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Goblin Squad Member. 192 posts (193 including aliases). No reviews. No lists. No wishlists. 1 alias.


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Seems wrote:

Does anyone have a workaround for the import problem in the Android version? I have Combat Manager installed on my Tab S3 after my laptop bit the big one, and several months ago I had no problem importing cmpt files. Now, however, I can't browse for files outside the immediate Combat Manager directory, and I can't move the cmpt files into that directory. So, I have no way to open my files.

Any suggestions would be much appreciated!

Kyle is working on some Android issues I have added this to his list


Maybe someone can explain this.

Sailing Ship:

Example Sailing Ship

DESCRIPTION

Pirate brig (sailing ship)

Colossal ship
Squares 3 (30 ft. by 100 ft.); Cost 14,500 gp
Init +8

DEFENSE

AC 16; Hardness 5
hp 1,620 (sails 240)
Base Save +13

OFFENSE

Maximum Speed 90 ft. (wind); Acceleration 30 ft.
Ranged 6 light ballistae +10 (3d8), 4 light catapults +15 (4d6)
CMB +22; CMD 32
Ramming Damage 10d8

STATISTICS

Propulsion wind or current
Sailing Check Profession (sailor)
Control Device steering wheel
Means of Propulsion 60 squares of sails (two masts)
Decks 3
Cargo/Passengers 150 tons/120 passengers

CREW

Captain: NE female human rogue [pirate] 5/deep sea pirate 6
Other Crew CN female dwarf bard [sea singer] 5
First Mate CN male human sorcerer 8
CN male human rogue 2
NE female half-orc barbarian 6
N male human rogue [knife master] 6
45 pirate cutthroats (CE human fighter 6)

EQUIPMENT

Armaments 6 light ballistae (port and starboard) with 200 light ballista bolts; 4 light catapults (fore and aft) with 50 light catapult stones and 10 alchemist’s fire canisters
Modifications ram, rapid-deploy sails, silk sails, 2 smuggling compartments
Cargo 4 points of plunder


.
90ft/rd x 10rd/min = 900ft/min
900ft/min x 60 min = 54,000ft/hr
54,000ft/hr / 5280ft/mile = 10.22 mph
7days x 6 weeks = 42 days
42 x 24 = 1008 hr
1008 hr x 10 mph = 10080 miles
24,901 Golarion approx circumference
Azlant Isles begin around 2000 miles from Almos
It should take under 10 days to sail that distance.
If we lower the speed to Columbus equivalent of approx 4 mph
that only pushes the time up to 21 days still half the time given
What factors am I missing?


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Found out Combat manager is again fully supported by Kyle so I started adding more stuff as well.
Some nice new stuff is being added. Become a patron and join the discord discussions to help shape the new features.
Combat Manger


Eisenbaer wrote:
I'm not sure what it is that I have done, but I am now unable to utilize the program. I was loading up a few custom bad guys, and now the loading splash screen shows up, then departs, going into 'background processes' and taking up 30% of the CPU.

Try deleting the CombatState.xml file in your user...\roaming\combat manager folder

Example:
C:\Users\[Users login name]\AppData\Roaming\Combat Manager\CombatState.xml

If you have a problem on startup this is often the cause.


Crossbow57 wrote:

I'm obviously really late to this party, having recently just discovered Combat Manager. I'm stepping up to the mic to do what seems pretty common here - praise the product and make a small request. Haha. I do so with much respect to a great tool.

So first - it's working very well for me. I BOUGHT a copy for the iPad, and am happy to contribute to quality tools like this. There's so much jammed in to a really usable interface. Thanks for all the work.

Second, it seems that the Round Counter automatically resets when you hit the "Roll Initiative" button. Would it be possible to not have that as the only behavior, where multiple re-rolls of initiative can remain in the same round count?

For example, a 3.5 style where initiative gets reset every so many rounds, or after a big event - but within the same battle.

Apologies if this is repeated elsewhere. I read up as much as I could, but the thread is epic!

Thanks again for a great product!

I don't work on the Apple version but try "right"clicking on the Roll Initiative button see if there are other options.

Roll Initiative without changing round is the option you are looking for.


shalandar wrote:

...

What I would like is a different popup window. When I roll the die using the Die Roller frame, the new window shows the die roll. Ideally, it would actually show a picture of the specific die type and the number that was rolled. Something like using this image (for the d20) with a number in the middle showing what number was rolled.

Does that make sense?

Sort of, is all you want a separate d4-d% die roller? I'm trying to grasp the why?

Give me a reason for this to be useful. Describe how it would be useful in running a game.
Maybe I'm missing something so paint a picture for me.
Most of the dice rolling stuff is already in Combat Manager, the window would be no big deal, but the time needed is. Sell this to me and I will help you get it done.


shalandar wrote:

Snapshot,

Any change I could make a (hopefully) small request?

You know how there is the popout initiative window? Could we get a popout window for the die roller too?

I downloaded the code and pulled it up in Visual Studio, but I only have limited exposure to xaml, so I was a bit overwhelmed trying to figure out how to add this feature.

It's possible, what exactly do you want it to show? give lots of details.

I feel your pain I still struggle with certain aspects of this app. It has some beauty and horror under the hood.


Derklord wrote:
The rolling looks fine now, but the fix did create a different problem: One can now no longer select multiple party members (or monsters) with the Ctrl key (Shift key still works).

OK. I believe I have ironed out the bugs in this {I hope}.

Give this one a try and let me know.

Zip File on DropBox
Combat Manager Test.zip

F.Y.I. I also made it so that if you left click a name in the Combat Sequence list the Selected Monster shows the Stat Block for that selection.


