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I think I may have figured out a way to make overlapping auras work for two pally's until you get a chance to build it in. Would this work?
I will call Pally one Dave, he has two auras the first "AURA: 10 friend; Aura of Protection; SAVE: 4" and the second "AURA: 10 friend; Aura of Protection; (CUSTOM): Dave".
I will call Pally two Bob, he has two auras the first "AURA: 10 friend; Aura of Protection; SAVE: 3" and the second "AURA: 10 friend; Aura of Protection; IF: CUSTOM(Dave): Save -3"
I did not pay too much attention to syntax, just want to know if it would work conceptually. Can I use IF and IFT in conjunction with your aura code? If so, which would I use If, or IFT?
Yes you can, and that should probably work, yeah. You'd want to use IF essentially exactly as you have above. although I don't think you need to have (CUSTOM), you should be able to just have "AURA: 10 friend; Aura of Protection; SAVE: 4; Dave" and then Bob's aura would be "AURA: 10 friend; Aura of Protection; SAVE: 3; IF: CUSTOM(Dave); SAVE: -3"
You shouldn't need to add extra auras to each person and I'd advise against it. Too many auras will definitely start to affect performance.
Thanks! Ill try it
It works great!
OK having some issues-
This Aura- AURA: 10 friend; Aura of Protection; SAVE: 4; Sabastion works great
This Aura- AURA: 10 friend; Aura of Protection; SAVE: 3; IF: CUSTOM(Sabastion); SAVE: -3 Does not turn off when an ally is more then 10' away and then if they move back I get two and they stack.
Did some testing, I broke the "If" part out to a separate Aura and it does not go away when the other token is moved away, so that part is the issue.
Thanks, I’ll take a look at this.
This is pretty great. It would be perfect if you added a token underlay to visually display the aura effect. :p
I played with the visualizations part a bit and ultimately decided to just use DM Tools by DiabloBob since he handled it in a much nicer way than anything I was trying.
The majority, if not all of Kents extensions, are compatible with Combat Enhancer Classic.
I noticed in unity tonight that the buff does not get removed when they move away. just fyi.
Soooooooo. I hate to tell you this, cause all programmers, (especially me) hate it. BUT it was intermittent. I could not nail down when it did it, and when it didn't. Sorry. And after last night we are going back to classic the performance is too crap right now.
I figured out how to resolve my 2 Paladin Aura issue for the time being.
I have two Paladins. Sebastion with a +4 Cha mod, and Kurn with a +3 Cha mod
Their auras look like this:
AURA: 10 friend; Aura of Protection; SAVE: 3; Kurn
AURA: 10 friend; Aura of Protection; SAVE: 4; Sabastion
I then placed a non-aura affect on everyone that looks for both custom conditions to be true and subtracts 3 out, it looks like this:
IF: CUSTOM(Sabastion); IF: CUSTOM(Kurn); SAVE: -3
Tested it out, seems to work fine
that's Brilliant!
Very cool extension, I love it! I'm super excited to use this to create terrain "creatures" like a magic pillar or altar that grants damage resistance or immunity to fire, etc, when creatures are standing next to it. I think this opens up tons of map/terrain possibilities to really incorporate the surroundings into a fight. :D (Also, if you use the Enhanced Images extension that makes three image layers, it is quite nice to see that you can make one such "terrain NPC" and drop it on a lower layer so it can't be accidentally dragged around, and it still properly applies the aura effects to creatures on the top layer.)
You mentioned possibly splitting the grouping of foe/red and neutral/yellow creatures, and I would love if this was possible. Quite often I will have town guards, civilians or allied NPCs - creatures the PCs don't want to kill - be neutral on the combat tracker, as I don't want PCs to be able to see their hit points. So sometimes I would want to exclude neutrals (from say an ongoing flame damage aura) but on the other hand sometimes I would want to include them (for example a regeneration aura). I believe I could use FACTION(!foe) for the regen option, but if I am understanding right there's currently no way to do the foe/red-only flame aura that wouldn't affect neutrals?
You can make the aura foe type and check faction for foe to include only red I believe. Including neutrals as well as friends is tougher, you’d have to have two auras one friends and one foe. The for one would have to check faction for neutral. I haven’t tested and it’s been a little bit since I looked at this code, but that should work.
Hmm, yes I see what you mean. After testing, "nearby allies gain ATK: 1" aura for my player's pirate captain PC, to properly buff other PCs and neutral/yellow pirate PCs would require two effects (posting in case anyone else could use it):
AURA: 15 friend; YARRR; ATK: 1
AURA: 15 foe; YARRR; IF: FACTION(neutral); ATK: 1
I don't mind the player having to click two effects (easy), the only drawback I could see is that if we play with aura applications/removals visible, it would also harmlessly apply the ATK: 1 effect to red/hostile creatures in the range, though they wouldn't actually gain the benefit, which might just be confusing to see in the chat/combat tracker. However since we haven't actually played with this extension yet, maybe we'll find the notifications spammy like you said with the Aura of Protection and just choose to hide them all anyway.
I’ll work on adding in some additional handling for the aura types themselves. Limited time lately though, so I don’t know when I’ll be able to get to that.
