Help - Search - Members - Calendar
Full Version: DaisyBox's SR4CharGen (SR4CG)
Dumpshock Forums > Discussion > Community Projects
Pages: 1, 2, 3, 4, 5, 6, 7
dobbersp
QUOTE (nykos @ Apr 21 2009, 10:37 PM) *
Well I'm working on a RIA in flex, and i have to teach myself mxml and action script as i go along, so I know what you mean....
And




Only the Bioware one needs that "feature" (I don't believe there is a cyberware counterpart), but maybe instead of a boolean make it a datatype double with a value of .5 so you can use the same function for all the qualities that modify cyberware and bioware essence loss.
<code was here>

*as you can probably see i don't know VB


Also, if i might pry, how are the stats calculated.


pseudo code works fine for most purposes.
Actually, you bring up a good point, I think I'll use a string instead of a boolean (or double) Because It already processes the grade letter it has in the box, so I can just set the grade to whatever is in the field if it isnt set to some default for normal grade usage "None" or something.
otherwise you can probably put in S,A,B,D or whatever.

heres the code for attributes and such.. there are specific ones for each stat plus/minus button. Heres the body plus button
[ Spoiler ]

where attMaxed is a boolean determining if there is an attribute that is already maxed.

The build point updating sub has a parameter for what type of modification you want to do to the specific BP section, and an amount.
The type can be either 0,1,or 2 (for add, sub, or set) I probably should have used a string to make it more intuitive...but I wasnt planning on showing this to anyone so...ya.


To further emphasize how bad the architecture is (which is embarrassing, me being a CS major and all..)
the main class is ~15000 lines long frown.gif

I'd say there is ballpark 30,000 lines of code..so ya...half of it is one class. thats disgusting.
nykos
Well for the essence issue, you could add a method like this:
CODE
Public Sub calcBiowareEss(ByVal essence As Double, ByVal typeO As Boolean)
        If (typeO) Then
            Return essence / 2.0
        Else
            Return essence
        End If
    End Sub

not even sure if that is the proper syntax, but hopefully you get the idea. But, it could work if you only make one calculation to get the bioware essence.

and as an alternative to using one method per stat, you could potentially do:
[ Spoiler ]

and just pass the attribute in need to be changed for each one to just the one method, to cut down on the daunting number of lines of code... (pretty much all i did was get rid of any method with body in its name and passed a string containing the attribute as an argument. nyahnyah.gif)

QUOTE (dobbersp)
The build point updating sub has a parameter for what type of modification you want to do to the specific BP section, and an amount.
The type can be either 0,1,or 2 (for add, sub, or set) I probably should have used a string to make it more intuitive...but I wasnt planning on showing this to anyone so...ya.


well in AS we have specific getter and setter methods, so to do what it seems your "modifyer method" does in AS the code would look like:
CODE
[Bindable]public function get buildPoints():Number{
     return _buildPoints;
}
public function set buildPoints(newBP:Number):void{
      _buildPoints = newBP;
}
[Bindable]public function modBP(modVal:Number):void{
     buildPoints=buildPoints+modVal;
(This line is kinda specific to AS in most language it would look more like this:
setBuildPoints(modVal+getBuildPoints()); )
}

the [Bindable] tag only serves to allow me to access them from other components as methods in flex. Ultimately to set the value you use the setter method and otherwise you use the modBP method.
dobbersp
QUOTE (nykos @ Apr 22 2009, 04:39 AM) *
and as an alternative to using one method per stat, you could potentially do:
[ Spoiler ]


and just pass the attribute in need to be changed for each one to just the one method, to cut down on the daunting number of lines of code... (pretty much all i did was get rid of any method with body in its name and passed a string containing the attribute as an argument. nyahnyah.gif)


Well, The only thing with doing one method for all of them(which of course is the better way) is that these methods are triggered by the pressing of the button itself. The only way to tell which attribute the button "belongs" to would be to wrap them in some sort of data structure and then search the structure at each button press to find out which attribute the button falls under. the reason I did it this way is because I was learning how to process these events, and didn't know that you could process more than one event with the same subroutine. I learned how to write my own Event Handlers as I went along (and how to handle multiple events with the same Handler), but at first I only got an event handler if i double clicked a component on the GUI Design pane of the form. Sad stuff, ha.
10gauge
When buying Foci, BP are not calculated correctly. Both, increasing and decreasing foci rating raises BP cost. Removing foci will not bring back "lost" BP either.

