Combat Manager application


Homebrew and House Rules

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I was testing the diceroller and I´ve some questions;

- when I hit or miss a target I get a black marker that indicates a hit or a miss, and a blue marker that indicates damage (even if I miss).

Would it be possible to make them green if I hit and black if I miss?
It would be great if you didn´t have to check if you actually hit or not.

I also get a red marker that reads ( 8(1) ) attacking with a longbow at +7. No damage is shown here,though I missed. I guess that´s a 1 or a fumble?
Perhaps I´m missing something obvious, thanks.

Asmo


Asmo wrote:

I was testing the diceroller and I´ve some questions;

- when I hit or miss a target I get a black marker that indicates a hit or a miss, and a blue marker that indicates damage (even if I miss).

Would it be possible to make them green if I hit and black if I miss?
It would be great if you didn´t have to check if you actually hit or not.

I also get a red marker that reads ( 8(1) ) attacking with a longbow at +7. No damage is shown here,though I missed. I guess that´s a 1 or a fumble?
Perhaps I´m missing something obvious, thanks.

Asmo

We already had this, there'd just be too much stuff to keep track of in order to automatically check if it was a hit or miss (i.e. you'd have to keep track of every modifier for the targets AC and the attacker... would you really like to do that?).

Anyway, 1 is always a miss, so I guess Kyle doesn't have the CM roll damage for that.


eXaminator wrote:
Asmo wrote:

I was testing the diceroller and I´ve some questions;

- when I hit or miss a target I get a black marker that indicates a hit or a miss, and a blue marker that indicates damage (even if I miss).

Would it be possible to make them green if I hit and black if I miss?
It would be great if you didn´t have to check if you actually hit or not.

I also get a red marker that reads ( 8(1) ) attacking with a longbow at +7. No damage is shown here,though I missed. I guess that´s a 1 or a fumble?
Perhaps I´m missing something obvious, thanks.

Asmo

We already had this, there'd just be too much stuff to keep track of in order to automatically check if it was a hit or miss (i.e. you'd have to keep track of every modifier for the targets AC and the attacker... would you really like to do that?).

Anyway, 1 is always a miss, so I guess Kyle doesn't have the CM roll damage for that.

Yes, I'm not doing any roll against AC, at least in current versions, so I always roll damage except in the case of a 1, since it's always a miss. I suppose there are situations where that's not true, but I figured that would be rare enough that I didn't need to worry about it.


eXterminator wrote:
We already had this, there'd just be too much stuff to keep track of in order to automatically check if it was a hit or miss (i.e. you'd have to keep track of every modifier for the targets AC and the attacker... would you really like to do that?).

Yes, I'd like to see Combat Manager get that advanced at some point. The system is already starting to take shape to enable this (though it would be admittedly more complex).

@kyle -
A roll of 1 is an auto-miss.


Stynkk wrote:
eXterminator wrote:
We already had this, there'd just be too much stuff to keep track of in order to automatically check if it was a hit or miss (i.e. you'd have to keep track of every modifier for the targets AC and the attacker... would you really like to do that?).

Yes, I'd like to see Combat Manager get that advanced at some point. The system is already starting to take shape to enable this (though it would be admittedly more complex).

@kyle -
A roll of 1 is an auto-miss.

Also in case anyone missed it the dice roller window now automatically flags rolls of 20 in green, and rolls for the critical as well. Another nice time saver for the GM. It isn't perfect because it doesn't take into account weapons with increased critical threat rolls, but it is a time saver nonetheless.


Cutter wrote:

Also in case anyone missed it the dice roller window now automatically flags rolls of 20 in green, and rolls for the critical as well. Another nice time saver for the GM. It isn't perfect because it doesn't take into account weapons with increased critical threat rolls, but it is a time saver nonetheless.

Yep, I like that feature.


Cutter wrote:

It isn't perfect because it doesn't take into account weapons with increased critical threat rolls, but it is a time saver nonetheless.

The result be green if it hits anywhere in the listed critical threat range. On a listed 19-20, it will be green if the roll is a '19'. Of course, the 19 could still be a miss, but that goes back to the fact it doesn't check against a target number.


