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> Chummer Character Generator
longbowrocks
post Jun 4 2011, 08:42 PM
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Is there any way to give drones the autosofts the book claims they come with? That is, aside from giving yourself a mission reward equal to the cost of the autosofts after char gen.
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Wizard_Thoarin
post Jun 4 2011, 08:47 PM
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In Career Mode, it seems nuyen the character has earned isn't being displayed on the character sheet. I've entered starting money die roll, one mission reward of 6,000 nuyen and one Bounty on Ghouls reward of 5,000 nuyen yet the character sheet is showing zero (0) after Nuyen near the top right of the character sheet.
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Nebular
post Jun 4 2011, 09:47 PM
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QUOTE (ShadowWalker @ Jun 4 2011, 11:18 AM) *
When adding a sprite there should be something that asks what optional powers were chosen.
Or is the expected way of denoting this creating a critter and attaching it?

The second one. (IMG:style_emoticons/default/smile.gif) Create a Critter for the Spirit, add the desired Critter Powers, save it, link it to the Spirit in the Magician's save.
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Nebular
post Jun 4 2011, 09:51 PM
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QUOTE (whatevs @ Jun 4 2011, 12:10 PM) *
3.) The 'Flight' skill is showing up up for non-critter characters. Should it be it for regular pc's?

This is a weird one that I'm going to have to think about. PCs can get this because of the Shapeshifter Metatypes which allow flight.
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Nebular
post Jun 4 2011, 09:56 PM
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QUOTE (longbowrocks @ Jun 4 2011, 03:42 PM) *
Is there any way to give drones the autosofts the book claims they come with? That is, aside from giving yourself a mission reward equal to the cost of the autosofts after char gen.

Yes. I'll have to go back and add these in as part of the Gear that comes with a Vehicle. I remembered to include ECCM but forgot all about Autosofts.
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Nebular
post Jun 4 2011, 10:01 PM
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I'll have another update available some time on Monday (I'd say this weekend but I'm tied up with a Blood Bowl tournament all weekend). I might not have all of these issues addressed for then, but I will have the bigger problems like Adepts requiring a Tradition and incorrect Nuyen totals on the character sheet fixed.
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redwulf25
post Jun 4 2011, 10:29 PM
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QUOTE (Nebular @ Jun 4 2011, 04:51 PM) *
This is a weird one that I'm going to have to think about. PCs can get this because of the Shapeshifter Metatypes which allow flight.


And pixies.
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Titus
post Jun 4 2011, 11:55 PM
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I'm not sure if this a minor error or a difference between 4ed and 20th Edition, but when I went to make a physical adept one of the skills was different. The Improved Physical Attribute cost 1 point according to your well-designed program, but in the guide book it costs .75. It was easy enough to go into the xml file and fix myself for my personal use but I figured you might want to know.

Overall, great job though. Thank you.
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Bigity
post Jun 5 2011, 12:21 AM
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QUOTE (Titus @ Jun 4 2011, 05:55 PM) *
I'm not sure if this a minor error or a difference between 4ed and 20th Edition, but when I went to make a physical adept one of the skills was different. The Improved Physical Attribute cost 1 point according to your well-designed program, but in the guide book it costs .75. It was easy enough to go into the xml file and fix myself for my personal use but I figured you might want to know.

Overall, great job though. Thank you.


SR4A lists this power at .75 a point, and 1.5 a point over your natural max up to your augmented max.

I don't have whatever it is with the new (supposedly updated) tables though. I think it's Runner's Toolkit maybe? Whatever it is, it's already been confirmed to have the incorrect costs for Improved Reflexes IIRC.
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Nebular
post Jun 5 2011, 01:01 AM
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You're correct. I put Improved Reflexes but not Improved Physical Attribute. This will be fixed in Monday's update.
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Wizard_Thoarin
post Jun 5 2011, 04:33 AM
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One more problem... Reaction Enhancers (rating 2) Cyberware does not seem to be adding its full rating to the Reaction Attribute. I'm not sure about higher ratings, but it only give a 1 point bonus on the character sheet instead of its full rating of 2 that was selected.

