Hi all,
something is pretty off with Clock Adjuster layout...any idea?
Attachment 45350
Printable View
Hi all,
something is pretty off with Clock Adjuster layout...any idea?
Attachment 45350
update:
* No more short rest field for PFRPG since it has only a long rest.
* Long/short rest fields should now remember their contents between sessions.
* Current time can no longer be changed with the mousewheel
* If you have the options menu toggle set to Full Process it should now switch to Quick Mode automatically when not needed (when there are no ongoing effects). This is the work of Corun.
* Also contains a fix for a regression in DCrumb's rounds advancement fix to allow rounds to go past 9.
EDIT: removed because of a new version. There were 33 downloads here.
OK so today I tried to advance time 24 hours without realizing I had the "full process" option enabled.
It took over 30minutes to simulate all those rounds xD
What seems like a reasonable maximum to put on that feature?
I just tried simulating 4800 rounds and it still took a lot longer than I would want to have occur in-game.
Perhaps 600?
Was this with my attempt to optimize this, or just pure extension? If so can you provide me with details of conditions?
If that was PF only extension I would suggest something in line of let's say ~25 minutes(1500 rounds) - to account for minute/level duration with buffed CL. Or could dig through some excels with spells and monster effects.
Other idea - how about saving start time with os.time(), and checking after 20-50-more rounds how much time has passed. You could display then ETA based on remaining rounds, and ask users if he wants to continue. Obviously ETA's are not really accurate, however in typical session I don't expected for PC to be drastically changing load(except when windows wants to update). In this way user could have a slow simulation if really wants it, but wont get stuck forever by accident.
EDIT: I am not sure FG would allow for such a popup though. Might be just useless idea.
Thank you for the update! One connected request: the other blank input fields (hour, min, day, month, year) can they be made to remember all of the entries like you did for long/short rest? Maybe a option setting if that is not something others would like?
Thank you for all the effort! This is great.
The weather check isn't working for me with JimSocks' Content Generator mod any longer. I don't think I changed anything, but could be user error on my part. Thanks!
Hey, bit of a strange question: would you be willing to consider a gentler license, such as MIT or BSD? I was considering adding a new feature to one of my extensions when Clock Adjuster is present, and the GPL prevents me from doing so unless I make my extension GPL as well.
The license situation of ClockAdjuster is pretty weird actually. When I was working on Time Manager I wrote up a license saying that my work was licensed under GPL, but the original extension had no license stated. Since then I have removed the GPL license from my contributions, but it seems that pr6i6e6st has adopted GPL since the GPL license statement is in the last official release in the first post.
I think you'll have to wait for pr6i6e6st, but at least from me it should not be an issue (you can see the current license text in the last file I posted).
If you want to see a model for how you can integrate with ClockAdjuster, look at my Malady Tracker extension (which is what got me involved with ClockAdjuster).
Specifically this bit, although the integration is being rewritten now to be aware of initiative count..
I just tried to use the long and short rest functions and I found they print out to chat and move the clock. They even advance timed items in the CT but now the long/short is not renewing the abilities/spell slots and hit dice on the characters. Is that expected behavior?
So I set the long rest to 8 hrs. When I dbl click the field it sends Long rest to chat and moves the clock but no effect on the character sheet.
I am using v2.4 in 5e.
Thanks!
Update:
* should fix long rests
* advancing time will change rounds counter to single digits
* full process of rounds only used if 8 hours or less are being advanced
* advance after 10 rounds instead of 9 (round 0 is surprise round)
* include rounds as 10ths of minute in date tracking
EDIT: removed as I have posted a new version that has a bug fix. There were 7 downloads here.
Long/short rests seem to be working again.
I did see one strange case. If something is in the CT and the clock is used to advance the time. The effect can hit exactly zero and get "stuck" on the character. If I move the round forward by one, with the CT and then switch to the clock, it drops off as expected. Is there something I need to set to catch these or I have to at least use the CT for one of the rounds?
Thanks for the quick fix!
Thanks for jumping in and making that update bmos.
Following up on nephranka - I'm seeing something similar... (FGU, Pathfinder 1E)
With an effect on the CT, if you advance time using the clock, adding minutes, the effect will come off as expected.
If you use the 'next actor' button and advance through the CT, turn by turn, the effect will come off when it is supposed to.
However, if you use the 'next round' button on the CT, the effect will go to '0' rounds remaining and stick there. It will count down just fine, but get stuck on '0' rounds.
Also, with the 'next round' button, the very first time using it will advance to the next round in the chat window, but after that, it doesn't show any advancement in the chat window, even though effect durations are reducing.
Thanks for the report. I was able to reproduce the duration 0 issue and I think I have it fixed.
testing:
I added an effect "test" with duration 9 and advanced 1 minute via the clock and it expired.
I added the effect "test" with duration 10 and advanced 1 minute via the clock and it went to duration 0 (permanent).
however I couldn't reproduce the other issue.
testing:
I added the effect "test" with duration 9 and advanced with next round button and it showed rounds counting off in chat, in rounds box, and in effect duration.
I added the effect "test" with duration 10 and advanced with next round button and it showed rounds counting off in chat, in rounds box, and in effect duration.
I added the effect "test" with duration 9 and advanced with next turn button and it showed rounds counting off in chat, in rounds box, and in effect duration.
EDIT: removed with 29 downloads
FYI - This extension does not seem to be compatible with the current version of the Strain/Injury extension from Kelrugem. With both loaded strain is not recovered during a short rest. I will make a note of this in the Strain/Injury thread as well. Hopefully it can be fixed on one side or the other.
Any chance to change the window type of this extension?
Currently it's covered up by literally everything else, including maximized map windows and the chat. It also suffers more easily from the application window size being changed compared to other windows (moved away from its position more easily). Its position also is not saved by FGTabber like other windows are.
Yes, I would also like to rebuild the UI but am waiting until at least after 4.1.0 releases. I'm not familiar with that code, so it will take longer than some of the other projects I'm working on.
I'm hoping to integrate it into the sidebar now that the buttons take up so much less space (although I need to check whether there is room in Starfinder since I know that ruleset has approximately a thousand sidebar buttons lol).
Does this test build fix it?
EDIT: removed
Sorry, no it does not.
Does short resting via the normal CT menu method still work?
I see at least part of the issue.
Somewhat incredibly, 5E and 4E use CombatManager2.rest(bLong) and PFRPG, PFRPG2, and 3.5E use CombatManager2.rest(bShort).
https://media1.tenor.com/images/1f19...3e3e/tenor.gif
EDIT: removed with 5 downloads
That's the only way to short rest. I don't see a short rest option in the clock adjuster (unlike in 5E where I do)
Still not working with the latest fix you posted. Neither from CT nor clock adjust short rest field.
EDIT: if it matters, the long rest field in the clock adjuster UI is working correctly.
Perhaps you can try changing the ClockAdjuster loadorder to more than 36?
Changing the loadorder to 35 or 37 makes no difference.
Is there a GitHub or similar for contribution? For theme compatibility it'd be nice to have standardized text colors.
I still have my Time Manager GitHub page which is what I have been using for tracking my changes. It would be great if pri6e6s6t had one, but for now this is it:
https://github.com/bmos/FG-PFRPG-Time-Manager
Hi!
i loke so much this extension. But i have a problem:
[ERROR] Unable to find table. (Encounter Chance Slow Travel Pace).
Also the other 2 tables seems to be missing.
I've downloaded JimSocks' Content Generator mod for this purpose but those table seems to be missing there.
thank you in advance for your answer!