View Full Version : AoE Targeting
Melborne
May 26th, 2026, 21:16
This extension was drafted from an idea in the feature requests regarding AOE targeting. 5E AoE Targeting adds a map toolbar mode that automatically targets tokens inside drawn AoE pointers, including circles, squares, cones, and lines.
Enable AOE Targeting via a map option on the toolbar and start Combat. On your turn, you can draw any shape, move your shape around the map and it will actively select and deselect tokens that it comes into contact with. Or use someone elses shape to target things on your turn.
https://forge.fantasygrounds.com/shop/items/3080/view
Thank you to one of my players, who has drawn her characters for each campaign over the past six years and has allowed me to use her artwork in my screenshots and examples. Thanks Iggy! RIP Struq
Melborne
May 27th, 2026, 00:17
Changelog
26/5/2026 Added compatability to 5e, 4e, 3.5e, 2e and Pathfinder 1 & 2 - I probably won't rename the extension though.... Future Me: I did.
27/5/2026 Added a "/aoetarget self" command to toggle, also fixed the toolbar icon that appears black in most themes due to FGU's masking.
28/5/2026 Changed the debug "secret" command to only display snapshots of what is happening on your screen verses spamming the chat.
28/5/2026 Added Savage Worlds' unique pointer types, and enabled compatability for the ruleset
29/5/2026 Added pointer de-duping and target-write throttling to prevent CT spam when multiple AoE templates are dragged around at once (my players breaking stuff)
29/5/2026 Added Daggerheart compatibility.
31/5/2026 Added Starfinder 1 & 2 compatibility. Fixed some shape template bugs between different rulesets. Updated square detection to use token footprint instead of only token center; I'll be doing the same here next with the Savage Worlds' custom shapes for the burts and adjust what is in/out of the shape to better fit what the community is used to/plays with.
2/6/2026 Added custom shapes from Vision Reworked extension, and solved the custom shape and token foot print issues from Savage Worlds. Next update should include better token detection and need about 5-10% of the token inside the shape.
4/6/2026 Improved Savage Worlds burst and cone targeting, works great. Debug output now includes coverage percentages for easier troubleshooting.
5/6/2026 Added faction-filtered AoE targeting actions from the image pointer radial along with target-self, added /aoetarget allies/enemies for same filter behavior. Chat confirmation. AoE pointer data is now cached per image when a supported pointer is drawn or adjusted, allowing follow-up faction filtering without redrawing the template.
6/6/2026 Added a form for other extensions to read the allies/enemies inside the most recent AoE pointer without changing the actor’s current targets.
6/6/2026 Improved Circle pointer targeting for CoreRPG using that high school distance formula we thought we’d never use, but luckily I remembered it.
6/6/2026 Fixed old pointer data being saved between users/actors to remove any targeting mismatches and fixed a fault I created in line targeting forcing tokens to be targeted by accident.
9/6/2026 Updated the Icon!
15/6/2026 Added ShadowDark compatibility.
15/6/2026 Restored line template targeting support and improved square/cube template handling.
15/6/2026 Improved 3D targeting: AoE height checks now use the source token’s elevation instead of assuming every AoE starts at ground level.
15/6/2026 Added right-click Target/Untarget actions for map tokens and combat tracker entries, for both players and Game Masters!
15/6/2026 Added compatibility guard so AoE Targeting’s quick-target actions with 5E Table Tools (https://www.fantasygrounds.com/forums/showthread.php?87559-5E-Table-Tools), by Me.. Melborne.
19/6/2026 Fixed a small issue with Starfinder 2E/PF-style footprint issues where token space could be reported in map units instead of grid squares, thank you for the report.
19/6/2026 Updated AoE Targeting to v0.3.36 with safer square/cube height handling, better selected-token source detection for GMs, and extra compatibility guards around image, token, grid, distance, and Savage Worlds template calls.
20/6/2026 Changed AoE Targeting per-map grid scaling, corrected square and height math, added new rules/detail options for 3D mode.
