Yes the SPEED: half is for WTW, if you do not use WTW it would not break anything and act as just a note.
After more use and testing, this coding effect doesn't work correctly. Discard it.
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Edit: I reread the post and now I see the issue.
So I got it to the place where the only case not covered is if the enemy starts in the aura and moves out, then back in. Instead of triggering on entry it triggers at the end of the turn. If you remove the "once" it will work in that case but no longer blocks the possibility of multiple hits each round as enemies (or the caster) move in and out. If you can live with the corner case having a slight timing issue then this is 95% good to go, I think.
Spirit Guardians; (C); AURA: 15 !ally, once; AoE Spirit Guardians; IF: FACTION(!self); SPEED: half; SAVEA: [SDC] WIS (M) (H); SAVEDMG: 3d8 radiant; SAVEADD: SG; SAVEADDP: SG; IF: !CUSTOM(SG); SAVEE: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant
SG
1 rd, RTS
Is it possible to set up an aura effect that will damage (or heal) marked creatures/friends/enemies that either move into or start in the aura?
Starting their turn there yes with basic FG coding and AURA coding.
Healing Area; AURA: 30 all; AoE Healing Area; REGEN: 10
If you want it to heal when they enter, you need another coding effect from an EXT, Better Combat Effect Gold.
REGENA: 10
This will apply it when they first enter.
If you give me the exact wording if the feature/spell I can code it for you.
Ok I think I got this figured out. Let me know if you see any issues.
Code:$ Spirit Guardians; (Evil); 'note'; (C); AURA: 15 !ally, 80DC143C; AoE Spirit Guardians; IF: FACTION(!self); IF: !CUSTOM(IgnoreSG); SPEED: half; SAVEDMG: 3d8 necrotic, spell; EXPIREADD: SGI; IF: !CUSTOM(SGI); SAVEA: [SDC] WIS (M)(H); SAVEADD: SGI; SAVEADDP: SGI; SAVEE: [SDC] WIS (M)(H)
Custom Effect List
Duration 1, RTS (remove any turn)Code:SGI; IMMUNE: CUSTOM(SGI)