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> Chummer Character Generator
LonePaladin
post May 4 2011, 07:06 PM
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I would like to see the Qualities list exclude items the character isn't eligible to take -- for instance, a human character shouldn't have "Human-Looking" visible on the list.

Also, it would be helpful if the items with ratings showed those ratings on the gear/cyber lists, so that you can see those figures without having to examine each item individually. (Yes, I know the printed character sheet shows these ratings.) Also, any item that can be bought in quantity should show that quantity on the list, so that you can easily spot goofs (like, say, buying only one bullet).
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Nebular
post May 4 2011, 07:59 PM
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I tried this once before and found that I couldn't get a multi-column tree to work properly. I found two other controls that may let me do this. I'm going to experiment with them over the next few days and see if I can get this to actually work. Hopefully one of them will actually play nicely and work with mixed objects. (IMG:style_emoticons/default/nyahnyah.gif)
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Conspiracy X
post May 4 2011, 10:55 PM
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Sorry, for the confusion, but it's not the word SIM that's the problem.
In the XML file for PACKS

Under "The Basics" pack.
Line 2096 has qty instead of rating

QUOTE
<gear>
<name>Fake SIN</name>
<qty>3</qty>
</gear>

Should be:
<gear>
<name>Fake SIN</name>
<rating>3</rating>
</gear>
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Nebular
post May 4 2011, 11:39 PM
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Good catch. Looks like this was the only one like that. I'll have a fix out this evening.

LonePaladin: I took a look at trying to get things moved into a multi-column tree and it's just not feasible right now. The controls that I find that claim they do it don't allow you to have mixed objects (which is a must for Chummer), and those that allow mixed objects either have a completely different way of doing things that requires a massive amount of the app to be re-written and/or simply break when you try to change their column information, set properties, randomly hang the application, randomly crash the development environment, or simply don't work at all. I've looked at trying to move over to a list, but then I lose everything to do with hierarchy, both in displaying the data in a meaningful way (I could pad it with space to indent, but that's not a good solution), as well as knowing what is a parent and what is a child item which is required for a bunch of other logic. The Microsoft site briefly mentions that a prototype of a mutli-column tree might be inthe latest Windows SDK, but it's not there when you download it. Really wish there was a better way to handle this. (IMG:style_emoticons/default/frown.gif)
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Nebular
post May 5 2011, 12:25 AM
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More stuff! (whatevs: the image thing is a quick fix to the character sheet file which can be updated on its own, so I can push that out whenever it's done rather than having to wait on code (IMG:style_emoticons/default/smile.gif) )

Build 66
  • Armor and ArmorMods can now create Improvements
  • Weapons now correctly ignore the cost of Weapon Modifications that are included in their base configuration
  • fixed a bug that prevented Cyberware from adding plugins that come with it
  • Attributes display in the Select PACKS Kit window now automatically adjust for the character's Metatype
  • both character sheets now work for printing both single and multiple characters
  • added Vehicles from This Old Drone
  • added Vehicles from MilSpechTech
  • added Weapons from MilSpechTech
  • added Spell, Powers, Echoes, Armor Mods, Weapons, Ammunition, Gear, Vehicle Weapons, Vehicle Mods, and Vehicles from War!
  • added Gear, Armor, and Weapons from Attitude
  • added the missing extra slots to the Thundercloud Contrail, Hyundai Shin-Hyung, and Cascade Skraacha
  • added Qualities and Powers from The Way of the Adept
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LonePaladin
post May 5 2011, 12:43 AM
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QUOTE (Nebular @ May 4 2011, 05:39 PM) *
LonePaladin: I took a look at trying to get things moved into a multi-column tree and it's just not feasible right now.

Have you tried just appending the names, rather than trying to make additional columns?

F'rinstance, listing an item with a quantity as "80 frangible rounds"; something with a rating would be "Vision enhancement (rating 2)".

I know what you're going through; I'm trying to make my own character-creator in a different platform (one that's made specifically for building this sort of thing), and it's just not wanting to behave right now. Hopefully, I'll have the tricky parts handled before this summer's over. Hopefully.
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Nebular
post May 5 2011, 01:06 AM
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QUOTE (LonePaladin @ May 4 2011, 06:43 PM) *
Have you tried just appending the names, rather than trying to make additional columns?

