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> DaisyBox's SR4CharGen (SR4CG), Official Discussion thread
dobbersp
post Apr 22 2009, 10:10 AM
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QUOTE (nykos @ Apr 21 2009, 10:37 PM) *
Well I'm working on a RIA in flex, and i have to teach myself mxml and action script as i go along, so I know what you mean....
And




Only the Bioware one needs that "feature" (I don't believe there is a cyberware counterpart), but maybe instead of a boolean make it a datatype double with a value of .5 so you can use the same function for all the qualities that modify cyberware and bioware essence loss.
<code was here>

*as you can probably see i don't know VB


Also, if i might pry, how are the stats calculated.


pseudo code works fine for most purposes.
Actually, you bring up a good point, I think I'll use a string instead of a boolean (or double) Because It already processes the grade letter it has in the box, so I can just set the grade to whatever is in the field if it isnt set to some default for normal grade usage "None" or something.
otherwise you can probably put in S,A,B,D or whatever.

heres the code for attributes and such.. there are specific ones for each stat plus/minus button. Heres the body plus button
[ Spoiler ]

where attMaxed is a boolean determining if there is an attribute that is already maxed.

The build point updating sub has a parameter for what type of modification you want to do to the specific BP section, and an amount.
The type can be either 0,1,or 2 (for add, sub, or set) I probably should have used a string to make it more intuitive...but I wasnt planning on showing this to anyone so...ya.


To further emphasize how bad the architecture is (which is embarrassing, me being a CS major and all..)
the main class is ~15000 lines long (IMG:style_emoticons/default/frown.gif)

I'd say there is ballpark 30,000 lines of code..so ya...half of it is one class. thats disgusting.
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nykos
post Apr 22 2009, 11:39 AM
Post #102


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Well for the essence issue, you could add a method like this:
CODE
Public Sub calcBiowareEss(ByVal essence As Double, ByVal typeO As Boolean)
        If (typeO) Then
            Return essence / 2.0
        Else
            Return essence
        End If
    End Sub

not even sure if that is the proper syntax, but hopefully you get the idea. But, it could work if you only make one calculation to get the bioware essence.

and as an alternative to using one method per stat, you could potentially do:
[ Spoiler ]

and just pass the attribute in need to be changed for each one to just the one method, to cut down on the daunting number of lines of code... (pretty much all i did was get rid of any method with body in its name and passed a string containing the attribute as an argument. (IMG:style_emoticons/default/nyahnyah.gif) )

QUOTE (dobbersp)
The build point updating sub has a parameter for what type of modification you want to do to the specific BP section, and an amount.
The type can be either 0,1,or 2 (for add, sub, or set) I probably should have used a string to make it more intuitive...but I wasnt planning on showing this to anyone so...ya.


well in AS we have specific getter and setter methods, so to do what it seems your "modifyer method" does in AS the code would look like:
CODE
[Bindable]public function get buildPoints():Number{
     return _buildPoints;
}
public function set buildPoints(newBP:Number):void{
      _buildPoints = newBP;
}
[Bindable]public function modBP(modVal:Number):void{
     buildPoints=buildPoints+modVal;
(This line is kinda specific to AS in most language it would look more like this:
setBuildPoints(modVal+getBuildPoints()); )
}

the [Bindable] tag only serves to allow me to access them from other components as methods in flex. Ultimately to set the value you use the setter method and otherwise you use the modBP method.
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dobbersp
post Apr 22 2009, 07:03 PM
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QUOTE (nykos @ Apr 22 2009, 04:39 AM) *
and as an alternative to using one method per stat, you could potentially do:
[ Spoiler ]


and just pass the attribute in need to be changed for each one to just the one method, to cut down on the daunting number of lines of code... (pretty much all i did was get rid of any method with body in its name and passed a string containing the attribute as an argument. (IMG:style_emoticons/default/nyahnyah.gif) )


Well, The only thing with doing one method for all of them(which of course is the better way) is that these methods are triggered by the pressing of the button itself. The only way to tell which attribute the button "belongs" to would be to wrap them in some sort of data structure and then search the structure at each button press to find out which attribute the button falls under. the reason I did it this way is because I was learning how to process these events, and didn't know that you could process more than one event with the same subroutine. I learned how to write my own Event Handlers as I went along (and how to handle multiple events with the same Handler), but at first I only got an event handler if i double clicked a component on the GUI Design pane of the form. Sad stuff, ha.
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10gauge
post Apr 23 2009, 12:30 AM
Post #104


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When buying Foci, BP are not calculated correctly. Both, increasing and decreasing foci rating raises BP cost. Removing foci will not bring back "lost" BP either.

Cheers!
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dobbersp
post Apr 23 2009, 01:18 AM
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QUOTE (10gauge @ Apr 22 2009, 04:30 PM) *
When buying Foci, BP are not calculated correctly. Both, increasing and decreasing foci rating raises BP cost. Removing foci will not bring back "lost" BP either.

Cheers!


