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> Chummer Character Generator
Nebular
post Apr 2 2011, 06:31 PM
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Hi all,

I've been working on a character generator since late-December 2010 and have released it for all Runner to use.

I have two main goals for Chummer. The first is to be a standard character generator that lets you create a character with the BP and Karma systems, then maintain them throughout their career with Karma. The other is to give GMs a tool where they can create their NPCs and have all of the information they need in just one place (like weapon damage, armor ratings, etc.) without having to flip through a bunch of sourcebooks during game play (this really bugged me when I was running some of the SR4 missions).

By default, only content from the Shadowrun 4th Edition book is shown. To use content from other sourcebooks, select Tools > Options and select the books you would like to use. This was done in case there are Game Masters or players that want to limit their character options to only certain books. The sourcebook changes do not take effect until you load or create a new character - if you have one currently open when you make this change, it won't pick up the change until you save and reload it.

Chummer's data is all stored in XML and allows players and GMs to create their own Skills, Vehicles, Weapons, Qualities, and other goodies by creating custom XML data files. Full documentation on the data files can be found in the Chummer Wiki. Character sheets are also created using XSLT meaning that anyone can create their own custom character sheets with a little know-how.

This is a Windows application (Win XP/Vista/7) that requires Microsoft's .NET Framework 4 installed. Unfortunately it does not currently work with Mono, however, recent testing has shown that it should be fully functional with their next public release.

You can grab Chummer from http://www.chummergen.com/dev/chummer/Chummer.zip. This file will be kept up-to-date with each release as well for those who are just joining the party.

Please post any feedback, bug reports, and the like here.

Thanks!
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Nebular
post Apr 9 2011, 07:33 PM
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The preview copy of Chummer has been updated to build 36. You can update your copy of Chummer by going to the Tools menu and selecting Check for Updates. A bunch of new stuff has been added for this build.

Most saves from previous builds will not work with this build due to a number of underlying changes.

  • added Cyberware from Augmentation
  • added support for +X to Avail for Cyberware
  • added support for cost multipliers for Cyberware
  • added full support for Gear
  • Save button in the toolbar now goes away after closing a the last character window
  • added tooltips for Armor Ratings to show how they are being calculated
  • removed the ability to tile and cascade windows since this caused rendering issues and confusion
  • only the highest value for each type of Cyberware Enhancement now applies to Attributes and Armor Ratings
  • Spells in the Select a Spell window are now listed in alpahbetical order for each category
  • added the ability to search for Spells in the Select a Spell window
  • added the ability to search for Weapons in the Select a Weapon window
  • Weapon Ammo is now populated when adding a new Weapon
  • added basic Vehicle/Drone support
  • added Weapons from Arsenal
  • added support for Armor Modifications
  • added support for Cyberweapons
  • added support for Weapon Accessories
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ggodo
post Apr 11 2011, 05:05 PM
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This thing's pretty sweet. I've been messing around with it a bit and I like the ability to ignore character creation rules, really nice for GMs making Prime Runners.
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Leoric
post Apr 11 2011, 07:34 PM
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Hi!

Nice tool, I really like the GUI wich is very intuitive. Are you planning to support karma building system?

By the way, I found a bug, when trying to change grade for cyberware. I think it happens beacause I'm using a french version of .NET, and it might have something to do with the way fractions are handled. Here is the error message:

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

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.ParseDouble(String value, NumberStyles options, NumberFormatInfo numfmt)
at System.Convert.ToDouble(String value)
at Chummer.frmSelectCyberware.cboGrade_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ComboBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ComboBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(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: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.36
Win32 Version: 0.0.0.36
CodeBase: file:///G:/JDR/Shadowrun/Chummer%20Chargen/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 built by: RTMRel
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__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.


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Nebular
post Apr 11 2011, 09:27 PM
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Thanks for the feedback guys. Much appreciated. I'll look into the changing Cyberware grade bug.

Once I have the core of the application done for creating characters from scratch using the BP system, I'm planning on adding the ability to maintain characters using Karma. I hadn't originally planned on doing it, but since improving a character with Karma and building a character from scratch with Karma, it should be doable since you're essentially improving a character from scratch. I am, however, noticing a discrepancy between the Karma cost for improving Attributes between SR4A, and SR4/Runner's Companion. Since Runner's Companion and SR4 both said it was originally New Rating x 3, and that SR4A replaces SR4, I'm assuming that SR4A's New Rating x 5 is the new "correct" formula.

