Jackpoint, SR3 software suite |
Jackpoint, SR3 software suite |
Feb 18 2006, 06:05 PM
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#126
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
it will be once you take the specialization. see, technically you're taking a rating 1 specialization - and then that specialization adds its rating to your base skill to get the actual rating for the specialization. at least, that's the easiest way to represent it in the program. in the character updater, everything will be more linear in that when you raise a skill or specialization, you'll be raising it from it's current rating to a new one. edit: ok, so i actually just removed the rating box from the window when you have specialization selected - confusion gone. |
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Feb 18 2006, 07:04 PM
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#127
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Hehe. Yeah, good way to fix it. As long as the calculations are coming out correctly it doesn't matter how they're achieved. (And you're achieving it correctly to in this case. Points-1=Base, Points+1=Specialization)
Can't wait for the B2...:) Crap. I gotta stop answering posts and finish prepping for game. So much to do yet, and G-2 hours. :( |
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Feb 18 2006, 11:53 PM
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#128
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Buddy of Eidolon decked into his account...hehe. OK, just kidding. he's running game now and I'm sorta dead, so I'm posting this instead of him.
the Electronics active skill is doing the same thing that Sorcery active skill did. Thanks! Same with trying to change Language points (I want to read better!) |
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Feb 19 2006, 12:22 AM
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#129
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
thanks man - they're both noted! |
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Feb 20 2006, 02:10 AM
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#130
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
quick questions -
does anyone think that one of their characters has ever had more than 29 of any one type of skill: active, knowledge or language? and if you have had or known of a character like that, how often do you think it happens that someone has so many of 1 type of skill? i'm writing up my XSL character sheet and i want to make it's as unbreakable as possible. right now, the only thing that could break the first page is if someone had over 29 of one type of skill. thanks! |
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Feb 20 2006, 03:12 AM
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#131
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Moving Target Group: Members Posts: 668 Joined: 15-February 05 From: Ontario, Canada Member No.: 7,086 |
37 active skills... with another 4-5 that still need to be added, at least. But it's an unusually high powered game, and a metalhead.
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Feb 20 2006, 05:20 AM
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#132
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
well, that's 1. and i forgot to mention that:
active skill = active, specialization or maneuver language = spoken and R/W if this turns out to be a big deal, then maybe i'll work out a separate sheet - one that can handle a more grand-scale campaign. |
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Feb 21 2006, 03:13 AM
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#133
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
if anyone wants to try it out, there is a new character sheet up at the site. it's not complete yet, but i figured i'd give you guys the chance to give feedback on how it looks so far...
you'll also need to download the 2 images and save them to the same directory as the sheet. EDIT: another note about the character sheet - it works best if, in your browser window when the sheet opens, you go to 'File > Page Setup...' and you set margins to 0.5 inches and you delete the values in 'Header' and 'Footer'. if the margins are set lower than 0.5, that's fine...but more than that could break the layout. oh, and you only have to do this once. |
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Feb 22 2006, 02:41 AM
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#134
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Just dropping by. I haven't had much time to mess with JP over the last few days, and I'm taking a day or two hiatus from SR to counter my oncoming GM burnout. I'll be back at it soon though.
Any news on a beta 2? :) |
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Feb 22 2006, 02:52 AM
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#135
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Target Group: Members Posts: 5 Joined: 22-February 06 Member No.: 8,294 |
Eidolon's buddy again. got me own account.
