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Add companion name
hello everyone in today's video we are going to be talking all about auras auras are not a part of the core foundry however there are a few modules you can add in to bring them into your game we're going to start off with the visuals that you can add in and then we're going to move into how to automate them and have it set up so that oars can actually provide a bonus to any allies or potentially a detriment to enemies that are within the range of the player character let's get started with the simple parts first and then move on as we go through the video so the simplest way to create a visual for the aura is using the token aura module by doing this when you go to settings and then go to image at the very bottom you will now have the option to add in an aura for the character you can change the color as desired and change the number of units that are going to be used let's go ahead and add in this green aura here and we can go ahead and look at a ruler tool measuring from the player we can go out 15 feet here paging feet here and 15 feet here so this is the easiest way to create a visual to actually show where the aura is affecting on the map let's take a look at one more way we can create a different visual and then move into how we can automate it so the next thing i've done is i've brought in a tile this is a tile that is an animated asset provided by jb2a you could also though have it set up to be a template just as easily you could be animated or still it doesn't really matter as long as it is either a template or a tile we cannot unfortunately use tokens at this time using this particular method after you have whatever you want on the scene we're going to attach it to our character which will show the range of the aura in the same way but it does require a few more steps let's go ahead and select our character click the token click the link icon on the left hand side if we see the token image pop up here we are doing the right thing we need to now go over to the tool if it's a tile go to the tile tool if it's a template go to the template tool click the template or tile click attach and we should see selected objects attached to token you could use this not only for auras but also for you know steeds or for wagons this same tool can be used for a number of different things but today we're focusing on the aura element to test that it works let's click our character and move and we can see they move together in order to have these auras now automated there are a few modules you will need you will need dynamic active effects midi active auras as well as the dynamic active effects srd is pretty helpful so that you can follow along and see what else you can add in additionally if you have never used dynamic effects before there are a few things you need to configure in the settings i'll be putting a link down below where you can find these settings that you will need since i'm not going to go through all that in this video today after you've installed all the modules you need and you've configured the settings in the way that is required for using anything related to dynamic active effects you're going to go into your compendium look for the already pre-made ones so you can see how they function to start off and then later on we'll be editing those we can take a look at them here but because they're in the companion we can't actually edit it so we need to import them into our game and then go to our items tab and if we take a look at what it is doing everything is the same as you would experience with dynamic active effects right here bonus ability save adding in plus add abilities.charisma.modifier the only thing that has changed is there is now a new tab here for aura effect is an aura check the box who it targets allies what is the radius and do you want to ignore self click check and everything else is pretty much okay here we can just submit changes and bring it in to our character and then see what it does from there by default when you bring an effect in any of these ones it'll automatically have the effect underneath your effects tab you can see here or a protection now i have made one small change and that is i have added in a token magic effect to this so that i can see a visual representation that it is affecting an ally you can see that right here macro.token magic custom glow again you could change this in any way you wanted to and add in lots of different effects in the same way use dynamic active effects but now it's an aura having set all that up we can see that my character token is now glowing because i have ignore self not set and we have our acolyte here which i have set to be friendly right now the accolade is outside of the aura so nothing is happening but as soon as my acolyte steps within the auras effect range we can see that they are now glowing and if we were to also try we would see that they would receive that same bonus of the plus two and we can see that visibly here underneath aura of protection i'm going to show you one thing that i have set up which is a way to determine which token the aura should be applied to based on the name of the token let's go ahead and see how we can use that and maybe we can talk about some use cases afterwards so this is the macro i'm using today i've named it detect magic but you can change it to whatever name is best for you i'll be putting a link down in the description below to where you can find it very easily what it does as previously mentioned it will look and see what the name of a token is and if that name matches the name that you give it as an argument it will apply a token magic effect today i'm using the glow effect but if you change everything here within the set of brackets you can change it to a different effect very easily so if i were just to copy everything here and put it in it would use the evil aura effect instead so look at the macros in that are brought in via token magic and just see if you want to you know use a burning effect or a transformation effect anything will work for this let's go ahead and set it up and the first thing we need to do is we are going to create an effect on our token so once again we have our aura we are going to go into effects edit it we want to have macro execute custom detect magic we don't need to add any arguments yet we're going to do that after we bring it onto the character you will see an error there that's okay we're going to go into effects right now edit effects add in at token and then the name of the token you want to look for in my case it is magic but it could be whatever you want and then submit changes at this point after it's set up all you need to do to toggle it on and off is right click toggle effect let's go and see how this works by bringing in a bunch of different actors all named magic and see if they light up when they are near my character so i've set up an actor with a wildcard token image all the images i'm pulling come from forgotten adventures and let's just bring them all onto the scene right now and as we see if i put them close to my token they are going to glow if i put them far away they are not going to glow let's drag out a few more and then have my character walk around so right now because all of the images are named magic all the tokens are named magic whenever my character gets close to one they are going to glow like so but if i were to have an actor on the scene that was not named magic and if i would actually change the name of one of these let's change this to magic one and if i walk away and walk towards it again it is not going to glow that's where we're going to be wrapping things up for today but before i do just a quick note credit goes out to kandachi from the foundry community both for creating the active auras module as well as while i was making this video he helped me out quite a bit in creating the macro i wanted to use as well as to understand how the module operated all right i will be putting links down below to everything we talked about today as far as the macros and the modules if you have any questions though please let me know down in the comments below
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