Combat Manager application


Homebrew and House Rules

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Kyle Olson wrote:
Can you take a photo of this and send it to combatman@kyleolson.com?

It's in the mail!


When you save custom data and load it on a different computer, it doesn't transfer the skills. It seems all the other stats save just fine.


Shard Obsidia wrote:
When you save custom data and load it on a different computer, it doesn't transfer the skills. It seems all the other stats save just fine.

Not only in a different computer, I'm experiencing this problem using the same computer. When you close and re-open CM the skills of custom monster are missing.


Dreaming Psion wrote: "There seems to be a problem with custom conditions that directly add to saves. It seems like they're applied inconsistently, and I haven't found a right pattern to it yet."

It works if you place the bonus in all the boxes except the "Fort" box. So with, for instance, a Heroism spell, you would put a "2" in the "Save", "Ref", and "Wil" boxes, to get a +2 to all saves. It won't work if you put a "2" in just the "Save" box, which is probably how it should work, but doesn't.

Also, I've found a bug when making a custom condition where if I put a number in either the melee or ranged damage boxes under the Attack Bonus menu, instead of just the "all damage" box, it crashes the program on the Windows version. I have Windows 7.


Has anyone else experienced an annoying problem where the initiative order, initially sorted properly, will occasionally mix itself up, somewhat randomly, when the Next Turn button is pressed? I think it does it if I take the focus off the program to use another open program, like Internet Explorer or whatever, then come back to CM and click on the Next Turn button. It causes me to have to hit the Sort button to get them back into proper order, which always goes back to the top of the current round. I haven't found a consistent cause, yet.


I have been working on fixes for several of the recent issues but am getting limited responses from contacted bug reporters.

I need a couple of people to help test the bug fixes. Send me a private message here and I will respond with a link to updated files for testing.

I need feedback on the fixes, so only people interested in helping please.


I noticed that the Android version has monster entries from the Rise of the Runelords, specifically the Goblin Warchanter, while the desktop version does not. I have the "Adventures and Modules" sources selected on the desktop version. Am I missing a setting or do they just have different sources set up right now?


glio wrote:
I noticed that the Android version has monster entries from the Rise of the Runelords, specifically the Goblin Warchanter, while the desktop version does not. I have the "Adventures and Modules" sources selected on the desktop version. Am I missing a setting or do they just have different sources set up right now?

Rise of the Runelords creatures are in the desktop version. Check your settings on the monster tab, you may be filtering them out.


Snapshot wrote:
glio wrote:
I noticed that the Android version has monster entries from the Rise of the Runelords, specifically the Goblin Warchanter, while the desktop version does not. I have the "Adventures and Modules" sources selected on the desktop version. Am I missing a setting or do they just have different sources set up right now?
Rise of the Runelords creatures are in the desktop version. Check your settings on the monster tab, you may be filtering them out.

I'm going to change the default filter here. It is confusing and doesn't seem to match how people want to use the app.


Earlier I posted: "Has anyone else experienced an annoying problem where the initiative order, initially sorted properly, will occasionally mix itself up, somewhat randomly, when the Next Turn button is pressed? I think it does it if I take the focus off the program to use another open program, like Internet Explorer or whatever, then come back to CM and click on the Next Turn button. It causes me to have to hit the Sort button to get them back into proper order, which always goes back to the top of the current round. I haven't found a consistent cause, yet."

A workaround to fix part of the problem could be if you make the "sort" button not cause the current initiative count/turn to change. As it is now, it always goes to the top of the round when you hit "sort".


JLendon wrote:

Earlier I posted: "Has anyone else experienced an annoying problem where the initiative order, initially sorted properly, will occasionally mix itself up, somewhat randomly, when the Next Turn button is pressed? I think it does it if I take the focus off the program to use another open program, like Internet Explorer or whatever, then come back to CM and click on the Next Turn button. It causes me to have to hit the Sort button to get them back into proper order, which always goes back to the top of the current round. I haven't found a consistent cause, yet."

A workaround to fix part of the problem could be if you make the "sort" button not cause the current initiative count/turn to change. As it is now, it always goes to the top of the round when you hit "sort".

I can't say I have ever experienced that problem.


Snapshot wrote:
Rise of the Runelords creatures are in the desktop version. Check your settings on the monster tab, you may be filtering them out.

