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> Chummer Character Generator
Nebular
post Oct 24 2011, 10:11 PM
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QUOTE (deurk @ Oct 24 2011, 02:46 PM) *
Hmmm, ok, not sure I follow but I'm completely clueless about XML/XSLT so far. Need to read a bit about it.
I've translated the default sheet and it's ready to get filled with translated data:
'Shadowrun 4 Base FR.xslt'
'Shadowrun 4 FR.xsl'

Any answer to this?

Oh, I see what you're getting at now. The print data that the character itself is generating is all in English. It should always dump the data out in whatever language the application itself is set to. I'll have this corrected in the next update. The sheets themselves look fine though.
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Nebular
post Oct 24 2011, 10:12 PM
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QUOTE (deurk @ Oct 24 2011, 04:50 PM) *
Can you also remove from the verify data check:
- the missing <code> warning?
- costs from lifestyles?

Thanks.

We're pretty much done with french translation, just limited by available material now.
Jazz will come back to you once we have consolidated all our work.

Those will be in the next update then.
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deurk
post Oct 24 2011, 10:12 PM
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QUOTE (Nebular @ Oct 24 2011, 10:11 PM) *
Oh, I see what you're getting at now. The print data that the character itself is generating is all in English. Yeah, that's not how it's supposed to work. I'll have this corrected in the next update. The sheets themselves look fine though.

Wonderful.
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ChatNoir
post Oct 25 2011, 08:55 AM
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It seems the initiation is not increasing the character's magic as it should. Am I missing something or is it broken ?
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Sengir
post Oct 25 2011, 09:54 AM
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QUOTE (ChatNoir @ Oct 25 2011, 08:55 AM) *
It seems the initiation is not increasing the character's magic as it should. Am I missing something or is it broken ?

Initiation only increases the attribute maximum, not the Magic rating itself (IMG:style_emoticons/default/wink.gif)
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ChatNoir
post Oct 25 2011, 10:04 AM
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Ah, that's what I was missing ! Thanks for pointing that out !
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Nebular
post Oct 25 2011, 03:39 PM
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QUOTE (deurk @ Oct 24 2011, 04:50 PM) *
We're pretty much done with french translation, just limited by available material now.
Jazz will come back to you once we have consolidated all our work.

Just as a heads-up, the next update will support translating the Advantages and Disadvantages for Mentor Spirits and Paragons. The Verify XML output will also contain <missing /> tags for advantage and disadvantage if they're not present. Here's a quick example of one of XML for one of the Mentor Spirits with the new fields:
CODE
            <mentor>
                <name>Adversary</name>
                <translate>Adversaire</translate>
                <advantage>Translated advantage content goes here.</advantage>
                <disadvantage>Translated disadvantage content goes here.</disadvantage>
                <page>173</page>
            </mentor>

Are there any other places you guys can find where it's using only English strings?
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ShadowWalker
post Oct 25 2011, 04:45 PM
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The Build Advanced Lifestyle window doesn't have a place where it displays what book and page the positive and negative qualities are from.
Would it be possible to add this?
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Nebular
post Oct 25 2011, 04:47 PM
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QUOTE (ShadowWalker @ Oct 25 2011, 11:45 AM) *
The Build Advanced Lifestyle window doesn't have a place where it displays what book and page the positive and negative qualities are from.
Would it be possible to add this?

That information is in the file so it should be doable. (IMG:style_emoticons/default/smile.gif)
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Gwynfallan
post Oct 25 2011, 06:42 PM
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Did something catastrophic happen with (in particular) knowledge skills and gear in the last five days? All my custom files are suddenly spitting out duplicate entries (up to 11x) in Chummer.

I've been working in Notepad (even MS Word to see if any obvious changes popped up) and poured over the coding and cross checked and double checked against the original files and Wiki pages, but can find no errors. Whether starting over from scratch and inputting everything manually or copying and pasting from the original skills.xml & gear.xml files and changing only the text...duplicates keep popping up. I've deleted tabs and other bits in hopes of that being the problem, added blank categories at the top (which compounded the problem), changed headers, deleted notes, and still nothing seems to work. No matter how big or small the file is, the duplicates remain, though they do seem to double each time exit out of...gear, for example, in Chummer and revisit it. Closing and openning Chummer seems to make the issues reset.

I've tried replicating the problem with other custom files, but haven't been able to get duplicates to appear in Chummer. Using an older (non-updated) version of Chummer, the custom files work properly, of course, that means all the great updates are missing.

I've spent a good portion of the weekend and yesterday trying to correct this and am wondering if this is an anomaly that only I am experiencing or if it’s a wider spread issue.
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McDougle
post Oct 25 2011, 07:03 PM
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QUOTE (Gwynfallan @ Oct 25 2011, 08:42 PM) *
All my custom files are suddenly spitting out duplicate entries (up to 11x) in Chummer.

