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Combat Manager application


Suggestions/House Rules/Homebrew

2,101 to 2,115 of 2,115 << first < prev | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | next > last >>

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Mir wrote:

A couple of quick thoughts from my brief usage.

1. I'd like to see the information for arch-types for the base classes in the Advanced players guide. Right now I only see the arch-types for the base classes.

There's a bunch of rules I need to get in. I'll try to get to this when I get the chance.

Mir wrote:


2. When you edit a monster this is an always on top box. This means it's difficult to copy and paste from rules or other monsters. You have to close and open and close and open again. It would be great if this was a floating box.

It could be done, but for technical reasons I would be worried if I made this change I'll take a look, though.

Mir wrote:


3. When editing monster armor class it would be nice to have an other box to add extra things like Wis to armor class for monks.

It wouldn't be an other box but it would be a list of other modifiers and it's something to think about.

Mir wrote:


4. While I know this wasn't made as a character sheet for me it's about all I want. I would like to see a check box or something to denote something as a character and have the Exp value and Ecology headings removed when printing.

If you want to get rid of the Ecology then delete all of the Ecology values and the section will not appear. As for the XP, for various reasons you're stuck with that.

Mir wrote:


5. In the Combat window you can minimize many of the windows but you can't minimize the party or monster windows. I'd would be great to be able to do so. As a GM I don't usually keep track of party hp and don't need the party window all the time and if I'm a player I don't need the monster window. If I get the android version I will be using it on my phone at least for now (hopefully get a tablet soonish, I keep putting it off because I haven't see exactly what I want). Using it on a phone screen real estate is in short supply. Having different player and GM views of the combat screen might be another way to approach this.

I'm always interested in hearing how people use the app for reasons like this. I don't know that I can prioritize a way to shrink these windows down, but I think it's a good idea.

Mir wrote:


6. When you are editing special abilities once you add a box it stays in the order you put it. You can't rearrange the list of abilities if you realize you wanted them in a different order. It would be good to either have the ability to drag them (might be hard to implement?) or arrows on them you could click to move them one place up and down in order.

If I'm being completely honest, my drag and drop code is more than a little iffy and crash prone and I am afraid to touch in right now.

Mir wrote:


7. And of course the ability to export and import from the PC to mobile (android in my case). This was mentioned to be in progress! Yeah!

The iPad export will be done before the Android simply as a matter of process. This might be months out because there's a lot of little bits of UI to build.


Glad to hear you get back so quick. It sounds like some of things are possible or slowly in the works.

With the Ecology box it's not a big deal. I want to enter information in that section so I'll just put up with it or copy and paste the whole sheet to a word processor and edit it out. Simple enough :)

With the Special Abilities section I thought that might be the case with the drag and drop coding. It's why I suggested possibly having arrows on the boxes to move them around but that may be equally a nightmare. It's another thing that would be nice but I can certainly do without.


Can you tell me the file where user created Monsters etc are stored on the PC?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Mir wrote:
Can you tell me the file where user created Monsters etc are stored on the PC?

CombatManager stores everything in C:\users\<user>\AppData\Roaming\Combat Manager

custom db files are:
bestiary.db
feats.db
spells.db

These are Sqlite DBs. I advise against editing them, particularly the bestiary db, as they aren't designed for people to edit and the app can crash if the format is off.

The files named bestiary.db.1.5.9.0.db and so on are old copies of the db created as a hedge against possible migration problems. It turns out I've never had a problem so these aren't really necessary.

The .xml files generally represent the current state of the app and some of the settings.


Thanks Kyle, for making this wonderful app and making it free, i learned how to DM thanks to the help of this amazing app, it just made my work so easier.


Ah they are db files I thought they might be xml files as that what the bestiary files are. Oh well I guess I'll leave them alone :)


I'm going to be giving your software a trial run this Saturday, but looking it over I see two areas that could be greatly improved.

First is the ability to track duration-based effects. Spell effects, poison, things like that. These effects are usually tied to a specific initiative number, and having a reminder that these effects are about to end would be really helpful.

Second, I'd like to see implementation of spellcasting and tracking of similar abilities. While I can list the spells a creature or PC knows and has prepared, it doesn't provide links to the spell descriptions, and there's no easy way to track which spells (or slots) they've used.

I've been using DM's Familiar for my 3E/PF games for a very long time now. You may want to take a glance at it to see how they've handled things like this.

I'll let you know how this Saturday works out.

EDIT: For some reason, the program is insisting that the wizard PC is using his quarterstaff as a double weapon, when he will probably never do so. It's not giving me an option to just list a single attack with it. I tried manually editing it, but something made it revert back.


I think it reverts back if you use the non manual editor to add something else. At least that has been my experience.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Christopher Mathieu wrote:

I'm going to be giving your software a trial run this Saturday, but looking it over I see two areas that could be greatly improved.

First is the ability to track duration-based effects. Spell effects, poison, things like that. These effects are usually tied to a specific initiative number, and having a reminder that these effects are about to end would be really helpful.

The effects are tied to an initiative number. The number isn't visible because the actual initiative number isn't usually visible in CM. I can make this information visible in the tooltips, but there's just not room in the UI for the initiative count next to the round count of the conidition, and I think it would cause some confusion.

Christopher Mathieu wrote:

Second, I'd like to see implementation of spellcasting and tracking of similar abilities. While I can list the spells a creature or PC knows and has prepared, it doesn't provide links to the spell descriptions, and there's no easy way to track which spells (or slots) they've used.

This is a feature I've needed for some time.

