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Farratto
February 26th, 2025, 21:50
Resistance is Futile

Current Version: v1.1.10
Updated: 2025-09-11

This extension adds effects for extra functionality around damage resistance and immunity.

Installation

Recommend disable and hide Blissful Ignornance from Fantasy Grounds Forge and delete BlissfulIgnorance.ext from your extensions folder.
You can find the source code at Farratto's GitHub (https://github.com/Farratto/ResistanceIsFutile).
You can ask questions at the Fantasy Grounds Forum (https://www.fantasygrounds.com/forums/showthread.php?84384).

Details

The following targetable Effects have been added:


ABSORB: (n), types - When the target takes damage from one of the provided damage types, they instead are healed for n times the damage. n is optional and defaults to 1. e.g. "ABSORB: lightning" may be used for a shambling mound.
IGNORE[R]: types - Damage dealt by the bearer of this effect will ignore R to any of the damage types, where R can be one of ABSORB, IMMUNE, RESIST, or VULN. e.g. "IGNORERESIST: fire" for a Fire Elemental Adept.
[R1]TO[R2]: types - Damage dealt by the bearer of this effect will treat R1 as R2 for any of the damage types, where R1 and R2 may be one of ABSORB, IMMUNE, RESIST, or VULN. e.g. "IMMUNETORESIST: radiant" would cause the damage dealt by a paladin's divine smite to treat radiant immunity as radiant resistance instead.
MAKEVULN: types - Damage dealt by the bearer of this effect will treat a creature without any sort of resistance to the damage types as if they were vulnerable. e.g. "MAKEVULN: slashing" would cause a wraith to take double damage from magic swords, but still take half damage from nonmagical, unsilvered swords.
MAKERESIST: types - Functions the same as MAKEVULN.
REDUCE: n, types - This functions exactly as RESIST: n, except it will also stack with normal resistance.
UNHEALABLE: (types) - The bearer of this effect cannot benefit from any healing of the associated types. types is optional and may be any combination of "heal", "hitdice", and "rest", separated by commas. If types is not provided, then all types of healing are prevented.
DMGMULT: n - The bearer of this effect has all of their damage dealt multiplied by n. If n is negative, damage will heal instead.
DMGEDMULT: n - The bearer of this effect has all of their damage taken multiplied by n. If n is negative, damage will heal instead.
HEALMULT: n (types) - The bearer of this effect has all of their healing done multiplied by n. If n is negative, healing will damage instead. In this case, you may optionally specify damage types separated by a comma.
HEALEDMULT: n, (types) - The bearer of this effect has all of their healing received multiplied by n. types is optional and may be any combination of "heal", "hitdice", and "rest", separated by commas. If types is not provided, then all types of healing are multiplied. If n is negative, healing will damage instead. In this case, you may optionally specify damage types separated by a comma.


Attribution

Resistance is Futile is a rebranding of MeAndUnique's Blissful Ignorance, now maintained by Farratto under the MIT license.
Icon made by Delapouite (https://delapouite.com/) from Game-icons.net (https://game-icons.net/1x1/delapouite/electrical-resistance.html).
SmiteWorks owns rights to code sections copied from their rulesets by permission for Fantasy Grounds community development.
'Fantasy Grounds' is a trademark of SmiteWorks USA, LLC.
'Fantasy Grounds' is Copyright 2004-2021 SmiteWorks USA LLC.

Change Log


v1.1.10: FIXED: several coding tags were broken from v4.7 some time ago.
v1.1.9: FIXED: 5E ruleset update on 2025-09-02 introduced error triggered by damage rolls.
v1.1.8: removed DMGTYPENEW rendered obsolete by DMGBASETYPE
v1.1.7: Rebranding to Resistance is Futile.
v1.1.6-rc6: Console log spamming. FIXED.
v1.1.6-rc5: Support for negative n on DMGMULT DMGEDMULT HEALMULT HEALEDMULT
v1.1.6-rc4: Increased compatibility with other Extensions.
v1.1.6-rc3: Rare Bug Error Protection. Compressed icon.
v1.1.6-rc2: New tag: DMGTYPENEW replaces damage types.
v1.1.6-rc1: new modifier tag: MAKERESIST

MrDDT
February 27th, 2025, 07:24
Awesome thank you for this.

satyr451
March 2nd, 2025, 17:33
Thanks for this and all your other extensions you rescued. Kick ***.

Arnagus
March 2nd, 2025, 21:54
Also from me: many thanks for rescuing this and the other „Me“ extensions so critical for GP!

