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Combat Manager application


Suggestions/House Rules/Homebrew

1,951 to 1,962 of 1,962 << first < prev | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | next > last >>

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

I cannot duplicate this can you provide more information?


Snapshot wrote:
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.

Ok, everything should be fixed now.

Bug fix testers let me know if there are any problems, new file up for testing


I'm having a couple issues which I am not sure if they are an import problem or the data is just not available in Combat Manager.

I've noticed this in both 1.5.5 and 1.5.6. Specifically when importing characters from HeroLab I am sometimes missing data at random it seems. Some characters seem to be missing class and level information yet others come across without issue from the same .por file.

Also I'm using Mythic Characters and none of their feat information seems to import. I don't see mythic feats anywhere in Combat Manager. Is the mythic data just not available?

Is the new HeroLabs import still pending or was that included yet?

Thanks for all the great work!


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

I'm having a couple issues which I am not sure if they are an import problem or the data is just not available in Combat Manager.

I've noticed this in both 1.5.5 and 1.5.6. Specifically when importing characters from HeroLab I am sometimes missing data at random it seems. Some characters seem to be missing class and level information yet others come across without issue from the same .por file.

Also I'm using Mythic Characters and none of their feat information seems to import. I don't see mythic feats anywhere in Combat Manager. Is the mythic data just not available?

Is the new HeroLabs import still pending or was that included yet?

Thanks for all the great work!

Can you send a .por file that's not working for you to combatman@kyleolson.com? I'll take a look at it.


Kyle Olson wrote:
CutterJohn wrote:

I'm having a couple issues which I am not sure if they are an import problem or the data is just not available in Combat Manager.

I've noticed this in both 1.5.5 and 1.5.6. Specifically when importing characters from HeroLab I am sometimes missing data at random it seems. Some characters seem to be missing class and level information yet others come across without issue from the same .por file.

Also I'm using Mythic Characters and none of their feat information seems to import. I don't see mythic feats anywhere in Combat Manager. Is the mythic data just not available?

Is the new HeroLabs import still pending or was that included yet?

Thanks for all the great work!

Can you send a .por file that's not working for you to combatman@kyleolson.com? I'll take a look at it.

Sent, thanks!


Snapshot wrote:
Shard Obsidia wrote:
Crash Bug: Customizing or editing any monster now crashes the program (at least on my system).
I cannot duplicate this can you provide more information?

I installed on a different system, and it all works fine. It must have something to do with my other computer. (It's running XP and had v1.5.5 on it when I installed. I will upgrade to Windows 7 and reinstall the program to see if it works.)


Shard Obsidia wrote:
Snapshot wrote:
Shard Obsidia wrote:
Crash Bug: Customizing or editing any monster now crashes the program (at least on my system).
I cannot duplicate this can you provide more information?
I installed on a different system, and it all works fine. It must have something to do with my other computer. (It's running XP and had v1.5.5 on it when I installed. I will upgrade to Windows 7 and reinstall the program to see if it works.)

Hi there,

First of all, since it's my first post, please let me add my thanks for creating such a wonderful tool to the many ones you already received.

The last update added some really cool features, but I must confirm Shard Obsidia Crash Bug: on my Windows XP system, trying to enter the Monster Editor feature causes the program to crash as does trying to access the "Settings" and "Hotkeys" menus.

I'm no tech guy: which additional info could I submit to provide further details (My OS config, Window Error report, Windows Error ID, some log: I don't know...)?

I tried a clean install (if uninstalling the program once already updated and reinstalling from scratch qualifies as one) but to no avail.

Thanks again for your hard work and let me know if I can help someway!

Andoran

Snapshot wrote:
Snapshot wrote:
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.

Ok, everything should be fixed now.

Bug fix testers let me know if there are any problems, new file up for testing

Tested. A few issues noted. PM sent to Snapshot.


RedDogMT wrote:
Snapshot wrote:
Snapshot wrote:
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.

