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> Chummer Character Generator
Nebular
post Jun 30 2011, 01:01 PM
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QUOTE (ShadowWalker @ Jun 29 2011, 11:16 PM) *
I found a reason to want to have Negative Qualities added to the karma log in career mode. If it isn't in the log, you can't remove it except by spending karma.
Without it being in the log there is no way to rollback.

Interestingly enough, Enemies are costing no karma to remove, and it should. Just because you kill or eliminate the Enemy in question doesn't mean some relative, friend or love one doesn't come looking for you for revenge.

Both good points. I'll try to get those in the next update.

QUOTE (ShadowWalker @ Jun 29 2011, 11:16 PM) *
I thought Nuyen had the ability to roll back as well, but I don't seem to be able to do this. Am I dreaming or was this not possible before?
I added 10,000 when I meant to add 100,000 and when I right click no menu shows up.
I can undo items bought, or Nuyen Spent, but can't undo Nuyen Gained. Which I guess is a way to ensure the character does not end up in the negative.
Maybe it can check to see if there are any expenses after the nuyen was added. If there is then don't let it be removed, if there isn't let it be removed.
Nuyen Gained also does not have a confirmation on it, this is especially important on it since you can't easily fix mistakes.

You can undo Karma and Nuyen Expenses, but not manually created ones like you had done. The assumption was that if you created one, you obviously intended to since you'd enter the description, amount, etc., clearly not realising that the wrong number could be entered. Again, hopefully next update.

QUOTE (ShadowWalker @ Jun 29 2011, 11:16 PM) *
When you add an Advanced Lifestyle it starts you at one month instead of zero. It does not charge anything for the one month it defaults to.

All of the Lifestyles start at 1 when you first add them since it seems silly that you'd pick a Lifestyle and just leave it at 0. The problem is that after you build your Advanced Lifestyle, the method that updates all of the character information and calculates the total Nueyn cost of everything isn't being called. This is a whole 2 lines of code so it will be in the next update.
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McDougle
post Jun 30 2011, 02:46 PM
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1.
In the german RC the only two additional Qualities for free spirits are negative(so that was errated in collaboration with Pegasus).

2.
To pay karma to loose an enemy should be made optional(as a gm i give my players enemies from time to time(because thats how the world turns), but they can take care of them without spending karma they need so desperate for other means (IMG:style_emoticons/default/wink.gif) ... on the other hand i want it to be in my hands if an enemy has someone who will take revenge for him or nit).
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ShadowWalker
post Jun 30 2011, 04:48 PM
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QUOTE (McDougle @ Jun 30 2011, 09:46 AM) *
1.
In the german RC the only two additional Qualities for free spirits are negative(so that was errated in collaboration with Pegasus).

2.
To pay karma to loose an enemy should be made optional(as a gm i give my players enemies from time to time(because thats how the world turns), but they can take care of them without spending karma they need so desperate for other means (IMG:style_emoticons/default/wink.gif) ... on the other hand i want it to be in my hands if an enemy has someone who will take revenge for him or nit).


Could put a question on Enemies asking if it costs Karma to remove or not. Could do that with all Qualities in Career mode. Just like Free! on equipment.
I would say ones chosen at the time of creation would need karma to be spent to remove. Where as ones gained during play would not. This would be a gm thing.
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ShadowWalker
post Jun 30 2011, 05:20 PM
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QUOTE (Nebular @ Jun 30 2011, 08:01 AM) *
All of the Lifestyles start at 1 when you first add them since it seems silly that you'd pick a Lifestyle and just leave it at 0. The problem is that after you build your Advanced Lifestyle, the method that updates all of the character information and calculates the total Nueyn cost of everything isn't being called. This is a whole 2 lines of code so it will be in the next update.


