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> Chummer Character Generator, Thread #2
SpellBinder
post Dec 14 2012, 02:56 AM
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Still had the download loop on my end. No error, just a continuous attempt to download the .EXE file over and over again.
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All4BigGuns
post Dec 14 2012, 03:49 AM
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QUOTE (Nebular @ Dec 13 2012, 04:53 PM) *
That's really weird. Nothing in the update code has changed except for trying to put the old file back in place if the download fails. Nothing has changed on the server either. Are you getting an error message at all or just an infinite update loop?


The infinite loop which makes the program's file into a completely useless piece of data.
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ChatNoir
post Dec 14 2012, 06:46 AM
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QUOTE (Nebular @ Dec 13 2012, 11:52 PM) *
Build 434
  • Improvements can now use division and will round resulting fractions downs
  • fixed an issue where deleting a piece of Cyberware could cause the next item in the list to suddenly change its Grade

Works fine, thanks. (IMG:style_emoticons/default/smile.gif)
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Hellfire
post Dec 14 2012, 02:55 PM
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Hello Nebular,

many thanks for the latest updates!

One feature request I had a few months back just came up again:
could you please make the links to connected files relative? I am synchronizing chummer across multiple PCs and it is not always on the same harddrive (C:/D:/E: ...), resulting in an error when you try to open a linked character (for example contact or spirit) which was linked and saved on another PCs harddrive and later syncronized to a different drive letter.

As I am not a native english speaker I do not know if my intention is clear...
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Machine Ghost
post Dec 14 2012, 07:04 PM
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QUOTE (Hellfire @ Dec 14 2012, 07:55 AM) *
Hello Nebular,

many thanks for the latest updates!

One feature request I had a few months back just came up again:
could you please make the links to connected files relative? I am synchronizing chummer across multiple PCs and it is not always on the same harddrive (C:/D:/E: ...), resulting in an error when you try to open a linked character (for example contact or spirit) which was linked and saved on another PCs harddrive and later syncronized to a different drive letter.

As I am not a native english speaker I do not know if my intention is clear...
I use a small dos batch script to handle situations like that. Setup so that the [base] folder the files are in are always referenced as a fake drive that can be consistent across all of the machines. As the comments show, my initial case was linking PDF files together. Save this to file name "setdrivepath.bat" in the folder you want to become the new drive letter. Double click it to start it. Open that new drive from explorer. Reference all linked files using that drive letter. "s:" in this code.
CODE
@echo off
rem Determine the path for current running script [setdrivepath.bat]
rem and create a substitute drive letter pointing to the folder

rem MAKE SURE TO GET THE LENGTH OF THE FILE NAME RIGHT
rem size is characters in file name . extension + 1 for trailing quote
rem + another 1 for the trailing "/" on the folder

rem would be *nice* for the script to figure out the file name, or to just
rem parse the full path specification to drop the file name, but string
rem parsing is not very powerful in dos batch scripts

rem this allows [absolute path] links in pdf files to reference [other]
rem pdf files in this [and nested] folders, even if the folder is moved
rem to another folder, drive, computer.

rem substring does not seem to work from the numbered command line parameters
set howcalled=%0%
rem get the current folder path by removing the leading and trailing quotes, the trailing
rem file name, AND the trailing "/" folder delimiter
rem put double quotes around the extracted path specification, to be able to handle embedded spaces
subst s: "%howcalled:~1,-18%"
rem dir s:*.pdf
rem pause

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ChatNoir
post Dec 14 2012, 11:30 PM
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A question from other players at my table : "Why the 'Allow dice rolling for dice pools' option is not enable by default ?" Given the time it took to get every one up to speed on the topic, I think it could be good. (IMG:style_emoticons/default/smile.gif)
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Abschalten
post Dec 16 2012, 12:32 AM
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I'm trying to add an internal air tank to a piece of armor, but it's not listed among the possible armor mods or gear. As per the sidebar in Arsenal this is supposed to be allowed. For that matter, it didn't appear that armor mods and capacity are working correctly. Just thought I'd throw that in there, too.

Thank you for all the hard work on Chummer!
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TimmiBui
post Dec 16 2012, 03:04 AM
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ChummerGen totally rocks!

Are there any plans to port it to Windows Store so that Windows 8 RT (e.g. Surface RT) can run it?

