STAR TREK 2d20
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  1. #371
    Quote Originally Posted by SoxMax View Post
    Are you trying to have it so nearby enemies get a debuff that grants advantage to people attacking them in melee? Try something like
    Code:
    AURA: 5 foe; IF: FACTION(foe); GRANTADVATK: melee
    Yeah, no luck.
    I'm just going to stick adjusting it manually when enemies attack him.
    Thanks for the assist though!

  2. #372
    Is it possible to create an aura like the twilight sanctuary?
    Power heals 1d6 + level for allies up to 30 feet

  3. #373
    Maybe REGEN will help. If you have the REGEN effect than you will regenerate HP on the start of your turn. So if you start your turn inside the aura you should heal.

    AURA: 30 friend; Twilight sanctuary; REGEN: 1d6+[LV]

    The [LV] should be applied if you put the code from the char sheet into the combat tracker. If it does not work try

    AURA: 30 friend; Twilight sanctuary; REGEN: 1d6+5
    for LV 5...

  4. #374
    Just read the instructions of twilight sancutuary

    You grant it temporary hit points equal to 1d6 plus your cleric level.
    You end one effect on it causing it to be charmed or frightened.


    Temp HP could not be "heald" without an extension. REGEN does real healing.
    You will need this extension:
    https://www.fantasygrounds.com/forum...rary-hitpoints

    TEMP is on the start of the turn and not on the end, so.....

    there is also an conflict with Ongoing Saves extension...
    https://www.dmsguild.com/product/312...g-Save-Effects
    Last edited by MSW; May 11th, 2021 at 08:08.

  5. #375
    Quote Originally Posted by MSW View Post
    Just read the instructions of twilight sancutuary

    You grant it temporary hit points equal to 1d6 plus your cleric level.
    You end one effect on it causing it to be charmed or frightened.


    Temp HP could not be "heald" without an extension. REGEN does real healing.
    You will need this extension:
    https://www.fantasygrounds.com/forum...rary-hitpoints

    TEMP is on the start of the turn and not on the end, so.....

    there is also an conflict with Ongoing Saves extension...
    https://www.dmsguild.com/product/312...g-Save-Effects
    And this extension using, how is a command line of the aura?

  6. #376
    AURA: 30 friend; Twilight sanctuary; TEMPO: 1d6+4

    If the first extension is loaded.
    It will make the roll on the start of the turn. I don't think that there is a possible coding, to do it at die end...

    The [LVL] doesn't work with 1d6+ ....
    Last edited by MSW; May 12th, 2021 at 11:54.

  7. #377
    SoxMax's Avatar
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    So the latest version of CoreRPG released on 2021-05-11 had this note: [DEV][CoreRPG+] Adjusted EffectManager.addEffect to not display duplicate effect message if show message flag set to false.

    As a result I was able to change some of the code around to allow non locking movement with the mouse to work and not spam the chat window. I've attached a version with just this change if anyone wants to give it a try early.
    Attached Files Attached Files

  8. #378
    Quote Originally Posted by SoxMax View Post
    So the latest version of CoreRPG released on 2021-05-11 had this note: [DEV][CoreRPG+] Adjusted EffectManager.addEffect to not display duplicate effect message if show message flag set to false.

    As a result I was able to change some of the code around to allow non locking movement with the mouse to work and not spam the chat window. I've attached a version with just this change if anyone wants to give it a try early.
    Thanks for this! I’ll give it a test and report back. I suppose the 4E issue is still there but this will be helpful.

  9. #379
    Quote Originally Posted by SoxMax View Post
    So the latest version of CoreRPG released on 2021-05-11 had this note: [DEV][CoreRPG+] Adjusted EffectManager.addEffect to not display duplicate effect message if show message flag set to false.

    As a result I was able to change some of the code around to allow non locking movement with the mouse to work and not spam the chat window. I've attached a version with just this change if anyone wants to give it a try early.
    This build is working with 4e, applying the aura effect correctly with player movement. No chat box spamming :-)


    Token Height Indication v3.5 causes this new version not to apply the aura effects correctly, even with GM moving token.
    Reported on the Height thread.
    Last edited by kevininrussia; May 12th, 2021 at 19:30.

  10. #380
    Quote Originally Posted by kevininrussia View Post
    This build is working with 4e, applying the aura effect correctly with player movement. No chat box spamming :-)


    Token Height Indication v3.5 causes this new version not to apply the aura effects correctly, even with GM moving token.
    It's working for me as GM in PFRPG. Checking 4E now.

    EDIT: how weird!
    in 4e with AURA: 1 foe; etc it gives aura on diagonals and to the left or right, but directly above or below the effect is removed. something does seem to be weird about the distance calculation there.

    EDIT 2: I think it's an issue with how Token Height handles the 1 unit/square of 4e.
    Last edited by bmos; May 12th, 2021 at 19:41.

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