Enjoy your day off for Bloodbowl... and thanks for the work.
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Nebular
post Jun 5 2011, 05:08 AM
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QUOTE (Wizard_Thoarin @ Jun 4 2011, 12:39 PM) *
I'm re-entering my player characters under build 103 and I'm noticing some discrepancies for the Minotaur I"m creating. The big thing seems to be that the Racial Qualities although selected and grayed out don't seem to be applying or showing up on the character sheet or modifying the attributes.

He has preselected and unchangeable (greyed out) Thermographic Vision, Goring Horns, and Metagenetic Attribute (not specified)

The Metagenetic Attribute should specify (Body) and apply a +1 to the min and max Body Attribute which it doesn't seem to be doing.

Well, I've hit a rather major problem with Qualities. I was worried they'd come back to bite me in the butt one day, and that day has come. (IMG:style_emoticons/default/sarcastic.gif) Qualities are the only thing in the application that I never converted over to real objects (they're just a list of strings attached to the character), and this is causing all sorts of problems with creating and loading Metatypes, Metavariants, and Critters that start with Qualities that grant bonuses, not to mention being rather limiting in other ways. This is going to require some rather major changes to how things work behind the scenes. I'm hoping I can do this without actually breaking any current characters we all have. This does, however, also give me the chance to make some changes to how Qualities are presented. They're the only thing left that displays all of the items in a big list and lets you select them right there, rather than only showing you the ones you have already selected and giving you the option to add and remove items which seems rather out of place (it's also a lot of crap you never look at in Career Mode). I'm looking at changing them to a single list (individual parents for Positive and Negative so they're still separate) and presented in the same way as all other items in the app. This would also give me room to show the sourcebook and page number for the selected Quality which has been driving me batty for a while now. The Select Quality window would allow you to search (like most other windows) and enforce requirements (like Metamagics/Echoes). Does this sound reasonable to everyone?
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Wizard_Thoarin
post Jun 5 2011, 05:29 AM
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Works for me (IMG:style_emoticons/default/biggrin.gif)
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whatevs
post Jun 5 2011, 01:42 PM
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Sounds great. I won't speak for everyone, but don't worry about my characters. I'll recreate. Do whatcha need to make it right.
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ShadowWalker
post Jun 5 2011, 02:11 PM
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QUOTE (Nebular @ Jun 5 2011, 12:08 AM) *
Well, I've hit a rather major problem with Qualities. I was worried they'd come back to bite me in the butt one day, and that day has come. (IMG:style_emoticons/default/sarcastic.gif) Qualities are the only thing in the application that I never converted over to real objects (they're just a list of strings attached to the character), and this is causing all sorts of problems with creating and loading Metatypes, Metavariants, and Critters that start with Qualities that grant bonuses, not to mention being rather limiting in other ways. This is going to require some rather major changes to how things work behind the scenes. I'm hoping I can do this without actually breaking any current characters we all have. This does, however, also give me the chance to make some changes to how Qualities are presented. They're the only thing left that displays all of the items in a big list and lets you select them right there, rather than only showing you the ones you have already selected and giving you the option to add and remove items which seems rather out of place (it's also a lot of crap you never look at in Career Mode). I'm looking at changing them to a single list (individual parents for Positive and Negative so they're still separate) and presented in the same way as all other items in the app. This would also give me room to show the sourcebook and page number for the selected Quality which has been driving me batty for a while now. The Select Quality window would allow you to search (like most other windows) and enforce requirements (like Metamagics/Echoes). Does this sound reasonable to everyone?


Sounds great. Would still like to see the ability to swap qualities in career mode.
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Nebular
post Jun 5 2011, 02:14 PM
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QUOTE (ShadowWalker @ Jun 5 2011, 09:11 AM) *
Sounds great. Would still like to see the ability to swap qualities in career mode.

This change will actually make it possible now. It won't be in the next update, but it will happen.
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whatevs
post Jun 5 2011, 07:20 PM
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Just used the slider to change the space allocation for 'Knowledge' skills on the skills tab. Was dreading having to resize the window to work with the knowlege skills, but an easy drag and drop did the trick. Very nicely done. Thanks again Nebular!
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Regiment
post Jun 6 2011, 12:54 AM
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*redundancy edit*
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Regiment
post Jun 6 2011, 12:55 AM
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QUOTE (Nebular @ Jun 3 2011, 12:53 PM) *
More stuff is more good!

