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> Chummer Character Generator, Thread #2
Nebular
post Mar 30 2012, 04:57 PM
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QUOTE (ShadowWalker @ Mar 30 2012, 08:56 AM) *
When taking a Technomancer to Submersion Grade 5 the confirmation window is saying the cost would be 16 Karma.
I have both Network and Task checked. 3 * 5 + 10 - 40% = 15.

Rather than multiplying it by 0.6, it's apparently multiplying it by 0.60000000000000009 which causes it to calculate the total as 16 instead of 15. I'll have this fixed in tonight's update. (IMG:style_emoticons/default/wobble.gif)
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ShadowWalker
post Mar 30 2012, 06:04 PM
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In relation to Skills Groups and Specializations.
I found this in the FAQ.

QUOTE
When can you break up a skill group into its component skills? Can you break it up during character creation? Can I break apart a skill group in order to buy a specialization for one of the skills?

At character creation, skill groups may not be broken up into individual skills for further improvement. Specializations may not be taken for skill group skills at character creation.

After character creation, you can break apart a skill group whenever you want. Any time you improve a single skill within a skill group, including taking a specialization for a skill in that group, that skill group is automatically broken up.
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ShadowWalker
post Mar 30 2012, 06:06 PM
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QUOTE (Nebular @ Mar 30 2012, 11:57 AM) *
Rather than multiplying it by 0.6, it's apparently multiplying it by 0.60000000000000009 which causes it to calculate the total as 16 instead of 15. I'll have this fixed in tonight's update. (IMG:style_emoticons/default/wobble.gif)

Gotta love floating point variables and math. It's approximately 0.6!
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Cranstonvm
post Mar 30 2012, 09:34 PM
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Are you considering adding the April Fools Dragon PC rules?
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ShadowWalker
post Mar 30 2012, 09:38 PM
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QUOTE (Cranstonvm @ Mar 30 2012, 04:34 PM) *
Are you considering adding the April Fools Dragon PC rules?


You might be able to add them as a custom file, and 2 days hence for it's release would be the perfect release date. (IMG:style_emoticons/default/smile.gif)
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Nebular
post Mar 30 2012, 09:59 PM
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QUOTE (Cranstonvm @ Mar 30 2012, 04:34 PM) *
Are you considering adding the April Fools Dragon PC rules?

lol. Found them through Google. I don't think I've seen these before. I've added these to Omae in the Data section. The item is called "April Fool's Day Dragon PCs". (IMG:style_emoticons/default/biggrin.gif)
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Nebular
post Mar 30 2012, 10:13 PM
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Build 352
    - added support for <selectsprite /> to the Improvement Manager which lets the character select an additional Sprite that they can compile
    - added a Create Critter item to the link Spirit/Sprite menu (see below)
    - fixed an issue where deleting a piece of Gear would not remove the Improvements created by any of its plugins
    - fixed an issue where selling a piece of Gear would not remove the Improvements created by any of its plugins
    - fixed a rounding error where the cost to purchase an Initiation/Submersion Rating could be off by 1 point
New Strings
    - MenuItem_CreateCritter
    - Message_SelectCritterType
    - Message_UnknownCritterType
    - MessageTitle_SelectCritterType
Create Critter for Spirits and Sprites

Spirits and Sprites now have a Create Critter item in their link menu when they are not currently linked to another save file. Selecting this automatically creates the Critter at the appropriate Force, puts it in Career Mode, saves it, links it to the Spirit/Sprite, and opens the file in one click.
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Nebular
post Mar 31 2012, 06:00 AM
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Build 353
  • fixed an issue where Gear that had an Avail of Rating + X would cause an error to be thrown when selecting its parent
  • adding Gear to a Vehicle no longer causes the character to incorrectly receive the Gear's Improvements
  • transferring Gear to a Vehicle now properly removes Improvements from the character
  • transferring Gear from a Vehicle now properly adds Improvements to the character
  • Select Metatype window no longer shows Categories that have no items for its current context
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ShadowWalker
post Mar 31 2012, 01:12 PM
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Just in case you missed this.
I found the following about Skill Groups and Specializations in the FAQ.

QUOTE
When can you break up a skill group into its component skills? Can you break it up during character creation? Can I break apart a skill group in order to buy a specialization for one of the skills?

At character creation, skill groups may not be broken up into individual skills for further improvement. Specializations may not be taken for skill group skills at character creation.

After character creation, you can break apart a skill group whenever you want. Any time you improve a single skill within a skill group, including taking a specialization for a skill in that group, that skill group is automatically broken up.
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Nebular
post Mar 31 2012, 05:20 PM
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QUOTE (ShadowWalker @ Mar 31 2012, 07:12 AM) *
Just in case you missed this.
I found the following about Skill Groups and Specializations in the FAQ.

