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> Chummer Character Generator
Seriously Mike
post Sep 26 2011, 03:22 PM
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Is there a possibility to export the character to a text file?
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KeyMasterOfGozer
post Sep 26 2011, 03:26 PM
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QUOTE (Seriously Mike @ Sep 26 2011, 11:22 AM) *
Is there a possibility to export the character to a text file?

There is a character sheet print-out for "Text-Only" if you press the print button.
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Chromeburner
post Sep 26 2011, 10:42 PM
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Hi Nebular,
Thanks for all your hard work!
I have a bug to report: When opening the latest version of chummer and attempting to build an AI, or open a saved AI character it throws this error.
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.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Convert.ToInt32(String value)
at Chummer.Character.get_Movement()
at Chummer.frmCreate.UpdateCharacterInfo()
at Chummer.frmCreate.MetatypeSelected()
at Chummer.frmCreate.frmCreate_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.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: 4.0.30319.235 (RTMGDR.030319-2300)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.203
Win32 Version: 0.0.0.203
CodeBase: file:///C:/Documents%20and%20Settings/rtr.EXECUTIVE/Desktop/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.235 built by: RTMGDR
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: 4.0.30319.236 built by: RTMGDR
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
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.1 (RTMRel.030319-0100)
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.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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Seriously Mike
post Sep 27 2011, 09:51 AM
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QUOTE (KeyMasterOfGozer @ Sep 26 2011, 05:26 PM) *
There is a character sheet print-out for "Text-Only" if you press the print button.

And all "Export" options are hidden under "Print" as well. Unnecessarily complicated.
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Nebular
post Sep 27 2011, 01:47 PM
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QUOTE (Seriously Mike @ Sep 27 2011, 04:51 AM) *
And all "Export" options are hidden under "Print" as well. Unnecessarily complicated.

There are no real export options. You simply select a character sheet style to use to print your character. The Save as HTML button saves the selected sheet as HTML so you can generate it now and print it later, and Save as XML is only useful to someone who wants to see the generated XML so they can write their own XSL character sheets. They're all outputting your character in various character sheet formats, so this was the logical place to put 'em all.
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KarmaInferno
post Sep 27 2011, 01:49 PM
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On "piecemeal" armor, could we get an item entry for each "full suit"?

If you want individual pieces you can select them, but it'd be nice to be able to just select, say, "Berwick Dinner Jacket Ensemble" and have it added as a single entry with the combined stats of the constituent jacket, shirt, pants, etc.

Also, I'm pretty sure many of the armor mods were intended to be added "per suit" and not to individual armor pieces. This would allow you to do that.

Data file:
[ Spoiler ]


Thanks!




-k
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KeyMasterOfGozer
post Sep 27 2011, 01:53 PM
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QUOTE (Seriously Mike @ Sep 27 2011, 05:51 AM) *
And all "Export" options are hidden under "Print" as well. Unnecessarily complicated.

Not really, Export and print are really the same function. Having export and print where it is gives you the opportunity to design your print-out or export in any way you like. You could possibly come up with a better name for the section than Print, but it seems fine to me.
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KeyMasterOfGozer
post Sep 27 2011, 01:57 PM
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QUOTE (Nebular @ Sep 27 2011, 09:47 AM) *
There are no real export options. You simply select a character sheet style to use to print your character. The Save as HTML button saves the selected sheet as HTML so you can generate it now and print it later, and Save as XML is only useful to someone who wants to see the generated XML so they can write their own XSL character sheets. They're all outputting your character in various character sheet formats, so this was the logical place to put 'em all.

