Hi bmos, have any versions of your modified auras extension been compatible with Classic? Or is your version entirely for Unity?
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Hi bmos, have any versions of your modified auras extension been compatible with Classic? Or is your version entirely for Unity?
Ahh, darn, okay thanks for the info! We haven't changed over yet because frankly the constant updates to Unity and how I always read how addons are breaking all the time seems like such a massive headache to me. But when it's finally stable and we make the switch I'll come back looking for your version. ;D
I'd recommend Unity, its been pretty stable for me. Plus most of the extension problems seem to have been due to inconsistency between each other which authors have responded to fairly promptly.
I need some help with an aura that is to be placed on a faction NPC that will apply an effect on all Friendly PCs as well as all Hostile NPCs when in range, but not fire on the originating faction NPC. I have the basic structure of the aura to be AURA: 20 AuraType; Name of Aura; IF: Faction (FactionType); SAVEO: WIS DC ## (M)(H); SAVEDMG: 1d4 thunder (C) and have replaced every combination of Aura Type of friend, foe, or all with every combination of Faction Type of friend, foe, faction, and neutral. I cannot get the FROMAURA to cause the save and damage to roll on the Friendly PCs and Hostile NPCs without also causing the originating Faction NPC to also make the role. This would be an aura similar to Spirit Guardians, but effect everyone except the caster.
Excellent, that worked perfectly. Great job
in a clean campaign with just the updated 1.1 Aura ext should I have the menu option to limit how much info is sent to the chat bar?
Yea, that should still be there. There's been some discussion about just removing notifications for auras in general since they tend to be spammy.
cant seem to find it?
in my regular campaign or a clean one?
and yeah, SUPER spammy :)
works a treat thanks!
Hey, quick questions, is there a way to work around two auras of the same type "accumulating". I have two paladins in my group, and the auras are summing up. Is there a way to set it that only the highest number is used?
Is there a spot or a post that we can post all the ones we are using?
Would be very helpful for us new people, and man is this ext awesome.
That is a good idea thanks. I only posted the original one cause you two did so much work on it I don't want to post any that do not work. Here is the post:
https://www.fantasygrounds.com/forum...277#post605277
I'm mostly familiar with 3.5/Pathfinder but that has types to the bonuses you receive and only the largest bonus from a specific type can apply. This way even if there's overlapping auras they won't duplicate. For example in Pathfinder paladin auras are usually 'sacred' or 'morale' bonuses.
Example paladin Aura of Courage ability: AURA 10 friend; Aura of Courage; SAVE: 5 morale,will
Seems preatty similar, Aura of Courage in 5e gives the charisma bonus to saves, so I coded: AURA: 10 friend; Aura of Courage; SAVE: [CHA]
But, two paladins are side by side (lets say one with +2 CHA and one with +3 CHA) they role saves with +5, and I can't figure out how to make the game use only the largest one.
Ah, you're misunderstanding SoxMax's example.
See the "morale" part means that the bonus is a "morale bonus" to will saves. This means other morale bonuses to will saves will not stack. However a "sacred bonus" or other types will stack with it.
So two paladins with "AURA 10 friend; Aura of Courage; SAVE: 5 morale,will" will not have their auras stack.
But one paladin with that aura and a cleric with "AURA 10 friend; Bard aura; SAVE: 5 sacred,will" will have their auras stack on a third person.
I think I see. But in 5e then, can I put a descriptor to negate this double effect? Or rather, to consider the largest one? So... if in the area of two auras:
1 - AURA: 10 friend; Aura of Protection; SAVE [CHA] (where CHA is 3)
2 - AURA: 10 friend; Aura of Protection; SAVE [CHA] (where CHA is 2)
It would only consider FROMAURA 1, and not 2 (since 1 is greater than 2) even if both are in range? (Similar thing is the Paladin gains benefit from his own aura, but is acumulating with the other Paladin's also. So if Paladin 2 is in range of aura 1 it gains the 3 benefit. If not, it only has its own 2 benefit)
Hrm I hadn't realized that 5e has no types to its bonuses, everything is just a bonus and the only restriction is two of the same bonus can't affect you.
