Chummer Character Generator, Thread #2 |
Chummer Character Generator, Thread #2 |
Jun 17 2012, 04:55 PM
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#751
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Printed out my girlfriend's character using Chummergen today and she raised a very good point. Not sure if it's been asked before, but when printing the character sheet, would it be possible to have an option for banded shading for the rows (perhaps white and a light gray). eg. Row one (background colour white) Row two (background colour gray) Row three (background colour white) etc. It would make the print outs much easier to read, particularly in sections such as weapons and contacts. On the SR4 sheet at least, every second row is coloured grey. Internet Explorer (which is what is actually used by the app to draw the character sheets) by default, however, has the option to print those turned off. When you have a character sheet open, right click on the sheet and choose Print Preview... Click the 4th icon from the left in the tool bar. It should be a little gear icon. Turn on the Print Background Colors and Images option. Click OK, close the Print Preview window, then print your sheet and they should appear. |
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Jun 17 2012, 04:58 PM
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#752
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I could have sworn I mentioned it before, but oh well. The 'Modular Plug-In Adaption' is listed as a Cyberlimb Accessory. It's not. What it does is modify any OTHER piece of gear so it can attach to a modular cyberlimb socket. Like if you modified a baseball bat with one, you could replace your modular cyberhand with the bat. Also, the standard Modular Plug-Ins should probably be listed as Gear, or at least have an "Installed" checkbox, since you can swap them in and out. Actually, having an "Installed" checkbox for all implants isn't a bad idea, so you can represent bits and parts you may have obtained but not actually installed. I like the Installed checkbox idea. Added to the list. (IMG:style_emoticons/default/biggrin.gif) |
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Jun 17 2012, 05:00 PM
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#753
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Would be possible at any point to put in a functionality to reduce attributes other than Edge during career mode? There are various things in game that state can cause a permanent loss to particular attributes (disease, drugs, crisis of faith, optional magic loss rules, etc.). I'll have this added for the next update. I'll probably add a Reduce Attribute item to the Special menu so that someone doesn't go around reducing their Attributes during play unless they really mean to. (IMG:style_emoticons/default/smile.gif) |
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Jun 17 2012, 05:00 PM
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#754
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
One thing I would like to see is something within Chummer that would create an empty file. You select the base file type you need and chummer creates an empty one, with some dummy data in it to show you what all the options are for an item within that file. Either that, or actually have a folder off of the data folder that includes empty files with dummy data that shows each possible xml tag/entry. Hmm, good idea. I'll see if I can get this added in the next update. |
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Jun 17 2012, 06:55 PM
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#755
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Target Group: Members Posts: 5 Joined: 16-June 12 Member No.: 52,792 |
I have been following this thread for a few months now but finally registered just to comment about this generator.
First of all, I have to say Nebular you have done an amazing job with this and I commend you for it. I have found a few errors though that I'd like to bring to your attention. The first issue I've noticed is when adding the Red Samurai Armor (with the Registered Gear Quality of course), it comes with a default Mobility Upgrade rating 2 which is supposed to add its rating to your running skill (Arsenal 51). However, instead of adding a + 2 dice modifier, it adds +4. In addition to that, removing the armor only reduces the dice pool by 2 instead of the full 4. Adding the armor back actually increases the pool by and ADDITIONAL 4! This cycle seems to keep going infinitely; creating unrealistic dice pools! The second issue I've found is that that there seems to be a few clothing items missing. In the Victory Globetrotter Line, the Massage Liners (Arsenal 47) are missing. Also missing is the Zoe Heritage Line (Arsenal 47). I also have a request. Are you opposed to adding items from the Enhanced Fiction line? I'm not sure about 99 Bottles, but the book Another Rainy Night has some special weapons and ammunition on the last page that I would love to be able to apply to my campaign. These are items more specifically tailored for a vampire themed mission and would be a great addition. Again thanks for creating such an amazing piece of software! |
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Jun 17 2012, 08:42 PM
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#756
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Neophyte Runner Group: Members Posts: 2,351 Joined: 19-September 09 From: Behind the shadows of the Resonance Member No.: 17,653 |
I have written in the gear from Another Rainy Night in my custom files, among a mess more things. Feel free to download and install.
