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Thread: AoE Effects

  1. #71
    Quote Originally Posted by SilentRuin View Post

    AURA: 10 all, 3drect|10|0|0|0;
    Thanks for the feedback — you're right that the cube keyword is legacy behavior and effectively creates a 2D square rather than a true cube that scales with token size.

    The more flexible and recommended approach is to use the 3drect shape:

    Code:
    AURA: 1 all, 3drect|10|0|0|0;
    This will create an aura that properly covers just the affected token regardless of its size.

    The main current limitation is that 3drect shapes aren't yet supported by AoE Effects' built-in aura visualizer, so you won't get a visible border or the ability to apply a custom aura image. However, for a difficult terrain effect, the mechanical coverage is what matters most, so this should work well without needing the visual elements.

    Appreciate you taking the time to point it out SilentRuin!

  2. #72
    Quote Originally Posted by bwatford View Post
    Thanks for the feedback — you're right that the cube keyword is legacy behavior and effectively creates a 2D square rather than a true cube that scales with token size.

    The more flexible and recommended approach is to use the 3drect shape:

    Code:
    AURA: 1 all, 3drect|10|0|0|0;
    This will create an aura that properly covers just the affected token regardless of its size.

    The main current limitation is that 3drect shapes aren't yet supported by AoE Effects' built-in aura visualizer, so you won't get a visible border or the ability to apply a custom aura image. However, for a difficult terrain effect, the mechanical coverage is what matters most, so this should work well without needing the visual elements.

    Appreciate you taking the time to point it out SilentRuin!
    I already do this sort of widget in GAL - its not that hard to support all the 3drect and cone orientation and all. I may get motivated at some point but right now all my stuff is GAL based so don't need AV - but I see that its needed for general users. Feel free to check out the GAL bitmapwidget calls to scale and place things at orientation - but it will take tweaking to do it in a hardcoded way based on AURA and not my cryptic naming schemes for the assets.

    Very doable though. Would take a few hours for sure though and I'm all worn out from coding just to get "back to where I was" in the extensions I have and use - after the great FG effect rewrite.

    Maybe after I see how my Monday's game goes - if I'm finally back to playable with my own players I may look into it.
    Free(Forums/Forge) Extension(FGU 5E):
    Paid (Forge) Extension(FGU 5E):

  3. #73
    Is there a way to get AURA’s to interact with IF conditions or other effects? I want to create an effect of “if somebody is poisoned, an aura is applied”. For example:

    IF: poisoned; AURA: 5 green

    At the moment, using that coding, a green aura appears regardless of if they aren’t poisoned or not. Is this even possible with how FG parses code? I even tried making a “custom effect” in the effects list that is just an aura, but it seems AURA’s in the custom effects list don’t work either.

  4. #74
    Quote Originally Posted by BlueLeyez View Post
    Is there a way to get AURA’s to interact with IF conditions or other effects? I want to create an effect of “if somebody is poisoned, an aura is applied”. For example:

    IF: poisoned; AURA: 5 green

    At the moment, using that coding, a green aura appears regardless of if they aren’t poisoned or not. Is this even possible with how FG parses code? I even tried making a “custom effect” in the effects list that is just an aura, but it seems AURA’s in the custom effects list don’t work either.
    Thanks for the question — this is a great use case!

    Yes, it is possible to make an aura conditional on another effect (like Poisoned) using the AOE Effects system. The key is the correct syntax and placement of the IF: condition.

    Correct Syntax
    The IF: must come before the AURA: clause (it gates whether the aura is parsed/created at all). Here’s the proper format:

    Code:
    Poisoned Aura; IF: Poisoned; AURA: 5 all,green; Poisoned Aura;
    Or a more complete example if you also want it to apply a mechanical effect inside the aura:

    Code:
    Poisoned Aura; IF: Poisoned; AURA: 5 all,green; Poisoned Aura; DMGO: 1d6 poison;
    Important Notes
    • Apply this effect to the creature that can become poisoned. The IF: Poisoned; checks the actor the effect is on (the source). When that creature gains the Poisoned condition, the aura should automatically appear. When they lose it, the aura should disappear.
    • The visual green ring uses green inside the AURA: descriptors.
    • Adjust the Aura size to how far out from the token you want the Aura to reach.