F'rinstance, listing an item with a quantity as "80 frangible rounds"; something with a rating would be "Vision enhancement (rating 2)".

I know what you're going through; I'm trying to make my own character-creator in a different platform (one that's made specifically for building this sort of thing), and it's just not wanting to behave right now. Hopefully, I'll have the tricky parts handled before this summer's over. Hopefully.

That is likely the route I will go. Earlier today I was thinking that might not work because the name of the item would keep changing, but then I remember I was smart and gave everything a unique ID to address that issue (except for Qualities - they're still completely screwy). I guess I was just hoping that those stupid view controls would work. (IMG:style_emoticons/default/smile.gif) Oh well. This should be in for this weekend's update.
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Nebular
post May 5 2011, 01:22 AM
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Just updated the SR4 character sheet. Forgot to change over some things like Attributes and Skills to get them to look in the proper place now that the sheet allows multiple characters.
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Conspiracy X
post May 5 2011, 09:24 AM
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Vision Enhancements and Audio Enhancement need to have [capacity] added to them so they reduce the number of slots available to the Device they are in.
Example
Contacts (Rating 3), have a capacity of 3.
Add Smartlink, the Contacts capacity should drop to 2
Add Image Link, the Contacts capacity should drop to 1
Add Low-Light, Contacts capacity used up.

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Argent
post May 5 2011, 12:29 PM
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1. In both the weapon tab and the vehicle tab, weapon mod button takes you to vehicle mod selections.

2. Adapsin and biocompatibility are still doubling the reduced essence of cyberware. Made a new character just to make sure.

3. Type O System works on basic bioware only, not cultured bioware since cultured bioware is tailor made.
"Off the rack, basic bioware is considered delta grade..." AU pg 20

4. Genetic Heritage starts a character with one "free" genetic mod and only transgenic enhancement costs are reduced by 20%. Currently all genetic enh are reduced by 20% and no free enh. AU pg 20

5. Cost corrections below:
Genewipe 60000
Shuffle 40000
Physical vigor 350000
Adapsin 40000
Dareadren 40000
Dyno 30000
Hyper 25000
NEO 35000
Qualia 40000
Reakt 45000
Vasocon 30000
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Nebular
post May 5 2011, 12:51 PM
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QUOTE (Argent @ May 5 2011, 07:29 AM) *
5. Cost corrections below:
Genewipe 60000
Shuffle 40000
Physical vigor 350000
Adapsin 40000
Dareadren 40000
Dyno 30000
Hyper 25000
NEO 35000
Qualia 40000
Reakt 45000
Vasocon 30000

Eh?! Do you have a revised copy of the book or something, because the prices in the XML file are the ones listed in my book. Page 3 of mine shows it as "Version 1.0 (July 2007)" and there doesn't appear to be an errata for the book.
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Argent
post May 5 2011, 01:38 PM
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QUOTE (Nebular @ May 5 2011, 08:51 AM) *
Eh?! Do you have a revised copy of the book or something, because the prices in the XML file are the ones listed in my book. Page 3 of mine shows it as "Version 1.0 (July 2007)" and there doesn't appear to be an errata for the book.


Hmmm. Looks like the prices in the tables in the back of the book differ from what is in the genetech chapter. I would go with the chapter info until an errata comes out. I have first printing 2007 as well.
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Nebular
post May 5 2011, 02:00 PM
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Actually, I just remembered that the Runner's Toolkit comes with a Compiled Tables book and lists all of this stuff. Since it's brand spankin' new, I think it's safe to assume that the prices in it are correct. The numbers in the Compiled Tables book match the ones found in the Genetech chapter, so it looks like the tables at the back of Augmentation are the incorrect values.
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Nebular
post May 5 2011, 07:02 PM
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QUOTE (Argent @ May 5 2011, 07:29 AM) *
2. Adapsin and biocompatibility are still doubling the reduced essence of cyberware. Made a new character just to make sure.

This is how it's supposed to work, isn't it? For example, Aluminum Bone Lacing has an ESS cost of 1. With only Adapsin or Biocompatibility, its cost is reduced to 0.9. If both are selected, it should reduce the ESS cost to 0.81, shouldn't it? This is how it's currently behaving. ((0.9 * 0.9) * ESS Cost).