For the text one, saving as HTML doesn't produce very good output, as it has HTML tags in the text. You can copy-paste the text from the print-out window of the Text one and get a good text file.
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Minimax le Rouge
post Sep 27 2011, 03:50 PM
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hello,
i can't find shuriken or throwing knife in the gear/throwing weapons. i found boomerang and nets only.

another problem : when i add YNT softwave on clothing, the YNT cost 1.1 the clothing price. I don't read the YNT avail / price in the same way. I was understanding the item price with YNT will be 1.1* the normal item price.
"All armor types are available as SoftWeave armor, which modifies the cost and Availability of the base armor".
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Elfy
post Sep 27 2011, 04:58 PM
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QUOTE (Nebular @ Sep 22 2011, 06:27 PM) *
Yeah, I completely forgot about things that can modify Swim speed and is something I'll have to put in. Swim speed really didn't exist before the most recent update; it was just a string that it saw in a character's Movement info and slapped it on the screen.

In addition to 'Cyberfins' (Swim Speed x 1.5, Augmentation, pg 39) and 'Functional tail--Paddle Tail' (Swim Speed x 1.5, Runner's Companion, pg 113) , there is also 'Power Swimming' (Swim Speed x 2, Digital Grimoire, pg 18). I presume they'd stack also.

I'd also love to see support for a custom quality/gear/cyberware/adept power/etc to add Flight as a movement rate (a flight pack, wings, etc) and set the rate as well the ability to add a multiplier to existing flight rate (such as a flight booster of some kind). Would allow for some interesting custom options.

In any case, thanks for all your hard work--I love this program you've created. It's really helping me out a lot =)
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Elfy
post Sep 27 2011, 06:40 PM
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I just noticed something. I don't have the 'Essence loss only reduces MAG/RES maximum' option turned on, but when I make an Adept and add cyberware that reduces the character's Essence (and thereby reduces their Magic attribute value), the Adept's Power Points don't decrease unless the loss reduces their maximum below their current Magic attribute score. Shouldn't the Power Points equal the actual Magic attribute value unless the 'Essence loss only reduces MAG/RES maximum' option is turned on?

Example, make a new Human character with the Adept Positive Quality and a Magic attribute value of 5. They have 5 Power Points at this point. Add a Bodyware/Balance Tail. Their Essence value drops to 5.5, but their Power Points remain at 5.

Now add Bodyware/Bonelacing (Aluminium). Their Essence value drops to 4.5 and the Power Points drop down to 4.

Edit: Actually, it forces my Magic attribute value down to 4 also. Is the 'Essence loss only reduces MAG/RES maximum' option always turned on even when it's not checked?
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Elfy
post Sep 27 2011, 08:51 PM
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Question: How would I 'plug-in' my selected Commlink into my internal cyberware Commlink? The book says the internal cyberware Commlink's cost is 2,000 + the cost of the selected brand/model of Commlink choosen. I don't see how I 'choose' it. I don't have any trouble adding my eyeware plug-ins--I just don't see a way to do it with my headware/commlink. Thanks!
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Nebular
post Sep 27 2011, 09:14 PM
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QUOTE (Elfy @ Sep 27 2011, 03:51 PM) *
Question: How would I 'plug-in' my selected Commlink into my internal cyberware Commlink? The book says the internal cyberware Commlink's cost is 2,000 + the cost of the selected brand/model of Commlink choosen. I don't see how I 'choose' it. I don't have any trouble adding my eyeware plug-ins--I just don't see a way to do it with my headware/commlink. Thanks!

The Commlink just needs to be added to the character through the Gear section normally. The base 2,000 cost is already factored into the Headware Commlink Cyberware.
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Nebular
post Sep 27 2011, 09:27 PM
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QUOTE (Minimax le Rouge @ Sep 27 2011, 10:50 AM) *
hello,
i can't find shuriken or throwing knife in the gear/throwing weapons. i found boomerang and nets only.

another problem : when i add YNT softwave on clothing, the YNT cost 1.1 the clothing price. I don't read the YNT avail / price in the same way. I was understanding the item price with YNT will be 1.1* the normal item price.
"All armor types are available as SoftWeave armor, which modifies the cost and Availability of the base armor".

