Talk:DnD4eCM

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Revision as of 19:35, 14 August 2010 by DarkSir (talk | contribs) (1.7.0 Release)
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Excellent utility, some suggestions

So far, I have been using an excel sheet I designed with a few features to achieve the same purpose. This application is far superior. One can see that the programmer has been using the utility - because the features make sense and are really useable. The screen real estate is also sparingly used, which is good, except maybe on netbooks with only 600 vertical pixels avaibles.

Some quick and humble suggestions, now. I see that some of them have already been voiced by other people.

  • Please provide some sort of contact information. I would like to send you a postcard to thank you for this great and very useful utility.
  • Add cut and paste to the statblock library, so that vriants of creatures can be easily created from within your application, without a need to resort to DDI utilities (I have access to them, but not everybody has).
  • Make it so that it is possible to highlight several creatures in the main tracker window, in order to modify them in bulk.
  • Make the langage-dependant terms used in the app a separate XML file, so that non-programmer can help and localize it. A french version would be very handy, for instance.

62.203.197.179 10:25, 21 March 2010 (UTC)



Tork - I would like to add excelent tool. Only few bugs are there - surge value don't adding any modifiers and missing surges per day and how many left. But everything is superb


Nice utility.

A few things I think it needs to be complete:

- Track healing surges (how many are available, total) - Track magic item uses per day - Track action points - Allow granting of milestones - Short/Extended Rest


David: I think this is a great tool. I would love to see it integrated with the tool being created over at: http://masterplan.habitualindolence.net/. They have a lot of great features that this doesn't, but what they don't have is PC import from character builder files and they don't parse out the powers from the monsters. They do however import all monsters from the compendium which I must say rocks. So if the two could be integrated it would be amazing.

It crashed when I tried to load. Debugger says:

An unhandled exception of type 'System.InvalidOperationException' occurred in Microsoft.VisualBasic.dll

Additional information: An error occurred creating the form. See Exception.InnerException for details. The error is: Font 'Arial Narrow' does not support style 'Regular'.

WinXP64bSP3. I don't appear to have that font installed, and I can't find anywhere that I could get it that doesn't want to charge me $30 for a 10kB file.

Update: Found it here: http://www.fontyukle.com/en/1,arial+narrow

N8Ball: Minor suggestion here, would it be possible to add some more beneficial effects to the effects menu? Like Attack bonus, Damage bonus or Defensive bonus. Leaders hand these effects out regularly. Great app, btw.

Knowledge Sharing Request

Would it be OK to share pre-generated encounters for Living Forgotten Realms modules via a Yahoo Group? As a convention manager I'm planning on loading up every combat encounter of every module for my DMs at our local gaming convention into Combat Manager. Can we share the wealth?

Enhancement Requests

I"m not sure if this is the right place to make a feature request, but I didn't see any other contact information on this page. I'd like to see the following enhancements:

  • ability to double-click on a power to toggle expended/available.
  • ability to select multiple monsters in the encounter roster and perform bulk operations on them, such as rolling initiative (so the highlighted monsters share the same init count), sending to reserves, etc.

I"ve got my own request. See, I primarily use this tool on a netbook during play, and the screen size is a little odd -- 1024 x 600, to be exact. What I end up with is the windows being cut off at the bottom, and the page for editing Compendium entries lacks resizing handles. This means that the OK button, while still present, is totally inaccessible without using the Tab key and hoping I get it right. Could you tweak the windows to allow resizing, maybe with scrolling up-and-down to allow for shorter displays?

Problem

The reserve window has green blocks for pcs with no text and red blocks for monsters with no text. Powers window does not show list. Library does not show list. The line items are there, but text has the same color as the background. This seems to be the same for the reserve and power windows: text color = background color. I am running Windows Vista on a Dell laptop. Also, don't know if this is related, but the program produces the following error detail upon exiting:

See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box.


Exception Text --------------

System.UnauthorizedAccessException: Access to the path 'C:\Program Files\DnD4e Combat Manager\statlibrary.dnd4.tmp' is denied.

  at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
  at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
  at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy)
  at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
  at System.Xml.XmlWriter.Create(String outputFileName, XmlWriterSettings settings)
  at DnD4e_Combat_Manager.StatLibrary.SaveToFile(String filename)
  at DnD4e_Combat_Manager.frmTracker.frmTracker_FormClosing(Object sender, FormClosingEventArgs e)
  at System.Windows.Forms.Form.WmClose(Message& m)
  at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
  at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)



Loaded Assemblies --------------

mscorlib

   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.4062 (QFE.050727-4000)
   CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll

