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I can probably do that, I'm just worried about overloading the right-click menu.  It'll have to clear the older marks made by the source.  Let me ponder that. -- DarkSir
 
I can probably do that, I'm just worried about overloading the right-click menu.  It'll have to clear the older marks made by the source.  Let me ponder that. -- DarkSir
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Two Bugs; when you reach a milestone, you should not reset your action points to one, as if you had taken an extended rest. Instead, you gain an action point. If you had previously spent your action point, hitting a milestone will seem like you are resetting, but if you haven't spent it, you should have two. I have yet to have a player ever reach two milestones, and have 3 action points, so a means to add just one more action point should do the trick. I experimented with adding 1 to the character's action point entry box in the editor, and it seems to do the trick. You will have 'Action Point' and 'Action Point 1'. A short rest will not affect either, and reducing the value to zero removes it. Hitting a milestone can add 1 to this value, and and extended rest can reset it to zero. - Bartimus
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Someone else mentioned this on the rpg.net forums.  I plan to have it ADD action points at some point with a milestone, rather than simply reset them.  This is just a temporary fix.  I've got to work out a few things with REMOVING extra action points during an extended rest.  It shouldn't be a big deal, but I didn't have time to deal with it before this release.  -- DarkSir
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Second; death saving throws shouldn't be reset upon gaining consciousness. PHB1 states you die after failing 3 saves 'before resting'. Therefore, you should keep the quantity of failed saves until either a short or extended rest are made. Thanks for the updates, I depend on this program! :) - Bartimus
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I'll take a look at that.  Hadn't noticed it, cause I never actually track them that way.  I'll take a look at it and get that in the next release :) -- DarkSir
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Suggestion: Add a status end of 'indefinite' or something similar to track long-lasting effects that extend beyond the time of an extended rest (eg. Diseases). This condition will not clear at all automatically, and the condition can only be removed by manual removal. This way you can keep status ailments saved on the party for extended times. - Bartimus
  
 
I've located a character import bug, relating to magic items.  Have to track it down.  It doesn't happen often, so it shouldn't be too heavily duplicated, before I get it fixed.  -- DarkSir
 
I've located a character import bug, relating to magic items.  Have to track it down.  It doesn't happen often, so it shouldn't be too heavily duplicated, before I get it fixed.  -- DarkSir
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== Version 1.7.2 ==
 
== Version 1.7.2 ==
It's released.  Only a few bug fixes this time.  Looking at a few things that have been proposed/sent to me.  The online Character Builder has a semi-hidden workaround to let you export a character to a local file.  However, it isn't a complete character file, as it doesn't include the sections that the Combat Manager reads for powers and items.  Hopefully, when they actually add exports, they'll leave those sections in, as I'm sure DnD4eCM isn't the only application that makes use of it. -- DarkSir
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It's released.  Only a few bug fixes this time.  Looking at a few things that have been proposed/sent to me.  The online Character Builder has a semi-hidden workaround to let you export a character to a local file.  However, it isn't a complete character file, as it doesn't include the sections that the Combat Manager reads for powers and items.  Hopefully, when they actually add exports, they'll leave those sections in, as I'm sure DnD4eCM isn't the only application that makes use of it.
 
 
Addendum:  I've had several requests to add healing surge tracking.  Here's a screenshot of 1.7.3, which I'll release as soon as I've tested it a bit. I welcome any comments or thoughts.
 
 
 
http://www.fortsackville.com/dnd4ecm_screenshot_173.jpg
 
 
 
-- DarkSir
 
 
 
== Second Window Request ==
 
 
 
I love this program it works great. However there is one request I have. Could you add a second window that displays the initiative order, HP %, as well as conditions? so you can display it to the players on a second monitor.
 
 
 
I would second this request.  While the ability to copy the init to a clipboard is available, It would be nice to have the above information updating in real time on a second monitor.
 
 
 
~Ktulu
 
 
 
I've been mulling this over, and would like to do it, but I need some input.  How much information do you guys think the window should share?  Personally, as a DM, I don't always tell my players how many combatants there are at the beginning of a fight, or what their opponents are called, for example.  Trying to think of a way to "control" this information a bit.  I'm open to suggestions on this :)  -- DarkSir
 
 
 
From my point of view, I think only combatants who've rolled initiative should display.  Anything that's not in the active list of rolled shouldn't show up.
 