Kyle Olson wrote:
Cutter wrote:

It isn't perfect because it doesn't take into account weapons with increased critical threat rolls, but it is a time saver nonetheless.

The result be green if it hits anywhere in the listed critical threat range. On a listed 19-20, it will be green if the roll is a '19'. Of course, the 19 could still be a miss, but that goes back to the fact it doesn't check against a target number.

Okay I stand corrected Kyle. The result is green and and the crit rolled if it is anywhere in the threat range for the selected attack.I think I was reading the window incorrectly. Very nice feature then!

Do you always have to be one step in front of me?


Is there a good way to stat out animal companions in CM? I know that I could use the Monster Advancer and customize something, but I'm talking about base animals containing the correct stats as detailed in the Druid class write-up. (A tiger from the bestiary is quite different from the 'big cat' specified in the Druid class.)

Assuming it's not already a feature that I'm missing, what I'd really love for animal companions and familiars is the ability to select the creature and then set either the druid or wizard level and have it apply all of the level-dependent attributes and call up a list of any choices that the player needs to make (i.e. skills, feats).


Laithoron wrote:

Is there a good way to stat out animal companions in CM? I know that I could use the Monster Advancer and customize something, but I'm talking about base animals containing the correct stats as detailed in the Druid class write-up. (A tiger from the bestiary is quite different from the 'big cat' specified in the Druid class.)

Assuming it's not already a feature that I'm missing, what I'd really love for animal companions and familiars is the ability to select the creature and then set either the druid or wizard level and have it apply all of the level-dependent attributes and call up a list of any choices that the player needs to make (i.e. skills, feats).

I don't have anything like this. This falls under the "Character Builder" category that I'm not going to get into, at least in any foreseeable future. The effort involved is more than I have time for at the present.


Kyle, this program is awesome. I'm gonna have to pass it on to my friends.


Hey Kyle, still using the program and LOVING EVERY SECOND OF IT. However, my PCs followers(read: Minions) are at a level now where I need to have them included in combat and I feel that it might not be bad to have the PCs available in the sheet as well- essentially I'm going from using Gamemastery pads to your app entirely for my Darklight Sisterhood game, which has a LOT of people to keep track of. What PC generating program works best with your Combat Manager?


Freehold DM wrote:
Hey Kyle, still using the program and LOVING EVERY SECOND OF IT. However, my PCs followers(read: Minions) are at a level now where I need to have them included in combat and I feel that it might not be bad to have the PCs available in the sheet as well- essentially I'm going from using Gamemastery pads to your app entirely for my Darklight Sisterhood game, which has a LOT of people to keep track of. What PC generating program works best with your Combat Manager?

There are two that I import from right now: Hero Lab and PC Gen.


Kyle, I saw your iPad tests, very interesting indeed.


Stynkk wrote:
Kyle, I saw your iPad tests, very interesting indeed.

More interesting screenshot

Some of this actually works.

There are a few obstacles here, off the top of my head:

1) It just takes time to build UI, longer per element on the iPad than on the PC. I can layout a new dialog on the PC in a couple of minutes, but it takes much longer for a similar element on the iPad no matter how I do it. Additionally some things are much tougher to create UI for. Fingers are big. On screen keyboards cause problems.

2. The app is pretty slow to start up right now. 30 seconds or more. CombatManager does a big load at the beginning to get all of the XML. This hasn't been a huge problem on the PC even though the file sizes have tripled since the start but the iPad is less powerful than any PC netbook. I'm trying to see how I can delay loading some of this, but at the same time I want the app to run smoothly once it's running. Memory could also be a problem but I don't think it will be.

3. There's no easy way to get files in and out of the iPad for saving parties or combat state. There's a way for an app to list docs it stores in iTunes, but it's not user friendly. I might be able to get DropBox to work.


And again... iOS gets more love then android, what a shame :(

But awsome anyway... :)


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eXaminator wrote:

And again... iOS gets more love then android, what a shame :(

But awsome anyway... :)

I've got access to android devices and when this project gets out I'll be going there.

The Exchange

Kyle Olson wrote:

I've got access to android devices and when this project gets out I'll be going there.

YAY!!!!

