Thank you for this extension!
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Thank you for this extension!
I don't know if it's something I did with my adjustments, but it hit me with a doubt regarding the extension, if I do an Event List and a Reminder they weren't supposed to show up when the determined time happened, even if that time occurs of Travel?
Example I set an event for 16/01/2021 at 10:00 AM and a 6 hour alert to indicate that my lamp is off. The current date set is 15/01/2021 at 10:00 and I defined a 24 hour trip in an era to show 4 alerts and 1 event?
Steps to operate the Clock Adjuster:
1 - Set the date and time on the calendar
2 - Define event (Date and time that will occur)
3 - Set Alert (Duration of Consumable Equipment - In the case of the duration of the Lantern's fuel) 0 Fuel
4 - Determine the total distance of the trip and how much you travel for 6 hours. (Distance takes 4x6 hours)
If I understood correctly it was supposed to appear 4 Flashlight Fuel Alerts and an event, since the travel time took 4 rolls of 6 hours, am I right or are these factors that trigger independently of the travel function?
Hi,
I have tried this extension and I'm at a loss. No window shows up.
I have these 2 selected:
Attachment 43015
When I'm in the campaign, no additional window is showing:
Attachment 43016
FGU Version 4.0.7 (latest update of software and all modules)
Any help would be appreciated.
It looks like some themes block the window from showing.
I removed the themes, moved the window down, then put the themes back in and it shows. So I guess one of the themes blocks the initial window in the top left.
I haven't found this issue in the thread - apologies if I missed it.
The only problem I seem to be having with this extension is that when I try to enter the numbers to increment fields, the numbers don't show although double clicking works just the same. It also appears as thought the window for the gadget is flawed. There is no border so that the top row of boxes overlap the top edge of the window, and the bottom row of buttons really overlaps the window border.
I *do* have the UI scaled up slightly, but adjusting that does not resolve the issue. I also tested themes etc. and that had no effect. (a prev post suggested there might be conflict there)
Any suggestions? Much appreciated.
I just want to give a huge thank you for continuing this project and keeping it going. Immense gratitude. I just grabbed a copy here, and have been picking through it and glanced at some comments about changes made. I haven't tested in classic but by the sounds of it, you've fixed the problem that i was having.
With a bit of modification, i think I've found a way to have it work with any ruleset. I have it now so that the rest function will work with either of the 4 D&D and pathfinder rulesets we have supported, and then make the rest buttons invisible if used on any other ruleset. I also should be able to get the extra travel buttons/encounter chance working.
with a possibility to automatically use my Random Encounter Generator extension if one has it. I'll have to look at the new effects function you have to see if it's compatible with any ruleset or not and if that's easily modied if its not. I'll see if i can't finish that tomorrow and I'll post an update when its ready.Code:
function onInit()
sRuleset = User.getRulesetName();
if sRuleset == "PFRPG" or sRuleset == "PFRPG2" or sRuleset == "3.5E" then
bLong = false;
elseif sRuleset == "5E" then
bLong = true;
else
setVisible(false);
end
end
Again, huge thank you for your support, and your contributions. This is awesome!
When Rob uploads the new update for the Random Encounter Generator 5E extension of mine, when used with the new version of this extension, Travel Encounters will use the Random Encounter Generator to build an encounter and even pull up a map. If you don't have the extension, it uses the old method.
fixed an issue with Random Encounter Generator only being utilized for Slow Travel.
Also, if you are using a Biome in the Random Encounter Generator, and have a table that is named "Non Combat biomename Encounter", where "biomename" is replaced with the name of the biome you are using in the Random Encounter Generator, if your encounter is not a battle, it will roll this instead of the "Non Combat Encounter" table that is used by default.
Attachment 43978
fixed a few bugs with reminders and events, and made it so events add to calendar logs based on their time stamp. header and description is added ONCE per time stamp, in the order they are added to the calendar log.Attachment 43988
I totally nerded out when I tried out this mod. It's fantastic! But I was wondering: is it possible to reduce the remaining duration of active effects (and remove them when they expire) when the calender time is advanced? I'm new to Fantasy Grounds and haven't dipped my toes into modding yet, but I was thinking that if you can't hook directly into the FGU calender system then maybe it could be done inside the clock adjuster button routines.
EDIT: HOLY CRAP I JUST REALIZED THAT IT ALREADY DOES THIS
YOU ARE A GOD
It doesn't work when using CTRL + Mouse Wheel or using the "Advance time to..." buttons though.
