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> Chummer Character Generator
Nebular
post Jan 28 2012, 06:34 AM
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QUOTE (McDougle @ Jan 27 2012, 07:12 PM) *
And that is what irritates me so much... I do have a book-file with MCD, the file is called custom_McDougle_programs.xml and the setting is checked(my Hoverboard is showing up after all), but I still canīt get it to work even though Iīm using exactly that codefile i uploaded here...

Could you send me the file you created, so I can compare them?

Here's the link to the working file I have:
http://www.dndjunkie.com/dev/chummer/examp...le_programs.xml

Just to check - are you looking for the item on the Complex Forms tab or the Gear tab? Programs are actually Complex Forms for Technomancers. If it's a Matrix Program that should be available to a character through Gear, then it needs to be added to a custom Gear data file instead.
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McDougle
post Jan 28 2012, 08:16 AM
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xD

Alright... that was the problem i guess... i was looking fkr a prog. (IMG:style_emoticons/default/wink.gif)

Dunnow why, but i thought, that those r in the same file.
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ShadowWalker
post Jan 28 2012, 09:28 PM
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In some ways it might actually make sense to have all software in one file. And have a flag on it saying it can also be used as a complex form.
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ShadowWalker
post Jan 29 2012, 04:17 AM
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I was wondering.
On the Skill Group list for skill groups that can't be purchased would it be possible to enable the Skill Group name, but disable the other components?
This would allow for the tool tips to work.
The other idea was double clicking on the skill group name and have it filter the skills list by the skills in that group.
This would allow for finding a lot faster.
Can use the skill drop down filter list to get rid of the skill group filter.
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deurk
post Jan 29 2012, 09:08 AM
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A filter on skills by related attribute would also be nice for karma expenses purpose, would make it easy to see which skills are affected when you upgrade an attribute.
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ShadowWalker
post Jan 29 2012, 09:54 AM
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I was thinking, would it be feasible to move all of the Categories out into a separate file?
I know it would probably be a lot of work involved in doing so, but the idea is to have a name and a code, the code doesn't change from one language to the next, but the name can.
The problem of course is all the save files would need to have conversion code run on them.
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McDougle
post Jan 29 2012, 12:25 PM
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Would be pretty cool to see an entry like "Career Money income". (IMG:style_emoticons/default/smile.gif)

We r currently trying to keep of track of the "average group money"(we get new chars every few weeks) and that would help alot. (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Jan 30 2012, 12:43 AM
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QUOTE (deurk @ Jan 29 2012, 03:08 AM) *
A filter on skills by related attribute would also be nice for karma expenses purpose, would make it easy to see which skills are affected when you upgrade an attribute.
QUOTE (McDougle @ Jan 29 2012, 06:25 AM) *
Would be pretty cool to see an entry like "Career Money income". (IMG:style_emoticons/default/smile.gif)

I'll have both of these included in the next update.
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Nebular
post Jan 30 2012, 12:49 AM
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QUOTE (ShadowWalker @ Jan 29 2012, 03:54 AM) *
I was thinking, would it be feasible to move all of the Categories out into a separate file?
I know it would probably be a lot of work involved in doing so, but the idea is to have a name and a code, the code doesn't change from one language to the next, but the name can.
The problem of course is all the save files would need to have conversion code run on them.

It's not feasible, nor do I see any benefit to doing this. The idea is to keep all of the information for Cyberware (for example) contained in one file, rather than having to piece the information together from multiple files (books is the one pseudo-exception to this). If placed in their own categories file, those categories would still need to be separated by type (Bioware categories, Cyberware categories, Weapon categories, etc.) because each of the selection windows needs to fetch the list of categories for the type of item it's showing.
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ShadowWalker
post Jan 30 2012, 07:46 PM
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QUOTE (Nebular @ Jan 29 2012, 07:49 PM) *
It's not feasible, nor do I see any benefit to doing this. The idea is to keep all of the information for Cyberware (for example) contained in one file, rather than having to piece the information together from multiple files (books is the one pseudo-exception to this). If placed in their own categories file, those categories would still need to be separated by type (Bioware categories, Cyberware categories, Weapon categories, etc.) because each of the selection windows needs to fetch the list of categories for the type of item it's showing.


