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bmos
November 11th, 2020, 19:11
v1.9+ IS COMPATIBILE WITH THE FEB 16TH UPDATE.

This extension is no longer developed as the original author has resumed support of Clock Adjuster.
Plans in the works for this should be submitted to the original extension (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster) which now includes (at least most of) the modifications I have made to it.

This extension is a fork of pr6i6e6st (https://www.fantasygrounds.com/forums/member.php?60923-pr6i6e6st)'s excellent multi-ruleset Clock Adjuster (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster) extension. As a fan of Clock Adjuster, I had lots of ideas for changes and ways to use it in my other extensions; for this purpose I have obtained permission to create my own version for use with PFRPG and 3.5E. If you like this extension, please be sure to check out pr6i6e6st's other work (lots of good extensions there, mostly 5e as far as I can tell).

Extension Homepage and Readme (https://github.com/bmos/FG-PFRPG-Time-Manager)
Download (https://github.com/bmos/FG-PFRPG-Time-Manager/releases)
License Information (https://github.com/bmos/FG-PFRPG-Time-Manager/blob/master/LICENSE.md)
Bug Tracker and Suggestions (https://github.com/bmos/FG-PFRPG-Time-Manager/issues)

To avoid my threads taking over the PF1e subforum, I publish most updates in my combo thread (https://www.fantasygrounds.com/forums/showthread.php?60308-bmos-extensions) (with only major updates in this individual thread which is primarily for discussion and bug reports).

There has been a report that this also works fine with Pathfinder 2nd Edition as well, but it's not officially supported.


https://www.youtube.com/watch?v=hb_W5wNN_6g

bmos
November 11th, 2020, 19:13
Compared to the original extension, I have added the following:

Decrement effect durations accordingly when advancing time via the Time Manager panel.
Increase minutes accordingly when advancing rounds in combat (1/every 10 rounds).
Fixed the distance-remaining calculation bug (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=531679&viewfull=1#post531679) reported by Zygmunt Molotch
Added alternate database storage nodes that provide greater accuracy for FG Classic to allow it to function correctly/better in FG Classic.
Changed behavior of double-clicking "Add" so that months and years in this row will also advance time without being clicked on separately (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster&p=546132&viewfull=1#post546132).
Assigned default values to every lua variable I could find to avoid nil errors that Zygmunt Molotch had been getting
Changed some less-common way of writing some DB.setValue commands to usual format to improve Unity support.
Added a chat message if the program can't get the current date. The message improves the new-campaign experience by suggesting that calendar might not be configured.
Some travel fields had "delaykeyupdate" which means that typing in a number of hours traveled and then clicking the travel button didn't use the entered number unless you clicked out of that field first. I left this on Traveled and Distance because otherwise you get 'incremental changes' to the Remaining number, but removed it from speed and number of hours.

orien45
November 11th, 2020, 19:38
Lol, the first thing I tried out when I got the Clock extension was 10 combat turns to see if the time changed. Nice work on adding that.

Kelrugem
November 11th, 2020, 19:39
That is nice :) I am happy when I can run games again :D

orien45
November 11th, 2020, 19:46
Is this to be used in conjunction with Clock Adjuster or completely separate? I ask because I also have the Disease and 'Mental Issues' trackers that work with that extension.

bmos
November 11th, 2020, 19:46
My next plan for this is re-implementing some scripts as global scripts so that reminders and events trigger without having those windows open :)


Lol, the first thing I tried out when I got the Clock extension was 10 combat turns to see if the time changed. Nice work on adding that.Thanks! The cooler part of that (for me at least) is how it makes big effect durations actually mean something. Before, when you created an effect that lasts for many minutes or hours, the duration field showed a large number that was of limited use (who is going to click next round 600 times??). Now, advancing the clock makes those numbers go down more accurately.


That is nice :) I am happy when I can run games again :DYour extensions were such a help when I was learning FG (hard to imagine it without them!). I'm glad I have the privilege to return the favor :D

bmos
November 11th, 2020, 19:49
Is this to be used in conjunction with Clock Adjuster or completely separate? I ask because I also have the Disease and 'Mental Issues' trackers that work with that extension.It completely replaces Clock Adjuster (it is still very similar for now) :)
I have just finished updating the README file of Disease Tracker so that it references and links to Time Manager instead to clarify this for new users.

orien45
November 11th, 2020, 19:51
Brilliant! ...I already have too many extensions, lol. Thanks again for this!

darrenan
November 11th, 2020, 22:28
All your popup windows (travel manager, reminder manager) really need a way to dismiss them without doing anything i.e. a 'cancel' option.

EDIT: nevermind, right-click close, duh.

bmos
November 11th, 2020, 23:04
All your popup windows (travel manager, reminder manager) really need a way to dismiss them without doing anything i.e. a 'cancel' option.

EDIT: nevermind, right-click close, duh.No, you're right. That's all from the original extension.
So far I have not touched the UI, but I agree there is plenty of room for optimization. The original author ran out of time for the project after ~3 months so it never got the polishing it so deserves.
Thankfully, the functionality is all there already and pretty nicely put together (other than a number of scripts in xml files that should be global scripts).

An example of this is the reminders function that allows you to set a minutes/hours/days/etc timer (but that timer only goes off if you leave the list of timers open).
I originally planned to just assist pr6i6e6st with cleaning it up, but they have not the time right now and so I just got permission to make a fork. Maybe if it's good enough they will just copy it back when time allows :)

bmos
November 14th, 2020, 23:44
Ran into a bug tonight where it deleted effects with 0 duration.
Will make a fix soon.

