Combat Manager application


Homebrew and House Rules

2,101 to 2,150 of 2,466 << first < prev | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | next > last >>

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?


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.


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.


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.


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.


Here's yet another feature request to add to your long list of feature requests (you only get so many because your program is amazing):

When I run my games, I connect a second monitor to my laptop and maximize the initiative window on it. When I update the names of characters, it doesn't update them on the window. Also, hiding/hiding characters isn't reflected in this either. I'm thinking a re-initialization of the window every time the turn is passed would fix this with very little issue. Maybe you can think of a better way to do it.

Also, if the initiative window could remember where it was when it was last closed and re-open there if possible. (Here's a stackoverflow post about it, assuming you use C#: http://stackoverflow.com/questions/11613523/closing-and-opening-a-form-on-t he-same-monitor-on-dual-monitor-setups)

Thanks again for everything!


Update: The hide/unhide thing totally works, but not for characters who have their initiative linked to another. I'm wanting to put in several common summons from the party god/wizard so that I can just unhide them rather than recreating them every time.


kiligir wrote:
Update: The hide/unhide thing totally works, but not for characters who have their initiative linked to another. I'm wanting to put in several common summons from the party god/wizard so that I can just unhide them rather than recreating them every time.

I'll take a look at the hiding, and I wouldn't mind fixing the dual monitor thing (I also use a dual monitor setup), but I haven't messed with that because it will take a while to make sure that I don't make things worse.

The not updating the name thing constantly bothers me. I'll probably fix that right now.


Pathfinder Adventure Path Subscriber

When I go into the monster editor to edit a construct and click on the little green HD box to edit the construct's HD, the program crashes. Interestingly, this only seems to happen if the construct has no Con score.


Dreaming Psion wrote:
When I go into the monster editor to edit a construct and click on the little green HD box to edit the construct's HD, the program crashes. Interestingly, this only seems to happen if the construct has no Con score.

This will be fixed in the next release.


My first attempt at using CM didn't work out too well yesterday.

I don't have a secondary monitor for my laptop, but I found an app called Air Display that lets me use my Android tablet for one. When I started up CM and turned on its initiative display, it appeared on the primary screen (as usual). Problem is, when I dragged the initiative window into the reach of the secondary display, CM crashed.

Other than that, it worked fine.


Christopher Mathieu wrote:
I don't have a secondary monitor for my laptop, but I found an app called Air Display that lets me use my Android tablet for one. When I started up CM and turned on its initiative display, it appeared on the primary screen (as usual). Problem is, when I dragged the initiative window into the reach of the secondary display, CM crashed.

I'll take a look at this and see if I can get a fix for Kyle to include in a future version.


Was playing around with the Combat Manger combat interface. I found you can make things like the Die Roller into a tab on the Party window. Is there anyway you can put these tabs on the monster window?

Edit: just found make the whole monster window into a tab on the Party window! Cool, didn't know you could do that. I assume the windowing system/interface works the same way on the mobile version?


One thing I found out is with the latest version of Hero Labs , spells seem to have now their sources in square brackets added, when they are not found in the base rulebook. So the import of the newer .por files the output of spells in the "selected monsters" tab is broken as of now.

New spells import:
(CL 8th; concentration +14) 3rd-haste, keen edge, vampiric touch 2nd-defensive shock[UM], elemental touch[APG], glitterdust (DC 16), mirror image, twisted space[UC] (DC 16) 1st-ray of enfeeblement (DC 15), shock shield[UC], shocking grasp, shocking grasp, true strike 0 (at will)-detect magic, flare (DC 14), mage hand, prestidigitation, read magic

When I removed manually the sources in square brackets the output in "selected monsters" is back to normal.

Maybe you can look into it.


Just picked up the Android version and found out you can't alter the layout as you can on the PC version. Arg. I will certainly use it as it is but really wish there were a couple of alternate layouts you could switch between. I'd really like one with only windows for the Dice Roller, Player, and an open view of the current player sheet.

The other thing I missed is that on the PC version there are Base, Combat, Attacks and Resource tabs you can view in the Combat window.


You also can't click on the spells or feat a monster has to bring up the proper rules/details for them or roll dice in the dice roller again.


