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Nebular
Build 217
  • fixed an issue where selecting a PACKS Kit that had Cyberware with plugins would throw an error
  • Enemy Group Rating now contributes to Enemy BP total
  • Enemy Group Rating is now correctly populated when loading a character
  • rewrote how Gear is written to custom PACKS Kits so that things are nested properly and no longer results in having only 1 item
  • added support for Total Cost multiplier to Weapon Mod costs which multiply the total value of the Weapon
  • Select Weapon Accessory and Select Weapon Mod windows now include the Weapon's Accessory and Modification multipliers to show correct cost information
  • fixed an error that caused the Cyberware Grade list to not populate correctly when loading certain characters with Cyberware
Outstanding Items
  • Perception Round-Up
  • Note Identification
  • Show Notes on Printouts
  • Add Support for Re-Ordering Gear Locations
  • Split Gear Stack
  • Power Foci Affect Dice Pools
  • Modular Plugins
  • Mind Over Matter Adept Power
  • Charges Remaining and Quick Buy
  • Select Mentor Spirit Quality
  • Maptools Integration
  • Support for Cyborgs
  • Omae Character Feedback
  • GM Character Management/Karma/Nuyen/Gear Distribution
  • Multiple Clips and Different Ammo
  • Cheat Sheets?
Nebular
QUOTE (Jazz @ Oct 6 2011, 07:03 PM) *
In powers.xml :
Cloak should be in SM, not in SR4. Sorry I don't know the page (playing L5R rigth now)

Powers file has been updated to correct this. The Weapons file has also been updated so that Ceramic Components and Plasteel Components use the new Total Cost value which multiplies the cost for the Weapon as a whole.
KeyMasterOfGozer
QUOTE (KeyMasterOfGozer @ Oct 5 2011, 08:32 AM) *
In case anyone is interested, I'll post the template that I personally use, which also removes the R.Mod and p.Mod columns, which I didn't find very useful, and add instead the linked attribute name.
Mike.xsl

I decided I didn't like having so much wasted space on the Knowledge Skill column, so I worked up adding the Knowledge Skills right in with the Active skills and split them all between the 3 columns. It shortened up the printed page a good bit for me on most characters.

So I sort the skills by knowledge,skillcategory,rating (descending), name, then display them divided into Skill Categories.

Edit:
Ok, I also added a grouping for Spells around Spell Category so I can easily tell which will work with my focii
deurk
I would be nice to have an indication as to what as changed to a character when about to quit Chummer or close the character file. Something really simple but that could point us to what kind of item has been modified since last save.
Credstick
I don't mean to sound ungrateful, but the app looks great except the skills section is so chaotic.
There must be a better way to display the skills to choose from.

Can you please think about changing the look of the skills section?

I love the app, I literally use it everyday. Thank you for your time and effort Nebular.
Nebular
QUOTE (KeyMasterOfGozer @ Oct 6 2011, 09:29 PM) *
I decided I didn't like having so much wasted space on the Knowledge Skill column, so I worked up adding the Knowledge Skills right in with the Active skills and split them all between the 3 columns. It shortened up the printed page a good bit for me on most characters.

So I sort the skills by knowledge,skillcategory,rating (descending), name, then display them divided into Skill Categories.

Edit:
Ok, I also added a grouping for Spells around Spell Category so I can easily tell which will work with my focii

The "wasted space" is for the character portrait since that's the only place that reliably has some room for a picture. Spell Category grouping is very nice though. I've added it to the base Shadowrun 4 character sheet. biggrin.gif
Nebular
QUOTE (Credstick @ Oct 7 2011, 07:18 AM) *
I don't mean to sound ungrateful, but the app looks great except the skills section is so chaotic.
There must be a better way to display the skills to choose from.

Can you please think about changing the look of the skills section?

I love the app, I literally use it everyday. Thank you for your time and effort Nebular.

What would you suggest then? I don't want to turn into a list where you have to manually add each Skill you want to give to your character, partially because of building that list dynamically is slow from a processing stand point, and how Karma is spent on Skills in Career Mode. Turning into a pick list is also a pain from a player stand point, especially if you have a large number of Skills. Since they're all in alphabetical order (unfortunately this is not currently the case in non-English languages) and it's pretty easy to just scroll down to the one you're looking for to point points into it. The list can at least be filtered down to Skills with a Total Rating > 0 or those with a base Rating > 0 in Career Mode.
deurk
Maybe put the skills in category that could be turned on/off with checkboxes?

The main trouble I've seen so far with the current display is the fact that if you have any skill selected, using the mouse wheel to move up and down the skills will of course only change the rating or specialisation of the skill where your focus is, but even it is normal, it happens way more frequently on this skill page than on any other application/website. I think this is due to the fact that selection of a skill is not obvious. Maybe you could change the background color slightly for a skill put in focus?

Also, as I think I've mentionned before, having something to easily differentiate skills with assigned points from other skills would be nice: bold, color, anything would do and help user see where is points are spent in skills way faster.

Just my 2 cents smile.gif
Nebular
Colouring and changing the appearance of Skills with/without invested points is easy enough. I'll start playing around with that. Unfortunately there isn't anything I can do about the mouse wheel. It's just how the controls behave. The mouse wheel affects the control that has focus, and focus doesn't change unless you select a different input-accept control. nyahnyah.gif
KeyMasterOfGozer
QUOTE (Nebular @ Oct 7 2011, 08:43 AM) *
The "wasted space" is for the character portrait since that's the only place that reliably has some room for a picture. Spell Category grouping is very nice though. I've added it to the base Shadowrun 4 character sheet. biggrin.gif

That explains it. Since I never use a portrait, I'm gonna stick with my method for now. If it helps you, before I combined knowledge and active skills, I made a grouping for the knowledge skills so it keeps all the languages together, and so forth. I'm just going to spoilerize the code here for the skills3 template if you want to use it.
[ Spoiler ]
Stalag
QUOTE (deurk @ Oct 7 2011, 09:32 AM) *
Maybe put the skills in category that could be turned on/off with checkboxes?

