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bmos
May 16th, 2021, 11:11
Ruleset 4E

I noticed when doing a short or extended rest, the effect in the combat tracker is not being removed when there is an effect time limit like Start, End, End of Turn, Encounter.

https://i.imgur.com/hMDMcEy.pngthat toggle is 4e only.
Looks like the 4e version of the next round function needs to get added to support the feature in 4e.

Honken
May 24th, 2021, 09:21
I love this extension! But one gripe I have with it, is it doesn't display (in the chat, when loaded) any kind of version number.

/H

kevininrussia
June 7th, 2021, 23:23
that toggle is 4e only.
Looks like the 4e version of the next round function needs to get added to support the feature in 4e.

Could you point me into the right direction on where I should add this 4e function. I will attempt to add it in. Thanks!

bmos
June 7th, 2021, 23:45
Could you point me into the right direction on where I should add this 4e function. I will attempt to add it in. Thanks!

CombatManager.nextRound(nRounds) is the CoreRPG function. Probably this function has been replaced in 4E. Look in the LongTermEffects script to see how I modified it for this ext.

Malleg
June 8th, 2021, 13:42
I did make a very minor modification to shorten the round to 1 second for compatibility with GURPS this is my forked code if anyone needs it
https://drive.google.com/file/d/1H-DZivEGLVOsTvndryg9OMef1Mppo65J/view?usp=sharing

kevininrussia
June 9th, 2021, 00:00
CombatManager.nextRound(nRounds) is the CoreRPG function. Probably this function has been replaced in 4E. Look in the LongTermEffects script to see how I modified it for this ext.

I remarked out all the "-- Function Overrides" and it seems to be working correctly in 4e. Didn't notice it causing any issues but if you think it will mess something up let me know.

bmos
June 9th, 2021, 00:16
I remarked out all the "-- Function Overrides" and it seems to be working correctly in 4e. Didn't notice it causing any issues but if you think it will mess something up let me know.

Sounds like your effect durations will not be counting down when you advance time

kevininrussia
June 9th, 2021, 00:49
Sounds like your effect durations will not be counting down when you advance time

Thanks for that heads up but I don't think that will be a problem in 4e as it has a different duration system.

Conditional Durations
Until the Start/End of someone's next turn: The effect ends when a specific creature's next turn starts or ends (usually the creature producing the effect.)
Until the end of the Encounter: The effect ends at the end of the current encoutner, or after 5 minutes, whichever is first.
Save Ends: The effect ends when the target makes a successful Saving throw.

Some effect can be sustained until end of encounter or up to 5 minutes but that does not really need to be tracked.

bmos
June 9th, 2021, 03:26
Thanks for that heads up but I don't think that will be a problem in 4e as it has a different duration system.

Conditional Durations
Until the Start/End of someone's next turn: The effect ends when a specific creature's next turn starts or ends (usually the creature producing the effect.)
Until the end of the Encounter: The effect ends at the end of the current encoutner, or after 5 minutes, whichever is first.
Save Ends: The effect ends when the target makes a successful Saving throw.

Some effect can be sustained until end of encounter or up to 5 minutes but that does not really need to be tracked.

oh great! then you have probably done the right thing.

kevininrussia
June 9th, 2021, 04:30
oh great! then you have probably done the right thing.

Have a game tomorrow and I will report back if I notice anything not working.

Thanks again for all involved with this extension. My players were always bugging me for an extended rest to get their powers back but now I can inform them that its only been 3 hours sense they woke up :-) hehe

kevininrussia
June 10th, 2021, 00:27
There is an extension on DMsGuild called Mad Nomad's Consumable Items. Would be cool if this extension could use Consumable Items to consume a ration on a short rest and/or on extended rest.

similarly
June 10th, 2021, 03:18
There is an extension on DMsGuild called Mad Nomad's Consumable Items. Would be cool if this extension could use Consumable Items to consume a ration on a short rest and/or on extended rest.

I would only want that as an OPTION. If you're on a quest, you may want to ... er ... ration your rations. In which case, you might choose to not eat rations, say, every other day.

MeAndUnique
June 10th, 2021, 03:36
It is important to select a proper ratio when rationing rations to rationally ensure ones maximum rate of survival.

Whaley
June 11th, 2021, 19:15
On the "Weather Wind", "Weather Temperature", and "Weather Precipitation" tables I had to delete the - and a space between the words on the DMG tables to get this to function properly.

jfg1984
June 25th, 2021, 16:00
Hey there, I'm loving this extension but I've noticed one thing that I'm hoping could be modified so that it runs even smoother.

In the combat tracker when you give a spell, ability, or item that is currently in use a duration, it's amazing that the clock adjuster will modify this duration automatically! This has allowed me to just set long duration spells like mage armor on characters in the combat tracker and then forget about how much time they may or may not have left on the spell. The game will remember and it'll expire the effect when the clock is adjusted past the spell's duration point. I love it! I also love how having combat that runs for over 10 rounds will automatically adjust the clock by 1 minute so that the combat tracker and the clock adjuster are talking to one another and both keep track of time's passage and any associated durations.

However, I noticed what appears to be an oversight.

When you're in a combat encounter, and you are using the combat tracker to pass time at the turn/round scale ... you can deactivate an effect a character has on the tracker, and when a new round pops up the game will not decrease their duration so long as that effect is deactivated. I use this for things like torches (which have a 1 hour burn duration) because my players often put them out in an area that already has light, only to light them back up again at the next dark passage. So I make frequent use of this deactivate/activate effects feature in the combat tracker.

The problem I'm experiencing is that when I push time forward via the clock adjuster ... it will decrease the duration on all effects, even the ones that are deactivated. Which makes it troublesome to keep track of the remaining duration left on consumables like torches and what not.

Is there a way that the extension could be tweaked so that it checks to see whether and effect is currently active or deactivated in the combat tracker, only decreasing its duration if the effect is currently active? I think that would be a great addition to an extension I am otherwise in love with. Thanks.

bmos
June 25th, 2021, 17:05
Is there a way that the extension could be tweaked so that it checks to see whether and effect is currently active or deactivated in the combat tracker, only decreasing its duration if the effect is currently active?Perhaps effects set to skip could continue to reduce duration but those set to off would not?
I think there still needs to be the option to skip the effect bonuses/penalties but still have it count down.

jfg1984
June 25th, 2021, 17:29
Perhaps effects set to skip could continue to reduce duration but those set to off would not?
I think there still needs to be the option to skip the effect bonuses/penalties but still have it count down.

That's how the base FGU code appears to treat the off and skip settings when you're passing time via turns and rounds during a combat encounter, so yeah it would be cool if the clock adjuster copied that formula and also reduced duration if set to skip, but did not if set to off.

bmos
June 25th, 2021, 17:53
That's how the base FGU code appears to treat the off and skip settings when you're passing time via turns and rounds during a combat encounter, so yeah it would be cool if the clock adjuster copied that formula and also reduced duration if set to skip, but did not if set to off.
Perfect. I like following how the base code works.

EDIT MARCH 2022:
FG-ClockAdjuster v2022-03-20. It has a variety of bugfixes, some small improvements, and (finally!) a fix for the issue of events and reminders not triggering until you have opened their windows (courtesy of JustinFreitas). It also supports (and requires) the march 2022 ruleset updates.
Changelog: https://github.com/FG-Unofficial-Developers-Guild/FG-ClockAdjuster/compare/a02a319623933809bcb17bab0573c0c710e39683...e88a64b 3f3d36b0b93f41e93c4d186d41caf143f#toc

eporrini
June 25th, 2021, 21:15
Perfect. I like following how the base code works.

I see the original version is not being updated on the main page as other versions are being attached in line. Is this still being maintained by the author or should I be loading the one posted in the quoted thread?

bmos
June 26th, 2021, 10:43
I see the original version is not being updated on the main page as other versions are being attached in line. Is this still being maintained by the author or should I be loading the one posted in the quoted thread?

It's your call. Author rarely updates the 'official' extension, so I've been providing updates for people which the author might eventually incorporate into next update.

jfg1984
July 1st, 2021, 00:11
Perfect. I like following how the base code works.

Holy heck! I didn't even realize till now that you'd made an extension to pull that in. You sir, are a gentleman and a scholar!

bmos
July 1st, 2021, 13:45
Holy heck! I didn't even realize till now that you'd made an extension to pull that in. You sir, are a gentleman and a scholar!Thanks :) I hope it helps.

MrDDT
July 3rd, 2021, 19:02
It's your call. Author rarely updates the 'official' extension, so I've been providing updates for people which the author might eventually incorporate into next update.

BMOS, I'm a little confused. Are you updating the one in your listed extensions on your sig? Is that a different one that only works for PF? Because I goto that link and it says you are no longer updating it because this one is being updated.

So which one is the most updated and used with Unity/5E if you don't mind.

Thank you for all your hard work on taking on so many exts on your shoulders and keeping us updated.

similarly
July 3rd, 2021, 22:37
BMOS, I'm a little confused. Are you updating the one in your listed extensions on your sig? Is that a different one that only works for PF? Because I goto that link and it says you are no longer updating it because this one is being updated.

So which one is the most updated and used with Unity/5E if you don't mind.

Thank you for all your hard work on taking on so many exts on your shoulders and keeping us updated.

Just look backward in this thread. On the previous page is a post from BMOS with the most recent version:
https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=608785&viewfull=1#post608785

That's easiest. BMOS updates very regularly in this thread.

MrDDT
July 3rd, 2021, 22:40
Just look backward in this thread. On the previous page is a post from BMOS with the most recent version:
https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=608785&viewfull=1#post608785

That's easiest. BMOS updates very regularly in this thread.

Ok, I wanted to just confirm that was the best one to use.

chaiwalla
July 4th, 2021, 04:54
Just to follow up on the above last couple of posts:
On bmo's GitHub site there is this under "bmos/FG-ClockAdjuster" and the extension downloaded is this: FG-PFRPG-Time-Manager.ext

The one referred to above (on this thread) is: FG-ClockAdjuster.ext

Are these actually the same thing? If not what is the difference?

MrDDT
July 4th, 2021, 06:53
Just to follow up on the above last couple of posts:
On bmo's GitHub site there is this under "bmos/FG-ClockAdjuster" and the extension downloaded is this: FG-PFRPG-Time-Manager.ext

The one referred to above (on this thread) is: FG-ClockAdjuster.ext

Are these actually the same thing? If not what is the difference?

I don't think they are the same.

I think FG-ClickAdjuster.ext is the most updated.

bmos
July 4th, 2021, 11:50
Just to follow up on the above last couple of posts:
On bmo's GitHub site there is this under "bmos/FG-ClockAdjuster" and the extension downloaded is this: FG-PFRPG-Time-Manager.ext

The one referred to above (on this thread) is: FG-ClockAdjuster.ext

Are these actually the same thing? If not what is the difference?


I don't think they are the same.

I think FG-ClickAdjuster.ext is the most updated.Correct. Time Manager has not been updated since March 10 since pr6i6e6st updated Clock Adjuster. Since it seemed that it was once again under active development (and integrated my changes up to that point--without acknowledgement), I discontinued Time Manager. I then posted some suggestions here but have not heard from pr6i6e6st in this thread since then.

Because my changes were now included in ClockAdjuster, I have been posting builds here instead of maintaining a separate Time Manager extension.

