might be the condition that causes it. It definitely causes my PC to crawl, lol. I had chat notifications disabled last game so I don’t have a specific error code yet. I’ll make sure I enable them this Wednesday.

bmos
April 12th, 2022, 18:55
Has anyone ever gotten blank effect entries from the Aura coding? I keep movement unlocked and sometimes my players all move at the same time when we’re out of combat on a large map. Thinking that might be the condition that causes it. It definitely causes my PC to crawl, lol. I had chat notifications disabled last game so I don’t have a specific error code yet. I’ll make sure I enable them this Wednesday.Yes, it seems to happen when used with some other extensions.
Unfortunately so far it was always a paid extension that people have that issue with, so I can't do anything about it.

Tatas
April 12th, 2022, 20:17
Thanks bmos. Appreciate the quick reply. Glad to know I'm not a special case. I certainly have my fair share of extensions running. I'll try to reduce them to narrow it down and see if I can find which one is conflicting.

Maldev
April 14th, 2022, 05:58
G'day all. Firstly great extension-> thank you :)
I run 4th edition and the auras work fine.
Are there any 4E DMs who have implemented auras like this one?
Aura of Obedience
"Bone devils are immune; any bloodied devil in the aura at the start of its turn takes 1d10 damage but gains a +4 bonus to attack rolls and deals an extra 2d4 damage on melee attacks until the start of its next turn. If a devil is slain by this aura, the bone devil regains 3d6 hit points."
I have part of it sorted
AURA: 5 friend; Aura of Obedience; IF: FACTION(friend); ATK: 4; DMG: 2d4
However I do not know whether the bloodied aspect can be incorporated?
I understand the Bloodied devil can't be exactly done, nor the automation of the healing of the Bone Devil.

I am building a list of Auras for 4E monsters and wondering if anyone is as well..

kevininrussia
April 14th, 2022, 07:16
G'day all. Firstly great extension-> thank you :)
I run 4th edition and the auras work fine.
Are there any 4E DMs who have implemented auras like this one?
Aura of Obedience
"Bone devils are immune; any bloodied devil in the aura at the start of its turn takes 1d10 damage but gains a +4 bonus to attack rolls and deals an extra 2d4 damage on melee attacks until the start of its next turn. If a devil is slain by this aura, the bone devil regains 3d6 hit points."
I have part of it sorted
AURA: 5 friend; Aura of Obedience; IF: FACTION(friend); ATK: 4; DMG: 2d4
However I do not know whether the bloodied aspect can be incorporated?
I understand the Bloodied devil can't be exactly done, nor the automation of the healing of the Bone Devil.

I am building a list of Auras for 4E monsters and wondering if anyone is as well..

I'm not on my computer to test this but maybe:
AURA: 5 friend; Aura of Obedience; IF: FACTION(notself); IF: Bloodied; ATK: 4; DMG: 2d4

I started an effects thread that has some player aura effects. You can add your monster aura to it if you want or make a new thread. Definitely would be useful :)
https://www.fantasygrounds.com/forums/showthread.php?70537-KJ%92s-Unity-4E-Effects-Emporium

Leprekorn
April 14th, 2022, 07:18
If you have a number of creatures with the same aura effect is there any way to only have it apply once?

Maldev
April 14th, 2022, 12:16
I'm not on my computer to test this but maybe:
AURA: 5 friend; Aura of Obedience; IF: FACTION(notself); IF: Bloodied; ATK: 4; DMG: 2d4

I started an effects thread that has some player aura effects. You can add your monster aura to it if you want or make a new thread. Definitely would be useful
https://www.fantasygrounds.com/forum...fects-Emporium
Alas, it didn't work. :confused:
Putting "aura" into the Portable compendium (with creatures selected) comes up with 1368 matches. Some will be duplicates (Hopefully many!).
I only have a dozen atm. I'm adding them as I edit monsters in prep time. It will be a gradual process
So perhaps I'll add them to your thread
Cheers

Maldev
April 15th, 2022, 03:48
Alas, it didn't work. :confused:
Putting "aura" into the Portable compendium (with creatures selected) comes up with 1368 matches. Some will be duplicates (Hopefully many!).
I only have a dozen atm. I'm adding them as I edit monsters in prep time. It will be a gradual process
So perhaps I'll add them to your thread
Cheers

kevininrussia
April 15th, 2022, 06:37
Alas, it didn't work. :confused:
Putting "aura" into the Portable compendium (with creatures selected) comes up with 1368 matches. Some will be duplicates (Hopefully many!).
I only have a dozen atm. I'm adding them as I edit monsters in prep time. It will be a gradual process
So perhaps I'll add them to your thread
Cheers

Dang. Thought it might work because I know this works,: (notice I have SELF selected for effect)
Dragonborn Fury / Infectious Wrath
[SELF] [ALL] AURA: 3 friend; Infectious Wrath; IF: Bloodied; ATK: 1

Maldev
April 16th, 2022, 04:28
Dang. Thought it might work because I know this works,: (notice I have SELF selected for effect)
Dragonborn Fury / Infectious Wrath
[SELF] [ALL] AURA: 3 friend; Infectious Wrath; IF: Bloodied; ATK: 1

This worked AURA: 5 friend; Aura of Obedience; IF: Bloodied; ATK: 4; DMG: 2d4
Thanks

archhorde
April 18th, 2022, 20:01
Hi,
I am trying to get spirit guardians to work and using the code on the first page it does the save+damage correctly if the target is already in the aoe. However it does not make a roll when they enter the aoe for the first time, it just gives the target the effect. Is there a way for it to roll the save+damage as soon as they enter?

bmos
April 18th, 2022, 20:57
Hi,
I am trying to get spirit guardians to work and using the code on the first page it does the save+damage correctly if the target is already in the aoe. However it does not make a roll when they enter the aoe for the first time, it just gives the target the effect. Is there a way for it to roll the save+damage as soon as they enter?This extension just adds effects. The save stuff is all handled by whatever extension you're using for saves.

archhorde
April 18th, 2022, 21:02
This extension just adds effects. The save stuff is all handled by whatever extension you're using for saves.

Thank you for clarifying. I am using ongoing saves but maybe I need another extension for this specifically...

NelsonDerLord
April 22nd, 2022, 10:08
sorry if this question is dumb, i am very new. i also hoped to get a automation for the spirit guardianss spell. how would i go about it. i searched through the forge and this add-on was the closest i could find.

nephranka
April 22nd, 2022, 10:40
sorry if this question is dumb, i am very new. i also hoped to get a automation for the spirit guardianss spell. how would i go about it. i searched through the forge and this add-on was the closest i could find.

The aura extension is the extension you need. There is another thread that everyone adds too to assist with aura coding:
https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding

NelsonDerLord
April 22nd, 2022, 10:59
The aura extension is the extension you need. There is another thread that everyone adds too to assist with aura coding:
https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding

Thank you! I also JUST found that i can combine it with the "Better Combat Effects". So my Spirit Guardians now look like this "Spirit Guardians; AURA: 15 foe; TEST; IF: FACTION(foe); SAVES: WIS [SDC](H)(C); SAVEDMG: 3d8 radiant" not very elegant, but it works!

Leprekorn
April 23rd, 2022, 11:47
The damage doesn't roll on this.

Minethulhu
April 25th, 2022, 08:55
I don't believe this really an issue with 5E Aura Effects, but I have a Paladin in the Combat Tracker with the following effect applied:

Aura of Protection; AURA: 10 friend; SAVE: 4

This used to work fine but now no longer applies anything to other friendly PCs / NPCs. However, the Paladin gets multiple of these as they move:

FROMAURA;SAVE: 4

This error is generated in the chat window:

[ERROR] Unable to resolve CT effect application on node. (0)
[ERROR] Unable to resolve CT effect application on node. (FROMAURA;SAVE: 4)

I removed all extensions except this one and the problem persists. I've created a new campaign, added just this extension and imported the same PC and it works fine.

