DnD4e Combat Tracker Utility

Post/Author/DateTimePost
#1

mortaneus

Sep 10, 2009 0:30:16

I've been running a 4e game for a while now, and I use my laptop as my GM screen.

As such, I've spent a decent amount of time examining the various GM digital assistant offerings out there. I've mainly been using Virtual Combat Cards, MasterPlan, and OneNote to do what I want to do.

All are excellent offerings. However, none of them have exactly the feature set I want while running a fight. Since I prefer to fix rather than complain, I went about writing my own (being a programmer myself).

I've gone through a few versions now (mostly posted on RPG.net and ENworld), and I'm now putting it up here for the world to examine, use, curse at, and lampoon.


DnD4e Combat Manager Page


(you may have to remove the _ characters from the sides of the file name to open the .zip...no idea why SkyDrive is doing that)


The specifics:


  • Windows XP and later only

  • Requires .NET Framework 3.5 installed (if you have the Character Builder or Monster Builder installed, you have this)

  • Can paste 'Copy to Rich Text' data from the Monster Builder on DnDi (button above the list on Library window, also button on individual detail screen).  Now compatible with the new MB release!

  • Full initiative tracking.

  • Effect tracking, now with automatic drop-off of 'Until Start/End' type effects.

  • Powers available/used tracking

  • Allows common HP/XP House Rules options to modify monsters (Dropdown titled 'Mod': Demi = 1/2hp+2/3xp, Semi = 1/4hp+1/3xp, Minion = 1hp+1/4xp)

  • Displays full statblock on the main window. No need to bounce around looking for information (main reason I wrote this).

  • Automatic saving of all entered Statblocks

  • Ability to save and load encounter configurations

  • Text-entry field for notes on each combatant, as well as encounter-level notes.

Screenshot:


9aplhx.jpg



It is still a work-in-progress. Please let me know what you like, hate, or want.


I'll be monitoring this thread, though the main discussions are happening here:  forum.rpg.net/showthread.php?t=470335

Thanks!

#2

tiamatthedragongod

Sep 13, 2009 9:32:56

This is pretty friggen wicked! It reminds me a lot of VCC.... I haven't had much of a chance to play with it yet, but I'm going to...

#3

mortaneus

Sep 14, 2009 4:15:48


This is pretty friggen wicked! It reminds me a lot of VCC.... I haven't had much of a chance to play with it yet, but I'm going to...




Thanks!  VCC was actually one of my main inspirations for creating this.


I hope it proves of use. 

#4

tiamatthedragongod

Sep 14, 2009 13:12:27

So one thing I've got already... it would be really cool if you could import from the Character builder... either via the .dnd4 file or just the copied summery...

#5

mondragon

Sep 15, 2009 0:41:14


I've been running a 4e game for a while now, and I use my laptop as my GM screen.


[...]


It is still a work-in-progress. Please let me know what you like, hate, or want.




I am nowadays a casual DM always on the verge of retirement, but this looks nice, fast and usable. I will try to use it for the upcoming D&D Game Day.


PCs data entry may take time (you really need some kind of import), but then combat runs really smooth. Cool You should consider adding a die generator and the capability to alter Stats. 


Keep up the good work (this is something that really comes from the game table experience). I am really looking for the next version. 


Ciao,


Maurizio

#6

el_stiko

Sep 15, 2009 3:26:25


So one thing I've got already... it would be really cool if you could import from the Character builder... either via the .dnd4 file or just the copied summery...




So many talented programmers are building the same thing in different ways...I just want to get all of you to move in together for a month, along with the guys making 3D maps of 4e locations, and finish what WotC started back in 2006.


In the meantime, I download/bookmark each app and wait for one of them to float to the top and destroy the rest...


Love all your work, keep it up, find each other, collaborate, and beat WotC at their own game.


Then, take over the company and give me a job answering phones.

#7

mortaneus

Sep 15, 2009 9:41:55


So one thing I've got already... it would be really cool if you could import from the Character builder... either via the .dnd4 file or just the copied summery...




I'm looking at doing this in the near future.


However, one thing to keep in mind that the specific details of powers would not be included.  Those are not contained in the .dnd4 file that is saved from the Character Builder.  Names and attack bonuses, yes...actual power text, no.

#8

mortaneus

Sep 15, 2009 9:44:06


PCs data entry may take time (you really need some kind of import), but then combat runs really smooth. Cool You should consider adding a die generator and the capability to alter Stats. 




A die generator is pretty easy.  The behind-the-scenes code for it is already there, just need to create an interface for it.


Capability to alter stats?  What do you mean by that?  You can change pretty much everything in a statblock from the Library screen.

#9

tasiefer

Sep 15, 2009 12:32:24

In the meantime, I download/bookmark each app and wait for one of them to float to the top and destroy the rest...


 I realize your comment may have been a bit tongue-in-cheek, but I'd like to think that each app has its own mini audience.  iplay4e was originally geared towards the mobile device audience, but is slowly growing upwards.  inCombat is mainly geared towards the new player or experienced player who just wants a simple interface.  And it seems to me that Mortaneus' DnDCM (preferred shortname?) is geared more towards the player who wants an interface with very detailed control over everything.

