Hi,
please share your coding for 5E - Aura Effects
I will copy and past in #2
Regards
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Hi,
please share your coding for 5E - Aura Effects
I will copy and past in #2
Regards
From the following Thread : https://www.fantasygrounds.com/forum...ts-programming
Ruleset: 5e
Game Mechanic: Chanting Spell; Level 2 Conjuration (Book of Lost Spells)
Code:
AURA: 30 friend; Chanting; ATK: 1d4; SAVE: 1d4; (C)
AURA: 30 foe; Chanting; IF: Faction(foe); ATK: -1d4; SAVE: -1d4; (C)
Ruleset: 5e
Game Mechanic: Spell Pass without trace
Code:
AURA: 30 friend; Pass without Trace; SKILL: 10 stealth; (C)
Ruleset: 5e
Game Mechanic: Class features Paladin Aura of Devotion
Code:
AURA: 10 friend; Aura of Devotion; IMMUNE: charmed
AURA: 30 friend; Aura of Devotion; IMMUNE: charmed
Ruleset: 5e
Game Mechanic: Holy Avenger
Code:
AURA: 10 friend; Holy Avenger; Magic Resistance
Good thread, you beat me to it by a couple of hours. I'd suggest adding a basic format for people to follow, so that codes can be easily searched for. Something like this:
=========
Ruleset: 5e, PF, etc
Game Mechanic: in-game term for the mechanical effect you are implementing (if applicable)
Code:
AURA: 10 friend; Awesomeness; ADVATK
Notes: Add any explanation of how your code works, what variables to manipulate, or know issues, bugs, incompatibilities
===========
Easy one to start with:
Ruleset: 5e
Game Mechanic: Paladin's Aura of Protection
Code:
AURA: 10 friend; Aura of Prot; SAVE: [CHA]
Notes: You can change [CHA] to any number if you want to manually control the bonus
===========
This one's a little more complex. Adding damage to nearby enemies on a successful attack.
Ruleset: 5e
Game Mechanic: Custom Magic Item: Shocking Flail
Code:
AURA: 5 foe; Flail Lightning *This is active at all times on the PC, I used advanced effects to drive it through equipping the item.
SDMGADDS: Flail Damage *This effect should be on the PC, but 'off' until the character rolls for damage. They can turn the effect 'on' before the damage roll. It's not the cleanest implementation, but it's working for now. I used advanced effects to drive it through equipping the item.
Flail Damage; AURA: 5 foe; IF: FACTION(notself); IFT: CUSTOM(Flail Lightning); SAVEA: DEX 99; SAVEDMG: 1d4 lightning; TURNRE *This should be a custom effect in your campaign. It should not be on a PC until driven by the above effects.
Notes: Requires 'Better Combat Effects.' Also 'Advanced Effects,' if you want to tie the functionality to a specific item being equipped.
This was designed to make a custom magic item function. Shocking Flail: Deals 1d4 lightning damage to all enemies within 5 ft of the wielder on a successful attack, in addition to the normal flail melee damage.
===========
This thread was started a while back in the 5e sub-forum. Could be good to cross reference or consolidate the coding listed there to this thread.
https://www.fantasygrounds.com/forum...ts-programming
Ruleset: 5e
Game Mechanic: Spiritual Guardian
Code:
Spirit Guardian; AURA: 15 foe; Spirit Guardian; IF: FACTION(foe); SAVES: WIS [SDC] (H); SAVEDMG: 3d8 radiant; (C)
Requires: Better Combat Effects
Ruleset: 5E
Code:
Spirit Guardians; AURA: 15 !ally; Spirit Guardians; IF: FACTION(notself); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant; (C)
Spirit Guardians; AURA: 15 !ally; Spirit Guardians; IF: FACTION(notself); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 necrotic; (C)
Twilight Sanctuary; AURA: 30 !enemy; Twilight Sanctuary; TREGENE: 1d6 [CLERIC]
Aura of Purity; AURA: 30 !enemy; Aura of Purity; IMMUNE: diseased; ADVCOND: blinded, charmed, deafened, frightened, paralyzed, poisoned, stunned; RESIST: poison
AURA: 30 !enemy; Crusader's Mantle; DMG: 1d4 radiant, melee, ranged; (C)
This one requires another EXT to allow you to resist "spell" damage.