I suspect this points towards something in my campaign being corrupt. This is for a 5E game that has been running for more than a year, I've transferred hardware twice and have experimented off and on with extensions. I've had minor hiccups here and there (which usually go away with a reboot) and am tempted to recreate the campaign rather than use a backup.

I'm not sure what I expect here. I guess I'm posting as an FYI and to see if anybody has advice on re-doing an existing campaign...

bmos
April 25th, 2022, 12:49
Aura of Protection; AURA: 10 friend; SAVE: 4

This used to work fine but now no longer applies anything to other friendly PCs / NPCs. However, the Paladin gets multiple of these as they move:

FROMAURA;SAVE: 4Your effect syntax is wrong. It should be: AURA: 10 friend; Aura of Protection; SAVE: 4

IonRift
April 25th, 2022, 13:46
I don't believe this really an issue with 5E Aura Effects, but I have a Paladin in the Combat Tracker with the following effect applied:

Aura of Protection; AURA: 10 friend; SAVE: 4

This used to work fine but now no longer applies anything to other friendly PCs / NPCs. However, the Paladin gets multiple of these as they move:

FROMAURA;SAVE: 4

This error is generated in the chat window:

[ERROR] Unable to resolve CT effect application on node. (0)
[ERROR] Unable to resolve CT effect application on node. (FROMAURA;SAVE: 4)

I removed all extensions except this one and the problem persists. I've created a new campaign, added just this extension and imported the same PC and it works fine.

I suspect this points towards something in my campaign being corrupt. This is for a 5E game that has been running for more than a year, I've transferred hardware twice and have experimented off and on with extensions. I've had minor hiccups here and there (which usually go away with a reboot) and am tempted to recreate the campaign rather than use a backup.

I'm not sure what I expect here. I guess I'm posting as an FYI and to see if anybody has advice on re-doing an existing campaign...

I have exact same issue, year old campaign - now unable to use auras as they keep stacking

IonRift
April 25th, 2022, 14:00
Managed to fix this by deactivating the mod and reactivating - so yay

nephranka
April 25th, 2022, 14:13
I don't believe this really an issue with 5E Aura Effects, but I have a Paladin in the Combat Tracker with the following effect applied:

Aura of Protection; AURA: 10 friend; SAVE: 4

This used to work fine but now no longer applies anything to other friendly PCs / NPCs. However, the Paladin gets multiple of these as they move:

FROMAURA;SAVE: 4

This error is generated in the chat window:

[ERROR] Unable to resolve CT effect application on node. (0)
[ERROR] Unable to resolve CT effect application on node. (FROMAURA;SAVE: 4)

I removed all extensions except this one and the problem persists. I've created a new campaign, added just this extension and imported the same PC and it works fine.

I suspect this points towards something in my campaign being corrupt. This is for a 5E game that has been running for more than a year, I've transferred hardware twice and have experimented off and on with extensions. I've had minor hiccups here and there (which usually go away with a reboot) and am tempted to recreate the campaign rather than use a backup.

I'm not sure what I expect here. I guess I'm posting as an FYI and to see if anybody has advice on re-doing an existing campaign...

When I have had to reset the campaign I rename the folder, launch it, export all the areas to a mod file. I then create a new one, activate the mod file in the new campaign and copy over all the relevant parts. Then I import in the characters.

It takes time to rebuild it but it seemed to work for me.

Minethulhu
April 25th, 2022, 17:34
When I have had to reset the campaign I rename the folder, launch it, export all the areas to a mod file. I then create a new one, activate the mod file in the new campaign and copy over all the relevant parts. Then I import in the characters.

It takes time to rebuild it but it seemed to work for me.

Nice! Hadn't even thought of doing it this way. Thanks!

Minethulhu
April 25th, 2022, 18:18
Your effect syntax is wrong. It should be: AURA: 10 friend; Aura of Protection; SAVE: 4

Hmmm...based on re-reading the first page, it does seem you are correct. I re-tested and now see it spit out:

FROMAURA; Aura of Protection; SAVE: 4

so it does seem this extension has its own suggested requirements. It doesn't fix my issue, just changes the error and effects slightly.

In my defense, I had built all of the effects myself. Per the effects coding syntax:

https://www.fantasygrounds.com/wiki/index.php/5E_Effects#A_Word_on_Syntax

descriptions are generally the first part of an effect, thus I had kept the description first to clue in folks as to what the AURA effect was from. It seems this extension must take everything after the AURA section to create the FROMAURA effect on others.

bmos
April 25th, 2022, 19:36
Thanks for the report. I have rolled back the extension and will try to re-release v1.10 in the next week once I get the bugs ironed out.

Leprekorn
April 26th, 2022, 06:49
@bmos there is an error applying auras to npcs added to the CT from the tab created by the friend zone by MeandUnique. Could you take a look at that to?

bmos
April 26th, 2022, 11:04
@bmos there is an error applying auras to npcs added to the CT from the tab created by the friend zone by MeandUnique. Could you take a look at that to?Is this using v1.9 which I just rolled back to?

nephranka
April 26th, 2022, 11:39
I tested this and I have 1.9. All seems to be working.

Leprekorn
April 26th, 2022, 12:10
My understanding is its between FZ aura and BCE. MeandUnique knows the details.

nephranka
April 26th, 2022, 12:32
My understanding is its between FZ aura and BCE. MeandUnique knows the details.

Oh...yeah I am using BCEG. That would explain it.

MeAndUnique
April 26th, 2022, 12:41
I should probably clarify that Friend Zone's involvement is purely coincidental in the initial test case and has no bearing on the functionality in my further experimentation.

I do not have any new information beyond what I shared originally with both bmos and Ryan. For posterity: no error message is generated, however with BCEG loaded some auras do misbehave, resulting in the FROMAURA effect getting double-added when moving into range and not removed when leaving range. It seems to take a certain degree of complexity in the effect to cause this to happen, such as "AURA: 5 foe; First; IF: FACTION(notself); Second: 1, Third".

bmos
April 26th, 2022, 13:08
I should probably clarify that Friend Zone's involvement is purely coincidental in the initial test case and has no bearing on the functionality in my further experimentation.

I do not have any new information beyond what I shared originally with both bmos and Ryan. For posterity: no error message is generated, however with BCEG loaded some auras do misbehave, resulting in the FROMAURA effect getting double-added when moving into range and not removed when leaving range. It seems to take a certain degree of complexity in the effect to cause this to happen, such as "AURA: 5 foe; First; IF: FACTION(notself); Second: 1, Third".Interesting. I'll have to play with BCE sometime; I haven't played any games in FG in ages so I haven't had a chance to use it.

nephranka
April 26th, 2022, 14:02
I should probably clarify that Friend Zone's involvement is purely coincidental in the initial test case and has no bearing on the functionality in my further experimentation.

I do not have any new information beyond what I shared originally with both bmos and Ryan. For posterity: no error message is generated, however with BCEG loaded some auras do misbehave, resulting in the FROMAURA effect getting double-added when moving into range and not removed when leaving range. It seems to take a certain degree of complexity in the effect to cause this to happen, such as "AURA: 5 foe; First; IF: FACTION(notself); Second: 1, Third".

I will have to give it a test since I have not seen this happen yet. Maybe my auras or too simple ;)

rhagelstrom
May 2nd, 2022, 17:00
I should probably clarify that Friend Zone's involvement is purely coincidental in the initial test case and has no bearing on the functionality in my further experimentation.

I do not have any new information beyond what I shared originally with both bmos and Ryan. For posterity: no error message is generated, however with BCEG loaded some auras do misbehave, resulting in the FROMAURA effect getting double-added when moving into range and not removed when leaving range. It seems to take a certain degree of complexity in the effect to cause this to happen, such as "AURA: 5 foe; First; IF: FACTION(notself); Second: 1, Third".