Cheers!
dobbersp
QUOTE (10gauge @ Apr 22 2009, 04:30 PM) *
When buying Foci, BP are not calculated correctly. Both, increasing and decreasing foci rating raises BP cost. Removing foci will not bring back "lost" BP either.

Cheers!


Thank you!
That is most likely the error that my friend's character had in it a while back. (he had 2 extra BP in magic for no apparent reason)

I fixed it, and the next update will include the change.

d:- D
overcannon
I've got to hand it to you, this is really a great generator.

One minor thing though that I would like to see in a later version would be the addition of the Infected. I have a bit of an affinity for Vampire/Nosferatu adepts.

Another possibility is to handle the use of visual and auditory enhancers in a similar manner to cyberparts.

The same could be said for handling weapons like you handled vehicles, which if I may add is my favorite part of the generator.

It also could use an area for commlinks, nexi, programs and other hacker equipment.

I suppose that the gear table could also benefit from a better "look up" function to increase the functionality of general gear selection, possibly also by breaking it into more categories.

I believe it is also reasonable to extrapolate that you may well already know all this and have it on your "to do" list.

But that isn't intended to detract from the program. It is an excellent generator, and I look forward to seeing an increase in ergonomics and the number of functions available.

dobbersp
QUOTE (overcannon @ Apr 22 2009, 07:57 PM) *
I've got to hand it to you, this is really a great generator.

One minor thing though that I would like to see in a later version would be the addition of the Infected. I have a bit of an affinity for Vampire/Nosferatu adepts.

Another possibility is to handle the use of visual and auditory enhancers in a similar manner to cyberparts.

The same could be said for handling weapons like you handled vehicles, which if I may add is my favorite part of the generator.

It also could use an area for commlinks, nexi, programs and other hacker equipment.

I suppose that the gear table could also benefit from a better "look up" function to increase the functionality of general gear selection, possibly also by breaking it into more categories.

I believe it is also reasonable to extrapolate that you may well already know all this and have it on your "to do" list.

But that isn't intended to detract from the program. It is an excellent generator, and I look forward to seeing an increase in ergonomics and the number of functions available.


Thanks! Yes, I've got quite a few of those on my TODO list...
dobbersp
Another small update with bugfixes out now. (0.3.1.3)

This one also includes 10gauge's work on augmentation additions.
Please review as much of the data as possible (augmentation or otherwise)
and submit your feedback regarding accuracy.

suggestions are also welcome!


d:- D
Muspellsheimr
Squirrely Wrath


of Doom!
Socinus
I noticed that the generator is missing the Control Element spell
dobbersp
QUOTE (Socinus @ Apr 27 2009, 03:32 PM) *
I noticed that the generator is missing the Control Element spell


Its very possible that i missed it.
can you hook me up with a page number and a book name?


10gauge
A Control Element spell does not exist. read.gif There's a Clean Element spell but I think it is already implemented.

By the way: I've found a typo. Cybergland (availability +4 to impant). Should be implant. Shame on me.
Socinus
QUOTE (10gauge @ Apr 28 2009, 01:32 AM) *
A Control Element spell does not exist. read.gif There's a Clean Element spell but I think it is already implemented.


Weird, I could have sworn there was.

Sorry about that
Muspellsheimr
You may have been thinking of Shape [Material] (I think it's called that; been some time sense I last used it).
dobbersp
QUOTE (10gauge @ Apr 27 2009, 06:32 PM) *
By the way: I've found a typo. Cybergland (availability +4 to impant). Should be implant. Shame on me.


Fixed

QUOTE (Socinus @ Apr 27 2009, 07:25 PM) *
Weird, I could have sworn there was.

