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Pathfinder RPG
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Suggestions/House Rules/Homebrew
kingpin wrote: 1) Right-clicking for ready and delay has disappeared in the new version. There's a dead space for the menu here I need to fix. Try clicking in a different spot. kingpin wrote: 2) I agree with a previous poster that when dragging players up or down the initiative order it seems unnatural. Having a line to show where the new position will be if dropped would be nice. I agree. I put this in pretty quick and it seemed OK at first, but when I used it in play I certainly felt this problem. kingpin wrote: 3) Nothing big but with the window at it's default size if you scroll down the monster list using the button in the combat screen, when you reach a monster name that is longer than the width of the box then a horizontal scroll bar appears interrupting your scroll. I suggest removing the horizontal scroll button or increasing the size of the window to compensate. I'll probably get rid of the horizontal scroll. kingpin wrote: 4) When saving a monster list can you also have it save whether or not any of the monsters have linked initiative? There's a little technical issue that kept me from persisting this. I just need to create a workaround.
Matteo Luconi wrote:
Multi-select has been on my mind for a while. I haven't pulled the trigger yet but it will happen at some point. Matteo Luconi wrote:
I keep forgetting to write this :p I'll go do this now. Matteo Luconi wrote:
On the todo list. Probably should do this sooner. Matteo Luconi wrote:
Good point. I run on a larger laptop so I never fill up the screen, but clearly this would happen on a netbook. Matteo Luconi wrote:
I'll see what I can do. Matteo Luconi wrote:
Mostly, no. I'll put it on the TODO list.
Freehold DM wrote: Also, Just a side thing I noticed- is it just me or does this latest version not have descriptions of monsters in with the stats? I could have SWORN earlier versions had the brief descriptions that are there in the Bestiary. The combat screen window does not have descriptions, monster tab window does have descriptions.
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Combat Manager is awesome-sauce with an epic cherry on top! Just listen to the testimonials of these satisfied minions: :: Hmm.. however, now that you have made me love, you must protect the object of my love, continuing to develop it for ever and ever and ever.. ..and ever. OR ELSE .. o_o wut? :: Thank you Kyle Oson, where ever you are! *shakes thankful fist*
Hey Kyle, mind posting a complete definition/documentation for your cmet files? I might like to build myself a little tool to generate such files to add custom monsters / NPCs to this programme without using Hero Labs / PCGen (because one is too expensive and the other is too much of a pain...). Of course I could try to find out every available option in your XML-structure myself, but a little help would make things easier I guess ;)
eXaminator wrote:
This would be ridiculously awesome!
eXaminator wrote:
Err, documentation. Yeah, uh... For the monsters, most of the fields exactly match the d20pfsrd DB, down to the typo "AbilitiyScores", this allows me to mostly import the monster data from there directly. I say mostly because there are a few db errors I have to fix after I do an import. I export the data as a CSV, import to Access and then export to XML, which creates the files the way I want them. Not all of the fields are required. The app may crash if certain fields are missing (probably AC_Mods) and some other are completely optional, like Spells Known. Some of them require specific formatting to work properly and the app will ignore all or part of the information if the field is wrong (Melee or Ranged). In general, it's important for the formatting to match the formatting Paizo uses. After the monster is loaded several of the fields will be parsed for my own use, and some of these parsed fields will be saved. For example, all of the special abilities are parsed and saved as a list with the file. Note the monster formatting in the cmet/cmpt/monster xml files is exactly the same, but the monster files are not yet parsed at all. That should give at least a little idea of how it works.
Soullos wrote: I did encounter one bug, on the Rules tab and you filter to Conditions, nothing shows up. Note: my only sources checked at the Core rulebook and the APG (it appears unchecking "Other" in the sources area removes the Conditions). Ahh. Good point. I'll fix this.
Kyle Olson wrote:
Would it be okay to have it show up in the combat screen window or would that lead to load-time issues?