Kelrugem
November 15th, 2020, 01:51
Your extensions were such a help when I was learning FG (hard to imagine it without them!). I'm glad I have the privilege to return the favor :D

oh, thank you :o I am actually not really a coder, I just procrastinated too much by looking at FG's code :D

bmos
November 15th, 2020, 02:46
oh, thank you :o I am actually not really a coder, I just procrastinated too much by looking at FG's code :DSame; playing with code is a very good time-sink!
I did play with Visual Basic for a week at science/math camp when I was ~15y/o, but hadn't really touched any code since then. I asked a friend to help me start Total Encumbrance earlier this year and just kept playing around from there.
Lua is pretty straightforward if you have time to throw at it!

bmos
November 15th, 2020, 03:03
Time Manager v1.1 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.1)fixes the 0 duration issue that occurred when advancing time in larger increments (duration would go negative and would be removed on next iteration).

That was a really inconvenient bug! I had to re-write all my players' item effects during the session! Took me 15min! :(
I'm just glad I found it rather than one of my users :)

On the plus side, this was the first session with the new time-linked duration features and (other than the big) it made things WAY easier. Much better tracking of spell durations.

EDIT: I accidentally left a debug command in it so you may see some "TRUE, 0, 10" or some such in chat at times.
I have removed this in Time Manager v1.2 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.2) which also outputs the current time to chat after the clock has been advanced by rounds hitting 10.

Kelrugem
November 15th, 2020, 03:09
Same; playing with code is a very good time-sink!
I did play with Visual Basic for a week at science/math camp when I was ~15y/o, but hadn't really touched any code since then. I asked a friend to help me start Total Encumbrance earlier this year and just kept playing around from there.
Lua is pretty straightforward if you have time to throw at it!

hehe, nice :D Yeah, I also mainly had programming experience a bit as teenager at school etc. :D (and a bit in my studies, but also only extremely basic and only for a very short amount of time :D Basically just learning to use matlab :D)

Weissrolf
November 15th, 2020, 15:02
Now we only need a PF2 version. ;)

bmos
November 15th, 2020, 15:47
Now we only need a PF2 version. ;)
Step 1: Download original PF2 version of Clock Adjuster (https://www.fantasygrounds.com/forums/attachment.php?attachmentid=37891&d=1595365108).
Step 2: Make similar changes to these: https://github.com/bmos/FG-PFRPG-Time-Manager/compare/main...original-extension (the changes shown are inverted, green is what I removed and red is what I added).
Step 3: Fix bugs

DCrumb
November 16th, 2020, 04:14
Attempted to use the Advance to x time buttons (6am and 12pm), and got the following error:


[11/15/2020 8:10:38 PM] [ERROR] Script execution error: [string "adv12pm"]:6: attempt to compare number with nil
[11/15/2020 8:10:55 PM] [ERROR] Script execution error: [string "adv6am"]:6: attempt to compare number with nil

Weissrolf
November 16th, 2020, 08:27
Thanks Bmos, I will try that! :)

bmos
November 16th, 2020, 10:37
Attempted to use the Advance to x time buttons (6am and 12pm), and got the following error:


[11/15/2020 8:10:38 PM] [ERROR] Script execution error: [string "adv12pm"]:6: attempt to compare number with nil
[11/15/2020 8:10:55 PM] [ERROR] Script execution error: [string "adv6am"]:6: attempt to compare number with nilDid you have your calendar configured?
If not, there should have been a message in chat telling you that you have to set up your calendar:
41174

EDIT: I have added some more code to check if calendar has been configured and, if not, will post to chat warning you (and not come up with script error).
Time Manager v1.3 will come soon (although the main issue here seems to be a calendar that isn't configured).

DCrumb
November 16th, 2020, 15:32
Did you have your calendar configured?
If not, there should have been a message in chat telling you that you have to set up your calendar:
41174

EDIT: I have added some more code to check if calendar has been configured and, if not, will post to chat warning you (and not come up with script error).
Time Manager v1.3 will come soon (although the main issue here seems to be a calendar that isn't configured).

Yes, calendar was configured. No chat warning noticed. Calendar is set at Moonday, 2nd Calistril 4714 Era of Lost Omens currently at 12:01 am.

bmos
November 16th, 2020, 16:12
Yes, calendar was configured. No chat warning noticed. Calendar is set at Moonday, 2nd Calistril 4714 Era of Lost Omens currently at 12:01 am.
Weird! Unity or Classic?

EDIT: I think you should try advancing time once manually before using those buttons.

DCrumb
November 17th, 2020, 16:03
Weird! Unity or Classic?

EDIT: I think you should try advancing time once manually before using those buttons.

Unity. Advanced time by 1 minute via short rest, same error. Advanced time by 1 minute via 10 rounds in the combat tracker, same error. Unloaded Malady Tracker and Spell Description extensions, same error. Advanced time by 1 minute via short rest, same error. Advanced time by 1 minute via double-click add (below the set time), same error.

bmos
November 17th, 2020, 16:11
Time Manager v1.3 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.3) has code improvements and improves messaging when current time is not found.
UnityFirst of all, thanks for the testing you're doing. It is appreciated.
If those buttons still don't work with v1.3, please post the db.xml file found inside your campaign folder (you can send via a message if you don't want it public).
I don't think you will see a script error anymore, but there might still be an issue. Also, just to confirm, you're using this with Pathfinder 1e or D&D 3.5E, right?

