Thread: 5E - Aura Effects
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May 20th, 2024, 18:22 #1141
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May 20th, 2024, 18:41 #1142
Thanks for helping find that, everyone
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May 20th, 2024, 20:20 #1143
Testing with Aura Effects and BCEG only loaded (plus the Winter Theme, which has no impact), the issue persists:
Screenshot 2024-05-20 210926.png
Swapping BCEG against BCE (or taking it completely out), the incorrect additional damage is gone:
Screenshot 2024-05-20 211414.png
Thanks to MrDDT for nailing it down to those two.
I honestly forgot that DMGO is native FGU. I thought it is added by BCE :-)
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May 25th, 2024, 10:32 #1144
Ryan has fixed it in BCEG.
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May 26th, 2024, 15:22 #1145
- Join Date
- Jul 2015
- Posts
- 50
Just picked up Better Effects Gold and tried out the Barbarian thing for the Wolf Totem:
Wolf Totem; AURA: 5 enemy; Wolf Totem AoE; IF: FACTION(notself); IFT: FACTION(!ally); IFT: !CUSTOM(Wolf Totem); GRANTADVATK: melee
It is granting the baddies advantage to the barbarian. Is there something I've done wrong?
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May 28th, 2024, 08:57 #1146
- Join Date
- Apr 2020
- Posts
- 101
Spirit Guardians: I copied this from this thread. It's hitting the caster despite the !self (I also tried NOTSELF). Used with BCEG.
Spirit Guardians; (C); AURA: 15 enemy,neutral,single; ($) Spirit Guardians; IF: FACTION(!self); SAVEA: [SDC] WIS (M) (H); SAVES: [SDC] WIS (M) (H); SAVEDMG: 3d8 radiantLast edited by ColoradoGM; May 28th, 2024 at 09:00.
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May 28th, 2024, 14:37 #1147
When reporting issues with Aura Effect, please be sure to test whether the issue appears when used without other extensions. Also, please be sure to share which version number of each extension you are using (including Aura Effect)
My extensions all post their version number in the chat box when you load a campaign with the extension selected.
While I am happy to work with the authors/maintainers of other extensions to resolve compatibility, this is necessary information to do so.Last edited by bmos; May 28th, 2024 at 23:38.
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May 28th, 2024, 15:06 #1148
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May 28th, 2024, 22:00 #1149-MrDDT
Discord @mrddt
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Really click this link and vote for your FGU wishes, more votes is more likely to get done and get what you want done.
Please upvote "Custom Effect List Sorting"
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May 30th, 2024, 15:57 #1150
- Last year BMOS told me to use isAuraApplicable to override so I could add my NOTTARGETING effect checking to insure aura did not target things it should not. This year I noticed this function is no longer even being triggered. Please insure this is put back in the relevant loops it needs to check on processing things within range of an aura. What follows is the override that I was told to do - and used to work...
Code:-- Override AURA to respect NOTARGETING effect function isAuraApplicable(nodeEffect, rSource, rTarget, aFactions) local isAura = saveisAuraApplicable(nodeEffect, rSource, rTarget, aFactions); if isAura then if EffectManager.hasEffect(rTarget, "NOTARGETING") then isAura = false; end end return isAura; end
- When a CT token is added to the map the aura effects are not being processed. This makes things like BCEGs SAVEA (and likely other stuff) not get applied when the CT entry with aura effects has its token placed on the map. This is because currently AURA only processes an effect when its added or modified (not when it already exists). This creates inconsistent behaviors. The only work around is to manually change aura effect in CT or turn it off and on to get it to process after token is placed. It should be overriding one of the add token hooks to insure aura effects are processed after it is placed.
Free(Forums/Forge) Extension(FGU 5E):
Paid (Forge) Extension(FGU 5E):
- Last year BMOS told me to use isAuraApplicable to override so I could add my NOTTARGETING effect checking to insure aura did not target things it should not. This year I noticed this function is no longer even being triggered. Please insure this is put back in the relevant loops it needs to check on processing things within range of an aura. What follows is the override that I was told to do - and used to work...
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