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> Chummer Character Generator
Nebular
post Oct 7 2011, 02:19 AM
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Build 217
  • fixed an issue where selecting a PACKS Kit that had Cyberware with plugins would throw an error
  • Enemy Group Rating now contributes to Enemy BP total
  • Enemy Group Rating is now correctly populated when loading a character
  • rewrote how Gear is written to custom PACKS Kits so that things are nested properly and no longer results in having only 1 item
  • added support for Total Cost multiplier to Weapon Mod costs which multiply the total value of the Weapon
  • Select Weapon Accessory and Select Weapon Mod windows now include the Weapon's Accessory and Modification multipliers to show correct cost information
  • fixed an error that caused the Cyberware Grade list to not populate correctly when loading certain characters with Cyberware
Outstanding Items
  • Perception Round-Up
  • Note Identification
  • Show Notes on Printouts
  • Add Support for Re-Ordering Gear Locations
  • Split Gear Stack
  • Power Foci Affect Dice Pools
  • Modular Plugins
  • Mind Over Matter Adept Power
  • Charges Remaining and Quick Buy
  • Select Mentor Spirit Quality
  • Maptools Integration
  • Support for Cyborgs
  • Omae Character Feedback
  • GM Character Management/Karma/Nuyen/Gear Distribution
  • Multiple Clips and Different Ammo
  • Cheat Sheets?
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Nebular
post Oct 7 2011, 02:23 AM
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QUOTE (Jazz @ Oct 6 2011, 07:03 PM) *
In powers.xml :
Cloak should be in SM, not in SR4. Sorry I don't know the page (playing L5R rigth now)

Powers file has been updated to correct this. The Weapons file has also been updated so that Ceramic Components and Plasteel Components use the new Total Cost value which multiplies the cost for the Weapon as a whole.
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KeyMasterOfGozer
post Oct 7 2011, 02:29 AM
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QUOTE (KeyMasterOfGozer @ Oct 5 2011, 08:32 AM) *
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

I decided I didn't like having so much wasted space on the Knowledge Skill column, so I worked up adding the Knowledge Skills right in with the Active skills and split them all between the 3 columns. It shortened up the printed page a good bit for me on most characters.

So I sort the skills by knowledge,skillcategory,rating (descending), name, then display them divided into Skill Categories.

Edit:
Ok, I also added a grouping for Spells around Spell Category so I can easily tell which will work with my focii
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deurk
post Oct 7 2011, 08:25 AM
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I would be nice to have an indication as to what as changed to a character when about to quit Chummer or close the character file. Something really simple but that could point us to what kind of item has been modified since last save.
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Credstick
post Oct 7 2011, 12:18 PM
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I don't mean to sound ungrateful, but the app looks great except the skills section is so chaotic.
There must be a better way to display the skills to choose from.

Can you please think about changing the look of the skills section?

I love the app, I literally use it everyday. Thank you for your time and effort Nebular.
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Nebular
post Oct 7 2011, 12:43 PM
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QUOTE (KeyMasterOfGozer @ Oct 6 2011, 09:29 PM) *
I decided I didn't like having so much wasted space on the Knowledge Skill column, so I worked up adding the Knowledge Skills right in with the Active skills and split them all between the 3 columns. It shortened up the printed page a good bit for me on most characters.

So I sort the skills by knowledge,skillcategory,rating (descending), name, then display them divided into Skill Categories.

Edit:
Ok, I also added a grouping for Spells around Spell Category so I can easily tell which will work with my focii

The "wasted space" is for the character portrait since that's the only place that reliably has some room for a picture. Spell Category grouping is very nice though. I've added it to the base Shadowrun 4 character sheet. (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Oct 7 2011, 01:10 PM
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QUOTE (Credstick @ Oct 7 2011, 07:18 AM) *
I don't mean to sound ungrateful, but the app looks great except the skills section is so chaotic.
There must be a better way to display the skills to choose from.

Can you please think about changing the look of the skills section?

I love the app, I literally use it everyday. Thank you for your time and effort Nebular.

What would you suggest then? I don't want to turn into a list where you have to manually add each Skill you want to give to your character, partially because of building that list dynamically is slow from a processing stand point, and how Karma is spent on Skills in Career Mode. Turning into a pick list is also a pain from a player stand point, especially if you have a large number of Skills. Since they're all in alphabetical order (unfortunately this is not currently the case in non-English languages) and it's pretty easy to just scroll down to the one you're looking for to point points into it. The list can at least be filtered down to Skills with a Total Rating > 0 or those with a base Rating > 0 in Career Mode.
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deurk
post Oct 7 2011, 01:32 PM
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Maybe put the skills in category that could be turned on/off with checkboxes?

