Probably? I don't really know for sure. The code is open source so if anyone wants to do that work to make that work then go for it. If it works it'll get merged into mainline.
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I'm trying to do some homebrew Auras for elementals, and for the life of me I can't figure out how to write them. Any assistance would be awesome.
Note: I am using BCEG as well.
Void Aura: Creatures within 10 feet of the Void Elemental must succeed on a DC 16 Wisdom saving throw or take 21 (6d6) psychic damage and be frightened until the end of their next turn.
This was my attempt that just isn't working:
Void Aura; AURA: 10 !ally, circle, single, cyan; ($) Void Aura AoE; SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant
Vibrating Form: Any creature that starts its turn within 10 feet of the Sound Elemental must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage and be deafened until the end of their next turn.
Temporal Aura: Creatures within 20 feet of the Time Elemental must succeed on a DC 18 Wisdom saving throw or lose their reaction and take 14 (4d6) psychic damage as time warps around them.
Void Aura
You also need this in the effects list in the top right of FGVTTCode:Void Aura; AURA: 10 !ally, single, cyan; ($) Void Aura AoE; IF:FACTION(notself); SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 6d6 psychic; SAVEADD: Void Feared
Set to 1 round.Code:Vibrating Ears; Deafened
Vibrating Form
You also need this in the effects list in the top right of FGVTTCode:Vibrating Form; AURA: 10 all, black; ($) Vibrating Form AoE; IF:FACTION(notself); SAVES: 16 CON; SAVEDMG: 2d10 thunder; SAVEADD: Vibrating Ears
Set to 1 round.Code:Vibrating Ears; Deafened
The last one "Temporal Aura" I need more info about the feature, like how often does it happen?
Quote:
Temporal Aura: Creatures within 20 feet of the Time Elemental must succeed on a DC 18 Wisdom saving throw or lose their reaction and take 14 (4d6) psychic damage as time warps around them.
Code:Temporal Aura; AURA: 20 all, silver; ($) Temporal Aura AoE; IF:FACTION(notself); SAVES: 18 WIS; SAVEDMG: 4d6 psychic; SAVEADD: Used Reaction; (RCT)
Put this one in the effects list in the top right and set it to 1 duration.Code:Used Reaction; (RCT)
Hi, trying to get an aura to detect creatures hidden behind walls. Those creatures are hidden in the combat tracker, but have mask sensitivity, so a character moving in line of sight of them would see them even if hidden in the combat tracker. Is there a way to achieve this? I got an aura working, but it only works if the creatures are visible in the combat tracker. Doesn't seem to handle mask sensitivity.
Right, what you want is LOS detection and you can't
You can put a tag on them (I think you might need GA ext) that is called; "NOTARGETING", which would make them non targeted by anything until that is removed. Doesn't fully sound like what you are trying to do but figured I would throw that out there.
But correct, there is no way to check to see if a target is "seen" or not, you can check to see what sensitivity something is in, but you can't see what state of LOS it's in, plus it would be costly (CPU) in checking that. Which is also why I think SW doesn't want us in that area for LOS.
It wouldn't have been based on LOS. Just on the state of a given token visibility (getVisibility == nil) for mask sensitivity (which isn't dependent on LOS). So in other words if a given token is set for mask sensitivity it would be in the aura. Doesn't matter if it is in LOS or not, I would just have wanted the aura to kick in based on the mask sensitivity == nil. Would have required a flag in the Aura effect to indicate that we actually want that behavior.
The latest update seems to have affected performance with Aura Effects. With the extension loaded, the paladin token movement is jerky, sometimes created Mac beachballs. Everything returns to normal when the extension is turned off.
Hi!
I want to code an effect using BCEG, Chat Effects and Aura extension in a wild magic randome table.
The effect it's a fireball explosion that affects the players and all the creatures within 20 feets. The DC is the same as the wild magic user:
I tried coding:
[EFFECT] Aura: 20 all; Fireball Explosion; SAVEA: (SDC) DEX (H)(M); SAVEDMG:5d6 fire;
But when I apply the effect to the PC (center of the explosion), the save is only made by the PC. I don't know why the "SAVEA..." it's not in the creatures effect tracker...
How could I code it correctly?
Thanks!
So i have sifted through, and tried ALL of the things I've seen in this thread, to try and get the Barbarian's, Totem of the Wolf working where, specifically, any foe within 5' of the barbarian GRANTS advantage to the barbarian's allies/friends. This seems ripe for creating with an aura, but I haven't been able to get this working. This seems totally doable with the group of (coding effects, + aura effects) that I have purchased from the forge so far. Here's all of the plugins/addons that I have active so far. The problem I've seen with every solution listed above, is that the barbarian ALSO gets the buff to use the "Advantage" roll on the nearby enemies when the rules clearly say that they shouldn't. Can someone give me the exact aura to use here? Ideally this is in a single aura that can be used, not multiple for say, one aura on "self" for the barbarian, + one more for all nearby allies to try and capture the same thing BUT from the ally's side of things. Ideas are welcome. Cheers!