The ability to print will be in the next release. Most of it is done but is being held up by vehicle weapons which I'm starting to work on tonight. Should be ready for this weekend.
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Nebular
post Apr 11 2011, 10:59 PM
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QUOTE (Leoric @ Apr 11 2011, 01:34 PM) *
By the way, I found a bug, when trying to change grade for cyberware. I think it happens beacause I'm using a french version of .NET, and it might have something to do with the way fractions are handled.


Does this happen with all Cyberware, or only certain pieces? If I can get the name of one piece that causes this for you, that would be a big help. I'm assuming this is changing the grade after it has already been added to the character and not in the Select Cyberware window, correct?
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whatevs
post Apr 12 2011, 03:40 AM
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This is really impressive. So many great things to rave about, and just a few very minor techinical things I noticed.

Things I like:
- generally, very very well thought out
- awesome use of xml. Now I can mod them to exclude things I don't use in my campaign (FFBA). Or if a new book comes out I can update on my own. Priceless functionality.
- very very smooth and responsive, great ui
- not bloated at all
- easy to install and maintain
- source book exclusion (also priceless)
- alphabetical order (also priceless)
- mount tracking for weapon accessories (under, barrel etc).

Techincal Suggestions:
- 'cancel button' in the 'choose bp amount' and 'select metatype' windows (when starting a new character)
- crtl-z support
- export to excel/csv
- in the' add gear' (or cyberware, or spell, or vehicle windows etc. etc. etc.), when I make a selection, it closes the window and forces me to start over . How about some kind of add to cart/queue functionality?
- armor encumberance calculation revision.
Unless I'm out to lunch, a body 3 character shouldn't be able to wear bike racing armor without a -1 penalty. Maximum armor rating (b or i) = body x2, bike racing armor i = 7. Penalty = 1 modifier
to Agility and Reaction for every 2 points (or fraction thereof ) over <sr4a161>. My body 3 character is currenly wearing bike racing armor without the penalty. Don't get me wrong, I'm lovin it, just not sure if it's correct. Please let me know if I'm out to lunch.
- addition of 'natural' (first) language

Requests:
- list of pre-gen knoweldge skills to choose from, or better yet, the option to add my own to choose from <see 'awesome use of xml' above (IMG:style_emoticons/default/smile.gif) >
- weapon modification support / vehicle modification support
- martial arts support (unless I missed something)
- ammunition for purchase somewhere in gear (unless I missed something)
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Nebular
post Apr 12 2011, 04:56 AM
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Unfortunately I don't think I'll be supporting undo. There's an alarming about of complexity within the characters already. If I can figure out a way to work it in though, I will.

Looks like the armor encumbrance is a bug. It works if either is 8 but not 7, so I'm rounding the wrong way. And armor mods apparently aren't being counted. Whoops.

I managed to get the vehicle mods and vehicle weapons/weapon accessories/weapon mods done tonight, so they'll be in the next version.

Ammo is the next thing I'll be tackling. It will likely be part of the Gear section since it's fairly generic and doesn't need to be tied to a particular weapon.

I can take a look at exporting to Excel/CSV later on. How do you need it outputted? Do you have a sample file of how it should look?

FYI: At the moment the update is fairly basic when it comes to updating the XML files. If the new file has a higher version number than the old one it simply overwrite it, so any custom changes you've made will be lost. I'm going to be changing this later on so that it's a little more intelligent and won't destroy and customizations. You will basically be able to flag an entry as disable and/or custom.
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ggodo
post Apr 12 2011, 05:36 AM
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I don't understand anything you're saying, but I love the work you do.
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Wizard_Thoarin
post Apr 12 2011, 05:40 AM
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why not just have custom data written to a custom data xml file so that you don't have to worry about data being over written. If necessary you can have a custom_weapons.xml, custom_cyberware.xml, etc. if necessary or else just throw it in one custom.xml file with an extra tag as to which standard set of xml data it should be appended to on program launch?
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whatevs
post Apr 12 2011, 11:48 AM
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QUOTE (Wizard_Thoarin @ Apr 12 2011, 05:40 AM) *
why not just have custom data written to a custom data xml file so that you don't have to worry about data being over written. If necessary you can have a custom_weapons.xml, custom_cyberware.xml, etc. if necessary or else just throw it in one custom.xml file with an extra tag as to which standard set of xml data it should be appended to on program launch?


