Combat Manager application


Homebrew and House Rules

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Alandia wrote:

Hi Kyle,

firstly I would really like to thank you for this astonishing piece of software!

One thing I would like to request for future releases:

I really like the links to the feats every monster/NPC provides. You click on them and get an redirect to the feats site explaining it in detail.

Just this feature I would like to request for the spells also. The database is there and I (especially as a new player to pathfinder) would love to click on a spell and get an redirect to the spelldatabase.

Best regards from Germany
Alandia

+1, my request for this (and some other stuff) still stands ;)


Hi Kyle,

Just downloaded your application, and I really like it so far. I'd like to make a few suggestions/enhancement requests if I may though....

1) Could we have a button (or right click option) on monsters so I could HAVE the monster on my sheet, but it doesn't show-up on the initiative window (both the one on the right and the popup)? Sometimes, I'd like to preload a monster, have it ready while my group is deciding on strategy.

2) The link to spells in a monster window (someone else mentioned) would be nice. Similar to what you did with the feats. Or, have a popup version that would have a brief description of the spell?

3) How about a spellbook/spells known creator? I know I could do that somewhat by printing a page for each spell, but what I'd really like it some what to flag certain spells, then click on one bring button and it would print the spells for me, in level then alphabetical order. That would be amazing.....

I plan on using the basics of the combat page in our next gaming session. I'll let you know any other thoughts. As one programmer to another...I really appreciate the work you have put into this.


I have to agree - hyperlinked spells(same as you have for feats) would top my list of things that would make life simpler for GM's.


shalandar wrote:


2) The link to spells in a monster window (someone else mentioned) would be nice. Similar to what you did with the feats. Or, have a popup version that would have a brief description of the spell?

3) How about a spellbook/spells known creator? I know I could do that somewhat by printing a page for each spell, but what I'd really like it some what to flag certain spells, then click on one bring button and it would print the spells for me, in level then alphabetical order. That would be amazing.....

I'll have links in the spells known/prepared in the next version, but it requires some specific formatting to come out nicely. I think 95-99% of the monsters/NPCs will work right. I certainly would like to have a creator/editor that's not just editing text, but even more I would like the ability to track what's been cast. I'm working on a way to elegantly track this.


Any possibility of getting the Spell Descriptors to appear on the spell list as well?


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Combat Manager update to 1.3.0:

Add Custom Monster DB
Add spell links and tooltips for monster spells known and prepared
Tooltips for monster feats
Fix loading and saving state on some systems
Fix some Hero Lab import issues
Added Magus levels to spells from PG and APG
Save and restore window location
Add subschool and descriptor to spell text

CombatManager.com


Kyle Olson wrote:

Combat Manager update to 1.3.0:

Add Custom Monster DB
Add spell links and tooltips for monster spells known and prepared
Tooltips for monster feats
Fix loading and saving state on some systems
Fix some Hero Lab import issues
Added Magus levels to spells from PG and APG
Save and restore window location
Add subschool and descriptor to spell text

CombatManager.com

Awesome, Awesome release Kyle!

I can't believe how much you have added in one version. The custom monster DB is going to be hugely useful.

I love the popup tooltips on feats.

The only thing I can't seem to get to work is the spell links and tooltips for spells known/prepared. Spells are still displaying the same for me(no tooltip and not linked). Is there anything that needs to be done to enable this?


Ok now I am really spechless .. this is just 5 days between updates and feature requests are even done after last release ... and they are in this one.

Cutter wrote:


The only thing I can't seem to get to work is the spell links and tooltips for spells known/prepared. Spells are still displaying the same for me(no tooltip and not linked). Is there anything that needs to be done to enable this?

For me the links and popups are working fine - for spells and feats. I installed it just in the path the old installation was.

Oh by the way - I recognised, that the installer always want to install in c:\.... might it be possible to add a check if the last version is installed in a different path? Then you would not have to choose the alternative path everytime installing an new version. Man I am a lazy user ;-)

Best regards Alandia


Yay, as usual I can't wait to check out the new version tonight! :)

Maybe you should post your current todo list so that we can see what you've planned and if we should suggest further stuff ;)

Btw.: I thought about what another user said about Haunts and it indeed would be cool to have them in there!

My ideas regarding this: I guess you have some sort of class for monsters in the background. You should have another class that works similar but with less/different values. The initiative is fixed too 10 or 0 (depending on the haunt), it has some hp and it has a statblock. This way it would be easy to track this sort of stuff, since now you have to create a blank monster for this and type in the initiative manualy. You could also add a Haunt DB (you would have to compile all the haunts some way though, maybe chopswil could to that, would be nice to have the haunts from Carrion Crown too). An editor for this would be nice too! You could probably use alot of mechanics from the Monster Editor.