The main trouble I've seen so far with the current display is the fact that if you have any skill selected, using the mouse wheel to move up and down the skills will of course only change the rating or specialisation of the skill where your focus is, but even it is normal, it happens way more frequently on this skill page than on any other application/website. I think this is due to the fact that selection of a skill is not obvious. Maybe you could change the background color slightly for a skill put in focus?

Also, as I think I've mentionned before, having something to easily differentiate skills with assigned points from other skills would be nice: bold, color, anything would do and help user see where is points are spent in skills way faster.

Just my 2 cents (IMG:style_emoticons/default/smile.gif)
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Nebular
post Oct 7 2011, 01:42 PM
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Colouring and changing the appearance of Skills with/without invested points is easy enough. I'll start playing around with that. Unfortunately there isn't anything I can do about the mouse wheel. It's just how the controls behave. The mouse wheel affects the control that has focus, and focus doesn't change unless you select a different input-accept control. (IMG:style_emoticons/default/nyahnyah.gif)
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KeyMasterOfGozer
post Oct 7 2011, 02:01 PM
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QUOTE (Nebular @ Oct 7 2011, 08:43 AM) *
The "wasted space" is for the character portrait since that's the only place that reliably has some room for a picture. Spell Category grouping is very nice though. I've added it to the base Shadowrun 4 character sheet. (IMG:style_emoticons/default/biggrin.gif)

That explains it. Since I never use a portrait, I'm gonna stick with my method for now. If it helps you, before I combined knowledge and active skills, I made a grouping for the knowledge skills so it keeps all the languages together, and so forth. I'm just going to spoilerize the code here for the skills3 template if you want to use it.
[ Spoiler ]
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Stalag
post Oct 7 2011, 02:03 PM
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QUOTE (deurk @ Oct 7 2011, 09:32 AM) *
Maybe put the skills in category that could be turned on/off with checkboxes?

Actually I would like this a lot - a toggle in the creator to switch between listing skills alphabetically or by type would certainly make keeping track of the skills you do or don't have yet much easier... can't count the number of time's I've been juggling points only to realize I'd forgotten a key skills or left points in a skill I had decided to drop.
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Nebular
post Oct 7 2011, 03:06 PM
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Ok, take a look at this screenshot then.
Skills with Rating points in them are highlighted with a white background and have their total Rating in bold.
The Skill list can be filtered in Create Mode in the same manner as Career Mode.
Added the ability to filter by type (Combat Active, Magical Active, etc.)

Does this look more manageable?
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ggodo
post Oct 7 2011, 03:09 PM
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I like it, it'll help for those times I forget to put points in perception.
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Jazz
post Oct 7 2011, 03:12 PM
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QUOTE (deurk @ Oct 7 2011, 01:32 PM) *
Maybe put the skills in category that could be turned on/off with checkboxes?


Great solution. Displaying skills with the same organisation that in the book is the way to go imho.
ie :
- All combat skills together, sorted alphabatically
- Then all magic skills together, sorted alphabetically
- Then all physical skills together, sorted alphabetically
- Then all technical skills together, sorted alphabetically
- Then all social skills together, sorted alphabetically
- Then all piloting skills together, sorted alphabetically

Or,
- All combat groups together sorted alphabetically, with their skills in them sorted alphabatically, then all ungrouped skills sorted alphabetically
- Then same for magic
- Then same for physical
- Then same for technical
- Then same for piloting
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KarmaInferno
post Oct 7 2011, 03:32 PM
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I went though the data files and noticed a number of corrections for Runners Companion options that need to be made. Attached.

[ Spoiler ]

Also, when adding Cyberware Plug-ins to vehicle Mechanical Arms, when you click "Add & More", it acts as if you had clicked "Okay" and exits instead of letting you continue adding plug-ins.



-k
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Nebular
post Oct 7 2011, 06:42 PM
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QUOTE (KarmaInferno @ Oct 7 2011, 10:32 AM) *
I went though the data files and noticed a number of corrections for Runners Companion options that need to be made. Attached.

... stuff! ...

Also, when adding Cyberware Plug-ins to vehicle Mechanical Arms, when you click "Add & More", it acts as if you had clicked "Okay" and exits instead of letting you continue adding plug-ins.