Christopher Mathieu wrote:

I've been using DM's Familiar for my 3E/PF games for a very long time now. You may want to take a glance at it to see how they've handled things like this.

I appreciate the advice.

Christopher Mathieu wrote:
EDIT: For some reason, the program is insisting that the wizard PC is using his quarterstaff as a double weapon, when he will probably never do so. It's not giving me an option to just list a single attack with it. I tried manually editing it, but something made it revert back.

This is an issue I don't have a great answer for. It's caused when the system automatically detects that it's a double weapon and defaults to statting it that way. If a change is made in the character which might effect weapon stats, the system may redo the whole weapon block, causing this double issue. A rational fix for this may be to show both the single and double stats for these weapons.


Kyle Olson wrote:
This is an issue I don't have a great answer for. It's caused when the system automatically detects that it's a double weapon and defaults to statting it that way. If a change is made in the character which might effect weapon stats, the system may redo the whole weapon block, causing this double issue. A rational fix for this may be to show both the single and double...

Hmmm, would it be possible to have a tick box on the weapon, when unticked it would calculate as a single weapon, and when ticked it'll calculate as a double weapon.

Oh, and would it be possible to make it so the attacks aren't automatically recalculated from scratch when you increase BAB? Basically, with all other states, increasing it increases attacks by the correct number (increase STR by 2 and your hit and damage go up by 1). Right now, BAB recalculates from scratch, and it'd be more helpful for it to just increase attacks by the amount of the BAB increase. The reason for this is because there are a lot of modifiers that Combat Manager doesn't take into account like Insight and Sacred and the like, making it so you have to manually fix the attacks for these modifiers.

OH! One last thing I've been meaning to ask for a while. Is it possible for the data to be fixed so that stuff like Improved Critical actually gets listed as such rather than as "Critical, Improved"? With the comma, Combat Manager can't auto-calculate the bonuses. (Not to mention a way to create custom feats that build bonuses in would be awesome.)


Kyle Olson wrote:
It's caused when the system automatically detects that it's a double weapon and defaults to statting it that way. If a change is made in the character which might effect weapon stats, the system may redo the whole weapon block, causing this double issue. A rational fix for this may be to show both the single and double...

Here's an idea. You know that little icon that appears next to the weapon, where you show one or two hands? Turn that into a multi-state button, have it toggle from "One hand" to "Two hands" to "Double". For each weapon, have something that specifies which states are allowed (for instance, you can use a longsword either one- or two-handed, while a dagger is only one-hand), and let the button switch between permitted states. For the quarterstaff, then, the button would read either "2 Hands" or "Double".

Granted, this means you'll have to go back into the weapon data and add something that specifies which states are allowed for each.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
DreamGoddessLindsey wrote:
Hmmm, would it be possible to have a tick box on the weapon, when unticked it would calculate as a single weapon, and when ticked it'll calculate as a double weapon.
Christopher Mathieu wrote:
Here's an idea. You know that little icon that appears next to the weapon, where you show one or two hands? Turn that into a multi-state button, have it toggle from "One hand" to "Two hands" to "Double". For each weapon, have something that specifies which states are allowed (for instance, you can use a longsword either one- or two-handed, while a dagger is only one-hand), and let the button switch between permitted states. For the quarterstaff, then, the button would read either "2 Hands" or "Double".

This is all possible, and the User Interface would be easy, but there's some old code which is making maintaining this information difficult. It's a problem I'd like to tackle at some point.

I've got one big project at the time to make custom feats/spells/monsters work on mobile devices, and then I can look into this.

DreamGoddessLindsey wrote:
Oh, and would it be possible to make it so the attacks aren't automatically recalculated from scratch when you increase BAB?

I'll take a look at this, but the problem immediately is that if your BAB changes, it can increase/decrease the number of attacks. Half of the problem is finding those other modifiers and storing that information.

DreamGoddessLindsey wrote:
OH! One last thing I've been meaning to ask for a while. Is it possible for the data to be fixed so that stuff like Improved Critical actually gets listed as such rather than as "Critical, Improved"? With the comma, Combat Manager can't auto-calculate the bonuses. (Not to mention a way to create custom feats that build bonuses in would be awesome.)

I will see if I can fix the feat parser such that it reads "<feat>, improved," as "improved <feat>".


For some reason, some creature's CMB is listed as a flat number e.g. 4 instead of +4. Needles to say, when you adjust them with the monster advancer it doesn't raise its CMB like it should.

If you go into the monster editor and manually edit the CMB the "+" reappears.

After taking a second look through, it actually looks like almost all creature's CMB appears like this. Only a few are appearing with the "+" and functioning properly with the monster advancer.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
Hurderpus Maximus wrote:

For some reason, some creature's CMB is listed as a flat number e.g. 4 instead of +4. Needles to say, when you adjust them with the monster advancer it doesn't raise its CMB like it should.

If you go into the monster editor and manually edit the CMB the "+" reappears.

After taking a second look through, it actually looks like almost all creature's CMB appears like this. Only a few are appearing with the "+" and functioning properly with the monster advancer.

Interesting.

The data source changed at some point to send the CMB without the + if there's no additional info like (+13 grapple), and this wouldn't have been a problem if the "AdjustStrength" function wasn't the only place in the code which uses an antiquated function which requires the + in front of the number to be detected in the text (most of the code treats 4 and +4 as the same).

I'll have a fix for both problems in the next release.


Actually, now that you bring it up, additional info like that doesn't adjust correctly either. For example, a wolf has:

CMB: +2 (+6 trip)

When you adjust it with augment summoning for example, it changes to;

CMB: +4 (+6 trip)

The additional info remains unchanged.

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