Combat Manager application


Homebrew and House Rules

1,001 to 1,050 of 2,466 << first < prev | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | next > last >>

Another little bug I think I found.

In the Treasure Generator, I was running with the default values, Level 1 and Normal across the board.

The problem is in the calculation of the silver pieces. It generated 25 silver pieces and then listed the total value of .25 gp

Coin

25 sp

Total Value 0.25 gp

It's dividing the sp value by 100 instead of by 10.

Thanks.


Sethvir wrote:


It's dividing the sp value by 100 instead of by 10.

Thanks, I'll have that corrected in the next release.


Whenever I attemt to edit my custom feats the application crashes. Also the prerequisites do not show up after I've created the feat. Other than that I love the changes, especially to the treasure generator. Keep up the awesome work.

P.S.
Could you think about putting up a notes tab? Saveable and loadable would make it especially nice :)


Uhh..I'm a little lost when it comes to importing/exporting characters from PCGEN to CM. How do I go about this again?


Freehold DM wrote:
Uhh..I'm a little lost when it comes to importing/exporting characters from PCGEN to CM. How do I go about this again?

Export to a text file from PCGen. Specifically into csheet_InitTool_1.0.b23.rpgrp and import that file into Combat Manager.

-- david
Papa.DRB


Papa-DRB wrote:
Freehold DM wrote:
Uhh..I'm a little lost when it comes to importing/exporting characters from PCGEN to CM. How do I go about this again?

Export to a text file from PCGen. Specifically into csheet_InitTool_1.0.b23.rpgrp and import that file into Combat Manager.

-- david
Papa.DRB

Hey, it works! Thanks man!


Hi,
Question,
When adding the party I put in a dwarf character and I can not adjust the speed of the dwarf to 20. Also, is there going to be a way for the feats
to be taken into account when it comes to inputting character info?

Thanks for all you have done.

Eric


Hey Kyle,

New error when I attempt to add new custom spell. It looks like I can customize an existing spell, but as soon as I try to add the classes piece to the new spell, it crashes.

Combat Manager Error:
Combat Manager error
12:20:53 PM
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatManager.Spell.SpellAdjuster.<>c__DisplayClasse.<LevelValue&g t;b__d(LevelAdjusterInfo a)
at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source, Func`2 predicate)
at CombatManager.Spell.SpellAdjuster.LevelValue(IEnumerable`1 list, String property)
at CombatManager.Spell.SpellAdjuster.SaveInfo()
at CombatManager.Spell.SpellAdjuster._Levels_CollectionChanged(Object sender, NotifyCollectionChangedEventArgs e)
at System.Collections.Specialized.NotifyCollectionChangedEventHandler.Invoke(O bject sender, NotifyCollectionChangedEventArgs e)
at System.Collections.ObjectModel.ObservableCollection`1.OnCollectionChanged(N otifyCollectionChangedEventArgs e)
at System.Collections.ObjectModel.ObservableCollection`1.InsertItem(Int32 index, T item)
at System.Collections.ObjectModel.Collection`1.Add(T item)
at CombatManager.SpellEditorWindow.UnusedClassesList_MouseDoubleClick(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
at System.Windows.Controls.Control.OnMouseDoubleClick(MouseButtonEventArgs e)
at System.Windows.Controls.Control.HandleDoubleClick(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.OnMouseDownThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)


Cthulhutheold wrote:

Hi,

Question,
When adding the party I put in a dwarf character and I can not adjust the speed of the dwarf to 20. Also, is there going to be a way for the feats
to be taken into account when it comes to inputting character info?

Thanks for all you have done.

Eric

How is the speed appearing on the dwarf? Does it show up as 30? Are you trying through the monster editor or through the main UI?


Hi Kyle,

sorry if someone mentioned this before but I have problems to role attacks with the combatmanger since the last version. The Will'o'Whisp for example has an empty attack menue.

Is this a problem that only effects me or do other people also have problems with this?

Best regards,
Felix


Alandia wrote:

Hi Kyle,

sorry if someone mentioned this before but I have problems to role attacks with the combatmanger since the last version. The Will'o'Whisp for example has an empty attack menue.

Is this a problem that only effects me or do other people also have problems with this?