first off, wanted to say thanks a bundle. I made a back-up character (my other one gets out of the hospital in 30 game days :dead: ) in about 15 minutes. This from a guy who usually takes a day or two for each character, just making sure the math is right, etc... so thanks. but to the subject at hand: Car B/R seems to take more points out than it should, and when I get rid of the skill, it gives the right number of points back, resulting in fewer points than I should have. it's good with skill rank 1 or 2, but with rank 3, it takes 4 points, with rank 4 it takes 6. rank 5 cost me 8 points, and rank 6, 10 points! each of course only gave 1 2 3 4 5 or 6 points back, respectively. trying to get the same results using different attributes and car B/R rank 6, gave me the following info: with str=6, I got it to take the proper number of points as if I had an int of 6 (B/R skills all default to int pg 85, SR3) but when I had it remove the skill, it gave me more points back than I had put in! WOOHOO! free points! when I tried it with str 1 and int 6, however, it had the same issue as I originally mentioned. once that issue was found, I found that some other skills are screwed up as well. assault rifles is based on Bod, Armor B/R now based on str... -when I restarted the character builder, Armor B/R was based on quickness, but gave extra points if your int wasn't also 6... HOLY COW WHAT'S GOING ON??????? is it like this with only my copy or for others too? maybe if I was a programmer, I'd understand what the issue is better. but from where I'm standing, it looks like some of the skills are based on the wrong stat for BUYING them, but when getting rid of the skill, they're based on the right ones. Head hurts now... :dead: :dead: :dead: :dead: :dead: |
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Feb 22 2006, 03:32 AM
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#136
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
i would like to release Beta2 by the weekend, so be on the lookout. |
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Feb 22 2006, 03:41 AM
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#137
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
hey man - thanks for the info on skills...to explain a little: every skill has its linked attribute built-into it's record in the database. when you buy a skill, that linked attribute then gets passed to a function i wrote that checks the attribute value in question and returns a value indicating whether the skill level chosen is 'lower than or equal to' or 'higher than' said attribute. from there, the function i have that actually spends the points uses that information to decide how many points to spend. i would imagine that there is some faulty code in this function, and i'll check it out tomorrow - or tonight, if i skip watching 24 for another night and watch it tomorrow instead...but seriously, i almost found out what happened today at work and i can't go through another day of spoiler-dodging :) seriously though, i hope that gives you a little programing insight - and thanks for a detailed description of what was going wrong. a couple questions though: when you tried buying the skill with different attributes at 6, were all the others at 1? also, did it do this with all the skills you bought, or just some of them, like the ones you mentioned? and the paragraph that starts "but to the subject at hand: " where Car B/R costs 1 then 2 then 4 then 6 then 8 and then 10...what was your intelligence set to? thanks again! |
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Feb 22 2006, 07:39 AM
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#138
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Damn, they're signing up. Guess it's more spoiler tags for me from here on out. ;)
Bah. Let 'em read. Spoils their fun, not mine. :D |
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Feb 23 2006, 01:24 AM
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#139
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Target Group: Members Posts: 5 Joined: 22-February 06 Member No.: 8,294 |
When I first started buying the skill, I was using my character's attributes: Bod 2 Qui 7 Str 2 Cha 3 Int 6 Will 6 then, when going back to it for further testing, the attribute I was testing for was at 6, all others at 1. It took/gave more points than with my original stats... so it seems that what I figured (wrong stat for getting skills, right stat for removing the skill) may well be the case. I'll go over each and every skill in a little while to get better info on it, if my eyes don't bug out of my head from all the schoolwork I have to get started on... :eek: |
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Feb 24 2006, 12:07 AM
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#140
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Target Group: Members Posts: 5 Joined: 22-February 06 Member No.: 8,294 |
:eek: :eek: :eek: :eek: :eek:
sorry, don't think I'll get to it by the time you're looking to release D2. (there was more than I thought...) :dead: |
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Feb 24 2006, 02:22 AM
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#141
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
you're right - 'cus it's here! Jackpoint Beta2 is out and ready for your abuse :grinbig: EDIT: crap - and here i am 2 minutes later already adding bugs to the list :oops: EDIT2: a quick note...you can now only type stuff into the tables in the 'Notes' fields. i am going to put together a nice 'help' section for the official release that will point out all of these little bits of information. |
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Feb 24 2006, 03:19 AM
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#142
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
HOLY CRAP BATMAN!!!
::goes to dl JPB2:: |
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Feb 24 2006, 03:39 AM
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#143
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
another note...sorry for the airheadedness :twirl:
any characters that you made will not work with Beta2. I've implemented a few new things (like credstick tracking) that make the old characters not compatable. you can send me any characters that you want to keep, and i'll add in the new fields for you. any .gmf files you may have created are ok to bring into Beta2. sorry about the hassle - but at least it does mean more functionality :) craigpierce@gmail.com |
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Feb 24 2006, 04:17 AM
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#144
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Major kudos on the easier install. Very nice.