Kelrugem
July 4th, 2021, 12:04
Correct. Time Manager has not been updated since March 10 since pr6i6e6st updated Clock Adjuster. Since it seemed that it was once again under active development (and integrated my changes up to that point--without acknowledgement), I discontinued Time Manager. I then posted some suggestions here but have not heard from pr6i6e6st in this thread since then.

Because my changes were now included in ClockAdjuster, I have been posting builds here instead of maintaining a separate Time Manager extension.

As far as I see he is pretty active on Rob2E's discord (there is a channel for his other extensions); so, if anyone wants, that someone could contact him there :)

(Oh, and sorry about that there was no acknowledgement towards you, Bmos)

bmos
July 4th, 2021, 15:33
As far as I see he is pretty active on Rob2E's discord (there is a channel for his other extensions); so, if anyone wants, that someone could contact him there :)

(Oh, and sorry about that there was no acknowledgement towards you, Bmos)Yeah, I think he has many other extensions and many are paid so the focus is on those. I was probably premature in closing down Time Manager, but IMO posting here is working alright.

Serg Barbeau
September 29th, 2021, 19:07
Hi
Where can I change the font color hour/minute/day/month/year of event?
In MGT2, the font is black on black.
Thanks

bmos
September 30th, 2021, 02:27
Hi
Where can I change the font color hour/minute/day/month/year of event?
In MGT2, the font is black on black.
Thanks

Try this:

YAKO SOMEDAKY
September 30th, 2021, 12:16
Greetings!
First of all, I would like to thank and congratulate the triad that developed this extension.
I would also like to clear some doubts about its operation in relation to the Travel function and the Reminders:
Let's say I have set the following date:
10/01/1920 3E with the time at 06:30 AM
Let's say I've set up the following Reminders:
15/01/1920 3E - End of Kennel Construction
And the following Event Alert:
Travel's Ration consumption for every 4 hours and that it is active.
So the characters need to travel 7 days and travel 10 miles/hour and the set travel time is 4 hours.
When I click the travel button inside the travel window the time in the main window advances, but the event alerts don't appear in the chat, I'll try to make a video demonstrating what I'm trying to say and I end this long text with the question:
Do you think about adjusting this?
And most importantly, is it possible to adjust so that travel time triggers alerts?

Serg Barbeau
September 30th, 2021, 18:29
Try this:
49333
Hasn't changed. These are the numbers.

bmos
September 30th, 2021, 19:27
49333
Hasn't changed. These are the numbers.Can you post a screenshot of the calendar window in that ruleset?

Serg Barbeau
October 1st, 2021, 17:44
Can you post a screenshot of the calendar window in that ruleset?

49342
I found how to change the text color, but I didn't find where the text color is in the cells.
49343

bmos
October 1st, 2021, 18:05
49342
I found how to change the text color, but I didn't find where the text color is in the cells.
49343

Weird. Everything in this seems to use the same font "calendarbold"

Serg Barbeau
October 1st, 2021, 19:40
Weird. Everything in this seems to use the same font "calendarbold"

By trial and error, I corrected and added colors.
49346

bmos
October 1st, 2021, 20:31
By trial and error, I corrected and added colors.
49346Would you mind sharing your build here for others?

Serg Barbeau
October 2nd, 2021, 04:54
Would you mind sharing your build here for others?

Sure
49350

plap3014
October 31st, 2021, 15:53
Sure
49350

Hi, i have install you version and i'm note able to have the top row with white number, how i can do? it is hard to read black on black.

5e rule set:

49740

Serg Barbeau
October 31st, 2021, 16:39
Hi, i have install you version and i'm note able to have the top row with white number, how i can do? it is hard to read black on black.

5e rule set:

49740

Search color "000000" and change by "ffffff"

plap3014
October 31st, 2021, 17:01
Search color "000000" and change by "ffffff"

in wich file? Desktop Panel?

Regards

Serg Barbeau
October 31st, 2021, 17:06
in wich file? Desktop Panel?

Regards

Yes. Folder Desktop, file desktop_panels.xml

plap3014
October 31st, 2021, 17:13
Yes. Folder Desktop, file desktop_panels.xml

Thanks! working!

MrDDT
December 10th, 2021, 22:07
I'm having the issue that it's going from round 18 back to round 9 each time. Also not sure what the setting does "Time Manager Rounds Mode" however, it doesn't seem to have an effect on this bug.

RobboNJ69
December 10th, 2021, 23:16
I had the same issue and it was resolved by installing the latest update. There is a link to the correct version in one of the comments by bmos. I think it was posted on 6/25/21.

bmos
December 10th, 2021, 23:28
I had the same issue and it was resolved by installing the latest update. There is a link to the correct version in one of the comments by bmos. I think it was posted on 6/25/21.

https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=608785&viewfull=1#post608785

MrDDT
December 10th, 2021, 23:48
https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=608785&viewfull=1#post608785

Thanks both you guys.

The link on the first post was updated so I figured he had pulled that in, makes sense thanks.

DND Nerd 1995
March 11th, 2022, 18:28
Is this on the Forge?

MrDDT
March 15th, 2022, 06:53
Perfect. I like following how the base code works.

EDIT FEB 2022:
FG-ClockAdjuster - Live.ext is for the live channel that most users are on. Changelog: https://github.com/bmos/FG-ClockAdjuster/compare/f608ca98cae6b16a180f7c26e783daa64b6cc250...cd31022 a9788b70d279a9ebd5cd23bd0b173ea7f#toc
FG-ClockAdjuster - Test.ext is v2.6 for users on the test channel. It has a variety of bugfixes, some small improvements, and (finally!) a fix for the issue of events and reminders not triggering until you have opened their windows (courtesy of JustinFreitas). It also supports (and requires) the upcoming march 2022 ruleset updates. Changelog: https://github.com/bmos/FG-ClockAdjuster/compare/a02a319623933809bcb17bab0573c0c710e39683...5dd798b 24156b8d681fa68b27a9f2beb2b0e23f3#toc


@Bmos
I noticed you have this one for test, but I think this was for the update, is this still being tested now that the update is out?

bmos
March 15th, 2022, 12:12
@Bmos
I noticed you have this one for test, but I think this was for the update, is this still being tested now that the update is out?Thanks for the reminder!
I have edited the post so there is only the new version (which was previously test version).

nephranka
March 15th, 2022, 14:03
Is there a way to store the hour/min fields like we do for the long and short rest fields? It would be nice if they stayed on the last values we put there. Just a thought.

MrDDT
March 15th, 2022, 15:43
Is there a way to store the hour/min fields like we do for the long and short rest fields? It would be nice if they stayed on the last values we put there. Just a thought.

Mine stay.

nephranka
March 15th, 2022, 15:47
Maybe this is in the new version. I just got it today. I will have to test it. Right now, I always get a 0 in hour and mins when I first start up. This is the field that move the time by dbl clicking right below the time.

MrDDT
March 15th, 2022, 16:03
Thanks for the reminder!
I have edited the post so there is only the new version (which was previously test version).

Wow this is awesome, I don't have to have those windows open anymore!! Thanks

Can I ask a request? Plz =)

Can you make a msg window pop up or an option for it to pop up for the DM? Like Zuilin's Whispers do?

MrDDT
March 15th, 2022, 16:09
Maybe this is in the new version. I just got it today. I will have to test it. Right now, I always get a 0 in hour and mins when I first start up. This is the field that move the time by dbl clicking right below the time.

I think I'm following now what you mean, it doesn't stay on load, however, the short and long rest ones do. Sorry for the confusion. Yeah that would be cool.

nephranka
March 15th, 2022, 16:13
I think I'm following now what you mean, it doesn't stay on load, however, the short and long rest ones do. Sorry for the confusion. Yeah that would be cool.

No worries. It would be cool!

bmos
March 15th, 2022, 17:09
Maybe this is in the new version. I just got it today. I will have to test it. Right now, I always get a 0 in hour and mins when I first start up. This is the field that move the time by dbl clicking right below the time.Ah, I think Justin might have removed that feature when fixing that other stuff.


Can you make a msg window pop up or an option for it to pop up for the DM?To make it more obvious since the chat messages are easy to miss?

JustinFreitas
March 15th, 2022, 17:19
Ah, I think Justin might have removed that feature when fixing that other stuff.

Yeah, in my branch to maintain FGC compatibility, I changed those to be defaults set in options. Sorry if there was anything accidentally pulled in from my branch.

nephranka
March 15th, 2022, 17:50
Yeah, in my branch to maintain FGC compatibility, I changed those to be defaults set in options. Sorry if there was anything accidentally pulled in from my branch.

So we can set them in the options now? That would work as well. My experience is that they reset to zero each load. I will have to take a look.

MrDDT
March 15th, 2022, 18:38
To make it more obvious since the chat messages are easy to miss?

Exactly, as a DM you have a lot of stuff going on and might miss it. But pop ups are hard to miss.

bmos
March 15th, 2022, 21:21
Yeah, in my branch to maintain FGC compatibility, I changed those to be defaults set in options. Sorry if there was anything accidentally pulled in from my branch.ah! that's what that was about.
Looks like the options themselves didn't come over. nephranka/anyone, do you have a preference between fields that hold onto their numbers or a default in options?

nephranka
March 15th, 2022, 22:18
ah! that's what that was about.
Looks like the options themselves didn't come over. nephranka/anyone, do you have a preference between fields that hold onto their numbers or a default in options?

I think the long/short rest time fields stay set to the last entry so it would make sense the adj hours/mins fields behave the same way. That said if they all are options or all use "stay set" works equally well for me.

Edit: So in the new version the long/short rest time field are now not saved as well. I see now what is going on. So either as options or last set fields works for me.

JustinFreitas
March 15th, 2022, 23:17
The reason I did options in my FGC branch is because I usually always have my long/short rest the same at 8hr / 60min. I tried a 'last used' implementation but ended up back at options in the end. If you need me to look at anything when you pull whatever in, just add me as a reviewer to the PR and I'll give it a look!

bmos
March 20th, 2022, 14:32
Justin posted a pull request to re-enable saving those values (both methods actually, very generous -- i went with the 'last used' method) and I made a few more improvements to clean things up.
https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=608785&viewfull=1#post608785

nephranka
March 20th, 2022, 14:35
Justin posted a pull request to re-enable saving those values (both methods actually, very generous -- i went with the 'last used' method) and I made a few more improvements to clean things up.
https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=608785&viewfull=1#post608785

I just happen to be here and saw this. When I follow the link and click the ext to download, I get:
"Invalid Attachment specified. If you followed a valid link, please notify the administrator"

JustinFreitas
March 20th, 2022, 14:38
I just happen to be here and saw this. When I follow the link and click the ext to download, I get:
"Invalid Attachment specified. If you followed a valid link, please notify the administrator"

Link works for me but I’m just on my phone right now and haven’t made it to my computer today. I’ll try it there in a few minutes.

nephranka
March 20th, 2022, 14:43
Just tried again and it downloaded. All good. Thanks for this update!

JustinFreitas
March 20th, 2022, 14:43
Link works for me but I’m just on my phone right now and haven’t made it to my computer today. I’ll try it there in a few minutes.

Yeah, it's working on the desktop too. That's weird, nephranka. Maybe try again from an Incognito tab or something?

Edit: Ah, it's fixed. Nice!

nephranka
March 20th, 2022, 14:45
Yeah, it's working on the desktop too. That's weird, nephranka. Maybe try again from an Incognito tab or something?