5/7/2026 Added a new Icon, Thank you Aemila!
KosmicDM
May 28th, 2026, 02:33
Thank you for creating this extension.
I am using the Pathfinder 2 rules, but cannot get the extension to work.
I have Aoe Targeting enabled on the map, but drawn pointers do not select any targets for the player characters or creatures. Thank you for any tips.
Melborne
May 28th, 2026, 11:21
I tested this in Pathfinder 2 and was not able to reproduce the issue, including with a large set of other extensions enabled that I thought might affect it. In my tests, Combat Tracker-linked tokens targeted correctly when AoE Targeting was enabled.
Please check that the tokens were dragged from the Combat Tracker onto the map, begin combat, and select the turn of the acting token. You can draw before or after; moving the shape will engage the targeting features for the current active actor, provided targeting mode is enabled.
If it still fails, please run /aoetarget debug, draw the AoE again, and send me the chat/console output. It WILL spam you, sorry! Repeat the command to stop it, (I have fixed this for the next update). That will show whether the extension is seeing the pointer, source actor, map tokens, and targets.
KosmicDM
May 28th, 2026, 23:31
Thank you for the reply. I did some additional testing and found that a deprecated token-highlighting extension was interfering. After removing that extension. all is working as intended now.
Melborne
May 29th, 2026, 02:46
Of course, if you need any further help let me know. I'll push the update forward to change the debug mode to burst "snapshots" of what is happening on your screen verses the spam-tests.
dmbrown
May 29th, 2026, 04:26
Is it possible for you to get this to work with Savage Worlds too?
Melborne
May 29th, 2026, 04:33
Not officially yet. I tested Savage Worlds and only the arrow/line targeting worked reliably; bursts and cones need separate handling. I have been looking into it, and knowing at least one person may benefit I'll take some time tomorrow and try my luck with it again.
Melborne
May 29th, 2026, 05:01
It actually took a lot less time to sort out than I expected, so Savage Worlds can be added to the compatibility list. Thanks for the suggestion!
Doswelk
May 29th, 2026, 08:57
Just recommended your extension on the Savage Worlds section of Discord server, I am very impressed!
rigerco
May 29th, 2026, 17:22
And just purchased based on said recommendation! Very nice looking tool.
dmbrown
May 29th, 2026, 18:47
Thanks for adding Savage Worlds and I just purchased too.
Agamon
May 30th, 2026, 02:39
Could this be added to Daggerheart compatibility?
Melborne
May 30th, 2026, 03:15
It works! I've updated the extension.
Jiminimonka
May 30th, 2026, 11:13
Great extension, well done!
Mythic3434
May 30th, 2026, 20:35
Will this work with Starfinder 2.0?
Agamon
May 31st, 2026, 00:03
Thanks! I agree with everyone, great extension!
Melborne
May 31st, 2026, 00:21
Will this work with Starfinder 2.0?
Starfinder is based on the corerpg ruleset, I believe, so it should work. I'll do a little testing and let you know.
And thanks everyone, I'm happy to see the huge support!
Melborne
May 31st, 2026, 14:05
Will this work with Starfinder 2.0?
It does work; It has been updated.
dmbrown
June 2nd, 2026, 00:45
I tried the extension out this weekend and ran into an issue. One player tried to use it and it got stuck trying to select and unselect tokens even after moving templates off of them. No matter what I did it kept trying to select and unselect tokens. I ended up having to exit the campaign. I had other extensions loaded so I believe that was the issue and it might have been the indicator one by mattklurke.
Has anyone else run into issues with other extensions?
Melborne
June 2nd, 2026, 02:23
Thanks for the report. On the 29th I ran into those same kind of problem(s) and posted an update and wrote in the changelog, except it wasn't because of another extension and I was able to isolate the problem; I haven't since been able to replicate it. I’ll keep an eye on it, and if we can narrow down the conflicting extension or exact reproduction steps, I can look at adding a protection for that case.
