But then it would depend on the creator of both creators (you and mattekure), right? I would say with that it would be perfect!
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But then it would depend on the creator of both creators (you and mattekure), right? I would say with that it would be perfect!
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!
Thank you bmos, I forgot I had asked this here before and was directed to Discord. Appreciate it.
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?
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.
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.
Attachment 57577
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.
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!
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.
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!
I have seen the same. Wish I could narrow it down further.
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.
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.
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
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.
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.
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.
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.
I really love the extension as it make time keeping easy. It now also works with Mattekure's Timer (see here) 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:
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.Code: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
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.
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
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.
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).
You might want to check my Integration. Perhaps it fits your needs
It worked perfectly, thanks for the tip!
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.
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?