Thread: [Utility] Clock Adjuster
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April 12th, 2022, 23:33 #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.
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April 13th, 2022, 05:16 #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.
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April 13th, 2022, 10:46 #353
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April 16th, 2022, 18:33 #354
Any chance this cool utility to could have an option to use a 24 hour clock instead of 12 hour one?
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April 16th, 2022, 20:41 #355
There is another extension that you can use in combination to do that.
https://www.fantasygrounds.com/forum...r-Clock-Format
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April 30th, 2022, 20:50 #356Templar
- Join Date
- Feb 2006
- Posts
- 107
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.
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April 30th, 2022, 21:00 #357
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April 30th, 2022, 22:04 #358My Forge creations: https://forge.fantasygrounds.com/crafter/9/view-profile
My GitHub: https://github.com/MeAndUnique
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Discord: MeAndUnique#6805
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April 30th, 2022, 22:18 #359
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
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April 30th, 2022, 23:01 #360
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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