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> Chummer Character Generator
Irian
post Oct 26 2011, 02:07 PM
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True, time is not constant, but changing the offset once per session is easier than changing the date from 2011 to 2070 every time I need to do something date-related (IMG:style_emoticons/default/smile.gif)

Perhaps a simple "Today" Option somewhere? Would make it easier to, for example, keep track of expanses, without having to play around with the date to much: Simply adjust the date at the beginning of the session and every nuyen spent will automatically have to correct date. At the moment, it is required to adjust the windows clock to do that.
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Dakka Dakka
post Oct 26 2011, 02:39 PM
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Ok now I get the problem, for expenditures the system date is set. Just making this cell editable would help a lot. Or as I wrote earlier, make an additional editable cell for the in game date. That would be awesome.

If added functionality is too much work, you could also make the reason cell for expenditures editable. That way you could keep track of the time to manually set how much time has elapsed on the rent etc.
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deurk
post Oct 26 2011, 02:56 PM
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One more check to remove from the "Verify data" option from mentors.xml and paragons.xml.
[ Spoiler ]
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Nebular
post Oct 26 2011, 03:01 PM
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Ah, right, forgot that "today" is what's used for automatic entries. The dates for individual Expenses can be edited (dates included), but double-clicking on them.
  • Add a date field to the Expenses tab. Default to today but let you set it to whatever you like.
  • When a new Expense entry is created, the date from the Expense tab is used as the default.
Sound reasonable?
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Nebular
post Oct 26 2011, 03:04 PM
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QUOTE (deurk @ Oct 26 2011, 09:56 AM) *
One more check to remove from the "Verify data" option from mentors.xml and paragons.xml.
[ Spoiler ]

Aw, right after I add the validation for them you want it removed. Pulled out in the next update then.
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deurk
post Oct 26 2011, 03:17 PM
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QUOTE (Nebular @ Oct 25 2011, 10:00 PM) *
  • AR 37 Fragmentation Rounds: This is an anti-personnel warhead

I think it actually refers to the Fragmentation warhead for heavy mortars in page 176 of WAR! (the other entries around it in the file do).
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deurk
post Oct 26 2011, 03:21 PM
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QUOTE (Nebular @ Oct 26 2011, 03:04 PM) *
Aw, right after I add the validation for them you want it removed. Pulled out in the next update then.

Well, do we need to provide the 2 tags translated then?
If we do, do mnot remove it, it's our side of the work then (IMG:style_emoticons/default/nyahnyah.gif)
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deurk
post Oct 26 2011, 03:21 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. 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.

Works great, we now got translated sheets (IMG:style_emoticons/default/biggrin.gif)
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Irian
post Oct 26 2011, 03:24 PM
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Another detail my gf noticed: There doesn't seem to be an option to gain a new language for free via the "linguist" adept power.
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ShadowWalker
post Oct 26 2011, 03:47 PM
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QUOTE (Dakka Dakka @ Oct 26 2011, 10:39 AM) *
Ok now I get the problem, for expenditures the system date is set. Just making this cell editable would help a lot. Or as I wrote earlier, make an additional editable cell for the in game date. That would be awesome.

If added functionality is too much work, you could also make the reason cell for expenditures editable. That way you could keep track of the time to manually set how much time has elapsed on the rent etc.

I would suggest putting a date/time picker on other info for game date.
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Nebular
post Oct 26 2011, 03:47 PM
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QUOTE (deurk @ Oct 26 2011, 10:21 AM) *
Well, do we need to provide the 2 tags translated then?
If we do, do mnot remove it, it's our side of the work then (IMG:style_emoticons/default/nyahnyah.gif)

If you want to have the Advantage and Disadvantage text translated, then yes, you'll need to provide them. (IMG:style_emoticons/default/smile.gif)
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deurk
post Oct 26 2011, 03:50 PM
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QUOTE (Nebular @ Oct 26 2011, 03:47 PM) *
If you want to have the Advantage and Disadvantage text translated, then yes, you'll need to provide them. (IMG:style_emoticons/default/smile.gif)

Hell yeah, my bad then, I'll work on those right away.
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Nebular
post Oct 26 2011, 03:57 PM
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QUOTE (Irian @ Oct 26 2011, 10:24 AM) *
Another detail my gf noticed: There doesn't seem to be an option to gain a new language for free via the "linguist" adept power.

You can already do this, though the fact that it asks for you to confirm a Karma expense is a little misleading (I'll change this in the next update).

Add a new Knowledge Skill. Enter the language name and select Language from the Category list. Click the + button to increase its Rating to 1 and accept the Karma expense (0 Karma). Language Knowledge Skills know to reduce their cost for the first point to 0 when an Adept has the Linguist Power.
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Irian
post Oct 26 2011, 04:35 PM
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Very cool, thanks, I'll tell her.
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Irian
post Oct 26 2011, 04:57 PM
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Another two questions:

a) Is there a way to add the Linguist (quality) +2 bonus to the final pool of the languages (on the character sheet)? At the moment, it doesn't seem to be included there, just as a rating mod.

