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> Chummer Character Generator
Minimax le Rouge
post Oct 5 2011, 10:54 AM
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QUOTE (Jazz @ Oct 5 2011, 10:39 AM) *
They are counted as ammunitions, so you can add them via the gear tab.

i missed that, thx.

Another gear problem :
Some clothes from Arsenal should have build-in option :
Greatcoat Line: Rating 2 Chemical Protection and Insulation and provide an additional –2 Concealability modifier to items hidden beneath.
Ulysses Line: Rating 4 Chemical Protection and also provide an additional –2 Concealability modifier to items hidden beneath.
Aces High Jacket Line: 1 point each of Chemical Protection and Insulation.
Synergist Business Line: The suit jacket and longcoat feature incorporated concealed holsters (adding a –2 Concealability modifier), while the longcoat provides an additional –2 Concealability modifier to items hidden underneath it.
Globetrotter Line: All of the Globetrotter line’s clothes are available in camouflage schemes—the buyer chooses the exact type of camouflage when the item is purchased.
Industrious Line: 2 points of Fire Resistance and Chemical Protection each. A winterwear accessory line also provides 2 points of Insulation.
Second Skin Line: The bodysuits are also available with a transparent ruthenium polymer coating (+1,000¥).
Bunker Gear: Chemical Protection 4 Fire Resistance 6.
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Jazz
post Oct 5 2011, 11:11 AM
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Misses in bioware.xml :

AU p61/62 :

Biosculpting
- Minor modification
- Severe modification
- Major modification
- Metatype change
- Sex change
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KeyMasterOfGozer
post Oct 5 2011, 12:32 PM
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QUOTE (deurk @ Oct 5 2011, 02:27 AM) *
Nice one!
Do you think you could sort skills alphabetically in each category?

Yes. I prefer to sort it by Rating, so that my more important skills show up first, but it is easy to edit the file and change the sort however you like. If you open the file in a text editor and go to line 2233, you can change
CODE
<xsl:sort select="rating" order="descending" />

to
CODE
<xsl:sort select="name"/>

and do the same thing to line 2285 (that's the second column of skills).


In case anyone is interested, I'll post the template that I personally use, which also removes the R.Mod and p.Mod columns, which I didn't find very useful, and add instead the linked attribute name.
Mike.xsl


Edit:
Ok, I thought sorting by name also might be good, so on my personal template I added an extra sort, so now it sorts by SkillCategory, Rating (descending), and then by Name. The three lines in question are:
CODE
              <xsl:sort select="skillcategory" />
              <xsl:sort select="rating" order="descending" />
              <xsl:sort select="name" />

You can feel free to mix and match and change to any of the other attributes available for the skills. For the Category separation to work correctly, the "skillcategory" needs to go first. Don't forget to change the 3 lines on both columns of skills.

The available attributes to sort by are:
CODE
      <skill>
        <name>Pilot Ground Craft</name>
        <skillgroup />
        <skillcategory>Vehicle Active</skillcategory>
        <grouped>False</grouped>
        <default>True</default>
        <rating>2</rating>
        <total>10</total>
        <knowledge>False</knowledge>
        <exotic>False</exotic>
        <spec />
        <attribute>REA</attribute>
        <attributemod>8</attributemod>
        <ratingmod>0</ratingmod>
        <poolmod>0</poolmod>
      </skill>
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KeyMasterOfGozer
post Oct 5 2011, 01:33 PM
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I wanted 2 stacks of APDS ammo in my gear list. One larger stack in my Apartment location, and one smaller stack in my Pockets location (the clips I'm carrying). I edited the .chum file and made 2 stacks at the correct locations. I can't use the "+" or "-" buttons to increase or decrease (I get an error if I do). I assume this is because they share the same guid, so it can't determine which one needs updating. I tried changing the guid in one of the stacks, but that didn't help. Also, when dragging and dropping the stack from one location to another, sometimes, the quantity would get changed to the size of the other stack.

Just some notes. I know I am working outside of the bounds of the program's intentions. I just thought it might help in future planning to know how I might like to use it.
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deurk
post Oct 5 2011, 01:35 PM
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Thanks a lot KeyMasterOfGozer!
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Nebular
post Oct 5 2011, 01:43 PM
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QUOTE (Jazz @ Oct 5 2011, 05:34 AM) *
Miss in bioware.xml :
Phenotypic alteration : "Métaposeur" in french. I think it's a German Augmentation addition.
(AU p.88)

Stats are 4 weeks / 0.1 ESS / Avail 8 / 40000 to 60000 Y.