Issue should be resolved in BCE/BCEG

Leprekorn
May 2nd, 2022, 17:43
Great to hear

plap3014
May 16th, 2022, 01:14
Hi, i have Aura and BCE gold install, and i'm not able to set the following:

'' When the jovoc takes damage, each creature within 10 feet of the jovoc must make a DC 13 Constitution saving throw or take 4 (1d8) necrotic damage. Fiends and undead are immune to this effect.''

Aura Of Retribution; AURA: 10 foe; Aura of Retribution IF: FACTION(foe); SAVEONDMG: CON 13; SAVEDMG: 1d8 necrotic; (C)

any help will be welcome.

regards

Arnagus
May 16th, 2022, 06:52
Not running 5e, but I am not sure if the effect name works BEFORE the AURA. Anyway, after the second "Aura of Retribution" (before the IF) there is a ";" missing, and if I remember correctly, "(C)" denotes a concentration spell. Not sure either why you place it. Unless undead are immun to nercrotic damage per se, you might wanted to add "NIF: TYPE(undead);" after the first "IF: FACTION....;".

rhagelstrom
May 16th, 2022, 16:10
Hi, i have Aura and BCE gold install, and i'm not able to set the following:

'' When the jovoc takes damage, each creature within 10 feet of the jovoc must make a DC 13 Constitution saving throw or take 4 (1d8) necrotic damage. Fiends and undead are immune to this effect.''

Aura Of Retribution; AURA: 10 foe; Aura of Retribution IF: FACTION(foe); SAVEONDMG: CON 13; SAVEDMG: 1d8 necrotic; (C)

any help will be welcome.

regards

That one is going to be a bit tricky. Not sure if it is possible but maybe I can come up with something unless someone else comes up with it first.

plap3014
May 16th, 2022, 22:37
what you think about this:

Aura Of Retribution; AURA: 10 foe; Aura of Retribution; IF: FACTION(foe); NIF: TYPE(undead, fiends); SAVEONDMG: CON 13; SAVEDMG: 1d8 necrotic;

rhagelstrom
May 16th, 2022, 22:42
what you think about this:

Aura Of Retribution; AURA: 10 foe; Aura of Retribution; IF: FACTION(foe); NIF: TYPE(undead, fiends); SAVEONDMG: CON 13; SAVEDMG: 1d8 necrotic;

SAVEONDMG is only going to fire when someone in the aura takes damage. What you are looking for is an if an actor that has an aura takes damage, then anyone in the aura makes a save and also takes damage. The solution, if there is one, probably involves stuff that change state such as DMGDT, DMGAT, EXPIREADD, DUSE etc.

plap3014
May 17th, 2022, 00:09
i have made the following code, do you think is optimal?

''Any creature other than an eyewing that starts its turn within 5 feet of the eyewing must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all eyewings for 1 hour.''

Stench; AURA: 5 all; Stench; TURNAS; SAVES: CON 13 (R); POISONED

thanks for your time

rhagelstrom
May 17th, 2022, 14:44
i have made the following code, do you think is optimal?

''Any creature other than an eyewing that starts its turn within 5 feet of the eyewing must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all eyewings for 1 hour.''

Stench; AURA: 5 all; Stench; TURNAS; SAVES: CON 13 (R); POISONED

thanks for your time

Whatever works!
I'd go more for this:
Stench; AURA: 5 all; IF: FACTION(notself); SAVES: CON 13 (D); SAVEADD: POISONED;

plap3014
May 18th, 2022, 00:26
Perfect! work like a charm!

any chance to look the more complicated one?

rhagelstrom
May 18th, 2022, 18:03
Perfect! work like a charm!

any chance to look the more complicated one?

Try this:


Aura of Retribution; DMGAT:all; DUSE; AURA: 10 foe; IF: FACTION(foe); EXPIREADD: Retribution

Retribution; SAVEA: CON 13; SAVEDMG: d8 necrotic; STURNRE

plap3014
May 19th, 2022, 00:45
is working fine with GM, when i try with a client, i have the same error on the other tread

'' [ERROR] Script execution error: [string "scripts/manager_effect_bce5E.lua"]:946: attempt to index local 'rTarget' (a nil value)''

maybee a confilct with another extension?

Wink182
May 19th, 2022, 16:09
I am still receiving an error similar to this with the v1.10 hotfix version.

[ERROR] Unable to resolve CT effect application on node. (0)
[ERROR] Unable to resolve CT effect application on node. (FROMAURA;SAVE: 4)

Is this expected?

bmos
May 19th, 2022, 17:56
is working fine with GM, when i try with a client, i have the same error on the other tread

'' [ERROR] Script execution error: [string "scripts/manager_effect_bce5E.lua"]:946: attempt to index local 'rTarget' (a nil value)''

maybee a confilct with another extension?

the extension causing that is right in your post.
BCE = Better Combat Effects.

not to say that it's entirely that extension's fault, but sounds like there might be an incompatibility there.

bmos
May 19th, 2022, 17:57
I am still receiving an error similar to this with the v1.10 hotfix version.

[ERROR] Unable to resolve CT effect application on node. (0)
[ERROR] Unable to resolve CT effect application on node. (FROMAURA;SAVE: 4)

Is this expected?Have you confirmed that is caused by this extension? You have disabled all other extensions and can replicate the error?
It isn't coming up for me on v1.10-hotfix.2

Wink182
May 20th, 2022, 00:02
Well I booted up and tried to test some of your suggestions and it seems fine now. Maybe I didn't have the version I thought I did. Sorry for the false alarm.

bmos
May 20th, 2022, 00:42
yay!

plap3014
May 20th, 2022, 00:52
hi, just to make sur, what i have to put and the end of the custom effects? 1 RND or 0 RND? not sur for both of them.

thanks

plap3014
May 20th, 2022, 00:53
after testing, i found the issue is with Request Roll Extension. will disable until a fix.

Kindran
May 25th, 2022, 04:00
It looks like this mod broke in the latest 4.2 FGU update. The aura applies, but disappears as soon as the PC moves in aura-range of any other creature. The grey debug window appears with messages. Is anyone else experiencing this?

bmos
May 25th, 2022, 13:17
It looks like this mod broke in the latest 4.2 FGU update. The aura applies, but disappears as soon as the PC moves in aura-range of any other creature. The grey debug window appears with messages. Is anyone else experiencing this?What errors are showing up in the console?
I have done some testing in 4.2.0 and it seems to be working fine, so I would assume it's some extension incompatibility.

Also, can you clarify what you mean by "The aura applies, but disappears as soon as the PC moves in aura-range of any other creature"?

Kindran
May 25th, 2022, 15:48
Here is the effect:
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)
Duration 10 min
Targeting Self
Expend? Never

If I cast the effect with no enemies in range, it applies. I get this in the chat:
Effect ['AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [to Allisen Brightblade]

.. but then if the caster moves close to an enemy, the aura disappears after printing this in the chat:
Effect ['AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [EXPIRED] [on Allisen Brightblade]
Effect ['FROMAURA;Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [to Evil looking boy] [by Allisen Brightblade]
Effect ['FROMAURA;Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [EXPIRED] [on Evil looking boy]
Effect ['AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [EXPIRED] [on Allisen Brightblade]
Effect ['FROMAURA;Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [to Evil looking boy] [by Allisen Brightblade]

At the end of all that, the effect is removed from the caster (Allisen Brightblade) but the FROMAURA effect is still on the enemy creature (Evil looking boy - actually a Death Slaad, we're not slaughtering children in our campaign).