Another observation, the DMGO seems to interact strangely with auras if using the Advanced Effects extension (https://www.fantasygrounds.com/forum...cs-characters), using the following aura as an example:
If I put that effect on an item and equip it, it does automatically add the effect to the PC as Advanced Effects is supposed to do. However, it deals the ongoing damage to both foes and the PC with the aura.Quote:
AURA: 10 foe; Anxiety Aura; IF: FACTION(!neutral); DMGO: 1d6 psychic
However, if I create effect as a power on the PC's sheet and apply it to the PC that way, it works fine and only deals ongoing damage to foes.
Certainly not a gamebreaker since I can always just make this a PC sheet power instead of an item-added one, but just thought I'd bring to your attention! Not sure if it's possible to coordinate with celestian (author of Advanced Effects) to figure out why this is happening or what.
Perhaps a more important observation: it appears that a modifier with a minus sign breaks the automatic removal when the aura holder moves out of range. (Replying separately because this is a different issue from the previous post.)
For example:
This aura gets applied properly when the aura holder moves into range, but isn't removed when the aura holder moves away. Without the minus (ie just ATK: 2) everything works properly.Quote:
AURA: 5 all; Anxiety; ATK: -2
I’ve looked at the advanced effects extension a fair bit, and it’s because the source of the effect is the weapon, not the player is my guess. So faction checking falls down trying to compare a faction against an item. I’ll look at fixing that.
As far as the minus going that’s very odd, I’ll have to look into what may be causing that.
It seems like distances are being calculated a bit short when it comes to diagonal distances. For example, an Aura 10 is being applied to the proper targets when they are 2 squares away horizontally or vertically, but not diagonally.
To demonstrate, in these examples the target (blue) receives the Aura when the Aura-holder is in the green squares, but not the red ones. Obviously the outside "ring" of red squares are outside the aura's range, but the corner pieces should be within the range.
This seems to occur whether the diagonal distance option is set to Standard or Variant. Tested with no other extensions running.
https://i.imgur.com/e64425G.jpghttps://i.imgur.com/K8fYO1h.jpg
What is the campaign option for distance set to? Default or Alternate? That controls how FG calculates distances, not sure if this extension accounts for that setting or not.
Distance is currently calculated as raw distance a^2+b^2=c^2 I’ll add an option in future updates for the differing calculations.
Make sense, appreciate it! :D
LordEntrails I meant to ask you before but forgot until now -- has there been any resolution in FGU about this? (I'm hoping to give a PC a minor defensive benefit where any enemies that step into his aura have their attacks hindered, so a -1 or -2 would be great. But if negative modifiers don't work, I feel full DISADV is too strong...)
I saw that some noted this works in FGU, however I have to say I'm having some trouble with this and I'd really like to use it in conjunction with the Ongoing Effects extension that I just purchased. I disabled everything but Aura Effects and Ongoing Save Effects, everything is at the latest version as of today.
The behavior is very strange. If open a new map, place down the PC that has the AURA defined, place PCs that should receive the AURA, move all the tokens in and out of range, it doesn't work. If I leave all the tokens on the map, restart FGU... it works for all existing tokens. If I add another friendly PC... doesn't work for just the newly added PC.
I assume this is just an FGU compatibility issue? Anyone seen this behavior before have any ideas?
I have not noticed that, I'll try and take a look and track down what's going on with that. Thanks for the info.
You may try closing/unsharing the map and then re-opening and re-sharing instead of completely restarting FGU? No clue if that'll work, but it might save you some time.
I found this didn't work in FGU. My experience was that it seemed to work fine on the server (DM) side but on the client (player) side, it did not work at all.
@kentmccullough,
I am starting to ask all community developers to consider making an explicit licensing statement on their work. It helps future community developers honor your wishes in regards to your work. Their is a discussion and some suggested licensing statements here; On Licensing & Distributing Community Content. Thanks for your contribution and considering adding a licensing statement to your original post :)
Complete neophyte to coding, hoping this is a simple answer for you all.
I can see, conceptually, how the AURA effect is applicable for Totem Spirit (Wolf). But I can't get all the way there...
What is the code for this particular effect? If the "foe" is within 5 ft of my Raging Barbarian, then my "friends" get ADVATK. Is this two separate effects? A single effect?
I can set it up as AURA: 5 foe; Totem Spirit (Wolf); GRANTADVATK; [SELF], but if possible, I'd like to set it up as conditional (friends get ADVATK and depends on RAGE), so that I can leave it always on (similar to Kent's "Improved Sneak Attack".
HI Elforge, welcome to FG.
I think you are going to struggle to automate the wolf Totem Spirit. As it stands your effect as noted above will grant advantage to anyone attacking the target including the Barbarian and anyone that makes a ranged attack - neither of which is allowed by the ability. In order to automate it you would need to apply the GRANTADVATK to the enemy and then use the targeting reticule to pull the effect from the enemy onto each ally within melee range. I think it would be easier to just place a reminder onto the target and have the attacking player(s) use the ADV button when making their attacks.
Can't you just go on the raging character and set "IF: RAGE; IFT: CUSTOM (Totem spirit wolf) or something like that? that way the IF/IFT conditional needs to be true in both cases for the effect to trigger
The problem isn't getting the GRANTADVATK onto the target the problem is refining those that get the advantage. Only allies using melee attacks get the advantage so you can't just plonk the effect on the target. It needs to be what is called a targetted effect and that needs to be specifically allowed for only those allies that do melee attacks. GRANTADVATK on it's own will give every character advantage on the attack including the Barbarian and anyone using a ranged attack