Combat Manager application


Homebrew and House Rules

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Monster Editor (Feats):
When you give the Improved Unarmed Strike feat to a monster it appears on their character sheet as Unarmed Strike, Improved and it does not link to the feat's text when you hover over it with the cursor.

Monster Editor - when creating a new monster:
At the top of the character sheet it gives a readout for senses: Perception +X. However, merely changing the # in the perception skill boxes will not change/update this number. Rather, one has to apply a perception based feat (such as alertness) to the character. Then, the senses (perception) information will be updated to the number in the Perception skill box.

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

Or multiple times a day! *giddy*


Pathfinder Adventure Path Subscriber

Tried out the custom feat input thing and it's nice. However, I too seem to have the bug with the feat prereqs not showing up. One thing I did notice is that on all the official feats with prereqs they are listed under the label of "Prequisitites" rather than "Prerequisites". I dunno, but maybe this spelling error is why feat prereqs are not showing up with custom feats?


Could you move "Copy to custom monsters" under "Edit" please? I click this far to often :)

Oh, and I just imported a high level cleric from HeroLab. When I edit the cleric with the monster editor, the "Spells Known" field under the Offense tab only shows "(CL 17, 12 melee touch, 13 ranged touch):", but the actual statblock shows all the spells and the first line looks different: "(CL 17th; +12 melee touch; +13 ranged touch)". So it seems to show the wrong field here.


eXaminator wrote:

Could you move "Copy to custom monsters" under "Edit" please? I click this far to often :)

Will Do


There might be a way to do this already that I don't know about, but I'd like to be able to clone monsters that I've advanced multiple times in one click. Like a clone>2,5,10 sort of an option. I know once you've cloned it once you can shift-click and clone the two, and two more appear, but that just seems like too many steps to me. Especially when I know the creator of the program is such a genius. :P


MendedWall12 wrote:
Especially when I know the creator of the program is such a genius. :P

Geesh, am I that easy to butter up? :P

I'll see if I can do something, it's not hard.


Kyle Olson wrote:
MendedWall12 wrote:
Especially when I know the creator of the program is such a genius. :P
Geesh, am I that easy to butter up? :P

I don't know are you? :P :P :P :P :P :P :P

Thanks for taking a look at it. Not to be pushy, but any time frame for the next update. O.o Also, is a custom weapon creator/editor in the works for the next update? (I think that's been requested already, hasn't it? If not I guess this is me also requesting a custom weapon creator/editor. Man now that I look at that, it sounds kind of pushy.)


MendedWall12 wrote:
Thanks for taking a look at it. Not to be pushy, but any time frame for the next update.

Hard to say. I may have something this weekend. I've got a feature I've been working on which has not been working as well as I'd like, and that has been slowing me down.


Kyle Olson wrote:
MendedWall12 wrote:
Thanks for taking a look at it. Not to be pushy, but any time frame for the next update.
Hard to say. I may have something this weekend. I've got a feature I've been working on which has not been working as well as I'd like, and that has been slowing me down.

If you have something this weekend that's great or if not that is fine too. Appreciate the status update though.

Thanks as always.


Sethvir wrote:
Kyle Olson wrote:
MendedWall12 wrote:
Thanks for taking a look at it. Not to be pushy, but any time frame for the next update.
Hard to say. I may have something this weekend. I've got a feature I've been working on which has not been working as well as I'd like, and that has been slowing me down.

If you have something this weekend that's great or if not that is fine too. Appreciate the status update though.

Thanks as always.

Yeah, I really didn't mean for that to come off as pushy or impatient as it sounded. Your program is spectacular as is. Update it whenever you feel like it.


1 person marked this as a favorite.
MendedWall12 wrote:


Yeah, I really didn't mean for that to come off as pushy or impatient as it sounded. Your program is spectacular as is. Update it whenever you feel like it.

I really do want to keep regular updates coming out. I've just hit a point with this release where I could easily make it more broken than usual and I don't want that to happen, so I need to be careful.


Kyle ~ We all can't wait until the next update. Please take your time to insure that you have time to beta test. BTW ~ I wouldn't mind helping beta test if you need some feedback. :-)


Dotting for the awesome.


