View Full Version : 5E - Aura Effects
MrDDT
July 26th, 2022, 20:06
That's weird. I definitely don't.
Your Aura ext is 1.7, you need 1.11
wframe
July 26th, 2022, 20:07
Your Aura ext is 1.7, you need 1.11
So it isn't updating from Forge? I tried deleting my Vault folder and now I can't even update FGU. It just crashes when I click the update button.
MrDDT
July 26th, 2022, 20:08
I would post in house of healing, or try FGU discord.
bmos
July 26th, 2022, 20:10
I have been helping a number of people with this issue lately. I think there might be an issue with Forge updates.
Sometimes it's because you have an old copy in your extensions folder, but for some people it has required deleting the vault folder and then running an update.
bmos
July 26th, 2022, 20:12
sounds like a permissions issue maybe?
wframe
July 26th, 2022, 20:17
I have been helping a number of people with this issue lately. I think there might be an issue with Forge updates.
Sometimes it's because you have an old copy in your extensions folder, but for some people it has required deleting the vault folder and then running an update.
Thanks. I had to completely reinstall Fantasy grounds after deleting the vault, but it's updating now. I'm on an M1 Mac, for what it's worth. I'll test to see if the error has gone away. I wish there had just been a way to force the update to Aura Effects from the Forge, but if this works, I'll be in business. Appreciate the help. I guess now I know why no one else was reporting the issue.
wframe
July 26th, 2022, 20:27
Okay, after deleting my Vault folder, reinstalling FGU, then updating and getting the error again, I found an FG-AuraEffects EXT in my extensions folder and deleted and then updated. I didn't realize the newer version from the Forge was stored in the Vault.
Thanks for all of the help, guys. Sorry for being a nuisance.
mattekure
July 26th, 2022, 21:15
That's weird. I definitely don't.
you need to update your aura extension. the version in your screenshot is 1.7, but the current version on the forge is 1.11
bmos
July 27th, 2022, 03:45
Okay, after deleting my Vault folder, reinstalling FGU, then updating and getting the error again, I found an FG-AuraEffects EXT in my extensions folder and deleted and then updated. I didn't realize the newer version from the Forge was stored in the Vault.
Thanks for all of the help, guys. Sorry for being a nuisance.so glad it's fixed! all of my extensions are in the vault so that the extensions folder can be use for more 'manually installed' extensions that you have to update yourself.
JayceStorm
August 1st, 2022, 01:32
Is there any obvious mechanism to handle when there are multiple paladin's with similar auras to prevent them from stacking with each other?
MrDDT
August 1st, 2022, 01:58
Is there any obvious mechanism to handle when there are multiple paladin's with similar auras to prevent them from stacking with each other?
Depends on the AURAs.
Can you give us the exact AURA info?
bmos
August 1st, 2022, 02:06
Is there any obvious mechanism to handle when there are multiple paladin's with similar auras to prevent them from stacking with each other?In 3.5E you can just use a damage type that doesn't stack. If it's 5E, you're out of luck AFAIK. As MrDDT mentions, more info would be helpful (including which ruleset you're using it with).
Perhaps with another extension as well there is something to keep from stacking in more rulesets.
JayceStorm
August 1st, 2022, 02:36
Depends on the AURAs.
Can you give us the exact AURA info?
Here is the information you requested:
(1) Playing 5e
(2) Here is the specific effect being used: Aura of Protection; AURA: 10 friend; Aura of Protection; SAVE: [CHA]
There are 2 paladin's in the campaign that both have the same aura and when a person is standing within 10' of each of the paladin's, it is giving them +10 on their saves instead of +5.
MrDDT
August 1st, 2022, 02:48
Here is the information you requested:
(1) Playing 5e
(2) Here is the specific effect being used: Aura of Protection; AURA: 10 friend; Aura of Protection; SAVE: [CHA]
There are 2 paladin's in the campaign that both have the same aura and when a person is standing within 10' of each of the paladin's, it is giving them +10 on their saves instead of +5.
So this came up before.
What you need to do is apply at tag in the auras that do an IF to detect the other person's AURA.
So what they did was detect the other persons AURA and then did a - to saves for whatever their AURA was doing if they hit the IF.
However, because they are the same amount, you can simply do an IF to detect if they already have the aura and if they do, not give them the AURA.
JayceStorm
August 1st, 2022, 03:01
Is there an example of how to write the revised aura with the detect? Are you detecting IFT: CUSTOM(FROMAURA; Aura of Protection)... Not sure how to check if the target has the effect then DON'T apply the aura. Is there a way to do that?
JayceStorm
August 1st, 2022, 04:41
I think I figured it out after lots of trial and error. On the first Paladin, I created the following aura:
Aura of Protection; AURA: 10 friend; Aura of Protection; SAVE: [CHA] (This is the normal aura applied to the first Paladin)
On the second Paladin, I created the following aura:
Aura of Protection; AURA: 10 friend; Aura of Protection; SAVE: [CHA]; IF: CUSTOM(Aura of Protection); SAVE: [-CHA] (This will apply the normal aura on friends within 10 but it will check if the other Paladin's aura is on the target and if it finds it, it will reverse the save bonus.)
This worked in all of my testing scenarios with a player receiving the auras from 1 or both Paladins as well as the Paladins themselves receiving each other's auras.
MrDDT
August 1st, 2022, 08:27
I think I figured it out after lots of trial and error. On the first Paladin, I created the following aura:
Aura of Protection; AURA: 10 friend; Aura of Protection; SAVE: [CHA] (This is the normal aura applied to the first Paladin)
On the second Paladin, I created the following aura:
Aura of Protection; AURA: 10 friend; Aura of Protection; SAVE: [CHA]; IF: CUSTOM(Aura of Protection); SAVE: [-CHA] (This will apply the normal aura on friends within 10 but it will check if the other Paladin's aura is on the target and if it finds it, it will reverse the save bonus.)
This worked in all of my testing scenarios with a player receiving the auras from 1 or both Paladins as well as the Paladins themselves receiving each other's auras.
Glad you got it worked out, I was doing some family time.
Just remember this only works if you know that the other AURA will be equal or more powerful. Once you have the most powerful one, it wont work well. Or something like that.
Kinda pain in da butt, but we deal with the tools we are given right?
JayceStorm
August 1st, 2022, 15:56
My thinking is that the base aura goes on the paladin with the highest aura and the modified one goes on the paladin with the lower value since it will be reversed by the main one. So it should work when there are two different valued auras.
bmos
August 1st, 2022, 16:05
Really smart solution! Nice work :)
Treolias
August 8th, 2022, 11:27
Howdy! I'm also struggling with getting the aura effects working correctly, but so far I've not come across a fix that works yet...specifically the "Spirit Guardians" effect which has been mentioned in this thread often. I'm trying to decipher the error code so I can maybe troubleshoot the issue further.
The effect code I have at the moment is:
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)
I have the following extensions running:
Effect Builder v1.7.1
Effect Builder Plugin - D&D 5e / PFRPG Effects v0.6.0
Better Combat Effects v2.56
Ongoing Save Effects - Extension v2.0 5E version for Fantasy Grounds
Aura Effects v1.11
Here's the error I'm getting when I try to implement this:
[8/8/2022 6:08:48 AM] [ERROR] Script execution error: [string "scripts/manager_effect_ose.lua"]:64: attempt to call field 'getActorFromCT' (a nil value)
Is this a simple case of "too many extensions running simultaneously"......or something else?
Please advise.
rhagelstrom
August 8th, 2022, 13:54
Looks like ongoing saves effects is throwing an error. Try not loading that one
bmos
August 8th, 2022, 15:17
[8/8/2022 6:08:48 AM] [ERROR] Script execution error: [string "scripts/manager_effect_ose.lua"]:64: attempt to call field 'getActorFromCT' (a nil value)
Is this a simple case of "too many extensions running simultaneously"......or something else?
getActorFromCT was an old function that has been removed from the ruleset. Either you're running an old version of OSE or it's no longer maintained/compatible.
MrDDT
August 8th, 2022, 18:25
Howdy! I'm also struggling with getting the aura effects working correctly, but so far I've not come across a fix that works yet...specifically the "Spirit Guardians" effect which has been mentioned in this thread often. I'm trying to decipher the error code so I can maybe troubleshoot the issue further.
The effect code I have at the moment is:
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)
I have the following extensions running:
Effect Builder v1.7.1
Effect Builder Plugin - D&D 5e / PFRPG Effects v0.6.0
Better Combat Effects v2.56
Ongoing Save Effects - Extension v2.0 5E version for Fantasy Grounds
Aura Effects v1.11
Here's the error I'm getting when I try to implement this:
[8/8/2022 6:08:48 AM] [ERROR] Script execution error: [string "scripts/manager_effect_ose.lua"]:64: attempt to call field 'getActorFromCT' (a nil value)
Is this a simple case of "too many extensions running simultaneously"......or something else?
Please advise.
You are using an old copy of Ongoing saves, they on v2.3 now.
Treolias
August 9th, 2022, 01:35
I'm having trouble finding v2.3 on the DMsguild website.....the one I see has no version number that I can find.
https://www.dmsguild.com/product/312720/Fantasy-Grounds-Ongoing-Save-Effects
Or is there some way to choose a specific version that I'm not seeing yet.
jrowsey1
August 9th, 2022, 02:39
Just download the current version. Be sure there isn’t an older version with a different name in your extensions folder, as FG will pull the oldest version. DMs Guild is notorious for changing the names of the files from time to time.
GEONE
August 12th, 2022, 19:22
Will AURA ever be able to be used with other effects preceding it that have more than 1 space-delimited parameter?
LIGHT for example needs at least 2 parameters to function: LIGHT: range type and can have many parameters LIGHT: rangeMin/rangeMax color animation speed which are all space-delimited and don't work with commas.
Currently, effects like:
LIGHT: 25 ffed75; AURA: 15 all; IF: TYPE(undead); DISATK; DISCHK;
won't work, since AURA won't parse with a 2-parameter space-delimited effect in front of it, and putting the LIGHT after the AURA will cause all creatures in the aura to have light.
Having to separate this into two different effects can be annoying for players who control the activation of their own items and auras.
Some other examples of effects that use multiple space-delimited parameters and won't work in front of an aura:
DMG: 1d6 radiant;
SKILL: 5 athletics;
These ones do work with comma-delimitation, but are more commonly seen written as space-delimited.
bmos
August 12th, 2022, 21:43
Will AURA ever be able to be used with other effects preceding it that have more than 1 space-delimited parameter?
Done!
Thanks for the information, that made it easier to resolve.
GEONE
August 12th, 2022, 22:47
Awesome! Thanks so much
nephranka
August 16th, 2022, 11:38
Found this strange issue with auras. I am not currently updated so this is not an issue with the update. This was happening last weekend and I just got time to test it.
I have an aura set to 1 min dur self and whenever another friendly gets the aura and stays within the radius, the aura will tick down a turn and add another instance of it to the friendly. This is new behavior. In the shot, I added the aura in round 0 and it fired correctly on the caster. In round 1 I moved the friend in and it got the aura. At the end of its round it fired and then it added another instance (one D:10 the other D:9). Maybe this is expected?
Only running BCEG, Auras, and token height, Tested it without using BCEG and I have the same issue.
bmos
August 16th, 2022, 14:37
Found this strange issue with auras. I am not currently updated so this is not an issue with the update. This was happening last weekend and I just got time to test it.
I have an aura set to 1 min dur self and whenever another friendly gets the aura and stays within the radius, the aura will tick down a turn and add another instance of it to the friendly. This is new behavior. In the shoot, I added the aura in round 0 and it fired correctly on the caster. In round 1 I moved the friend in and it got the aura. At the end of its round it fired and then it added another instance (one D:10 the other D:9). Maybe this is expected?
Only running BCEG, Auras, and token height, Tested it without using BCEG and I have the same issue.Weird! I'll try and test for that soon.
nephranka
August 16th, 2022, 15:34
Thanks! I have a work around where I set the dur to zero and add another effect to help time the aura. This is very bizarre.
bmos
August 16th, 2022, 17:09
Thanks! I have a work around where I set the dur to zero and add another effect to help time the aura. This is very bizarre.Are you using Better Combat Effects, by any chance?
nephranka
August 16th, 2022, 17:10
Yes Better Combat Effects Gold. In the example I have it loaded. I have tried this test with just a label like "test aura" then remove BCEG and it seems to happen as well.
BCEG is the paid version of BCE.
nephranka
August 16th, 2022, 17:12
It is possible I am misremembering and I had BCEG on both times. I can run a clean test tonight and post the results.
rhagelstrom
August 16th, 2022, 17:16
Pretty sure I know what is going on as I've seen this behavior before. Likely a bce issue that I just need to put in a check for.
nephranka
August 16th, 2022, 17:25
Pretty sure I know what is going on as I've seen this behavior before. Likely a bce issue that I just need to put in a check for.
Cool. Glad it looks to be easy to fix. For the record I am using BCEG but I assume most of the "guts" are the same as BCE. Thanks!
bmos
August 21st, 2022, 01:35
Thanks! I have a work around where I set the dur to zero and add another effect to help time the aura. This is very bizarre.This should now work correctly. I identified an issue in a recent update I made to Aura Effect that caused that behavior.
nephranka
August 21st, 2022, 11:28
This should now work correctly. I identified an issue in a recent update I made to Aura Effect that caused that behavior.
Thanks! I was operating under the idea it was an issue with BCEG but I am glad it is all sorted out now. Thank you.
GEONE
August 22nd, 2022, 18:37
I'd like to suggest a feature if it's possible: The ability to change the diagonal distance calculation of auras using a keyword.
I know you can already change the diagonal distance calculation so auras are square or circular using the settings menu, but there are a few cases where changing the global setting isn't feasible.
Take for example: If you are playing Curse of Strahd, you use the 'Standard' setting for diagonal distance in your campaign, and you have an aura effect automated for the Sunsword's sunlight. Light in fantasy grounds is always calculated as circular, even if distance calculation is set to 'Standard' (in which all radii are actually square). So the light is circular but the aura is square, leading to a disconnect where the aura is larger than the light the sword is emitting. If we are able to set a keyword to override this calculation for specific aura effects, this would resolve issues that arise from this dissonance.
Some suggestions for keywords:
Standard calculation: AURAS:
Variant calculation: AURAV:
or maybe AURA: 15 foe standard/variant
darrenan
September 4th, 2022, 18:11
Would it be possible for this extension to respond to changes in the AURA size when edited in the CT? The specific use case is the PF2 Bless spell which increases in radius when the caster sustains the spell. I just tested editing the AURA value directly in the CT and it didn't seem to respond to the change at all. The obvious workaround is to have two different effects, one for the duration and the other for the AURA (and removing/adding effects with different AURA sizes when it changes), but that could potentially lead to the Bless spell expiring but the AURA effect remaining.
bmos
September 4th, 2022, 18:36
Would it be possible for this extension to respond to changes in the AURA size when edited in the CT? The specific use case is the PF2 Bless spell which increases in radius when the caster sustains the spell. I just tested editing the AURA value directly in the CT and it didn't seem to respond to the change at all. The obvious workaround is to have two different effects, one for the duration and the other for the AURA (and removing/adding effects with different AURA sizes when it changes), but that could potentially lead to the Bless spell expiring but the AURA effect remaining.That is one of the clunkier aspects of the extension. What I do is shut off the AURA effect (so it removes the child auras) and then turn it back on once I have edited it.
darrenan
September 5th, 2022, 00:26
Ah ok, that works. Good to know.
spencerg
September 14th, 2022, 04:16
Just found this extension and glad I did. Bravo to Author. Took a peek at the code on GIT because I was curious how the concept of proximity was implemented. I'm curious if anyone has tried to define a aura effect to a spell token (b9s spell tokens extension) in the CT, and used it to implement AoE spells like entangles <difficult terrain ect.> Also curious IF someone could link me to a definitive list of community created auras. I searched around and found really old threads scattered around, was wondering if what the best place to look is. Thank you. Bravo again on this extension.
MrDDT
September 14th, 2022, 05:45
Just found this extension and glad I did. Bravo to Author. Took a peek at the code on GIT because I was curious how the concept of proximity was implemented. I'm curious if anyone has tried to define a aura effect to a spell token (b9s spell tokens extension) in the CT, and used it to implement AoE spells like entangles <difficult terrain ect.> Also curious IF someone could link me to a definitive list of community created auras. I searched around and found really old threads scattered around, was wondering if what the best place to look is. Thank you. Bravo again on this extension.
https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding
Isn't B9 spell tokens made to NOT be in the CT?