Well the idea was to treat them in the same manner as books. It just seems, and I can easily be wrong that there has been multiple times now where there have been difficulties related to translations and categories.

On another note, what object in .net are you using to read, write and parse the xml?
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Nebular
post Jan 30 2012, 08:14 PM
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QUOTE (ShadowWalker @ Jan 30 2012, 01:46 PM) *
Well the idea was to treat them in the same manner as books. It just seems, and I can easily be wrong that there has been multiple times now where there have been difficulties related to translations and categories.

On another note, what object in .net are you using to read, write and parse the xml?

If Chummer used a relational database instead of XML then I'd put all of that category info into a single table. I've found that having all of the related information stored in the same XML file makes my life a lot easier (I also hate working with XML files as DataTables). Sourcebooks can get away with how they are because I keep the codes of the selected books stored in the options object that's part of the character so it's always accessible, and it has a method that builds the sourcebook Xpath query for me. (IMG:style_emoticons/default/wink.gif)

Edit: there have been only 2 real issues with translating categories:
  • I missed adding the logic for using the translated version to a dropdown list or field
  • the character sheets were looking for Matrix Program, Commlinks, etc. by their English category name when the printout XML dumps out the translated version. Those items should be identified by tags instead of by their string content to make the output XML as language neutral as possible and was addressed a few builds back. (IMG:style_emoticons/default/smile.gif)


Most of it is done just using XmlDocuments then grabbing XmlNodes or XmlNodeLists as needed. Saving is done using XmlTextWriter.
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ShadowWalker
post Jan 30 2012, 11:53 PM
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QUOTE (Nebular @ Jan 30 2012, 03:14 PM) *
If Chummer used a relational database instead of XML then I'd put all of that category info into a single table. I've found that having all of the related information stored in the same XML file makes my life a lot easier (I also hate working with XML files as DataTables). Sourcebooks can get away with how they are because I keep the codes of the selected books stored in the options object that's part of the character so it's always accessible, and it has a method that builds the sourcebook Xpath query for me. (IMG:style_emoticons/default/wink.gif)

Edit: there have been only 2 real issues with translating categories:
  • I missed adding the logic for using the translated version to a dropdown list or field
  • the character sheets were looking for Matrix Program, Commlinks, etc. by their English category name when the printout XML dumps out the translated version. Those items should be identified by tags instead of by their string content to make the output XML as language neutral as possible and was addressed a few builds back. (IMG:style_emoticons/default/smile.gif)


Most of it is done just using XmlDocuments then grabbing XmlNodes or XmlNodeLists as needed. Saving is done using XmlTextWriter.


I'm playing around now with the xmlDocument critter. Wanted to try and create something for chummer data file data entry. Will be a while before I get anything usable since I'm leaning .net while I'm doing it.
Mostly use delphi, which I still prefer as an environment.

Does the Express version have visual form inheritance? I have read about a template called Inheritance Picker, but I don't see it listed in the template list.
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Nebular
post Jan 31 2012, 12:06 AM
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QUOTE (ShadowWalker @ Jan 30 2012, 05:53 PM) *
I'm playing around now with the xmlDocument critter. Wanted to try and create something for chummer data file data entry. Will be a while before I get anything usable since I'm leaning .net while I'm doing it.
Mostly use delphi, which I still prefer as an environment.

Does the Express version have visual form inheritance? I have read about a template called Inheritance Picker, but I don't see it listed in the template list.

Yup, C# Express allows you to create inherited forms. You need to select "Windows Forms" beneath the "Visual C# Items" entry in the Add New Item window, then your options should show Inherited Form and Inherited User Control.
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ShadowWalker
post Jan 31 2012, 12:13 AM
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QUOTE (Nebular @ Jan 30 2012, 07:06 PM) *
Yup, C# Express allows you to create inherited forms. You need to select "Windows Forms" beneath the "Visual C# Items" entry in the Add New Item window, then your options should show Inherited Form and Inherited User Control.