Combat Manager update to 1.1.6 Add skills to rules tab
Kyle, Thanks so much for a really sensational product. I have been looking for something like this for years, and your product goes far beyond what I hoped to find. Thanks again for all your work. I've sent a donation your way and hope others will do the same. Thanks again,
Man Kyle - you are cranking out these improvements so fast you need to be careful, people are going to start thinking they must be simple. Unreal work once again! Combat Manager now has everything I want as a DM I think. Although I am sure I will think of something new to request in the future. ;) I see you even included that change to the hp addition/subtraction box that we had discussed. I can't say thanks enough for that one, it's going to make my life much easier. I'd like to second the call for donations to Kyle for this wonderful piece of work. I think he has a commercially viable product here that he is providing to us all for free. So let's show the man we appreciate it. Donations can be made at CombatManager Site and I am sure any amount at all would be appreciated. I am sure there are a lot of us out there that buy a pizza for game night. So I would suggest perhaps we can float the price of a pizza or more over to Kyle as a thank you? I can see the bumper sticker now: I bought Kyle a pizza - have you?
Cutter wrote: Man Kyle - you are cranking out these improvements so fast you need to be careful, people are going to start thinking they must be simple. Some of them are simple. I've built up enough reusable code over time that certain improvements are easy. I decided to get as many reasonably easy user requests as I could into a release, along with a more difficult one or two (Natural attacks editor, initiative links being saved).
Kyle Olson wrote:
Un be lieve a ble. This program makes it so easy to GM. My last session, that was only an hour long, got two separate multi-opponent combat encounters in, in addition to some sweet storytelling and role playing. Thanks again Kyle.
Mama Loufing wrote: I would love to have a way to apply a condition or spell to multiple characters at once. (Or is there a way to do that and I haven't figured it out yet?) Not yet. I need to get multi-select working, and then I'll have a number of functions to apply something to multiple characters. I have some concern about breaking something else when I do it so I haven't pulled the trigger on that.
Kyle Olson wrote:
Kyle, one way you may want to look at this is add the ability to import .stock files from Herolab - they are groups of characters (think a bunch of .por files) all in one, and the Herolab folks have already created the various GMG NPCs in as .stock files. (Simply do a search for .stock files in your Herolab\data\pathfinder directory and you'll see them). Maybe have the option of putting a .stock import into the PC or the Monster column as desired, but probably no need to try to ask for each character being imported - just ask PC or Monster and put all of the ones in the .stock into that column. After all, it's incredibly easy to make/edit a .stock within Herolab, so let people use Herolab to make PC (such as henchmen/followers/etc.) and BadGuy .stock files. It doesn't address the main request, I think, which would allow for those NPC types to be listed in the monster list, but it may be a temporary workaround...indeed, I'd say the ability to import .stock files would merit addition regardless. Along with that, I hope that when you work on your monster parsing addition gizmo, you add in the ability to directly add Herolab/PCGen files to the monster list.
MendedWall12 wrote:
I'll take a look at it and see if I can get it working right. I still have a plan to parse some different files for PCGen to get a better import so I might not get it fixed until then.
Kyle Olson wrote:
This is genius! I'll have to give it a try this weekend.
Kyle Olson wrote:
Thanks. It's not even really a big deal, as I can enter everything I need myself. Just a time saver really. Also, I do like the fact that when they are uploaded from PCGen they show up in the view window. That's super handy. I have no problem waiting for this fix until the next full update, so don't spend too much time worrying about just this small issue. Thanks again for all your hard work on this program.
Karlgamer wrote:
I added a setting that has a confirmation box in the last version. You can turn it on with the settings button at the bottom of the screen.
Cutter wrote:
Thanks. I download from the website, but missed the notes to the right and the fact that he had a Facebook site. Added.
Kyle Olson wrote:
Just became the 17th fan on Facebook for this. This program just keeps getting better and better. With all the reference material, it has just about replaced d20pfsrd.com for me. Still learning to use it, and there are parts that I still struggle with, mainly due to my players, they all want to roll their own initiative and then I have to enter it into the program. The linking of initiative for monsters is great, when I can get the encounters built before game night. Any thought about a way users could add material themselves to the data files or to a separate set of data files? For example new feats, spells, monsters, or templates and a way to apply them? Or is that beyond the scope of what you are trying to do and we should be relying on a program like PC Gen or Hero Lab for that? I don't have either one at the moment, and I know it is possible to add custom material to both of those. Still working on being able to provide a donation to keep up the good work.