You can't serve everyone with the same app, so the way I see it, we just put out the tools and let each user pick the flavor they prefer.

#10

el_stiko

Sep 15, 2009 22:16:23


In the meantime, I download/bookmark each app and wait for one of them to float to the top and destroy the rest...


 I realize your comment may have been a bit tongue-in-cheek, but I'd like to think that each app has its own mini audience.  iplay4e was originally geared towards the mobile device audience, but is slowly growing upwards.  inCombat is mainly geared towards the new player or experienced player who just wants a simple interface.  And it seems to me that Mortaneus' DnDCM (preferred shortname?) is geared more towards the player who wants an interface with very detailed control over everything.

You can't serve everyone with the same app, so the way I see it, we just put out the tools and let each user pick the flavor they prefer.




A valid and poignant observation. I guess I mean I'm looking for the killer for me, and forgot how different our needs might be. I just hope I do find it, with so many different pieces of the one device forging forth independently, at the risk of double-handling.


*Continues cheering from the sidelines, wishing I could code one myself*

#11

tiamatthedragongod

Sep 16, 2009 8:27:48

Indeed, the thing with me is even that in seperate sessions I need different things so having this many programs to choose from is wicked and just another reason I love 4E comming out. It sparked a whole programmer maddness, which is absolutely AWESOME! haha


 


So I can't figure out how to designate powers at-will, encounter and daily for PC's.... ?? It just says (Special) next the power in the encounter...

#12

mondragon

Sep 17, 2009 16:19:42



PCs data entry may take time (you really need some kind of import), but then combat runs really smooth. Cool You should consider adding a die generator and the capability to alter Stats. 




A die generator is pretty easy.  The behind-the-scenes code for it is already there, just need to create an interface for it.


Capability to alter stats?  What do you mean by that?  You can change pretty much everything in a statblock from the Library screen.




Hi Mortaneus,


First of all, I am preparing the data for the upcoming D&D Game Day. The monster copy was smooth and quick, while I confirm that the "hero" data entry is really demanding (of course, I am entering 6th level PCs from scratch and this takes time.)


So please find below some other suggestions for you great tool Wink.


1) By "capability to alter stat" I mean that it could be nice to automatically adjust the character stats as a consequence of an effect. For example, when you use Second Wind, you get a +2 bonus to all defenses and it would be really nice to see the temporarily adjusted defenses values (e.g., AC 18 --> AC 20) highlighted (in red or other color) in the Stats tab. 


2) You need a Feat text box for characters. 


3) You need a place to list the number of available surges and the hit points recovered.


4) One really useful function could be a dynamic index that links the power label in the power tab of the Combat Tracket to its corresponding entry in the character sheet. For example, if you click a power in a long list in the Power tabs, the other sheet could scroll automatically to show that power. 


5) You could differentiate utility powers like that Character Generator. 


6) I also entered consumable items like potions or item powers. Again you could identify them and tag them with a different color (yellow maybe) like the standard power cards. 


Thank you for your attention. I hope this makes sense.


Ciao

#13

mortaneus

Sep 21, 2009 19:46:16


So I can't figure out how to designate powers at-will, encounter and daily for PC's.... ?? It just says (Special) next the power in the encounter...




It's a function of the text contained in the 'Action' line.  Specifically, I'm looking for the following specific bits of text:  "; recharge", "; encounter", "; daily", and "; at-will".  (the semicolons are required, as the action is always listed in the format of "standard action; recharge 5" or something like that.


It's not exactly user-friendly, I know....I'll have to see if I can do something about that.

#14

shaoiken

Sep 23, 2009 9:26:19

Thank you very much for this great programm! Smile

#15

mortaneus

Sep 30, 2009 12:18:25

A new version is up, and in a new place!

Yep, I created a webpage for it...on the RPGnet Wiki. smile.gif

You can find it here:

DnD4e Combat Manager Page

I'll be keeping it current there from now on, though I'll probably continue posting to this thread to notify of updates.

Current Version: 1.4.2

Changes:
* Reworked Initiative and Damage tabs to be more distinctive
o Changed initiative and damage/heal entry boxes to be numeric up-down boxes
o Added 5 and +5 to damage/heal tab for fast values
o Added Surge and Maximum to damage/heal tab for fast values
o Removed Slay button to make room (just hit Max then Damage and it'll do the same thing)
* Added Feat line to Stat Block
* Altered Ready functionality to conform to the rules (it doesn't remove from the initiative structure anymore, just marks as *Rdy*. This will clear when next turn starts, or is moved to start of list)
* Several overhauls and cleanups to 'Start of Turn' functionality
* Changing a statblock in the library will now update current combatants
* Changed 'Undo Turn' button to 'Back Up', and reworked functionality (still doesn't undo damage/healing dealt)
* Moved 'Remove Fighter' button to Initiative tab
* Removed 'Roll Initiatives' and 'Reset Encounter' buttons from main screen. They are menu options under the 'Combat' menu, and don't need to be front-and-center, since they're only accessed twice a fight.