[Does a little dwarf dancing]


Kyle Olson wrote:

1) It just takes time to build UI, longer per element on the iPad than on the PC. I can layout a new dialog on the PC in a couple of minutes, but it takes much longer for a similar element on the iPad no matter how I do it. Additionally some things are much tougher to create UI for. Fingers are big. On screen keyboards cause problems.

Ah, the horror of touch devices :) I think this will benefit from lots of user testing once you get it in a semi-usable state.


Kyle Have you had a chance to look at Blessing of Fervor not adding the additional info?


Dumbsteven wrote:
Kyle Have you had a chance to look at Blessing of Fervor not adding the additional info?

I did, but then I forgot to follow up. I'm fixing it right now.


One thing I've noticed (and I apologise if this has already been mentioned somewhere in thread). I'm using Combat Manager on my netbook. Because of the screen resolution (1024x600) I have the Windows taskbar set to autohide. However, whenever I maximise the Combat Manager window I can no long access the Windows taskbar. Hovering my mouse at the bottom of the screen doesn't bring it up (as it does with other programs). I can, of course, minimise Combat Manager or use Alt-Tab in order to access other programs but if you are able to work out what is causing that I'd be most grateful.


dpmcalister wrote:
One thing I've noticed (and I apologise if this has already been mentioned somewhere in thread). I'm using Combat Manager on my netbook. Because of the screen resolution (1024x600) I have the Windows taskbar set to autohide. However, whenever I maximise the Combat Manager window I can no long access the Windows taskbar. Hovering my mouse at the bottom of the screen doesn't bring it up (as it does with other programs). I can, of course, minimise Combat Manager or use Alt-Tab in order to access other programs but if you are able to work out what is causing that I'd be most grateful.

Hmm, you're right. I'm surprised no one has complained before. I would have complained to me if I had seen this. I'll see what I can do.


Kyle Olson wrote:
Hmm, you're right. I'm surprised no one has complained before. I would have complained to me if I had seen this. I'll see what I can do.

Not a complaint, more a request :) I think it's an excellent piece of software and, even with this small problem (and it is, in all honesty, a small problem) I'll still use it :D

Of course, if you can correct it, so much the better :)


Kyle Olson wrote:
dpmcalister wrote:
One thing I've noticed (and I apologise if this has already been mentioned somewhere in thread). I'm using Combat Manager on my netbook. Because of the screen resolution (1024x600) I have the Windows taskbar set to autohide. However, whenever I maximise the Combat Manager window I can no long access the Windows taskbar. Hovering my mouse at the bottom of the screen doesn't bring it up (as it does with other programs). I can, of course, minimise Combat Manager or use Alt-Tab in order to access other programs but if you are able to work out what is causing that I'd be most grateful.
Hmm, you're right. I'm surprised no one has complained before. I would have complained to me if I had seen this. I'll see what I can do.

I did notice this, but for some reason I thought this was some sort of .NET buf or whatever and nothing that you could change ;) If you can: great!! :)


Combat Manager update to 1.3.5:
More customizable Combat tab
Add custom feats
Add feats, spells and weapons from Ultimate Combat
Add tracking for temporary hp and non-lethal damage
Hyperlinks in treasure generator
Treasure generator display cleanup
Hero Lab companion and special ability import improvements
Extend 3d6 initiative roll option to all d20 rolls
Fix items missing lists in details

CombatManager.com


Hey Kyle,

I love what you've done with the place. Although my poor desktop is starting to struggle a bit to run it now. It is an almost 8 year old XP machine and just not as robust as it once was.

I like the customize for the Feats that you have added. Only downside, is that it appears the filters for custom and all are not working appropriately. Although it could simply be a problem with my XP desktop.

Couple of other minor things, I can't see a way to clear the dice roller from accumulated die rolls.

Testing the import from Herolab. More later.

That's all for now.


Kyle, I'm digging your usability changes.

The ability to pop out the windows/redo the interface is quite slick. I also like the current monster/selected monster window. It works a lot more intuitively than the other display window.

Die Roller:
Since you've now gotten a non-lethal damage tracker into your build I should let you know that if a creature deals damage lets say (1d8 - 1) and they roll a 0, the result is 1 point of non-lethal damage. Currently the die roller is showing 0 damage.