Thank you!
That is most likely the error that my friend's character had in it a while back. (he had 2 extra BP in magic for no apparent reason)

I fixed it, and the next update will include the change.

d:- D
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overcannon
post Apr 23 2009, 02:57 AM
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I've got to hand it to you, this is really a great generator.

One minor thing though that I would like to see in a later version would be the addition of the Infected. I have a bit of an affinity for Vampire/Nosferatu adepts.

Another possibility is to handle the use of visual and auditory enhancers in a similar manner to cyberparts.

The same could be said for handling weapons like you handled vehicles, which if I may add is my favorite part of the generator.

It also could use an area for commlinks, nexi, programs and other hacker equipment.

I suppose that the gear table could also benefit from a better "look up" function to increase the functionality of general gear selection, possibly also by breaking it into more categories.

I believe it is also reasonable to extrapolate that you may well already know all this and have it on your "to do" list.

But that isn't intended to detract from the program. It is an excellent generator, and I look forward to seeing an increase in ergonomics and the number of functions available.

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dobbersp
post Apr 23 2009, 03:07 AM
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QUOTE (overcannon @ Apr 22 2009, 07:57 PM) *
I've got to hand it to you, this is really a great generator.

One minor thing though that I would like to see in a later version would be the addition of the Infected. I have a bit of an affinity for Vampire/Nosferatu adepts.

Another possibility is to handle the use of visual and auditory enhancers in a similar manner to cyberparts.

The same could be said for handling weapons like you handled vehicles, which if I may add is my favorite part of the generator.

It also could use an area for commlinks, nexi, programs and other hacker equipment.

I suppose that the gear table could also benefit from a better "look up" function to increase the functionality of general gear selection, possibly also by breaking it into more categories.

I believe it is also reasonable to extrapolate that you may well already know all this and have it on your "to do" list.

But that isn't intended to detract from the program. It is an excellent generator, and I look forward to seeing an increase in ergonomics and the number of functions available.


Thanks! Yes, I've got quite a few of those on my TODO list...
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dobbersp
post Apr 27 2009, 05:17 AM
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Another small update with bugfixes out now. (0.3.1.3)

This one also includes 10gauge's work on augmentation additions.
Please review as much of the data as possible (augmentation or otherwise)
and submit your feedback regarding accuracy.

suggestions are also welcome!


d:- D
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Muspellsheimr
post Apr 27 2009, 09:31 AM
Post #109


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Squirrely Wrath


of Doom!
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Socinus
post Apr 27 2009, 11:32 PM
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I noticed that the generator is missing the Control Element spell
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dobbersp
post Apr 28 2009, 12:12 AM
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QUOTE (Socinus @ Apr 27 2009, 03:32 PM) *
I noticed that the generator is missing the Control Element spell


Its very possible that i missed it.
can you hook me up with a page number and a book name?


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10gauge
post Apr 28 2009, 01:32 AM
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A Control Element spell does not exist. (IMG:style_emoticons/default/read.gif) There's a Clean Element spell but I think it is already implemented.

By the way: I've found a typo. Cybergland (availability +4 to impant). Should be implant. Shame on me.
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Socinus
post Apr 28 2009, 02:25 AM
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QUOTE (10gauge @ Apr 28 2009, 01:32 AM) *
A Control Element spell does not exist. (IMG:style_emoticons/default/read.gif) There's a Clean Element spell but I think it is already implemented.


Weird, I could have sworn there was.

Sorry about that
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Muspellsheimr
post Apr 28 2009, 03:12 AM
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You may have been thinking of Shape [Material] (I think it's called that; been some time sense I last used it).
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dobbersp
post Apr 28 2009, 07:25 AM
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QUOTE (10gauge @ Apr 27 2009, 06:32 PM) *
By the way: I've found a typo. Cybergland (availability +4 to impant). Should be implant. Shame on me.


Fixed

QUOTE (Socinus @ Apr 27 2009, 07:25 PM) *
Weird, I could have sworn there was.

Sorry about that


No worries man. You can always add a control elements spell ^^

Keep up the good work fellas.

d:- )
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NightWatchman
post May 1 2009, 12:23 PM
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I am using:

Microsoft Windows Vista Business
.Net 3.5 SP1 Framework
SR4CharGen 0.3.1.3


Issues:

Knowledge Skills - The calculations for knowledge skills is not working correctly I believe.
When you have free points it should be using 2 build points per rank and currently it is only costing 1 build point per rank until you reach the first of your non-free points.


Thanks for a great application. I hope this helps.
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NightWatchman
post May 1 2009, 12:24 PM
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Hope my last post helps
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dobbersp
post May 1 2009, 08:41 PM
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QUOTE (NightWatchman @ May 1 2009, 05:23 AM) *
I am using:

Microsoft Windows Vista Business
.Net 3.5 SP1 Framework
SR4CharGen 0.3.1.3


Issues:

Knowledge Skills - The calculations for knowledge skills is not working correctly I believe.
When you have free points it should be using 2 build points per rank and currently it is only costing 1 build point per rank until you reach the first of your non-free points.


