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> Chummer Character Generator, Thread #2
Nebular
post Jun 17 2012, 04:55 PM
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QUOTE (karhig @ Jun 16 2012, 10:00 AM) *
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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Nebular
post Jun 17 2012, 04:58 PM
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QUOTE (KarmaInferno @ Jun 16 2012, 09:21 AM) *
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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Nebular
post Jun 17 2012, 05:00 PM
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QUOTE (SpellBinder @ Jun 16 2012, 07:09 PM) *
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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Nebular
post Jun 17 2012, 05:00 PM
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QUOTE (ShadowWalker @ Jun 16 2012, 08:27 PM) *
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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DocReid
post Jun 17 2012, 06:55 PM
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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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SpellBinder
post Jun 17 2012, 08:42 PM
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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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voydangel
post Jun 17 2012, 08:44 PM
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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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MyrkMenethil
post Jun 18 2012, 02:47 AM
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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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Nebular
post Jun 18 2012, 11:45 PM
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QUOTE (MyrkMenethil @ Jun 17 2012, 08:47 PM) *
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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Nebular
post Jun 19 2012, 12:00 AM
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QUOTE (DocReid @ Jun 17 2012, 12:55 PM) *
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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Nebular
post Jun 19 2012, 12:08 AM
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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
  • Reduce Attribute in the Special menu is now available to all characters in Career Mode, nod just Cyberzombies
  • Gear that has a Rating of +(Rating) now shows its calculated Rating instead when it is on its own and not attached to a parent item
  • Gear that has a Rating of +(Rating) that is on its own and not attached to a parent item no longer throws an error when attempting to move a character to Career Mode
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Sengir
post Jun 19 2012, 03:45 PM
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QUOTE (Nebular @ May 30 2012, 02:56 PM) *
[*]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:
  • The <cost /> tag in the printout contains only "price formulas" (like FixedValues(50000,85000,175000) ) instead of the end result
  • Related to the previous, the <avail3 /> <avail6 /><avail10 /> tags and their cost equivalents are pretty useless bloat in the printout
  • Armor mods (unlike all other mods) du not have an <included/> tag to tell if they come with the armor by default
  • The Maglock sequencer is just listed as "Sequencer", confusing
  • The Operations Cleanup Toolkit/Shop/Facility are just listed as "Operations Toolkit" etc., again confusing
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karhig
post Jun 19 2012, 07:15 PM
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QUOTE (Nebular @ Jun 17 2012, 06:55 PM) *
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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DocReid
post Jun 19 2012, 11:15 PM
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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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Tashiro
post Jun 19 2012, 11:17 PM
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QUOTE (Nebular @ Jun 14 2012, 07:51 PM) *
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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forgarn
post Jun 21 2012, 07:04 PM
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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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McDougle
post Jun 21 2012, 10:52 PM
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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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McDougle
post Jun 21 2012, 11:15 PM
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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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voydangel
post Jun 22 2012, 06:12 AM
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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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McDougle
post Jun 22 2012, 08:44 AM
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Is there a way to implement "HomeGround"´s +2 SkillBonus in the improvements? (IMG:style_emoticons/default/smile.gif)
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CeeJay
post Jun 22 2012, 01:18 PM
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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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Hellfire
post Jun 23 2012, 08:10 PM
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QUOTE (CeeJay @ Jun 22 2012, 02:18 PM) *
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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RdMarquis
post Jun 25 2012, 10:21 AM
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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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Sengir
post Jun 25 2012, 11:15 AM
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QUOTE (RdMarquis @ Jun 25 2012, 10:21 AM) *
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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RdMarquis
post Jun 25 2012, 08:22 PM
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QUOTE (Sengir @ Jun 25 2012, 03:15 AM) *
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


That explains it. His Magic was at 5 when I gave him the Bioware.
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