If there aren't any plans then do you mind if I implement it by consuming all of your XML files? I'm happy to include your name in the authored by field when I publish it.

If you're open to this then is there any chance you'd be willing to send me your code? I suspect that 90% of what you've written will Just Work without any modifications.

I'm looking forward to running ChummerGen on my new Surface RT (IMG:style_emoticons/default/smile.gif)

Thanks for creating ChummerGen (IMG:style_emoticons/default/smile.gif)

Tim
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Mantis
post Dec 16 2012, 09:09 AM
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Could you add an option to allow a name to be added to the Profession Autosofts when they are added to drones or vehicles? This is already an option in the gear section. I'd just like it to work the same for the vehicle section. Makes it easier when you have a bunch on your Mr. Fix-it drone to know just what it can do. Thanks and as usual keep up the brilliant work.
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SpellBinder
post Dec 16 2012, 08:52 PM
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I think it's the </ selecttext> part that's not working in the Vehicle tab. Found the same when trying to change a Targeting autosoft for one with the actual skill name. Found that it turns up fine if you add it in the Gear tab then use the button to move it to a vehicle, for a workaround.
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Mantis
post Dec 16 2012, 10:28 PM
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Oh OK. Thanks for the tip. I'll try that until Nebular can get around to a fix in the vehicle tab.
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SpellBinder
post Dec 17 2012, 05:40 AM
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Came across a minor glitch when making a runner. He had a skill group at its max rating of 4 during creation, but after saving the sheet into career mode and adding karma I was unable to increase that skill group (had well more than enough). Closing and re-loading the sheet resolved this, but could prove a little frustrating for others trying to create runners that get a GM approved boost of karma after creation.
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McDougle
post Dec 17 2012, 07:57 PM
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A chummer of mine is getting this error when he tries to add a spell in character creation(german translation, obviously):
http://s14.directupload.net/images/121217/3ldzeufl.jpg
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SpellBinder
post Dec 18 2012, 04:45 AM
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I think this happened when Chummer was recoded regarding the cyberware grades involving Adapsin, but I found a career mode character file that had suddenly lost ~1.3 Essence because Adapsin flagged cyberware implants were changed to Standard grade upon loading.

Fortunately I've got some rather copious notes and older saves so I can fix my characters, but for the rest who use this program, you might wanna double check your cybered characters if they had any implants with Adapsin.
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TwistedMentality
post Dec 18 2012, 03:11 PM
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windows vista 32bit home edition with CodeBase: Microsoft.NET/Framework/v4.0.30319/
Chummer version 0.0.0.434

ran into three "Unhandled Exception: Object Reference not set to an instance of an object." when adding PACKS to a character in creation mode.
Character Creation > Special > Adding PACKS Kit > GEAR > Rifle Shooter > viewing PACK items
Character Creation > Special > Adding PACKS Kit > Rifle Shooter > Applying PACK items to character
Character Creation > Special > Adding PACKS Kit > Air Combat Drones II > viewing PACK items

Selecting the "Rifle Shooter" and "Air Combat Drones II" Packs results in:
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.frmSelectPACKSKit.lstKits_SelectedIndexChanged(Object sender, EventArgs e)
at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
at System.Windows.Forms.ListBox.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


While adding the "Rifle Shooter" Pack to Charater Resulted in:

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at Chummer.Weapon.Create(XmlNode objXmlWeapon, Character objCharacter, TreeNode objNode, ContextMenuStrip cmsWeapon, ContextMenuStrip cmsWeaponAccessory, ContextMenuStrip cmsWeaponMod)
at Chummer.frmCreate.AddPACKSKit()
at Chummer.frmCreate.mnuSpecialAddPACKSKit_Click(Object sender, EventArgs e)
at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ToolStrip.WndProc(Message& m)
at System.Windows.Forms.ToolStripDropDown.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


Thanks for this awesome piece of software!
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Nebular
post Dec 20 2012, 02:38 AM
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Grr. So I've gone and smashed up my wrist in a fall which makes typing rather difficult. There likely won't be any updates for the next 3 weeks while I try to use my hand as little as possible, hopefully avoiding having to get pins put in (I'm in the clear as long as the bones don't shift). I'll keep adding the reported issues to my list, but unfortunately it will be a while before I can get around to them. (IMG:style_emoticons/default/frown.gif)

Hope everyone has a good holiday! (IMG:style_emoticons/default/biggrin.gif)
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Machine Ghost
post Dec 20 2012, 03:10 AM
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Baby that hand. Maybe you could join us for in person, end of the world shadowrun game this Friday evening at Myth games (IMG:style_emoticons/default/smile.gif)
- Up to some 'pair programming' ?

