Combat Manager application


Homebrew and House Rules

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With regard to importing from Herolab. I just purchased it, and built a ranger and imported him into Combat Manager, but I noticed it imported his horse companion as a humanoid. Don't know if it is the way HeroLab stores data or the way the import works or what. Everything else appeared to be correct, but I didn't spend that much time looking at the import results and comparing them to the HeroLab character that was generated.


This is more of a issue with the data than the program, but I'm looking at the Serpent's Skull NPCs, and they have incorrect features. In particular Sasha Nevah and Aerys Mavato have cleric/serpentfolk features listed under their offense category (Sasha is a ranger and Aerys is a fighter) and Ishirou has bard features listed (he's a rogue). From what I can tell, everything else looks correct.

Thanks to both Kyle and chopswil for creating this awesome tool and assembling its data!


Sethvir wrote:

With regard to importing from Herolab. I just purchased it, and built a ranger and imported him into Combat Manager, but I noticed it imported his horse companion as a humanoid. Don't know if it is the way HeroLab stores data or the way the import works or what. Everything else appeared to be correct, but I didn't spend that much time looking at the import results and comparing them to the HeroLab character that was generated.

Send the file to combatman@kyleolson.com and I'll take a look. Humanoid is a fallback when I can't get the creature type for some reason.


Pathfinder Roleplaying Game Superscriber

In case I haven't said this before, this program is awesome. I use it in every PF game I run (all four of them ^^;), and it almost supplants the need to have the PFSRD and similar resources.

That said, there are a couple features I'd like to request. Firstly, there's currently no way to represent Monk unarmed damage other than using other weapons to stand in, and even that doesn't work past a certain threshold. There's also no way to represent a flurry of blows attack routine; you can get close by setting both weapons to unarmed strike, but the damage for the "off hand" is wrong and you have to manually give Two Weapon Fighting (Related: Double Slice does not seem to properly affect off hand damage).

Ideally what I'd like to see for this is manual entry of weapons rather than picking from a list (especially as odd weapons crop up; one of my players just picked up what can only be described as a battle shovel). Being able to just type in a weapon's name, select damage die, damage type, and critical modifier, and whether it gets 1.5x, 1x, or .5x strength would IMO be a much more flexible way of handling weapons.

Basically I'd like to see something closer to how natural attacks are handled (although even with natural attacks you can't change the crit modifier in the case of creatures with natural attacks crits other than 20/x2.

My second suggestion, which I understand is probably way too much work to implement, would be a way to dynamically add new feats/spells/monsters/etc. from within the program, without needing to do XML editing. I know, I don't ask for much. :p

In any case, thank you for your continued support of this awesome program.


Kyle Olson wrote:


Send the file to combatman@kyleolson.com and I'll take a look. Humanoid is a fallback when I can't get the creature type for some reason.

I'll try to dig the file out tonight later and send it off to you.


So, when are you going to update the monster database file with the new dragons and stuff? ;)

There are still many monsters in the NPC list, is that your bug or is it that way in the database?


eXaminator wrote:

So, when are you going to update the monster database file with the new dragons and stuff? ;)

There are still many monsters in the NPC list, is that your bug or is it that way in the database?

I believe the monsters in the NPC list come from the extra data sources. If you unselect "Adventures and Modules" as well as "Pathfinder Chronicles and Companions" under sources then I believe you will only see the actual NPC entries.

I guess the monsters from those extra sources are classed as NPC's because they are not part of the monster DB itself.

Dark Archive

Cutter wrote:


I guess the monsters from those extra sources are classed as NPC's because they are not part of the monster DB itself.

True, the DB Kyle is pulling from are non-Bestiary Stat Blocks. So it includes "monsters" as wells as "NPCs".


Oh, true, but still, the statblocks should display the class levels too :)

Dark Archive

eXaminator wrote:
Oh, true, but still, the statblocks should display the class levels too :)

That's a Kyle-thing, maybe the font's really small for class levels:)


eXaminator wrote:
Oh, true, but still, the statblocks should display the class levels too :)

I'll have the class level field in the next version.


I think this looks great, but I'm running Ubuntu 10.10/Linux. Anyone got this working with Linux yet?


Moebius wrote:
I think this looks great, but I'm running Ubuntu 10.10/Linux. Anyone got this working with Linux yet?

Linux support is not on my TODO list. I just want to be realistic about this.


Couple of minor spell notes for you.

1) Perceive cues is missing its content description data.
2) Liberating Command is listed twice, once with one M and once with two M's. Spell content is missing from one.

I checked chopswil's database on PFSRD and it appears the content is there for both and the Liberating Command is spelled with one N there, so not sure where the second one is coming in.