First bug though, and it's a biggie: Making the character a troll costs 20 BPs, and should cost 10. Making an Ork costs 9 points, should cost 5. Making a Formori costs 21 points, should cost 15. (Also, going from Formori to another variant, even back to human, causes the BPs to go all kinds of screwy.) Making a Hobgoblin costs 12, should cost 10. Making a Menehune, then changing it back to human screws up the BP total. I suspect that there are several instances in which going from one to another is going to mess up the BPs, and I doubt I'll catch them all on this run through. However, I'm betting that the issue that's causing it will be something that, once found, will be fairly simple to fix across the board. On several of these, going back to human raises your BP total to 116, rather than the correct 108. AH HAH!! I just realized that what it's doing is recalculating your new BPs as though you were getting points back from attributes (I think). What I mean, is that the racial modifiers to attributes are getting calculated back into BPs when you go back to human, instead of them just being reset to 108. Suggest programming in a "reset" to 108 that happens behind the scenes when going back and forth between races. That way, it's always calculating based on the 108 beginning total. I also suspect that the inconsistencies in the costs for the races stem from it calculating based on the attributes rather than the set, constant race BP costs. To complete the list though: Making an Oni costs 14, should cost 10. Making an Ogre costs 12, should cost 10. Making a Minotaur costs 21, should cost 15. Making a Satyr costs 16, should cost 10. Making a Dryad costs 19, should cost 15. Making a shapeshifter costs 31, should cost 25. Also, if possible it would be nice to be able to add animal forms, which of course would also mean being able to enter the attribute mods. Perhaps a "Custom Animal" button that brings up a pop-up box, in which you input the animal name and attribute changes, etcetera? I don't know how much trouble it would be, and honestly, I'm not sure enough people play shifters to make it worth doing, but I thought I'd toss it out there. I don't know if the "Other" option is new, or if it was in the old version (I didn't mess with the variants in B1 enough to have seen it even if it was there), but either way, Awesome. Totally dig the forethought on that one. Specializations work!!!! WOOOOOOOOOOHOOOOOOOOOOOO! (I know, I shouldn't be that excited..) That's all for now, I have to get started on this weekend's game, so as to avoid the unpreparedness that plagued me last weekend. |
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Feb 24 2006, 04:22 AM
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#145
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
this used to work fine, but just today i added the 'settings' section and moved the 'change component cost' section into in. i'll bet that i missed updating some code that works out spening/giving back race points. i'll look into this tomorrow. in the mean time, let me know if any other 'component' spending costs are messed up.
i thought about this when i was origionally making the 'other' race option...i'll probably include it sooner or later. but for now my thinking was the same as yours: "I'm not sure enough people play shifters to make it worth doing..." well, at least not a priority, anyway. also, if you really wanted to make a shapeshifter right now that isn't on the list, you could use the 'other' race option and then be sure to take the proper edges/flaws that go along with shifting. i think that would work, but i am tired.
it's not new :) but i am glad you like it...i like it too.
i hope so...and i hope that buying skills at higher levels than the linked attribute is fixed now too...but only time and testing will tell for sure. |
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Feb 24 2006, 05:45 AM
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#146
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Bug: When I tried to add Electronic Vision Magnification 3 to my Eyes, Cyber Replacement, pair, I got the following error:
I tried it with other cyber that you have to install into another piece, and at least with the eyes and ears it seems to be an across-the-board thing. It would seem that changing it so that only "notes" was writable has created other issues. :( Also, I just tried to add Etiquette at rating 4. I had 4 BPs that I had gotten by purchasing flaws. When I hit "okay", it told me that I didn't have enough points for it, then added it anyway but didn't charge me for the points. Hmmm.... |
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Feb 24 2006, 05:50 AM
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#147
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
Fuckin' awesome. You integrated the "Learn Me?" thing for knowledge skills. Perfect! Hmm... there needs to be a way to remove a credstick in case you want to change it. Right now you can't get rid of them once purchased. New bug: When I tried to load "Mack", my new character, into the GM console, I got the following error:
A quick check revealed that it's looking too far. The path to the individual character files is just C:\Program Files\Jackpoint\JPFs\Characters\ But what the program is really looking for isn't located there anyway. It's looking for the overall "Characters.jpf" that contains all character data for the characters loaded into the GM Console, and the path to that is just C:\Program Files\Jackpoint\Characters.jpf I tried working around this by simply creating a folder that completed the path it wanted, and placing a copy of the Characters.jpf file in it, but that just caused the program to add two of "Mack" when I hit "add PC/NPC". Hmm..odd, right after I posted that last bit, I tried the workaround again and it now adds just one of the character, as it should. So I suppose it works temporarily at least. Also: I don't know why I didn't remember to mention this earlier, but when using the dice roller, you can't roll any combat pool. It always says "Frag, all out of combat pool", even when you haven't used any. If you use the individual box to select a number of combat pool, same thing. Also: In the Perception Test box, apparently the spacing got messed up somehow. Something is squished out of visibility. Arrrgh. I'm not getting any preparation done. :) I'm addicted to JP testing. |
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Feb 24 2006, 02:33 PM
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#148
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
i'll bet that instead of changing that column in the temporary table row i create for each new piece of 'ware, and then adding that row to the table, i somehow have that column directly trying to write itself to the table. i'll add it to the list.