How hard would it be to write an addition that automatically handles the Sacred Geometry feat? I have no intention of ever using it, and if I have it my way, it'll never see use at a table I play it... But I imagine some GM somewhere will allow it and it would be nice to have such a thing automated as much as possible.


Tels wrote:
How hard would it be to write an addition that automatically handles the Sacred Geometry feat? I have no intention of ever using it, and if I have it my way, it'll never see use at a table I play it... But I imagine some GM somewhere will allow it and it would be nice to have such a thing automated as much as possible.

Extremely complicated,

1st Combat Manager does not track ranks, it only tracks the total plus to the skill roll.
2nd currently Combat Manager does not, utilize metamagic feats or have any "Casting" mechanism for tracking spells or slots.
3rd The Math would be insane, [any series of Addition, Subtraction, Multiplication, Division]
4th If someone was insane enough to take this feat it should be their responsibility to solve the math, I as a DM would require it. I am certainly not going to do the math for them.

As currently written Combat Manager cannot support this.


Scott Seligman wrote:
Christopher Mathieu wrote:
I don't have a secondary monitor for my laptop, but I found an app called Air Display that lets me use my Android tablet for one. When I started up CM and turned on its initiative display, it appeared on the primary screen (as usual). Problem is, when I dragged the initiative window into the reach of the secondary display, CM crashed.
I'll take a look at this and see if I can get a fix for Kyle to include in a future version.

And I did look into this. I tried Air Display on several Android and iOS devices and CM seemed to work well on the remote device. I'd suggest trying to make sure the server and clients of Air Display are all up to date.

If that doesn't help feel free to PM if you want to try and work offline to see if I can track down the issue.


Does anyone have custom homebrew files for Combat Manager and would like to share? :D i will appreciate it! even if is by PM pleaase D: i'm having a hard time adapting illithids and beholders.

Grand Lodge

ok folks... I just went through and created a bunch of custom monsters and added them to the monster database on my computer and want to import them into the monster database on my iPad. I exported the file, synced it to my Combat App, but cant find the import function for the database file on the iPad app.


Richard M. Harris wrote:
ok folks... I just went through and created a bunch of custom monsters and added them to the monster database on my computer and want to import them into the monster database on my iPad. I exported the file, synced it to my Combat App, but cant find the import function for the database file on the iPad app.

There's no custom monster import on the iPad - yet. I'm working on it slowly. The core pieces are in place, it's just a matter of finishing the UI work.


Feature Request: Rolling a check for all party members at once.

I'm an old school DM with player details on custom 3x5 cards and as a storytelling mechanism, there are a certain skills that I roll behind the screen, diplomacy, disable device, stealth, etc.

What I would like to be able to do is roll the same skill check or saving throw en masse for the party or everyone participating in combat. Even better is if I could Hot Key it.

I'll be running my first game with Combat Manager on PC tonight.

Great piece of software!


Pathfinder Adventure Path, Maps Subscriber
DarkUnity wrote:

Feature Request: Rolling a check for all party members at once.

I'm an old school DM with player details on custom 3x5 cards and as a storytelling mechanism, there are a certain skills that I roll behind the screen, diplomacy, disable device, stealth, etc.

What I would like to be able to do is roll the same skill check or saving throw en masse for the party or everyone participating in combat. Even better is if I could Hot Key it.

I'll be running my first game with Combat Manager on PC tonight.

Great piece of software!

You can already do this, hold shift to select a group, or control to select additionally, just like selecting multiple files.


Fabulous. The SHIFT and CTRL clicking does select multiple party members.

I love the little things about the software, the automatic decrementing status effects round by round, the automatic icons for dying and death.

Great software!


Zilfrel Findadur wrote:
Does anyone have custom homebrew files for Combat Manager and would like to share? :D i will appreciate it! even if is by PM pleaase D: i'm having a hard time adapting illithids and beholders.

Here are a Beholder and Mindflayer, best I can do within the current limits of Combat Manager

Converted or Custom Monsters

I may throw a few other things in.


In the monsters tab, instead of a single "Add to Combat" button, it would be nice to have one to add to the monsters group and one to add to the party.

