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> Chummer Character Generator
KeyMasterOfGozer
post Nov 5 2011, 09:51 PM
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QUOTE (ShadowWalker @ Nov 5 2011, 04:07 PM) *
On the Vehicle Block character sheet it has System, Response, Firewall, and Signal, but they are all blank.
System isn't needed because that's your Pilot, unless it's supposed to represent a commlink that is on the
vehicle/drone. At which point there should be some place for the Response, Firewall and Signal that goes
with the Pilot.

What I find strange is there is a specific place for Autosofts, but they are still listed in Gear.

Perhaps you could send your .chum file, because the System, Response and such are filling in for my chars. Chummer doesn't assign those 4 values specifically for a vehicle, so we find those values from any commlink attached to this Vehicle or in character general gear. I'm not super confident on the rules for Vehicles, but I know vehicles should have those 4 values in some way. Any guidance we can get as to specific Rules from where these values should come would be very helpful.

The sheet shows all gear attached to the vehicle, the autosofts can come from the vehicle or from general character gear, or also it can be from a commlink attached to the vehicle or the general character gear. I suppose we could filter the gear listed to not show Autosofts and those specific Programs listed on the sheet.

Edit:
Looking at the file, you can change line 389 to:
CODE
<xsl:for-each select="gears/gear[(category != 'Matrix Programs' and (name != 'Analyze' or name != 'Encrypt' or name != 'Scan' or name != 'Armor' or name != 'ECCM')) and category!= 'Autosofts']">

and line 403 to:
CODE
(<xsl:for-each select="children/gear[(category != 'Matrix Programs' and (name != 'Analyze' or name != 'Encrypt' or name != 'Scan' or name != 'Armor' or name != 'ECCM')) and category!= 'Autosofts']">


That will filter out the Program type items listed separately. It will, however, also remove the ability to see any mods made to the programs.
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deurk
post Nov 5 2011, 10:47 PM
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Automatic entries in the journal have untranslated content:
"Achat d'un Equipement Ammo: Gel Rounds"
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deurk
post Nov 5 2011, 11:00 PM
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Also, when I try to modify an entry in the journal on the nuyen side, it pops up a window with labels mentioning karma, not nuyen (even though it is filled with correct values), and the default text for an entry in the journal is untranslated (IMG:style_emoticons/default/smile.gif)
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deurk
post Nov 5 2011, 11:29 PM
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  • Categories displayed in weapon modification selection are untranslated
  • Gear screen categories are untranslated
  • If I buy a spare clip for a weapon as an accessory in the weapon screen, selecting it and clicking reload offers me the choice of using all my grenades to reload the clip.
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Sengir
post Nov 6 2011, 12:23 AM
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A small usability improvement: Currently, what you enter in the "Common" tab is the character's real name, to enter the street name/alias you have to switch to the Character Info tab. Given that most people use their characters' street names as primary identifier while the real name is "only" part of the advanced character background, wouldn't it make sense to switch those two fields?
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Dakka Dakka
post Nov 6 2011, 01:04 AM
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QUOTE (Sengir @ Nov 6 2011, 01:23 AM) *
A small usability improvement: Currently, what you enter in the "Common" tab is the character's real name, to enter the street name/alias you have to switch to the Character Info tab. Given that most people use their characters' street names as primary identifier while the real name is "only" part of the advanced character background, wouldn't it make sense to switch those two fields?
Seconded. I did that wrong the first time.
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ShadowWalker
post Nov 6 2011, 03:31 AM
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QUOTE (KeyMasterOfGozer @ Nov 5 2011, 05:51 PM) *
Perhaps you could send your .chum file, because the System, Response and such are filling in for my chars. Chummer doesn't assign those 4 values specifically for a vehicle, so we find those values from any commlink attached to this Vehicle or in character general gear. I'm not super confident on the rules for Vehicles, but I know vehicles should have those 4 values in some way. Any guidance we can get as to specific Rules from where these values should come would be very helpful.

