Chummer Character Generator |
Chummer Character Generator |
Apr 20 2011, 09:39 PM
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#51
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Much appreciated. I'll have these fixed for this weekend's update.
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Apr 21 2011, 12:53 AM
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#52
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Moving Target Group: Members Posts: 181 Joined: 14-April 08 From: Tallahassee, FL Member No.: 15,883 |
I also noted that Edge, Magic and Resonance are being thrown into the mix with Physical & Mental when limiting the attribute maximums at character creation. I could have a 6 edge or 6 magic, but not both. Or say I maxed out my strength and if I tried to max out edge/resonance/magic, it would return an error.
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Apr 21 2011, 02:19 AM
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#53
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Okay, here's the knowledge skills as promised. This is probably the section that people will get the most value out of moding, but here's a starting list if you want it.
[ Spoiler ]
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Apr 21 2011, 02:28 AM
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#54
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
The EDG/MAG/RES maximums are cleaned up will be in this weekend's update.
Thanks a bunch for the list of Skills, whatevs. This will certainly give people something to start with for Knowledge Skills! (IMG:style_emoticons/default/biggrin.gif) |
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Apr 21 2011, 12:07 PM
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#55
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Well, some of them might be a little too broad as per RAW but if anyone doesn't like 'em all theyhave to do is mod the .xml. So everyone wins as far as I can tell.
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Apr 22 2011, 12:57 PM
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#56
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Came across some small things with gear:
- In Tasers, the Defiance Protector has a built-in Geko Grip and Top Mounted Laser Sight. I successfully added the Laser Sight in the XML, but no luck with the Geko Grip. ARS Pg20 - Would it be possible to include a list of weapon accessories included with each weapon in the add weapon window? (before you choose the weapon) - That being said, any plans to support weapon modifications as apposed to weapon accessories in the future? |
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Apr 22 2011, 03:25 PM
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#57
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Well, since Vehicle Weapons were really just standard Weapons with the Mods piece stacked on top, changing it so that any Weapon could have a Mod was s snap. Everything you listed there will be in the next update. (IMG:style_emoticons/default/smile.gif)
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Apr 22 2011, 04:17 PM
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#58
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Sick! This thing is already the best, and most flexible, char generator around (in my opinion). Can't wait for the next update!
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Apr 22 2011, 11:30 PM
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#59
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
More suggestions and/or observations.
Just to fill you in: I spent all of the day trying to get this to work with Cyberware using a 3rd party control. It had a few issues like being an absolute headache to work with, and changing the grade caused it to select Standard as the default (that wasn't a real problem since you could still correctly choose the grade you wanted, but it could lead to accidental grade changes). The other major problem with this is that none of the ones let you mix different types of information. Not a big deal for Cyberware since Cyberware plugins are just other pieces of Cyberware. It becomes a show-stopper, however, when you work with Weapons which are made up of Weapon, Weapon Accessories, and Weapon Modifications, and Vehicles which are made up of Vehicles, Vehicle Modifications, Weapons, Weapon Accessories, and Weapon Modifications. Long and short of it all: While I really liked how it looked, it doesn't look like it will work with Chummer since I need to mix different objects. (IMG:style_emoticons/default/frown.gif) |
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Apr 23 2011, 03:44 AM
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#60
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
As promised, here's this weekend's update. Just run Chummer's update and grab everything there.
Build 51
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Apr 23 2011, 02:18 PM
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#61
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Target Group: Members Posts: 86 Joined: 2-November 10 From: California Free State Member No.: 19,144 |
Playing around with it this morning everything is looking good so far but I noticed a couple things I'd like to see added.
1. Source Book and Page information (I don't know if this shows up on the character sheet but it would be nice to be listed when deciding if you want to add an item). If its not on the character sheet it would be nice for certain items, especially spells and spirits. 2. Going through the Knowledge skills, it would be nice if the drop down box on the right that lets you select Academic, Interest, Language, etc filtered the items selectable on the left so that if you select Languages on the right only languages show up in the left side drop down box. 3. Unless I'm missing something I don't see a way to designate a Language as "Native" Keep up the good work. |
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Apr 23 2011, 02:27 PM
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#62
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Shooting Target Group: Members Posts: 1,840 Joined: 24-July 02 From: Lubbock, TX Member No.: 3,024 |
Also, the knowledge skill 'Italian' is listed twice, probably in the xml file that way.