You were right. The Rise of the Runelords "custom" monsters are listed as "NPCs" rather than Monsters.

------

Is there a way to roll perception & similar checks for my party within the app that will take account of their stats?


glio wrote:
Is there a way to roll perception & similar checks for my party within the app that will take account of their stats?

I am not sure I understand the question, could you elaborate on this.

I am uncertain why if you have entered their stats into combat manager it would not use them.


It's possible I'm overlooking this feature. I can see now that I can roll perception checks for individual players, but is there a way to roll a perception check for all players at once?

For example, if there is a goblin hiding behind a bush, I would roll perception for the entire party to determine which, if any, players saw the goblins. The same goes for saving throws and such.


You can control click or shift click in both the party and monster panes of the UI. If you shift click the whole party and then right-click and select Roll>Skill>Perception. Combat Manager will roll a perception check for the entire party taking into account their personal bonuses or penalties.


This program just gets better every time I learn something new about it. Thank you all for answering my silly questions.


The only silly question is a question never asked.


1 person marked this as a favorite.
MendedWall12 wrote:
The only silly question is a question never asked.

nonsense

I can think of lots of silly questions

How do you spell Silly?
Could you define Silly?
Do I look Silly in this?
What Silliness is this?
Why are you acting so Silly?

see there are lots of silly questions.


For those who do not know I am helping Kyle with Combat Manager fixing bugs and adding new features. I am working through the bugs and suggested additions as fast as I can, but my time (like Kyle's) is limited. I am a decent C# programmer but am weak on the UI (WPF) side, I leave most of that to Kyle.

First, I still need a couple of people to help test the bug fixes.
Second, The new Hero lab import is just about complete. It is stable and working well, but I need a couple of Hero Lab and Combat Manager users to test it and break it so I can polish it for release.

Anyone interested send me a private message here, and I will make arrangements for testing.

P.S. Thanks to the DreamGoddessLindsey for all the help she has provided.


I just bought the android version. Works well for me, although a short help/tutorial file would have been quite helfpful. I didn't find something which explains the buttons and symbols used (maybe I just missed it), so I had to try and test. It's not that hard, so that seems ok to me.

So far I can say I love it and because I start running RotR soon, it's absolutely awesome that the stats are there. Wow!

The +10 +5 +1 buttons are somethings I have to get used to I think.

The only issue I have up to date is that HeroLab import for Android unfortunately doesn't work. When loading a .por file, CM crashes. I'm using Galaxy Note 10.1

Liberty's Edge

Besides this thread, is there an up-to-date list for reported bugs and/or requested features. given that this thread has almost 2000 replies, I do not relish reading through all of it to see if an issue I encountered has been reported.

Great program though. :)

Thanks.


The app looks great - my only issue atm is that it seems wickedly picky about how to format spells so they show up on a monster.

Opening a POR file doesn't seem to bring the spell list over so you are left trying to figure out how to get stuff in there to show up (like the fact that at will abilities for instance - must be preceded by "At will" - the first A capital - the second word lower case. - I noticed that not even all of the monsters in the stock data do it correctly and thus don't show the abilities).

It would be very nice to have a better spell interface. It would be fantastic to have better imports - including stat block imports.

It would also be fantastic to be able to 'cast' a spell from a monster with a timer and damage rolled. Just throwing stuff out there.

Liberty's Edge

RedDogMT wrote:
Besides this thread, is there an up-to-date list for reported bugs and/or requested features. given that this thread has almost 2000 replies, I do not relish reading through all of it to see if an issue I encountered has been reported.

OK, I will post my questions/comments for now.

1. CUT & PASTE
I get very inconsistent results when using cut & paste within the program from outside to the program and from the program to outside. I can cut and paste just find outside the program. I have mostly worked in the monster editor, but have also noticed it in other areas of the program as well. Sometimes it does work, however. Does anyone else experience this problem? I use CTR-V/CTR-C and SHIFT-INSERT/SHIFT-DEL (Win7 Home Premium SP1)

2. STATISTICS -> SKILLS
When I add skills to the list, I have a hard time getting them in alphabetical order. When it is only a few skills, readability is problematic. When there are quite a few skills, I sometimes have to take a second glance to find a skill. Is there a way to sort skills?