DCrumb
November 17th, 2020, 16:42
Updated Time Manager, only thing that changed was the line number, went from 6 to 7. Messaged you the db.xml.

bmos
November 17th, 2020, 16:51
Updated Time Manager, only thing that changed was the line number, went from 6 to 7. Messaged you the db.xml.
Interesting! Your db.xml file shows that the hour has not been written to the database yet.
I will update the instructions in README.db to clarify that you will have to advance time by hours and minutes.
I think I will also automate this in the next version. If you can't get it to advance, I suggest that you open the calendar and ctrl+scroll to change the hour on the built-in clock.

Hopefully this is why it is not working in your campaign.

DCrumb
November 17th, 2020, 16:59
Once the hour was advanced, the button worked fine. Thanks!

bmos
November 17th, 2020, 17:04
Once the hour was advanced, the button worked fine. Thanks!Hooray!

EDIT: Time Manager v1.4 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.4) should resolve this for others and has a few other improvements.

EDIT2: (Nov 27, 2020): Also a new Time Manager v1.5 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.5) for visual issues with PF1e Official Theme.

Weissrolf
November 27th, 2020, 11:27
Are there any plans for official Pathfinder 2 support?

bmos
November 27th, 2020, 11:41
Are there any plans for official Pathfinder 2 support?
Nope!
But if you give it a shot and run into issues (trying to port these tweaks back to the PF2e version (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster)) you can message me with questions.

Weissrolf
November 27th, 2020, 12:21
Thanks for the offer. The CT related tweaks do work already, but the standard click to add functionality is a problem. I may try to look into merging them, despite my lack of LUA experience.

One problem: Ending rounds in CT became noticeably slower when Time Manager is enabled.

ramon09
November 28th, 2020, 20:43
I havenīt looked already if this has been reported,

if you create a new item on the reminder manager it shows the below output on the error logs:

"Script Error: [string "timedreminders:reminderslist"]:1: attempt to call field 'onInit' (a nil value)"

doesnīt seem to have any repercussion as of now

bmos
November 28th, 2020, 21:00
I havenīt looked already if this has been reported,

if you create a new item on the reminder manager it shows the below output on the error logs:

"Script Error: [string "timedreminders:reminderslist"]:1: attempt to call field 'onInit' (a nil value)"

doesnīt seem to have any repercussion as of nowThanks for the bug report :)
I think I have a fix but will do more testing before release.

ssostac1
November 28th, 2020, 21:37
Also, when trying to increment the month field, I get the following error:

41500

DCrumb
November 29th, 2020, 00:46
As per my earlier troubleshooting, if you haven't set the month to something other than the default numbers, Time Manager won't have a number in the database to increment. Change the number to something else in the calendar, then you can set it back and be able to increment it through Time Manager.

bmos
November 29th, 2020, 02:26
Also, when trying to increment the month field, I get the following error:

41500Thanks again, I made a mistake in the code there regarding figuring out how many rounds there are in a month.
Fixed along with the other issue you reported in Time Manager v1.6 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.6).


As per my earlier troubleshooting, if you haven't set the month to something other than the default numbers, Time Manager won't have a number in the database to increment. Change the number to something else in the calendar, then you can set it back and be able to increment it through Time Manager.I believe I have fixed that issue, actually. But thank you for trying to help out (and do let me know if you see that issue still occurring) :)

Weissrolf
November 29th, 2020, 16:04
Thanks for the fixes, they fixed all the error I got when I tried Time-Manager with Pathfinder 2. So what I thought was incompatibilities were real bugs instead. ;)

One last obvious issue remaining: When the day is increased by a double-click Add then the current date is displayed twice in chat, even though the day only advances once.

bmos
November 29th, 2020, 20:23
Thanks for the fixes, they fixed all the error I got when I tried Time-Manager with Pathfinder 2. So what I thought was incompatibilities were real bugs instead. ;)

One last obvious issue remaining: When the day is increased by a double-click Add then the current date is displayed twice in chat, even though the day only advances once.Awesome!
Regarding the double-posting, I think I have seen that myself also. I will investigate and fix for the next update (and label this as reported to work in PF2e also).

bmos
December 6th, 2020, 12:52
Time Manager v1.7 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.7) fixes the issue reported by Weissrolf of duplicate chat messages and disables FG's built-in deletion of effects that have durations when you long rest.
To do a long rest using this extension, it is highly recommended not to use the button on the combat tracker (as this does not advance time), but rather the long/short rest fields in the Time Manager interface.

Weissrolf
December 6th, 2020, 14:20
Thank you for the fix.

I have some trouble with the offset inside the box. Changing values in the XML does not seem to change anything. There is no groupbox.png in the ext and putting one in does nothing. Instead I found that utilitybox3.png is used from my current theme, but regardless of what png I use the buttons are always offset too far down.

https://i.imgur.com/7PjtEQt.png

bmos
December 6th, 2020, 15:07
I have some trouble with the offset inside the box. Changing values in the XML does not seem to change anything.Yeah, I'm not sure how a lot of that that stuff works! I don't want to say how many hours I sunk into making it look decent in the PF Official and CoreRPG themes :|
It's definitely an area for improvement. What theme are you using?

