Yeah, this behavior while certainly not ideal is consistent with the normal behavior in FG of effects not showing their changes on the character sheet. That said I do have some general UI improvements in mind for a future update.
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Thanks MeAndUnique. I appreciate the response.
Interestingly MadNomads Character Sheet Effects also utilises MAXHP and running this without Constitutional Amendments results in the MAX field adjusting correctly. Both together and it stops adjusting so could be a load order issue but changing that may cause other issues. I'll just tell my players that the MAX is the theoretical max without effects.
I love all you extensions btw. Just started using KnK as one of my players picked up a wand and don't know how I went without it. Converted the non darkvision players torches to use this now as they always forgot to track how many torches they burnt through :)
Is there a way to use this extension to make an effect that would give the targeted creature immunity to a certain type of damage but that damage would be done instead to the person who applied the effect?
It would be fancy if you could add some way to have an ability expend hit dice... i've designed a bunch of class abilities and magic items in the past that use them as a resource, but 5e in FGU is a bit inflexible in how it handles them, so using them for that is a little bit fiddly.
Support for such was just released today for Capital Gains, in fact.
This looks great! Slowly using this in my sessions!
The only thing I wish I really had was an ability to do + or - x amount of health, because math can go wrong if needing to add or remove health manually
So I ran into this strange bug with this ext and TMT. If I use "steal" from CA and do critical damage, the game hard locks up. Without the critical damage, no issues. I assume this might be on the TMT side but I am not sure.
The effect I am using, "on next roll", "self"
DMG: 1d4 piercing, steal
Here is the setup.