Chummer Character Generator |
Chummer Character Generator |
Apr 17 2011, 01:13 PM
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#26
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Target Group: Members Posts: 29 Joined: 17-May 02 Member No.: 2,750 |
[*]regions that use something other than "." to separate decimal places no longer causes errors when using numbers with decimals Nice! It corrected the bug I was talking about, thanks! I'm going to play around with your Chargen to see if i can find other bugs/suggestion, but I already love it, and the charsheet is neat! |
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Apr 17 2011, 05:38 PM
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#27
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Moving Target Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 |
When I select File-New from the menu the screen I get has it's buttons showing up almost completely below the bottom of the window.
I'm using Windows 7. |
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Apr 17 2011, 06:13 PM
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#28
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
I hate to cheapen my cudos with another request... But how about some mentor spirit support? Maybe with a list to choose from and appropriate modifiers? Put some xml nodes together that might help out with the above request. Figured why not share the fun. I'm not sure how you'd want to calculate the appropriate modifiers in Chummer itself, but here's the xml nodes. [ Spoiler ] |
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Apr 17 2011, 06:20 PM
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#29
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
whatevs: it looks like the Armor Encumbrance for the Initiative situation you mentioned is being calculated correctly from my understanding of the rules. If I have a character with BOD 1, REA 5, INT 4 and put enough armor on him to effectively drop his REA to 1, his INI should still be 5 (1 REA + 4 INT). The way it's written makes it sound as though your INI decreases by your REA went down. You character is still intelligent enough to act, but too overburdened with their poor armor choice to be as effective. I think the "may affect Initiative" bit of text is in the description since you could have a character with 1 REA, in which case your INI would not be affected. Is this correct? Looks that way. Good call! Forgot about intuition being part of initiative. |
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Apr 17 2011, 06:31 PM
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#30
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Quick Note About your Tooltip for Ballistic and Impact Armor - Your tooltip says that there's a -1 to agility, might want to add that there's a - 1 to rea as well. Not major though, as per your post above, it looks as though it's being calculated correctly.
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Apr 17 2011, 07:19 PM
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#31
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Requests: - list of pre-gen knoweldge skills to choose from, or better yet, the option to add my own to choose from <see 'awesome use of xml' above (IMG:style_emoticons/default/smile.gif) > Okay, working on some xml nodes for the above request. It won't be this weekend, but I should be able to provide a nice list. Here's a languages list. I used (mostly) the list of 100 most common languages on wikipedia. P.S. Spoiler code tags aren't working in my browser for some reason, and I'm out of time, so sorry in advance for the wall of text. Edit: Ah, that's better [ Spoiler ]
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Apr 18 2011, 03:40 AM
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#32
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Thanks for the data, whatevs. I've rolled the Language stuff into skills.xml. No idea why I didn't see just putting Knowledge Skill stuff in there before. Sometimes it's the obvious stuff that's hard to see. (IMG:style_emoticons/default/smile.gif) I'm hoping to get Mentor Spirits in for this weekend, too.
Here's how I've setup the Knowledge Skills. CODE <chummer>
<skills> ... existing content ... </skills> <knowledgeskills> <skill> <name>Xiang</name> <attribute>INT</attribute> <category>Language</category> <default>No</default> <skillgroup /> <specs> <spec>Read/Write</spec> <spec>Speak</spec> <spec>Dialect</spec> <spec>Lingo</spec> </specs> </skill> </knowledgeskills> </chummer> |
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Apr 18 2011, 06:02 PM
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#33
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Looks good, are you all set with the different specializations? I think you used <spec></spec> in your original skills xml. I used that format above, so you should be able to cut/copy/paste if you want to.
