Combat Manager application


Homebrew and House Rules

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4G63 wrote:
Any chance of getting Psionics unleashed stuff put in. I realize it's not core stuff, but I believe it is very popular. Thanks

Probably not. I'm trying to keep it to the core stuff. I intend to have some more ability to add custom data in the future, but the Psionic stuff is sort of a round peg/square hole situation. I wouldn't have a good place to add it in.


I may be overlooking it, but is there a way to add class levels to monsters like orcs? All I can find is the drop down bars for templates and such.

EDIT: I don't know anything about coding, so I don't know how hard it would be to write that function in aside from knowing that it would be a lot of work including 20 levels of several classes in modular chunks... Assuming it isn't already in there and I'm missing it, is there any hope for seeing it in a later version?


Foghammer wrote:

I may be overlooking it, but is there a way to add class levels to monsters like orcs? All I can find is the drop down bars for templates and such.

EDIT: I don't know anything about coding, so I don't know how hard it would be to write that function in aside from knowing that it would be a lot of work including 20 levels of several classes in modular chunks... Assuming it isn't already in there and I'm missing it, is there any hope for seeing it in a later version?

There isn't a feature for it. I've been thinking about adding something simple, but I don't currently have it in the plans. It would probably be something without many options, because adding class levels is a complicated business.

I recommend using Hero Lab or PCGen for now and importing the monster.


First of all, love your program. I have been using it for a while now, and it has been a great help.

But I've been meaning to ask this for a while now. Is there a way to increase the CR of a blank monster? I ask this, because whenever I use a blank monster, and fill in all the custom stats, that is one of the simpler things I can't seem to change. Because if I ever include a custom monster in my battles, I can then never get an accurate number for the overall CR or XP for the encounter.

Is there a way to do this? And if not, is there a way for you to add it?


Merkatz wrote:


Is there a way to do this? And if not, is there a way for you to add it?

It's in progress right now.


Hi,

Excellent program, very impressive.

I have one thing that would be awesome, though challenging to implement.
A attack dice roller would be incredible, so that I can have the program roll the attack for the monster and put out results. Is this possible already with the program? Or would it be possible to implement? If so, that would make this program my hands-down choice forever.

Thanks,

Lavachild


Lava Child wrote:

Hi,

Excellent program, very impressive.

I have one thing that would be awesome, though challenging to implement.
A attack dice roller would be incredible, so that I can have the program roll the attack for the monster and put out results. Is this possible already with the program? Or would it be possible to implement? If so, that would make this program my hands-down choice forever.

Thanks,

Lavachild

This is on my TODO list. I'll probably have it in the version after the next.


I am not complaining in the slightest, but I find myself waiting with bated breath for each new release from Kyle for Combat Manager. For a while it seemed like it was occurring every week or ten days. Now with the longer development time on the latest release, I can't wait to see what Kyle has cooked up for us this time. Everytime I think it can't possibly get better, Kyle whips up something creative or "Wow! Why didn't I think of that!" kind of notion.

I know I have sent off a few things to his email of issues that I found, so I await the resolution of those, hoping each day that a new release from Kyle is forthcoming.

As always, I await impatiently the goodness that is Combat Manager.

Thanks as always.

Dark Archive

Sethvir wrote:

I am not complaining in the slightest, but I find myself waiting with bated breath for each new release from Kyle for Combat Manager. For a while it seemed like it was occurring every week or ten days. Now with the longer development time on the latest release, I can't wait to see what Kyle has cooked up for us this time.

Speaking from experience of trying to do my own "combat manager"-- the devil is in the details.

I tried to have my be able to cast spells, use magic items, along with all the other stuff.
Trying to designing all the classes(computer coding version of the word "class" being used here) and coding the effects for all spells and magic items was the killer.

I'm not surprised his release times have increased.


Sethvir wrote:

I am not complaining in the slightest, but I find myself waiting with bated breath for each new release from Kyle for Combat Manager. For a while it seemed like it was occurring every week or ten days. Now with the longer development time on the latest release, I can't wait to see what Kyle has cooked up for us this time. Everytime I think it can't possibly get better, Kyle whips up something creative or "Wow! Why didn't I think of that!" kind of notion.

I know I have sent off a few things to his email of issues that I found, so I await the resolution of those, hoping each day that a new release from Kyle is forthcoming.

As always, I await impatiently the goodness that is Combat Manager.

Thanks as always.

This! Soooooo much this.