For conditions, it would be nice for them to have the ability to affect initiative, speeds, and skills. Also the ability to add the bonus type for each category and thus have stacking calculated correctly across multiple conditions would be awesome too.

The conditions could also use a more intuitive way to add/remove rounds instead of just adding/subtracting by either 1 round or 5 at a time. Something more akin to the way HP are handled with a spin button and the ability to type a number and add/subtract it. This would be useful for resources as well. Also the option to add a "max" for resources, like with HP.

A "rest" option could be useful to recover HP and resources accordingly.

Keep up the great work!


Hurderpus Maximus wrote:
In the monsters tab, instead of a single "Add to Combat" button, it would be nice to have one to add to the monsters group and one to add to the party.

I'll take a look at this. There's some stuff I can do, but I haven't wanted to clutter the UI. I may be overthinking that.

Hurderpus Maximus wrote:


For conditions, it would be nice for them to have the ability to affect initiative, speeds, and skills. Also the ability to add the bonus type for each category and thus have stacking calculated correctly across multiple conditions would be awesome too.

As cool as it would be, bonus types aren't going to happen now because it would require altering the way monster info is handled. The other stuff I'll think about. If I wasn't in so deep working on the DBs for mobile I would just say I would get those done quickly.

Hurderpus Maximus wrote:


The conditions could also use a more intuitive way to add/remove rounds instead of just adding/subtracting by either 1 round or 5 at a time. Something more akin to the way HP are handled with a spin button and the ability to type a number and add/subtract it. This would be useful for resources as well. Also the option to add a "max" for resources, like with HP.

I'll think about it. Honestly I've always been happy with +1/+5 and I don't know that I can make a spinner fit in the template for conditions, but when a condition has more than 10 turns I usually don't bother tracking it, so I can see how others would use it differently.

Hurderpus Maximus wrote:


A "rest" option could be useful to recover HP and resources accordingly.

Interesting, but I'm not 100% sure how it would work.


Is there any chance you can add mundane items to the treasure generator? I like donjons generator, because it has the option to convert coins into mundane item salvage. This would be awesome for goblin warrens and animal lairs where junk or pieces of a victim's belongings remain. The reason I'd like to see it in your program as donjon is online only, and I can use your program offline.

http://donjon.bin.sh


Hey, I absolutely love this program. I haven't tested it at the table yet, but being an avid DM myself I know this will come in extremely handy. It does almost everything I need... and all in one simple program. I think the only thing that could make it better would be a text tab for campaign notes.

However, the game I run is primarily pathfinder with a few select 3.5 books (tome of battle, BoEF, ect.) added in. I noticed that the program has an import function and was wondering what types of files one would be able to import; I can't imagine that it would be as simple as importing a pfd file of the books in question? (i'm not terribly knowledgeable when it comes to programming or file extensions) How would I import the information from those books? Or would I have to add it all in program manually?

Thanks for a great program!


Belzaq wrote:

Hey, I absolutely love this program. I haven't tested it at the table yet, but being an avid DM myself I know this will come in extremely handy. It does almost everything I need... and all in one simple program. I think the only thing that could make it better would be a text tab for campaign notes.

However, the game I run is primarily pathfinder with a few select 3.5 books (tome of battle, BoEF, ect.) added in. I noticed that the program has an import function and was wondering what types of files one would be able to import; I can't imagine that it would be as simple as importing a pfd file of the books in question? (i'm not terribly knowledgeable when it comes to programming or file extensions) How would I import the information from those books? Or would I have to add it all in program manually?

Thanks for a great program!

I have actually extracted a lot of 3.5 ed. data from dndtools.eu database. Thousands of spells and feats and some conditions too. I have an import file containing this data if you are interested? You cannot specifically see which data is from which source book until after you have imported the data.

If you are curious, I created the import programmatically from an sqlite database file using Combat Manager source code libraries. It seems that you can remove all your imported custom data (if needed) by deleting the contents of the <user>\AppData\Roaming\Combat Manager folder.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber

Kyle, I just wanted to thank you for all your hard work. I first learned of Combat Manager at Gencon when one of the Venture Captain's used it to run our game. I have used the iPad version a couple of times and it is by far the best 'at the table' gaming app I have ever used!

