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> Chummer Character Generator
Jazz
post Nov 2 2011, 08:51 PM
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QUOTE (Nebular @ Nov 2 2011, 02:38 PM) *
Emotitoys will stay where they are as they can be modified exactly like Drones whether they're mobile or not.

np, even if a static thing like that look more like a device to me than a vehicle. But still, static Emotitoy crashes :
[ Spoiler ]

-edit-
QUOTE (Nebular @ Nov 2 2011, 05:05 PM) *
Vehicles data file has been updated to correct the Acceleration of the Emotitoy (Nonmobile), as silly as the sounds, so that adding them does not throw an error.

woops sorry.

QUOTE (Nebular @ Nov 2 2011, 02:38 PM) *
Skinlink

My point isn't to remove them, my point is to include other device upgrading gear aswell, like :
- any gear from the general category (autodestruct, environnemental resistance, hardening, internial trigger, personality software, photosensitive trigger, laser link (all of this is AR58, but strangely the laser isn't in that category)). You also put there the spoof chip and skinlink in that category.
- You could also have put Satellite links, Biometric readers from SR4A
- or wireless adaptators, directional antennas, microwave link (from UN)
- and a few other item from various other books I don't have yet (IMG:style_emoticons/default/smile.gif)

If you strictly want the ability to link to cyberware in the cyberware.xml, you're the boss, boss, but I think these items should also make their way into cyberware.xml for the same reason you put skinlinks in that file.
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Dakka Dakka
post Nov 2 2011, 08:54 PM
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QUOTE (deurk @ Nov 2 2011, 09:50 PM) *
Well, trouble is that with or without those optional rules, there is nowhere a way to find out how much capacity a armor item from SR4A has (except for suits).
This is seriously fucked up... Hopefully, I just missed a line somewhere and a savior is on the way to the forums (IMG:style_emoticons/default/smile.gif)
Without those rules the capacity is infinite/GM approval.
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deurk
post Nov 2 2011, 09:02 PM
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I guess it is, and lazy as he is, he's going to apply the same rule than the Armor Modification (IMG:style_emoticons/default/nyahnyah.gif)
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Jazz
post Nov 2 2011, 09:08 PM
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QUOTE (Nebular @ Nov 2 2011, 05:22 PM) *
  • Persona Limit and the like should come from the language file as they're not purchasable items on their own - they're components that are created on the fly so those names need to come from that file. The Nexus is one physical device itself, the other pseudo-plugins for it are to make seeing its selected values easier.

About this one, I was thinking it was a bug for how that interacts with omae. Stuff like mister english-speaking put a character in Omae and mister non-english-speaking reads it (in fact, the opposite would be a problem).

QUOTE (Nebular @ Nov 2 2011, 05:22 PM) *
  • I'll look at the verify process. I think I'm looking for things that start with "custom_" which isn't the correct way. It was a quick and dirty method. (IMG:style_emoticons/default/nyahnyah.gif)

On the other side, if you make custom gear translatable, it would be fine aswell (IMG:style_emoticons/default/nyahnyah.gif)
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deurk
post Nov 3 2011, 08:31 AM
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QUOTE (Dakka Dakka @ Nov 2 2011, 08:54 PM) *
Without those rules the capacity is infinite/GM approval.

Which Chummer doesn't permit since it is calculating a wrong capacity value.
I wonder how that could be solved easily.
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Dakka Dakka
post Nov 3 2011, 08:49 AM
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QUOTE (deurk @ Nov 3 2011, 09:31 AM) *
Which Chummer doesn't permit since it is calculating a wrong capacity value.
I wonder how that could be solved easily.
Hmm, I just added lots of stuff to a leather jacket. All that happened was that chummer gives the item a negative remaining capacity.
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deurk
post Nov 3 2011, 08:56 AM
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QUOTE (Dakka Dakka @ Nov 3 2011, 08:49 AM) *
Hmm, I just added lots of stuff to a leather jacket. All that happened was that chummer gives the item a negative remaining capacity.

Oh, doesn't prevent you from going to Created mode?
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Dakka Dakka
post Nov 3 2011, 09:13 AM
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Nope
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deurk
post Nov 3 2011, 09:17 AM
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Then Chummer might as well display capacity 0 for the non-suit armor type (IMG:style_emoticons/default/nyahnyah.gif)
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deurk
post Nov 3 2011, 03:09 PM
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Regarding character sheets:
  • skillcategory is not translated
  • skillgroup is not translated
  • attribute is not translated

Could you fix those please?