Something seems to have been broken in [one of] the latest builds. I can not seem to add any spells to a new character.

Context: Windows 7 64 bit, Chummer 0.0.0.434

Starting symptom: Spells and Spirits : Last entry in "Selected Spells" list is "Node_SelectedGeomancyRituals"
rest of the list looks good.

Every attempt is getting:
Unhandled exception
The given key was not present in the dictionary

Minimal steps to reproduce:
Create new character, Human, Magician, Sorcery(3),
Add Spell
Heal {seems to be the same with all spells}

Details:
[ Spoiler ]


EDIT: I checked the data files. spells.xml exists, internal version -918, and attempted spells exist in there.
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SpellBinder
post Dec 20 2012, 04:40 AM
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QUOTE (Nebular @ Dec 19 2012, 07:38 PM) *
Grr. So I've gone and smashed up my wrist in a fall which makes typing rather difficult. There likely won't be any updates for the next 3 weeks while I try to use my hand as little as possible, hopefully avoiding having to get pins put in (I'm in the clear as long as the bones don't shift). I'll keep adding the reported issues to my list, but unfortunately it will be a while before I can get around to them. (IMG:style_emoticons/default/frown.gif)

Hope everyone has a good holiday! (IMG:style_emoticons/default/biggrin.gif)
Yeah, really baby that hand. That, or learn the On-Screen keyboard with your mouse and good hand (which is a pain in the hoop).
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ChatNoir
post Dec 20 2012, 06:47 AM
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Get better and good holiday. (IMG:style_emoticons/default/smile.gif)
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Smirnov
post Dec 22 2012, 10:56 PM
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I have a problem with Chummer, don't know if it was covered already. When I'm selling an implant in career mode, Chummer automatically restores Essence for the implant, which it obviously should not do. i tried to adjust Essence in Improvements, but it allows only integers.
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SpellBinder
post Dec 22 2012, 11:43 PM
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That's in part why the "Essence Hole" implant exists in both cyberware and bioware, though it does not calculate at 100%.
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Smirnov
post Dec 23 2012, 12:16 AM
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Ah! That's crafty!
And is Chummer counting the halved Essence cost for the lower value of Cyber/Bio implants?
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Smirnov
post Dec 23 2012, 12:26 AM
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To answer my question, yes, it does.
So when I buy Genetic Revitalisation with Bioware being secondary trait, I receive halved values. Pay for 0.2 Essence, get only 0.1 in generator.
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Machine Ghost
post Dec 23 2012, 04:55 AM
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Perception Test dice pool bonus

Environment Windows 7 64 bit, Chummer 0.0.0.434 build mode

The dice pool shown for the Assensing skill is not including the bonus for the perceptive (1 or 2) quality RC100. The perception skill does include the bonus. Both show the bonus for the enhanced perception adept power.

I am *assuming* that in this context, "all Perception Tests" includes assensing, since Enhanced Perception adept power description says:
QUOTE (Enhanced Perception @ SR4A195)
"Each level provides an additional die for all Perception Tests (p. 135), including Assensing Tests."
The descriptions, although not worded quite the same, seem to say that the quality and power should provide bonuses in the same places.

The adept power description says the bonus dice are limited to the Intuition attribute value. The dice pools do not include that limit. Not sure what the pool limit should be if have both the quality and the power. Should the combined bonus limit be INT, or just the power?

I do not see a way to get a dice pool for Matrix Perception / Analyze, to see if the bonuses make it over there.
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bardnoir
post Dec 24 2012, 05:35 PM
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Not sure if this was addressed yet...
I was playing with Chummer today and really looked to get my players to start using it. The problem:
Even though there is a limit on the Availability of 12 - I was still able to make a character with Delta Grade Titanium Bone Lacing (20F Availability).
If nothing else, could is just "Hide" anything that's over a set Availability? I doesn't have to stop them - but there's also a Quality that allows to exceed the Availability on one part of Gear so... I'm not sure how to best fix it right now.

But I thought I'd point it out.
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