GI JOE RPG Launch
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  1. #471
    Quote Originally Posted by pr6i6e6st View Post
    Weather Checking: - A Checkmark on the panel will enable "Weather Checking". While enabled, when double-clicking the "addhour", "addday", "addmonth", addyear", "longrest", "shortrest"(5e only), "adv6AM", "adv12PM", "adv6PM", "adv12AM" buttons, it will also attempt to roll on the tables "Weather Wind", "Weather Temperature", and "Weather Precipitation".
    I really love the extension as it make time keeping easy. It now also works with Mattekure's Timer (see here) to progress time while the timer is running.
    However - I realized that the weather rolls are occurring way too often. I think they should rather occur once per day, e.g. when date is changing, not when a button to add arbitrary hours/days/rest/advance is pressed. To do so, I suggest to move the TimeManager.checkWeather() call within each button's onDoubleClick() trigger (in desktop/desktop_panels.xml file) into the check for the next day:

    Code:
    if DB.getValue(TimeManager.CAL_CHK_DAY) == nil or DB.getValue(TimeManager.CAL_CHK_DAY) ~= DB.getValue(TimeManager.CAL_CUR_DAY) then
        TimeManager.outputDate();
        TimeManager.checkWeather();
        DB.setValue(TimeManager.CAL_CHK_DAY, "number", DB.getValue(TimeManager.CAL_CUR_DAY));
    end
    Unfortunately, having this check in the TimeManager.checkWeather() itself does not work as it is sometimes called before the CAL_CHK_DAY update, sometimes after.
    The new call of the function from the new location can even be enhanced with an option to only execute if set (new behavior) or in the old location if unset (old behavior/default).
    Let me know if you are interested to add this into your code.

  2. #472

    Join Date
    Dec 2016
    Location
    Nashville, TN
    Posts
    209
    Quote Originally Posted by Arnagus View Post
    I really love the extension as it make time keeping easy. It now also works with Mattekure's Timer (see here) to progress time while the timer is running.
    However - I realized that the weather rolls are occurring way too often. I think they should rather occur once per day, e.g. when date is changing, not when a button to add arbitrary hours/days/rest/advance is pressed. To do so, I suggest to move the TimeManager.checkWeather() call within each button's onDoubleClick() trigger (in desktop/desktop_panels.xml file) into the check for the next day:
    The weather where I live can change multiple times per day. I've even seen it go from the 30s at 6am to the 90s by 3pm. Storms that pass over are typically huge and cover vast areas with a choppy border, so you can have a downpour one minute and then 5 minutes later the sun is shining, only to have a tornado rip through another 5 minutes later. In the winter, we can have snow one hour then rain the next, and flip flop for the remainder of the day. "If you don't like the weather here, wait a couple of minutes, it will change." lol

  3. #473
    Just started using this extension and it's great for a sandbox adventure with lots of moving parts! Two requests:
    1) Can we have an "unlock" function for the Events Manager so we can move it where we want on the screen? I have other stuff going on in the upper left.
    2) Is it possible to export Events when creating a module?

    Thanks

  4. #474

    Join Date
    Dec 2016
    Location
    Nashville, TN
    Posts
    209
    Quote Originally Posted by rigerco View Post
    Just started using this extension and it's great for a sandbox adventure with lots of moving parts! Two requests:
    1) Can we have an "unlock" function for the Events Manager so we can move it where we want on the screen? I have other stuff going on in the upper left.
    2) Is it possible to export Events when creating a module?

    Thanks
    You can click drag the Events box wherever you like. It is not locked. At least when I open it as a DM. Not sure about players. If the position is locked for players (or even available to players) I will repost after our game tonight.

    EDIT: I forgot to ask my players about it, lol. Haven't gotten around to using this feature, but definitely want to use it at some point for ongoing sandbox games.
    Last edited by claedawg; August 4th, 2024 at 17:32.

  5. #475
    I don't know if it will ever be possible, but it would be interesting to have complete integration between Timer and Clock Adjuster, for the following reason:
    When activating it, a clock starts running and the time elapsed would have effects (magic and lighting, alerts such as sleeping or eating would be announced and extinguished automatically).
    BRAZILIAN
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    FANTASY GROUNDS UNITY - ULTIMATE VERSION
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    Core RPG - Package | PFRPG2 - Full Mode Map | Rolemaster (Classic) - Package | Rolemaster (Classic) - Shopping Stores

  6. #476
    Quote Originally Posted by YAKO SOMEDAKY View Post
    I don't know if it will ever be possible, but it would be interesting to have complete integration between Timer and Clock Adjuster,
    You might want to check my Integration. Perhaps it fits your needs

  7. #477
    It worked perfectly, thanks for the tip!
    BRAZILIAN
    GMT-3
    FANTASY GROUNDS UNITY - ULTIMATE VERSION
    PLAYER ONLY
    FORGE CREATOR
    Core RPG - Package | PFRPG2 - Full Mode Map | Rolemaster (Classic) - Package | Rolemaster (Classic) - Shopping Stores

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