Sorry about that


No worries man. You can always add a control elements spell ^^

Keep up the good work fellas.

d:- )
NightWatchman
I am using:

Microsoft Windows Vista Business
.Net 3.5 SP1 Framework
SR4CharGen 0.3.1.3


Issues:

Knowledge Skills - The calculations for knowledge skills is not working correctly I believe.
When you have free points it should be using 2 build points per rank and currently it is only costing 1 build point per rank until you reach the first of your non-free points.


Thanks for a great application. I hope this helps.
NightWatchman
Hope my last post helps
dobbersp
QUOTE (NightWatchman @ May 1 2009, 05:23 AM) *
I am using:

Microsoft Windows Vista Business
.Net 3.5 SP1 Framework
SR4CharGen 0.3.1.3


Issues:

Knowledge Skills - The calculations for knowledge skills is not working correctly I believe.
When you have free points it should be using 2 build points per rank and currently it is only costing 1 build point per rank until you reach the first of your non-free points.


Thanks for a great application. I hope this helps.



The way knowledge points works is:
  • Knowledge (and language, etc) skills cost 1 knowledge point to raise each level.
  • You get (Intuition+Logic) x 3 free knowledge points to start.
  • If you want more knowledge skill points, you may purchase them for 2 build points each


(from p348 of SR4 Core)

So as it stands, I believe they work properly, but I'm glad you took the time to consider the mechanics of the charGen.
keep up the good work

d:- )
FlashbackJon
I broke Edge by raising it to my racial max, then selecting the Lucky Positive Quality. The total was wrong and when I lowered it to minimum again, my Edge BP total said 15.

Easy enough to avoid, but might be worth looking at.

EDIT: Minor: Gremlins(4) has the same description as Gremlins(1).
Erghitz
Hey, I like the way this program is coming together! I'm just curious, do you have a running to do list anywhere that you can post? I was just curious so I could see what may pop into this program when you have the time.

Keep up the good work, I'll patrol for bugs. smile.gif

-- Erghitz

dobbersp
QUOTE (FlashbackJon @ May 1 2009, 01:35 PM) *
I broke Edge by raising it to my racial max, then selecting the Lucky Positive Quality. The total was wrong and when I lowered it to minimum again, my Edge BP total said 15.

Easy enough to avoid, but might be worth looking at.

EDIT: Minor: Gremlins(4) has the same description as Gremlins(1).


yup. thats a bug. I'll look into fixing it before i push out the next update.
Also, I fixed the gremlins description. that'll be in the next update too wink.gif

QUOTE (Erghitz @ May 1 2009, 04:04 PM) *
Hey, I like the way this program is coming together! I'm just curious, do you have a running to do list anywhere that you can post? I was just curious so I could see what may pop into this program when you have the time.

Keep up the good work, I'll patrol for bugs. smile.gif

-- Erghitz


bug patrol, I like the sound of that.
so the TODO list is pretty extensive, and some of them are more like TOWISH, but whenever i get spare time, I'll chip away little by little.

TODO (unofficial remix version)
  • Remove bugs from program. (bwahahahahha)
  • Add weapons tab (take weapons out of gear)
  • Add Armor tab (take armor out of gear)
  • Add Commlink Tab (take them outta gear too)
  • Implement the standardized character save format.
  • Add Martial Arts
  • Add all the stuff from all of the books i havent read yet.... (lol)
  • Add color printing (just so that red shows up for the GM to notice ^^)

thats all i can think of off the top of my head, and the list is in no particular order.