DnD4e Combat Manager

   Assembly Version: 1.6.0.0
   Win32 Version: 1.6.0.0
   CodeBase: file:///C:/Program%20Files/DnD4e%20Combat%20Manager/DnD4e%20Combat%20Manager.exe

Microsoft.VisualBasic

   Assembly Version: 8.0.0.0
   Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll

System

   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll

System.Windows.Forms

   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll

System.Drawing

   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll

System.Runtime.Remoting

   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll

System.Configuration

   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll

System.Xml

   Assembly Version: 2.0.0.0
   Win32 Version: 2.0.50727.3074 (QFE.050727-3000)
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll

System.Core

   Assembly Version: 3.5.0.0
   Win32 Version: 3.5.30729.1 built by: SP
   CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll


JIT Debugging --------------

To enable just-in-time (JIT) debugging, the .config file for this application or computer (machine.config) must have the jitDebugging value set in the system.windows.forms section. The application must also be compiled with debugging enabled.

For example:

<configuration>

   <system.windows.forms jitDebugging="true" />

</configuration>

When JIT debugging is enabled, any unhandled exception will be sent to the JIT debugger registered on the computer rather than be handled by this dialog box. --Astromath 19:14, 3 December 2009 (PST)

Open source

Hi there! I just recently discovered this application, and it looks like it's a tool I'll definitely be giving a shot at my next session.

I happened to notice that it's a .NET application, and you have the source up for perusal, but you don't have the source under a license. I was considering perhaps contributing to the project, but without a license, I don't believe I could legitimately change your source without your permission.

Some good license choices for open source apps are http://www.apache.org/licenses/ and http://www.gnu.org/copyleft/lesser.html

If the lack of license was merely an oversight, you should consider placing the code on Github at http://www.github.com, which is completely free for open source applications. It also gives you a wiki, and an issue tracking system. --Adamjford 01:55, 10 January 2010 (UTC)

Adding monsters

Wonderful tool, and I hope to use it.

Alas, I am not a subscriber to D&D Insider and so do not have access to the monster builder. Of course, I can add monsters simply by typing in the powers. But, for example in Keep on the Shadowfell, I have a myriad of Kobold types to enter with similar abilities. It would be nice to have a feature where I could copy and paste my own monsters to create similar monsters without overwriting the existing entry in the library.

Suggestion

Now that the PHB3 is out, I'd suggest a spot for power points.

Also, I like to load my characters daily magic items in as well. Every time they hit an even level, I repaste them from the cb. When I do this, I have to manually retype all of their magic items. It would be nice if we had a way to save info like this somewhere and just select them.

Maybe an area to manually type and save power info would be nice. Just to keep the permanent text. I don't mind typing in the To Hit mod and Damage mod.

Suggestion 2

Hello, your tool is a great utility. In my opinion are missing a couple of things:

 - Mile stones tracker
 - Surge tracker

In my opinion should be enough to add some check box for the mile stones (I suppose 6, this means at least 12 encounters without long rest...) and a box I can put the number of surges, with the positive and negative button in order to increase and decrease the value.

Problem With Latest CB Version

First off I have to say that this Tool Rocks. It is by far the best and most complete one I've seen. I am no developer so I hope you keep it updated and moving forward. It is better then most of the Shit I've seen WoC put out. If you can even post and address for donations I would gladly send something.

Lately I have been having a problem with loading Characters from the Character builder. They load in but the stats are all empty. This happened after I updated the Character Builder. I assume they changed something in their file layout. I work around by entering in the info manually but that gets tiring. Has anyone else had this problem? Are their any other work arounds?

Thanks

Rich

Problem With Latest CB Version - replicated

Rich, I observe the same problem.

Since the source is available, I could go as far as updating the application to correct the issue. It is indeed caused by an update to the file format used by the character builder. Until now, in the CB .xml file, the 'stat' nodes used to have a 'name' attribute: now they do not any more and the app cannot properly load the data. Instead, one can rely on the presence of an 'alias' child node with the appropriate 'name' attribute. The update is made easy by the fact that the code is very clean and easy to understand. I am sure that the author of this wonderful app will be able to adapt it easily once he knows about the need.

Thanks a lot,

Armand

Ongoing damage

I love this tool. Been using VCC for a while now but this tool is so much easier to use, especially on my tablet PC.

One thing I would like to see in the update would be two fields that open up when you select "Ongoing Damage". Damage Type, and amount.

Unless I am missing something, I don't see anything that allows me to say, Ongoing damage, 5 poison. For now, I just place it in the notes field (great idea BTW!)

