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> Chummer Character Generator
deurk
post Jan 3 2012, 03:57 PM
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Update window buttons do not automatically reposition based on translated strings lengths. Second button on the left overlapses the first one and button on the right gets cut by window border.
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deurk
post Jan 3 2012, 04:08 PM
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  • Condition monitor labels are cut short if translated string is too long
  • Ordering logs by amount throws an error for me, while date and reason work fine
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Ilod
post Jan 3 2012, 04:47 PM
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Mentor Spirit's names are not translated on the left menu and on the sheets (but are translated on the list when you choose your mentor).
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Fyndhal
post Jan 3 2012, 06:01 PM
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Found another issue:

Taking the Adept Power Increased Physical Attribute (REA) -- the cost is being calculated as if your rating were 1 higher than it is. So, Rating 1 = 1.5, Rating 2 = 2.25, etc.
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SpellBinder
post Jan 3 2012, 10:24 PM
Post #3455


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Found an interesting quirk of math in this game when re-creating a character file. In career mode, purchased 12 gel rounds, got 12 gel rounds, but the nuyen deduction was for 8 gel rounds (which happened to be how many the character had on hand).

Now I was able to go into the save file code itself to fix both the expenditure and nuyen total myself, but I found it interesting to see something like Italian bistro math in this program.

Added: Okay, I haven't confirmed the numbers yet, but it seems that when buying additional ammo in career mode things are not being calculated properly. Either it comes up short, or in another event I found, three times as much (80 nuyen in ammo shouldn't deduct 240 from one's bank account).
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deurk
post Jan 4 2012, 09:24 AM
Post #3456


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Is it possible for the application to accept a drag and drop of a chummer file to open it?
Thanks!
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Ilod
post Jan 4 2012, 12:37 PM
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Another issue : High Pain Tolerance quality, and Pain Resistance adept power should only ignore malus at the beginning of the condition monitor, not for each malus : in Chummer, it modifies the cmthreshold variable used in the character sheet, so, if you have High Pain Tolerance level 2, the first malus, -1, is at case 5, as expected, but next maluses (-2 and -3) are at cases 10 and 15 ((3+2)*2 and (3+2)*3). They should be at cases 8 and 11 (3*2 + 2, 3*3 + 2). Two variables are needed : cmthreshold, used by Low Pain Tolerance, and another to know the number of cases to add before the first malus, used bu High Pain Tolerance and Pain Resistance.
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Nebular
post Jan 4 2012, 02:43 PM
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QUOTE (Ilod @ Jan 2 2012, 08:35 PM) *
  • Cool resolve should gice a +1 bonus to social tests, like Kinesics.
  • Foregrip and Sling recoil compensation should be cumulative (Arsenal, p148)

The Cool Resolve bonus isn't included because it only applies when you're the defender in an Opposed Social Active Test.
The Foregrip/Sling issue will be fixed in the next update. Apparently both of them were setting the flag to show that the Weapon has a Foregrip instead of the Sling setting its own flag. (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Jan 4 2012, 02:52 PM
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QUOTE (deurk @ Jan 3 2012, 10:08 AM) *
  • Condition monitor labels are cut short if translated string is too long

Which Condition Monitor labels are you referring to? I can't seem to find any that are being shortened.
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deurk
post Jan 4 2012, 04:28 PM
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QUOTE (Nebular @ Jan 4 2012, 03:52 PM) *
Which Condition Monitor labels are you referring to? I can't seem to find any that are being shortened.

Condition monitors tab on the right side.
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McDougle
post Jan 4 2012, 05:52 PM
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My spells are stacking up... would be great to have a movable splitter between the "Selected Spells" and "Spirits" categories. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jan 4 2012, 06:29 PM
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QUOTE (deurk @ Jan 4 2012, 10:28 AM) *
Condition monitors tab on the right side.