If you going to use the CT, you can do that with any creature just put an effect on it.
estrolof
September 14th, 2022, 05:52
Would Entangle work as an aura? Isn't it a square? As a DM (for ease of implementation) I wouldn't have a concern in making most zone-area spells circular so auras can manage them.
spencerg
September 14th, 2022, 20:23
I was really just curious, im still learning my way around some of the automation. Also, can’t you change the aura to square in the options? although this would mean all auras, so really it’s not feasible solution. Again was just curious of about creative uses. I read somewhere on here, that what this plugin does… couldn’t be done :) something about FG having no concepts of “zones” or proximity.. so “how” it works intrigued me. Again, really cool extension
cheers
bmos
September 14th, 2022, 20:43
I was really just curious, im still learning my way around some of the automation. Also, can’t you change the aura to square in the options? although this would mean all auras, so really it’s not feasible solution. Again was just curious of about creative uses. I read somewhere on here, that what this plugin does… couldn’t be done :) something about FG having no concepts of “zones” or proximity.. so “how” it works intrigued me. Again, really cool extension
cheersThanks! Full credit to kentmccullough for initial implementation. I've just updated it to use Unity's distance APIs and maintained it as users have discovered issues.
MrDDT
September 14th, 2022, 20:57
Removed.
bmos
September 16th, 2022, 12:44
I'd like to suggest a feature if it's possible: The ability to change the diagonal distance calculation of auras using a keyword.
I know you can already change the diagonal distance calculation so auras are square or circular using the settings menu, but there are a few cases where changing the global setting isn't feasible.
Take for example: If you are playing Curse of Strahd, you use the 'Standard' setting for diagonal distance in your campaign, and you have an aura effect automated for the Sunsword's sunlight. Light in fantasy grounds is always calculated as circular, even if distance calculation is set to 'Standard' (in which all radii are actually square). So the light is circular but the aura is square, leading to a disconnect where the aura is larger than the light the sword is emitting. If we are able to set a keyword to override this calculation for specific aura effects, this would resolve issues that arise from this dissonance.
Some suggestions for keywords:
Standard calculation: AURAS:
Variant calculation: AURAV:
or maybe AURA: 15 foe standard/varianti think so. not with FG's API but using a new feature in Token Height Indicator. Not sure when i'll have the time to build it, but I didn't miss this :)
GEONE
September 16th, 2022, 13:27
i think so. not with FG's API but using a new feature in Token Height Indicator. Not sure when i'll have the time to build it, but I didn't miss this :)
I saw you asking about it on the Token Height Indicator thread. Thanks for looking into it, much appreciated!
Ozsome
September 19th, 2022, 21:34
Hello. I am having a deprecated error coming from the aura effects extension. I loaded a test campaign with it as the only extension.
I set the aura of protection aura on the paladin and it immediately gave the following information in the chat window.
Utilitymanager.isClientFGU - Deprecated - 2022-07-12.
As far as I can tell this may only be a chat spam and I am trying to determine if the aura is functioning properly. I just wanted to get the notice out here in case it is just me or others are seeing similar issues.
It is using v1.7 according to the chat. The forge says it was last updated 8 days ago but with the vault the way it is I cannot see the right extension to remove and see if a new update repairs/corrects it.
I have a game tonight so I will see if the spam is only me or everyone as well as determine if the aura is providing the save bonus.
Thank you for all your "gifts".
I have too many technically non-savvy players and I use a plethora of extensions that make my efforts as a DM far simpler. A thank you to all the various providers out here free and paid alike.
bmos
September 19th, 2022, 21:43
Are you 100% sure there isn't a copy of the extension in your /extensions folder?
If there is, delete it.
If there isn't, delete the file 5a772a86-d54c-11eb-8c52-0050562be458 in the vault.
Ozsome
September 20th, 2022, 00:41
I checked again and had my kids check it. Not sure how i missed it twice. Found it. Dated July. Running update. thanks. Sorry for the distraction.
bmos
September 20th, 2022, 01:00
I checked again and had my kids check it. Not sure how i missed it twice. Found it. Dated July. Running update. thanks. Sorry for the distraction.Glad you found it :)
cdjensen99
September 20th, 2022, 11:28
Hello, since the last update, put out this week, I now get an error when I remove tokens from the map. I have traced it down to the effects_aura.lua. I remove the extension and I no longer get the error.
54430
bmos
September 20th, 2022, 12:22
Hello, since the last update, put out this week, I now get an error when I remove tokens from the map. I have traced it down to the effects_aura.lua. I remove the extension and I no longer get the error.
54430What version number is shown in chat when you load the campaign? The latest code released 10 days ago doesn't match your error, so you must be on an old version.
It should be v1.15
cdjensen99
September 20th, 2022, 12:45
My version is Aura Effects v1.9-rc.1 (Not sure why it isn't updated I use Forge for updates.)
However in testing some more I find that it is a compatibility issue with Token Height Indicator. When I enable Auras and disable Token Height Indicator I do not get the error.
EDIT: I just deleted the FG-Auras.ext and redownloaded from Forge and now it is Aura Effects 1.15
I tested with Token Height Indicator enabled and I do not get an error.
bmos
September 20th, 2022, 13:45
My version is Aura Effects v1.9-rc.1 (Not sure why it isn't updated I use Forge for updates.)
However in testing some more I find that it is a compatibility issue with Token Height Indicator. When I enable Auras and disable Token Height Indicator I do not get the error.
EDIT: I just deleted the FG-Auras.ext and redownloaded from Forge and now it is Aura Effects 1.15
I tested with Token Height Indicator enabled and I do not get an error.Hooray!
v1.9-rc.1 was released back on Feb 12, so it makes sense it would have issues.
Tatershal
September 25th, 2022, 04:54
Is there any way for an aura to work on all allies except the caster? Or on all friends except the caster? This would help the aura for AURA: 30 friend; Emboldening Bond; ATK: 1d4; SAVE: 1d4; CHECK: 1d4; ONTURN
Tatershal
September 25th, 2022, 04:55
This aura would simulate the cleric's effect of only working on allies within 30 feet of each other
DarkEiraStar
September 25th, 2022, 07:02
This really does not play well with One Click Druid and going into wildshape. It got to the point my players couldn't end their own turns. Any of them.
bmos
September 25th, 2022, 13:25
Is there any way for an aura to work on all allies except the caster? Or on all friends except the caster? This would help the aura for AURA: 30 friend; Emboldening Bond; ATK: 1d4; SAVE: 1d4; CHECK: 1d4; ONTURNYes. It is covered in the README posted on the forge.
It is also covered in examples in the 5E effects thread linked from the README.
Tatershal
September 25th, 2022, 13:42
Yes. It is covered in the README posted on the forge.
It is also covered in examples in the 5E effects thread linked from the README.
thanks, but can you explain to me what the "notself" classification would look like in the command line?
AURA: 30 friends; Encouraging Bond; ATK: 1d4; SAVE: 1d4; CHECK: 1d4; TURN ON
bmos
September 25th, 2022, 13:50
thanks, but can you explain to me what the "notself" classification would look like in the command line?
AURA: 30 friends; Encouraging Bond; ATK: 1d4; SAVE: 1d4; CHECK: 1d4; TURN ON
As mentioned, see the 5E effects thread for examples: https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding&p=629350&viewfull=1#post629350
Tatershal
September 25th, 2022, 14:07
As mentioned, see the 5E effects thread for examples: https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding&p=629350&viewfull=1#post629350
because here it is not working
even using the command (notself) he is activating the aura for the caster
MrDDT
September 25th, 2022, 15:40
This really does not play well with One Click Druid and going into wildshape. It got to the point my players couldn't end their own turns. Any of them.
I would talk to Diablobob, or maybe try another ext option like Polymorphism or DWSI
MrDDT
September 25th, 2022, 15:41
Can you msg me on discord so I can help faster and maybe even in real time?
Lexi the Red
October 4th, 2022, 05:40
***
EDIT: So I decided to not be quite so lazy and went back and read some recent posts, and saw where someone was having this same issue. Seems I somehow had old versions of both Token Height and Aura Effects. I have no idea why Forge wasn't updating? I check for updates every single time before I launch FG, and with 6 running campaigns I launch FG a *LOT*. This might be an entirely separate issue with the Forge? Anyway, I deleted Aura Effects and updated again, and this time it seems to have updated both, and it's working fine now.
***
So I've been getting a weird error, which I'm pretty sure is coming from Aura Effects, any time I add or remove any tokens from the CT to a map. It doesn't seem to have any real impact overall, it's just super annoying if I am adding multiple tokens.
I tracked it down to an interaction between Aura Effects and GKEnialb's Token Height Indicator, i.e. it only happens if both extensions are loaded. Due to the error being thrown I still think it is coming from Aura Effects though. Anyway, if and when someone can take a look I'd appreciate it. Please let me know if you need any additional info.
54580
MrDDT
October 4th, 2022, 06:02
***
EDIT: So I decided to not be quite so lazy and went back and read some recent posts, and saw where someone was having this same issue. Seems I somehow had old versions of both Token Height and Aura Effects. I have no idea why Forge wasn't updating? I check for updates every single time before I launch FG, and with 6 running campaigns I launch FG a *LOT*. This might be an entirely separate issue with the Forge? Anyway, I deleted Aura Effects and updated again, and this time it seems to have updated both, and it's working fine now.
***
So I've been getting a weird error, which I'm pretty sure is coming from Aura Effects, any time I add or remove any tokens from the CT to a map. It doesn't seem to have any real impact overall, it's just super annoying if I am adding multiple tokens.
I tracked it down to an interaction between Aura Effects and GKEnialb's Token Height Indicator, i.e. it only happens if both extensions are loaded. Due to the error being thrown I still think it is coming from Aura Effects though. Anyway, if and when someone can take a look I'd appreciate it. Please let me know if you need any additional info.
54580
According to your picture both those exts are 1 version outdated. I would delete them from your ext folder and update FGU.
I'm currently not having these errors and I use both of these exts and tested with only them 2 running with the updated version.
bmos
October 4th, 2022, 12:34
I've had lots of users reporting that issue across a number of extensions, so my assumption is that there is some issue with the FG updater or that a lot of users have manually installed ext files they downloaded (which override the version Forge downloads).
MrDDT
October 4th, 2022, 16:37
I've had lots of users reporting that issue across a number of extensions, so my assumption is that there is some issue with the FG updater or that a lot of users have manually installed ext files they downloaded (which override the version Forge downloads).
I think a lot of people had the downloaded version (where you put into the ext folder yourself), then later AURA effects ext went into the vault on the FORGE and so people don't see the file in the ext folder, and would download it or put it there, or already had it there. This is what a few of my DM's had issues with.
ParasiticCapacitance
October 9th, 2022, 12:58
I was able to avoid the caster by using FACTION(notself).
AURA: 30 friend; Emboldening Bond; IF: FACTION(notself); ATK: 1d4; SAVE: 1d4; CHECK: 1d4; ONTURN;
but it doesn't prevent multiple uses in the same turn.
bmos
October 9th, 2022, 13:37
I was able to avoid the caster by using FACTION(notself).
AURA: 30 friend; Emboldening Bond; IF: FACTION(notself); ATK: 1d4; SAVE: 1d4; CHECK: 1d4; ONTURN;
but it doesn't prevent multiple uses in the same turn.not sure if i'll have the time, but i'll look into adding that
https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/issues/21
for now, ajust the FROMAURA effects manually
rhagelstrom
October 9th, 2022, 17:05
I was able to avoid the caster by using FACTION(notself).
AURA: 30 friend; Emboldening Bond; IF: FACTION(notself); ATK: 1d4; SAVE: 1d4; CHECK: 1d4; ONTURN;
but it doesn't prevent multiple uses in the same turn.
Try the ONTURN outside of the conditional
AURA: 30 friend; Emboldening Bond; ONTURN; IF: FACTION(notself); ATK: 1d4; SAVE: 1d4; CHECK: 1d4
Keltyrr
October 14th, 2022, 18:20
83 pages, not sure if this particular issue has been addressed. Odds are maybe, but I could not find it in a search.
I am running with 3.5e and want to have this:
AURA: 100 foe; Aura of Pain1; DMGO: 1d6+6
I have also tried
AURA: 100 foe; Aura of Pain1; IF(!friend) DMGO: 1d6+6
In both cases, the Damage over time ends up effecting everyone. Players and NPCs alike. To be clear, I am adding this to hostile NPCs. What I am clearly wanting to have happen here is it should effect players, not the NPCs.
What have I done wrong?
rhagelstrom
October 14th, 2022, 18:45
83 pages, not sure if this particular issue has been addressed. Odds are maybe, but I could not find it in a search.
I am running with 3.5e and want to have this:
AURA: 100 foe; Aura of Pain1; DMGO: 1d6+6
I have also tried
AURA: 100 foe; Aura of Pain1; IF(!friend) DMGO: 1d6+6
In both cases, the Damage over time ends up effecting everyone. Players and NPCs alike. To be clear, I am adding this to hostile NPCs. What I am clearly wanting to have happen here is it should effect players, not the NPCs.
What have I done wrong?
Try
AURA: 100 foe; Aura of Pain1; IF: FACTION(!friend); DMGO: 1d6+6
Keltyrr
October 14th, 2022, 18:58
Try
AURA: 100 foe; Aura of Pain1; IF: FACTION(!friend); DMGO: 1d6+6
WELP! That works. Thank ye.
Tyronius
October 22nd, 2022, 03:55
I am having trouble getting a Twilight Sanctuary aura to function properly, any help would be appreciated.
Code:
Twilight Sanctuary; AURA: 30 friend; IF: FACTION(friend); TREGENE: 1d6+10
Current Extensions:
COP Auras v1.2
BCEG v3.28
TEMPO and ROLLON
Advanced effects
54813
MrDDT
October 22nd, 2022, 05:38
I am having trouble getting a Twilight Sanctuary aura to function properly, any help would be appreciated.
Code:
Twilight Sanctuary; AURA: 30 friend; IF: FACTION(friend); TREGENE: 1d6+10
Current Extensions:
COP Auras v1.2
BCEG v3.28
TEMPO and ROLLON
Advanced effects
54813
Remove TEMPO, no longer needed.
not sure about COP, I don't use that.
Twilight Sanctuary; AURA: 30 friend; Twilight Sanctuary; IF: FACTION(friend); TREGENE: 1d6 [CLERIC]
Tyronius
October 23rd, 2022, 02:22
Thank you MrDDT. Update, removing TEMPO got it to work, but now multiple instances of the condition are appearing on my PCs. I experimented with removing COD Auras v1.2, but that didn't change anything. Also thanks for the addition of [CLERIC] instead of the +10 in my code.
MrDDT
October 23rd, 2022, 03:59
Thank you MrDDT. Update, removing TEMPO got it to work, but now multiple instances of the condition are appearing on my PCs. I experimented with removing COD Auras v1.2, but that didn't change anything. Also thanks for the addition of [CLERIC] instead of the +10 in my code.
Working for me, can you msg me on discord? or maybe post examples of what is going on?
bmos
October 25th, 2022, 21:05
MrDDT helped me find a weird syntax that the extension freaks out over:
if you have this or something very similar:
Spirit Guardians; AURA: 15 foe; IF: FACTION(foe); SAVES: 17 WIS (H)(M); SAVEDMG: 3d8 radiant; (C)Half Speed
the aura effect will be added over and over.
so to avoid that, just don't put anything after the (C). (C) should be the past part of the effect, if used.
nephranka
October 26th, 2022, 17:06
I noticed an announcement pop up box on load. I believe it is from this ext since it references voting for auras? I have 1 question and 1 report.
Is there a way to disable the pop up? It is popping every time I load.
The client side is getting an error, I assume from this new pop up?
10/26/2022 11:59:14 AM] [ERROR] Script execution error: [string "FG-Aura-Effect:..date_notifier_launcher.lua"]:3: attempt to index a nil value
bmos
October 26th, 2022, 17:23
I noticed an announcement pop up box on load. I believe it is from this ext since it references voting for auras? I have 1 question and 1 report.
Is there a way to disable the pop up? It is popping every time I load.
The client side is getting an error, I assume from this new pop up?