 
 
I think having the monster's names are ok, since it's easy enough for the DM to change the name right before rolling, or during import, or even during the building.
 
 
 
I would display:
 
 
 
*the initiative count
 
*the % of health for each creature (not the actual HP)
 
*whether or not it's bloodied
 
*any conditions currently affecting (both creature and player, of course).
 
 
 
I can't think of anything else I'd display.  Have it populate in a second window, then it could be drug to a second screen for player display.
 
 
 
~ Ktulu
 
 
 
Here's my thought:
 
A percentage could be a giveaway.  I don't know about you, but my players would look at how much damage was done, figure out how much the percentage they did, and figure out the opponent's HP immediately.  So how about this:  Undamaged, <blank>, Bloodied, and Near Dead?
 
 
 
This would all be in a slightly larger font, of course, so the creature name would be on the left, then the NAMES of any status effects, comma separated, on the right.
 
 
 
Was also thinking about showing 10 or 12 lines.  The first two lines would be the prior two turns, in a lighter grey, the Current combatant in bold black, perhaps with a box around it, then the "On Deck" combatant a bit lighter below, and then the next 6 or 8 combatants again in a lighter grey, though still readable. 
 
 
 
I'll play with it, of course, but that's just what I'm looking at now.
 
 
 
--DarkSir
 
 
 
Initiative Window:
 
 
 
I second Ktulu's suggestions.
 
Also if possible make the font re-sizable, some of my players need their eyes checked heh.
 
If bloodied put it under conditions, but also turn the Hitpoints into bold red.
 
Monsters that are in Reserve don't go into the window.
 
Have a little window on the bottom right where I can type notes as reminders for the players.
 
For the current combatant, why not use blue, same as the DM init tracker? Also for current combatant have the font for that blow up to 100% more size. The box is a good idea too.
 
 
 
 
 
I'd imagine it' look like this (My secondary monitor is 4:3 so not widescreen):
 
 
 
Player 1 Hitpoints
 
Conditions (including bloodied)
 
Player 2 Hitpoints
 
Conditions (including bloodied)
 
 
 
-- Bryan
 
 
 
 
 
I think all comments above are good.  a percentage isn't required, was just a thought..  I think having the monster name go red and bold when bloodied is a good enough option.
 
 
 
I would probably format it like this, though
 
 
 
Init
 
 
 
 
 
* 13  Player 1  Conditions (marked, bloodied, etc..) along with the specifics (save ends, next turn, etc..)
 
* 12  Monster 1  Conditions  (marked, bloodied, etc..) along with the specifics (save ends, next turn, etc..)
 
 
 
~Ktulu
 
 
 
Good suggestions.  Bear with me a bit, guys.  For the last 5 days, I've been dealing with a busted furnace, and it's taking up most of my extra energy right now.  Plus I'm likely to have to work some overtime to help pay for it, so I may not get much done REAL quick, but I'm toying with it already, so bear with me :) --DarkSir
 
 
 
Merry Christmas guys! Hope you got your furnace sorted out DarkSir! Best of luck!
 
 
 
- Bryan
 
 
 
 
 
No pressure, DS!  Perceive our interest for the gratitude that it is!  Your continued work on the builder has helped to greatly improve my combat encounters.  I'll wait with anticipation for any updates that come along.
 
 
 
Hope the floundering furnace was fantastically fixed!  Happy New Year!
 
 
 
~Ktulu
 
 
 
All great ideas. I think including a check-box menu at the top of the window with a list of things you can include/exclude from the second screen may be a good idea so the GM can keep some degree of secrecy when they want to. Another idea I had for the second screen was maybe it could list effects that are always active like the +2 to death save throws, or +2 to diplomacy checks, or any other constantly active racial or class ability/powers to help the players keep track of them. I figure it could pull this info from the character sheet when you upload it to the tracker. Hopefully your not freezing without a furnace and happy new years to you all.
 
 
 
~OP Sinner Dragoon.
 