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Jun 17 2012, 08:44 PM
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#757
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Target Group: New Member Probation Posts: 8 Joined: 2-September 10 Member No.: 18,999 |
sent the chum file for ya, hope it helps for bug squishing
This post has been edited by voydangel: Jun 17 2012, 08:47 PM |
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Jun 18 2012, 02:47 AM
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#758
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Target Group: Members Posts: 1 Joined: 4-July 11 Member No.: 32,687 |
Hey, great character generator you've made, at least as good imo as the official herolabs one. I've encountered a problem though with adept powers. Whenever I make a character or open a character thats an adept and try to open the adept powers window, I get an exception error saying "The 'Throwdv' start tag on line 160 position 6 does not match the end tag of 'throwdv'. Line 160, position 22." The full detailed exception text is below. Pressing continue opens the adept power window, but completely blank. If this has already been addressed somewhere else, my apologies, but searching this thread for throwdv returned nothing.
************** Exception Text ************** System.Xml.XmlException: The 'Throwdv' start tag on line 160 position 6 does not match the end tag of 'throwdv'. Line 160, position 22. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args) at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag) at System.Xml.XmlTextReaderImpl.ParseEndElement() at System.Xml.XmlTextReaderImpl.ParseElementContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace) at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc) at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace) at System.Xml.XmlDocument.Load(XmlReader reader) at System.Xml.XmlDocument.Load(String filename) at Chummer.XmlManager.Load(String strFileName) at Chummer.frmSelectPower.frmSelectPower_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.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) |
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Jun 18 2012, 11:45 PM
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#759
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Hey, great character generator you've made, at least as good imo as the official herolabs one. I've encountered a problem though with adept powers. Whenever I make a character or open a character thats an adept and try to open the adept powers window, I get an exception error saying "The 'Throwdv' start tag on line 160 position 6 does not match the end tag of 'throwdv'. Line 160, position 22." The full detailed exception text is below. Pressing continue opens the adept power window, but completely blank. If this has already been addressed somewhere else, my apologies, but searching this thread for throwdv returned nothing. ************** Exception Text ************** System.Xml.XmlException: The 'Throwdv' start tag on line 160 position 6 does not match the end tag of 'throwdv'. Line 160, position 22. at System.Xml.XmlTextReaderImpl.Throw(Exception e) at System.Xml.XmlTextReaderImpl.Throw(String res, String[] args) at System.Xml.XmlTextReaderImpl.ThrowTagMismatch(NodeData startTag) at System.Xml.XmlTextReaderImpl.ParseEndElement() at System.Xml.XmlTextReaderImpl.ParseElementContent() at System.Xml.XmlTextReaderImpl.Read() at System.Xml.XmlLoader.LoadNode(Boolean skipOverWhitespace) at System.Xml.XmlLoader.LoadDocSequence(XmlDocument parentDoc) at System.Xml.XmlLoader.Load(XmlDocument doc, XmlReader reader, Boolean preserveWhitespace) at System.Xml.XmlDocument.Load(XmlReader reader) at System.Xml.XmlDocument.Load(String filename) at Chummer.XmlManager.Load(String strFileName) at Chummer.frmSelectPower.frmSelectPower_Load(Object sender, EventArgs e) at System.Windows.Forms.Form.OnLoad(EventArgs e) at System.Windows.Forms.Form.OnCreateControl() at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible) at System.Windows.Forms.Control.CreateControl() at System.Windows.Forms.Control.WmShowWindow(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.Form.WmShowWindow(Message& m) at System.Windows.Forms.Form.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) I've taken a look at the Powers data file (powers.xml) and don't see anything wrong with it. All of the data files in the current release validate properly. The official Powers file doesn't contain anything that grants a throwdv bonus. What actually stands out for me here is that "Throwdv" is actually capitalized in the error message. Since XML is case-sensitive and I don't use capitals in any of my tags, my first guess would be that you likely have a custom (or override) powers.xml data file that is introducing this quirk. The first thing I'd try would be to delete any files called custom[xxxx]_powers.xml and override[xxxx]_powers.xml from your Chummer\data directory (or move them to another directory temporarily to single out the files), then restart Chummer and try again. If it works after that, you might need to poke through your customer/override data files, search for "Throwdv", and change the one place where it's using a capital. (IMG:style_emoticons/default/smile.gif) |
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Jun 19 2012, 12:00 AM
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#760
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