Snapshot wrote:
Derklord wrote:
...

I was afraid that might happen I did a shortcut on the fix I should have a correct one later today, I will put a file check in for that issue

I underestimated the difficulty of the whole issue. The Combat Sequence list box is different from the player list and Monster list.

I can't get it to return a list box only a listcollectionview which has no selected item property. I will keep working on it.

For now see how these changes work.

The map [open] will not work if the file no longer exists in its original location.

Zip File on DropBox.
Combat Manager Test.zip

P.S. There are some issues involving my Hero Lab import of Natural Weapon attacks. I will be working on these.
As an example you have
[1 bite +5 (1d4+3) or 2 Claw +5/+5 (1d4+3)]
For the moment you will need to manually change it to
[1 bite +5 (1d4+3), 2 claw +5 (1d4+3)]

Keep letting me know when you find a problem.

F.Y.I. The crash problem involved having items selected in the Player list or monster list when selecting from the Combat Sequence.
To alleviate the problem when ever the Player or Monster list boxes loses focus it deselects all creatures in that list.
Until I find a way to solve the listcollectionview problem that is not changing, hope it does not cause too many problems.


Derklord wrote:

The good news is, it doesn't crash anymore... the bad new is, now when I right click a character in the combat sequence window, every member of the group (either PCs or monsters) does that action. So when I right click on the fighter to roll a will save, every party member rolls a will save.

Another thing I found (unrelated to the above issue): Trying to open a previously loaded image as a map crashes the program when the file's directory path is invalid.

I was afraid that might happen I did a shortcut on the fix I should have a correct one later today, I will put a file check in for that issue


Derklord wrote:

The map feature didn't work on the regular beta version, it does work with your bug fix files (Win7 .net4.6.1).

I got a different problem, though (unrelated to those files, the problem is present since at least 1.6.1 iirc): When I select a party member, and then right click on different party member in the combat sequence window (i.e. the initiative list), the game crashes. Likewise for when I select a monster and right click on a different monster in the combat sequence window. It does not crash when I select a party member and right click a monster, or vise versa.

I see the problem, I can see how it got to be a problem. I have made a quick change to eliminate the problem. I will investigate further to see if the change causes any other problems.

Zip File on DropBox.
Combat Manager Test.zip

Let me know if this causes any other issues.


Hmmm...

Anyone have any feedback on the test files, good, bad, Can't get them to work, Anything?


For those having issues with the map. or try out a few bug fixes download the zip file and copy the files into your Combat Manager Directory.

I highly recommend you backup your CombatManager.exe and CombatManager.Core.dll before overwriting them.

Zip File on DropBox.
Combat Manager Test.zip

Since the change to VS2015 some issues have been occurring. Let me know of any results.


Tenebrous Sage wrote:

I'm having an issue when importing from Hero Lab where spells and spell like abilities are not in the stat block. Spells will show up as:

Spells Prepared (CL 10th; concentration +18)
5th-Â

or

Spells Known (CL 6th; concentration +11)
3rd (4/day)-Â

and SLAs just show:

Spell-Like Abilities (CL 6th; concentration +8)

Does anybody else have this problem?

It is an issue that will be gone in the next release


Ckorik wrote:
Is there a way (I wasn't finding it if so) to turn on power attack or other 'buffs'... like rapid shot or anything - or is there an easy way to add another attack to the matrix?

The short answer is No.

Adding additional Attacks for special "circumstances" is complex. Kyle was working on Attack Cloning before his switch to Git-hub but the commit did not transition.
I am unsure if this was intentional or not. It would have allowed for adding cloned and altered attacks. I will look at the code and see if it was completed and can be ported to Git-Hub.

I currently use Custom Conditions for Power Attack. It gets complicated when using 1h vs 2h etc. not sure if this is feasible to automate or not.


MendedWall12 wrote:

.net 4.0, Windows 7 Professional Service Pack 1.

That's too bad about the calendar function, as I was the person that originally asked for that functionality. :( That's why I was so excited when it popped up out of nowhere...

Does the map function require any specific size or type of image file?

Also, thank you for all your work. I know I speak for everyone that uses combat manager when I say, you are a hero and a champion. :)

There is no specific format [yet] it should read any common format .jpg,.png,.bmp etc.

Try upgrading to .net 4.6 that is the new target for Combat Manager.
.net 4.6 Offline Installer
.net 4.6.1 Offline Installer
.net 4.6.2 Offline Installer

Let me know if the problem persists so we can track the problem down.


MendedWall12 wrote:
Snapshot thanks for the update on stuff. I had a bit of weirdness because I downloaded and installed the test version with the map integration. I couldn't get it to load any pictures for maps. Is there a specific type of image file it needs? Secondly, I uninstalled the test version and reinstalled 1.6.3, and when it initially opened it was some kind of a calendar screen? Is that something new he's working on too, that popped up on accident? Or is that something already integrated behind the scenes that I somehow have failed to be able to open? Once I clicked on the combat window it disappeared, and I haven't been able to locate it again...?

I will check on the map not loading, it works on my dev pc. I loaded it on my gaming pc and it works fine. What version of windows and .net do you have installed?

The "Calendar screen" has been in Combat Manager for a long time but Kyle never fully developed it. It is a campaign time tracker for events and such.
It is on an tab that is not visible but shows up every once in a while but disappears when you select anything else. I have never activated it to see what functionality Kyle has applied to it.
My guess would be very little. He seems to have no interest in further developing it.


