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> Chummer Character Generator
Nebular
post Jul 19 2011, 01:34 PM
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QUOTE (Nebular @ Jul 18 2011, 07:18 PM) *
Sorry, I honestly forgot all about this with the flurry of activity going on here. (IMG:style_emoticons/default/nyahnyah.gif) Looks like it should reduce the Attribute score instead of affecting the maximum based on what's been said in that thread. This is going to be a fair amount of work to get this working in that manner. So, uh, it's done when it's done. (IMG:style_emoticons/default/biggrin.gif) (but it is high up on the priority list since this is a core rule)

Just to clarify - the MAG/RES affected by ESS loss will be in the next update. The change to Create Mode is simple since nothing is set in stone at that point. (IMG:style_emoticons/default/smile.gif) In Create Mode, ESS Loss will not drop the Attribute itself, but it will reduce the Attribute's Maximum. The logic being that if you really wanted and set MAG at 5, then added a piece of Cyberware, you'd just go back to the Attributes section and put MAG back to 5, so this eliminates that step (but it will force it down to 5 if you had it as 6 and added some 'ware). I just figured out how I'm going to get this to work properly in Career Mode, and it turns out it'll be easier than I thought it would be which is a pleasant surprise. (IMG:style_emoticons/default/biggrin.gif) I'm going to try and get it to work in the burnout step as well, where all MAG- or RES-linked Active Skills suddenly become Knowledge Skills.
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Marwynn
post Jul 19 2011, 02:35 PM
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Quick Request: P93 Praetor's Electronic Firing upgraded version (+200„)

Also, I like that the drones have been separated! Nifty!
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Nebular
post Jul 19 2011, 03:04 PM
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QUOTE (Marwynn @ Jul 19 2011, 09:35 AM) *
Quick Request: P93 Praetor's Electronic Firing upgraded version (+200„)

Also, I like that the drones have been separated! Nifty!

Weapons data file has been updated to add the P93 w/ Electronic Firing. For some reason I thought Electronic Firing cost 200„ (instead of the 1,000„ it is) when I entered the gun, so it didn't make sense to create another model when you could just add the Mod for the same price. Whoops.
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Fyndhal
post Jul 19 2011, 04:34 PM
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When I attempt to download "Billy Campbell" on omae, it throws an unhandled exception.
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ShadowWalker
post Jul 19 2011, 04:50 PM
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QUOTE (Fyndhal @ Jul 19 2011, 11:34 AM) *
When I attempt to download "Billy Campbell" on omae, it throws an unhandled exception.


Just a thought, but how do you handle version numbers with files for Omae?
That is to say someone uploads a character for version 150 and then a change happens in 160 that makes 150 unreadable. How will this be handled?

Might need to include some conversion code from one version to the next so when you download a file that is from an older version it's still valid as the program converts it to a newer version.
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Nebular
post Jul 19 2011, 05:53 PM
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QUOTE (ShadowWalker @ Jul 19 2011, 11:50 AM) *
Just a thought, but how do you handle version numbers with files for Omae?
That is to say someone uploads a character for version 150 and then a change happens in 160 that makes 150 unreadable. How will this be handled?

Might need to include some conversion code from one version to the next so when you download a file that is from an older version it's still valid as the program converts it to a newer version.

Version number isn't stamped anywhere in the save file. Anything new that's added to the objects and written to the save files is designed to handle it being absent and falling back to a default value when loading (the number of try/catch statements in the Load routines is nuts). The massive change to Qualities was the one exception where that bit of the character completely changed, and conversion was provided then. (IMG:style_emoticons/default/smile.gif)

The problem with the character in question in Omae is that the character's name contains a "/". The service looks for a file using the character's name (amongst other things). "/" and "\" are pathing characters, so it's just doing what it believes it's being told, which is to explore another path which isn't correct. I've updated the service code to strip out special characters. The NPC in question will need to be re-uploaded by the original poster.

Edit: Huh. Also of note - need to update Omae's display controls so they can handle non-Roman alphabet characters. 2nd edit: Turns out it was just a small flaw in the service and I didn't put in a single character which tells it to allow unicode characters, so that's been fixed. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Jul 19 2011, 06:24 PM
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Of note: please don't upload the same character to both Enemies and Contacts. Once is enough. (IMG:style_emoticons/default/wink.gif)
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StevenAngier
post Jul 19 2011, 07:27 PM
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QUOTE (Nebular @ Jul 19 2011, 03:34 PM) *
Just to clarify - the MAG/RES affected by ESS loss will be in the next update. The change to Create Mode is simple since nothing is set in stone at that point. (IMG:style_emoticons/default/smile.gif) In Create Mode, ESS Loss will not drop the Attribute itself, but it will reduce the Attribute's Maximum. The logic being that if you really wanted and set MAG at 5, then added a piece of Cyberware, you'd just go back to the Attributes section and put MAG back to 5, so this eliminates that step (but it will force it down to 5 if you had it as 6 and added some 'ware). I just figured out how I'm going to get this to work properly in Career Mode, and it turns out it'll be easier than I thought it would be which is a pleasant surprise. (IMG:style_emoticons/default/biggrin.gif) I'm going to try and get it to work in the burnout step as well, where all MAG- or RES-linked Active Skills suddenly become Knowledge Skills.