Best regards,
Felix

I expect there will always be guys with blank attack menus until I fix them, and certain attack types cause me more problems than others, like the wisp's touch attack. I'll take a look at it, though, thanks.


Hey Kyle,

I just ran a session today and found the Swarm rules are missing!

And some special abilities and stuff that are not in core books seem to miss. For example: I used the ectoplasmic human from Carrion Crown Haunting of Harrowstone today. They have some special attacks and stuff (like "horrifying ooze"), but that isn't in the rules tab nor in the entry. Just now - after looking into this again - I found it in the long and unformated description of the creature under the "Monsters" tab. Maybe you could look into this kind of stuff? Maybe there's an import error or something.

I'd still love to have separate entries for class abilities (like channel energy) in the rules tab instead of having to search the Info in the cleric entry.

Also there was that thing about variant monsters. It would be really awsome to have a version of every variant monster / template (like burning skeletons) or at least a way of adding such templates to Humans and other core races! This is true for "severed heads". Haunting of Harrowstone has "screaming severed heads" at one point... which unfortunatly aren't in CM...

But anyway, saved me a lot of work again! :) Thnaks for that!


eXaminator wrote:

Hey Kyle,

I just ran a session today and found the Swarm rules are missing!

Also, most of the effects don't work right on swarms. They're wacky. Getting subtypes into the rules in on the TODO list. It's probably been sitting there to long, I should take care of it.

eXaminator wrote:


And some special abilities and stuff that are not in core books seem to miss. For example: I used the ectoplasmic human from Carrion Crown Haunting of Harrowstone today. They have some special attacks and stuff (like "horrifying ooze"), but that isn't in the rules tab nor in the entry. Just now - after looking into this again - I found it in the long and unformated description of the creature under the "Monsters" tab. Maybe you could look into this kind of stuff? Maybe there's an import error or something.

I'll take a look. You're probably right. I don't generally have time to check individual monsters.

eXaminator wrote:


I'd still love to have separate entries for class abilities (like channel energy) in the rules tab instead of having to search the Info in the cleric entry.

I've been thinking abou this, as well as ways ti make searching easier. I don't have any global search right now. Remember you can press Ctrl+f on the document to search through it.


Hi Kyle,

subtypes would be really helpful every now an then ;)

And I guessed that you don't have the capacity to check every monster. I just thought I give you a note about this one in case there's a bug in the importer that causes this which might affect other entries too.

And indeed I didn't know I could search in an entry. That's cool, but having it appear directly as a separate entry would be awsome ;)


Hey Kyle,
I was messing around with the newest version and catching up on thread posts, and I had 2 items:

1. When importing a custom monster from a saved combat (cmpt file in my case), it adds to the custom DB just like I would expect. The problem is that you cannot edit those imported critters unless you add them to a combat. It's not a huge deal, but it would be awesome if the bestiary.db file were hooked up to the master monster list. EDIT: There is also no way that I can see to delete a custom monster (aside from a manual edit to the bestiary.db file).

2. Regarding startup times, have you considered using .gz compression on the XML files and just decompressing internally? The GZipStream class makes this relatively easy, and since most of your load time appears to come from disk reads, I suspect that it would decrease load times substantially at the cost of only trivially more processing overhead. Just using the gzip defaults, the compression ratio is around 80% overall. The core bestiary file alone goes from 11 MB to 1.6 MB.

In any case, keep up the good work, it's looking real good :)


Stabbington P. Carvesworthy wrote:

Hey Kyle,

I was messing around with the newest version and catching up on thread posts, and I had 2 items:

1. When importing a custom monster from a saved combat (cmpt file in my case), it adds to the custom DB just like I would expect. The problem is that you cannot edit those imported critters unless you add them to a combat. It's not a huge deal, but it would be awesome if the bestiary.db file were hooked up to the master monster list. EDIT: There is also no way that I can see to delete a custom monster (aside from a manual edit to the bestiary.db file).

2. Regarding startup times, have you considered using .gz compression on the XML files and just decompressing internally? The GZipStream class makes this relatively easy, and since most of your load time appears to come from disk reads, I suspect that it would decrease load times substantially at the cost of only trivially more processing overhead. Just using the gzip defaults, the compression ratio is around 80% overall. The core bestiary file alone goes from 11 MB to 1.6 MB.

