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Thread: AoE Targeting

  1. #1

    AoE Targeting

    This extension was drafted from an idea in the feature requests regarding AOE targeting. 5E AoE Targeting adds a map toolbar mode that automatically targets tokens inside drawn AoE pointers, including circles, squares, cones, and lines.

    Enable AOE Targeting via a map option on the toolbar and start Combat. On your turn, you can draw any shape, move your shape around the map and it will actively select and deselect tokens that it comes into contact with. Or use someone elses shape to target things on your turn.

    https://forge.fantasygrounds.com/shop/items/3080/view

    Thank you to one of my players, who has drawn her characters for each campaign over the past six years and has allowed me to use her artwork in my screenshots and examples. Thanks Iggy! RIP Struq
    Attached Images Attached Images
    Last edited by Melborne; June 5th, 2026 at 23:33.
    Weekly campaigns deserve better tools.
    FGU extensions by Melborne

  2. #2
    Changelog
    26/5/2026 Added compatability to 5e, 4e, 3.5e, 2e and Pathfinder 1 & 2 - I probably won't rename the extension though.... Future Me: I did.
    27/5/2026 Added a "/aoetarget self" command to toggle, also fixed the toolbar icon that appears black in most themes due to FGU's masking.
    28/5/2026 Changed the debug "secret" command to only display snapshots of what is happening on your screen verses spamming the chat.
    28/5/2026 Added Savage Worlds' unique pointer types, and enabled compatability for the ruleset
    29/5/2026 Added pointer de-duping and target-write throttling to prevent CT spam when multiple AoE templates are dragged around at once (my players breaking stuff)
    29/5/2026 Added Daggerheart compatibility.
    31/5/2026 Added Starfinder 1 & 2 compatibility. Fixed some shape template bugs between different rulesets. Updated square detection to use token footprint instead of only token center; I'll be doing the same here next with the Savage Worlds' custom shapes for the burts and adjust what is in/out of the shape to better fit what the community is used to/plays with.
    2/6/2026 Added custom shapes from Vision Reworked extension, and solved the custom shape and token foot print issues from Savage Worlds. Next update should include better token detection and need about 5-10% of the token inside the shape.
    4/6/2026 Improved Savage Worlds burst and cone targeting, works great. Debug output now includes coverage percentages for easier troubleshooting.
    5/6/2026 Added faction-filtered AoE targeting actions from the image pointer radial along with target-self, added /aoetarget allies/enemies for same filter behavior. Chat confirmation. AoE pointer data is now cached per image when a supported pointer is drawn or adjusted, allowing follow-up faction filtering without redrawing the template.
    6/6/2026 Added a form for other extensions to read the allies/enemies inside the most recent AoE pointer without changing the actor’s current targets.
    6/6/2026 Improved Circle pointer targeting for CoreRPG using that high school distance formula we thought we’d never use, but luckily I remembered it.
    6/6/2026 Fixed old pointer data being saved between users/actors to remove any targeting mismatches and fixed a fault I created in line targeting forcing tokens to be targeted by accident.
    9/6/2026 Updated the Icon!
    15/6/2026 Added ShadowDark compatibility.
    15/6/2026 Restored line template targeting support and improved square/cube template handling.
    15/6/2026 Improved 3D targeting: AoE height checks now use the source token’s elevation instead of assuming every AoE starts at ground level.
    15/6/2026 Added right-click Target/Untarget actions for map tokens and combat tracker entries, for both players and Game Masters!
    15/6/2026 Added compatibility guard so AoE Targeting’s quick-target actions with 5E Table Tools, by Me.. Melborne.
    19/6/2026 Fixed a small issue with Starfinder 2E/PF-style footprint issues where token space could be reported in map units instead of grid squares, thank you for the report.
    19/6/2026 Updated AoE Targeting to v0.3.36 with safer square/cube height handling, better selected-token source detection for GMs, and extra compatibility guards around image, token, grid, distance, and Savage Worlds template calls.
    20/6/2026 Changed AoE Targeting per-map grid scaling, corrected square and height math, added new rules/detail options for 3D mode.
    5/7/2026 Added a new Icon, Thank you Aemila!
    Last edited by Melborne; Today at 11:54. Reason: Updated Changelog
    Weekly campaigns deserve better tools.
    FGU extensions by Melborne

  3. #3
    Thank you for creating this extension.
    I am using the Pathfinder 2 rules, but cannot get the extension to work.
    I have Aoe Targeting enabled on the map, but drawn pointers do not select any targets for the player characters or creatures. Thank you for any tips.

  4. #4
    I tested this in Pathfinder 2 and was not able to reproduce the issue, including with a large set of other extensions enabled that I thought might affect it. In my tests, Combat Tracker-linked tokens targeted correctly when AoE Targeting was enabled.

    Please check that the tokens were dragged from the Combat Tracker onto the map, begin combat, and select the turn of the acting token. You can draw before or after; moving the shape will engage the targeting features for the current active actor, provided targeting mode is enabled.

    If it still fails, please run /aoetarget debug, draw the AoE again, and send me the chat/console output. It WILL spam you, sorry! Repeat the command to stop it, (I have fixed this for the next update). That will show whether the extension is seeing the pointer, source actor, map tokens, and targets.
    Attached Images Attached Images
    Last edited by Melborne; May 28th, 2026 at 11:33. Reason: Added gif
    Weekly campaigns deserve better tools.
    FGU extensions by Melborne

  5. #5
    Thank you for the reply. I did some additional testing and found that a deprecated token-highlighting extension was interfering. After removing that extension. all is working as intended now.

  6. #6
    Of course, if you need any further help let me know. I'll push the update forward to change the debug mode to burst "snapshots" of what is happening on your screen verses the spam-tests.
    Weekly campaigns deserve better tools.
    FGU extensions by Melborne

  7. #7
    Is it possible for you to get this to work with Savage Worlds too?

  8. #8
    Not officially yet. I tested Savage Worlds and only the arrow/line targeting worked reliably; bursts and cones need separate handling. I have been looking into it, and knowing at least one person may benefit I'll take some time tomorrow and try my luck with it again.
    Weekly campaigns deserve better tools.
    FGU extensions by Melborne

  9. #9
    It actually took a lot less time to sort out than I expected, so Savage Worlds can be added to the compatibility list. Thanks for the suggestion!
    Weekly campaigns deserve better tools.
    FGU extensions by Melborne

  10. #10
    Doswelk's Avatar
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    Just recommended your extension on the Savage Worlds section of Discord server, I am very impressed!
    My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically

    Yours are still on combat round 6

    Get Savage
    Ultimate License Holder.
    First GM to post a game for the original FG Con!

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