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)?
Printable View
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)?
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.
Something like this?
Attachment 62997
Here is the files
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.
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.
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:Attachment 63389
I made some minor adjustments, hopefully it's working now.
Attachment 63395
Attachment 63396
Works now thanks so much!!!
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!
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
*** Updated with the fix in the code below ***
I have traced down a race condition with SilentRuin's GAL 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.
Code: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
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.
Attachment 63832
I will take a look soon.
It is worth remembering that the clock Adjuster in this topic is different from the one I created.
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.
I can provide screenshots, but I can tell you that my clock adjuster manages the timing and effects and the timer appears to players as well.
Current issue with the clock adjuster? It's not saving my option changes when I am trying to enable chat and action logging, nor will it allow me to change the "notify date" option. Unsure if all options are effected. Loaded with and without other extensions. Attachment 63976
One request: I find these features and functions very helpful to me as GM in the game I run, but my players have no use for the Busy Action window at the top of the Chat window. They all go through the process of removing that window every time we start a new session.
Would it be possible to add an option that allows the Clock Adjuster box to display for the GM only?
I would love this option also.
I would love this option as well. Thanks you
That's three of us. :)
Four! :3
LOL, Five! My players hate that Busy Action too.
This is a great feature, I am using it, is it still working? Yesterday it did not work well, any maintenance on this?
I had experience last tuesday evening that advancing for example 1 hour in the chat system was advancing rounds in the combat tracker, round by round for 1 hour....
Not sure what you are meaning here.
but yes the tool is meant to advance the CT time for effects and stuff.
So if you had a torch effect that lasted an hour and you advanced the timer by 30 mins. It would lower the duration left on the torch to 300 instead of 600 rounds left.
There should be something in the settings, about doing it at once instead of calculating round by round...
Time Manager Rounds mode, you can switch it between Full Process or Quick Mode
Hi i have a question did you ever implement chat commands.
Was the Clock Adjuster you used by any chance the one from RMC - Clock Adjuster?
If so, the Combat Tracker's Round advancement happens in case the Bleeding effect exists.
Looks like as of the latest Fantasy Grounds update, the "Round Length in seconds" setting is being ignored for Combat Tracker Effects.
So, for 2e I have the "Round Length in seconds" set to 60. If I give a character a Torch with a 30 minute burn time (which is 300 duration when rounds are 6 seconds long) and then advance to the next combat round, the duration of the torch drops to 299 instead of 290. The Main Time Tracker for the Campaign correctly advances time by one minute.
If I advance time by 10 minutes in the Time Tracker window, then the clock advances 10 minutes and the Combat Tracker effect duration decreases by 10 (which would only be 1 minute of actual duration due to Fantasy Grounds defaulting to 6 second combat rounds).
Hi Priest! Here to report an error thrown when adjusting the clock. I adjusted it by 11 minutes as a PC was ritual casting Leomund's Tiny Hut and picrel popped up. The time adjusted correctly. Thanks!
Attachment 67960