Thread: AoE Effects
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June 17th, 2026, 23:39 #51
A couple of observations:
The aura coding above is working and placing the AURA correctly. If you are trying to use a custom visualization option or to show a border, the visualizer only works with 2D shapes, sphere and cube, it does not work with 3drect, or cone.
What you can do is add an additional AURA effect to trigger the border for the wall or a custom wall of fire graphic.
AURA: 60, point, red
(You can replace "red" with whatever color you want to with a custom image name that you have created in the Aura's window.)Last edited by bwatford; June 17th, 2026 at 23:54.
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June 18th, 2026, 00:04 #52Crusader
- Join Date
- Apr 2018
- Posts
- 15
Okay thanks. I've used aura effects and aura visualizer for over a year and this is a great mod you've made here. I'm curious how I would orientate that second aura or is stuck in a single position
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June 18th, 2026, 02:17 #53
Orientation is not yet supported by the visualizer, you can either use a circle (sphere), or a square (cube) that runs along the Aura radius or face.
We are looking to support 3drect in a future update, just trying to work out all the math in how to do so at this time without having to have hundreds of different shaped images as 3drect has limitless combinations.
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June 18th, 2026, 04:29 #54
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June 18th, 2026, 13:40 #55FG Wiki: How to Compile the FG Logs
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June 18th, 2026, 14:26 #56
We didn’t directly refresh tokencontrol controls.
The aura visuals are drawn as bitmap widgets directly on the token using addBitmapWidget / deleteWidget.
Main functions used:
- clearAura(ctNode) — removes existing aura widgets
- applyAura(ctNode) — clears + redraws auras on the token
- applyBitmapToToken() — creates the 2D/3D widgets via token.addBitmapWidget()
- updateAllAuras() — full map refresh using CombatManager.callForEachCombatant()
These are triggered by DB handlers on the auras table, effect changes, GM options, and token movement in manager_token_aura.lua.
We don’t modify or refresh the tokencontrol window at all.
Regarding the Import/Export refresh:
The simple wnd.update() / wnd.refresh() calls didn’t work because the preview icons are created inside the list rows. We had to force the window to fully rebuild by closing and reopening any open Auras list windows after import.Last edited by bwatford; June 18th, 2026 at 14:30.
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June 18th, 2026, 14:32 #57
Thanks for the info. Very nice work.
FG Wiki: How to Compile the FG Logs
Private Messages: My inbox is forever filling up with PMs. Please don't send me PMs unless they are actually private/personal messages. General FG questions should be asked in the forums - don't be afraid, the FG community don't bite and you're giving everyone the chance to respond and learn!
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Today, 03:54 #58
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Today, 05:21 #59
Thanks for the report and the screenshot!
Those repeated messages ("Effect ['Aura of Courage*'] -> [ALREADY EXISTS] [on Ka'Ruun]") are not coming from the AoE Effects extension itself. They’re standard Fantasy Grounds Combat Tracker warnings that appear when something tries to apply an effect that’s already active on the target.
This usually happens when the aura effect isn’t being removed cleanly when a token leaves the aura’s range (or the movement detection is triggering multiple apply attempts).
To help me reproduce and fix this:
1. Combat Tracker screenshot — Could you show the effects list on the token that’s receiving the spam (Ka’Ruun or whichever character is affected)? I want to see whether “Aura of Courage*” (or similar) is still stuck on them after they leave the aura.
2. Exact aura setup — Please copy/paste the effect string or describe how the aura is defined on the dinosaur (or aura source). Are you using the built-in FG aura feature with AoE Effects, or a custom effect string?
3. Any other extensions loaded that touch effects, auras, or the Combat Tracker?
In the meantime, try manually removing the “Aura of Courage” effect from the affected token in the CT. Does the spam stop until they re-enter the aura?
Drop those details and I’ll see what the issue is.Last edited by bwatford; Today at 06:24.
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Today, 05:25 #60
Version 1.1.4 is now live on the Forge.
This update fixes a bug where the "clear" color was not reliably producing a fully transparent/invisible border.
Changes in this version:
- Custom auras now take priority over named color keywords.
Custom campaign auras and HARDCODED_AURAS will now always win in the event of a name collision (for example, if you have a custom aura literally named "clear" or "red"). Their defined auraColor — including alpha/transparency — is respected exactly.
- Special-cased "clear" handling.
When the named color "clear" is used and is not overridden by a custom aura, it will now correctly make the aura borders fully invisible.
AURA: 10 all,point,clear; AURA STUFFLast edited by bwatford; Today at 06:24.
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