Thread: 5E - Aura Effects
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January 21st, 2025, 01:11 #1221-MrDDT
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January 21st, 2025, 04:21 #1222Templar
- Join Date
- Apr 2020
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- 136
Maybe something like AURA: 5 friend; IF:FACTION (NOTSELF); Pack Tactics
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January 21st, 2025, 20:50 #1223Acolyte
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- Mar 2020
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TYVM for the info!
I do not have BCEG, but I'm sure i can remedy that.
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January 21st, 2025, 21:21 #1224
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
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March 13th, 2025, 12:59 #1225
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
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April 16th, 2025, 18:10 #1226
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]
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April 16th, 2025, 19:08 #1227
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.-MrDDT
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April 16th, 2025, 20:54 #1228
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.
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April 17th, 2025, 06:27 #1229
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.-MrDDT
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April 17th, 2025, 17:37 #1230
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!
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