3. MELEE/RANGED WEAPON
Is there a way to add a custom melee or ranged weapon? For instance, if I have an NPC with two shorts swords that have two different effects, I am finding it difficult to tell the two apart. If I manually edit the weapon name to add a descriptor (like shortsword-"stabby"), the attack no longer works in the Die Roller. Is there some sort of scripting code snip-its I can use?


RedDogMT wrote:


OK, I will post my questions/comments for now.

1. CUT & PASTE
I get very inconsistent results when using cut & paste within the program from outside to the program and from the program to outside. I can cut and paste just find outside the program. I have mostly worked in the monster editor, but have also noticed it in other areas of the program as well. Sometimes it does work, however. Does anyone else experience this problem? I use CTR-V/CTR-C and SHIFT-INSERT/SHIFT-DEL (Win7 Home Premium SP1)

This is a problem with the text block, for now the only resolution is to paste into a text editor and remove all carriage returns. It will then copy and paste correctly. Formatting is an issue.

RedDogMT wrote:


2. STATISTICS -> SKILLS
When I add skills to the list, I have a hard time getting them in alphabetical order. When it is only a few skills, readability is problematic. When there are quite a few skills, I sometimes have to take a second glance to find a skill. Is there a way to sort skills?

I fixed that a while ago maybe it will make the next release. If you want it sooner you will have to help me bug test.

RedDogMT wrote:


3. MELEE/RANGED WEAPON
Is there a way to add a custom melee or ranged weapon? For instance, if I have an NPC with two shorts swords that have two different effects, I am finding it difficult to tell the two apart. If I manually edit the weapon name to add a descriptor (like shortsword-"stabby"), the attack no longer works in the Die Roller. Is there some sort of scripting code snip-its I can use?

Fixing weapons and attacks is on my to do list after the Hero Lab fix. This is a parsing issue that will need extensive changes.


Ckorik wrote:

The app looks great - my only issue atm is that it seems wickedly picky about how to format spells so they show up on a monster.

Opening a POR file doesn't seem to bring the spell list over so you are left trying to figure out how to get stuff in there to show up (like the fact that at will abilities for instance - must be preceded by "At will" - the first A capital - the second word lower case. - I noticed that not even all of the monsters in the stock data do it correctly and thus don't show the abilities).

It would be very nice to have a better spell interface. It would be fantastic to have better imports - including stat block imports.

It would also be fantastic to be able to 'cast' a spell from a monster with a timer and damage rolled. Just throwing stuff out there.

Yes it is very picky. However once you understand the format it is not hard. I can provide the format if you need it.

Are you referring to the android version or the PC version?

The spell casting option would require a complete overhaul of the spell section and extra data input for each spell.
This is not going to happen any time soon.


Snapshot wrote:


Yes it is very picky. However once you understand the format it is not hard. I can provide the format if you need it.

Are you referring to the android version or the PC version?

The spell casting option would require a complete overhaul of the spell section and extra data input for each spell.
This is not going to happen any time soon.

PC version - as to the 'spell interface' - two things...

1) As to the interface itself I was thinking more along the lines of a button on the monster editor that says 'add spells' and lets you search/select/add so they get put into the monster correctly - and yes I'm not un-aware of development time - it was more of how my thoughts were going in 'how to make this easier for someone to edit/create custom npcs'.

2) Perhaps instead of needing to edit data on each spell a way to add some custom actions to a monster so I could add 'fireball 6d6 dc25' myself should I want to (or any other zany attack that a monster might do that's out of the ordinary - it doesn't have to be just spells - a custom action that can be setup ahead of time saves time at the table)

Again just thoughts - I use a product that does those things (the CM app is better in other regards) but it's not in 'active' development anymore so I admittedly am trying to bring over great ideas from one to the other. Er and you know - it's the internet I only offer up suggestions and don't expect that they are either good, or things you will do - hopefully they are helpful and give you cool ideas to run with and if not I won't be insulted.

Liberty's Edge

Snapshot wrote:
RedDogMT wrote:


OK, I will post my questions/comments for now.

1. CUT & PASTE
I get very inconsistent results when using cut & paste within the program from outside to the program and from the program to outside. I can cut and paste just find outside the program. I have mostly worked in the monster editor, but have also noticed it in other areas of the program as well. Sometimes it does work, however. Does anyone else experience this problem? I use CTR-V/CTR-C and SHIFT-INSERT/SHIFT-DEL (Win7 Home Premium SP1)

This is a problem with the text block, for now the only resolution is to paste into a text editor and remove all carriage returns. It will then copy and paste correctly. Formatting is an issue.

