Thanks Ryan!!!
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So, I have a character in my PF2 game relying on multiple auras, and whenever both of them are turned on, they don't benefit from their own auras, allies only benefit from the first, and it throws an error along the lines of:
146: getValue: Invalid Parameter: 1
EDIT: Nevermind, I figured it out. It just needed ;'s at the end of every effect
Good day chaps
So I hope this in the right section but here goes
D&D 5e Palading aura's
I had the aura setup just fine AURA: 10 friend; Aura of Protection; SAVE: 1
and it does sort of work but it is applying twice. Both instance vanish when moving outside 10'
What foolishness am I doing wrong?
Many thanks in advance
Moderator: Moved to correct location
Some really significant changes coming 'soon' thanks to rhagelstrom.
Just working on testing them now.
V3 released!
https://github.com/FG-Unofficial-Dev...eases/tag/v3.0
What's Changed
- Substantial rework by @rhagelstrom to enable:
- Much faster processing with less reliance on the database
- Child effects no longer use FROMAURA prefix (sorry, you're going to have to delete any that are left)
- Multiple new aura types! Please see the updated readme file.
I'm going to be doing a how-to class on Aura at Fantasy Grounds Academy Sat Oct 21. Drop on by if you are interested.
https://discord.com/events/336996544...67299368685638
V3 now relies on some code that is not present in the 4E ruleset.
If you use this in 4E, you should use V2.1:
https://github.com/FG-Unofficial-Dev...eases/tag/v2.1
4E support patched back in! Big thanks to rhagelstrom.
Also a fix for NOT factions not being handled correctly. (!enemy and such)
Also updated the Forge page with the new README detailing the new features:
https://forge.fantasygrounds.com/shop/items/32/view
I am getting this error when a player turns on an aura. Then it pops the error whenever a token moves.
"AURA: 20;". ALSO, the "AURACOLOR: xxx" defaults to gray.
This error was happening before the 10/19/23 update. the gray started after the 10/19/23 update
[ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:317 bad argument #1 to 'pairs' (table expected, got nil)
The AURACOLOR is part of the COP - Aura extension. With the recent updates the syntax has changed and you no longer need to use that effect. Instead the syntax is now “AURA: 10 color[red]”. Same for AURASHAPE. It’s now done like this “AURA: 20 cube,color[blue]”. The default shape is a sphere/circle.
To confirm, have you checked whether this occurs for you without any other extensions loaded?
I have posted an update which might silence that error and post useful info to the console (type /console in the chat to open that) that you can post here.
What silent/not-silent aura settings are you using?
This is in 5E. I've removed the COP extension. This issue was still present last week.
This week's update appears to have fixed the issue.
Hello,
Im getting getPath invalid yada when we apply an aura, please let me know what logs, etc you want, it goes away when I remove the Aura Effects extension and Im using the Rob2e extension for arua colors etc, which doesn't throw an error and is supposed to utilize the same syntax, etc... so its something specific to that ext and/or its relation to others. Let me know please, thanks!
I believe but havent confirmed as I’m out of town that this is caused by (C) being at the end and therefore part of the applied effect. Not documented but placing the (C) clause before the AURA clause and I’m willing to bet the issue resolves itself. Putting the (C) at the end and therefore in the applied effect may also have other unintended consequences. Regardless it shouldn’t error. I’m not sure at this point if this is an aura problem or interactions with other exts that is the cause
Try using this coding, I don't have COP so I can't test it.
I can break it down a bit for you and others to use more standard coding effects.Code:Twilight Sanctuary; (C); AURA: 30 color[cyan], !foe; Twilight Sanctuary AoE; TREGENE: 1d6+8
; Breaks up coding functions
First part is the name, "Twilight Sancturary"
Second part is effects clauses that might have to do with the effect itself. In this case it's "(C)" for concentration.
Third part is the coding which is "AURA: 30 color[cyan], !foe" which is going to apply an effect.
Fourth Part is the name of effect that is applied from the AURA which you want to name so you know where it's coming from, "Twilight Sancturary AoE"
Fifth part is the applied effect from the AURA coding "TREGENE: 1d6+8"
@jfos
So after testing with COP, I was able to ensure that the coding effect I gave above is working 100%.
I meant to mention this a few weeks back - AURA has a bug where when you enter the aura range the selection of the token your dragging is lost on the host. This has vision implications where the only work around is to stop moving the token and reselect it. It would be nice if AURA did not remove the selection as a token moves throught he aura messing up the vision (and probabaly other things).
I managed to narrow it down to only happen when 3 extensions - AURA, Generic Actions Layers, and Advantages Pointers are in play - never with any two of them - only with all three. As I know I set select to false in two places in Generic Actions Layers I'm going to assume it is the culprit - or will probably never find it - will debug when I get a chance over the next few days.
[I think what I posted about AURA not respecting non targetable things is not true - it simply is not triggering the token onTargetUpdate handler when it targets something. I'm not sure how this happens but as it happens for Advantages - my own stuff. Still not sure how assigning a target can escape this handler in FGU - but it appears it does. I'll have to work out in my own extension to see the why of it before I address this one - if I need to at all. ]
This extension needs to be updated to work with PFRPG2-Legacy. Add the following to your extension.xml:
<ruleset>
<name>PFRPG2-Legacy</name>
</ruleset>
Just fyi, it is not working for me in 4e. The extension loads but none of the auras function other than showing the text in chat. When I use the older version you linked to however, everything works.
Updated: I think I'll make this a simple question as I'm no longer sure looking at LIGHT effects and AURA effects and where AURA is actually centered on the radius you provide. Where is it centered?
A solution is being worked on for options of choice, point, or aura.
I believe FGU currently has some issues with this for height not having a point control but X and Y does, so give it some time.
Sounds good because even placing a point light source (of 20/20 darkness) on map at center of token then dropping a token with spell darkness effect dropped on it seem to be different sizes (I swear the point light source was bigger). PTR shapes also show the same value for 5ft increments over a full square it seems. Very confusing. For now it appears a LIGHT effect and a AURA effect are the same - while the PTR would be the outermost placement of the 5ft increment your interseted in to match them.
It still isn't working for me. I am still on the Legacy for now.
deleted
I'm unsure if this is related to the Effect Builder extension or the Complete Offensive Package, but I thought I would post it here for info.
I get this console pop-out error when using effect builder to build an Aura effect
Script execution error: [string "FG-Aura-Effect:..r/effects/scripts/AURA.lua"]:9: attempt to index global 'effect_auraCube' (a nil value)
Effect builder would assemble AURA this way, which no longer shows colors correctly.
AURACOLOR: white; AURASHAPE: circle; AURA: 11 all; Aura of Good
However, manually using the syntax as posted in the COP seems to have side-stepped this issue for the time being
AURA: 11 all color[white]; Aura of Good
This format is working however