The Exchange

Great update once again.

The linked spells look great on the monsters, but I was wondering if you could also get it to work on for PC's stat blocks.


Okay that was my mistake. Linked spells are working great on the monsters from the DB. I was assuming it was for any creature.

I love the way this is working, the popups are going to be a fantastic time saver!

That being said is there any chance we can get this functionality for all creatures and characters? Most of the bad guys I use tend to be more character or custom entered creature, which means the spells are not linked.

Having seen it for monsters now we want it for everything. Never give us kids a new toy Kyle, we always want more!


kingpin wrote:

Great update once again.

The linked spells look great on the monsters, but I was wondering if you could also get it to work on for PC's stat blocks.

Eventually, when I've got some time to fiddle with it. If the PC's stat block is formatted perfectly it will work right now.


The linkages look great from what I have seen so far. The spell descriptors and subschools is wonderful and the ability to add custom monsters is another item I've been looking for. Now, you can add them, the question becomes can you delete them from the custom monster list?

Fantastic release as always!

Haven't tried the Herolab import as yet though.


Sethvir wrote:
Now, you can add them, the question becomes can you delete them from the custom monster list?

Try the big red delete button on the custom monster's entry :P


<blush> Well dumb-dumb here was in the Combat tab looking for the delete function and not in the Monster tab looking at very large red DELETE button.

Thank you.


Btw.: It doesn'T seem to remember that I switched the window tu fullscreen when saving the size and position of the window! :)

Edit: It also seems that the mouseover popup infos only last a few seconds until it disappears. I think it should last until the mouse is moved away! :-)

The Exchange

Kyle Olson wrote:
kingpin wrote:

Great update once again.

The linked spells look great on the monsters, but I was wondering if you could also get it to work on for PC's stat blocks.

Eventually, when I've got some time to fiddle with it. If the PC's stat block is formatted perfectly it will work right now.

I'm using the HeroLab imports so hopefully so the formatting is done for me.


kingpin wrote:


I'm using the HeroLab imports so hopefully so the formatting is done for me.

Yep. I just forgot to get that fixed up before I pushed this out, so it's not correct for my parser as of the current release. I've got it mostly working in my test builds now, but not all the time.

The Exchange

Kyle Olson wrote:
kingpin wrote:


I'm using the HeroLab imports so hopefully so the formatting is done for me.

Yep. I just forgot to get that fixed up before I pushed this out, so it's not correct for my parser as of the current release. I've got it mostly working in my test builds now, but not all the time.

That's great. It's just such a nice feature fro when you numpty players forget what their own spells do.


Will that work for Spell-Like Abilities too?


kingpin wrote:
Kyle Olson wrote:
kingpin wrote:


I'm using the HeroLab imports so hopefully so the formatting is done for me.

Yep. I just forgot to get that fixed up before I pushed this out, so it's not correct for my parser as of the current release. I've got it mostly working in my test builds now, but not all the time.
That's great. It's just such a nice feature fro when you numpty players forget what their own spells do.

Actually I'd like to hear if this is working for someone else.

That was the mistake I made. I am using characters imported from HeroLabs and the spells are not linked so I am assuming the format is not matching 100%. Monsters from the DB are linked perfectly but my other characters are not.


Cutter wrote:

That was the mistake I made. I am using characters imported from HeroLabs and the spells are not linked so I am assuming the format is not matching 100%. Monsters from the DB are linked perfectly but my other characters are not.

This is not going to show up at all on the HeroLab characters in this build mostly because there are a couple of small things I'm not accounting for in the text (linebreaks and a ':' after Spells Prepared/Known)


Kyle you continue to astound. This program has become so invaluable to me, I can't even imagine running a game without it. Your monster editor and ability to save custom monsters is such a versatile tool, that it has literally reduced my preparation time by (at least) half. Thank you so much for your continued work on this FREE product.

Cheers


MendedWall12 wrote:

Kyle you continue to astound. This program has become so invaluable to me, I can't even imagine running a game without it. Your monster editor and ability to save custom monsters is such a versatile tool, that it has literally reduced my preparation time by (at least) half. Thank you so much for your continued work on this FREE product.

Cheers

FREE but he does accept donations on the combatmanager.com website...

Has anyone bought Kyle a pizza lately? ;)


eXaminator wrote:
Will that work for Spell-Like Abilities too?

I should be able to get that working. I wasn't thinking about it but the formatting is almost exactly the same, except for the lack of spell levels.


Great update as always.