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Sorry to everyone for being off the radar for a while.
Kyle's sudden switch to GitHub, VS 2015 and updating some of the WPF tools. Threw me for a bit.
I believe I have GitHub figured out now. I have been fixing bugs in the Herolab import and moved it to Windows zip support away from the Iconic.dll zip file support.
Love the Map support, plan on using that alot.
I got a lot of bugs to squash, let me know of any you can reproduce. I will burn through them as quick as I can.

Good to be back.


chopswil wrote:
Amosine wrote:
So is there an updated database somewhere or is that what people are still working on?

the raw databases data is here,http://www.pathfindercommunity.net/home/databases

it maintained be me and updated monthly still going strong after years and years

how kyle got it into the app i have no idea

I am working on it.

I have a converter reading the .ods file and creating a Dataset. Getting it into XML is proving to be more difficult than I expected.
I will get it hang in there


MendedWall12 wrote:
kronovan wrote:

I'm wonderimg if anyone else is able to successfully use the "3d6" option for initiative with the most current Android 1.04 edition? Whenever I enable that option, Combat Manager crashes the moment I click the roll initiative button. I can manually roll 3d6 in the dice roller, just can't do the same for initiative. Otherwise, every other feature of the app works fine.

I'm using it for an RPG that uses 3d6 for initiative, so having that feature work will save me from doing a lot of single rolls in the dice roller.

I'm also somewhat curious about the status of the Android edition? I saw on the Google Play store, that the creator is working from scratch on a 2nd edition, but I'm wondering if some bugs might get fixed in the interim;I.e. is an Android 1.05 version a possibility?

Unless Kyle magically reappears, I do not think the information about working on a second edition is accurate. That may be what he put in a while ago, but it appears that Kyle has retired from working on this program. Thankfully Snapshot has taken up the mantle, but I believe Snapshot is working exclusively on the PC version. Please correct me if I'm wrong on that Snapshot.

You are correct I have no android experience to build a version for android. I could probably find the bug but that will not help much.

Then there would be the problem of updating the Android marketplace as that would be under Kyle's control.

I am working on a data converter to read chopswil's data and create the files and database entries so anyone can update their Combat manager by downloading his files in .ods format.
I am working with what little free time I can get so bear with me.


chopswil wrote:

...

i supplied the data to kyle
if you need updated files let me know
chopswil at comcast dot net

I have rebuilt my development PC and have pulled the repository from Sourceforge but I am not seeing the last updates from Kyle. I am afraid he did not push his last fixes up to Sourceforge.

I have examined the details ripper and think that I will change the way the data was read from XML to .ods [this is how google docs saves, that I can easily parse] work is keeping me out of state right now so things are progressing slowly. Hopefully I will get more time in the next few weeks.


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Greetings Again, I have been busy with other projects. I still work on Combat manager, however Kyle and I differ on some methods and I have been working only on the version I use personally.
I left the data updates to Kyle but the code for the import is in the project, I believe it is a command line utility, I have never explored it as Kyle did the updates. I will put some time into figuring out the process and see what I can do. My development time is limited so do not expect real quick results.

I will try to post my progress here

Goblin Squad Member

Giorgo wrote:

Can someone confirm if it is working? It seems to be bugged, as all selections end up as "blank".

Link Here

You need to clear all the filters first

Goblin Squad Member

Ravenlute wrote:

More like code.

*CsOurUvGeyHs* = surveys/COUGH
*LshOoZwEoNfGfE* = showoff/LOZENGE

look at it this way

C O U G H
^s^ur^v^ey^s

L O Z E N G E
^sh^o^w^o^f^f^

Read the UPPER and lowercase separately.

Goblin Squad Member

It would appear some of the Settlement leaders do not know how to accept a new company to their settlement. Would someone who knows how, post the procedure to assist.


Sir_Wigefield wrote:

Hiya gays,

Snapshot, didn't get your ways for the domains and stuff. While I wait, can I have the manual edit way?

Sorry work has been killing me, I will see what can be done.


wyld wrote:

hi, kyle.

i have not used combat manager for several versions now. just downloaded and updated to 1.5.9.

i am trying a direct import of a .por (hero lab) file and it crashes c.m.

is there currently issues between the 2 apps that i have missed from not using c.m. for a while? i tried different .por and same result: crash.

here is a sample .por if you want to give it a try.

thanks.

There is a problem with the code (Try giving the monster a gender) see if that temporarily fixes it. The Regex does not like the structure slag giant (Pathfinder RPG Bestiary 4 129)

It tries to find a line beginning with Male or Female, if that does not work it grabs a specified line "now incorrect due to format changes" to parse the race and class of the Character [this is where the crash happens]. Combat Manager does not expect a space in the race name, this caused a bad parse. The (Pathfinder RPG Bestiary 4 129) is parsed as the class but causes no problem.


Sir_Wigefield wrote:

First Off, Kyle, and the team, I must say that I have wished for something of the sort in my dreams! I used to be scared of being a DM, but not with your program! Keep on the good fight!

...

Now, reading this, I saw in the regex (ref post made on the Jul 5, 2014, 08:50 PM), there seems to be a place for wizard specialty school, but also priest domains. When looking into the formatting, I can't seem to have the domain appear like in the NPC's (For reference, in the Death Priest, spells Prepared).

I'd like to be able to add that to my PC'S, same thing for the specialist.

Any tips?

Just to make sure I understand. You want the following for your character correct?

Domain: Death, Magic
Opposition Schools: Evocation, Necromancy

if this is what you want, the code listed has nothing to do with this.
It is a field kyle does not have in the monster editor. It has to be manually input into the monster file.
If this is what you want I can explain how to do it until Kyle adds it to the monster editor {hint, hint}. If this is not what you want give a good example for me to work with.