Die Roller and Critical Hits:
Any chance that we'll be able to toggle a feature to straight multiply the initial roll on the critical hit?

Example: If a player in my group gets a critical hit with a shortsword and rolls damage of 4, we multiply by x2 and give the total damage as 8, rather than re-rolling the d6 die again. Just a minor thought :).

Conditions:
Curently you can add time to active conditions and spells in increments of 1 or 5 turns. Some spells, effects last for Hours (600 turns) or Minutes, any chance of getting longer (or user determined) durations to add?

Wishlist:
Some kind of world clock to keep track of time :)


Sethvir wrote:


Couple of other minor things, I can't see a way to clear the dice roller from accumulated die rolls.

D'oh! I forgot to stick the clear button back in the right place. It's there but you can't see it. You can tab to it :P


Sethvir wrote:

Only downside, is that it appears the filters for custom and all are not working appropriately. Although it could simply be a problem with my XP desktop.

It could also be that I could have completely have forgotten to hook it up (which is exactly what happened).

The Exchange

I'm not sure how this ranks in terms of bugs, but I am crashing consistently when I try to link several party members in initiative. I have a familiar linked to a wizard, an animal companion linked to a druid, but when I then try to link the undead minion/cohort to the other wizard, it crashes on me.


Hey Kyle,

it seems thet the "mini" Button for Players is missing :)

But great Update, I love the tabs and versatility of the new interface!

Lantern Lodge

Just thought I would let you know that the Create Custom Feat button are labeled Create Custom Monster.

And that the Special and Normal fields are reversed, so that everything that is entered into the Normal field appears in the Special area on the feat.

Also that it crashed just after I finished creating a feat and then editing it.


Sgmendez wrote:

Just thought I would let you know that the Create Custom Feat button are labeled Create Custom Monster.

And that the Special and Normal fields are reversed, so that everything that is entered into the Normal field appears in the Special area on the feat.

Also that it crashed just after I finished creating a feat and then editing it.

So other than that it worked fine.

If you can send me the error*.txt files located in the C:\Users\<user>\AppData\Roaming\Combat Manager folder I would appreciate it. The tooltips and field mistakes don't surprise me, but the crash does.


Zandari wrote:

I'm not sure how this ranks in terms of bugs, but I am crashing consistently when I try to link several party members in initiative. I have a familiar linked to a wizard, an animal companion linked to a druid, but when I then try to link the undead minion/cohort to the other wizard, it crashes on me.

I'll have this in the next fix (today sometime).


eXaminator wrote:

Hey Kyle,

it seems thet the "mini" Button for Players is missing :)

But great Update, I love the tabs and versatility of the new interface!

It's still there, but it's zero pixels high. Totally part of my plan.


Kyle Olson wrote:
eXaminator wrote:

Hey Kyle,

it seems thet the "mini" Button for Players is missing :)

But great Update, I love the tabs and versatility of the new interface!

It's still there, but it's zero pixels high. Totally part of my plan.

So... it's not a bug, it's a feature? :D


Combat Manager update to 1.3.6:

Fix initiative links crash
Restore missing clear and mini buttons
Fix reversed fields in feats editor
Fix custom feats filter

CombatManager.com


Psst, the main link right under the screenshots is still 1.3.5. The link below "Revision History" appears to be correct though.


Laithoron wrote:
Psst, the main link right under the screenshots is still 1.3.5. The link below "Revision History" appears to be correct though.

Just testing you.

I'm amazed that's the first time I've screwed that up.


Greetings kyle,

I'm enjoying the new custom feats options, and the minor changes to the gui. Now I can add my 3.5 feats.

However I've noticed that the Improved two weapon fighting, and the greater two weapon fighting feats. Have nothing in the info box when I hover over the hyper link. Also it does not add the extra attacks to off hand for the attack roller.

Which is not a big deal due to I can manually edit the attacks. I just wasn't sure if it's a bug or not. So I thought I would mention it to see if it was just me.

Lantern Lodge

OK, here is the text of the error file for today's date.