Advanced Lifestyles in both Career Mode and Build Mode starts at a 1 but doesn't charge anything.
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Nebular
post Jun 30 2011, 05:26 PM
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QUOTE (ShadowWalker @ Jun 30 2011, 11:48 AM) *
Could put a question on Enemies asking if it costs Karma to remove or not. Could do that with all Qualities in Career mode. Just like Free! on equipment.
I would say ones chosen at the time of creation would need karma to be spent to remove. Where as ones gained during play would not. This would be a gm thing.

I like it!
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Nebular
post Jun 30 2011, 05:27 PM
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QUOTE (McDougle @ Jun 30 2011, 09:46 AM) *
1.
In the german RC the only two additional Qualities for free spirits are negative(so that was errated in collaboration with Pegasus).

That's all I need to hear. I'll have these fixed up for the next update.
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Nebular
post Jun 30 2011, 11:25 PM
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The Qualities data file has been updated to move Former Ally Spirit and Fixed Qualities to the Negative category.
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Burrito Al Pasto...
post Jul 1 2011, 12:21 AM
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AIs can't be marked as Created because they have less than the minimum amount of Essence. Oops.
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Nebular
post Jul 2 2011, 07:01 AM
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'Cause everyone likes more stuff! (and the list of updates is finally longer than the list of outstanding items (IMG:style_emoticons/default/biggrin.gif) )

Build 136
  • added support for <armorencumbrancepenalty /> to Improvement Manager which adjusts the AGI and REA penalties by the number specified
  • Nuyen totals are correctly updated after adding an Advanced Lifestyle
  • added Expense Undo support for manually created Karma and Nuyen Expenses
  • Skill Groups are disabled if you do not have access to at least one of the Group's Active Skills
  • adding a Negative Quality in Career Mode now creates a Karma Expense Entry which can be undone
  • added a Free! checkbox to the Select a Quality window in Career Mode which changes a Quality's cost to 0 Karma
  • Metatypes with a natural Essence of 0 can now be marked as Created
  • Armor Mods now create their Improvements using their selected Rating instead of Rating 1
  • Armor Mods now update their Improvements when their Rating changes
  • added Military-Grade Armor Enhancements from Arsenal
  • Nuyen Expenses now have a % adjustment field that modifies the total value of the Expense
  • when deleting Enemies in Career Mode, you can choose between removing them for free or removing them with Karma
  • special Attribute-only tests (Composure, Judge Intentions, Lift/Carry, and Memory) now appear on the Other Info tab and on the character sheets
  • Living Persona Attributes are now properly limited by the RES Attribute
Outstanding Items
  • Look Into Priority Build System
  • Multiple Clips and Different Ammo
  • Technomancer Complex Form Skills
  • Character Print Preview
  • Contact Notes
  • Better Update Window
  • A.I. Inherent Programs
  • Dice Rolling for Stat?
  • Support for Mutant and Toxic Critters Conversion
  • Cheat Sheets?
  • Multiple Capacity Items
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Irian
post Jul 2 2011, 06:01 PM
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I really hate to say that, but: The knowledge-Skill-Bug is still there. Just loaded my character and he's suddenly missing 6 knowledge skills (and now has 12 unspent karma points, last time I saved him, he had zero).
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Nebular
post Jul 2 2011, 06:42 PM
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QUOTE (Irian @ Jul 2 2011, 01:01 PM) *
I really hate to say that, but: The knowledge-Skill-Bug is still there. Just loaded my character and he's suddenly missing 6 knowledge skills (and now has 12 unspent karma points, last time I saved him, he had zero).

That is really weird. Is this the same character that you emailed me about a week ago?
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Marwynn
post Jul 2 2011, 06:42 PM
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Also, just noticed that the Drake Quality doesn't remove BP or Karma under either generation systems.
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Nebular
post Jul 2 2011, 06:46 PM
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The update window finally bugged me to the point of it just had to be changed. Now. (IMG:style_emoticons/default/mad.gif) So not much in this update, but I figured it's best to get the revised update out there now so it's less annoying and I can make sure it's working properly.

