Combat Manager application


Homebrew and House Rules

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Shard Obsidia wrote:
Crash Bug: Customizing or editing any monster now crashes the program (at least on my system).

I cannot duplicate this can you provide more information?


Snapshot wrote:
Shard Obsidia wrote:

Bug: If a player (or monster) has non-lethal damage and heals a single hitpoint, it resets the non-lethal to 0.

[For instance, if a player has 30 non-lethal damage and heals a single hit point, the non-lethal will set itself at 0 non-lethal damage.]

Fixed the bug, however the conditions are not removing correctly will fix this tomorrow.

Ok, everything should be fixed now.

Bug fix testers let me know if there are any problems, new file up for testing


I'm having a couple issues which I am not sure if they are an import problem or the data is just not available in Combat Manager.

I've noticed this in both 1.5.5 and 1.5.6. Specifically when importing characters from HeroLab I am sometimes missing data at random it seems. Some characters seem to be missing class and level information yet others come across without issue from the same .por file.

Also I'm using Mythic Characters and none of their feat information seems to import. I don't see mythic feats anywhere in Combat Manager. Is the mythic data just not available?

Is the new HeroLabs import still pending or was that included yet?

Thanks for all the great work!


CutterJohn wrote:

I'm having a couple issues which I am not sure if they are an import problem or the data is just not available in Combat Manager.

I've noticed this in both 1.5.5 and 1.5.6. Specifically when importing characters from HeroLab I am sometimes missing data at random it seems. Some characters seem to be missing class and level information yet others come across without issue from the same .por file.

Also I'm using Mythic Characters and none of their feat information seems to import. I don't see mythic feats anywhere in Combat Manager. Is the mythic data just not available?

Is the new HeroLabs import still pending or was that included yet?

Thanks for all the great work!

Can you send a .por file that's not working for you to combatman@kyleolson.com? I'll take a look at it.


Kyle Olson wrote:
CutterJohn wrote:

I'm having a couple issues which I am not sure if they are an import problem or the data is just not available in Combat Manager.

I've noticed this in both 1.5.5 and 1.5.6. Specifically when importing characters from HeroLab I am sometimes missing data at random it seems. Some characters seem to be missing class and level information yet others come across without issue from the same .por file.

Also I'm using Mythic Characters and none of their feat information seems to import. I don't see mythic feats anywhere in Combat Manager. Is the mythic data just not available?

Is the new HeroLabs import still pending or was that included yet?

Thanks for all the great work!

Can you send a .por file that's not working for you to combatman@kyleolson.com? I'll take a look at it.

Sent, thanks!


Snapshot wrote:
Shard Obsidia wrote:
Crash Bug: Customizing or editing any monster now crashes the program (at least on my system).
I cannot duplicate this can you provide more information?

I installed on a different system, and it all works fine. It must have something to do with my other computer. (It's running XP and had v1.5.5 on it when I installed. I will upgrade to Windows 7 and reinstall the program to see if it works.)


Shard Obsidia wrote:
Snapshot wrote:
Shard Obsidia wrote:
Crash Bug: Customizing or editing any monster now crashes the program (at least on my system).
I cannot duplicate this can you provide more information?
I installed on a different system, and it all works fine. It must have something to do with my other computer. (It's running XP and had v1.5.5 on it when I installed. I will upgrade to Windows 7 and reinstall the program to see if it works.)

Hi there,

First of all, since it's my first post, please let me add my thanks for creating such a wonderful tool to the many ones you already received.

The last update added some really cool features, but I must confirm Shard Obsidia Crash Bug: on my Windows XP system, trying to enter the Monster Editor feature causes the program to crash as does trying to access the "Settings" and "Hotkeys" menus.

I'm no tech guy: which additional info could I submit to provide further details (My OS config, Window Error report, Windows Error ID, some log: I don't know...)?

I tried a clean install (if uninstalling the program once already updated and reinstalling from scratch qualifies as one) but to no avail.

Thanks again for your hard work and let me know if I can help someway!

Liberty's Edge

Snapshot wrote:
Snapshot wrote:
Shard Obsidia wrote:

Bug: If a player (or monster) has non-lethal damage and heals a single hitpoint, it resets the non-lethal to 0.

[For instance, if a player has 30 non-lethal damage and heals a single hit point, the non-lethal will set itself at 0 non-lethal damage.]

Fixed the bug, however the conditions are not removing correctly will fix this tomorrow.

Ok, everything should be fixed now.

Bug fix testers let me know if there are any problems, new file up for testing

Tested. A few issues noted. PM sent to Snapshot.


RedDogMT wrote:
Snapshot wrote:
Snapshot wrote:
Shard Obsidia wrote:

Bug: If a player (or monster) has non-lethal damage and heals a single hitpoint, it resets the non-lethal to 0.