I welcome suggestions as well.

d:- D
10gauge
Just a reminder to fix dermal plating bug (it gives dice to damage reduction, not to body) wink.gif

Suggestions:

  • Add categories for cyber- and bioware
  • Replace drop-down boxes with a tree-like format for cyber-, bioware and gear (although this would mean a major change to the program)
  • Add an option for character improvement
  • Perhaps someone could build the sample characters from SR4 core rulebook. Would be a nice addition to the program, i think
  • edit: I'd welcome a "free mode" without generation limitations to create NPCs
dobbersp
QUOTE (10gauge @ May 2 2009, 06:17 AM) *
Just a reminder to fix dermal plating bug (it gives dice to damage reduction, not to body) wink.gif

Suggestions:

  • Add categories for cyber- and bioware
  • Replace drop-down boxes with a tree-like format for cyber-, bioware and gear (although this would mean a major change to the program)
  • Add an option for character improvement
  • Perhaps someone could build the sample characters from SR4 core rulebook. Would be a nice addition to the program, i think
  • edit: I'd welcome a "free mode" without generation limitations to create NPCs



Noted.
I'll put that dermal plating in the next update.
Ayeohx
Hey, this thing is coming along!!!

Nice job. I've got a few request so far. I'll be adding more to this post as I go.

  • Something to notate specializations while in the character builder. Even a star would be nice.
  • Cyberware suites. Augmentation pg 48.


Also, after working with the skill fields for a bit I strongly recommend that skills get their own tab. Scrolling around in that tiny box isn't fun. And it would be easier to display specializations.

I take it Runner's Companion is in the works? I didn't see any qualities for it.
10gauge
Cyberware Suites are there. Look at cyberware/Augmentation: Cyberware Suites. Or are there any problems with those additions?

@dobbersp: When I said you should fix dermal plating, I was wrong. In fact, you should fix Bone Laces (those from SR4 core rule book). Bone Laces add dice to damage reduction not to body itself. My fault. smile.gif

Cheers!
dobbersp
QUOTE (10gauge @ May 5 2009, 01:52 PM) *
Cyberware Suites are there. Look at cyberware/Augmentation: Cyberware Suites. Or are there any problems with those additions?

@dobbersp: When I said you should fix dermal plating, I was wrong. In fact, you should fix Bone Laces (those from SR4 core rule book). Bone Laces add dice to damage reduction not to body itself. My fault. smile.gif

Cheers!


Ok, I'll try to look into that this weekend. This week has been very busy.

@Ayeohx
I'll consider some of those ideas for future improvements in the skills section. I cant promise that I'll get to those quickly,
but I'll do what i can. For now I'm trying to improve gear organization and get more of the rules implemented.

Also, be sure to check out the suites as 10gauge mentioned.

I just received a data file from one of the dumpshock users with some qualities and things in it that I need to take a look at. It likely has some of the RC rules in it. If there's anything that you desperately want, you might be able to add it to your custom items (Edit>Manage Custom Items) if it doesnt have some revolutionary rules that require its implementation. If you come up with some good ones, you can feel free to drop me a data file and i might just include it in an update (giving credit where its due of course).

thanks for the help so far, and if you find any bugs let me know about those too.
i'll keep improving this chargen as I'm able.
d:- D
dobbersp
Also, does someone wanna start a thread to figure out some kind of definitive list of languages I can include in the charGen?

d:- D
10gauge
If you want me to start a seperate thread for this, let me know.

Here we go:

