Combat Manager application


Homebrew and House Rules

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+Il Conte+ wrote:

Hello Everybody,

After quite some time of Combat Manager on the PC, I finally decided to move to the iPad Version, but now a question arises:

Is there a way to import in the iPad App a Custom Data .cmx file I generated on the PC?

I Managed to do such a thing with Parties .cmpt files by adding them to the App folder with iTunes, but, although I can transfer the .cmx files in the same way, I can't seem to find any way to make the app read or import those files.
As a result, if try to edit am Imported PC who had Custom Feats, for example, the App crashs immediately.

Sorry if this has already been covered, but I really couldn't come up with any relevant match for "iPad custom import" (or similar) searches on the engine :P

Thanks in advance and keep up the good work!

The long and short of it is no, there's no comparable monster DB feature on either of the mobile devices. I keep believing someday I'll get to fixing the DB code to make this possible, but it hasn't happened yet.

Liberty's Edge

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

Hey Snapshot. Please check your PMs.


I was just wondering, has the skills problem been figured out yet? The problem where if you try to edit any monster's skills more than once in a session they don't save when you open it next time? It's the most frustrating thing right now because I have to close and open Combat Manager two or three times per monster I work on.

Honestly, if nothing but a fix for that was implemented, I'd be quite happy.


DreamGoddessLindsey wrote:

I was just wondering, has the skills problem been figured out yet? The problem where if you try to edit any monster's skills more than once in a session they don't save when you open it next time? It's the most frustrating thing right now because I have to close and open Combat Manager two or three times per monster I work on.

Honestly, if nothing but a fix for that was implemented, I'd be quite happy.

I'm taking a look at it. I'm hoping to have a new release out this weekend and have this in it.

EDIT: Thought I had a workaround, it was an illusion, I'm still looking at it.

EDIT2: I think I've got it. Give this a try:
http://CMInstallerTest.msi


Kyle Olson wrote:

EDIT2: I think I've got it. Give this a try:
http://CMInstallerTest.msi

That should be http://CombatManager.com/CMInstallerTest.msi


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.


Snapshot wrote:

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.

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


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.


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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.


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.


That does sound strange. Paizo didn't make any change that I'm aware of. They don't have a thing for tracked resources.

Still, there will always be differences between people. I could just as easily say I wish Google would be as user friendly as Kyle. Frankly, I think Kyle handles programming better than these companies, and he's always receptive. Instead of trying to get that out of companies and such, I just accept that Kyle is different and easier to work with.

:)

Speaking of, I'll try the code out real quick.

EDIT: Seems that the fix works. I tested using new data and multiple edits, and the bug seems to be fixed. I'll continue testing with real data that I use and report if any bugs pop up. For now, seems like you done it.

Just out of sheer curiosity, what was causing the bug anyway?


DreamGoddessLindsey wrote:
Just out of sheer curiosity, what was causing the bug anyway?

Shortish version: The skills are stored two ways (not entirely true, but close). Once as a list, and once exactly as on the character sheet. The reasons why are an ugly bit of history. When a monster is done being edited a temporary version of the monster is copied from memory, and when this copy was made the list of skills was not updated properly, and that caused the monster to not be saved in properly.

Silver Crusade

Would there be a way to add the conditions to the Initiative counter on the upper left? I see that they have been added to the separate Initiative window, but I don't use that window since my players don't see the initiative.

Because of the awesomeness of Combat Manager, I have encounters with 20-30 PCs and monsters, and I sometimes forget that Goblin 36 has been Confused, since it only shows up on his stat block, instead of on the initiative counter.

Or is there a way to do it already that I haven't found?

Liberty's Edge

Bad Sintax wrote:

Would there be a way to add the conditions to the Initiative counter on the upper left? I see that they have been added to the separate Initiative window, but I don't use that window since my players don't see the initiative.

Because of the awesomeness of Combat Manager, I have encounters with 20-30 PCs and monsters, and I sometimes forget that Goblin 36 has been Confused, since it only shows up on his stat block, instead of on the initiative counter.

Or is there a way to do it already that I haven't found?

I like this idea too if the icons were on the same line as the name. Perhaps it could be an option that can be switched on at the top (similar to the 'Mini' button)


RedDogMT wrote:
Bad Sintax wrote:

Would there be a way to add the conditions to the Initiative counter on the upper left? I see that they have been added to the separate Initiative window, but I don't use that window since my players don't see the initiative.

Because of the awesomeness of Combat Manager, I have encounters with 20-30 PCs and monsters, and I sometimes forget that Goblin 36 has been Confused, since it only shows up on his stat block, instead of on the initiative counter.

Or is there a way to do it already that I haven't found?

I like this idea too if the icons were on the same line as the name. Perhaps it could be an option that can be switched on at the top (similar to the 'Mini' button)

I'll see what I can do.