-k

Thanks for pointing these out. They'll be added in the next update.
As a note, you can use <required><allof><inherited /></allof></required> to limit the Quality's availability to only those Metatypes that explicity add them, rather than trying to set all of those <forbidden> items. It would be a real pain to update that list later if more Metatypes got added and wouldn't cover custom Metatypes. (IMG:style_emoticons/default/wink.gif)
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Jazz
post Oct 7 2011, 08:56 PM
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Ooooookay.

Just finished to translate cyberware.xml rigth now and there's lot of problems in this one. Keep in mind that :
- I can't work on non french books so I miss items in Spy game and so on.
- And I can say a lot of bs too, because I didn't verified everything in Chummer

Missing items
[ Spoiler ]


Items that should only be seen as cyberware modification and not as normal cyberware
[ Spoiler ]


Items that can be seen as cyberware modification and as normal cyberware (like today I guess)
[ Spoiler ]


Special items
[ Spoiler ]


Items that can't be seen as cyberware modification
All the others, but special items

(IMG:style_emoticons/default/smile.gif) Courage ! I'm attacking gear.xml now (IMG:style_emoticons/default/smile.gif)
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McDougle
post Oct 7 2011, 10:10 PM
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Reaction Enhancers and Move-By-Wire are compatible(my ReaAttr. only counts the MBW).
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Nebular
post Oct 8 2011, 01:00 AM
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QUOTE (McDougle @ Oct 7 2011, 05:10 PM) *
Reaction Enhancers and Move-By-Wire are compatible(my ReaAttr. only counts the MBW).

You might need to remove both of them and re-add them. They were updated a while back to correct this.
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Credstick
post Oct 8 2011, 01:18 AM
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QUOTE (Nebular @ Oct 7 2011, 10:06 AM) *
Ok, take a look at this screenshot then.
Skills with Rating points in them are highlighted with a white background and have their total Rating in bold.
The Skill list can be filtered in Create Mode in the same manner as Career Mode.
Added the ability to filter by type (Combat Active, Magical Active, etc.)

Does this look more manageable?


Makes things a bit prettier but I am thinking a more drastic redesign. Reorganizing the layout.
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Stalag
post Oct 8 2011, 06:10 AM
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QUOTE (Credstick @ Oct 7 2011, 09:18 PM) *
Makes things a bit prettier but I am thinking a more drastic redesign. Reorganizing the layout.

The pull down selections are cool but a collapsible tree view would be prettier. I don't know how hard a tree would be given each tree element would also have a pull-down (specialization).. being free and what not I'm wary of asking for too much (IMG:style_emoticons/default/nyahnyah.gif)
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Aloysius
post Oct 8 2011, 06:33 AM
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I still have two problems with Power Foci

1. I don't it adding to dice pools

2. If I add a Weapon Focus and a Power Focus, then bind the weapon focus, when I go to bind the power focus, it throws this error, but only if the weapon focus is bound first:

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.frmCreate.treFoci_BeforeCheck(Object sender, TreeViewCancelEventArgs e)
at System.Windows.Forms.TreeView.OnBeforeCheck(TreeViewCancelEventArgs e)
at System.Windows.Forms.TreeView.TreeViewBeforeCheck(TreeNode node, TreeViewAction actionTaken)
at System.Windows.Forms.TreeView.WndProc(Message& m)
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deurk
post Oct 8 2011, 06:57 AM
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QUOTE (Nebular @ Oct 7 2011, 03:06 PM) *
Does this look more manageable?

Looks great!
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Jazz
post Oct 8 2011, 12:14 PM
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First problem in gear.xml :
* if you gonna duplicate seeker head modification for rockets, mortars rounds and missiles (mortars AR p.37, rocket+missiles AR p.38), please do not forget them all the way. Rocket, missile and mortars round that have no seeker head are legion, and most of later missiles and rocket are forgotten (WAR).

Rockets, mortars rounds and missiles that have no seeker mod
[ Spoiler ]


The ones that have it
[ Spoiler ]


Or, alternativly, you can make them an ammo mod and remove these items, like, I guess, vehicule heavy potatoes plugin (WAR p.176)
[ Spoiler ]

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Jazz
post Oct 8 2011, 12:33 PM
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gears.xml :
* all special arrows should be +5Y. All special bolt should be +5Y. (AR p.19)
These are tips, not arrows or bolt.

* Miss payload tip arrows and bolts:
Payload tip
Contains a chemical (to be purchased seperataly) which is spread upon impact. Use rules for splash grenades (Arsenal) but with a radius of 5m.

Payload tip, (-2)S, +2 AP, Avail 8R, 65Y

(65Y + 5 if made an arrow or a bolt)
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