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== 1.6.2 to-do list == I will probably be posting 1.6.2 sometime early next week. Mortaneus has kindly given the green-light for me to make further updates, and I didn't want to increment the actual version number until I knew he was cool with it. Here's what's on my list of things to fix and add: * 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. *done* * 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. *done* * Ongoing damage popup. 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. There will likely be a toggle for this feature. *done* * 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" I have a few more things, but nothing that I will be able to release quite this quickly. These will be part of 1.7 (export initiative list to clipboard, some nice PC Power and Item related tools) --[[User:DarkSir|DarkSir]] You rock! Thanks for considering my request. -SP Outstanding. And thank you for picking up this fantastic tool. And thanks to Mortaneus for giving you the truly important green light. -Gorstagg In addition to the Ongoing damage popup, creatures with regeneration powers should also have a popup because the regenerated HP are not automatically added at the beginning of their turns. Of course not adding them automatically should be how it works since they will not always get the regen HP due to the regen being cancelled by appropriate attacks. (fire\acid attacks on trolls ceases the regen until the beginning of it's next turn). It would be a nice add on if CM notified you when a creature has "upon bloodied" or "upon death" attacks or effects when those trigger. -Krewl Just a thought, would it be possible to have the CM parse attack entries and roll out attack and damage? Say a attack that does 13 vs. Will and does 2d10 damage, then have a popup window that displays what it rolled (just in case the auto-parse picked out the wrong thing) and the results. Then you could just select a monster, select one of their powers, and tell it to roll. -VoyRising
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