Dragon3y3

ongoing damage

When you bring up Ongoing Damage from the drop down menu, You can type in 'poison 5' or '5 poison' or whatever.

Ongoing Damage

Would be awesome if Ongoing Damage could be automatically deducted from hit points of target. Also, the reverse for benefits. Would require some reworking of Effects screens.

And one massive THANK YOU for such an awesome tool! You help make 4e ROCK!

== Right-Click Marked! == (Implemented)

Love this utility. I never have to touch a pencil again.

One common thing that I find is that my crew tends to mark enemies consistantly. An option to be able to right click on a monster and have a "Marked until the end of current players next turn" would REALLY speed things up for me.

Also I can confirm that since the last update the character imports are not working properly.

~Krewl

cb fix

A buddy of mine fixed the cb thing. It was a pretty simple fix. He hasn't uploaded it anywhere though.

Edit - nm. He uploaded it:) Thanx DS

Character Builder Fix

I've posted a fix that takes care of the Character Builder file format change. If the author doesn't return before Adventure Tools changes the format of Rich Text monsters, I'll try to update it again, with those changes, should the need arise. --DarkSir

Problem with newest adventure tools paste rich text function(monster manual 3 Update)

Does anyone have a fix for the paste rich text function. It appears to be broken with the new adventure tools update for monster manual 3. I'd fix it but I dont have a dot NET delvelopment enviroment. If anyone can help that would be awesome. -- Krieger

I'm looking it over. I don't think I have the time to fix it tonight, but I'll try to take a look at it over the next couple of days, provided the author doesn't pop in before then. :) -- DarkSir

Re looking it over: Anyone have an update? As the new July 20 Adventure Tool Format has rendered this program 1.6.1a for those who've upgraded to the new July 20 format completely unfunctional. And thus it's a significant issue now. -Gorstagg (7/27/2010)

Cool. Thanks. -- Krieger

Another thanks for taking a look at this -- I've been spoiled by this combat tracker and would really like to see it updated to use the new stat block format!!!

Thanks for stepping up and helping out the community, DarkSir! --hbunny

DarkSir, you're my savior. This is my favorite out of all the combat trackers I've tried, and I'd begun to despair of the possibility of continuing to use it as WotC continues to update their formats! --SabreCat

DarkSir - I'm looking at the code now...I have to wonder if it would be better to rewrite the code to import the XML file that the Adventure tool creates, and use that moving forward. There is alot of delicate fiddling going on with the RTF. I also found a bug in the XML export in the adventure tools app. It's not copying or dealing with recharge powers correctly. It's almost like it doesn't care what the recharge value is. -- Krieger

Re the Bug: I think the bug is more like this: I can't export non-customized monster as XML. When I "copy and edit", the recharge values get lost right in the monster builder. Workaround is to insert Rechargs values by hand in monster builder. I haven't tested if this survives the export. -- Milf
Re the above: If it's possible to preserve the RTF paste option, fiddly as it may be code-wise, please do so! The usability benefit of that style is enormous. Compare the workflows:
RTF: Right-click entry in Monster Builder. Choose Copy to Rich Text. Open the Statblock Library in DnD4eCM. Click the button to paste from RTF. Done.
XML: Right-click entry in Monster Builder. Choose to save to XML. Give it a location and filename, save it. Open the Statblock Library in DnD4eCM. Click Import. Find the file and open it. Done.
... that's a lot more clicking and juggling, thanks to having to deal with two file browser windows. It'd triple (or more) the time and effort it takes to get a monster from one program to the other. -- SabreCat
re the re: Actually you click on the monster you want, then go up to the top and click on right option (save as XML), choose the location, adjust the name if needed but it provides the name and format. Now if DnD4eCM added it to the library by pulling directly from a specific designated location, then it would be as simple as hitting add. If that's what DarkSir was thinking when he said what he did. And in that case the whole thing would be even quicker. - Gorstagg

To Darksir, I'm really looking forward to your fix, as this program is just essential to gameplay now. But I also happen to like the update from WoTC on the monster builder, and am anxiously waiting your fix! -Gorstagg

1.6.1b

I posted an update to Combat Manager tonight (7/28/2010). I stuck with the RTF import, as it IS much quicker than the XML import method suggested. The change to the output format in Adventure tools necessitated a near complete rewrite of the power import code, as well as significant changes to the statblock code as well as the RTF handling code. It's not pretty, but it works, I think. If you find a monster that does not import properly, please leave a note on the discussion page of my page. I don't always get a notification if anything has been posted on this page, but I should be alerted fairly quickly if something is left on mine. I will try to correct any errors as quickly as possible, as I'm sure there's SOMETHING I missed. Once I'm fairly certain that the import function is complete, I'll post the source code so you can all point and laugh at my insane wiring job. --DarkSir

I'll install the new version and test it tonight, but in the meantime THANK YOU SO MUCH!!! We all know that this wasn't originally your program, and that you're doing this so that you (and we) can have a working tool that helps us DM. So thanks, dude!