#16

ronnaldo1749

Sep 30, 2009 23:33:07

Is wizards working on something like this already?..seems like I remember an announcement to that end.  BTW...love what you've done here

#17

mortaneus

Oct 04, 2009 2:01:00

A new version is now up, and it includes one of the most oft-requested features...import from the Character Builder!

DnD4e Combat Manager v1.5

Changes:


  1. Importing from Character Builder now active! (look for the CB Load button the library window and on the StatBlock edit window)

  2. Cleaned up the Damage/Healing number-box logic

  3. Second Wind and Action Point will now automatically appear as powers for PCs/Heroes


A quick forewarning for everyone...the import from the Character Builder will be missing some information...mainly the descriptions of powers.

Sorry, but there's not much I can do about that. Those are simply not in the file, and are kept internal to the Character Builder app. I don't have access to them to import them. If you want them in a PC's statblock, you'll have to enter them manually, or cut-and-paste from the compendium.

#18

mortaneus

Oct 05, 2009 3:28:55

A new version is up, mostly bug fixes this time.

DnD4e Combat Manager v1.5.1

Changes:


  • Corrected problem when importing certain beholders eye-powers

  • Negative skill totals should now correctly import without +- problem

  • Fixed a problem with certain older Character Builder formats (the "(" in an XML name problem)

  • "End of Source's Next Turn" effects should now properly end if the source delays

  • Modified settings to attempt to account for increased system-font size (this may or may not fix the problem)

#19

mortaneus

Oct 07, 2009 14:47:00

A new version is up.

DnD4e Combat Manager v1.5.2

Changes:


  • Updated for new version of Monster Builder

  • Added support for multiple-file-select when opening encounters, and when importing from Character Builder from the Library screen. The 'CB Import' button on the actual StatBlock-edit window is still only single-file-select, for obvious reasons.


Note: The monster-type keywords (such as Undead, Fey, etc) will be missing when pasting from the new Monster Builder. It does not include these in the Rich Text (probably a bug on their part), so these details will be missing when pasted to this application.

They also reversed the order of the action details for powers, so 'At-Will' and 'Encounter' are now first, followed by 'Standard' or 'Minor'. This will also be reflected in newly pasted monsters.

#20

Thraug

Oct 08, 2009 13:27:08

This looks like an awesome application, and one I will use if it does what it claims (I'll be able to test it later this evening).


I have but one request/question. Will you make it open source if and when you no longer wish to update it? I ask because eventually programmers (myself included) no longer wish to maintain their work. VCC is open source and allows users to maintain it in the event that it's abandone by the  orginators.


Thanks.

#21

Thraug

Oct 09, 2009 1:22:24

I just played with this the past hour and think it's fantastic! My first suggestion is ....


 


Can you allow each monster to have a identifier defined by the user, like they do in VCC? I see DnD4eCT assigns monsters of the same type a number from 1 to n, but our monster combantants are labeled with various numbers that don't allays start with #1, and can have more than one character in their ID.


For example, lets say we have 3 monsters. They can be labeled as "R2" "R3" and "W13". How, and why?


We use Dapper Devil bases (tinyurl.com/yl534vf), and each of these bases has a unique number painted on it, and the base is colored. This reults in no ID conflicts. There is only one of each number, and since the base attachments are different sizes (for different DDM base sizes), we do not always have monsters starting at #1.


Keep up the great work!!

#22

mergon

Oct 12, 2009 17:39:19

First:


  This tool is simply fantastic. Just found out about it and tried it and I already love it.


Second:


  Features I'd like to see (as you may have expectesd) . . . Sealed


  1) Not sure if this is possible mind you, but is it possible to import the descriptions of powers, feats, and items on a character when you import them in to the combat manager? This would save me time swapping back and forth between the Character Builder, Adventure Tools and the Combat Manager.


  2) Any chance of Internet / Lan connectivity so that players can upload there character directly to the Combat Manager? As it is I'll just have them email me a copy of the character file.


 


This tool has enormous possibilities. It's what I was hoping to see from WotC with Whiteboard and chat capabilities. We use Ventrilo (8 user version) for voice talking during our sessions.


 


 


 

#23

zergor

Oct 12, 2009 21:02:16

Best Init tracker I've found yet. I think its odd that community members are cranking out tools WOTC has been promising for... years?


Thank you!


Feature Request:


Die roller attached to powers for monsters. One for players would be nice to but most rolls are done by players. For damage rolls have it push that value to the damage/heal box you already have.


DDI integration with the compendium would be nice. So that you can grab the power descriptions for player powers quickly.


Future uber request: Click a power, select the targets on the init tracker, and list a little Hit/Miss with the Roll, and damage, and an apply or override. (so you can still be gm and override if you like or maybe there is a situation bonus that you didn't apply). My laptop sucks up my die space ;P


[edited to add a couple feature requests after use]


 


 

#24

Herrozerro

Oct 13, 2009 16:25:27

IM downloading this now and I will try it out!

#25

Phobos

Oct 16, 2009 7:11:42

Mortaneu, fantastic app.  Love the CB integration.