Edit: Ah, it's fixed. Nice!

Yeah, very strange.

Edit: Also, working as expected. Very cool!

pr6i6e6st
March 24th, 2022, 03:26
I've come back to help figure things out and wanted to share here and let you all know before submitting to the forge (will stay free). Let me know if you run into any issues. Hopefully I was able to get this in before too many changes by others were made. It might still be a bit messy in the TimeManager script right now, but its late and last time I tried cleaning it out I somehow deleted something I needed so I will wait, but here are the functions I've made that are key to utilizing features like reminders and events.

I've added script to allow other extensions to make use of the time as I have with reminders and events:
local aCurrentDate = TimeManager.getCurrentRawDate() -- gets a table of the current time
local aBuildDate = TimeManager.buildRawDate(nMinute, nHour, nDay, nMonth, nYear) -- gets a table of the time given
local nMinutes = TimeManager.getRawDateDifferences(aCurrentDate, aLastDate) -- gets the difference in minutes
TimeManager.setLastDate(Node, aCurrentDate) -- for repeating events like reminders
local aLastDate = TimeManager.getLastDate(Node, aCurrentDate) -- for repeating events like reminders
TimeManager.addTimeChangeFunction(f) -- add a function to be triggered on TimeChange events

and if you have an extension that could benefit from these functions, you can add
if TimeManager then
TimeManager.addTimeChangeFunction(MyNewFunction);
end

then if you change time with your extension, you just call TimeManager.TimeChanged() right AFTER, never before the adjust function.

hopefully you all find this works out.

oh, and I capped the table rolls by reminders to 60, so you don't kill your computer when you jump a year.

pr6i6e6st
March 24th, 2022, 03:42
if you were unfortunate enough to get it a moment ago, redownload. sorry, left a mistake in the rounds advancement code

pr6i6e6st
March 25th, 2022, 19:40
Updated and is live on the forge!

MrDDT
March 25th, 2022, 20:11
Thanks looking good.

jfg1984
March 25th, 2022, 20:34
So, with the mod now being on Forge under it's OP, does it currently include all the updates bmos has done over the past while? I just want to make sure I won't be accidentally sliding backward in terms of bug fixes and the like before switching over to the forge extension.

pr6i6e6st
March 25th, 2022, 20:36
So, with the mod now being on Forge under it's OP, does it currently include all the updates bmos has done over the past while? I just want to make sure I won't be accidentally sliding backward in terms of bug fixes and the like before switching over to the forge extension.
Yes, I've taken the latest version by the others after asking BMOS, and made my changes from there. Hopefully you find little trouble. If you do however, let me know please :)

jfg1984
March 25th, 2022, 20:37
Amazing, thank you!

Slagmoth
March 26th, 2022, 22:34
Well, you beat me to this... I was going to use this idea to learn the LUA stuff... dang it!

Thanks though... I will definitely use this a LOT!

The only things I was going to include that don't appear to be here are...

1. A more abstract output of time for the players based on a range of hours... like "Just after high sun", "Mid-morn"... etc.
2. The color of the theme changing to reflect the time for more immersion.

Obviously, both would/should have options in the settings to turn them on and off.

pr6i6e6st
March 26th, 2022, 23:03
1. A more abstract output of time for the players based on a range of hours... like "Just after high sun", "Mid-morn"... etc.


You could do this as another extension by overriding the CalendarManager.outputTime() function, as that is what is called to display the time in most instances (except reminders and events)



2. The color of the theme changing to reflect the time for more immersion.

Obviously, both would/should have options in the settings to turn them on and off.
This too can still be done as another extension. Many ways it could be done and will not effect the clock adjuster.

The CalendarManager in Core RPG should have much of what you need. The TimeManager.TimeChange() function of mine would be all you need to have it operate when time changed.

I left the code open in the forge too, so you can still go through and see what I have that you could utilize.

bmos
March 26th, 2022, 23:18
Well, you beat me to this... I was going to use this idea to learn the LUA stuff... dang it!

Thanks though... I will definitely use this a LOT!

The only things I was going to include that don't appear to be here are...

1. A more abstract output of time for the players based on a range of hours... like "Just after high sun", "Mid-morn"... etc.
2. The color of the theme changing to reflect the time for more immersion.

Obviously, both would/should have options in the settings to turn them on and off.The color of the theme changing based on time used to be very easy.
https://www.fantasygrounds.com/forums/showthread.php?62270-Core-RPG-Automatic-Mood-Lighting

But then SmiteWorks didn't add that overall color change feature to Unity so now it's a huge undertaking.

SpaceMonkeyAR
March 28th, 2022, 03:59
Hey there. I no longer can change the current time using control + mousewheel. Did you change how this works, is it a bug or is something wrong on my end?

pr6i6e6st
March 28th, 2022, 04:32
Hey there. I no longer can change the current time using control + mousewheel. Did you change how this works, is it a bug or is something wrong on my end?

Yes, that has been disabled due to how it will cause a bit of lag to cycle that way too much and to allow triggers to happen properly.

If you need to set a certain date like at the start of the campaign, you can still do so from the calendar.

JazerNorth
March 29th, 2022, 23:40
https://www.screencast.com/t/WmnEcj4GeY

I can't see the addition numbers. How do I get the numbers to show?

JustinFreitas
March 29th, 2022, 23:43
https://www.screencast.com/t/WmnEcj4GeY

I can't see the addition numbers. How do I get the numbers to show?

They might just be blending in with your dark theme.

JazerNorth
March 29th, 2022, 23:47
Maybe. I did move it around on the screen, the numbers still didn't show up. I'll see if a different theme will let them show.

JustinFreitas
March 29th, 2022, 23:49
Maybe. I did move it around on the screen, the numbers still didn't show up. I'll see if a different theme will let them show.

Ok... yeah, I took a look at the screenshot you posted and that's what came to mind. Good luck.

JazerNorth
March 29th, 2022, 23:50
Ok... yeah, I took a look at the screenshot you posted and that's what came to mind. Good luck.

Yup - that is it. Dang it. I like that other background. :(

bmos
March 30th, 2022, 15:58
They might just be blending in with your dark theme.This might be a regression. I'm pretty sure I had overridden those fields use font definitions that are handled correctly by most dark themes...

JazerNorth
March 30th, 2022, 16:16
This might be a regression. I'm pretty sure I had overridden those fields use font definitions that are handled correctly by most dark themes...

Awesome and that is OK. I'm quite happy with people doing whatever they can and accept whatever is the outcome. I have done free sh!t before and hated it when people were a pita. So, I adjusted by theme for now and if at some point it does work, I'll switch back. If I knew how LUA worked, I would probably dig into the code, but I don't. Thanks for the time you put into this thing!

bmos
March 30th, 2022, 21:06
Awesome and that is OK. I'm quite happy with people doing whatever they can and accept whatever is the outcome. I have done free sh!t before and hated it when people were a pita. So, I adjusted by theme for now and if at some point it does work, I'll switch back. If I knew how LUA worked, I would probably dig into the code, but I don't. Thanks for the time you put into this thing!https://www.fantasygrounds.com/forums/showthread.php?58034-Theme-5E-SirMottes-Magnificent-Darkness
worked last time i checked

pr6i6e6st
March 31st, 2022, 05:10
Busy state added for players! players can now add a busy action, name it to whatever action it is, set a duration, and get a notification of completion in the chat! This can be minimized by unlocking the window. One entry per active character.

humby
April 12th, 2022, 11:06
Summary
When attempting to change the hours by either double-clicking the hours field or by clicking one of the 6am/12pm/6pm/12am buttons, an error is generated until the minutes value has been changed at least once.

Steps to Reproduce

Create a new 5E or PF1 campaign and activate the Clock Adjuster extension only.
Optional: Open a calendar module and select a calendar (tested with no calendar, the Gregorian calendar that ships with FG and with a custom calendar).
Change the time by either:

Setting hours adjustment field to a non-zero value and then double-clicking the field.
Clicking one of the Dawn / Midday / Dusk / Midnight buttons.



Result
The hour is changed as expected, but the following error is also posted to the console:

[ERROR] Script execution error: [string "scripts/manager_time.lua"]:110: attempt to perform arithmetic on field 'nMinute' (a string value)
This error will continue to occur every time the hour value is amended like this.

Workaround
Changing the minutes value - either on the FG Calendar screen or by setting the Minutes Adjustment field to a non-zero value and then double-clicking on it - prevents the error from occuring again.

Notes
Confirmed that it happens in both 5E and Pathfinder (1E) campaigns, haven't tested any of the other rulesets.

pr6i6e6st
April 12th, 2022, 12:22
Summary
When attempting to change the hours by either double-clicking the hours field or by clicking one of the 6am/12pm/6pm/12am buttons, an error is generated until the minutes value has been changed at least once.

Steps to Reproduce

Create a new 5E or PF1 campaign and activate the Clock Adjuster extension only.
Optional: Open a calendar module and select a calendar (tested with no calendar, the Gregorian calendar that ships with FG and with a custom calendar).
Change the time by either:

Setting hours adjustment field to a non-zero value and then double-clicking the field.
Clicking one of the Dawn / Midday / Dusk / Midnight buttons.



Result
The hour is changed as expected, but the following error is also posted to the console:

This error will continue to occur every time the hour value is amended like this.

Workaround
Changing the minutes value - either on the FG Calendar screen or by setting the Minutes Adjustment field to a non-zero value and then double-clicking on it - prevents the error from occuring again.

Notes
Confirmed that it happens in both 5E and Pathfinder (1E) campaigns, haven't tested any of the other rulesets.

Can’t adjust a clock that doesn’t exist. You HAVE to pick a calendar first.


-!-!-!-!- IMPORTANT: Your in-game calendar must be set up for this extension to function properly. -!-!-!-!-!-

bmos
April 12th, 2022, 12:46
Can’t adjust a clock that doesn’t exist. You HAVE to pick a calendar first.It does look like humby did that.
Unfortunately, setting a calendar doesn't set minutes and hours. At least not if I remember correctly. This is why at one point I had "or 0" listed for all fields like nMinutes that might be missing values.
This is a result of getValue() not having a default value when fields have not been used yet (unlike DB.getValue()) which has the optional 3rd arg which is used as a fallback when it would usually return nil.

EDIT: didn't read error fully. value is string but should be number. i assumed it was nil.

pr6i6e6st
April 12th, 2022, 13:02
It does look like humby did that.
Unfortunately, setting a calendar doesn't set minutes and hours. At least not if I remember correctly. This is why at one point I had "or 0" listed for all fields like nMinutes that might be missing values.
This is a result of getValue() not having a default value when fields have not been used yet (unlike DB.getValue()) which has the optional 3rd arg which is used as a fallback when it would usually return nil.

Yeah I don’t think I changed any of that, so not sure what’s happening there, but by calendar I mean all the factors on the “calendar window” which includes the minutes and hours.

It’d be nice actually if the calendar set those to a default upon creation/setting up.

humby
April 12th, 2022, 13:50
It does look like humby did that.
Yes, first picked it up during the session I was running last night, which uses a custom calendar. Re-tested it this morning on a fresh campaign and forgot to set the calendar first, so had to create another fresh campaign where I did it properly. And then did it a few more times to test the other permutations.


