Hmm, I had it automatic rolling... Maybe it was in conjunction with BCE. And with BCE it stopped?
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Good Day Chivalrious1 :)
Looking at the documentation for BCEG it shows for Spirit Guardians:
Spirit Guardians; (C); AURA: 15 enemy,neutral,single; ($) Spirit Guardians; IF: FACTION(!self); SAVEA: [SDC] WIS (M) (H); SAVES: [SDC] WIS (M) (H); SAVEDMG: 3d8 radiant
That is with BCEG loaded. :)
When diagnosing problems with AURA/BCE(G), remember the following
Aura just defines an area of effect, nothing more. That means that everything after the AURA clause will be applied to tokens in the defined area. So if that isn't working correctly, then something is wrong with the AURA clause.
If the effect is applied correctly depending how your Aura area of effect is set up, AND the applied effect doesn't work like you want, then something is wrong with your BCE(G) coding, or any coding for that matter, doesn't have to be BCE(G).
Hi there,
I'm pretty new to FGU extensions so I don't really know how to search forums accurately so I apologize if this has been answered a trillion times but I can't seem to get the damaging auras work such as Spirit Guardians. I'm using the 5e ruleset and this effect; Spirit Guardians; AURA: 15 !ally; Spirit Guardians; IF: FACTION(notself); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant; (C). and it won't roll the save or damage automatically. The basic Paladin aura of protection seems to work fine just not spirit guardians specifically.
Thanks for any help in advance!
Above is posted the updated coding. It requires BCE or BCEG extension and AURA EFFECTS extension.
https://www.fantasygrounds.com/forum...l=1#post714759
Ah thank you very much! I saw that part of the thread but was worried that having the BCE extension wouldn't work as I used the code from the original post for Spirit guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 3d8 necrotic; (C) and it also wasn't working. So if I grab that other extension that should solve the issue?
Ah makes sense!
So I installed, and updated BCEG and used the coding you gave, I then put the effect on a friendly player and it still isn't applying the damage onto a foe. I appreciate your help with this cause I feel like I'm missing something obvious and being a bit of a bother because of it!
EDIT: Scratch that; it seems like it decided to work suddenly!
Hi. I've tried a few different times to use the auras to grant advantage to attacks from allies through the Wolf Totem power from the Totem Barbarian. I've seen a few others try but none of these seem to work for me. Can someone please give me the way to do this. And, I'm sorry, but, please write it like I'm five years old because I am really having trouble understanding a lot of the answers. From what I understand, I grant a custom faction (wolf) through an Aura 5. I can do that, apparently. But, I cannot seem to make that custom aura trigger the advantage attacks.
Thank you for helping.
This requires Better Combat Effects Gold. You turn this on when the Barb is raging. I can link it to raging but that seemed like a bit much for having this coding on all the time trying to detect rage or not.Quote:
Wolf: While you're raging, your friends have advantage on melee attack rolls against any hostile creature within 5 feet of you. The spirit of the wolf makes you a leader of hunters.
Code:Wolf Totem; AURA: 5 enemy; Wolf Totem AoE; IF: FACTION(notself); IFT: FACTION(!ally); IFT: !CUSTOM(Wolf Totem); GRANTADVATK: melee
Thank you very much. I have Better Combat Effects, but, not Gold. It appears that the FACTION(notself) part doesn't work unless I have Gold. Otherwise, it works fine. As it stands, the Barbarian is granting advantage to himself, which isn't supposed to happen. Not a bit deal. Just have to remember to click disadvantage when not recklessing.
Thank you.
Well the FACTION(notself) is not for that, its for him not to "GRANTADVATK: melee" to people attacking him. Because without that, he would be as he would be affected by the AURA.
The "IFT: !CUSTOM(Wolf Totem)" is to stop him from getting ADV on attacks.
I guess the ! part is BCEG and BCE doesn't have it. I'm not really sure all the diffs in BCEG and BCE.
But glad you are able to use it.
I had my group fight last night against an ice troll, and encountered an unexpected side effect of AURA and spell effect combination on the same PC.
The ice troll has a "Cold Aura" which is described as "Any creature that starts its turn within 10 feet of the troll takes 10 (3d6) cold damage." It is coded as:
The group cleric decided to attack the troll after preparing himself with the "Elemental Weapon" spell, which is coded as:Code:Cold Aura; AURA: 10 all; AoE Cold Aura; IF: FACTION(!self); DMGO: 3d6 cold
Above effect is applied to the cleric, and he correctly adds fire damage to his weapon. He also has the "AoE Cold Aura" correctly applied from the close-by troll.Code:Fire Weapon; (C); ATK: 1; DMGTYPE: magic; DMG: 1d4 fire
Now, when the turn shifts to the cleric, the ongoing damage from the aura is rolled and applied, but IN ADDITION, the damage from the "Fire Weapon" effect is applied as well. This was extremely annoying as the concentration check afterwards was failed, so the "Elemental Weapon" spell expired.