Still not seeing any problem there; everything looks fine. Which labels are getting chopped off on yours? I'm assuming you're referring to the French strings?
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deurk
post Jan 4 2012, 07:08 PM
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See here: http://sillypics.deurk.net/pictures/201201...-cut_string.png
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deurk
post Jan 4 2012, 07:57 PM
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Omae window lists and tooltips are all untranslated and several others are as well: upload language and associated popups and messages, labels and titles, lists in character upload popup,
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Nebular
post Jan 5 2012, 12:22 AM
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QUOTE (Fyndhal @ Jan 3 2012, 12:01 PM) *
Found another issue:

Taking the Adept Power Increased Physical Attribute (REA) -- the cost is being calculated as if your rating were 1 higher than it is. So, Rating 1 = 1.5, Rating 2 = 2.25, etc.

Well this is annoying. I had this happen once when I was trying this out at work, but now I cannot get it to happen again. Do you have a save file where this is still happening? If so, could you please email it to me at nebular@shaw.ca so I can see what's going on.
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Nebular
post Jan 5 2012, 12:24 AM
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QUOTE (deurk @ Jan 4 2012, 01:57 PM) *
Omae window lists and tooltips are all untranslated and several others are as well: upload language and associated popups and messages, labels and titles, lists in character upload popup,

Upload Language and its related bits will never be translated as they're only seen by people doing the translation work who (evidently) can already read English well enough to understand that functionality. (IMG:style_emoticons/default/wink.gif) The lists in Omae are another monster altogether as they come from a web service.
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Fyndhal
post Jan 5 2012, 04:05 PM
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QUOTE (Nebular @ Jan 4 2012, 07:22 PM) *
Well this is annoying. I had this happen once when I was trying this out at work, but now I cannot get it to happen again. Do you have a save file where this is still happening? If so, could you please email it to me at nebular@shaw.ca so I can see what's going on.


File is on it's way!
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Nebular
post Jan 5 2012, 10:04 PM
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Build 277
  • added support for <unarmedap /> to the Improvement Manager which improves the Armor Penetration of Unarmed attacks
  • added support for <thresholdoffset /> to the Improvement Manager which modifies the number of additional boxes that appear before the character's first Condition Monitor penalty
  • added support for <affectbase /> to the Improvement Manager which marks an Improvement as affecting an Attribute's actual value
  • Damage Code for Unarmed attacks are now translated on printouts
  • added <cmthresholdoffset /> to printout XML
  • fixed an issue where Adept Powers were not affecting an Attribute's value properly (see below)
  • non-standard Flechette Ammo which does not explicitly add +5 to AP now reduce a Flechette Weapon's AP appropriately (which assume +5 AP from standard Flechette Ammo in their stats)
  • name of the Settings File in use now appears in the window's title bar
  • fixed an issue where Weapons with a Foregrip and Sling were not receiving their proper RC bonus
  • buttons in the Update window show correctly reposition themselves when using longer strings
  • failing to load a data translation file no longer throws an error and renders the application unusable
  • selected Mentor Spirits and Paragons are now correctly translated in the list of selected Qualities and on printouts
  • added an Installed option for Vehicle Mods to show that they are currently in use on the Vehicle and are contributing to the Vehicle's stats
  • fixed an issue where attempting to sort Expenses by amount in regions that use something other than "." to separate decimal places would cause an error to be thrown
  • fixed an issue where purchasing Gear that stacked in Career Mode would deduct the cost of the items already in the stack instead of the cost for the quantity purchased
  • increased the width of the Condition Monitor labels so that longer strings are not truncated
  • save files can now be opened using drag-and-drop
Adept Powers that Affect Base Attribute Scores

There has been a rather significant change (correction) to how a few Powers work in terms of affecting Attributes; namely Creative Eye, Improved Physical Attribute, and Keen Wits. The cost of these Powers were not being calculated correctly as they were not correctly modifying their Attributes' actual value, nor were they properly increasing the Karma cost of improving them in Career Mode. If your characters have any of these three Powers, you will need to remove them and re-add them so that things are calculated correctly.
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deurk
post Jan 5 2012, 10:25 PM
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:thumbsup:
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TP13
post Jan 6 2012, 06:46 AM
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A few small things, great work with everything by the way.


SR4A 93 The Toughness Quality should increase damage resistance by +1

RW 34 the Animal Empathy adept power doesnt work because their is a typo in the xml tag. it should effect the animal husbandry skill group not the nonexistant animal empathy skill group.

