Aura: Difference between revisions

From RPTools Wiki
Jump to navigation Jump to search
m (Choosing 'Feature Guide' instead of 'Manual' for new feature articles category)
(Total overhaul.)
Line 1: Line 1:
Aura is a special light source because while it is blocked by VBL and can cast colored light, it does not actually illuminate anything. (An aura will not reveal hidden areas to a player, but it does act as a way to see how far from a token its aura extends).  
An aura is a special [[Introduction to Lights and Sights|light source]] defined in the 'Light' [[Introduction to Properties|Campaign properties]] tab with the special 'aura' keyword. Auras are both visible to other tokens and are blocked by [[Introduction to Vision Blocking|VBL]] like normal light sources, but don't actually provide any illumination.


The aura group name is not included by default and must be added by the user.
As such, an aura will not reveal hidden areas to a player, but it does act as a way to see how far from a token its aura extends.  


To add auras:
No auras are included in MapTool's default campaign properties, so they must be added by the user. 


From within MapTool<br>
== Creating Auras ==
Edit -> Campaign Properties -> Click the "Light" tab
[[File:Auras_Types.png||300px|thumb|right|The four aura shapes. Auras default to white if no color is set. Cones default to 90 degrees if no arc is set.]]
To access the light properties, click the Edit menu, select Campaign Properties, and Click the "Light" tab.


The following is an example of the Aura group as it might be entered. 
To create an aura, make a colored light and put the keyword <code>aura<code> at the beginning of the definition. Auras radiate a colored area and interact with the vision blocking layer (i.e. are blocked by VBL), but do not actually cast any visible light and therefore do not expose any fog-of-war. Auras without a specified color are colored white (<code>#ffffff</code>)
{{code|Aura}}<br>  
{{code|----}}<br>
{{code|Aura Med Red 5' threat : aura square 7.50#55333}}<br>
{{code|Aura Med malign 30' : aura square 32.50#330033}}<br>


In the first entry "Aura Med Red 5' threat" is a descriptor and has no effect upon the light.<br>
You can create GM or Owner-only auras by adding the optional keyword <code>GM</code> or <code>OWNER</code> after the shape keyword. GM auras will only visible by clients logged into the server as GM. They remain visible even when the map is in Show As Player mode. Owner-only auras are only visible to the player(s) who owns the token they are attached to and are always visible to the GM.
The information after the colon defines the light.<br>"Aura" is the type of light.<br>"Square" defines the shape of the light.<br>"7.50" defines the range of the light.<br>The number preceded by "#" is an RGB value for the color of the light.
 
The following is an example group of Auras as it might be entered in the Light tab. If you want help with the basic syntax of the Light tab, you can read the instructions in the tab within MapTool or read the [[Introduction to Lights and Sights]].
 
<pre>Aura
----
Thunderwave (Spell Effect 15' cube): aura square 7.5#99ffff
Aura of Protection (Paladin 10' radius): aura circle 12.5#99ff99
Pass Without Trace (Spell Effect 30' radius): aura circle 32.5#330033
Turn Defiance (Monster Effect 30' radius): aura scale GM circle 30#ff00ff</pre>
 
Here is a breakdown the first aura definition:
* <code>Thunderwave (Spell Effect 15' cube)</code> is the name of the aura as it will appear in the Light Source menu when right-clicking a token. The information after the colon defines the light/aura.
* <code>aura</code> is the type of light. This can be followed by the optional keywords such <code>scale</code> and either <code>GM</code> or <code>OWNER</code>. In this case, no additional options are set.
* <code>square</code> is the shape of the light. The options are square, circle, grid, and arc. Arc auras are set at a 90 degree angle by default, or can have their angle set with the <code>arc=90</code>, where '90' can be set to any number between 0 and 360.
* <code>7.5#99ffff</code> defines the range (7.5) and color (#99ffff) of the light.
 
Note that auras originate from the center of a token, so 2.5 is added to include the 5 foot square the token is occupying. Five feet is the default 'distance per cell', if you change this setting on your map you will have to use half of whatever you set it to. You can use the <code>scale</code> keyword after a aura or light source shape to begin counting from the edge of the token instead, as shown in the last example above.
 
