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> Chummer Character Generator
deurk
post Nov 6 2011, 07:31 PM
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Oh btw, when you provide translation for P/S for damage types, please also provide the same for ammunition types if it is not the case yet.
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deurk
post Nov 6 2011, 09:02 PM
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On weapons, damages are untranslated and result in sometimes displaying things like: Chemical (10m radius)
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deurk
post Nov 7 2011, 10:45 AM
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On the character sheet, correct me if I'm wrong but I think the DEAD mention is one box too early.
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Sengir
post Nov 7 2011, 01:58 PM
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QUOTE (Nebular @ Nov 6 2011, 06:39 PM) *
*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)

Hm, ever thought of running a bugtracker or something similar?
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ShadowWalker
post Nov 7 2011, 02:20 PM
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QUOTE (Sengir @ Nov 7 2011, 08:58 AM) *
Hm, ever thought of running a bugtracker or something similar?

he does, it's just not accessible to the outside world.
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KeyMasterOfGozer
post Nov 7 2011, 02:26 PM
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QUOTE (deurk @ Nov 7 2011, 06:45 AM) *
On the character sheet, correct me if I'm wrong but I think the DEAD mention is one box too early.
Once you mark off the last box of OverFlow, you are dead, right? You don't get an additional box? So the way I think it is working is, if you have an OverFlow of 3, you have 2 boxes of "I'm Still Dying", and then once you mark off the 3rd box, you are dead. Is this not how it looks for you?
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deurk
post Nov 7 2011, 02:36 PM
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QUOTE (KeyMasterOfGozer @ Nov 7 2011, 02:26 PM) *
Once you mark off the last box of OverFlow, you are dead, right? You don't get an additional box? So the way I think it is working is, if you have an OverFlow of 3, you have 2 boxes of "I'm Still Dying", and then once you mark off the 3rd box, you are dead. Is this not how it looks for you?

You should have 8 + (BOD/2, rounded up) boxes for Physical monitor, the last one being the one where you go into coma (incapacitated), then you have BOD coma boxes, then the next box should be the dead one.

So, for example, my character has BOD 5. It should have 10 regular boxes, 6 coma ones then one dead.
That is, unless I'm mistaking the rule about it:
QUOTE (Shadorun 20th Edition @ page 163)
Unconsciousness
When all of the available boxes in a track (Physical or Stun) are filled in,
the character immediately falls unconscious and drops to the ground.

Exceeding the Condition Monitor
If a character takes more Physical damage than he has boxes in the
Physical damage track, the character is in trouble. Overflowing the
Physical damage track means that the character is near death. Instant
death occurs only if damage overflows the Physical damage track by
more than the character’s Body attribute. One point over that limit
and they will be toasted over drinks at their favorite shadowrunner bar.


So, again unless I'm making a mistake, the current SR4 Chummer sheet misses one coma box overall in the overflow, and the last box of non-overflow should state coma as well.
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Nebular
post Nov 7 2011, 02:39 PM
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QUOTE (deurk @ Nov 7 2011, 05:45 AM) *
On the character sheet, correct me if I'm wrong but I think the DEAD mention is one box too early.

Holy crap, you're right! It's when the number of boxes exceeds your BOD, not equal to your BOD. Characters in Career Mode (and printed) should have one more box added to their Physical CM track. Definitely fixed in the next update. If you have BOD 4, you should have 4 overflow (dark grey) boxes in your CM track plus one more for the Dead box. The way I was calculating the overflow was correct but I was forgetting to account for the one extra box I needed to mark someone as dead. (IMG:style_emoticons/default/nyahnyah.gif)
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deurk
post Nov 7 2011, 02:40 PM
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Is there any way to run Chummer under MacOS, without going the VM route?
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ShadowWalker
post Nov 7 2011, 02:44 PM
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QUOTE (deurk @ Nov 7 2011, 09:36 AM) *
You should have 8 + (BOD/2, rounded up) boxes for Physical monitor, the last one being the one where you go into coma (incapacitated), then you have BOD coma boxes, then the next box should be the dead one.

So, for example, my character has BOD 5. It should have 10 regular boxes, 6 coma ones then one dead.
That is, unless I'm mistaking the rule about it:


So, again unless I'm making a mistake, the current SR4 Chummer sheet misses one coma box overall in the overflow, and the last box of non-overflow should state coma as well.


math is wrong, 8+3=11 boxes, and then 5 boxes of bleeding allover the place. Although you do go unconscious after taking that 11th box your not bleeding until you take more boxes. The sixth box of bleeding kills you.
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ShadowWalker
post Nov 7 2011, 02:45 PM
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QUOTE (deurk @ Nov 7 2011, 09:40 AM) *
Is there any way to run Chummer under MacOS, without going the VM route?