[For instance, if a player has 30 non-lethal damage and heals a single hit point, the non-lethal will set itself at 0 non-lethal damage.]

Fixed the bug, however the conditions are not removing correctly will fix this tomorrow.

Ok, everything should be fixed now.

Bug fix testers let me know if there are any problems, new file up for testing

Tested. A few issues noted. PM sent to Snapshot.

Resolved Issue in Test 11 & 12

New ComabtManager.Core.dll up Recheck please.

Test 7 & 8 are an artifacts of INotifyPropertyChanged to the program you are not setting the HP to 45,
you are setting them to 4 causing 46 damage and unconsciousness then healing 41 hp thus removing the unconsciousness and the non-lethal damage.
Every change in the box calls the {AdjustHP} method, I cannot change that it's necessary for binding.
Type 45 slowly you will see the effect.

For those wondering here are the test results he sent.

Test Results:
April 10, 2014, Vince Hague (ak RedDogMT)
Combat Manager 1.5.6
MSI Gx660 laptop, i5-450M, ATI Radeon HD 5870, 8GB RAM, Windows 7 Home Premium

Testing: Damage/Heal function resetting nonlethal to zero when healing
Testing: Staggered, Disabled, Dead, Dying, Stabilize, and Unconscious conditions correctly changed in relation to Hit Points

TEST 1: Nonlethal damage calculated correctly using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Manually set Non-Lethal to 30
- Using Damage/Heal function, healed 5 damage
- HP changed from 50 to 55 (success)
- Non-Lethal changed from 30 to 25 (success)
- Using Damage/Heal function, inflicted 5 damage
- HP changed from 55 to 50 (success)
- Non-Lethal remained at 25 (success)
- Using Damage/Heal function, healed 30 damage
- HP changed from 50 to 80 (success)
- Non-Lethal changed from 25 to 0 (success)
- Using Damage/Heal function, inflicted 5 damage
- HP changed from 80 to 75 (success)
- Non-Lethal emained at 0 (success)
- Using Damage/Heal function, healed 50 damage
- HP changed from 75 to 100 (success)
- Non-Lethal emained at 0 (success)

TEST 2: 'Disabled' condition added/removed correctly when hit points go to 0 using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Non-Lethal is left at 0
- Using Damage/Heal function, inflicted 50 damage
- HP changed from 50 to 0 (success)
- 'Disabled' condition was added (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from 0 to 1 (success)
- Disabled condition was removed (success)

TEST 3: 'Dying' condition added/removed correctly when hit points go to less than 0 using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Non-Lethal is left at 0
- Constitution is left at 10
- Using Damage/Heal function, inflicted 55 damage
- HP changed from 50 to -5 (success)
- 'Dying' condition was added (success)
- Using Damage/Heal function, healed 2 damage
- HP changed from -5 to -3 (success)
- 'Dying' condition remained (success)

TEST 4: 'Dead' condition added/removed correctly when hit points equal Constitution using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Non-Lethal is left at 0
- Constitution is left at 10
- Using Damage/Heal function, inflicted 55 damage
- HP changed from 50 to -5 (success)
- 'Dying' condition was added (success)
- Using Damage/Heal function, inflicted 5 damage
- HP changed from -5 to -10 (success)
- 'Dying' condition was removed (success)
- 'Dead' condition was added (success)
- Using Damage/Heal function, inflicted 1 damage
- HP changed from -10 to -11 (success)
- 'Dead' condition remained (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from -11 to -10 (success)
- 'Dead' condition remained (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from -10 to -9 (success)
- 'Dead' condition removed (success)
- 'Stabile' condition added (success)
Noted possible issue with addition of the 'Stable' condition. (see TEST 11 below)
Noted possible issue with 'disabled' and 'dead' condition being active at the same time. (see TEST 12 below)

TEST 5: 'Staggered' condition added/removed correctly when hit points equal nonlethal damage using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Non-Lethal set to 30
- Using Damage/Heal function, inflicted 15 damage
- HP changed from 50 to 35 (success)
- Using Damage/Heal function, inflicted 5 damage
- HP changed from 35 to 30 (success)
- 'Staggered' condition added (success)

TEST 6: 'Unconscious' condition added/removed correctly when hit points are less than nonlethal damage using Damage/Heal function
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Non-Lethal set to 30
- Using Damage/Heal function, inflicted 20 damage
- HP changed from 50 to 30 (success)
- 'Staggered' condition added (success)
- Using Damage/Heal function, inflicted 1 damage
- HP changed from 30 to 29 (success)
- 'Staggered' condition removed (success)
- 'Unconscious' condition added (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from 29 to 30 (success)
- Non-Lethal changed from 30 to 29 (success)
- 'Staggered' condition removed (success)
- 'Unconscious' condition removed (success)

TEST 7: Nonlethal damage calculated correctly using manual adjustments (healing)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Manually set Non-Lethal to 30
- Manually changed HP from 50 to 55
- HP changed from 50 to 55 (success)
- Non-Lethal changed from 30 to 0 (failure)