I also noticed the Native language designation not being there, but figured that was intentional as someone could just note their native language. |
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Apr 23 2011, 03:19 PM
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#63
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Sourcebook and page number for all items (gear, spells, powers, qualities, etc) are listed on the character sheet. I'll look at adding them to the appropriate places in the application as well. Another one of those seemingly obvious things that I've overlooked. (IMG:style_emoticons/default/smile.gif)
The tooltip for Knowledge Skills quickly mentions how to set a native language (not the best place for it). Since Languages are Skills like everything else, and Ratings don't allow "N" as a value because they require a number, a native language simply has a Rating of 0 (since it doesn't actually cost you any BP). On the printed character sheet, it appears properly with a Rating of "N". As I'm typing this, I now realise I can put "N" beside the number field that shows the total pool size to make this much clearer. This will be in the next update. |
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Apr 23 2011, 11:55 PM
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#64
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Moving Target Group: Members Posts: 185 Joined: 13-February 11 Member No.: 21,915 |
Look at that list of updates. Just awesome stuff. Havn't had time to do some testing yet, but in response to concerns above what about a seperate section (and maybe seperate xml) for languages?
P.s. Thanks for the shout out regarding the knowledge skills. You're doing all the heavy lifting though, hope everyone using chummer recognizes your time investment. |
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Apr 24 2011, 01:53 AM
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#65
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Target Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
Kudos on the character generator. Got one thing that needs fixing though. Genetic Optimization raises natural max attribute by one for a specific physical or mental attribute (Augmentation pg.89). Currently it does not allow you to pick an associated attribute and does not raise the natural maximum for any of the attributes. Great work so far!
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Apr 24 2011, 07:30 AM
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#66
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Thanks. The Genetic Optimization change will be in the next update. I'm planning on doing another one some time Sunday afternoon or evening (today Sunday, not next week Sunday) to address a problem I found with Bioware (turns out it was marking itself a Cyberware in the background and causing Improvements to become permanent after some changes I made in Friday night's release). Won't be much in the update since I was out of town for the better part of the day, but there's a few small additions that will make some people happy. (IMG:style_emoticons/default/smile.gif)
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Apr 24 2011, 08:15 PM
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#67
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
As promised, here's today's update. A little more than I thought there'd be since I realised I forgot about Sapients, Infected, and Shapeshifters. There will be no support for A.I. or Free Spirit characters since they break most of character creation rules and do things in their own way.
Build 53
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Apr 25 2011, 02:09 AM
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#68
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
One last update this weekend to fix a rather embarrassing problem with accidentally resetting Attributes for non-Humans, and the fun bonus of building characters with Karma (building, not maintaining - that's coming later)! Still need to add support for Initiation and Immersion, but the rest of it works!
Build 54
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Apr 25 2011, 02:29 AM
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#69
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Target Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
You are really on fire with these updates. OK so i have other issues.
1: Your current attribute/max attribute (aug max attribute) display is keying me onto a problem. The current attribute will not go beyong 9 even when the augmented max attribute allows you to. I am assuming that first number is your current total attribute including augmentations. I tested this on all the attributes to make sure it was not just a few that were weird. 2: With Metagenic Improvement you should end up with 2/7 (10) since it raises both your min and max natural attribute. Currently it only raises max only 1/7 (10). 3: Genetic Optimization as I read it, will increase your natural max by one and as a consequence raise your augmented max attribute, not actually raise them both by one... so you should see from the display change from 1/6 (9) to 1/7 (10).... 6+1=7...7*1.5 round down=10 instead of what is currently displayed 1/7 (11).... 7*1.5 =10+1=11. What is your interpretation? Does anyone else have input on this? 4: All the surge qualities are currently at 0 bps. Should be at 5/10/15 unless you have implemented something in the code for the extra positive and negative Bps it gives you. So for instance I picked Surge III (15) and Exeptional attribute (20) for a total of 35bps, then I cheese it out with Metagenic improvement (20) but essentially it is free because of the 30 extra Bps from the Surge III so the Qualities should display 35 but currently it displayes 40 instead. 20 for exceptional att, 0 for surge III, and 20 for metagenic improvement. The attribute display currently shows 1/8 (12) but should display 2/8 (12) OK now for good measure we will cheese it out some more with genetic optimization. If we go with my interpretation which i think was the intent of the rule, then the display should finally read 2/9 (13) but currently it reads 1/9 (14). This includes Exeptional Attribute, Metagenic Improvement, and Genetic Optimization which are all compatable. Hopefully this helps. Thanks again or all the dilligent work. |
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Apr 25 2011, 04:14 AM
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#70
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
1: Yeah, I'm not entirely happy with how this is done either. It's a little confusing. I'm going to have to re-work this so it's easier to understand.