Okay. That's it. YOU sir are going to get a karmic sixpack full of ambrosia spend by me. Thank you, Nebular!
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Nebular
post Jul 19 2011, 09:23 PM
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Hah. So the bug I submitted to Microsoft about printing using the default printer's settings if you choose to use the non-default printer has just been closed. Their response is essentially (I'm trimming down 2 paragraphs of fluff text they use) ".NET 4 is too far along in its lifecycle and we don't think it's worth fixing". I can't say I really disagree with them. It's not a critical bug, though I don't think it would be a massive amount of work to fix it. Oh well. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 19 2011, 09:32 PM
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Build 157
  • losing access to the Adept Powers tab now properly clears the list of the Adept Powers
  • losing access to the Spells and Spirits tab now properly clears all of the spells from the Spell list
  • losing access to the Initiation tab now properly removes any Improvements from Metamagics/Echoes
  • Attribute Modifiers can no longer take a character's minimum value below 1 unless they are a Critter (previously applied to anyone with access to the Critters tab)
  • only installed Weapon Mods and Accessories count towards Concealability
  • fixed an issue that could cause Maximum and Augmented Maximum Attribute values to display a value less than 0
  • ESS Loss now decreases MAG/RES directly instead of lowering its effective value (in Create mode, this only lowers the Maximum Attribute value)
  • if MAG/RES ever drop to 0 from ESS Loss from Cyberware/Bioware in Career Mode, the character suffers burnout, losing access to all of their MAG/RES abilities and Attribute-linked Skills become Knowledge Skills
  • removing a Focus/Metamagic Focus from Gear properly removes the matching Bound Focus from the character
  • all Critters can now add Critter Powers from the Weakness category, even if they're not usually allowed to select additional Critter Powers
  • added tooltips for Augmented Attribute values to show how the Augmented value is being calculated
  • Omae now displays a message if a character cannot be downloaded instead of throwing an error
  • Omae now ignores special pathing characters in character names to avoid errors
  • Omae window can now be resized vertically to fit more characters in the window on larger displays
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ShadowWalker
post Jul 19 2011, 09:36 PM
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QUOTE (Nebular @ Jul 19 2011, 04:23 PM) *
Hah. So the bug I submitted to Microsoft about printing using the default printer's settings if you choose to use the non-default printer has just been closed. Their response is essentially (I'm trimming down 2 paragraphs of fluff text they use) ".NET 4 is too far along in its lifecycle and we don't think it's worth fixing". I can't say I really disagree with them. It's not a critical bug, though I don't think it would be a massive amount of work to fix it. Oh well. (IMG:style_emoticons/default/smile.gif)

Which is to say it might fixed it in .net 5.
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McDougle
post Jul 19 2011, 11:45 PM
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And here we are!

More than 50 updates in less than two months! (IMG:style_emoticons/default/notworthy.gif)


Thats HARDCORE, Nebular! (IMG:style_emoticons/default/biggrin.gif)


p.s.:
And now I can see the adept powers my player chose. (IMG:style_emoticons/default/wink.gif) It was still strange, that my mailprog didn“t show any text you wrote and instead a symbol(and I don“t think you only send a strange symbol, right?).
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ggodo
post Jul 20 2011, 03:11 AM
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I've started posting characters to Omae now. I gotta get Longbowrocks to post some of his monsters.
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Nebular
post Jul 20 2011, 03:24 AM
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QUOTE (McDougle @ Jul 19 2011, 06:45 PM) *
And here we are!

More than 50 updates in less than two months! (IMG:style_emoticons/default/notworthy.gif)


Thats HARDCORE, Nebular! (IMG:style_emoticons/default/biggrin.gif)


p.s.:
And now I can see the adept powers my player chose. (IMG:style_emoticons/default/wink.gif) It was still strange, that my mailprog didn“t show any text you wrote and instead a symbol(and I don“t think you only send a strange symbol, right?).

He'll need to add them again. There was no trace of the Adept Powers in that save file. I have no idea what could have caused them to suddenly disappear. I removed the orphaned Improvements that were improving his Pistols Skills and attached it to that reply I sent you. He should be able to add his Powers again.
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Nebular
post Jul 20 2011, 03:48 AM
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QUOTE (ShadowWalker @ Jul 19 2011, 04:36 PM) *
Which is to say it might fixed it in .net 5.