TEST 8: Nonlethal damage calculated correctly using manual adjustments (damage)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Manually set Non-Lethal to 30
- Manually changed HP from 50 to 45
- HP changed from 50 to 45 (success)
- Non-Lethal changed from 30 to 0 (failure)

TEST 9: Nonlethal damage calculated correctly using HP DOWN-Arrow (damage)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Manually set Non-Lethal to 30
- Using HP Down-Arrow, changed HP from 50 to 49
- HP changed from 50 to 49 (success)
- Non-Lethal remained at 30 (success)

TEST 10: Nonlethal damage calculated correctly using HP UP-Arrow (healing)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Manually set Non-Lethal to 30
- Using HP Up-Arrow, changed HP from 50 to 51
- HP changed from 50 to 51 (success)
- Non-Lethal changed from 30 to 29 (success)

TEST 11: Noted possible issue with addition of the 'Stable' condition using the Damage/Heal function. (reported)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Constitution is left at 10
- Using Damage/Heal function, inflicted 59 damage
- HP changed from 50 to -9 (success)
- 'Dying' condition was added (success)
- Using Damage/Heal function, inflicted 1 damage
- HP changed from -9 to -10 (success)
- 'Dying' condition was removed (success)
- 'Dead' condtion was added (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from -10 to -9 (success)
- 'Dead' condtion was removed (success)
- 'Stabilize' condition was added (success)
- Using Damage/Heal function, healed 3 damage
- HP changed from -9 to -6 (success)
- 'Stabilize' condition remained (success)
- Using Damage/Heal function, inflicted 1 damage
- HP changed from -6 to -7 (success)
- 'Stabilize' condition was removed (success)
- 'Dying' condition was added (success)
- Using Damage/Heal function, healed 1 damage
- HP changed from -7 to -6 (success)
- 'Stabilize' condition was not added (failure)
- 'Dying' condition was not removed (failure)

TEST 12: Noted possible issue with 'disabled' and 'dead' condition being active at the same time using the Damage/Heal function. (reported)
- Started Combat Manager
- Added Blank Monster1
- Manually set HP to 50
- Manually set MAX to 100
- Constitution is left at 10
- Using Damage/Heal function, inflicted 50 damage
- HP changed from 50 to 0 (success)
- 'Disabled' condition was added (success)
- Using Damage/Heal function, inflicted 10 damage
- HP changed from 50 to -100 (success)
- 'Dead' condition was added (success)
- 'Disabled' condition was not removed (failure)

RedDogMT is a man that knows how to do testing.

Liberty's Edge

Snapshot wrote:

Resolved Issue in Test 11 & 12

New ComabtManager.Core.dll up Recheck please.

Thanks Snapshot.

Retested #11/#12. OK now.
One new possible minor issue noted.
PM sent to Snapshot.


Having issues with my ipad version. Any time i touch notes or edit in the combat tab drop down menu for a monster the app crashes


squarecat wrote:
Having issues with my ipad version. Any time i touch notes or edit in the combat tab drop down menu for a monster the app crashes

The first thing I would recommend is uninstalling and reinstalling the app. If that doesn't work send me an email at combatman@kyleolson.com and I'll see what we can figure out from there.


I have a bug to report, the same bug that's been in the last three releases. Many spells don't show all of the text for some reason. For example, Prismatic Spray only shows the first paragraph and then cuts off the rest. The text is in there is you pick Customize, but it doesn't show when you're looking at it. This also affects many monsters' abilities, such as the Devourer; only the first spell-like ability is there. The data in the monster is completely FUBAR and entered wrong. To be precise, the entered text says

(CL 18th) At will-animate dead4th, bestow curse4th (DC 19), confusion4th (DC 19), control undead7th (DC 22), death knell2nd (DC 17), ghoul touch2nd (DC 17), inflict serious wounds3rd (DC 18), lesser planar ally4th, ray of enfeeblement1st, spectral hand2nd, suggestion3rd (DC 18), true seeing6th, vampiric touch3rd (DC 18)

So completely FUBAR. However the data is entered is breaking it completely. This bug affects many spells and many monsters.

Additionally, for another bug, several monsters I've seen have blanks for ability scores, for example, the Fomorian Titan with "-" on every score.


Note: what is provided here is not "the" fix its "a" fix.

