IPB
X   Site Message
(Message will auto close in 2 seconds)

Welcome Guest ( Log In | Register )

153 Pages V  « < 12 13 14 15 16 > »   
Closed TopicStart new topic
> Chummer Character Generator
redwulf25
post May 16 2011, 02:23 AM
Post #326


Moving Target
**

Group: Members
Posts: 236
Joined: 19-March 11
Member No.: 24,929



I was trying to make a Hobgoblin using the Karma rules and got the following error:

[ Spoiler ]


If I click continue the character comes up with Orc stats but the minimum and maximum for all his stats is the human range (1-6). This appears to happen only with Hobgoblins (tried a few other metatypes but not all of them, others may be effected) and only in Karma based char gen.
Go to the top of the page
 
+Quote Post
Nebular
post May 16 2011, 02:56 AM
Post #327


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Looks like this only happened when a Metavariant starts with Negative Qualities. I'd say "this will be fixed in the next version", but I can do one better. (IMG:style_emoticons/default/biggrin.gif) (I also had the bright idea of making Ammo affect Weapon stats in Career Mode)

Build 82
  • added AP, RC, and Damage information for Ammunition in gear.xml
  • loading a Weapon with Ammunition now updates the Weapon's AP, RC, and Damage by applying the Ammunition's properties to it (Ammunition needs to be removed and re-added to existing characters)
  • creating a new character using a Metavariant that comes with Negative Qualities no longer throws an error
Go to the top of the page
 
+Quote Post
redwulf25
post May 16 2011, 03:05 AM
Post #328


Moving Target
**

Group: Members
Posts: 236
Joined: 19-March 11
Member No.: 24,929



QUOTE (Nebular @ May 15 2011, 09:56 PM) *
Looks like this only happened when a Metavariant starts with Negative Qualities. I'd say "this will be fixed in the next version", but I can do one better. (IMG:style_emoticons/default/biggrin.gif) (I also had the bright idea of making Ammo affect Weapon stats in Career Mode)

Build 82
  • added AP, RC, and Damage information for Ammunition in gear.xml
  • loading a Weapon with Ammunition now updates the Weapon's AP, RC, and Damage by applying the Ammunition's properties to it (Ammunition needs to be removed and re-added to existing characters)
  • creating a new character using a Metavariant that comes with Negative Qualities no longer throws an error



Thanks!
Go to the top of the page
 
+Quote Post
Nigel
post May 16 2011, 05:59 AM
Post #329


Moving Target
**

Group: Members
Posts: 199
Joined: 27-April 08
Member No.: 15,932



I must say, this is fantastic. Not only does it have tons of rules and is organized clearly, it's regularly updated. Great program!
Go to the top of the page
 
+Quote Post
LonePaladin
post May 16 2011, 06:22 AM
Post #330


Target
*

Group: Members
Posts: 60
Joined: 18-March 11
Member No.: 24,813



I agree, this is effectively negating what I was working on myself -- so I'm just going to have to change to something else related, maybe a combat-runner.

I'd like to see Chummer's interface get a makeover, go for something a little less "Windows" and a little more "sci-fi", but that's just me. More important that it actually works, and is accurate -- eye candy can come later.
Go to the top of the page
 
+Quote Post
redwulf25
post May 16 2011, 06:51 AM
Post #331


Moving Target
**

Group: Members
Posts: 236
Joined: 19-March 11
Member No.: 24,929



QUOTE (LonePaladin @ May 16 2011, 01:22 AM) *
I agree, this is effectively negating what I was working on myself -- so I'm just going to have to change to something else related, maybe a combat-runner.


Well, if you're looking for suggestions I've been looking at Chummer lately and thinking that what I could use is some sort of Chummer compatible NPC/threat generator. Something where I could do something like "Here's a standard Ares Security Guard, now lets make him a Force 3 Hybrid Cockroach." and various other NPC only options. I'd get started myself if my programing ability went beyond

CODE
10 PRINT Hello
20 GOTO 10


I'm not even sure if you CAN code a machine in basic anymore.
Go to the top of the page
 
+Quote Post
Wizard_Thoarin
post May 16 2011, 07:03 AM
Post #332


Target
*

Group: Members
Posts: 86
Joined: 2-November 10
From: California Free State
Member No.: 19,144