And could I get individual movement speeds: walk, run, swim, fly as well please?
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Crazy Ivan
post Nov 3 2011, 07:45 PM
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Just a request-

Have the sensor rating of drones and vehicles increase when the rating would be increased (knowing my luck, it already does this, but I'm too much of a dolt to actually get the sensor rating to raise).
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ShadowWalker
post Nov 3 2011, 09:04 PM
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QUOTE (Crazy Ivan @ Nov 3 2011, 02:45 PM) *
Just a request-

Have the sensor rating of drones and vehicles increase when the rating would be increased (knowing my luck, it already does this, but I'm too much of a dolt to actually get the sensor rating to raise).

It doesn't, as far as I can tell none of the base stats increase on vehicles or drones increase when a mod you add would increase the stats.
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Nebular
post Nov 3 2011, 09:10 PM
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QUOTE (ShadowWalker @ Nov 3 2011, 04:04 PM) *
It doesn't, as far as I can tell none of the base stats increase on vehicles or drones increase when a mod you add would increase the stats.

Things that affect Armor, Accel, Speed, Body, and Handling do. What Mods affect a Vehicle's Sensor Rating?
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Nebular
post Nov 3 2011, 09:12 PM
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Edit: Way to double-post, me.
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ShadowWalker
post Nov 3 2011, 09:25 PM
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QUOTE (Nebular @ Nov 3 2011, 05:10 PM) *
Things that affect Armor, Accel, Speed, Body, and Handling do. What Mods affect a Vehicle's Sensor Rating?

Pilot, Response, Firewall, Signal aren't. And I would think if you put in a Camera, Microphone and say Radar all at rating 5, the Vehicle's Sensor Rating would effectively be 5.
I would think it's Sensor Rating would be it's lowest rating sensor or it's average of all sensors.
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Nebular
post Nov 3 2011, 09:59 PM
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QUOTE (ShadowWalker @ Nov 3 2011, 04:25 PM) *
Pilot, Response, Firewall, Signal aren't. And I would think if you put in a Camera, Microphone and say Radar all at rating 5, the Vehicle's Sensor Rating would effectively be 5.
I would think it's Sensor Rating would be it's lowest rating sensor or it's average of all sensors.

Turns out that Firewall, Response, and Signal are, they're just not shown anywhere on the Vehicle tab. I'll add these and the Pilot one for the next update.
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Nebular
post Nov 3 2011, 10:44 PM
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Update time! For anyone working on translations, only the Category names changed/added/removed in gear.xml; item names were not changed at all.

Build 241
  • Cyberware Weapons can now be reloaded using the appropriate Ammo type
  • Knowledge Skills list is now populated using the selected language if possible
  • Skill Specialization list is now populated using the selected language if possible
  • select text window now reads from the language file
  • attempting to add an Echo no longer throws an error when the window opens
  • Notes window can now be resized
  • editing Notes now marks a character as having changes
  • added Living Persona information to the Complex Forms tab
  • A.I.s no longer add a Rating to the Ergonomic Program Option since it doesn't actually have one
  • reorganised Gear Categories to more closely match those found in the Runner's Toolkit Compiled Tables booklet
  • removed most Gear Category restrictions from items since components can be purchased on their own and combined later and allow greater flexibility
  • selecting Undo Karma Expense or Undo Nuyen Expense without an item selected no longer throws an error
  • Essence Holes no longer count towards Bioware and Cyberware Essence totals and just affect the character overall
  • the Delete key now does the same thing as pressing the Delete button when a list item is selected (Qualities, Critter Powers, Metamagics/Echoes)
  • Metatypes and Metavariants now show their translated names in the Create and Career windows
  • Metatype and Metavariant source information is now shown below the Metatype label in the Create and Career window
  • Maximum Armor Modification and Armor Suit Capacity (both found on AR 44) are now Optional Rules (disabled by default)
  • Armor Capacity is now calculated properly for Armors without an inherent Capacity value according to the Maximum Armor Modification rule found on AR 44
  • tabs now show the character's Alias instead of their Name if they have an Alias
  • Weapon Dice Pool total in Career Mode now includes the bonus for the Smartgun System if the Weapon has a Smartgun System Accessory or Modification and the character has an item that provides a Smartlink
  • Select Gear window no longer shows Categories that have no items for its current context
  • Vehicle Mods now support <pilot /> to change a Vehicle's Pilot Rating
  • Vehicles now show their Firewall, Signal, and Response Ratings
  • added <movementwalk />, <movementswim />, and <movementfly /> to the printout XML to make displaying the Movement, Swim, and Fly speed easier
  • Skills in the printout XML now output their translated Attribute, Skill Group, and Skill Category
New Strings
  • String_Improvement_SelectText
  • Label_BiofeedbackFilter
  • Tip_TechnomancerResponse
  • Tip_TechnomancerSignal
  • Tip_TechnomancerSystem
  • Tip_TechnomancerFirewall
  • Tip_TechnomancerBiofeedbackFilter
  • Checkbox_Options_MaximumArmorModifications
  • Checkbox_Options_ArmorSuitCapacity
  • Checkbox_Options_ArmorDegradation
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Nebular
post Nov 3 2011, 10:51 PM
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Forgot to mention for anyone doing translations, here are the samples for translating Knowledge Skills and Skill Specializations. Obviously you should replace the translate values with their correct content. I didn't want to embarrass myself by trying to do them here. (IMG:style_emoticons/default/wink.gif)