I have been following this thread for a few months now but finally registered just to comment about this generator. First of all, I have to say Nebular you have done an amazing job with this and I commend you for it. I have found a few errors though that I'd like to bring to your attention. The first issue I've noticed is when adding the Red Samurai Armor (with the Registered Gear Quality of course), it comes with a default Mobility Upgrade rating 2 which is supposed to add its rating to your running skill (Arsenal 51). However, instead of adding a + 2 dice modifier, it adds +4. In addition to that, removing the armor only reduces the dice pool by 2 instead of the full 4. Adding the armor back actually increases the pool by and ADDITIONAL 4! This cycle seems to keep going infinitely; creating unrealistic dice pools! The second issue I've found is that that there seems to be a few clothing items missing. In the Victory Globetrotter Line, the Massage Liners (Arsenal 47) are missing. Also missing is the Zoe Heritage Line (Arsenal 47). I also have a request. Are you opposed to adding items from the Enhanced Fiction line? I'm not sure about 99 Bottles, but the book Another Rainy Night has some special weapons and ammunition on the last page that I would love to be able to apply to my campaign. These are items more specifically tailored for a vampire themed mission and would be a great addition. Again thanks for creating such an amazing piece of software! I'll take a look at the Red Samurai Armor and see what I can find. As for the Massaging Liners, those are already there. The catch is that they can only be added to certain pieces of Armor, such as the Victory: Globetrotter Camouflage Jumpsuit. The Mod won't appear unless the Armor has actually been given access to it in the data files. All of the Globetrotter pieces can see them but the Mod won't appear in the list for any other piece of Armor. The stuff for Another Rainy Night is already available, I just didn't want to add it (or the other enhanced fiction) to the core data since they're tightly tied to the fiction pieces themselves. You can grab them by going to Tools menu > Omae. Select Data from the Search For list then click the Search button. The Weapons from 99 Bottles (the Jianshi QBZ-14) was the only item I saw in that book and it wasn't added since it was actually printed in Gun Haven, making it part of the core data files. |
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Jun 19 2012, 12:08 AM
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#761
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Shooting Target Group: Members Posts: 1,918 Joined: 14-March 11 From: Calgary, AB Member No.: 24,349 |
Quick little update to fix an issue with attempting to move a character to Career Mode when a +(Rating) item has been added directly to the character instead of as a plugin to a device. The rest of my week is probably going to be consumed with tomorrow's release of the Civilization V expansion and trying to get my online version of the Civilopedia up and working ASAP and trying to figure out how all of those new XML files are interlinked. (IMG:style_emoticons/default/nyahnyah.gif)
Build 394
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Jun 19 2012, 03:45 PM
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#762
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Great Dragon Group: Dumpshocked Posts: 5,086 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
[*]Attributes now include <bp /> in their printout XML to indicate the amount of BP/Karma that has been spent on them (only accurate for characters that have not yet spent Karma on improving Attributes after starting their career) [*]Skills now include <bp /> in their printout XML to indicate the amount of BP/Karma that has been spent on them (only accurate for characters that have not yet spent Karma on improving Skills after starting their career) Finally had the time to use those new data, thanks a lot (IMG:style_emoticons/default/smile.gif) Alas, time with charsheets also is time for finding bugs:
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Jun 19 2012, 07:15 PM
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#763
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Moving Target Group: Members Posts: 100 Joined: 7-April 10 Member No.: 18,423 |
On the SR4 sheet at least, every second row is coloured grey. Internet Explorer (which is what is actually used by the app to draw the character sheets) by default, however, has the option to print those turned off. When you have a character sheet open, right click on the sheet and choose Print Preview... Click the 4th icon from the left in the tool bar. It should be a little gear icon. Turn on the Print Background Colors and Images option. Click OK, close the Print Preview window, then print your sheet and they should appear. Thanks, that fixed it right up (IMG:style_emoticons/default/smile.gif) |
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Jun 19 2012, 11:15 PM
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#764
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Target Group: Members Posts: 5 Joined: 16-June 12 Member No.: 52,792 |
Thanks for the quick response Nebular. But what about the Zoe Heritage Line? Is that listed as a Mod as well because I still haven't seen that piece of clothing.
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Jun 19 2012, 11:17 PM
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#765
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Moving Target Group: Members Posts: 732 Joined: 5-April 08 From: Ottawa, Canada Member No.: 15,847 |
I'll have this fixed in the next update. I'm going to add Ammo: Freeze Foam to the Ammo list so that the Glop Cannon can properly load it. I'm also going to add support for marking Weapons as not actually requiring Ammo to reload in the XML files, so the Water Cannon and things like the Stun Baton will no longer require wacky Ammo to use. Just hit the Reload button and off you go. I found freeze foam ammunition in the current update, but when I tried to purchase some and hook it up to the drone's cannons, I got an error anyway. Even if I listed it as 'vehicle weapon', it didn't work. I'm also wondering why the dice pool for it is only 2 - but I don't know if that's an error or not for it. |
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Jun 21 2012, 07:04 PM
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#766
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Moving Target Group: Members Posts: 250 Joined: 22-December 09 Member No.: 17,988 |
I thought in previous versions that when you loaded a firearm with ammo, it auto added the modifiers to the weapon's stats. However, today I loaded a Colt Cobra TZ-110 (5P dmg, 0 AP) with Ex-Ex ammo (should have made the stats 6P dmg and -1 AP) and nothing in the Colt's stats changed. Is this a change to the program is am I missing somthing?
