Make sure you name the aura. "Aura: 5 foe; NAME; DMGO: 1d10 fire"
This will make the effect on others be "FROMAURA: NAME; DMGO: 1d10 fire"
Without that you end up with "FROMAURA: DMGO: 1d10 fire" which will not work.
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Make sure you name the aura. "Aura: 5 foe; NAME; DMGO: 1d10 fire"
This will make the effect on others be "FROMAURA: NAME; DMGO: 1d10 fire"
Without that you end up with "FROMAURA: DMGO: 1d10 fire" which will not work.
Hi y'all,
I'm having an issue with this extension working for Large creatures. I'm not sure if it's an error in the way FGU calculates distance (which seems to be from the center of the token instead of the edge?) or an issue with the extension. When our paladin is large, his 10' aura only activates for allies within one square, instead of two. It also seems to treat diagonal squares as further than 10' away.
So in the attached image, the character to the east of the large paladin is in the aura, but neither of the characters to the NW or S are. Any thoughts?
Attachment 41962
Thanks!
--Berc
Thanks, lokiare. That fixes orthagonal distance, but not diagonal distance, which only works one square away if the aura is set to 15'. Targeting range measures correctly using Standard measurement as 10'. But maybe the extension is using RAW or Hybrid distance? (The pally is also 15th level, so changing all the auras every time he changes size is doable, but not ideal. Although having four spaces of non-aura is better than what we were having to deal with with no extension!)
Distance is calculated as actual distance as far as diagonals are concerned. I’m planning on allowing other rulings as a config option for diagonals in the final release.
I’m not sure on the official ruling regarding auras from larger creatures. Generally for 5th edition these kinds of effects have to originate from a point. I’ll definitely look at adjusting the logic based on the size of the token. Before I publish version 1.0. Thanks for the info as I likely wouldn’t have thought of this use case.
Thanks for the reply!
I don't know that there's an official ruling on where an aura emanates. Obviously measuring from the edge of a paladin has issues because if they are larger than medium size, their aura covers more ground. But measuring from the center causes similar problems (would a Huge paladin's aura only include themselves? Is that even an aura?)
There's some discussion with links here: https://rpg.stackexchange.com/questi...aura-originate
Thanks for thinking about this. For now, I have the aura set at 15' and that works okay. I'm just grateful not to have to check all players for auras every time a monster casts a spell.
I meant to say "AS IF its coming from the center of the Pally"
The way I see it is, if the person causing the aura is medium in they are a 5ft square. They project an aura around them that is 10ft in all directions, which is 2 squares around them.
So you should be making a 25' square around a medium token, 30' around a large token, 35' around a huge token etc.
If you do a circle, then it will cut off a lot of the squares that should be covered no? I see no way of getting around in this aura thing other than using squares and centering it on the creature. It hits all the right boxes like that.
If you do a radius, it doesn't calculate the area correctly.
This works well for me in FGU. Thank you, Kent!
I guess this isn't working entirely for me. I just realized that the player moves aren't adding/removing auras in FGU (as many people have stated in this thread - 18 pages, didn't read them all until today).
I tried making a test campaign and only loading this extension.
If the GM moves the token OR token locking is ON and the player move is confirmed by the GM -- then aura's add/remove as it's supposed to.
I've hacked away at the script and I can't figure the issue out. This would make a lot of peoples lives greatly improved if a solution could be found. Anyone have any ideas?? I'm wondering if @soonerhef has tried having a player move into/out of an aura...
I always have token locking on. I just tried with token locking off and it does not work, so you are not crazy:). Token locking works for my group, so I did not think to try turning it off.
I don't use token locking, and I've found it's easy enough, as the DM, to just move the paladin token before a baddie does something that could be affected by the aura. A quick 5'step and back seems to work, and it's far easier than applying an effect to all the members of the party one by one.