Yeah I don’t think I changed any of that, so not sure what’s happening there, but by calendar I mean all the factors on the “calendar window” which includes the minutes and hours.
When you set your calendar up, FG automatically populates the hours and minutes fields in the front end with 12:00AM so to an end user it does appear to have been done completely and correctly...

bmos
April 12th, 2022, 14:06
After looking at code and re-reading the error, it's not a nil error just something being handled as a string when it should be a number.
The issue is either in getCurrentRawDate, getLastDate, or buildRawDate.

Unfortunately since CurrentDate.nMinute and LastDate.nMinute both use nMinute in their names, you can't tell which is exhibiting the issue.

I'd start by just doing this to getCurrentRawDate:

function getCurrentRawDate(sFactor)
local Date = {};

Date.nMinute = tonumber(DB.getValue("calendar.current.minute", "", 0));
Date.nHour = tonumber(DB.getValue("calendar.current.hour", "", 0));
Date.nDay = tonumber(DB.getValue("calendar.current.day", "", 0));
Date.nMonth = tonumber(DB.getValue("calendar.current.month", "", 0));
Date.nYear = tonumber(DB.getValue("calendar.current.year", "", 0));

return Date;
end

although there could be a deeper issue here.

pr6i6e6st
April 12th, 2022, 14:07
Yes, first picked it up during the session I was running last night, which uses a custom calendar. Re-tested it this morning on a fresh campaign and forgot to set the calendar first, so had to create another fresh campaign where I did it properly. And then did it a few more times to test the other permutations.


When you set your calendar up, FG automatically populates the hours and minutes fields in the front end with 12:00AM so to an end user it does appear to have been done completely and correctly...

It does, and it’s unfortunate the node is not set as well. I’ll be looking into what happened to BMOS’s fix, why it’s not taking anymore.

A lot of people seem to like to start their campaign at midnight so guess I better hop on it as soon as I get done work :p

As a tangent, I’m currently working on adding automation for the AlienRPG within the clock adjuster, as the ruleset was what inspired me to create the extension in the first place. Lots of cool effects to be added, just got to iron out the details a bit more. So the fix will come when that feature is complete.

pr6i6e6st
April 12th, 2022, 17:39
After looking at code and re-reading the error, it's not a nil error just something being handled as a string when it should be a number.
The issue is either in getCurrentRawDate, getLastDate, or buildRawDate.

Unfortunately since CurrentDate.nMinute and LastDate.nMinute both use nMinute in their names, you can't tell which is exhibiting the issue.

I'd start by just doing this to getCurrentRawDate:

function getCurrentRawDate(sFactor)
local Date = {};

Date.nMinute = tonumber(DB.getValue("calendar.current.minute", "", 0));
Date.nHour = tonumber(DB.getValue("calendar.current.hour", "", 0));
Date.nDay = tonumber(DB.getValue("calendar.current.day", "", 0));
Date.nMonth = tonumber(DB.getValue("calendar.current.month", "", 0));
Date.nYear = tonumber(DB.getValue("calendar.current.year", "", 0));

return Date;
end

although there could be a deeper issue here.

Ok I’ll check that out. Although something I noticed before was in the desktop widget, the various values were being called incorrectly, and I can’t remember if I fixed that for all of them or not. They were doing something like DB.getValue(“calendar.current.minute”, 0); which I don’t think returns what we expect. It should be DB.getValue(“calendar.current.minute”, “”, 0); or DB.getValue(“calendar.current”, “minute”, 0);

So if that wasn’t fixed everywhere, that may be part of the problem too. I’ll take a look after work here. Thanks for the tip.

pr6i6e6st
April 12th, 2022, 23:33
alright so ran some tests after changing some things, and got that issue out of the way. First, i changed a lot of the DB.setValue() and DB.getValue() functions in the desktop_pannels.xml, because a lot were not set properly from my understanding of how those functions work. calling DB.setValue("calendar.current.*", "number", getValue()) had the value in the place of the node type, and the node type in place of the node name, and is thus replaced with "DB.setValue("calendar.current.*", "", "number", getValue()) for instance. likewise, the DB.getValue("calendar.current.*", getValue()) gets a default value of nil, and is looking for a child node of the value of the control, so i've replaced that with DB.getValue("calendar.current.*", "", getValue()).

also, the kicker of the fix really was more along the lines of what BMOS had said. so i replaced the function to add a DB.createNode() function to create it if it doesn't exist and set a default number, or get the value if it already exists.
function getCurrentRawDate(sFactor)
local Date = {};

Date.nMinute = DB.getValue(DB.createNode("calendar.current.minute", "number"), "", 0);
Date.nHour = DB.getValue(DB.createNode("calendar.current.hour", "number"), "", 0);
Date.nDay = DB.getValue(DB.createNode("calendar.current.day", "number"), "", 0);
Date.nMonth = DB.getValue(DB.createNode("calendar.current.month", "number"), "", 0);
Date.nYear = DB.getValue(DB.createNode("calendar.current.year", "number"), "", 0);

return Date;
end

so these fixes should be brought out after i get the ARPG functionality ironed out here. Hopefully soon this week.

pr6i6e6st
April 13th, 2022, 05:16
updated to fix the previously noted errors with new campaigns. AND

New! Automation added for the Alien RPG ruleset below:

effects can be added to a PC on the combat tracker to use time based automation:

HUMAN -- allows for scripts to identify this entity as a human, so they can roll the critical injuries table, add them to their character sheet and effects, roll stamina at Time Limit durations for critical injuries, heal critical injuries, gain stress on damage taken. some critical injuries results will add the point of stress automatically to the inflicted character.
SYNTH -- allows for scripts to identify this entity as a synthetic, so they can roll the critical injuries on synthetics table and add the injuries to their character sheet.
NEEDSFOOD -- will automatically roll consumable or stamina rolls when time advances, changes conditions, notifies of when to lose health.
NEEDSWATER -- will automatically roll consumable or deplete health when stamina rolls when time advances. changes conditions
NEEDSAIR -- will automatically roll consumable or stamina rolls when time advances. notifies when to lose health. changes conditions
FREEZING: TURN/FREEZING: SHIFT/FREEZING: DAY-- will automatically roll stamina rolls when time advances.
GETSTIRED -- will automatically roll stamina rolls for when time advances, will add SLEEPING effect when character cannot possibly stay awake. SLEEPING -- will ignore the
GETSTIRED function and reset its timer
CANHEAL -- allows healing over time
FEELSSAFE -- allows stress reduction over time

Clicking the freezing condition will automatically apply the FREEZING: DAY effect to the character.

an Option in the Options menu will allow you to determine if a turn is 5 or 10 minutes. Shifts are default 6 hours. hopefully with a little more work, i can get more of that automated in the future. for now, with need of the #1 fix, this should be sufficient. please come to me if you have any issues.

nephranka
April 13th, 2022, 10:46
Looks to be working again. Thanks!

sirkerry
April 16th, 2022, 18:33
Any chance this cool utility to could have an option to use a 24 hour clock instead of 12 hour one?

bmos
April 16th, 2022, 20:41
Any chance this cool utility to could have an option to use a 24 hour clock instead of 12 hour one?

There is another extension that you can use in combination to do that.
https://www.fantasygrounds.com/forums/showthread.php?65902-Core-RPG-24-Hour-Clock-Format

geewaagh
April 30th, 2022, 20:50
Just downloaded it from Forge. Looks like there is an issue with minutes vs turns.
Every time I index the clock 10mins, it subtracts 100 rounds from any token duration, not 10 rounds.

Doomsword
April 30th, 2022, 21:00
Just downloaded it from Forge. Looks like there is an issue with minutes vs turns.
Every time I index the clock 10mins, it subtracts 100 rounds from any token duration, not 10 rounds.

I'm seeing this same thing with the version from The Forge, but not in version 2.5, pre-forge. I'm also seeing that with "Time Manager Rounds Mode" set to "Full Process", the same adjustment of 10 minutes decrements an effect duration by 1 round instead of 10.

MeAndUnique
April 30th, 2022, 22:04
Just downloaded it from Forge. Looks like there is an issue with minutes vs turns.
Every time I index the clock 10mins, it subtracts 100 rounds from any token duration, not 10 rounds.

That is the correct behavior as there are 10 rounds in a minute.

pr6i6e6st
April 30th, 2022, 22:18
That is the correct behavior as there are 10 rounds in a minute.

yeah but i think they're using the Alien RPG, which is either 10 seconds a round or 5 seconds a round. They're still a bit off, but they're right that it's not correct. I've made a change, and this should fix the advancement for months too, since there was a static number for rounds per month, rather than something more dynamic. I'll upload shortly, just making sure i get it right.

I had an option in the Alien RPG ruleset to switch turn length and that wasn't done correctly, which kept it at a 10 second per round thing.

Alien RPG times
Round = 5 - 10 seconds
Turn = 5 - 10 minutes
Shift = 6 hours

This should be reflected properly in the next update

pr6i6e6st
April 30th, 2022, 23:01
I'm seeing this same thing with the version from The Forge, but not in version 2.5, pre-forge. I'm also seeing that with "Time Manager Rounds Mode" set to "Full Process", the same adjustment of 10 minutes decrements an effect duration by 1 round instead of 10.


Just downloaded it from Forge. Looks like there is an issue with minutes vs turns.
Every time I index the clock 10mins, it subtracts 100 rounds from any token duration, not 10 rounds.

so yeah, I'm assuming you guys are using the Alien RPG ruleset. Rounds in the combat tracker reflect the "Rounds" of the Alien RPG, which are typically used in combat or time-sensitive situations. Rounds are 10 or 5 seconds. When you're using the combat tracker, it will refer to "Rounds" rather than "Turns", which are 5 or 10 minutes. (Shifts are 6 hours, while we're mentioning).

Either way, I've fixed that option for the Alien RPG to allow the variation to apply and fixed the month adjustment. Update should be live if you update from the launcher. :)

Doomsword
May 1st, 2022, 02:23
so yeah, I'm assuming you guys are using the Alien RPG ruleset. Rounds in the combat tracker reflect the "Rounds" of the Alien RPG, which are typically used in combat or time-sensitive situations. Rounds are 10 or 5 seconds. When you're using the combat tracker, it will refer to "Rounds" rather than "Turns", which are 5 or 10 minutes. (Shifts are 6 hours, while we're mentioning).

Either way, I've fixed that option for the Alien RPG to allow the variation to apply and fixed the month adjustment. Update should be live if you update from the launcher. :)

My apologies, for I should have mentioned that this is with the 2E ruleset. It looks like it's not explicitly supported there, at least in its current form. The version that I've been using was labeled 2.5 and was from before the forge. It worked in 2E (where 1 round = 1 minute) fine, but it looks like several changes have been made between that version and the version in the forge. I can continue using the old one. If I get time, I can look for what's changed between the versions, if that's of any use to you.

Thanks for the response and the update.

Kelrugem
May 3rd, 2022, 01:45
My apologies, for I should have mentioned that this is with the 2E ruleset. It looks like it's not explicitly supported there, at least in its current form. The version that I've been using was labeled 2.5 and was from before the forge. It worked in 2E (where 1 round = 1 minute) fine, but it looks like several changes have been made between that version and the version in the forge. I can continue using the old one. If I get time, I can look for what's changed between the versions, if that's of any use to you.

Thanks for the response and the update.

I would also be happy for 2E support :) Maybe even some ability for customization for defining how long one round takes

Doomsword
May 3rd, 2022, 02:20
I would also be happy for 2E support :) Maybe even some ability for customization for defining how long one round takes

Thanks, Kelrugem. I'd love official support, too.

