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  1. #321
    Quote Originally Posted by JustinFreitas View Post
    Yeah, it's working on the desktop too. That's weird, nephranka. Maybe try again from an Incognito tab or something?

    Edit: Ah, it's fixed. Nice!
    Yeah, very strange.

    Edit: Also, working as expected. Very cool!
    Last edited by nephranka; March 20th, 2022 at 14:50.

  2. #322
    I've come back to help figure things out and wanted to share here and let you all know before submitting to the forge (will stay free). Let me know if you run into any issues. Hopefully I was able to get this in before too many changes by others were made. It might still be a bit messy in the TimeManager script right now, but its late and last time I tried cleaning it out I somehow deleted something I needed so I will wait, but here are the functions I've made that are key to utilizing features like reminders and events.

    I've added script to allow other extensions to make use of the time as I have with reminders and events:
    local aCurrentDate = TimeManager.getCurrentRawDate() -- gets a table of the current time
    local aBuildDate = TimeManager.buildRawDate(nMinute, nHour, nDay, nMonth, nYear) -- gets a table of the time given
    local nMinutes = TimeManager.getRawDateDifferences(aCurrentDate, aLastDate) -- gets the difference in minutes
    TimeManager.setLastDate(Node, aCurrentDate) -- for repeating events like reminders
    local aLastDate = TimeManager.getLastDate(Node, aCurrentDate) -- for repeating events like reminders
    TimeManager.addTimeChangeFunction(f) -- add a function to be triggered on TimeChange events

    and if you have an extension that could benefit from these functions, you can add
    if TimeManager then
    TimeManager.addTimeChangeFunction(MyNewFunction);
    end

    then if you change time with your extension, you just call TimeManager.TimeChanged() right AFTER, never before the adjust function.

    hopefully you all find this works out.

    oh, and I capped the table rolls by reminders to 60, so you don't kill your computer when you jump a year.
    Last edited by pr6i6e6st; March 24th, 2022 at 03:32.

  3. #323
    if you were unfortunate enough to get it a moment ago, redownload. sorry, left a mistake in the rounds advancement code

  4. #324
    Updated and is live on the forge!

  5. #325
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  6. #326
    So, with the mod now being on Forge under it's OP, does it currently include all the updates bmos has done over the past while? I just want to make sure I won't be accidentally sliding backward in terms of bug fixes and the like before switching over to the forge extension.

  7. #327
    Quote Originally Posted by jfg1984 View Post
    So, with the mod now being on Forge under it's OP, does it currently include all the updates bmos has done over the past while? I just want to make sure I won't be accidentally sliding backward in terms of bug fixes and the like before switching over to the forge extension.
    Yes, I've taken the latest version by the others after asking BMOS, and made my changes from there. Hopefully you find little trouble. If you do however, let me know please

  8. #328

  9. #329
    Well, you beat me to this... I was going to use this idea to learn the LUA stuff... dang it!

    Thanks though... I will definitely use this a LOT!

    The only things I was going to include that don't appear to be here are...

    1. A more abstract output of time for the players based on a range of hours... like "Just after high sun", "Mid-morn"... etc.
    2. The color of the theme changing to reflect the time for more immersion.

    Obviously, both would/should have options in the settings to turn them on and off.

  10. #330
    Quote Originally Posted by Slagmoth View Post

    1. A more abstract output of time for the players based on a range of hours... like "Just after high sun", "Mid-morn"... etc.
    You could do this as another extension by overriding the CalendarManager.outputTime() function, as that is what is called to display the time in most instances (except reminders and events)

    Quote Originally Posted by Slagmoth View Post
    2. The color of the theme changing to reflect the time for more immersion.

    Obviously, both would/should have options in the settings to turn them on and off.
    This too can still be done as another extension. Many ways it could be done and will not effect the clock adjuster.

    The CalendarManager in Core RPG should have much of what you need. The TimeManager.TimeChange() function of mine would be all you need to have it operate when time changed.

    I left the code open in the forge too, so you can still go through and see what I have that you could utilize.

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