Skill Specialization:
CODE
            <skill>
                <name>Aeronautics Mechanic</name>
                <translate>Mécanique aéronautique</translate>
                <specs>
                    <spec translate="Aerospace">Aerospace</spec>
                    <spec translate="Fixed Wing">Fixed Wing</spec>
                    <spec translate="LTA">LTA</spec>
                    <spec translate="Rotary Wing">Rotary Wing</spec>
                    <spec translate="Tilt Wing">Tilt Wing</spec>
                    <spec translate="Vector Thrust">Vector Thrust</spec>
                </specs>
            </skill>


Knowledge Skills:
CODE
            <skill>
                <name>Arabic</name>
                <translate>Arabe</translate>
                <specs>
                    <spec translate="Read/Write">Read/Write</spec>
                    <spec translate="Speak">Speak</spec>
                    <spec translate="Dialect">Dialect</spec>
                    <spec translate="Lingo">Lingo</spec>
                </specs>
            </skill>
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Thorguild
post Nov 4 2011, 01:26 AM
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Fantastic program!

Here are some bugs I found:
- Made a pixie character using Karma. The cost of the metatype was not deducted from my total
- Added a sustaining focus (manip) and got an error:
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.treFoci_AfterCheck(Object sender, TreeViewEventArgs e)
at System.Windows.Forms.TreeView.OnAfterCheck(TreeViewEventArgs e)
at System.Windows.Forms.TreeView.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: 4.0.30319.239 (RTMGDR.030319-2300)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll
----------------------------------------
Chummer
Assembly Version: 0.0.0.241
Win32 Version: 0.0.0.241
CodeBase: file:///C:/Storage/Gaming/Shadowrun/Chummer/Chummer.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.235 built by: RTMGDR
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: 4.0.30319.236 built by: RTMGDR
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: 4.0.30319.233 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.233 built by: RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.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
----------------------------------------

************** 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>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Thanks again for this,

Thorguild
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ShadowWalker
post Nov 4 2011, 01:55 AM
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QUOTE (Thorguild @ Nov 3 2011, 09:26 PM) *
Fantastic program!

Here are some bugs I found:
- Made a pixie character using Karma. The cost of the metatype was not deducted from my total


As per the rules for Karma gen metatype costs nothing.
If you want it to cost something you can turn on the optional rule and give it a multiplier. You can make this change in the
Tools - Options - Optinoal Rules tab
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Nebular
post Nov 4 2011, 02:37 AM
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QUOTE (Thorguild @ Nov 3 2011, 08:26 PM) *
- Added a sustaining focus (manip) and got an error: ... error text etc ...

For now you can click on the Continue button when that error pops up - it's trying to add Improvement information to the character for an item that doesn't actually create any, so you won't be missing anything. I'll have this fixed in the next update which will likely be a small one tomorrow evening.
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ShadowWalker
post Nov 4 2011, 02:46 AM
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The Manservant-3 is showing up with a Signal of 3. It should have a 4, it is showing up under Sensors as having a 4. I think that is because it shows this on the chart as being a 4 and does so under sensors for some reason.
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CeeJay
post Nov 4 2011, 12:22 PM
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There is some wierd rounding going on when you activate one the discount markers for adept powers that have a rating. According to the Way of the Adept the discount is 25%. While this works for Traceless Walk (1 PP -> 0.75 PP), the discount for Enhanced Perception Rating 4 is only 0.24 PP (4 x 0.25 = 1 PP -> 0.76 PP).

I'm pretty sure this comes from applying the discount first, rounding and than multipling the result by the rating. But I'm also pretty sure that's not what the devs had in mind. Here is a post from critias, where he explains how the discount works. It's pretty clear that you total all power point costs first and than apply the discount to the total.

-CJ

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Irian
post Nov 4 2011, 12:45 PM
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...
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Nebular
post Nov 4 2011, 12:54 PM
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QUOTE (ShadowWalker @ Nov 3 2011, 09:46 PM) *
The Manservant-3 is showing up with a Signal of 3. It should have a 4, it is showing up under Sensors as having a 4. I think that is because it shows this on the chart as being a 4 and does so under sensors for some reason.

It should be a 3 as far as I can tell. Signal is the Signal of the Vehicle itself which is independent of its Sensors. Sensor is based off of the Vehicle's Device Rating, and all Drones (and most standard Vehicles) have a Device Rating of 3. All Drone Sensor have a Signal of 4.
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