You're right. I entered the cost as Armor Cost * 1.1 when it should have been entered as Armor Cost * 0.1. I've updated the Armor data file to correct this and include the ensemble items from KarmaInferno.
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Nebular
post Sep 27 2011, 09:54 PM
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The NPC save files have been updated to include their missing Movement information so they no longer throw errors when trying to load them with the current build of Chummer. The next update will also fix this issue - if a character is completely missing their Movement info, it will pull the correct value from the Metatype/Critters data file, apply it to the character, save the updated file, and continue as normal.

Download Updated NPC Save Files
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Jazz
post Sep 28 2011, 12:41 PM
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Could you add a blank item, cost nothing, that accept any item as gear, to organise gear list ?
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KeyMasterOfGozer
post Sep 28 2011, 01:08 PM
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QUOTE (Jazz @ Sep 28 2011, 08:41 AM) *
Could you add a blank item, cost nothing, that accept any item as gear, to organise gear list ?

Agreed, some way to sort the equipment list would be nice. Also, maybe add a "Location" or something to the equipment, so you can specify what you are carrying on your person, what is in your car, what is in your Seattle flat, what is in your Redmond hidey-hole apartment, etc.
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ShadowWalker
post Sep 28 2011, 01:16 PM
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QUOTE (KeyMasterOfGozer @ Sep 28 2011, 09:08 AM) *
Agreed, some way to sort the equipment list would be nice. Also, maybe add a "Location" or something to the equipment, so you can specify what you are carrying on your person, what is in your car, what is in your Seattle flat, what is in your Redmond hidey-hole apartment, etc.


What's in your car is the easy one, purchase it on the vehicle tab with it being linked to the vehicle in question. The only problem with this is that it's not possible to move items from one tab to another.
I was thinking what would be good for this is a list item that allows you to type in some text, and have the text displayed. Then you could have items linked to this list, or just below it. either way would work.
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deurk
post Sep 28 2011, 01:17 PM
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Cannot help chiming in to vote the feature up as well. Organizing gear would rock.
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Nebular
post Sep 28 2011, 01:33 PM
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QUOTE (Elfy @ Sep 27 2011, 01:40 PM) *
I just noticed something. I don't have the 'Essence loss only reduces MAG/RES maximum' option turned on, but when I make an Adept and add cyberware that reduces the character's Essence (and thereby reduces their Magic attribute value), the Adept's Power Points don't decrease unless the loss reduces their maximum below their current Magic attribute score. Shouldn't the Power Points equal the actual Magic attribute value unless the 'Essence loss only reduces MAG/RES maximum' option is turned on?

Example, make a new Human character with the Adept Positive Quality and a Magic attribute value of 5. They have 5 Power Points at this point. Add a Bodyware/Balance Tail. Their Essence value drops to 5.5, but their Power Points remain at 5.

Now add Bodyware/Bonelacing (Aluminium). Their Essence value drops to 4.5 and the Power Points drop down to 4.

Edit: Actually, it forces my Magic attribute value down to 4 also. Is the 'Essence loss only reduces MAG/RES maximum' option always turned on even when it's not checked?

This is working as intended. In Create Mode, it always assumes that the MAG score you have set is the final number you want, so if you start with MAG 4 and add a piece of 'ware to reduce your ESS, MAG maximum goes down to 5 but it leaves your current MAG at 4. It does deduct the 10 BP for effectively "buying back" your 4th point of MAG though (being reduced to 3, then spending 10 BP to get back to 4). The only time it forces your current MAG down is when the MAG maximum goes below your current MAG value (such as going from a maximum of 4 to 3, in which case MAG is forced down to 3). As an example, a new character with Adept and MAG 4 will have spent 35 BP. When they add a piece of Cyberware to bring their ESS to 5.8, their MAG stays at 4, but their BP spent increases to 45 to reflect their effectively going down to MAG 3 and buying back up to MAG 4.

When the optional rule is turned on, you do not lose the extra 10 BP for "buying back" the point of MAG since only the maximum value is decreased.
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Nebular
post Sep 28 2011, 01:52 PM
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QUOTE (Minimax le Rouge @ Sep 23 2011, 04:14 AM) *
hello,
i have this problem with custom cybersuit.

