Thread: [Utility] Clock Adjuster
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March 3rd, 2021, 18:17 #161
Welcome back to ClockAdjuster!
I'm glad you found time to maintain it again
I have closed down my Time Manager variant.
Here is the latest improvement to my LongTermEffects expansion (incrementing minutes after 10 rounds and decrementing effects when time passes):
This is courtesy of DCrumb (see the discussion around this here).
If short, you can change
Code:if nCurrent >= 10 and not bTimeChanged then
Code:if (nCurrent % 10) == 9 and not bTimeChanged then
Last edited by bmos; March 4th, 2021 at 04:32.
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March 3rd, 2021, 19:26 #162
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Can someone tell me what time manager rounds mode (quick or full process) is for? I also noticed I had a very long combat and the rounds stopped incrementing at 9, as mentioned above. Is the ability to go past 9 being added into the core clock adjuster extension?
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March 3rd, 2021, 20:35 #163
Full Process is an option that performs full processing of every elapsed round (which can take a LONG time). This means that fast healing, bleed, stablization rolls will all happen as many times as they would have if you had advanced all that time just by using the next round button.
On my desktop, advancing 8 hours in game took just under 2 minutes to process it all. For this test, I had a singe PC in the combat tracker with one effect.
When I used it with my normal campaign, it took around 4 minutes to process 8 hours. This was with 11 in combat tracker and 2-8 effects per combatant.
For this reason, "quick mode" is the default, but "Full Process" is there for anyone who doesn't mind waiting.
Corun is working on some code to trigger full processing when it would actually accomplish something (such as when there is a creature with fast healing, bleed, etc in the combat tracker) but uses quick mode when there is not.Last edited by bmos; March 3rd, 2021 at 20:38.
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March 3rd, 2021, 21:06 #164
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March 3rd, 2021, 21:22 #165
Try this.
1. Enables days and hours for 3.5E and PFRPG. Should be easy to add one more function replacement for use with 5E.
2. Fixes weirdness with the option for full/quick (apparently it's a bad idea to use underscores in options names for now).
3. Replaced User.isHost() with Session.IsHost
Bummer we can't attach to private messages on here. I didn't update the version number or anything, just submitting my changed files this way.
EDIT: re-uploaded to fix a Session.IsHost that I had typed as Session.isHost and to make hours/days work for 5E and PFRPG2 (I think, I haven't tested it in those systems).
EDIT2: removed in favor of new build (there were 14 downloads here).Last edited by bmos; April 2nd, 2021 at 21:27.
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March 4th, 2021, 04:23 #166
Just so it is known, I am PokeyCA on github (one of the reasons for my avatar pic is my long term user handle has always been Pokey, sometimes I am quick enough to get it, some times not).
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March 8th, 2021, 23:00 #167
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- Aug 2019
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I suggest to exchange the placement of the long rest hours and short rest minutes. Currently short rest minutes is placed beneath the current/add hours and long rest hours beneath the current/add minutes. Makes more sense to place long rest beneath hours and short rest beneath minutes.
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March 9th, 2021, 01:33 #168
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- Aug 2019
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I tested this with the StarFinder ruleset, with no other extensions active, and something is definitely broken there as well. Done in FGC.
Screenshot clock adjuster.png
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March 10th, 2021, 03:23 #169
Ruleset update posted today changes nextRound function (in longtermeffects.lua).
Code:local aCombatantEntries = CombatManager.getSortedCombatantList(); if #aCombatantEntries > 0 then
Code:if #aEntries > 0 then
Also, one important note not covered in the readme is that reminders and events windows must be left open for their alerts to go off at the correct time since that code is in xml scripts rather than standalone lua scripts.
EDIT: March 25, 2021
I have reuploaded this as there was a regression in the fix PokeyCA/DCrumb suggested to make rounds capable of going past 9. There were 35 downloads before I reuploaded.
EDIT2: removed in favor of new buildLast edited by bmos; April 2nd, 2021 at 21:26.
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March 10th, 2021, 17:49 #170
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