Sethvir wrote:
My plan for the short term (after the next release) is to have the program look in some some folder for user defined spells/monsters/feats/so on, which would allow a user to manually build their own files for use or sharing. At some later point I would add a editor for some of these things so you could build your own files using the application.
Sethvir wrote: Still learning to use it, and there are parts that I still struggle with, mainly due to my players, they all want to roll their own initiative and then I have to enter it into the program. I've been having this problem but only for a few players. My ranger has a special bonus for being in his favorite terrain and so he wants to roll his own(Never mind that I could just add his bonus to what the program rolls.)I think that most players won't bother after a few sessions.
Kyle Olson wrote:
That is awesome. Love the direction. Look forward to that. The functionality like I said, just keeps getting better.
What's the problem with players wanting to roll their own initiative? I always have my players make their own initiative rolls. I don't find it is a big deal to enter the initiative for each player once and then just sort and you are off to the races. Granted it is much quicker to let combat manager roll, but entering their rolls should only take a few seconds extra.
Cutter wrote:
Agreed, my players enjoy rolling their initiative. I just hit the roll initiative button in order to get an init roll for my baddies, and then I enter the scores for the PCs, and hit sort. Yeah, it takes maybe an extra 30 seconds, but having all the PCs and the baddies sorted on Combat Manager is a ton easier than doing it on paper, at least imho.
Maybe it's just me. On the other hand, I've only been dm-ing again for a short time and just starting to try to get the process down. I just feel a little clumsy yet with the whole notion. The last time I did any DM-ing was under 1st ed rules more than 25 years ago. Table averages between 4 and 8 players depending upon the night. Game night is again tonight and will give this another whirl. I really like the speedy reference capabilities though. Especially with all the stuff Kyle has added.
Hi Kyle, Was digging through the application the other night and I discovered some duplicate data. On the Feats tab, if you select Critical feats, there are several duplicates, they are listed as Bleeding Critical and Critical, Bleeding. 6 or 8 of the critical feats are this way. Not a big deal, but just thought you should know. Didn't have the opportunity this weekend to use the application other than as reference. Had a big role-playing session this weekend so no combat this time around. A few big ones in the offing however. Thanks again for the great application. Here's another thought for the application, could you have a tab where you could create links for documents, perhaps with a viewer built in? Or a way to create a game calendar, like the Forgotten Realms one or the Greyhawk one, phases of the moon? etc.... I'm sure you have a list a mile long, but just thinking about things that you could incorporate.
Sethvir wrote: On the Feats tab, if you select Critical feats, there are several duplicates, they are listed as Bleeding Critical and Critical, Bleeding. 6 or 8 of the critical feats are this way. Not a big deal, but just thought you should know. The critical feats have had a habit of getting duplicated. Conveniently my friend Scott edited the data yesterday and got this fixed up for us.
Bobson wrote: It looks great, but there's one problem - I have a Mac laptop. Any chance of getting a version built against the Mono libraries? I'll be happy to help with that if needed. Mono doesn't support WPF, so I would have to completely rewrite the UI to do this. It's not a small project so I don't see it happening any time soon.
Mr Jade wrote: Maybe I'm missing something, but is there a way to add feats to party characters? Not yet. It has been on the TODO list for some time, but other features took priority. It won't be in the next version, which will ship out as soon as I finish the Treasure Generator, but it will probably be at the top of the list after that.
Kyle Olson wrote: Not yet. It has been on the TODO list for some time, but other features took priority. It won't be in the next version, which will ship out as soon as I finish the Treasure Generator, but it will probably be at the top of the list after that. I'll not say that I'm good with coding, or even probably experienced with what you are doing, but if you need grunt work done for things, e.g. plugging in values or writing, I'll offer my aid. But, two thoughts occurred to me. An easy fix for the combat feats would be to put it as a enchant. You have the ability in right now to select Flaming or whatnot, so just add in Two-Weapon Fighting, or Focus or whatever.
The other idea was to put it under conditions. Again, just a hotfix.
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