Hi all, first of all I want to thank the producer for the great job done with CM, so usefuk! then, excuse me for the question, maybe someone else had already done it, but.. is there a user guide or manual? there are some functions of combat manager for iPad that I don't exactly understand.. specifically: is it possible to make a pg with an holy weapon combat with an evil monster, just to apply the +2d6 damage on the hit?
thank you very much!


Fulvio wrote:

Hi all, first of all I want to thank the producer for the great job done with CM, so usefuk! then, excuse me for the question, maybe someone else had already done it, but.. is there a user guide or manual? there are some functions of combat manager for iPad that I don't exactly understand.. specifically: is it possible to make a pg with an holy weapon combat with an evil monster, just to apply the +2d6 damage on the hit?

thank you very much!

I don't have a user guide for the iPad, although I know I really need something to help users. I don't have a good way to apply a mod such as bonus damage against only evil creatures. I assume you're looking to have this damage automatically rolled for you?


Yep, exactly! I asked about an user guide because I thought that the "ready" button, that target symbol, on the initiative list could be related to my problem, but if u say so.. I guess no eheh...


Fulvio wrote:
Yep, exactly! I asked about an user guide because I thought that the "ready" button, that target symbol, on the initiative list could be related to my problem, but if u say so.. I guess no eheh...

Ready is just a flag for the ready state. I don't have a good way of doing what you want, but I'll look into it.


Combat Manager update to 1.5.8:

Fix display of names on Initiative Window
Add setting to allow monsters to be added hidden
Add spell formatting
Remove 256x256 icon to keep XP from crashing
Stats panel begins open option
Add ability and combat maneuver rolls
Resize conditions on initiative window
Add conditions to initiative list and active player display
Fix initiative links when loading combat state

CombatManager.com


Kyle,

First off, your program is fantastic and I have enjoyed it for TWO years... thanks for all your hard work :)

Now for a question: For some reason, CM 1.5.8 crashes when I try to add a monster. At first I thought it was the new "add a Hidden" monster option, but it has crashes three times with or without this option checked... hmmm...

Thanks, DW

Scarab Sages

Darkwynters wrote:

Kyle,

First off, your program is fantastic and I have enjoyed it for TWO years... thanks for all your hard work :)

Now for a question: For some reason, CM 1.5.8 crashes when I try to add a monster. At first I thought it was the new "add a Hidden" monster option, but it has crashes three times with or without this option checked... hmmm...

Thanks, DW

Having the exact same problem!

Liberty's Edge

I also encountered the crash when installing Combat Manager as an upgrade on a Windows 7 machine.

Uninstalling the existing Combat Manager and installing Combat Manager 158 fresh appears to fix the issue.

Liberty's Edge

After poking around 158 a bit, I did not experience any other crashes.

Noted a minor issue in 158.
- You are able to add the same condition multiple times.


RedDogMT wrote:

I also encountered the crash when installing Combat Manager as an upgrade on a Windows 7 machine.

Uninstalling the existing Combat Manager and installing Combat Manager 158 fresh appears to fix the issue.

I think there's something weird with the installer. I'll put together another build and see if that fixes it.


Combat Manager update to 1.5.9:

Installer fix

CombatManager.com

Liberty's Edge

Kyle Olson wrote:

Combat Manager update to 1.5.9:

Installer fix

CombatManager.com

I retested upgrading from 157 to 159. The crash issue when adding a creature to the Monster panel no longer occurred. Yea!


RedDogMT wrote:
Kyle Olson wrote:

Combat Manager update to 1.5.9:

Installer fix

CombatManager.com

I retested upgrading from 157 to 159. The crash issue when adding a creature to the Monster panel no longer occurred. Yea!

Thanks for the reports and assistance, guys.

I had one little number wrong and that caused the core library dll to fail to upgrade.

Dark Archive

Sir I have to say you are a saint for work I this hard on this. You are scholar and a gentleman. I just used this in a home session and it has made my life easier.

Silver Crusade

Holy cow! I didn't expect the adding of the conditions to the initiative window for months! Thanks for your hard work.


Kyle Olson wrote:
Fulvio wrote:
Yep, exactly! I asked about an user guide because I thought that the "ready" button, that target symbol, on the initiative list could be related to my problem, but if u say so.. I guess no eheh...
Ready is just a flag for the ready state. I don't have a good way of doing what you want, but I'll look into it.

Is it possible to add different dices in the weapon damage? If I could write a format like "holy longbow +13/+13/+8 (1d8+2d6/x3)" ... in this way I could solve the problem of holy, beside the possibility of creating a lot of modification of several weapon damages and bonus... at the moment a format like that is not accepted by the program ;)

thanks anyway for the great job!


Would it be possible to add a feature to allow the user to add custom categories for monsters and spells?