Thanks for a great application. I hope this helps.



The way knowledge points works is:
  • Knowledge (and language, etc) skills cost 1 knowledge point to raise each level.
  • You get (Intuition+Logic) x 3 free knowledge points to start.
  • If you want more knowledge skill points, you may purchase them for 2 build points each


(from p348 of SR4 Core)

So as it stands, I believe they work properly, but I'm glad you took the time to consider the mechanics of the charGen.
keep up the good work

d:- )
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FlashbackJon
post May 1 2009, 09:35 PM
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I broke Edge by raising it to my racial max, then selecting the Lucky Positive Quality. The total was wrong and when I lowered it to minimum again, my Edge BP total said 15.

Easy enough to avoid, but might be worth looking at.

EDIT: Minor: Gremlins(4) has the same description as Gremlins(1).
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Erghitz
post May 2 2009, 12:04 AM
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Hey, I like the way this program is coming together! I'm just curious, do you have a running to do list anywhere that you can post? I was just curious so I could see what may pop into this program when you have the time.

Keep up the good work, I'll patrol for bugs. (IMG:style_emoticons/default/smile.gif)

-- Erghitz

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dobbersp
post May 2 2009, 12:37 AM
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QUOTE (FlashbackJon @ May 1 2009, 01:35 PM) *
I broke Edge by raising it to my racial max, then selecting the Lucky Positive Quality. The total was wrong and when I lowered it to minimum again, my Edge BP total said 15.

Easy enough to avoid, but might be worth looking at.

EDIT: Minor: Gremlins(4) has the same description as Gremlins(1).


yup. thats a bug. I'll look into fixing it before i push out the next update.
Also, I fixed the gremlins description. that'll be in the next update too (IMG:style_emoticons/default/wink.gif)

QUOTE (Erghitz @ May 1 2009, 04:04 PM) *
Hey, I like the way this program is coming together! I'm just curious, do you have a running to do list anywhere that you can post? I was just curious so I could see what may pop into this program when you have the time.

Keep up the good work, I'll patrol for bugs. (IMG:style_emoticons/default/smile.gif)

-- Erghitz


bug patrol, I like the sound of that.
so the TODO list is pretty extensive, and some of them are more like TOWISH, but whenever i get spare time, I'll chip away little by little.

TODO (unofficial remix version)
  • Remove bugs from program. (bwahahahahha)
  • Add weapons tab (take weapons out of gear)
  • Add Armor tab (take armor out of gear)
  • Add Commlink Tab (take them outta gear too)
  • Implement the standardized character save format.
  • Add Martial Arts
  • Add all the stuff from all of the books i havent read yet.... (lol)
  • Add color printing (just so that red shows up for the GM to notice ^^)

thats all i can think of off the top of my head, and the list is in no particular order.

I welcome suggestions as well.

d:- D
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10gauge
post May 2 2009, 02:17 PM
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Just a reminder to fix dermal plating bug (it gives dice to damage reduction, not to body) (IMG:style_emoticons/default/wink.gif)

Suggestions:

  • Add categories for cyber- and bioware
  • Replace drop-down boxes with a tree-like format for cyber-, bioware and gear (although this would mean a major change to the program)
  • Add an option for character improvement
  • Perhaps someone could build the sample characters from SR4 core rulebook. Would be a nice addition to the program, i think
  • edit: I'd welcome a "free mode" without generation limitations to create NPCs
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dobbersp
post May 4 2009, 04:50 AM
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QUOTE (10gauge @ May 2 2009, 06:17 AM) *
Just a reminder to fix dermal plating bug (it gives dice to damage reduction, not to body) (IMG:style_emoticons/default/wink.gif)

Suggestions:

  • Add categories for cyber- and bioware
  • Replace drop-down boxes with a tree-like format for cyber-, bioware and gear (although this would mean a major change to the program)
  • Add an option for character improvement
  • Perhaps someone could build the sample characters from SR4 core rulebook. Would be a nice addition to the program, i think
  • edit: I'd welcome a "free mode" without generation limitations to create NPCs



Noted.
I'll put that dermal plating in the next update.
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Ayeohx
post May 5 2009, 04:02 PM
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Hey, this thing is coming along!!!

Nice job. I've got a few request so far. I'll be adding more to this post as I go.

  • Something to notate specializations while in the character builder. Even a star would be nice.
  • Cyberware suites. Augmentation pg 48.


Also, after working with the skill fields for a bit I strongly recommend that skills get their own tab. Scrolling around in that tiny box isn't fun. And it would be easier to display specializations.

I take it Runner's Companion is in the works? I didn't see any qualities for it.
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10gauge
post May 5 2009, 09:52 PM
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Cyberware Suites are there. Look at cyberware/Augmentation: Cyberware Suites. Or are there any problems with those additions?

@dobbersp: When I said you should fix dermal plating, I was wrong. In fact, you should fix Bone Laces (those from SR4 core rule book). Bone Laces add dice to damage reduction not to body itself. My fault. (IMG:style_emoticons/default/smile.gif)

Cheers!
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