I have found an older error, though. When applying the alignment template to creatures, they all seem to get acid, cold, and electricity resistance, no matter which alignment template I use. However, the combination of acid, cold, and electricity is for the Celestial template only. For example, Fiendish should grant fire and acid resistance, but it still shows up as giving the same as Celestial.

Edit: Oh yeah, another bug I've had in older editions is still here. Whenever I try to use the "Between" option for filtering CRs in the monster tab the program crashes.


I'm having some difficulties with Combat Manager's loot generation. Is it possible to force it to generate a specific total value of random loot?


Merkatz wrote:

Great update as always.

I have found an older error, though. When applying the alignment template to creatures, they all seem to get acid, cold, and electricity resistance, no matter which alignment template I use. However, the combination of acid, cold, and electricity is for the Celestial template only. For example, Fiendish should grant fire and acid resistance, but it still shows up as giving the same as Celestial.

Edit: Oh yeah, another bug I've had in older editions is still here. Whenever I try to use the "Between" option for filtering CRs in the monster tab the program crashes.

I'll take a loot at these issues. I haven't had problems with the between CR code.

I can't say I've looked at the template resistances recently. I made some changes to the code because I added the lawful/chaotic templates and it's possible I bumped something is the process.


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Umbral Reaver wrote:
I'm having some difficulties with Combat Manager's loot generation. Is it possible to force it to generate a specific total value of random loot?

No. I could create something, but I'm not quite sure how it would work (from a technical perspective).

When I did some testing on the values the average level value was a little low but still seemed to be reasonably close to the expected level value. I've made a couple of tweaks since then to increase the value but I haven't run the tests again to see where I am.


Love the program by the way. I am the farthest thing from a programmer so my request is a selfish one. Have you ever thought of adding a skill roller or an attack roller to the program? Something that would allow DMs to roll the monster attacks/skills and then get the output of those rolls. This would allow a much faster combat progression on the DMs part. Just a thought.


Kyle Olson wrote:
When I did some testing on the values the average level value was a little low but still seemed to be reasonably close to the expected level value. I've made a couple of tweaks since then to increase the value but I haven't run the tests again to see where I am.

Average wasn't the issue. It's just that it seems to generate loot between zero and the maximum. It could just be confirmation bias, but I felt it was tending toward the two extremes more often.

Liberty's Edge

Doggreen1944 wrote:
Love the program by the way. I am the farthest thing from a programmer so my request is a selfish one. Have you ever thought of adding a skill roller or an attack roller to the program? Something that would allow DMs to roll the monster attacks/skills and then get the output of those rolls. This would allow a much faster combat progression on the DMs part. Just a thought.

I read this, and then checked the application, because I was kind of surprised it doesn't already offer this. But, correct me if I'm wrong - it doesn't. I will definitely add a +1 for this feature. Some people will never put their dice away, but for others, this would be invaluable.


Umbral Reaver wrote:
Average wasn't the issue. It's just that it seems to generate loot between zero and the maximum. It could just be confirmation bias, but I felt it was tending toward the two extremes more often.

I think it's reasonable that could be true, and it's in the nature of the magic item charts, to some extent. If the charts give you 1 item, the difference in value between a scroll or potion and a magic weapon can be fairly large.


I have always been so excited to download the newest version and open it up that I had never noticed the donate button until it was mentioned in the thread!

It's not much (definitely not what the application is worth to me [read: PRICELESS]), but it's a start. :D Paizo should hire you to do this full time and give you your own team of code monkeys.


Foghammer wrote:
Paizo should hire you to do this full time and give you your own team of code monkeys.

+1 :) Last time I checked they were looking for a programmer ;)


eXaminator wrote:
Foghammer wrote:
Paizo should hire you to do this full time and give you your own team of code monkeys.
+1 :) Last time I checked they were looking for a programmer ;)

I am surprised the Lone Wolf (Hero Lab) guys haven't offered you a job.

Sovereign Court

Doggreen1944 wrote:
Have you ever thought of adding a skill roller or an attack roller to the program? Something that would allow DMs to roll the monster attacks/skills and then get the output of those rolls. This would allow a much faster combat progression on the DMs part. Just a thought.

There's plenty of choice out there, for a simple browser based solution that's open source I'd suggest this one:

Javascript dice roller

I'll be giving it a go at my next GM session.


Hi,

I am at 1.3.0 and am importing PCGen files. Many of them have both ranged and melee weapons, and CM is not importing the ranged weapon. For instance from the PC.rpgrp file (one of the ones I sent you).

