I made some minor adjustments, hopefully it's working now.
Attachment 63395
Attachment 63396
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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.