 
 
 
 
I '''LOVE''' what you have done so far so I really don't want to make this sound like I'm complaining but I have a handful of points I'd like to make.  First, I think I found a bug.  The "Round" column seems to show the current round for all encounter members.  I think it is meant to work like the app itself where it shows the player/NPC's upcoming turn number.  Secondly, the way you have the one URL "/content" that returns an HTML table makes it really hard to truly customize the layout of the page.  Returning tags that don't imply any format such as divs and lists would allow the css to do all of the formatting/presentation.  This would open the door for people to start designing "skins" for the web app.  Lastly, I have 2 feature requests.  First Request: I would find it handy to at a glance, know when one round was over and the next starting.  I think this could be represented graphically by a small red line between the last and first initiative. (Again, this could be done by css if the tag for the first person had an attribute of "firstplayer" or something.)  Second Request: In my group, I always show the players the NPC's defenses on a whiteboard.  It would be great if I could show these underneath the initiative table.  If there was a way to get that info, perhaps another service like "/attributes", I could use that information elsewhere on the page.  I don't want to sound like I'm just complaining because I'd love to get into the code and make the modifications myself, but I see it's no longer open source.  I have lots of experience doing this kind of stuff, and if you'd be interested in letting me help you out, I'd love to! Thanks again for all your hard work
 
 
 
- Todd
 
 
 
== Online Character Builder ==
 
 
 
DnD4eCM turns out to be compatible with the online character builder, now that they've included the export function. 
 
 
 
Also, if nobody minds, I plan to go through this discussion page and remove bug reports that have been corrected and feature requests that have been fulfilled, so this area is easier to read. 
 
 
 
--DarkSir
 
 
 
== Spam on main page ==
 
 
 
Just a heads up, someone inserted some links to online drugs.  I've gome through and removed them, but I wanted to let you know.
 
 
 
:I saw that.  I went back and reverted the page to before the spams (the bastards removed a little bit of content for their junk). --[[User:Knockwood|Lord Knockwood the Mad]] 00:30, 4 January 2011 (UTC)
 
 
 
 
 
They did it again.  Can someone check to make sure they didnt remove anything? - Krieger
 
 
 
:Fixed -- DarkSir
 
 
 
DarkSir - Is the latest version of the source available?  I wanted to take a look at something. thanks - Krieger
 
 
 
 
 
More drug spam - reverted it again. Seems OK. Please someone double-check though.  - Salen
 
 
 
== Suggestions ==
 
 
 
I would like to request that the initiative rolls be displayed to the left of the status window.  The one with "R", "Name", "Status" as headers.
 
Next request:  In the new/change window I would like to add "Trap", "Hazard", & "Puzzle" to the drop down box for monster/pc roles.--[[Special:Contributions/184.19.219.50|184.19.219.50]] 02:22, 4 March 2011 (UTC)
 
 
 
I like the idea of the initiative rolls being displayed. And yes, I had planned on adding better support for Traps and Hazards and the like, but honestly, completely forgot to do it.  Thanks for the reminder :)  -- DarkSir
 
 
 
I have a suggestion for an alternative option for displaying monsters. Currently, you provide the ability to link to the online Compendium entry for player powers. Would it be possible to add the Compendium URL to monster entries (for the overall monster, not individual powers)? That way, for newer creatures that aren't in the offline Monster Builder, we could input a minimum amount of info (defenses, initiative, hitpoints) and then reference the rest of it through the Compendium display. This shouldn't cause a problem with any copyright stuff, as it wouldn't actually extract and store any info from the Compendium, it would just allow you to view a link if you already have a subscription. --VoyRising
 
 
 
== Question ==
 
 
 
Sorry not sure where to ask this, so here goes.  When going from one encounter to another, what is the best way to set up the characters following the previous one - ie, when you prearrange a combat encounter, you cannot take account of the PC's health, or healing surges, these needed to be added in again?  So what is the best way to handle PC's ongoing resources like dailies, surges left etc. 
 
[...]
 
Ab
 
 
 
Hi Ab! I use this simple method: I save an encounter with just the PCs, named it "Group x", where x is the level.
 
When is time to have an encounter I import the encounter in which I saved the monsters.
 
