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> Chummer Character Generator
Diabolos
post Nov 8 2011, 08:33 PM
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One bug:
When you have a something selected on the weapons tab, and then select a mod or accessory of another weapon, the Ranges listed on the right are for the previously selected weapon, and it only corrects itself when you select another weapon.

One request:
On the weapons tab, would it be possible to have weapon accessories and modifications show their mount point (for accessories) or slot cost (for mods) when you select them? They show up fine when you're on the Add Accessory/Mod dialog.
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Dakka Dakka
post Nov 8 2011, 09:30 PM
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The Ares HVBR should only get RC 4 not 4(5).
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Nebular
post Nov 8 2011, 10:11 PM
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QUOTE (Dakka Dakka @ Nov 8 2011, 04:30 PM) *
The Ares HVBR should only get RC 4 not 4(5).

When I add it it shows 3(4) which. A Weapon lists its RC based on the Accessories and Mods that are currently marked as being installed. The catch is that it has a Stock which has an RC of (1) since they can be removed.
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Nebular
post Nov 8 2011, 10:16 PM
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QUOTE (Diabolos @ Nov 8 2011, 03:33 PM) *
One bug:
When you have a something selected on the weapons tab, and then select a mod or accessory of another weapon, the Ranges listed on the right are for the previously selected weapon, and it only corrects itself when you select another weapon.

One request:
On the weapons tab, would it be possible to have weapon accessories and modifications show their mount point (for accessories) or slot cost (for mods) when you select them? They show up fine when you're on the Add Accessory/Mod dialog.

Both will be fixed in the next update.
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Dakka Dakka
post Nov 8 2011, 10:16 PM
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If the stock can be removed and the text says nothing about folding or detaching, it should be 2(4). The shock pad cannot be used if you do not have a stock.
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Nebular
post Nov 8 2011, 10:20 PM
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Yeah, this is where I'm starting to wonder if I should just show the Weapon's current RC without the brackets. The Weapons that all list things like 2(3) show what its base RC is and its possible RC are with all of its attachments in place, but if the app lets you pick which attachments you're currently using, it would make sense to me to just show a flat RC based on whatever you currently have installed. Currently if you remove the Stock from the HVBR, its RC drops to 3 since it is no longer being included in the RC calculation. If you removed the Shock Pad instead, it would drop to 2(3) since the Shock Pad is a "fixed" value while the Stock is an "optional" one. (IMG:style_emoticons/default/nyahnyah.gif)
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deurk
post Nov 9 2011, 12:02 AM
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On the character sheet, contact type is untranslated
Same thing for qualities
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KeyMasterOfGozer
post Nov 9 2011, 01:41 AM
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QUOTE (Nebular @ Nov 8 2011, 11:04 AM) *
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.

I updated my Chummer, and I got updated copies of "Shadowrun 4 Base.xslt" and "Vehicle Block.xsl" , but I did not get a copy of "". I'm not sure if that was a problem because I already had a copy of "ConditionMonitor.xslt" in my folder, or if the file isn't in the updater.
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ShadowWalker
post Nov 9 2011, 02:51 AM
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If you create a Cyberware Suite and put it into an existing file chummer removes the tabs and carriage returns from existing data.
In my case I had some custom cyberware, and the cyberwares section lost all tabs and carriage returns.
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ShadowWalker
post Nov 9 2011, 03:06 AM
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Question: Cyberware Commlinks.
How do you show within the Cyberware tab which commlink was put in?
Do you need to purchase it on the gear tab and put a note saying it's the cyberware one?
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deurk
post Nov 9 2011, 07:14 AM
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QUOTE (ShadowWalker @ Nov 9 2011, 03:06 AM) *
Question: Cyberware Commlinks.
How do you show within the Cyberware tab which commlink was put in?
Do you need to purchase it on the gear tab and put a note saying it's the cyberware one?

That's how I do it too. Did not find any other way.
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deurk
post Nov 9 2011, 09:17 AM
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Could the Incompetent trait be taken into account for skills ratings calculation and appear as such? It would be nice to have it displayed on a character sheet. Today, one has to remember which skill it's for, and it still displays it can be defaulted on (which is wrong).
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deurk
post Nov 9 2011, 11:42 AM
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Could we get in the character xml the type of ammunition loaded. I see that weapon stats are affected by it but I do not see any reference to what type it is.
Thanks!
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Nebular
post Nov 9 2011, 02:32 PM
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QUOTE (ShadowWalker @ Nov 8 2011, 10:06 PM) *
Question: Cyberware Commlinks.
How do you show within the Cyberware tab which commlink was put in?
Do you need to purchase it on the gear tab and put a note saying it's the cyberware one?

Yeah, the Commlink itself needs to be added to the character's Gear separately.
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Nebular
post Nov 9 2011, 02:34 PM
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QUOTE (deurk @ Nov 9 2011, 06:42 AM) *
Could we get in the character xml the type of ammunition loaded. I see that weapon stats are affected by it but I do not see any reference to what type it is.
Thanks!