Do you have BCEG? If so, this post should give you the answer: https://www.fantasygrounds.com/forum...l=1#post716097
Maybe something like AURA: 5 friend; IF:FACTION (NOTSELF); Pack Tactics
I do not have BCEG, but I'm sure i can remedy that. ;)
With Aura and BCEG
Code:Totem Spirit Wolf; AURA: 5 enemy; AoE Totem Spirit Wolf; IF: FACTION(!self); IFT: !CUSTOM(Totem Spirit Wolf); IF: ATK(melee); GRANTADVATK
Version Update v3.7
Feature: Descriptors and checks for applied effects for Creature Types, Creature Size, Alignment
Feature: Descriptor dying and which will only apply applied aura if source is dying or if not dying
Feature: Actors with condition Object will not received applied auras
Feature: API for custom descriptors and custom isApplicable
Fixed: Adjusted cube calculation to be in the aura for any square the cube is also. Matches with rulesets expectations
In 5e 2024, Spirit Guardians now procs "whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there."
I've been using the coding below, but it rolls for the save and damage when the creature enters the emanation and when it ends its turn there. How do I code this to ensure that it only procs once per turn? I assumed that "once" would accomplish that, but it doesn't appear to limit the effect to once per turn.
Secondary question—possibly related, the chat log reports [SINGLE MOD USED]. What does that mean exactly? I didn't see anything about it in the instructions.Code:Spirit Guardians; (C); AURA: 15 enemy,neutral,once; Spirit Guardians; IF: FACTION(!self); SAVEA: [SDC] WIS (M) (H); SAVEE:[SDC] WIS (M) (H); SAVEDMG: 3d8 radiant; Movement Halved
Example:
Code:Effect ['Spirit Guardians; IF: FACTION(!self); SAVEA: 17 WIS (M) (H); SAVEE: 17 WIS (M) (H); SAVEDMG: 3d8 radiant; Movement Halved'] -> [to Guard Drake 28] [by Vistra Rockseeker]
Effect ['Spirit Guardians; IF: FACTION(!self); SAVEA: 17 WIS (M) (H); SAVEE: 17 WIS (M) (H); SAVEDMG: 3d8 radiant; Movement Halved'] -> [SINGLE MOD USED] [on Guard Drake 28]
Guard Drake 28: [SAVE] Wisdom [d20 = 18]
Save [18][vs. DC 17] -> [for Guard Drake 28] [vs Vistra Rockseeker] [SUCCESS]
Vistra Rockseeker: [DAMAGE] Spirit Guardians [HALF] [TYPE: radiant (3d8=16)] [3d8 = 16]
[Damage] Spirit Guardians [8] -> [to Guard Drake 28] [HALF] [STATUS: Light]
I believe currently there is no way to fully automate the new 2024 rule of this spell, "whenever the emanation enters a creature's space and whenever a creature enters the emanation or ends its turn there" and "A creature makes this save only once per turn"
The coding effect "once" pertains to leaving and coming back into the aura will not trigger the SAVEA again. But because you also need to do a SAVEE, it's going to trigger 2 times IF they leave and come back on their turn, then again at the end of their turn. If they stay in the AURA on turn, it will only trigger the SAVEE.
For the "SINGLE MOD" it's denoting that it triggered the SAVEA part of the effect and it's FG stating this, as this save type is very special and is used in a way that tricks FG in triggering it. But it's normal. Normally you see "SINGLE MOD" when you set an effect to have more than 1 rolls inside it and do not want it to expire the whole effect until all effects are "used" in it.
In this case here we need SAVEA to trigger right away, before anything else happens.
Thank you for your response and your explanation of SINGLE MOD. I was thinking it was likely that this emanation situation may not be supported yet, and I have been working around this by selecting Skip after the creature enters the emanation, so it doesn't proc again at the end of their turn. This has been working well enough so far.
So I was playing around with this a bit more and I think I might have a way to do it, assuming you using better combat effect gold which based on the coding you were using looks like you are.
This mostly works, there is a small hitch but at least it's better than as much as the other one. *This is the EVIL version but same concept*
Another Effect in the custom effect list that isCode:$ Spirit Guardians; (Evil); 'note'; (C); AURA: 15 !ally, once, 80DC143C; AoE Spirit Guardians; IF: FACTION(!self); !CUSTOM(IgnoreSG); IF: !CUSTOM(SGT); SPEED: half; SAVEA: [SDC] WIS (M)(H); SAVEADDP: SGT; SAVEADD: SGT; SAVEE: [SDC] WIS (M)(H); SAVEDMG: 3d8 necrotic,spell
SGT
duration 1, with RTS (which is remove any turn)
This should on ANY save with the SAVEA and SAVEE apply a stopping effect using the IF to stop a roll from happening again until a turn is passed.
Now if a creature starts and ends their turn in this area, it should only roll the end save (correctly).
Where the issue comes in, is if at any time not on their turn, they leave and come back, they do not take the damage until the next turn start instead of right away. in practice, this should work just fine most of the time, you can test to see how you like it.
This is really close to the new rules, but it's not perfect to the new rules. However, I would say in practice, it's going to work out pretty good.
Thank you again for the suggestion, code, and testing! I'll take a closer look at this and try it out at my game on Friday. (Yes, I do have BCEG.)
I noticed that you have a speed modifier in your effect. I'm guessing that's from the Walk This Way extension, as I'm not aware that there is a SPEED effect in the built-in modifiers or in BCEG—although I wish there was! :)
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)