Build 137
  • update window now displays the changelog for the application when an application update is being downloaded
  • update window now updates a File Progress progress bar to show that work is actually being done instead of appearing as though the update has stopped
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Nebular
post Jul 2 2011, 06:54 PM
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QUOTE (Marwynn @ Jul 2 2011, 01:42 PM) *
Also, just noticed that the Drake Quality doesn't remove BP or Karma under either generation systems.

Um... whoops. Qualities that are marked as not counting towards the BP limit should only not count towards the Positive/Negative Quality BP limit but should still come out of the character's BP total. This only affects the Drake and Infected: [whatever] Qualities.
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Irian
post Jul 2 2011, 07:44 PM
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QUOTE (Nebular @ Jul 2 2011, 08:42 PM) *
That is really weird. Is this the same character that you emailed me about a week ago?


I don't think so. Similar character, but not the same file. But as they are similar, they both should have College Education, which is the only thing influencing knowledge skills in both of them I can think of.
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Nebular
post Jul 3 2011, 01:16 AM
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QUOTE (Irian @ Jul 2 2011, 02:44 PM) *
I don't think so. Similar character, but not the same file. But as they are similar, they both should have College Education, which is the only thing influencing knowledge skills in both of them I can think of.

I've been trying to get the save file you sent me to recreate this problem to no avail, even using different and random regions. The only reason I could see this happening is if a Knowledge Skill suddenly gets marked as not being a Knowledge Skill, but in order to do that, you'd need to modify the save file itself. The next time this happens, could you email me the save file (don't hit save, just send the file as it was right when it was opened), then Save As to another file name and email that was well so I have a before and after comparison. With any luck it'll show me what has changed between the two and what might be causing the problem. Really like to get this one solved. It's just so... weird. (IMG:style_emoticons/default/smile.gif)
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Fyndhal
post Jul 3 2011, 03:13 PM
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Slight issue with PACKS.

I saved a custom cyberware/bioware PACK and when I tried to load it onto a new character, if basically had 6 copies of the ware leaving the new character at -45 essence. Hilarious, but I'm sure not the intent!
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ShadowWalker
post Jul 3 2011, 05:11 PM
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QUOTE (Fyndhal @ Jul 3 2011, 10:13 AM) *
Slight issue with PACKS.

I saved a custom cyberware/bioware PACK and when I tried to load it onto a new character, if basically had 6 copies of the ware leaving the new character at -45 essence. Hilarious, but I'm sure not the intent!


UberZombie!
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Nebular
post Jul 3 2011, 06:10 PM
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At what point does your character need to admit that he has a slight 'ware addiction and receive an intervention from his friends? (IMG:style_emoticons/default/smile.gif)

The problem is that I put a single } in the wrong place, so instead of checking for items, then writing them out if the type was applicable, it just wrote out everything every time it looped. So if you have 5 pieces of 'Ware, you'll have 5 copies of each piece instead of a single copy of each. Gotta love how moving a single character can screw up so much. I'll have another update out today which will take care of this and the Qualities issue that Marwynn mentioned last night, along with some changes to printing.
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Nebular
post Jul 3 2011, 07:16 PM
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Build 138
  • Qualities marked as not contributing towards the Positive/Negative Quality BP limit properly deduct their cost from the character's BP/Karma total
  • Print window in Create Mode no longer prevents you from continuing to work in the main application window
  • characters now remember they have a Print window open and bring it to the foreground
  • Print windows now refresh automatically when they are open and a change is made to the character in Career Mode
  • creating a PACKS Kit with Bioware/Cyberware no longer creates multiple copies of each item
  • added a basic Dice Roller to the Tools menu
  • added support for adding notes to Contacts and Enemies
Outstanding Items
  • Look Into Priority Build System
  • Multiple Clips and Different Ammo
  • Technomancer Complex Form Skills
  • A.I. Inherent Programs
  • Support for Mutant and Toxic Critter Conversion
  • Cheat Sheets?
  • Multiple Capacity Items
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Dakka Dakka
post Jul 3 2011, 07:25 PM
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At least with my PDF "printer" and the number of contacts, qualities and armor items the print out makes a page break just below the first line of the weapon boxes. Maybe you could force a pagebreak before or add options to change the location of the break.
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Nebular
post Jul 3 2011, 07:34 PM
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QUOTE (Dakka Dakka @ Jul 3 2011, 02:25 PM) *
At least with my PDF "printer" and the number of contacts, qualities and armor items the print out makes a page break just below the first line of the weapon boxes. Maybe you could force a pagebreak before or add options to change the location of the break.