<attack>
+1 Longbow (Composite/Strength Rating+1):
+4
ranged
(
1d8+2
/x3
)
Mace, Light:
+2
melee
(
1d6+1
)
</attack>
<specialAttacks>Channel Positive Energy</specialAttacks>

Only the Mace is showing up in the party and selected panes.

-- david
Papa.DRB


I remember when I first stumbled upon this app, and I have to say that it has definitely come a long way. Kudos to you for keeping on it and for listening to the community :)

That being said, I do have a short list of things that you may want to consider (no good deed goes unpunished, eh?):


  • Make the application portable. Currently, I see a CombatManager reg key, but it seems that all of these settings could easily be moved to Application.Settings. This would allow people to install the app to a flash drive and use it in places that they might not have Registry read/write permissions.
  • I'm not very practiced with WPF, but is it possible to make your main window columns resizable? Currently, the only way to make the Current/Selected stat blocks larger is to resize the entire window.
  • Import/Export custom monsters. I was having a discussion with a fellow GM this morning (trying to sell him on this app), and he was asking "what if I had a custom monster, and my friend had a custom monster, and we wanted to swap?". Currently, there is no way to do that aside from manual XML editing that I can see.
  • Different method of loot generation. I don't know if your app already does this, but some of the differential problems with treasure could be solved by generating a raw cash value, then 'purchasing' items with that horde total according to a (configurable?) weighted system that ensures as much of the loot is used as possible.
  • Treasure by size. It would be nice to see something that would allow for treasure generation by city size. Something that uses the info out of the GMG to determine what specific items are available in this or that city dependent on the city size and wealth modifiers.
  • Random caster levels on some items. Not sure if I just haven't seen them, but it would be nice if every once in a while the loot generator would throw out a 'Wand of Scorching Ray (CL 9)', or a 'Potion Of Cure Serious Wounds (CL 11)'.
  • Gold Piece Limit on item generation. It would be nice to be able to manually specify a GP value for the main loot generation algorithm. Right now, I have to specify a level, but it would be killer to be able to define the total value of the haul along with how it is split.

Again, excellent program, and I look forward to future versions. If you are ever looking for some assistance, I would be more than happy to help in whatever way I can.


Papa-DRB wrote:

Hi,

I am at 1.3.0 and am importing PCGen files. Many of them have both ranged and melee weapons, and CM is not importing the ranged weapon. For instance from the PC.rpgrp file (one of the ones I sent you).

Papa.DRB

I'll take a look. Composite bows have a way of screwing up my parsing.


Stabbington P. Carvesworthy wrote:

I remember when I first stumbled upon this app, and I have to say that it has definitely come a long way. Kudos to you for keeping on it and for listening to the community :)

Make the application portable. Currently, I see a CombatManager reg key, but it seems that all of these settings could easily be moved to Application.Settings. This would allow people to install the app to a flash drive and use it in places that they might not have Registry read/write permissions.

The app should run anywhere the user can install applications with User access, ignoring .Net upgrade issues. Also, you could grab everything in the folder and run it from anywhere. The reg keys are actually not important so even if you couldn't write them the app would still run. There is a bunch of state data that needs to be written to the user's Application Data folder, though.

Stabbington P. Carvesworthy wrote:


  • I'm not very practiced with WPF, but is it possible to make your main window columns resizable? Currently, the only way to make the Current/Selected stat blocks larger is to resize the entire window.
  • I've added some little arrows which allow you to switch around the positioning of the stat windows, and you can switch from a column for Players and a column for Monsters to both in the same column, but I don't allow the Init, Party, and Monsters columns to be resized for semi-technical reasons.

    Stabbington P. Carvesworthy wrote:


  • Import/Export custom monsters. I was having a discussion with a fellow GM this morning (trying to sell him on this app), and he was asking "what if I had a custom monster, and my friend had a custom monster, and we wanted to swap?". Currently, there is no way to do that aside from manual XML editing that I can see.
  • You can take a monsters from the DB or in the UI and save it as a party file and send it somewhere. I'm looking to build a UI to make a more elegant solution. It's not difficult at all, just something I need to get to.

    Stabbington P. Carvesworthy wrote:


    Different method of loot generation.
    Stabbington P. Carvesworthy wrote:


    Gold Piece Limit on item generation

    I've been thinking about how to do this since it was suggested to enter a GP value for treasure yesterday. It's not entirely straightforward. It would be easy to write an algorithm which generates a million little items, for example.

    Stabbington P. Carvesworthy wrote:


    Treasure by size. It would be nice to see something that would allow for treasure generation by city size. Something that uses the info out of the GMG to determine what specific items are available in this or that city dependent on the city size and wealth modifiers.

    I just need to get these charts in somewhere. I've never had it as a priority but it is not complicated.