FWIW, I did manage to get the basics working with one-minute rounds by adding a User.getRulesetName() conditional for "2E" and setting appropriate nTurnLength for each time period's onDoubleClick function. I did the same with nRounds in advanceRoundsOnTimeChanged and statically adjust minutes by 1 in nextRound_new. I tested adding times and advancing rounds, which both worked well, but I didn't test anything else.

Kelrugem
May 3rd, 2022, 05:56
Thanks, Kelrugem. I'd love official support, too.

FWIW, I did manage to get the basics working with one-minute rounds by adding a User.getRulesetName() conditional for "2E" and setting appropriate nTurnLength for each time period's onDoubleClick function. I did the same with nRounds in advanceRoundsOnTimeChanged and statically adjust minutes by 1 in nextRound_new. I tested adding times and advancing rounds, which both worked well, but I didn't test anything else.

Ah, nice, thanks for the information :)

kevininrussia
May 8th, 2022, 02:24
Could there be an option on GM host:

Player: Limit Busy Entries "Off"

to not load this feature on the player clients?

Vigilance
May 10th, 2022, 01:35
I am having a problem when clicking the normal travel it is rolling the Weather instead of the Encounter table. This is in 5e.

pr6i6e6st
May 10th, 2022, 04:22
I am having a problem when clicking the normal travel it is rolling the Weather instead of the Encounter table. This is in 5e.

I've gone ahead and updated to include some functionality for 2E, fix some stuff with travel manager, allow you to double click the traveled/distance/remaining fields to travel the rest of the way, added Options to change how fast you move for encounter chance travelling, as well as options for how long a round is.

encounter chance seems to be working fine with this update, not sure if it was an issue before. make sure to have the toggle next to the buttons for encounter chance enabled, and to have a battle and encounter chance above 0, or leave battle chance at 0 for non combat encounter table instead.

Vigilance
May 10th, 2022, 05:42
I have both buttons checked and still rolling weather instead of encounter.
52727

pr6i6e6st
May 10th, 2022, 05:58
I have both buttons checked and still rolling weather instead of encounter.
52727
Battle chance 0 out of 100, encounter chance 18 out of 100, do you have the tables made too?

Vigilance
May 11th, 2022, 03:23
still rolling the weather instead of encounter.52730 see attached. i put in numbers for the chances and still rolls weather.

pr6i6e6st
May 11th, 2022, 03:24
still rolling the weather instead of encounter.52730 see attached. i put in numbers for the chances and still rolls weather.
You’re showing me 0 chance of an encounter and 0 chance of a battle. That means you won’t roll an encounter ever. Try 100 and 100

Vigilance
May 11th, 2022, 14:45
okay that worked but it is still rolling the weather as well with the encounter. it used to roll the encounter only.

pr6i6e6st
May 11th, 2022, 16:33
okay that worked but it is still rolling the weather as well with the encounter. it used to roll the encounter only.

Checkbox on the Clock Adjuster pannel has it enabled or disabled. Rolls when enabled and you’ve travelled or time passes enough

Vigilance
May 11th, 2022, 19:24
52761
see attached

pr6i6e6st
May 11th, 2022, 20:08
52761
see attached

Yep, you have weather checking enabled

There are tooltips on everything if you hover your mouse on them

Vigilance
May 11th, 2022, 20:35
yea but it only worked when you click the buttons on that tab. on the other menu it never rolled only the encounter. so when I click for normal travel it only rolled the encounter not the weather.

pr6i6e6st
May 11th, 2022, 20:46
yea but it only worked when you click the buttons on that tab. on the other menu it never rolled only the encounter. so when I click for normal travel it only rolled the encounter not the weather.

It was always intended that travel would roll the weather as well, if enabled, because at least an hour passes and you can enter another place, be it lower, higher, more open or more forested.

similarly
May 21st, 2022, 14:13
I'm using "Feature: Clock Adjuster"
[5/21/2022 4:54:13 PM] EXTENSION: (LINK)\rClock Adjuster v2022-03-20:\rProvides an interface for easy time tracking and management.\nThis extension is a combined effort of PR6I6E6ST (Troy Monteith), bmos, PokeyCA, MeAndUnique, Corun-Kail, and JustinFreitas.

And tonight, every time someone rolled dice, I got this error:
[5/21/2022 6:33:08 PM] [ERROR] Handler error: [string "scripts/manager_time.lua"]:738: bad argument #1 to 'floor' (number expected, got nil)

Until I turned off the clock adjuster extension.

pr6i6e6st
May 21st, 2022, 21:34
I'm using "Feature: Clock Adjuster"
[5/21/2022 4:54:13 PM] EXTENSION: (LINK)\rClock Adjuster v2022-03-20:\rProvides an interface for easy time tracking and management.\nThis extension is a combined effort of PR6I6E6ST (Troy Monteith), bmos, PokeyCA, MeAndUnique, Corun-Kail, and JustinFreitas.

And tonight, every time someone rolled dice, I got this error:
[5/21/2022 6:33:08 PM] [ERROR] Handler error: [string "scripts/manager_time.lua"]:738: bad argument #1 to 'floor' (number expected, got nil)

Until I turned off the clock adjuster extension.
Have you selected a calendar and set a date/time? It would seem like it’s trying to get the current minute and is pulling nothing, while I’m not seeing the error with a selected calendar

similarly
May 21st, 2022, 23:47
That might be it. I've set a month a day, but not a time. I didn't notice a problem until yesterday, and thought it might have something to do with the update, but then yesterday I also started a new adventure and changed the calendar date, so that might have thrown something off. I'll test it and get back to you.

EDIT: AH! You were right. That was it. I needed to actually set a time on the adjuster. Thank you very much.

RobboNJ69
May 22nd, 2022, 21:33
Hello, I noticed a possible glitch affecting effect timing. Using either the Quick Mode or Full Process, when you advance a number of minutes, all effects get removed and show "expired".
Updated FGU and disabled all extensions other than Clock Adjuster.

Created a Test effect with 3000 rounds duration. Advance the clock by 3 minutes and the effect is expired.
If the effect has '0' duration, it is left alone.

52897
52898

Is there a different setting I should be using?

Thanks for your support!

Rob

pr6i6e6st
May 22nd, 2022, 21:37
Hello, I noticed a possible glitch affecting effect timing. Using either the Quick Mode or Full Process, when you advance a number of minutes, all effects get removed and show "expired".
Updated FGU and disabled all extensions other than Clock Adjuster.

Created a Test effect with 3000 rounds duration. Advance the clock by 3 minutes and the effect is expired.
If the effect has '0' duration, it is left alone.

52897
52898

Is there a different setting I should be using?

Thanks for your support!

Rob
Check your options to set your round duration. It’s probably set to 1. Added the ability to adjust the length of some time factors recently in options. Time advances rounds.

bmos
May 22nd, 2022, 22:20
Check your options to set your round duration. It’s probably set to 1. Added the ability to adjust the length of some time factors recently in options. Time advances rounds.Why not make the default 6? That seems to be the standard (as much as there is one). I like that the setting has been added though, should be quite helpful for using that feature with other systems.

RobboNJ69
May 22nd, 2022, 23:11
It’s probably set to 1.
Thank you so much for the quick reply!

In my screen shot, you will see I have "Round length in seconds" set to 6. It was set to 1, but after setting it to 6, it didn't make a difference. Besides, even set at '1', 3 minutes would only advance 180 seconds. The 3000 round duration would remain with time left. Anything else I can check? This only started a month or two ago.

bmos
May 22nd, 2022, 23:40
I just tested it as well and there is definitely an issue.
An effect with a duration of 500 disappeared after 1 minute, with rounds/min set to 6.

pr6i6e6st
May 23rd, 2022, 01:58
Why not make the default 6? That seems to be the standard (as much as there is one). I like that the setting has been added though, should be quite helpful for using that feature with other systems.
I had a default in there for the d&d and pathfinder versions to be 6 and Alien to be 5, but had used numbers instead of strings. I'll update that.

I just tested it as well and there is definitely an issue.
An effect with a duration of 500 disappeared after 1 minute, with rounds/min set to 6.
I'm not having that issue currently in my campaigns, so I'll push an update here and see if it's not something i forgot to update.

RobboNJ69
June 6th, 2022, 02:24
I'll push an update here and see if it's not something i forgot to update.
Hello. Any luck finding the issue? Thank you!

rmilmine
June 18th, 2022, 16:19
Would it be possible to have the way the tables for encounters and weather are done be changed?
My suggestion would be to use the race field in the 3e is done.
Give an area where you can drag and drop the table you want to use. This would be better than having to have specific names for everything.
If you buy something that has tables, and there are multiple tables you would have to keep changing the names to get it to work with this. It would be easier to just drag and drop the table you want.
Since there are multiple options you could add a spot for each of those options.

jfg1984
June 24th, 2022, 19:44
I had a default in there for the d&d and pathfinder versions to be 6 and Alien to be 5, but had used numbers instead of strings. I'll update that.

I'm not having that issue currently in my campaigns, so I'll push an update here and see if it's not something i forgot to update.

Greetings. I just noticed that in my game, when I use the clock adjuster to pass time by minutes, the clock adjustor accurately reduces the duration from effects that are active on creatures in the combat tracker, like it should.
However, when I adjust time forward by hours ... the clock adjustor reduces the duration from effects that are active on creatures in the combat tracker by 10 minutes.

For example:

Armor of Agathys has a duration of 1 hour, or 60 minutes.
When the effect is applied to the creature on the combat tracker it loads in with a duration of 600 rounds, which is correct.
When I advance time forward on the clock adjustor by 1 minute, the duration drops to 590, which is correct since I have the time internal per round setting on the default of 6 seconds.
However, when I advance time forward on the clock adjustor by 1 hour, the duration drops to 490 ... which is only 10 minutes of time.

Maybe there's a missing zero in the code somewhere? Just FYI.

bmos
June 24th, 2022, 20:04
Greetings. I just noticed that in my game, when I use the clock adjuster to pass time by minutes, the clock adjustor accurately reduces the duration from effects that are active on creatures in the combat tracker, like it should.
However, when I adjust time forward by hours ... the clock adjustor reduces the duration from effects that are active on creatures in the combat tracker by 10 minutes.

For example:

Armor of Agathys has a duration of 1 hour, or 60 minutes.
When the effect is applied to the creature on the combat tracker it loads in with a duration of 600 rounds, which is correct.
When I advance time forward on the clock adjustor by 1 minute, the duration drops to 590, which is correct since I have the time internal per round setting on the default of 6 seconds.
However, when I advance time forward on the clock adjustor by 1 hour, the duration drops to 490 ... which is only 10 minutes of time.

Maybe there's a missing zero in the code somewhere? Just FYI.
If you scroll up on this page a couple of posts you will see this issue being discussed. Thanks for bringing it back up, since it seems to have fallen by the wayside.

jfg1984
June 24th, 2022, 20:35
Whoops! In that case consider my post a friendly bump on the topic. :D

BushViper
June 26th, 2022, 19:37
Greetings. I just noticed that in my game, when I use the clock adjuster to pass time by minutes, the clock adjustor accurately reduces the duration from effects that are active on creatures in the combat tracker, like it should.
However, when I adjust time forward by hours ... the clock adjustor reduces the duration from effects that are active on creatures in the combat tracker by 10 minutes.

