All the Auras out there use (SDC), not [SDC]. Is (SDC) not possible to support any longer? As that is a lot of aura history that will be broken if not.
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Attachment 68223
That does get it to work, but I'm having problems with the effect activating at beginning of enemy turn. In the image, I can get it to work, but I have to delete the effect on the monster. Any suggestions for the Expend? I'm using Disable when used, but it doesn't get cleared, so it only applies once. I have to manually go in and delete the effect from the foe.
Spirit Guardians; (C); IFT: !DYING; AURA: 15 enemy,!self,point,single; Radiant Aura; IF: !DYING; SAVEA: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant
Hang tight .... we have a new version of AoE Effects that is dropping today that should fix your timing issue. I am assuming by the coding that you are using the 2014 version of SG.
Once the new version drops you will want to use this coding:
Spirit Guardians;(Good or Neutral);(C); AURA: 15 !ally,!self,single,spiritguardians; Spirit Guardians_; IF: !CUSTOM(IgnoreSG); SPEED: half; SAVEDMG: 3d8 radiant; SAVEA: [SDC] WIS (M)(H)
The above should be applied to self with a 10 minute timer. It handles the timing all on its own.
You should not use point with an aura placed on a character token, point is for things that originate from a grid intersection and don't include the token size in the equation.
I'm using GROK to build the effects, and that was the first string that actually did the save and then applied damage for me. I'll try the new effect tonight, finger's crossed. I'm using D&D 5E, 2014 rules. I'm also using 5E Effects Coding for spell token use for targetting as a separate module.
Aura Effects 1.8 Is Now Live!!!!
What's New in v1.8:
- Custom Aura Window is now GM-only.
- Aura Visualizer now respects IF conditions (the visual border/graphic only appears while the condition is true).
- New keyword: onmove
- Suppresses the aura until the target moves while inside it (or moves into it) for the first time on its turn.
Important Note – Spell Save DC Syntax
Smiteworks has changed how spell save DCs are referenced in effects. The old style (SDC) no longer works reliably. You must now use [SDC] instead.
Example:
Refined Keyword BehaviorCode:SAVEA: [SDC] WIS (M)(H)
- onmove — Triggers only when the creature moves (either while already inside the area or when entering it).
- single — Triggers when the creature moves into the area. If the creature starts its turn already inside, the effect is present but suppressed after it has triggered once this turn. Maximum once per turn.
- once — Triggers no more than once per turn (does not re-trigger on turn start).
Improved Single / Once Handling
- If a single or once aura has already triggered this turn and the target leaves, the from-aura effect is disabled instead of removed. Re-entering the same turn will not re-trigger it.
- If it has not triggered yet and the target leaves, the effect is fully removed.
- Trigger tags are now marked as spent (e.g. SAVEA*, SAVES*, DMGA*) so BCEG will not process them again while the aura remains for tracking.
- Spent markers are cleared on turn change.
Spirit Guardians Examples
2014 rules (trigger on enter or start of turn):
2024 rules (can trigger multiple times by running past creatures):Code:Spirit Guardians;(Good or Neutral);(C); AURA: 15 !ally,!self,single,spiritguardians; Spirit Guardians_; IF: !CUSTOM(IgnoreSG); SPEED: half; SAVEDMG: 3d8 radiant; SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H)
Code:Spirit Guardians;(Good or Neutral);(C); AURA: 15 !ally,!self,once,spiritguardians; Spirit Guardians_; IF: !CUSTOM(IgnoreSG); SPEED: half; SAVEDMG: 3d8 radiant; SAVEA: [SDC] WIS (M)(H); SAVEE: [SDC] WIS (M)(H)
The quoted post is how you should do this.
I will make a video later showing you, but the custom effect list is in the top right of FG. Thats' where the Holy Blindness effect needs to be created.
The other 2 effects are created on the PC sheet and applied to the PC (Caster).
I notice also you have added some expend and targeting effects incorrectly, so you need to be careful not to be changing those.
Before every goes and changes all (SDC) to [SDC] give it a moment to see how things work out.
This is a BCE/BCEG issue and not AOEE issue. But give us a little bit to see what the new change is in CORE/5E ruleset coding that was updated today, and the change to BCEG/BCE and we will work on how to do things. Please do not go and change all your data just yet.
This current example is going to have to change, found a bug in 1.86 version of AOEE, single is re-adding the effect coding.Code:Spirit Guardians;(Good or Neutral);(C); AURA: 15 !ally,!self,single,spiritguardians; Spirit Guardians_; IF: !CUSTOM(IgnoreSG); SPEED: half; SAVEDMG: 3d8 radiant; SAVEA: [SDC] WIS (M)(H)
Correct effect coding will be
After the AOEE update goes out to 1.87.Code:Spirit Guardians;(Good or Neutral);(C); AURA: 15 !ally,!self,single,spiritguardians; Spirit Guardians_; IF: !CUSTOM(IgnoreSG); SPEED: half; SAVEDMG: 3d8 radiant; SAVEA: [SDC] WIS (M)(H); SAVES [SDC] (M)(H)
So don't go changing all your effect coding to the example posted for 1.86.
I wanted to post this quickly here before people started doing to much work on data effect coding updates.
Aura Effects 1.9 Is Now Live!!!!
What's New in v1.9:
- This release is to fix a couple of minor bugs we found after the release of version 1.8. No changes in functionality.
- Fixed issue where an aura may trigger if Fantasy Grounds is restarted while a target is inside the aura.
- Fixed issue where 'single' keyword rolled two saves if STARTA and STARTS was included in the aura coding.
- Fixed issue where 'single' keyword might trigger more than once per turn.
- Implemented better turn removal tracking.
I found another bug. I am running 4E.
The Aura Effect: Obedient Servant; AURA: 3 cube,enemy; Servant Retaliation; IF: Marked; DMGO: 1
Throws an error if active on a actor in the combat tracker.
Attachment 68225
This did not happen prior to 1.8