In any case, keep up the good work, it's looking real good :)

1. Is there, you just need to choose all or Custom on the monster list.

2. If there's an IO problem, I would suspect the number of reads instead of the amount of data. If that's the case I could read the whole file into a stream before sending it to the XML parser. I'm far more inclined to believe that it's a processing issue on startup instead of IO, as odd as that might seem. The REGEXs can be killer in some of the processing.


Kyle Olson wrote:


1. Is there, you just need to choose all or Custom on the monster list.

"There is;" Me speak English good.


Kyle Olson wrote:
Kyle Olson wrote:


1. Is there, you just need to choose all or Custom on the monster list.

"There is;" Me speak English good.

You be Goblin? :D


OK, so i'm trying to figure out how to import PCgen files to Combat Manager. so far I've figured out that you have to export the file as a .rpgrp file by selecting ->file->export->to txt. that part goes fine.

the part i can't figure out is how to import that file to Combat Manager. when i go to import a file i have to select either Load Combat State which only seems to recognize .cmcs files, or Import Data which only seems to recognize .cmx files.

i know that others have managed to figure this out, so if one of you could please tell me what i'm missing that would be great.

BTW, this program is excellent! thanks so much.


Master_Crafter wrote:

OK, so i'm trying to figure out how to import PCgen files to Combat Manager. so far I've figured out that you have to export the file as a .rpgrp file by selecting ->file->export->to txt. that part goes fine.

the part i can't figure out is how to import that file to Combat Manager. when i go to import a file i have to select either Load Combat State which only seems to recognize .cmcs files, or Import Data which only seems to recognize .cmx files.

i know that others have managed to figure this out, so if one of you could please tell me what i'm missing that would be great.

BTW, this program is excellent! thanks so much.

You've got it, you're just looking in the wrong place to read in your .rpgrp file. Click the open folder icon on the Party or monster sub-windows. You'll see that file type listed there. Select it and find your file and you should be on your way.


Pathfinder Rulebook Subscriber
Cutter wrote:
Master_Crafter wrote:

OK, so i'm trying to figure out how to import PCgen files to Combat Manager. so far I've figured out that you have to export the file as a .rpgrp file by selecting ->file->export->to txt. that part goes fine.

the part i can't figure out is how to import that file to Combat Manager. when i go to import a file i have to select either Load Combat State which only seems to recognize .cmcs files, or Import Data which only seems to recognize .cmx files.

i know that others have managed to figure this out, so if one of you could please tell me what i'm missing that would be great.

BTW, this program is excellent! thanks so much.

You've got it, you're just looking in the wrong place to read in your .rpgrp file. Click the open folder icon on the Party or monster sub-windows. You'll see that file type listed there. Select it and find your file and you should be on your way.

Also, I've recently purchased HeroLab and understand that HeroLab characters and monsters can be imported into Combat Manager. I've read almost every post in this thread and have not found any useful information to answer this "How to" question.

If someone could outline the steps to do this using HeroLab, I would appreciate it.


Glimras wrote:


Also, I've recently purchased HeroLab and understand that HeroLab characters and monsters can be imported into Combat Manager. I've read almost every post in this thread and have not found any useful information to answer this "How to" question.

If someone could outline the steps to do this using HeroLab, I would appreciate it.

Click the open file button above the Monster or Party list (it's the one that looks like a folder). Choose the .por file from HeroLab. All of the characters will be loaded.

I've got some work done on a help file (or, far more truthfully, someone else has been working on one for me). Hopefully I'll have that dropped in the product soon.


Pathfinder Rulebook Subscriber

Okay. You know how you spend hours trying to read through a forum trying to find an answer to a burning question, finally decide to post because you can't seem to find your question answered clearly, and then within seconds of the post, you finally figure out your burning question.

Then you go to post a reply to let everyone know what a dork you were, and in the process see that the expert of the forum already posted an answer as well.

Well anyway, I really appreciate the quick response.

I would like to say, that I believe the strength of the application is it's ability to track combat initiative, conditions, hit points, etc. for the GM, as well as quick access to magic items, spells, conditions, and monster traits while running an adventure.