Effects after bug:
Allison - none
Evil Looking Boy - FROMAURA;Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)

Instead (after restarting FGU) if I cast the effect while there is an enemy in range, I get a console error:
[5/25/2022 10:31:28 AM] FGU: v4.2.0 ULTIMATE (2022-05-17)
[5/25/2022 10:31:28 AM] OS: Windows 10 (10.0.19043) 64bit
[5/25/2022 10:31:28 AM] GRAPHICS: NVIDIA GeForce RTX 2080 : 8010
[5/25/2022 10:31:28 AM] UI SCALE: 0.9
[5/25/2022 10:31:28 AM] USER: Kxxxxxx
[5/25/2022 10:31:28 AM] Launcher scene starting.
[5/25/2022 10:31:32 AM] Daily session backup created.
[5/25/2022 10:31:32 AM] Starting cloud server mode. [Kindran]
[5/25/2022 10:31:33 AM] Game server started. [xxx.xxx.xxx.xxx:xxxxx]
[5/25/2022 10:31:33 AM] Launcher scene exiting.
[5/25/2022 10:31:33 AM] Tabletop scene starting.
[5/25/2022 10:31:33 AM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PRIVATE]
[5/25/2022 10:31:33 AM] Match successfully created on lobby.
[5/25/2022 10:31:39 AM] MEASURE: RULESETS LOAD - 5.922336 - 5E
[5/25/2022 10:31:40 AM] MEASURE: EXTENSIONS LOAD - 0.7235174 - 17
[5/25/2022 10:31:42 AM] MEASURE: MODULE LIST BUILD - 1.6080712 - 65
[5/25/2022 10:31:42 AM] MEASURE: REFRESH IMAGE ASSETS - 0.0696149
[5/25/2022 10:31:42 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0039611
[5/25/2022 10:31:42 AM] MEASURE: REFRESH TOKEN ASSETS - 0.062955
[5/25/2022 10:31:42 AM] MEASURE: ASSET LIST BUILD - 0.136531
[5/25/2022 10:31:43 AM] MEASURE: LOAD - PART 1 - 9.8807952
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.2114265 - 5e - Indicators Instructions
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.0039897 - Calendars
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.0019947 - COP - Threat Fields
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.0029917 - Critically Awesome Essentials Module - 5e DM Tools
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.0019942 - Critically Awesome Essentials Module - 5e Player Tools
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.1681743 - Critically Awesome Essentials Module - One-Click Druid
[5/25/2022 10:31:45 AM] MEASURE: MODULE LOAD - 0.1785173 - D&D Map Pack Volume 1
[5/25/2022 10:31:45 AM] MEASURE: MODULE LOAD - 0.4393886 - D&D 5E Unearthed Arcana - Players
[5/25/2022 10:31:49 AM] MEASURE: MODULE LOAD - 4.0870368 - D&D Dungeon Master's Guide
[5/25/2022 10:31:50 AM] MEASURE: MODULE LOAD - 0.4332 - D&D Dungeon Masters Guide - Maps
[5/25/2022 10:31:53 AM] MEASURE: MODULE LOAD - 3.7496275 - D&D Monster Manual
[5/25/2022 10:31:55 AM] MEASURE: MODULE LOAD - 1.2806975 - D&D Mordenkainen's Tome of Foes
[5/25/2022 10:31:57 AM] MEASURE: MODULE LOAD - 1.9484417 - D&D Player's Handbook
[5/25/2022 10:31:58 AM] MEASURE: MODULE LOAD - 1.2189197 - D&D Tasha's Cauldron of Everything
[5/25/2022 10:31:59 AM] MEASURE: MODULE LOAD - 0.8529788 - D&D Tasha's Cauldron of Everything - Players
[5/25/2022 10:32:01 AM] MEASURE: MODULE LOAD - 1.8484584 - D&D Volo's Guide to Monsters
[5/25/2022 10:32:01 AM] MEASURE: MODULE LOAD - 0.5395871 - D&D Volo's Guide to Monsters - Maps
[5/25/2022 10:32:04 AM] MEASURE: MODULE LOAD - 3.0596504 - D&D Xanathar's Guide to Everything
[5/25/2022 10:32:06 AM] MEASURE: MODULE LOAD - 1.8798708 - D&D Xanathar's Guide to Everything - Players
[5/25/2022 10:32:06 AM] MEASURE: MODULE LOAD - 0.0029922 - Default Fumble and Critical Hit Tables
[5/25/2022 10:32:07 AM] MEASURE: MODULE LOAD - 0.4548143 - FG Battle Maps
[5/25/2022 10:32:07 AM] MEASURE: MODULE LOAD - 0.0259648 - Generic Token Swapper - Critically Awesome Essentials
[5/25/2022 10:32:07 AM] MEASURE: MODULE LOAD - 0.5121809 - NPC Maker 5e
[5/25/2022 10:32:09 AM] RULESET: Dungeons and Dragons (5E) ruleset (2022-04-09) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC
[5/25/2022 10:32:09 AM] RULESET: Core RPG ruleset (2022-03-20) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC
[5/25/2022 10:32:09 AM] EXTENSION: 5E Player Effect Removal v2.0 for FGII V3.2.3 5E ruleset. \rCopyright 2016 Smiteworks USA, LLC.
[5/25/2022 10:32:09 AM] EXTENSION: D&D Official Language Fonts (FR)\rfor Fantasy Grounds\rCopyright 2015 Smiteworks USA, LLC.\rD&D Copyright 2015 Wizards of the Coast LLC
[5/25/2022 10:32:09 AM] EXTENSION: D&D Official Language Fonts\rfor Fantasy Grounds\rCopyright 2015 Smiteworks USA, LLC.\rD&D Copyright 2015 Wizards of the Coast LLC
[5/25/2022 10:32:09 AM] EXTENSION: Complete Offensive Package - Threat Fields v1.0 for FGU 5E ruleset. -=[by Lord Taser]=-
[5/25/2022 10:32:09 AM] EXTENSION: Unity Compatible Critically Awesome Essentials Extension v2.24 for 5E ruleset.
[5/25/2022 10:32:09 AM] EXTENSION: Select On Turn v1.1
[5/25/2022 10:32:09 AM] EXTENSION: COP - Auras v1.2 by mattekure
[5/25/2022 10:32:09 AM] EXTENSION: .
[5/25/2022 10:32:09 AM] EXTENSION: NPC Maker 5E Extension Support Channel (LINK)
[5/25/2022 10:32:09 AM] EXTENSION: Theme: Wood\rCopyright 2015 Smiteworks USA, LLC.
[5/25/2022 10:32:09 AM] EXTENSION: Automatic Death Resistance - Extension v2.0\r5E version for Fantasy Grounds\r--by Kent McCullough 2020
[5/25/2022 10:32:09 AM] EXTENSION: Automatic Mirror Image - Extension v2.0\r5E version for Fantasy Grounds\r--by Kent McCullough 2020
[5/25/2022 10:32:09 AM] EXTENSION: Advanced Effects - 5E v5.6\rby Celestian, 2017-2021
[5/25/2022 10:32:09 AM] EXTENSION: Better Combat Effects v2.45\rby Ryan Hagelstrom\rContribution MeAndUnique 2021-2022
[5/25/2022 10:32:09 AM] EXTENSION: 5E - Indicators v12.
[5/25/2022 10:32:09 AM] EXTENSION: Ongoing Save Effects - Extension v2.2\r5E version for Fantasy Grounds\r--by Kent McCullough 2020
[5/25/2022 10:32:09 AM] EXTENSION: (LINK)\rAura Effects v1.10-hotfix.2\rCreated by Kent McCullough, SoxMax, bmos, GKEnialb and with icon suggested by JustinFreitas.
[5/25/2022 10:32:09 AM] EXTENSION: Turn Based Effects - Extension v2.8\r5E version for Fantasy Grounds\r--by Kent McCullough 2020
[5/25/2022 10:32:09 AM] MEASURE: LOAD - PART 2 - 25.484383
[5/25/2022 10:35:21 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[5/25/2022 10:37:09 AM] Campaign saved. (0.1s)
[5/25/2022 10:39:40 AM] [ERROR] Handler error: [string "scripts/manager_effect.lua"]:619: setValue: Invalid parameter 1

nephranka
May 25th, 2022, 16:46
Here is the effect:
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)
Duration 10 min
Targeting Self
Expend? Never

If I cast the effect with no enemies in range, it applies. I get this in the chat:
Effect ['AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [to Allisen Brightblade]

.. but then if the caster moves close to an enemy, the aura disappears after printing this in the chat:
Effect ['AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [EXPIRED] [on Allisen Brightblade]
Effect ['FROMAURA;Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [to Evil looking boy] [by Allisen Brightblade]
Effect ['FROMAURA;Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [EXPIRED] [on Evil looking boy]
Effect ['AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [EXPIRED] [on Allisen Brightblade]
Effect ['FROMAURA;Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)'] -> [to Evil looking boy] [by Allisen Brightblade]

At the end of all that, the effect is removed from the caster (Allisen Brightblade) but the FROMAURA effect is still on the enemy creature (Evil looking boy - actually a Death Slaad, we're not slaughtering children in our campaign).