Are there plans to integrate the Monster Builder so that we don't have to key in each and every monster? I don't make my own creatures, so for me, the time I'd have to spend adding in every monster from MM1,2 and any other book would kill me. 


So, call it lazy, I'm simply asking!  Wink


Wizard's if you're reading this, this app is the shitz, and about 3 steps shy of what most of us need to run laptop games quick and easy.  Give him some access, make him an offer and consider yourselves ahead of the curve for the DDi Tools

#26

szasstam

Oct 17, 2009 0:09:05

Had to say: Nice Tool! Keep up the good work.


thx

#27

Phobos

Oct 28, 2009 7:33:50

OK, I used this last night with my new laptop Win7, and it worked great.


I was not aware how easy it was to RTF monsters from the builder into the Combat Tracker.


But I saw a few issues with the CB import and I'm not sure if I did something wrong or not.


None of the powers were there, it listed their names, but not their description.  It made things really hard to run having to flop between multiple sources.


Did I do soemthing wrong, is this not suppose to work this way, or??

#28

thephantom

Oct 29, 2009 17:47:16

It's a great tool, but could it have a "stop encounter" button that doesn't reset PCs' HPs? It gets under my skin very much... (to see what I'm speaking of, see how inCombat4e works).

#29

mortaneus

Nov 11, 2009 1:15:58

After a long wait, a new version is up!

DnD4e Combat Manager v1.5.3

Changes:


  • PC hit points will no longer automatically refresh when the fight is done (popular request, this one Laughing)

  • Added 'Party' Menu with new Short/Extended Rest options (to handle non-resetting PC health)

  • Added 'Select Current' hotkey to quickly pick the currently active fighter

  • Modified hotkeys for quicker access

  • Unlocked some frame-separators to allow for more customization of the main window

 


Note:  Just to clarify, if you import from the Character Builder, and aren't getting the descriptions of powers, you're not doing anything wrong.  That's simply how it works, and I can't fix that.


The Character Builder save files do not contain this information, and so I can't pull it into the program. 


I'm looking into ways to grab it from the compendium online, but that's tricky to do, and would require an active DnDi account.

#30

Phobos

Nov 11, 2009 8:27:27

I speak for no one but myself when I say this, but I'd have to assume if people are using this (at a minimum the GM) they have an active DDi account.


While my players have thir printed sheets, and I have a copy on my end to reference...poor trees, I'd think the benefit of seeing the combat power info, with calculated attack values, in DnD4eCT would be great. 


But again, my opinion.

#31

poseidon88

Nov 11, 2009 14:06:10

If it helps, you can take a look at the code for my CompendiumSearch tool here:  code.google.com/p/compendiumsearch/


The web-service interface has some quirks, but if you have the ID for an item, it's easy to retrieve the dtails in HTML, like this:


www.wizards.com/dndinsider/compendium/Po...

I don't remember if the CB files contain the compendium IDs, though.
#32

CraggleRock

Nov 24, 2009 7:13:10
Use this last night's game, a conversion of Pathfinder's Legacy of Fire and it was excellent.  One thing that always has been a problem with other such software has been my houserule of "clumping" all players together in the initiative order, allowing them to take their turns in any order (the original initiative roll just decides which members of the group get an extra turn before the monsters).  The "move to top" option is invaluable to simulate this type of play and to have all the conditions and modifiers still apply correctly: absolutely fantastic!

Like some others (although, I think on another forum), I did find myself so frequently switching between the damage tab and the initiative modification tab.  My suggestion would be to have all the intitiave actions ("move to top", "delay", "roll initiative" etc) on a right-click context menu of the name list.  Then, you could leave the damage tab as the chiefly selected tab (I find it easy enough to reference the preview in the right hand pane to check defences and stats) and right-click names when moving combatants to the reserves, etc.

Also, a hot key to bring up the "add condition" dialog box would be useful to have (I'm the sort of person that prefers to eschew the use of the mouse in favour of keyboard shortcuts whenever practical), and I can't remember if there is a shortcut key for next turn (not got the software in front of me at present), but that would be useful if not (space bar, perhaps).
#33

Kalnaur

Nov 25, 2009 15:32:47

I speak for no one but myself when I say this, but I'd have to assume if people are using this (at a minimum the GM) they have an active DDi account.


While my players have their printed sheets, and I have a copy on my end to reference...poor trees, I'd think the benefit of seeing the combat power info, with calculated attack values, in DnD4eCT would be great. 


But again, my opinion.




Yeah I most likely will not have a DDI account when I start the game, so that wouldn't help me so much.

Also, this program seems to miss importing the initiative bonus from the demo CB.  Not sure if the file just doesn't store it in that version or what.
#34

mortaneus

Nov 29, 2009 1:08:19
The new version 1.6.0 is up!

You can find it here: DnD4e Combat Manager Page


Changes:
  • When 'Save Encounter' is used on a currently active encounter, all combat data is now saved.

  • Added Right-Click menu to the main initiative list for quick access of Move-to-Top, Ready, and Delay options.

  • Added a tabbed section to the Statblock-edit window to give more room for data.