Efforts to turn this into a character generator, in my opinion, would be taking the application in the wrong direction. I think the monster advancer is awesome (an unfortunately one of the other DMs in our group now seems to think that all monsters we face have to be advanced and fiendish!! thanks to the tool).

Kudos to Kyle!


A very small buglet and two requests.

Buglet: When importing from PCGen .rprgp files, while the numbers are correct, a "composite longbow" shows up as a "longbow", but like I said, the numbers are correct.

Request 1: On the character bar with "more hp", "actions", "stats", add a button for "add condition". I use this all the time and one less mouse click would be nice.

Request 2: For the "add condition" button, allow adding the same condition to multiple characters at the same time. For instance, it is the cleric's turn and she casts bless. I want to add 2 minutes of the blessed condition to the cleric, fighter and ranger, but NOT the wizard and rogue as they are out of range. Something like a check box to select which characters get the condition.

-- david
Papa.DRB


Papa-DRB wrote:


Request 2: For the "add condition" button, allow adding the same condition to multiple characters at the same time. For instance, it is the cleric's turn and she casts bless. I want to add 2 minutes of the blessed condition to the cleric, fighter and ranger, but NOT the wizard and rogue as they are out of range. Something like a check box to select which characters get the condition.

Papa.DRB

You can do this now. Just select the characters you want to apply the condition to (click on the first and CTRL-click the others) and then right click on any of them and add the condition. It will be applied to all of them.


Ohhhhhh.... Shiny.....

I didn't know that, Thanks!

-- david
Papa.DRB

Cutter wrote:
Papa-DRB wrote:


Request 2: For the "add condition" button, allow adding the same condition to multiple characters at the same time. For instance, it is the cleric's turn and she casts bless. I want to add 2 minutes of the blessed condition to the cleric, fighter and ranger, but NOT the wizard and rogue as they are out of range. Something like a check box to select which characters get the condition.

Papa.DRB

You can do this now. Just select the characters you want to apply the condition to (click on the first and CTRL-click the others) and then right click on any of them and add the condition. It will be applied to all of them.


Papa-DRB wrote:
Request 1: On the character bar with "more hp", "actions", "stats", add a button for "add condition". I use this all the time and one less mouse click would be nice.

While you add that button, could you also add a button to the monsters for their attack?


I love combat manager!

Unfortunately I havn`t been able to use it yet..:( The rest of the guys I play with is a bit against computers at the gaming table, which I can understand, but just felt like I should support such excellent initiative.

Keep up the good work Kyle =)


Warm & Fuzzy wrote:

I love combat manager!

Unfortunately I havn`t been able to use it yet..:( The rest of the guys I play with is a bit against computers at the gaming table, which I can understand, but just felt like I should support such excellent initiative.

Keep up the good work Kyle =)

Do this next session:

Ask one of your players to look up an obscure rule in one of the rule books then look it up using CM and see who finds it faster. lol


Hey Kyle,

I'm having trouble locating the rules about Taking 10/Taking 20 in your Rules database. It seems that the Acuring Skills heading from the Skill chapter of the rules has been left out (with the exception of Aid Another).


Awesome Job!!!

If you have not already started on a logging system I have have some suggestions. You might want to consider something like this.

(COMBAT ORDER)
Grundolf - Initiative 20
Saldor - Initiative 17
Flago - Initiative 10
Ghoul 1 - Initiative 5

(ROUND 1)
Grundolf: HOLDS/DELAYS
Saldor: CASTS Mage Armor on Saldor
Flago: MOVES
Ghoul 1: ATTACKS Flago with 2 Claws and does 4 pts of damage.
>>Flago: FAILED SAVE vs Special Attack paralysis for 2 rounds.
Grundolf: ATTACKS Ghoul 1 with Longsword +1 and does 8 pts of damage

(ROUND 2)
Saldor: CASTS Magic Missile on Ghoul 1 and does 4 pts of damage
Flago: PARALYZED (1 Round(s) left)
Ghoul 1: ATTACKS Grundolf with 2 Claws and does 5 pts of damage
Grundolf: SAVES vs Special Attack paralysis
Grundolf: ATTACKS Ghoul 1 with Longsword +1 and does 12 pts of damage killing Ghoul 1


Just a quick post to remind you that I LOVE your work and will be sending money your way as soon as things get better financially.