Effects after bug:
Allison - none
Evil Looking Boy - FROMAURA;Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 4d8 radiant; (C)

Instead (after restarting FGU) if I cast the effect while there is an enemy in range, I get a console error:
[5/25/2022 10:31:28 AM] FGU: v4.2.0 ULTIMATE (2022-05-17)
[5/25/2022 10:31:28 AM] OS: Windows 10 (10.0.19043) 64bit
[5/25/2022 10:31:28 AM] GRAPHICS: NVIDIA GeForce RTX 2080 : 8010
[5/25/2022 10:31:28 AM] UI SCALE: 0.9
[5/25/2022 10:31:28 AM] USER: Kxxxxxx
[5/25/2022 10:31:28 AM] Launcher scene starting.
[5/25/2022 10:31:32 AM] Daily session backup created.
[5/25/2022 10:31:32 AM] Starting cloud server mode. [Kindran]
[5/25/2022 10:31:33 AM] Game server started. [xxx.xxx.xxx.xxx:xxxxx]
[5/25/2022 10:31:33 AM] Launcher scene exiting.
[5/25/2022 10:31:33 AM] Tabletop scene starting.
[5/25/2022 10:31:33 AM] NETWORK STATUS: [Server] [Connected]
[Server Type - CLOUD - PRIVATE]
[5/25/2022 10:31:33 AM] Match successfully created on lobby.
[5/25/2022 10:31:39 AM] MEASURE: RULESETS LOAD - 5.922336 - 5E
[5/25/2022 10:31:40 AM] MEASURE: EXTENSIONS LOAD - 0.7235174 - 17
[5/25/2022 10:31:42 AM] MEASURE: MODULE LIST BUILD - 1.6080712 - 65
[5/25/2022 10:31:42 AM] MEASURE: REFRESH IMAGE ASSETS - 0.0696149
[5/25/2022 10:31:42 AM] MEASURE: REFRESH PORTRAIT ASSETS - 0.0039611
[5/25/2022 10:31:42 AM] MEASURE: REFRESH TOKEN ASSETS - 0.062955
[5/25/2022 10:31:42 AM] MEASURE: ASSET LIST BUILD - 0.136531
[5/25/2022 10:31:43 AM] MEASURE: LOAD - PART 1 - 9.8807952
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.2114265 - 5e - Indicators Instructions
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.0039897 - Calendars
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.0019947 - COP - Threat Fields
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.0029917 - Critically Awesome Essentials Module - 5e DM Tools
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.0019942 - Critically Awesome Essentials Module - 5e Player Tools
[5/25/2022 10:31:44 AM] MEASURE: MODULE LOAD - 0.1681743 - Critically Awesome Essentials Module - One-Click Druid
[5/25/2022 10:31:45 AM] MEASURE: MODULE LOAD - 0.1785173 - D&D Map Pack Volume 1
[5/25/2022 10:31:45 AM] MEASURE: MODULE LOAD - 0.4393886 - D&D 5E Unearthed Arcana - Players
[5/25/2022 10:31:49 AM] MEASURE: MODULE LOAD - 4.0870368 - D&D Dungeon Master's Guide
[5/25/2022 10:31:50 AM] MEASURE: MODULE LOAD - 0.4332 - D&D Dungeon Masters Guide - Maps
[5/25/2022 10:31:53 AM] MEASURE: MODULE LOAD - 3.7496275 - D&D Monster Manual
[5/25/2022 10:31:55 AM] MEASURE: MODULE LOAD - 1.2806975 - D&D Mordenkainen's Tome of Foes
[5/25/2022 10:31:57 AM] MEASURE: MODULE LOAD - 1.9484417 - D&D Player's Handbook
[5/25/2022 10:31:58 AM] MEASURE: MODULE LOAD - 1.2189197 - D&D Tasha's Cauldron of Everything
[5/25/2022 10:31:59 AM] MEASURE: MODULE LOAD - 0.8529788 - D&D Tasha's Cauldron of Everything - Players
[5/25/2022 10:32:01 AM] MEASURE: MODULE LOAD - 1.8484584 - D&D Volo's Guide to Monsters
[5/25/2022 10:32:01 AM] MEASURE: MODULE LOAD - 0.5395871 - D&D Volo's Guide to Monsters - Maps
[5/25/2022 10:32:04 AM] MEASURE: MODULE LOAD - 3.0596504 - D&D Xanathar's Guide to Everything
[5/25/2022 10:32:06 AM] MEASURE: MODULE LOAD - 1.8798708 - D&D Xanathar's Guide to Everything - Players
[5/25/2022 10:32:06 AM] MEASURE: MODULE LOAD - 0.0029922 - Default Fumble and Critical Hit Tables
[5/25/2022 10:32:07 AM] MEASURE: MODULE LOAD - 0.4548143 - FG Battle Maps
[5/25/2022 10:32:07 AM] MEASURE: MODULE LOAD - 0.0259648 - Generic Token Swapper - Critically Awesome Essentials
[5/25/2022 10:32:07 AM] MEASURE: MODULE LOAD - 0.5121809 - NPC Maker 5e
[5/25/2022 10:32:09 AM] RULESET: Dungeons and Dragons (5E) ruleset (2022-04-09) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC
[5/25/2022 10:32:09 AM] RULESET: Core RPG ruleset (2022-03-20) for Fantasy Grounds
Copyright 2022 Smiteworks USA, LLC
[5/25/2022 10:32:09 AM] EXTENSION: 5E Player Effect Removal v2.0 for FGII V3.2.3 5E ruleset. \rCopyright 2016 Smiteworks USA, LLC.
[5/25/2022 10:32:09 AM] EXTENSION: D&D Official Language Fonts (FR)\rfor Fantasy Grounds\rCopyright 2015 Smiteworks USA, LLC.\rD&D Copyright 2015 Wizards of the Coast LLC
[5/25/2022 10:32:09 AM] EXTENSION: D&D Official Language Fonts\rfor Fantasy Grounds\rCopyright 2015 Smiteworks USA, LLC.\rD&D Copyright 2015 Wizards of the Coast LLC
[5/25/2022 10:32:09 AM] EXTENSION: Complete Offensive Package - Threat Fields v1.0 for FGU 5E ruleset. -=[by Lord Taser]=-
[5/25/2022 10:32:09 AM] EXTENSION: Unity Compatible Critically Awesome Essentials Extension v2.24 for 5E ruleset.
[5/25/2022 10:32:09 AM] EXTENSION: Select On Turn v1.1
[5/25/2022 10:32:09 AM] EXTENSION: COP - Auras v1.2 by mattekure
[5/25/2022 10:32:09 AM] EXTENSION: .
[5/25/2022 10:32:09 AM] EXTENSION: NPC Maker 5E Extension Support Channel (LINK)
[5/25/2022 10:32:09 AM] EXTENSION: Theme: Wood\rCopyright 2015 Smiteworks USA, LLC.
[5/25/2022 10:32:09 AM] EXTENSION: Automatic Death Resistance - Extension v2.0\r5E version for Fantasy Grounds\r--by Kent McCullough 2020
[5/25/2022 10:32:09 AM] EXTENSION: Automatic Mirror Image - Extension v2.0\r5E version for Fantasy Grounds\r--by Kent McCullough 2020
[5/25/2022 10:32:09 AM] EXTENSION: Advanced Effects - 5E v5.6\rby Celestian, 2017-2021
[5/25/2022 10:32:09 AM] EXTENSION: Better Combat Effects v2.45\rby Ryan Hagelstrom\rContribution MeAndUnique 2021-2022
[5/25/2022 10:32:09 AM] EXTENSION: 5E - Indicators v12.
[5/25/2022 10:32:09 AM] EXTENSION: Ongoing Save Effects - Extension v2.2\r5E version for Fantasy Grounds\r--by Kent McCullough 2020
[5/25/2022 10:32:09 AM] EXTENSION: (LINK)\rAura Effects v1.10-hotfix.2\rCreated by Kent McCullough, SoxMax, bmos, GKEnialb and with icon suggested by JustinFreitas.
[5/25/2022 10:32:09 AM] EXTENSION: Turn Based Effects - Extension v2.8\r5E version for Fantasy Grounds\r--by Kent McCullough 2020
[5/25/2022 10:32:09 AM] MEASURE: LOAD - PART 2 - 25.484383
[5/25/2022 10:35:21 AM] [WARNING] Frame tabs contains out-of-range values in BottomLeft.
[5/25/2022 10:37:09 AM] Campaign saved. (0.1s)
[5/25/2022 10:39:40 AM] [ERROR] Handler error: [string "scripts/manager_effect.lua"]:619: setValue: Invalid parameter 1

