Thank you, Zacchaeus. Very helpful.
I quite like the idea of "flagging" the enemies using AURA, as a reminder to the PCs to strike (melee) with ADV. It seems to be the most elegant (i.e. simple) solution.
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Thank you, Zacchaeus. Very helpful.
I quite like the idea of "flagging" the enemies using AURA, as a reminder to the PCs to strike (melee) with ADV. It seems to be the most elegant (i.e. simple) solution.
Okay, so here's what I'm thinking...
EFFECT 1 (Barbarian): If the Barbarian is in RAGE, then apply the AURA to "tag" the enemies as "spooked" (assuming they are within 5' of the Barbarian).
EFFECT 2 (Other Party Members): IFT: CUSTOM(spooked); ADVATK: melee
I feel like that should work, but I can't get the AURA to trigger only when the Barbarian is in RAGE. I tried AURA: 5 foe; IF: Rage; Spooked, but it just triggers every time.
Edited to add: I also tried AURA: 5 foe; IF: CUSTOM(Rage); Spooked, same result.
What's the correct syntax for the IF conditional with the AURA?
The IF: CUSTOM(Rage) is looking for Rage as an effect on the Barbarian. So you’ll need an effect of Rage placed on it.
TEST 1:
Barbarian does not have Rage Effect.
Expectation: AURA does not tag foes as Spooked.
TEST 2:
Barbarian enables Rage Effect.
Expectation: AURA tags foes as Spooked.
But I never get past TEST 1, as the AURA is tagging all foes with the FROMAURA effect.
kentmccullough, if you are out there, would love a bit of guidance. Are there limitations on the IF statement with the AURA effect?
Or (more likely), how am I coding this incorrectly?
So... Here's what I put in place, and it works! If there's a better way of doing this, please share!!
BARBARIAN: Add additional Effect to Rage - AURA: 5 foe; Spooked
PARTY MEMBERS: Add Effect - Spooked Target; IFT: CUSTOM(FROMAURA:spooked); ADVATK: melee
Hi Eliforge, if the coding is working, please keep it or wrote it on Discord in KentMcCallough-stuff-outsource (RobTwohy channel).
Once Kent will complete the aura effect extension (as of know it is a beta version), this coding could be applied on Rob Twohy coding package (spell, class traits, racial realtà and so on).
Thanks again for you coding work!
Don’t have the FROMAURA part in the custom. The : will mess it up.
@kentmccullough, if I remove the "FROMAURA:" string, it doesn't work anymore. The Effect does not seem to recognize that Spooked is the same as FROMAURA:spooked.
I do believe the custom tags are case sensitive, but I’m not sure if there’s a great way to get this specific trait automated well as of yet.
Whether I put "spooked" or "Spooked", it does not work. Only when I use "FROMAURA:spooked" does it trigger the ADVATK. Also, the : does not appear to mess things up, at least so far...
It's a combination of factors that create this ADVATK, so it makes sense (to me) that it would require multiple Effects.
When the Barbarian is Raging, those foes closest to him are "Spooked".
When the foes are Spooked, they are easier to hit by the Barbarian's allies.
I will keep you updated, should anything surprising show up, but at this point, it's working great!
Would this extension work in 3.5 or PFRPG?
I haven't tested it with any ruleset other than 5E, you'd have to change the extension.xml to test it with a different ruleset, but I've got no idea if it would or not.
As others have mentioned, in Unity this extension works great if the GM (Server) moves the tokens. If the Player (Client) moves the token nothing happens. Its as if the players distance from each other is not being calculated. If a player moves within an Aura space the GM has to move the token a little to activate the distance and get the Aura on the Tokens/Combat Tracker.
Hope this is a fixable problem for Unity.
A PC has an effect where if the character is the closest to the target they get a +1 to attack. Is this something that can be calculated with this Aura extension?
Is there an easy way to create these aura effects as a DM and just drag them onto the character in the combat tracker? Mainly thinking for NPCs where I don't have to manually add the aura to each.
Yes. Create an effect under the effects button. It will be one of the small buttons in the upper right. Then you can drag and drop it onto a NPC when needed. I did this with spirit guardians.