DreamGoddessLindsey wrote:
I have a bug to report, the same bug that's been in the last three releases. Many spells don't show all of the text for some reason. For example, Prismatic Spray only shows the first paragraph and then cuts off the rest. The text is in there is you pick Customize, but it doesn't show when you're looking at it. This also affects many monsters' abilities, such as the Devourer; only the first spell-like ability is there. The data in the monster is completely FUBAR and entered wrong. To be precise, the entered text says

Prismatic Spray in Combat Manager:
<p>This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.</p>

<table>
<tr><th>
<table>
<tr><th>1d8</th><th>Color of Beam</th><th>Effect</th></tr>
<tr><td>1</td><td>Red</td><td>20 points fire damage (Reflex half)</td></tr>
<tr><td>2</td><td>Orange</td><td>40 points acid damage (Reflex half</td></tr>
<tr><td>3</td><td>Yellow</td><td>80 points electricity damage (Reflex half )</td></tr>
<tr><td>4</td><td>Green</td><td>Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*</td></tr>
<tr><td>5</td><td>Blue</td><td><i> ;Flesh to stone</i> (Fortitude negates)</td></tr>
<tr><td>6</td><td>Indigo</td><td>Insane , as <i>insanity</i> spell (Will negates)</td></tr>
<tr><td>7</td><td>Violet</td><td>Sent to another plane (Will negates)</td></tr>
<tr><td>8</td><td>Struck by two rays</td><td>Roll twice more, ignoring any "8"results</td></tr>
<tr><td colspan="3">* See poisons on page 557.</td></tr>
</table>
</td></tr>
</table>

Prismatic Spray fixed in Combat Manager:
<p>This spell causes seven shimmering, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.</p>
<table>
<tr><th>1d8</th><th>Color of Beam</th><th>Effect</th></tr>
<tr><td>1</td><td>Red</td><td>20 points fire damage (Reflex half)</td></tr>
<tr><td>2</td><td>Orange</td><td>40 points acid damage (Reflex half</td></tr>
<tr><td>3</td><td>Yellow</td><td>80 points electricity damage (Reflex half )</td></tr>
<tr><td>4</td><td>Green</td><td>Poison (Frequency 1/rd. for 6 rd.; Init. effect death; Sec. effect 1 Con/rd.; Cure 2 consecutive Fort saves)*</td></tr>
<tr><td>5</td><td>Blue</td><td><i> ;Flesh to stone</i> (Fortitude negates)</td></tr>
<tr><td>6</td><td>Indigo</td><td>Insane , as <i>insanity</i> spell (Will negates)</td></tr>
<tr><td>7</td><td>Violet</td><td>Sent to another plane (Will negates)</td></tr>
<tr><td>8</td><td>Struck by two rays</td><td>Roll twice more, ignoring any "8"results</td></tr>
<tr><td colspan="3">* See poisons on page 557.</td></tr>
</table>

DreamGoddessLindsey wrote:


(CL 18th) At will-animate dead4th, bestow curse4th (DC 19), confusion4th (DC 19), control undead7th (DC 22), death knell2nd (DC 17), ghoul touch2nd (DC 17), inflict serious wounds3rd (DC 18), lesser planar ally4th, ray of enfeeblement1st, spectral hand2nd, suggestion3rd (DC 18), true seeing6th, vampiric touch3rd (DC 18)

So completely FUBAR. However the data is entered is breaking it completely. This bug affects many spells and many monsters.

Correct SLA text:
(CL 18th) At will-animate dead, bestow curse (DC 19), confusion (DC 19), control undead (DC 22), death knell (DC 17), ghoul touch (DC 17), inflict serious wounds (DC 18), lesser planar ally, ray of enfeeblement, spectral hand, suggestion (DC 18), true seeing, vampiric touch (DC 18)

DreamGoddessLindsey wrote:


Additionally, for another bug, several monsters I've seen have blanks for ability scores, for example, the Fomorian Titan with "-" on every score.

This one is kinda funny.

there is a spelling problem in the bestiary xml files as follows.
This is the call to the method that gets the ability score text.
m.AbilitiyScores = GetElementStringValue(v, "AbilitiyScores");
The problem is that some of the monsters have the mispelling and some don't.
<AbilityScores> returns Null
<AbilitiyScores> returns the XElement value.