Edit: Whoops! I see what you're saying now. I was just looking in the Select Cyberware window. The window is correct. The cost after you add it to the character, however, is way off. (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post May 6 2011, 12:05 AM
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OK. Forget the weekend update. How does now sound? Good? Good. (IMG:style_emoticons/default/smile.gif)
With any luck I'll be able to start working on the character maintenance part this weekend.

Build 67
  • added support for <basicbiowareessencecost /> to the Improvement Manager which adjusts the Essence cost of Basic Bioware only
  • added support for <transgenicsgenetechesscost /> to the Improvement Manager which adjusts the Essence cost of Genetech: Transgenics Bioware only
  • corrected the Essence cost calculation for Cyberware and Bioware when multiple Essence cost Improvements are present
  • pressing Esc in the Select a PACKS Kit window now cancels
  • Rating of Armor Modifications can now be changed after they're added to Armor
  • items now display their Quantity and Rating in their names in lists when applicable
  • mugshots on character sheets should now render on machines that do not have Internet Explorer 9 installed
  • added missing Capacity to Audio Enhancements and Vision Enhancements
  • corrected names of Spells in PACKS Kits
  • source book filtering now uses exact matches on codes
  • Armor Mods are now filtered by source book
  • Weapon Accessories are now filtered by source book
  • Weapon Mod list works again
  • adding a PACKS Kit now makes sure the Rating for a Skill or Skill Group does not exceed the maximum value and throw an error
  • Select a PACKS Kit window now remembers the last selected category
  • Select a PACKS Kit now only adds Spells that the character does not already have
  • PACKS now supports Spirits
  • PACKS Kit correctly set extra item information instead of prompting for a value to be selected when applicable
  • added a check box to the Select Bioware window to mark an item as free to handle Genetic Heritage's free item (only appears when a Genetech: Transgenics item is selected and the character has the Genetic Heritage Positive Quality)
  • Options window now opens in the same position instead of in a random position so the OK button is always accessible
  • Select Lifestyle and the Lifestyle tab now show the Starting Nuyen amount for the selected Lifestyle
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LonePaladin
post May 6 2011, 12:28 AM
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Looks like the quantity/rating list is working properly, and pretty much matches what I was asking 100%. Nice.

One thing I've noticed, though, is a weird quirk in the quantity field for ammo. (Haven't yet seen this anywhere else.) If you click on something that isn't ammo, and then select an ammo-type item in your list, its quantity drops back to 10. Going from one ammo type to another doesn't cause this -- just going from non-ammo to ammo.

Now, two further requests. 'Cause, really, what's a program like this without feature creep?

With the inclusion of the "Custom placeholder" item, this might be a good time to consider adding drag-and-drop to the gear list, allowing the user to move items into containers (such as the Smart Pack, and the aforementioned placeholder). If the gear list in the printout doesn't account for this sort of organization, though, there's not really much point. (I'd like to see the gear and cyber lists formatted a little differently, myself, 'cause some items need some notes to remind the player just what they do.)

Second request's easier. Spells need the option to learn them as 'limited' versions (the ones that require fetishes). This option makes the Drain Value lower. (I sort of miss the way they handled it before, where some fetishes were expendable, and spells could have the limitation of being exclusive.)
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Nebular
post May 6 2011, 01:07 AM
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Another update to address the rather serious issue of the Spells list not loading, and adding in two of LonePaladin's items for good measure. I'll look into the drag-and-drop thing either this weekend or next week.

Build 68
  • fixed a critical issue that prevented the Select Spell window from loading Spells
  • selecting Ammo after another piece of Gear has been selected no longer causes the Ammo's Quantity to be reset to 10
  • added support for Limited Spells
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whatevs
post May 6 2011, 02:33 AM
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Looks, great. Noticed one thing:

Nonconductivity Cost: When I change the rating of non-con on my armor vest, the cost stays at the orginally selected cost. Seems like this happens with all armors and mod combinations
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Nebular
post May 6 2011, 02:40 AM
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Gah. Well, the good news is that the cost information IS being updated, you just don't see the change as it happens. If you select the piece of Armor again, its new total will be shown, but the character's Nuyen amount isn't updated. If you change any character value or add/remove another item from anywhere, the Nuyen remaining is updated correctly. Looks like I forgot to call the update method when the Armor Mod's Rating changes.
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LonePaladin
post May 6 2011, 04:46 AM
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Found another one.

