View Full Version : [Extension] 5E - What Else Could I Do?
Alanrockid
December 25th, 2024, 18:53
Forge Link: https://forge.fantasygrounds.com/shop/items/2013/view
What Else Could I Do? (or WECID for short) introduces 3 new conditional controls for Fantasy Grounds, allowing you to trigger effects when the initial conditions are not met. Perfect for spells like "Toll the Dead" or abilities with special effects based on specific circumstances.
Usage
Add ELSE (separated by a semicolon) after a conditional IF or IFT. If the initial conditions are not met, everything after ELSE will be used instead.
Example:
Toll the Dead; IFT: wounded; DMG: 1d12 necrotic; ELSE; DMG: 1d8 necrotic;
Tip: If you use Better Combat Effects, you can replace DMG with DMGA to roll damage automatically. In that case, change IFT to IF and assign target to 'targets' instead of self.
Explanation:
If the target is wounded, it takes 1d12 necrotic damage.
If the target is not wounded, everything before ELSE is ignored, and it takes 1d8 necrotic damage instead.
ELSEIF - ELSEIF works like ELSE, but lets you specify additional conditions. Instead of separating it with a semicolon, use a colon to define the condition, similar to IF.
Example:
Fight or Flight Response; IF: healthy; DMG: 1d6; ELSEIF: bloodied; DMG: 1d12; ELSE; DMG: 1d8;
Explanation:
This homebrew feature grants variable bonus damage based on the user’s HP status:
Healthy (full HP): Deals 1d6 additional damage.
Bloodied (50% HP or less): Deals 1d12 additional damage.
Wounded (more than 50% HP but not full): Deals 1d8 additional damage.
ELSEIFT - ELSEIFT is the same as ELSEIF, but applies conditions to the target instead.
Example:
Eclipser's Edge; IFT: TYPE(celestial); DMGTYPE: necrotic, magic; ELSEIFT: TYPE(fiend); DMGTYPE: radiant, magic;
Explanation:
This weapon adjusts its damage type based on the target:
Celestials: Adds necrotic and magic damage type.
Fiends: Adds radiant and magic damage type.
Important Notes
Ensure this extension is loaded after other extensions that modify EffectManager5E (e.g., Better Combat Effects, Advanced Effects, Turbo, etc.).
Found a bug or have suggestions? Let me know in the comments!
Fingersome
January 14th, 2025, 14:20
Semi related to this extension, I have often found I wish I could invert an IF statement, so that I could use IFNOT or something like that. Very frustrating sometimes! Do you think that might be a potential future addition?
Alanrockid
January 14th, 2025, 15:53
Semi related to this extension, I have often found I wish I could invert an IF statement, so that I could use IFNOT or something like that. Very frustrating sometimes! Do you think that might be a potential future addition?
There's already an extension that does exactly that, and its free! Check it out "IF NOT - Untrue Effects, by Berwind"
https://forge.fantasygrounds.com/shop/items/591/view
Fingersome
January 15th, 2025, 10:09
There's already an extension that does exactly that, and its free! Check it out "IF NOT - Untrue Effects, by Berwind"
https://forge.fantasygrounds.com/shop/items/591/view
Oh my gosh! Thanks!!
EDIT: I was really excited when you sent this; but then I checked and apparently it's broken since the last FG update. I can't handle this kind of emotional rollercoaster...!
Dax Doomslayer
February 7th, 2025, 19:19
Hi,
I'm trying to figure out how to get this to work for Toll the Dead (a cantrip that everyone seems to take) and well, I'm not the sharpest tool in the shed. I'm using BCEG. I tried adding the above coding as an effect on the Action tab and then adding it to the CT from the Character Sheet. I then thought that maybe I need to add a custom effect to the general Effects/Conditions list but that didn't work either. Is there a step by step walk through for the incompetant? My apologies for being obtuse. Thanks!