Shard Obsidia wrote:

Adding a thrown weapon to the attack editor on a customized creature doesn't add up right. For instance, I am using the following setup:

The BAB is +1, STR is +3, Dex is +2, and the monster has weapon focus (dagger). Adding the dagger as a ranged weapon gives the following stats: Dagger +5 (1d4+1/19-20)

Can a thrown weapon even have an extended crit range?

RedDogMT wrote:

The critical range on a weapon remains the same whether it is used in melee or is thrown.
...and you are right that something is wrong with the way CM is calculating the dagger stats.
I tried to replicate what you are seeing and I found that if you set the Ability scores to 10, BAB to 0, and add the dagger as melee and thrown as a base point...and then added STR 16, Dex 14, and Weapon Focus (dagger) one at a time, the Stat sheet, Offense tab in the Monster editor, and the Attack Editor did not always calculate correctly and sometimes they did not match up. In general, the results were usually incorrect more than they were correct.
One of the guys will have to take a look at it

I took a brief look at this.

Yeah its messed up.
This will take some time to follow all the code. I will try to find some time to fix this soon.


JLendon wrote:

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.

Click the [Combat Manager] Button in the upper left corner and select [Export Custom Data]. Select what you want in the export file. Save it and reverse the process to [Import Custom Data].


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.


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.


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.


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.


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.


Mir wrote:
Oh, how do you do custom conditions?

This will be quick and Generic but once you get there its not difficult.

Create a blank character
Right click, Select Add Condition => Other...
The Add Condition Window will appear
Select the Custom tab then Click the New button
The Custom Condition Window will appear.
In the Name box enter "Monk Wisdom Bonus to AC +3"
In the text box enter "Add the Monks Wisdom bonus to AC for a wisdom of 16 or 17"
Select an appropriate icon.
Check the Bonus box, this will cause all the boxes to fill with -
In the AC section Select the Dodge box and enter 3. Make sure to get rid of the -
Click the OK button
The window will close and it will appear in the list.
Click the Add button.
The condition will now appear on and apply to the character.

Oddly there is a strange number now appearing on the condition display, I will have to look into that.

That aside those are the basics.


Snapshot wrote:
...

Above under Spells prepared Examples

(CL 5)3fireball2scorching ray 1Magic Missile 0th-mending, flare
should read
(CL 5)3fireball2scorching ray 1Magic Missile 0mending, flare


Mir wrote:
Mostly I'm figuring things out by looking at the monsters already there but somethings are really confusing. Where I see something I can copy and paste and try to alter to play with formatting it's not bad. Right now I'm trying to enter a monk and even looking at a monk monster I can't see how you get things like Wis/Monk bonus to show up in armor. There is no manual edit here just places where you can enter things in boxes.

The short answer is you can't. Combat Manager is a Combat Manager not a Character Builder. If that's what you need look at PCGen or Hero Lab both are excellent Character Builders.

Some things in Combat Manager have to be forced, look at the Monk Wis/AC bonus and give him a +# to his dodge bonus to AC, If this is something you need to do often make it a custom Condition that you can add to any monster.

If you are unsure of how to do anything, just ask and someone here can assist you. I normally monitor this thread frequently, my recent internet problems made that difficult. It should be better now.


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Sorry I have been absent my Internet has been down for over a week.

Mir wrote:
Been playing with it some trying to enter a character. For some reason I can't seem to get spells to show up after I edit. I can type in the spells per day box but nothing shows up on the character sheet. I also can't find away to link the spells as they are on the monsters in the database. I tried a cut and paste from a monster and it just came up grayed out and again didn't show up on the character sheet. This is on windows XP. I assume there is a method of spells I'm missing or something.

This has been a sticky problem for lots of people, so I will give a little help session on formatting of the spell info.

First this is why it works but is very very picky.

The Regex:

_ClassRegexString = "(";
foreach (Rule rule in Rule.Rules.Where(a => (a.Type == "Classes"||a.Type =="Races")))
{
//remove plural from race name - this is for SLA {Dwarven may be incorrect} may need fixed if dwarves ever get a racial SLA
if (rule.Type == "Races")
{
rule.Name = rule.Name.TrimEnd('s');
}
if (!first)
{
_ClassRegexString += "|";
}
first = false;
_ClassRegexString += rule.Name;
}
//Wizard Specialist "as class names"
_ClassRegexString += "|Abjurer|Conjurer|Diviner|Enchanter|Evoker|Illusionist|Necromancer|Transmu ter";
// special SLA names
_ClassRegexString += "|Domain" + "|Bloodline" + "|Arcane School";

_ClassRegexString += ")";

}

private static string spellcountblock = "((?<spellcount>[0-9]+(?=[;,\\)])),?)";
private static string dcblock = "(DC (?<DC>[0-9]+),?)";
private static string castblock = "((; )?((?<spellcast>[0-9]+|already)) cast)";
private static string otherblock = "((; )?(?<othertext>[\\p{Pd}+',/\\p{L}0-9:\\. %\\*\\[\\]]+))";
private static string countdcblock = "((" + spellcountblock + "|" + dcblock + "|" + castblock + "|" + otherblock + ") *)+";

private static string spellblock = "((?<spellname>[\\p{Pd}'\\p{L}/ ]+)([*)])? *(?<superscript>\\[[MS]\\])? *(?<countdc>\\(" + countdcblock + "\\))?,?)";
private static string levelblock = " *((?<level>([0-9]))(st|nd|rd|th)?) *(\\((((?<daily>[0-9]+)/day(; (?<levelcast>[0-9]+) cast)?|at will))\\))?-?(?<spellblocks>" + spellblock + "+) *((?<more>[0-9]+) more)? *";