For some reason, in packs.xml, the "Sneaky" skill kit has "xxxxxxxxxxxxxxxxxxx4" on the rating for Infiltration. Picking this pack throws an exception, which shouldn't be a surprise.

Didn't see any other oddities like that.

The reason I was looking there? I was trying to see if it were possible to create custom packs that added Knowledge skills and/or languages, but that doesn't seem to be an option. The wiki only lists Active skills, and it seems that none of the packs in the XML file do it. I wanted to make a custom file for the original PACKS document that AncientHistory put together, but it has things like prerequisites and Knowledge skills. So I'm not sure if Chummer can handle them yet.
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Nebular
post May 6 2011, 12:49 PM
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The packs.xml file has been updated so you can grab it through Chummer's update.

I'll add support for Knowledge Skills to the list of stuff to do. Should be pretty quick to drop that in.
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Nebular
post May 6 2011, 10:59 PM
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Nothing major, but I figured I might as well put out this last batch of changes before I start working on the career mode which is going to keep any updates from being released for the next handful of days.

Build 69
  • File > Open now allows multiple characters to be opened at once
  • Armor Mods now correctly update the character's remaining Nuyen amount as its Rating is changed
  • Select Cyberware window now remembers the last Grade that was selected
  • Gear with a quantity added from a PACKS Kit now displays its quantity information in its name immediately instead of after it is selected for the first time
  • added support for Knowledge Skills to PACKS
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Nebular
post May 8 2011, 09:36 PM
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Well, things progressed much more quickly than I thought they would which is always nice. So here's the nice little addition of Career Mode!

Build 73
  • added Career Mode which lets you maintain a character through their career (see below)
  • canceling a dialogue after selecting a Quality no longer adds the Quality to the character
  • opening multiple characters no longer causes invalid object references which can come up after selecting items
  • Spells are now grouped by Category on the Spells and Spirits tab
  • Services Owed by Spirit and Sprites are automatically corrected if a character's Summoning or Compiling Active Skill is lowered
  • Qualities that can be taken multiple times now display the correct Karma cost when building a character with Karma
  • Quantity can now be selected in the Select Gear window
  • PACKS Kits now support adding Gear to Vehicles
  • adding Ammunition of the same type for the same Weapon Category now stacks instead of creating a new item
  • Ammunition can now be added directly to Vehicles
  • Martial Art Maneuvers names are now displayed correct after being added to the character


Career Mode
Once your character is ready to run, you can put them into Career Mode. Career Mode lets you maintain your character using Karma throughout their running career. Career Mode lets you keep track of your Karma and Nuyen expenses, buy and sell Gear, and even keep track of Ammo in each Weapon. To put your character in Career Mode, go to the Character Info tab, check the Mark character as Created box, then click Save. The save process makes sure that your character meets all BP/Karma and Nuyen total rules before saving. Once the character has been saved, they are re-opened in Career Mode. Once a character has been put into Career Mode, you cannot go back to Build Mode.
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LonePaladin
post May 9 2011, 06:11 AM
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Looking good, Neb. Here's the latest observations:
  • On the printable character sheet, one of the attributes is labeled "STREGTH". Missed the 'N'.
  • The sheet isn't showing the total karma, just displays a zero there. It's also not showing the current nuyen balance, just a zero.
  • When listing spirits, it shows them as "Registered", not "Bound".

Also, time for more requests.
  • When in Career Mode, we need an option to add gear without buying it. Probably 80% of a runner's gear is acquired in-game via larceny or shady deals, rather than just shelling out money.
  • I'd like some options to make the skill list easier on the printout, either by highlighting non-zero skills somehow -- by making them boldfaced, or by making zero-rank skills in a light font -- or just not displaying zero-rank skills altogether. (This can be managed by editing the HTML sheet, sure. I'd just like to see an in-program option.)

That's all I could think of on short notice.
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Nebular
post May 9 2011, 01:05 PM
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The sheet has been fixed up to correct Strength and Bound Spirits. The Total Karma thing is next up on my list.

Can't believe I forgot about adding gear for free. This should be in the next update. And I thought I had it all covered. (IMG:style_emoticons/default/smile.gif)
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