  • Arabic
  • Chinese
  • Danish
  • Filipino
  • Finish
  • French
  • German
  • Hebrew
  • Italian
  • Japanese
  • Korean
  • Latin
  • Norwegian
  • Or'zet
  • Pig Latin
  • Polish
  • Portuguese
  • Russian
  • Salish
  • Sign Language
  • Spanish
  • Sperethiel
  • Swedish
  • Afrikaans
  • Algonkin
  • Amharic
  • Anyi
  • Apache
  • Arapaho
  • Armenian
  • Arowakan
  • Ashanti
  • Assamese
  • Azande
  • Azerbaijani
  • Aztec
  • Bagirmi
  • Bahasa
  • Baluchi
  • Basque
  • Bassa
  • Baule
  • Beja
  • Bemba
  • Bengali
  • Berber
  • Bhili
  • Birom
  • Blackfoot
  • Breton
  • Bulgarian
  • Bulu
  • Burmese
  • Bushman
  • Byelorussian
  • Caddo
  • Cambodian
  • Cantonese
  • Cariban
  • Catalan
  • Catawba
  • Cayuga
  • Cebuano
  • Chehalis
  • Cheremis
  • Cherokee
  • Cheyenne
  • Chickasaw
  • Chipewwyan
  • Choctaw
  • Chukchi
  • Chuvash
  • Comanche
  • Coptic
  • Cree
  • Creek
  • Crow
  • Czech
  • Dakota
  • Dayak
  • Dinka
  • Dutch
  • Efik
  • Egyptian
  • Erie
  • Esperanto
  • Estonian
  • Ewe
  • Fang
  • Fante
  • Farsi
  • Finnish
  • Flemish
  • French Creole
  • Fula
  • Fur
  • Galician
  • Galla
  • Ganda
  • Georgian
  • Gondi
  • Greek
  • Guatemala
  • Gujarti
  • Hadza
  • Hakka
  • Harari
  • Hausa
  • Hawaiian
  • Hidatsa
  • Hindi
  • Hopi
  • Hottentot
  • Huron
  • Ibo
  • Icelandic
  • Igbo
  • Ilocano
  • Interlingua
  • Inuit
  • Irish Gaelic
  • Iroquois
  • Javanese
  • Kanembu
  • Kannada
  • Kanuri
  • Karelian
  • Kashmiri
  • Kazakh
  • Kekchi
  • Kikuyu
  • Kirghiz
  • Kiriwina
  • Kituba
  • Koman
  • Kongo
  • Konkani
  • Kpele
  • Kru
  • Kurdish
  • Kurukh
  • Lao
  • Lapp
  • Latvian
  • Lithuanian
  • Livonian
  • Luba
  • Lunda
  • Luo
  • Maban
  • Macedonian
  • Madurese
  • Magyar
  • Makua
  • Malayadem
  • Malayan
  • Maltese
  • Mam
  • Mandarian
  • Mande
  • Maori
  • Marathi
  • Masai
  • Mbundu
  • Melanesian
  • Mende
  • Micmac
  • Micronesian
  • Min
  • Misima
  • Mixtec
  • Mohawk
  • Mohican
  • Mon
  • Mongolian
  • Mordvin
  • More
  • Mossi
  • Nama
  • Navaho
  • Negrito
  • Neo-Aramai
  • Nepali
  • Ngala
  • Ngbaudi
  • Nuer
  • Nyamwezi-Sukuma
  • Nyanja
  • Ojbwa
  • Okanagon
  • Omaha
  • Onandago
  • Oneida
  • Oriya
  • Osage
  • Ostyak
  • Otomi
  • Paiute
  • Panay-Hiligaynon
  • Papago
  • Papu
  • Pawnee
  • Pima
  • Polynesian
  • Provencal
  • Punjabi
  • Pushtu
  • Quechua
  • Quiche-Tzutujil-Cakchique
  • Rajasthani
  • Rumanian
  • Rundi
  • Rwanda
  • Samar-Leyte
  • Samoan
  • Sandawe
  • Sango
  • Sanskrit
  • Scottish Gaelic
  • Seminole
  • Seneca
  • Serbo-Croatian
  • Shan
  • Shawnee
  • Shilluk
  • Shona
  • Shoshoni
  • Sindi
  • Sinhalese
  • Slovak
  • Slovene
  • Somali
  • Songhai
  • Sotho
  • Sukuma
  • Sundanese
  • Swahili
  • Tagalog
  • Tahitian
  • Taluga
  • Tamil
  • Tatar
  • Telugu
  • Temne
  • Thai
  • Tibetan
  • Tigre
  • Tigrinya
  • Tiv
  • Tlinglit
  • Tsimshian
  • Tswana
  • Tuareg
  • Tulu
  • Tungus
  • Tupi-Guarani
  • Turki
  • Turkish
  • Tuscarora
  • Twi
  • Ukrainian
  • Urdu
  • Ute
  • Uzbek
  • Veps
  • Vietnamese
  • Vogul
  • Votyak
  • Wadai
  • Welsh
  • Wichita
  • Wiyot
  • Wolof
  • Wu
  • Xhosa
  • Yakut
  • Yao
  • Yiddish
  • Yoruba
  • Yucatan
  • Yueh
  • Yurok
  • Zande
  • Zapotec
  • Zulu
  • Zuni
  • Zyrian


From NSRCG. wink.gif

I edited the original data files and I therefore can't tell you which of them are already implemented in SR4CG.

