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  1. #1

    5E - Aura Effects Coding

    Hi,

    please share your coding for 5E - Aura Effects

    I will copy and past in #2

    Regards
    Last edited by plap3014; August 6th, 2021 at 17:15.

  2. #2
    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 Resistance
    Last edited by plap3014; August 7th, 2021 at 00:41.

  3. #3
    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

    ===========
    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.
    ===========

  4. #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

  5. #5
    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)

  6. #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.

  7. #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; DISCHK
    Last edited by rhagelstrom; August 7th, 2021 at 20:50.

  8. #8
    Quote Originally Posted by M0kkan View Post
    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.
    Very good point. Especially mentioning which additional extensions are required to use as written.

  9. #9
    Anyone help me with coding for Crusaders Mantle

  10. #10
    Quote Originally Posted by Leprekorn View Post
    Anyone help me with coding for Crusaders Mantle
    No way to code this for only weapon attacks.

    But the best you can do is this.
    One below is better.
    Last edited by MrDDT; August 9th, 2021 at 18:17.

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