I think back around page 6 or 7 Nebular added a link to Contacts and NPC's he pre-built for us. I think it covers those in the main book, not sure if it covers those in the booklet that came with the old GM Screen or other sources. Those are a good start to modifying to your hearts content. You might need to check the box that your now maintaining the character then dump a bunch of Karma on it to build it how you want. Toxic Cocroach minion converts not included of course... lol

Now a separate utility for Spirits and Animals with all their powers, that would be cool for a GM. Although it might harken a bit back to an old D&D GM that used to do "Critter of the Week" but that's a personal issue.
Go to the top of the page
 
+Quote Post
redwulf25
post May 16 2011, 08:02 AM
Post #333


Moving Target
**

Group: Members
Posts: 236
Joined: 19-March 11
Member No.: 24,929



QUOTE (Wizard_Thoarin @ May 16 2011, 03:03 AM) *
I think back around page 6 or 7 Nebular added a link to Contacts and NPC's he pre-built for us. I think it covers those in the main book, not sure if it covers those in the booklet that came with the old GM Screen or other sources. Those are a good start to modifying to your hearts content. You might need to check the box that your now maintaining the character then dump a bunch of Karma on it to build it how you want. Toxic Cocroach minion converts not included of course... lol

Now a separate utility for Spirits and Animals with all their powers, that would be cool for a GM. Although it might harken a bit back to an old D&D GM that used to do "Critter of the Week" but that's a personal issue.


I agree the Ares Guard part is simple, but then due to a bunch of NPC only things if I want him to be inhabited by a Bug or a Shedim I have to print out the guard and make a bunch of hand written notations. I just wish adding things like that was as simple as creating a PC. And I can't ask Nebular to do it, even if he were willing there's too much that still needs done with Chummer I think.
Go to the top of the page
 
+Quote Post
Nebular
post May 16 2011, 12:55 PM
Post #334


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (Wizard_Thoarin @ May 16 2011, 01:03 AM) *
Now a separate utility for Spirits and Animals with all their powers, that would be cool for a GM. Although it might harken a bit back to an old D&D GM that used to do "Critter of the Week" but that's a personal issue.

Anyone notice the File > New changed to File > New Character in last night's update? (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
LonePaladin
post May 16 2011, 05:16 PM
Post #335


Target
*

Group: Members
Posts: 60
Joined: 18-March 11
Member No.: 24,813



QUOTE (Wizard_Thoarin @ May 16 2011, 02:03 AM) *
Now a separate utility for Spirits and Animals with all their powers, that would be cool for a GM. Although it might harken a bit back to an old D&D GM that used to do "Critter of the Week" but that's a personal issue.

I made a spreadsheet that does all the math on spirits, including the selection of optional powers and calculating things like how many dice are rolled for each power.

I'm going to see about reworking it into something more useful at the table. Maybe an Android app, once I can get the finer points of coding in Eclipse. (I don't have a smartphone myself, but Eclipse has an add-on that acts as an Android emulator, so I can test it.)
Go to the top of the page
 
+Quote Post
Wizard_Thoarin
post May 16 2011, 09:41 PM
Post #336


Target
*

Group: Members
Posts: 86
Joined: 2-November 10
From: California Free State
Member No.: 19,144



QUOTE (Nebular @ May 16 2011, 05:55 AM) *
Anyone notice the File > New changed to File > New Character in last night's update? (IMG:style_emoticons/default/wink.gif)


Sorry, Nebular I didn't notice that last night, but I did notice that when I checked for updates a few minutes ago it gave me a gear update, then another gear update, and then another gear update, etc... etc...

Not sure why, but it looks like its in some kind of infinite loop of possible update. Only (Data Files -> Gear) was showing up as having something to update though.
Go to the top of the page
 
+Quote Post
Nebular
post May 16 2011, 10:35 PM
Post #337


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Yeah, I noticed that too. I forgot to update the version number in the actual gear.xml file, but remembered to update it in the list of version numbers. I've corrected that little mistake.