1) creating a new character
2) adding cyberware (5 cyberlimbs)
3) creating a custom cybersuit
4) creating a new character and adding the custom cybersuit result in this :

[ Spoiler ]


adding a "normal" cybersuit woks fine.


I can't seem to reproduce this with the current build. Are you still having this problem? If so, could you email me your custom Cyberware file (nebular@shaw.ca) so I can see what is causing the problem?
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Elfy
post Sep 28 2011, 06:59 PM
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QUOTE (Nebular @ Sep 28 2011, 08:33 AM) *
This is working as intended.


Oh! I didn't realize that's what it was doing. Thank you for taking the time to explain it to me! =)
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Nebular
post Sep 28 2011, 10:26 PM
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Build 207
  • added support for <swimpercent /> to the Improvement Manager which improves a character's Swim speed
  • added support for <flypercent /> to the Improvement Manager which improves a character's Fly speed
  • added support for <flyspeed /> to the Improvement Manager which gives a character a Fly speed if they do not already have one
  • fixed an issue that prevented the proper Gear Categories from being available to Armor and Career Mode
  • added swimpercent information to Cyberfins and Functional Tail (Paddle)
  • added swimpercent information to Power Swimming
  • added flyspeed to Wingsuit Jetpack
  • opening a save file with no Movement information no longer throws an error and instead reads the missing information from the Metatypes/Critters file, adds it to the character, and saves the updated file
  • A.I. characters should no longer throw an error when creating or loading due to their "Special" Movement rate
  • fixed an issue that caused the list of books being used to filter content in Select windows to be based on the Settings file of the first character loaded instead of the current character
  • Exotic Active Skills are no longer hard-coded and have been moved to the skills.xml data file to allow custom Exotic Active Skills to be defined
  • Select Side window now shows the name of the item being installed to reduce confusion, especially when adding a Cyberware Suite with multiple limbs
  • added a house rule for Allow Cyberware Essence costs to be discounted (see below)
  • Rating and Gear Rating on the Vehicles tab have been merged into one field since they both reflect the selected item's Rating and only one was ever used at a time
  • Matrix Programs now have the Copy Protection and Registration plugins attached to them for free if Unwired is selected in the character's Book Options
  • added support for Gear Locations to keep track of where stuff is stored

Allow Cyberware Essence costs to be discounted House Rule

When enabled, an Additional Discount field appears next to Essence Cost in the Select Cyberware window. This percentage is in addition to any Essence cost discounts from Grade and other Improvements. Remember that all discounts are cumulative. For example, if a Discount of 10% is selected along with the Alphaware Grade, the total Essence cost discount will be 30%: 20% from Alphaware and 10% from the selected Discount amount.

Modified Strings
  • Label_SelectSide
New Strings
  • Checkbox_Options_AllowCyberwareESSDiscounts
  • Label_SelectCyberware_ESSDiscount
  • Button_AddLocation
  • String_AddLocation
  • Message_DeleteGearLocation
Outstanding Items
  • Custom Cyberware Suite Issues
  • Mind Over Matter Adept Power
  • Charges Remaining and Quick Buy
  • Select Mentor Spirit Quality
  • Saving PACKS Kit Problems
  • Maptools Integration
  • Support for Cyborgs
  • Omae Character Feedback
  • GM Character Management/Karma/Nuyen/Gear Distribution
  • Multiple Clips and Different Ammo
  • A.I. Inherent Programs
  • Cheat Sheets?
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Shortstraw
post Sep 28 2011, 10:56 PM
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What about discounts for vehicles/gear?
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Nebular
post Sep 29 2011, 01:05 AM
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QUOTE (Shortstraw @ Sep 28 2011, 05:56 PM) *
What about discounts for vehicles/gear?

Vehicles already have it under Used Vehicles. Gear has it, but currently only in Career Mode (to reflect different stores having different markups in play since store markup doesn't apply when you're creating your character). The discount mentioned the notes applies to the Essence cost of Cyberware/Bioware only as a house rule.
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