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May 7th, 2026, 17:57 #31Crusader
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- Dec 2016
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- 13
Did the most recent update May 5th/6th make this extension unusable? or will it just take time to get it working with the new patch?
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May 7th, 2026, 18:50 #32
Good question; I do not think it will, but just guessing
I hope I can soon update my extensions, probably starting with those due to their size. So, if you are okay with waiting a bit, then I could soon check whether or not the extensions still works
(and that one may be easy to fix, if I need to do something)
My extensions for 3.5e and Pathfinder
Bug reports please here
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May 7th, 2026, 18:52 #33Crusader
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- Dec 2016
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- 13
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May 7th, 2026, 19:50 #34My extensions for 3.5e and Pathfinder
Bug reports please here
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May 7th, 2026, 20:19 #35SmiteWorks
Supreme Deity
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- Mar 2007
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- 23,306
There's a new helper function to add a damage type.
ActionCore.addDamageType(<string>)
ActionCore.addDamageType(<table of strings>)
Regards,
JPG
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May 7th, 2026, 20:41 #36My extensions for 3.5e and Pathfinder
Bug reports please here
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May 17th, 2026, 00:23 #37
Hi

I had now time to look at it, and for me the extension still works. I can certainly improve the extension by what Moon Wizard wrote above, but the old version should and still works
How do you try to use the extension? What is the error, or why do you think it does not work? Can you describe what you were doing?
EDIT: Beware, it is not a classical extension. One has to open the extension and edit it for adding damage types. Important to follow the steps from the forge page and make sure you zip the extension correctly
(the idea: the extension shall highlight a bit how one can edit the ruleset for modding
)
Last edited by Kelrugem; May 17th, 2026 at 00:29.
My extensions for 3.5e and Pathfinder
Bug reports please here
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May 18th, 2026, 12:04 #38Zealot
- Join Date
- Mar 2018
- Posts
- 66
Hey Kel. I also had issues with the old file. However, I thought I would save you some time and so some investigating myself, using moons suggestions and powershell I can confirm the following structure now works:
function onInit()
local tAlluriaEnergyDamageTypes = {
"wind",
"water",
"earth",
"holy",
"shadow",
};
ActionCore.addEnergyDamageType(tAlluriaEnergyDamag eTypes);
ActionCore.addSpecialDamageType(tAlluriaEnergyDama geTypes);
end
=================================
addDamageType = valid damage tag.
addBasicDamageType = valid normal damage type without making it “energy.”
addEnergyDamageType = valid normal damage type and exempt from normal DR handling.
addSpecialDamageType = probably for tags like magic, silver, precision, etc., not necessarily your elemental damage families.
Your old files don't include local definitions for whatever is being added, so the system just doesn't process the string lines on their own like the old method.
The above works completely for me. Though I didn't do much testing on special damage types, so thought I should include it in mine "just in case".
As a side note, I will probably look into adding an additional part to this file minimally for myself, as in pathfinder, untyped DR can't be overcome, but currently damage types available don't take that into account for certain combinations (high level weapon attacks with overcomes like alignment based damage properties WILL overcome untyped DR). I'm playing around with correcting this with some custom code keeping it AS LIGHT as possible. I'm not much of a coder, I can mostly understand what things are trying to reference and accomplish, but I do lean on AI for general writing.
If you like, I can share whatever I come up with and pop it here or anywhere to see if it's of any use/could be made better. Let me know! Hope you are doing well, looking forward to strain injury updates eventually! Don't stress about mods
EDIT UPDATE:
I located the DR issue and from what I can work out, something like this should resolve DR being bypassed if energy damage is on weapon so long as DR is untyped:
local bHasEnergyType = false;
local bHasSpellType = false;
local bHasWeaponDamageType = false;
for _,s in ipairs(tDamageTypes) do
if s == "spell" then
bHasSpellType = true;
elseif ActionCore.isEnergyDamageType(s) then
bHasEnergyType = true;
elseif StringManager.contains({ "bludgeoning", "blunt", "crushing", "piercing", "ballistic", "slashing", "kinetic", "physical" }, s) then
bHasWeaponDamageType = true;
end
end
local bSkipDR = bHasSpellType or (bHasEnergyType and not bHasWeaponDamageType);
if not bSkipDR and (v + nClauseDmgAdj) > 0 then
--------------------
I'll see if I can fork it in and test it.Last edited by Rhydion; May 18th, 2026 at 12:28.
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May 18th, 2026, 13:05 #39Zealot
- Join Date
- Mar 2018
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- 66
So after some testing, the new block added seems to work.
This block:
local bHasEnergyType = false;
for _,s in ipairs(tDamageTypes) do
if not bHasEnergyType and (ActionCore.isEnergyDamageType(s) or (s == "spell")) then
bHasEnergyType = true;
break;
end
end
if not bHasEnergyType and (v + nClauseDmgAdj) > 0 then
Is replaced with this block:
local bHasEnergyType = false;
local bHasSpellType = false;
local bHasWeaponDamageType = false;
for _,s in ipairs(tDamageTypes) do
if s == "spell" then
bHasSpellType = true;
elseif ActionCore.isEnergyDamageType(s) then
bHasEnergyType = true;
elseif StringManager.contains({ "bludgeoning", "blunt", "crushing", "piercing", "ballistic", "slashing", "kinetic", "physical" }, s) then
bHasWeaponDamageType = true;
end
end
local bSkipDR = bHasSpellType or (bHasEnergyType and not bHasWeaponDamageType);
if not bSkipDR and (v + nClauseDmgAdj) > 0 then
======================
This ensures energy types added to weapons via spells / custom items or whatever don't auto trigger the whole weapon to bypass DR.
If this is useful and appropriate Moon has permission to incorporate this into CORERPG. Tiny QOL for PFRPG.
Hope this was helpful.
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May 18th, 2026, 20:17 #40Crusader
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- Dec 2016
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- 13
So I had a chance to look at it again, I literally did nothing different than what I did last time, and now its working. I did pull the custom damage types and redownload and follow steps again, but it is identical to what it was before. There could have been a removed letter, or punctuation somewhere and that could have caused my issue. I'm not sure, I'm just glad its working again.
Sorry for any possible extra work you had to do.
To answer your question: I run this in 5e, (don't know if I mentioned that last time), but I did nothing but update during the May 5th update, removed all extensions to find out which ones were working, and which ones weren't. There was no specific error, it just wasn't working tried custom damage vs resistances and without, and what WAS happening, was if I had any custom damage type listed in either a weapon or spell, it just would not roll the damage at all. I don't know if that was intended or not. If I had say shadow damage and slashing damage in a weapon, it would roll the damage, but only apply the slashing, if I only had shadow damage as the damage, it would not roll anything.
Again, its working now.
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