    Quote:


    Random caster levels on some items. Not sure if I just haven't seen them, but it would be nice if every once in a while the loot generator would throw out a 'Wand of Scorching Ray (CL 9)', or a 'Potion Of Cure Serious Wounds (CL 11)'.

    I've thought about this from time to time but haven't got around to it. Also changing the number of charges in wands would be nice.

    Lone Wolf Development

    The 8th Dwarf wrote:
    I am surprised the Lone Wolf (Hero Lab) guys haven't offered you a job.

    Funny you should mention that. We actually DID offer him a position. Unfortunately, we weren't the only ones who recognized Kyle's talent and we lost out to another company. <sniff>


    Great work on the project so far, it's amazing. I had a question, a comment, and a shameless feature request.

    First, the shameless request:

    My group rolls initiative every round, when I hit your Roll Initiative button, it resets the combat back to round 1. Perhaps a checkbox in the Options to disable this feature? Something to allow a roll or input of initiative numbers every round.

    Second, the comment:

    On the initiative list, the rolls are tracked, but the initiative bonuses are not included in the info. Could this info be displayed (perhaps in the tooltip). Something like

    Accuser Devil 1:
    Initiative Rolled 14
    Initiative Modifier +2
    Initiative Total 16

    Thirdly, the question:

    In the Monster Editor the Initiative Field is a bit confusing, what does it mean and what does it govern?

    An Aasimar (DEX 10, Init +0) is listed in the Monster Editor as having an Initiative of 13 (+1). Different than the Stat Block (+0)

    An Accuser Devil (DEX 18, Improved Initiative, Init +8) is listed as having initiative of 9 (-1). Different than the Stat Block (+8)

    I was thinking this was tracking the initiative bonus, but the number remains unchannged when I bump up a monster's dex. If I bump the Aasimar's DEX to 14, the Initiative Field remains at 13.

    Thanks for the tool, it's incredible..


    Stynkk wrote:


    My group rolls initiative every round, when I hit your Roll Initiative button, it resets the combat back to round 1. Perhaps a checkbox in the Options to disable this feature? Something to allow a roll or input of initiative numbers every round.

    Here's where this gets sticky. Conditions are tied to the initiative point when they came into effect as opposed to being tied to character. Initiatives are described internally by the result of the roll, followed by the init mod for breaking ties, and an internal tiebreaker roll for breaking that tie. I could allow rerolling the init every round, but when the conditions with a number of rounds would decrement would become problematic.

    Stynkk wrote:


    On the initiative list, the rolls are tracked, but the initiative bonuses are not included in the info. Could this info be displayed (perhaps in the tooltip).

    I could probably drop something in the tooltip


    Kyle Olson wrote:
    Here's where this gets sticky. Conditions are tied to the initiative point when they came into effect as opposed to being tied to character. Initiatives are described internally by the result of the roll, followed by the init mod for breaking ties, and an internal tiebreaker roll for breaking that tie. I could allow rerolling the init every round, but when the conditions with a number of rounds would decrement would become problematic.

    Ah, well I don't want to cause an upheaval in your system - it is a very low priority request :)


    lonewolf-rob wrote:
    The 8th Dwarf wrote:
    I am surprised the Lone Wolf (Hero Lab) guys haven't offered you a job.
    Funny you should mention that. We actually DID offer him a position. Unfortunately, we weren't the only ones who recognized Kyle's talent and we lost out to another company. <sniff>

    Bummer :-( ......Lone Wolf + Kyle would have been Awesome + Awesome.

    The good thing though is people recognise Kyle's talent.


    The 8th Dwarf wrote:


    Bummer :-( ......Lone Wolf + Kyle would have been Awesome + Awesome.

    They're great guys, and they'll keep up with the Awesome.


    But having him work for lonewolf would probably mean we'd have to buy every extension for Combatmanager (new monsters/npcs/spells/feat) for 20$ or something. So from that position I'm rather happy that this project is still independent ;)

    Anyway, Kayle, keep up the good work, I'm sure you'll be at good use whereever you work. :-)


    Pathfinder Adventure Path Subscriber

    Really enjoying the monster editor. It makes things so much easier.


    Hi, Great program.

    My friend is totally basing his summer campaign around combat manager, and I'm really hoping to use it in the fall when I renew my game. There's one thing that would be incredibly awesome to have for Combat Manager:

    A dice roller. Imagine: You click on the attack box, and it rolls and displays the results in another small pop-up box. I suppose a script could translate 1d4+8 and do the randomization. I check each update, hoping in my heart of hearts for this feature. . .

    Please, I humbly request this. It would help me so much as a GM.

    Lavachild

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