Strange.
When I get to the Add New Item window all I have under the Installed Templates is
Visual C# Items and under that is XNA Games Studio 4.0

When I have the Visual C# Items selected there is no Inherited Form or Inherited User Control.
I've built the solution, which the help said I needed to do before it will show up.

Edit: Well although I can't find the template I can still do the inheritance. Add a new form, go to the code and edit it's progenitor and viola the [design] for the form changes to that of the form it's now inheriting from.
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Nebular
post Jan 31 2012, 01:49 AM
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Yikes! As of this update, Chummer is now over 100,000 lines of code (not including the code to actually design the windows), and 111,000 lines of data!

Build 299
  • added support for Stacked Foci
  • Move to Vehicle button on the Weapons tab is no longer enabled if the character does not have any Vehicles
  • Active Skill filter list now includes options for filtering by Attribute and Skill Group
  • added Career Nuyen to Other Info tab in Career Mode which tracks how much Nuyen the character has gained over their career
  • Nuyen Expense window now shows the Refund checkbox to mark an income as not counting towards the character's career Nuyen total
  • fixed an issue where Power Focus was adding its Improvements to a character when added, before it is marked as Bonded (resulting in the same bonus being applied twice)
  • Skill Groups now show their tooltips when disabled
New Strings
  • Label_OtherCareerNuyen
  • Checkbox_Expense_RefundNuyen
  • Button_CreateStackedFocus
  • Message_CannotStackFoci
  • Message_StackedFocusMinimum
  • MessageTitle_CannotStackFoci
  • Message_DeleteStackedFocus
  • String_StackedFocus
  • String_SelectItemFocus
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Tashiro
post Jan 31 2012, 02:24 AM
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On Critter Powers (Mundane)
Potent Vendom

Drake characters have a flying speed of twice their normal movement (not added).
I presume ally spirits are done as their own creature? Just a guess.

I've been sharing Chummer with other players, and getting praise from most of them on how easy it is to use. (IMG:style_emoticons/default/smile.gif) However, when someone hits the - on Edge in the Common tab, you might want to have it ask if they really want to spend a permanent Edge (my wife thought it was temporary Edge).
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Nebular
post Jan 31 2012, 02:38 AM
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QUOTE (Tashiro @ Jan 30 2012, 08:24 PM) *
On Critter Powers (Mundane)
Potent Vendom

Drake characters have a flying speed of twice their normal movement (not added).
I presume ally spirits are done as their own creature? Just a guess.

I've been sharing Chummer with other players, and getting praise from most of them on how easy it is to use. (IMG:style_emoticons/default/smile.gif) However, when someone hits the - on Edge in the Common tab, you might want to have it ask if they really want to spend a permanent Edge (my wife thought it was temporary Edge).

Whoops. I've updated the Critter Powers data file to correct this. The Drake one is going to take a little bit of work. At the moment you cannot say that a character gets a Fly speed equal to their Movement rate (or a multiplied number of that rate), only a fixed value.

Yup, Ally Spirits are handled as Creatures. You can find them in the Spirits category; they're the first item in the list.