  • You can now manually preset effects that a PC or Monster can generate, and they will appear on the 'Add Effect' window. These must be manually set up on the Statblock-edit window on one of the new tabs, and will be saved normally. This will allow commonly created effects to be pre-entered for the major combatants of an encounter, saving the GM some typing time when adding effects during play.

  • 'Notes' tab has been added to the Statblock-edit window for entry of Tactics, Monster Knowledge, etc. It will appear in the statblock summary, and is saved as normal.

  • Improved parsing of Aura powers from rich text (mainly to handle weird formats, such as the Kyuss monsters)

  • Fixed a bug with adding effects to PCs before combat begins

#35

Thraug

Nov 30, 2009 0:09:34
Very nice. Can you add "Help" -> "About DnD4e Combat Manager" menu / menu item, that displays the version number?

It can get difficult to figure out whuch version I'm running on my various computers. ;[

Thanks, and keep up the great work.
#36

ssgmurray101

Nov 30, 2009 21:35:34

I love your program. Thank you.

If I would add just one thing;

a way to track players healing surge usage ... I am currently using the global chat area to track them though so that works out well.

#37

CraggleRock

Dec 04, 2009 7:35:25
The best just got better!  Although I may now have to cause a few TPKs under my current DM so that my turn to run a game comes around again faster just so I can get another chance to use the software!
#38

Astromath

Dec 04, 2009 20:15:57
I love the program as well. But, I'm having problems using it on a Dell laptop with Windows Vista. It ran fine the first time (except upon exiting which I will get to in a moment). The second and succeeding times, the PCs, monsters, & powers the text became invisible (i.e. text color is same as background color). The same thing is happening in the library. Another problem: program crashes when trying to add conditions (e.g. blinded, etc.). The program also produces an error message on exiting and won't always allow me to exit.  The program runs fine with Windows XP on my desktop, but I can't easily bring my desktop to the game store where I play.

See my post in the discussion part of your wiki for full text of exit error message.
#39

soul_reaper

Dec 15, 2009 18:21:10
I've just found this program, and thus far I've found it to be absolutely amazing. I'll definately be using it in my next gaming session.

One thing I'd love to see is some way to import several monsters at once, because at the moment it can be a little time consuming... either that, or I'm just lazy. I'm not sure how you'd go about doing this, but if you could add it, that would be amazing.
#40

mortaneus

Dec 18, 2009 0:59:47
A new version is up, mainly just a quick fix to a bit of 1.6.0 functionality.

You can find it here: DnD4e Combat Manager Page

Changes:

* When saving, all PC status information will be saved, regardless of out-of-combat status


Big change:
Now, I have ALSO placed the source code up on the page, freely available for any and all who want to mess with it. It is looking like I may not have much time in the near future to mess with it, and continue updating it, so I'm tossing it out there for whomever wants to play around with the code, see how it works, and possibly make it do all sorts of new and wonderful things. Feel free to do with it as you want, though please toss me an attribution if you use it for your own project. biggrin.gif

I admit that it's messy, and not well commented. It was primarily created for two reasons: 1) So I could manage my DnD combats without pulling out my hair and going through notepads like candy, and 2) To figure out VB.NET

It has done both of these things, and I'm satisfied. Unfortunately, it was NOT written with legibility by others in mind, so it's fairly hack-ish inside. Just a warning. smile.gif

I may get back to it at some point, but it'll likely be a while. Enjoy!
#41

jormac

Jan 14, 2010 0:51:24
Ohmy, this is bad news. Yuor combat tracker was premium. I really hope you continue to develope it at some point.
#42

eRaz0r

Jan 18, 2010 19:35:00

Agreed - this is an excellent piece of usable software.


I hope that anyone who might pick it up will re-contribute back to you and the community.  It's been invaluable for making my DMing time sane.


 

#43

szasstam

Jan 24, 2010 1:52:09
Sad news. I also like this application very much. Hope it will be continued.
#44

Phobos

May 10, 2010 8:58:48
Mortaneu, just want to say I hate you for letting this go, in as nice of way as possible.  I still use it 100%, it simply beats, hands down, the other apps out there.

Has anyone taken the source provided and carried this on??
#45

BurnVictm9

May 13, 2010 5:28:37

Has anyone else had this problem? I imported several characters from the CB, most of them worked fine but 2 of them had no stats for Defences/Attributes/Hit Points. I loaded them into another combat program with the same results so something is wrong with the save file from CB. anyone know whats going on or how to fix this?

#46

tasiefer

May 13, 2010 9:21:37

Has anyone else had this problem? I imported several characters from the CB, most of them worked fine but 2 of them had no stats for Defences/Attributes/Hit Points. I loaded them into another combat program with the same results so something is wrong with the save file from CB. anyone know whats going on or how to fix this?



