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> Chummer Character Generator
deurk
post Nov 8 2011, 08:50 AM
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Now that you put "Variable" cost in, let's have a translation string for that (IMG:style_emoticons/default/wink.gif)
(I'm sure you will start remembering it when you create string from now on (IMG:style_emoticons/default/nyahnyah.gif) )
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deurk
post Nov 8 2011, 02:12 PM
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Where did the commlinks go?!
Did you prepare a tab and forgot to create/display it?
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Nebular
post Nov 8 2011, 02:18 PM
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QUOTE (deurk @ Nov 8 2011, 03:50 AM) *
Now that you put "Variable" cost in, let's have a translation string for that (IMG:style_emoticons/default/wink.gif)
(I'm sure you will start remembering it when you create string from now on (IMG:style_emoticons/default/nyahnyah.gif) )

The Variable string is a fixed string that tells the application to display a price range. It's not a string that is displayed anywhere so there is no need to have this translated. If Variable(100-1000) appears in the Cost, the application shows it as 100-1,000¥.
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Nebular
post Nov 8 2011, 02:18 PM
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QUOTE (deurk @ Nov 8 2011, 09:12 AM) *
Where did the commlinks go?!
Did you prepare a tab and forgot to create/display it?

Nope. No plans on doing a separate Commlink tab. There're in there with Commlink category of Gear like they always have been.
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Nebular
post Nov 8 2011, 02:22 PM
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QUOTE (KeyMasterOfGozer @ Nov 8 2011, 12:08 AM) *
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

The problem is now the character sheet shows too many boxes on the Physical Condition Monitor. Would you rather the character tells you how many boxes it has for overflowing including death, or excluding death?
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deurk
post Nov 8 2011, 02:24 PM
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QUOTE (Nebular @ Nov 8 2011, 02:18 PM) *
Nope. No plans on doing a separate Commlink tab. There're in there with Commlink category of Gear like they always have been.

Duh... since you rename categories I did the same and put it under "Modèles de commlinks" instead of "Commlinks" and failed to use the search correctly, my bad (IMG:style_emoticons/default/smile.gif)
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deurk
post Nov 8 2011, 02:26 PM
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QUOTE (Nebular @ Nov 8 2011, 02:22 PM) *
The problem is now the character sheet shows too many boxes on the Physical Condition Monitor. Would you rather the character tells you how many boxes it has for overflowing including death, or excluding death?

Yeah, let's decide together how to it should be. Imo, overflow is what you can take without dying. Should be BOD. So I would say excluding death.


Note, I'm fine with the other solution as well, I'm just more naturally inclined to go this way.
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KeyMasterOfGozer
post Nov 8 2011, 02:58 PM
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QUOTE (deurk @ Nov 8 2011, 10:26 AM) *
Yeah, let's decide together how to it should be. Imo, overflow is what you can take without dying. Should be BOD. So I would say excluding death.


Note, I'm fine with the other solution as well, I'm just more naturally inclined to go this way.

I agree with deurk on this one. It seems to me that if you add the extra +1 in the XML, then you are technically making the data "wrong", but your purpose of adding one is only to add an extra box on the Phys CM, but it would be more "correct" to add the extra box in the PhysCM drawer rather than to make the XML data different.

But that said, I can't think of another use for the cmoverflow xml data off-hand, so it is probably not important to worry about it. ConditionMonitor.xslt can easily be modified either way. If you want to keep the extra +1 in the XML data, you can delete lines 40-51, and delete line 30. That removes the check to see if OverFlow = 0, and the whole block if OverFlow > 0.
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deurk
post Nov 8 2011, 03:00 PM
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Seems we are in line Key (IMG:style_emoticons/default/smile.gif)
Are you familiar with Git repositories? If so we could work on some stuff together and/or share designs. I've got a setup that could help.
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Nebular
post Nov 8 2011, 03:04 PM
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QUOTE (KeyMasterOfGozer @ Nov 8 2011, 09:58 AM) *
I agree with deurk on this one. It seems to me that if you add the extra +1 in the XML, then you are technically making the data "wrong", but your purpose of adding one is only to add an extra box on the Phys CM, but it would be more "correct" to add the extra box in the PhysCM drawer rather than to make the XML data different.

But that said, I can't think of another use for the cmoverflow xml data off-hand, so it is probably not important to worry about it. ConditionMonitor.xslt can easily be modified either way. If you want to keep the extra +1 in the XML data, you can delete lines 40-51, and delete line 30. That removes the check to see if OverFlow = 0, and the whole block if OverFlow > 0.

k. The output will stay as is then since the rest of the application itself expects the Condition Monitor stuff to be in the state it currently is in. Looks like the XSLT file will just need to be changed then. I've updated the ConditionMonitor template and have uploaded them for distribition.
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deurk
post Nov 8 2011, 03:07 PM
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Just to be clear: overflow INCLUDES death box, so it's BOD+1?
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Nebular
post Nov 8 2011, 03:10 PM
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QUOTE (deurk @ Nov 8 2011, 10:07 AM) *
Just to be clear: overflow INCLUDES death box, so it's BOD+1?

