Working fine for me with (legacy) 5e. My definition is a bit different, though: "Aura of Protection; AURA: 10 ally; Aura of Protection AoE; SAVE: 5". Tested with moving an ally into the range and moving the paladin up to an ally.
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Yeah, it's no longer automatically crashing after the recent FGU update. Thanks for looking into it!
PostEdit: Never heard back from anyone running this extension so anyone who wants my changes they are included in this post, you're on your own to make your own aura extension with them. I have my own copy so I'm good and it will work with any of my dropbox mods I use. Up to you to change those back to old format for few I've updated if you don't make your own aura to support it. Good luck and EXTENSIONS = RISK (mods too!).
Alright, I could not wait as I need this by Monday for my wall of fire stuff as I tire of being burned by my players and the amount of work it takes to run that crap spell in a live game.
I have mangled Aura (pulled the current version from github to do it) in order to support what I wanted. Pretty much replaced (commented out) your current sphere/cube code with new shape code (sphere/3d rectangle/cylinder(also supports Right Circular Hollow Cylinder)). It still supports the original syntax of AURA behaviors in the same way it worked before with two additional behaviors and their parameters. This involved changing manager_effect_aura.lua, manager_token_aura.lua, and README.md.
As my timescale of need differs greatly from extension/ruleset/FG devs - I needed it by Monday - so I have my own version of Aura for now. GAL has implemented new support in naming assets ("tilt" keyword) and support of intial orientation of NPC which assets and Aura will respect. Cube is still a height of 0 as it always has been though if you define one as 3drect instead of cube you can make it an actual cube. All things are fixed to the xy plane projecting up down just as in game (sphere and cylinder obviously don't bother with orientation).
The new behavior readme has the following under behaviors.
| **3drect** | Changes the aura shape to any oriented 3D rectangle in the xy plane. The normal AURA range is the length (x axis), it also supports 4 other optional parameters - width (y axis - defaulted to length if not defined) - min z from source token center - max z from source token center (both z must be present or both defaulted to 0) - orientation in degrees (default is the source token orientation if not defined). | `Example of current cube definition; AURA: 10 ally,3drect|10|0|10|0, green; <usual aura stuff>` | `Example of wall of fire line with 10 ft to one side oriented by source token definition; AURA: 60 ally, 3drect|10|0|10, white; <usual aura stuff>` |
| **cylinder** | Changes the aura shape to any 3D cylinder in the xy plane. The normal AURA range is the radius, it also supports 3 other optional parameters - min z from source token center - max z from source token center (both z must be present or both defaulted to 0) - additional radius (for defining points bounded by two cylinders inner and outer). | `Example of wall of fire circle with 10 ft defined inward definition; AURA: 20 ally, cylinder|0|20, white; <usual aura stuff>` | `Example of wall of fire circle with 10 ft defined outward definition; AURA: 20 ally, cylinder|0|20|30, white; <usual aura stuff>` |
As I'm doing this for me and have no inclination to update aura myself or inherit it by "last touched owns it", I'm posting files here with video to see if someone who does own or control it (unclear who these days) can deliver it as part of aura.
If not I'll probably put it into GAL with everything else - aura will just run this way when that GAL is loaded. I'd prefer not to do this - but either way I'm going to forget about it now that I have all the wall of fire stuff working so I never ever have to deal with it again - all automated as I am truly lazy in game.
Hopefully the Aura powers that be will implement it and superficially test it with whatever tests they have for it. And if SmiteWorks implements their own aura they better fully support all mathematical tools to do what the rulesets need done!
https://www.youtube.com/watch?v=0hBc8FxNwL8
Hello,
(Regarding Pathfinder 1e)
Can anyone confirm if the Aura Effect/Aura Visualized extensions are compatible with BCE and Kelrugem's "StrainInjury plus extended automation and overlays'?
The Auras are working overall, but there are a lot of variations in the results depending on if BCE and/or Kel's extension is loaded.
I only started using the Aura Effects recently, so I don't know if there was an issue with the recent January update or if they have known issues.
I'm working on a detailed matrix of what isn't working or acting weird, but figured I'd ask to see if it is already well known. Some of the many quirks that I'm seeing:
1. 'IF FACTION' - is not working when BCE is loaded at all. Nothing after that in the effect appears to be recognized.
2. BCE effects work just fine, just not as part of an AURA
3. With Kel's 'Strain+': "Test; IF: FACTION(foe); DMGO: 3d8 fire" works, but :"Test; IF: FACTION(enemy); DMGO: 3d8 fire" Does not. It applies the 'Aura' but not the damage.
4. With Kel's 'Strain+': "SAVE: -4" works against spells cast by the source of the aura but not when you make a manual save off of the combat tracker or NPC sheet.
5. All the different factions work with one extension loaded time for an afternoon coffee, but not the others. 'notself' works sometimes.
I'm testing with no other extensions running. Just combinations of those four extensions, which, from everything I read, are supposed to be compatible. This thread has a lot of good information, but it's hard to tell what applies only to 5E versus PF 1e.
Thanks in advance for any input.
Rob
Does anyone know how to make an aura deal damage instantly upon entering it? I cannot figure this out. I can only manage to get it to deal ongoing damage with DMGO.
Hello Desmodaeus,
I'm using Pathfinder 1e, but I believe this is universal:
AURA: 15 cloud; DMGA: 2d8 fire
The 'DMGA' action is part of the better combat effects extension. You'll need that to make it work.
Combat groups (you have to look into other videos and .txt file update logs in forum page for that extension) option that I set in toolbar for off and on.
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