10/26/2022 11:59:14 AM] [ERROR] Script execution error: [string "FG-Aura-Effect:..date_notifier_launcher.lua"]:3: attempt to index a nil value
a) yes it is from this one
b) just vote for it and it should stop
(https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/releases/tag/v1.16-hotfix.2)c) i guess i broke it already, will fix asap
nephranka
October 26th, 2022, 17:29
a) yes it is from this one
b) just vote for it and it should stop
c) i guess i broke it already, will fix asap
Thanks for the info!
bmos
October 26th, 2022, 17:36
I can't reproduce your error. I pushed a "maybe" fix and if it still happens please send me your db.xml
mattekure
October 26th, 2022, 17:38
I can't reproduce your error. I pushed a "maybe" fix and if it still happens please send me your db.xml
We had this in our game last night, and the error only showed up when a player was connecting. it appeared on the players end in the console
bmos
October 26th, 2022, 17:42
We had this in our game last night, and the error only showed up when a player was connecting. it appeared on the players end in the console
ah, will limit to host for now thank you.
have pushed that fix
nephranka
October 26th, 2022, 18:08
ah, will limit to host for now thank you.
have pushed that fix
Voting fixed the pop up. Sorry I was not clear this was a client side error but you got it fixed now (thanks Mattekure).
Thanks for the fast turn around!
bmos
October 26th, 2022, 18:30
Voting fixed the pop up. Sorry I was not clear this was a client side error but you got it fixed now (thanks Mattekure).
Thanks for the fast turn around!
looking back you were clear and I just missed it :)
nephranka
October 26th, 2022, 18:33
looking back you were clear and I just missed it :)
At least I try to be :)
ScribblingRambler
November 3rd, 2022, 20:46
Is voting supposed to disable the announcement?
What if you're running multiple campaigns?
MrDDT
November 3rd, 2022, 21:32
Is voting supposed to disable the announcement?
What if you're running multiple campaigns?
You click the left button once per campaign, you don't even need to vote.
Stv
November 3rd, 2022, 21:43
True, but you should :P
MrDDT
November 3rd, 2022, 22:19
True, but you should :P
Trust me, there is a reason I have that voting in my sig. I want people to go and vote for all the stuff they like. I'm sure one day it will get something from there added.
bmos
November 3rd, 2022, 22:34
Trust me, there is a reason I have that voting in my sig. I want people to go and vote for all the stuff they like. I'm sure one day it will get something from there added.There have been things on the wishlist that did get added :)
bmos
November 3rd, 2022, 22:35
Is voting supposed to disable the announcement?
What if you're running multiple campaigns?Technically (as MrDDT alluded to) it's not even voting that disables it but rather just clicking the button to visit the wishlist page.
And since FG opens a window asking if you are sure you want to visit the link you can just click "no" and it'll still think you visited the wishlist :)
MrDDT
November 3rd, 2022, 22:36
There have been things on the wishlist that did get added :)
A broken clock is also right 2 times a day.
Tfoard
November 13th, 2022, 12:17
Has anyone actually been able to create the Aura of Conquest as it is written in 5th E as an Aura?
Elaith
November 14th, 2022, 00:41
Hello,
I just created an elemental aura for dragons, and I am currently trying not to have it target themselves.
AURA: 5 all; Electricity Aura; IF: FACTION(notself); DMGO: 1d6 electricity
This affect works when placed on a PC, but does not work for NPCs. (As in it does not deal damage to the PC, when the effect is placed upon them, but the npc receives the damage). Is that how this was always supposed to work? I thought it might have been another mod conflict, so I tried it with just the aura mod loaded and same issue.
Any assistance is appreciated if I am somehow imputing the code wrong.
This is for PF1e - did not see if there was a specific place for that, forge link lead me to the 5e thread.
Thanks,
-Elaith
MrDDT
November 14th, 2022, 02:26
Hello,
I just created an elemental aura for dragons, and I am currently trying not to have it target themselves.
AURA: 5 all; Electricity Aura; IF: FACTION(notself); DMGO: 1d6 electricity
This affect works when placed on a PC, but does not work for NPCs. (As in it does not deal damage to the PC, when the effect is placed upon them, but the npc receives the damage). Is that how this was always supposed to work? I thought it might have been another mod conflict, so I tried it with just the aura mod loaded and same issue.
Any assistance is appreciated if I am somehow imputing the code wrong.
This is for PF1e - did not see if there was a specific place for that, forge link lead me to the 5e thread.
Thanks,
-Elaith
This should work. I did notice there might be an issue with the Aura Effects and DMGO coding from FGU; as when I tried other effects it worked fine.
I do also want to add when you are doing it for the NPC make sure it's their turn or coming from them in the CT; you can't manually type it in there. notself coding needs to know who is casting it.
Elaith
November 14th, 2022, 04:40
This should work. I did notice there might be an issue with the Aura Effects and DMGO coding from FGU; as when I tried other effects it worked fine.
I do also want to add when you are doing it for the NPC make sure it's their turn or coming from them in the CT; you can't manually type it in there. notself coding needs to know who is casting it.
I was manually cycling through the combat tracker, and I was dragging the aura effect from a test npc, so that was not the issue.
But I changed the aura to ATK: 5, and did not affect the user, so you are correct, issue with DMGO code. Thanks for the insight, I should have thought of that one, but been trying to knock out campaign details and got side tracked.
But that indeed seems to be the case, not sure if anything can be done with the aura code, but maybe i'll go take a gander at the DMGO code and see if I can figure something out.
Thanks again,
-Elaith
jfg1984
November 14th, 2022, 16:53
I noticed an issue that I believe is the result of two extensions (Better Combat Effects Gold and the Aura Extension) not working together properly.
I put an aura on an NPC that prompted anyone who starts their turn in said aura to make a constitution saving throw, or be poisoned.
One of my PC's who happens to have a racial trait granting advantage on all poison-based saving throws noted that the automated saving throw did not take that advantage into account, despite having that advantage automated via the better combat effects gold code.
I still need to go disable all my extensions save for those two and then try it again to make sure the issue is isolated to those two extensions only. I'll update later on this evening.
rhagelstrom
November 14th, 2022, 17:15
I noticed an issue that I believe is the result of two extensions (Better Combat Effects Gold and the Aura Extension) not working together properly.
I put an aura on an NPC that prompted anyone who starts their turn in said aura to make a constitution saving throw, or be poisoned.
One of my PC's who happens to have a racial trait granting advantage on all poison-based saving throws noted that the automated saving throw did not take that advantage into account, despite having that advantage automated via the better combat effects gold code.
I still need to go disable all my extensions save for those two and then try it again to make sure the issue is isolated to those two extensions only. I'll update later on this evening.
I can take a look tonight. Keep in mind though that in 5E poison (damage type), is completely different than poisoned (condition). It is easy for someone to get those confused as the same thing.
MrDDT
November 15th, 2022, 16:08
I noticed an issue that I believe is the result of two extensions (Better Combat Effects Gold and the Aura Extension) not working together properly.
I put an aura on an NPC that prompted anyone who starts their turn in said aura to make a constitution saving throw, or be poisoned.
One of my PC's who happens to have a racial trait granting advantage on all poison-based saving throws noted that the automated saving throw did not take that advantage into account, despite having that advantage automated via the better combat effects gold code.
I still need to go disable all my extensions save for those two and then try it again to make sure the issue is isolated to those two extensions only. I'll update later on this evening.
It's working for me can you tell me the coding you using?
Here is mine.
This is on the NPC near the PC
Poo; AURA: 20 all; Poo; SAVEE: 15 CON (M); SAVEADD: Poisoned
This is on the PC making the save
Stout Resilience; ADVCOND: poisoned
rhagelstrom
November 15th, 2022, 18:00
It's working for me can you tell me the coding you using?
Here is mine.
This is on the NPC near the PC
Poo; AURA: 20 all; Poo; SAVEE: 15 CON (M); SAVEADD: Poisoned
This is on the PC making the save
Stout Resilience; ADVCOND: poisoned
This is getting off topic for this thread and should be moved to BCEG for future replies.
That being said:
Stout Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.
BCEG is not going to grant adv on save vs poisoned condition because that isn't what the Trait says. Poison is a damage type, so it would grant adv against Green Dragon Breath Weapon. One can rule that it should grant adv vs poisoned condition and use the above that Mr DDT posted but that would be a rule for your table
ZelieDad
December 11th, 2022, 12:51
I'm not sure what has changed, but my PCs aura effects, e.g. "FROM AURA" doesn't appear to be working. I know it was working, so I'm not sure why it isn't now.
Here's my current CT
55402
Here is the PC's character sheet with the aura
55403
Extensions Loaded:
Extaplaner containers
Inventory Identified
Token Height Indication
Death Indicator
Advanced Effect - 5E
Generic Actions
Has Initiative Indicator
Map Parcel
Syrincape Sounds
MNM Character Sheet Tweeks
NPC Flavors
Polymorphism
MNM Player Journal
Equipped Effects
5E - Exhausted
Better Combat Effect Gold
Constitual Amendents
Friend Zone
5E Undo Last Heal/Damage
Aura Effect
SilentRuin
December 11th, 2022, 17:00
I get infinite duplicate FROMAURA effect entries when I enter a gas cloud but the NPC has Conditional Immunity to one of the effects - in this case "poisoned".
I have this on the gas cloud NPC...
Gas Cloud_Gas Cloud (Huge); AURA: 15 all; Gas Cloud; IF: FACTION(notself); Poisoned; Blinded
And when PC/NPC enters the range of this AURA it normally results in this effect
FROMAURA; Gas Cloud; IF: FACTION(notself); Poisoned; Blinded
Which has no problem in being removed when it goes out of range of the cloud.
However, when the PC/NPC entering the cloud has immunity to poisoned I get this effect...
FROMAURA; Gas Cloud; IF: FACTION(notself); Blinded
And results in never removing it when the PC/NPC goes out of range of the aura resulting in infinite repeats when the AURA triggers...
FROMAURA; Gas Cloud; IF: FACTION(notself); Blinded
FROMAURA; Gas Cloud; IF: FACTION(notself); Blinded
FROMAURA; Gas Cloud; IF: FACTION(notself); Blinded
...
I would have thought it did duplicate compares based on the "FROMAURA; Gas Cloud" string alone or the actual parsed effect from data being applied - but as its not it can never work when FGU applies immunities.
bmos
December 12th, 2022, 13:09
I get infinite duplicate FROMAURA effect entries when I enter a gas cloud but the NPC has Conditional Immunity to one of the effects - in this case "poisoned".
I have this on the gas cloud NPC...
Gas Cloud_Gas Cloud (Huge); AURA: 15 all; Gas Cloud; IF: FACTION(notself); Poisoned; Blinded
And when PC/NPC enters the range of this AURA it normally results in this effect
FROMAURA; Gas Cloud; IF: FACTION(notself); Poisoned; Blinded
Which has no problem in being removed when it goes out of range of the cloud.
However, when the PC/NPC entering the cloud has immunity to poisoned I get this effect...
FROMAURA; Gas Cloud; IF: FACTION(notself); Blinded
And results in never removing it when the PC/NPC goes out of range of the aura resulting in infinite repeats when the AURA triggers...
FROMAURA; Gas Cloud; IF: FACTION(notself); Blinded
FROMAURA; Gas Cloud; IF: FACTION(notself); Blinded
FROMAURA; Gas Cloud; IF: FACTION(notself); Blinded
...
I would have thought it did duplicate compares based on the "FROMAURA; Gas Cloud" string alone or the actual parsed effect from data being applied - but as its not it can never work when FGU applies immunities.How interesting. As someone who hasn't really used the 5E ruleset much I didn't realize it had an effect that does string replacement on other effects for condition removal.
That feels like a very weird approach, but I can look into my preferred method to work around that.
bmos
December 12th, 2022, 13:10
I'm not sure what has changed, but my PCs aura effects, e.g. "FROM AURA" doesn't appear to be working. I know it was working, so I'm not sure why it isn't now.
Here's my current CT
55402
Here is the PC's character sheet with the aura
55403
Extensions Loaded:
Extaplaner containers
Inventory Identified
Token Height Indication
Death Indicator
Advanced Effect - 5E
Generic Actions
Has Initiative Indicator
Map Parcel
Syrincape Sounds
MNM Character Sheet Tweeks
NPC Flavors
Polymorphism
MNM Player Journal
Equipped Effects
5E - Exhausted
Better Combat Effect Gold
Constitual Amendents
Friend Zone
5E Undo Last Heal/Damage
Aura Effect
As usual, removing extensions and testing with just Aura effect is your first step.
If it then works again, re-enable extensions one at a time or in batches to track down which it is.
bmos
December 12th, 2022, 14:08
I would have thought it did duplicate compares based on the "FROMAURA; Gas Cloud" string aloneIt used to, but users kept ommitting the name or putting it before the "AURA" tag. So then I just set the "source" of the effect to the character that set the effect.
Now I have set the source to the node path of the source AURA effect which should solve this and the original issue. If you wouldn't mind switching to the test channel and confirming that it fixes your issue, I'd appreciate it.
SilentRuin
December 12th, 2022, 16:04
It used to, but users kept ommitting the name or putting it before the "AURA" tag. So then I just set the "source" of the effect to the character that set the effect.
Now I have set the source to the node path of the source AURA effect which should solve this and the original issue. If you wouldn't mind switching to the test channel and confirming that it fixes your issue, I'd appreciate it.
Yep works (though not a fan of TEST lighter FGU background - I like darker stuff!). Thanks!
Let me know when it goes LIVE - game tonight! :) [TEST extension? Wow. You are very nice to your users to let that get tested. I just toss my stuff out in LIVE and go "meh - see if it works" ;) ]
SilentRuin
December 12th, 2022, 18:53
It used to, but users kept ommitting the name or putting it before the "AURA" tag. So then I just set the "source" of the effect to the character that set the effect.
Now I have set the source to the node path of the source AURA effect which should solve this and the original issue. If you wouldn't mind switching to the test channel and confirming that it fixes your issue, I'd appreciate it.
If I take the TEST version of the .ext and put it in LIVE will that still work?
[Never mind did not realize .ext was in the vault]
rhagelstrom
December 12th, 2022, 19:27
If I take the TEST version of the .ext and put it in LIVE will that still work?
[Never mind did not realize .ext was in the vault]
You can clone the GitHub and go that route.
SilentRuin
December 12th, 2022, 19:32
You can clone the GitHub and go that route.
Nah, its one NPC gas cloud causing my issue and only if its on a vehicle so I can just manage it till the fix goes live. Thanks for suggestion though.
bmos
December 12th, 2022, 22:11
Fix is live! Thanks for confirming the fix!
SilentRuin
December 13th, 2022, 00:15
Fix is live! Thanks for confirming the fix!
Super thanks - 1 1/2 hours before game time! :)
ZelieDad
December 13th, 2022, 14:06
As usual, removing extensions and testing with just Aura effect is your first step.
If it then works again, re-enable extensions one at a time or in batches to track down which it is.
I've removed all extensions other than Aura Effects. I removed the character from the CT. Added the player back, enabled the aura, and still nothing.
Chat/Command Window
55447
CT
55448
Character sheet (actions tab):
55449
I removed everyone from the CT, restarted FG, and started playing around with the aura, and it seems to be working again.
jrowsey1
December 13th, 2022, 20:45
From the screenshot of the extensions loaded, it looks like you may have an old version in your extensions folder. Delete the extension from the extensions folder, run an update and try again.
NelsonDerLord
December 13th, 2022, 22:52
yo!
maybe i am right here?
can i combine better combat effects with aura effects to create the spirit guardians spell? i cant get my head around the syntax -.-
maybe there is even a list of already working spells and stuff? its really hard for me to build all of it myself, sorry if this is the wrong thread.
currently my spirit guardians attack myself... so that cant be right^^
Genthrock
December 13th, 2022, 23:21
Hey guys, I am trying to get the coding for spirit guardians to work (note I am using Better Combat Effects Gold with Aura Effects)
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS 17 (M)(H); SAVEDMG: 3d8 radiant; (C) : Movement Halved
The issue is that the coding applies the effect to everyone in the "foe" however it doesn't do the Save or the dmg, While writing this I just now tried and have found a work around to change IF: FACTION(foe) to (notself).
