My Assistant
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Oct 7 2011, 02:19 AM
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#2351
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Build 217
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Oct 7 2011, 02:23 AM
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#2352
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Oct 7 2011, 02:29 AM
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#2353
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
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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Oct 7 2011, 08:25 AM
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#2354
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
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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Oct 7 2011, 12:18 PM
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#2355
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Target ![]() Group: Members Posts: 26 Joined: 18-June 09 From: Chicago, IL Member No.: 17,294 |
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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Oct 7 2011, 12:43 PM
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#2356
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Oct 7 2011, 01:10 PM
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#2357
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Oct 7 2011, 01:32 PM
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#2358
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
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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Oct 7 2011, 01:42 PM
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#2359
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Oct 7 2011, 02:01 PM
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#2360
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 |
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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Oct 7 2011, 02:03 PM
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#2361
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
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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Oct 7 2011, 03:06 PM
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#2362
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Oct 7 2011, 03:09 PM
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#2363
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Moving Target ![]() ![]() Group: Dumpshocked Posts: 963 Joined: 15-February 11 From: Tir Tairngire Member No.: 21,972 |
I like it, it'll help for those times I forget to put points in perception.
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Oct 7 2011, 03:12 PM
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#2364
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
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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Oct 7 2011, 03:32 PM
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#2365
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
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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Oct 7 2011, 06:42 PM
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#2366
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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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Oct 7 2011, 08:56 PM
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#2367
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
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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Oct 7 2011, 10:10 PM
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#2368
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Moving Target ![]() ![]() Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Reaction Enhancers and Move-By-Wire are compatible(my ReaAttr. only counts the MBW).
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Oct 8 2011, 01:00 AM
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#2369
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
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Oct 8 2011, 01:18 AM
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#2370
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Target ![]() Group: Members Posts: 26 Joined: 18-June 09 From: Chicago, IL Member No.: 17,294 |
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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Oct 8 2011, 06:10 AM
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#2371
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Moving Target ![]() ![]() Group: Members Posts: 268 Joined: 2-September 11 Member No.: 37,159 |
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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Oct 8 2011, 06:33 AM
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#2372
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Target ![]() Group: Members Posts: 3 Joined: 1-October 11 Member No.: 39,572 |
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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Oct 8 2011, 06:57 AM
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#2373
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 |
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Oct 8 2011, 12:14 PM
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#2374
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
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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Oct 8 2011, 12:33 PM
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#2375
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Moving Target ![]() ![]() Group: Members Posts: 196 Joined: 23-August 11 Member No.: 36,571 |
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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Lo-Fi Version | Time is now: 13th April 2022 - 03:38 PM |
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