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  1. #1241
    Quote Originally Posted by MrDDT View Post
    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.
    I use 4E rules, but this is the effect I would like to emulate in an aura: Any marked enemy that starts its turn adjacent to the servant takes damage equal to your Wisdom modifier.
    It is from the Obedient Servant power to an Artificer.
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  2. #1242
    Working good. I missed the EXPIREADD part. That fixes it. I did not use IgnoreSG and my effect was simply SGI (1 rd, RST)
    Thanks!

  3. #1243
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    Quote Originally Posted by nephranka View Post
    Working good. I missed the EXPIREADD part. That fixes it. I did not use IgnoreSG and my effect was simply SGI (1 rd, RST)
    Thanks!
    IGNORE SG is for the caster to apply that effect to anyone they want to not take damage that is not an ally, just in case. Maybe they didn't want to kill off a henchman to question them later, or something.
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  4. #1244
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    Quote Originally Posted by Starwolf View Post
    I use 4E rules, but this is the effect I would like to emulate in an aura: Any marked enemy that starts its turn adjacent to the servant takes damage equal to your Wisdom modifier.
    It is from the Obedient Servant power to an Artificer.
    What you listed has nothing to do with healing, but the coding you would do if you were using 5E (I don't know 4E could be the same).

    $ Obedient Servant; AURA: 5 !ally, red; AoE Obedient Servant; IF: FACTION(!self); DMGO: [WIS], magic
    But there are a lot of things missing from this. What type of damage? What is considered "marked"? What is the range of "adjacent"? Is that just 5ft? Is this considered magical damage?

    I assumed it's at least magical damage, also assumed it was 5ft radius from the creature. If you wanted to only affect "marked" targets, you can add a custom effect on creatures named something "OS Marked" then add an if check before the damage, IF: CUSTOM(OS Marked);
    Which would check to see if they have that before apply the damage.
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  5. #1245
    Trying to figure out if there is a way to have NPCs be affected by more than 1 copy of the same Aura. If I have 3 creature A, i want all 3 to have 3 copies of the aura if they are in range. Preferable without having to edit all 3 copies of creature A, so that their version of the aura has a slightly different name.

  6. #1246
    They will most likely need to have 3 different effect names to be able to work at the same time. This would be similiar if you wanted multiple PC's effects to take effect at the same time. Automation can only go so far....until someone makes a new way to make them go further

  7. #1247
    Quote Originally Posted by MrDDT View Post
    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)
    Nice job with the SGI effect. I would just contribute the following. I would move the check for IgnoreSG in front of the AURA to save on resources when there are many targets that have that effect. Also, I believe the if faction not self and expireadd are both redundant due to the not ally, and the saveadds, respectively.

    Code:
    $ Spirit Guardians; (Evil); 'note'; (C); IFT: !CUSTOM(IgnoreSG); AURA: 15 !ally, 80DC143C; AoE Spirit Guardians; SPEED: half; SAVEDMG: 3d8 necrotic, spell; IF: !CUSTOM(SGI); SAVEA: [SDC] WIS (M)(H); SAVEADD: SGI; SAVEADDP: SGI; SAVEE: [SDC] WIS (M)(H)
    I do have one other concern that I do not have a solution to. Although, I don't think the wording of the spell description is as clear as it could be on this. I don't think the intent of this spell was to immediately trigger a save to creatures that are present inside the emanation when it is created. But there is no way I'm aware of, to make it work like that in FG with current extensions, but still trigger a save when the emanation is moved on top of a creature. That would require a new tag for AURAs.
    Last edited by Farratto; April 21st, 2025 at 15:44.

  8. #1248
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    Quote Originally Posted by Farratto View Post
    Nice job with the SGI effect. I would just contribute the following. I would move the check for IgnoreSG in front of the AURA to save on resources when there are many targets that have that effect. Also, I believe the if faction not self and expireadd are both redundant due to the not ally, and the saveadds, respectively.

    Code:
    $ Spirit Guardians; (Evil); 'note'; (C); IFT: !CUSTOM(IgnoreSG); AURA: 15 !ally, 80DC143C; AoE Spirit Guardians; SPEED: half; SAVEDMG: 3d8 necrotic, spell; IF: !CUSTOM(SGI); SAVEA: [SDC] WIS (M)(H); SAVEADD: SGI; SAVEADDP: SGI; SAVEE: [SDC] WIS (M)(H)
    I do have one other concern that I do not have a solution to. Although, I don't think the wording of the spell description is as clear as it could be on this. I don't think the intent of this spell was to immediately trigger a save to creatures that are present inside the emanation when it is created. But there is no way I'm aware of, to make it work like that in FG with current extensions, but still trigger a save when the emanation is moved on top of a creature. That would require a new tag for AURAs.
    Noted on the IFT, that makes sense.

    About the spell.

    Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.

    When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature must make a Wisdom saving throw. On a failed save, the creature takes 3d8 Radiant damage (if you are good or neutral) or 3d8 Necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. A creature makes this save only once per turn.

    Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

    I bolded the part of the 2024 spell that states when the emanation enters the creature's space, they would also when the spell is first cast and the creature is in the area when the spell is triggered/cast.
    Also, the caster could run around affecting everything in the area as it runs by.
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  9. #1249
    Is it possible this extension currently isn't working on 2024 character sheets?
    I can't use aura's on a friend's table but can on my own, but we haven't been able to find any difference other than the friend runs by 2024 rules

    edit: we changed maps and everything works now
    Last edited by Rebecca; April 24th, 2025 at 20:51.

  10. #1250
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    Quote Originally Posted by Rebecca View Post
    Is it possible this extension currently isn't working on 2024 character sheets?
    I can't use aura's on a friend's table but can on my own, but we haven't been able to find any difference other than the friend runs by 2024 rules

    edit: we changed maps and everything works now
    Also to answer the question, not really possible that 2024 record vs a 2014 record would not be working as a whole with AURA ext, because it's not really dealing with that stuff.
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