For example:

Armor of Agathys has a duration of 1 hour, or 60 minutes.
When the effect is applied to the creature on the combat tracker it loads in with a duration of 600 rounds, which is correct.
When I advance time forward on the clock adjustor by 1 minute, the duration drops to 590, which is correct since I have the time internal per round setting on the default of 6 seconds.
However, when I advance time forward on the clock adjustor by 1 hour, the duration drops to 490 ... which is only 10 minutes of time.

Maybe there's a missing zero in the code somewhere? Just FYI.

I noticed this exact issue during my session last week.

I pushed the clock forward 1 hour after a combat encounter so that the group's spells would end and the Cleric's Freedom of Movement wasn't impacted until I moved it forward using minutes to which it responded properly.

I was hesitant to post about it because I assumed I had done something to screw up the settings, but I'm relieved it's a known issue.

jfg1984
June 26th, 2022, 19:48
Yeah, the easy solution for the moment is just to use minutes only instead of hours and the passage of time will calculate properly.

Atru1n
June 28th, 2022, 20:34
Is it possible to allow the round length to be set to 1 minute? Currently its limited to 30 seconds.

AzureBlade
July 16th, 2022, 15:19
I really like the chat and event logging functions, but, the one negative to it is when speaking in a language. My group usually speaks in languages (either Common or Elven, mostly) and the log doesn't record what is said in a language. Is it possible to add an option that would disable language obfuscation (of course, it'd be best if it could display differently if the player's character knows a language, but that doesn't seem like a realistic option to me)?

nephranka
July 16th, 2022, 20:28
Looks like the 1 hour advancement issue with effect durations has been sorted out. Thanks!

thoringard
July 17th, 2022, 17:29
When trying to download this from the main page, it says the attachment is invalid.

thoringard
July 17th, 2022, 17:38
When trying to download this from the main page, it says the attachment is invalid.

disregard. i see the updated link to the forge. :)

bmos
July 25th, 2022, 13:20
Very minor thing, but is it intentional that in windows_events.xml the buttongroup_counter object is named ".completedbutton"?
I've never seen a period at the beginning of the name of an interface object.

similarly
July 30th, 2022, 09:58
When I use a large decal, the clock adjuster gets hidden behind it. Any way to get it to sit on the top, the way the dice tower does?
53799

jrowsey1
July 30th, 2022, 16:28
You should be able to right-click to unlock the position and move the clock adjuster box anywhere you want.

similarly
July 31st, 2022, 00:22
You should be able to right-click to unlock the position and move the clock adjuster box anywhere you want.

Yes, I know how to move it, but if it's behind the custom decal, it doesn't really leave me a lot of space to put it. It would be easier if it could be layered to be on top of the decal. If it can't be layered over the decal, no big deal. I just won't use a decal, or will use a smaller one, but I thought it wouldn't hurt to ask.

nephranka
July 31st, 2022, 01:05
Yes, I know how to move it, but if it's behind the custom decal, it doesn't really leave me a lot of space to put it. It would be easier if it could be layered to be on top of the decal. If it can't be layered over the decal, no big deal. I just won't use a decal, or will use a smaller one, but I thought it wouldn't hurt to ask.

True. You could use a smaller one, move it and then go back to using the one you like?

hawkeyepearce1066
July 31st, 2022, 14:30
Is it possible to allow the round length to be set to 1 minute? Currently its limited to 30 seconds.

just adding my voice to Altruin's. This extension is great, works really well with duration effects, unfortunately as a 2e AD&D gm where game rounds are 1 minute as opposed to 6 seconds, it means my players burn through torches at the rate of 20 an hour! Having the ability to set rounds at 60 seconds would help square this extension up with 1e/2e AD&D. Once again, really appreciate this awesome extension!

hawkeyepearce1066
August 7th, 2022, 21:06
I've had a dig into the extension and figured out what to add to give a 60 second round option (quite pleased with myself, as before this afternoon I didn't know the programming language 'lua' existed). All sorted now, great extension!

bmos
August 8th, 2022, 15:10
I've had a dig into the extension and figured out what to add to give a 60 second round option (quite pleased with myself, as before this afternoon I didn't know the programming language 'lua' existed). All sorted now, great extension!
nice work! you should share it here for any others who need it!

hawkeyepearce1066
August 8th, 2022, 20:33
Given that my 'contribution' to this extension amounts to... 3 characters ("|60") there's not much to share! But I've attached my ever-so-slightly modified version of the extension so that the lovers of 2e AD&D can enjoy their game at a slightly slower pace...

Sulwood
August 9th, 2022, 16:59
Question about the "clock adjuster box". Just moved to the Forge version of this extension and my box disappeared and can't find how to re-enable it.

Never mind - found the problem

BushViper
August 21st, 2022, 03:48
Is there a current known issue with the buttons to move the clock forward by hours/minutes? The extension works fine in every way except for those two functions. I can use every button on the UI element except for adjusting hours/minutes. Clicking on the two fields does nothing.

hawkeyepearce1066
August 21st, 2022, 08:46
I think to apply a change you Need to double-click (I've not got a pc in front of me, so can't confirm).

BushViper
August 21st, 2022, 08:59
I think to apply a change you Need to double-click (I've not got a pc in front of me, so can't confirm).

You have to double-click for all of the functions to work....

hawkeyepearce1066
August 21st, 2022, 09:47
If I remenber correctly, the short cut buttons (12pm,6pm etc.) are single click, while the other buttons are double click. I just remember when I first tried this extension I didn't know about double-clicking (no one ever accused me of being the sharpest knife in the drawer...)

BushViper
August 21st, 2022, 10:23
If I remenber correctly, the short cut buttons (12pm,6pm etc.) are single click, while the other buttons are double click. I just remember when I first tried this extension I didn't know about double-clicking (no one ever accused me of being the sharpest knife in the drawer...)

Yep, you're correct about the row of buttons. I was referring to the modifiable number fields. Anyway, I know you were just trying to help. Thank you.

DCrumb
August 21st, 2022, 20:30
Are you able to enter a number into the number fields?

BushViper
August 21st, 2022, 23:10
Yep, I can change them both, they just don't respond to clicks and/or move the time forward.

BushViper
September 2nd, 2022, 18:12
Ok, an update to this issue.

As I previously mentioned, everything on the timer works perfectly except the minute/hour buttons. However, today I realized that clicking the buttons does move time forward by their respective amounts, but the behavior is still very odd.

First, there is no text output to the chat window and secondly, clicking the two areas makes an odd 'chime' sound. Something you'd expect to hear when a button you're pressing is not responding or you're pushing a button before you are able to. Kind of like trying to hit 'next' before completely filling out an online form.

I can't be the only one having this issue, can I?

*edit* I suppose it would help to mention that I'm using the 5e ruleset.

spencerg
September 25th, 2022, 23:02
Would it be possible to update this extension, so that you can minimize and/or close the u.i. - I love the extension, but its not used enough for it to be open at all times, and we all know we have a window problem in FGU. I would love if you could drag this sucker onto a hotkey, and just fire it up when needed. Adding a close button, and even better, the ability to 'minimize' into a widget, would be greaaaatttt!

Thanks for your hard work, very cool extension.

0m0n
October 14th, 2022, 07:40
Not sure if this is a bug. When you reset initiative it sets the round to 0 in the CT. Was able to isolate it to Clock Adjuster causing this by only using this extension and testing. Is there a reason it does this as part of its function or is it a bug?

BushViper
October 16th, 2022, 21:05
**Update**

It's embarrassing to have to post this update, but I didn't want the creator to be chasing bugs/conflicts that don't exist.

The issues I was having with chat output and buttons not responding was due to me previously screwing around with the options settings and not being sure what the results would be.

I apologize and genuinely hope you didn't waste much (if any) time looking for a problem that didn't exist.

cornGoodness
October 18th, 2022, 04:06
I don't see the panel on the desktop. I picked a calendar, set a year and changed the hour and minutes to new values. Then I restarted and installed the extension but no panel. Do I need to do anything else?

update: Removed and reinstalled FG and all seems to be working now.

Agamon
October 24th, 2022, 05:32
I don't see the panel on the desktop. I picked a calendar, set a year and changed the hour and minutes to new values. Then I restarted and installed the extension but no panel. Do I need to do anything else?

Yeah, I'm also having this issue. New campaign, I've set the year, era, time and added some events to the calendar. But I don't get a panel, even after restarting FG.

Agamon
October 25th, 2022, 01:49
It appears to be working fine for me now. Not sure what was up there.

macDsinfo
October 30th, 2022, 13:42
many thx for this-seems to be working in pfsw (fwiw)...

smokebadger
November 8th, 2022, 23:37
I believe that clock adjuster is writing new story entries and I cant find a way to disable. such as "time" elvanna made a stealth check 20.
If I am incorrect I apologise , as I am trying to track down the mod causing this and finding way to disable.
after a session I open up the story entry andsee 10 "New story entries".

cmeyer
November 9th, 2022, 03:16
I think there is a way to turn off those time-stamps in the general Options area. (Not in my computer right now).

smokebadger
November 9th, 2022, 07:19
I think there is a way to turn off those time-stamps in the general Options area. (Not in my computer right now).

I’ve looked and tried a few options if you could let me j ow where it is I would be most appreciative

nephranka
November 9th, 2022, 11:01
I’ve looked and tried a few options if you could let me j ow where it is I would be most appreciative

The first two in the Clock Adjuster options:
Action logging and Chat logging. Disable both.

May want to look at Notify Date/Time/Phase as well.

macDsinfo
December 17th, 2022, 17:37
what are the options that show up on the player side? players ask me about them, and I do. not know what they are or what they do... thx

Bonkon
December 17th, 2022, 22:44
Good Day masDsinfo :)
I do not believe the players see the clock on their screens at all. They will see a time update in the chat window when you progress the time. You should be able to test this by logging into your own game (Either on localhost or joining your own cloud connection) to verify. :)

spencerg
February 6th, 2023, 04:58
Howdy,
I remember scanning through here and seeing that the original Author rarely updated the extension ? or am I mistaking?

I also remember seeing custom builds of the ext. uploaded inline on the thread, or linked to GIT.

IF there is a newer version, which I need to manually install, could someone point me to where I can get my hands on it.

Also, for the life of me, I cannot find a list of what the options do.

Most are self-explanatory, but there are a few that are questionable to me, such as action/chat logging and time round manger mode <quick/full process>

Lastly, and possible unrelated to this extension, but still in the realm of action logging...

I'd like the log to record hit rolls, actions, ect. But nothing I've ever turned on in 5e seems to keep those as part of the log inside the calendars logs. *Image attached*

Thank you.56073

pr6i6e6st
February 6th, 2023, 12:21
A reminder that I no longer provide support on THE FORUMS, but instead on our discord channel. The thread became too large for me to properly support, repeating info which is stated on the main page, the Forge page, multiple points in the (clearly too large) thread, or in the tooltips in game.

spencerg
February 6th, 2023, 23:07
awesome, thanks.

BushViper
February 6th, 2023, 23:11
I haven't read the entire thread so I don't know if this has been touched on or not, but there is an issue with effects that are entered into the Combat Tracker using hours.

For example - If I add an effect that has a duration of 1 hour, it doesn't work properly in the Combat Tracker, but the same effect with a duration of 60 minutes works perfectly.