I think its the removing that's the bigger issue... someone moves half way across the screen away from the aura generator (not every use case is Paladin)... it's not as simple as a 5ft adjustment. At that point it's just easier to manually remove the aura from the person but this happens a lot and commonly isn't caught immediately.
It would just be really nice if it worked like it does in FGC.
I'm working on updating for FGU to work properly without tokens locked, time is limited, especially around the holidays, and lately with work. It's definitely planned, but I don't have a good estimated time unfortunately.
Awesome thanks Kent
I'm having the exact same problem and haven't been able to figure out a solution yet.
For FGU the DM will likely still have to move the token after the AURA effect is on them to update it. At least until I can fix some things for unity. Other than that I'd need more information to help you out. Are all the tokens in the combat tracker, does the map have a grid / how far away are the tokens, anything can be helpful if something is behaving improperly.
Typically screenshots of the chat window, combat tracker, and the map are helpful.
It seems that I simply wasn't moving the token to update the effect. I guess I completely overlooked that while I was reading forum posts and messing around inside the program to try and get it to work. I'm very sorry about that. Super easy fix, thank you so much for taking time and helping me! Now that I know how to use it properly it's going to help out a ton!
I too was not able to get this to work. My set up nearly identical to ScriedRaven's. Does this only work for FG unity?
Hi Kent,
Great addon. Sorry if this is covered somewhere in the thread, but I couldn't find it. Would you mind if I used this code as the basis for a 4E version? There's no licensing statement in the archive or in the thread, so I wasn't sure.
Thanks!
I have been struggling as well for about a month to try and get the aura to work.
I have tried changing the possible wording, making sure syntax is correct, moving through rounds, moving tokens to and from the token that has the aura, as well as moving the token with the aura. Here is a pic of where I have stopped last if it helps at all. Attachment 43417
Aura of Protection is what I am trying to test, Aura of the Guardian is more or less there as a reminder to the player.
Do you have grid enabled on that map? It looks like the gridlines visible are part of the actual image file, not a grid you have set within FG. And I think setting the grid is required for this extension to calculate distances, etc.
Edit: Just noticed that this appears to be Unity, which I don't use yet, so apologies if you have set grid and I just don't recognize what it looks like in Unity.
is there a possibility to set up an aura that affects allies, granting 1d6 +lvl temporary hit points?
Just a heads up: Breaking changes in TEST now for a LIVE release soon. Please take a look and see if you can fix it.
Just wondering how one would code for the Oathbreaker's Aura of Hate? Just downloaded the extension and I am having trouble figuring it out but I'm sure that it works somehow it's just not really working for me and I would really appreciate the help.
I don’t believe this works in unity yet…
You are correct, if the DM moves the tokens. I should have been more specific.
I can confirm that with the most recent FGU update, this extension works in Unity.
Any headway on allowing the aura to update when the player moves the token without being locked?
We see there's a wealth of discussion around token lock, which impacts adding/removing the effect on entering or exiting the aura.
However, one of the example spells used at the outset of this thread is Spirit Guardians. That spell also includes "...when the creature enters the area for the first time..." (which, I imagine would apply to many monster fear auras, as well). Is there a way to use the Aura to trigger this initial saving throw roll on entering the aura? As we have it now (see below) the saving throw only triggers for the "begins in the aura".
( AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEO: wisdom DC 17 (M)(H); SAVEDMG: 3d8 radiant; Speed halved; (C) )
Right, that was our thought too.
When the "foe" enters the aura it is successfully applied. [And, as the lengthy token lock conversation explained, it removes it if the DM moves the foe or PC (and thus the aura).] However, it doesn't trigger the expected save (and thus damage) until round 2 (assuming the foe begins its turn with the aura in place).
For now, my PC and I, assume he'll need to roll that initial 'on entry/application' cast manually - not the end of the world. But, if someone else knows a means to modify the effect so it does both initial and ongoing casts, we figured it's better to ask. :P
I will like this even more when diagonal's will be counted as 10 feet away. I am loving this though as I have finally discovered it. It will make some of my players with auras happy.