Attachment 38881
Something I also do is have a DM-controlled PC where I "bank" useful effects, auras, damage sources, etc in their actions tab so I always have them on-hand. Examples include the standard condition effects, a bunch of different auras, falling damage, exhaustion level effects, basic damage dice of various element types for traps or random mishaps, etc. It's also handy for storing various effects so you don't have to remember the specific syntax/codings of some effects which require certain abbreviations/capitalizations.
That's a good idea as well.
Hi Kent. Is this extn to be released soon as v1.0 Does the latest work with all the other automation extns in dmguild and nomads tools and robtwo
I've been testing this in Unity for my upcoming game. I noticed that it is not triggering the effects when a player moves their token. But it does trigger when a DM moves either the PC or NPC token.
That check drastically increased performance during initial testing as it was checking for every single person logged into the session, doing it over and over and over (our first game with it with 6 players slowed to a halt once an aura was put up.) When I've got a chance to properly work on this and test with unity I'll figure out how to make sure it's working and not terrible to actually use as well. Life has been busy alas.
I will have to continue to play around with different spells where it makes sense to use this ext but I just tested it as a DM for the Chill Touch cantrip. In the spell it says:
Quote:
If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
The original effect applies this disadvantage if you remember to use the targeting feature to designate that specific undead as the one you hit with the chill touch, using "[TRGT]; GRANTDISATK". This also assumes that when you target that creature that it is in fact, undead or that the DM checks for you because the code doesn't actually check the type.
If you forget to use the targeting feature to designate that specific undead, you can instead use aura with the following effects (it's useful because you have to manually apply effects and damage after doing the attack roll onto a target):
For the target of the spell - Chilled; IFT: TYPE(undead); Chilled
For the caster of the spell - AURA: 120 foe; Chill Touch; IFT: CUSTOM(Chilled); GRANTDISATK; [SELF]
Both effects work as long as you know how enough about FG to apply them correctly but really this was a chance for me to test my coding skills and practice using auras. I will probably use the original effect but it was good to see it working for me.
Will this Aura extn be supported by ‘5E Effects coding....’ modules from rob2e. Plus MadNomads ‘Auto Actions Tab Additions’. Plus CAE DMTools drag spell token.
It all begins to cascade quickly doesn’t it.
Careful with the Chilled effect, as it is you have Chilled; IFT: TYPE(undead); Chilled -- This will result in Chilled always applying since that's the name part you put before the IFT. You could do NOTE: Chilled, or NAME: or basically anything with a : after it.
@EllivasKram when I can finalize the extension into a 1.0 that's working well I expect we'll be incorporating it into Rob's spell module. I'm hoping to work something out between DiabloBob and I to have some automation, but that's more of a after 1.0 version thing.
Has anyone tried to use this to automate the Wisdom check for the Turn Unholy Channel Divinity for the paladin? Is there a way to target specific types of NPCs beyond just Factions - fiends and undead?
I haven't tried that, I've set up a few paladin abilities with it, but had to stop because it wasn't playing well with the One Click Druid extension. Every time the druid was wildshaped and moved into or out of the aura it crashed the system.
Well, I have a paladin and I tried even automating the Aura of Protection and that functionality is not working right now in the FGU so I don't know what the deal is
This is not working for Unity yet - correct? Just making sure.
Uh if it's not, then idk what was happening with my game last night, cause I used it with a campaign I migrated to unity yesterday and it seemed to be working...
Maybe it was only applying the save to the paladin. They were having a rough night and kept going down, so we kept having to turn it off and on,etc. So don't take my word for it - I'm probably wrong!
It works if the DM moves the Paladin but not if the player moves it.
Silly question. Should the example effect in thread #1 be applied to the cleric or applied manually to the foes.
I couldn’t get AUTO adding/removing based on distance.
I've got the aura extension enabled in FGU, and no matter what I do, I can't get it to function whatsoever when I (the GM) move the tokens. Has anyone run into this? Could other extensions somehow disable it?
My current extensions: Attachment 40086