The sheet shows all gear attached to the vehicle, the autosofts can come from the vehicle or from general character gear, or also it can be from a commlink attached to the vehicle or the general character gear. I suppose we could filter the gear listed to not show Autosofts and those specific Programs listed on the sheet.

Edit:
Looking at the file, you can change line 389 to:
CODE
<xsl:for-each select="gears/gear[(category != 'Matrix Programs' and (name != 'Analyze' or name != 'Encrypt' or name != 'Scan' or name != 'Armor' or name != 'ECCM')) and category!= 'Autosofts']">

and line 403 to:
CODE
(<xsl:for-each select="children/gear[(category != 'Matrix Programs' and (name != 'Analyze' or name != 'Encrypt' or name != 'Scan' or name != 'Armor' or name != 'ECCM')) and category!= 'Autosofts']">


That will filter out the Program type items listed separately. It will, however, also remove the ability to see any mods made to the programs.


The Response, Signal and Firewall are all showing up on the vehicle tab, or at least they are since the last update.
The character doesn't have a commlink, only the vehicle. Having those 3 attributes showing up for the vehicle is important since they can all be upgraded separately.
You are correct having the programs listed in gear is a good idea since they can have program options linked to them. Removing the word Rating would be nice where the
programs and their options are concerned. Having it say, "Analyze 5 (Copy Protection 5, Registration) would be better for it takes up a lot less space.
Maybe changing the programs/autosofts in the gear list so that those without options don't get listed. Having it sorting the gear by gear category might be better than by
alphabetical would I think be better. Having all Matrix programs listed in one group, autosofts in another, etc would, at least for me, be better.
Although if we get locations for vehicles maybe that would help that, as it would allow for the ability to show the Location in gear and all items in that location.

Is the upper left corner supposed to be for a picture? If so how do you put a picture in there for the vehicle?
There is also a large empty space in the first column above mods and to the left of gear. Not sure what's expected to go there, may be weapons?
Having a place that lists each Targeting Autosoft and applicable ways it could be used would be nice.
Also showing passive targeting and active targeting rolls as either the Pilot or the Rigger would be good.

On another note, is there a version of the regular character sheet that doesn't have vehicles on it? Seems that space could be used for something else if you use the vehicle block sheet.
Having a separate sheet for commlinks/nexi/bio-node would also be cool.
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ShadowWalker
post Nov 6 2011, 06:59 AM
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The Adept Power, Pain Resistance does not change the modifiers on damage tracks on the character sheet.

Would it be possible to change the highlighting of the skills so that you get three bars of one colour and then 3 colours of the other?
This is actually easier to read than the alternating bar colours.
So three white, three grey, three white, three grey, and so on.
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KeyMasterOfGozer
post Nov 6 2011, 08:22 AM
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QUOTE (ShadowWalker @ Nov 5 2011, 11:31 PM) *
The Response, Signal and Firewall are all showing up on the vehicle tab, or at least they are since the last update.
The character doesn't have a commlink, only the vehicle. Having those 3 attributes showing up for the vehicle is important since they can all be upgraded separately.

Those stats are still not in the XML, so there is no way currently to access that for the printout

QUOTE (ShadowWalker @ Nov 5 2011, 11:31 PM) *
Is the upper left corner supposed to be for a picture? If so how do you put a picture in there for the vehicle?
There is also a large empty space in the first column above mods and to the left of gear. Not sure what's expected to go there, may be weapons?

I don't have any empty spaces unless there is no data for one of the blocks. There is no picture.

QUOTE (ShadowWalker @ Nov 5 2011, 11:31 PM) *
Having a place that lists each Targeting Autosoft and applicable ways it could be used would be nice.
Also showing passive targeting and active targeting rolls as either the Pilot or the Rigger would be good.

If you can tell me where in the books to find out how to do that, or tell me where to get the info, then I can do that.