I noticed after posting that it already has this functionality when using the "Double-Click to adjust..." buttons! But not when using CTRL + Mouse Wheel or using the "Advance time to..." buttons.
Also, I'm getting an error when opening the details window for entries into the reminder manager.
Edit: I'm having a really hard time with the forum boss today.
I notice the time adjusts as the CT tracker cycles thru rounds! Super cool. Thanks
Thanks for the updates. I noticed in a clean build of 5e the reminder still goes off with every clock adjustment instead of at the prescribed time? Is this the expected behavior?
Nothing. I turned it off to show that time was moving and no reminder was on then I turned it back on to show it is still broke.
Note, it is a 5 min reminder but the clock only moved 1 min and we still got the reminder. At this point, no matter what I set the reminder to it goes off any time the clock changes.
Here is a test with two reminders.
Hello,
I have a slight issue - where are these tables? "Encounter Chance Slow Travel Pace", "Encounter Chance Normal Travel Pace", or "Encounter Chance Slow Travel Pace".
They are not part of JimSocks mod and I searched the tables in DMGuide etc., cant see anything named like that. I am using the 5e version. Thanks.
First chance box if you hover your mouse over, is the chance for Encounter. 100 is always, 0 is never.
The second box is the chance that the encounter is a battle. Again, 100 for always, 0 for never. If it’s a battle, it uses the REGenerator. If it’s not a battle, it rolls a table named “Non Combat Encounter” if not using any biomes, or “Non Combat biomename Encounter” if you are using a biome that matches the table’s biomename. See the change log for an example.
I’ll include it here tooAttachment 44017
If you have my Random Encounter Generator 5E extension, some features change.
The travel manager section will gain two new fields.
Encounter chance - set anywhere from 0-100. If 0, an encounter never happens. If 100, an encounter always happens.
Battle Chance - set anywhere from 0-100. If an encounter happens, if battle chance is set to 0, a battle never happens, and a table named “Non Combat Encounter” is rolled if it exists. That’s if the Random Encounter Generator has no biome names in its biome filter. Alternatively, if there is a biome name in the biome filter, if it exists, it’ll roll a table named “Non Combat biomename Encounter” instead. If Battle chance is set to 100, a battle will always occur when there’s an encounter, and will use the current settings of the Random Encounter Generator to attempt to build an encounter. (Note that if the generator fails to roll up an encounter, you may end up with a blank encounter. I recommend setting some filters to limit the NPCs being put in the hat. Most preferably restricting the CR to about the party’s level.)
Attachment 44019
This function replaces the table roll for the slow, normal and fast travel pace encounter chance tables.
One more detail. I was testing a different ext and forgot yours was also still loaded. When I tried it again, I am getting this error (see screen shot). Obviously, a conflict with the Kit'N;Kaboodle ext.
Hello, I am not sure what happened but I was using this extension today and it seems the short rest and long rest buttons are broken? The short rest throws an error but the long rest doesn't, it just sends a blank chat message and doesn't do anything.
I tried it in my active 5e campaign and in a brand new 5e campaign and got the same results. I updated the extension this morning, I believe.
Also, doesn't roll weather anymore when it used to before.
I think the weather table lookup reverted to the old way of looking for the three weather tables.
I’ll have to look at the rest buttons later.
I haven’t looked at this extension yet, I’m assuming there’s a similar function or class name or some kind of override somewhere in their extension that conflicts with mine. Might be longer of a fix from my end unless they can work it out faster on their end
Thanks bud, I accidentally posted in the Random Encounters Thread before realizing I was in the wrong thread.
An update on the "Double Click to adjust" buttons - it seems like if you add exactly enough time to reduce an effect's duration to zero, then it sets their duration to zero without removing them. The result is a permanent effect (since effects with duration: 0 are treated as permanent by the engine).
To reproduce this, make an effect with a ten minute duration, then advance time by 1 minute ten times, or by 5 minutes 2 times, etc.
Keep up the great work man! You are a badass.
PS: Seems like you did indeed fix the error with the detail expand on reminders.
ok, a bunch of stuff should be fixed that's been mentioned here about rests, errors, reminder times, travel errors and such. I doubt i got it all so just let me know if you have any problems guys. Random Encounter Generator 5E has been updated and may be required for the compatibility functions
Yay! The rest thing works great now. It's still saying it can't find table for rolling weather but that's waaaay less important (To me) than being able to rest and control time itself!
Thank you for fixing that so fast, the quick rests are one of my favorite features of the extension :D
in our game tonight, we were getting this error each round.
https://imgur.com/cnpR2X4.jpg