SilentRuin
May 8th, 2026, 06:08
I put together a test case to show the AURA if statement problems I'm having. Essentially move the Ape NPC in range of each of the orcs - their aura effects should trigger on the LIVE ones and not on the dead ones. But Orc 2 will always trigger when it should not (its DEAD jim). The Orc 4 shows the "IF: !DYING" test always works - just not when with the other IFT: TYPE(beast) statement. Moving any non beast in range of Orc 1 shows the "IF: TYPE(beast)" works fine. The MW_GAL_TEST.zip attachment is a zip of the campaign directory I set up the test in with only 1 extension loaded (Aura extension - though I originally had BCEG until I found the bug happened with or without it so keeping it simple) - below is an image of the ape moving back and forth in and out of range of the orc auras for testing.
67348
And I had a lot weirder combinations failing than this so I'm hoping fixing this test cases problem will fix the rest of the weirdness.
I have the following in my example:
NPC named "Orc 1 LIVE MINE TEST" which has no wounds (is LIVE) and the effect of
LIVE Mine; IF: !DYING; IFT: TYPE(beast); AURA: 10 all; AoE LIVE Mine; TEST
NPC named "Orc 2 DEAD MINE TEST" which has hit points = wounds (is DEAD) and the effect of
DEAD Mine; IF: !DYING; IFT: TYPE(beast); AURA: 10 all; AoE DEAD Mine; TEST
NPC named "Orc 3 LIVE IF DYING TEST" which has no wounds (is LIVE) and the effect of
LIVE IFDYING; IF: !DYING; AURA: 10 all; AoE LIVE IFDYING; TEST
NPC named "Orc 4 DEAD IF DYING TEST" which has hit points = wounds (is DEAD) and the effect of
DEAD IFDYING; IF: !DYING; AURA: 10 all; AoE DEAD IFDYING; TEST
NPC named "Ape" which is alive and is the test subject to move in and out of range of the orcs to test aura effects.
The actual effect I found multiple weirdness in was more complex - I leave it hear as this was what worked always in previous FG version and only works sometimes in current FG version.
Fragmentation Mine; IF: !DYING; IFT: TYPE(Vehicle); AURA: 15 !ally,single, point; AoE Fragmentation Mine; TDMGADDS: BOOM; IF: !DYING; SAVEA: 14 DEX (H); SAVEDMG: 2d10 kinetic
Took a long time to get these simple tests as opposed to this thing, but I mention it just to show what I was really doing (trust me !ally, single, point is a joy to test so best I just give you something with all).
67348
And I had a lot weirder combinations failing than this so I'm hoping fixing this test cases problem will fix the rest of the weirdness.
I have the following in my example:
NPC named "Orc 1 LIVE MINE TEST" which has no wounds (is LIVE) and the effect of
LIVE Mine; IF: !DYING; IFT: TYPE(beast); AURA: 10 all; AoE LIVE Mine; TEST
NPC named "Orc 2 DEAD MINE TEST" which has hit points = wounds (is DEAD) and the effect of
DEAD Mine; IF: !DYING; IFT: TYPE(beast); AURA: 10 all; AoE DEAD Mine; TEST
NPC named "Orc 3 LIVE IF DYING TEST" which has no wounds (is LIVE) and the effect of
LIVE IFDYING; IF: !DYING; AURA: 10 all; AoE LIVE IFDYING; TEST
NPC named "Orc 4 DEAD IF DYING TEST" which has hit points = wounds (is DEAD) and the effect of
DEAD IFDYING; IF: !DYING; AURA: 10 all; AoE DEAD IFDYING; TEST
NPC named "Ape" which is alive and is the test subject to move in and out of range of the orcs to test aura effects.
The actual effect I found multiple weirdness in was more complex - I leave it hear as this was what worked always in previous FG version and only works sometimes in current FG version.
Fragmentation Mine; IF: !DYING; IFT: TYPE(Vehicle); AURA: 15 !ally,single, point; AoE Fragmentation Mine; TDMGADDS: BOOM; IF: !DYING; SAVEA: 14 DEX (H); SAVEDMG: 2d10 kinetic
Took a long time to get these simple tests as opposed to this thing, but I mention it just to show what I was really doing (trust me !ally, single, point is a joy to test so best I just give you something with all).