What would "Métaposeur" be in English? This almost matches the stats from the generic Phenotypic Alteration.
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deurk
post Oct 5 2011, 01:47 PM
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QUOTE (Nebular @ Oct 5 2011, 01:43 PM) *
What would "Métaposeur" be in English? This almost matches the stats from the generic Phenotypic Alteration.

I think that's it.
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Nebular
post Oct 5 2011, 01:52 PM
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QUOTE (Jazz @ Oct 5 2011, 06:11 AM) *
Misses in bioware.xml :

AU p61/62 :

Biosculpting
- Minor modification
- Severe modification
- Major modification
- Metatype change
- Sex change

I originally didn't add them because I couldn't find the table that showed their Nuyen and Essence costs. Apparently they're on page 60, before the start of that whole Advanced Biotech section so I never thought of looking there. I've updated the Bioware file to include these in the new Biosculpting Category.
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Nebular
post Oct 5 2011, 02:04 PM
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QUOTE (Minimax le Rouge @ Oct 5 2011, 05:54 AM) *
i missed that, thx.

Another gear problem :
Some clothes from Arsenal should have build-in option :
Greatcoat Line: Rating 2 Chemical Protection and Insulation and provide an additional –2 Concealability modifier to items hidden beneath.
Ulysses Line: Rating 4 Chemical Protection and also provide an additional –2 Concealability modifier to items hidden beneath.
Aces High Jacket Line: 1 point each of Chemical Protection and Insulation.
Synergist Business Line: The suit jacket and longcoat feature incorporated concealed holsters (adding a –2 Concealability modifier), while the longcoat provides an additional –2 Concealability modifier to items hidden underneath it.
Globetrotter Line: All of the Globetrotter line’s clothes are available in camouflage schemes—the buyer chooses the exact type of camouflage when the item is purchased.
Industrious Line: 2 points of Fire Resistance and Chemical Protection each. A winterwear accessory line also provides 2 points of Insulation.
Second Skin Line: The bodysuits are also available with a transparent ruthenium polymer coating (+1,000¥).
Bunker Gear: Chemical Protection 4 Fire Resistance 6.

Armor has been updated to address these. The Transparent Ruthenium Polymer Coating has been added as an Armor Mod that is exclusive to the Second Skin. There's currently no support for Concealability modifiers. I'll have to add these in the next update.
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Nebular
post Oct 5 2011, 02:29 PM
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QUOTE (IridiosDZ @ Oct 4 2011, 06:38 PM) *
Ok. Anytime I load a character with a bonded weapon focus (force 4 in tests), it errors out with the following:

... error ...

This does not occur with bonded power focus, nor does it happen if you don't bond the weapon focus. It happens with previously made characters and with ones made as test characters. Just updated chummer this evening.

This should be fixed in the next update. The change I made to correct detecting a Foci's Force was made everything except for the one place where it populates the list. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Oct 5 2011, 02:33 PM
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QUOTE (KeyMasterOfGozer @ Oct 4 2011, 11:32 PM) *
I have made an XSLT that puts the gear in Locations.
Shadowrun4GearLocations.xsl

I changed the gear1, gear2 and gear3 templates, and I updated line 5 to include an additional microsoft library for xsl.

It is pretty simple, so if you have any ideas you want me to work on that might make it better, let me know.

Edit:
I'm loving this msxsl:node-set thing I found. I've updated the template also for dividing the Skills into SkillCategories as well. For that I just changed the skills1 and skills2 templates.

Neat stuff! I just need to make a tweak to the colspan for the Skill dividing lines so they go all the way across. I'll create 2 copies: one to do Skills grouped and sorted by name, and the other sorted by Rating. I'll also update the base sheet to use the Gear location stuff you put in and add them all to the next update.

I'm going to break the Shadowrun 4 sheet into 2 parts. Shadowrun 4 Base.xlst (the viewer will hide things that end in .xslt but not .xsl) will be the core stuff that is common for all of the Shadowrun 4 sheets. The only thing it won't have are the actual skills1, skills2, and skill3 templates. The skills1, skill2, and skill3 templates will be located in the actual Shadowrun 4 (and Grouped Skills by Name, Grouped Skills by Rating) file make an include call to Shadowrun 4 Base to handle all of the common stuff. This will cut down on a lot of duplication and if something common needs to be changed, it will only have to happen in the one common file rather than in each variation on the Shadowrun 4 sheet.
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Jazz
post Oct 5 2011, 02:33 PM
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QUOTE (deurk @ Oct 5 2011, 02:47 PM) *
I think that's it.