I am curious if anyone knows the reason it isn't working like it use to?
rhagelstrom
December 14th, 2022, 02:35
Hey guys, I am trying to get the coding for spirit guardians to work (note I am using Better Combat Effects Gold with Aura Effects)
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS 17 (M)(H); SAVEDMG: 3d8 radiant; (C) : Movement Halved
The issue is that the coding applies the effect to everyone in the "foe" however it doesn't do the Save or the dmg, While writing this I just now tried and have found a work around to change IF: FACTION(foe) to (notself).
I am curious if anyone knows the reason it isn't working like it use to?
Spirit Guardians; AURA: 15 foe; SAVES: 17 WIS (M)(H); SAVEDMG: 3d8 radiant; (C) : Movement Halved
bmos
December 14th, 2022, 13:06
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS 17 (M)(H); SAVEDMG: 3d8 radiant; (C) : Movement Halved
Spirit Guardians; AURA: 15 foe; SAVES: 17 WIS (M)(H); SAVEDMG: 3d8 radiant; (C) : Movement Halved
You have to put the (C) at the end or it will not work right.
Not sure about your main question though, maybe rhagelstrom has solved it by removing the FACTION check? I would have assumed notself is the correct way.
NelsonDerLord
December 14th, 2022, 15:14
when i use that code it also triggers on the caster themselves. Any way to avoid that?
rhagelstrom
December 14th, 2022, 15:29
when i use that code it also triggers on the caster themselves. Any way to avoid that?
Spirit Guardians; AURA: 15 foe; IF: FACTION(notself); SAVES: 17 WIS (M)(H); SAVEDMG: 3d8 radiant; (C) : Movement Halved
The AURA tag specifies is who the aura is applied. The IF: FACTION conditional specifies who the following nonsense actually does anything on. Personally the only conditional code I ever use is IF: FACTION(notself) to filter off if you want the aura to affect the source or not.
NelsonDerLord
December 14th, 2022, 17:50
dude thank you so much!
Bonkon
December 15th, 2022, 04:06
Good Day All :)
I am curious if there is a place that all the auras that have been coded have been consolidated? This thread has gotten so long it is difficult to find everything that has been found to work. :)
Thanks :)
rhagelstrom
December 15th, 2022, 05:10
Good Day All :)
I am curious if there is a place that all the auras that have been coded have been consolidated? This thread has gotten so long it is difficult to find everything that has been found to work. :)
Thanks :)
There are a few. Here is the 5E one.https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding&highlight=Aura
SilentRuin
December 15th, 2022, 17:51
Is supporting a condition before AURA is processed to difficult code wise? I'm told this has been asked before but I'd really like to have AURAs disappear under certain conditions. For example, if this mine explodes and is replaced by a crater with Death Indicators I'd like it to stop triggering the AURA effect in things that get close with a BCEG effect.
Fragmentation Mine; IF: !DYING; AURA: 15 foe; Fragmentation Mine; IF: FACTION(foe); SAVEE: 14 DEX (H); SAVEDMG: 2d10 kinetic
Same for PCs/NPCs that generate an AURA and drop dead (stop doing it).
I would think you must already be parsing and tossing the string before AURA out the door or something - but it seems it should actually be processed first and the AURA string be treated as a completely different operation (only after the normal EFFECT processing occurs first - then check for AURA in that result).
Bonkon
December 15th, 2022, 21:33
Good Day All :)
I am trying to create a Cloudkill aura, here is what I am going to try. If there is a better way I would love to know. :)
First I created an NPC named Cloudkill (Casters Name) so I can adjust the save since I cannot use BCEG [SDC] as it is not connected to the character. Using the Advanced Effects extension I added the following effects:
Cloudkill; AURA: 20; IF: FACTION(notself); SAVES: 15 CON (H); SAVEDMG: 5d8 poison
as well as placing a Darkness token on the NPC to simulate the "Heavily obscured" effect.
When placing the NPC in the combat tracker it seems to work well in my DM testing. I was wondering if there is a way to actually link it to the character so the saves auto adjust or is it something I will need to make an individual NPC for any caster that uses this spell? :)
Thanks :)
Bonkon
December 15th, 2022, 21:34
There are a few. Here is the 5E one.https://www.fantasygrounds.com/forums/showthread.php?69965-5E-Aura-Effects-Coding&highlight=Aura
Good Day Rhagelstrom :)
Thanks for the link :)
SilentRuin
December 15th, 2022, 22:37
Is supporting a condition before AURA is processed to difficult code wise? I'm told this has been asked before but I'd really like to have AURAs disappear under certain conditions. For example, if this mine explodes and is replaced by a crater with Death Indicators I'd like it to stop triggering the AURA effect in things that get close with a BCEG effect.
Fragmentation Mine; IF: !DYING; AURA: 15 foe; Fragmentation Mine; IF: FACTION(foe); SAVEE: 14 DEX (H); SAVEDMG: 2d10 kinetic
Same for PCs/NPCs that generate an AURA and drop dead (stop doing it).
I would think you must already be parsing and tossing the string before AURA out the door or something - but it seems it should actually be processed first and the AURA string be treated as a completely different operation (only after the normal EFFECT processing occurs first - then check for AURA in that result).
Yep - was easy to do. I'd appreciate if whomever does the code now replaces this function with the changes I made so I can do the above - pretty much do any condition checking supported via extensions currently in use - I tested above with ONLY Aura and BCEG in a test campaign with only two tokens (this is 5E specific also if you need to put some guards around due to that). Also found bug in FGU that Moon says he will fix in some later release that has every single Token.onMove getting double tapped for any one single move (twice the work for everything right now). Here is the code let me know if you plan to stick it in or if I have run my own version of this extension... the comments can be uncommented to watch the internal magic if you wish for verification its doing what I say its doing... DO NOT CREDIT ME FOR THIS IN THE CODE/COMMENTARY - credit implies I'll support this going forward... got enough to do with my own stuff :)
manager_effect_aura.lua
...
local function getAurasForNode(nodeCT, searchString, targetNodeCT)
local nodeEffects = DB.getChildren(nodeCT, 'effects')
if not nodeEffects then return {} end
local rActor = ActorManager.resolveActor(nodeCT)
local rTarget = ActorManager.resolveActor(targetNodeCT)
-- Debug.console(rActor.sName);
local auraEffects = {}
for _, nodeEffect in pairs(nodeEffects) do
if DB.getValue(nodeEffect, aEffectVarMap['nActive']['sDBField'], 0) == 1 then
local sLabelNodeEffect = getEffectString(nodeEffect)
if sLabelNodeEffect:match(searchString) then
-- make sure conditions allow for this to be processed.
-- Debug.console(" ")
local aEffectComps = EffectManager.parseEffect(sLabelNodeEffect);
-- Debug.console(sLabelNodeEffect)
local bSetAura = true
for _,sEffectComp in ipairs(aEffectComps) do
local rEffectComp = EffectManager5E.parseEffectComp(sEffectComp);
-- Debug.console(rEffectComp.type)
-- Check conditionals
if rEffectComp.type == "IF" then
-- Debug.console("Check IF conditions")
-- Debug.console(rEffectComp.remainder)
if not EffectManager5E.checkConditional(rActor, nodeEffect, rEffectComp.remainder) then
bSetAura = false
break
end
elseif rEffectComp.type == "IFT" then
-- Debug.console("Check IFT conditions")
-- Debug.console(rEffectComp.remainder)
if rTarget and not EffectManager5E.checkConditional(rTarget, nodeEffect, rEffectComp.remainder, rActor) then
bSetAura = false
break
end
elseif rEffectComp.type == "AURA" then
-- Debug.console("AURA - so done Checking conditions");
break
end
end
if bSetAura then
-- Debug.console("Conditions passed")
table.insert(auraEffects, nodeEffect)
else
-- Debug.console("Conditions failed")
end
end
end
end
return auraEffects
end
...
function updateAuras(sourceNode)
...
-- Check if the moved token has auras to apply/remove
for _, auraEffect in pairs(getAurasForNode(sourceNode, auraString, otherNode)) do
checkAuraApplicationAndAddOrRemove(sourceNode, otherNode, auraEffect, nodeInfo)
end
-- Check if the moved token is subject to other's auras
for _, auraEffect in pairs(getAurasForNode(otherNode, auraString, otherNode)) do
checkAuraApplicationAndAddOrRemove(otherNode, sourceNode, auraEffect, nodeInfo)
end
...
end
...
bmos
December 16th, 2022, 14:37
Thanks! I copied that into a new branch on the repo.
I've got it working in the other supported rulesets, but it's not yet removing aura updates when conditions are removed.
I'll get that sorted soon and then push the release.
EDIT: all set. released.
SilentRuin
December 16th, 2022, 16:15
Thanks! I copied that into a new branch on the repo.
I've got it working in the other supported rulesets, but it's not yet removing aura updates when conditions are removed.
I'll get that sorted soon and then push the release.
EDIT: all set. released.
I've got your live thing which was working fine - but when I started playing with multiple effects each named slightly differently and turning the effects I was not currently testing to "off" I got an infinite loop situation. I'm going to investigate it now. Not sure it was something always happening or just after this live bit.
SilentRuin
December 16th, 2022, 17:18
I've got your live thing which was working fine - but when I started playing with multiple effects each named slightly differently and turning the effects I was not currently testing to "off" I got an infinite loop situation. I'm going to investigate it now. Not sure it was something always happening or just after this live bit.
Ok I'm not sure what is going on but its hard to duplicate (as in it does not always happen). But when it does happen I'm testing with two aura effects and out of the blue it infinite loops placing FROMAURA's in the targets eventually getting a C overload error in chat. The following is your latest build with just the following change:
...
function updateAuras(sourceNode)
printstack()
...
I'm running with the following effects (which work when they do and infinite loop when they do not - can't seem to duplicate issue with only one aura defined and one token in range).
Fragmentation Mine2; IF: !WOUNDS(=,1); IFT: !WOUNDS(=,1); IFT: TYPE(Vehicle); AURA: 15 foe; Fragmentation Mine2; IF: FACTION(notself); SAVEE: 14 DEX (H); SAVEDMG: 2d10 kinetic
Fragmentation Mine; IF: !WOUNDS(=,1); IFT: !WOUNDS(=,1); AURA: 15 foe; Fragmentation Mine; IF: FACTION(notself); SAVEE: 14 DEX (H); SAVEDMG: 2d10 kinetic
I tend to turn them on and off or keep both active.
When it works the call stack looks like this...
55476
When it infinite loops the call stack looks like this...
55477
Not really sure what is going on or if its something that has always happened and I'm just new to AURA testing.
SilentRuin
December 16th, 2022, 20:16
No longer relevant.
Ulric
December 16th, 2022, 21:56
I am getting errors using the Aura Effects EXT in a up to date campaign without any other extensions loaded. I applied Spirit Guardians to a PC and moved the PC to the NPC to trigger adding the effect to the NPC. I then moved the PC away to remove the Effect. When I try to trigger the Aura Effect a second time the FG console error window opens and the Effect is applied to the NPC multiple times, See the chat window and NPC in CT. I have attached a screenshot.
https://cdn.discordapp.com/attachments/1053427143935275038/1053427423573704794/FGU_Aura_Multiple_Effects_applied.png
bmos
December 16th, 2022, 22:45
just posted a hotfix. if that doesn't solve it, i'll have to roll back one of the v1.18 changes
SilentRuin
December 16th, 2022, 23:02
just posted a hotfix. if that doesn't solve it, i'll have to roll back one of the v1.18 changes
Can't break it now. Thanks. Still get confused on IF and IFT with who is moving where :)
bmos
December 16th, 2022, 23:06
Can't break it now. Thanks. Still get confused on IF and IFT with who is moving where :)Yeah, I probably would have skipped supporting IFT.
I think there is a function I can call to get a table of who you're targeting when the aura is parsed, although this seems like it might feel even weirder.
SilentRuin
December 16th, 2022, 23:15
Yeah, I probably would have skipped supporting IFT.
I think there is a function I can call to get a table of who you're targeting when the aura is parsed, although this seems like it might feel even weirder.
Rather have it than not - which is why I added it - for sure has its uses in reducing CT effect overhead.
Thanks again for reworking this!
[Post edit] Also the whole point of Auras is they don't care about targeting. I'd not look up real targets in that table - AURA is its own thing - let it be unique (says the pseudo expert who has literally only been using it in detail for a few days - so take any opinions or code suggestions with a grain of salt) ;)
SilentRuin
December 17th, 2022, 15:08
Rather have it than not - which is why I added it - for sure has its uses in reducing CT effect overhead.
Thanks again for reworking this!
[Post edit] Also the whole point of Auras is they don't care about targeting. I'd not look up real targets in that table - AURA is its own thing - let it be unique (says the pseudo expert who has literally only been using it in detail for a few days - so take any opinions or code suggestions with a grain of salt) ;)
Please fix the manager_effect_aura.lua: getAurasForNode where I cut pasted without thinking about what it was really doing... fix in bold red...
-- Check if the moved token has auras to apply/remove
for _, auraEffect in pairs(getAurasForNode(sourceNode, auraString, otherNode)) do
checkAuraApplicationAndAddOrRemove(sourceNode, otherNode, auraEffect, nodeInfo)
end
-- Check if the moved token is subject to other's auras
for _, auraEffect in pairs(getAurasForNode(otherNode, auraString, sourceNode)) do
checkAuraApplicationAndAddOrRemove(otherNode, sourceNode, auraEffect, nodeInfo)
end
This should resolve targeting issues when you make the fix - now it should be....
[conditions before AURA];AURA: * *;[conditions after AURA]
[conditions before AURA] = IF applies to CT entry with the AURA effect defined. IFT applies to CT entry with the FROMAURA applied.
[conditions after AURA] = normal FGU conditions as applied in CT entry with the FROMAURA applied
Successfully tested with the following AURA in a complex environment - it only assigned FROMAURA when the mine was NOT destroyed, the target was NOT dying/dead, and the TYPE was a Vehicle. None of the humanoids triggered the mine while the vehicle did. Worked. [I used AURA, BCEG, and Equipped Effects (why there is name in front to match item) extensions]
BOOM; DMGA: 1 fire
Incendiary Mine; IF: !DYING; IFT: !DYING; IFT: TYPE(Vehicle); AURA: 15 foe; IF: FACTION(notself); Incendiary Mine; TDMGADDS: BOOM; IF: !DYING; SAVEA: 14 DEX (H); SAVEDMG: 2d8 fire
The BOOM custom effect was so that my 1 hp mine would trigger and with Death Indicators switch out to crater token.
Also tested as shown in this image below by parking two vehicle ships next to eachother in range of the same cannon AURA - then I just hit end turn constantly until one ship was destroyed. I am one lazy DM :)
55489
Very powerful stuff. Let me know when it goes LIVE.
bmos
December 17th, 2022, 19:16
1.18-hotfix.2 is now live
SilentRuin
December 17th, 2022, 23:28
Updated this post (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=671323&viewfull=1#post671323)with more examples on how the new condition checks can work.
SilentRuin
December 18th, 2022, 01:57
Hotfix 3 works great! Thanks bmos!
bmos
December 18th, 2022, 16:39
So now that this is present, it might make sense to stop checking whether characters are dead or dying.
Some auras could be only applicable for characters that are dying, for example.
SilentRuin
December 18th, 2022, 17:46
So now that this is present, it might make sense to stop checking whether characters are dead or dying.
Some auras could be only applicable for characters that are dying, for example.