Yeah, I'd like to. The problem I ran into in the past is that the CSS page break formatting code doesn't seem to actually work (or at least the printing engine for IE doesn't seem to care about it which isn't a big surprise), and the XSLT layout formatting namespace causes some weird issues with what I currently have. I'm going to have to look into this some more.
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ShadowWalker
post Jul 3 2011, 08:38 PM
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QUOTE (Nebular @ Jul 3 2011, 02:34 PM) *
Yeah, I'd like to. The problem I ran into in the past is that the CSS page break formatting code doesn't seem to actually work (or at least the printing engine for IE doesn't seem to care about it which isn't a big surprise), and the XSLT layout formatting namespace causes some weird issues with what I currently have. I'm going to have to look into this some more.

You could break out the character sheet into multiple files.
Have each one be a page for a specific part of the character.
One for basic stats and skills.
Combat (armour, weapons, etc)
Gear
Matrix
Vehicles/Drones
Magic
Spirits
Sprites
Background/Notes, etc


On another note. I recall reading that you changed things to allow for items that are mods to also be mod-able?
At least I thought I saw that.
Cameras and microphones in Sensors should take up space, but also allow for accessories to be placed in them. No menu shows up to allow this.
It would be nice if an Agent/Pilot/IC located on a Commlink, or anywhere else for that matter, could have Programs/Autosofts loaded it on, ie attached within the tree.


Each item is a Peripheral Device, with a rating based on the Sample Devices Table that can be found on page 222 of SR4A.
The table on page 48 of Unwired expands on the ideas of the Sample Devices Table.

It would be nice if it was possible to add a node to any device that denotes it's Response, Signal, System/Pilot, Firewall.

For vehicles and drones it would have Response, Signal, Pilot and Firewall equal to the pilot rating of the vehicle. At least that's my understand of what they should be.
For other items it would have Response, Signal, System, and Firewall equal to what's on the table in Unwired.

Then allow for modification, much like commlinks and Vehicles/Drones. +2 max increase, more if it has Modular Electronics.
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Irian
post Jul 3 2011, 08:54 PM
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We probably found another bug: My girlfriend's character has an orphaned +2 perception bonus hanging around (in other words, there's no quality that would give it). The sourcename for this bonus is d13d4b1f-3796-4af3-bab9-5bb6b32df6bf - but no quality/whatever with that name exists.

An additional thing: Using the mouse wheel in the skill window does not scroll your skills up and down but modifies a skill by 3, which is, honestly, pretty unintuitive. I would really like to scroll the skills with it (IMG:style_emoticons/default/smile.gif)
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ShadowWalker
post Jul 3 2011, 09:23 PM
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QUOTE (Irian @ Jul 3 2011, 03:54 PM) *
An additional thing: Using the mouse wheel in the skill window does not scroll your skills up and down but modifies a skill by 3, which is, honestly, pretty unintuitive. I would really like to scroll the skills with it (IMG:style_emoticons/default/smile.gif)


It probably does that because it's what has focus. There is probably a property somewhere that allows for the parent object to get some mouse/keyboard things before the child object does. But then I find .net objects do not having things I'm used to having in Delphi. (IMG:style_emoticons/default/smile.gif) Like the ability to hide tabs.
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