{v = }Fomorian Titan:
<Monster>
<Name>Fomorian Titan</Name>
<CR>22</CR>
<XP>614400</XP>
<Alignment>CE</Alignment>
<Size>Colossal</Size>
<Type>outsider</Type>
<SubType>(chaotic, evil, extraplanar, mythic)</SubType>
<Init>1</Init>
<Senses>darkvision 60 ft., divine spell perception; Perception +26</Senses>
<Aura>frightful presence (60 ft., DC 27)</Aura>
<AC>41, touch 3, flat-footed 40</AC>
<AC_Mods>(+14 armor, +1 Dex, +24 natural, -8 size| +4 deflection vs. divine)</AC_Mods>
<HP>413</HP>
<HD>(18d10+314)</HD>
<HP_Mods>regeneration 15 (good artifacts, effects, and spells)</HP_Mods>
<Saves>Fort +24, Ref +9, Will +18; +8 vs. mind-affecting, +4 vs. divine</Saves>
<Fort>24</Fort>
<Ref>9</Ref>
<Will>18</Will>
<Save_Mods>+8 vs. mind-affecting, +4 vs. divine</Save_Mods>
<DefensiveAbilities>fortification (50%)</DefensiveAbilities>
<DR>15/epic and lawful</DR>
<Immune>aging, death effects, disease</Immune>
<Resist>electricity 30, fire 30</Resist>
<SR>33</SR>
<Speed>30 ft., (40 ft. base), air walk</Speed>
<Melee>+3 speed wounding heavy mace +29/+29/+24/+19/+14 (6d6+19/19-20/x3 plus bleed and push), slam +26 (2d8+24 plus push)</Melee>
<Space>30 ft.</Space>
<Reach>30 ft.</Reach>
<AbilityScores>Str 42, Dex 12, Con 37, Int 29, Wis 20, Cha 27</AbilityScores>
<BaseAtk>18</BaseAtk>
<CMB>+42 (+44 bull rush)</CMB>
<CMD>53 (55 vs. bull rush)</CMD>
<Languages>Abyssal, Celestial, Common; telepathy 300 ft.</Languages>
<Environment>any (Abyss)</Environment>
<Organization>solitary, pair, or war band (3-6)</Organization>
<Treasure>double (+3 speed wounding heavy mace, +4 moderate fortification full plate, other treasure)</Treasure>
<Group>Titan</Group>
<Source>PFRPG Bestiary 4</Source>
<IsTemplate>0</IsTemplate>
<CharacterFlag>0</CharacterFlag>
<CompanionFlag>0</CompanionFlag>
<Fly>0</Fly>
<Climb>0</Climb>
<Burrow>0</Burrow>
<Swim>0</Swim>
<Land>1</Land>
<DontUseRacialHD>0</DontUseRacialHD>
<id>5373</id>
<UniqueMonster>0</UniqueMonster>
<MR>8</MR>
<Mythic>1</Mythic>
<MT>0</MT>
</Monster>

{v =} Ceratioidi:
<Monster>
<Name>Ceratioidi</Name>
<CR>3</CR>
<XP>800</XP>
<Alignment>N</Alignment>
<Size>Medium</Size>
<Type>monstrous humanoid</Type>
<SubType>(aquatic)</SubType>
<Init>0</Init>
<Senses>darkvision 60 ft., low-light vision; Perception +9</Senses>
<AC>15, touch 10, flat-footed 15</AC>
<AC_Mods>, +5 natural)</AC_Mods>
<HP>30</HP>
<HD>(4d10+8)</HD>
<Saves>Fort +3, Ref +4, Will +6</Saves>
<Fort>3</Fort>
<Ref>4</Ref>
<Will>6</Will>
<Immune>mind-affecting effects</Immune>
<Speed>30 ft., swim 50 ft.</Speed>
<Melee>2 shortspears +8 (1d6+3) or 2 slams +7 (1d4+3)</Melee>
<Ranged>2 shortspears +5 (1d6+3)</Ranged>
<Space>5 ft.</Space>
<Reach>5 ft.</Reach>
<AbilitiyScores>Str 17, Dex 10, Con 15, Int 15, Wis 14, Cha 12</AbilitiyScores>
<BaseAtk>4</BaseAtk>
<CMB>7</CMB>
<CMD>17</CMD>
<Languages>Aquan, Common</Languages>
<SQ>dual mind, primitive amphibian</SQ>
<Environment>any saltwater</Environment>
<Organization>solitary, mated individual, or clan (3-20)</Organization>
<Treasure>standard</Treasure>
<Source>PFRPG Bestiary 3</Source>
<IsTemplate>0</IsTemplate>
<CharacterFlag>0</CharacterFlag>
<CompanionFlag>0</CompanionFlag>
<Fly>0</Fly>
<Climb>0</Climb>
<Burrow>0</Burrow>
<Swim>1</Swim>
<Land>1</Land>
<DontUseRacialHD>0</DontUseRacialHD>
<id>1997</id>
<UniqueMonster>0</UniqueMonster>
</Monster>

These are some significant data issues, I am not sure who manages the data for Combat Manager.
I can easily fix them locally but a fix for the import I have no control over. A new data update may just screw them up again.

Liberty's Edge

I believe chopswil said to contact him about data issues.

Dark Archive

kyle takes the raw data from me
what he does after that i don't know
the data comes from here
http://www.pathfindercommunity.net/home/databases
expect for the bestiary monsters which comes from me via
https://drive.google.com/file/d/0BxwDI9kFz9SdZlVUR05Hb0MyWEk/edit?usp=shari ng

Dark Archive

any way we can just data file updates?


chopswil wrote:

kyle takes the raw data from me

what he does after that i don't know
the data comes from here
http://www.pathfindercommunity.net/home/databases
expect for the bestiary monsters which comes from me via
https://drive.google.com/file/d/0BxwDI9kFz9SdZlVUR05Hb0MyWEk/edit?usp=shari ng

I downloaded the Bestiary file, there seems to be a problem with Xaphan (1411) could you check the file. I am using Excel to open it.