WOTC changed the schema of the .dnd4e file with the May CB updates.  You used to be able to pull the stats you mention by searching for their @name attribute, but now that attribute doesn't exist.
#47

Astromath

Jun 03, 2010 23:08:07
I'm also wondering if anyone has taken up the mantle to improve this excellent program.  Also, just as a warning, since Monster Builder is being updated to the new monster format, there's a possibility that this program will not be able to make sense of it.
#48

exarmen

Jun 30, 2010 1:44:06
I am looking into it. The code is a jungle and I dare not venture too far too quickly...
#49

exarmen

Jul 01, 2010 0:11:40
Good news: I have found where the problems with the new way the STAT elements are saved.
Bas News: I'm used to C#, not VB so things will be a bit slow as I ramp up in the new language (good thing they're rather close syntactically).
#50

Astromath

Jul 06, 2010 17:39:01
Glad to hear at least someone is working on this program.  Please let us know when the updates are online.  Also, will you be using the original site to post the updates or do you have your own?
#51

mondragon

Jul 07, 2010 12:56:30
Thank you for taking up the mantle of this great Combat Manager. In my opinion is the best combat manager available for D&D and I was so sad when Mortaneu let it go. Cry

Please, keep us posted on how things are going and many thanks again. 

Ciao 
#52

illcom94

Jul 07, 2010 14:47:07
Good news: I have found where the problems with the new way the STAT elements are saved.
Bas News: I'm used to C#, not VB so things will be a bit slow as I ramp up in the new language (good thing they're rather close syntactically).


Not sure how much you care, but there are a bunch of utilities that will convert vb.net code to C# code and back again. I personally wouldn't like to go through all that VB code and be stuck in it.
#53

Astromath

Jul 20, 2010 21:43:27
Just checked out copying creatures from the updated MB to DnD4e CT.  The CT doesn't parse the powers correctly due to the new format as I predicted.  Exarmen, since you seem to have taken up the mantle of updating this excellent program, you might need to keep this in mind.
#54

bearform

Jul 25, 2010 15:21:15
Someone (other than the original programmer) over on RPGnetWiki posted an update to Combat Manager that addresses the format changes to the Character Builder. It's version 1.6.1a. It is also acknowledged there that the Monster Builder changes won't allow monster imports. Presumably a fix to that is also in the works. I'll keep my fingers crossed because I absolutely love Combat Manager beyond words.

wiki.rpg.net/index.php/DnD4eCM

#55

exarmen

Jul 25, 2010 15:40:20
Bearform is absolutely correct. Someone did, calling themselves DarkSir. And faster than I to boot. As such I shall bow to the superior (or at least faster) developer.
#56

Phobos

Jul 26, 2010 12:55:11
Someone (other than the original programmer) over on RPGnetWiki posted an update to Combat Manager that addresses the format changes to the Character Builder. It's version 1.6.1a. It is also acknowledged there that the Monster Builder changes won't allow monster imports. Presumably a fix to that is also in the works. I'll keep my fingers crossed because I absolutely love Combat Manager beyond words.

wiki.rpg.net/index.php/DnD4eCM




OMG, it's like Christmas in my cube right now, bloody Christmas!!
#57

bearform

Jul 29, 2010 7:43:50
It looks like the mysterious and miraculous DarkSir has posted 1.6.1b, which addresses the changes to Adventure Tools.

DarkSir, if you read these boards and see this message please accept my thanks (and I'm sure the thanks of many others) for contributing your programming skills to update a phenomenal program so it can be uses with the new WotC updates.
#58

DarkSir23

Jul 29, 2010 15:24:29
Thanks, bearform.  I've left instructions on the wiki with how to let me know if anything isn't working.  I'd like to find and catch any anomolies as quickly as possible, so I plan to put out a 1.6.1c soon.  I've noticed that Vulnerabilities are not importing to the right place, and will fix that, as well.

I hope Mortaneus returns, but until he does, I'm happy to hack together updates to keep the utility working.  It's been a tremendous asset for my game, as well as those of my friends.  I'd hate to not be able to use it to its fullest.
#59

DarkSir23

Jul 31, 2010 0:11:16
Version 1.6.1c has been posted.  It can be found here:  wiki.rpg.net/index.php/DnD4eCM


* Fixed a Monster Builder import glitch with monsters who had non-aura Traits.
* Added "Mark Until Source's Next Turn" to the context menu for the combatant list.
* Reformatted the combatant list so the numbers are appended a bit more uniformly.  Example "Hill Giant-1" is now "Hill Giant - 01" .  This will keep large numbers of monsters from being sorted improperly, if there are 10 or more of them.
* Recharge powers now show up with the dice symbols, rather than "Recharge 4" or "Recharge 6".

These were a couple of features that I've either wanted, or seen people request.  Still on the lookout for monsters that fail to import properly.  So far, so good.
#60

stefam

Jul 31, 2010 10:11:30
Thank you so much for keeping this alive!  It was great of you to fix the bugs, but upgrades too???  Awesome!

Thanks again!
-Mike
#61

bearform

Aug 04, 2010 17:54:29
Even more good news for fans of DnD4e Combat Manager! DarkSir, with the full support of original coder Mortaneus, is working on version 1.7 with some interesting upgrade features including managing psionic power points and adding an optional pop-up window to remind you to apply ongoing damage at the start of a character or monster's turn.
#62

thephantom

Aug 06, 2010 3:43:25

Smile Good news!!!