That's what I'm hoping. However, there have been bugs in .NET that have exited since at least 2005 that Microsoft haven't bothered to fix because they consider them "corner cases", believing that nobody ever encounters the issues despite there being a larger number of reported incidents outside of Microsoft bug submission portal. One particular example is tooltips suddenly stop working, which occasionally affects Chummer as well. So it could go either way. (though you'd figure developers would be smart enough to report the problem on the vendor's site (IMG:style_emoticons/default/nyahnyah.gif) )
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SpellBinder
post Jul 20 2011, 04:14 AM
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Hmm, so that's why the right-click stopped working at one point, and started again when I closed and re-loaded the character file. Looks like Microsoft is up to their usual [low] standards.
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Korwin
post Jul 20 2011, 09:08 AM
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Yesterday I turned Chummer on, for the first time. Looks good so far.

Question: Shapechangers who change into Metas, should'nt they have their Attribute Min- and Maxima adjusted by the Meta-Variant?
MMVV (Vamps & Co) are'nt there yet, or did I miss it somewhere?

I noticed you can change the Karma Costs for Character advancement.
Would it be possible to keep the BP's for Character advancement? With the possibility to change the cost of some things (races come to my mind)?

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McDougle
post Jul 20 2011, 10:43 AM
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You can make your character a Vampire or the like if you choose the "Infected" quality. (IMG:style_emoticons/default/wink.gif)
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Nebular
post Jul 20 2011, 02:10 PM
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QUOTE (Korwin @ Jul 20 2011, 04:08 AM) *
Yesterday I turned Chummer on, for the first time. Looks good so far.

Question: Shapechangers who change into Metas, should'nt they have their Attribute Min- and Maxima adjusted by the Meta-Variant?
MMVV (Vamps & Co) are'nt there yet, or did I miss it somewhere?

I noticed you can change the Karma Costs for Character advancement.
Would it be possible to keep the BP's for Character advancement? With the possibility to change the cost of some things (races come to my mind)?

The description for the Not Always Quite Human optional rule for Shifters (RC 87) says that they get the chosen Metatype's abilities (Low-Light Vision, Thermographic Vision, etc.) when in their metahuamn form. It says nothing about them gaining/adjusting their attributes. The shifter's attributes are already defined in the table on RC 86. Their attribute scores don't change as they shift from one form to another. Shifting just changes their appearance and potential forms of movement. Bear shifters are strong enough without stacking a Troll's STR bonus on top of it. (IMG:style_emoticons/default/smile.gif) The additional Metatype abilities aren't added to the character in Chummer because they are conditional (so you only get them if and when you're in your Metahuman form).

Infected Qualities are there, such as Infected: Vampire, Infected: Ghoul, and Infected: Bandersnatch. They're only available to Metatypes that can actuall gain that Infected Quality. (So Bandersnatch is only available to Sasquatch, Ghouls is open to most Metatypes, and Vampire is restricted to Human)

I don't have any plans to extend the BP system into Career Mode for character advancement, as Karma is the only documented way of improving characters. You could always just treat Karma as BP in Careere mode, changing the Karma multipliers in the Options window to whatever you need.

The only way to change the cost of a Metatype/Metavariant is to modify the XML data file. While you can do it, you would lose any changes you've made when those files get updated.
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ShadowWalker
post Jul 20 2011, 02:26 PM
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QUOTE (Korwin @ Jul 20 2011, 04:08 AM) *
Yesterday I turned Chummer on, for the first time. Looks good so far.

Question: Shapechangers who change into Metas, should'nt they have their Attribute Min- and Maxima adjusted by the Meta-Variant?
MMVV (Vamps & Co) are'nt there yet, or did I miss it somewhere?

I noticed you can change the Karma Costs for Character advancement.
Would it be possible to keep the BP's for Character advancement? With the possibility to change the cost of some things (races come to my mind)?


bah, beat me to it. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jul 20 2011, 04:04 PM
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QUOTE (ShadowWalker @ Jun 16 2011, 02:45 PM) *
On the topic of sheets, it would be really cool if there was a cheat sheet.
Something that listed each action and the various skills and their dice pools.
Maybe with a check list of all the actions and let the user decide which ones to list.

Could you give me an example of some of the things you'd expect to see on there?
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ShadowWalker
post Jul 20 2011, 04:35 PM
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QUOTE (Nebular @ Jul 20 2011, 11:04 AM) *
Could you give me an example of some of the things you'd expect to see on there?


I'll send you an email with an excel spread sheet that has what I use as a cheat sheet for actions. It's matrix specific, but it might give you ideas for other things.
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Crazy Ivan
post Jul 20 2011, 05:14 PM
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Uh oh. This may be an issue with my laptop, but after updating to the newest update, Chummer shut itself off and refuses to re-open, claiming that Chummer isn't a valid Win32 app.
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Crazy Ivan
post Jul 20 2011, 05:22 PM
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After deleting, then re-downloading Chummer, everything smoothed out.
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McDougle
post Jul 20 2011, 10:33 PM
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Clothing and armor don“t have Capacity, but armor modifications like insulation have Slot-Ratings(i am just reviewing a chameleon-suit with a capacity of -11 ^^)... did I miss a rule, or do clothes have a capacity-rating?
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