Example auras showcasing different ways to use auras in your game and are explained below.
 
== Sample Usage ==
=== Buff and Debuff Auras ===
The most straightforward use of an aura is to determine whether allies or enemies fall into an area of effect origination from a player or NPC.
 
<div><ul>
<li style="display: inline-block; vertical-align:top;">[[File:Auras_Example_PassWithoutTrace.png|200px|thumb|none|A Ranger's Pass Without Trace spell]] </li>
<li style="display: inline-block; vertical-align:top;">[[File:Auras_Example_Protection.png|200px|thumb|none|A Paladin's Aura of Protection.]] </li>
<li style="display: inline-block; vertical-align:top;">[[File:Auras_Example_TurnDefiance.png|200px|thumb|none|A powerful undead's Turn Defiance]] </li></ul></div>
* <code>Pass Without Trace (30' radius): aura circle 32.5#330033</code>
: A dark purple, 30' circular area where a ranger's 'Pass Without Trace' spell can help a team move more stealthily, such as when sneaking through a camp. Note that we add 2.5 additional units to account for the aura starting in the center of the ranger's square.
 
* <code>Aura of Protection (Paladin 10' radius): aura circle scale 10#99ff99</code>
: A light green, 10 foot circle so allies can see where to safely position on the battlefield. Note the use of the <code>scale</code> keyword, meaning the 10 feet are measured from the edge of the paladin token's space instead of the center. This means that if the paladin were to grow larger, the aura will also grow so it still reaches a full 10' around the token.
 
* <code>Turn Defiance (30' radius): aura scale GM circle 30#ff00ff</code>
: This bright purple aura can show the GM which monsters fall under their leader's Turn Defiance ability to determine the outcome of a Turn Undead spell. Players will not see this aura. Note the use of both the <code>scale</code> and <code>GM</code> keywords.
 
=== Spell Effect Targeting ===
<div><ul>
<li style="display: inline-block; vertical-align:top;">[[File:Auras_Example_ColorSpray.png|200px|thumb|none|A mage casting Color Spray]] </li>
<li style="display: inline-block; vertical-align:top;">[[File:Auras_Example_Thunderstrike.png|200px|thumb|none|Targeting a Thunderwave spell]] </li></ul></div>
* <code>Color Spray (15' cone): aura scale OWNER cone arc=90 15#ff9977</code>
: An orange, 15' cone reaching out 90 degrees from a token assists a player in placing their spell effect in battle. Note the use of the <code>scale</code> keyword to ensure the cone comes from the edge of the token. The <code>OWNER</code> keyword means that the GM and the owner(s) of the token will see the targeting aura, but other players won't see or be distracted by it.
 
* <code>Thunderwave (15' cube): aura square 7.5#99ffff</code>
: This electric blue aura is meant to be placed on a 'targeting' token to help a mage place their spell effect. This can be a flexible addition or alternative to MapTool's template drawing tools.
 
=== Threat Range ===
[[File:Auras_Example_Reach.png|200px|thumb|none|Visualizing a troll's 10' reach]]
* <code>Ten foot reach (10' radius): aura scale grid 10#aa0000</code>
: A red aura is handy to show the full threat range of a monster with larger than normal reach. Note the use of <code>scale</code> to ensure that a large creature's reach would extend from its edge (rather than its center), and the use of the <code>grid</code> to help players see exactly which squares they can enter.on the grid.


[[Category:Feature Guide]]
[[Category:Feature Guide]]

Revision as of 18:27, 25 November 2019

An aura is a special light source defined in the 'Light' Campaign properties tab with the special 'aura' keyword. Auras are both visible to other tokens and are blocked by VBL like normal light sources, but don't actually provide any illumination.

As such, an aura will not reveal hidden areas to a player, but it does act as a way to see how far from a token its aura extends.

No auras are included in MapTool's default campaign properties, so they must be added by the user.

Creating Auras

The four aura shapes. Auras default to white if no color is set. Cones default to 90 degrees if no arc is set.

To access the light properties, click the Edit menu, select Campaign Properties, and Click the "Light" tab.