Not at all. They seem to be different. Got four lines in french :

Phenotypic alteration / 2-6 weeks / 0.1-0.2+ ESS / Avail 8 / 40 000 Y
- Ethnicity alternation / 4 weeks / 0.2 ESS / Avail 8 / 40 000 Y
- Print removal / 2 weeks / 0.1 ESS / 8F / 25 000 Y
- Metaposeur / 4 weeks / 0.1 ESS / Avail 8 / 40 000 - 60 000 Y

Métaposeur is Metaposeur I think. One guy that would want to be an elf but is a human for exemple. We need some german folk to confirm that this comes from AU German only, it's there in the french book.


---

Miss from qualities.xml :
Paraplegic (RC 107) need one level at 10 PC, one at 10-5PC, one at 15 PC, one at 15-5PC (read description to see why)
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Nebular
post Oct 5 2011, 03:21 PM
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QUOTE (Jazz @ Oct 5 2011, 09:33 AM) *
Not at all. They seem to be different. Got four lines in french :

Phenotypic alteration / 2-6 weeks / 0.1-0.2+ ESS / Avail 8 / 40 000 Y
- Ethnicity alternation / 4 weeks / 0.2 ESS / Avail 8 / 40 000 Y
- Print removal / 2 weeks / 0.1 ESS / 8F / 25 000 Y
- Metaposeur / 4 weeks / 0.1 ESS / Avail 8 / 40 000 - 60 000 Y

Métaposeur is Metaposeur I think. One guy that would want to be an elf but is a human for exemple. We need some german folk to confirm that this comes from AU German only, it's there in the french book.


---

Miss from qualities.xml :
Paraplegic (RC 107) need one level at 10 PC, one at 10-5PC, one at 15 PC, one at 15-5PC (read description to see why)

Aha! It IS in the English Augmentation book, it's just missing from the table and on the page after all of the other entries! I've updated the Bioware file to include this, and added the additional Paraplegic Qualities to the Qualities file.
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KeyMasterOfGozer
post Oct 5 2011, 03:30 PM
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QUOTE (Nebular @ Oct 5 2011, 10:33 AM) *
I'm going to break the Shadowrun 4 sheet into 2 parts. Shadowrun 4 Base.xlst (the viewer will hide things that end in .xslt but not .xsl) will be the core stuff that is common for all of the Shadowrun 4 sheets. The only thing it won't have are the actual skills1, skills2, and skill3 templates. The skills1, skill2, and skill3 templates will be located in the actual Shadowrun 4 (and Grouped Skills by Name, Grouped Skills by Rating) file make an include call to Shadowrun 4 Base to handle all of the common stuff. This will cut down on a lot of duplication and if something common needs to be changed, it will only have to happen in the one common file rather than in each variation on the Shadowrun 4 sheet.

That sounds cool as crap. I didn't know you could do that. I'm anxious to see how that works.

QUOTE (Nebular @ Oct 5 2011, 10:33 AM) *
I just need to make a tweak to the colspan for the Skill dividing lines so they go all the way across.

Ooops. I made that correction as well, but I guess it didn't make it to my FTP site. oh well, easy fix.
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KeyMasterOfGozer
post Oct 5 2011, 03:39 PM
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One other quick question.

DO you have a method available to do "Print Preview" in addition to "Print"? The reason I ask is that, it would help me to choose which sections to show/hide and where to put the page breaks without actually printing test pages out. I'm not asking you to code anything, just asking if the library you use to print also can do the other.
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Nebular
post Oct 5 2011, 04:09 PM
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QUOTE (KeyMasterOfGozer @ Oct 5 2011, 10:39 AM) *
One other quick question.

DO you have a method available to do "Print Preview" in addition to "Print"? The reason I ask is that, it would help me to choose which sections to show/hide and where to put the page breaks without actually printing test pages out. I'm not asking you to code anything, just asking if the library you use to print also can do the other.

Doesn't look like there's a print preview built into the standard Print window for .NET (I'm guessing it a separate item altogethere then). I have a PDF printer installed (PDFCreator - it's free and makes things so much easier), so I just print to that for testing. Works great since I can configure it to use different paper sizes that my standard printer doesn't support.
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Jazz
post Oct 5 2011, 06:28 PM
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I think the translated qualities is broken. I have to check with the update but my all-completed qualities files return nothing (list is empty). Categories are well-translated but all the qualities are "void" in the list.