Exactly. Don't worry about my xml customizations. I'll manage on my own. And i think it's reasonable that the user community does the same.

For the excel output, any sort of character sheet type export is fine. If you create a comma seperated summary of all the data, in text format, that should work nicely. Keep up the awesome work, impressive stuff.

One last thing i forgot to mention. You might also want to consider character portrait upload/ display. It migjt make export to excel a little more complicated though...



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Nebular
post Apr 12 2011, 06:09 PM
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QUOTE (Wizard_Thoarin @ Apr 11 2011, 11:40 PM) *
why not just have custom data written to a custom data xml file so that you don't have to worry about data being over written. If necessary you can have a custom_weapons.xml, custom_cyberware.xml, etc. if necessary or else just throw it in one custom.xml file with an extra tag as to which standard set of xml data it should be appended to on program launch?
QUOTE (whatevs @ Apr 12 2011, 05:48 AM) *
Exactly. Don't worry about my xml customizations. I'll manage on my own. And i think it's reasonable that the user community does the same.


I like it! Much easier to do things that way. Should be in for this weekend's update.
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Leoric
post Apr 13 2011, 06:37 AM
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QUOTE (Nebular @ Apr 12 2011, 12:59 AM) *
Does this happen with all Cyberware, or only certain pieces? If I can get the name of one piece that causes this for you, that would be a big help. I'm assuming this is changing the grade after it has already been added to the character and not in the Select Cyberware window, correct?


Nope, this happens for every implant, cyber & bioware, while in the select cyberware window.
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Nebular
post Apr 13 2011, 02:48 PM
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QUOTE (Leoric @ Apr 13 2011, 01:37 AM) *
Nope, this happens for every implant, cyber & bioware, while in the select cyberware window.


Edit: I can reproduce the issue by changing my regional setting to French. I'm hoping to have this fixed for the next preview release.
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erendor
post Apr 13 2011, 06:54 PM
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This topic provides the impetus to sign up to dumpshock! Just wanted to say - very nice work, keep it up! Looking forward to each update (IMG:style_emoticons/default/wink.gif) .

Things I noticed, that you are probably already aware of:

-No helmets under armor.
-No Custom Cyberlimb section
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Nebular
post Apr 13 2011, 10:11 PM
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Helmets are a little wacky since they're technically not pieces of armor on their own. They are, instead, treated as armor modifications which improve an existing piece of Armor's ratings. Once you add a piece of Armor, you can select it and choose Add Armor Mod which will show you the list of Armor Mods available. From there you can pick a helmet. You'll also find the SecureTech and various other Armor Mods from Arsenal in there.

I completely forgot about Customzed Cyberlimbs! I'll add these in for the next preview release. They'll be handed as plugins for a piece of Cyberware in the same was as Cyberlimb Enhancements and be a part of the same category.
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whatevs
post Apr 14 2011, 01:49 AM
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Seems like you're going to be busy nebular, maybe a victim of your own success. That being said... Thought of another suggestion. (IMG:style_emoticons/default/smile.gif)

Armor encumberance is currently calculated based on all of the the armor you've chosen. So it turns into a problemif you want to work with different armor sets at different times. Maybe a 'calculate encumberance' checkbox
Beside each armor item?



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Nebular
post Apr 14 2011, 02:56 AM
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That's an interesting idea for Armor. I've noticed with entering some of the characters from SR4A for testing that they had multiple piece of armor that put them way over and thought it was a little strange. I'll have to look into this as well.

Finally found the fix for Leoric's issue so that will be in for the next preview release too. Silly me thought that things would be intelligent enough to recognise "," as a decimal separator in regions where it was used. Apparently I was wrong. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Apr 15 2011, 10:05 PM
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Big honkin' update this week

Build 42
in order to download and install the character sheet properly, please follow one of the follow two steps:


On to the actual updated stuff:
  • update now supports updating XSL character sheets
  • Spells now support selecting custom text and Attributes for those that require a choice (those with [] in their name)
  • multiple instance of Qualities like Addiction are no longer combined into one when loading a character
  • Vehicles now support Vehicle Modifications
  • Vehicles now support Vehicle Weapons and Weapon Modifications
  • added Cancel button to Choose BP window
  • added Cancel button to Select Metatype window
  • Armor Mods are now considered when checking for Armor Encumbrance
  • corrected Armor Encumbrance rounding error being over BOD x 2 impacts AGI and REA correctly
  • Cyberware with a Capacity of * can now be removed from a character if it is not a Cyberware plugin
  • select Cyberware/Bioware window now shows the correct title when selecting Bioware
  • removed Undo and Redo items from the Edit menu since they didn't do anything
  • ESS and ESS costs now correctly round to 2 decimal places
  • select item lists in Select X windows are now sorted
  • added support for custom data files (see below)
  • added Exotic Melee and Exotic Ranged Weapons from Arsenal
  • added Ammo to Gear
  • added all Grenades, Rockets, Missiles, Explosives and Demolitions equipment from SR4A and Arsenal
  • Gear that is also a Weapon (such as Grenades) also adds the appropriate Weapon (similar to Cyberware and Cyberweapons)
  • Gear can now have a minimum Rating
  • added Custom Cyberware plugins to Cyberware Enhancements category
  • reorganised the Skill Groups and Active Skills to display more information
  • added key mnemonics for Add buttons (Alt+A for the first Add button on a tab, Alt+D for the second)
  • right-clicking on items now displays a context menu identical to the one for the associated Add button
  • added a tooltip to each Skill Group that list the Skills within that Group
  • added missing tooltips to all fields on the Build Point Summary and Other Info tabs
  • window now closes after successfuly saving a character when Close Window is clicked
  • regions that use something other than "." to separate decimal places no longer causes errors when using numbers with decimals
  • increased the size of some fields and lists so that names do not get cut off or overlap with other information
  • Armor and Armor Mods can now be marked as Equipped. Armor/Armor Mods not Equipped are not factored into Armor Encumbrance or highest Armor Ratings
  • added Online Help to the Help menu which takes you to the Chummer Wiki (http://www.chummergen.com/chummer/wiki/)
  • the BP used for Sprites now appears in the correct location instead of replacing the Sprites heading
  • added "Ask for confirmation when deleting" to the Options window (on by default)
  • application now asks for confirmation when deleting objects if "Ask for confirmation when deleting" is turned on
  • the Delete key now does the same thing as pressing the Delete button when a list item is selected (Spells, Cyberware/Bioware, Gear, Vehicles)
  • added "Add & New" buttons to all Select windows which adds the current item to the character then re-opens the window so you can add another item
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erendor
post Apr 16 2011, 04:51 AM
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Very nice! Using it already! (IMG:style_emoticons/default/biggrin.gif)

One thing I'd like to see, if possible - clicking Add&More keeping your current category of items open. I was adding Matrix programs and clicking Add&More brought me back to Ammunition every time.

Oh, and a build point total! The list of build points and where they were spent is very helpful, but I'm hopeless at math and contacts and skills tend to introduce complications. (i.e 12 points of contacts, 42 of skills, -35 for negative attributes...)
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Nebular
post Apr 16 2011, 04:10 PM
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Found a couple of minor things that I couldn't let go un-fixed, so I fixed 'em. A few new additions are thrown in since they were what I was working on last night.

Build 43
  • added Nanocybernetics to Cyberware
  • added Transgenic and Nanotech Gear
  • added Genetech to Bioware
  • Armor Mods that add to Avail can now include R or F
  • Gear Accessories can no longer downgrade their parent's Avail from Forbidden to Restricted
  • added <skillarticulation /> support to the Improvement Manager to properly support the Enhanced Articulation piece of Bioware
  • all Select windows now remember the last Category selected and re-open with it as the currently selected Category
  • Qualities that prompt for a value are now correctly removed from the character when the Quality is removed
  • selected values for Qualities now appear on the character sheet printout
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LonePaladin
post Apr 16 2011, 05:29 PM
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Can you adjust the interface for odd window sizes? When I run this on my netbook (which has a 1024 x 600 display), a lot of the elements end up running off the edges of the screen.

Specific examples:
  • Negative qualities run off the bottom.
  • On the Skills tab, the "Skill Points Remaining" display is half-obscured.
  • I think the section for purchasing Knowledge Skills is completely hidden.
  • On the right side, the Build Point Summary window cuts off a few pixels into the "B" of "BP".


I've also noticed that Rigger Adaptation isn't available for vehicles without enabling the Arsenal sourcebook.

Since ammunition is specific to weapon categories (i.e., ammo for heavy pistols can't be used in light pistols), you might want to include a way to account for this.

I'm going to see how well this handles the numbers for the PCs in my group, to see if anything else comes out odd. This looks very promising -- I've been hoping a decent character-generator would turn up. Keep up the good work!
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whatevs
post Apr 16 2011, 11:09 PM
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Xml driven character generator = awsome
Customizable character sheets via xsl = value of half the tea in china. Nonono, change that to ALL the tea in china!