This seems sorta like a larger problem with the overall 5e implementation of effects that there's no way to detect duplicates. I'll check if we're bypassing some duplication check that occurs in 5e's effects manager. But this may be the case for a new extension that handles duplicate effects in 5e properly.
CoreRPG has a check so that duplicate effects don't happen. 5E overrides that and disables the duplicate check. I think this case can get a bit tricky with the pattern matching to ensure both auras are the same but one is better. I'd probably apply both, and run checks for duplicate and disable the worse one.
The duplicate check of CoreRPG probably won't help always because it looks at the global effect string and applies the second version of the effect if there is just one difference like a different bonus due to a different CHA mod :) (therefore also CoreRPG and other rulesets may fail here, which is why the bonus type system of 3.5e/PF1 is then useful and needed in such cases)
So, one may need to check for the same name of the effect as you say, but the problem is that this may require that all effects have a certain style causing problems if one does not follow a certain style (like that it always starts with a string stating the source's name like Aura of Protection and so on :) )
Or one adds an auxiliary bonus type(s) for such things, just for clarifying to FG's 5e code that duplicates may needed to be checked :) Then there is no problem in how one states the name in the effect string; but users may get confused about using bonus types if they usually do not have such a thing in 5e
Got lost... is there a way to get around this? Or would the extension need something added to it for it?
Sorry, I looked into it and we're not doing anything wrong as far as I can tell in 5e applying effects. At the moment I don't think there's a way around this problem.
Also ultimately I'm not sure if effect deduplication from different sources is something this aura extension should be responsible for. Having a separate extension that handles duplicate effects from different sources in 5e would be the best way to go as I think its a pretty heavy change to the effect calculation code to do that.
I was trying to create an aura effect for an item that emits light (only owner) and gives a protective aura (to friends but not the owner). Then I was trying to code the item effect as such:
Lost Power; LIGHT: 15/15 'RGB code'; AURA: 10 friend; Santification; IF FACTION(notself); AC: 1
As expected I did apply the Light on myself but not the AURA on others... if I switch to:
Lost Power; AURA: 10 friend; Santification; IF FACTION(notself); AC: 1; LIGHT: 15/15 'RGB code'
Then, I apply the BONUS AC to friends but not me and the LIGHT to friends as well
I was wondering if there is a way to insert AURA at the end of the effect instead of the begging, to make it more customizable.
Hello everyone,
first off: thanks for making this extension - I was really excited when I found this and implemented it for my next session.
Sadly, my players told me that they were constantly error messages when the Paladin was moving around with his aura of protection.
Active aura on my paladin player was this one:
AURA: 10 friend; Aura of Protection; SAVE: [CHA]
Error message was as following:
Handler error: [string "scripts/manager_char_effects_MNM.lua"]:504: setValue: Unable to create node
It pops up everytime players move within or leave the aura range. I've tried looking for similar problems in this thread but couldnt find anything. Errors are only popping up for my players.
I was suspecting that it might conflict with some other extentions (using a bunch, mostly Mad Nomads) and noticed that using this in combination with "Mad Nomad's Character Sheet Effects Display" seems to be the root of the problem, deactivating either of the exts solves the issue.
So yeah, any idea how I could use both plugins at a time? Would love to keep both, same as my players.
Running FGU 4.1.4 2021-June-08 right now, and Aura Effects 1.1.1 from FGUNexus.
Unfortunately, adding compatibility with paid extensions can be difficult, as their code is not available unless I buy the extension.
You might want to ask MadNomad if you can share the ext with me so I can see where the incompatibility is, but since I don't play 5E it wouldn't make any sense for me to buy it.
I would be happy to purchase the extension for you!
what is your username or email for dmsguid and I can gift it to you. (you can PM me)
seems like it's my email: [removed in case of spam]
I will se what I can do to make it compatible.
Done. :)
Cool! Try Aura Effects v1.2.
In my testing, the only thing that isn't working is that MadNomad's extension doesn't notice the "FACTION" conditional.
So "AURA: 5 all; IF: FACTION(notself); SAVE: 2" shows a save bonus on the character sheet even though rolling it doesn't include a bonus.
This will have to be fixed in MadNomad's extension (and appears to also be an issue with other conditionals like "IF: ALIGN(good); SAVE: 2"