Adding Martial Arts would be cool, as already mentioned. I think you could do that with qualities only (for the moment):

  • Martial Arts quality for 5, 10, 15, 20 BP (I think everyone can remember which style(s) he's purchased)
  • Martial Arts Maneuver quality for 2 BP (I also think that everyone can write down his maneuvers)

That's what I did for myself. It's not pretty, but at least costs for MA would have been included. ^^

Cheers!
dobbersp
no english? lol
funkymunky
The program is working perfectly except for one tiny detail, I believe there is a bug in the programs handling of BP Resources. The total cost for gear, vehicles, and cyberware/bioware tally up under the BP Resource spending limit. However when added up in Excel you come up with an entirely different number that far exceeds the total resources. Its nothing major, just a minor annoyance. However I know your busy so there is no urgent need to fix it.
nykos
That's one long list.

But, its been a while since i was around here (work sucks). I can also tell you that SR4CharGen works under 64 bit Windows 7 7100, and I assume it also runs under 32 bit. The one thing I have to note is, that the application uses a whopping 374 megabytes of memory, and in my mind this seems slightly unusual.
dobbersp
QUOTE (funkymunky @ May 6 2009, 05:15 AM) *
The program is working perfectly except for one tiny detail, I believe there is a bug in the programs handling of BP Resources. The total cost for gear, vehicles, and cyberware/bioware tally up under the BP Resource spending limit. However when added up in Excel you come up with an entirely different number that far exceeds the total resources. Its nothing major, just a minor annoyance. However I know your busy so there is no urgent need to fix it.


I'm not sure what exactly you mean. Could you give me a specific example of what it's doing wrong, and let me know what it should be doing?
IE: I select 4000 nuyen in the resources drop down and then I select "Metal shoes" in gear, and the total is wrong on the main page in the remaining resources text box. It says 3500, when it should be 3450.

QUOTE (nykos @ May 6 2009, 08:19 AM) *
That's one long list.

But, its been a while since i was around here (work sucks). I can also tell you that SR4CharGen works under 64 bit Windows 7 7100, and I assume it also runs under 32 bit. The one thing I have to note is, that the application uses a whopping 374 megabytes of memory, and in my mind this seems slightly unusual.



Ya its weird. On XP the program only uses about 38 Megs of memory. But for some reason, in vista (and apparently windows 7) it uses around ten times that much. Anyone got any ideas?
nykos
QUOTE (dobbersp @ May 6 2009, 05:06 PM) *
Ya its weird. On XP the program only uses about 38 Megs of memory. But for some reason, in vista (and apparently windows 7) it uses around ten times that much. Anyone got any ideas?



Bad/No VB support? Actually I have no idea... it just seemed slightly... out of place? And now that you say it only takes several megs on XP it makes it all the more unusual. Perhaps it is running the application in some sort of "VB virtual machine", however the only other thing i could think of would be a change to garbage collection in the vb libraries released on vista and 7
overcannon
One thing I just caught is a statline for Orcs and noticed that there is a problem with the intuition cap. The natural maximum is set to 5 when it should be set to 6. Likewise, the augmentet maximum should be 9 instead of 7.

Also, the statline on Ogres has Logic and intuition flip-flopped.
Ayeohx
QUOTE (10gauge @ May 5 2009, 03:52 PM) *
Cyberware Suites are there. Look at cyberware/Augmentation: Cyberware Suites. Or are there any problems with those additions?


Cyberware suites can be customized by the GM. I recommend making a small column in the cyber/bio tab with check boxes for if the implant is part of a suite or not. Shouldn't take much space.
Skorbin
This week i sent to Dobber an updated version of the "qualities" file, which corrected/filled out some qualities from "Unwired" and added the qualities from the "Runners" Compendium". I write this here to avoid somebody else to invest much time in something which is already done. Hopefully i did not make to many misspellings and such.