Regex regSpells = new Regex("((?<classname>" + _ClassRegexString + " )?(?<sla>Spell-Like Abilities)|(?<classname>" + _ClassRegexString + " )?(Spells (?<blocktype>(Known|Prepared)) +))(\\(CL ((?<cl>([0-9]+))(st|nd|rd|th)?)([,;] *concentration *[\\p{Pd}+]?(?<concentration>[0-9]+)( \\[[\\p{Pd}+][0-9]+ [\\p{L} ]+\\])?)?([,;] *[\\p{Pd}+]?(?<spellfailure>[0-9]+)% spell failure)?([,;] *[\\p{Pd}+]?(?<meleetouch>[0-9]+) melee touch)?([,;] *[\\p{Pd}+]?(?<rangedtouch>[0-9]+) ranged touch)?\\))[:\r\n]*" +
"(?<levelblocks>" + levelblock + "\r?\n?)+");


some of this is mine, most is Kyle's work. It breaks down what you enter into the boxes so it can be processed. There is much magic here
that I won't go into.

Due to the Regex strings everything must be consistent or it will all fail, something like a house of cards.

Note:items in [] brackets are optional
Note:items in {} brackets are choice of either or.
Without further adieu, lets begin with the block header.

Each section has a header if one is not present a default will be generated.
SLA: [source] Spell-like Abilities
Known: [source] Spells Known
Prepared: [source] Spells Prepared
[source] varies depending (Bloodline, Race, Class, etc)

Next is the Info section, this is consistent for all blocks but it has optional parts. If you include it, it must conform to this sequence. As noted you can separate the entries with a comma or a semicolon followed by a space.
[(CL 5th{,;} concentration +12{,;} 15% spell failure{,;} +12 melee touch{,;} +11 ranged touch)]

Next come the actual "spells";
A spell listing has two "fields" its name and an details.
Fireball [(DC 17{,;} Maximized)]
The name is evident "Fireball", names are case insensitive.
The details are optional and can include anything about the spell.

Examples:

greater teleport (self plus 50 lbs. of objects only)
invisibility (self only)
summon (level 3, 1 zebub or 1d4 lemures, 40%)
shield of faith (already cast)

SLA Formatting
b]Note:[/b] Then Info section is entirely optional for SLAs
SLA: #/day-spell1, spell2[,] #/day-spell1,spell2[,] At will-spell1, spell2
An SLA has two options #/day or At will
Note: the - is not optional and can not have a leading space or the line will not appear, a trailing space will be ignored.
Note: At will must be spelled exactly capital A and lowercase w or the line will not appear.
Full SLA Block:
(CL 5th, concentration +12, +12 melee touch, +11 ranged touch) 3/day- fireball (DC 17, Maximized), Inflict Moderate Wounds (DC 15) 2/day-scorching ray, shield At will-mending

Next Spells Known Formatting
1[st] (5/day)[-]magic missile
Know spells have three "fields"
Spell Level: 0-9 with optional ordinal
Daily Castings:(#/day)
Spell Name: magic missile
Note: the - is optional if you include it do not have a leading space or the - will become part of the spell name and not link properly, a trailing space will be ignored.
Full Spells Known Block Examples

Examples:

[Full]
Sorcerer Spells Known (CL 7th; concentration +12; 15% spell failure; +12 melee touch; +11 ranged touch) 3rd (5/day)-dispel magic, major image (DC 17) 2nd (7/day)-glitterdust (DC 16), invisibility, phantom trap 1st (7/day)-alarm, identify, magic missile, shield, silent image (DC 15) 0 (at will)-detect magic, ghost sound (DC 14), light, message, open/close, prestidigitation, read magic

[Minimal]
(CL 7)3(5/day)dispel magic, major image (DC 17)2(7/day)glitterdust (DC 16), invisibility, phantom trap1(7/day)alarm, identify, magic missile, shield, silent image (DC 15)0(at will)detect magic, ghost sound (DC 14), light, message, open/close, prestidigitation, read magic

Next Spells Prepared Formatting
3[rd][-]fireball
Prepared Spells have two "fields"
Spell Level:0-9 with optional ordinal
Spell Name: fireball
Note: the - is optional if you include it do not have a leading space or the - will become part of the spell name and not link properly, a trailing space will be ignored.

Examples:

[Full]
Wizard Spells Prepared (CL 5th, concentration +12, 15% spell failure, +12 melee touch, +11 ranged touch) 3rd-fireball 2nd-scorching ray 1st-Magic Missile 0th-mending, flare

[Minimal]
(CL 5)3fireball2scorching ray 1Magic Missile 0th-mending, flare


Kyle Olson wrote:
Snapshot wrote:
If only Lone Wolf would adopt a similar user friendly policy.
Let's not start sniping. The HeroLab files are just fine, and Lone Wolf has been helpful to me with info about file change.

I'm not sniping I'm griping there's a difference

Sniping:
make a sly or petty verbal attack.
Griping:
express a complaint or grumble about something, especially something trivial.

Hmm. Ok maybe a little Sniping.

I'm glad you have had good results with them, mine have been mixed to frustrating.

My typical results with Lone Wolf:

Me:Subject: Pathfinder bug report: The ifrit burning hands SLA no longer appears in the .por XML file
>Before:
><spelllike>
><special name=\"Burning Hands (1/day) (Sp)\" shortname=\"Burning
>Hands (1/day)\">
><description>A cone of searing flame shoots from your fingertips.
>Any creature in the area of the flames takes 1d4 points of fire damage
>per caster level (maximum 5d4). Flammable materials burn if the flames
>touch them. A character can extinguish burning items as a full-round
>action.</description>
></special>
></spelllike>
>
>Now:
><spelllike/>

Lone Wolf:Thanks for emailing Lone Wolf Development's support email address. Your email has been received and should typically be answered within 2-3 business days. If you do not receive a response within that time, make sure to check your spam filter.