Sethvir wrote:

I am not complaining in the slightest, but I find myself waiting with bated breath for each new release from Kyle for Combat Manager. For a while it seemed like it was occurring every week or ten days. Now with the longer development time on the latest release, I can't wait to see what Kyle has cooked up for us this time. Everytime I think it can't possibly get better, Kyle whips up something creative or "Wow! Why didn't I think of that!" kind of notion.

I know I have sent off a few things to his email of issues that I found, so I await the resolution of those, hoping each day that a new release from Kyle is forthcoming.

As always, I await impatiently the goodness that is Combat Manager.

Thanks as always.

So much pressure :)

Seriously, it's coming. I've got to finish building all of the UI for the Monster Editor and make it work without blowing up. Too much. Once I get the editor done I'll push out the next revision, and then I can start working on the revision after than.


chopswil wrote:
Sethvir wrote:

I am not complaining in the slightest, but I find myself waiting with bated breath for each new release from Kyle for Combat Manager. For a while it seemed like it was occurring every week or ten days. Now with the longer development time on the latest release, I can't wait to see what Kyle has cooked up for us this time.

Speaking from experience of trying to do my own "combat manager"-- the devil is in the details.

I tried to have my be able to cast spells, use magic items, along with all the other stuff.
Trying to designing all the classes(computer coding version of the word "class" being used here) and coding the effects for all spells and magic items was the killer.

I'm not surprised his release times have increased.

I work as an Analyst with a large ERP package at my company and I write specs all the time for our programmers, and as stuff gets more complex, the development time definitely goes up, so I am not surprised either.


Kyle Olson wrote:
Sethvir wrote:

I am not complaining in the slightest, but I find myself waiting with bated breath for each new release from Kyle for Combat Manager. For a while it seemed like it was occurring every week or ten days. Now with the longer development time on the latest release, I can't wait to see what Kyle has cooked up for us this time. Everytime I think it can't possibly get better, Kyle whips up something creative or "Wow! Why didn't I think of that!" kind of notion.

I know I have sent off a few things to his email of issues that I found, so I await the resolution of those, hoping each day that a new release from Kyle is forthcoming.

As always, I await impatiently the goodness that is Combat Manager.

Thanks as always.

So much pressure :)

Seriously, it's coming. I've got to finish building all of the UI for the Monster Editor and make it work without blowing up. Too much. Once I get the editor done I'll push out the next revision, and then I can start working on the revision after than.

Kyle, no worries. I've become a Combat Manager junkie and I need my fix!!! <Goes off to twitch in the corner>


Kyle Olson wrote:
Sethvir wrote:

I am not complaining in the slightest, but I find myself waiting with bated breath for each new release from Kyle for Combat Manager. For a while it seemed like it was occurring every week or ten days. Now with the longer development time on the latest release, I can't wait to see what Kyle has cooked up for us this time. Everytime I think it can't possibly get better, Kyle whips up something creative or "Wow! Why didn't I think of that!" kind of notion.

I know I have sent off a few things to his email of issues that I found, so I await the resolution of those, hoping each day that a new release from Kyle is forthcoming.

As always, I await impatiently the goodness that is Combat Manager.

Thanks as always.

So much pressure :)

Seriously, it's coming. I've got to finish building all of the UI for the Monster Editor and make it work without blowing up. Too much. Once I get the editor done I'll push out the next revision, and then I can start working on the revision after than.

Kyle don't sweat it man. No worries at all. The version out now is so BA that there's no real need for a newer version. It's just, as Sethvir said, you've gotten so many of us hooked on your narcotic, that we start to get the itches after a while. No problems. You work at your pace and we'll reap the benefits whenever they arrive.

:) (:


chopswil wrote:


I tried to have my be able to cast spells, use magic items, along with all the other stuff.
Trying to designing all the classes(computer coding version of the word "class" being used here) and coding the effects for all spells and magic items was the killer.

I'm not surprised his release times have increased.

I did go on a bit of a tear where I was dropping release after release so I kind of spoiled people, but chopswil's idea is right here. Sometimes I have to spend the time to make a big feature.

The good news is that if I do it right the work I do on the big feature allows me to do lots of little features quickly in future releases.

There are certain things I will never have the time to provide, like a full character editor, but hopefully I can keep providing useful features for this for some time.


Kyle Olson wrote:
chopswil wrote:


I tried to have my be able to cast spells, use magic items, along with all the other stuff.
Trying to designing all the classes(computer coding version of the word "class" being used here) and coding the effects for all spells and magic items was the killer.

I'm not surprised his release times have increased.