Dark Archive

I love the latest facility (in 1.5.6) which means that I can load the .cmpt file from RealmWorks straight into a running version of Combat Manager!

This will make life much simpler for managing encounters (I don't like HL for GMing).

Dark Archive

Snapshot wrote:
chopswil wrote:

kyle takes the raw data from me

what he does after that i don't know
the data comes from here
http://www.pathfindercommunity.net/home/databases
expect for the bestiary monsters which comes from me via
https://drive.google.com/file/d/0BxwDI9kFz9SdZlVUR05Hb0MyWEk/edit?usp=shari ng

I downloaded the Bestiary file, there seems to be a problem with Xaphan (1411) could you check the file. I am using Excel to open it.

I believe I've fixed this

fix has been uploaded even though I didn't change the version number


chopswil wrote:
Snapshot wrote:
chopswil wrote:

kyle takes the raw data from me

what he does after that i don't know
the data comes from here
http://www.pathfindercommunity.net/home/databases
expect for the bestiary monsters which comes from me via
https://drive.google.com/file/d/0BxwDI9kFz9SdZlVUR05Hb0MyWEk/edit?usp=shari ng

I downloaded the Bestiary file, there seems to be a problem with Xaphan (1411) could you check the file. I am using Excel to open it.

I believe I've fixed this

fix has been uploaded even though I didn't change the version number

That looks better I will begin some experiments with data imports.

Dark Archive

Snapshot wrote:
chopswil wrote:
Snapshot wrote:
chopswil wrote:

kyle takes the raw data from me

what he does after that i don't know
the data comes from here
http://www.pathfindercommunity.net/home/databases
expect for the bestiary monsters which comes from me via
https://drive.google.com/file/d/0BxwDI9kFz9SdZlVUR05Hb0MyWEk/edit?usp=shari ng

I downloaded the Bestiary file, there seems to be a problem with Xaphan (1411) could you check the file. I am using Excel to open it.

I believe I've fixed this

fix has been uploaded even though I didn't change the version number
That looks better I will begin some experiments with data imports.

an email, chopswil at comcast dot net, will get quicker results than a message board post, although data fixes during the workday won't happen


After some sessions with combat manager in my games on my android tablet, I have to say, I am very pleased. Works great for me.

Unfortunately HeroLab-import still causes the app to crash. If this can be fixed someday, it would be really, really great.


cultofmice wrote:

After some sessions with combat manager in my games on my android tablet, I have to say, I am very pleased. Works great for me.

Unfortunately HeroLab-import still causes the app to crash. If this can be fixed someday, it would be really, really great.

I apologize, I got distracted from getting a new release out. I hope to put this fix out in the next few days.


Kyle Olson wrote:
cultofmice wrote:

After some sessions with combat manager in my games on my android tablet, I have to say, I am very pleased. Works great for me.

Unfortunately HeroLab-import still causes the app to crash. If this can be fixed someday, it would be really, really great.

I apologize, I got distracted from getting a new release out. I hope to put this fix out in the next few days.

No problem. Thanks!


I too have the same crushing problem on Windows XP (CM Version 1.5.6) when i try to edit a Monster or enter Settings. By the way, your application is superb and i feel like donating again and again for your excellent support!


cultofmice wrote:
Kyle Olson wrote:
cultofmice wrote:

After some sessions with combat manager in my games on my android tablet, I have to say, I am very pleased. Works great for me.

Unfortunately HeroLab-import still causes the app to crash. If this can be fixed someday, it would be really, really great.

I apologize, I got distracted from getting a new release out. I hope to put this fix out in the next few days.
No problem. Thanks!

Seems fixed with latest update. Amazing, thank you very much!


Darth Smoke wrote:
I too have the same crushing problem on Windows XP (CM Version 1.5.6) when i try to edit a Monster or enter Settings. By the way, your application is superb and i feel like donating again and again for your excellent support!

I uninstalled 1.5.6, and installed 1.5.5 and the problem disappeared. I hope that helps a bit.

In short: XP + 1.5.6 + Edit Monster = Crush
XP + 1.5.5 + Edit Monster = No Crush


Thanks for the great update! I have a small bug, not sure if this has been mentioned before, but with some of the portfolios I import from Hero Lab there's an issue with attacks. For some reason it turns the "x" for the critical multiplier into a little diamond with a question mark in it. Any weapon attack that imports with that mixup won't actually work in the automatic dice roller. When I right click, select roll, select attack, it shows up as an "empty" button. Meaning I can click it, but it doesn't actually do anything except put the character's name into the dice engine. Anybody else have this issue? Is it something I'm doing with Hero Lab?