Yes.
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deurk
post Nov 8 2011, 03:10 PM
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Okey dokey. Thanks.
Any opinion on the folder per sheets language?
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Diabolos
post Nov 8 2011, 04:18 PM
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QUOTE (Nebular @ Nov 7 2011, 05:25 PM) *
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) )


No worries =). I'll just keep seeing what I can break!
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KeyMasterOfGozer
post Nov 8 2011, 04:57 PM
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QUOTE (deurk @ Nov 8 2011, 11:00 AM) *
Seems we are in line Key (IMG:style_emoticons/default/smile.gif)
Are you familiar with Git repositories? If so we could work on some stuff together and/or share designs. I've got a setup that could help.

I am familiar with it a little. I have only ever used it for downloading, though. I think it would be great if we could find some sort of way to share out these xsl files, so that if I make an update on one that I built, it could be pushed out to everyone who subscribes to it without having to bother Nebular to push it out every time. This is only a wish, though.

Thanks again for your effort, Nebular, and let us know if we can help with anything specific. I am currently working on a more comprehensive Commlink sheet, much like the new Vehicle Block sheet, but I may get distracted with trying to come up with a way to loop through Include files as from XML to see if that is a viable option for the future.

Feel free to PM me if you have any ideas about how we could collaborate on these sheet, deurk
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Wizard_Thoarin
post Nov 8 2011, 05:10 PM
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QUOTE (KeyMasterOfGozer @ Nov 8 2011, 08:57 AM) *
I am familiar with it a little. I have only ever used it for downloading, though. I think it would be great if we could find some sort of way to share out these xsl files, so that if I make an update on one that I built, it could be pushed out to everyone who subscribes to it without having to bother Nebular to push it out every time. This is only a wish, though.

Thanks again for your effort, Nebular, and let us know if we can help with anything specific. I am currently working on a more comprehensive Commlink sheet, much like the new Vehicle Block sheet, but I may get distracted with trying to come up with a way to loop through Include files as from XML to see if that is a viable option for the future.

Feel free to PM me if you have any ideas about how we could collaborate on these sheet, deurk

maybe make it part of Omae
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deurk
post Nov 8 2011, 05:53 PM
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Just a quick one: people that are new to Chummer all to stumble on the same surprise when creating a first character: the armor encumbrance. Maybe it would be wise to switch armors as being non-worn by default rather than worn? Just a thought (IMG:style_emoticons/default/smile.gif)

Thanks Nebular.
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deurk
post Nov 8 2011, 05:53 PM
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QUOTE (Wizard_Thoarin @ Nov 8 2011, 05:10 PM) *
maybe make it part of Omae

Who's handling Omae?
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deurk
post Nov 8 2011, 06:21 PM
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QUOTE (deurk @ Nov 6 2011, 07:31 PM) *
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.

What about those?
( c)/(b)/(m)/(cy)/(belt)/(d)... (IMG:style_emoticons/default/wink.gif)
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Nebular
post Nov 8 2011, 07:49 PM
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QUOTE (deurk @ Nov 8 2011, 12:53 PM) *
Just a quick one: people that are new to Chummer all to stumble on the same surprise when creating a first character: the armor encumbrance. Maybe it would be wise to switch armors as being non-worn by default rather than worn? Just a thought (IMG:style_emoticons/default/smile.gif)

Thanks Nebular.

The flipside to this is then people wondering why after adding a piece of Armor their Ballistic and Impact Ratings don't go up. (IMG:style_emoticons/default/smile.gif) It seems that adding the tooltip to show that the Attribute is being affected by Armor Encumbrance has helped solve some of this problem.
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Nebular
post Nov 8 2011, 07:51 PM
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QUOTE (deurk @ Nov 8 2011, 10:10 AM) *
Okey dokey. Thanks.
Any opinion on the folder per sheets language?

I really don't see the need for it right now. It's not as though there are a large number of sheets. If it were separated by language then French users would lose all access to the English sheets and would be problematic if you had regional variations for languages. For example, French Canadians might have their own UI and data translation files but could still comfortably use a standard French character sheet. Separating them into language-based directories would mean they wouldn't be able to use them.
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Nebular
post Nov 8 2011, 07:52 PM
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QUOTE (deurk @ Nov 8 2011, 12:53 PM) *
Who's handling Omae?

Me! (IMG:style_emoticons/default/biggrin.gif) Well, for as much handling as Omae requires. Now that it's up it pretty much takes care of itself. Adding a section for character sheets is an interesting idea though. The only snag with this that I can see though is that sheets that use external templates can be problematic - if someone doesn't download all of the required files, none of it works. Same could go for if they only download an update for one of those files but not the rest.
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Nebular
post Nov 8 2011, 07:55 PM
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QUOTE (deurk @ Nov 8 2011, 01:21 PM) *
What about those?
( c)/(b)/(m)/(cy)/(belt)/(d)... (IMG:style_emoticons/default/wink.gif)

I was wondering about those when I was working on the AP and Damage translations. They'll be in the next update.
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deurk
post Nov 8 2011, 07:55 PM
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QUOTE (Nebular @ Nov 8 2011, 07:51 PM) *
I really don't see the need for it right now. It's not as though there are a large number of sheets

There are already 3 sheets translated, and if we go the modular route, it will be 10-12 files or so.
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deurk
post Nov 8 2011, 07:56 PM
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QUOTE (Nebular @ Nov 8 2011, 07:55 PM) *
I was wondering about those when I was working on the AP and Damage translations. They'll be in the next update.

Goody, thanks (IMG:style_emoticons/default/wink.gif)
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