If i have the time i also might update other data files soon.

Regards, Skorbin

10gauge
QUOTE (Ayeohx @ May 8 2009, 04:10 AM) *
Cyberware suites can be customized by the GM. I recommend making a small column in the cyber/bio tab with check boxes for if the implant is part of a suite or not. Shouldn't take much space.


Problem could be that suites have optimized essence costs.
Ayeohx
I want to do this in the character generator.

"Gamemasters are encouraged to develop their own cyberware
suites, as best fits their campaigns. Cyberware suites have Cost and
Essence Cost Multipliers of 0.9 when adding up the integrated individual
cyberware systems. These multipliers are cumulative with
the modifiers offered by higher grade cyberware (see Cyberware
and Bioware Grades, p. 303, SR4)."
10gauge
Means that the whole suite has a multilier of 0.9, not every single implant. Therefore I guess that it would be more complicated to implement that. But I'm not a coder. I could be wrong. wink.gif
dobbersp
QUOTE (10gauge @ May 9 2009, 03:55 AM) *
Means that the whole suite has a multilier of 0.9, not every single implant. Therefore I guess that it would be more complicated to implement that. But I'm not a coder. I could be wrong. wink.gif


Custom suites will have to be added as custom items. and the custom essence cost can be customly customized. lols.

It pays to buy in bulk i guess.

d:- )
funkymunky
QUOTE (dobbersp @ May 6 2009, 12:06 PM) *
I'm not sure what exactly you mean. Could you give me a specific example of what it's doing wrong, and let me know what it should be doing?
IE: I select 4000 nuyen in the resources drop down and then I select "Metal shoes" in gear, and the total is wrong on the main page in the remaining resources text box. It says 3500, when it should be 3450.


Sorry about the ambiguity in the post, let me explain a bit more. My resource totals 120,000. Now I spent 13,000 on cyber/bioware, 23,000 on cyberlimbs, 24,640 on gear, 57,800 on vehicles+mods. Now that adds up on excel to be 118,440. So it fits right under the Resource BP spent. However the program is telling me that I have 36,560 left to spend.

I think I figured out what is going on though. I think the program isn't counting the cost of the vehicle (35,000). Because 36,560-35000 = 1560 (the value left over once everything was added in excel)
dobbersp
QUOTE (funkymunky @ May 9 2009, 09:23 AM) *
Sorry about the ambiguity in the post, let me explain a bit more. My resource totals 120,000. Now I spent 13,000 on cyber/bioware, 23,000 on cyberlimbs, 24,640 on gear, 57,800 on vehicles+mods. Now that adds up on excel to be 118,440. So it fits right under the Resource BP spent. However the program is telling me that I have 36,560 left to spend.

I think I figured out what is going on though. I think the program isn't counting the cost of the vehicle (35,000). Because 36,560-35000 = 1560 (the value left over once everything was added in excel)


At first, I wasn't able to reproduce the bug. I tried with the exact same numbers and everything and it turned out fine (1560 remaining).
Then I saved it and loaded it. BAM. vehicles and Mods: 0 nuyen. That be a bug. A bad Bug. Thanks a lot for finding it! I'll get to fixing it late tonight probably.

big ups to you ^^


d:- D


EDIT: Fixed It. I'll put out an update as soon as i fix that lucky bug (which might take a while because its a complicated bug...) Until then, when you load your character, you can just reselect one of your vehicles and it should update the cost box for you.
dobbersp
v0.3.1.4 out now.
It has most of the bug fixes we've talked about here.

lemme know if i messed anything up..

keep up the great work folks. you're all a pretty darn good QA team.

d:- )
Ayeohx
QUOTE (10gauge @ May 9 2009, 03:55 AM) *
Means that the whole suite has a multilier of 0.9, not every single implant. Therefore I guess that it would be more complicated to implement that. But I'm not a coder. I could be wrong. wink.gif


It would only take a column, a checkbox and a bit of math. You don't need to state which cyberware pieces are part of which suites. Cyberware is either part of a suite (and thus receives the bonuses) or it's not. That seems like a pretty simple addition. Adding suites to the program manually is a huge pain in the ass and negates the reason to use the program. Take a look at how the Chargen Excel spreadsheet handles it; may help.
NightWatchman
I would like to report a crash.When I just add one specialized skill to a character and nothing else then do a print preview. This also happens when I do a print preview without doing any action at all and clicking print preview.