There will be another "New" entry in File menu soon along the lines of what I kind of hinted at. What else could a GM possibly want to create in Chummer? (IMG:style_emoticons/default/biggrin.gif)
Go to the top of the page
 
+Quote Post
LonePaladin
post May 16 2011, 10:50 PM
Post #338


Target
*

Group: Members
Posts: 60
Joined: 18-March 11
Member No.: 24,813



QUOTE (Nebular @ May 16 2011, 05:35 PM) *
There will be another "New" entry in File menu soon along the lines of what I kind of hinted at. What else could a GM possibly want to create in Chummer? (IMG:style_emoticons/default/biggrin.gif)

PACKS-style packages. I can only manually enter so much XML before my eyes start to cross. Not to mention trying to guess exactly how to enter an item from the gear list so that it doesn't throw an exception.
Go to the top of the page
 
+Quote Post
Nebular
post May 17 2011, 12:20 AM
Post #339


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (LonePaladin @ May 16 2011, 04:50 PM) *
PACKS-style packages. I can only manually enter so much XML before my eyes start to cross. Not to mention trying to guess exactly how to enter an item from the gear list so that it doesn't throw an exception.

What are you trying to add a piece of Gear to? Is the source Gear item coming from a custom file?
Go to the top of the page
 
+Quote Post
Nebular
post May 17 2011, 12:21 AM
Post #340


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



Well, this moved along faster than I thought it would. A bunch of data still needs to be added, but... Who wants Critters! (IMG:style_emoticons/default/biggrin.gif)

Build 84
  • added Movement values to Metatypes (this will only be applied to new characters)
  • added Movement to character sheets
  • maximum MAG and RES are now based on the Metatype's maximum ESS instead of 6
  • added support for Critters
Go to the top of the page
 
+Quote Post
LonePaladin
post May 17 2011, 01:10 AM
Post #341


Target
*

Group: Members
Posts: 60
Joined: 18-March 11
Member No.: 24,813



Oh, I'm just having issues in general, mostly with my impatience with XML formatting. Too much time using Excel for things like data-entry, I guess.

Anyway, more requests to add to the to-do list.
  • In Career mode, we need a way to track reputation modifiers; they've already got places on the character sheet and the .chum file, they just need an in-program way to alter the numbers.
  • Cameras and microphones (and their improvements) need to be options in the Sensor packages for vehicles/drones.
  • Cyberlimbs should allow the player to specify left or right, mainly for ease of reference. Same applies to single cybereyes.
  • An option titled something like "Hide SURGE Qualities" would be nice.
  • Also, having the quality lists reflect your choices would help too. Things like selecting Magician would cause Adept, Mystic Adept, and Technomancer to vanish from the list. Might be difficult, depending on whether the quality lists are updated in real-time.
  • Chemical-delivery items need the option to add the drug or toxin as an attachment; this includes darts, gas grenades, injection arrows, etc. Simplest answer would be to use the chem as a price-increase so that you don't have to specify the quantity twice. (Buy 20 gas grenades, attach Neurostun to 'em, you're done.)
  • Program modifiers from Unwired need some lovin'.
Go to the top of the page
 
+Quote Post
redwulf25
post May 17 2011, 02:18 AM
Post #342


Moving Target
**

Group: Members
Posts: 236
Joined: 19-March 11
Member No.: 24,929



The Cyberspace Designs Dragonfly doesn't allow me to designate if it is the Standard, Anti-vehicle, or C12 version of the drone.
Go to the top of the page
 
+Quote Post
Nebular
post May 17 2011, 02:43 AM
Post #343


Shooting Target
****

Group: Members
Posts: 1,918
Joined: 14-March 11
From: Calgary, AB
Member No.: 24,349



QUOTE (redwulf25 @ May 16 2011, 09:18 PM) *
The Cyberspace Designs Dragonfly doesn't allow me to designate if it is the Standard, Anti-vehicle, or C12 version of the drone.

Updated version of the vehicles.xml file is up and has the other versions.
Go to the top of the page
 
+Quote Post
redwulf25
post May 17 2011, 03:13 AM
Post #344


Moving Target
**

Group: Members
Posts: 236
Joined: 19-March 11
Member No.: 24,929



QUOTE (Nebular @ May 16 2011, 10:43 PM) *
Updated version of the vehicles.xml file is up and has the other versions.


Thanks!
Go to the top of the page
 
+Quote Post
longbowrocks
post May 17 2011, 05:36 AM
Post #345


Running Target
***

Group: Members
Posts: 1,109
Joined: 13-March 11
From: Portland, Oregon
Member No.: 24,230



QUOTE (redwulf25 @ May 15 2011, 10:51 PM) *
CODE
10 PRINT Hello
20 GOTO 10


I'm not even sure if you CAN code a machine in basic anymore.