Automatic Spell Resistance
Code:AURA: 10 ally; Aura of Warding; RESIST: spell
Requires Better Combat Effects
Ruleset: 5E
Game Mechanic: Spell Healing Spirit
Code:
AURA: 1 friend; Healing Spirit; IF: FACTION(friend); REGENA: 1d6; REGEN: 1d6
Ruleset: 5E
Game Mechanic: Barbarian: Path of the Storm Herald
Code:
AURA: 10 all; Barbarian Raging Storm Desert; DMGA: 2 fire
Ruleset: 5E
Game Mechanic: Weapon Sunsword
Code:
AURA: 15 all; Sunlight
Sunlight Hypersensitivity; IF CUSTOM(Sunlight); DMGO:20 radiant; DISATK; DISCHK
Anyone help me with coding for Crusaders Mantle
You can add a check for factions to account for the 'each non-hostile' clause in the spell. It should affect neutral parties, as well:
System: 5e
Game Mechanic: Crusader's Mantle
Notes: No other extensions required.Code:AURA: 30 all; Crusader's Mantle; IF: FACTION(!foe); DMG: 1d4 radiant, melee, ranged; (C)
Cheers both
My "Inspire Courage" laden bard player will *love* this extension!
Ruleset: PF2
Game Mechanic: Inspire Courage
Code:
AURA: 60 friend; Inspire Courage; ATK: 1 status; DMG: 1 status; DMGS: 1 status; SAVE: 1 fear, status
For "Lingering Composition" I combined this with the PF2 ruleset "result state" and "Apply all effects" button, using a modified saving throw to simulate the Performance check. Now the bard player only has to click the dice symbol of the spell action and then the "Apply all effects" button to automatically affects all friends within 60 ft. for a duration (in rounds) according to his performance check. Two quick button clicks, no extra targeting, all the glory. Thanks alot for making our gaming sessions easier!
RE: Spirit Guardians.
I have copy pasted the above codes, tried modifying parts but the most recent (V4.1.4 Ult) FGU and no other extensions running. The FROMAURA applies and comes off properly, but it is not triggering the Save or Damage.
Anyone else having any issues?
I had the same issue last night, but wasn't sure if it was just me as it was my 1st time using Aura's
Are you guys using BCE along with Aura
https://forge.fantasygrounds.com/shop/items/76/view
https://forge.fantasygrounds.com/shop/items/32/view
Ruleset: PF2
Game Mechanic: Xulgath Stench
Code: TrogStench; AURA: 30 foe; Stench; IF: FACTION(!friend); IF: CUSTOM(Trog Stench); SAVE: -2 fortitude
Also change the Xulgath automation to add Trog Stench to the sickened effect.
Code: "sickened 1"|Effect: Trog Stench; Sickened: 1; DC: 16[FAILURE][CRITFAILURE]
MrDDT, I know that we were not using it in the game I was in.
@bmos, no you need the (C) on each FROMAURA to remove it from them when the conc fails. As long as the FROMAURA is being applied from a target. The (C) effect is being tracked as who needs to do the conc check.
The Spirit Guardians is working perfectly, you can use that as an example. Anyone with the FROMAURA effect applied by the AURA, has the effect "FROMAURA; Spirit Guardians; IF; FACTION (foe); SAVES: WIS 15 (M)(H); SAVEDMG: 3d8 radiant; (C)"
They do not need to make a conc check if they have that effect on them. However, if the person who applied it fails their conc check, then the FROMAURA is removed (as it should).
(NOTE: WIS 15 was used because that's what my caster had it as for the DC)
The enforce conc checks would do this to any spell cast on another player that is also a conc spell caster. ALL spell casters that apply effects that are on a conc effect need that (C) on every effect they apply else you lose the effect checking.
Example.
I cast on you and your 3 friends bane. I don't need the (C) effect on me. I only need it on you and your 3 friends. If I get hit, because I've got effects out there that are related to me with a (C) on them. I would do a conc check.