I did go on a bit of a tear where I was dropping release after release so I kind of spoiled people, but chopswil's idea is right here. Sometimes I have to spend the time to make a big feature.

The good news is that if I do it right the work I do on the big feature allows me to do lots of little features quickly in future releases.

There are certain things I will never have the time to provide, like a full character editor, but hopefully I can keep providing useful features for this for some time.

You know what I dread? The day when you finally come on the boards and say: "I'm done. This will be the last update to Combat Manager, except for bug fixes." On that day a great disturbance will be felt in The Force.


Pathfinder Adventure Path Subscriber

Thank you very much for fixing the issues with the npc database thing. Only other thing I see now is that some of the monster templates have some minor issues. The zombie doesn't add hit dice and CR seems to be off with the skeleton at higher CRs. Natural armor class for the skeleton and zombie seems to add to the base natural armor class value, rather replacing it as it's supposed to. Also some issues with hit points and Con still being around for the zombie.

Occasionally with the templates an extra bite or claw attack will come up when there are some already existing in the base creature.

Keep up the good work.


Sethvir wrote:


Kyle, no worries. I've become a Combat Manager junkie and I need my fix!!! <Goes off to twitch in the corner>

Get out of the corner Seth - I was here first! <twitch> <twitch>


Kyle Olson wrote:
I did go on a bit of a tear where I was dropping release after release so I kind of spoiled people, but chopswil's idea is right here. Sometimes I have to spend the time to make a big feature.

But that is what every good drug dealer does. You provide the samples that get them hooked. Now you have them waiting & BEGGING for another "hit". You, my man, have some serious dope. :P


I'm just preparing a game where the players will likly face a few large groups of mor the 20 enemies. This does get rather crowded if I try to keep track of HP and stuff in combatmanager on my netbook ;)

So here are a few ideas that might help to make everything a beat clearer in larger battles:


  • I'd like to have some way to change the color of an entry in the monster list. This might speed up finding certain entries if the list gets longer.
  • Maybe there's a way to indent connected entries like in the initiative list (just enough to see where one monster-type ends and the next one starts).
  • I'd love to have an option to switch to a reduced view for those encounters. Perhaps without the Initiative bonus field on each entry (at least not in the main view) and without the max HP field. Probably even without thhe buttons (except for the "Actions" button). Perhaps this way it would be possible to reduce entries to one line. I don't say this should be the default way of displaying entries, but maybe you could add an option to switch between display modes for different entries.

Those are just a few ideas of the top of my head. :-)

EDIT:
Just one more thing: I get a horizontal scrollbar in the initiative list if a name gets to long (but only if that monsters initiative is linked to another monster). That is kind of annoying ;)


eXaminator wrote:
I'd love to have an option to switch to a reduced view for those encounters. Perhaps without the Initiative bonus field on each entry (at least not in the main view) and without the max HP field. Probably even without thhe buttons (except for the "Actions" button). Perhaps this way it would be possible to reduce entries to one line. I don't say this should be the default way of displaying entries, but maybe you could add an option to switch between display modes for different entries.

The first two ideas are new and I have to think about them, but this third idea has been on my mind for a while. Once I get the next revision out (which may be really soon :p ) I'll see what I can do with it.


Combat Manager update to 1.2.6:

Add Monster Editor
Add initiative window for players
Add ability to roll iniative for individual characters
Add more rules info, reorganize some rules
Add Ultimate Magic spells
Add APG Magic Items to treasure generator
Add APG and Ultimate Magic spells to treasure generator
Fix character removal crash
Remove initiative list linked iniative scrollbar
Reduce mundane item generation in treasure generator
Fix prices for magic weapon and armor special abilities
Fix display of a number of feats
Add Entropic and Resolute templates
Add initiative reset button
Add 3d6 Initiative setting
UI design updates

CombatManager.com


any chance of this program coming to android for smartphones?

no one in my game keeps a laptop at the table, but all have smartphones. something like this would be killer on android...

just an idea.


Brett Gillespie wrote:

any chance of this program coming to android for smartphones?

no one in my game keeps a laptop at the table, but all have smartphones. something like this would be killer on android...

just an idea.

I'm looking to find ways to extend this onto more platforms, but it's probably not going to show up in the short term. The reality is that at a lot of gaming groups nearly everybody has an Android or iOS device and it would be great to find a way to use those to add value to the gaming experience.


Like always: This is awsome!

But I get a crash as soon as I try to open the monster editor for a blank monster!