Lone Wolf:Recently, we developed a new save format for portfolio and stock files. This eliminated many items that don't have user input on them, and made portfolio and stock files smaller. This appears to be related to this change. Hope this helps!

Me:How could that possibly help.
Is there a way to get the missing information back?
What is the point of the file if I can't read any useful information from it?
Do you have an SDK for Hero Lab so I can write a plugin to put out a useful .xml file?
Admittedly a little snarky

Lone Wolf:Why do you feel this information still needs to be included?

Me: I must admit I am a bit baffled by that question. Why would I feel it necessary to include a characters racial spell like abilities in their stat block? The short answer is because I can't read and display a full character stat block if all the necessary information is not present in the .xml file.
Ok. now for a longer fill in. I am working with Kyle Olson on the Combat Manager application

I am currently writing a new Hero Lab Import and am being frustrated by the complete lack or poor presentation of data in the .xml file present in the .por file. The documentation lists this for third party use, but the data presentation is horrid. The data is missing, truncated, or aggregated so much you have to divide it multiple times to get useful information, yet is full of static useless information that is non related to presentation of character data such as definitions of every skill, spell, feat, etc. these are presented in the rules, are static and are not related to individual characters so need not be included with each character. However every ability, feat, choice, etc must to be present to properly display a complete stat block for each character.
The spell like ability in question is presented in both the .txt and .html file. Why would it be missing from the .xml which is the file the manual recommends we use?
I mean seriously have a look at the .xml file and try to figure out how to get enough information to present a full and complete stat block from the information provided in that file.
I noticed the omission because I was using combat manager to run my character in our sunday game when the DM asked the DC for my burning hands, I glanced at the stat block to find it only to find it missing completely. I had to go get the book to find the information. I found that very annoying because that was present the last time I played the character. I had recently updated the character and saved them and now my spell like ability was removed.
If this cannot change can you at least provide a list of monster/character abilities that will not be included in the .xml file. So I can provide a pop up indicating Hero Lab does not support that information and it will have to be manually input.

Lone Wolf:Thank you for your explanation. I didn't realize that this was missing from the custom XML output. I'll put this on our to-do list.
This the point all of my other correspondence ends.

Lone Wolf:Follow-up question on this: Is the Burning Hands spell-like ability appearing in the tracked resources section?

Me:Yes, it is listed in tracked resources.
<trackedresource name="Burning Hands (1/day)" text="0/1" used="0" left="1" min="0" max="1"/>

Lone Wolf:After consulting with the other Hero Lab developers, I have discovered that this change is to conform with how Paizo creates their stat blocks. For core and featured races such as the ifrit, their spell-like abilities appear under tracked resources instead of spell-like abilities. Hope this helps!
That doesn't even make sense.There are no tracked resources in a stat block

Me:If that is how it has to be fine. However could you include the Caster level, DC and a (Sp) so it can be identified as an SLA properly.
This is not helpful.
<trackedresource name="Burning Hands (1/day)" text="0/1" used="0" left="1" min="0" max="1"/>
This would at least be useful.
<trackedresource name="Burning Hands (CL:{# or Level}) (DC 15) (1/day) (Sp)" text="0/1" used="0" left="1" min="0" max="1"/>
For personal reference where are your developers getting that information about stat blocks? It seems counter intuitive. Maybe I can argue with paizo for a while. ;)
This is an .xml file to create a stat block not a stat block, more information is better.
Ifrit Stat Block

I'm just trying to inspire them to do better.


DM Buckeye wrote:


Is there a text file or excel format that we can grab online to upload characters into combat manager for NPCs?

I am not exactly clear on what you are asking.

However Combat Manager already has features for reading Hero Lab .por files
PCGen .rpgrp files as well as it's own .cmpt,cmet files.

A recent post has indicated that PCGen is moving to a Freemarker engine that should allow for a template to create a consistent file for Combat Manager to Read greatly increasing compatibility. If only Lone Wolf would adopt a similar user friendly policy.

You can also enter a new monster/NPC directly into Combat Manager from the monster tab [Just click the {NEW} button] and fill in the information.

You could directly edit a .cmpt files [it's an xml file] but I would not recommend that.


I just pushed a few thing up to have added to Combat Manager for the next version in addition to the spell block formatting.
I have added Combat Maneuvers and Ability checks to the roll menu.
The parsing of the combat maneuver bonuses from the stat block caused some problems but I think it is good now.

The CMB string comes in the following flavors that I know of.
21
+13 (+17 grapple)
+32 (+34 bull rush, +36 sunder)
+30 (+34 bull rush or overrun)

I have been meaning to do this for a while, I am now proficient enough in Combat Manager to begin adding some new features.


Hey RedDogMT any word on the testing of the Combat Maneuvers code I put up for testing?


TyrKnight wrote:
I just discovered this and downloaded for my ipad. It's interesting. But I tested a few monsters and not all of them took the templates. Augmented Summoning or Advanced Couatl didn't change the attacks section. Also, would be helpful if there were a guide. Is there a way to start with a completely blank character for the party to add? I have a halfling and elf and neither appear to be in the monster list.

I have nothing to do with the apple side of this but I might be able to assist if you could be a little more specific. What exactly does not change?

Any special attacks or poison etc will not be affected as these are not consistently formatted making it nearly impossible to automate changes.

