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  1. #611
    Breaking news! I found the trouble. It was with Death Indicators. There's an option for "Insure Death Effects Applied" that when I turned it off stopped the double effects.
    Screenshot 2023-08-03 at 3.29.51 PM.png

  2. #612
    Hi Folks,
    A quick question. Is there a way to code the Wraith's drain ability using this extension? The wraith differs a bit as there's a saving throw to prevent the max, steal:

    Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    So, if there was no save, it'd be [DMG: 4d8+3 necrotic, max, steal]. How would the save portion of this be handled?

    Thanks!

  3. #613
    Quote Originally Posted by Dax Doomslayer View Post
    Hi Folks,
    A quick question. Is there a way to code the Wraith's drain ability using this extension? The wraith differs a bit as there's a saving throw to prevent the max, steal:

    Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

    So, if there was no save, it'd be [DMG: 4d8+3 necrotic, max, steal]. How would the save portion of this be handled?

    Thanks!
    Code it like a spell attack.

    So it would be a save vs damage, if they save no damage. Then apply the normal non steal damage. If they fail, use the steal/max dmg type.
    -MrDDT
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  4. #614
    Quote Originally Posted by MrDDT View Post
    Code it like a spell attack.

    So it would be a save vs damage, if they save no damage. Then apply the normal non steal damage. If they fail, use the steal/max dmg type.
    MrDDT!
    I don't think that would work as intended - would it? The PC is taking the damage either way. The save is to see if it also takes that damage of its maximum hit points in addition to the regular damage, is how I read it.

  5. #615
    Quote Originally Posted by Dax Doomslayer View Post
    MrDDT!
    I don't think that would work as intended - would it? The PC is taking the damage either way. The save is to see if it also takes that damage of its maximum hit points in addition to the regular damage, is how I read it.
    You do the attack roll as normal.

    Roll Attack, if it hits, you give them a save. If they save, they take normal non steal/max damage, if it fails you give them steal/max damage.

    In the picture, you would do 1 first, which is the attack check. If it hits, you roll 2, which is the save.
    If it saves you would do the normal damage which is just necrotic, if it fails you would do the necrotic, max.


    PS. Not sure where you getting the steal effect on this attack unless it's homebrew. As it's not listed on the basic, however, if you are home brewing it, simply add the steal in there like "necrotic, steal, max" for the failed damage.
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    -MrDDT
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  6. #616
    Thanks MrDDT - that works. Also, the steal is a bit of home brew to keep the players on their toes. I like undead - lol...

  7. #617
    Hey there! Been a huge fan of this extension for years, but I just discovered it seems to make Automatic Death Resistance throw errors and not work!

    https://www.dmsguild.com/product/313...ath-Resistance

    Anyone happen to know a fix for this?

  8. #618
    Quote Originally Posted by Darth Decisive View Post
    Hey there! Been a huge fan of this extension for years, but I just discovered it seems to make Automatic Death Resistance throw errors and not work!

    https://www.dmsguild.com/product/313...ath-Resistance

    Anyone happen to know a fix for this?
    https://forge.fantasygrounds.com/shop/items/1215/view

    Use this and

    https://forge.fantasygrounds.com/shop/items/598/view

    The first one works automatically, the second you have to setup a simple trigger to work for features that use it. Like Strength of the Grave.

    If you need help setting up TMT, let me know.

    Automatic Death Resistance has too many issues likely to fix and it's not been updated well.
    -MrDDT
    Discord @mrddt

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  9. #619
    I'm seeing an issue with only this extension enabled where condition effects dragged from an NPC sheet to a target end up with a duration of 1 instead of 0. Here's an example with a Gelatinous Cube, with the highlighted text dragged from the NPC sheet to the dragon in the combat tracker. The duration gets set to 1 instead of 0, so the effect expires when it shouldn't. This doesn't happen if the effect is applied from the [EFF: Restrained; DMGO: 6d6 acid] in the combat tracker. Is this expected?

    5e ruleset
    Constitutional Amendments v2.4.5
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  10. #620
    I'm seeing the same issues, no EXTs it works fine, with CA loaded only, it's causing the DUR to be 1 round.
    -MrDDT
    Discord @mrddt

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