63384
Alanrockid
February 9th, 2025, 02:21
Hi,
I'm trying to figure out how to get this to work for Toll the Dead (a cantrip that everyone seems to take) and well, I'm not the sharpest tool in the shed. I'm using BCEG. I tried adding the above coding as an effect on the Action tab and then adding it to the CT from the Character Sheet. I then thought that maybe I need to add a custom effect to the general Effects/Conditions list but that didn't work either. Is there a step by step walk through for the incompetant? My apologies for being obtuse. Thanks!
63384
I'm the one who gave a bad example... :hurt:
If you're using BCEG, the best way is just to edit the spell in character sheet. You can remove the default damage effects (leave the saving throw action) and add an effect action with the code:
Toll the Dead; IF: wounded; DMGA: 1d12 necrotic; ELSE; DMGA: 1d8 necrotic;
(by using DMGA instead of DMG, the effect roll the damage dice automatically)
Make sure to assign target to 'targets', instead of 'self'. This also work with effects from the effects tab, just make sure to change your original effect to the corrected version, 1 turn duration and change state status to 'remove any turn'.
Dax Doomslayer
February 9th, 2025, 03:51
Hi,
Thanks for the reply. I tried doing what you indicated but it is rolling damage 4 times and it seems to be only d12s even though the creature is hurt. Please see the attached Toll the Dead image. When I target an uninjured creature and click the effect, I just get a chat box message and no damage (see Toll Dead2 image). I'm not sure what's going on.
That said, I haven't checked for conflicts and will hopefully do that tomorrow.
Alanrockid
February 9th, 2025, 05:33
Hi,
Thanks for the reply. I tried doing what you indicated but it is rolling damage 4 times and it seems to be only d12s even though the creature is hurt. Please see the attached Toll the Dead image. When I target an uninjured creature and click the effect, I just get a chat box message and no damage (see Toll Dead2 image). I'm not sure what's going on.
That said, I haven't checked for conflicts and will hopefully do that tomorrow.
Only use "removed at any turn" if you're dragging from the effects window. For character sheet spell effect use 'expend on next roll' and leave state change as 'no state change'.
The multiple rolls can be just the effects stacking, because they are not being removed right away. Your code is correct, so if it's not working, it's probably conflict. Please, test it only with BCEG to check if it works as intended. Try to lower priority of BCEG to less than 99 if you face conflicts when testing with only those 2.
Dax Doomslayer
February 9th, 2025, 14:42
OK - I did a clean campaign with just these two extensions. I'm still having issues. It rolls the damage fine when damaged. However, unless I'm missing something (which is entirely possible), it doesn't roll damage and just adds the effect to the target as an effect when not injured. I tried to change the load order to 98 for BCEG but that caused a bunch of warnings and an error message for BCEG when starting up (so I'm not going that route). I've attached images for what was going on. I appreciate your help with this!
63405
63405
63406
Alanrockid
February 9th, 2025, 15:37
Your last print show that you are still using an effect related extension (advanced effect editor). There's a high probability that this is overriding the same file responsible for effects. Can you try without it, to make sure it's not a conflict?
Create a new campaign, so you don't need to deactivate all your extensions... in the new campaign, activate only my extension and BCEG, to better isolate the issue.
rhagelstrom
February 9th, 2025, 16:43
This ext will conflict with BCEG or vice versa depending on how you look at it. BCEG already has ELSE support so it isn't needed if running BCEG. This ext is also likely to conflict with "IF NOT - Untrue Effects. I also wouldn't recommend changing the BCEG load order. The load order for BCEG is currently balanced with other extensions
Dax Doomslayer
February 9th, 2025, 17:19
Hi,
Not sure what to say other than this is a clean campaign with no effect editor. I even created an additional Test Campaign and I'm receiveing the same error message upon changing BCEG. Here's the screen shot with the chat box showing the extensions activated, the error message and the spell coding just showing up in the chat box when I drag it onto the Umber Hulk who isn't damaged.
63408
63409
Dax Doomslayer
February 9th, 2025, 17:27
Ahhh - that would explain it Ryan. I appreciate the input.
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.