This may be due to the concentration being enforced. It sees each aura application as a casting since each has a (C) on the end. If true then either remove the (C) and track the spell concentration separately or turn off the strict concentration rule.

Kindran
May 25th, 2022, 17:37
This may be due to the concentration being enforced. It sees each aura application as a casting since each has a (C) on the end. If true then either remove the (C) and track the spell concentration separately or turn off the strict concentration rule.

You are a life-saver! If you were here, I'd buy you a beer / let my little sister date you if she wanted. Turning of strict concentration solved both problems. And, I think I did install the mod with strict concentration after the Aura Effects mod and may not have regression tested it. So, it's possible that I had broken it before the 4.2 update. Other auras I've worked with since then did not require concentration.

Thank you again!

nephranka
May 25th, 2022, 17:46
You are a life-saver! If you were here, I'd buy you a beer / let my little sister date you if she wanted. Turning of strict concentration solved both problems. And, I think I did install the mod with strict concentration after the Aura Effects mod and may not have regression tested it. So, it's possible that I had broken it before the 4.2 update. Other auras I've worked with since then did not require concentration.

Thank you again!

Glad it helped!

Kindran
May 25th, 2022, 17:51
Just thinking some more -- why does the Aura Effects mod copy the (C) modifier from the AURA effect to the FROMAURA effect? It seems unnecessary and a cause of this problem.

bmos
May 25th, 2022, 19:00
Just thinking some more -- why does the Aura Effects mod copy the (C) modifier from the AURA effect to the FROMAURA effect? It seems unnecessary and a cause of this problem.It only does that because it has always done that.
Thanks for making me aware of the issue!

Aura Effect v1.11 (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/releases/tag/v1.11)
* FROMAURA effects will no longer contain "(C)". This should resolve an issue in 5E where performing some actions would cause actors to lose their FROMAURA effect until they next moved. Thanks to Kindran and nephranka.
* This fix might have also resolve the Polymorph extension incompatibility. I have not tested this assumption.
Click here to see raw code changes (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/compare/v1.10-hotfix.2...v1.11)

NerdsGMA
June 5th, 2022, 00:31
Is there any way to write an effect that forces a Saving Throw and damage upon entering the Aura? I'm trying to write a single effect for Spirit Guardians that forces a Saving Throw and damage upon entry to the area as well as the previously exampled Saving Throw and damage at the start of turn.

I've tried working with "Spirit Guardians; AURA: 16 foe; IF: FACTION(foe); SAVE: wisdom DC 18 (M)(H); SAVEO: wisdom DC 18 (M)(H); SAVEDMG: 3d8 radiant; (C)" and variations thereof hoping the additional section would force an immediate Saving Throw, but I'm starting to lose hope in being able to apply an automatic Saving Throw. (I changed the size to 16 feet to allow for proper distance effects on a grid. It previously wouldn't affect the spaces near the corners.)

bmos
June 5th, 2022, 00:37
Is there any way to write an effect that forces a Saving Throw and damage upon entering the Aura? I'm trying to write a single effect for Spirit Guardians that forces a Saving Throw and damage upon entry to the area as well as the previously exampled Saving Throw and damage at the start of turn.

I've tried working with "Spirit Guardians; AURA: 16 foe; IF: FACTION(foe); SAVE: wisdom DC 18 (M)(H); SAVEO: wisdom DC 18 (M)(H); SAVEDMG: 3d8 radiant; (C)" and variations thereof hoping the additional section would force an immediate Saving Throw, but I'm starting to lose hope in being able to apply an automatic Saving Throw. (I changed the size to 16 feet to allow for proper distance effects on a grid. It previously wouldn't affect the spaces near the corners.)

If so, it would probably be a feature of Better Combat Effects
https://www.fantasygrounds.com/forums/showthread.php?68831-Better-Combat-Effects

NerdsGMA
June 5th, 2022, 00:37
Is there any way to write an effect that forces a Saving Throw and damage upon entering the Aura? I'm trying to write a single effect for Spirit Guardians that forces a Saving Throw and damage upon entry to the area as well as the previously exampled Saving Throw and damage at the start of turn.

I've tried working with "Spirit Guardians; AURA: 16 foe; IF: FACTION(foe); SAVE: wisdom DC 18 (M)(H); SAVEO: wisdom DC 18 (M)(H); SAVEDMG: 3d8 radiant; (C)" and variations thereof hoping the additional section would force an immediate Saving Throw, but I'm starting to lose hope in being able to apply an automatic Saving Throw. (I changed the size to 16 feet to allow for proper distance effects on a grid. It previously wouldn't affect the spaces near the corners.)

Disregard. I realized that were that effect true if the caster moved at all it would force unwarranted Saving Throws on any enemies they moved towards. I'll stick to a little bit of manual effort on my part.

rhagelstrom
June 5th, 2022, 04:58
Disregard. I realized that were that effect true if the caster moved at all it would force unwarranted Saving Throws on any enemies they moved towards. I'll stick to a little bit of manual effort on my part.

You can make a npc called spirit guardian, give it a token and throw the aura on it.

Fingersome
June 8th, 2022, 18:10
Is there a way to make an aura that ignores the creature that it is originating from? I'm struggling to figure out if it's impossible, or if i'm just dumb and the answer is staring me in the face (as is often the case)

EDIT: nvm, I managed to figure out a workaround; specifically I just gave the caster a custom effect with their name, and then used an IFT argument to filter them out from the rest of the aura's targets.

Zacchaeus
June 8th, 2022, 19:00
AURA by itself does not affect the caster. So for example AURA: friend will only affect friendly characters but not the caster.

bmos
June 8th, 2022, 19:28
AURA by itself does not affect the caster. So for example AURA: friend will only affect friendly characters but not the caster.This is incorrect. Without using IF: FACTION(notself), the aura will effect both the 'bearer' (with the AURA effect) and the recipients (with the FROMAURA effects).