This is inspired stuff. Well done!

I hate to cheapen my cudos with another request... But how about some mentor spirit support? Maybe with a list to choose from and appropriate modifiers?
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whatevs
post Apr 17 2011, 03:42 AM
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Noticed that there was another update recently (awesome stuff!), thought I'd flag some things for you quickly and provide a few more suggestions (you must be tired of them by now, but anyways...).

Issues:

1.) Enemies Max BP - I chose Vendetta and Wanted, plus 3 Enemies: 4/4, 3/3, 3/3. Then I added an additional enemy (which it shouldn't have let me do because I was at max). Then I clicked incidence from 1 to 2. Got 35bp limit error message, then got unhandled exception error.

2.) Armor / Clothing Combinations - I chose and equipped the Zo Long Jacket, Plain Blouse/Shirt and Skirt/Trousers, and only got the b and i ratings of the Long Jacket. Looks the 'ballistic armor' and 'impact armor' values (in the 'other' tab, beside the 'build point summary' tab) are only giving the higest ratings of the three pieces, as opposed to combining them. Arsenal pg. 45. Suspect this is the same for Berwick Line and Steampunk line combinable items as well.

3.) FFBA - FFBA is effected in the same way as above. Also it looks as though encumburance isn't halved for FFBA as it should be. So right now, ffba is functioning as just another piece of armor. I'm not sure how you want to mitigate this. You could try having ffba in the armor mod list as well as the regular armor list.

4.) The Zo line Long and Short Jackets aren't allowed to be equipped at the same time. Not sure if this is a major thing. Just FYI. Same thing with the Steampunk Corset and Gown. Also the Synergist Suit Jacket, Short Jacket, Longcoat. Also the mortimer/beriwck Suit Jacket and Dinner Jacket

5.) 'Equipped' Checkbox on Armor Mods - Should some armor mods not have the 'equipped' checkbox? I'm pretty sure that Ruthenium Coating can't be removed. Gel Packs could be removed I suppose, but an interesting question.

6.) Initiative - The 'initiative' value (in the 'other' tab, beside the 'build point' summary tab) doesn't seem to drop below 4 for the purposes of calculating encumburance, regardless of how many pieces of armor I choose or equip.


Suggestions:

Option to add Link from enemies and contacts to chummer character files for those enemies and contacts (they should be fleshed out characters afterall)

Flag indicating if an armor item would cause encumburance based on bod attribute. Example: Racing Bike Armor needs a bod of 4 to wear without negatives

Accomodating House Rules - Example: CHA x 2 of free contacts. These sorts of house rules are everywhere. Some can be accomodated by modifying your XML datafiles (thanks again btw), but it might be worth digging to find out what the most common ones are.

Accomodating The Most Used Optional Rules - Example: Maximum Armor Modifications. pg44 arsenal. Ditto above.

A Section for user inputted notes for gear items. If you have a piece of armor for example, and want to describe it.

A 'Character Description' sheet somewhere. With drop down items for things like:
Eye Color
Height
Weight
Skin Tone/Hue:
Hair Color:
Hair Length:
Character Portrait: (with upload function)
Character Description:
Character Background:
Age:
Sex:
Concept:

KarmaGen Character Building. This is probably a huge amount of work though.

Display Page Numbers and book names for the gear items. This is also probably a huge amount of work.
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Nebular
post Apr 17 2011, 08:09 AM
Post #25


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All good suggestions. The resolution problem will be fixed in the next preview release, along with Rigger Adaptation, the Weapon Mount, Enemy BP error, and whatever else makes the cut for next weekend. Friday is a long weekend here, so I'm hoping that ends up being a stupidly productive day. (IMG:style_emoticons/default/biggrin.gif)

whatevs: it looks like the Armor Encumbrance for the Initiative situation you mentioned is being calculated correctly from my understanding of the rules. If I have a character with BOD 1, REA 5, INT 4 and put enough armor on him to effectively drop his REA to 1, his INI should still be 5 (1 REA + 4 INT). The way it's written makes it sound as though your INI decreases by your REA went down. You character is still intelligent enough to act, but too overburdened with their poor armor choice to be as effective. I think the "may affect Initiative" bit of text is in the description since you could have a character with 1 REA, in which case your INI would not be affected. Is this correct?
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