As for a blank character the PC version has a button at the top of the monster and party roster to add a blank new character. I do not know if the apple version has that.
Elf and Halfling are not monsters, Look in the NPC section and you should see several Elf and Halfling NPCs.


Well since there were nothing but good comments and Kyle gave it a thumbs up I have cleaned it up and committed it for inclusion in the next release.


chopswil wrote:
Snapshot wrote:
...
how did you make these changes? with css?

No, Kyle setup a flow document and element creation methods, I just changed them a little, edited a few Regular Expressions. Added a few missing elements, fixed a missing .xml read element, etc.

Kyle has setup an interior structure that made it not too difficult. Probably harder to explain than do.

B.T.W. if you respond to this thread please include a {like or dislike} so I can judge whether to submit this to kyle for inclusion, but remember kyle decides what gets included.


For those interested in what RedDogMT is talking about, Here is an image of the formatting changes. I used the Celestial Theurge as a basis.
Formatting image

Give some feedback whether you thinks it's better or not.

I will address the RulesShort.xml issue with Kyle if the feedback is positive.


Ok, perhaps I approached this incorrectly.
I am an experienced DM and I don't need a series of guesses as to the answers to my questions.
While I appreciate Thedmstrikes attempting to answer the questions, as he/she pointed out he/she was not the designer of the spell. I was attempting to lure that person in to my [EVIL] trap for a discussion on the spell.
My attempt while successful was derailed by Thedmstrikes by allowing Richard Pett to say "yeah what he/she said"{grrrr}. However since Thedmstrikes responded, I will respond to that post as well.
B.T.W. I limited my original post to 8 questions there are more.

Thedmstrikes wrote:

@ Snapshot -

I think I can help with a couple of these questions:
1) The spell does not require a sacrifice of a living creature, only the body of a recently deceased one (although, this is a loose term, how long is "recently deceased"), thus if you happen on a monkey that jut died, you are all set. Granted, to be useful, you will probably have to do the killing yourself, an evil act, but hte spell itself is not Evil (Personally, I would have gone with a necromantic school or at a minimum the Shadow subschool, but I did not design it).

Semantics, unless you intend to have to run every pet store in a major city to find one where a monkey has "recently"{undefined term} perished the spell is useless.

In my case I have a CE Orc Witch in the Mwangi Expanse using the spell {don't ask} so monkey acquisition is not a problem and the ethical consideration are not a problem. While we all agree the spell is very cool it's writeup is confusing.
I do agree with the Necromancy[shadow].
Thedmstrikes wrote:


2) Single use, in this context refers to the spell itself having a single purpose.at its minimum, a spellcaster must be seventh level to cast the spell, so the monkey would have 35 hit points at least. Even with critical hits level of damage, it is possible that the monkey could survive the first strike and still be available. Perhaps this could be erratad for clarity.
Richard Pett wrote:


The intent is to stop a single critical hit regardless of the damage, the original version was:
The monkey cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but dissipates if it takes 6 points/caster level of area attacks (it gets no save against these attacks).
That, of course, works both ways, a confirmed critical from a papercut or a gigantic meat cleaver would be stopped.

Richards clarification was very helpful in this instance.

{The intent is to stop a single critical hit regardless of the damage}
Gloriously succinct answer.
{It cannot be killed, but dissipates if it takes 6 hp damage/caster level (it gets no save against any attacks it stops).}
as compared to
{It cannot be killed, but dissipates if it takes 6 points/caster level of area attacks (it gets no save against these attacks).}

The removal of those three words and the rewording in the parentheses completely muddied the meaning of the sentence to the point of being meaningless in context. What does it matter if it gets a save its gone anyway.
Unless the intention of the spell has changed from the one Richard just expressed, then question 3 becomes relevant[see below].

Thedmstrikes wrote:


3) I am unable to help with this question, it will need an official answer. As it is a shielding spell, I would rule in the interim that it is not able to stop the entire effect of damage if it exceeds the maximum of the monkey's hit points.

No longer relevant as Richards answer removed the option of additional attacks.

Thedmstrikes wrote:


4) Per PFSRD spell dismissal is a free action. The command portion would be open for debate and refer to 3 for help. Again, I would rule it a move action in the interim as it directs the spell to do something and PFSRD supports that under combat actions.

{Components V, S, M (freshly killed body of a monkey)}

This line indicates the spell is not dismissible the text says other wise.
Core Rules page 216
Dissmissable:

(D) Dismissible: If the duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell’s effect and must speak words of dismissal, which are usually a modified form of the spell’s verbal component.
If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.
A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.

The spell does not require concentration therefore [Standard Action.]
Please provide links if you quote an online source.
Thedmstrikes wrote:


5) It only specifies spells and spell-like abilities are not affected, which gives an implied yes to protection from Supernaturally supported criticals, as well as, any other critical effects not specifically exempted.

Not particularly helpful answer.

Ok, maybe I need to elaborate [I will keep this brief]
1)Does an alchemists bomb explode or not? as the splash damage is not critical related and the original target would be subjected?
2)
Balor:
Vorpal Strike (Su) Any slashing weapon a balor wields
(including its standard longsword and whip) gains the
vorpal weapon quality. Weapons retain this quality
for one hour after the balor releases the weapon, but
after this the weapon reverts to its standard magical
qualities, if any.
can the monkey stop this attack?
3)
Lantern Archon:
Light Ray (Ex) A lantern archon can fire beams of light to damage foes. These light rays have a maximum range of 30 feet. This attack overcomes damage reduction of any type.
its faster than the speed of light. The question is can the monkey stop an attack that bypasses all damage reduction? Yes I know its not presented as damage reduction but I would still like an answer.