Speaking of buttering up. ;)

I just wanted to offer some praise to this program. Over the past week or so (in spare moments, so total time spent was probably no more than four hours) I've been using it to create a file for each encounter of an old 3.5 published module. Creating the encounters, for the most part, took literally a minute or two. It was just a matter of getting the creatures out of the database, advancing them if necessary and adding the correct number to combat, so I could save the files.

This particular module had a few custom creatures in it, and I used your monster editor to create them. Not only did the monster editor do everything I needed it to. After adding the custom creatures to my custom monsters database, I printed them off, and the stat blocks look about as professional as anything I've seen.

This program has, without a doubt, cut my prep time for game sessions in less than half, it might even be 1/4. Thanks!


MendedWall12 wrote:
. After adding the custom creatures to my custom monsters database, I printed them off, and the stat blocks look about as professional as anything I've seen.

Glad to hear the printing is working reasonably well. I'm sure I still have some stuff in there to fix. There's no secret to looking professional here, I just look at what a Paizo stat block looks like and try to simulate it as well as I can.


I just found this combat manager and it is awesome! I cannot wait to use it for my next session. Amazing work Kyle!


Pathfinder Adventure Path Subscriber

Found another issue. for custom creatures with the weapon finesse feat, their natural weapons aren't getting the dex bonus instead of the str bonus to attack.


Dreaming Psion wrote:
Found another issue. for custom creatures with the weapon finesse feat, their natural weapons aren't getting the dex bonus instead of the str bonus to attack.

Can you post the text of this attack? I'd like to check it out.


Pathfinder Adventure Path Subscriber
Kyle Olson wrote:
Dreaming Psion wrote:
Found another issue. for custom creatures with the weapon finesse feat, their natural weapons aren't getting the dex bonus instead of the str bonus to attack.
Can you post the text of this attack? I'd like to check it out.

I first noticed it when importing some familiars from PCgen.

Here's a couple of examples:

This is the text output of a weasel familiar (str 3, Dex 15, tiny size) with a master with a BAB of +5.
Melee bite +3 (1d3-4)

Another one is a hawk familiar (Str 6, Dex 17, tiny size) with a master of a BAB of +9
talon +9 (1d4-2)

It also seems to occur if I go to "Customize" of a normal animal like a bat and go to the attack editor. The output for the bat's bite changes to the following:
bite -1 (1d3-5)

I have the BAB of the critters inputted with the correct BAB so I know that's going in correctly.


Pathfinder Adventure Path Subscriber

Playing around with this a little bit more, this phenomena also seems to occur when you add natural attacks from a template. For example, the flumph (size small, BAB +1, Str 10, Dex 16) normally has the following attack:

Melee sting +5 (1d4 plus acid injection)

However, when you add the half-fiend template (which raises its Str to 14 and Dex to 20), you get the following:

Melee sting +4 (1d4+2 plus acid injection), bite +4 (1d6+2), 2 claws +4 (1d4+2)


Hi, I just found the combat manager and it is really well done.
But I found one thing that is a problem for me.

I would like to do initiative rolls each round.
But the countdown for ongoing is always resetted.

If there is a switch or something to turn this off I would greatly appreciate a hint to it.


1 person marked this as a favorite.
Joyride66 wrote:

Hi, I just found the combat manager and it is really well done.

But I found one thing that is a problem for me.

I would like to do initiative rolls each round.
But the countdown for ongoing is always resetted.

If there is a switch or something to turn this off I would greatly appreciate a hint to it.

You could reroll every round, but if you attempt to do so the conditions will not work. This is me being opinionated, but I strongly advise, using this tool or not using this tool, that you do not reroll initiative every round. The Pathfinder rules do not work correctly if you do so.


Combat Manager update to 1.3.7:

Add Quick die buttons
Fix crash when customizing custom feats
Fix prereq field on feats
Fix zombie and skeleton XP change
Fix resolute template
Fix drag in text field crash
Add races to rules

CombatManager.com


This is an excellent tool.

There are a few things I'd like to see in later versions:

A quick reference to creature type rules (for example, finding out what 'elemental traits' entails without having to grab the Bestiary).

Mundane equipment added to the treasure page, for both loot rolls and looking up the rules for the items.


Is the Actions button going to have an attached section similar to the Stats button?

I like to use your program exclusively for encounters and it would make combat smoother if I had easier to reach attack buttons. This isn't to say that they aren't pretty darn easy to reach now but I usually just use the awesome reroll button that you put in the dice roller because getting to the other takes slightly longer.