Weissrolf
December 6th, 2020, 15:26
A slightly modified version of the PF2 themes from the forum. I suspect that the offsets may be messed up by the theme and thus overwrite the ones in your extension.

Sudain
December 9th, 2020, 20:42
Time Manager v1.7 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.7) fixes the issue reported by Weissrolf of duplicate chat messages and disables FG's built-in deletion of effects that have durations when you long rest.
To do a long rest using this extension, it is highly recommended not to use the button on the combat tracker (as this does not advance time), but rather the long/short rest fields in the Time Manager interface.

Does the long rest via time manager reset prepared spells and natural healing as well, or should the long-rest be used to trigger those functions?

bmos
December 9th, 2020, 22:33
Does the long rest via time manager reset prepared spells and natural healing as well, or should the long-rest be used to trigger those functions?
I haven't specifically tested that part, but I'm pretty sure the Time Manager long rest button is supposed to reset that stuff. Otherwise it's just a duplicate way of adding hours!

Sudain
December 17th, 2020, 00:16
Okay, re-confirmed. Advancing time via the time manager doesn't trigger the long-rest function in the combat tracker (restoring spells, natural healing, ability damage being healed).

Asgurgolas
December 17th, 2020, 04:26
It also goes "Script Error: [string "timedreminder"]:1: attempt to call field 'update' (a nil value)" if I try to set a Reminder

Sudain
December 27th, 2020, 23:57
Would it be easy to add a button to trigger the long-rest function from the time manager? Or a checkmark that would automatically trigger the long-rest function at a pre-scheduled time?

Just hoping I can be a wee-bit lazier as time advances and parties do natural healing. :D

Thank you again for your hard work! :)

bmos
December 28th, 2020, 00:40
Would it be easy to add a button to trigger the long-rest function from the time manager? Or a checkmark that would automatically trigger the long-rest function at a pre-scheduled time?

Just hoping I can be a wee-bit lazier as time advances and parties do natural healing. :D

Thank you again for your hard work! :)Absolutely! I will be making the long rest function do that automatically but haven't been working on extensions much right now.
I plan to revisit this soon and have added it to the issues list (https://github.com/bmos/FG-PFRPG-Time-Manager/issues/3) to remind myself :)

Sudain
December 28th, 2020, 01:06
Awesome, thank you! :D

Weissrolf
December 28th, 2020, 14:40
It seems that Time Manager and FGTabber don't play along. When FGTabber is active then the Time Manager window is gone. Is there a console command to open/close the window?

bmos
December 28th, 2020, 17:07
It seems that Time Manager and FGTabber don't play along. When FGTabber is active then the Time Manager window is gone. Is there a console command to open/close the window?
Nope. Sounds like FGTabber is overwriting something from Time Manager.

Weissrolf
December 31st, 2020, 08:47
I found the culprit: Combining Tabber with Combat Timer / Time Manager makes the chat window stay on top of CT/TM instead of the other way around. So the CT/TM is present, but not visible if it originally was moved on top of the chat window.

bmos
December 31st, 2020, 12:14
I found the culprit: Combining Tabber with Combat Timer / Time Manager makes the chat window stay on top of CT/TM instead of the other way around. So the CT/TM is present, but not visible if it originally was moved on top of the chat window.Ah, that makes sense as it probably loads after Time Manager.
Change the loadorder or just resize the chat :)

Weissrolf
December 31st, 2020, 12:43
Changing the chat window size from its default keeps it from dynamically resizing. How do we change load-order then?

bmos
December 31st, 2020, 14:57
Changing the chat window size from its default keeps it from dynamically resizing. How do we change load-order then?
Open the offending ext and open extension.xml. See if it has a <loadorder> xml tag and, if so, note what it is.
Then open Time Manager's extension.xml and add a loadorder tag that is numerically higher than that of the former extension.
I could have that backwards, so try lower if it doesn't work!

Weissrolf
December 31st, 2020, 15:09
Lower number is higher priority, both extensions don't have the tag, so they both use 0 (zero). Is it "<loadorder>xy</loadorder>" then?

bmos
December 31st, 2020, 18:15
Lower number is higher priority, both extensions don't have the tag, so they both use 0 (zero). Is it "<loadorder>xy</loadorder>" then?
I don't think a lack of tag means zero but could be wrong!
That is the format, yes.

Kelrugem
December 31st, 2020, 18:27
without the loadorder it is indeed treated as zero :) (so before anything else) And all the "zeroes" (or in general all extensions with the same value) are loaded in order of the extension list (so, by alphabet), when I am not mistaken :) So, first by loadorder, then alphabet :)

bmos
December 31st, 2020, 20:14
without the loadorder it is indeed treated as zero :) (so before anything else) And all the "zeroes" (or in general all extensions with the same value) are loaded in order of the extension list (so, by alphabet), when I am not mistaken :) So, first by loadorder, then alphabet :)Ah! Very good to know! Thanks Kelrugem :D

So loadorder 1 should work for Weissrolf

tahl_liadon
January 4th, 2021, 02:54
.
first of all, apologies if extensions conflict had been mentioned before in this thread... not having time right now to review conversations.

attached is what i currently have as i'm testing @bmos's malady tracker extension. since some diseases have more than "day" (i.e. e.g. leprosy - weeks) duration, i wanted to check out the time manager which you recommended use with malady tracker.

