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May 18th, 2026, 20:26 #41Zealot
- Join Date
- Mar 2018
- Posts
- 75
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.
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May 19th, 2026, 06:05 #42Crusader
- Join Date
- Dec 2016
- Posts
- 17
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.
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May 19th, 2026, 12:48 #43Zealot
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- Mar 2018
- Posts
- 75
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May 24th, 2026, 16:04 #44
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
)
My extensions for 3.5e and Pathfinder
Bug reports please here
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May 24th, 2026, 16:18 #45Zealot
- Join Date
- Mar 2018
- Posts
- 75
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May 24th, 2026, 16:24 #46
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)My extensions for 3.5e and Pathfinder
Bug reports please here
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June 27th, 2026, 14:08 #47Crusader
- Join Date
- Dec 2016
- Posts
- 17
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.function onInit()
local tYOURDamageTypes = {
"Damagetype1",
"Damagetype2",
"Damagetype3",
"etc",
};
ActionCore.addBasicDamageType(tYOURDamageTypes);
end
=======
Any help is greatly appreciated.
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June 27th, 2026, 15:02 #48Zealot
- Join Date
- Mar 2018
- Posts
- 75
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.
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June 28th, 2026, 05:59 #49Crusader
- Join Date
- Dec 2016
- Posts
- 17
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
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June 28th, 2026, 11:52 #50
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 (?)My extensions for 3.5e and Pathfinder
Bug reports please here
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