Not sure what you mean - but I have to check for sure in the AURA effect if they or their target is dying for certain things. Can you explain what you mean based on some of what I do? For example:
Mines (static):
Incendiary Mine; IF: !DYING; IFT: !DYING; AURA: 15 foe; Incendiary Mine; IF: !DYING; SAVEE: 14 DEX (H); SAVEDMG: 2d8 fire
Fragmentation Mine; IF: !DYING; IFT: !DYING; AURA: 15 foe; Fragmentation Mine; IF: !DYING; SAVEE: 14 DEX (H); SAVEDMG: 2d10 kinetic
Gas Mine; IF: !DYING; IFT: !DYING; AURA: 15 foe; Gas Mine; IF: !DYING; SAVEE: 14 CON (H); SAVEDMG: 2d6 poison
Clouds (moving or static):
Toxic Cloud; IFT: !DYING; AURA: 20 all; Toxic Cloud; IF: FACTION(notself); IF: !DYING; SAVES: 14 CON (H); SAVEDMG: 5d8 poison; Poisoned
Gas Cloud_Gas Cloud (Huge); IFT: !DYING; AURA: 15 all; Gas Cloud; IF: FACTION(notself); IF: !DYING; SAVES: 14 CON (H); SAVEDMG: 2d6 poison; Poisoned; Blinded
Gas Cloud_Gas Cloud (Large); IFT: !DYING; AURA: 10 all; Gas Cloud; IF: FACTION(notself); IF: !DYING; SAVES: 14 CON (H); SAVEDMG: 2d6 poison; Poisoned; Blinded
Incendiary Cloud; IFT: !DYING; AURA: 20 all; Incendiary Cloud; IF: FACTION(notself); IF: !DYING; SAVES: 14 DEX (H); SAVEDMG: 10d8 fire
Bodak NPC from Monsters of the Universe (need two - one for the effect - and one for generating immunity to the effect:
Aura of Annihilation_Bodak; IFT: TYPE(undead, fiend); AURA: 30 all; Aura of Annihilation_Bodak; IF: FACTION(notself); IMMUNE: CUSTOM(Aura of Annihilation_Bodak)
Aura of Annihilation_Bodak; AURA: 30 all; Aura of Annihilation_Bodak; IF: FACTION(notself); IMMUNE: CUSTOM(Aura of Annihilation_Bodak); DMGO: 5 necrotic
SilentRuin
December 18th, 2022, 19:35
When I have a campaign with Token Height Extension and Aura Effect Extension loaded with no maps up - then when I key in the Wounds field in CT the map for that CT entry pops up. Also does when you add effects to the extension. It's completely weird. Especially if during startup something is coming up and modifies an effect or something in the CT - a blank map for that entry pops up. I'm posting to both of these extensions - suspect some sort of conflict as nothing happens if only one or the other is loaded.
ColoradoGM
December 19th, 2022, 02:07
I have about 130 FROMAURA effects, mostly identical, in my custom effects window under Tools. It looks like it makes and saves a custom effect every time someone enters an aura. Is there a way to prevent this?
SilentRuin
December 19th, 2022, 02:17
I have about 130 FROMAURA effects, mostly identical, in my custom effects window under Tools. It looks like it makes and saves a custom effect every time someone enters an aura. Is there a way to prevent this?
Does your chat say its v1.18-hotfix.3?
If not update you have one of the bad versions before the hot fixes.
ZelieDad
December 19th, 2022, 15:13
I can't seem to find any effects strings for Aura of Life.
So far I have:
Aura of Life; AURA: 30 friend; Aura of Life; RESIST: necrotic; IF(WOUNDS = 1) HEAL 1;
I'm sure that isn't correct, and the effect of not being able to have the character's MAX HP be reduced is eluding me.
Any suggestions?
SilentRuin
December 19th, 2022, 15:33
I can't seem to find any effects strings for Aura of Life.
So far I have:
Aura of Life; AURA: 30 friend; Aura of Life; RESIST: necrotic; IF(WOUNDS = 1) HEAL 1;
I'm not that isn't correct, and the effect of not being able to have the character's MAX HP be reduced is eluding me.
Any suggestions?
The syntax of the "IF" usually requires "IF:".
rhagelstrom
December 19th, 2022, 16:47
I can't seem to find any effects strings for Aura of Life.
So far I have:
Aura of Life; AURA: 30 friend; Aura of Life; RESIST: necrotic; IF(WOUNDS = 1) HEAL 1;
I'm sure that isn't correct, and the effect of not being able to have the character's MAX HP be reduced is eluding me.
Any suggestions?
I think this will work out? It won't do the "non-hostile" part
Aura of Life; AURA: 30 friend; Aura of Life; RESIST: necrotic; IF: DYING; REGEN: 1;
or maybe
Aura of Life; AURA: 30 all; Aura of Life; IF: FACTION(!foe); RESIST: necrotic; IF: DYING; REGEN: 1;
I haven't tried either of those.
ZelieDad
December 19th, 2022, 17:40
Thanks. I'll give them a shot.
What about the "...and its hit point maximum can't be reduced."? Is that even possible?
Ulric
December 19th, 2022, 17:58
Is it possible to code Aura to use Faction(notself) and ignore NPC with a CUSTOM(TAG)
I have a PC with the ability to detect all living creature within 60' that have a INT higher than 3, I am the GM and typically always forget to notify the Player when his PC gets within range of a NPC. I do not see where AURA can IFT a STAT so I thought putting a custom tag like "MINDLESS" on the NPC with a 3 or lower would solve the problem.
estrolof
December 19th, 2022, 19:34
Hi all. In our collective effort to automate Spirit Guardians I've been toying with the On-Enter save (unless I'm missing one, the other posts are addressing the On-Starting-Within-Aura effect).
Game System: D&D 5E
Spell: Guardian Spirits
"An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage."
Maybe this is too ambitious, but this is what I'm trying...
Aura for starting within the aura (as expected, this works just fine):
SpiritGuardians_StartTurn; AURA: 15 foe; Spirit Guardians; SAVES: 8, [PRF], [WIS] WIS (M) (H); SAVEDMG: 3d8 radiant; Speed-15; (C)
Now, for the AURA OnEntering here's what I've been trying...
Attempt 1-ish:
This effect is applied to [SELF] on the caster:
SpiritGuardiansEntered; AURA: 15 foe; SpiritGuardiansEntered; SAVEA:8, [WIS], [PRF] WIS (M) (H); SAVEDMG: 3d8 radiant; (C)
Confusion point 1: This applies the roll to the caster too (when first applied). Adding IF:CUSTOM(notself); will stop this from happening (cool). If the notself is not included, the save is forced on the caster and then the SAVEA is removed from the effect string (meaning it is not subsequently applied to the enemies - kinda makes sense). However, with the notself, the initial save is not forced on the caster (good). But, the FROMAURA doesn't force the SAVEA anyway (not sure why). I assume, the removal of SAVEA after the first such use would mean this also fails for multiple targets, but that's a phase 2 of testing concern, haha.
Attempt 2-ish:
My second-ish attempt involved applying a second effect. The caster received the following alternate on [SELF]:
SpiritGuardiansEntered; AURA: 15 foe; SpiritGuardiansEntered; IF:CUSTOM(notself); IF:CUSTOM(!OnEnterApplied); SAVEA:8, [WIS], [PRF] WIS (M) (H); SAVEDMG: 3d8 radiant; SAVEADD: OnEnterApplied; SAVEADDP: OnEnterApplied; (C)
The other is applied based on the saving throw (set to 1 round, hidden):
OnEnterApplied; STURNRS
Now, obviously, the fact I can't get the initial SAVEA to trigger makes the follow-up moot. However, when performing tests on the components. the IF:CUSTOM(!OnEnterApplied); works to stop the saving throw from occurring. The goal (obviously) is to get the FROMAURA to do the SAVEA test (if the OnEnterApplied is missing). This seems like it should apply the On Enter saving throw once per round. (Meaning the cleric can't move away and back several times triggering the save, which isn't the intent of the spell, as I read it.)
SilentRuin
December 19th, 2022, 20:09
I suppose I'd give this a try (but I find AURA/BCEG and effects in general are a trial and error attempt - not tried this myself)...
Spirit Guardians BADNESS; AURA: 15 foe; Spirit Guardians; IF: FACTION(notself); SAVEA: 14 DEX (H); SAVES: 14 DEX (H); SAVEDMG: 3d8 radiant
Spirit Guardians GOODNESS; IFT: FACTION(!foe); AURA: 15 all; Spirit Guardians; IF: FACTION(notself); SAVEA: 14 DEX (H) ; SAVES: 14 DEX (H); SAVEDMG: 3d8 necrotic
Can give it a try if you like. May fail - not sure.
SilentRuin
December 19th, 2022, 20:23
Corrected post (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=671514&viewfull=1#post671514) and tested - works "I think".
estrolof
December 20th, 2022, 00:04
Thanks for taking a look, SilentRuin; I really appreciate the sanity check.
Spirit Guardians GOODNESS; IFT: FACTION(!foe); AURA: 15 all; Spirit Guardians; IF: FACTION(notself); SAVEA: 14 DEX (H) ; SAVES: 14 DEX (H); SAVEDMG: 3d8 necrotic
You're right, those work. It does accomplish part of the goal:
(A) Force a save on a target entering the aura (but not on the caster) - a victory
(B) Apply the At Start of Turn saving throw on anyone who begins their turn in the aura (but not on the caster) - a second victory
I'm still puzzling out the "How to block the ON ENTER AURA save" for individuals who enter the aura more than once in the same round - which, as I read it, they're only subject to 'on enter' once per round (making a max of 2 forced saves: 1 for first entry into aura, and 1 for starting turn in aura). The caster shouldn't be able to do a series of 5-foot steps to force the save over and over in the same round vs the same target. While chasing an enemy who leaves the aura in subsequent turns would force a new On Enter save. Thus...
Follow-up question: Do AURA effects (and FROMAURA for that matter) look for and/or see IF:CUSTOM() or IFT:CUSTOM() tags?
If they don't, then that explains everything, I think. What I tried so far, is adding IFT: CUSTOM (!OnEnterApplied); to the effect string before the AURA: N faction; tag, but this doesn't appear to test for the custom tag. Instead, it breaks it. Then, I tried adding it after IF:FACTION(notself); too. In this case, it applies the FROMAURA as expected; however, neither the SAVEA or SAVES trigger. I've tried both IFT:CUSTOM and IF:CUSTOM, doesn't seem to matter.
How to apply the custom tag (OnEnterApplied) for that test would be the last step. That could be manually applied by the GM or Player. Or using SAVEADD: and SAVEADDP: - though, these vanish once they leave the aura, as they're applied by the FROMAURA...so, that's not really a solution either.
SilentRuin
December 20th, 2022, 01:15
Thanks for taking a look, SilentRuin; I really appreciate the sanity check.
Spirit Guardians GOODNESS; IFT: FACTION(!foe); AURA: 15 all; Spirit Guardians; IF: FACTION(notself); SAVEA: 14 DEX (H) ; SAVES: 14 DEX (H); SAVEDMG: 3d8 necrotic
You're right, those work. It does accomplish part of the goal:
(A) Force a save on a target entering the aura (but not on the caster) - a victory
(B) Apply the At Start of Turn saving throw on anyone who begins their turn in the aura (but not on the caster) - a second victory
I'm still puzzling out the "How to block the ON ENTER AURA save" for individuals who enter the aura more than once in the same round - which, as I read it, they're only subject to 'on enter' once per round (making a max of 2 forced saves: 1 for first entry into aura, and 1 for starting turn in aura). The caster shouldn't be able to do a series of 5-foot steps to force the save over and over in the same round vs the same target. While chasing an enemy who leaves the aura in subsequent turns would force a new On Enter save. Thus...
Follow-up question: Do AURA effects (and FROMAURA for that matter) look for and/or see IF:CUSTOM() or IFT:CUSTOM() tags?
If they don't, then that explains everything, I think. What I tried so far, is adding IFT: CUSTOM (!OnEnterApplied); to the effect string before the AURA: N faction; tag, but this doesn't appear to test for the custom tag. Instead, it breaks it. Then, I tried adding it after IF:FACTION(notself); too. In this case, it applies the FROMAURA as expected; however, neither the SAVEA or SAVES trigger. I've tried both IFT:CUSTOM and IF:CUSTOM, doesn't seem to matter.
How to apply the custom tag (OnEnterApplied) for that test would be the last step. That could be manually applied by the GM or Player. Or using SAVEADD: and SAVEADDP: - though, these vanish once they leave the aura, as they're applied by the FROMAURA...so, that's not really a solution either.
Best I can tell you is to experiment around. For auras per the lastest hot fix (still waiting on next hotfix to fix correct source on FROMAURA's so that you see the "Applied from..." and have BCEG's source stuff work with them (my version does it but not sure when/if Bmos will get those in). Basically I use the following to deal with effects...
The text description in AURA on forge. (https://forge.fantasygrounds.com/shop/items/32/view)
This recent post (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects&p=671323&viewfull=1#post671323).
FGU effects rules (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation)
And the rules that come in the Readme pdf for BCEG extension. (https://forge.fantasygrounds.com/shop/items/155/view)
GKEnialb
December 20th, 2022, 02:02
When I have a campaign with Token Height Extension and Aura Effect Extension loaded with no maps up - then when I key in the Wounds field in CT the map for that CT entry pops up. Also does when you add effects to the extension. It's completely weird. Especially if during startup something is coming up and modifies an effect or something in the CT - a blank map for that entry pops up. I'm posting to both of these extensions - suspect some sort of conflict as nothing happens if only one or the other is loaded.
It was on the Token Height Indicator side. All fixed. In testing I realized that it no longer automatically updates the aura when the height changes (need to move back and forth). Not sure if it's related to the FGU 4.3.1 update that broke the auto update of the pointer or not.
bmos
December 20th, 2022, 13:01
It was on the Token Height Indicator side. All fixed. In testing I realized that it no longer automatically updates the aura when the height changes (need to move back and forth). Not sure if it's related to the FGU 4.3.1 update that broke the auto update of the pointer or not.Would it be possible to call onMove on each token after adjusting the height? Do you have the token at that point?
GKEnialb
December 20th, 2022, 14:38
Would it be possible to call onMove on each token after adjusting the height? Do you have the token at that point?
I do have the token, so will give that a try. I used to move the token a pixel and back but that trick no longer work - hopefully calling onMove will work better.
Slagmoth
December 21st, 2022, 00:00
Not sure what I am doing incorrectly here... I had the Aura of Murder working correctly here but when I tried to do the Desecrated Altar.
AURA: 23 foe; Desecrated Altar; IF: FACTION(foe); VULN: all
Supposed to apply vulnerability to everyone except those dedicated to a specific God... it is not working properly.
I guess this worked:
AURA: 20 foe; Desecrated Altar; VULN: all
SilentRuin
December 21st, 2022, 00:41
Hotfix 5 was put out by bmos! Well done!
This should speed things up and also fix the source of FROMAURA effects (you will see who applied them if you expand the effects in CT).
GKEnialb
December 21st, 2022, 01:28
I do have the token, so will give that a try. I used to move the token a pixel and back but that trick no longer work - hopefully calling onMove will work better.
Yeah, that fixed it - I actually broke it myself when taking away the jiggling because it had no effect on the targeting arrows, not realizing that jiggling was useful to Aura Effects. Pushed a fix to the Forge.
ColoradoGM
December 21st, 2022, 01:37
Here's my tested and working version. It probably uses some other popular extensions, I don't remember which ones might apply.
Spirit Guardians (C); AURA: 15 foe; IF: FACTION (notself); SAVEO: WIS DC 15 (M) (H); SAVEDMG: 3d8 radiant
I don't know why I needed notself but I did, it kept hitting the caster even though caster is not a foe, until I added it.
bmos
December 21st, 2022, 13:24
Here's my tested and working version. It probably uses some other popular extensions, I don't remember which ones might apply.
Spirit Guardians (C); AURA: 15 foe; IF: FACTION (notself); SAVEO: WIS DC 15 (M) (H); SAVEDMG: 3d8 radiant
I don't know why I needed notself but I did, it kept hitting the caster even though caster is not a foe, until I added it.That's intended behavior because some auras need to effect the bearer.
IF: FACTION(notself) is not the clearest possible notation, but it's been around a while now. Maybe v2 will have something else someday.
bmos
December 21st, 2022, 13:25
Not sure what I am doing incorrectly here... I had the Aura of Murder working correctly here but when I tried to do the Desecrated Altar.
AURA: 23 foe; Desecrated Altar; IF: FACTION(foe); VULN: all
Supposed to apply vulnerability to everyone except those dedicated to a specific God... it is not working properly.
I guess this worked:
AURA: 20 foe; Desecrated Altar; VULN: allI just checked and "IF: FACTION(foe)" is keeping the effects after it from applying to the bearer in my testing. Are you using it with other extensions? Have you tried disabling them and seeing whether they're involved?
Your "AURA: 20 foe; Desecrated Altar; VULN: all" will result in the bearer of the aura also being vulnerable, so you may need IF: FACTION(notself) as we figure out why FACTION(foe) isn't working for you.
bmos
December 21st, 2022, 21:23
Aura Effect (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects) v1.18-hotfix.5 (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/releases/tag/v1.18-hotfix.5)
* Effects like IF: Prone; AURA: 5; SAVES: 2 are now supported.
