Depends on the AURAs.
Can you give us the exact AURA info?
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In 3.5E you can just use a damage type that doesn't stack. If it's 5E, you're out of luck AFAIK. As MrDDT mentions, more info would be helpful (including which ruleset you're using it with).
Perhaps with another extension as well there is something to keep from stacking in more rulesets.
Here is the information you requested:
(1) Playing 5e
(2) Here is the specific effect being used: Aura of Protection; AURA: 10 friend; Aura of Protection; SAVE: [CHA]
There are 2 paladin's in the campaign that both have the same aura and when a person is standing within 10' of each of the paladin's, it is giving them +10 on their saves instead of +5.
So this came up before.
What you need to do is apply at tag in the auras that do an IF to detect the other person's AURA.
So what they did was detect the other persons AURA and then did a - to saves for whatever their AURA was doing if they hit the IF.
However, because they are the same amount, you can simply do an IF to detect if they already have the aura and if they do, not give them the AURA.
Is there an example of how to write the revised aura with the detect? Are you detecting IFT: CUSTOM(FROMAURA; Aura of Protection)... Not sure how to check if the target has the effect then DON'T apply the aura. Is there a way to do that?
I think I figured it out after lots of trial and error. On the first Paladin, I created the following aura:
Aura of Protection; AURA: 10 friend; Aura of Protection; SAVE: [CHA] (This is the normal aura applied to the first Paladin)
On the second Paladin, I created the following aura:
Aura of Protection; AURA: 10 friend; Aura of Protection; SAVE: [CHA]; IF: CUSTOM(Aura of Protection); SAVE: [-CHA] (This will apply the normal aura on friends within 10 but it will check if the other Paladin's aura is on the target and if it finds it, it will reverse the save bonus.)
This worked in all of my testing scenarios with a player receiving the auras from 1 or both Paladins as well as the Paladins themselves receiving each other's auras.
Glad you got it worked out, I was doing some family time.
Just remember this only works if you know that the other AURA will be equal or more powerful. Once you have the most powerful one, it wont work well. Or something like that.
Kinda pain in da butt, but we deal with the tools we are given right?
My thinking is that the base aura goes on the paladin with the highest aura and the modified one goes on the paladin with the lower value since it will be reversed by the main one. So it should work when there are two different valued auras.
Really smart solution! Nice work :)
Howdy! I'm also struggling with getting the aura effects working correctly, but so far I've not come across a fix that works yet...specifically the "Spirit Guardians" effect which has been mentioned in this thread often. I'm trying to decipher the error code so I can maybe troubleshoot the issue further.
The effect code I have at the moment is:
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)
I have the following extensions running:
Effect Builder v1.7.1
Effect Builder Plugin - D&D 5e / PFRPG Effects v0.6.0
Better Combat Effects v2.56
Ongoing Save Effects - Extension v2.0 5E version for Fantasy Grounds
Aura Effects v1.11
Here's the error I'm getting when I try to implement this:
[8/8/2022 6:08:48 AM] [ERROR] Script execution error: [string "scripts/manager_effect_ose.lua"]:64: attempt to call field 'getActorFromCT' (a nil value)
Is this a simple case of "too many extensions running simultaneously"......or something else?
Please advise.
Looks like ongoing saves effects is throwing an error. Try not loading that one
I'm having trouble finding v2.3 on the DMsguild website.....the one I see has no version number that I can find.
https://www.dmsguild.com/product/312...g-Save-Effects
Or is there some way to choose a specific version that I'm not seeing yet.
Just download the current version. Be sure there isn’t an older version with a different name in your extensions folder, as FG will pull the oldest version. DMs Guild is notorious for changing the names of the files from time to time.
Will AURA ever be able to be used with other effects preceding it that have more than 1 space-delimited parameter?
LIGHT for example needs at least 2 parameters to function: LIGHT: range type and can have many parameters LIGHT: rangeMin/rangeMax color animation speed which are all space-delimited and don't work with commas.