There is a version of Mono for the mac. No clue if it fully supports .net 4.
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Nebular
post Nov 7 2011, 02:47 PM
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QUOTE (deurk @ Nov 7 2011, 09:40 AM) *
Is there any way to run Chummer under MacOS, without going the VM route?

Only way I know of without using BootCamp to VM a Windows environemnt is to either wait until Mono finally releases their fully .NET 4-compliant build or compile your own version of the fully .NET 4-compliant build if you can find one.
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deurk
post Nov 7 2011, 02:48 PM
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QUOTE (ShadowWalker @ Nov 7 2011, 02:44 PM) *
math is wrong, 8+3=11 boxes, and then 5 boxes of bleeding allover the place. Although you do go unconscious after taking that 11th box your not bleeding until you take more boxes. The sixth box of bleeding kills you.

Well, math is not wrong, since you end up with the same number of boxes (17, and not 16 like currently) but labeling is wrong.
10 regular boxes, 1 knocked out box, 5 bleeding boxes and the dead box.
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KeyMasterOfGozer
post Nov 7 2011, 08:50 PM
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QUOTE (Nebular @ Nov 7 2011, 10:39 AM) *
Holy crap, you're right! It's when the number of boxes exceeds your BOD, not equal to your BOD. Characters in Career Mode (and printed) should have one more box added to their Physical CM track. Definitely fixed in the next update. If you have BOD 4, you should have 4 overflow (dark grey) boxes in your CM track plus one more for the Dead box. The way I was calculating the overflow was correct but I was forgetting to account for the one extra box I needed to mark someone as dead. (IMG:style_emoticons/default/nyahnyah.gif)

Would it be best to change the cmoverflow in the XML to add +1 or to change the ConditionMonitor xsl:template to know to add an additional box?

Edit:
If you want to do it only in the ConditionMonitor template, you can add a " + 1" on line 16 of the template like this:
[ Spoiler ]


Edit 2:
If you would like, you can message me and I will integrate my function into your existing xslt sheet and make that change.
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Diabolos
post Nov 7 2011, 09:01 PM
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Adding any Commlink Operating System Upgrade as a plugin to a Commlink Operating System causes an error when you re-load the character.
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Irian
post Nov 7 2011, 09:07 PM
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I noticed, that one bug is still there: When trying to edit an expense that has 0 karma (for example, by taking a quality for free) an error message appears. It seems, that zero karma points is not allowed:

[ Spoiler ]
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ShadowWalker
post Nov 7 2011, 09:49 PM
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QUOTE (Nebular @ Nov 6 2011, 11:23 AM) *
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.

hmm, seems to be working now. I must have misread it when I was looking at it. Sorry about that.
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Nebular
post Nov 7 2011, 10:21 PM
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Build 244
  • Character Name has been shortened to Name and moved to the Character Info tab (swapping places with Alias which now appears on the Common tab)
  • editing a Nuyen Expense now properly shows the Nuyen labels instead of Karma ones
  • Skillsofts and Autosofts now come with the Copy Protection and Registration Program Options when added
  • Weapon Modifications and Accessories now show their calculated cost instead of "Weapon Cost"
  • options in the FIRE menu are now translated names
  • Gear now shows its translated Category properly
  • Metatype and Metavariant are now translated in the printout XML
  • Weapon Modification Category name in the Select Weapon Mod window is now translated
  • Avail fields now show their translated Avail code
  • Expense Entries that are created automatically now use the translated names of the items affected/added
  • added missing tooltip for Metatype Source
  • Notes can now be added to Bioware
  • Gear, Armor, and Cyberware now support items that have a variable Cost that is not tied to Rating
  • Select Weapon Category message when purchasing Ammo now reads from the translation file
  • Weapon Damage and AP codes now read from the translation file
  • Edit Expense window now uses the system's current date and time format for displaying date and time information
  • editing an Expense with an amount of 0 no longer throws an error
Modified Strings
  • Label_CharacterName
New Strings
  • String_WeaponCost
  • String_VehicleCost
  • String_SingleShot
  • String_ShortBurst
  • String_LongBurst
  • String_FullBurst
  • String_SuppressiveFire
  • String_AvailRestricted
  • String_AvailForbidden
  • String_DamageStun
  • String_DamagePhysical
  • String_SelectVariableCost
  • String_SelectWeaponCategoryAmmo
  • String_APHalf
  • String_DamageChemical
  • String_DamageSpecial
  • String_DamageElectric
  • String_DamageFlechette
  • String_DamagePOrS
  • String_DamageGrenade
  • String_DamageMissile
  • String_DamageMortar
  • String_DamageRocket
  • String_DamageAsDrugToxin
  • String_DamageAsRound
  • String_DamageMeter
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Nebular
post Nov 7 2011, 10:22 PM
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QUOTE (KeyMasterOfGozer @ Nov 7 2011, 03:50 PM) *
Would it be best to change the cmoverflow in the XML to add +1 or to change the ConditionMonitor xsl:template to know to add an additional box?