Bonkon
March 7th, 2025, 05:50
Good Day Farrato :)
I was just trying the IGNORERESIST: fire for an Elemental Adept and it did not seem to bypass a creatures resistance to fire damage. I tested it in a clean campaign. Unless I am just doing something wrong. I just put the effect IGNORERESIST: fire onto the target NPC.

MrDDT
March 7th, 2025, 07:44
Good Day Farrato :)
I was just trying the IGNORERESIST: fire for an Elemental Adept and it did not seem to bypass a creatures resistance to fire damage. I tested it in a clean campaign. Unless I am just doing something wrong. I just put the effect IGNORERESIST: fire onto the target NPC.

It goes on the caster, not the target.

Bonkon
March 7th, 2025, 16:38
It goes on the caster, not the target.

Good Day MrDDT :)
I guess I should have read the description a bit better! "Damage dealt by the bearer of this effect". I think my comprehension is dropping a bit as I age! Thanks :)

Fingersome
March 9th, 2025, 11:11
Would be useful to allow Temporary Hit Point healing while being able to disable regular healing. There are a fair few spells and effects that mean that a creature can't regain Hit Points... but I don't believe that ought to affect them gaining Temporary Hit Points...?

Farratto
March 11th, 2025, 14:02
Would be useful to allow Temporary Hit Point healing while being able to disable regular healing. There are a fair few spells and effects that mean that a creature can't regain Hit Points... but I don't believe that ought to affect them gaining Temporary Hit Points...?

Better Combat Effects Gold already does this. It's an option. See screenshot.63744

metaldm007
March 25th, 2025, 21:40
Hey there. I've been trying out the DMGTYPENEW effect on the Javelin of Lightning, but it doesn't change the damage type or react to damage being dealt even when set to expire on roll. The syntax should be


Javelin of Lightning; DMGTYPENEW: lightning (targeting self, expending on next roll)

Correct?

MrDDT
March 25th, 2025, 22:02
Hey there. I've been trying out the DMGTYPENEW effect on the Javelin of Lightning, but it doesn't change the damage type or react to damage being dealt even when set to expire on roll. The syntax should be


Javelin of Lightning; DMGTYPENEW: lightning (targeting self, expending on next roll)

Correct?

No you can't put extra stuff in the damage type.


Javelin of Lightning; DMGTYPENEW: lightning

You can also use this if you want to keep your note.


Javelin of Lightning; DMGTYPENEW: lightning; (targeting self, expending on next roll)


Also wanted to note, that in the next update of FG coming next month, the new coding for this will be DMGBASETYPE and it will be core FG coding effect.

metaldm007
March 25th, 2025, 23:10
No you can't put extra stuff in the damage type.


Javelin of Lightning; DMGTYPENEW: lightning

You can also use this if you want to keep your note.


Javelin of Lightning; DMGTYPENEW: lightning; (targeting self, expending on next roll)


Also wanted to note, that in the next update of FG coming next month, the new coding for this will be DMGBASETYPE and it will be core FG coding effect.

I just put those brackets there to indicate the options in the Spell/Ability Effect field; they aren't part of the actual code.

Farratto
March 26th, 2025, 12:23
Hey there. I've been trying out the DMGTYPENEW effect on the Javelin of Lightning, but it doesn't change the damage type or react to damage being dealt even when set to expire on roll. The syntax should be


Javelin of Lightning; DMGTYPENEW: lightning (targeting self, expending on next roll)

Correct?

I'm not sure if you're having a problem with Resistance is Futile or something else, but this effect tag will be deprecated in the next patch anyway. DMGBASETYPE will be part of base FGU functionality. DMGTYPENEW will be taken out of Resistance is Futile

metaldm007
March 26th, 2025, 19:01
I.... forgot to add the extension in Forge.

:square:

MColeman030
April 25th, 2025, 22:43
MAKEVULN is no longer working, is there a new way to use this function?

Accester
May 5th, 2025, 07:07
The IGNORER commands no longer seem to be working.

MrDDT
May 5th, 2025, 07:32
The IGNORER commands no longer seem to be working.

The last update broke this in a few ways and we are working on getting it fixed. It’s not super easy fix.

metaldm007
June 7th, 2025, 08:54
The last update broke this in a few ways and we are working on getting it fixed. It’s not super easy fix.

Figured I'd check in as the IGNORE effect is not working in the current version of FG.

MrDDT
June 7th, 2025, 09:08
Figured I'd check in as the IGNORE effect is not working in the current version of FG.

Yep, still broke. We know about it, just busy IRL. We've also been working on other projects that have been consuming our time. Sorry the issues this may have caused you.