I am using:
  • Windows Vista [Business] 32bit
  • .NET Framework 3.5 SP1
  • SR4CharGen 0.3.1.4


I receive the following error;

CODE
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.Drawing.Printing.InvalidPrinterException: No printers are installed.
at System.Windows.Forms.PrintPreviewDialog.CreateHandle()
at System.Windows.Forms.Control.get_Handle()
at System.Windows.Forms.Form.ShowDialog(IWin32Window owner)
at System.Windows.Forms.Form.ShowDialog()
at SR4CG.Form1.PrintPreviewToolStripMenuItem_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)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3074 (QFE.050727-3000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
SR4CharGen
Assembly Version: 0.3.1.4
Win32 Version: 0.3.1.4
CodeBase: file:///C:/Program%20Files/SR4CharGen/SR4CharGen.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Configuration
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Configuration/2.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3074 (QFE.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------
System.Core
Assembly Version: 3.5.0.0
Win32 Version: 3.5.30729.1 built by: SP
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Core/3.5.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Neraph
I just checked out the program, and instantly I've fallen in like with it (in my vocab, love is reserved for situations where 1 Corinth. 13 is applicable, otherwise it would have been used here).

My only problem with it so far is the exclusion of some of the templated races from Runner's Companion, such as the Infected and Drakes. Unfortunately, the only thing I've ever coded was rearranging someone else's code for a Morrowind Mod, so I can be of no use here.
dobbersp
QUOTE (Neraph @ May 12 2009, 08:39 AM) *
I just checked out the program, and instantly I've fallen in like with it (in my vocab, love is reserved for situations where 1 Corinth. 13 is applicable, otherwise it would have been used here).

My only problem with it so far is the exclusion of some of the templated races from Runner's Companion, such as the Infected and Drakes. Unfortunately, the only thing I've ever coded was rearranging someone else's code for a Morrowind Mod, so I can be of no use here.


lol, so you arent patient and kind with the chargen? wink.gif
anyhow, i havent gotten to the infected or drakes that everyone has been talking about. I havent even read that part yet..
i know im a bad shadowrunner...heh. I'll try to add them when i get time. does anyone wanna gimme a quick overview of the rules for them?

@Nightwatchman

ruh-roh. It looks like it crashed because you dont have any printers installed....thats bad defensive coding on my part. I didnt even know that could happen.
I'll look into it when i have a chance. In the mean time, you might want to refrain from using the print options until you have a printer installed.

If you do have a printer installed, then let me know and I'll look into it further. I gots to go to class now (im late). best of luck!


d:- D
dobbersp
QUOTE (Skorbin @ May 8 2009, 10:57 AM) *
This week i sent to Dobber an updated version of the "qualities" file, which corrected/filled out some qualities from "Unwired" and added the qualities from the "Runners" Compendium". I write this here to avoid somebody else to invest much time in something which is already done. Hopefully i did not make to many misspellings and such.

If i have the time i also might update other data files soon.

Regards, Skorbin


I just got this file, and they look good as far as i can tell.
I'll make sure they load with the program and dont crash when selected
then i'll include them in the next update for everyone's review.
10gauge
It would be nice if you could also add all spell categories to the spellcasting/counterspelling specializations. My chinese pacifist mage wants to specialize in health spells. smile.gif
Nigel
I just checked, and the program IS compatible with "virtual printers" such as the Adobe PDF Printer or Microsoft XPS Document Writer - it exports the results to a file rather than printing physically.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Dumpshock Forums © 2001-2012