Ok, everything should be fixed now.

Bug fix testers let me know if there are any problems, new file up for testing

Tested. A few issues noted. PM sent to Snapshot.

Resolved Issue in Test 11 & 12

New ComabtManager.Core.dll up Recheck please.

Test 7 & 8 are an artifacts of INotifyPropertyChanged to the program you are not setting the HP to 45,
you are setting them to 4 causing 46 damage and unconsciousness then healing 41 hp thus removing the unconsciousness and the non-lethal damage.
Every change in the box calls the {AdjustHP} method, I cannot change that it's necessary for binding.
Type 45 slowly you will see the effect.

For those wondering here are the test results he sent.

Test Results:
April 10, 2014, Vince Hague (ak RedDogMT)
Combat Manager 1.5.6
MSI Gx660 laptop, i5-450M, ATI Radeon HD 5870, 8GB RAM, Windows 7 Home Premium

Testing: Damage/Heal function resetting nonlethal to zero when healing
Testing: Staggered, Disabled, Dead, Dying, Stabilize, and Unconscious conditions correctly changed in relation to Hit Points

TEST 1: Nonlethal damage calculated correctly using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Manually set Non-Lethal to 30
- Using Damage/Heal function, healed 5 damage
- HP changed from 50 to 55 (success)
- Non-Lethal changed from 30 to 25 (success)
- Using Damage/Heal function, inflicted 5 damage
- HP changed from 55 to 50 (success)
- Non-Lethal remained at 25 (success)
- Using Damage/Heal function, healed 30 damage
- HP changed from 50 to 80 (success)
- Non-Lethal changed from 25 to 0 (success)
- Using Damage/Heal function, inflicted 5 damage
- HP changed from 80 to 75 (success)
- Non-Lethal emained at 0 (success)
- Using Damage/Heal function, healed 50 damage
- HP changed from 75 to 100 (success)
- Non-Lethal emained at 0 (success)

TEST 2: 'Disabled' condition added/removed correctly when hit points go to 0 using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Non-Lethal is left at 0
- Using Damage/Heal function, inflicted 50 damage
- HP changed from 50 to 0 (success)
- 'Disabled' condition was added (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from 0 to 1 (success)
- Disabled condition was removed (success)

TEST 3: 'Dying' condition added/removed correctly when hit points go to less than 0 using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Non-Lethal is left at 0
- Constitution is left at 10
- Using Damage/Heal function, inflicted 55 damage
- HP changed from 50 to -5 (success)
- 'Dying' condition was added (success)
- Using Damage/Heal function, healed 2 damage
- HP changed from -5 to -3 (success)
- 'Dying' condition remained (success)

TEST 4: 'Dead' condition added/removed correctly when hit points equal Constitution using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Non-Lethal is left at 0
- Constitution is left at 10
- Using Damage/Heal function, inflicted 55 damage
- HP changed from 50 to -5 (success)
- 'Dying' condition was added (success)
- Using Damage/Heal function, inflicted 5 damage
- HP changed from -5 to -10 (success)
- 'Dying' condition was removed (success)
- 'Dead' condition was added (success)
- Using Damage/Heal function, inflicted 1 damage
- HP changed from -10 to -11 (success)
- 'Dead' condition remained (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from -11 to -10 (success)
- 'Dead' condition remained (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from -10 to -9 (success)
- 'Dead' condition removed (success)
- 'Stabile' condition added (success)
Noted possible issue with addition of the 'Stable' condition. (see TEST 11 below)
Noted possible issue with 'disabled' and 'dead' condition being active at the same time. (see TEST 12 below)

TEST 5: 'Staggered' condition added/removed correctly when hit points equal nonlethal damage using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Non-Lethal set to 30
- Using Damage/Heal function, inflicted 15 damage
- HP changed from 50 to 35 (success)
- Using Damage/Heal function, inflicted 5 damage
- HP changed from 35 to 30 (success)
- 'Staggered' condition added (success)