Gilafron
July 8th, 2025, 18:08
I couldn't get 50% absorb to work. I tried "ABSORB: .5 poison", "ABSORB: (.5) poison", "ABSORB: .5, poison", "ABOSRB: (.5), poison". I'm not sure if I'm using the incorrect syntax or if it is something with the extension.

MrDDT
July 8th, 2025, 19:20
ABSORB is currently not working many of the features are not working in this EXT, we know about it and working on fixes.

jimlad42
July 13th, 2025, 01:22
Was just hopping over to see if I was doing something wrong or things were broken, glad to hear you're working on it!
Since I'm here, thank you MrDDT and Farratto, almost all my extensions come from your excellent work maintaining these extensions! Me and my players really appreciate it.

Farratto
July 13th, 2025, 03:16
sorry misstell

Darth Decisive
September 6th, 2025, 22:30
Hey there! Love this extension, but some of the core functions (ignore, R to R, absorb, etc) seem to not be working correctly, even if its the only extension loaded. That said, others, like REDUCE, do still seem to be working.

I saw you had reported you were aware of this a couple months back; just checking in to see if there was any progress on this, as the update from a couple days ago doesn't seem to have fixed it.

Farratto
September 8th, 2025, 13:10
Hey there! Love this extension, but some of the core functions (ignore, R to R, absorb, etc) seem to not be working correctly, even if its the only extension loaded. That said, others, like REDUCE, do still seem to be working.

I saw you had reported you were aware of this a couple months back; just checking in to see if there was any progress on this, as the update from a couple days ago doesn't seem to have fixed it.

Thank you for reporting. Unfortunately, there hasn't been any progress on this yet. It requires a complete rewrite due to core changes that were made on the ruleset level and I just haven't had time to take on that project yet. I'm sorry.

Darth Decisive
September 9th, 2025, 18:34
Understood, thanks for the heads up! Hopefully stuff calms down for you eventually. In the meantime, I'll keep an eye out and continue to support your work!

Farratto
September 11th, 2025, 19:32
Everything should be fixed now. Please let me know if you run into problems.

Darth Decisive
September 12th, 2025, 05:27
Seems to be working perfectly, even when combined with an absurd number of other extensions! Excellent work Farratto, appreciate your diligence as always!

Zarttraz
November 22nd, 2025, 21:00
Do these effects show up in the "Effects" dialog?

Farratto
November 22nd, 2025, 21:12
Do these effects show up in the "Effects" dialog?

No, this extension will just give you more effect tags to work with when coding effects

Fingersome
January 5th, 2026, 05:51
Everything should be fixed now. Please let me know if you run into problems.

For some reason, that so far eludes me, it appears as though the IGNORE[R] effect isn't working as intended - I tested it as IGNORERESIST: cold, then with a couple of other damage types, and the target still seems to be resistant. Not sure if i'm doing something wrong, or an FGU update has borked something.

Zacchaeus
January 5th, 2026, 08:46
For some reason, that so far eludes me, it appears as though the IGNORE[R] effect isn't working as intended - I tested it as IGNORERESIST: cold, then with a couple of other damage types, and the target still seems to be resistant. Not sure if i'm doing something wrong, or an FGU update has borked something.

This is working for me. Are you using any other extensions that might be interfering? Have you tested without any other extensions?

MrDDT
January 6th, 2026, 23:45
For some reason, that so far eludes me, it appears as though the IGNORE[R] effect isn't working as intended - I tested it as IGNORERESIST: cold, then with a couple of other damage types, and the target still seems to be resistant. Not sure if i'm doing something wrong, or an FGU update has borked something.


As Zacc said, I see this as working. Got any more info?

Fingersome
March 21st, 2026, 05:42
As Zacc said, I see this as working. Got any more info?

The only extension I have loaded is Resistance is futile, and I've tested to see if any of the other effects are working; the ABSORB effect appears to work fine, so at least that part of its functionality is intact - but the IGNORE[R] effect seems to still not be working for me, and I'm still stumped as to why...

66877

66878

I tested the IGNORE effect with other appendices E.G IGNOREIMMUNE, but those didn't work either...

Farratto
March 21st, 2026, 21:41
Resistance is Futile functionality is being absorbed into the rulesets as of the next version of Fantasy Grounds in a few weeks. This extension will no longer be useful after that. I will be retiring it at that time.

BaneTBC
March 24th, 2026, 23:37
Thanks for having picked this up from M&E and maintaining it.

Fingersome
March 25th, 2026, 04:09
Resistance is Futile functionality is being absorbed into the rulesets as of the next version of Fantasy Grounds in a few weeks. This extension will no longer be useful after that. I will be retiring it at that time.

Glad to know it's getting official support so you'll have less work to do.


Thanks for having picked this up from M&E and maintaining it.

Herehere! <3