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  1. #1

    Add more damage types?

    Is there a way to add a couple more damage types to the Pathfinder ruleset? I'd like water and earth along with the resistances to be auto calculated (like fire, cold, etc). I found this example: table.insert(DataCommon.dmgtypes, "obsidian") which seems like exactly what I want, but I can't figure out how to code it. I also tried editing the PFRPG.pak and added them into the tables where they had the similar types listed but it didn't seem to do anything. Anyone know if this can be done or am I just spinning my wheels on this? Any advice appreciated.

  2. #2
    Take a look at this extension: https://www.fantasygrounds.com/forum...pass-extension You can edit it (delete all its scripts except datacommon3) I do not have so much time now, but I can answer more elaborated later there are different group of damage types doing different things but you found the most important one

    EDIT: Maybe directly look at that extension: https://www.fantasygrounds.com/forum...l=1#post471426 there only damage types are added and nothing else happens such that you do not need to delete anything

  3. #3
    There is also a paid extension on dmsguild - which might work also with Pathfinder.

  4. #4
    Quote Originally Posted by Kelrugem View Post
    Take a look at this extension: https://www.fantasygrounds.com/forum...pass-extension You can edit it (delete all its scripts except datacommon3) I do not have so much time now, but I can answer more elaborated later there are different group of damage types doing different things but you found the most important one

    EDIT: Maybe directly look at that extension: https://www.fantasygrounds.com/forum...l=1#post471426 there only damage types are added and nothing else happens such that you do not need to delete anything
    I did not realize there was a such a thing as a "Mythic" creature subtype. Love it!

    These are the modules and extensions created and/or taken over by dellanx for PFRPG.

    I had a lot of help and advice from many here at FG.

    Thank You!

  5. #5
    As a follow-up, here the types of tables in regards of automation where you can add the new damagetype as string with that table.insert approach you already mentioned (think about adding DataCommon in front, e.g. DataCommon.energytypes):

    energytypes := These are the damage types overvoming DR, also used for parsing RESIST and VULN effects for NPCs (that damage type will also be listed/used in the hardness parsing); the automatic parsing of such effects would otherwise ignore such damage types when not listed there.
    immunetypes := (Mainly) for the automatic parsing of IMMUNE effects. Add it there when you want that the automatic parser recognizes that damage type for IMMUNE effects. Especially for informational effects of immunities against things which should not be recognized as damage type (see dmgtypes)
    dmgtypes := All damage types should be added which should be recognized as damage type in damage die strings and damage actions, also used in many parsing stuff: DR, REGEN, IMMUNE, and spell damage actions (not for RESIST and VULN, for this you need to add it to energytypes)
    basicdmgtypes := There you should only list damage types when they are fluid. A weapon with slashing and piercing damage type can overcome IMMUNE: slashing effects for example, because the weapon is then assumed to be piercing. In order to be immune against a basic damage type, one needs to be immune against all incoming basic damage types. When you do not need such a behaviour, then do not list it here
    specialdmgtypes := These are damage types with certain special properties, the native ones are nonlethal, spell, critical, and precision. They have some special code (which then needs to be added to the scripts), but all of them have in common that they are added to existing damage types (for this you just need to add the damage type to that list). That means that e.g. DMGTYPE: precision and DMG: d6 precision will also use existing damage types of the damage roll (the d6 will then not only have precision as damage type, while DMG: d6 fire would be only fire damage). Also used for the parsing of IMMUNE effects

    (parsing here is often about the parsing of NPC effects)

    So, just use the extension from the second link I have linked above as a template and add table.insert(DataCommon.[any of these lists], "[your damage type]"); (but beware that it is incompatible with the other extension from above, but I can quickly make them compatible if you want. That is just due to how the script is named) Once you got the idea it is pretty easy to use that template

    I would not suggest using the extension from the DMSguild because 3.5e/PF1 damage types are more complex than 5e (I do not see why it should cater all these mentioned lists of damage types) and it is really not difficult to add own damage types
    Last edited by Kelrugem; August 12th, 2020 at 01:28.

  6. #6
    Quote Originally Posted by Kelrugem View Post
    As a follow-up, here the types of tables in regards of automation where you can add the new damagetype as string with that table.insert approach you already mentioned (think about adding DataCommon in front, e.g. DataCommon.energytypes):

    energytypes := These are the damage types overvoming DR, also used for parsing RESIST and VULN effects for NPCs (that damage type will also be listed/used in the hardness parsing); the automatic parsing of such effects would otherwise ignore such damage types when not listed there.
    immunetypes := (Mainly) for the automatic parsing of IMMUNE effects. Add it there when you want that the automatic parser recognizes that damage type for IMMUNE effects. Especially for informational effects of immunities against things which should not be recognized as damage type (see dmgtypes)
    dmgtypes := All damage types should be added which should be recognized as damage type in damage die strings and damage actions, also used in many parsing stuff: DR, REGEN, IMMUNE, and spell damage actions (not for RESIST and VULN, for this you need to add it to energytypes)
    basicdmgtypes := There you should only list damage types when they are fluid. A weapon with slashing and piercing damage type can overcome IMMUNE: slashing effects for example, because the weapon is then assumed to be piercing. In order to be immune against a basic damage type, one needs to be immune against all incoming basic damage types. When you do not need such a behaviour, then do not list it here
    specialdmgtypes := These are damage types with certain special properties, the native ones are nonlethal, spell, critical, and precision. They have some special code (which then needs to be added to the scripts), but all of them have in common that they are added to existing damage types (for this you just need to add the damage type to that list). That means that e.g. DMGTYPE: precision and DMG: d6 precision will also use existing damage types of the damage roll (the d6 will then not only have precision as damage type, while DMG: d6 fire would be only fire damage). Also used for the parsing of IMMUNE effects

    (parsing here is often about the parsing of NPC effects)

    So, just use the extension from the second link I have linked above as a template and add table.insert(DataCommon.[any of these lists], "[your damage type]"); (but beware that it is incompatible with the other extension from above, but I can quickly make them compatible if you want. That is just due to how the script is named) Once you got the idea it is pretty easy to use that template

    I would not suggest using the extension from the DMSguild because 3.5e/PF1 damage types are more complex than 5e (I do not see why it should cater all these mentioned lists of damage types) and it is really not difficult to add own damage types
    So like this?

    table.insert(DataCommon.dmgtypes, "ancestral steel");
    table.insert(DataCommon.energytypes, "brilliant");
    Last edited by dellanx; August 12th, 2020 at 03:42.

    These are the modules and extensions created and/or taken over by dellanx for PFRPG.

    I had a lot of help and advice from many here at FG.

    Thank You!

  7. #7
    Quote Originally Posted by dellanx View Post
    So like this?
    yes You can add these lines in the script contained in the extension When you want that a damage type has multiple properties, then add it to more than one damage type group

  8. #8

    Join Date
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    mythic subtype is normally only for mythic games but yes there is a mythic subtype that isnt included normally in FG.... Kel was nice enough to put bypass into his extensions so i just have the extension adding the types of dmg to my game that aren't normally there.

  9. #9
    Thank you Kelrugem!

    These are the modules and extensions created and/or taken over by dellanx for PFRPG.

    I had a lot of help and advice from many here at FG.

    Thank You!

  10. #10
    Kelrugem,

    How does one express:

    fast healing 20 (epic)

    Can't get this to work.

    Thanks,

    p.s. getting a new error error.jpg
    Last edited by dellanx; August 27th, 2020 at 02:04.

    These are the modules and extensions created and/or taken over by dellanx for PFRPG.

    I had a lot of help and advice from many here at FG.

    Thank You!

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