#63

DarkSir23

Aug 06, 2010 20:55:26
Should be able to get 1.7 posted shortly after I get back from GenCon.  Didn't want to update, and then not be available to fix something, if it was tragically wrong.
#64

Phobos

Aug 07, 2010 16:58:50
DarkSir23, thank you again for the work you're doing here.  By far my most prefered combat tool around.

Do have a question/suggestion.  Is it tracking surges? I don't think it is, so we keep jotting them into the notes to remind us of the number left, but I'll be honest, the program itself mkes it so I can maintain the info while the pleyers play, so anything to help is appreciated.
#65

DarkSir23

Aug 07, 2010 21:31:04
It's on my list of things I'd like to do.    Should be possible, if not immediately, soon.
#66

Klaumbaz

Aug 08, 2010 13:04:13
nice job, very functional.
#67

DarkSir23

Aug 10, 2010 15:28:09
Version 1.7.0 has been posted at wiki.rpg.net/index.php/DnD4eCM

Features:
  • Badly formed monster powers in Adventure Tools could cause Combat Manager to crash. This isn't guaranteeing that they're all fixed, but I did fix a couple of glaring ones.

  • Power Points for Psionic PCs that will work much like Action Points. These will import from the Character Builder file, and can also be added to any entry in the library. This may change in the future to not take up so much space in the Powers List.

  • Ongoing damage pop-up. At the beginning of any turn that has an effect with the word "Ongoing" in it, it will pop up, reminding you to apply ongoing damage. This feature can be disabled in the Options.

  • Fix equipment naming on import. Magic Weapons currently show as "Dagger Lifedrinker Weapon +1" or Leather Armor Magic Armor +1" These will now show as "Lifedrinker Dagger +1" or "Magic Leather Armor +1"

  • Magic Equipment now shows in the Powers List, and can be disabled/enabled like other powers.

  • Right-click > enable and right-click > disable for powers in the power list.

  • Right-click > View Compendium Entry for powers and items on characters imported after 1.7.0. Only works if you're logged into your D&D Insider account.

  • Copy initiative list to clipboard from the Encounter menu.

  • Stopped the Short Rest from resetting action points.

  • Added a Short Rest with Milestone that WILL reset action points.


Comments and suggestions, as usual, are always welcome.
#68

Phobos

Aug 13, 2010 10:34:30
Just a few more things to "think about" as you move along.  Again, nice to haves, not requirements.

1. Remove Monster - you have a remove all, but at times I find I have pulled in X, and want to remove a few without resettign the whole thing and re-adding them.

2. Remove Player - again, same idea. 

I often use CM to load the entire module of encounters.  In this way I am read for game time.  But as things turn out, a player doesn't show, or the monsters are simply not respecting the mortality of the party and I need to pull out a quick character or a few monsters to restore balance.

To be honest, preferably this woudl be best as a right+click feature.

Again, great work.
#69

Phobos

Aug 21, 2010 10:34:15
Thank you BTW for the right click remove feature.

This is a dumb one, but can we get a help or info link or simply printed in the top corner, the version we have.  I try to update all the time, but it's a lot easier to look up and see v1.7.1 and know there is no need.
#70

DarkSir23

Aug 21, 2010 12:35:28
Good idea.   I'll add that to 1.7.2
#71

Astromath

Aug 21, 2010 13:43:00
DarkSir, do you have a to-do list someplace?  It would be nice to reference because it will prevent (mostly) requesting an item that's already requested.

Also, is the to-do list somewhat prioritized?
#72

stefam

Aug 27, 2010 11:59:35
Hello Darksir:
Thanks for all the updates, but I am now unable to upload CB files.  Running Win7-64bit and get this error on (almost) all my characters: (See screenshot)

Error Message
Thanks!
#73

KRGDrk

Sep 11, 2010 5:06:08
Hi, 

I just wanted to thank both Mortaneus for originally creating this application and to DarkSir for taking it upon himself to continue with updates.

I stumbled across the app through another thread and tried it out tonight for the first time with our gaming session.  Very intuitive to use (adding PCs and Monsters) and I was very impressed by how easy it was to run the combat encounters.

Great job the both of you and I'll be throwing a little support your way through your donate button next week as a way of saying thank you.

Keep up the great work!

-K-
 
#74

Bomberg

Sep 14, 2010 2:49:13
Hello Darksir:

Thanks for all the updates, but I am now unable to upload CB files.  Running Win7-64bit and get this error on (almost) all my characters: (See screenshot)



Try to open the character(s) with an updated version of the CB and save them again. Your error might be due to changes in the underlying XML. This workaround worked for me, at least.


Hudvoll


Baron von Bomberg



#75

thephantom

Sep 18, 2010 4:25:16
Hello! I did notice the application doesn't show me the icons for the attacks. Instead, it shows me letters like M for melee or R for ranged. Moreover, when I edit a monster/PC and leave a blank entry in the power name or in the power description and then I click somewhere else, the program crashes.
Thank you very very much!
#76

stefam

Sep 18, 2010 10:16:20
Hello Darksir:

Thanks for all the updates, but I am now unable to upload CB files.  Running Win7-64bit and get this error on (almost) all my characters: (See screenshot)



Try to open the character(s) with an updated version of the CB and save them again. Your error might be due to changes in the underlying XML. This workaround worked for me, at least.