I do like the external Initiative window, though I didn't quite figure how to "hide" a monster (since there is a "display hidden" option in that initiative window).

Edit:
Also I can't seem to add a special abilitie to a monster (tryed it with the aasimar). Nothing happens if I press the button.

Edit2:
It does work with the aboleth though (probably since it already has special abilities).


eXaminator wrote:

Like always: This is awsome!

But I get a crash as soon as I try to open the monster editor for a blank monster!

Experiencing same problem here on a Win7 64bit machine.


eXaminator wrote:

Like always: This is awsome!

But I get a crash as soon as I try to open the monster editor for a blank monster!

I must have broken this near the end of making changes. I'll get it fixed up soonish. Hopefully it is obvious.


Combat Manager update to 1.2.7:

Fix blank monster crash
Fix Special Ability adding for some monsters

CombatManager.com


Oh wow. The monster editor is damn sexy.


Merkatz wrote:
Oh wow. The monster editor is damn sexy.

Tell me how it works out for you. My goal for this was to create something which allowed you to input any random monster. You can save it in a party file right now, which works fine but isn't the most elegant. It's an important step towards allowing users to build custom Monster DBs, though.


Kyle Olson wrote:

Combat Manager update to 1.2.7:

Fix blank monster crash
Fix Special Ability adding for some monsters

CombatManager.com

That was fast! Time to inject myself with a little bit of the narcotic you're cooking.

Thanks Kyle.


MendedWall12 wrote:

That was fast! Time to inject myself with a little bit of the narcotic you're cooking.

Thanks Kyle.

With a new feature this big I knew something would break so I was waiting around to see what it was :)


eXaminator wrote:

I do like the external Initiative window, though I didn't quite figure how to "hide" a monster (since there is a "display hidden" option in that initiative window).

Same question here - is hiding a "yet to be completed?"


Cutter wrote:
eXaminator wrote:

I do like the external Initiative window, though I didn't quite figure how to "hide" a monster (since there is a "display hidden" option in that initiative window).

Same question here - is hiding a "yet to be completed?"

I need to fix the terminology here. I knew it was a problem but forgot about it :P

If you turn off "show monsters" and then click "show hidden" you'll see a "?????" for the monster name on the list.


Awsome kyle, can't wait to download the fixed Version and give that nasty Editor a good try! :)

And yes, you should clear this terminology up a bit ;)

Just an idea for that Android/iPhone App question before: I think it would be awsome to just have the initiative view as an App which is able to communicate with the core app via Wifi, thus allowing to display the current initiative list on a (or several) Smartphone(s). Or maybe you (or someone else! maybe me if I come to think about this) could just write up a small web app that runs on the same machine as the actual combatmanager. But this would need some sort of interface to Combatmanager to get the current initiative... I need to think about this for a while... :)


Cutter wrote:
Sethvir wrote:


Kyle, no worries. I've become a Combat Manager junkie and I need my fix!!! <Goes off to twitch in the corner>

Get out of the corner Seth - I was here first! <twitch> <twitch>

No, the other corner!!!


Kyle,

you shouldn't have Perception appear in the "Senses" textbox within the Monster Editor. I Run into some odd behaviours with having wrong values, two PErception entries in the Statblock or a semicolon infront of "Perception" without actually having any other Senses. I think it would be better to just edit perception via the skill.


Kyle, I'm really happy for you, and I'ma let you finish, but I just want to say that this is the best application of all time. Of ALL time.

Yeah, I realize there are problems with the execution of that joke, but you know what? It's TRUE.


I just found another bug within the monster editor: when I change the "Space" or "Reach" field it crashes as soon as I leave that field (tested with a blank monster which as Space and reach of 0).

Edit: Oh, and you should check the Tab-order of those field in the editor. It would help if they were in the proper order ;)

Liberty's Edge

Foghammer wrote:

Kyle, I'm really happy for you, and I'ma let you finish, but I just want to say that this is the best application of all time. Of ALL time.

Yeah, I realize there are problems with the execution of that joke, but you know what? It's TRUE.

It's never wrong to make a Kanye joke.


Jeremiziah wrote:
Foghammer wrote:

Kyle, I'm really happy for you, and I'ma let you finish, but I just want to say that this is the best application of all time. Of ALL time.

Yeah, I realize there are problems with the execution of that joke, but you know what? It's TRUE.

It's never wrong to make a Kanye joke.

Should be it is never wrong to make a joke out of Kayne. :P


Woo Hoo. New release.

Been playing with it a bit. Like the new monster editor.