QUOTE (ShadowWalker @ Nov 5 2011, 11:31 PM) *
On another note, is there a version of the regular character sheet that doesn't have vehicles on it? Seems that space could be used for something else if you use the vehicle block sheet.
Having a separate sheet for commlinks/nexi/bio-node would also be cool.

You can click the "Show:Yes" on the bottom bar of the vehicle window, and that will make it not show in the printout.

I have begun work on a Commlink specific printout, but work is busy right now, so it might not be finished quickly. I'll post here when I have something worth sharing.
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McDougle
post Nov 6 2011, 03:30 PM
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OMG... do u want to kill Nebular, guys? (IMG:style_emoticons/default/wacko.gif)

He has to work through like a million posts the next time he goes online. (IMG:style_emoticons/default/ninja.gif)
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Nebular
post Nov 6 2011, 03:48 PM
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QUOTE (Jazz @ Nov 4 2011, 07:10 PM) *
S.O.X.' stuff :

Thanks! I've updated the Books, Critters, and Spells files to include this stuff.
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Nebular
post Nov 6 2011, 03:58 PM
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QUOTE (ShadowWalker @ Nov 5 2011, 01:00 AM) *
The Cyberarm Gyromount should have a rating of 3. At least that is what is in the description of it.

Also having a way to easily see book names as opposed to the code would be wonderful, or at least show the code next to the name in the options window.

The Gyromount offers a stabilization system (basically Recoil compensation) of Rating 3, the device itself does not have a Rating.

A number of the Source fields have tooltips that show the full book name and page number but I believe I need to update a number of the newer ones to include them. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Nov 6 2011, 04:03 PM
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QUOTE (deurk @ Nov 5 2011, 03:39 AM) *
  • I thought we could edit advanced lifestyles?

Double-clicking on the Advanced Lifestyle opens it back up in the Advanced Lifestyle window so you can edit it.
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Nebular
post Nov 6 2011, 04:07 PM
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QUOTE (Minimax le Rouge @ Nov 5 2011, 10:21 AM) *
i will be reading the thread backward to try to discover what happened to armors.

EDIT : that's weird, but you are right. Sorry for the disturbance ^^'
EDIT 2 : but the problem stay for militaty armors and theirs mods. they should'nt be [0] their values are given in AR182. Same problem with full body armor, Urban Explorer Jumpsuit and their helmets (AR44).
EDIT 3 : i tried to modifie a Lined coat, i can add all the armors mods in it, whitout a problem. Can you manage to have a rating points calculation for the "mundane" armors please ?

Have you enabled the Armor Suit Capacity and Maximum Armor Modifiers optional rules? Nothing has or consumes capacity unless the optional rule for them to do so it turned on now.
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Nebular
post Nov 6 2011, 04:09 PM
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QUOTE (deurk @ Nov 5 2011, 03:01 PM) *
Nebular,

Time modification in journal entries is weird, I have 24 hours system clock and I cannot set anything under 12:00 (IMG:style_emoticons/default/nyahnyah.gif)

(IMG:style_emoticons/default/frown.gif) Sigh. Why can't the world just agree on one universal way to show numbers, dates, and time?! I don't care which one, but just one. (IMG:style_emoticons/default/smile.gif) For now you should be able to at least use the AM/PM setting.
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Nebular
post Nov 6 2011, 04:15 PM
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QUOTE (Sengir @ Nov 5 2011, 07:23 PM) *
A small usability improvement: Currently, what you enter in the "Common" tab is the character's real name, to enter the street name/alias you have to switch to the Character Info tab. Given that most people use their characters' street names as primary identifier while the real name is "only" part of the advanced character background, wouldn't it make sense to switch those two fields?

Yeah, it's a little confusing now. Originally Name was the only field there so it made sense, but Alias eventually came along. I'll swap them in the next update.
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Nebular
post Nov 6 2011, 04:23 PM
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QUOTE (ShadowWalker @ Nov 6 2011, 01:59 AM) *
The Adept Power, Pain Resistance does not change the modifiers on damage tracks on the character sheet.