Hudvoll


Baron von Bomberg




Hello,

Thanks for the help, but it did not fix the problem.  However, DarkSir did find the root cause.  Here it is in case anyone else is having the same issue:

Quote:

The problem seems to be stemming from a mistake that the Character Builder is making in the XML file.  It's in the Campaign Settings, which are only stored in the character file if there are changes made to it.


The "For Cormyr!" power is sticking a ! in one of node name, which the XML parser sees as an illegal entry.


I think I can fix it, but it may take a bit, as I have to add a process to strip any oddball characters like that out of the node names.


For a quick fix, manually edit the file and remove the "!" until the bug is patched.

-Mike

#77

DarkSir23

Dec 02, 2010 15:10:22
I'm preparing 1.7.3, which will probably be the last update until they update the character builder with exportability. I'm really anxious, as they MAY leave several blocks out of the xml file. If they do, it's going to be a challenge to import the powers and items.

In the meantime, I've added a bit of healing surge tracking, and modified the overall layout as little as possible. Not an easy task, as Mortaneus had everything so neatly packed into that tiny space

Here's a screenshot. Will be posting the update once I've tested the changes a bit more.



I've also done a bit of squeezing on the Statblock View window, so that it SHOULD all fit on a mini, whether the max vertical resolution is 576 or 600. I've also made the minimum vertical size 576 for the other two windows, so it can be resized to fit on mini displays.

Lastly I've added an About menu, so it's easier to see what version you're running.
#78

mondragon

Dec 02, 2010 16:05:47
I'm preparing 1.7.3, which will probably be the last update until they update the character builder with exportability. I'm really anxious, as they MAY leave several blocks out of the xml file. If they do, it's going to be a challenge to import the powers and items.

In the meantime, I've added a bit of healing surge tracking, and modified the overall layout as little as possible. Not an easy task, as Mortaneus had everything so neatly packed into that tiny space

Here's a screenshot. Will be posting the update once I've tested the changes a bit more.



I've also done a bit of squeezing on the Statblock View window, so that it SHOULD all fit on a mini, whether the max vertical resolution is 576 or 600. I've also made the minimum vertical size 576 for the other two windows, so it can be resized to fit on mini displays.

Lastly I've added an About menu, so it's easier to see what version you're running.



Thanks for the mini resolution. When I DM with the net PC I cannot change the characters' stats. Surge tracking is a great and welcome addition, and I really like yellow for items. It fits very well with the overall design. 

Thanks again for your great work. Ciao



#79

DarkSir23

Dec 05, 2010 11:07:23
Version 1.7.3 is released here: wiki.rpg.net/index.php/DnD4eCM

Several Updates
* Added healing surge tracking.  Note: Using the "Surge" button does not actually expend a surge.
* Adjusted the size minimums of the windows to fit mini PCs.
* Completely replaced the RTF Statblock windows with HTML displays, to allow an "authentic" statblock view.
* Added a inbedded power-view panel.

#80

mondragon

Dec 06, 2010 8:27:52
Version 1.7.3 is released here: wiki.rpg.net/index.php/DnD4eCM



Thanks for the update. I really like the new statblock format and the yellow color string for items. I will test it during game time later this week, but all the new features look so nice; I am pretty sure the game will be easier.  

I have one minor request on synchronization of power name and statblock area. Since I always copy all the relevant text after the power name, it would be nice if you could automatically scroll down (or up) the statblock area up to the power name, when you click the power name on Powers tab in the central area. 

Thanks again for the update. This is the best D&D utility for the DM ever done. 


#81

DarkSir23

Dec 06, 2010 21:45:00
Version 1.7.4 is here: wiki.rpg.net/index.php/DnD4eCM

Added a bit more information to the powers as they are imported for PCs
#82

DarkSir23

Dec 08, 2010 10:29:51
I've also created a facebook page.  Spread the word, or follow for updates

www.facebook.com/pages/DnD4eCM/165885120...
#83

DarkSir23

Dec 21, 2010 11:39:19
And in one of the best bits of news I've had all week, the Exported characters in the Online Character Builder WORK with the Combat Manager, no update necessary.
#84

klempad

Dec 23, 2010 9:32:48
Version 1.7.4 is here: wiki.rpg.net/index.php/DnD4eCM

Added a bit more information to the powers as they are imported for PCs



I don't mean to interrupt your holidays, but the link to this wonderful program returns a database error. I don't know that you can do anything about it, but I thought you should know.

#85

DarkSir23

Dec 23, 2010 10:17:51
Ah, looks like the wiki is undergoing maintenance.  Here's a link to the application directly:

www.fortsackville.com/DnD4e%20Combat%20M...
#86

DarkSir23

Dec 30, 2010 13:21:48
Been working on a site that's not JUST the wiki. A place I can archive old versions, post news bits and such. I'll still be posting here and on the wiki, and RPG.net and such, but I'd like to have a site to refer people to, especially for real support and the like.

www.dragonpro.com/index.php?option=com_j...