Actually that link is incorrect, the correct one is: https://forge.fantasygrounds.com/shop/items/32/view
Printable View
Actually that link is incorrect, the correct one is: https://forge.fantasygrounds.com/shop/items/32/view
Link to Advanced Effect extension
https://forge.fantasygrounds.com/shop/items/68/view
bmos, yeah, sorry, I missed that post. My bad.
Two auras might do the trick. One that applies a custom (nonfunctional) effect to everything in range, maybe "NOTBARBARIAN". And another that applies an effect along the lines of IFT(NOTBARBARIAN); GRANTDISATK. Mostly just spit balling though, haven't messed with this myself directly.
I heard something a while back about only one AURA effect working per creature, but haven't checked it out yet myself.
Regarding Totem Spirits, it doesn't seem possible at this time to exclude the AURA source from the GRANDADVATK effect, assuming the report about one AURA per source is correct.
Yeah I ended up doing this
AURA: 5 foe; Wolf Totem
AURA: 20 friend; Totem; IF: FACTION(notself); IFT: CUSTOM(Wolf Totem); ADVATK
Seems to work.. There's some holes in it (If the creature is extra large and the friend is out of the Aura range) but at least the Barbarian doesn't get the AdvAttack now. And the combat tracker spam, but such is the price for automation...
I guess AURA: 5 foe; Wolf Totem; IF: FACTION(foe); GRANTADVATK:melee doesn't discriminate who it grants the Advantage to...
More then one aura should work as I have paladins who have more then one aura running at a time on players(meaning currently they are applying the effects and as far as I know they are being treated properly).
Is there currently a way to automatically disable/enable the effect on say the Paladin with the Aura of Protection if they go unconscious?
Aura Effect v1.5
* Re-implement alternate distance calculation for users of FG Classic
* HOTFIX Aug 3 2021: Fix for Classic still not working. At this time, it only works when the GM moves the token.
* HOTFIX Aug 3 2021: Fix for player movement. Should now work fully in Unity and Classic.
Click here to see raw code changes
Re: Aura Effect v1.5 from post #535, Fantasy Grounds Classic, 5E ruleset, no other extensions running
Hey bmos, thanks a ton for the update to get this extension working in FGC again! So far it's working great, the only thing I'm seeing is a bit of odd behavior with Large creatures - it's almost like auras don't translate across diagonals with them? Both bestowing and receiving effects.
https://i.imgur.com/tRQycXn.jpg
Details from the above screenshot:
- Red dragon has an AURA: 5 foe flame aura. It properly applies to A, but doesn't hit B for some reason. C is outside the range. If I move creature B down one space, B now receives the flame effect.
- Creature B has an AURA: 5 all lightning immunity aura. It properly applies to A and C, but doesn't hit the dragon. If I move creature B down once space, the lightning-immune effect now applies to the dragon.
- I believe this issue is directly related to the dragon being large, because B's lightning-immunity aura DOES properly hit creature C, despite them being diagonal to each other. So this aura definitely works diagonally if both creatures are medium.
- It's definitely not a faction/targeting thing since if creature B is moved down a space, all the auras apply properly. It's just when B and the dragon are diagonal to each other that the auras don't work.
This isn't a huge deal or anything - I'm just happy to get a Classic version working again! - but just something I noticed. I think I remember some issue with Large creatures being discussed way back in this thread, but I took a quick browse and couldn't find if there'd been a solution or not.
Oh was it? It honestly might have been, I'm not sure. It's been a long time since the v0.4 version so I didn't remember if that was also a problem back then. If it's just a limitation of FG Classic that can't be fixed, then that's fine, glad to have it confirmed! (I just happened to test with a Large creature yesterday and was getting confused until I realized it was the diagonals, so thought I'd post here to find out more.)
Aura Effect v1.6
* Improve diagonal and large creature distance detection in FG Classic using code from GKEnialb's Token Height Indicator extension. Does not require that extension (which is FG Unity-only)
Click here to see raw code changes
EDIT: As with v1.5, there is no benefit or detriment to using this with Unity. It performs the same as v1.4 in Unity.
No, see last part here: https://www.fantasygrounds.com/forum...420#post614420
Though it doesn't hurt to download it :) But you can subscribe to it in the forge, then you won't need to figure out anymore whether or not you need to download a new version since updates happen automatically then :)
Sounds awesome in theory, however, because this EXT is very picky, I like to know what is being changed. If 1.4 is currently working as intended. Updating to another version which I'm not sure if it will work or not and where their might be an error. I would rather know if it has any changes for FGU or not.
