You have to manually edit the tables to be exactly like the text shown in the chat. If you change the name of the table to reflect that it should call them when you roll.
Printable View
Hey everyone, attached is a version that is more compatible with themes. While this isn't an official release, the compatibility will be included in the next one so I hope it helps in the meantime.
pr6i6e6st and SirMotte are competing to see who is the MLM (Most Loved Member) of the community... My heart is torn.
Thank you, guys!
When I was maintaining my Time Manager fork, one of the common requests was a 24 hour clock.
I just came across this extension which works with Clock Adjuster (although the formatting gets more weird as noted by SirMotte):
https://www.fantasygrounds.com/forum...r-Clock-Format
the solution to this UI issue is a slight xml change.
"currentphase" needs this added to its "anchored" tag:
for example:Code:width="20"
basically because the width was not set manually on currentphase, removing it (to hide AM/PM) made everything shift to the left which caused "add" to be overlapping.Code:<anchored to="currentminute" position="righthigh" offset="10" width="20" />
Excellent - Thanks for updating this. I came here with the same error the 24 hour clock was doing to see it fixed already.
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.png
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
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-D...ew?usp=sharing
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.
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
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.
It is important to select a proper ratio when rationing rations to rationally ensure ones maximum rate of survival.
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.
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.
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-Dev...d41caf143f#toc
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/forum...l=1#post608785
That's easiest. BMOS updates very regularly in this thread.
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?
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.