BabyBackRIbs wrote:
Warm & Fuzzy wrote:

I love combat manager!

Unfortunately I havn`t been able to use it yet..:( The rest of the guys I play with is a bit against computers at the gaming table, which I can understand, but just felt like I should support such excellent initiative.

Keep up the good work Kyle =)

Do this next session:

Ask one of your players to look up an obscure rule in one of the rule books then look it up using CM and see who finds it faster. lol

Hehe, maybe I will try that :P

It will be difficult finding an obscure enough rule though, the rest of my group knows almost every rule by heart..

Liberty's Edge

Any further news on the iPad app Kyle? I saw the preview you posted and I absolutely love it. I am a new iPad user and have found it invaluable at the gaming table however everything else on the market is seriously lacking (compared to Combat Manager) and NONE of them have a decent initiative tracker.

Keep up the good work and let us know the latest. Perhaps even a new thread?


Kalraan wrote:

Any further news on the iPad app Kyle? I saw the preview you posted and I absolutely love it. I am a new iPad user and have found it invaluable at the gaming table however everything else on the market is seriously lacking (compared to Combat Manager) and NONE of them have a decent initiative tracker.

Keep up the good work and let us know the latest. Perhaps even a new thread?

It's moving along, not a huge pace but it's moving. I've got most of the combat screen features working, but I've got a whole pile of dialogs to build to make all the parts come together.

I've still got some major issues about managing files as well. The iPad doesn't have a MyDocuments, let alone a file dialog. I may or may not integrate with Dropbox, depending on what I can get done easily. Creating my own service for these things also isn't completely impossible, but I don't think I'll have the resources in the short term.


Pathfinder Adventure Path Subscriber

I'm having some more issues with the templates in the monster advancer. It seems like a few of the planar templates are messed up (resolute gives wrong DR/good and smite good instead of DR/chaotic and smite chaos as well as wrong resistances, fiendish gives wrong resistances, for example). The skeleton and zombie templates change the CR but not XP award for the templated monsters.


Dreaming Psion wrote:
I'm having some more issues with the templates in the monster advancer. It seems like a few of the planar templates are messed up (resolute gives wrong DR/good and smite good instead of DR/chaotic and smite chaos as well as wrong resistances, fiendish gives wrong resistances, for example). The skeleton and zombie templates change the CR but not XP award for the templated monsters.

Thanks. I've just created fixes for these and i'll have them in the next release.


Hey Kyle, I noticed a minor omission during a session I ran last week.

On the Combat Maneuvers Rules page, Trip seems to be missing. Everything else seems to be there.


Cutter wrote:

Hey Kyle, I noticed a minor omission during a session I ran last week.

On the Combat Maneuvers Rules page, Trip seems to be missing. Everything else seems to be there.

I'll take a look at it. My process for copying and pasting this into the app wasn't great, so I won't be shocked if there's something missing.

I'm not completely happy with what I have rules-wise for a number of reasons. I need to get a full text search in for it to be more useful.


Is there any way to directly edit damage? I've got a character with Dervish Dance but the program doesn't seem to recognize it and is still applying Strength to hit/damage instead of Dex.


Also, I'm not sure if this has been addressed (I didn't find it in a search of the thread) but anything with an attack that deals energy damage doesn't work when trying to roll the attack.


First, gotta say I love the program. So much cleaner and easier to use than any other combat manager.

Second, a tiny feature request: would it be possible to toggle the dice roller to one-click-rolling? I end up having a second window open for a dice roller, since it is easier to tab over than clicking X to clear, clicking the die I want, and then clicking roll.

Third, while I'm here...

Brotato wrote:
Is there any way to directly edit damage? I've got a character with Dervish Dance but the program doesn't seem to recognize it and is still applying Strength to hit/damage instead of Dex.

Go to the "offense" tab in the monster editor. Click on "manual edit." I use it all the time for stuff like making a separate "power attack" roll and such. Just be warned that certain things that alter your attack rolls (increasing BaB, some effects, etc) will reset it to standard, and you will have to go edit it again.