RedDogMT wrote:


2. STATISTICS -> SKILLS
When I add skills to the list, I have a hard time getting them in alphabetical order. When it is only a few skills, readability is problematic. When there are quite a few skills, I sometimes have to take a second glance to find a skill. Is there a way to sort skills?

I fixed that a while ago maybe it will make the next release. If you want it sooner you will have to help me bug test.

RedDogMT wrote:


3. MELEE/RANGED WEAPON
Is there a way to add a custom melee or ranged weapon? For instance, if I have an NPC with two shorts swords that have two different effects, I am finding it difficult to tell the two apart. If I manually edit the weapon name to add a descriptor (like shortsword-"stabby"), the attack no longer works in the Die Roller. Is there some sort of scripting code snip-its I can use?
Fixing weapons and attacks is on my to do list after the Hero Lab fix. This is a parsing issue that will need extensive changes.

Hi Snapshot. Thank you for the replies on each of my questions.

I certainly can live with the skill sort issue for the time being, but I would be willing to do some testing for you if you need it. It's the least I could do for having access to a very helpful program for free. Just let me know if I can help.

Contributor, RPG Superstar 2010 Top 4

I just wanted to offer my compliments on this program. I am going to run Mummy's mask: The Half Dead City (which I wrote!) in a few weeks. I am going to be using Combat Manager to assist in the GMing.

Thanks for all the hard work that went into this.

SUGGESTION/Question: Is there is a way to create a stabilization roll and subtract a hit a point automatically on a fail?

Dark Archive

Jim Groves wrote:

I just wanted to offer my compliments on this program. I am going to run Mummy's mask: The Half Dead City (which I wrote!) in a few weeks. I am going to be using Combat Manager to assist in the GMing.

Thanks for all the hard work that went into this.

SUGGESTION/Question: Is there is a way to create a stabilization roll and subtract a hit a point automatically on a fail?

FYI, I just updated my DBs with this data.

These are used as the data source for Combat Manager.
Maybe we could get a data update for the Combat Manager soon...

Contributor, RPG Superstar 2010 Top 4

chopswil wrote:
Jim Groves wrote:

I just wanted to offer my compliments on this program. I am going to run Mummy's mask: The Half Dead City (which I wrote!) in a few weeks. I am going to be using Combat Manager to assist in the GMing.

Thanks for all the hard work that went into this.

SUGGESTION/Question: Is there is a way to create a stabilization roll and subtract a hit a point automatically on a fail?

FYI, I just updated my DBs with this data.

These are used as the data source for Combat Manager.
Maybe we could get a data update for the Combat Manager soon...

That would be awesome! But I don't want to pressure the creators.. but that would be so cool!


Jim Groves wrote:

I just wanted to offer my compliments on this program. I am going to run Mummy's mask: The Half Dead City (which I wrote!) in a few weeks. I am going to be using Combat Manager to assist in the GMing.

Thanks for all the hard work that went into this.

SUGGESTION/Question: Is there is a way to create a stabilization roll and subtract a hit a point automatically on a fail?

Tentatively - Yes, I will add this to my to-do list and investigate the feasibility.

Liberty's Edge

Hey Snapshot,

Speaking about data, have consideration been put towards the 'correcting' various imported data so that it works properly with the Combat Manager?

For example, the Aboleth has a skill called 'Knowledge (any one)' at +13. The stat sheet in Combat Manager shows 'Knowledge (any one) +13' and reads just fine, but the die roller cannot be used to make a skill check.

Obviously, since the data is imported (from the PRD or SRD, yes?), Combat Manager is just using what it is getting. It would mean various customized checks would need to be done against the database. From what I have noticed, these are minor inconsistencies that are few and far between and certainly not related to Combat Manager itself.

Since the program itself is still being developed, I was not sure if you were worried about the data quite yet...do you want these inconsistencies reported?

Great program, BTW...Have I mentioned that? :)

Dark Archive

RedDogMT wrote:

Hey Snapshot,

Speaking about data, have consideration been put towards the 'correcting' various imported data so that it works properly with the Combat Manager?