Aug 20 Genetic Infusions should not get essence reductions from the biocompatibility(bioware) quality.

Aug 69 the False Front bioware should give a dice pool bonus to disguise according to its rating.

Aug 69 Chameleon Skin bioware also gives a +1 dice pool bonus to disguise, but only of you also have a false front.

Aug 110 Limbic nanoware should give a dice pool bonus to all intuition linked skills according to its rating.

Aug 110 Neocortical nanoware should give a dice pool bonus to all Logic linked skills according to its rating.

SG 144 Jigsaw Skull cyberlimb should give a dice pool bonus to disguise according to its rating

AR 60 Empathy Software should give a dice pool bonus to all social skills according to its rating

WAR 154 the Ares HVBR should have recoil compensation of 4 not 3.

AR 31-32 the Arbalaste II MAW should have a imaging scope as a standard equiped accessory. The Ballista should have a laser target designator as a standard equiped accessory. The Great Dragon AGTM launcher should have a Tripod as a standard equiped accessory.

AR 31 "Launchers cannot mount standard firearm accessories" AR 40 "Flamethrowers ...cannot mount any accessories" I interpret this as these weopons cannot have mounted (top/barrel/under)accessories but can still have accessories. I would argue that weapons that currently have the accessory flag set to false should instead have no weapon accessory mounts. This would allow them access to unmounted accessories like hand held target designators and airbust links that are critical to grenade/missile launchers.
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deurk
post Jan 6 2012, 12:51 PM
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All items that are displayed in the left pane of the update window (French translation file, Weapon file, etc...) are untranslated. Can we get strings for those?

Thanks Nebular.
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deurk
post Jan 6 2012, 02:34 PM
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Savate martial art appears twice in the data file (as it does in the book), but with different effects. I suppose only the first or last one is taken into account in the software?
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Sengir
post Jan 6 2012, 05:46 PM
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Some minor stuff:
  1. When a XSLT file contains an unknown function name (like <xsl:value-of select="foo()" />) the print preview window gives an unhandled exception upon selecting that file. (I assume you don't need a log, if you do just tell me)
  2. In the data files, <ap>-</ap> should use an en or em dash, not a minus sign. Yes, I'm sometimes a typography nazi (IMG:style_emoticons/default/wink.gif)
  3. Some stuff I posted previously, given your normal speed it fixing petty stuff like the bow damage I think you just missed those (if not ignore this):
    1. Can't reduce Magic to 0 on chargen, Chummer automatically spends BP to bring magic up to 1
    2. Uncouth quality of Centaurs can't be bought off at chargen
    3. "Uneducated" is listed as critter power and not quality, should sit next to Uncouth
    4. Bow damage is [character's Strength + 2], should be [Strength Rating of the bow] + 2
    5. Chemical Gland always costs 30,000, price should be 30,000+X


Now, when there's minor stuff, there has to be something larger: The internal XSLT processor does not know XSLT 2.0, in fact trying 2.0 functions was how I found the first bug...is there any hope for a better processor like AltovaXML or Saxon, at least optionally?
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Nebular
post Jan 6 2012, 10:58 PM
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QUOTE (TP13 @ Jan 6 2012, 12:46 AM) *
A few small things, great work with everything by the way.

AR 31 "Launchers cannot mount standard firearm accessories" AR 40 "Flamethrowers ...cannot mount any accessories" I interpret this as these weopons cannot have mounted (top/barrel/under)accessories but can still have accessories. I would argue that weapons that currently have the accessory flag set to false should instead have no weapon accessory mounts. This would allow them access to unmounted accessories like hand held target designators and airbust links that are critical to grenade/missile launchers.

Data files have been updated to address the items you pointed out. I've also marked the Launcher and Flamethrowers as allowing Accessories but will only allow items without an actual slot association.
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Nebular
post Jan 6 2012, 11:01 PM
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QUOTE (deurk @ Jan 6 2012, 08:34 AM) *
Savate martial art appears twice in the data file (as it does in the book), but with different effects. I suppose only the first or last one is taken into account in the software?

I've renamed the second one "Savate (Alternate)".
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