Maybe. Then again, at first glance I thought you were trying to write assembly for a machine with 10 byte words. (IMG:style_emoticons/default/nyahnyah.gif)

As for changes, can't micro cameras carry vision enhancements? It looks like "Camera, Micro" is unable to carry enhancements atm.
Go to the top of the page
 
+Quote Post
LonePaladin
post May 17 2011, 06:17 AM
Post #346


Target
*

Group: Members
Posts: 60
Joined: 18-March 11
Member No.: 24,813



QUOTE (longbowrocks @ May 17 2011, 12:36 AM) *
As for changes, can't micro cameras carry vision enhancements? It looks like "Camera, Micro" is unable to carry enhancements atm.

Yes, but micro cameras and mikes (a micro-microphone?) are limited to rating 1, which means only one improvement.
Go to the top of the page
 
+Quote Post
Dakka Dakka
post May 17 2011, 11:13 AM
Post #347


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



I just found your program and it is looking pretty good.
As I play around with it i found some bugs/issues:
- Aren't Surge and Martial Arts supposed to be part of the 35 BP limit on Qualities?
- Celerity does not modify the Movement Rate
- Quick Draw is missing form the Maneuver list.
- Putting Skilled Dice Pools before the defaults may be a good idea
- It's "guerilla" in the Combat Tactics Specilaization not "geurilla".
- (At least with the suprathyroid gland) the Damage boxes are not calculated correctly. It's Round Up(8+(BOD/2)). The Suprathyroid Gland is one of the few pieces of ware that actually increase the BOD Attribute.
- Showing the Sheet via the print button/menu item is not very intuitive.
- 7 lines is not enough to display all the qualities on the Char Sheet
- Bone Density does not show up as modifying the Unarmed Attack. Just as with the Condition Monitors, STR/2 should be rounded UP.
-The smaller of Cyber and Bioware Essence cost is not halved!
- Personalized Grip does not add RC.
- The Underbarrel Grenade Launcher of the Ares Alpha should have its own range not the AR range.
- Naming weapons would be a nice feature.
- Putting PPP and helmets under Armor mods is a bit weird.
So that's what I found at the moment. Keep up the good work.
Go to the top of the page
 
+Quote Post
Sephiroth
post May 17 2011, 05:59 PM
Post #348


Running Target
***

Group: Members
Posts: 1,147
Joined: 2-May 10
Member No.: 18,539



Also, Unseen Hands (from WA) is supposed to apply to the whole Stealth skill group, not any single skill from it. Critias clarified this in the WA thread on the main forums.

EDIT: It also looks like it doesn't know Unseen Hands is a power with levels, since it starts at level 1 and locks me out of putting in more levels to the power.
Go to the top of the page
 
+Quote Post
ShadowWalker
post May 17 2011, 08:40 PM
Post #349


Moving Target
**

Group: Members
Posts: 676
Joined: 11-June 10
From: Thunder Bay, ON, Canada
Member No.: 18,696



For some reason when I start a new character the buttons for each window is mostly off the bottom of the window. It's far enough off the window that I can't see any text on the buttons.
I've got the latest versions of .net and I'm using windows 7.
Go to the top of the page
 
+Quote Post
SpellBinder
post May 17 2011, 08:41 PM
Post #350


Neophyte Runner
*****

Group: Members
Posts: 2,351
Joined: 19-September 09
From: Behind the shadows of the Resonance
Member No.: 17,653



Couple of things I noticed when playing around with this program too.

The number of spells and complex forms that can be known is capped, even in career mode. Also, complex forms aren't being capped by by the Resonance attribute like they should be, and cannot exceed a rating of 6 when Resonance does.

Also, been wondering if a few options can be added. Thinking of karma cost for races at character generation, and free knowledge skills & contacts under karma generation. House rules, I know, but I am pretty sure that there are people who'll be using this that'll use those rules. Would also like to see tasks and groups and such for Initiation/Submersion, and Streams for technomancers like magicians have their traditions.

Am liking this for certain. Is taking some time to get used to.
Go to the top of the page
 
+Quote Post

153 Pages V  « < 12 13 14 15 16 > » 
Closed TopicStart new topic

 



RSS Lo-Fi Version Time is now: 13th April 2022 - 03:48 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.