So the enforce conc checks isn't even going to do anything. Because if it's checking myself for a (C) then that would only mean it's an effect from someone else, or an effect that is effecting me.
Not all CONC spells apply an effect to the caster itself. So I see no way of your current coding of checking for a (C) on the caster to see if they should be enforced into a limit to work. The way you would need to do it is if the "Applied by" of the (C) effect, is also the one you are doing the "enforced check"
Also you would need to make sure every spell that is cast that is a conc effect applies that (C) effect to the caster to insure they are being correctly enforced.
Given that Bane example. I wouldn't normally put the "Bane; (C)" effect on me. Some people do to do better tracking of who is concentrating on a spell. But it's not required for proper conc checks.
So in order for this to work correctly, you would need to turn that setting to on, that setting would need to be recoded to only check (C) effects that are applied by the current target of the effect, and they would need to make sure to put on a noted effect with (C) in it each time, even if no other effects would be applied to them.
Oh forgot to talk about the second part.
If you were to remove the (C) from the FROMAURA, it would break all the conc effect tooling of removing the effect if they failed conc.
Only because that is how the Aura Effects code works right now. I'm asking if I should change the code (as I'm one of the principal maintainers of that extension right now) so it only had the (C) or AURA but not FROMAURA but is still able to remove the FROMAURA effects when concentration on AURA is broken.
So to clarify:
MrDDT is correct that the system uses (C) to manage concentration checks. The default behavior is working correctly.
What I am pointing out is that if you use BCE option setting "Restrict Concentration" then it will see each of the aura applications with a (C) as a "cast" and expire them until only one is left. I have a screen shoot of the aftermath of an example. Note: if I turn this option off it works as expected. The reason this is an option is that FG does not track multiple casts of concentration spells it only handles checks and the removal of spells on failure.
Many would not use this option or even BCE for that matter, so changing auras will break the expected behavior for many. For those of us that do use this option we have to remove the (C) in the aura line, add a separate effect to track it and manually remove the applications from the aura when concentration is broken.
Based on the description of the other poster's problem I am thinking this is why it happen to them.
You could if you want, but this issue is caused by all effects that would do it not just this. I think it's better if you keep the standard (which is putting a (C) on effects).
The BCE tool is the one with the issue not able to pull the "is not the caster concentrating". I don't think you should change the basic habit of how (C) is working for ALL spell effects from a (C) spell.
kk Figured it out.
Get BCE. Concentration option OFF, remove the (C) from the caster's string.
Create a second 'Spirit guardians; (C)" effect that the caster wears and if it expires, then so to remove the accompanying aura effect from the caster.
Groovy. TY people who understand all the coding more than I thought i did...
There is no need to do this if you are using the aura. The Aura is put on the caster, which also has the (C) effect on effects it applies. it (not the FROMAURA effects) will have a duration for that tracking.
So only 1 effect need to be placed, its the Spirit Guardians Effect Aura I posted up a few.
I had to do exactly as I said. Unless you mean the (C) does not matter as it already knows it is concentration. Otherwise, including (C) at the end of the most current Aura Effects with the current version of FGU results in the enemy not rolling even if it has the effect applied from the aura.
So you said you had to "create a second effect....."
I was just saying you don't need to make that second effect, if you use the coding I posted up. That coding applies all the coding for (C) for the caster, and removes everything correctly if they fail their conc.
is there a way (even with combining AURA's with other extentions) to get this
(place this on a Troglodyte)
AURA: 5 foe; Trog Stench; IF: FACTION(foe); SAVES: CON 12; POISONED
How do you set the Duration of POISONED to be "till start of next turn"? even if the player walks out of the Aura?
It's not really an aura effect as it effects all creatures other than troglodytes and its only at start of turn.
any suggestion woudl be appraciated if there was some other way to do this.
I think Better Combat Effects has the functionality to trigger effects at the start of turns. I'm not sure about adding the immunity with a successful save, though. I think I would just run this manually; the effort to program this won't be worth it, unless you've got a whole troglodyte based campaign.
Technically there are plenty of things that grant immunity to the effect after a save beyond just the troglodyte. Though that seems reasonable to have as a distinct extension rather than piling on the the aura one.