anyway, fg crashed predictably every time when time tracker is activated.

let me know which it might conflict with so i can turn off to give time manager a try. thx
.
.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=42526

bmos
January 4th, 2021, 13:01
fg crashed predictably every time when time tracker is activated
Well that's awfully strange! I don't know of any 3.5E/PF1e extensions that this has compatibility issues with, so you'll have to try loading just Time Manager and then just Time Manager and Malady Tracker.
I assume you're up to date on them both? Malady Tracker 2.4 and Time Manager 1.7?

tahl_liadon
January 4th, 2021, 15:52
I assume you're up to date on them both? Malady Tracker 2.4 and Time Manager 1.7?
.
i believe so: downloaded straight from the link in post #1 to your github, then top-listed link to file.

i will individually test by turning off each of my active extensions. will report back and let you know which it conflicts with.

bmos
January 4th, 2021, 16:56
.
i believe so: downloaded straight from the link in post #1 to your github, then top-listed link to file.

i will individually test by turning off each of my active extensions. will report back and let you know which it conflicts with.To clarify, I don't think this is an extension compatibility issue. Those typically don't result in a crash-to-desktop. The reason I asked if it happens with just Time Manager and, if not, then if it happens with just those two is that I have seen similar crash-to-desktop behaviour before in FG. It occured in a test campaign and I resolved it by making a new test campaign. To me this implies something in the db.xml was causing it when used with the extension. This is not ideal because I don't know what I can do to test for it (since it crashes without the chance to output an error). But anyway, let me know what you find; hopefully this is a different issue!

tahl_liadon
January 4th, 2021, 17:28
To clarify, I don't think this is an extension compatibility issue. ...this implies something in the db.xm...
.
haven't checked... ugh hopefully not... that would be a headache for me :-P

tahl_liadon
January 4th, 2021, 19:28
.
so interesting results...

1) turned off all extensions and turned on only time manager -- no crash
2) systematically turned on other extensions a few at a time with time manager on -- no crash
3) turn malady tracker on with all desired extensions on (as #2 above) -- no crash

it seems from this test that perhaps disabling all extension will clear out whatever that was causing the crash.

now, i know the extension allows basic time handling and has great application potential for me,
but here some questions about functionality (see image for reference):

- does adding a certain amount of days increase the amount of month(s)...
i.e. adding 40 days would auto-adjust (say if a fixed number of days every month is 28) to display: 12 days, 1 month?
from my test, it does not do that (see image: i added 1 month first to advance to 2; then added 40 days and day remains at 1). i think it should.

- can i set to 00:00 (24-hour) format, without the "am"/"pm" labels?

- why is the output "the date is , 1st, 4710"... it seems the day (date?) output is missing?

- wish list: round buttons at bottom for quick-advance by: week, month, year -- each by increment of 1

*****
now onto observations / questions for malady tracker (https://www.fantasygrounds.com/forums/showthread.php?60290-PFRPG-Disease-Tracker-Extension)...
.
.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=42570

bmos
January 4th, 2021, 20:38
- does adding a certain amount of days increase the amount of month(s)...
- can i set to 00:00 (24-hour) format, without the "am"/"pm" labels?
- why is the output "the date is , 1st, 4710"... it seems the day (date?) output is missing?Hooray! That's a great start :D
Answers:

It should, but I think your calendar is not configured yet. You should ensure the calendar module is loaded and that you have picked a calendar (such as Golarion calendar) and set a date as active. Based on your picture I can see that there is a year entered, but perhaps you picked/entered this manually?
I plan to add this, as you are not the only one who has asked and I also use a 24hour clock.
See #1.

tahl_liadon
January 4th, 2021, 21:36
...your calendar is not configured yet. You should ensure the calendar module is loaded...
.
hm. good to know i have to set this up. have never used the calendar in fg before. cool. will keep experimenting.

thx!

bmos
January 4th, 2021, 21:48
.
hm. good to know i have to set this up. have never used the calendar in fg before. cool. will keep experimenting.

thx!I just posted a video for this extension :)
Check page 1 or the README. I cover every feature in the extension in this video.

RobboNJ69
January 17th, 2021, 22:17
Hello bmos, first thank you for yet another amazing extension. Very useful!

I do have either a bug report or feature request depending on your answer... every 10 rounds the combat tracker resets to 0. Is that intended - I imagine so.

If not, we noticed it happening.

If it is intended, is there a way to turn that off without breaking the extension. We didn't realize how much we use the round count to get a feel for how long combat has been going. I often plan: "in 'X' rounds something will happen". I know we can look at the time and backward calculate how many rounds we've been fighting, but that has been awkward.

A second feature request/idea: enabling the message that tells you when an effect expires while using the time advance feature. A couple of players didn't realize their buffs wore off since they're used to seeing the message pop up in the chat window: "Effect ['Misc'] -> [EXPIRED] [on Xxxxxxx]"

Eitherway, thanks again for the great extension!