Thanks for this, you rock SirDarkSir! - bryan

This is the best CM I've found for 4e and I'm sure many people using it would be willing to help if you ever needed it just to keep this going. Tracking all of this outside of this tool, is far more painful. And, even though there's improvements to be made, it works very well (especially if the fixes for CB and AT work). Thank you so much. - JMH

I agree! This is the best tool I've found so far. I'm sure there are many of us quietly using this tool, so I wanted to be sure to express my gratitude. Thank you so very much! We appreciate you jumping in and using your skills to keep this excellent tool functional! - Vilael

I too am using this tool, and it's also used by the other DM in our group. It's completely invaluable. It's something that should of been built by WotC to support their player's needs. But thanks to the originator of this and DarkSir for helping keep it up and running. - Gorstagg

Amazing app that has made running my games a whole lot easier. Thanks for the fix - missed the tool last session :) - Sefotron

1.6.1c

Fixed a bug that was pointed out to me yesterday, and implemented a couple of features that had been requested. Still looking for monsters that don't import properly. So far, so good :) --DarkSir

Fantastic! Three cheers! --SabreCat

Deathgaunt Lasher and Deathgaunt Madcaster give errors on import, but not always.

Fixed the Madcaster error, though that's partly cause it's not entered correctly in Monster Builder. It has an aura under Other Powers, rather than traits, and won't show up in the proper place, even though it DOES import without an error now. Couldn't duplicate an error on the Lasher. Will post the fix in the next release. --DarkSir

  • Reported the Madcaster error to WotC. Hoping for a fix in the September update.

Are you still taking suggestions for features? I'd love a way to copy the initiative roster after it's rolled as text so I can paste it for all of the people to see in my online skype-gametable campaign. Anyways, thanks so much for making it so this program's still useable with new WotC updates! -SP

Thanks for a very nice program and the quick fix. Can't live without this program now. I have a small suggestions too. A way to assign the monsters on the list to the PCs, so it's possible to keep track of what Monsters attack what PC. (can get very confusing in larger battles) -Z

Uh oh, here it comes, DarkSir. The wave of insatiable fans! ;) --SabreCat

Indeed, I am legion, for we are many... -z

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) --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

1.7.0 Release

New release posted. Added everything I mentioned earlier. Things I still want to work on:

  • regeneration popup
  • on bloodied on death popup triggers
  • fix an xp calculating bug for users with regional settings that format numbers with spaces or periods
  • track pc healing surges

Comments and suggestions are welcome, as always.

Tracking Healing Surges, would be a great thing. With us having the ability to just mark them off, or add them back from uses like Rituals like the Comrade's Succor one. But that would go a long way to making my day happy. But the other suggestion that I have is if there was a way to once a fight has completed, clear the round keepers, remove the monsters, and then update the characters as they heal, from a short rest. - Gorstagg

The initiative listing is greatly appreciated. There is one other thing that comes to mind, though. I'd love to be able to have the ability to remove or kill a combatant with the right-click menu. Anyways, keep up the good work. -SP

Thank you again for the updates, fantastic work. The right-click to mark option is especially nice. Would it be possible, though, to add an "until end of encounter" option for groups with multiple types of mark mechanics? -VoyRising

Yeah! Speaking of, it'd be nice to be able to add those striker "marks", like oath of emnity, warlock's curse, and hunter's quarry. Can't quite use the regular right-click "mark", because for those, they do stack with other marks or "marks" of the striker kind. If there could be a designation like "add striker mark" in the dialogue box or similar, that might be handy. -SP

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

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

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

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

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

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

Can't thank you enough for the work you've picked up on this - I rely heavily on this program for my campaign! Something I noticed about the 'copy init to clipboard' - the final list doesn't include the iteration of each creature (like Skeleton-01, Skeleton-02, etc.)...maybe was intentional, but just wanted to point it out. -- Salen

Latest version crashes when importing any Monk from the character builder xml format. --Jimbodriven

Likely the same error I mentioned above. It has to do with the weapons that are being imported. That HAS been fixed in the next version that I will post soon. -- DarkSir