For example, the Aboleth has a skill called 'Knowledge (any one)' at +13. The stat sheet in Combat Manager shows 'Knowledge (any one) +13' and reads just fine, but the die roller cannot be used to make a skill check.

Obviously, since the data is imported (from the PRD or SRD, yes?), Combat Manager is just using what it is getting. It would mean various customized checks would need to be done against the database. From what I have noticed, these are minor inconsistencies that are few and far between and certainly not related to Combat Manager itself.

Since the program itself is still being developed, I was not sure if you were worried about the data quite yet...do you want these inconsistencies reported?

Great program, BTW...Have I mentioned that? :)

if you find actual data issues, I want to know... chopswil at comcast dot net


RedDogMT wrote:

Hey Snapshot,

Speaking about data, have consideration been put towards the 'correcting' various imported data so that it works properly with the Combat Manager?

For example, the Aboleth has a skill called 'Knowledge (any one)' at +13. The stat sheet in Combat Manager shows 'Knowledge (any one) +13' and reads just fine, but the die roller cannot be used to make a skill check.

Obviously, since the data is imported (from the PRD or SRD, yes?), Combat Manager is just using what it is getting. It would mean various customized checks would need to be done against the database. From what I have noticed, these are minor inconsistencies that are few and far between and certainly not related to Combat Manager itself.

Since the program itself is still being developed, I was not sure if you were worried about the data quite yet...do you want these inconsistencies reported?

Great program, BTW...Have I mentioned that? :)

Hmm. I never noticed that before. That's a tough one,

I could have it randomly choose and add a knowledge skill at +13,
add all knowledge skills at +13 and you roll the one you want,
or maybe I can make it roll a general knowledge check - I will look into this.

Yes, I would like problems related to data reported. I have a to-do list I will add data parsing errors to the list.

I am not currently managing any data for Combat Manager at this time coding is taking enough of my time. I will note any data errors for fixing in future updates.


chopswil wrote:


if you find actual data issues, I want to know... chopswil at comcast dot net

What level of data info are you interested in?

Example
1) There is an error in the ac of the Hawk.
2) The Hawk says it has a flatfooted AC of 0 [from stat block {AC 15, touch 15, flat-footed 0 12 (+3 Dex, +2 size)}]
3)
File {BestiaryShort.xml
line 7582-7583
<AC>15, touch 15, flatfooted</AC>
<AC_Mods>12 (+3 Dex, +2 size)</AC_Mods>
Flatfooted AC {12} is in <AC_Mods>
Should be
<AC>15, touch 15, flatfooted 12</AC>
<AC_Mods>(+3 Dex, +2 size)</AC_Mods>


Question or suggestion for a future release...

Is there a way to make all HP Max for Monsters/NPCs?

Thanks,

Dark Archive

Snapshot wrote:
chopswil wrote:


if you find actual data issues, I want to know... chopswil at comcast dot net

What level of data info are you interested in?

Example
1) There is an error in the ac of the Hawk.
2) The Hawk says it has a flatfooted AC of 0 [from stat block {AC 15, touch 15, flat-footed 0 12 (+3 Dex, +2 size)}]
3)
File {BestiaryShort.xml
line 7582-7583
<AC>15, touch 15, flatfooted</AC>
<AC_Mods>12 (+3 Dex, +2 size)</AC_Mods>
Flatfooted AC {12} is in <AC_Mods>
Should be
<AC>15, touch 15, flatfooted 12</AC>
<AC_Mods>(+3 Dex, +2 size)</AC_Mods>

my DB has the correct AC values, "15, touch 15, flat-footed 12".

sounds like a fubar when the xml was made

The Exchange

In the initiative window, if under options the monsters are set to 'hide names' the name of the monster is still revealed in the 'active character' box when it is its turn.


I used the program for the first time last session, it really helped a lot, thanks.

I found a minor bug with the temporary hit points. I entered 1 temp hit point for a character. They had 20 hp and took 4 points of damage. I expected them to have 17 hp and no temps, but they ended up with 15. I used the hp button and entered 5, then pushed -. It seems to be adding the temp hp to the damage taken, if I using the damage allocation right.


kingpin wrote:
In the initiative window, if under options the monsters are set to 'hide names' the name of the monster is still revealed in the 'active character' box when it is its turn.

It's now on my bug fix list.


Penthau wrote:

I used the program for the first time last session, it really helped a lot, thanks.