Is there a way to make an aura that ignores the creature that it is originating from? I'm struggling to figure out if it's impossible, or if i'm just dumb and the answer is staring me in the face (as is often the case)

EDIT: nvm, I managed to figure out a workaround; specifically I just gave the caster a custom effect with their name, and then used an IFT argument to filter them out from the rest of the aura's targets.That's an inventive solution, but not necessary. Just add IF: FACTION(notself) after the AURA part of the effect but before the important part (the bonus/penalty).
You can read more about the FACTION conditional (and more about AURA in general) here (https://forge.fantasygrounds.com/shop/items/32/view).

Zacchaeus
June 8th, 2022, 19:32
This is incorrect.

Ah, I should have read the first post in this thread more carefully. They don't get the FROMAURA effect (which is where I stopped reading) but still get whatever the aura effect is.

kevininrussia
July 4th, 2022, 16:07
Ruleset 4e
Clean test campaign
Extensions: Token Height Indication 4.20 and Aura Effects v1.11
Both extensions need to be loaded to get error.
Error happens on map load when two or more tokens have aura effects applied.

[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "hardlocked"]:3: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/button_record_locked.lua"]:11: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/button_record_isidentified.l..."]:11: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/imagewindow_header.lua"]:7: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/image.lua"]:7: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/list_viewers.lua"]:9: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string ""]:5: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/imagewindow.lua"]:47: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Handler error: [string "scripts/manager_image.lua"]:145: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Handler error: [string "scripts/manager_effect_aura.lua"]:486: C stack overflow

I can supply campaign if needed.

bmos
July 4th, 2022, 16:12
Ruleset 4e
Clean test campaign
Extensions: Token Height Indication 4.20 and Aura Effects v1.11
Both extensions need to be loaded to get error.
Error happens on map load when two or more tokens have aura effects applied.

[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "hardlocked"]:3: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/button_record_locked.lua"]:11: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/button_record_isidentified.l..."]:11: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/imagewindow_header.lua"]:7: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/image.lua"]:7: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/list_viewers.lua"]:9: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string ""]:5: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/imagewindow.lua"]:47: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Handler error: [string "scripts/manager_image.lua"]:145: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Handler error: [string "scripts/manager_effect_aura.lua"]:486: C stack overflow

I can supply campaign if needed.when you say clean test campaign, do you mean test channel or just that it's a campaign for testing?
It'd be great if you could send the campaign over.

GKEnialb
July 4th, 2022, 16:58
I can make it go away by commenting out TokenHeight.refreshHeights() on line 257 of image.lua in my extension. I could push the update, but then nobody can see a height change until somebody adjusts the height of any token. I can do that if need be, unless you see something on your end.

jesshmusic
July 4th, 2022, 16:58
Ruleset 4e
Clean test campaign
Extensions: Token Height Indication 4.20 and Aura Effects v1.11
Both extensions need to be loaded to get error.
Error happens on map load when two or more tokens have aura effects applied.

[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "hardlocked"]:3: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/button_record_locked.lua"]:11: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/button_record_isidentified.l..."]:11: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/imagewindow_header.lua"]:7: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/image.lua"]:7: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "common/scripts/list_viewers.lua"]:9: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string ""]:5: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Script execution error: [string "campaign/scripts/imagewindow.lua"]:47: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Handler error: [string "scripts/manager_image.lua"]:145: C stack overflow
[7/4/2022 8:02:16 AM] [ERROR] Handler error: [string "scripts/manager_effect_aura.lua"]:486: C stack overflow

I can supply campaign if needed.

I am also seeing this error

GKEnialb
July 4th, 2022, 17:37
@bmos It looks like image.lua : onIinit is called just once without Aura Effects and 29 times with Aura Effects (for 6 tokens). I put in a boolean to protect against repeated calls, but that's not working - is there any way a bunch of new images are being created?

bmos
July 4th, 2022, 21:36
@bmos It looks like image.lua : onIinit is called just once without Aura Effects and 29 times with Aura Effects (for 6 tokens). I put in a boolean to protect against repeated calls, but that's not working - is there any way a bunch of new images are being created?Nothing intentional, but there must be if it's getting called that often. Maybe printstack() will say what's triggering it?

GKEnialb
July 4th, 2022, 23:13
Okay, reverted TokenHeight back to v4.19 until I can figure out a better way of forcing the indications to show up automatically for the server and client. In the meantime, unfortunately you'll be stuck with having to manually adjust a token by the GM once before it can be adjusted by a player thereafter. Aura Effects is all good - it was something weird in TokenHeight.

bmos
July 16th, 2022, 18:47
Does anyone know what extension lets you see auras?
I remember coming across it here at some point, but can't find it for the life of me.
I want to link in the Forge description of this extension.

MrDDT
July 16th, 2022, 18:52
Does anyone know what extension lets you see auras?
I remember coming across it here at some point, but can't find it for the life of me.
I want to link in the Forge description of this extension.

https://forge.fantasygrounds.com/shop/items/620/view


I've never used it, dunno how well it works but this is likely the one you talkin about.




https://forge.fantasygrounds.com/shop/items/149/view

This is the one I use for spell tokens.

Leprekorn
July 16th, 2022, 18:55
I thought it might be this
https://forge.fantasygrounds.com/shop/items/620/view

bmos
July 16th, 2022, 19:21
I thought it might be this
https://forge.fantasygrounds.com/shop/items/620/viewaha! Thank you!

RigelOrionBeta
July 18th, 2022, 19:52
I've encountered some unexpected behavior, or maybe I'm missing something. I have this aura:


Annihilation Aura; LIGHT: 10 darkness; IFT: CUSTOM(Annihilation); ADVATK; AURA: 10 all; SDMGOE: 6 necrotic

It is supposed to cast 10 feet of darkness, apply an advantage attack on those with an Annihilation effect, and also provide an aura that deals 6 necrotic damage at the end of the source's turns.

However, the aura isn't working. If I delete the "LIGHT: 10 darkness" however, it does work.


Annihilation Aura; LIGHT: 10 darkness; IFT: CUSTOM(Annihilation); ADVATK; AURA: 10 all; SDMGOE: 6 necrotic

Additionally, if I *start* deleting "LIGHT: 10 darkness" from the end of this string in the combat tracker, it starts working once I've deleted "darkness":


Annihilation Aura; LIGHT: 10 ; IFT: CUSTOM(Annihilation); ADVATK; AURA: 10 all; SDMGOE: 6 necrotic

Any ideas if I'm doing something wrong, of if this is a bug?

bmos
July 18th, 2022, 21:41
I've encountered some unexpected behavior, or maybe I'm missing something. I have this aura:


Annihilation Aura; LIGHT: 10 darkness; IFT: CUSTOM(Annihilation); ADVATK; AURA: 10 all; SDMGOE: 6 necrotic

It is supposed to cast 10 feet of darkness, apply an advantage attack on those with an Annihilation effect, and also provide an aura that deals 6 necrotic damage at the end of the source's turns.

However, the aura isn't working. If I delete the "LIGHT: 10 darkness" however, it does work.


Annihilation Aura; LIGHT: 10 darkness; IFT: CUSTOM(Annihilation); ADVATK; AURA: 10 all; SDMGOE: 6 necrotic

Additionally, if I *start* deleting "LIGHT: 10 darkness" from the end of this string in the combat tracker, it starts working once I've deleted "darkness":


Annihilation Aura; LIGHT: 10 ; IFT: CUSTOM(Annihilation); ADVATK; AURA: 10 all; SDMGOE: 6 necrotic

Any ideas if I'm doing something wrong, of if this is a bug?I'd say that should be at least two separate effects.
Mixing AURA effects and non-aura effects like that gets messy because of how this extension was built.
Honestly, I'm surprised that it works without darkness!

RigelOrionBeta
July 18th, 2022, 21:49
Ah, ok thanks for the quick reply! I have a number of effects with auras and non-auras, so it seems to work much of the time, this is the first time it hasnt worked lol. I have two effects now, appreciate it.

bmos
July 18th, 2022, 23:31
Ah, ok thanks for the quick reply! I have a number of effects with auras and non-auras, so it seems to work much of the time, this is the first time it hasnt worked lol. I have two effects now, appreciate it.I will try and see why that was happening though, because it is pretty strange that it didn't like "darkness" there.