Thanks.


Sethvir wrote:

Couple of minor spell notes for you.

1) Perceive cues is missing its content description data.
2) Liberating Command is listed twice, once with one M and once with two M's. Spell content is missing from one.

I checked chopswil's database on PFSRD and it appears the content is there for both and the Liberating Command is spelled with one N there, so not sure where the second one is coming in.

Thanks.

Due to history, the data for spells DB does not necessarily come from Chopswil's data (this applies to the monsters too). I have to merge when things get updated if a spell name changes or doesn't match the data it's quite possible to get a copy of the spell that I have to manually remove. Thanks for catching this one.


Here's another idea that might be quite easy: I'd like to have a possibility to roll hitpoints for monsters after they were added. I just bought Herolab and build a generic NPC with it. I didn't find a way to automatically roll hitpoints there so I selected average. But I'd like to have several of these generic NPCs in a fight and each have different HPs. So it would be very good if it was possible to load a monster and have it role HPs via the rightclick menu or something.


Is there a way to pre-generate encounters so that I can just add them in when the PC's enter into the encounter? If not, could I request this feature be added? I love the program and have begun using it during games I run for PFS online. It really makes combat and looking up feats, spells, monster powers easy.


Actually there IS such a feature! Just build your encounter and save it using the save button above the monster list... and then, when the players enter a room just load that file (using the open button above the monster list).

You can do the same with the player characters so you don't have to put in the information everytime.


Hey, just one more thing: I just built my own monster (actually I converted a 3.5 Monster) and filled it into Heorlabs. Then I gave it some Classlevels and saved it. It does seem to work well, but after importing it to Combatmanager there are some things missing in the statblock. Here's a list what I see missing:
- Spellresistance
- spell like abilities

I also added two new abilities for this race, one as a spell like ability and one as a copy of grab which I changed a bit. The Grab-Copy is shown as special abilty with the short description (the long one would be nice though...) but the spell like abilitie isn't shown (the description of this one would be nice too)!

Let me know if I can help you out by sending you the file or anything!


eXaminator wrote:

Hey, just one more thing: I just built my own monster (actually I converted a 3.5 Monster) and filled it into Heorlabs. Then I gave it some Classlevels and saved it. It does seem to work well, but after importing it to Combatmanager there are some things missing in the statblock. Here's a list what I see missing:

- Spellresistance
- spell like abilities

I also added two new abilities for this race, one as a spell like ability and one as a copy of grab which I changed a bit. The Grab-Copy is shown as special abilty with the short description (the long one would be nice though...) but the spell like abilitie isn't shown (the description of this one would be nice too)!

Let me know if I can help you out by sending you the file or anything!

Go ahead and send me the file. Hopefully I'm just missing something simple.


Combat Manager update to 1.2.1

Add bonuses for all basic conditions
Add spell school filter, spell school links
Add magic section to rules
Fix wondrous item generation
Add Race/Class line to monster display
Fix some herolab companion imports
Fix herolab feat, defensive abilities, spell-like ability, senses, and special ability imports
Ensure monster display in combat view is updated after adding/removing condition
Fix some focus issues with monster display in combat page

CombatManager.com


Kyle Olson wrote:

Combat Manager update to 1.2.1

Add bonuses for all basic conditions
Add spell school filter, spell school links
Add magic section to rules
Fix wondrous item generation
Add Race/Class line to monster display
Fix some herolab companion imports
Fix herolab feat, defensive abilities, spell-like ability, senses, and special ability imports
Ensure monster display in combat view is updated after adding/removing condition
Fix some focus issues with monster display in combat page

CombatManager.com

Thanks for this update Kyle. I discovered a crash bug. When I tried to add the "exhausted" condition to PCs. It doesn't seem to happen when added to monsters though.


MendedWall12 wrote:
Thanks for this update Kyle. I discovered a crash bug. When I tried to add the "exhausted" condition to PCs. It doesn't seem to happen when added to monsters though.

Can you be more specific about how you did this? I haven't been able to make this happen.


Moebius wrote:
I think this looks great, but I'm running Ubuntu 10.10/Linux. Anyone got this working with Linux yet?

