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> Chummer Character Generator
McDougle
post Oct 19 2011, 05:31 PM
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-> made several edits to the last post
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Nebular
post Oct 19 2011, 05:38 PM
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QUOTE (McDougle @ Oct 19 2011, 12:26 PM) *
1.
combat sense
Cost: .5 per level
Combat Sense provides an instinctive sense about an area and
any potential threats nearby. The character gains one die per level for
Reaction on Surprise Tests and when defending against ranged and
melee attacks.
--> It mentions defending on its own= for defend-rolls(like dodge)

2.
Hiding that tab would be temporary(and only if the user wants to; which he would have to do in "Special")-> no one would "loose" access to that tab- we could just hide it temporarily(using the "Special"-Menu) if we temporarily don´t need it(think about playing a mage with chummer for a night and not having to misclick on the wares-tab all the time(i know it happens to me quite often))(it would still be there, just in the background of chummer).
A simple click(or restarting the char in chummer/chummer) would reenable it.

@ giving names to armor: Thx! (IMG:style_emoticons/default/cyber.gif)

1. That is still situational and not exclusive to Dodge. Unarmed Combat and Bladescan also be used when defending against melee attacks. Dodge is also not exclusively used for defending against ranged and melee attacks as it can be to other perceived threats. Dodging out of the way of a vehicle while you're running across a street is the first thing that comes to mind and is neither a ranged or melee attack.

2. Still no. This isn't going to happen.
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McDougle
post Oct 19 2011, 05:45 PM
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1. Alright, didn´t think of dodging vehicles and the like. Your right.

2. Too bad.

3. Now the character is in career-mode and I can´t reload the vehicle-mounted LMG. It tells me I don´t have ammo left for that weapontype, even though I´ve got 100 rounds for LMG´s.
Is this a known issue(i feel like someone else mentioned a similiar problem some time ago, but I´m not sure)?
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Jazz
post Oct 19 2011, 05:49 PM
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QUOTE (Nebular @ Oct 18 2011, 02:37 PM) *
As far as existing hard-coded English strings and things like the Mentor texts, let's get the current stuff nailed down first, then we can identify what's working, what isn't, and what has been completely forgotten.

I agree, let's finish the rest first.

QUOTE (Nebular @ Oct 18 2011, 02:37 PM) *
Verify Data File will be in the next update, next to the existing Verify button. It'll go through all of the data files and report back what's missing, writing everything out to an XML file. I tried it with the translation file I have and it seems to work, so we'll see how it goes.

w00t tang clan.
=>
- If you can pre-format this to how it should insert in fr-data that would be neat.
- Also, if you can put in another file what french data doesn't link to an english data, that would be nice aswell. That way we would have : all the english data that doesn't have a translation, and all the translations that doesn't need to be in fr-data.

QUOTE (Nebular @ Oct 18 2011, 02:37 PM) *
I'm going to try and take look at multithreading eventually. At the moment, it's loading a character that's actually the slow part of the operation and that doesn't touch any other data file (which load translations if applicable). At some point I need to actually sit down and just spend some time to try and optimise some things, but other stuff just keeps poppin' up. (IMG:style_emoticons/default/smile.gif)

No worries, from the time you're aware of that too, this is cool.
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Nebular
post Oct 19 2011, 06:09 PM
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QUOTE (McDougle @ Oct 19 2011, 12:45 PM) *
3. Now the character is in career-mode and I can´t reload the vehicle-mounted LMG. It tells me I don´t have ammo left for that weapontype, even though I´ve got 100 rounds for LMG´s.
Is this a known issue(i feel like someone else mentioned a similiar problem some time ago, but I´m not sure)?

Is the ammo in your Gear section, or attached to the Vehicle? Vehicles can only consume ammo that is in their possession - they can't take it out of your personal supply.
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McDougle
post Oct 19 2011, 06:15 PM
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QUOTE (Nebular @ Oct 19 2011, 08:09 PM) *
Is the ammo in your Gear section, or attached to the Vehicle? Vehicles can only consume ammo that is in their possession - they can't take it out of your personal supply.

