Thread: [Utility] Clock Adjuster
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February 8th, 2025, 21:21 #491
I made some minor adjustments, hopefully it's working now.
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February 9th, 2025, 04:18 #492
- Join Date
- Aug 2019
- Posts
- 33
Works now thanks so much!!!
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February 18th, 2025, 13:23 #493
- Join Date
- Feb 2016
- Location
- Melbourne, Australia
- Posts
- 40
Hi there - I've only just started to use this extension but I'm sure it'll come in very handy... One thing I've noticed though is that the Calendar widget thingy is no longer displaying AM/PM next to the time. I figured it must be the theme I was using, tried a bunch of different ones and got the same result. Then I noticed the screenshots above didn't have them anymore either. Would be "nice to have" that back in the widget again - many thanks!
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March 5th, 2025, 23:00 #494
Patriarch
- Join Date
- Feb 2017
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- the seaside, UK
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- 485
Would it be possible for 'Just The Clock Adjuster' to still expire effects when it's used to move time forward by minute or hourly increments?
If you click for a short or long rest it does move game time forward and expires effects. But when double clicking to move time forward by my defined minutes/hours it seems to be moving calendar time forward but not actual game time, if that makes any sense, so doesn't count down or expire any effects?
The full Clock extension is working fine in this respect, but I'd much rather use JTCA, as I don't use any of the other bells and whistles and i like to keep things as streamlined as possible, especially as I use a lot of extensions (this was tested with only this extension active though).
Cheers,
Simon
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March 16th, 2025, 18:37 #495
I have traced down a race condition with SilentRuin's GAL and the processing of "long term" effects in the advanceRoundsOnTimeChanged function in scripts/longtermeffects.lua.
If you adjust the clock by one minute and trigger the expiration (deletion) of a spell with associated NPC token from its GAL layer, above function still tries to list this token (on CT_LIST) and its effects - which will fail with an error as the token is gone.
There should be a check here to verify that there is still a token:
Code:function advanceRoundsOnTimeChanged(nRounds) if nRounds and nRounds > 0 then for _,nodeCT in pairs(DB.getChildren(CombatManager.CT_LIST)) do -- Check if "nodeCT" exists for _,nodeEffect in pairs(DB.getChildren(nodeCT, 'effects')) do local nActive = DB.getValue(nodeEffect, 'isactive', 0);
Last edited by Arnagus; March 16th, 2025 at 18:44.
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