Len Knowles
July 23rd, 2022, 08:01
Trying this extension for a Paladin and Cleric's auras, as stated above.
Paladin: Aura works as advertised. Applying when within 10 feet and removed when target moves more than 10 feet away.
Cleric, However: w/Spirit Guardians... it seemed to work for the first target (kinda). It pushed the save, but did not apply damage. Then on subsequent turns, it wouldn't even push the save with the target within the 15-foot radius.
Formulas were inputted exactly as printed.

MrDDT
July 23rd, 2022, 08:03
Trying this extension for a Paladin and Cleric's auras, as stated above.
Paladin: Aura works as advertised. Applying when within 10 feet and removed when target moves more than 10 feet away.
Cleric, However: w/Spirit Guardians... it seemed to work for the first target (kinda). It pushed the save, but did not apply damage. Then on subsequent turns, it wouldn't even push the save with the target within the 15-foot radius.
Formulas were inputted exactly as printed.

Can you post the formula you doing, and which EXTs you using (like to trigger the save, normally BCEG or Ongoing Saves)

Len Knowles
July 23rd, 2022, 08:05
This extension is built to accommodate auras of any kind. Paladin auras, or even spell auras (such as spirit guardians). This is a relatively complex extension and will require some explanation and examples.

I've added a few things in, mainly is the "AURA" effect, the other is an additional conditional helper "FACTION()"

A few examples for how you would use this.

AURA: 10 friend; Aura of Protection; SAVE: 5
This will add a 10 foot aura around the person who has this effect, everyone within 10' will receive an effect "FROMAURA:Aura of Protection; SAVE: 5"

Everything after the "AURA: #distanceInFeet auraType;" will be added to other tokens when applicable inside the distance prepended by "FROMAURA:"

What this means is the paladin themselves will not gain a FROMAURA: effect, however the SAVE: 5 will still work for them as well.

This is why I've added in the additional conditional type "FACTION()"

For things like Spirit Guardians I've used it like this:

AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 3d8 necrotic; (C)

The IF: FACTION(foe) insures that the SAVEO and SAVEDMG do not affect the cleric who has cast the spell, while still allowing it to fire on the creatures that gain the effect as "FROMAURA:Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 3d8 necrotic; (C);" For this to work you'd also have to be using my ongoing saves extension (https://www.fantasygrounds.com/forums/showthread.php?56702-5E-Ongoing-Save-Effects).

The following aura types are allowed:

friend
foe
all


The following faction types are allowed:

friend
foe
neutral
faction

One thing to note regarding faction types is you can also use the "!" operator before any of them to include all except for that type. "!friend" would be anything that's not in the same faction as yourself. The foe faction would also do the same thing, as it assumes neutral/faction type enemies are not your friends as well. I can be convinced to adjust this to only include the foe/enemy faction type (the red underlay on map) if that is preferred.

This extension is still not fully tested, so do let me know if there are issues that anyone comes across.

I've also added an option menu to silence the notifications about the effects which can be filtered based on aura type (we found that the paladin's aura was very spammy during play).


NOTE: Presently if you're using token locking you must be on the 'test' build of FGC in order for this to work properly. If you're not using token locking then the current 'live' build is also fine. As of May 5, 2020 - FG v3.3.10 - Should be able to be back on 'live' for FG v3.3.11 Again this is only if you're using token locking.
Version 0.4:
- Base implementation of AURA effect type along with FACTION() conditional type.

Trying this extension for a Paladin and Cleric's auras, as stated above.
Paladin: Aura works as advertised. Applying when within 10 feet and removed when target moves more than 10 feet away.
Cleric, However: w/Spirit Guardians... it seemed to work for the first target (kinda). It pushed the save, but did not apply damage. Then on subsequent turns, it wouldn't even push the save with the target within the 15-foot radius.
Formulas were inputted exactly as printed.

MrDDT
July 23rd, 2022, 08:07
Trying this extension for a Paladin and Cleric's auras, as stated above.
Paladin: Aura works as advertised. Applying when within 10 feet and removed when target moves more than 10 feet away.
Cleric, However: w/Spirit Guardians... it seemed to work for the first target (kinda). It pushed the save, but did not apply damage. Then on subsequent turns, it wouldn't even push the save with the target within the 15-foot radius.
Formulas were inputted exactly as printed.


So you use "Ongoing Saves EXT" correct?

Len Knowles
July 23rd, 2022, 08:09
Paladin... AURA: 10 friend; Aura of Protection; Save: [CHA]
Cleric... AURA:15 foe; Spirit Guardians; IF: FACTION (foe); SAVEO: wisdom DC 19 (M)(H); SAVEDMG: 3d8 radiant; (C)

Len Knowles
July 23rd, 2022, 08:09
Don't have that one loaded, NO.

MrDDT
July 23rd, 2022, 08:16
Don't have that one loaded, NO.

It's required to use that coding.

If you don't like that ext, you can check out Better Combat Effect and use a slightly different coding also. Both do the job.


https://forge.fantasygrounds.com/shop/items/76/view
Better Combat Effects

https://forge.fantasygrounds.com/shop/items/155/view
Better Combat Effects Gold

https://www.dmsguild.com/product/312720/Fantasy-Grounds-Ongoing-Save-Effects
Ongoing Save Effects

If you using Ongoing Save Effects use this coding

AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 3d8 necrotic; (C)

If you using BCE or BCEG use this coding

Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)


Also you can check out more AURA coding here.
https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding

I copied the damage types diff, but you get the point.

bmos
July 23rd, 2022, 12:57
I've asked Kent to edit the first post so this confusion will be less likely to occur.
This extension only does two things:
a) adds / removes effects on other characters based on proximity
b) adds a FACTION conditional

wframe
July 26th, 2022, 14:32
Is anyone else getting a "UtilityManager.isClientFGU - Deprecated - 2022-07-12 - Contact forge/extension author" error when they use these? I have updated all of my extensions and it seems like this error only pops up when I have an Aura on a character and that character moves on the grid.

Edit: I should specify that it happens when the character with the aura moves or a target that's affected by the aura moves. So it seems to have something to do with the application of the effect. But I didn't see anyone else mention the error in this thread and I have already tried disabling other extensions that may be causing it.

Edit 2: I Just confirmed that it's Aura effects by creating a new campaign. I only enabled Aura Effects and Better Combat Effects. Then tested again by only enabling Aura Effects and Ongoing Save Effects. In both instances, I get spammed nonstop with the above error when moving any of the tokens in the radius. I tested this with Spirit Guardians and Pass Without Trace.

It seems like something needs to be updated in this extension, but I don't see anyone else mentioning it. Technically it still works, it just spams that error enough times to fill up the chat log in a very short period.

MrDDT
July 26th, 2022, 19:39
Working just fine for me.

wframe
July 26th, 2022, 19:41
Working just fine for me.

I'm not really sure how that can be. I literally created a new campaign to test this and ONLY enabled those two extensions and I was still getting spammed with the error. I'm not a dev build of FGU or anything and everything has been updated.

rhagelstrom
July 26th, 2022, 19:47
I'm not really sure how that can be. I literally created a new campaign to test this and ONLY enabled those two extensions and I was still getting spammed with the error. I'm not a dev build of FGU or anything and everything has been updated.

BCE/G and Aura do not call UtilityManager.isClientFGU so you must have something else loaded that is causing that deprecated message.

wframe
July 26th, 2022, 19:54
BCE/G and Aura do not call UtilityManager.isClientFGU so you must have something else loaded that is causing that deprecated message.

That's weird. I definitely don't.

bmos
July 26th, 2022, 20:00
That's weird. I definitely don't.

Delete your vault folder and run the update.