Thx. I wasn´t aware of that.
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Nebular
post Oct 19 2011, 06:29 PM
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QUOTE (Jazz @ Oct 19 2011, 12:49 PM) *
- If you can pre-format this to how it should insert in fr-data that would be neat.
- Also, if you can put in another file what french data doesn't link to an english data, that would be nice aswell. That way we would have : all the english data that doesn't have a translation, and all the translations that doesn't need to be in fr-data.

Can do. Here's how it will look:
CODE
<results>
    <file name="armor.xml" exists="True">
        <result name="Clothing" exists="True">
            <missing>translate</missing>
            <missing>code</missing>
            <missing>page</missing>
        </result>
        <noentry>
            <armor name="Some Random Name That Doesn't Exist" />
        </noentry>
    </file>
</results>

Each file has its own <file> entry and exists is True or False as to whether or not a matching entry was found in the data translation file.
<result> tags appear any time there's a mis-match between the core data and the translation. Exists is True or False as to whether or not it could find the matching item the data translation file. If it's False, no other information is given since it's all missing. <missing> can be translate, code, or page to show that translated name, code (sourcebook code), and/or page information is not in the translation file. These match the names of the tags in the translation file. Only the items that are missing are listed.
<noentry> means that there an entry in the translation file that does not exist the core data.
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Jazz
post Oct 19 2011, 06:59 PM
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If you can, I'd prefer something like

CODE
<results>
    <chummer file="armor.xml">
        <exists="True" />
        <armors>
            <armor>
                <name = "True">Armor Jacket</name>
                <translate></translate>
                <page></page>
                <code></code>
            </armor>
        </armors>
        <mods>
            <mod>
                <name></name>
                <translate>Protection Chimiiiiique</translate>
                <page>123</page>
                <code>Yay</code>
            </mod>
        </mods>
    </chummer>
</results>


Else that will do the job anyway. That's for further translation, with fast reaction from our side (now deurk and me (IMG:style_emoticons/default/smile.gif) ).

Do you make the analysis only with books that are checked in the options (else I will have loooong <noentries /> lists)?
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Nebular
post Oct 19 2011, 07:24 PM
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QUOTE (Jazz @ Oct 19 2011, 01:59 PM) *
Do you make the analysis only with books that are checked in the options (else I will have loooong <noentries /> lists)?

At the moment, no, though I now understand why you'd want to. I'll take a look at adding that in.

I'll change the generated XML to be more like what you listed:
CODE
        <armors>
            <armor exists="True">
                <name>Clothing</name>
                <missing>code</missing>
            </armor>
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Dakka Dakka
post Oct 19 2011, 07:58 PM
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QUOTE (Nebular @ Oct 19 2011, 07:38 PM) *
Dodging out of the way of a vehicle while you're running across a street is the first thing that comes to mind and is neither a ranged or melee attack.
Not sure if the bonus should not apply to situations like this. I posted a topic concerning this here.

I also found some bugs:
- Barrel extension/reduction does not alter the weapon's range
- Smart Packs and Pouches are on page AR 62 not 61.
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Jazz
post Oct 19 2011, 10:52 PM
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QUOTE (Nebular @ Oct 19 2011, 07:24 PM) *
At the moment, no, though I now understand why you'd want to. I'll take a look at adding that in.

I'll change the generated XML to be more like what you listed:
CODE
        <armors>
            <armor exists="True">
                <name>Clothing</name>
                <missing>code</missing>
            </armor>

For you to know, I don't really care if the file is indeted, I auto-indent the xml via a program.
And a second thing, now I've finished it, if you ever plan to change a letter in martial arts, I'll kill a kitty.

(IMG:style_emoticons/default/smile.gif)
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Nebular
post Oct 20 2011, 01:27 AM
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QUOTE (Jazz @ Oct 19 2011, 05:52 PM) *
For you to know, I don't really care if the file is indeted, I auto-indent the xml via a program.
And a second thing, now I've finished it, if you ever plan to change a letter in martial arts, I'll kill a kitty.