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The Shachath demon has no stats and therefore doesn't advance properly with templates.

Also, when selecting monsters the print button seems to have been placed under the environment selector and is barely visible.

Liberty's Edge

magnuskn wrote:
Also, when selecting monsters the print button seems to have been placed under the environment selector and is barely visible.

I assume you are referring to the Monsters tab. What resolution do you have your screen at? If you are running it at 800x600, there isn't enough horizontal space across the screen. This results in the 'Print' button 'sliding' in back of the 'All Environments' drop down.

The vast majority of applications these days require a minimum resolution of 1024x768. This may or may not be a bug (assuming I am on the right track with you). It really depends on whether the program has a minimum resolution requirement (which I am unsure of). One of the devs would need to comment.

The Exchange

The Annis Hag's stack block has an error. It's DR is incorrect.


RedDogMT wrote:
magnuskn wrote:
Also, when selecting monsters the print button seems to have been placed under the environment selector and is barely visible.

I assume you are referring to the Monsters tab. What resolution do you have your screen at? If you are running it at 800x600, there isn't enough horizontal space across the screen. This results in the 'Print' button 'sliding' in back of the 'All Environments' drop down.

The vast majority of applications these days require a minimum resolution of 1024x768. This may or may not be a bug (assuming I am on the right track with you). It really depends on whether the program has a minimum resolution requirement (which I am unsure of). One of the devs would need to comment.

Ok, I see the problem. I've got a couple of ways I can fix this. I'll see what I can do.

Dark Archive

an admission to make: the NPC DB which is used for data in this app has some issues.
Mainly when I exported it several monsters got jammed into one row.
I'm working on fixing it and finding out why it happened in the first place, sorry.

as a side note, I've got a sql server DB and I export to a libre office spreadsheet. If any one has a good way to export a krap-tonne of data I'd like to hear it.
chopswil at comcast dot net


Question:

What does this mean?

Add interface for tracking resources

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


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.


Snapshot wrote:
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.

Got it! Thanks very much. Have to play with that functionality a bit.

Dark Archive

chopswil wrote:

an admission to make: the NPC DB which is used for data in this app has some issues.

Mainly when I exported it several monsters got jammed into one row.
I'm working on fixing it and finding out why it happened in the first place, sorry.

as a side note, I've got a sql server DB and I export to a libre office spreadsheet. If any one has a good way to export a krap-tonne of data I'd like to hear it.
chopswil at comcast dot net

I think I got this fixed for the npc db.

some feedback would be nice


chopswil wrote:
chopswil wrote:

an admission to make: the NPC DB which is used for data in this app has some issues.

Mainly when I exported it several monsters got jammed into one row.
I'm working on fixing it and finding out why it happened in the first place, sorry.

as a side note, I've got a sql server DB and I export to a libre office spreadsheet. If any one has a good way to export a krap-tonne of data I'd like to hear it.
chopswil at comcast dot net

I think I got this fixed for the npc db.

some feedback would be nice

I'm working on putting together a new build with this data.


MendedWall12 wrote:
Thanks for the great update! I have a small bug, not sure if this has been mentioned before, but with some of the portfolios I import from Hero Lab there's an issue with attacks. For some reason it turns the "x" for the critical multiplier into a little diamond with a question mark in it. Any weapon attack that imports with that mixup won't actually work in the automatic dice roller. When I right click, select roll, select attack, it shows up as an "empty" button. Meaning I can click it, but it doesn't actually do anything except put the character's name into the dice engine. Anybody else have this issue? Is it something I'm doing with Hero Lab?

I'm looking into problems with attacks now, but I'm getting different problems (so far). Can you send me .por files which are showing this problem to combatman@kyleolson.com?


I found another little bug concerning herolab import for android. When loading a bunch of statblocks, some of them lack the "type, class, level"-line (for example "human fighter 1").


Kyle Olson wrote:
MendedWall12 wrote:
Thanks for the great update! I have a small bug, not sure if this has been mentioned before, but with some of the portfolios I import from Hero Lab there's an issue with attacks. For some reason it turns the "x" for the critical multiplier into a little diamond with a question mark in it. Any weapon attack that imports with that mixup won't actually work in the automatic dice roller. When I right click, select roll, select attack, it shows up as an "empty" button. Meaning I can click it, but it doesn't actually do anything except put the character's name into the dice engine. Anybody else have this issue? Is it something I'm doing with Hero Lab?
I'm looking into problems with attacks now, but I'm getting different problems (so far). Can you send me .por files which are showing this problem to combatman@kyleolson.com?

Scratch that, I see it everywhere. Still, feel free to send sample files, I find them very useful.


Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
RedDogMT wrote:
magnuskn wrote:
Also, when selecting monsters the print button seems to have been placed under the environment selector and is barely visible.

