It still seems to be working for me if the DM moves the Paladin. You'll need to disable your other extensions and re-enable them one at a time to figure out if it is one of those that are causing the issue.
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It still seems to be working for me if the DM moves the Paladin. You'll need to disable your other extensions and re-enable them one at a time to figure out if it is one of those that are causing the issue.
I turned off all my extensions and it's still doing nothing. This is the right syntax, is it not? "AURA: 10 friend; Aura of Protection; SAVE: 3"
Hi Folks!
very very nice extension by the way.
Is there a limit in distance in feet for parameter?
I'm trying tio use AURA to set temperature and noise in a dungeon. For a camp fire pit is working very fine, but I try to set general temperature ("AURA: 500 all; TEMP 15°") and it seems to cease working
Sorry my english
Hi, what is the purpose of setting a temperature? I can’t think of anything that uses it. The first part of you statement “AURA: 500 all;” would work, but I doubt TEMP, if an allowable variable, is related to temperature, more likely Temporary HP. So the ‘degree’ symbol probably breaks the formula.
Its works until 100
"AURA: 100 all; TEMP 15°" works fine, i only pretend to use it as information to the players via CT
Big maps / long distances have issues in fantasy grounds sometimes, I've noticed especially with some larger maps that distance calculations start getting all sorts of wonky, and I've never really dug into it. It's especially clear when targeting things though. Not sure if that's related to your issue or not, but there's nothing in the extension to limit how far you can set it. Just limitations of the program itself. FGU I expect is better about that.
With my ongoing effects extension you can do SAVEO for start of turn saves, or SAVEOE for end of turn saves. They otherwise work exactly the same.
The sphere itself would need to be made into a token with a spot on the combat tracker, but could have this effect applied to it by the caster.
Code:AURA: 5 all; Flaming Sphere; SAVEOE: DEX DC 15 (H)(M); SAVEDMG: 2d6 fire; (C)
Hi!
I can't get the extension working on FGU.
Here are the screenshots.
Attachment 40658
Attachment 40659
Can you help me, what am i doing wrong?
PS: I tried whit locked and unlocked token also, and tried to create the effects with the same syntax also.
Is there a way to set Lulu's (BG:DIA Hollyphant) Aura of Invulnerability? PCs within 10 feet of her cannot be affected by spells of 5th level or higher. Or, barring that, just using a general aura that just shows who would be indie of it?
Thanks!
edit: I know how to do the general. Now, just wondering about the spell level caveat.
There's no effect you could create that would allow that to be automated. You can just create a dummy aura to work out who might be covered.
Thank you, Zacchaeus! That is what I had worked out, but wanted to appeal to greater minds.
Hi all!
I'm pretty bad at coding stuff. Would it be possible, for you guys, to write down in this thread the code of the main aura types?
Thank you very much in advance (for hearing me out and/or writing the code).
Since the distance of sight it yet to be added by the devs, the idea of the over lapping paladin's areas made me think about doing something similar with Bright light, dim light, no light. But afterward, I got sad when I realize that contrary to MS Excel, I can not exclude something if something else is there ("!" doesn't work for an IF: CUSTOM ()).
Still, without using "no light" anymore, if someone cast Light or ignite a torch they can then apply AURA: 10 all; candle; dim light. Futhermore, if even work with Sunlight Sensitivity (as long as they also have IF: CUSTOM (sunlight); DISATK; DISSKILL: perception), Sunbeam could therefore apply AURA: 30 all; bright light; sunlight and AURA: 60 all; dim light; sunlight, and that trait would trigger great.
Nevertheless, I haven't figured out how (don't think it's feasable) to implement something similar for those without darkvision in the dim light, since been in bright light won't counter the dim light effect on them (for a camp fire emiting bright 20, dim 40), hence still applying the DIS on the perception skill. :\
I hope it's not considered forward, but as someone about to play a game with Aura of Despair I went ahead and fixed this so I could use this extension, and figured I might as well share. (I didn't see any other post saying it was fixed at least.) I also made it work with PFRPG, but that's easy (just added the xml tag and pointed it to 35E instead of 5E if DataCommon.isPFRPG). For the record I'm on FG Classic.
I'm pretty sure that effect removal wasn't working for auras with negative values because, on line 91 in checkAuraAlreadyEffecting(), it was using string.match(str, str) to check for existing auras. But string.match uses something similar to regex to match, and a minus sign is a special character for matching the shortest repeating substring or some such, so only positive values were being matched properly. I swapped that line for string.find(str, str, 1, true) so that it would treat the second argument as a plain string instead of as a pattern and it seems happier now.
Hope I'm not being a bother/my change actually helps, and thanks for the great extension!
Yup, that's the only one I changed. Besides adding PFRPG to the xml and the version check in the init() to point it to the correct EffectManager.
I just redownloaded the extension and only changed that line, just to make sure, and it seems to work happily with negative numbers in 5e. Attachment 40819 Honestly that sounds quite strange. I was only getting the [ALREADY EXISTS] spam with negative auras before I changed the check, presumably because it was unable to identify that the aura effect was already there and so kept trying to reapply it on every move.
But I'm running FG Classic and haven't touched FG Unity yet.
I think I've encountered a problem with the operation of this extension but I'm not sure if it's working as intended, or if it is a bug.
If I create the aura effect on one character and then apply the effect to that character, all is good and working properly.
If I then apply that same effect FROM the 1st character to another one, then when that second character moves their version of the effect is removed from them.