(IMG:style_emoticons/default/smile.gif)

Indenting is nothing special - it's just a property you assign to the writer and it makes my life much easier when I have to read the output to make sure it's correct. (IMG:style_emoticons/default/wink.gif)
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deurk
post Oct 20 2011, 10:10 AM
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Weapons.xml:
  • Minigrenade: Espirt Petite Brume: should be 'Minigrenade: Esprit Petite Brume'
  • Colt Cobra Z-118: should be 'Colt Cobra TZ-118'
  • All items noted as being from AR, page 176 are nowhere to be found in it. They are Vehicules Heavy Mortar Rounds and Howitzer Rounds. Could you tell me where you found those?
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Dakka Dakka
post Oct 20 2011, 10:25 AM
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QUOTE (deurk @ Oct 20 2011, 12:10 PM) *
[*]Fork or Utensil: should be 'Fork or Ustensil'
Actually it should be utensil
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deurk
post Oct 20 2011, 12:33 PM
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Absolutely right, wrong translation assomption!
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Nebular
post Oct 20 2011, 12:59 PM
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QUOTE (deurk @ Oct 20 2011, 05:10 AM) *
Weapons.xml:
  • Colt Cobra Z-118: should be 'Colt Cobra TZ-118'
  • All items noted as being from AR, page 176 are nowhere to be found in it. They are Vehicules Heavy Mortar Rounds and Howitzer Rounds. Could you tell me where you found those?

I've updated the weapons.xml file to fix these. The items marked as AR 176 should actually be WAR 176. Amazing what one letter can change. (IMG:style_emoticons/default/wink.gif)
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deurk
post Oct 20 2011, 01:15 PM
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Thanks for the fixes.

Here's another one I missed earlier.
QUOTE (deurk @ Oct 20 2011, 10:10 AM) *
Weapons.xml:
  • Minigrenade: Espirt Petite Brume: should be 'Minigrenade: Esprit Petite Brume'

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Nebular
post Oct 20 2011, 01:27 PM
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QUOTE (deurk @ Oct 20 2011, 08:15 AM) *
Thanks for the fixes.

Here's another one I missed earlier.

Whoops. Fixed again.
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deurk
post Oct 20 2011, 01:32 PM
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Nebular, any idea why?

When using the following fr-data.xml file:
[ Spoiler ]

I have the error mentionned below:
[ Spoiler ]


Thanks.
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Nebular
post Oct 20 2011, 02:22 PM
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Argh! Weapons file updated again. Apparently I put the name as Exprit instead of Esprit. Sigh. Gonna be one of those days I see. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Oct 20 2011, 02:26 PM
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QUOTE (deurk @ Oct 20 2011, 08:32 AM) *
Nebular, any idea why?

When using the following fr-data.xml file:

Thanks.

Looks like you're trying to load a character, but I can't seem to reproduce this with any of the save files I've tried with the translated information you provided. Can you email me the character you're trying to open when this happens (nebular@shaw.ca)?
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deurk
post Oct 20 2011, 02:27 PM
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Files sent.
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Nebular
post Oct 20 2011, 02:57 PM
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Looks like this is a problem with the current build. The one I'm currently working on made some changes to the inner workings for translations which seems to have solved this problem, so this will be fixed in the next update.
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deurk
post Oct 20 2011, 03:52 PM
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QUOTE (Nebular @ Oct 20 2011, 02:57 PM) *
Looks like this is a problem with the current build. The one I'm currently working on made some changes to the inner workings for translations which seems to have solved this problem, so this will be fixed in the next update.

Wonderful. Can't wait.
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Dakka Dakka
post Oct 20 2011, 04:08 PM
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Chummer throws an error about capacity, when you add more than one program as a plugin to a commlink (the Hermes Ikon at least)

Where do you get the cost of 200¥ for the custom OS? BTW where does it say that you can code or buy a custom OS? I can't find it in the books. It can't be true that commlink Firewall is caped at 5 (best stock FW +2).
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