Thread: 5E - Aura Effects
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May 9th, 2024, 19:20 #1131Wolf: While you're raging, your friends have advantage on melee attack rolls against any hostile creature within 5 feet of you. The spirit of the wolf makes you a leader of hunters.
Code:Wolf Totem; AURA: 5 enemy; Wolf Totem AoE; IF: FACTION(notself); IFT: FACTION(!ally); IFT: !CUSTOM(Wolf Totem); GRANTADVATK: melee
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May 10th, 2024, 06:26 #1132
- Join Date
- Jul 2015
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Thank you very much. I have Better Combat Effects, but, not Gold. It appears that the FACTION(notself) part doesn't work unless I have Gold. Otherwise, it works fine. As it stands, the Barbarian is granting advantage to himself, which isn't supposed to happen. Not a bit deal. Just have to remember to click disadvantage when not recklessing.
Thank you.
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May 10th, 2024, 08:29 #1133
Well the FACTION(notself) is not for that, its for him not to "GRANTADVATK: melee" to people attacking him. Because without that, he would be as he would be affected by the AURA.
The "IFT: !CUSTOM(Wolf Totem)" is to stop him from getting ADV on attacks.
I guess the ! part is BCEG and BCE doesn't have it. I'm not really sure all the diffs in BCEG and BCE.
But glad you are able to use it.
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May 20th, 2024, 12:02 #1134
I had my group fight last night against an ice troll, and encountered an unexpected side effect of AURA and spell effect combination on the same PC.
The ice troll has a "Cold Aura" which is described as "Any creature that starts its turn within 10 feet of the troll takes 10 (3d6) cold damage." It is coded as:
Code:Cold Aura; AURA: 10 all; AoE Cold Aura; IF: FACTION(!self); DMGO: 3d6 cold
Code:Fire Weapon; (C); ATK: 1; DMGTYPE: magic; DMG: 1d4 fire
Now, when the turn shifts to the cleric, the ongoing damage from the aura is rolled and applied, but IN ADDITION, the damage from the "Fire Weapon" effect is applied as well. This was extremely annoying as the concentration check afterwards was failed, so the "Elemental Weapon" spell expired.
Is there a way to prevent auras to interact with the effects on the affected targets own spells (other than disabling them manually before the turn)?
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May 20th, 2024, 13:43 #1135
Does this not happen with the core ruleset?
My advice would be to apply that Elemental Weapon effect using Advanced Effects as an ActionOnly effect (so it only applies to attacks made with the touched weapon as per the spell).
The way you have written it "DMG: 1d4 fire" applies to all attacks initiated by the character so since DMGO is basically handled as the character attacking themself "DMG: 1d4 fire" also applies there.
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May 20th, 2024, 14:30 #1136
It doesn't and shouldn't happen. As in the screenshot when it's Bob's turn he only takes the ongoing damage without the extra fire damage. He still needs to make the concentration check of course but he doesn't take any fire damage. DMG: ndn only fires when the character makes a damage roll.
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May 20th, 2024, 16:33 #1137It doesn't and shouldn't happen.
Screenshot 2024-05-19 172243.png
Indeed, Advanced Effects extension with an ActionOnly coding might avoid this, but to my knowledge, there is no extension that would apply a spell effect to an item instead of the PC. All "Elemental Weapons" effects would need to be pre-coded on each weapon and manually activated/deactivated. Not the direction I would like to take.
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May 20th, 2024, 17:42 #1138
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May 20th, 2024, 17:52 #1139
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May 20th, 2024, 17:55 #1140
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