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Jun 21 2012, 10:52 PM
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#767
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Moving Target Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
As you know I´m all in for naming... everything. ^_^
I love the chummer for enabling me to name ALOT and thus personalizing each character with ease. I´ll play a Rigger soon and would love to be able to name his Agents and programs. (IMG:style_emoticons/default/smile.gif) Is it possible to make Gear nameable? (IMG:style_emoticons/default/eek.gif) |
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Jun 21 2012, 11:15 PM
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#768
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Moving Target Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Some Drones from "TOD" seem to be missing Upgrades(I didn´t check all of them):
-Cyberspace Desings Wolfhound: Adaptability 2 Autosoft -MCT Hachiman: Spotlight, Targetsoft1 |
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Jun 22 2012, 06:12 AM
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#769
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Target Group: New Member Probation Posts: 8 Joined: 2-September 10 Member No.: 18,999 |
When printing character sheets out, Matrix Program groups (Such as the FTL Power user suite) don't print out what is included, it simply prints the name of the package. It would be nice if it said what was in the package and the ratings when printed. Even better would be to just have it print the contents and ratings and leave off the fact that its in a suite package since that's irrelevant during game/after purchase.
Also, I'm curious if you've looked into some of the possible options I asked about (linked below). Just kinda curious for an answer, even if it's no. =) One of my earlier posts in this thread. Other earlier suggestion/request post |
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Jun 22 2012, 08:44 AM
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#770
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Moving Target Group: Members Posts: 206 Joined: 21-November 09 Member No.: 17,893 |
Is there a way to implement "HomeGround"´s +2 SkillBonus in the improvements? (IMG:style_emoticons/default/smile.gif)
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Jun 22 2012, 01:18 PM
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#771
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Moving Target Group: Members Posts: 250 Joined: 16-January 09 From: Nowhere near you... unless you happen to be near Cologne. Member No.: 16,776 |
How would you keep track of quickened spells in chummer? (IMG:style_emoticons/default/smile.gif)
-CJ Edit: To be more precise, I have a quickened Combat Sense spell on my current character. |
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Jun 23 2012, 08:10 PM
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#772
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Target Group: Members Posts: 74 Joined: 26-January 12 Member No.: 48,220 |
How would you keep track of quickened spells in chummer? (IMG:style_emoticons/default/smile.gif) -CJ Edit: To be more precise, I have a quickened Combat Sense spell on my current character. I would just put any quickened spells in the "NOTES" section in the "Character Info" tab. So you see what is active and what game relevant bonus (if any) is added. In addition you can add a specific improvement in the "improvements" tab. for example: if you have a quickened "increase reflexes" spell, you can add the increase to initiative and initiative passes via the "improvement" tab, but to actually know how the character got the bonus you have to fill out the "notes" section. This is especially true for situational modifiers like your a.m. combat sense spell, as it adds the hits to a reaction dodge or surprise test. You can of course add an improvement for the dodge skill via "improvement" tab, however this does not reflect the spell 100%, therefore again: "Notes" |
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Jun 25 2012, 10:21 AM
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#773
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Moving Target Group: Members Posts: 590 Joined: 30-January 12 Member No.: 48,557 |
Am I forgetting some rule about Essence, or is something odd about Bioware and Cyberware? After I added Muscle Toner to a character, I lost 25 BP.
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Jun 25 2012, 11:15 AM
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#774
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Great Dragon Group: Dumpshocked Posts: 5,086 Joined: 3-October 09 From: Kohle, Stahl und Bier Member No.: 17,709 |
Am I forgetting some rule about Essence, or is something odd about Bioware and Cyberware? After I added Muscle Toner to a character, I lost 25 BP. Are you building an Awakened/TM character? Chummer automatically invests BP to keep Magic or Resonance at the selected value if your Essence is reduced |
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Jun 25 2012, 08:22 PM
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#775
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Moving Target Group: Members Posts: 590 Joined: 30-January 12 Member No.: 48,557 |
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Lo-Fi Version | Time is now: 25th November 2024 - 05:48 PM |
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