5E Character Create Playlist
  1. #1

    Advanced Time Management v1.1

    Advanced Time Management v1.1
    Works with the calendar mod to help manage the time and date within your game.

    /atm
    /atm ? or help
    /atm [add/sub/set] [mn/dy/yr/hr/mn/sc] [int]
    /atm set ep [string]

    examples
    • /atm add mn 1 | Adds 1 month to the current date
    • /atm sub yr 10 | Subtracts 10 years from current year
    • /atm set hr 0 | Sets the current hour to midnight
    • /atm set ep AD | Sets the Epoch (Age) to AD
    • /atm | Sends message of current time and date to chat
    Attached Files Attached Files
    Last edited by Czarisyn; May 30th, 2021 at 13:45. Reason: Update
    Everybody lies...
    -Dr. Gregory House, HOUSE MD-

    Urge to destroy world, rising...
    -Black Mage, 8-Bit Theater-

  2. #2
    Quote Originally Posted by Czarisyn View Post
    Advanced Time Management
    Works with the calendar mod to help manage the time and date within your game.

    /atm [add/sub/set] [mn/dy/yr/hr/mn/sc] [int]
    /atm set ep [string]
    examples
    /atm add mn 1 | Adds 1 month to the current date
    /atm sub yr 10 | Subtracts 10 years from current year
    /atm set hr 0 | Sets the current hour to midnight
    /atm set ep AD | Sets the Epoch (Age) to AD
    Is this for calendar management only or does it also affect the timers on effects and such? So if you want to hand wave 10 hours have passed can you do so and the effects that last 24 hours consume 10 hours of that?
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  3. #3
    Quote Originally Posted by celestian View Post
    Is this for calendar management only or does it also affect the timers on effects and such? So if you want to hand wave 10 hours have passed can you do so and the effects that last 24 hours consume 10 hours of that?
    Right now, it just adjustments to the calendar.
    I wrote this with games in mind that have a time sensitive component like "Tomb of Annihilation"
    My goal is to eventually incorporate the effects as well, and to add a widget showing sun/moon position and maybe seasons

    Right now, it does add 6 seconds per combat round passed. Eventually I'll add an option to change that but it seems that rounds tend to be only 6 seconds in most games.
    Everybody lies...
    -Dr. Gregory House, HOUSE MD-

    Urge to destroy world, rising...
    -Black Mage, 8-Bit Theater-

  4. #4
    This has a lot of potential. Looking forward to seeing where it goes!
    Fantasy Grounds Unity Lives! Good job, Smiteworks!

  5. #5
    Quote Originally Posted by Czarisyn View Post
    My goal is to eventually incorporate the effects as well, and to add a widget showing sun/moon position and maybe seasons
    You might want to look at the code I added to ClockAdjuster as it already does the round decrementation.
    It could make it easier for you to add something similar here.
    https://github.com/bmos/FG-PFRPG-Tim...ermeffects.lua
    https://github.com/bmos/FG-PFRPG-Tim...anels.xml#L198

    There is also Moon Tracker:
    https://www.fantasygrounds.com/forum...l=1#post580396

    Which you could leverage to handle moon phases.
    Last edited by bmos; May 15th, 2021 at 20:01.

  6. #6
    It would be interesting if there was something to pass the time, which is but at the same time not connected to the combat tracker.
    I'll try to explain what I thought:
    For example, let's say I am in a dungeon carrying a torch, but as we are in exploration I would not use the combat tracker, as I think of it to manage battles, so with this time control I could say that 1 hour and boom has passed! the torch goes out, the effect of a spell wears off and time advances and I don't have to worry about managing one more thing.

  7. #7
    Quote Originally Posted by yako2020 View Post
    It would be interesting if there was something to pass the time, which is but at the same time not connected to the combat tracker.
    I'll try to explain what I thought:
    For example, let's say I am in a dungeon carrying a torch, but as we are in exploration I would not use the combat tracker, as I think of it to manage battles, so with this time control I could say that 1 hour and boom has passed! the torch goes out, the effect of a spell wears off and time advances and I don't have to worry about managing one more thing.
    I see what you are asking, however that would mean you would have to play in "real-time" where 1hr real is 1hr in game. Problem is that some skill checks, such as looking for traps, can take 10 minutes and such.
    With my ext, you can hotkey the commands and move time along with the amount of time you say has passed.
    For example, if they took a long rest, I'd have a hotkey for the command "/atm add hr 8"
    Everybody lies...
    -Dr. Gregory House, HOUSE MD-

    Urge to destroy world, rising...
    -Black Mage, 8-Bit Theater-

  8. #8
    I Will try.

  9. #9
    Quote Originally Posted by yako2020 View Post
    I Will try.
    Please do, and let me know if any problems happen
    Everybody lies...
    -Dr. Gregory House, HOUSE MD-

    Urge to destroy world, rising...
    -Black Mage, 8-Bit Theater-

  10. #10
    Updated to v1.1

    • Changed the command to show help to '/atm ?' or '/atm help'
    • Added the ability to send current time to chat with '/atm'
    Everybody lies...
    -Dr. Gregory House, HOUSE MD-

    Urge to destroy world, rising...
    -Black Mage, 8-Bit Theater-

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