Now that you mention it... the same thing happened with my custom data the last time i used Chummer(was more concerned with playing rather than bugreporting at that point though (IMG:style_emoticons/default/nyahnyah.gif) ).
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Nebular
post Oct 25 2011, 07:30 PM
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(IMG:style_emoticons/default/eek.gif) Um, yeah, that's not supposed to happen! Looks like this is a problem with the way I'm caching things which was put in build 229. Should have this fixed up for the next update and I'll make it available ASAP.
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Nebular
post Oct 25 2011, 09:06 PM
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Build 234
  • all items should now output their data in the selected language
  • translation file verification no longer compares against Ranges data file
  • translation file verification no longer checks for missing <code /> tags
  • translation file verification no longer checks <costs /> when checking Lifestyles content
  • Language Manager now attempts to translate selected Weapon Categories, Skills, and Skill Groups when displaying Qualities, Gear, and other items that ask for this information to be selected
  • added support for translating Advantages and Disadvantages for Mentor Spirits and Paragons (<advantage /> and <disadvantage /> in the translation file)
  • Weapon Mounts are now properly detected when trying to add a Weapon while using a non-English language
  • Advanced Lifestyle window now uses translated names
  • Advanced Lifestyle window now shows the source information for the currently selected Quality
  • Mechanical Arm Vehicle Mod can now be given a Weapon
  • Skills now only check for Skillsofts if the character has something that gives them access to Skillwires
  • added drag-and-drop support for re-ordering Lifestyles, Armor, Weapons, and Vehicles (base items only)
  • added support for the Recoil and Strength Optional Rule which adjusts a Weapon's RC based on the character's Strength (disabled by default)
  • Knowledge Skills are sorted in alphabetical order when a character is loaded
  • Additional Discount field in the Select Cyberware window (enabled by House Rule) now allows a negative modifier for glitched implant jobs
  • fixed an issue that caused the content of custom data files to be cached when attempting to cache content from the core data files, resulting in multiple copies of custom items
New Strings
  • Checkbox_Options_StrengthAffectsRecoil
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Jazz
post Oct 25 2011, 09:19 PM
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From gear.xml, only for Arsenal.

* Item missing
CODE
AR    57    Emotitoy
AR    58    Laser Link --> watch out, not the same as in UN p.199.
AR    59    Camera Neutralizer
AR    60    Static Scene Laser Monitoring System
AR    63    Spyball
AR    80    Inhaler
AR    80    Slap Patches
AR    80    Mule Log


* To move to armors
CODE
AR    51    Coldsuit
AR    53    Ghillie Suit
AR    53    Desert Suit
AR    55    Drysuit
AR    56    Enclosed Breathing Helmet


* To move to armors mods
CODE
ARG    0    Powerboard Footware Modification


* To move to vehicles (maybe)
CODE
AR    55    Survival Bubble


* Misc / "What happened?" items
CODE
AR    57    Expendable Jammer, Hardening --> can you explain this one ? I can't find it as this.
AR    138    Extra-Large Vehicle Sensor --> Is this one Chummer-only related ? (Described in Improved sensor array I think). As vehicle equipement, should it be a vehicle mod (don't really know) ?
AR    105    Spoof Chip --> this one is allready in vehicle, I think it should be removed (vehicle.xml in mods)
AR    64    Grenade: Espirt Petite Brume --> bad english name, should be "Esprit", not "Espirt".
AR    38    Mortar Head, Fragmentation --> i'm quite sure this one is not a true mortar head.
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Nebular
post Oct 25 2011, 10:00 PM
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  • Emotitoys are in Vehicles as they can be modded and are treated like Drones.
  • Laser Link from Unwired and Laser Link from Arsenal are the same item. The description for Laser Link on UN 199 clearly states that the Laser Link on p. 58, Arsenal, is simply a Rating 2 Laser Link.
  • Camera Neutralizer is already there.
  • Expendable Jammer, Hardening appears on AR 57 in the table on the side. The item in the table is just called "Hardening", but it's a plugin for the Expendable Jammer.
  • Extra-Large Vehicle Sensor is described under Improved Sensor Array on AR 138. Because all Sensors are Gear that can accept plugins, this is where the Extra-Large Vehicle Sensor needed to be placed. So I'm not making it up. (IMG:style_emoticons/default/wink.gif)
  • The items listed for moving to Armor are not Armor, cannot accept Armor Mods, and do not have Capacity like Armor as they have no Armor Ratings on their respective tables. They are simply worn Gear.
  • Powerboard Footware Modification is staying where it is
  • Survival Bubble doesn't appear to be a Vehicle and cannot accept Vehicle Mods. It's just a bubble you sit around in and hope for the best.
  • Spoof chips can be added into other devices. AR 105: automatically generate a new access ID for a vehicle node (or any device).
  • One of these days I'll finally spell Esprit right! I don't know how 6 letters can screw me up so much.
  • AR 37 Fragmentation Rounds: This is an anti-personnel warhead

The Gear file has been updated to add the missing items.
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CitM
post Oct 25 2011, 10:02 PM
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Hi, I have been checking out your chargen. Very great! So, i've mentioned some things you could edit if you have time.

