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July 30th, 2021, 03:56 #101
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July 30th, 2021, 15:05 #102
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July 30th, 2021, 15:07 #103
Does any of this mean it will work with pfrpg2e?
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July 30th, 2021, 15:09 #104
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July 30th, 2021, 15:26 #105
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July 31st, 2021, 05:58 #106
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Yes, the version on Forge, will work with pf2e
I started from FG-PFRPG-Combat-Timer 2020-12-02.ext then removed the FreeUniversal-Regular font and added the 5E ruleset.
I did some debug also to see if it was contributing to a long game slowdown, but it wasn't.
Now it will work with all Core
I'm just waiting for it to be approved on Forge and it be visisble, taking 24+ hours
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July 31st, 2021, 06:03 #107
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Update:
it should be found here https://forge.fantasygrounds.com/shop/items/162/view
and yes, supports, CORE, 5E, pf1e, pf2e, and anything built off CORE, I guess
next plan is to make it an optional floaty windowLast edited by Zygmunt Molotch; July 31st, 2021 at 08:52.
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January 16th, 2022, 21:57 #108
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I'm seeing the following warning that appears to be related to the Combat Timer extension. Not sure if it's of any significant concern, but I noticed it while dealing with other extension issues.
textcontrol: Could not find font (stencil) in control (timer) in class (ct_combat_timer_host)
FGU: v4.1.13 ULTIMATE (2022-01-05)
OS: Mac OS X 11.6.2
MEASURE: RULESETS LOAD - 19.15784 - 5E
EXTENSION: Feature: Combat Timer \nBy Zygmunt Molotch \nBased off the Combat Timer Extension by mortgarra \n comments and bugs report here (LINK)(v-0-0-1) \nPFRPG - Combat Timer v1.0
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January 17th, 2022, 02:24 #109bmos' extensions
he/them
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January 17th, 2022, 02:50 #110
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