For example, you have monster categories for "Monsters", "NPCs", "Custom", and "All". Allowing the user to create their own categories would be invaluable for organizing all the various summon creatures for example.

As it stands, I have them all in individual encounters for quick access, but this is a bit unwieldy.

For spells, it would essentially allow the user to create individual spell books/lists of spells known for quick access.

On a slightly related note, do you plan on adding the mythic simple templates to the monster advancer?


Can you export from the PC version and import to the Android version. From something said above it looked to me like you can't but the play store said you could import from HeroLab and PCGen. I don't use either but importing from Combat Mangers PC ver to the Android would be really good. Thinking about picking it up. Need to play around a bit more.


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.


Hurderpus Maximus wrote:

Would it be possible to add a feature to allow the user to add custom categories for monsters and spells?

I'll look into it. It's not a bad idea.

Hurderpus Maximus wrote:
On a slightly related note, do you plan on adding the mythic simple templates to the monster advancer?

I have a lot of templates I need to get added to the advancer. I have other mythic issues to solve as well, so I can't say how soon that will happen.


Mir wrote:
Can you export from the PC version and import to the Android version. From something said above it looked to me like you can't but the play store said you could import from HeroLab and PCGen. I don't use either but importing from Combat Mangers PC ver to the Android would be really good. Thinking about picking it up. Need to play around a bit more.

I'm working on the iPad/Android custom content now, so I'm hoping to have import/export in it in the next month or so.


Hi there,

One of the players at my table is using the android version of Combat Manager with her character. We are having a hard time finding the roll function for attacks. Does anyone know where we can find this function or is it not part of the program?

Thanks

Jason.


Jason Skavlebo wrote:

Hi there,

One of the players at my table is using the android version of Combat Manager with her character. We are having a hard time finding the roll function for attacks. Does anyone know where we can find this function or is it not part of the program?

Thanks

Jason.

Big Red Die Button -> Roll ->

If the app can interpret the attacks, they're at the top. If it can't they won't be there. If it can't parse the attacks it's either a problem with the attacks or a problem with the app trying to understand the attacks.


When inputing an NPC, how do you use the Thunder and Fang feat to use an earth breaker and a klar together? Thanks!

EDIT: Just use manual edit?


Hmm with the spell thing I've figured out I'm doing something wrong formatting. I cut and paste a whole block rather than a piece of one and it worked fine. Won't take me long to figure it out.

Is there a faq on formatting somewhere?

Thanks again, I'm really looking forward the the import to mobile feature. Until that's done I'll just keep playing with it on the PC.


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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


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.


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.


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


Thanks for the help! I've tried PCGen but really don't like the interface I'd rather just add things in Combat Manager (also lots of house ruled stuff I find a pain to enter in it). I'd pick up hero but they don't support Android :(.

I'm finding I'm liking Combat Manager a lot. I have some quibbles about interface but I want to work with it more before giving feedback.


Oh, how do you do custom conditions?


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.


Thanks Kyle! Combat Manager is an awesome tool.


Cool!


A couple of quick thoughts from my brief usage.

1. I'd like to see the information for arch-types for the base classes in the Advanced players guide. Right now I only see the arch-types for the base classes.

2. When you edit a monster this is an always on top box. This means it's difficult to copy and paste from rules or other monsters. You have to close and open and close and open again. It would be great if this was a floating box.

3. When editing monster armor class it would be nice to have an other box to add extra things like Wis to armor class for monks.

4. While I know this wasn't made as a character sheet for me it's about all I want. I would like to see a check box or something to denote something as a character and have the Exp value and Ecology headings removed when printing.

5. In the Combat window you can minimize many of the windows but you can't minimize the party or monster windows. I'd would be great to be able to do so. As a GM I don't usually keep track of party hp and don't need the party window all the time and if I'm a player I don't need the monster window. If I get the android version I will be using it on my phone at least for now (hopefully get a tablet soonish, I keep putting it off because I haven't see exactly what I want). Using it on a phone screen real estate is in short supply. Having different player and GM views of the combat screen might be another way to approach this.

6. When you are editing special abilities once you add a box it stays in the order you put it. You can't rearrange the list of abilities if you realize you wanted them in a different order. It would be good to either have the ability to drag them (might be hard to implement?) or arrows on them you could click to move them one place up and down in order.

7. And of course the ability to export and import from the PC to mobile (android in my case). This was mentioned to be in progress! Yeah!

I really like the way this app is going and really hope it continues to do so. Thanks again for the hard work!

On a completely different note, an app idea. I keep wishing someone would make msg app with a dice roller. It came to be recently that rather than creating a msg app if creating a keyboard with a dice roller would be easier. It could be used with any msg app. I'm sure people would buy different dice sets to use with different characters etc.

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