Thread: 5E - Aura Effects Coding
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April 28th, 2024, 17:40 #181Warrior-Priest
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I have recently been testing out aura's and ongoing save with spirit guardians and noticed this
Not sure if anyone else has noticed this or not with Spirit Guardians. But when my player has cast the spell. It does the roll on the foe's turn but applies no damage. As soon as the player logs off and I do it, it works as intended. And it does not seem to use the enemies Save but the players instead
The coding i am using.
AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); Spirit Guardians (C); SAVEO: WIS DC 12 (M) (H); SAVEDMG: 3d8 radiant
FGUAura+OngoingSave.png
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April 28th, 2024, 18:05 #182Warrior-Priest
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The version of ongoing save is from dmsguild and it is version 2.3. I dont know if that is the problem but it appears that aura is probably not the issue.
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April 28th, 2024, 19:09 #183
If you having issues for ONGOING saves from the DMsG, have you tried using BCEG or BCE?
BCEG works all ongoing saves and it's much better for all the options and power it has.
If you using BCEG, you can use this coding.
Code:Spirit Guardians; (C); AURA: 15 !ally, single; Spirit Guardians AoE; IF: FACTION(notself); SAVEA: [SDC] WIS (M)(H); SAVES: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant
-MrDDT
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April 28th, 2024, 20:37 #184Warrior-Priest
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ok thanks for the reply I would prefer if I didn't have to pay for another extension. I will keep that in mind though. Wish the person who made the extension would respond to my question on discord.
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April 28th, 2024, 20:42 #185
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April 28th, 2024, 21:28 #186-MrDDT
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August 15th, 2024, 00:09 #187Zealot
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Question; any idea on how to handle the blindness of the Hunger of Hadar spell? No matter my syntax, the effect only applies the blinded condition to itself. Is there anyway to make it so that anyone who is in the aura is blinded? Thank you.
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August 15th, 2024, 01:02 #188
If you have BCEG ext also you can use this.
This would be applied onto a proxy NPC token.Code:# Hunger of Hadar; 'npc; (C); LIGHT: 20/20 darkness; AURA: 20 point,black; AoE Hunger of Hadar; IF: !CUSTOM(Object); OBSCURED: magical darkness; SPEED: half; DMGO: 2d6 cold,spell; SAVEE: (SDC) DEX (M); SAVEDMG: 2d6 acid,spell
If you want to remove an effect for the aura bearer you want to use IF: FACTION(notself)
Code:# Hunger of Hadar; 'npc; (C); LIGHT: 20/20 darkness; AURA: 20 point,black; AoE Hunger of Hadar; IF: FACTION(notself); IF: !CUSTOM(Object); OBSCURED: magical darkness; SPEED: half; DMGO: 2d6 cold,spell; SAVEE: (SDC) DEX (M); SAVEDMG: 2d6 acid,spell
A simple AURA for blinded people in the area would be.
Code:NameofSpell; AURA: 10, point; AoE NameofSpell; IF: FACTION(notself); Blinded
-MrDDT
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August 15th, 2024, 08:11 #189Zealot
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Seems to have done the trick, but I had to split the effect into two auras to get the full effect (Hunger of Hadar is such a weird spell lol).
Another query; one of my players has the Summon Undead spell, and naturally I've come up with an effect for the Festering Aura
Code:
Festering Aura; AURA: 5 all,single,once,cloudkill; AoE Festering Aura; IF: FACTION(notself); IF: !CUSTOM(Undead Tamer); SAVES: (SDC) CON; SAVEADD: poisoned
Question I have now is; is there anyway to make the poisoned effect last until the start of the targets next turn, or have any duration applied to it for that matter? So far, it only results in the aura itself having a duration.
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August 15th, 2024, 08:18 #190
Best thing to do when asking a coding question is also post the full exact wording.
First, single and once are meant to be used one or the other. So depending on your use case you would use one or the other.
To get the poisoned to last to the start of someone's or whatever's turn, you make a full custom effect.
SAVEADD: BlahCustom
BlahCustom; Poisoned
Then set the duration in the custom effect list.
Always name your custom effects different than basic "Poisoned" because that is used in other things by default and you don't want it detecting your custom settings for things that are not meant for it.
This requires BCEG.-MrDDT
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