If this was your plan all along and your just trying to figuring out how to implement it then disregard this post. I usually get there by right click anyway.


Hey Kyle,

Tested out the custom feat functionality and it looks like it is working well now. Still having problems with the Custom Spell functionality crashing the application though. Haven't played with anything else yet though. Thanks.

Custom Spell Crash Messaging:
Combat Manager error
9:30:58 AM
System.NullReferenceException: Object reference not set to an instance of an object.
at CombatManager.Spell.SpellAdjuster.<>c__DisplayClasse.<LevelValue&g t;b__d(LevelAdjusterInfo a)
at System.Linq.Enumerable.FirstOrDefault[TSource](IEnumerable`1 source, Func`2 predicate)
at CombatManager.Spell.SpellAdjuster.LevelValue(IEnumerable`1 list, String property)
at CombatManager.Spell.SpellAdjuster.SaveInfo()
at CombatManager.Spell.SpellAdjuster._Levels_CollectionChanged(Object sender, NotifyCollectionChangedEventArgs e)
at System.Collections.Specialized.NotifyCollectionChangedEventHandler.Invoke(O bject sender, NotifyCollectionChangedEventArgs e)
at System.Collections.ObjectModel.ObservableCollection`1.OnCollectionChanged(N otifyCollectionChangedEventArgs e)
at System.Collections.ObjectModel.ObservableCollection`1.InsertItem(Int32 index, T item)
at System.Collections.ObjectModel.Collection`1.Add(T item)
at CombatManager.SpellEditorWindow.UnusedClassesList_MouseDoubleClick(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs e)
at System.Windows.Controls.Control.OnMouseDoubleClick(MouseButtonEventArgs e)
at System.Windows.Controls.Control.HandleDoubleClick(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.OnMouseDownThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseTrustedEvent(RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, WindowMessage msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
at MS.Internal.Threading.ExceptionFilterHelper.TryCatchWhen(Object source, Delegate method, Object args, Int32 numArgs, Delegate catchHandler)


Kyle Olson wrote:

Combat Manager update to 1.3.7:

Add Quick die buttons
Fix crash when customizing custom feats
Fix prereq field on feats
Fix zombie and skeleton XP change
Fix resolute template
Fix drag in text field crash
Add races to rules

CombatManager.com

Fully awesome as usual. Thanks for the update Kyle.


WOOT!!


Hey kyle, thx for that update. I'd just like to know how things are going regarding the following features/bugfixes (will they come, and if yes, when?):

- Fixing the "hidden taskbar" bug
- Freeing up screen space by putting the main-tabs next to the "Combat Manager" Button
- I just added some ram to my netbook, but the search seems to be rather slow on my netbook. Maybe the algorythm can be tuned or something? Just a minor "complaint" though ;)

I'd also love to have some mor possibilities regarding:
- Adding custom content to every tab up to adding complete new custom tabs ;)
- Having some sort of campaign notebook/calendar functionality (and beeing able to save and load complete "campaings" including the party file)
- Having some convenient way to sync two instances of CM on different PCs (in my case: Netbook and Main PC).

These are mainly just some ideas :)


eXaminator wrote:


- Fixing the "hidden taskbar" bug

This got lost in the shuffle

eXaminator wrote:


- Freeing up screen space by putting the main-tabs next to the "Combat Manager" Button

I'll put this on the TODO list in some form or another and see what I can do. Certainly it would be some sort of optional view.

eXaminator wrote:


- I just added some ram to my netbook, but the search seems to be rather slow on my netbook. Maybe the algorythm can be tuned or something? Just a minor "complaint" though ;)

I'd like to get some more performance improvements in, just haven't had the time.

eXaminator wrote:


- Adding custom content to every tab up to adding complete new custom tabs ;)

Also something I've been thinking about

eXaminator wrote:


- Having some sort of campaign notebook/calendar functionality (and beeing able to save and load complete "campaings" including the party file)

There are a lot of people who want something like this, so it probably will get done eventually

eXaminator wrote:


- Having some convenient way to sync two instances of CM on different PCs (in my case: Netbook and Main PC).

Certainly something I've been looking at. For now I would recommend using dropbox or something similar.