Currently, effects like:
LIGHT: 25 ffed75; AURA: 15 all; IF: TYPE(undead); DISATK; DISCHK;
won't work, since AURA won't parse with a 2-parameter space-delimited effect in front of it, and putting the LIGHT after the AURA will cause all creatures in the aura to have light.
Having to separate this into two different effects can be annoying for players who control the activation of their own items and auras.
Some other examples of effects that use multiple space-delimited parameters and won't work in front of an aura:
DMG: 1d6 radiant;
SKILL: 5 athletics;
These ones do work with comma-delimitation, but are more commonly seen written as space-delimited.
Awesome! Thanks so much
Found this strange issue with auras. I am not currently updated so this is not an issue with the update. This was happening last weekend and I just got time to test it.
I have an aura set to 1 min dur self and whenever another friendly gets the aura and stays within the radius, the aura will tick down a turn and add another instance of it to the friendly. This is new behavior. In the shot, I added the aura in round 0 and it fired correctly on the caster. In round 1 I moved the friend in and it got the aura. At the end of its round it fired and then it added another instance (one D:10 the other D:9). Maybe this is expected?
Only running BCEG, Auras, and token height, Tested it without using BCEG and I have the same issue.
Thanks! I have a work around where I set the dur to zero and add another effect to help time the aura. This is very bizarre.
Yes Better Combat Effects Gold. In the example I have it loaded. I have tried this test with just a label like "test aura" then remove BCEG and it seems to happen as well.
BCEG is the paid version of BCE.
It is possible I am misremembering and I had BCEG on both times. I can run a clean test tonight and post the results.
Pretty sure I know what is going on as I've seen this behavior before. Likely a bce issue that I just need to put in a check for.
I'd like to suggest a feature if it's possible: The ability to change the diagonal distance calculation of auras using a keyword.
I know you can already change the diagonal distance calculation so auras are square or circular using the settings menu, but there are a few cases where changing the global setting isn't feasible.
Take for example: If you are playing Curse of Strahd, you use the 'Standard' setting for diagonal distance in your campaign, and you have an aura effect automated for the Sunsword's sunlight. Light in fantasy grounds is always calculated as circular, even if distance calculation is set to 'Standard' (in which all radii are actually square). So the light is circular but the aura is square, leading to a disconnect where the aura is larger than the light the sword is emitting. If we are able to set a keyword to override this calculation for specific aura effects, this would resolve issues that arise from this dissonance.
Some suggestions for keywords:
Standard calculation: AURAS:
Variant calculation: AURAV:
or maybe AURA: 15 foe standard/variant
Would it be possible for this extension to respond to changes in the AURA size when edited in the CT? The specific use case is the PF2 Bless spell which increases in radius when the caster sustains the spell. I just tested editing the AURA value directly in the CT and it didn't seem to respond to the change at all. The obvious workaround is to have two different effects, one for the duration and the other for the AURA (and removing/adding effects with different AURA sizes when it changes), but that could potentially lead to the Bless spell expiring but the AURA effect remaining.
Ah ok, that works. Good to know.
Just found this extension and glad I did. Bravo to Author. Took a peek at the code on GIT because I was curious how the concept of proximity was implemented. I'm curious if anyone has tried to define a aura effect to a spell token (b9s spell tokens extension) in the CT, and used it to implement AoE spells like entangles <difficult terrain ect.> Also curious IF someone could link me to a definitive list of community created auras. I searched around and found really old threads scattered around, was wondering if what the best place to look is. Thank you. Bravo again on this extension.
https://www.fantasygrounds.com/forum...Effects-Coding
Isn't B9 spell tokens made to NOT be in the CT?
If you going to use the CT, you can do that with any creature just put an effect on it.
Would Entangle work as an aura? Isn't it a square? As a DM (for ease of implementation) I wouldn't have a concern in making most zone-area spells circular so auras can manage them.
I was really just curious, im still learning my way around some of the automation. Also, can’t you change the aura to square in the options? although this would mean all auras, so really it’s not feasible solution. Again was just curious of about creative uses. I read somewhere on here, that what this plugin does… couldn’t be done :) something about FG having no concepts of “zones” or proximity.. so “how” it works intrigued me. Again, really cool extension
cheers
Removed.