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#2976
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
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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#2977
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
On weapons, damages are untranslated and result in sometimes displaying things like: Chemical (10m radius)
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#2978
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
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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#2979
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 5,087 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 ![]() |
*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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#2980
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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#2981
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
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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#2982
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
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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#2983
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2984
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
Is there any way to run Chummer under MacOS, without going the VM route?
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#2985
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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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#2986
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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#2987
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2988
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
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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#2989
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
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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#2990
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Target ![]() Group: Members Posts: 13 Joined: 2-October 11 Member No.: 39,588 ![]() |
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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#2991
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Moving Target ![]() ![]() Group: Members Posts: 315 Joined: 12-October 03 From: Germany, Regensburg Member No.: 5,709 ![]() |
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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#2992
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Moving Target ![]() ![]() Group: Members Posts: 676 Joined: 11-June 10 From: Thunder Bay, ON, Canada Member No.: 18,696 ![]() |
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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#2993
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
Build 244
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#2994
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2995
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 ![]() |
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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#2996
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
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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#2997
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
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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#2998
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
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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#2999
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Moving Target ![]() ![]() Group: Members Posts: 239 Joined: 10-February 04 Member No.: 6,068 ![]() |
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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#3000
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Moving Target ![]() ![]() Group: Members Posts: 296 Joined: 26-February 02 From: Paris, France Member No.: 1,926 ![]() |
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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Lo-Fi Version | Time is now: 10th March 2025 - 08:46 AM |
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