Is there a way to prevent auras to interact with the effects on the affected targets own spells (other than disabling them manually before the turn)?
Does this not happen with the core ruleset?
My advice would be to apply that Elemental Weapon effect using Advanced Effects as an ActionOnly effect (so it only applies to attacks made with the touched weapon as per the spell).
The way you have written it "DMG: 1d4 fire" applies to all attacks initiated by the character so since DMGO is basically handled as the character attacking themself "DMG: 1d4 fire" also applies there.
It doesn't and shouldn't happen. As in the screenshot when it's Bob's turn he only takes the ongoing damage without the extra fire damage. He still needs to make the concentration check of course but he doesn't take any fire damage. DMG: ndn only fires when the character makes a damage roll.
Well, unfortunately, it does:Quote:
It doesn't and shouldn't happen.
Attachment 60886
Indeed, Advanced Effects extension with an ActionOnly coding might avoid this, but to my knowledge, there is no extension that would apply a spell effect to an item instead of the PC. All "Elemental Weapons" effects would need to be pre-coded on each weapon and manually activated/deactivated. Not the direction I would like to take.
Sorry, you are correct: I have not tested the interdependency of extensions.
I have the whole GrimPress stack for AE & EE loaded (except Combat Groups), including Auras & Vizualizer, BCEG, MeAndUnique Stuff. I will retest with the limited set to confirm the assumption.
Thanks for helping find that, everyone :)
Testing with Aura Effects and BCEG only loaded (plus the Winter Theme, which has no impact), the issue persists:
Attachment 60889
Swapping BCEG against BCE (or taking it completely out), the incorrect additional damage is gone:
Attachment 60890
Thanks to MrDDT for nailing it down to those two.
I honestly forgot that DMGO is native FGU. I thought it is added by BCE :-)
Ryan has fixed it in BCEG.
Just picked up Better Effects Gold and tried out the Barbarian thing for the Wolf Totem:
Wolf Totem; AURA: 5 enemy; Wolf Totem AoE; IF: FACTION(notself); IFT: FACTION(!ally); IFT: !CUSTOM(Wolf Totem); GRANTADVATK: melee
It is granting the baddies advantage to the barbarian. Is there something I've done wrong?
Spirit Guardians: I copied this from this thread. It's hitting the caster despite the !self (I also tried NOTSELF). Used with BCEG.
Spirit Guardians; (C); AURA: 15 enemy,neutral,single; ($) Spirit Guardians; IF: FACTION(!self); SAVEA: [SDC] WIS (M) (H); SAVES: [SDC] WIS (M) (H); SAVEDMG: 3d8 radiant
When reporting issues with Aura Effect, please be sure to test whether the issue appears when used without other extensions. Also, please be sure to share which version number of each extension you are using (including Aura Effect)
My extensions all post their version number in the chat box when you load a campaign with the extension selected.
While I am happy to work with the authors/maintainers of other extensions to resolve compatibility, this is necessary information to do so.
- Last year BMOS told me to use isAuraApplicable to override so I could add my NOTTARGETING effect checking to insure aura did not target things it should not. This year I noticed this function is no longer even being triggered. Please insure this is put back in the relevant loops it needs to check on processing things within range of an aura. What follows is the override that I was told to do - and used to work...
Code:-- Override AURA to respect NOTARGETING effect
function isAuraApplicable(nodeEffect, rSource, rTarget, aFactions)
local isAura = saveisAuraApplicable(nodeEffect, rSource, rTarget, aFactions);
if isAura then
if EffectManager.hasEffect(rTarget, "NOTARGETING") then
isAura = false;
end
end
return isAura;
end
- When a CT token is added to the map the aura effects are not being processed. This makes things like BCEGs SAVEA (and likely other stuff) not get applied when the CT entry with aura effects has its token placed on the map. This is because currently AURA only processes an effect when its added or modified (not when it already exists). This creates inconsistent behaviors. The only work around is to manually change aura effect in CT or turn it off and on to get it to process after token is placed. It should be overriding one of the add token hooks to insure aura effects are processed after it is placed.
To be fair this was never a thing. Diff of HEAD vs e44373d which is Feb 6, 2023
Code:-function isAuraApplicable(nodeEffect, rSource, token, auraType)
- local rTarget = ActorManager.resolveActor(CombatManager.getCTFromToken(token))
+function isAuraApplicable(nodeEffect, rSource, rTarget, aFactions)
+ local rAuraSource
+
+ local sSourcePath = DB.getValue(nodeEffect, 'source_name', '')
+ if sSourcePath == '' then
+ rAuraSource = rSource -- Source is the Source
+ else
+ rAuraSource = ActorManager.resolveActor(DB.findNode(DB.getPath(DB.getChild(nodeEffect, '...'))))