Yeah, saw that last night. I did last night's fix late last night after I got home from my game to address a rather critical problem (and the Metatype category filtering which was just a quick copy/paste of code) and just wanted to go to bed. (IMG:style_emoticons/default/biggrin.gif) There's also a small problem with Skill Specializations being re-enabled in Career Mode when you break a Skill Group that needs to be fixed as well. I'll have the Skill Group and Specialization thing fixed in the next update.
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The Wrestling Tr...
post Mar 31 2012, 09:19 PM
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Could you add a specialization dropdown menu for the spellcasting specialization? (combat spells, health, illusion, detection, manipulation) and add the dices gained from that to the dice pool shown in the spells tab?
Also dice bonus from mentor spirits don't show in the spells tabs dice pool. And if it isn't asked too much, could you add a dice roller to each selected spell, similar to the skills tab (IMG:style_emoticons/default/smile.gif) ?

If it isn't too much to ask, could you add an option to create backups of the char file if you click "mark this char as created" and press save? Already lost some chars because I forgot to save it under a different name first (IMG:style_emoticons/default/nyahnyah.gif)
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Nebular
post Mar 31 2012, 10:29 PM
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QUOTE (The Wrestling Troll @ Mar 31 2012, 03:19 PM) *
Could you add a specialization dropdown menu for the spellcasting specialization? (combat spells, health, illusion, detection, manipulation) and add the dices gained from that to the dice pool shown in the spells tab?
Also dice bonus from mentor spirits don't show in the spells tabs dice pool. And if it isn't asked too much, could you add a dice roller to each selected spell, similar to the skills tab (IMG:style_emoticons/default/smile.gif) ?

If it isn't too much to ask, could you add an option to create backups of the char file if you click "mark this char as created" and press save? Already lost some chars because I forgot to save it under a different name first (IMG:style_emoticons/default/nyahnyah.gif)

I've updated the Skills and Mentors data files to address the stuff you mentioned. If you have a Mentor Spirit that should provide a bonus to a Spell Category, you can either remove the Mentor Spirit Quality and re-add it, or select Special > Re-Apply Improvements and select your Mentor Spirit again to get their new bonuses.

Spellcasting's Specialization affecting the dice pool, the dice roller button, and the backup option will be in the next update. (IMG:style_emoticons/default/smile.gif) (I'll also add it next to the Complex Forms and Weapon dice pools)
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ShadowWalker
post Apr 1 2012, 12:46 AM
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Would it be possible to add the ability to attach a Commlink to the Weapon Commlink Accessory?
I know you were looking at doing that as well for the Headware Commlink as well.

Would it be possible to put something in that would show how many legs Walker Mode has?
Being able to add Cyberleg mods to individual legs would be nice. Want to put a Cyber Holster in a leg of a Manservant. (IMG:style_emoticons/default/smile.gif)
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b0bd3n4rd
post Apr 1 2012, 09:42 AM
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Is there a way to insert line breaks in a textfield? Specifically, I would like to use the Game Notes area but when I print it out it ignores line breaks. I tried adding \n, </br>, &#xD; nothing works...
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Hellfire
post Apr 1 2012, 10:32 AM
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Hello,

just noticed an error: when clicking on one of the components (eg sub-program) of program packages (for example the FTL Matrixware Net Wizard) after adding it, the program shows an error:

Object reference not set to an instance of an object

once you save the character and reopen it again th error is gone.

Furthernmore putting one of the program packages in a custom PACKS gear package results in an odd behavior: when you add the PACKs package to a character the program package content is added twice to the gear (for example: FTL Matrixware Net Wizard, adds 2x analyze, 2x browse, 2x command, 2x edit and 2x purge under the same parent group "FTL Matrixware Net Wizard")
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The Wrestling Tr...
post Apr 1 2012, 12:54 PM
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I need to ask you Nebular, how do you manage to update Chummer so quickly? Almost every day you throw out updates, bugfixes and improvements upon community feedback! How can you have a social life next to offering such an amazing service (IMG:style_emoticons/default/biggrin.gif) ?
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Hellfire
post Apr 1 2012, 04:00 PM
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one other minor glitch just noticed:
I have a mage in career mode and just learned Arcana (skill 1) he has LOG 5 and a cerebral booster 3 (so effective LOG (IMG:style_emoticons/default/cool.gif) , however the skill total only shows 6, even though it should be 9 according to my understanding, furthermore the printed out character sheet shows a pool modifier of -3 for something unknown...
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Nebular
post Apr 1 2012, 06:15 PM
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QUOTE (ShadowWalker @ Mar 31 2012, 06:46 PM) *
Would it be possible to add the ability to attach a Commlink to the Weapon Commlink Accessory?
I know you were looking at doing that as well for the Headware Commlink as well.