    Why your version didn't work
    • Auras placed directly inside saved custom effects (in the Effects list) can sometimes behave inconsistently compared to effects created live on the Combat Tracker. The two-clause format with ; is required.


    Quick Test
    1. Put a creature on the map.
    2. Apply the effect above directly to it via the Effects button (or drag it on).
    3. Give it the Poisoned condition.
    4. The green aura should appear (and affect targets in range if you added a second clause).

  5. #75
    I applied your formula (Poisoned Aura; IF: Poisoned; AURA: 5 all,green; Poisoned Aura) via an effect button to a monster, and the AURA shows up even though the monster isn’t poisoned.

  6. #76
    Quote Originally Posted by BlueLeyez View Post
    I applied your formula (Poisoned Aura; IF: Poisoned; AURA: 5 all,green; Poisoned Aura) via an effect button to a monster, and the AURA shows up even though the monster isn’t poisoned.
    Looks like it is going to show the aura regardless, I am adding this to my bug report list to fix in the next version.

  7. #77
    Quote Originally Posted by BlueLeyez View Post
    I applied your formula (Poisoned Aura; IF: Poisoned; AURA: 5 all,green; Poisoned Aura) via an effect button to a monster, and the AURA shows up even though the monster isn’t poisoned.
    Looks like it is going to show the aura regardless, I am adding this to my bug report list to fix in the next version.

  8. #78
    I have a question about Aoe Auras:

    - I have created new effects and applied to the auras https://youtube.com/shorts/5n4abhdHIn4?feature=share

    - But only I (GM) can see the effect , none of my players are abre to see the effect, instead they only see the basic circles.

    - everyone opened and closed the map / in the options I enable and disable the effect / nothing changed to all my 5 players

    What I'm missing? I need to do something, load something else to my players see the effect or is only the DM able to see the effect?
    Last edited by frozzzt; June 29th, 2026 at 15:24.

  9. #79
    Quote Originally Posted by frozzzt View Post
    What I'm missing? I need to do something, load something else to my players see the effect or is only the DM able to see the effect?
    Thanks for the extra details and the video.

    The built-in image effects (like entangle, web, and spiritguardians) should be visible to your players. Custom auras that you create work in the same fashion as the built-in ones. Since they’re only seeing basic circles on your custom auras, we need to narrow down why the custom image isn’t showing for them.

    Can you please answer these three questions?

    1. Can your players see one of the built-in image effects?
    (For example, create a quick test aura using entangle,web, or spiritguardians as the image name. Do the players see the vines/webs/spirits, or do they also only see basic circles?)

    2. What file type is the image you’re using for the custom effect?
    (Is it a .png file? Does it have transparency?)

    3. What is the exact AURA syntax you’re using in the effect on the CT?
    (Please copy and paste the full effect line, especially the part that defines the aura and the image.)

    Once I have those answers, I can tell you exactly what’s going wrong and how to fix it.

    Thanks!

  10. #80
    Quote Originally Posted by bwatford View Post
    Thanks for the extra details and the video.

    The built-in image effects (like entangle, web, and spiritguardians) should be visible to your players. Custom auras that you create work in the same fashion as the built-in ones. Since they’re only seeing basic circles on your custom auras, we need to narrow down why the custom image isn’t showing for them.

    Can you please answer these three questions?

    1. Can your players see one of the built-in image effects?
    (For example, create a quick test aura using entangle,web, or spiritguardians as the image name. Do the players see the vines/webs/spirits, or do they also only see basic circles?)

    2. What file type is the image you’re using for the custom effect?
    (Is it a .png file? Does it have transparency?)

    3. What is the exact AURA syntax you’re using in the effect on the CT?
    (Please copy and paste the full effect line, especially the part that defines the aura and the image.)

    Once I have those answers, I can tell you exactly what’s going wrong and how to fix it.

    Thanks!
    And is it on something invisible or effect set to GMonly (active status effects it also).
    Free(Forums/Forge) Extension(FGU 5E):
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