I found a minor bug with the temporary hit points. I entered 1 temp hit point for a character. They had 20 hp and took 4 points of damage. I expected them to have 17 hp and no temps, but they ended up with 15. I used the hp button and entered 5, then pushed -. It seems to be adding the temp hp to the damage taken, if I using the damage allocation right.

Squashed that bug, simple subtracting from a negative error.


Snapshot wrote:
Penthau wrote:

I used the program for the first time last session, it really helped a lot, thanks.

I found a minor bug with the temporary hit points. I entered 1 temp hit point for a character. They had 20 hp and took 4 points of damage. I expected them to have 17 hp and no temps, but they ended up with 15. I used the hp button and entered 5, then pushed -. It seems to be adding the temp hp to the damage taken, if I using the damage allocation right.

Squashed that bug, simple subtracting from a negative error.

Thanks for taking a look at this. I'll try to have an official build out with your fix in the next week.


1 person marked this as a favorite.

Combat Manager update to 1.5.6:

Add interface for tracking resources
"plus" damage rolled on attacks
class and environment monster filter
Hide names of follower monsters on combat list
Removing a hotkey does not require restarting app
Fix Hero Lab import of names on NPCs with a description
Fix temp hp math

CombatManager.com


Pathfinder Adventure Path Subscriber

I'm running into an issue with hit point changes due to Con increase/decrease and the Toughness feat with user-created monsters. Specifically, it only seems to be figuring it for the first hit dice type. So if I had a 2d8 + 3d10 and my con increased by +4, it's only giving me an increase in hp by +4 (instead of +10), ignoring the +6 for the 3d10 hp.


Pathfinder Adventure Path Subscriber

Some of the entries in the monster/NPC databases got imported wrong or something as far as the ability scores go (all reading a "-" for the ability scores.) The following products seem to be affected:
Bestiary 4

Inner Sea NPC Codex (Pathfinder Campaign Setting)

Wardens of the Reborn Forge (Pathfinder Module)

Wrath of the Righteous (Pathfinder Adventure Path): Demon’s Heresy (75), The Midnight Isles (76)

Liberty's Edge

I think I found a bug in the hot key rolling (at least it feels like it is unintentional) (v156).

When the context menu is used to roll an attack/save/skill check, the first element of the result that is displayed in the die roller is a header with the name of the monster. If you roll an additional attack/save/skill check with the same monster, a second header is not displayed since it is still the same monster. If you switch to a different monster and roll an attack/save/skill check using the context menu, the header for the new monster is the first element of the result. It makes for easy readability.

However, when you use the hot keys to perform an attack/save/skill check, the header is never displayed. The problem arises when I perform an attack/save/skill check with Monster1 and then use a hot key to perform an an attack/save/skill check with Monster2. Without a header being displayed when switching to Monster2, it is difficult to tell by the log which monster the action belongs to.

Thank you.

PS: If you are in need of any testers, I can be of service.


Dreaming Psion wrote:

I'm running into an issue with hit point changes due to Con increase/decrease and the Toughness feat with user-created monsters. Specifically, it only seems to be figuring it for the first hit dice type. So if I had a 2d8 + 3d10 and my con increased by +4, it's only giving me an increase in hp by +4 (instead of +10), ignoring the +6 for the 3d10 hp.

Ok, I fixed this problem with one caveat.

I had to change the way the [Mod] box is used, It will remain at 0 unless you enter a number, that number will then override the calculated value.
If you decide you want to use the calculated value again enter 0 in the [Mod] box and the calculated value will be used again.

Those who are doing my bug fix testing the files will be up in a few minutes.


Bug: If a player (or monster) has non-lethal damage and heals a single hitpoint, it resets the non-lethal to 0.

[For instance, if a player has 30 non-lethal damage and heals a single hit point, the non-lethal will set itself at 0 non-lethal damage.]


Crash Bug: Customizing or editing any monster now crashes the program (at least on my system).


Shard Obsidia wrote:

Bug: If a player (or monster) has non-lethal damage and heals a single hitpoint, it resets the non-lethal to 0.

[For instance, if a player has 30 non-lethal damage and heals a single hit point, the non-lethal will set itself at 0 non-lethal damage.]

Fixed the bug, however the conditions are not removing correctly will fix this tomorrow.

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