2: You're right. After I put in the support for affect an Attribute's Minimum value, I forgot to actually add this to the Quality. This will be in the next update. 3: Right again. When I corrected Augmented Maximum to be self-calculating, I forgot to remove the Augmented Maximum modifier from the quality, so it was correctly calculating itself as 10, then seeing it had a further +1 bonus and put that on top of everything else. Corrected in next update as well. 4: SURGE is an absolute pain to deal with. My line of thinking with the SURGE Qualities was to simply give them a BP cost equal to the Quality's cost plus the BP difference - effectively reimbursing you for what you spent. Now that I'm looking at it, I'm pretty sure I did the math wrong. This was REALLY screwing with my head and I don't know why. To complicate things even more, the Qualities you take from SURGE shouldn't actually count towards the BP limit for Positive and Negative Qualities. I think what I may end doing is just putting in additional Qualities that reimburse you for the BP expense and offset the Positive/Negative totals. I'm just not seeing another way around this that will work. So you'd basically have the following Positive and Negative Qualities
So there would be Positive Qualities that refund BP, and Negative ones that cost BP. This would effectively negate the BP you spend/receive from purchasing the Qualities that SURGE says you need to take since they're technically supposed to be free, and would still accommodate you going over the required minimums, impacting the Positive/Negative Quality BP totals properly. These Offset Qualities would have a prerequisite of the matching SURGE Quality. Does this seem reasonable? |
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Apr 25 2011, 01:02 PM
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#71
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Target Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
I will preface this with the fact that I have limited knowledge in programming and do not know the limitations of .xml
Your solution would work as long as you make sure the positive metagenic qualities are -10/-20/-30 respectively and ensure that the user has to pick both the pos and neg qaulities and they must both match the chosen surge quality. This seems so manual though, your program is so much cooler than that, but a simple solution in the meantime. The coolest way would be if you would only have to pick the surge quality. When this is done, both quality lists would dynamically populate with all the metagenic qualities which were not there before. In the build point summary display, either below or next to in parenthesis, a pos and neg metagenic quality title will be displayed with -10/-20/-30 and 5/10/15 respectively. As you pick metagenic qualities the goal will be to zero out those metagenic numbers. Text would be red or highlighted until that condition is met. Thus your total bp count for those metagenic qualities will not be affected. Ok so as far as implementing, maybe you can give each quality two values. A normal value and a metagenic value. (Ex. Bilingual 5/0, Bicardiac 0/10) Then you write some sort of if statement: If surge is selected and pos metagen bonus bp is less than zero then add metagenic value to bonus Otherwise add to quality bp total Hopefully this makes sense. |
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Apr 25 2011, 06:21 PM
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#72
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Adding a whole bunch of extra support for either refunding BP in the background, giving everything 2 BP costs, or making some brute-force exceptions in the code for 3 Qualities that vary from the norm and aren't commonly used is something I'm trying to avoid (and one of the reasons I changed how Uneducated worked recently). I'd rather put in a solution that at least has some reusable code and that people can put to use in custom data files.
I had thought about a dynamic list of Qualities when I first built the list, but decided to go with the full list instead. If you know you want Quality X, you can always see it in the list. If you try to select it and don't meet the requirements, you're shown the list of other Qualities/Metatypes/Metavariants that you need to have to take it, so you can either take those Qualities, or back out and create your character with the correct Metatype rather than trying to guess that the requirements are. This is probably more helpful to GMs creating NPCs. I do, however, like the idea of only having to select the one SURGE Quality. I think I may do a hybrid of these two solutions. Implement the Qualities I had outlined above, but add in support for saying if Quality X is selected, Quality Y and Z are automatically selected for you. This eliminates the need for people to know they need to select them (which admittedly isn't intuitive at all) and could be re-used in custom data files. |
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Apr 25 2011, 08:05 PM
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#73
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Target Group: Members Posts: 51 Joined: 16-December 09 Member No.: 17,970 |
Sounds good. Will keep you updated if I find any more discrepancies.
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Apr 25 2011, 08:28 PM
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#74
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Target Group: Members Posts: 10 Joined: 25-April 11 Member No.: 28,849 |
I really love what you've done with this character generator! I've actually turned on a few of my friends to it as well. So far it's the most versatile and correct generator I've seen so far out there. I love the fact that you've included data from all of the books like Arsenal, Augmentation, Street Magic and so on. Makes it helpful for just testing out character builds.
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Apr 25 2011, 11:13 PM
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#75
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Another one for good measure, 'cause the SURGE Quality thing and the Attribute layout were bugging me. (IMG:style_emoticons/default/smile.gif)
Build 55
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Lo-Fi Version | Time is now: 29th March 2024 - 11:29 AM |
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