I love this program and have been using it to manage combats for several sessions. I especially like the ability to add SRD monsters "on-the-fly" to combats (as reinforcements arrive, orcs wander over from the EvilCafeteria to investigate the noise, etc.)

I, unfortunately, DM for a rather variable group. I could have anywhere from 2-9 players for any given session. This has resulted in my having to rebalance encounters on the fly, often through hp manipulation.

As a feature request, I would love to see the ability to quickly modify monsters on the fly in order to increase or decrease their difficulty level slightly.

To clarify, there is currently an option "Roll Monster HP" which uses the dice roller to randomize the hitpoints of each monster added to the combat rather than simply using the baseline average. I would love to see a similar option, something like:
Set monster HP to (%) of maximum, where 100% would generate the maximum possible hp, and 0% would give the creature 1 HP. A slider could work, or even just radio buttons for 25/50/75/100% (50% is not really necessary, as this is essentially the current functionality of the baseline hitpoints).

To make slightly easier monsters more challenging or to make monsters that are too hard, I often find myself maxing hit points or cutting hp totals. I would love to see this added to combat manager if at all possible. Even adding a second checkbox ("Max Monster HP") next to "Roll Monster HP" would be a huge benefit.

Thank you so much for your time in creating this awesomely useful tool.


I didn't find an entry for "Total Defense" in the rules section.


Just have to say this is one of the best Apps on comp for PAthfinder out there in my opinion.

Especially the Spell and feat sections which allows me to look them up within seconds, compared to searching through 2-3 books and finding the right page.


Kyle Olson wrote:
eXaminator wrote:


- Fixing the "hidden taskbar" bug

This got lost in the shuffle

As long sa it's back in right now it's ok ;)

Kyle Olson wrote:


eXaminator wrote:


- Freeing up screen space by putting the main-tabs next to the "Combat Manager" Button

I'll put this on the TODO list in some form or another and see what I can do. Certainly it would be some sort of optional view.

Another easy thing to to to win a few pixels: Move the Buttons on the bottom (Sources, OGL etc.) to the Combat Manager main menu-button on the top.

Kyle Olson wrote:


eXaminator wrote:


- I just added some ram to my netbook, but the search seems to be rather slow on my netbook. Maybe the algorythm can be tuned or something? Just a minor "complaint" though ;)

I'd like to get some more performance improvements in, just haven't had the time.

Ok, that's a valid reason :) But you might want to consider raising the priority, because I guess that more people use some sort of weaker netbook then a full blown PC to run this App at the table.

Kyle Olson wrote:


eXaminator wrote:


- Adding custom content to every tab up to adding complete new custom tabs ;)

Also something I've been thinking about

Yay! :)

Kyle Olson wrote:


eXaminator wrote:


- Having some sort of campaign notebook/calendar functionality (and beeing able to save and load complete "campaings" including the party file)

There are a lot of people who want something like this, so it probably will get done eventually

Well, an "relativly easy" way might be to add some sort of functionality to add simple "notes". Each note could be (optionally) associated with a character (Player-List!), an ingame date, a real date and a message. This way you could add stuff like "automatically safe what encounters have been fought on which ingame/realtime day" and so on. An easier way to save and load encounters would be awsome too (i.e. something like the monster list but with complete custom encounters that are important for the current campaign/adventure).

Kyle Olson wrote:


eXaminator wrote:


- Having some convenient way to sync two instances of CM on different PCs (in my case: Netbook and Main PC).

Certainly something I've been looking at. For now I would recommend using dropbox or something similar.

Good idea, but how can I change the location where CM stores its custom data?

Grand Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I've been using this great program in a Serpent's Skull campaign, and have had noticed a couple of problems with the monster entries.

The entries for a Chemosit lists it having a DR 15/-, immunity , and spells it shouldn't have for a CR 4 (my group may never let me live down that fight before I caught the mistake).

Also the Plague Zombie had DR 10/Cold Iron, and spells and skills it shouldn't have.

Most of the stats are correct, but thy have... added flavor.

Maybe something got messed up when the monster list was compiled?


Love the program. Our GM uses it on a regular basis and it has made his life easier thus enriching our experiences gaming. I have been working through an idea for a campaign and am going to use your program to assist me in setting up encounters and testing. I am working my way through some of the features, and reading through the many pages here has given my quite a bit of information. However, I was wondering if there was a tutorial or something similar that I could go through to get a better understanding of the workings of the program and options I might be missing.