MColeman030
June 4th, 2026, 13:30
The extensions I've noticed have conflicts with this one are: WOB: Spellcasting_Automation, MNM Spellcaster Helper, and B9 - Spell Tokens. Each had their own conflict, and only after removing those three did yours work as intended. I hope there is a way for your extension to work with these others, and they are staples of my campaigns.
Melborne
June 4th, 2026, 14:55
Thanks for the report. I’ve started looking into this.
I currently use MNM’s extensions myself and haven’t seen a conflict with AoE Targeting so far, since MNM’s tools appear to work mainly with existing targets after they've been targeted rather than pointer detection.
AoE Targeting listens for Fantasy Grounds’ native pointer/template events: circles, squares, cones, lines, etc. At first glance, B9 Spell Tokens may be a different case because it appears to place spell-token assets on the map rather than using normal FGU pointers.
Can you describe exactly what conflict you’re seeing? For example, does AoE Targeting fail to target anything, target the wrong creatures, keep targeting/untargeting repeatedly, or only fail when using spell tokens instead of normal pointers?
MColeman030
June 4th, 2026, 16:54
Thanks for the reply, sure I'll try my best to describe each one!
MNM Spellcaster Helper - Double checked this one, and it seems to be working correctly now, apologies.
WOB: Spellcasting_Automation - this one also isn't throwing errors anymore. Before, there were errors in the console that would repeat endlessly, so it was hard to capture. I think this was updated recently, and seems to be safe to use with your extension!
B9 - Spell Tokens - this one is still not working. When in AoE targeting mode, pointers do not add characters to targeted list. No errors, it just causes the extension to not function.
Melborne
June 4th, 2026, 21:30
B9 - Spell Tokens - this one is still not working. When in AoE targeting mode, pointers do not add characters to targeted list. No errors, it just causes the extension to not function.
Thanks for testing that again, that helps a lot.
AoE Targeting currently works with Fantasy Grounds’ native pointer/template system, such as circles, squares, cones, lines, bursts, and similar FGU templates.
From what I can tell, that extension appears to place visual spell assets on the map as tokens or token-like objects rather than using native Fantasy Grounds pointers. That would explain why AoE Targeting is not detecting them as valid areas for auto-targeting.
So for now, that type of spell-token system likely falls outside what AoE Targeting directly supports. I may look into compatibility later if there is a clean and reliable way to detect those objects without interfering with another extension’s own logic, but that is something I would need to discuss with the creator first. For the time being, I am going to keep AoE Targeting focused on native Fantasy Grounds pointers/templates rather than making compatibility changes blindly.
The safest current workaround is to use Fantasy Grounds’ normal pointer/template tools when you want AoE Targeting to auto-target, and use visual spell-token tools separately for visuals.
Mythic3434
June 5th, 2026, 20:23
Is there plans to have “enemies” or “allies” only options? It be great for burst healing that only affects allies, or explosions that attack only enemies.
Melborne
June 5th, 2026, 21:30
Is there plans to have “enemies” or “allies” only options? It be great for burst healing that only affects allies, or explosions that attack only enemies.
Let me know what you think.
I may move its position on the pointers menu, perhaps below drawing of shapes but there's also follow up commands. Thanks for the idea!
Mythic3434
June 7th, 2026, 19:03
oooh. I just launched my PF2e campaign and see the updates to targeting. Most excellent. Running my KingMaker on stream today, and it will be great to try this out with the players. Great work!!
Mythic3434
June 9th, 2026, 21:35
does this work for the players? Or is it only controlled by the GM. My players could not set up an AoE and select "enemies" in the drop down. But, I could set it for them. Just wondering if we were doing something incorrect.
Thanks!
Jiminimonka
June 9th, 2026, 22:08
does this work for the players? Or is it only controlled by the GM. My players could not set up an AoE and select "enemies" in the drop down. But, I could set it for them. Just wondering if we were doing something incorrect.
Thanks!
The Player Map will have a icon on the Toolbar far left called AoE Targetting Mode which they can toggle it on and off with.