Would it be possible to put something in that would show how many legs Walker Mode has?
Being able to add Cyberleg mods to individual legs would be nice. Want to put a Cyber Holster in a leg of a Manservant. (IMG:style_emoticons/default/smile.gif)

I think I finally have Cyberware Commlinks working.

The only way to record the number of legs Walker Mode has is to attach a note to the Vehicle Mod. Most of the drones that have this Mod don't actually say how many legs they have, so I can't really assume a particular number for them. You can still add the Cyber Holster to the Walker Mode Vehicle Mod though. There shouldn't be anything stopping you from doing it as far as the app is concerned.
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Nebular
post Apr 1 2012, 06:15 PM
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QUOTE (b0bd3n4rd @ Apr 1 2012, 03:42 AM) *
Is there a way to insert line breaks in a textfield? Specifically, I would like to use the Game Notes area but when I print it out it ignores line breaks. I tried adding \n, </br>, &#xD; nothing works...

These are added to the individual character sheets quite a while ago. Any line breaks you put in the note fields should automatically appear. Is there a particular sheet you're having this problem with?
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Nebular
post Apr 1 2012, 06:16 PM
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QUOTE (Hellfire @ Apr 1 2012, 04:32 AM) *
Hello,

just noticed an error: when clicking on one of the components (eg sub-program) of program packages (for example the FTL Matrixware Net Wizard) after adding it, the program shows an error:

Object reference not set to an instance of an object

once you save the character and reopen it again th error is gone.

Furthernmore putting one of the program packages in a custom PACKS gear package results in an odd behavior: when you add the PACKs package to a character the program package content is added twice to the gear (for example: FTL Matrixware Net Wizard, adds 2x analyze, 2x browse, 2x command, 2x edit and 2x purge under the same parent group "FTL Matrixware Net Wizard")

I'll have these fixed in the next update.
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Nebular
post Apr 1 2012, 06:18 PM
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QUOTE (Hellfire @ Apr 1 2012, 10:00 AM) *
one other minor glitch just noticed:
I have a mage in career mode and just learned Arcana (skill 1) he has LOG 5 and a cerebral booster 3 (so effective LOG (IMG:style_emoticons/default/cool.gif) , however the skill total only shows 6, even though it should be 9 according to my understanding, furthermore the printed out character sheet shows a pool modifier of -3 for something unknown...

I can't seem to reproduce this at all. Could you email me your save file (nebular@shaw.ca) and I'll take a look at it.
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Nebular
post Apr 1 2012, 06:26 PM
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QUOTE (The Wrestling Troll @ Apr 1 2012, 06:54 AM) *
I need to ask you Nebular, how do you manage to update Chummer so quickly? Almost every day you throw out updates, bugfixes and improvements upon community feedback! How can you have a social life next to offering such an amazing service (IMG:style_emoticons/default/biggrin.gif) ?

Thankfully a lot of the more recent changes have been fairly minor so it's small code tweaks here and there, or copy/paste/tweak bits. There are also a lot of helper methods that do a lot of the heavy lifting for me. So most of the stuff is fairly quick to change. Writing something from scratch (like adding Gear support to Cyberware) is the most time consuming. Adjustments to things that already exist are usually pretty quick. It also helps that I've been working on this for 15 months now, everything is well-documented and compartmentalised into (relatively) tidy and similarly-built objects, so it's just a matter of knowing where to look. (IMG:style_emoticons/default/smile.gif)
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Cranstonvm
post Apr 1 2012, 06:32 PM
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QUOTE (Nebular @ Mar 30 2012, 04:59 PM) *
lol. Found them through Google. I don't think I've seen these before. I've added these to Omae in the Data section. The item is called "April Fool's Day Dragon PCs". (IMG:style_emoticons/default/biggrin.gif)



Thank you
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ShadowWalker
post Apr 1 2012, 06:47 PM
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QUOTE (Nebular @ Apr 1 2012, 02:15 PM) *
I think I finally have Cyberware Commlinks working.

The only way to record the number of legs Walker Mode has is to attach a note to the Vehicle Mod. Most of the drones that have this Mod don't actually say how many legs they have, so I can't really assume a particular number for them. You can still add the Cyber Holster to the Walker Mode Vehicle Mod though. There shouldn't be anything stopping you from doing it as far as the app is concerned.


I added the Cyber Holster to the Walker Mode Mod, and that worked fine, but when I click on the Cyber Holster I get an exception.
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ShadowWalker
post Apr 1 2012, 06:53 PM
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The Walther Secura Kombakt w/Smartlink Heavy Pistol does not actually have a Smartlink listed under Included Accessories like similar weapons do.
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