I wonder if you let something like if "Positive" then display qualities, with a "Positive" hard-coded.

edit - nevermind, it appear my file is badly formated. Now I don't know where and I'm lazy to find the missing charcater in this 1000 line file :/
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Nebular
post Oct 5 2011, 06:38 PM
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QUOTE (Jazz @ Oct 5 2011, 01:28 PM) *
I think the translated qualities is broken. I have to check with the update but my all-completed qualities files return nothing (list is empty). Categories are well-translated but all the qualities are "void" in the list.

I wonder if you let something like if "Positive" then display qualities, with a "Positive" hard-coded.

Nothing is hard-coded in there. It is, however, looking at the text in the Category list instead of the actual value that sits behind it. This will be corrected in the next update.
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Jazz
post Oct 5 2011, 07:15 PM
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QUOTE (Nebular @ Oct 5 2011, 07:38 PM) *
Nothing is hard-coded in there. It is, however, looking at the text in the Category list instead of the actual value that sits behind it. This will be corrected in the next update.

Ok, you may have the same problem with weapons and vehicles. Alt-f4 made a very powerfull auto-translating program and these have a problem according to him.

For information, the parsing took 1 or 2 full minutes at 100% on one core only (i7 920 /9 GB ram here)

A progression bar would be fine and a magic "verify" button aswell (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Oct 5 2011, 07:34 PM
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QUOTE (Jazz @ Oct 5 2011, 02:15 PM) *
Ok, you may have the same problem with weapons and vehicles. Alt-f4 made a very powerfull auto-translating program and these have a problem according to him.

For information, the parsing took 1 or 2 full minutes at 100% on one core only (i7 920 /9 GB ram here)

A progression bar would be fine and a magic "verify" button aswell (IMG:style_emoticons/default/nyahnyah.gif)

Took a quick run through all of the code to check. The Select Quality and Select Skill Group windows were the only ones with issues that would have prevented them from working correctly based on Categories. The Select Gear window also had a check for Commlinks that is messed up for non-English languages. I'll put out another update later today to correct these.
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Nebular
post Oct 5 2011, 08:59 PM
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Build 215
  • added support for <concealability /> to the Improvement Manager which improves the Concealability of all Weapons
  • fixed an issue where a Foci's Force was not being properly evaluated and caused an error to be thrown when attempting to populate the Bounded Foci list
  • print viewer window now hides files ending in the .xslt extension which can be used for reference files that are not complete XSL sheets on their own
  • added Shadowrun 4 (Skills Grouped by Rating) and Shadowrun 4 (Skills Grouped by Name) character sheets created by KeyMasterOfGozer
  • Cyberware/Bioware Grade list in Create Mode now reads from the data translation file
  • fixed issues with non-English languages and the Select Quality, Select Skill Group, and Select Gear windows
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Jazz
post Oct 5 2011, 09:19 PM
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Two things in parangon.xml

1/
<mentor>
<name>Babel</name>
<category>Resoance</category>

"Resoance" category should be with an 'n'.


2/
Alias is nowhere to be found (UN p.150)
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Nebular
post Oct 5 2011, 09:24 PM
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QUOTE (Jazz @ Oct 5 2011, 04:19 PM) *
Two things in parangon.xml

1/
<mentor>
<name>Babel</name>
<category>Resoance</category>

"Resoance" category should be with an 'n'.


2/
Alias is nowhere to be found (UN p.150)

Updated the Paragons file to correct this.
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Jazz
post Oct 5 2011, 09:32 PM
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And... a crash.

In french, start chummer, new charcter, ok-ok-ok.
Then add "Technomancien" and click "Add & more" -> crash. (the category button which usually displays "positive/negative" displays nothing and I think that's this nothing that make the crash.)

Details :
[ Spoiler ]


My fr-data comes in a mail soon.
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Nebular
post Oct 5 2011, 09:47 PM
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Found the problem. Did a quick search and it would happen in a couple of other places to. I had tested this before and the debugger never caught it. Apparently it's not actually an exception until it's compiled. What fun. (IMG:style_emoticons/default/nyahnyah.gif)

Build 216
  • fixed an issue that would cause some Category lists to throw errors when using a non-English language
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