The - button for Edge on the Common tab should ask you to confirm that you want to burn the point of Edge. None of the options turn off the confirmation and nothing in the code's logic actively prevents it from doing so, so there shouldn't be any reason for the app to not ask you. The +/- for Edge on the Condition Monitor tab don't ask for confirmation since that's the temporary (spending) Edge reduction.
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ShadowWalker
post Jan 31 2012, 02:58 AM
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Speaking of Categories, is it possible to create custom categories?
I had tried making a category called Peripheral Devices, and put in some devices but the list comes up with Chummer.ListItem when I select the category.
Basically I wanted to be able to put in the Peripheral Devices listed on page 222 of SR4A and 48 of UN.
Now the real changer would be allowing for the ability to take any comm, nexus or peripheral device and link them all together to make a temporary gear item that would work as clusters from page 55 of UN.
Also for Comms and software having the ability to say what software is running, and have it use that to calculate the effective Response using the Processor Limit on page 222.
I would suggest that only software on the comm directly be used for this.
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Nebular
post Jan 31 2012, 04:05 AM
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QUOTE (ShadowWalker @ Jan 30 2012, 08:58 PM) *
Speaking of Categories, is it possible to create custom categories?
I had tried making a category called Peripheral Devices, and put in some devices but the list comes up with Chummer.ListItem when I select the category.
Basically I wanted to be able to put in the Peripheral Devices listed on page 222 of SR4A and 48 of UN.
Now the real changer would be allowing for the ability to take any comm, nexus or peripheral device and link them all together to make a temporary gear item that would work as clusters from page 55 of UN.
Also for Comms and software having the ability to say what software is running, and have it use that to calculate the effective Response using the Processor Limit on page 222.
I would suggest that only software on the comm directly be used for this.

Ooh, I like the Commlink/software idea. On to the list it goes! (IMG:style_emoticons/default/biggrin.gif)

Yup, you can create your own categories in the custom data files. Here's an example for custom_gear.xml with a new category and an item that's a part of it.
CODE
<?xml version="1.0" encoding="utf-8"?>
<chummer>
    <categories>
        <category>My New Category</category>
    </categories>
    <gears>
        <gear>
            <name>Some Item</name>
            <category>My New Category</category>
            <rating>0</rating>
            <avail>2</avail>
            <cost>15</cost>
            <source>SR4</source>
            <page>150</page>
        </gear>
    </gears>
</chummer>
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ShadowWalker
post Jan 31 2012, 04:55 AM
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Thanks I'll try it out. Maybe it was that I was giving the gear I wanted commlink stats?
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Nebular
post Jan 31 2012, 05:31 AM
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QUOTE (ShadowWalker @ Jan 30 2012, 10:55 PM) *
Thanks I'll try it out. Maybe it was that I was giving the gear I wanted commlink stats?

Only items in the Commlink and Commlink Upgrade categories are allowed to have Response and Signal (technically Gear does have a Signal property that is used by a few pieces), and only items in the Commlink Operating System and Commlink Operating System Upgrade categories are allowed to have Firewall and System. Both of these are classes that inherit from the Gear class. If you try to add those properties to an item that isn't in those categories, they're ignored since Gear doesn't know (or care about) them as they're Commlink-specific things.
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ShadowWalker
post Jan 31 2012, 06:11 AM
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QUOTE (Nebular @ Jan 31 2012, 12:31 AM) *
Only items in the Commlink and Commlink Upgrade categories are allowed to have Response and Signal (technically Gear does have a Signal property that is used by a few pieces), and only items in the Commlink Operating System and Commlink Operating System Upgrade categories are allowed to have Firewall and System. Both of these are classes that inherit from the Gear class. If you try to add those properties to an item that isn't in those categories, they're ignored since Gear doesn't know (or care about) them as they're Commlink-specific things.

That would explain why I'm getting the error then.
I'm trying to create the Peripherals and they are basically like commlinks with response, signal, system, and firewall.
Although they just have all 4 with no need to specify an operating system.
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ShadowWalker
post Jan 31 2012, 08:20 AM
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Although I found the Chummer Wiki using Google, I can't seem to see a link anywhere on your dndjunkie website.
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deurk
post Jan 31 2012, 10:37 AM
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Received a lot of praises from fellow players and GMs as well here, the only real downside I feel now is the unresponsiveness of the application. It feels very sluggish each time you change tab and I'm working on a quadcore/8Gb ram machine. I find it difficult to use ingame since having only 3 separate characters open make it take like 5-10 seconds to switch from one tab of a character to another tab on another character.
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deurk
post Jan 31 2012, 10:38 AM
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QUOTE (ShadowWalker @ Jan 31 2012, 09:20 AM) *
Although I found the Chummer Wiki using Google, I can't seem to see a link anywhere on your dndjunkie website.

Often thought the same thing.
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