Error:

Combat Manager error
2:52:22 PM
ScottsUtils.SQL_Lite_Exception: SQL Error: PRIMARY KEY must be unique
at ScottsUtils.SQL_Lite.ExecuteCommand(String szCommand, IntPtr hBind)
at ScottsUtils.SQL_Lite.ExecuteCommandParams(String szCommand, Object[] args)
at CombatManager.DBLoader`1.InsertItemForTable(Object item, DBTableDesc table, Int32 owner)
at CombatManager.DBLoader`1.AddItem(T item)
at CombatManager.MainWindow.CustomizeFeatButton_Click(Object sender, RoutedEventArgs e)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.Controls.Button.OnClick()
at System.Windows.Controls.Primitives.ButtonBase.OnMouseLeftButtonUp(MouseButt onEventArgs e)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
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.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
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.Input.InputManager.ProcessStagingArea()
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)

And this is all gibberish to me.


Sgmendez wrote:

OK, here is the text of the error file for today's date.

** spoiler omitted **...

Thanks, that's really helpful.


Kyle,

As always - fantastic work! Love the new tabs/docked window features. Starting my Serpent's Skull AP this coming Tuesday. Looking forward to using the application.

Let me add my wish to the wishlist:

I noticed the Notes button is now rolled into the Actions Button. What about a way to mark each character/monster entry that contains a note? Perhaps a simple icon on the monster entry, a text color change, an asterisk somewhere or maybe outlining the Actions button when a note is present? I find it difficult to know which entries contain special notes at this point.

An additional popout window that just shows notes for the current or selected monster would work too.

Great job!


Just a quick note, maybe chopswil sees this or maybe you just have to reimport the data: I'd love to see the NPCs and stuff from We be Goblins (including characters) as well as from Jade Regent :D

Edit: I just had a crash when messing arround with Temp. Hitpoints!

Combat Manager error:

22:25:23
System.InvalidOperationException: Die Verteilerverarbeitung wurde deaktiviert, es werden jedoch weiterhin Nachrichten verarbeitet.
bei System.Windows.Threading.Dispatcher.WndProcHook(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
bei MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
bei MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
bei System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
bei MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)

Edit 2: There also seems to be a bug with non-lethal damage. It doesn't remove the condition(s) when I reduce the damage.

Dark Archive

eXaminator wrote:

Just a quick note, maybe chopswil sees this or maybe you just have to reimport the data: I'd love to see the NPCs and stuff from We be Goblins (including characters) as well as from Jade Regent :D

The data for both is out in my DBs, Kyle just has to import it


Hey Kyle,

Just started testing the new version and found a few things with regard to adding Feats.

1) There is no place to put what I call, the general description of the feat. For example from Evolved Familiar: Your familiar is different from others of its kind. No place on the Edit/Customize form to do this.

2) The pre-requisites are not saving. It allows you to enter it, but then once you hit ok and look at it in the list, it is gone. Opening it back up the Pre-Requisites box shows as empty.

3) The Benefit, Normal and Special boxes on the edit/customize page don't allow you to put in hard returns like the description on the spells page as an example.

On another note, I was playing with repositioning of the various pieces and while they are easy to move, putting them back to their original locations I had a bit of a struggle with.

Thanks


Sethvir wrote:

Hey Kyle,

Just started testing the new version and found a few things with regard to adding Feats.

1) There is no place to put what I call, the general description of the feat. For example from Evolved Familiar: Your familiar is different from others of its kind. No place on the Edit/Customize form to do this.

2) The pre-requisites are not saving. It allows you to enter it, but then once you hit ok and look at it in the list, it is gone. Opening it back up the Pre-Requisites box shows as empty.

I'll take a look at these.

Sethvir wrote:


On another note, I was playing with repositioning of the various pieces and while they are easy to move, putting them back to their original locations I had a bit of a struggle with.

There's an option in the menu to revert the UI back to the original state.


Thanks Kyle,

I found the menu item to revert. I keep forgetting there is stuff under that Combat Manager button.

As always, appreciate the work that you put into this tool.

Thanks.


Is there a way to tell the three columns on the left to keep their width and have just the right column resize when I resize the window (like the old behaviour)?

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