* HOTFIX: reduce unnecessary processing
* HOTFIX: IFT should now work correctly, consistently
* HOTFIX: sometimes the conditional checking would get stuck and the aura would never get parsed
* HOTFIX: source now works again
* HOTFIX: some other fixes
Click here to see raw code changes (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/compare/v1.17...v1.18-hotfix.5)
Aura Effect (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects) v1.19 (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/releases/tag/v1.19)
* Added faction handler to trigger aura recalculation. Auras will now be added/removed automatically when factions are changed.
* Code cleanup and some performance improvements when not relying on FACTION conditional.
Click here to see raw code changes (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/compare/v1.18-hotfix.5...v1.19)
Aura Effect (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects) v1.20 (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/releases/tag/v1.20)
* If your AURA effect contains "IF: FACTION(notself)" the FROMAURA effect will not (which helps keep the combat tracker a bit cleaner).
* Rewrote much of the logic for faction handling.
* Faction types friend and foe are now interpreted literally based on the tag in FG.
* Faction types neutral and faction are available for use everywhere.
* Relationship types ally and enemy are now added. Ally means the bearer's faction matches the effect source's faction. Enemy just looks at friend/foe and checks that they're different.
* All factions / relationships can be inverted with ! or ~. AURA: 10 ~ally means anyone whose faction doesn't match the source's. AURA: 10 ~neutral means anyone who isn't neutral.
* It's helpful to understand that the effect source's faction is being compared to the faction of the actor bearing the effect.
Click here to see raw code changes (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/compare/v1.19...v1.20)
eriktedesco
December 22nd, 2022, 07:41
Hi all! I'm totally dumb when it comes to coding and it amazes me how you code-savvy guys can solve pretty much everything. Big thumbs up!
bmos
December 22nd, 2022, 16:56
I just released v1.20 to LIVE. There is a significant chance that some auras that you all have written will not work the same, unfortunately.
I highly recommend everyone reads the README on GitHub (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect#readme) or the Forge (https://forge.fantasygrounds.com/shop/items/32/view) so they understand the new faction system and how it works.
Sorry for the inconvenience.
Hi all! I'm totally dumb when it comes to coding and it amazes me how you code-savvy guys can solve pretty much everything. Big thumbs up!Aw, thanks! The FG developer community is so good to work with.
MrDDT
December 22nd, 2022, 16:57
Got some mod updating to do lol
bmos
December 22nd, 2022, 17:14
Got some mod updating to do lolI could include a 'legacy mode' option that keeps more of the old behavior, but I think it's probably best to avoid that.
MrDDT
December 22nd, 2022, 17:37
I could include a 'legacy mode' option that keeps more of the old behavior, but I think it's probably best to avoid that.
I personally don't think this is needed. As it would be missing a lot of the options that are much needed that you just added.
GKEnialb
December 23rd, 2022, 17:07
I think the last update broke the fix I put into Token Height for automatically evaluating the auras when the height changes. Moving the token does re-evaluate (and takes height into account), but the onMove isn't doing anything anymore. :(
Looks like it has to move a full half square away before the re-evaluation occurs (I added 1 to x on every height change to test and the re-evaluation occurs once the token moves half a square away)
SilentRuin
December 23rd, 2022, 17:30
I think the last update broke the fix I put into Token Height for automatically evaluating the auras when the height changes. Moving the token does re-evaluate (and takes height into account), but the onMove isn't doing anything anymore. :(
Looks like it has to move a full half square away before the re-evaluation occurs (I added 1 to x on every height change to test and the re-evaluation occurs once the token moves half a square away)
That is correct - as I explained to you in the other thread. Aura gets hammered by onMoves and the code I referenced in that math thread makes sure it only processes every 1/2 grid unit - as designed. Also I have a new version to keep it from confusing tokens on multiple maps in CT waiting on bmos to drop it out there.
GKEnialb
December 23rd, 2022, 17:40
That is correct - as I explained to you in the other thread. Aura gets hammered by onMoves and the code I referenced in that math thread makes sure it only processes every 1/2 grid unit - as designed. Also I have a new version to keep it from confusing tokens on multiple maps in CT waiting on bmos to drop it out there.
Ah - somehow I missed that post in between Moon's post and my response. So you sped it up, but broke the integration between the two extensions... Maybe we can add something to Aura Effects that gets called when the height changes (or registers for the a change or even onWheel) instead of depending upon the underlying move.
SilentRuin
December 23rd, 2022, 17:50
Ah - somehow I missed that post in between Moon's post and my response. So you sped it up, but broke the integration between the two extensions... Maybe we can add something to Aura Effects that gets called when the height changes (or registers for the a change or even onWheel) instead of depending upon the underlying move.
Get with me on discord then as its less cumbersome than here for texting.
ZelieDad
December 23rd, 2022, 20:34
I'm having an issue where when one of my players attempts to apply the Hex disadvantage condition to a creature, I'm getting an error popping up in the console. I have narrowed it down to something about the Aura of Protection that is being adding when the PC is added to the CT. If the Aura is active on the PCs effect list in the CT, and the Hex condition is applied I get the error. If I then remove the Aura of Protection, and apply the Hex condition, it works as intended.
Basically, if the Aura is active on the player, before the Hex is added to the creature, then I get the error.
This is the stacktrace of the error:
[12/23/2022 3:32:58 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:578: getValue: Invalid parameter 1
stack traceback:
[C]: in function 'getValue'
[string "CoreRPG:scripts/manager_effect.lua"]:578: in function 'isGMEffect'
[string "CoreRPG:scripts/manager_effect.lua"]:677: in function 'addEffect'
[string "Exhausted:..ts/manager_effect_exhausted.lua"]:285: in function 'addEffect'
[string "..erCombatEffectsGold:..ager_effect_bce.lua"]:260: in function 'addEffect'
[string "CoreRPG:scripts/manager_effect.lua"]:310: in function 'fHandler'
[string "CoreRPG:scripts/manager_oob.lua"]:30: in function <[string "CoreRPG:scripts/manager_oob.lua"]:22>
[C]: in function 'deliverOOBMessage'
[string "CoreRPG:scripts/manager_effect.lua"]:341: in function 'notifyApply'
[string "CoreRPG:scripts/manager_action_effect.lua"]:132: in function 'fResult'
[string "CoreRPG:scripts/manager_actions.lua"]:632: in function 'fORA'
[string "RequestedRolls:..ipts/rr_manager_staged.lua"]:65: in function 'resolveAction'
[string "CoreRPG:scripts/manager_actions.lua"]:607: in function 'handleResolution'
[string "CoreRPG:scripts/manager_actions.lua"]:566: in function 'fRollOriginal'
[string "RequestedRolls:..ipts/rr_manager_action.lua"]:156: in function 'roll'
[string "CoreRPG:scripts/manager_actions.lua"]:424: in function 'applyModifiersAndRoll'
[string "CoreRPG:scripts/manager_actions.lua"]:400: in function 'actionRoll'
[string "CoreRPG:scripts/manager_actions.lua"]:167: in function 'actionDrop'
[string "CoreRPG:scripts/manager_combat_drop.lua"]:156: in function 'handleActionDropEvent'
[string "CoreRPG:scripts/manager_combat_drop.lua"]:90: in function <[string "CoreRPG:scripts/manager_combat_drop.lua"]:70>
(tail call): ?
GKEnialb
December 23rd, 2022, 21:50
SilentRuin and I identified the new incompatibility with Token Height (not automatically updating the aura when height is changed until you move the token) and a fix for it. Token Height has a new version on the Forge with the fix, though needs to have a new version of Aura Effects pushed as well (to make notifyTokenMove global).
SilentRuin
December 23rd, 2022, 22:12
SilentRuin and I identified the new incompatibility with Token Height (not automatically updating the aura when height is changed until you move the token) and a fix for it. Token Height has a new version on the Forge with the fix, though needs to have a new version of Aura Effects pushed as well (to make notifyTokenMove global).
Not sure when bmos will get back to it as its the holidays but he has the fixes to expose the routine you needed and also to fix the auras interacting with tokens in other images (but in same map coords). He will let you know when he gets around to all this.
bmos
December 24th, 2022, 02:21
Thanks for that.
Aura Effect (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects) v1.21 (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/releases/tag/v1.21-hotfix.1)
* Restructured a bunch of code
* Added trigger for when adding creatures to the map during a battle. Resolved issue #17 (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/issues/17).
* Found an issue with Faction checks which is now fixed. In some cases, the wrong actor was being checked resulting in auras being added/removed incorrectly.
* Limited processing to actors that have tokens on the same map
* Add !self and ~self as an alternative to notself for logical consistency. self, however, is not supported.
* Allow use of decimal places in aura range
Click here to see raw code changes (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/compare/v1.20-hotfix.2...v1.21)
I'm having an issue where when one of my players attempts to apply the Hex disadvantage condition to a creature, I'm getting an error popping up in the console. I have narrowed it down to something about the Aura of Protection that is being adding when the PC is added to the CT. If the Aura is active on the PCs effect list in the CT, and the Hex condition is applied I get the error. If I then remove the Aura of Protection, and apply the Hex condition, it works as intended.
Basically, if the Aura is active on the player, before the Hex is added to the creature, then I get the error.Can you re-test this with the latest update and let me know if it's still happening?
GKEnialb
December 24th, 2022, 02:28
And Token Height and Aura Effects are back to working together seamlessly! :)
SilentRuin
December 24th, 2022, 03:14
Thanks for that.
Aura Effect (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects) v1.21 (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/releases/tag/v1.21)
* Restructured a bunch of code
* Added trigger for when adding creatures to the map during a battle. Resolved issue #17 (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/issues/17).
* Found an issue with Faction checks which is now fixed. In some cases, the wrong actor was being checked resulting in auras being added/removed incorrectly.
* Limited processing to actors that have tokens on the same map
* Add !self and ~self as an alternative to notself for logical consistency. self, however, is not supported.
Click here to see raw code changes (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/compare/v1.20-hotfix.2...v1.21)
Can you re-test this with the latest update and let me know if it's still happening?
Redacted
SilentRuin
December 24th, 2022, 16:36
Turns out it was the new foe logic that did me in. I had a bunch of
AURA: 15 foe
in my effects which really now need to be
AURA: 15 !ally
bmos
December 24th, 2022, 16:38
In case it helps anyone else struggling with replacing auras in their modules after the recent change, here is a regex replacement that should make old effects work a lot better.
If run on a file last used before v1.20:
It will make auras that previously targeted actors whose faction matches the source again do the same.
It will make auras that previously targeted actors whose faction does not match the source again do the same.
Likely some auras will still need further adjustment and they can be optimized and shortened much better now if rewritten, but it might help someone.
Obviously make sure you have a backup before doing text replacement on any files!
Notepad++
AURA ([0-9.]+) friend; -> AURA \1 ally;
AURA ([0-9.]+) foe; -> AURA \1 !ally;
Standard
AURA ([0-9.]+) friend; -> AURA $& ally;
AURA ([0-9.]+) foe; -> AURA $& !ally;
ZelieDad
December 24th, 2022, 17:23
With everything happening with the new version, should I just wait until it settles down, or I am good to retest?
ColoradoGM
December 24th, 2022, 18:21
I'm not clear on the difference between friend and ally. If there are 4 factions (green/PC, red/ hostile, yellow/neutral, and white/"faction"), and I'm green, is there anyone who is friend but not ally, or vice versa? If I'm red, does that change?
MrDDT
December 24th, 2022, 19:34
I'm not clear on the difference between friend and ally. If there are 4 factions (green/PC, red/ hostile, yellow/neutral, and white/"faction"), and I'm green, is there anyone who is friend but not ally, or vice versa? If I'm red, does that change?
If you want it to be exactly like before just change anything that was set to foe to !ally, and anything set to friend to be ally
The same faction types as above are available, along with "notself":
all - does not block processing on any actor
friend - continues if the effect bearer's faction is "friend"
foe - continues if the effect bearer's faction is "foe"
neutral - continues if the effect bearer's faction is "neutral"
faction - continues if the effect bearer's faction is blank
ally - continues if the effect bearer's faction matches the effect source's faction
enemy - continues if the effect bearer's faction is "foe" and the effect source's faction is "friend" (or vice versa)
notself - continues if the effect bearer does not match the effect source's
Also note that if you want everyone other than your enemy, you would do !enemy now, which is useful for some stuff too.
This would include all factions other than the opposing faction from you. So if you were marked as foe, then only green would NOT be included in this.
Let me know if that helps.
bmos
December 24th, 2022, 19:42
If you want it to be exactly like before just change anything that was set to foe to !ally, and anything set to friend to be ally
Also note that if you want everyone other than your enemy, you would do !enemy now, which is useful for some stuff too.
This would include all factions other than the opposing faction from you. So if you were marked as foe, then only green would NOT be included in this.Well described. This is exactly it.
With everything happening with the new version, should I just wait until it settles down, or I am good to retest?You're all set to retest. Also, most importantly, have you tested to see if it happens without other extensions loaded? I see in your posted stacktrace that it also involves BCEG which got some updates recently as well and also Requested Rolls.
What's the effect text of the Aura of Protection and the Hex that are being used?
ZelieDad
December 25th, 2022, 03:14
You're all set to retest. Also, most importantly, have you tested to see if it happens without other extensions loaded? I see in your posted stacktrace that it also involves BCEG which got some updates recently as well and also Requested Rolls.
What's the effect text of the Aura of Protection and the Hex that are being used?
I've retested v1.21-hotfix.1 with only Aura Effects loaded, and the full suite of extensions loaded, and I'm not seeing the error anymore. Looks like it's not a problem anymore.
bmos
December 25th, 2022, 03:54
I've retested v1.21-hotfix.1 with only Aura Effects loaded, and the full suite of extensions loaded, and I'm not seeing the error anymore. Looks like it's not a problem anymore.Yay! You know where to find me if it crops back up!
ZelieDad
December 25th, 2022, 17:51
I'm still working on Aura of Life. This works for the first part
Aura of Life; AURA: 30 all; Aura of Life; IF: FACTION(!foe); RESIST: necrotic; IF: DYING; REGEN: 1;
I still can't seem to figure out the hit point maximum can't be reduced part. I don't know if it is possible without the ability track the current HP max before and after an effect would attempt to reduce the HP max like the Wraith's Life Drain attack.
"The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken."
MrDDT
December 25th, 2022, 20:54
I'm still working on Aura of Life. This works for the first part
Aura of Life; AURA: 30 all; Aura of Life; IF: FACTION(!foe); RESIST: necrotic; IF: DYING; REGEN: 1;
I still can't seem to figure out the hit point maximum can't be reduced part. I don't know if it is possible without the ability track the current HP max before and after an effect would attempt to reduce the HP max like the Wraith's Life Drain attack.
"The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken."
So the Aura of Life coding would now be
Aura of Life; AURA: 30 !enemy; Aura of Life; RESIST: necrotic; IF: DYING; REGEN: 1 all
I know of no way to stop the MAX HP, also it's not even automated normally so simply just don't do it, you can also put a note in the aura if you want to help you remember.
Aura of Life; AURA: 30 !enemy; Aura of Life; RESIST: necrotic; IF: DYING; REGEN: 1 all; NOTE maximum HP can not be reduced
SilentRuin
December 26th, 2022, 01:25
BCEG has things like SAVEA which are triggered when something enters the range of that aura. When something is executed the SAVEA in the from AURA effect is removed. This has the result that it won't happen again unless they reenter the aura as it knows not to replace the FROMAURA. All works fine. But when I open a window - all that goes out the door and its almost like the FROMAURA is recreated (again with the SAVEA) and executed across the board if anything was left currently in range of one of those.
This seems like a bug given that it knew when moving around that it was not to replace the FROMAURA (where SAVEA had been removed after execution) but when you open a map - it replaces the FROMAURA (if still in range which it was when the map/app was closed) and executes it no matter what.
estrolof
December 26th, 2022, 01:40
Yep. I was trying to find a way to block the SAVEA function with a IFT:CUSTOM tag (for a similar problem, moving back and forth keeps reapplying the SAVEA). That way it only applies it 1/round. But, I cannot find a way to make that work.
bmos
December 26th, 2022, 02:04
Unfortunately at this time there is nothing implemented to determine what aura a FROMAURA effect is related to if the aura effect string doesn't match.
I do hope to add this soon, but have only just started laying the groundwork for it.
