Legit Cone Algorithm
Several tabletop RPGs define a cone area effect as "as many spaces wide at the end as it is long", but not a single VTT I've used implements this definition correctly, usually overlaying a triangle onto the grid without regard for the corners and middle potentially ending up at wildly different true distances from the cone's origin. There's a much better way to approach this simply by taking the cone definition at its word - a cone should hit exactly five spaces that are five spaces away from its source, regardless of how it's oriented. This can be accomplished by taking a user-given aiming angle and then stepping outward from the origin point in rings. Each ring that's N spaces away should include N spaces that lie within the cone's area, so just take that ring's set of spaces and choose the N of them that lie closest to the chosen angle. With this approach, a cone of any angle covers the same area and abides by the game's natural constraints, reaching all the spaces it ought to and none that it shouldn't. The Legit Cone Algorithm works equally well on square and hex grids. (In my experience, games that use square grids with even-odd diagonal costs use a different cone definition anyway, so there's no need for this algorithm to be applicable on that metric.)