Kelrugem
February 7th, 2023, 02:53
A reminder that I no longer provide support on THE FORUMS, but instead on our discord channel. The thread became too large for me to properly support, repeating info which is stated on the main page, the Forge page, multiple points in the (clearly too large) thread, or in the tooltips in game.

Then it would be good to mention this on the forge page and maybe also unlink this forum thread from the forge page :)

Though I personally prefer if the forum thread support stays, that increases accessibility (not everyone uses Discord) and one does not need to join another server just for an extension :)

(though I am also not totally sure about the difference to a discord chat, support-wise, also a discord chat can become too large, so that one tends to mainly focus on the recent posts for answering questions, and so on)

TheoGeek
February 11th, 2023, 16:25
Hey guys - BushViper pointed out a conflict between Clock Adjuster and my Nat20 extension that was indeed an issue with Nat20. I fixed the root issue in Nat20 that looks to be working and should be uploaded sometime today after a few more tests.

Thanks!
Jeff.

TheoGeek
February 11th, 2023, 19:10
6.2 of Nat20 has been uploaded to the forge. It fixes this and should also prevent future conflicts with other extensions that use EffectsManager functions.

YAKO SOMEDAKY
March 5th, 2023, 17:52
I don't know but I noticed that when I activate the Clock Adjuster extension, in the options part the following fields are always blank and if I choose and close the options and open them again it goes back to being blank.
As for the number of tasks that players can do are 1 or even infinite?

Hjorimir
March 21st, 2023, 11:49
Great extension. Three pieces of feedback:
1) Would love it if the Clock Adjuster would remember the values you set within it.
2) I wish I could drag buttons/shortcuts so I could tap a key to advance the clock an hour or 10-minutes.
3) When you advance by hours or minutes, effect timers are updated. I wish it would do the same when you advance the clock (e.g., clicking the Advance time to Noon).

YAKO SOMEDAKY
March 21st, 2023, 12:06
I think this tool is very powerful!
I wish she had a watch, yes that's right!
So when I started the campaign, I could say The Date is ... and The Time is ... So I would press "play" and the seconds would start to run and together with that I could speed up time or slow it down... but I think that this would be a very complex step for the tool.

bmos
March 21st, 2023, 13:47
I think that this would be a very complex step for the tool.Actually that would not be too hard to implement by integrating this extension with Timer (https://forge.fantasygrounds.com/shop/items/665/view).

YAKO SOMEDAKY
March 21st, 2023, 15:27
But then it would depend on the creator of both creators (you and mattekure), right? I would say with that it would be perfect!

spencerg
April 3rd, 2023, 03:54
Could you 'officially' add the option for 60 second combat rounds. Max is 30 seconds. AD&D is 60 seconds. There is a modified version of the extension buried in here somewhere, but it would be nice to add it too the official version so that if/when it gets updated, the change doesnt get whacked... Thank you!

bmos
April 3rd, 2023, 11:51
Could you 'officially' add the option for 60 second combat rounds. Max is 30 seconds. AD&D is 60 seconds. There is a modified version of the extension buried in here somewhere, but it would be nice to add it too the official version so that if/when it gets updated, the change doesnt get whacked... Thank you!


A reminder that I no longer provide support on THE FORUMS, but instead on our discord channel. The thread became too large for me to properly support, repeating info which is stated on the main page, the Forge page, multiple points in the (clearly too large) thread, or in the tooltips in game.pr6i6e6st doesn't monitor this thread. there is a discord you can get in touch via.

spencerg
April 3rd, 2023, 19:37
Thank you bmos, I forgot I had asked this here before and was directed to Discord. Appreciate it.

Blackwolfe
May 22nd, 2023, 17:39
45 pages. Yikes. Can anyone explain what "Time Manager Rounds Mode" options Full Process and Quick Mode. What does this do what does each option do?

Zacchaeus
May 22nd, 2023, 17:58
45 pages. Yikes. Can anyone explain what "Time Manager Rounds Mode" options Full Process and Quick Mode. What does this do what does each option do?

See post #431 above.

alloowishus
June 4th, 2023, 18:10
the error is

"template: Could not find template() in class charsheet_combat.

ERROR FormattedText SetValue XML error: Name cannot being with the '=' character, hexadecimal value 0x3D. Line 1 position 8692."

Any ideas? thanks.

LordEntrails
June 4th, 2023, 18:47
On the Forge page for the extension is a link to the Forum thread where you should report issues with teh extension. You can find it near the top left corner of the forge page.
57577

alloowishus
June 13th, 2023, 04:31
On the Forge page for the extension is a link to the Forum thread where you should report issues with teh extension. You can find it near the top left corner of the forge page.
57577

I sent a message to pr6i6e6st and have had no reply. :( It seems to happen whenever I target an NPC and roll an attack. If I disable the extension I don't get the error.

Trenloe
June 13th, 2023, 08:36
I've moved the above three posts to the thread related to this extension. It's best to post issues with an extension in the extension thread.

Trenloe
June 13th, 2023, 09:09
the error is

"template: Could not find template() in class charsheet_combat.

ERROR FormattedText SetValue XML error: Name cannot being with the '=' character, hexadecimal value 0x3D. Line 1 position 8692."

Any ideas? thanks.
More details please. How to recreate this issue, what ruleset you're using, does it occur in a campaign with only this extension enabled?

bmos
June 13th, 2023, 10:24
I sent a message to pr6i6e6st and have had no reply. :( It seems to happen whenever I target an NPC and roll an attack. If I disable the extension I don't get the error.
pr6i6e6st doesn't monitor this forum. there is a discord you can get in touch via.

A reminder that I no longer provide support on THE FORUMS, but instead on our discord channel. The thread became too large for me to properly support, repeating info which is stated on the main page, the Forge page, multiple points in the (clearly too large) thread, or in the tooltips in game.

alloowishus
June 14th, 2023, 01:29
pr6i6e6st doesn't monitor this forum. there is a discord you can get in touch via.

Ok thanks, how do I find him on Discord?

Trenloe
June 14th, 2023, 11:45
Ok thanks, how do I find him on Discord?
Refer to post #1.

rocketvaultgames
November 13th, 2023, 22:53
Does anyone know offhand how this interacts with the Combat Groups extension? Will it, for example, expire effects on actors not visible in the CT if time is advanced?

Thanks much!

alloowishus
November 14th, 2023, 06:14
Does anyone know offhand how this interacts with the Combat Groups extension? Will it, for example, expire effects on actors not visible in the CT if time is advanced?

Thanks much!

I hacked the code so it interacts with all effects with durations on the combat tracker (although I use a 4 phase per turn system).

Ballzack
December 2nd, 2023, 23:01
Been searching for a while for an answer but couldn't find anything. I can't seem to change my player's travel speed. No matter which pace I click, it will travel at 1 mile per hour.

MrDDT
December 3rd, 2023, 07:16
Been searching for a while for an answer but couldn't find anything. I can't seem to change my player's travel speed. No matter which pace I click, it will travel at 1 mile per hour.

Traveled is how far they've already gone (normally start at 0)
Distance is how far the total trip is.
Remaining is just the difference between those 2.
Speed is how fast you want them to travel per time (hour or day)
Travel by, is the blocks of time you want to set when you click the button to travel.
Travel has 4 buttons and a toggle.
First button will travel at the speed/time you set, if you set 50 miles/hour and you set travel by, 2 hours, it will go 100 miles in 2 hours.
I think the other 3 buttons don't work correctly.
The toggle will give you a chance to roll on the table.
Chances are just that chances of encounters.

charros
December 22nd, 2023, 02:56
Hello,

I just wanted to say that after this recent update that my game started getting slower. I took off each extension that I have and went down the row 1 by 1. I got to the Clock Adjuster Extension my first die would roll normal but when I rolled that first damage die then asked to choose the apply all yes button there will be a long break from the dice rolling to the results showing on the chat. I went through all the extensions individually and they worked fine, then put all them back on including Clock Adjuster and the lag still happened on Dice Rolls only and then I took only Clock Adjuster off as one of my extensions and it worked very smoothly.

I wanted to alert you about this because I love using your extension. I want the players to travel all over the Sword Coast and using your traveling system will help greatly! Please look into this and help me bring back one of my favorite Extensions!

estrolof
January 6th, 2024, 07:27
I have seen the same. Wish I could narrow it down further.

Blackwolfe
January 6th, 2024, 09:48
I have seen the same. Wish I could narrow it down further.

Yep. Game has been lagging and we're on a direct connection lan. Dropped clock adjuster and lag is no more.

TheButterdragon
January 31st, 2024, 07:08
Is there a way to make the Clock Adjuster use an alternative encounter table rather than one only determined by speed and non-combat? I'm running AD&D 2e and it'd be really helpful to have it output random encounters based on where I have the players.

Arkaerial
February 15th, 2024, 23:48
I found if I went in the options and made sure that "Action Logging", "Chat Logging" were disabled and "Time Manager Rounds Mode" was set to simple that all my freezing disappeared.

cthorazine
February 18th, 2024, 14:36
I don't use reminders, so I just commented out line 53 in scripts/manager_reminders.lua, but I figured that I would share the error I was getting in case it proves helpful.

[ERROR] Script execution error: [string "FG-ClockAdjusterMain:...nager_reminders.lua"]:53 attempt to index local 'rSource' (a nil value)

Edit: ruleset D&D5e. error would occur whenever a die dropped into the chat window

eporrini
February 18th, 2024, 20:22
I don't use reminders, so I just commented out line 53 in scripts/manager_reminders.lua, but I figured that I would share the error I was getting in case it proves helpful.

[ERROR] Script execution error: [string "FG-ClockAdjusterMain:...nager_reminders.lua"]:53 attempt to index local 'rSource' (a nil value)

Edit: ruleset D&D5e. error would occur whenever a die dropped into the chat window

I had the same issue. general dice dropped in the chat window or dice tower caused the error. This was pretty severe due to the amount of triggers.

pr6i6e6st
February 18th, 2024, 20:29
There’s currently an issue with forge updating it seems, so I’ve reverted to an older build to hopefully reduce the error of general rolling use until the new version can be set as the live build. Sorry for the inconvenience. You may need to delete the item from your extensions folder.

Vackipleur
February 21st, 2024, 18:46
Hi,

Nice extension.

Is it possible to add the value 60 in the "Round Lenght in seconds", please?
I play AD&D and rounds are 60 seconds long...
Thank you.

bmos
February 22nd, 2024, 01:32
There’s currently an issue with forge updating it seems, so I’ve reverted to an older build to hopefully reduce the error of general rolling use until the new version can be set as the live build. Sorry for the inconvenience. You may need to delete the item from your extensions folder.Forge updates are fixed!

ScribblingRambler
March 14th, 2024, 21:57
Hello.
I have issues in my Pathfinder games (any edition) with (for me) the key feature of these extensions, tracking the duration of effects.
I've been using an old bmos version for a long time due to these problems, but the recent update has eliminated the windows for adjusting time.
With the Forge versions, I get opposite problems. The main version completely decrements the remaining time of an effect (EX a 1 minute time adjustment will finish a multiple hour effect). On the other hand, the "Just the Clock Adjuster" version does not decrement the duration at all. I have tried both versions in multiple campaigns, including as the only extension, with the same results.

ScribblingRambler
March 14th, 2024, 23:01
The above issue was addressed on Discord. it only happens when using the "Add" time button. It works fine with double-click on the number.