Build 103
  • delete confirmation messages now confirm the type of object they are asking to delete
  • Karma Expense confirmation messages now confirm the type of object they are going to affect
  • Adept Powers now include support for discounts from Geasa
  • fixed an issue that kept Knowledge Skills with a Rating of 0 (namely native Languages) from being printed
  • added a Text-Only character sheet
  • corrected Sensors for Vehicles with the Improved Sensor Array Vehicle Mod



Woo... sexy... shiney... shexney!
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Nebular
post Jun 6 2011, 07:14 AM
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QUOTE (whatevs @ Jun 5 2011, 07:42 AM) *
Sounds great. I won't speak for everyone, but don't worry about my characters. I'll recreate. Do whatcha need to make it right.

Good news! I've managed to get all of the Qualities a character has (and should have because of Metatype/Metavariant that aren't actually saved to their file using the current method) to successfully convert over to the new format, so nobody needs to re-create a character! The code for this is going to be temporary since it does add about 5% to the compiled application's size and is really only ever used once per saved character, so it will be temporary. I'll be ripping out the conversion code around the 20th, so once the update is released, be sure to update your characters by then! (I'll also be updating the existing NPC save files to the new format and let everyone know when they're available).
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ShadowWalker
post Jun 6 2011, 01:44 PM
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QUOTE (Nebular @ Jun 6 2011, 03:14 AM) *
Good news! I've managed to get all of the Qualities a character has (and should have because of Metatype/Metavariant that aren't actually saved to their file using the current method) to successfully convert over to the new format, so nobody needs to re-create a character! The code for this is going to be temporary since it does add about 5% to the compiled application's size and is really only ever used once per saved character, so it will be temporary. I'll be ripping out the conversion code around the 20th, so once the update is released, be sure to update your characters by then! (I'll also be updating the existing NPC save files to the new format and let everyone know when they're available).


I suggested this before, not sure if you saw it or not.
I would suggest changing categories in the xml into a collection instead of each item having just one category.
This way items that belong to more than one category still only have one entry and there isn't a problem with updating in multiple places.
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Nebular
post Jun 6 2011, 02:49 PM
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QUOTE (ShadowWalker @ Jun 6 2011, 08:44 AM) *
I suggested this before, not sure if you saw it or not.
I would suggest changing categories in the xml into a collection instead of each item having just one category.
This way items that belong to more than one category still only have one entry and there isn't a problem with updating in multiple places.

Eh? When do Qualities belong to more than one category? Or are you referring to something else?
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ShadowWalker
post Jun 6 2011, 03:09 PM
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QUOTE (Nebular @ Jun 6 2011, 10:49 AM) *
Eh? When do Qualities belong to more than one category? Or are you referring to something else?


Sorry, shouldn't have quoted that.
It was related to gear and such. Many gear items are in more than one category, and so have multiple entries in the xml files.
Some even have entries in more than one file. Although I don't think basic attributes like cost are in multiple files.
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Nebular
post Jun 6 2011, 03:14 PM
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QUOTE (ShadowWalker @ Jun 6 2011, 09:09 AM) *
Sorry, shouldn't have quoted that.
It was related to gear and such. Many gear items are in more than one category, and so have multiple entries in the xml files.
Some even have entries in more than one file. Although I don't think basic attributes like cost are in multiple files.

Could you give me an example of one or two items that are appearing multiples times/should be in multiple categories. Just trying to think of ones off the top of my head and can't come up with any (probably doesn't help that all I'm staring at right now is the code for Qualities (IMG:style_emoticons/default/biggrin.gif) ).
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ShadowWalker
post Jun 6 2011, 03:33 PM
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QUOTE (Nebular @ Jun 6 2011, 11:14 AM) *
Could you give me an example of one or two items that are appearing multiples times/should be in multiple categories. Just trying to think of ones off the top of my head and can't come up with any (probably doesn't help that all I'm staring at right now is the code for Qualities (IMG:style_emoticons/default/biggrin.gif) ).

Well the example that comes to mind off the top of my head is the Empathy software.
It's under Vision Enhancements, Sensors, and in the programs file, but then I think everything there is duplicated from the gear file.
I remember seeing one other instance of this, but I don't remember what it was.

And since I was just thinking of gear and software, is there a way to attach program options to the software they are being used in?
So it shows up as say: Attack (Area 5) 6
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