Is this as intended, and if not can it be fixed?
Cheers, Steve.
Thanks very much for this update, it's nice to be able to use simple -2 ATK etc auras.
I'm noticing though that this seems to clash with the IF: FACTION() feature of the extension. Example: with your modified version, AURA: 10 foe; Atk Penalty; ATK: -2 works and is removed properly when tokens move, but AURA: 10 foe; Atk Penalty; IF: FACTION(foe); ATK: -2 is not removed. (In other words, auras with IF: FACTION are now behaving like negative value auras in the unmodified version.)
I know this is a redundant example since you wouldn't need both a foe-only aura and a foe faction check, but it was just to demonstrate how the same aura fails simply by adding the IF: FACTION component. But any aura with IF: FACTION seems broken, for example: AURA: 10 foe; Flame Aura; IF: FACTION(!neutral); DMGO: 1d4, which works fine with the unmodified extension.
Indeed it was! Thanks for catching that. I've uploaded a fixed version of my fix that should hopefully stop breaking that.
FYI for anyone checking the code: Now in total I've changed lines 90 and 115 (maybe should have done that before) from string.match(s,s) to string.find(s,s,1,true), and I've removed the gsubs from line 99 that were adding escape characters to parentheses.
For some reason I'm struggling with what seems a very simple use case. The monster that I am using has a very simple if a PC is within 10 ft. of it, they should take 1d6 fire damage. I thought it would be as simple as:
This doesn't seem to work though, the creature gets the following FROMAURA:Code:AURA: 10 foe; DMGO: 1d6 fire;
However it doesn't cause the damage to be applied to that creature. What's worse is the original AURA causes the damage to be applied to the person with the AURA, I believe that it's just parsing the DMGO and applying it.Code:FROMAURA:DMGO 1d6 fire;
Am I missing something obvious? Does anyone have an example of a simple damage aura?
I think you'll need something like this (if I'm reading things correctly from the first post):
AURA: 10 foe; IF: FACTION (friendly); DMG: 1d6, fire.
The faction bit might be (foe); I'm not sure if the FACTION bit looks at who has the aura and decides whether the actor is friendly or for to it or whether friendly is always a PC and foe is always an NPC, or whether it is determined by the status of the actor on the CT (that is if it's green it's friendly etc).
Thanks Zaccheus, while yours isn't exactly right, it got me pointed in the right direction. Strangely I think part of my challenge was not having a "name" for the effect. This is what ended up working for me:
AURA: 10 foe; Flaming Aura; IF: FACTION(foe); DMGO: 1d6 fire
It does work in Unity; although it doesn't in the campaign I ported over from Classic. But testing in a new campaign it seems to work.
Ty :)
My experience is that Aura Effects works in FGU, but there are some "gotcha's".
1) This works without issue for the GM regardless of whether or not Token Locking is enabled.
2) Token Locking must be enabled for the AURA to apply the FROMAURA effect when a character moves in or out of the AURA.
If a character does not have the FROMAURA effect due to moving around without Token Locking enabled, but then enters the AURA prior to Token Locking being enabled, the AURA will not be present. To work around either have the player move to the same space, or the DM needs to move then move back the player.
The reverse is also true, meaning if they have the FROMAURA effect when Token Locking is disabled, then it will remain until the GM moves them or they move again with Token Locking enabled.
It is slightly tedious to manage, but it's honestly better than managing the effects of the AURA itself.
Is there a way to make this work for square areas? I'm planning to make it work with spell AoE effects.
Well good news peeps, I don't know if it was the modif made by @Kiqjaq or an actual update fgu, but yesterday the FROMAURA effects were applying and getting remove from our character in the CT while moving our token on the map even without the token locking or the DM actually moving our tokens! (:
This is so awesome.
Interestingly I am not see this behavior, meaning my behavior remains as I previously described (token locking needs to be on or the DM must move the token for the FROMAURA to apply or be removed). I'd be curious if you are using the version from @Kiqjaq or made some other modification.
Having issues getting this to work. Cut and paste Kent's statement doesn't seem to work, nor any attempt to enter it manually. It applies the effect (SAVE: 5) to the caster, but it does not have the aura effect for other tokens.
Using FGU.
Yeah, I haven't had a chance to update this. In FGC all tokens were owned by DM so no OOB messaging was required, now that players have ownership of their tokens for LoS and such OOB Messaging I expect will need to be added for it. Token locking makes the onMove happen by the DM since they approve it so they end up having it fire on their end. All that said, if it's working now for MrDDT sounds like some magic, and a nice happy coincidence perhaps.
I was playing with this, I using the updated version from the previous page (@Kiqjaq) in FGU. The auras are applying and removing effects as they should but they don't seem to actually do anything when on someone has the effect on them.
REGEN: 1d10 or REGEN: 10 does nothing - people don't regen when their turn comes up
RESIST: bludgeoning,slashing,piercing - people get hit with bludgeoning and they take full damage
DMGO: 1d10 fire damages the entity generating the aura on but not any of the foes (as its set to AURA 5 foe). The FROMAURA: effect goes on the foes but only thing getting damaged is the friendly generating the aura, a foe turn comes up and nothing happens.
So I'm applying the effect to the aura generating player or object correctly because its acting like an aura should be the results of that aura do not work on what they are applied to. Thoughts?
EDIT: I got it working by changing the string for FROMAURA: to FROMAURA;