Starfinder Playlist
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  1. #491
    I made some minor adjustments, hopefully it's working now.

    screenshot0001.png

    screenshot0002.png
    Attached Files Attached Files
    KICK | TWITCH | YOUTUBE
    BRAZILIAN
    GMT-3
    FANTASY GROUNDS UNITY - ULTIMATE VERSION
    PLAYER ONLY
    FORGE CREATOR
    DND - Package | PFRPG2 - Package | Rolemaster (Classic) - Package | SW - Package | Traveller 2E - Package

  2. #492
    Works now thanks so much!!!

  3. #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!

  4. #494

    Join Date
    Feb 2017
    Location
    the seaside, UK
    Posts
    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

  5. #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);
    Unfortunately, there is no next statement in LUA for loops - so no clue how to fix by skipping THAT token.
    Last edited by Arnagus; March 16th, 2025 at 18:44.

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