When the combat is finished, "End Encounter", then "remove all Monsters", then "Take Short Rest", then I listen to the player for the healing and apply surges, then I save again the encounter "Group X".
 
 
 
When PC level up, or just when a PC changes some numbers for whatever reason (a new magic item, for example), I load from CB again the PCs, then save again in "Group x".
 
 
 
I hope it's clear, bye
 
 
 
Fiorux
 
 
 
== Error - App crashing ==
 
 
 
Every time I run the new version, I get an error. There was no specific error that comes up.  If you need a screenshot, I can provide one if needed.  I do have the 3.5 dot net installed, and this is a newly rebuilt netbook.  Any idea what might be wrong?
 
-- Krieger
 
 
 
*Update*  Turns out I had a bad .NET install when I rebuilt the netbook.  All is well now.  Thanks -- Krieger
 
 
 
== Bugs / Requests since 1.8 ==
 
 
 
Death Saving throws still not tracked correctly. Number of failed saves should not be reset to zero until a short/extended rest have been taken.
 
 
 
-- Fixed -- DarkSir
 
 
 
Still no ability to track more than 1 Action Point per character.
 
 
 
-- Fixed -- DarkSir
 
 
 
Request for 1 status duration to NOT be cleared when 'end encounter' is selected (name it "persistent" or "permanent" or something similar). Most useful for tracking death penalties and/or diseases etc. Note: the following involves a lot more work, and isn't necessary; Perhaps also add a second effect named "Initial Disease" that doesn't do anything, except create a pop-up box at the end of combat that will require saves from those players that could possibly contract the disease. I'm not a strong supporter of this, but I DO need a persistent effect badly.
 
 
 
-- Done -- DarkSir
 
 
 
I love the new features. Suggestion: toggle the names in the left window to italic, or note when they aren't visible to the players, so we as DM's can see their status too. It would be GREAT if we could save an encounter with the visible status already set to "don't show to players" so when it's imported into the list, the non-visible creatures are already not visible. I can save their status once combat is started, but not in their 'default' state in my saved encounter of baddies.
 
 
 
-- Done (grey lettering, italics wasn't cooperating) -- DarkSir
 
 
 
Really liking the player view. I am seeing a big benefit if I could make an effect invisible to the players, so I can track it from my window, but not let the players know about that particular status effect.
 
 
 
-- Done -- DarkSir
 
 
 
Thanks for all your work thus far! - Bartimus
 
 
 
 
 
-=-=-=-=-
 
 
 
Enjoying the new features!
 
 
 
One thing I recently noticed that might be useful.  Sometimes it's easy to miss the "bloodied" word displaying. I wonder if it would be more beneficial to have monsters start out with a different color instead of red, and have the fill change to red when bloodied, as well?  Since I use a small netbook, it would help save some room while using the tool.  ~Ktulu
 
 
 
-- Done -- DarkSir
 
 
 
 
 
After I updated to 1.8.1 I was no longer able to get the secondary display working in either IE or Firefox.  When I rolled back to 1.8 it worked fine.  Just a heads up in case others are having trouble, as well. ~Ktulu
 
 
 
 
 
=-=-=-=-=-=-
 
~ Still loving this program, but I've come across an issue of late with the secondary display.  Following an update to Firefox, the secondary display seems to stop refreshing sometime after round 2ish..  At that time, I'm unable to get the browser connecting to the host again.  Not sure what the cause is, just wanted to comment in case anyone else is having the issue. ~Ktulu
 
 
 
== Version 1.8.1 ==
 
- Issue with tab order on Statblock Viewer.  Tabbing from the Level goes to the Trait box, tabbing from Senses in the trait box jumps down to Skills, etc.
 
 
 
- Would like to see an XML parse for the Monsters exported from Online Adventure tools.
 
 
 
 
 
 
 
== Version 1.8.3 ==
 
 
 
Is this project still alive?  Any word on *.monster imports from the online builder?
 
 
 
Krewl
 
 
 
In process.  Having some issues, but it should be out before Gen Con. -- DarkSir23
 
 
 
Update:  A week before Gen Con.  It's out now, see main page :)
 
 
 
== Test, just a test ==
 
 
 
Hello. And Bye.
 

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