b) When creating a mystic adept, enchanting currently only uses the magic assigned to "Magician". As adepts can use enchanting, too, it seems reasonable to assume that the complete magic rating can be used here.
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ShadowWalker
post Oct 26 2011, 05:18 PM
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Shouldn't the spare clip ask what weapon it's for since they are not supposed to be interchangeable?
Also is there anything for drums? I see the ammo box/drum, but the description talks about belt feed weapons, and not weapons like the Enfield AS-7 which can use either a clip or a drum.
If the ammo box/drum would be appropriate for denoting this type of drum then being able to buy it in the gear section and like spare clips noting what weapon it's for would be good.
Right now you can't buy the ammo box/drum as gear it can only be placed on a weapon.
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ShadowWalker
post Oct 26 2011, 05:23 PM
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QUOTE (Irian @ Oct 26 2011, 11:57 AM) *
Another two questions:

a) Is there a way to add the Linguist (quality) +2 bonus to the final pool of the languages (on the character sheet)? At the moment, it doesn't seem to be included there, just as a rating mod.

b) When creating a mystic adept, enchanting currently only uses the magic assigned to "Magician". As adepts can use enchanting, too, it seems reasonable to assume that the complete magic rating can be used here.


The linguist quality is a modifier to the rating, not the pool. So it's limited to a +1 if your language skills rating is a 2 or 3 and +2 if the skill is a 4 or higher.
Increases to skill ratings are limited as per the rules on page 118 of SR4A under the heading skill ratings.
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ShadowWalker
post Oct 26 2011, 05:26 PM
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Where do notes put on qualities, contacts, enemies, etc get put on the character sheet? The ones for contacts and enemies could be very pertinent information that you might want to give to the gm.
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Nebular
post Oct 26 2011, 05:34 PM
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QUOTE (Irian @ Oct 26 2011, 11:57 AM) *
b) When creating a mystic adept, enchanting currently only uses the magic assigned to "Magician". As adepts can use enchanting, too, it seems reasonable to assume that the complete magic rating can be used here.

That's now how it works for Mystic Adepts though. They must choose between putting a point of MAG towards Adept which gives them a Power Point, or a point of MAG towards their Magic skills (SR4A 92, first paragraph of Mystic Adept Quality).
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ShadowWalker
post Oct 26 2011, 05:36 PM
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Would it be possible to add something that allowed you to show what device is an AI's home node and have this show up on the character sheet with the modified values are per the chart on page 90 of RC?
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Nebular
post Oct 26 2011, 05:37 PM
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QUOTE (ShadowWalker @ Oct 26 2011, 12:26 PM) *
Where do notes put on qualities, contacts, enemies, etc get put on the character sheet? The ones for contacts and enemies could be very pertinent information that you might want to give to the gm.

At the moment, they don't. It's part of the generated XML, I just haven't had a chance to modify the character sheets yet.
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Nebular
post Oct 26 2011, 05:39 PM
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QUOTE (ShadowWalker @ Oct 26 2011, 12:18 PM) *
Shouldn't the spare clip ask what weapon it's for since they are not supposed to be interchangeable?
Also is there anything for drums? I see the ammo box/drum, but the description talks about belt feed weapons, and not weapons like the Enfield AS-7 which can use either a clip or a drum.
If the ammo box/drum would be appropriate for denoting this type of drum then being able to buy it in the gear section and like spare clips noting what weapon it's for would be good.
Right now you can't buy the ammo box/drum as gear it can only be placed on a weapon.

I've updated the Gear file to include the Ammo Box/Drum. Both it and the Spare Clip now ask for a piece of text to identify what they're supposedly for when added.
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Irian
post Oct 26 2011, 05:52 PM
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QUOTE (Nebular @ Oct 26 2011, 07:34 PM) *
That's now how it works for Mystic Adepts though. They must choose between putting a point of MAG towards Adept which gives them a Power Point, or a point of MAG towards their Magic skills (SR4A 92, first paragraph of Mystic Adept Quality).

As the examples there are spellcasting and conjuring (both skills only available to magicans, not adepts), I think that you could argue about RAI here, but that's not the right place for that.

QUOTE (ShadowWalker @ Oct 26 2011, 07:23 PM) *
The linguist quality is a modifier to the rating, not the pool. So it's limited to a +1 if your language skills rating is a 2 or 3 and +2 if the skill is a 4 or higher.
Increases to skill ratings are limited as per the rules on page 118 of SR4A under the heading skill ratings.

Thanks for the hint, that explains it. Again chummer knows more about the rules than we do (IMG:style_emoticons/default/smile.gif)
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ShadowWalker
post Oct 26 2011, 05:55 PM
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Would it be possible to filter the knowledge skill list based on what is selected in the drop down? Academic, Interest, Professional, Street, Language
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Nebular
post Oct 26 2011, 06:01 PM
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QUOTE (ShadowWalker @ Oct 26 2011, 12:36 PM) *
Would it be possible to add something that allowed you to show what device is an AI's home node and have this show up on the character sheet with the modified values are per the chart on page 90 of RC?

I'll have to look into it. If anything it would probably be restricted to just Vehicles and Commlinks since they're the only devices with all of the listed ratings.

I'll update the Gear code so that Matrix Programs added to A.I.s automatically come with the Ergonomic and Optimization plugins for free.

I have to level with you - A.I.s are a massive pain in the ass. They're forcefully shoe-horned into the existing system but don't follow most of the creation rules and make trying to support them programatically a nightmare. I don't know how much more I'm actually willing to do for them given their "make our own rules" stauts and their extremely limited use as characters.
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