Nothing needs to change on the sheets. All of the Condition Monitor info comes from the Character object that the rest of the application uses, so changing it in one places changes it everywhere. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Nov 7 2011, 10:25 PM
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QUOTE (Diabolos @ Nov 7 2011, 04:01 PM) *
Adding any Commlink Operating System Upgrade as a plugin to a Commlink Operating System causes an error when you re-load the character.

Doh. Used to be that Commlink Operating System Upgrades could only be applied to the Commlink itself, so that where it's expecting them. The recent reorganisation of Gear opened up the unintended ability to add them to other things. This should be fixed in the next update. (I noticed your post while I was uploading the current update (IMG:style_emoticons/default/nyahnyah.gif) )
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KeyMasterOfGozer
post Nov 7 2011, 10:57 PM
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QUOTE (Nebular @ Nov 7 2011, 06:22 PM) *
Nothing needs to change on the sheets. All of the Condition Monitor info comes from the Character object that the rest of the application uses, so changing it in one places changes it everywhere. (IMG:style_emoticons/default/smile.gif)

That's true, but now the overflow number is not really your overflow number anymore, it's the overflow + 1, which means if anyone needs to use the overflow data anywhere besides the Physical CM, then they have to remember to subtract the one back off.

But either way works.
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deurk
post Nov 8 2011, 12:56 AM
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QUOTE (KeyMasterOfGozer @ Nov 7 2011, 10:57 PM) *
That's true, but now the overflow number is not really your overflow number anymore, it's the overflow + 1, which means if anyone needs to use the overflow data anywhere besides the Physical CM, then they have to remember to subtract the one back off.

But either way works.

I agree, it's better to change the character sheet and leave Chummer as it is!
Overflow information was right, the DEAD box is not part of the overflow, it is the next (and last) step.
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KeyMasterOfGozer
post Nov 8 2011, 05:08 AM
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QUOTE (deurk @ Nov 7 2011, 08:56 PM) *
I agree, it's better to change the character sheet and leave Chummer as it is!
Overflow information was right, the DEAD box is not part of the overflow, it is the next (and last) step.

I propose using these 3 files as a replacement for what we have now.

I pulled the Condition Monitor code into a separate file to be included. This one has the extra box for dead, but we can easily change it to take that out.
ConditionMonitor.xslt

Then I included that file in Base Character template, and use the function for creating the CMs on the page:
Shadowrun 4 Base.xslt

Then I re-did the Vehicle Block sheet with the ConditionMonitor Template as an include.
Vehicle Block.xsl

Now changes to the Condition Monitor all happen in one place.

Edit:
Note that the style sheet info for the CM is not in the ConditionMonitor.xslt, it is still in the file that calls it. That way, if different sheets need a different look, then they can accommodate that. You need styles for .conditionmonitorbox , .conditionmonitorboxfilled and .conditionmonitorboxnotused
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KeyMasterOfGozer
post Nov 8 2011, 05:41 AM
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I never knew you could do this kind of Include thing. This gets me thinking.

What if we pulled every "block" in the base template out into it's own Include file. Then the GUI could give a pick list of xslt blocks to include in the print, and the user could order them as he liked. Then, when you make the character XML, at the bottom of it, you include XML that lists the desired Includes, and a "Master" xslt is used, which will loop through the list of desired includes for the info of each character.

Just an idea, but it might let the user customize a print to only include the blocks the user needs, and in the order he needs, and also it would allow you to cherry pick different styles of a particular block. For instance, if your character is just a regular StreetSam, you could opt for the regular thin Vehicle block, but if your char is a Rigger, you could opt instead for the detailed Vehicle Block.
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deurk
post Nov 8 2011, 08:24 AM
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I second this idea, will finish my sheet before splitting it into blocks though.
I'd like to see a directory per language if we go multiplying the sheet files as well.
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