Thread: 5E - Aura Effects Coding
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March 24th, 2022, 20:37 #71
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- Mar 2020
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- 5
Thanks for all the input guys, definitely appreciate it! The Auras extension is really awesome, just discovered it today, looking forward to playing with it more.
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April 11th, 2022, 03:31 #72
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- Feb 2021
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- 10
This works perfectly for a foe starting their turn within the Aura. How would you go about triggering the Save/Damage Roll when a foe enters the area (aura) for the first time on a turn? I was thinking something along the lines of this would do the trick, but no dice.
Code:Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEA: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; SAVES: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant; (C)
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April 11th, 2022, 03:57 #73
Well there are some issues here.
1) First you need to detect if they've already entered the area once this turn or not. Thus you need to apply an effect that would put that on them and drop off after their turn. So it would need an IF check.
So this would need to always apply an effect to anyone fitting the aura function to get this effect until the end of their turn.
2) You also need to trigger this as soon as they get into the area, which is the SAVEA effect. However, currently SAVEA and other ONGOING effects in the same effect is likely going to cause some issues.
What I would do is set up an detection IF trigger couple that with your SAVEA, have a second effect aura that does the other ongoing save.
I'm not going to type it all out here, but that should get you started. Let us know how it goes.
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April 22nd, 2022, 20:36 #74
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- Jul 2016
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- 314
I tried to use just this line
Spirit Guardians; AURA: 15 foe; Spirit Guardians; IF: FACTION(foe); SAVEA: WIS [SDC] (M)(H); SAVEDMG: 3d8 radiant
for one entering the area and instead of it rolling the die and damage; it adds it like 10+ times onto the enemy rolling the save and damage for each of them (and then if you move them away it also rolls more. It almost seems like it is registering each piece of movement as a check and triggers the effect again.
Anyone been able to get the entering piece to work? I would figure that it should be something where you would run the Ongoing part as 1 entry and the entering as a separate entry and that one only kick off once.
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April 22nd, 2022, 20:52 #75
You can do this with Better Combat Effects:
https://www.fantasygrounds.com/forum...l=1#post648040bmos' extensions
he/them
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April 22nd, 2022, 23:13 #76
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- Jul 2016
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- 314
If you mean the line here:
Thank you! I also JUST found that i can combine it with the "Better Combat Effects". So my Spirit Guardians now look like this "Spirit Guardians; AURA: 15 foe; TEST; IF: FACTION(foe); SAVES: WIS [SDC](H)(C); SAVEDMG: 3d8 radiant" not very elegant, but it works!
That coding takes care of the ongoing save if they are inside the aura at the start of the turn. I am trying to work out the coding for when someone first enters the aura range (that is the SAVEA) but that one does not seem to work properly with the SAVEDMG to know only roll the damage after the save and take that into account and not add it like 10 times.
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April 26th, 2022, 18:50 #77
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- May 2019
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- 42
Does anyone have a code for AUra of purity with the advantage to saves, I have BCE Gold
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June 14th, 2022, 06:52 #78
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- Jan 2017
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- 76
ok, i will ask...
WHAT is the effet you have for "Aura of Warding" ?
i presume it starts with
AURA: 10 friend; Aura of Warding; ....... but then what?
i am just not good at looking at all the options and understanding what makes "Resist spells".
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June 14th, 2022, 06:56 #79
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June 14th, 2022, 12:59 #80
Aura of Purity
PHB p216
4th-level abjuration
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: Concentration, up to 10 minutes
Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.
Oath of the Ancients: Aura of Warding
PHB p86
Beginning at 7th level, ancient magic lies so heavily upon you that it forms an eldritch ward. You and friendly creatures within 10 feet of you have resistance to damage from spells.
At 18th level, the range of this aura increases to 30 feet.For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e
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