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  1. #41
    Quote Originally Posted by Kelace View Post
    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.
    Glad it's working for you. I did help another friend who was having issues in 5e with "Resistance to <XDamageType> from nonmagical weapons".

    If you find this isn't working for you, update it to this version:

    function onInit()
    local tYOURDamageTypes = {
    "Damagetype1",
    "Damagetype2",
    "Damagetype3",
    "etc",
    };

    ActionCore.addBasicDamageType(tYOURDamageTypes);

    end

    =======

    This is because as I found out, in the 5E ruleset the resistance parsing cares about basic damage types down the code pipeline.

    Obviously, if everything is working and stable, don't fix it. But if you want a little future proofing using correct helpers to prevent silliness if things change later somewhere else in the pipeline, update to the above.

    Though I am very confused as to how the old version is still functioning for some people, since the way it seems to handle damage inputs downstream seems notably different. Weird.

  2. #42
    Quote Originally Posted by Rhydion View Post
    Glad it's working for you. I did help another friend who was having issues in 5e with "Resistance to <XDamageType> from nonmagical weapons".

    If you find this isn't working for you, update it to this version:

    function onInit()
    local tYOURDamageTypes = {
    "Damagetype1",
    "Damagetype2",
    "Damagetype3",
    "etc",
    };

    ActionCore.addBasicDamageType(tYOURDamageTypes);

    end

    =======

    This is because as I found out, in the 5E ruleset the resistance parsing cares about basic damage types down the code pipeline.

    Obviously, if everything is working and stable, don't fix it. But if you want a little future proofing using correct helpers to prevent silliness if things change later somewhere else in the pipeline, update to the above.

    Though I am very confused as to how the old version is still functioning for some people, since the way it seems to handle damage inputs downstream seems notably different. Weird.
    I really have no clue, I just redownloaded the extension, and placed everything back in that needed to be there, and did some testing with and without other extensions and its all working nicely. I did a test with RESIST: 5 bludgeoning if that is what you were referring to on Resisitance to <XDamageType> and it worked fine, if that is in reference to another way to show resistance then I don't know about that.

  3. #43
    Quote Originally Posted by Kelace View Post
    I really have no clue, I just redownloaded the extension, and placed everything back in that needed to be there, and did some testing with and without other extensions and its all working nicely. I did a test with RESIST: 5 bludgeoning if that is what you were referring to on Resisitance to <XDamageType> and it worked fine, if that is in reference to another way to show resistance then I don't know about that.
    Right ok. Well resist is just a flat way to lower damage against a type. But sometimes in 5e you have resistances only apply to nonmagical weapons, which is what I was talking about previously.

    But if its working its working I guess XD

  4. #44
    Kelrugem's Avatar
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    Hi

    Sorry for the late reply But it works now, right? Otherwise let me know again

    @Rhydion: Indeed, there is now a more elegant way to do it, but the old way should still work (the new functions one can use are basically doing the table.insert stuff what my extension suggests, so should still work )

  5. #45
    Quote Originally Posted by Kelrugem View Post
    Hi

    Sorry for the late reply But it works now, right? Otherwise let me know again

    @Rhydion: Indeed, there is now a more elegant way to do it, but the old way should still work (the new functions one can use are basically doing the table.insert stuff what my extension suggests, so should still work )
    Yea it was super weird on my end. I couldn't get it to resolve on my end and had to force the new way. Frankly, as long as something works for people its fine I think XD

  6. #46
    Kelrugem's Avatar
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    But I will still insert the new approach in time Thanks again!

    (Because the new code does indeed at one point more than a table.insert; may be needed for certain cases)

  7. #47
    I hate to be a broken record on this again, but it's seemed to stop working for me again just out of the blue, right after the new launcher came about. Is there anything that has changed since last time? I've tried all the known tricks, redownloading, using the ext with that being the only thing on. I've tried the above recommendation
    function onInit()
    local tYOURDamageTypes = {
    "Damagetype1",
    "Damagetype2",
    "Damagetype3",
    "etc",
    };

    ActionCore.addBasicDamageType(tYOURDamageTypes);

    end

    =======
    I'm really at my wits ends here. I just don't understand why it worked before and not within the last week.
    Any help is greatly appreciated.

  8. #48
    Quote Originally Posted by Kelace View Post
    I hate to be a broken record on this again, but it's seemed to stop working for me again just out of the blue, right after the new launcher came about. Is there anything that has changed since last time? I've tried all the known tricks, redownloading, using the ext with that being the only thing on. I've tried the above recommendation
    I'm really at my wits ends here. I just don't understand why it worked before and not within the last week.
    Any help is greatly appreciated.
    Ok. I have some ideas but I would need more context.

    What ruleset? What is the exact code in your file? What are the damage types being used for?

    One thing you can test is adding a little debug to see if the extension is landing at all:

    function onInit()
    Debug.chat("Custom damage type extension loaded.");

    local tMyDamageTypes = {
    "damagetype1",
    "damagetype2",
    };

    ActionCore.addBasicDamageType(tMyDamageTypes);

    Debug.chat("Registered custom damage types.");
    end

    This will tell you if the extension is loading or not even showing up.

  9. #49
    This is the original I used. I don't know if anything had changed or not, but this is the only portion I could download from the links provided. I'm unsure if Kelrugem had intended to change it from the last time this issue came up, or if it was even needed.
    I use 5E, as for the damage types, they are being used for damage, much like the basic ones that 5e allows, need resistances, immunities and vulnerablities to land, that's just about it.

    Code in file. I'm not a coder, so i just follow all the directions that are listed. When it comes to adding or modifying this I try but to be honest I'm not really sure if modifying beyond adding my damage types if it would work or not.

    function onInit()
    table.insert(DataCommon.dmgtypes, "aether");
    table.insert(DataCommon.dmgtypes, "crushing");
    table.insert(DataCommon.dmgtypes, "discord");
    table.insert(DataCommon.dmgtypes, "edict");
    table.insert(DataCommon.dmgtypes, "nature");
    table.insert(DataCommon.dmgtypes, "radiation");
    table.insert(DataCommon.dmgtypes, "sonic");
    table.insert(DataCommon.dmgtypes, "soul");
    table.insert(DataCommon.dmgtypes, "umbra");
    table.insert(DataCommon.dmgtypes, "vital");
    table.insert(DataCommon.dmgtypes, "void");
    end

    tried the debug you mentioned and didn't see anything come up. but again If I'm adding it to the original, or if i'm replacing the info within for the debug info i'm unsure. But I didn't see anything pop up, or show in the window to determine where it's loading the extension at all.

    thanks for working with me on this Rhydion.

    Tried to check the debug again, looks like it is loading.. maybe?
    fgu_logs_20260628.zip

    Update: Looks like after loading the extension, testing, then going back into the extension, its not even saving my custom types, even after saving the lua. I'm at a loss here, It was saving a few days ago, though it wasn't working even then, but now i cannot even get it to save the custom types once they are added in.
    Last edited by Kelace; June 28th, 2026 at 06:34. Reason: updated info

  10. #50
    Kelrugem's Avatar
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    Since the extension seems to load, the extension seems to be zipped up properly I guess

    What do you mean, it does not save your custom types? You mean in the lua file? Or what is not saved properly?
    Because if they vanish inside the lua file even though you saved it, then there might be an issue not related to FG itself (?)

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