Arnagus
March 31st, 2024, 16:12
Weather Checking: - A Checkmark on the panel will enable "Weather Checking". While enabled, when double-clicking the "addhour", "addday", "addmonth", addyear", "longrest", "shortrest"(5e only), "adv6AM", "adv12PM", "adv6PM", "adv12AM" buttons, it will also attempt to roll on the tables "Weather Wind", "Weather Temperature", and "Weather Precipitation".

I really love the extension as it make time keeping easy. It now also works with Mattekure's Timer (see here (https://www.fantasygrounds.com/forums/showthread.php?73977-Timer&p=713053#post713053)) to progress time while the timer is running.
However - I realized that the weather rolls are occurring way too often. I think they should rather occur once per day, e.g. when date is changing, not when a button to add arbitrary hours/days/rest/advance is pressed. To do so, I suggest to move the TimeManager.checkWeather() call within each button's onDoubleClick() trigger (in desktop/desktop_panels.xml file) into the check for the next day:


if DB.getValue(TimeManager.CAL_CHK_DAY) == nil or DB.getValue(TimeManager.CAL_CHK_DAY) ~= DB.getValue(TimeManager.CAL_CUR_DAY) then
TimeManager.outputDate();
TimeManager.checkWeather();
DB.setValue(TimeManager.CAL_CHK_DAY, "number", DB.getValue(TimeManager.CAL_CUR_DAY));
end

Unfortunately, having this check in the TimeManager.checkWeather() itself does not work as it is sometimes called before the CAL_CHK_DAY update, sometimes after.
The new call of the function from the new location can even be enhanced with an option to only execute if set (new behavior) or in the old location if unset (old behavior/default).
Let me know if you are interested to add this into your code.

claedawg
April 11th, 2024, 21:35
I really love the extension as it make time keeping easy. It now also works with Mattekure's Timer (see here (https://www.fantasygrounds.com/forums/showthread.php?73977-Timer&p=713053#post713053)) to progress time while the timer is running.
However - I realized that the weather rolls are occurring way too often. I think they should rather occur once per day, e.g. when date is changing, not when a button to add arbitrary hours/days/rest/advance is pressed. To do so, I suggest to move the TimeManager.checkWeather() call within each button's onDoubleClick() trigger (in desktop/desktop_panels.xml file) into the check for the next day:

The weather where I live can change multiple times per day. I've even seen it go from the 30s at 6am to the 90s by 3pm. Storms that pass over are typically huge and cover vast areas with a choppy border, so you can have a downpour one minute and then 5 minutes later the sun is shining, only to have a tornado rip through another 5 minutes later. In the winter, we can have snow one hour then rain the next, and flip flop for the remainder of the day. "If you don't like the weather here, wait a couple of minutes, it will change." lol

rigerco
August 2nd, 2024, 20:45
Just started using this extension and it's great for a sandbox adventure with lots of moving parts! Two requests:
1) Can we have an "unlock" function for the Events Manager so we can move it where we want on the screen? I have other stuff going on in the upper left.
2) Is it possible to export Events when creating a module?

Thanks

claedawg
August 3rd, 2024, 21:10
Just started using this extension and it's great for a sandbox adventure with lots of moving parts! Two requests:
1) Can we have an "unlock" function for the Events Manager so we can move it where we want on the screen? I have other stuff going on in the upper left.
2) Is it possible to export Events when creating a module?

Thanks

You can click drag the Events box wherever you like. It is not locked. At least when I open it as a DM. Not sure about players. If the position is locked for players (or even available to players) I will repost after our game tonight.

EDIT: I forgot to ask my players about it, lol. Haven't gotten around to using this feature, but definitely want to use it at some point for ongoing sandbox games.

YAKO SOMEDAKY
August 4th, 2024, 00:48
I don't know if it will ever be possible, but it would be interesting to have complete integration between Timer and Clock Adjuster, for the following reason:
When activating it, a clock starts running and the time elapsed would have effects (magic and lighting, alerts such as sleeping or eating would be announced and extinguished automatically).

Arnagus
August 4th, 2024, 19:32
I don't know if it will ever be possible, but it would be interesting to have complete integration between Timer and Clock Adjuster,

You might want to check my Integration (https://forge.fantasygrounds.com/shop/items/1702/view). Perhaps it fits your needs

YAKO SOMEDAKY
August 5th, 2024, 15:22
It worked perfectly, thanks for the tip!

YAKO SOMEDAKY
September 17th, 2024, 01:46
Greetings, I've been making some changes to your extension, some fusions with others, but as I don't know how to program and just tinker, I would like to know if you could help me make the rest function compatible with rolemaster classic, if you need this set of rules I can pass it on to you.

Schneiderpants
October 4th, 2024, 00:24
Does advancing time with this extension cause combat tracker effect durations to tick down? Example: If someone has a 24 hour spell effect duration and I advance time 24 hours, will the effect disappear on the combat tracker?

MrDDT
October 4th, 2024, 00:30
Does advancing time with this extension cause combat tracker effect durations to tick down? Example: If someone has a 24 hour spell effect duration and I advance time 24 hours, will the effect disappear on the combat tracker?

Yea. That’s one of the main uses of it.

rocketvaultgames
October 11th, 2024, 03:02
Does anyone use this in conjunction with Combat Groups? Is there any way for Clock Adjuster to NOT process time passing for actors not currently shown in the CT (in a hidden Combat Group)?

Arnagus
October 12th, 2024, 19:42
Does anyone use this in conjunction with Combat Groups? Is there any way for Clock Adjuster to NOT process time passing for actors not currently shown in the CT (in a hidden Combat Group)?

Same issue here but i did not find a solution either.

Hjorimir
December 17th, 2024, 22:30
Love this extension. Any chance we can get a button to push the current date and time to chat? I know that you can do this by opening the Calendar, but it would be nice to have a single button on this extension's interface.

YAKO SOMEDAKY
December 18th, 2024, 00:04
Something like this?

62997

YAKO SOMEDAKY
December 18th, 2024, 00:37
Here is the files

Hjorimir
December 18th, 2024, 03:42
Here is the files

Lovely! Thank you!

rmilmine
January 27th, 2025, 15:56
Suggestion:
The various tables used. Would it be possible to change this so instead of having to rename tables you can instead drag and drop a table onto a field and have that field store a link to the table. This would make this easier to use as you can quickly change the table without having to rename things. It would also be nice if there was something that said what type of terrain was being traveled in and have a similar link to a table for each terrain type.
Something to show a terrain route, ie so many m/km of one terrain and then the distance for the next, this would allow for it to automate the encounter roles, and travel time.

rmilmine
January 27th, 2025, 16:05
Suggestion:
The various tables used. Would it be possible to change this so instead of having to rename tables you can instead drag and drop a table onto a field and have that field store a link to the table. This would make this easier to use as you can quickly change the table without having to rename things. It would also be nice if there was something that said what type of terrain was being traveled in and have a similar link to a table for each terrain type.
Something to show a terrain route, ie so many m/km of one terrain and then the distance for the next, this would allow for it to automate the encounter roles, and travel time.

hazeyindahead
February 8th, 2025, 17:13
Hello, I havent been able to use some of the clock adjuster features for a while and I thought maybe it would be fixed however I am wondering if I broke it with a settings change or an incompatibility somehow.

Im using FGU and 5e ruleset. but my adjuster looks like this:63389

MrDDT
February 8th, 2025, 19:08
Hello, I havent been able to use some of the clock adjuster features for a while and I thought maybe it would be fixed however I am wondering if I broke it with a settings change or an incompatibility somehow.

Im using FGU and 5e ruleset. but my adjuster looks like this:63389

What version you got?

YAKO SOMEDAKY
February 8th, 2025, 21:21
I made some minor adjustments, hopefully it's working now.

63395

63396

hazeyindahead
February 9th, 2025, 04:18
Works now thanks so much!!!

Brewin
February 18th, 2025, 13:23
Hi there - I've only just started to use this extension but I'm sure it'll come in very handy... One thing I've noticed though is that the Calendar widget thingy is no longer displaying AM/PM next to the time. I figured it must be the theme I was using, tried a bunch of different ones and got the same result. Then I noticed the screenshots above didn't have them anymore either. Would be "nice to have" that back in the widget again - many thanks!

Ludd_G
March 5th, 2025, 23:00
Would it be possible for 'Just The Clock Adjuster' to still expire effects when it's used to move time forward by minute or hourly increments?

If you click for a short or long rest it does move game time forward and expires effects. But when double clicking to move time forward by my defined minutes/hours it seems to be moving calendar time forward but not actual game time, if that makes any sense, so doesn't count down or expire any effects?

The full Clock extension is working fine in this respect, but I'd much rather use JTCA, as I don't use any of the other bells and whistles and i like to keep things as streamlined as possible, especially as I use a lot of extensions (this was tested with only this extension active though).

Cheers,

Simon

Arnagus
March 16th, 2025, 18:37
*** Updated with the fix in the code below ***

I have traced down a race condition with SilentRuin's GAL (https://www.fantasygrounds.com/forums/showthread.php?59341-Generic-Actions-extension-for-Fantasy-Grounds-Unity-5E-ruleset) and the processing of "long term" effects in the advanceRoundsOnTimeChanged function in scripts/longtermeffects.lua.

If you adjust the clock by one minute and trigger the expiration (deletion) of a spell with associated NPC token from its GAL layer, above function still tries to list this token (on CT_LIST) and its effects - which will fail with an error as the token is gone.

Following lines in blue must be added in the function - perhaps someone maintaining the source code can please update it.


function advanceRoundsOnTimeChanged(nRounds)
if nRounds and nRounds > 0 then
for _,nodeCT in pairs(DB.getChildren(CombatManager.CT_LIST)) do
if type(nodeCT) ~= "error" then
for _,nodeEffect in pairs(DB.getChildren(nodeCT, 'effects')) do
local nActive = DB.getValue(nodeEffect, 'isactive', 0);
if nActive ~= 0 then
local nodeActor = nodeEffect.getChild('...');
local nDuration = DB.getValue(nodeEffect, 'duration');
local bHasDuration = (nDuration and nDuration ~= 0);
if bHasDuration and (nDuration <= nRounds) then
EffectManager.expireEffect(nodeActor, nodeEffect);
elseif bHasDuration then
DB.setValue(nodeEffect, 'duration', 'number', nDuration - nRounds);
end
end
end
end
end

return true;
end
end

metaldm007
March 19th, 2025, 20:58
I made some minor adjustments, hopefully it's working now.

63395

63396

Hey there! Just downloaded your version of the extension to update mine, and I've come across an issue with the weather checker. Has the function been removed? This version causes an error message to pop up.
63832

YAKO SOMEDAKY
March 20th, 2025, 02:35
I will take a look soon.

metaldm007
March 21st, 2025, 00:34
I will take a look soon.

Another issue I ran into (that I also had with the Forge version) is that traveling by normal/slow/fast with encounter chance only goes at 2 miles per hour, even though the options are set to go with the 5e travel speeds (3/2/4 respectively).

YAKO SOMEDAKY
March 21st, 2025, 22:29
It is worth remembering that the clock Adjuster in this topic is different from the one I created.

miked2681
March 31st, 2025, 21:17
YAKO SOMEDAKY, may I ask what the difference is between this extension and the one you have posted on the Forge? I was searching for extensions for Savage Worlds and came across your SW - Package listing on the Forge, but it doesn't give a very in-depth description, or any screenshots.