Yeah, not working yet because Mono doesn't support the .Net 4.0 framework. You will need to wait until they release Mono 3.0 (Release TBD), or see if the developer would be kind enough to try compiling the app using just .Net 2.0 (3.5 might work, but 2.0 for sure) :)

Dark Archive

h0rnman wrote:
Moebius wrote:
I think this looks great, but I'm running Ubuntu 10.10/Linux. Anyone got this working with Linux yet?
Yeah, not working yet because Mono doesn't support the .Net 4.0 framework. You will need to wait until they release Mono 3.0 (Release TBD), or see if the developer would be kind enough to try compiling the app using just .Net 2.0 (3.5 might work, but 2.0 for sure) :)

He does it in WPF so 2.0 won't work


chopswil wrote:
h0rnman wrote:
Moebius wrote:
I think this looks great, but I'm running Ubuntu 10.10/Linux. Anyone got this working with Linux yet?
Yeah, not working yet because Mono doesn't support the .Net 4.0 framework. You will need to wait until they release Mono 3.0 (Release TBD), or see if the developer would be kind enough to try compiling the app using just .Net 2.0 (3.5 might work, but 2.0 for sure) :)
He does it in WPF so 2.0 won't work

Then I guess that is a 'no' :)

Us poor Linux users will just have to wait for Mono to implement WPF, and with 1800+ methods to go, I don't expect it anytime soon.
Sad Panda...


Hey Keyle, awsome, thanks!

But just a few more notes on the statblock:
- DR should be bold
- Spell-like abilities should be displayed almost like spells (with CL and stuff, sorted by how often the abilitie can be used), I even have seen the concentration bonus on many statblocks right after the CR info which would be nice :)
- I still don't get the class levels... at least not for imported monsters... it does appear for NPCs though!

I guess that's all for now, but for some reason it keeps loading only the APG soruces and I have to select the core sources everytime. Any idea why that ist?

Thanks again for this great tool!


With regard to Mended Wall's problem, tried to replicate, but haven't been able to either.

Looks really good!

The nice thing is I have some downtime from DM'ing and I just discovered that other than the one custom monster from Cult of the Ebon Destroyers, all the rest of the NPC's are in the Monster/NPC List. The other "missing" couple are straight monsters with no class levels so straight out of the Bestiary.

Shout out of Thanks to Chopswil for all the hard work on getting all the NPC's setup.

Dark Archive

Sethvir wrote:


Shout out of Thanks to Chopswil for all the hard work on getting all the NPC's setup.

thanks, again any errors or questions just let me know: chopswil at comcast dot net


Just updated. I can't get over how good this application is...I may need a version of it for my homebrew!!!

The Exchange

I noticed that on d20pfsrd the enemies from the pre-pfrpg APs have been updated and added onto there. Is there any chance they could be added to the monster/NPC list? If not, can anyone help me by sending me them to upload?


kingpin wrote:
I noticed that on d20pfsrd the enemies from the pre-pfrpg APs have been updated and added onto there. Is there any chance they could be added to the monster/NPC list? If not, can anyone help me by sending me them to upload?

Yeah I would love to get my hands on those as well.


I used Combat Manager for the first time in a game session last night. I had pre-created three encounters and loaded the PCs main stats. I found the tool to be a huge boon to my running the session. I was completely amazed at how well designed and useful it is. I really can't offer enough kudos and thanks to the author for making this tool available.


Kyle Olson wrote:
MendedWall12 wrote:
Thanks for this update Kyle. I discovered a crash bug. When I tried to add the "exhausted" condition to PCs. It doesn't seem to happen when added to monsters though.
Can you be more specific about how you did this? I haven't been able to make this happen.

I load a party of Player Characters. Then click on the "..." dialogue box. Click on "add condition." Click "exhausted" leave the rounds at 1, and click "add." It crashes every time regardless of the character I try to add it to.

The error message reads as such:

Microsoft Error Box wrote:

EventType : clr20r3 P1 : combatmanager.exe P2 : 1.2.1.0

P3 : 4d94bdea P4 : system P5 : 4.0.0.0 P6 : 4ba1dff4 P7 : 18
P8 : d P9 : system.argumentnullexception

Not sure if that means anything to you.

Dark Archive

That's weird, Mended - I've tried to get mine to crash but so far no luck.

Are you launching CM, adding a blank hero to the party then applying the condition or are you using a loaded hero, etc.?


MendedWall12 wrote:
Thanks for this update Kyle. I discovered a crash bug. When I tried to add the "exhausted" condition to PCs. It doesn't seem to happen when added to monsters though.

I just tried that exact sequence here and it is working fine for me. It must be something with either your install or the party you are using I am guessing.


MendedWall12 wrote:
Kyle Olson wrote:
MendedWall12 wrote:
Thanks for this update Kyle. I discovered a crash bug. When I tried to add the "exhausted" condition to PCs. It doesn't seem to happen when added to monsters though.
Can you be more specific about how you did this? I haven't been able to make this happen.

I load a party of Player Characters. Then click on the "..." dialogue box. Click on "add condition." Click "exhausted" leave the rounds at 1, and click "add." It crashes every time regardless of the character I try to add it to.

