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  1. #351
    alright so ran some tests after changing some things, and got that issue out of the way. First, i changed a lot of the DB.setValue() and DB.getValue() functions in the desktop_pannels.xml, because a lot were not set properly from my understanding of how those functions work. calling DB.setValue("calendar.current.*", "number", getValue()) had the value in the place of the node type, and the node type in place of the node name, and is thus replaced with "DB.setValue("calendar.current.*", "", "number", getValue()) for instance. likewise, the DB.getValue("calendar.current.*", getValue()) gets a default value of nil, and is looking for a child node of the value of the control, so i've replaced that with DB.getValue("calendar.current.*", "", getValue()).

    also, the kicker of the fix really was more along the lines of what BMOS had said. so i replaced the function to add a DB.createNode() function to create it if it doesn't exist and set a default number, or get the value if it already exists.
    function getCurrentRawDate(sFactor)
    local Date = {};

    Date.nMinute = DB.getValue(DB.createNode("calendar.current.minute ", "number"), "", 0);
    Date.nHour = DB.getValue(DB.createNode("calendar.current.hour", "number"), "", 0);
    Date.nDay = DB.getValue(DB.createNode("calendar.current.day", "number"), "", 0);
    Date.nMonth = DB.getValue(DB.createNode("calendar.current.month" , "number"), "", 0);
    Date.nYear = DB.getValue(DB.createNode("calendar.current.year", "number"), "", 0);

    return Date;
    end

    so these fixes should be brought out after i get the ARPG functionality ironed out here. Hopefully soon this week.

  2. #352
    updated to fix the previously noted errors with new campaigns. AND

    New! Automation added for the Alien RPG ruleset below:

    effects can be added to a PC on the combat tracker to use time based automation:

    HUMAN -- allows for scripts to identify this entity as a human, so they can roll the critical injuries table, add them to their character sheet and effects, roll stamina at Time Limit durations for critical injuries, heal critical injuries, gain stress on damage taken. some critical injuries results will add the point of stress automatically to the inflicted character.
    SYNTH -- allows for scripts to identify this entity as a synthetic, so they can roll the critical injuries on synthetics table and add the injuries to their character sheet.
    NEEDSFOOD -- will automatically roll consumable or stamina rolls when time advances, changes conditions, notifies of when to lose health.
    NEEDSWATER -- will automatically roll consumable or deplete health when stamina rolls when time advances. changes conditions
    NEEDSAIR -- will automatically roll consumable or stamina rolls when time advances. notifies when to lose health. changes conditions
    FREEZING: TURN/FREEZING: SHIFT/FREEZING: DAY-- will automatically roll stamina rolls when time advances.
    GETSTIRED -- will automatically roll stamina rolls for when time advances, will add SLEEPING effect when character cannot possibly stay awake. SLEEPING -- will ignore the
    GETSTIRED function and reset its timer
    CANHEAL -- allows healing over time
    FEELSSAFE -- allows stress reduction over time

    Clicking the freezing condition will automatically apply the FREEZING: DAY effect to the character.

    an Option in the Options menu will allow you to determine if a turn is 5 or 10 minutes. Shifts are default 6 hours. hopefully with a little more work, i can get more of that automated in the future. for now, with need of the #1 fix, this should be sufficient. please come to me if you have any issues.

  3. #353
    Looks to be working again. Thanks!

  4. #354
    sirkerry's Avatar
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    Any chance this cool utility to could have an option to use a 24 hour clock instead of 12 hour one?
    Native Texan. Tabletop Gaming Curmudgeon since 1977. Life-long Trekkie. 1930's Pulp Adventure aficionado. Die-hard Savage. OSR enthusiast. Traveller grognard.
    Currently Running:
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  5. #355
    Quote Originally Posted by sirkerry View Post
    Any chance this cool utility to could have an option to use a 24 hour clock instead of 12 hour one?
    There is another extension that you can use in combination to do that.
    https://www.fantasygrounds.com/forum...r-Clock-Format

  6. #356
    Just downloaded it from Forge. Looks like there is an issue with minutes vs turns.
    Every time I index the clock 10mins, it subtracts 100 rounds from any token duration, not 10 rounds.

  7. #357
    Quote Originally Posted by geewaagh View Post
    Just downloaded it from Forge. Looks like there is an issue with minutes vs turns.
    Every time I index the clock 10mins, it subtracts 100 rounds from any token duration, not 10 rounds.
    I'm seeing this same thing with the version from The Forge, but not in version 2.5, pre-forge. I'm also seeing that with "Time Manager Rounds Mode" set to "Full Process", the same adjustment of 10 minutes decrements an effect duration by 1 round instead of 10.

  8. #358
    Quote Originally Posted by geewaagh View Post
    Just downloaded it from Forge. Looks like there is an issue with minutes vs turns.
    Every time I index the clock 10mins, it subtracts 100 rounds from any token duration, not 10 rounds.
    That is the correct behavior as there are 10 rounds in a minute.
    My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
    My GitHub: https://github.com/MeAndUnique
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    Discord: MeAndUnique#6805

  9. #359
    Quote Originally Posted by MeAndUnique View Post
    That is the correct behavior as there are 10 rounds in a minute.
    yeah but i think they're using the Alien RPG, which is either 10 seconds a round or 5 seconds a round. They're still a bit off, but they're right that it's not correct. I've made a change, and this should fix the advancement for months too, since there was a static number for rounds per month, rather than something more dynamic. I'll upload shortly, just making sure i get it right.

    I had an option in the Alien RPG ruleset to switch turn length and that wasn't done correctly, which kept it at a 10 second per round thing.

    Alien RPG times
    Round = 5 - 10 seconds
    Turn = 5 - 10 minutes
    Shift = 6 hours

    This should be reflected properly in the next update

  10. #360
    Quote Originally Posted by Doomsword View Post
    I'm seeing this same thing with the version from The Forge, but not in version 2.5, pre-forge. I'm also seeing that with "Time Manager Rounds Mode" set to "Full Process", the same adjustment of 10 minutes decrements an effect duration by 1 round instead of 10.
    Quote Originally Posted by geewaagh View Post
    Just downloaded it from Forge. Looks like there is an issue with minutes vs turns.
    Every time I index the clock 10mins, it subtracts 100 rounds from any token duration, not 10 rounds.
    so yeah, I'm assuming you guys are using the Alien RPG ruleset. Rounds in the combat tracker reflect the "Rounds" of the Alien RPG, which are typically used in combat or time-sensitive situations. Rounds are 10 or 5 seconds. When you're using the combat tracker, it will refer to "Rounds" rather than "Turns", which are 5 or 10 minutes. (Shifts are 6 hours, while we're mentioning).

    Either way, I've fixed that option for the Alien RPG to allow the variation to apply and fixed the month adjustment. Update should be live if you update from the launcher.

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