One thing I would like to know is if there are more options for templates. I found most of the basic ones, but are there plans to include, or for me to implement others such as lich?


Ahkmed wrote:
However, I was wondering if there was a tutorial or something similar that I could go through to get a better understanding of the workings of the program and options I might be missing.

Something is in progress.

Ahkmed wrote:
One thing I would like to know is if there are more options for templates. I found most of the basic ones, but are there plans to include, or for me to implement others such as lich?

I've got more templates on the TODO list, but I haven't got back to them yet. That's probably a good feature for the next version.


I just barely discovered this app after having used Hero Lab and just getting fed up with with Hero Lab. I decided to do a web search for "Pathfinder Combat Manager" before I went and wrote my own, and came across yours (go figure) - and it was exactly what I was looking for. Even the look was what I had in mind, although Combat Manager is much more extensive than I was thinking.

Thanks!


Hello, Need help...
When I apply an affliction to a character, there is a box to the right of the poison or disease name and to the left of the red "x" square.
When I put numbers in that box, nothing seems to change. What is that box for?
Can an affliction automatically change abilities or other variable?

More to the point, are the affliction additions just for notes and the changes have to be made manually?
or
Do the afflictions make internal adjustments to the stats from there effects?

Thank you...


ed lambert wrote:

Hello, Need help...

When I apply an affliction to a character, there is a box to the right of the poison or disease name and to the left of the red "x" square.
When I put numbers in that box, nothing seems to change. What is that box for?
Can an affliction automatically change abilities or other variable?

The text box doesn't do anything. It's just there because I thought it would be useful. Instead it is confusing.

If you want to make changes to the monster's AC or stats you can make a custom condition. You can add custom changes there. A few of the spells (with stars over the icon) apply stat changes.


If anyone is interested:

Tome of Horrors monsters

This is 20 or so monsters from Chopswil's DB that I didn't include in the app which you can import if you wish. Normally I don't add any 3rd party stuff (at least on purpose). This stuff was requested and already in the DB so it wasn't a big deal to make.

Dark Archive

Kyle Olson wrote:

If anyone is interested:

Tome of Horrors monsters

This is 20 or so monsters from Chopswil's DB that I didn't include in the app which you can import if you wish. Normally I don't add any 3rd party stuff (at least on purpose). This stuff was requested and already in the DB so it wasn't a big deal to make.

work and family stuff have slowed down importing this data.

it will be a process not an event.
I always put the Paizo products as priority #1 for importing to my DBs.


chopswil wrote:


work and family stuff have slowed down importing this data.
it will be a process not an event.
I always put the Paizo products as priority #1 for importing to my DBs.

Thanks again for the work on this stuff.


I'll just ask again ;)

How can I tell Combatmanager to store its data somewhere else so that I can use dropbox to sync two or more instances of CM as you said?


Kyle Olson wrote:

If anyone is interested:

Tome of Horrors monsters

This is 20 or so monsters from Chopswil's DB that I didn't include in the app which you can import if you wish. Normally I don't add any 3rd party stuff (at least on purpose). This stuff was requested and already in the DB so it wasn't a big deal to make.

@kyle, chopswil:

Thanks for this! I'll definitely import to my CM.


eXaminator wrote:

I'll just ask again ;)

How can I tell Combatmanager to store its data somewhere else so that I can use dropbox to sync two or more instances of CM as you said?

There's no trick here. I just save all my characters and export my monsters to a dropbox folder.


I actually hoped for a complete sync, including stuff like the monster DB, custom conditions etc. :)

Well, I guess I'll have to finde another way then :)


eXaminator wrote:

I actually hoped for a complete sync, including stuff like the monster DB, custom conditions etc. :)

Well, I guess I'll have to finde another way then :)

I don't have the stuff to guarantee it wouldn't break if you try to pull all of the data out of a Dropbox folder. I might experiment with it to see what I can do. Right now I'm heads down on the iPad version so it probably won't be soon.


Kyle Olson wrote:


Right now I'm heads down on the iPad version so it probably won't be soon.

You, sir, are my hero.


Kyle Olson wrote:


Right now I'm heads down on the iPad version so it probably won't be soon.

An iPad version will be awesome!

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