A couple of quick questions:
1. How could I handle conditions like a Witches Hex Evil Eye or Bardic Performance to track rounds?
2. How often do you update the data? I notice Bestiary 4 is included. Is it inline with the contents of Paizo's PRD?


Quote:

However, the game I run is primarily pathfinder with a few select 3.5 books (tome of battle, BoEF, ect.) added in. I noticed that the program has an import function and was wondering what types of files one would be able to import; I can't imagine that it would be as simple as importing a pfd file of the books in question? (i'm not terribly knowledgeable when it comes to programming or file extensions) How would I import the information from those books? Or would I have to add it all in program manually?

Thanks for a great program!

Quote:


I have actually extracted a lot of 3.5 ed. data from dndtools.eu database. Thousands of spells and feats and some conditions too. I have an import file containing this data if you are interested? You cannot specifically see which data is from which source book until after you have imported the data.

If you are curious, I created the import programmatically from an sqlite database file using Combat Manager source code libraries. It seems that you can remove all your imported custom data (if needed) by deleting the contents of the <user>\AppData\Roaming\Combat Manager folder.

Go ahead and link to your data so we can take a look.


Enderrin wrote:

Kyle, I just wanted to thank you for all your hard work. I first learned of Combat Manager at Gencon when one of the Venture Captain's used it to run our game. I have used the iPad version a couple of times and it is by far the best 'at the table' gaming app I have ever used!

A couple of quick questions:
1. How could I handle conditions like a Witches Hex Evil Eye or Bardic Performance to track rounds?
2. How often do you update the data? I notice Bestiary 4 is included. Is it inline with the contents of Paizo's PRD?

Hexes and performances can be tracked by creating a custom condition.

Kyle updates the data when he has time. Generally when he releases a new version.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber
Snapshot wrote:
Enderrin wrote:

Kyle, I just wanted to thank you for all your hard work. I first learned of Combat Manager at Gencon when one of the Venture Captain's used it to run our game. I have used the iPad version a couple of times and it is by far the best 'at the table' gaming app I have ever used!

A couple of quick questions:
1. How could I handle conditions like a Witches Hex Evil Eye or Bardic Performance to track rounds?
2. How often do you update the data? I notice Bestiary 4 is included. Is it inline with the contents of Paizo's PRD?

Hexes and performances can be tracked by creating a custom condition.

Kyle updates the data when he has time. Generally when he releases a new version.

Thank you Snapshot, I found the custom conditions in the PC version but not the iPad version. I guess good things come to those that wait :)


Kyle, just wanted to let you know that I donated again because this software is so good it hurts.


I would like it very much if someone could tell me of a way to add a custom weapon. I can't seem to find this anywhere, and if it doesn't exist, is it in the works to be able to add custom weapons?

Thank you for Combat Manager, Kyle! You're great.


TMNTurner wrote:

I would like it very much if someone could tell me of a way to add a custom weapon. I can't seem to find this anywhere, and if it doesn't exist, is it in the works to be able to add custom weapons?

Thank you for Combat Manager, Kyle! You're great.

Could you give an example and I will explain what you need to do if it is possible.


Snapshot wrote:
TMNTurner wrote:

I would like it very much if someone could tell me of a way to add a custom weapon. I can't seem to find this anywhere, and if it doesn't exist, is it in the works to be able to add custom weapons?

Thank you for Combat Manager, Kyle! You're great.

Could you give an example and I will explain what you need to do if it is possible.

Right now the weapons are defined in a file, and that file hasn't been modified in a while so it's probably missing some newer weapons. There's also info in this file that isn't currently exposed that would be useful (particularly weapon descriptions and costs).

We could create an interface to allow custom weapons to be added. I would have to put some thought into this.


Hello, is there an easy way to transfer all the custom conditions I've made to another copy of Combat Manager (PC)? Also, does the Android app even allow custom conditions?

Also, I noticed that a lot of the teamwork feats from the Adv. Player's Guide are missing; like my favorite...Outflank.

Anyway, thanks for an AWESOME program.

2,101 to 2,150 of 2,466 << first < prev | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | 48 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Combat Manager application All Messageboards

Want to post a reply? Sign in.