Originally this was supported, as aura names were used to identify them. Users didn't like the requirement of an aura title, so I removed that check and a better implementation has been planned for some time. The same benefit would apply to any effects that only apply for a single roll or whatever.
Regarding the recurring SAVEA roll, that could be desired behavior for some auras. If you want to make someone immune to an aura, you can just turn the FROMAURA effect "off" which will keep it from being removed and re-added as they leave and re-enter the aura.
SilentRuin
December 26th, 2022, 02:34
Unfortunately at this time there is nothing implemented to determine what aura a FROMAURA effect is related to if the aura effect string doesn't match.
I do hope to add this soon, but have only just started laying the groundwork for it.
Originally this was supported, as aura names were used to identify them. Users didn't like the requirement of an aura title, so I removed that check and a better implementation has been planned for some time. The same benefit would apply to any effects that only apply for a single roll or whatever.
That would be very cool and handle supported FGU effect manipulation (only first roll etc.)
Regarding the recurring SAVEA roll, that could be desired behavior for some auras. If you want to make someone immune to an aura, you can just turn the FROMAURA effect "off" which will keep it from being removed and re-added as they leave and re-enter the aura.
I think you misunderstand - if you fix this as you suggested your working on (solving first roll etc issue of identifying a FROMAURA as matching even though something has been removed - first roll - IMMUNE - SAVEA - etc.) then this problem would go away. Its actually caused by the fact you can't recognize a non exact match.
ZelieDad
December 26th, 2022, 13:59
Thanks for this.
bmos
December 26th, 2022, 14:18
I still can't seem to figure out the hit point maximum can't be reduced part.
I know of no way to stop the MAX HP, also it's not even automated normally so simply just don't do it, you can also put a note in the aura if you want to help you remember.Isn't that covered by Constitutional Amendments?
https://forge.fantasygrounds.com/shop/items/42/view
MrDDT
December 27th, 2022, 00:17
Isn't that covered by Constitutional Amendments?
https://forge.fantasygrounds.com/shop/items/42/view
You can adjust MAXHP, with that, but you can't prevent things from using it.
So what I understood is that they had coding effect for the NPC using the MAXHP drain effect. However, with this spell/skill/feature, it would stop that from happening yet, I don't know any coding that would stop it automatically using a coding effect like IMMUNE: MAXHP or something.
So I think the only way to stop MAXHP changes, would simply remove the effect after they were done, or not do them if someone was under that spell effect that prevented it.
Also the automation people normally use for the drain would be on damage end, so they can simply not do the damage from the ghost or whatever was doing it. Instead have the damage rolled and applied in manual way. I know it sucks but likely the best options for some of the edge cases like this.
SilentRuin
December 28th, 2022, 02:49
My official WISH list for Auras (don't make me wait too long or I'll make them self fullfilled!!!!):
1) Have a global distance that holds the max distance of any aura effect currently defined in the CT where the entry is ON the map. This is reset anytime a CT window is opened. Any time CT entry is removed from map or added to map there effects will be scanned for max aura (plus 1 grid unit or something) and the global value can be raised if higher. ALL CombatManager.getCombatantNodes() calls will be replaced with getTokensWithinDistance(tokenBEINGMOVEDORCHANGED, distanceGLOBALMAX) calls. This will improve the performance phenomenally - especially when you consider most ranges don't usually exceed 20 ft.
2) Have FROMAURA matched even when some portion of it has been removed by IMMUNE, SAVEA, etc.
I WANT. Don't make me wait to long!!!!
bmos
December 28th, 2022, 13:25
My official WISH list for Auras (don't make me wait too long or I'll make them self fullfilled!!!!):
1) Have a global distance that holds the max distance of any aura effect currently defined in the CT where the entry is ON the map. This is reset anytime a CT window is opened. Any time CT entry is removed from map or added to map there effects will be scanned for max aura (plus 1 grid unit or something) and the global value can be raised if higher. ALL CombatManager.getCombatantNodes() calls will be replaced with getTokensWithinDistance(tokenBEINGMOVEDORCHANGED, distanceGLOBALMAX) calls. This will improve the performance phenomenally - especially when you consider most ranges don't usually exceed 20 ft.
2) Have FROMAURA matched even when some portion of it has been removed by IMMUNE, SAVEA, etc.
I WANT. Don't make me wait to long!!!!
Regarding the second request, check the test channel.
SilentRuin
December 28th, 2022, 19:04
Regarding the second request, check the test channel.
Is the current github .ext that version?
bmos
December 28th, 2022, 19:20
Is the current github .ext that version?No, but the main branch is.
humby
December 29th, 2022, 12:51
We came across a bit of a bug trying to use this during our game on Tuesday, I was playing a Paladin and when I was adding an effect to an enemy NPC it was expiring my aura on the other PCs, the effect would expire off the enemy straight away and it would cause an error to appear in the DM's console log. I've spent some time poking around in a test campaign (with only this extension loaded) and have come up with the following replication steps:
Add Two PCs (paladin and monk) and an enemy NPC (a xvart) to the Combat Tracker and add all three to a map with the paladin in the middle and the other two right next to him.
Add an aura to the Paladin (e.g. "AURA: 10 ally; Aura of Protection; SAVE: 5")
The monk gets the aura, the xvart does not (so far so good).
Paladin applies an effect to the xvart (tried a couple of them, all seem to behave the same. I ended up using "Divine Health; Immune to disease" during my testing because it was handy).
This results in the following:
The "FROMAURA" effect is expired from the monk.
Four messages are added to the chat stating that the effect placed on the xvart has expired.
The effect does not appear on the xvart.
The DM has the following error appear in their console log (this only appears if the paladin is being controlled by a player, not if they are being controlled by the DM).
[12/28/2022 3:15:02 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:665: setOwner: Invalid parameter 1
bmos
December 29th, 2022, 16:54
We came across a bit of a bug trying to use this during our game on Tuesday, I was playing a Paladin and when I was adding an effect to an enemy NPC it was expiring my aura on the other PCs, the effect would expire off the enemy straight away and it would cause an error to appear in the DM's console log. I've spent some time poking around in a test campaign (with only this extension loaded) and have come up with the following replication steps:
Add Two PCs (paladin and monk) and an enemy NPC (a xvart) to the Combat Tracker and add all three to a map with the paladin in the middle and the other two right next to him.
Add an aura to the Paladin (e.g. "AURA: 10 ally; Aura of Protection; SAVE: 5")
The monk gets the aura, the xvart does not (so far so good).
Paladin applies an effect to the xvart (tried a couple of them, all seem to behave the same. I ended up using "Divine Health; Immune to disease" during my testing because it was handy).
This results in the following:
The "FROMAURA" effect is expired from the monk.
Four messages are added to the chat stating that the effect placed on the xvart has expired.
The effect does not appear on the xvart.
The DM has the following error appear in their console log (this only appears if the paladin is being controlled by a player, not if they are being controlled by the DM).
[12/28/2022 3:15:02 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:665: setOwner: Invalid parameter 1Thanks for reporting that.
It appears I had broken the ability to have multiple auras from the same source in some circumstances. Hopefully this new build resolves this issue for you.
Aura Effect (https://www.fantasygrounds.com/forums/showthread.php?57417-5E-Aura-Effects) v1.22 (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/releases/tag/v1.22)
* Restructured a bunch more code
* Tracking the relationship between FROMAURA effects and AURA effects is now handled differently. FROMAURA effects that are modified should better resist being overwritten or duplicated.
* Resolved problems with having multiple auras on the same source.
* If a FROMAURA effect is marked to expire on ACTION or ROLL, it will instead be set to disabled. This will prevent it from being re-added when a token is moved.
Click here to see raw code changes (https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/compare/v1.21-hotfix.1...v1.22)
SilentRuin
December 29th, 2022, 18:51
Tip for AURA users. The combat tracker effects edit field does not use <delaykeyupdate /> in its definition which means every keystroke (delete char or adding a char) will trigger an update everytime. On large campaigns this makes every effect keystroke take a long time. What I do to avoid this pain on the rare occasion I'm keying in an effect in the CT (rather than dropping one per usual) is I turn OFF the effect before I start working on it. You can correct it all you want till your ready to turn it back ON without lag.
bmos
December 29th, 2022, 20:36
Tip for AURA users. The combat tracker effects edit field does not use <delaykeyupdate /> in its definition which means every keystroke (delete char or adding a char) will trigger an update everytime. On large campaigns this makes every effect keystroke take a long time. What I do to avoid this pain on the rare occasion I'm keying in an effect in the CT (rather than dropping one per usual) is I turn OFF the effect before I start working on it. You can correct it all you want till your ready to turn it back ON without lag.A useful workaround. Alternately, draft effects in the effects window or via the effect builder extension and add them in a completed state.
mattekure
December 31st, 2022, 03:06
very odd behavior with auras tonight. once when the aura killed someone, all the FROMAURAs were removed from the other tokens. Randomly the auras would be dropped despite no movement happening. closing and reopening the map forced the auras back on, but in some cases doubled them up.
SilentRuin
December 31st, 2022, 03:13
very odd behavior with auras tonight. once when the aura killed someone, all the FROMAURAs were removed from the other tokens. Randomly the auras would be dropped despite no movement happening. closing and reopening the map forced the auras back on, but in some cases doubled them up.
Are you using the current live version? The only issue I've noticed recently was when I had to change all my foe auras to !ally and all my friend ones to ally. Also had a similar thing but I was doing questionable testing IMHO - had the following effect:
YOU IN MY SPACE; IFT: !DYING; AURA: 10 all; You In My Space; IF: FACTION(notself); TDMGADDS: BACK AT YOU; IF: !DYING; SAVEA: 14 CON (H); SAVES: 14 CON (H); SAVEDMG: 1d4 slashing
where the "BACK AT YOU" was defined as a roll
"BACK AT YOU; DMGA: 5 slashing"
Which was questionable at best.
mattekure
December 31st, 2022, 03:31
Yeah, using version 1.22. I may need to modify some auras to change foe to !ally, but this was very different behavior. I was not DM, so just seeing it as a player
SilentRuin
December 31st, 2022, 04:39
Yeah, using version 1.22. I may need to modify some auras to change foe to !ally, but this was very different behavior. I was not DM, so just seeing it as a player
Yep my auras started going nuts when the faction changes came out - per my previous post I had to do the following:
Turns out it was the new foe logic that did me in. I had a bunch of
AURA: 15 foe
in my effects which really now need to be
AURA: 15 !ally
and friends would need to be ally.
bmos
December 31st, 2022, 17:38
Ah, the other thing is that FROMAURA effects that were there before 1.22 will need to be removed as the extension will no longer realize they're there.
Sorry I wasn't clear about that. It'll probably feel pretty weird when that happens, although I didn't expect it to require closing and opening the map and your description sounds pretty different than I'd have expected.
SilentRuin
December 31st, 2022, 19:07
Something everyone probably realized but me, aura distances are from the outer edge of a tokens size. I've been told this but it never really sank in - I just finished editing all my existing campaign auras to insure they are defined as they should be. I noticed this once in my earlier post when I was flying over a mine and it triggered when I thought I was out of range - bmos explained it to me but it never sank in.
So now I only have one vehicle burning type - as I used to have large, huge, gargantuan with the aura of a similar size - but I now realize I only have one effect of 5ft as the actual NPC size will take into account 1/2 its size already in the aura (not from center of thing aura is emanating from but from edge of size). I'm sure everyone knows this already, but I figured I hammer it home again.
a Large Gas Mine has an aura of 5ft.
a Huge Gas Mine has an aura of 5ft.
a Gargantuan Gas Mine has an aura of 5ft.
Still looks weird to me even now. But I finally get it.
bmos
December 31st, 2022, 20:01
Something everyone probably realized but me, aura distances are from the outer edge of a tokens size. I've been told this but it never really sank in - I just finished editing all my existing campaign auras to insure they are defined as they should be. I noticed this once in my earlier post when I was flying over a mine and it triggered when I thought I was out of range - bmos explained it to me but it never sank in.
So now I only have one vehicle burning type - as I used to have large, huge, gargantuan with the aura of a similar size - but I now realize I only have one effect of 5ft as the actual NPC size will take into account 1/2 its size already in the aura (not from center of thing aura is emanating from but from edge of size). I'm sure everyone knows this already, but I figured I hammer it home again.
a Large Gas Mine has an aura of 5ft.
a Huge Gas Mine has an aura of 5ft.
a Gargantuan Gas Mine has an aura of 5ft.
Still looks weird to me even now. But I finally get it.Wow, I honestly never thought of that.
I'd consider such behavior more of a bug as it goes against how such abilities are defined in most systems I know.
SilentRuin
December 31st, 2022, 20:42
Wow, I honestly never thought of that.
I'd consider such behavior more of a bug as it goes against how such abilities are defined in most systems I know.
Yet that is how it works. Kept having gas mines trigger when I had 15 declared but it was - as you told me - 15 plus the size of the token.
bmos
January 1st, 2023, 15:54
Yet that is how it works. Kept having gas mines trigger when I had 15 declared but it was - as you told me - 15 plus the size of the token.
I can almost guarantee that wasn't me.
SilentRuin
January 1st, 2023, 16:35
I can almost guarantee that wasn't me.
Was token height author my bad. The way auras work is that aura size is the distance from someone. Drop a gargantuan creature and target a medium thing and put it right next to it - 5ft. That is not from the center. That is the distance between the tokens borders. Hence, me dropping auras out with the literal sizes I wanted from center would never work - would always be triggering farther out than I thought. Nature of targeting, auras, etc. as I understand it - now.
SilentRuin
January 1st, 2023, 17:27
This whole target distance logic is always confusing to me - just posted a bug in FGU for it even... (https://www.fantasygrounds.com/forums/showthread.php?76227-A-very-magical-dragon!-(targeting-distance-errors-in-raw-FGU))
Gist is - I have a huge thing which means its 15ft wide - or from center to edge 7.5ft then add in whatever aura and... just very hard to figure out. I have that gas cloud and it does not trigger until targeting is 5 ft away because I have set it to aura: 5 - but that is based on targeting distance (FGU code calcs). And with bug shown in post above - it means aura will trigger when I get to 1 grid unit away from that huge tokens border - and if I go 1/2 a grid farther in that causes it to disable the aura because I've gone back to 10ft according to FGU targeting calcs.
It's all quite confusing but explains some very weird things I've been seeing with auras. And of course, any SAVEA type of stuff will actually fail to roll the second half of the effect (damage) when I move out of range even though the saving throw was triggered and rolled. I truly do not understand why an in progress saving throw is somehow truncated simply because the effect was removed. I mean it was in progress - the whole effect string should be processed regardless of the current state of the CT entry itself - you already started processing it and trying to reread the rest of the effect after the roll is looking for trouble.
GKEnialb
January 1st, 2023, 18:02
Distances between two tokens in FGU are found by looking at the closest square of a grid centered around the token based upon the creature size to the target and then "backing up" half a square (and vice versa). For a 5' grid, between two adjacent medium tokens, the two squares will be touching, so bringing each back 2.5', you get a distance of 5'. If there are two squares between a medium and a huge token is 10' for the empty squares and 2.5' for each of the tokens, for 15'.
55616
If that huge creatures is emanating an aura of 5', it's going to be emanating 2.5' from every outer square, which would include all adjacent targets, regardless of size. If you started from the middle of the creature, a 5' aura wouldn't affect any creature, which I don't think is what you'd want. Otherwise, a huge creature with a 5' reach would also never be able to make a melee attack against an adjacent creature. Unless I'm missing what the discussion is about...
If you really want a distance from the center of a token and not half a square from the edge, you can pass in the coordinates of the center of the token and not the token itself (I think). In regards to the comment about token height a few posts back - I've confirmed that it matches the calculations of raw FGU in 2 dimensions (of course extending to 3 dimensions if one has a height). If you think it doesn't match the raw calculations, I'd ask that you post the differences on that thread and not imply it's messing you up on this thread.
SilentRuin
January 1st, 2023, 18:29
Distances between two tokens in FGU are found by looking at the closest square of a grid centered around the token based upon the creature size to the target and then "backing up" half a square (and vice versa). For a 5' grid, between two adjacent medium tokens, the two squares will be touching, so bringing each back 2.5', you get a distance of 5'. If there are two squares between a medium and a huge token is 10' for the empty squares and 2.5' for each of the tokens, for 15'.