Mort the Cleverly Named wrote:


Second, a tiny feature request: would it be possible to toggle the dice roller to one-click-rolling? I end up having a second window open for a dice roller, since it is easier to tab over than clicking X to clear, clicking the die I want, and then clicking roll.

I have to second this request. I would love it is the dice buttons actually just rolled one of the specified dice as opposed to adding it to the dice to be ruled specification in the roll window. I'm forever clicking those dice buttons and expecting them to roll a die. After which I say "Doh!" and then hit clear, click the die I want again, and then click roll.

Seems to me it would be much simpler to have those as instant roll buttons and anything else we want to roll we can just type the request for in the roll window.


Cutter wrote:
Mort the Cleverly Named wrote:


Second, a tiny feature request: would it be possible to toggle the dice roller to one-click-rolling? I end up having a second window open for a dice roller, since it is easier to tab over than clicking X to clear, clicking the die I want, and then clicking roll.

I have to second this request. I would love it is the dice buttons actually just rolled one of the specified dice as opposed to adding it to the dice to be ruled specification in the roll window. I'm forever clicking those dice buttons and expecting them to roll a die. After which I say "Doh!" and then hit clear, click the die I want again, and then click roll.

Seems to me it would be much simpler to have those as instant roll buttons and anything else we want to roll we can just type the request for in the roll window.

I'll third that request. Also, I'm wondering how difficult it would be to have the "Clear" button actually clear not only the window log, but also the currently selected dice. As is, if you click d6, roll, clear, then d8, roll, it rolls a d6 and a d8 together. It'd be just that one step easier if "Clear" did the log window and the dice dialogue box.


It appears that the program is not counting additional hit dice beyond the first set when making HP calculations. This prevents things like a custom rage condition from correctly modifying max HP.


Kyle,

A few things cropped up when attempting to Customize the Human Skeleton into a "Burning Skeleton" via the Monster Editor.

1. The skeleton has a feat called Broken Scimitar (his weapon)

2. The skeleton has a feat called Improved InitiativeB broken Chain Shirt, should just be Improved Initiative.

3. Broken Scimitar and Broken Chain Shirt should be parsed in under NPC Gear, as you can see above the information is bleeding into the feats section.

4. Removing the Improved Initiative feat from the skeleton leaves the skeleton's initiative bonus at +6 and requires manual reset to the normal 2.

5. There does not seem to be a way to add energy damage to attacks without using magical weapons (ie a +1 Flaming Sword). For example, the Burning skeleton adds 1d6 fire damage to all its melee & natural attacks, however, there does not seem to be a way to add this sort of extra damage without breaking the Attacks editor through the Manual edit button.


Also, when adding a dagger (or similar melee weapon) to the Ranged Weapons section of the Attacks Editor the program is using STR to calculate the Attack bonus instead of DEX.

This can be fixed with the Manual Edit feature.

Finally - the statistics tab - when adding skills to a character they do not come in alphabetically, and there is no way to rearrange them once in the skills window.


In the Special Abilities section of the Monster Editor there is no way to create a line break or white space for a new paragraph or indentation. When you push enter, it closes out the monster editor instead. This makes it extremely difficult to paste in special abilities with huge amounts of text like the Arcane Bond: Familiar particulars.

This is not the case in the Description Tab, so whatever you're doing in that tab to allow more flexible text exiting, do it all around please :)

Truly finally, and not to sound like a nag, but in addition it might be nice to be able to alphabetize the Special Abilities of a monster as well.


I am always excited to see a new version! I check your site ones a week at the least. Sometimes once a day.


I've got a request too:

I love the ability to rearrange the main screen. I arranged the statblocks and the Monster DB on the right side in tabs. It's ok that the created tabs are on the bottom, but could you put the search field for the Monster DB to the bottom of that screen too? That would make it easier to quickly look up and add a monster to a battle.

Also: Did you have a chance to look into the problem with the taskbar?

Edit: Is there any way to place the main tabs next to the CombatManager-Button if there is enough space? Just like current browsers do? That would free up some valuable space ;)

1 to 50 of 2,466 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Combat Manager application All Messageboards

Want to post a reply? Sign in.