Sure. I'll add a <currentammo /> node to the Weapon information which will give the name of the Ammo that is currently active and affect its stats.
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KeyMasterOfGozer
post Nov 9 2011, 02:58 PM
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QUOTE (Nebular @ Nov 9 2011, 10:34 AM) *
Sure. I'll add a <currentammo /> node to the Weapon information which will give the name of the Ammo that is currently active and affect its stats.

Could you also add the AP and damage mods of ammo in the gear node for the ammo?
In the printout, I would like to list the ammo available for this weapon. I can match "weapon/category" to get a list of "../../gears/gear[category = 'Ammunition' extra = $category]" and use that to display a list of ammos for this weapon with their location and mods to the shot.

For what it's worth, I don't like to use the "Loaded" option because, my characters always carry a couple of different types of ammo depending on the situation.
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ShadowWalker
post Nov 9 2011, 03:04 PM
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QUOTE (Nebular @ Nov 9 2011, 09:32 AM) *
Yeah, the Commlink itself needs to be added to the character's Gear separately.

Would it be posible to have commlinks as a plugin for the commlink cyberware item so that you can put there?
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Nebular
post Nov 9 2011, 03:04 PM
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QUOTE (deurk @ Nov 8 2011, 07:02 PM) *
On the character sheet, contact type is untranslated
Same thing for qualities

In the next update.
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ShadowWalker
post Nov 9 2011, 03:07 PM
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QUOTE (KeyMasterOfGozer @ Nov 6 2011, 03:22 AM) *
Those stats are still not in the XML, so there is no way currently to access that for the printout


They should be in some way. They are being displayed on the vehicle tab when you select the vehicle.
And the mods for them are updating the stats that are being displayed.
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Nebular
post Nov 9 2011, 03:08 PM
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QUOTE (ShadowWalker @ Nov 9 2011, 10:04 AM) *
Would it be posible to have commlinks as a plugin for the commlink cyberware item so that you can put there?

I'll add it to the list as this one isn't something quick to implement.
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Nebular
post Nov 9 2011, 03:15 PM
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QUOTE (KeyMasterOfGozer @ Nov 9 2011, 09:58 AM) *
Could you also add the AP and damage mods of ammo in the gear node for the ammo?
In the printout, I would like to list the ammo available for this weapon. I can match "weapon/category" to get a list of "../../gears/gear[category = 'Ammunition' extra = $category]" and use that to display a list of ammos for this weapon with their location and mods to the shot.

For what it's worth, I don't like to use the "Loaded" option because, my characters always carry a couple of different types of ammo depending on the situation.

They're already there. <weaponbonusdamage /> exists if the Weapon's DV is modified, and <weaponbonusap /> exists if the AP is modified.
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deurk
post Nov 9 2011, 03:51 PM
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QUOTE (KeyMasterOfGozer @ Nov 9 2011, 02:58 PM) *
Could you also add the AP and damage mods of ammo in the gear node for the ammo?
In the printout, I would like to list the ammo available for this weapon. I can match "weapon/category" to get a list of "../../gears/gear[category = 'Ammunition' extra = $category]" and use that to display a list of ammos for this weapon with their location and mods to the shot.

Would be nice indeed.

EDIT: Ooops. answered already (IMG:style_emoticons/default/nyahnyah.gif)
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deurk
post Nov 9 2011, 04:05 PM
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Nebular, for focuses, spells and powers that have non permanent effects (+2 skills, +1 attribute or thing like that), could it be possible to have a checkbox to toggle the effect on stats on and off like armors today have? That would be really convenient to have in play.

In that regard, having a "Generic modifiers" tab with the possibility to add global modifiers (rain or distance to target) for example that you could toggle on and off as well would rock. Just something blank that one could fill up and where one could select level of modifier.
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Darquewing
post Nov 9 2011, 04:19 PM
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QUOTE (deurk @ Nov 9 2011, 10:05 AM) *
...
In that regard, having a "Generic modifiers" tab with the possibility to add global modifiers (rain or distance to target) for example that you could toggle on and off as well would rock. Just something blank that one could fill up and where one could select level of modifier.



Maybe just a modifiers tab, specific lists of related modifiers (i.e. Combat mods, drug/toxin mods, etc.)


Something I thought about that might be neat is a "Calendar" tab. Maybe something simple, like the Missions calendar to start with. So we can keep track of that type of info directly in Chummer.


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Fyndhal
post Nov 9 2011, 06:23 PM
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Hey, Nebular! I just updated Chummer here at work and when I try to launch it, I get an error saying:

"Default Language Missing!

Could not load default language file!"

Any ideas?

EDIT: FWIW, I downloaded the zip file and it ran with no issues. Bad download, maybe?
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