To create an aura, make a colored light and put the keyword aura at the beginning of the definition. Auras radiate a colored area and interact with the vision blocking layer (i.e. are blocked by VBL), but do not actually cast any visible light and therefore do not expose any fog-of-war. Auras without a specified color are colored white (#ffffff)

You can create GM or Owner-only auras by adding the optional keyword GM or OWNER after the shape keyword. GM auras will only visible by clients logged into the server as GM. They remain visible even when the map is in Show As Player mode. Owner-only auras are only visible to the player(s) who owns the token they are attached to and are always visible to the GM.

The following is an example group of Auras as it might be entered in the Light tab. If you want help with the basic syntax of the Light tab, you can read the instructions in the tab within MapTool or read the Introduction to Lights and Sights.

Aura
----
Thunderwave (Spell Effect 15' cube): aura square 7.5#99ffff
Aura of Protection (Paladin 10' radius): aura circle 12.5#99ff99
Pass Without Trace (Spell Effect 30' radius): aura circle 32.5#330033
Turn Defiance (Monster Effect 30' radius): aura scale GM circle 30#ff00ff

Here is a breakdown the first aura definition:

  • Thunderwave (Spell Effect 15' cube) is the name of the aura as it will appear in the Light Source menu when right-clicking a token. The information after the colon defines the light/aura.
  • aura is the type of light. This can be followed by the optional keywords such scale and either GM or OWNER. In this case, no additional options are set.
  • square is the shape of the light. The options are square, circle, grid, and arc. Arc auras are set at a 90 degree angle by default, or can have their angle set with the arc=90, where '90' can be set to any number between 0 and 360.
  • 7.5#99ffff defines the range (7.5) and color (#99ffff) of the light.

Note that auras originate from the center of a token, so 2.5 is added to include the 5 foot square the token is occupying. Five feet is the default 'distance per cell', if you change this setting on your map you will have to use half of whatever you set it to. You can use the scale keyword after a aura or light source shape to begin counting from the edge of the token instead, as shown in the last example above.

Example auras showcasing different ways to use auras in your game and are explained below.

Sample Usage

Buff and Debuff Auras

The most straightforward use of an aura is to determine whether allies or enemies fall into an area of effect origination from a player or NPC.

  • A Ranger's Pass Without Trace spell
  • A Paladin's Aura of Protection.
  • A powerful undead's Turn Defiance
  • Pass Without Trace (30' radius): aura circle 32.5#330033
A dark purple, 30' circular area where a ranger's 'Pass Without Trace' spell can help a team move more stealthily, such as when sneaking through a camp. Note that we add 2.5 additional units to account for the aura starting in the center of the ranger's square.
  • Aura of Protection (Paladin 10' radius): aura circle scale 10#99ff99
A light green, 10 foot circle so allies can see where to safely position on the battlefield. Note the use of the scale keyword, meaning the 10 feet are measured from the edge of the paladin token's space instead of the center. This means that if the paladin were to grow larger, the aura will also grow so it still reaches a full 10' around the token.
  • Turn Defiance (30' radius): aura scale GM circle 30#ff00ff
This bright purple aura can show the GM which monsters fall under their leader's Turn Defiance ability to determine the outcome of a Turn Undead spell. Players will not see this aura. Note the use of both the scale and GM keywords.

Spell Effect Targeting

  • A mage casting Color Spray
  • Targeting a Thunderwave spell
  • Color Spray (15' cone): aura scale OWNER cone arc=90 15#ff9977
An orange, 15' cone reaching out 90 degrees from a token assists a player in placing their spell effect in battle. Note the use of the scale keyword to ensure the cone comes from the edge of the token. The OWNER keyword means that the GM and the owner(s) of the token will see the targeting aura, but other players won't see or be distracted by it.
  • Thunderwave (15' cube): aura square 7.5#99ffff
This electric blue aura is meant to be placed on a 'targeting' token to help a mage place their spell effect. This can be a flexible addition or alternative to MapTool's template drawing tools.

Threat Range

Visualizing a troll's 10' reach
  • Ten foot reach (10' radius): aura scale grid 10#aa0000
A red aura is handy to show the full threat range of a monster with larger than normal reach. Note the use of scale to ensure that a large creature's reach would extend from its edge (rather than its center), and the use of the grid to help players see exactly which squares they can enter.on the grid.