DICE PACKS BUNDLE
Page 124 of 138 First ... 24 74 114 122 123 124 125 126 134 ... Last
  1. #1231
    MrDDT's Avatar
    Join Date
    Nov 2018
    Location
    Disney World, FL
    Posts
    2,040
    Quote Originally Posted by cwsoots View Post
    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!
    Yes the SPEED: half is for WTW, if you do not use WTW it would not break anything and act as just a note.

    After more use and testing, this coding effect doesn't work correctly. Discard it.
    -MrDDT
    Discord @mrddt
    Grim Press Discord (Publishing/Extensions/Modules)
    Bethica Discord (West Marches RPG)

    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

  2. #1232
    Quote Originally Posted by MrDDT View Post
    Yes the SPEED: half is for WTW, if you do not use WTW it would not break anything and act as just a note.

    After more use and testing, this coding effect doesn't work correctly. Discard it.
    Noted. Thanks for the update!

  3. #1233
    Edit: I reread the post and now I see the issue.
    Last edited by nephranka; April 18th, 2025 at 02:27.

  4. #1234
    So I got it to the place where the only case not covered is if the enemy starts in the aura and moves out, then back in. Instead of triggering on entry it triggers at the end of the turn. If you remove the "once" it will work in that case but no longer blocks the possibility of multiple hits each round as enemies (or the caster) move in and out. If you can live with the corner case having a slight timing issue then this is 95% good to go, I think.

    Spirit Guardians; (C); AURA: 15 !ally, once; AoE Spirit Guardians; IF: FACTION(!self); SPEED: half; SAVEA: [SDC] WIS (M) (H); SAVEDMG: 3d8 radiant; SAVEADD: SG; SAVEADDP: SG; IF: !CUSTOM(SG); SAVEE: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant

    SG
    1 rd, RTS
    Last edited by nephranka; April 18th, 2025 at 13:59.

  5. #1235
    Quote Originally Posted by nephranka View Post
    So I got it to the place where the only case not covered is if the enemy starts in the aura and moves out, then back in. Instead of triggering on entry it triggers at the end of the turn. If you remove the "once" it will work in that case but no longer blocks the possibility of multiple hits each round as enemies (or the caster) move in and out. If you can live with the corner case having a slight timing issue then this is 95% good to go, I think.

    Spirit Guardians; (C); AURA: 15 !ally, once; AoE Spirit Guardians; IF: FACTION(!self); SPEED: half; SAVEA: [SDC] WIS (M) (H); SAVEDMG: 3d8 radiant; SAVEADD: SG; SAVEADDP: SG; IF: !CUSTOM(SG); SAVEE: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant

    SG
    1 rd, RTS
    Awesome! I appreciate your effort on this. I'll try it out in my next session. Thanks!

  6. #1236
    MrDDT's Avatar
    Join Date
    Nov 2018
    Location
    Disney World, FL
    Posts
    2,040
    Quote Originally Posted by nephranka View Post
    So I got it to the place where the only case not covered is if the enemy starts in the aura and moves out, then back in. Instead of triggering on entry it triggers at the end of the turn. If you remove the "once" it will work in that case but no longer blocks the possibility of multiple hits each round as enemies (or the caster) move in and out. If you can live with the corner case having a slight timing issue then this is 95% good to go, I think.

    Spirit Guardians; (C); AURA: 15 !ally, once; AoE Spirit Guardians; IF: FACTION(!self); SPEED: half; SAVEA: [SDC] WIS (M) (H); SAVEDMG: 3d8 radiant; SAVEADD: SG; SAVEADDP: SG; IF: !CUSTOM(SG); SAVEE: [SDC] WIS (M)(H); SAVEDMG: 3d8 radiant

    SG
    1 rd, RTS
    This causes double damage on end of turn saves.
    -MrDDT
    Discord @mrddt
    Grim Press Discord (Publishing/Extensions/Modules)
    Bethica Discord (West Marches RPG)

    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

  7. #1237
    Quote Originally Posted by MrDDT View Post
    This causes double damage on end of turn saves.
    Not in this test.
    Attached Images Attached Images

  8. #1238
    Is it possible to set up an aura effect that will damage (or heal) marked creatures/friends/enemies that either move into or start in the aura?
    Discord: starwolf.
    Games I host on FGU:
    • DnD 4e - Echoes of future Past
    • Traveller (MGT2) - Discontinued

  9. #1239
    MrDDT's Avatar
    Join Date
    Nov 2018
    Location
    Disney World, FL
    Posts
    2,040
    Quote Originally Posted by Starwolf View Post
    Is it possible to set up an aura effect that will damage (or heal) marked creatures/friends/enemies that either move into or start in the aura?
    Starting their turn there yes with basic FG coding and AURA coding.

    Healing Area; AURA: 30 all; AoE Healing Area; REGEN: 10


    If you want it to heal when they enter, you need another coding effect from an EXT, Better Combat Effect Gold.
    REGENA: 10
    This will apply it when they first enter.

    If you give me the exact wording if the feature/spell I can code it for you.
    -MrDDT
    Discord @mrddt
    Grim Press Discord (Publishing/Extensions/Modules)
    Bethica Discord (West Marches RPG)

    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

  10. #1240
    MrDDT's Avatar
    Join Date
    Nov 2018
    Location
    Disney World, FL
    Posts
    2,040
    Quote Originally Posted by nephranka View Post
    Not in this test.
    Quote Originally Posted by cwsoots View Post
    Awesome! I appreciate your effort on this. I'll try it out in my next session. Thanks!
    Ok I think I got this figured out. Let me know if you see any issues.

    Code:
    $ Spirit Guardians; (Evil); 'note'; (C); AURA: 15 !ally, 80DC143C; AoE Spirit Guardians; IF: FACTION(!self); IF: !CUSTOM(IgnoreSG); SPEED: half; SAVEDMG: 3d8 necrotic, spell; EXPIREADD: SGI; IF: !CUSTOM(SGI); SAVEA: [SDC] WIS (M)(H); SAVEADD: SGI; SAVEADDP: SGI; SAVEE: [SDC] WIS (M)(H)


    Custom Effect List
    Code:
    SGI; IMMUNE: CUSTOM(SGI)
    Duration 1, RTS (remove any turn)
    -MrDDT
    Discord @mrddt
    Grim Press Discord (Publishing/Extensions/Modules)
    Bethica Discord (West Marches RPG)

    PLEASE VOTE FOR THESE FEATURES VERY IMPORTANT!!!

Page 124 of 138 First ... 24 74 114 122 123 124 125 126 134 ... Last

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Starfinder Playlist

Log in

Log in