Asgurgolas
January 18th, 2021, 03:06
I second that expiring buff thing. It'd prolly be awesome if it could have a different font color

YAKO SOMEDAKY
January 18th, 2021, 13:54
I don't know if I'm thinking wrong, but the events and alerts created should not be triggered with the time running, even if that time runs through a trip and I don't know if it would be possible to create a kind of a player for the watch allowing to pause and start the clock.
Example: I defined that my date is 08/15/1950 and it is 08:00 am when the campaign starts I play on the clock and the seconds start to run, if I travel, advance the time and things like the time the clock progresses and the event triggers and alerts appear on the screen the number of times the clock reaches the event and when the session ends the clock is paused, returning at the same time in the next session?

bmos
January 18th, 2021, 21:10
Are you referring to the idea of adding a real-time clock?
I have considered this but it doesn't really interest me as I can't imagine using it in game.
If this is something you're interested in adding you might want to look at the combat timer extension to see how they implemented a timer: https://www.fantasygrounds.com/forums/showthread.php?30856-Combat-Timer-Extension-%28v-0-0-1%29

If you do do that, you're welcome to contribute it back on the GitHub page.

bmos
January 18th, 2021, 21:15
Every 10 rounds the combat tracker resets to 0. Is that intended - I imagine so.

A second feature request/idea: enabling the message that tells you when an effect expires while using the time advance feature. A couple of players didn't realize their buffs wore off since they're used to seeing the message pop up in the chat window: "Effect ['Misc'] -> [EXPIRED] [on Xxxxxxx]"1) Yes, unfortunately I couldn't think of a better way to avoid bugs with the automatic time adjustment based on elapsed rounds. I agree that it's not idea as it is nice to have that record of what round you're in in 20+ round combats (as rare as I find those to be). One thing that could be done is to add another rounds counter that counts the number of 10 rounds that elapse (and could be reset when clearing initiative). I have added this as issue [6] (https://github.com/bmos/FG-PFRPG-Time-Manager/issues/6) for future consideration.

2) Absolutely, I have been meaning to do this but keep forgetting to add it to the issues list. Thanks for the reminder! I have added it as issue [5] (https://github.com/bmos/FG-PFRPG-Time-Manager/issues/5).

YAKO SOMEDAKY
January 18th, 2021, 22:15
Yes, I have this desire for a real time clock ... but the question is also why when I define an event | alert it is not triggered when I set up a trip?

bmos
January 19th, 2021, 00:44
Yes, I have this desire for a real time clock ... but the question is also why when I define an event | alert it is not triggered when I set up a trip?Not sure, I haven't messed around with that feature at all. Perhaps ask the original creator in the ClockAdjuster thread?
I have added that to my list of things to investigate when I have time but perhaps they will have an answer.

YAKO SOMEDAKY
January 19th, 2021, 01:40
I already asked, before asking here but I didn't have an answer, I will stay tuned in both posts in the hope of a solution coming from one of the two :D

DCrumb
January 19th, 2021, 02:23
bmos,
Instead of resetting the round number to 0, could you instead start it at 1, and then in your test for the 10th round test for the nCurrent MOD 10 = 0 and then advance the minutes by 1?

current

-- bmos resetting rounds and advancing time
if nCurrent >= 10 then
local nMinutes = math.floor(nCurrent / 10)
nCurrent = nCurrent - (nMinutes * 10)
CalendarManager.adjustMinutes(nMinutes)
CalendarManager.outputTime()
end
-- end bmos resetting rounds and advancing time

proposal

-- bmos resetting rounds and advancing time
if (nCurrent % 10) = 0 then
CalendarManager.adjustMinutes(1)
CalendarManager.outputTime()
end
-- end bmos resetting rounds and advancing time

I think I have the lua coding correct.

Kelrugem
January 19th, 2021, 02:37
I was not able yet to run a game in a year, so, no time yet to test the extensions; but for considering the round number: One might combine that with the thought that the flat-footed automation in the overlay package only works in round 0 :) (surprise round; though the historical reason behind this is that I always resetted with return which puts that number to 0 instead of 1 as when one would use the reset in the CT) So, depending on what type of reset you're discussing here, either 1 or 0 might be better in regards of that other automation :D

DCrumb
January 19th, 2021, 03:32
If we stick with starting at 0, then we would change the nCurrent % 10 = 9, such that it will add a minute in every 9th numbered round (every 10th round of combat).

Zygmunt Molotch
January 19th, 2021, 09:26
combat traditionally starts at round zero, for surprise rounds :)

bmos
January 19th, 2021, 20:58
Correct, the decision to use 0 was to enable the flat-footed automation.
I assume the surprise round does take 6 seconds, but perhaps not?

Asgurgolas
January 20th, 2021, 12:22
Surprise rounds only allow for one standard action, so I guess it actually takes less than the routine 6 seconds (I'd say maybe a couple seconds, perhaps even less)

"combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round"

curious how "swift actions" aren't even mentioned, which adds to the cause of "not having enough time to fully react". Anyways, in my campaigns I just consider the surprise round as being actually part of round 1

JazerNorth
January 20th, 2021, 18:48
A couple of notes that I don't know if it is fixable. Some themes cover the initial window. I had to remove the themes from the campaign, move the window, then put the theme back in. When I move the window to where the theme images are, it goes under the image.
I keep it at the bottom of the screen now, but if it can be fixed it will be an issue that won't affect others.

bmos
January 20th, 2021, 23:01
If you right-click the chat window you can just unlock its position and move it out of the way (or resize it).

Zygmunt Molotch
January 21st, 2021, 05:50
Surprise rounds only allow for one standard action, so I guess it actually takes less than the routine 6 seconds (I'd say maybe a couple seconds, perhaps even less)

"combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round"

curious how "swift actions" aren't even mentioned, which adds to the cause of "not having enough time to fully react". Anyways, in my campaigns I just consider the surprise round as being actually part of round 1

sorry to jump in

but....