55616
If that huge creatures is emanating an aura of 5', it's going to be emanating 2.5' from every outer square, which would include all adjacent targets, regardless of size. If you started from the middle of the creature, a 5' aura wouldn't affect any creature, which I don't think is what you'd want. Otherwise, a huge creature with a 5' reach would also never be able to make a melee attack against an adjacent creature. Unless I'm missing what the discussion is about...
If you really want a distance from the center of a token and not half a square from the edge, you can pass in the coordinates of the center of the token and not the token itself (I think). In regards to the comment about token height a few posts back - I've confirmed that it matches the calculations of raw FGU in 2 dimensions (of course extending to 3 dimensions if one has a height). If you think it doesn't match the raw calculations, I'd ask that you post the differences on that thread and not imply it's messing you up on this thread.
Baring their current bug I mentioned - its just weird. But correct as you state.
SilentRuin
January 1st, 2023, 19:58
For now, until FGU fixes their distance bug I mentioned, I will assign all my minimum auras to 10 ft so they will not flip out when they run into that issue.
bmos
January 1st, 2023, 20:43
Oh, then just working as most game systems dictate range.
Nothing for me to fix there, hooray.
GKEnialb
January 1st, 2023, 21:38
Oh, then just working as most game systems dictate range.
Nothing for me to fix there, hooray.
Yeah, I think you're good. If you do decide to go from a point instead of a token, you can use my getTokenWithinShape functions (sphere or cube) in Image instead of Token (or steal the code to use directly in Aura Effects).
SilentRuin
January 2nd, 2023, 02:46
(sigh) Another issue (https://www.fantasygrounds.com/forums/showthread.php?76227-A-very-magical-dragon!-(targeting-distance-errors-in-raw-FGU)&p=672571&viewfull=1#post672571) - I'm finding that if I have one of the things in range of an aura set invisible - the Token.getDistanceBetween is returning #0 which basically makes the aura ignore that token. Just FYI for some who may have noticed this happening.
bmos
January 2nd, 2023, 13:54
(sigh) Another issue (https://www.fantasygrounds.com/forums/showthread.php?76227-A-very-magical-dragon!-(targeting-distance-errors-in-raw-FGU)&p=672571&viewfull=1#post672571) - I'm finding that if I have one of the things in range of an aura set invisible - the Token.getDistanceBetween is returning #0 which basically makes the aura ignore that token. Just FYI for some who may have noticed this happening.To clarify, since Invisible is a separate condition that can be set, this is in reference to the state of tokenvis under the actor's combattracker node?
SilentRuin
January 2nd, 2023, 15:03
To clarify, since Invisible is a separate condition that can be set, this is in reference to the state of tokenvis under the actor's combattracker node?
In reference to the physical token setting of setVisible. If its marked invisible, even though from the host this code runs - it will get a 0 result on distance. In your world, that means any trigger of onChangeEffect that calls that routine where one of the tokens is not visible on the map it will fail to process it (fails your range check).
Keep in mind tokenvis on CT will set the token visibility but setting token visibility will not set the tokenvis in CT - the CT is not a reliable check for map token visibility.
ColoradoGM
January 4th, 2023, 00:42
I get an odd reaction with this setup. The Sorcerer (caster) has two auras on:
AURA: 20 ally; REGEN: 4
AURA: 20 !ally; DMGO: 4
her ally gets healed when in range, her enemy gets damaged when in range, all good. But she gets both healed and damaged on her turn. Why?
edit: fixed it with IF: FACTION notself
SilentRuin
January 4th, 2023, 00:47
I get an odd reaction with this setup. The Sorcerer (caster) has two auras on:
AURA: 20 ally; REGEN: 4
AURA: 20 !ally; DMGO: 4
her ally gets healed when in range, her enemy gets damaged when in range, all good. But she gets both healed and damaged on her turn. Why?
Because she is part of the aura - you need
AURA: 20 !ally; IF: FACTION(notself); whatever
MrDDT
January 4th, 2023, 03:46
I get an odd reaction with this setup. The Sorcerer (caster) has two auras on:
AURA: 20 ally; REGEN: 4
AURA: 20 !ally; DMGO: 4
her ally gets healed when in range, her enemy gets damaged when in range, all good. But she gets both healed and damaged on her turn. Why?
edit: fixed it with IF: FACTION notself
I noticed that SR showed you the fix and you fixed it but I wanted to explain it.
Currently if you have an effect on you which "AURA: 20 ally; REGEN: 4" it's detecting you have that effect. Because of the ; REGEN: 4
So in order to stop that, you need the IF: FACTION(notself) else it will run it on yourself.
You wouldn't need this if you had another IF check that limited yourself also, like "IF: CUSTOM(Hexed)" then unless you had Hexed effect on you it wouldn't run it either. Just to give you more info than you likely wanted but maybe others will read it too.
ZetaSupreme
January 9th, 2023, 04:37
Love the extension, but have a question that hopefully somebody knows the answer to. I have an issue where an aura is removed from those in it when an effect is removed either from them or from the source of the aura. No error messages pop up in the console and if I move the token that is the source of the aura back and forth the effects is reapplied to the other tokens.
bmos
January 9th, 2023, 12:54
Love the extension, but have a question that hopefully somebody knows the answer to. I have an issue where an aura is removed from those in it when an effect is removed either from them or from the source of the aura. No error messages pop up in the console and if I move the token that is the source of the aura back and forth the effects is reapplied to the other tokens.Confirmed! Thanks for reporting that.
MrDDT
January 11th, 2023, 17:51
* If your AURA effect contains "IF: FACTION(notself)" the FROMAURA effect will not (which helps keep the combat tracker a bit cleaner).
* Rewrote much of the logic for faction handling.
* Faction types friend and foe are now interpreted literally based on the tag in FG.
* Faction types neutral and faction are available for use everywhere.
* Relationship types ally and enemy are now added. Ally means the bearer's faction matches the effect source's faction. Enemy just looks at friend/foe and checks that they're different.
* All factions / relationships can be inverted with ! or ~. AURA: 10 ~ally means anyone whose faction doesn't match the source's. AURA: 10 ~neutral means anyone who isn't neutral.
* It's helpful to understand that the effect source's faction is being compared to the faction of the actor bearing the effect.
I wanted to note for some people to help explain this a bit better.
***Example***
PCs are normally set to friendly/green. NPC monsters are normally set to foe/red. NPCs non monsters (like a bartender) would be set to neutral/yellow/faction, and completely Unknown Creatures/Things would be set to non-faction/blue.
ALLY = creatures matching same faction as you.
-Example of ALLY as if aura effect is placed on each of these types named to the left and who would get the "FROMAURA" is the second part of the list.
In this case;
PCs (friendly/green) would be allies "ALLY" to ONLY PCs (friendly/green);
NPC monsters (foe/red) would be allies "ALLY" to ONLY NPC monsters (foe/red);
NPCs non monsters (neutral/yellow/faction) would be allies "ALLY" to ONLY NPCs non monsters (neutral/yellow/faction);
Unknown Creatures/Things (non-faction/blue) would be allies "ALLY" to ONLY Unknown Creatures/Things (non-faction/blue);
ENEMY = creatures opposing faction (friend vs foe only)
-Example of ENEMY as if aura effect is placed on each of these types named to the left and who would get the "FROMAURA" is the second part of the list.
In this case;
PCs (friendly/green) would be the only enemies "ENEMY" to NPC monsters (foe/red);
NPC monsters (foe/red) would be the only enemies "ENEMY" to PCs (friendly/green);
NPCs non monsters (neutral/yellow/faction) would have NONE matching;
Unknown Creatures/Things (non-faction/blue) would have NONE matching;
!ALLY = creatures not matching your faction (AKA old AURA system = foe)
-Example of !ALLY as if aura effect is placed on each of these types named to the left and who would get the "FROMAURA" is the second part of the list.
In this case;
PCs (friendly/green) would be not-allies "!ALLY" to everyone EXCEPT PCs (friendly/green);
NPC monsters (foe/red) would be not-allies "!ALLY" to everyone EXCEPT NPC monsters (foe/red);
NPCs non monsters (neutral/yellow/faction) would be not-allies "!ALLY" to everyone EXCEPT NPCs non monsters (neutral/yellow/faction);
Unknown Creatures/Things (non-faction/blue) would be not-allies "!ALLY" to everyone EXCEPT Unknown Creatures/Things (non-faction/blue);
!ENEMY = creatures who are friendly to your faction (foe vs friend only)
-Example of !ENEMY as if aura effect is placed on each of these types named to the left and who would get the "FROMAURA" is the second part of the list.
In this case;
PCs (friendly/green) would be not-enemy "!ENEMY" to everyone EXCEPT NPC monsters (foe/red);
NPC monsters (foe/red) would be not-enemy "!ENEMY" to everyone EXCEPT PCs (friendly/green);
NPCs non monsters (neutral/yellow/faction) would be not-enemy "!ENEMY"" to EVERYONE including same faction (neutral/yellow/faction);
Unknown Creatures/Things (non-faction/blue) would be not-enemy "!ENEMY" to EVERYONE including same faction (non-faction/blue);
SilentRuin
January 11th, 2023, 20:01
Any time frame on when Auras will be getting a fix for the FROMAURA appearing and disappearing when moving around in an aura? Gave an example in DM to you a while back.
bmos
January 11th, 2023, 21:19
Any time frame on when Auras will be getting a fix for the FROMAURA appearing and disappearing when moving around in an aura? Gave an example in DM to you a while back.
Nope. I've been slowly working on the issue mentioned above and associated things I have encountered during that. I think they're likely related, but don't know that for sure. I'm very busy with work right now so my time for this is pretty limited.
bmos
January 17th, 2023, 18:23
I started working on re-implementing the triggering and processing of auras. Here is an early (generally working) build of v2 for those who are curious.
If you install this by putting it into your extensions folder, it will override the live Forge version. If you do that, be sure you remove it when you're done testing to begin using the live Forge version again.
The primary changes:
Breaking up the code into smaller functions and a variety of lua scripts to facilitate easier maintenance, repair, and collaboration.
Moving toward parsing the appropriate auras by scanning tokens on the map rather than all combat tracker entries. This should be useful for people with massive combat trackers or with extensions that leave a ton of hidden entries in the combat tracker.
Notable things from v1 that are not included:
Deferring processing until after token movement is complete.
Limiting movement to whole squares.
Things that are working much better than V1:
Triggering aura removal/addition. For This might also fix the issue SR was talking about?
Feedback I am most interested in:
Speed. Is this faster or slower, especially when used on large/complex campaigns?
Behavior. Do the effects work the way you'd expect? Are effects added/removed appropriately?
Feedback I pretty much don't want to hear yet:
Extension compatibility. If you're testing this, please don't load anything else. Before I start looking into that stuff I need to make sure this all works right with the base rulesets most FG DMs are running on.
As with all testing, if you are going to test this on a real campaign, BACK IT UP FIRST.
MrDDT
January 18th, 2023, 00:10
Thanks Bmos for all your hard work, I will try testing it out. FINGERS CROSSED!
bmos
January 18th, 2023, 03:41
Starting to do some performance testing.
More later this week hopefully.
SilentRuin
January 19th, 2023, 02:11
For This might also fix the issue SR was talking about?
Not had a chance to test it yet - maybe later this week unless you think I should just build it straight out of your current source. My monday game had that triggering everytime you moved through an aura issue I gave you a simple example campaign of via DM the other week. If you can get that to work I'm sure my games would work fine.
xxXEliteXxx
January 20th, 2023, 08:20
I'd like to suggest a feature if it's possible: The ability to change the diagonal distance calculation of auras using a keyword.
I know you can already change the diagonal distance calculation so auras are square or circular using the settings menu, but there are a few cases where changing the global setting isn't feasible.
Take for example: If you are playing Curse of Strahd, you use the 'Standard' setting for diagonal distance in your campaign, and you have an aura effect automated for the Sunsword's sunlight. Light in fantasy grounds is always calculated as circular, even if distance calculation is set to 'Standard' (in which all radii are actually square). So the light is circular but the aura is square, leading to a disconnect where the aura is larger than the light the sword is emitting. If we are able to set a keyword to override this calculation for specific aura effects, this would resolve issues that arise from this dissonance.
Some suggestions for keywords:
Standard calculation: AURAS:
Variant calculation: AURAV:
or maybe AURA: 15 foe standard/variant
Has anything like this suggested feature been added at all? I've been having this issue with distance calculation discrepancy aswell. Would love to have circular auras with the standard diagonal distance setting.
bmos
January 20th, 2023, 12:55
Has anything like this suggested feature been added at all? I've been having this issue with distance calculation discrepancy aswell. Would love to have circular auras with the standard diagonal distance setting.not yet, but GKEnialb added the resources in Token Height that could enable that, so hopefully someday soon™
wframe
January 20th, 2023, 14:26
Has something changed recently? I'm still using the Forge version and my game last night had issues I've never encountered before. I've been using this extension for quite a while with no issues. Last night, a player Cleric had the Spirit Guardians Aura on him: Spirit Guardians; AURA: 15 foe; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)
He was surrounded by wolves. When a wolf within the aura came up in the combat tracker, it would sometimes work, but then other times, the effect would just kind of drop off one of the wolves on its own. I had to move them out and back into the aura and then adjust the combat tracker to get it to work again. I have never had to do this.
I haven't changed anything on my campaign. I have quite a few other extensions but all of them have been enabled with this working perfectly in the past.
GEONE
January 20th, 2023, 16:34
Has anything like this suggested feature been added at all? I've been having this issue with distance calculation discrepancy aswell. Would love to have circular auras with the standard diagonal distance setting.
I replaced the call to the api distance calculation with celestian's old distance calculation method from the below thread (since it worked using proper circles) and with a few tweaks to accommodate larger sized creatures and adjusting for distance-to instead of distance-between, it works pretty well for my purposes.
https://www.fantasygrounds.com/forums/showthread.php?65246-Experimental-APIs-for-FGU/page2
bmos
January 20th, 2023, 19:33
I replaced the call to the api distance calculation with celestian's old distance calculation method from the below thread (since it worked using proper circles) and with a few tweaks to accommodate larger sized creatures and adjusting for distance-to instead of distance-between, it works pretty well for my purposes.
https://www.fantasygrounds.com/forums/showthread.php?65246-Experimental-APIs-for-FGU/page2Feel free to post the ext file here :)
Dudin
January 20th, 2023, 19:49
Congrats on the 100 page milestone of this thread ;)
bmos
January 24th, 2023, 00:05
I started working on re-implementing the triggering and processing of auras. Here is an early (generally working) build of v2 for those who are curious.
If you install this by putting it into your extensions folder, it will override the live Forge version. If you do that, be sure you remove it when you're done testing to begin using the live Forge version again.
The primary changes:
Breaking up the code into smaller functions and a variety of lua scripts to facilitate easier maintenance, repair, and collaboration.
Moving toward parsing the appropriate auras by scanning tokens on the map rather than all combat tracker entries. This should be useful for people with massive combat trackers or with extensions that leave a ton of hidden entries in the combat tracker.
Notable things from v1 that are not included:
Deferring processing until after token movement is complete.
Limiting movement to whole squares.
Things that are working much better than V1:
Triggering aura removal/addition. For This might also fix the issue SR was talking about?
Feedback I am most interested in:
Speed. Is this faster or slower, especially when used on large/complex campaigns?
Behavior. Do the effects work the way you'd expect? Are effects added/removed appropriately?
Feedback I pretty much don't want to hear yet:
Extension compatibility. If you're testing this, please don't load anything else. Before I start looking into that stuff I need to make sure this all works right with the base rulesets most FG DMs are running on.
As with all testing, if you are going to test this on a real campaign, BACK IT UP FIRST.
Here's a new build with a bunch of changes under the hood.
https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/releases/tag/v2.0-beta.1
MrDDT
January 24th, 2023, 01:53
I will check it out. I was testing it before and seems to be working just fine.
bmos
January 29th, 2023, 14:26
Latest beta.3 build is now on TEST channel.
https://github.com/FG-Unofficial-Developers-Guild/FG-Aura-Effect/releases/tag/v2.0-beta.3
AS WITH BETA.2 THIS REQUIRES v4.3.3+.
I'm now starting to validate against some other extensions.
Currently there is an issue with Better Combat Effects saving throws when entering auras, although this is with v4.0-rc2 of BCE which is currently on TEST as well.
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