My Assistant
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May 4 2011, 07:06 PM
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#201
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Target ![]() Group: Members Posts: 60 Joined: 18-March 11 Member No.: 24,813 |
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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May 4 2011, 07:59 PM
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#202
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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May 4 2011, 10:55 PM
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#203
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Target ![]() Group: Members Posts: 11 Joined: 24-July 10 Member No.: 18,849 |
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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May 4 2011, 11:39 PM
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#204
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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May 5 2011, 12:25 AM
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#205
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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
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May 5 2011, 12:43 AM
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#206
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Target ![]() Group: Members Posts: 60 Joined: 18-March 11 Member No.: 24,813 |
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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May 5 2011, 01:06 AM
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#207
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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May 5 2011, 01:22 AM
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#208
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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May 5 2011, 09:24 AM
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#209
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Target ![]() Group: Members Posts: 11 Joined: 24-July 10 Member No.: 18,849 |
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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May 5 2011, 12:29 PM
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#210
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Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
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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May 5 2011, 12:51 PM
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#211
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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May 5 2011, 01:38 PM
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#212
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Target ![]() Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
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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May 5 2011, 02:00 PM
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#213
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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May 5 2011, 07:02 PM
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#214
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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May 6 2011, 12:05 AM
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#215
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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
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May 6 2011, 12:28 AM
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#216
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Target ![]() Group: Members Posts: 60 Joined: 18-March 11 Member No.: 24,813 |
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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May 6 2011, 01:07 AM
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#217
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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
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May 6 2011, 02:33 AM
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#218
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Moving Target ![]() ![]() Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
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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May 6 2011, 02:40 AM
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#219
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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May 6 2011, 04:46 AM
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#220
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Target ![]() Group: Members Posts: 60 Joined: 18-March 11 Member No.: 24,813 |
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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May 6 2011, 12:49 PM
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#221
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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May 6 2011, 10:59 PM
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#222
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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
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May 8 2011, 09:36 PM
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#223
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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
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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May 9 2011, 06:11 AM
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#224
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Target ![]() Group: Members Posts: 60 Joined: 18-March 11 Member No.: 24,813 |
Looking good, Neb. Here's the latest observations:
Also, time for more requests.
That's all I could think of on short notice. |
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May 9 2011, 01:05 PM
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#225
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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