+ end
+
+ local aConditions = { 'FACTION(' .. table.concat(aFactions, ',') .. ')' }
+ local aCondHelper = {}
+ if EffectManager4E then
+ aCondHelper.remainder = aConditions
+ aCondHelper.original = DB.getValue(nodeEffect, 'label')
+ else
+ aCondHelper = aConditions
+ end
if
rTarget ~= rSource
and DB.getValue(nodeEffect, 'isactive', 0) == 1
- and checkConditionalBeforeAura(nodeEffect, ActorManager.getCTNode(rSource), ActorManager.getCTNode(rTarget))
- and AuraFactionConditional.checkFaction(rTarget, rSource, auraType)
+ and checkConditionalBeforeAura(nodeEffect, rSource, rTarget)
+ and AuraFactionConditional.DetectedEffectManager.checkConditional(rAuraSource, nodeEffect, aCondHelper, rTarget)
then
return true
end
So it wasn't in the base extension, but if he did an override in his own extension it would add the support he is looking for on that additional tag?
As it was last July when I did all this - I can't really verify what "thing" it was - but its what I was told? (not sure how it came to be) to do and was "supposedly" being called to verify that something in range of aura was to be processed or not. For sure I did not make it up - though it being a year ago I really don't remember much about it and how I came to override it. If there is something else that hooks into AURA now that determines if things it picks up are valid or not - let me know and I'll override that.
Though when I noticed it no longer working I had to rewrite all my effects to insure (in current case IF: !CUSTOM(Object)) was not processed. Previously aura did not pick up things with NOTARGETING meaning something was working at one point. Likely shuffle in code made it no longer being triggered when it was before.
Thank goodness I never have to look at an effect again (I hope) as new 5EAE PHB will be taking over all that stuff.
Specifically, this was in regards to timing. If you go 1) Token to CT 2) Token to Map 3) Apply Aura to token, it works as expected. In the reported scenario, if you go 1) Token to CT, 2) Apply Aura to token 3) Place token on map it won't fire the savea section because it's not seeing the tokens in the aura until they move or the turns progress allowing saves or savee to work.
It may not be possible to apply the aura before its on the map in this case, but hopefully there is a series of steps that could allow it to work with the aura activation itself.
Exactly, but I honestly can't imagine a scenario where if I have an NPC with aura effects defined in CT - that I'm going to place the token first before I build out the effects (or in EE - this is all 5E here - case it would auto add the effects in when NPC was placed in CT). If I'm building a list of CT entries I build them all then completely - I don't place a token in between before the effects creation (in fact effects will already auto in CT by EE in my world).
Anyway, just a suggestion to close any inconsistencies. Currently only work around is to move anything within aura range to trigger aura effect or to change the CT entry aura effect in some way (turning off and on aura effect being simplest). Still should not be necessary to do this to keep things consistent. Obviously its only going to apply on first placement of token but spell casting with proxy NPCs - well - its always going to be the first token placement likely with things in the aura range that may need to be insta effected.
In every case I would do this. How are the players going to target a token not on the map and know that's the token they should target?
Don't get me wrong, I like your exts that allows to automate this, but in most people don't use that ext at all and it's a little buggy still with the having to click 2 times to get things to look right.
I'll be fascinated how you create PCs/NPCs in CT and remember to not place aura effects on it before you place token :) Not to mention anything that has EE running (which places matching effects as soon as it gets dropped in CT which is before a token is placed in map). Or encounters with EE.
Anyway, that bug in FGU assets with scaling has been there for a year I've lost hope they will ever fix it so not my lookout. I just make sure I bring up webm assets (search string) in FGU start of session and scroll through them all (sometimes that prevents it). As its only first time in a session that the scaling error happens for any one first time displayed asset - once done in a session for a particular asset it no longer fails. As you say, double clicking the effect twice as a work around is no skin off me - simple and works.
My suggestions for changes to AURA are just things I see as common sense (one was working before - you were one that pointed out it was no longer working to me I think - the other a simple safety measure to insure AURA works the same whether a CT token is placed with aura effect or adding/changing the aura effect while CT token is out there).
As with FGU - I don't expect changes I want to be implemented. I mention them - and move on :)
Who knows. Proxy NPCs may become in vogue - or not. I use them all the time but that's me and I have full control of the extensions I use to do them. Extensions outside of my control are outside of my control and I just try to have work arounds or follow directions on overrides they want me to do to make things work the way I want them to. I have no control over when things change.
EXTENSION = RISK!
And yes, as in all things I do the CT has all effects fleshed out before token is placed - hence the override the add token hooks to process aura effects request.
I'm as lazy a DM as you will ever find and want to do as little thinking about the mechanics as I can as I manage the flow of the session. Works by magic is what I want in all things :)
Added to issue tracker, will look for solution when I have time:
https://github.com/FG-Unofficial-Dev...fect/issues/37