TEST 6: 'Unconscious' condition added/removed correctly when hit points are less than nonlethal damage using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Non-Lethal set to 30
- Using Damage/Heal function, inflicted 20 damage
- HP changed from 50 to 30 (success)
- 'Staggered' condition added (success)
- Using Damage/Heal function, inflicted 1 damage
- HP changed from 30 to 29 (success)
- 'Staggered' condition removed (success)
- 'Unconscious' condition added (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from 29 to 30 (success)
- Non-Lethal changed from 30 to 29 (success)
- 'Staggered' condition removed (success)
- 'Unconscious' condition removed (success)

TEST 7: Nonlethal damage calculated correctly using manual adjustments (healing)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Manually set Non-Lethal to 30
- Manually changed HP from 50 to 55
- HP changed from 50 to 55 (success)
- Non-Lethal changed from 30 to 0 (failure)

TEST 8: Nonlethal damage calculated correctly using manual adjustments (damage)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Manually set Non-Lethal to 30
- Manually changed HP from 50 to 45
- HP changed from 50 to 45 (success)
- Non-Lethal changed from 30 to 0 (failure)

TEST 9: Nonlethal damage calculated correctly using HP DOWN-Arrow (damage)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Manually set Non-Lethal to 30
- Using HP Down-Arrow, changed HP from 50 to 49
- HP changed from 50 to 49 (success)
- Non-Lethal remained at 30 (success)

TEST 10: Nonlethal damage calculated correctly using HP UP-Arrow (healing)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Manually set Non-Lethal to 30
- Using HP Up-Arrow, changed HP from 50 to 51
- HP changed from 50 to 51 (success)
- Non-Lethal changed from 30 to 29 (success)

TEST 11: Noted possible issue with addition of the 'Stable' condition using the Damage/Heal function. (reported)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Constitution is left at 10
- Using Damage/Heal function, inflicted 59 damage
- HP changed from 50 to -9 (success)
- 'Dying' condition was added (success)
- Using Damage/Heal function, inflicted 1 damage
- HP changed from -9 to -10 (success)
- 'Dying' condition was removed (success)
- 'Dead' condtion was added (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from -10 to -9 (success)
- 'Dead' condtion was removed (success)
- 'Stabilize' condition was added (success)
- Using Damage/Heal function, healed 3 damage
- HP changed from -9 to -6 (success)
- 'Stabilize' condition remained (success)
- Using Damage/Heal function, inflicted 1 damage
- HP changed from -6 to -7 (success)
- 'Stabilize' condition was removed (success)
- 'Dying' condition was added (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from -7 to -6 (success)
- 'Stabilize' condition was not added (failure)
- 'Dying' condition was not removed (failure)

TEST 12: Noted possible issue with 'disabled' and 'dead' condition being active at the same time using the Damage/Heal function. (reported)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Constitution is left at 10
- Using Damage/Heal function, inflicted 50 damage
- HP changed from 50 to 0 (success)
- 'Disabled' condition was added (success)
- Using Damage/Heal function, inflicted 10 damage
- HP changed from 50 to -100 (success)
- 'Dead' condition was added (success)
- 'Disabled' condition was not removed (failure)

RedDogMT is a man that knows how to do testing.

Andoran

Snapshot wrote:

Resolved Issue in Test 11 & 12

New ComabtManager.Core.dll up Recheck please.

Thanks Snapshot.

Retested #11/#12. OK now.
One new possible minor issue noted.
PM sent to Snapshot.


Having issues with my ipad version. Any time i touch notes or edit in the combat tab drop down menu for a monster the app crashes


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Tales Subscriber
squarecat wrote:
Having issues with my ipad version. Any time i touch notes or edit in the combat tab drop down menu for a monster the app crashes

The first thing I would recommend is uninstalling and reinstalling the app. If that doesn't work send me an email at combatman@kyleolson.com and I'll see what we can figure out from there.

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