The error message reads as such:

Microsoft Error Box wrote:

EventType : clr20r3 P1 : combatmanager.exe P2 : 1.2.1.0

P3 : 4d94bdea P4 : system P5 : 4.0.0.0 P6 : 4ba1dff4 P7 : 18
P8 : d P9 : system.argumentnullexception
Not sure if that means anything to you.

Send the party file you're using to combatman@kyleolson.com and I'll take a look.


Kyle Olson wrote:
Send the party file you're using to combatman@kyleolson.com and I'll take a look.

Sent. Thanks for taking a look at this.


enrious wrote:

That's weird, Mended - I've tried to get mine to crash but so far no luck.

Are you launching CM, adding a blank hero to the party then applying the condition or are you using a loaded hero, etc.?

Was using a previously saved party of heroes. No matter which member of the party I tried to add the "exhausted" condition to, it crashed. I'm sure it's something on my end if no one else is having trouble.


MendedWall12 wrote:
using a previously saved party of heroes. No matter which member of the party I tried to add the "exhausted" condition to, it crashed. I'm sure it's something on my end if no one else is having trouble.

I've located the issue. I'll have a fix in the next revision.

The Exchange

Only the medium Animated Object is listed, and it's construction points is missing.

Any chance of the other sizes being added?


Kyle Olson wrote:
MendedWall12 wrote:
using a previously saved party of heroes. No matter which member of the party I tried to add the "exhausted" condition to, it crashed. I'm sure it's something on my end if no one else is having trouble.
I've located the issue. I'll have a fix in the next revision.

Sounds good. :) Thanks.

Dark Archive

After I install 1.2.1 and I click the shortcut on my desktop I get "invalid parameters" and it won't start.
I had to delete the shortcut and go to the program's folder to get a new shortcut, when then works


chopswil wrote:

After I install 1.2.1 and I click the shortcut on my desktop I get "invalid parameters" and it won't start.

I had to delete the shortcut and go to the program's folder to get a new shortcut, when then works

That's normal I believe Chopswil. I get that exact same thing with every release. Like you said though, just deleting and recreating the shortcut fixes it.


I only get that parameter thing on my 64bit Win7, not on my 32bit version.

I had a few more things yesterday!
- I had a crash afer left clicking a character in the initiative list (to get the delay options). I think it crashed even before I was able to click anything... but I have no means to recreate it now...

- When healing Monsters/PCs the HP go over the Max HP if using the old quick damage method (not the new fancy doalgue).

- The snatch feat is missing its benefits

- The Rod of Thunder and Lightning is missing most of its infos

Those are just a few things that I noticed yesterday!


I just installed the actual version 1.2.1 and encountered following problem.

The party and monster save/load are exchanged. If i want to load a saved monster group the load player group pops up and vice versa.

Edit: Not if i want to load but save. It wants to save my encounter as *.cmpt.


As I see it there's just no real distinction between those two filetypes anymore since they baiscly save the same type data anyway. So you should be finde just saving it as cmpt file and work with that.

Sovereign Court

h0rnman wrote:
chopswil wrote:
h0rnman wrote:
Moebius wrote:
I think this looks great, but I'm running Ubuntu 10.10/Linux. Anyone got this working with Linux yet?
Yeah, not working yet because Mono doesn't support the .Net 4.0 framework. You will need to wait until they release Mono 3.0 (Release TBD), or see if the developer would be kind enough to try compiling the app using just .Net 2.0 (3.5 might work, but 2.0 for sure) :)
He does it in WPF so 2.0 won't work

Then I guess that is a 'no' :)

Us poor Linux users will just have to wait for Mono to implement WPF, and with 1800+ methods to go, I don't expect it anytime soon.
Sad Panda...

Should work just fine in a QEMU virtual machine (running XP). Just about to try that.

Sadly Wine 1.3 has a bug which prevents the .Net 4.0 installer completing at present. Watch this space:

http://appdb.winehq.org/objectManager.php?sClass=version&iId=17886

Sovereign Court

Tested quick bug in 1.2.1

If you select just core and APG in sources then stop and restart the program, the Core option is always unticked. You have to manually change this each time you start the program.

Running just fine in a VM (WinXP) on Linux.

Sovereign Court

Another bug:
Most of the afflictions are shown twice.

Additional Feature Needed:
No bard song or witch hex conditions can be applied, other than custom use.

Is there any way to apply one affliction/spell to multiple party or monster members?

I can see feat modifiers will take some time. Any chance of adding a special modifier to the weapons entry to cover this as a workaround? I have a character using a whip.

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