Originally Posted by
Evolivolution
As I mentioned a few times before now, the issue isn't the effect coding itself, but the way multiple damage types are handled.
For your examples; FG splits up the damage into two halfs and then applies all Resistances to just the first half.
To be a bit more specific: 16 piercing, lawful, evil damage get's split up into 8 piercing, lawful, evil damage and 8, afterwards the first half get's reduced by 9 which exceeds the 8 so it get's reduced to just 0, plus the 8 that weren't considdered in the reduction.
Same goes for the other ones: 14 fire, lawful, evil -> 7 + 7 -> 7-5 + 7 -> 9, it works fine here just because the resistance doesn't exceed half the damage.
And last one: Same problem as before, 14 piercing, lawful, evil -> 7 + 7 -> 7-9 (0) + 7 -> 7, the issue is that the damage is reduced to 0 instead of below that.
The second problem you are facing, which I have also mentioned before and the reason your attack deals multiple types of damage is that "lawful", "evil" and many more are considdered damage types while they really shouldn't be and since some update the CT adds effects to the actors depending on their alignment (in your case the "DMGTYPE: lawful, evil" one).
To fix your problem, delete that damage type effect every time you drop an NPC on the CT! It's not the cleanest solution, but it solves many more problems than it causes.
Another tip, if a weapon your players have has "magic" as a damage type (because it has magic in the properties) delete that! Make it only deal the type that it usually deals. The reason behind that is that "magic" is also considdered a damage type while it really isn't one and will mess things up for you just like the effect on NPCs.