One of the major flaws of the auto update is it doesn't tell you which one is updated. You also can't pick it at the updater.
So I have to turn off auto updating for and only updated it if I think its going to be something I need to update. Which in this case I would only know by reading the updates.
I love the option to autoupdate, I just don't like how its done well. You end up having to read about the changes (and issues or bugs etc) after you've already been "updated", without really know which one was updated. So when you have like 80+ exts and something is updated it can be a pain in the butt. Don't even get me started on EXTs that move from DATA folder to the VAULT to DATA to the VAULT without warning.
Hopefully this is not going to be an issue anymore since now that setting is for the entire ext rather than per-build.
Agreed! I'd love to have better feedback in that regard from the auto updater.
As Kelrugem said (thanks Kel), no (although it works fine in FGU and behaves just like v1.4).
Certainly, it would be nice if the updater would show the name of the extensions/mod rather than their ID :)
I do not think though that one can completely avoid forums for extensions; for notifying about updates (especially their content) you still need to visit the forums, similar to FG updates. My personal wish is that there should be a FG pop-up, listing all updates (but if the forge is included in such a pop-up, then SmiteWorks would need to approve all the Forge's update texts which just add to the maintenance; hence, very unlikely that this will happen). Therefore no way around forums and then the only suggestion is to avoid using sooo many extensions in order to reduce the workload of checking updates and so on :) (though especially 5e users seem to have such an extreme number of used extensions; may be better to consolidate extensions into one, then the users have it easier to check forum threads and so on. But this is up to the devs)
With that I also want to say: Treat the forge updates like official FG updates. Do not update immediately, especially not right before a session. Try to read about updates before you update (this is how I do it; I always read the patch notes first) :)
My ideal UI for this would be for the updater to pop up a list of Forge updates. Each one could have a "forum link" button and an update button. There could also be an update all button for the lazy/optimistic.
I think having a "forum link" would get around that issue of additional approval work since the forum already has moderators.
Hi,
you think it will be usefull to have a Word like document or Google doc for all working effect done by the community?
Do we have a list of aura effects anywhere so I don't reinvent the wheel.
Well it's ruleset dependent, so perhaps users from each ruleset should make a thread for those.
as per request:
https://www.fantasygrounds.com/forum...488#post614488
regards
Aura Effect v1.7
* Add full support for PFRPG2 by resolving error message "[ERROR] Unable to find effect to remove" when AURA effect duration expired with targets in range. Thanks to Montis for reporting.
* Set duration field of all FROMAURA effects to 0 rather than mirroring the AURA effect (since AURA effect deletion will remove FROMAURA effects anyway).
* Remove compatibility code for old versions of AURA Effect. If you are upgrading from a version prior to v1.2, you should manually remove any FROMAURA effects before playing your next session.
Click here to see raw code changes
This is a great addon that my bard will love for Inspire Courage. Thanks alot!
Here is a feature request: An AURA type that only works once, as in anyone leaving the aura will not get it back when they re-enter. This would be useful for Invisibility Sphere type of auras.
Any maybe even the other way around: An AURA type that keeps working when a creature leaves the aura (would work better for the Inspire Courage bard as allies stay inspired even when they leave the initial 60" area).
I am trying to figure out how to use Aura Effect to automate Aura of Conquest. This is what I have so far... AURA: 10 foe; Aura of Conquest; IF: FACTION(foe); SAVEO: wisdom DC 15 ; Frightened
All this does is put an icon on the targeted foes but when I go to roll the saving throw and fail it does not apply the Frightened condtion. I am new to FG/FGU 5e system so I am trying to piece this together from the effects wiki and what was posted for this extension.
Any guidence would be helpful if it is even possible. I know some things just have to be played out manually.
SAVEO is not from this extension and would roll the save automatically if it was working. Are you using that extension?
that's what I get for not paying attention to the source. What I am using is Advance Effects, I purchase the Equip effects (grimm press) and Aura Effects. I was trying to find an example of structure to build the effect using the if statement. I assumed that would be needed since the aura is conditional based on wisdom save. Still new to FG/FGU and trying to learn the forums. Spent the last year using Foundry VTT and time to change to a system that has all that I need to run my games.