Melborne
June 9th, 2026, 23:25
Thank you, and yes he's right - you just need to enable AoE Targeting Mode. It's a per-user setting.
hawkwind
June 14th, 2026, 16:39
Any chance we could have ths working with ShadowDark please
Atreides Ghola
June 14th, 2026, 20:49
Heya!
This is a fantastic extension. I would like to ask about better support for the WOB: Spellcasting Automation, though.
Currently, it works fine with Cones and Sphere/Circle areas of effect. It partially works with cubes (targets whatever is within 5 feet of the center of the cube, no matter what the actual size), and does not work at all with line templates. It's a real shame - these extensions were working great together previously, and they really compliment each other.
Regardless, thanks for the work on this, it's a great extension.
Melborne
June 15th, 2026, 03:20
Any chance we could have ths working with ShadowDark please
ShadowDark support has been added in the next build. I don’t have a full ShadowDark test setup locally yet, so please let me know if anything behaves oddly, but the extension now declares support for the ruleset.
Heya!
This is a fantastic extension. I would like to ask about better support for the WOB: Spellcasting Automation, though.
Currently, it works fine with Cones and Sphere/Circle areas of effect. It partially works with cubes (targets whatever is within 5 feet of the center of the cube, no matter what the actual size), and does not work at all with line templates. It's a real shame - these extensions were working great together previously, and they really compliment each other.
Regardless, thanks for the work on this, it's a great extension.
Thanks for the detailed report. I found the issue I think you're seeing, and cube/square handling was not always using the actual drawn template bounds. I’ve updated both for the next build, so lines should target again and cubes should respect their real size. Please give v0.3.33 a try and let me know if any specific pointer still misbehaves
Atreides Ghola
June 15th, 2026, 17:54
Targeting worked, with some caveats - almost certainly because of the other extensions and animations I run. Drawing pointers, dragging them around, and targeting itself were all very laggy.
Tested in a campaign with only AoE Targeting running, and it was smooth as butter. Guess I'm on the hunt for what's slowing it down!
Thanks for the fix!
Melborne
June 21st, 2026, 04:00
AoE Targeting has a new rules/profile system for controlling how drawn pointers select targets. When AoE Targeting is enabled on an image, it will also print the detected grid size in chat, such as Map grid size: 128x128 px; distance scale: 5 per grid.
The new options are under the AoE Targeting section:
Height Targeting controls whether AoEs are calculated in 2D or 3D. In 2D, elevation is ignored. In 3D, token elevation is included, using the active map’s grid scale so token height/elevation is converted correctly per map.
Targeting Ruleset lets you choose the ruleset profile used for targeting behavior. You can leave it on the current campaign ruleset or choose a supported profile manually. As the extension continues to get feedback, these profiles will change overtime based on the community needs.
Targeting Rules controls how strict the targeting math is. Legacy uses the older token-box intersection behavior. Default uses token-space coverage and respects token scaling more naturally, (I suggest this). Strict uses grid-space coverage and requires a stronger overlap.
Rule Detail is a read-only summary that shows what the selected rule is doing, such as Token Box Intersect, Token Space Coverage - 12%, or Grid Coverage - 30%. Etc.
The main goal of this update is to make targeting customizable for your needs and table, plus more predictable across rulesets, different maps, grid sizes, hidden grids, token scale settings, and creature sizes. Large and Huge creatures are now handled by their occupied token spaces instead of being treated as one oversized blob, and square/rectangle pointer sizing has been corrected to match how Fantasy Grounds reports pointer length. Properly!
And AoE Targeting will go on sale for a week starting.. tomorrow.
chawlee
July 12th, 2026, 19:30
May you please add this one to Dolmenwood as well XD, I feel like I have asked this on all your stuff. I have to buy them all =]
Melborne
July 12th, 2026, 19:59
May you please add this one to Dolmenwood as well XD, I feel like I have asked this on all your stuff. I have to buy them all =]
Sure I can do that.
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