The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.

so, in a Surprise Round you can take Free Actions (https://www.aonprd.com/Rules.aspx?Name=Surprise&Category=How%20Combat%20Works),

and


You can take a swift action anytime you would normally be allowed to take a free action.

so you can (https://www.aonprd.com/Rules.aspx?Name=Swift%20Actions&Category=Action%20Types) :)

bmos
January 21st, 2021, 12:25
you can (https://www.aonprd.com/Rules.aspx?Name=Swift%20Actions&Category=Action%20Types) :)Great research! That seems to be the answer.

Asgurgolas
January 21st, 2021, 23:13
I'm too used to 3.5 not allowing for that, that's why XD Sorry :P

JazerNorth
January 22nd, 2021, 00:56
If you right-click the chat window you can just unlock its position and move it out of the way (or resize it).

Except the theme images hide the window completely, so you can't just move the chat and find the window. :D

bmos
January 22nd, 2021, 13:40
Except the theme images hide the window completely, so you can't just move the chat and find the window. :DOh weird! I think that's a complaint for the theme developer then.
You could also try opening my ext and fiddling with the loadorder tag in extension.xml so that it loads later, but I'm not sure if that will do it.

bmos
February 17th, 2021, 17:48
v1.8 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.8) works with the new Feb 16th update.
It adds messages when effects expire, to aid in keeping track of when you need to re-cast a spell.
It also introduces a new option that performs full processing of every elapsed round (which can take a LONG time).
On my desktop, advancing 8 hours in game took just under 2 minutes to process it all. For this test, I had a singe PC in the combat tracker with one effect.
When I used it with my normal campaign, it took around 4 minutes to process 8 hours. This was with 11 in combat tracker and 2-8 effects per combatant.
For this reason, "quick mode" is the default (which works like it did in 1.7), but "Full Process" is there for anyone who doesn't mind waiting. Thanks to the new FG update, you can pin the two options to your hotkey slots to switch between modes during play.

darrenan
February 17th, 2021, 18:38
What does full processing do that quick mode doesn't?

bmos
February 17th, 2021, 18:58
What does full processing do that quick mode doesn't?It triggers effects that occur each round. FHEAL, REGEN, DMGO. It also rolls death saves. Possibly other things.

I'm considering having it use Full Processing when the number of rounds is less than 60 rounds/1 hour and having it switch to Quick Mode for longer amounts of time, but I don't like programs that act inconsistently.

Sudain
February 17th, 2021, 19:20
It triggers effects that occur each round. FHEAL, REGEN, DMGO. It also rolls death saves. Possibly other things.

I'm considering having it use Full Processing when the number of rounds is less than 60 rounds/1 hour and having it switch to Quick Mode for longer amounts of time, but I don't like programs that act inconsistently.

I think so long as it's clear as to which does what the DM should be able to figure out which method they want to do - quick vs full on a case by case basis. Or just add it as a configurable option in the options menu so each DM can set what they want. Not sure how much that complicates support.

Kelrugem
February 17th, 2021, 19:26
From a coding point of view, you could for example have a separate script of FHEAL etc similar to the native one. Instead of calling then those effects each round, you just call them once and let them do their stuff all at once, taking the total number of rounds as multiplier :) (E.g. DMG: 2 and 100 rounds results to a damage of 100*2 applied just once, so, the function knows the number of rounds and takes that as extra info to avoid that the effect is called 100 times)

Sudain
February 17th, 2021, 19:44
What effect type is DMGO? Damage ongoing like a bleed effect? 2d4 bleed damage each round for example.

bmos
February 17th, 2021, 19:45
From a coding point of view, you could for example have a separate script of FHEAL etc similar to the native one. Instead of calling then those effects each round, you just call them once and let them do their stuff all at once, taking the total number of rounds as multiplier :) (E.g. DMG: 2 and 100 rounds results to a damage of 100*2 applied just once, so, the function knows the number of rounds and takes that as extra info to avoid that the effect is called 100 times)I was thinking about doing something like that. I need to look into what else is being done by that function, so I know what I'll have to re-automate.

Asgurgolas
February 18th, 2021, 15:13
From a coding point of view, you could for example have a separate script of FHEAL etc similar to the native one. Instead of calling then those effects each round, you just call them once and let them do their stuff all at once, taking the total number of rounds as multiplier :) (E.g. DMG: 2 and 100 rounds results to a damage of 100*2 applied just once, so, the function knows the number of rounds and takes that as extra info to avoid that the effect is called 100 times)

Wouldn't that have issues when you have a resistance? Dunno: "DMGO: 2d6 acid" when you have RESIST: 5 acid...

Kelrugem
February 18th, 2021, 15:32
Wouldn't that have issues when you have a resistance? Dunno: "DMGO: 2d6 acid" when you have RESIST: 5 acid...

yeah, you need to cater such effects also in a total :D A fixed damage number can be easily treated, for dice one rolls all at once but still needs to treat them somewhat separately when applying resistance :)

However, many of such effects have often a duration, probably simplifying things :)

bmos
February 20th, 2021, 02:11
I made mistakes in updating my code (I had missed something).
Please download v1.9 (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.9) if you have updated to current version of FG.

