Thread: 5E - Aura Effects Coding
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August 6th, 2021, 16:57 #1
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5E - Aura Effects Coding
Hi,
please share your coding for 5E - Aura Effects
I will copy and past in #2
RegardsLast edited by plap3014; August 6th, 2021 at 17:15.
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August 6th, 2021, 17:15 #2
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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 ResistanceLast edited by plap3014; August 7th, 2021 at 00:41.
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August 6th, 2021, 19:12 #3
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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
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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.
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August 6th, 2021, 20:53 #4
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
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August 6th, 2021, 22:11 #5
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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)
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August 6th, 2021, 22:17 #6
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
Last edited by MrDDT; January 12th, 2023 at 16:46.
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August 7th, 2021, 00:16 #7
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; DISCHKLast edited by rhagelstrom; August 7th, 2021 at 20:50.
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August 7th, 2021, 19:47 #8
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August 9th, 2021, 15:53 #9
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Anyone help me with coding for Crusaders Mantle
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August 9th, 2021, 18:05 #10
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