I've crashed this version a couple of times, but I think it had to do with special characters that were copied over from the source material, specifically parenthesis.

A couple of other things I noticed in addition to the couple of things above. Immune and SR are reversed. In the editor I put 21 as the SR in the SR field and then as a test put Immune to Nothing in the Immune field and they came out reversed on the Character Stats column.

I have established this as a CR 9 monster, but when the system does it's calculation at the bottom of the Monsters column shows this a a CR1 worth XP 400. On the Current under the Character Stats it does show worth 400 XP.

Copying and pasting into the app in some of the "long text" fields doesn't appear to work very well. I can get about one line at a time into some of them and then others like description seem to work fine.

Not sure what Aura is intended to be used for offhand.

Also, the monster I was entering, is an Outsider, and then it has a (native) subtype. Any plans to add that functionality?

Also, with regard to the spells, any thought about adding the descriptors to the content?

Thanks as always.


And here are some more things:
- It's not possible to have a line-break in any field since pressing enter closes the editor. It would be nice to have line-breaks for those textareas, especially Spells and Spell-Like Abilities!

- There's a textbox for "Defensive Abilities" missing (this is where stuff like uncanny dodge should go).

- There should be a way to add conditional modfiers for CMB (like "grapple +4") and special abilities to hp (like "fast healing 5").

I'll keep up if I find more :)

Eidt:
Is there a way to change the critical range for weapons / Natural attacks? Especially if having the Improved Critical feat? Or the attack/damage bonus for certain attacks? (like from weapon focus and specialization)


Sorry, but I seem to keep finding those bugs ;)

I tryed to edit a Fire Giant. I wanted to give him a bigger armor, so I tryed to raise the "Armor" field from 8 to 9. But instead of just chaning it and recalculating the AC it actually added the entered 9 to the former 8, reducing in an "Armor" of 17. Entering another number results in more adding up of numbers... also the -1 Dex modifier to AC is broken in the statblock. The minus (-) displays as "ΓÇô". So does the -1 for the size modifier. And for some reason there is a bracket "(" to much infront of the +8 armor in the statblock.


eXaminator wrote:
Sorry, but I seem to keep finding those bugs ;)

Thanks for taking a look at this stuff, I appreciate it. I'll see if I can get to these bugs in the next couple days.


You're welcome, I know that a single developer can impossibly find all bugs, not even some of the more obvious ones ;) Sometimes you test something several times and it works perfectly and the next moment, after changing something completly different, it breaks down and you don't test it anymore. Been there, done that ;)

Anyway, I can't wait for the fixes, because this Editor is absolute great. I can't wait so see what features you've got for us in the next major release :)


Another issue with the Monster Editor: Deflection-Bonus to AC should also apply to Touch! (see http://www.d20pfsrd.com/basics-ability-scores/glossary#TOC-Bonus-Deflection -)


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Combat Manager update to 1.2.8:

Add mini character display option
Fix Monster Editor Space/Reach crash
Monster editor tab order improvements
Fix reversed SR/Immune fields
Fix Monster Editor XP changes
Add defensive abilities field
Add deflection bonus to touch AC

CombatManager.com


Kyle,

This stuff is looking fantastic, the monster editor is looking really promising, sweet job man.

I was wondering if you are thinking of linking the monster editor to the monster tab?

Right now the relationship is one way, you can make a monster or pull one out of the database and edit it and it goes into the monsters field in the combat tab for our encounter. But is there any way to review this monster in the database?

Let's say I start with the normal Orc (hey, i like orcs) and edit it so it becomes an Orc Warrior 1/Barbarian 1 and so on and so forth adding the various barbarian class abilities and all that. The masses rejoice thank you very much kyle, things are woking well and I'm a very happy camper.

Wouldn't it be interesting if you could pipe this creation you've spent a lot of time on back into the Monster DB as a monster with a different name? Maybe under a new "Created Monsters" heading/filter or something? So that the next time you want say, 10 Orc Barbarians you can easily whip them out of the database with a few clicks and be done?

Furthermore, if they are in the DB and follow the structure you've already set up here, we can now use your advancement tools and various templates you've already got in place to improve things even more.

So now we've got 10 Orc Barbarians, but this one is a Giant and this one is young, this one is a vampire, this one is celestial, this on is the advanced template etc.

I realize you can clone monsters and save encounters, but this would be an additional layer of customizablity. And it would improve searchability since you've got all the monsters you've edited/created right in front of you.


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600!!!!!!!!!

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