Corun
February 27th, 2021, 12:40
I think I found a bug in a slow mode. There is some delay with applying stable status, which seems to result in multiple stabilization checks queued before Stable condition and damage is applied.

Not sure if this is in release 1.9 version or not, cause I've tested in on main branch, commit '148dbc9d330314f4d69493ad452a8b84df09461e'.


44334

bmos
February 27th, 2021, 13:02
There is some delay with applying stable status, which seems to result in multiple stabilization checks queued before Stable condition and damage is applied.Bummer! Technically that is a bug in the ruleset function I call, but I'm sure the original dev didn't expect it to be used with big numbers ;)
I guess that is one more reason to do it the right way. I plan to recreate the built-in automation so I don't have to call the function over and over, but may not have time to implement it for a little while. If I do this, I plan to skip death saves (as waiting a while while someone is dying seems unlikely).

Sudain
March 1st, 2021, 00:01
Do we have the option of modifying the time tracker so have the option of rolling one master weather table rather than all 3 tables each time (just trying to reduce the error messages printed to chat)?

44407

As a feature request expanding the size of the tracker so the little circle to use weather is fully inside the widget? :)

bmos
March 1st, 2021, 03:02
Do we have the option of modifying the time tracker so have the option of rolling one master weather table rather than all 3 tables each time (just trying to reduce the error messages printed to chat)?Added as issue #10 (https://github.com/bmos/FG-PFRPG-Time-Manager/issues/10).


As a feature request expanding the size of the tracker so the little circle to use weather is fully inside the widget? :)UI rework is going to wait until after the dynamic lighting update (since I have a plan about where it can go but I want to see where the new lighting controls end up first).

Sudain
March 1st, 2021, 04:02
Sounds good, thank you! :D

bmos
March 3rd, 2021, 18:07
Introducing v1.10. (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.10)
It has a couple other compatibility fixes and PokeyCA/DCrumb submitted an improvement allowing rounds to continue counting past 9.

This extension is no longer developed as the original author has resumed support of Clock Adjuster. I have submitted the v1.10 rounds improvement in the original extension thread and hope to see it incorporated there.
Plans in the works for this should be submitted to the original extension (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster) which now includes (at least most of) the modifications I have made to it.


As a feature request expanding the size of the tracker so the little circle to use weather is fully inside the widget? :)Clock Adjuster's latest version fixes this issue.

Kelrugem
March 3rd, 2021, 22:33
Introducing v1.10. (https://github.com/bmos/FG-PFRPG-Time-Manager/releases/tag/v1.10)
It has a couple other compatibility fixes and PokeyCA submitted an improvement allowing rounds to continue counting past 9. I also just noticed that DCrumb suggested this exact improvement (https://www.fantasygrounds.com/forums/showthread.php?63546-PFRPG-Time-Manager&p=572233&viewfull=1#post572233) in January and I missed it!

This extension is no longer developed as the original author has resumed support of Clock Adjuster. I have submitted the v1.10 rounds improvement in the original extension thread and hope to see it incorporated there.
Plans in the works for this should be submitted to the original extension (https://www.fantasygrounds.com/forums/showthread.php?57561-Utility-Clock-Adjuster) which now includes (at least most of) the modifications I have made to it.

Clock Adjuster's latest version fixes this issue.

Does this mean that we need to download the original extension instead now? :) I always thought that your extension basically has "PF1/3.5e-specific" things :) (but couldn't run any game for a long time, so, couldn't test anything since a long time yet :) )

bmos
March 3rd, 2021, 22:38
Does this mean that we need to download the original extension instead now? :) I always thought that your extension basically has "PF1/3.5e-specific" things :) (but couldn't run any game for a long time, so, couldn't test anything since a long time yet :) )Correct. The 3.5E/PFRPG stuff should be getting merged in. My extension wasn't particularly PFRPG only but that was all I was targeting for compatibility.

Kelrugem
March 3rd, 2021, 22:41
ah, oki, thanks for maintaining it :D

bmos
March 3rd, 2021, 22:45
ah, oki, thanks for maintaining it :DIf there ends up being a reason to revive this I will, but I want to avoid fragmentation. Glad I was able to have an impact on this extension and help keep it working while pr6i6e6st was busy.

tahl_liadon
March 12th, 2021, 15:22
.
fg classic, v.3.3.14
extensions: (see image)

my table did some tests last night.
a couple of players had different spell effects with various duration, some with 12-hr.

i pushed initial overnight rest and none of the effects went away.
pushed a 2nd overnight rest thinking maybe the 12-hr required 2x eight-hour-rest (i.e. overnight).
all effects remained on a 3rd overnight rest push.

turned off all extensions this morning and overnight rest worked on 1st push.
repeated test with all extensions; all worked on 1st push.
identified time tracker as the culprit... not sure if it is the only conflict, or it conflicts with another extension (did not do "paired testing").


leaving this extension on "nullifies" rest function under menu in combat tracker.


https://www.fantasygrounds.com/forums/attachment.php?attachmentid=44758

bmos
March 13th, 2021, 22:31
At this point you should be using ClockAdjuster as it is maintained again and contains additional work from the original author. See the first post.

The Judge
June 11th, 2023, 02:50
I see I still have Time Manager in my Extension list in Fantasy Grounds, but I do not see it in my Extensions Folder and I do not see anything in the Forge to deactivate it either. I deactivated it in Fantasy Grounds, however, and would like to use Clock Adjuster. Will I run into compatibility issues?