Looks like it's working to me. I made a character in both Create and Career Mode and the Condition Monitor Threshold is being moved appropriately when the Power is added and its Rating increased in both the application and on the character sheet.
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Minimax le Rouge
post Nov 6 2011, 04:24 PM
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QUOTE (Nebular @ Nov 6 2011, 06:07 PM) *
Have you enabled the Armor Suit Capacity and Maximum Armor Modifiers optional rules? Nothing has or consumes capacity unless the optional rule for them to do so it turned on now.

My bad it's good for me now.


This rules give strange results. For exemple :
Put a Simrig in a Helmet (6 rating points), you can add 5 Rating point more.
Put a Simrig in a Militarry Helmet (5 Capacity slot), you can nothing more.
But it's not a problem with Chummer, it's a broken rules problem.
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Nebular
post Nov 6 2011, 04:47 PM
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QUOTE (ShadowWalker @ Nov 5 2011, 01:55 AM) *
In the same way that you look at the cost to see if it's "Rating*x" could you not also look for "VARIABLE" and have chummer put in an edit box where the cost label would normally be?
This would allow the player to put in an appropriate cost for it.

Excellent idea. I'll also add a minimum and maximum value for this so it can actually enforce the items with prices like 5 - 200. (or unlimited if no maximum is given so you can have costs of 10,000+)
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deurk
post Nov 6 2011, 05:29 PM
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QUOTE (McDougle @ Nov 6 2011, 03:30 PM) *
OMG... do u want to kill Nebular, guys? (IMG:style_emoticons/default/wacko.gif)

He has to work through like a million posts the next time he goes online. (IMG:style_emoticons/default/ninja.gif)

True. Sorry for that Nebular!
Been using it more and more, and has other people use it a lot more now that it is translated.
If you need me to sum up the things that I mentioned and are still undealt with, just say the word, I'll aggregate it all in one post.
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Nebular
post Nov 6 2011, 05:39 PM
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QUOTE (deurk @ Nov 6 2011, 12:29 PM) *
True. Sorry for that Nebular!
Been using it more and more, and has other people use it a lot more now that it is translated.
If you need me to sum up the things that I mentioned and are still undealt with, just say the word, I'll aggregate it all in one post.

*gasp* *wheeze* No, I'm good... Just let me catch my breath. (IMG:style_emoticons/default/wink.gif) That was a lot of stuff to enter. If that was one day, what is it going to be like when I'm gone for 10?! (IMG:style_emoticons/default/wobble.gif)
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deurk
post Nov 6 2011, 06:00 PM
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Hehe, exactly my thought, but I'll be nice, I'll keep all my requests in my pocket until you come back (IMG:style_emoticons/default/nyahnyah.gif)
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McDougle
post Nov 6 2011, 06:35 PM
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I canīt promise that. (IMG:style_emoticons/default/nyahnyah.gif)

Iīm currently not GMing and only playing about once a week(hence I seldom find bugs or have new ideas anymore), but if something comes to mind I always post it as fast as i can so I donīt forget it. ^^


And if coloring entries is not possible(a player told me it would need a lot of coding and memoryusage, dunnow though if that is true), could we at least get colors for locations?
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Nebular
post Nov 6 2011, 06:39 PM
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QUOTE (deurk @ Nov 5 2011, 03:39 AM) *
  • To be consistent, could we translate attributes in the <attributes> tree like in <skills>?

The translated values for Attributes are already in the UI file and the application uses those any time an Attribute name is required, so the data translation file doesn't need any Attribute information. Am I missing something?
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deurk
post Nov 6 2011, 07:29 PM
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QUOTE (Nebular @ Nov 6 2011, 06:39 PM) *
The translated values for Attributes are already in the UI file and the application uses those any time an Attribute name is required, so the data translation file doesn't need any Attribute information. Am I missing something?

No, it is right. Either I missed something or forgot why I said that (IMG:style_emoticons/default/nyahnyah.gif)
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