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Apr 18 2011, 06:48 PM
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#34
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Shooting Target Group: Members Posts: 1,840 Joined: 24-July 02 From: Lubbock, TX Member No.: 3,024 |
CODE See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at Chummer.ImprovementManager.CreateImprovements(ImprovementSource objImprovementSource, String strSourceName, XmlNode nodBonus, Boolean blnConcatSelectedValue, Int32 intRating, String strFriendlyName) at Chummer.frmCreate.cmdAddPower_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.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: 4.0.30319.225 (RTMGDR.030319-2200) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer Assembly Version: 0.0.0.43 Win32 Version: 0.0.0.43 CodeBase: file:///C:/Users/stuart/Documents/Shadowrun/chummer%20chargen/Chummer.exe ---------------------------------------- System.Windows.Forms 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.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: 4.0.30319.1 built by: RTMRel 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.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 ---------------------------------------- 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 ---------------------------------------- ************** 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> Was toying around with an ork adept, was spending power points. Everything was fine until I tried to add Enchanced Perception. |
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Apr 18 2011, 07:08 PM
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#35
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Looks good, are you all set with the different specializations? I think you used <spec></spec> in your original skills xml. I used that format above, so you should be able to cut/copy/paste if you want to. Yup, the specs are great. I used everything you provided. I just did a straight copy of everything you gave me and pasted in the few replacements once I realised I can just put them all in the skills.xml file. I did a straight copy with the Mentors and added in the Toxic Mentors as well. (IMG:style_emoticons/default/smile.gif) |
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Apr 18 2011, 07:09 PM
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#36
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
CODE See the end of this message for details on invoking just-in-time (JIT) debugging instead of this dialog box. ************** Exception Text ************** System.NullReferenceException: Object reference not set to an instance of an object. at Chummer.ImprovementManager.CreateImprovements(ImprovementSource objImprovementSource, String strSourceName, XmlNode nodBonus, Boolean blnConcatSelectedValue, Int32 intRating, String strFriendlyName) at Chummer.frmCreate.cmdAddPower_Click(Object sender, EventArgs e) at System.Windows.Forms.Control.OnClick(EventArgs e) at System.Windows.Forms.Button.OnClick(EventArgs e) at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent) at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ButtonBase.WndProc(Message& m) at System.Windows.Forms.Button.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: 4.0.30319.225 (RTMGDR.030319-2200) CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll ---------------------------------------- Chummer Assembly Version: 0.0.0.43 Win32 Version: 0.0.0.43 CodeBase: file:///C:/Users/stuart/Documents/Shadowrun/chummer%20chargen/Chummer.exe ---------------------------------------- System.Windows.Forms 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.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: 4.0.30319.1 built by: RTMRel 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.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 ---------------------------------------- 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 ---------------------------------------- ************** 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> Was toying around with an ork adept, was spending power points. Everything was fine until I tried to add Enchanced Perception. Doh! This'll be fixed in the new preview release. |
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Apr 18 2011, 09:26 PM
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#37
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Target Group: Members Posts: 29 Joined: 17-May 02 Member No.: 2,750 |
Synthecardium essence cost is wrong: 1 per level instead of 0,1.
Same for Synaptic booster: 5 per level instead of 0,5. Quite invasive! (IMG:style_emoticons/default/nyahnyah.gif) And I didn't found how to split magic and adept powers for a mystic adept. |
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Apr 19 2011, 12:14 AM
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#38
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Yup, the specs are great. I used everything you provided. I just did a straight copy of everything you gave me and pasted in the few replacements once I realised I can just put them all in the skills.xml file. I did a straight copy with the Mentors and added in the Toxic Mentors as well. (IMG:style_emoticons/default/smile.gif) Nice! Forgot about them. Are you going to be able to add the mentor bonuses on the back end? I'll send a list of some usefull knowledge skills in noded-up xml format. |
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Apr 19 2011, 12:29 AM
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#39
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Can't handle +X dice for casting Spells at the moment. Not sure if this is something I'll be throwing in just yet. I'm looking at getting support in for the +X bonuses to Skills for Mentor Spirits though. It might make it into this weekend's update but not 100% certain.