were those your last 4 BPs to spend on that character? what was your charisma set to?
:)
oh ya - duh!
looks like when i changed the hard-coded paths to fit the new flexible install, i missed one.
those 2 are weird - i'll add them to the list along with everything else though. for the perception test generator, is it a check-box like control that seems to be out of view, or a button or what? thanks for the detailed bug report (as always) - you've been a HUGE help :notworthy: |
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Feb 24 2006, 10:21 PM
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#149
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Moving Target Group: Members Posts: 398 Joined: 25-August 04 From: Denver, CO Member No.: 6,599 |
we need a smilie who's pulling his hair out...'cus that's how i feel...
BUT, Jackpoint Beta2 Redux is now out. Hopefully, this is a version that only has small bugs in it, not big ones like the race point spending one. let me know what you think! but not about the name Redux - it's all my fried brain could come up with. |
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Feb 25 2006, 01:10 AM
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#150
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ghostrider Group: Retired Admins Posts: 4,196 Joined: 16-May 04 Member No.: 6,333 |
I'll DL and install in a minute. Just wanted to respond to:
They were, and charisma was at 8.
It was a radio button, one of the ones that lets you select variable conditions for the test. Lower left side, the top one (or more?) was squished out of view. Oh, and anything is cooler when followed by Redux. :D Small thing, but thought I'd mention it. The boxes on the die roller for "number of dice" and "target number" are a bit too narrow. When you get into double digit numbers, only half of the number shows. Bug update: There's definitely some sort of issue with spending final BPs. Unfortunately, I can't tell you much because the error came about when I tried to do something "illegal" anyway. I had one BP, and nothing to spend it on really. So I thought I'd raise STR from 3 to 4. Well, it correctly told me that I didn't have enough points for that (don't know what I was thinking...it's 2 for 1 Att point...:)), but then when I clicked "Okay" on the pop up box, it gave me 2 free BPs for a total of 3. Odd. Bug bug. I had that one BP left (well, it said three, but I'm no cheater ;)) so I figured I'd just drop it to Language and even it out to 10 points, right? Easy. But...when I told it to give Lang a Knowledge point, it sky-rocketed my Language points total up to 43. I think it's giving the total available to language all in one lump, rather than one point at a time. That, and I had already spent all knowledge points. So now, I have a full complement of Knowledge skills, and 43 points to spend on Language. :D Suggestions: Suggest adding a way to remove a pice of gear from the list, or at least have the program give you the option to "replace the existing" one. I was inputting new ammo (darts), and accidentally added it before finishing the stats, so now I'm stuck with incorrect gear in my list. :( Also, what do you think about having it ask you if you want it to "learn" other stuff than knowledge skills? That, paired with the ability to delete ones you don't want, would make it extremely customizable. Suggest making an up/down arrow set to move skills up and down on the list. Call me picky, but I like to have my active skills in a group separate from knowledge and the like. If I add another active skill late in the process, I'd like to be able to group it with my other active skills. Not a big deal, just tossing it out there. Arrrgh. :( Still getting the "Conversion from type "DBNull" to type "String" is not valid." error when I hit Save/Print. (Not on every character though. I made one yesterday with B2, and it saved and printed just fine.) Here's the details: [ Spoiler ] I have no idea what may be causing it. I did have a few bug encounters while making this character, so it might just be that. One thing, which I think you're already aware of, is that credsticks don't calculate cost correctly. It should charge you for the SIN, and deduct the amount you place on it from your available cash. It does neither. (Again, I think you've got this listed already though.) |
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