Metamagic: Dragonspeech (or so, i dont know the exactly translation) ist not available in the metamagics-list.
Its a Critterpower but Drakes can only use it as Metamagic.

Also for Shapeshifters you have an sperate tab wich contains Critterpowers, guess it would be very nice if drakes would also (IMG:style_emoticons/default/wink.gif)

Greetings from Germany, and again - very great project!
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JonathanC
post Oct 25 2011, 10:14 PM
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Is it intentional that the program applies armor encumbrance even on non-stacked armor? I thought encumbrance only affected stacked armor.
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Dakka Dakka
post Oct 25 2011, 10:32 PM
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QUOTE (JonathanC @ Oct 26 2011, 12:14 AM) *
Is it intentional that the program applies armor encumbrance even on non-stacked armor? I thought encumbrance only affected stacked armor.
You are mistaken. Every single piece of armor encumbers the wearer. There is however an optional rule in Arsenal that you can ignore the effect of encumbrance if you only wear a single piece of armor. You can even turn on this optional rule in Chummer under Tools->Options->Optional Rules.
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Irian
post Oct 26 2011, 06:50 AM
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Just an idea: How about a time offset? ("Add x Years, y Months and z Days to the default date in every DatePicker.") This would allow the set the dates in carrer mode to InGame dates without having to click that much or change the system date on the computer.
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Dakka Dakka
post Oct 26 2011, 08:23 AM
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QUOTE (Irian @ Oct 26 2011, 08:50 AM) *
Just an idea: How about a time offset? ("Add x Years, y Months and z Days to the default date in every DatePicker.") This would allow the set the dates in carrer mode to InGame dates without having to click that much or change the system date on the computer.
An offset may be nice - for exactly one session. Time normally progresses differently for the characters. The characters may have a dry spell of several weeks while the next game session is the next week, or the players may need more than one session to play through the events of only a couple of hours.
It would be more effective to add a column for the in game date to the karma & nuyen log and use it for all character calculations (lifestyle, DocWagon etc.). You would then also need a starting date for the character.
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crazymykl
post Oct 26 2011, 01:06 PM
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I got it running using a Win7 VM; I think the issue is actually in libgdiplus, not the main bit of mono, which would explain why it works on windows mono.

On an unrelated note, is there a place to add quickened/sustained spells? I could not locate one.
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McDougle
post Oct 26 2011, 01:34 PM
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That should be optional though! ^^

I´ve played numerous runs(most of em, i guess), in which the gm just stated: We play... um... some time 2073(or whatever year was currently the newest (IMG:style_emoticons/default/nyahnyah.gif) ).
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Nebular
post Oct 26 2011, 01:38 PM
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QUOTE (CitM @ Oct 25 2011, 05:02 PM) *
Hi, I have been checking out your chargen. Very great! So, i've mentioned some things you could edit if you have time.

Metamagic: Dragonspeech (or so, i dont know the exactly translation) ist not available in the metamagics-list.
Its a Critterpower but Drakes can only use it as Metamagic.

Also for Shapeshifters you have an sperate tab wich contains Critterpowers, guess it would be very nice if drakes would also (IMG:style_emoticons/default/wink.gif)

Greetings from Germany, and again - very great project!

I've updated the Quality, Critter Power, and Metamagics files to add these.
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Nebular
post Oct 26 2011, 01:39 PM
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QUOTE (crazymykl @ Oct 26 2011, 08:06 AM) *
On an unrelated note, is there a place to add quickened/sustained spells? I could not locate one.

There isn't one since these happen at the time of casting. The Spells tab just records the spells you know and whether or not they're Limited and require a Fetish.
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Nebular
post Oct 26 2011, 01:43 PM
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QUOTE (Irian @ Oct 26 2011, 01:50 AM) *
Just an idea: How about a time offset? ("Add x Years, y Months and z Days to the default date in every DatePicker.") This would allow the set the dates in carrer mode to InGame dates without having to click that much or change the system date on the computer.

I think I'm going to leave this one out. Like Dakka Dakka pointed out, time isn't constant in a game. Players take longer than expected to get through something that should take only a small mount of time or an amount of time that doesn't match the real world (combat is notorious for this (IMG:style_emoticons/default/biggrin.gif) ), and there are plenty of times where the character have down time to train and/or relax so a week or two of game time can be covered in about 5 minutes.
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