I assume you are referring to the Monsters tab. What resolution do you have your screen at? If you are running it at 800x600, there isn't enough horizontal space across the screen. This results in the 'Print' button 'sliding' in back of the 'All Environments' drop down.

The vast majority of applications these days require a minimum resolution of 1024x768. This may or may not be a bug (assuming I am on the right track with you). It really depends on whether the program has a minimum resolution requirement (which I am unsure of). One of the devs would need to comment.

1980x1080, but since I usually don't have the window not maximised, I guess in this version the button slipped to the right or something, which was not the case in prior versions. ^^ Kyle already saw what the problem, as he said, so I guess it'll be adressed in the next release.


magnuskn wrote:
RedDogMT wrote:
magnuskn wrote:
Also, when selecting monsters the print button seems to have been placed under the environment selector and is barely visible.

I assume you are referring to the Monsters tab. What resolution do you have your screen at? If you are running it at 800x600, there isn't enough horizontal space across the screen. This results in the 'Print' button 'sliding' in back of the 'All Environments' drop down.

The vast majority of applications these days require a minimum resolution of 1024x768. This may or may not be a bug (assuming I am on the right track with you). It really depends on whether the program has a minimum resolution requirement (which I am unsure of). One of the devs would need to comment.

1980x1080, but since I usually don't have the window not maximised, I guess in this version the button slipped to the right or something, which was not the case in prior versions. ^^ Kyle already saw what the problem, as he said, so I guess it'll be adressed in the next release.

In the next release, the dropdowns in the Monsters tab will wrap to 2 rows when the window is too small. Right now the dropdowns are also a little tighter together, which isn't as good looking but may be the most practical option.


Kyle Olson wrote:

Scratch that, I see it everywhere. Still, feel free to send sample files, I find them very useful.

Sent you a couple files anyway, use if you need them.

Thanks for all your work on this FREE program. I realize the android and ios versions aren't free, but the pc version of this program started and remains free, and I'm to the point now, where I don't think I could actually GM a game without it.


Kyle Olson wrote:
Kyle Olson wrote:
MendedWall12 wrote:
Thanks for the great update! I have a small bug, not sure if this has been mentioned before, but with some of the portfolios I import from Hero Lab there's an issue with attacks. For some reason it turns the "x" for the critical multiplier into a little diamond with a question mark in it. Any weapon attack that imports with that mixup won't actually work in the automatic dice roller. When I right click, select roll, select attack, it shows up as an "empty" button. Meaning I can click it, but it doesn't actually do anything except put the character's name into the dice engine. Anybody else have this issue? Is it something I'm doing with Hero Lab?
I'm looking into problems with attacks now, but I'm getting different problems (so far). Can you send me .por files which are showing this problem to combatman@kyleolson.com?
Scratch that, I see it everywhere. Still, feel free to send sample files, I find them very useful.

Kyle, are you working with Snapshot on this? Working with Snap we've identified the problem with the critical import. I believe Snap said the "x" in the multiplier is actually in unicode for some reason. I've tested it and if you do a manual attack edit on an imported creature, delete the imported "x" and replace it with a normal "x" then the attacks parse fine.

BTW, I'm testing the HeroLab import from Snap and I think it is a big improvement. I suggest getting that into the next release if possible.


Dean Roy wrote:


Kyle, are you working with Snapshot on this? Working with Snap we've identified the problem with the critical import. I believe Snap said the "x" in the multiplier is actually in unicode for some reason. I've tested it and if you do a manual attack edit on an imported creature, delete the imported "x" and replace it with a normal "x" then the attacks parse fine.

BTW, I'm testing the HeroLab import from Snap and I think it is a big improvement. I suggest getting that into the next release if possible.

I've got a fix for the "x" problem, and a couple more encoding problems.

I don't know what I'm going to do with snapshot's HeroLab import at this point, I need to do some testing. HeroLab import has been a recurring problem ever since the file format changed, which is quite a while now, and I want to improve the situation.

I'll probably put out a new version with the current HL import soon, maybe this weekend if things go well with the data update, and then figure out where to go from there.

I also need to do some serious work on Mythic-related stuff to get that working properly.


Pathfinder Adventure Path Subscriber

I seem to have an issue with the program crashing when I click on one of the custom monster entries I made. I believe it's because I accidentally left a hanging parentheses open after a spell-like ability in the slas section. So in my example it read "1/day- mind control (" and then went onto the next spell. Is there something to be done to save that monster entry, or barring that, delete it?


Pathfinder Adventure Path Subscriber

(This was creating a monster in the Monster Editor in the monster database, not in the combat tab itself)


Dreaming Psion wrote:
(This was creating a monster in the Monster Editor in the monster database, not in the combat tab itself)

Send a copy of bestiary.db from C:\Users\<user>\AppData\Roaming\Combat Manager to combatman@kyleolson.com and I will:

a) create a fix for the crash
b) try to manually delete the monster and send you back a copy of the file

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