Thedmstrikes wrote:


6) Coup De Grace requires a critical effect, but again, PFSRD under helpless defenders, allows total concealment to suffer the effects of Coup De Grace if you do it twice in a row. While this is not the same, it is similar and I would allow the spell (as it is independent of the caster unless specifically controlled) to work until it expires (probably though damage) and the next successful...

This answer is somewhat incoherent.

The only issue here is the poor wording of the
coup de grace:
Coup de Grace: As a full-round action, you can use a
melee weapon to deliver a coup de grace (pronounced “coo
day grahs”) to a helpless opponent. You can also use a bow
or crossbow, provided you are adjacent to the target.
You automatically hit and score a critical hit. If the
defender survives the damage, he must make a Fortitude
save (DC 10 + damage dealt) or die. A rogue also gets her
extra sneak attack damage against a helpless opponent
when delivering a coup de grace.
Delivering a coup de grace provokes attacks of
opportunity from threatening opponents.
You can’t deliver a coup de grace against a creature that
is immune to critical hits. You can deliver a coup de grace
against a creature with total concealment, but doing this
requires two consecutive full-round actions (one to “find”
the creature once you’ve determined what square it’s in,
and one to deliver the coup de grace).

attack as it says "You automatically hit and score a critical hit." it should probably say "You automatically hit and confirm a critical hit."
Confirm being a relevant game term.
Sacrificial Monkey text "When an enemy
confirms a critical hit against you, the monkey throws
itself before the melee, ranged, or ranged touch attack
and takes the hit itself."
I know it's pedantic but in my world words mean things use them correctly.
Thedmstrikes wrote:


7) I think you are misinterpretting this piece, by effect, it is noting that only one creature can be effected by the spell, as in receive its benefit, not that a given creature is subject to the spell as if it were the dead monkey spell component.

I am not misinterpreting it, it was a lure for your answer below, the Range and/or the Target field(s) (is/are) missing. If the Range is Personal no target field is necessary, If it is Touch(or more) a Target field is necessary.

Why is the Sacrificial Monkey considered a creature as it cannot be targeted or killed?
[Effect: one creature]
It should read [Effect: one shadow monkey] or such.
Thedmstrikes wrote:


8) This question requires the Range component of the spell to answer. It is either personal, touch, close, etc. The range will determine if you can transfer the spell to another. Having read the entire text you posted, it appears it will be a personal range and if it is cut and pasted from the book would definitely require some eratta.

9)This question is related to the feat

Eschew Materials:
Eschew Materials
You can cast many spells without needing to utilize minor
material components.
Benefit: You can cast any spell with a material
component costing 1 gp or less without needing that
component. The casting of the spell still provokes attacks
of opportunity as normal. If the spell requires a material
component that costs more than 1 gp, you must have the
material component on hand to cast the spell, as normal.

What is a dead monkey worth? If you had to purchase a monkey to kill as per [Adventurer's Armory page 21] 3gp is the going rate, however it strangely does not mention the price of a recently deceased monkey [wow what an oversight, I want my money back until this travesty is corrected.]
Seriously though, can you eschew the monkey away?

10)Is the monkey incorporeal? or solid? Can it be stolen or moved if left somewhere?
11)Does a "person" under the effect of Baleful Polymorph{monkey} qualify for the material component [It will come up in my game I have no doubt]
12 [Casting Time: 6 hr] Why? That is very annoying. 1 hr would have been sufficient, it requires the waste of most of a day for the party for one buff that affect one person.

That should be enough for now.
Hopefully Richard has yet to flee.


I don't know if this is the proper place to post this but I will start here, direct me elsewhere if appropriate.

Sacrificial Monkey:
SACRIFICIAL MONKEY
School conjuration (creation); Level sorcerer/wizard 4,
witch 4
Casting Time 6 hrs.
Components V, S, M (freshly killed body of a monkey)
Effect one creature
Duration 1 day/caster level
Saving Throw none; SR no
You create a shadow monkey—a foul, animated object
that clings to you like a sickened baby.
The sacrificial monkey has a single use: to stop a
confirmed critical from affecting you. When an enemy
confirms a critical hit against you, the monkey throws
itself before the melee, ranged, or ranged touch attack
and takes the hit itself. The monkey always stops such
attacks and never stops any other attacks. The monkey
cannot stop damage inflicted by critical hits from spells or
spell-like abilities.
The monkey cannot attack in any way; it is never
allowed an attack roll. It cannot be killed, but dissipates
if it takes 6 hp damage/caster level (it gets no save against
any attacks it stops).
The sacrificial monkey can be dismissed or commanded
to remain at a given location. Issuing such a command
temporarily suppresses the benefit of the sacrificial monkey
until it is again within your space. You can never have
more than a single sacrificial monkey at any given time.

1)How is it this spell does not have the [Evil] descriptor? You have to kill a living creature to cast it.
2)The term single use is vague, it can only stop one attack or its only purpose is to...
3)Does the monkey stop all damage or just up to it's HP?
Example [assuming not single use] the monkey has 1 HP left you take a 50 point critical what happens to the other 49 damage it couldn't stop.
4) It can be dismissed or commanded as what kind of action?
5) So it can stop a critical from a Supernatural ability?
6) Does this work against a Coup de Grace?
7) No Save and no SR, is not (harmless) can be cast on another creature.{I know 6hr cast time but none the less}
8) If you cast the spell on another creature it is their monkey or still your monkey, for purposes of a single monkey?


Sethvir wrote:

Question:

What does this mean?

Add interface for tracking resources

Couldn't figure out where or what this was....Any help?

On the character click the "stats" button there is now a Resources tab.

click the add button to "Add" a resource to track arrows, potions, etc.