Leoric: I have that ESS bit fixed up which will be in this weekend's update. This only applied to Cyberware/Bioware that let you pick a Rating and have their ESS cost tied to it... in regions that use "," to separate decimals places. (IMG:style_emoticons/default/smile.gif) The original intention with Mystic Adepts was to simply leave it as is. Whatever you don't spend on Adept Power Points is what you presumably have leftover to work with the Magcian. I'm now seeing a fault in my thinking after re-reading the Mystic Adept portion though (and having never played a Mystic Adept now that I think back). A Mystic Adept with MAG 5 who puts 3 of those into Powers and uses the rest for Magician would effectively have MAG 2 for the purposes of determine their Ability bonus for Skills. This seems to only affect dice pool though and nothing else. Is that correct? |
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Apr 19 2011, 02:58 AM
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#40
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Can't handle +X dice for casting Spells at the moment. Not sure if this is something I'll be throwing in just yet. I'm looking at getting support in for the +X bonuses to Skills for Mentor Spirits though. It might make it into this weekend's update but not 100% certain. One of the things about mentor bonuses is that they're basically free skill specializations. Ex. +2 detection spells is really just a detection specialization of the spellcasting skill. So if you can trigger the addition of a specialization (even if there's already one added by the user) when you select a mentor spirit, you're in business. All you have to watch out for is the same specialization already being there, in which case there would just be two specializations for that skill at +4 total. Also, you would have to let users add another specialization for the affected skill (in this case spellcasting) via the skills window. Some mentors have negatives that aren't abstract, and will require a negative modifier ex. -1 to combat spells. In this case, the same logic applies but with a -1 as a specialization 'bonus'. Rules about user still being able to add specializations to the affect skill via skills menu would still need to apply. Hope this helps! And thanks for being so responsive! |
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Apr 19 2011, 05:34 AM
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#41
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Here's how I've setup the Knowledge Skills. <chummer> <skills> ... existing content ... </skills> <knowledgeskills> <skill> <name>Xiang</name> <attribute>INT</attribute> <category>Language</category> <default>No</default> <skillgroup /> <specs> <spec>Read/Write</spec> <spec>Speak</spec> <spec>Dialect</spec> <spec>Lingo</spec> </specs> </skill> </knowledgeskills> </chummer> One quick thing, I've notices that you don't have a skill group defined for the knowledge skills (skillgroup />). Shouldn't they be set up as Street, Academic, Professional and Interest? |
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Apr 19 2011, 12:55 PM
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#42
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
They're not technically Skill Groups in the same way as Active Skills (you can't take the Language Skill Group and get Rating X in all Languages), so I put that into Category. So the Category for Knowledge Skills can be "Academic", "Interest", "Language", "Professional", and "Street".
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Apr 19 2011, 03:08 PM
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#43
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Sounds good, ive got a list of around 30-40 knowledge skills with specs on it's way.
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Apr 19 2011, 04:24 PM
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#44
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Target Group: Members Posts: 60 Joined: 18-March 11 Member No.: 24,813 |
Something odd I've noticed here. When you're adding knowledge skills to a character, after the fifth entry it puts a gap between #5 and #6. It keeps doing this, with the gap getting larger each time you add something new.
Also, the armored clothing packages from Arsenal aren't adding together properly. I expect this one is tricky to handle, though. |
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Apr 19 2011, 04:56 PM
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#45
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I believe I have the Arsenal Clothing stuff figured out and implemented. It should be in the next preview release. The Knowledge Skill one kind of hurts my brain - you'd think a position of 0 would be a fixed location, but apparently not. (IMG:style_emoticons/default/nyahnyah.gif) It should be fixed in the next release as well.
Shadowalker: I'm hoping your problem is fixed in the next release as well. This might be a part of the resolution issues I was having. |
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Apr 19 2011, 05:49 PM
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#46
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Target Group: Members Posts: 60 Joined: 18-March 11 Member No.: 24,813 |
More suggestions and/or observations.
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Apr 19 2011, 06:04 PM
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#47
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Target Group: Members Posts: 1 Joined: 15-April 11 Member No.: 27,950 |
on a side note, how about making this program open source? that way the community can continue updating/porting it should you lose interest or get sued by catalyst labs^^
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Apr 19 2011, 07:20 PM
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#48
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
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Apr 19 2011, 07:52 PM
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#49
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I tend to avoid making my stuff open source after a number of bad experiences with it. I like the idea, but I'm a little protective of my code and like to know where everything is and what it's doing. Too many times I've had people go in and just make a bunch of changes for some unknown reason without discussing the impacts, breaking a bunch of things in the process, and writing it in some wacky way instead of following a standard.
I can, however, promise that if I ever lose interest and/or stop developing this and/or get smacked by Catalyst that I will release the source code so that others can continue the work. (IMG:style_emoticons/default/smile.gif) |
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Apr 20 2011, 09:21 PM
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#50
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Moving Target Group: Members Posts: 181 Joined: 14-April 08 From: Tallahassee, FL Member No.: 15,883 |
I found a small bug in the qualities section. When selecting the Lucky quality, it isn't increasing the maximum edge attribute. Also edge is incorrectly listed under the Exceptional Attribute quality, but it does increase the edge maximum properly as if one had the Lucky quality. It's not a big deal to me as the qualities cost the same, but it's something I wanted to point out.
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Lo-Fi Version | Time is now: 24th April 2024 - 01:19 PM |
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