Making Changes to the Tactical Console
I've been using Hero Lab to run my session for close to two years now, and have found it to be a tremendous boon. However, there are some changes I would like to make/have made for the tactical console and the main display and would like some insight into how to implement them.
First, I would like to add a stat block tab to the basic display of every character. The summary windows are too narrow, and are arranged in a very unfamiliar and unintuitive way. There are a great many situations where I would prefer to just click over to a stat block. And while I realize I can just generate a stat block and open it in a browser window, my desktop and task manager is already a cluttered mess when I'm running a session. Anything to streamline the process means more encounters per session.
Second, the tactical console's size and shape seems out of whack. Because of the size, it is difficult to display the console and the main window when running an encounter. The information contained in the console is also hard to read at times, and is redundant...all the information is already contained in the Hero containers.
What I'd like to see is a revamp of the tactical console so that it is arranged similar to this:
If the initiative tracker at the top is set up to make the character active in the main editor window as their turn comes around, it would eliminate the need for a lot of the redundant information in the tactical console, and keep everything in one place.
Third, I'd like to be able to apply damage, conditions, and adjustments to a character in the counter simply by right clicking and using a context menu instead of a button that opens another window, etc.
Fourth, I'd like the option to be able to have the tab selected to be persistent or independent (same tab is active when I switch characters, or last tab selected for that character remains active)
Lastly, MASS DAMAGE/HEALING. I would like to be able to apply damage/healing to groups of targets at a time. A sub menu similar to the delete character dialog would do, with a check box to indicate half damage.
I might be able to implement some of this stuff on my own using the editor, but I think that the tactical console, for example, would require recoding on the developer's end.
Thanks again for a great product, and if anyone else has any ideas on how to implement these ideas, please let me know.