Actually I would like this a lot - a toggle in the creator to switch between listing skills alphabetically or by type would certainly make keeping track of the skills you do or don't have yet much easier... can't count the number of time's I've been juggling points only to realize I'd forgotten a key skills or left points in a skill I had decided to drop.
Nebular
Ok, take a look at this screenshot then.
Skills with Rating points in them are highlighted with a white background and have their total Rating in bold.
The Skill list can be filtered in Create Mode in the same manner as Career Mode.
Added the ability to filter by type (Combat Active, Magical Active, etc.)

Does this look more manageable?
ggodo
I like it, it'll help for those times I forget to put points in perception.
Jazz
QUOTE (deurk @ Oct 7 2011, 01:32 PM) *
Maybe put the skills in category that could be turned on/off with checkboxes?


Great solution. Displaying skills with the same organisation that in the book is the way to go imho.
ie :
- All combat skills together, sorted alphabatically
- Then all magic skills together, sorted alphabetically
- Then all physical skills together, sorted alphabetically
- Then all technical skills together, sorted alphabetically
- Then all social skills together, sorted alphabetically
- Then all piloting skills together, sorted alphabetically

Or,
- All combat groups together sorted alphabetically, with their skills in them sorted alphabatically, then all ungrouped skills sorted alphabetically
- Then same for magic
- Then same for physical
- Then same for technical
- Then same for piloting
KarmaInferno
I went though the data files and noticed a number of corrections for Runners Companion options that need to be made. Attached.

[ Spoiler ]

Also, when adding Cyberware Plug-ins to vehicle Mechanical Arms, when you click "Add & More", it acts as if you had clicked "Okay" and exits instead of letting you continue adding plug-ins.



-k
Nebular
QUOTE (KarmaInferno @ Oct 7 2011, 10:32 AM) *
I went though the data files and noticed a number of corrections for Runners Companion options that need to be made. Attached.

... stuff! ...

Also, when adding Cyberware Plug-ins to vehicle Mechanical Arms, when you click "Add & More", it acts as if you had clicked "Okay" and exits instead of letting you continue adding plug-ins.

-k

Thanks for pointing these out. They'll be added in the next update.
As a note, you can use <required><allof><inherited /></allof></required> to limit the Quality's availability to only those Metatypes that explicity add them, rather than trying to set all of those <forbidden> items. It would be a real pain to update that list later if more Metatypes got added and wouldn't cover custom Metatypes. wink.gif
Jazz
Ooooookay.

Just finished to translate cyberware.xml rigth now and there's lot of problems in this one. Keep in mind that :
- I can't work on non french books so I miss items in Spy game and so on.
- And I can say a lot of bs too, because I didn't verified everything in Chummer

Missing items
[ Spoiler ]


Items that should only be seen as cyberware modification and not as normal cyberware
[ Spoiler ]


Items that can be seen as cyberware modification and as normal cyberware (like today I guess)
[ Spoiler ]


Special items
[ Spoiler ]


Items that can't be seen as cyberware modification
All the others, but special items

smile.gif Courage ! I'm attacking gear.xml now smile.gif
McDougle
Reaction Enhancers and Move-By-Wire are compatible(my ReaAttr. only counts the MBW).
Nebular
QUOTE (McDougle @ Oct 7 2011, 05:10 PM) *
Reaction Enhancers and Move-By-Wire are compatible(my ReaAttr. only counts the MBW).

You might need to remove both of them and re-add them. They were updated a while back to correct this.
Credstick
QUOTE (Nebular @ Oct 7 2011, 10:06 AM) *
Ok, take a look at this screenshot then.
Skills with Rating points in them are highlighted with a white background and have their total Rating in bold.
The Skill list can be filtered in Create Mode in the same manner as Career Mode.
Added the ability to filter by type (Combat Active, Magical Active, etc.)

Does this look more manageable?


Makes things a bit prettier but I am thinking a more drastic redesign. Reorganizing the layout.
Stalag
QUOTE (Credstick @ Oct 7 2011, 09:18 PM) *
Makes things a bit prettier but I am thinking a more drastic redesign. Reorganizing the layout.

The pull down selections are cool but a collapsible tree view would be prettier. I don't know how hard a tree would be given each tree element would also have a pull-down (specialization).. being free and what not I'm wary of asking for too much nyahnyah.gif
Aloysius
I still have two problems with Power Foci

1. I don't it adding to dice pools

2. If I add a Weapon Focus and a Power Focus, then bind the weapon focus, when I go to bind the power focus, it throws this error, but only if the weapon focus is bound first:

just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.FormatException: Input string was not in a correct format.
at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)
at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)
at System.Convert.ToInt32(String value)
at Chummer.frmCreate.treFoci_BeforeCheck(Object sender, TreeViewCancelEventArgs e)
at System.Windows.Forms.TreeView.OnBeforeCheck(TreeViewCancelEventArgs e)
at System.Windows.Forms.TreeView.TreeViewBeforeCheck(TreeNode node, TreeViewAction actionTaken)
at System.Windows.Forms.TreeView.WndProc(Message& m)
deurk
QUOTE (Nebular @ Oct 7 2011, 03:06 PM) *
Does this look more manageable?

Looks great!
Jazz
First problem in gear.xml :
* if you gonna duplicate seeker head modification for rockets, mortars rounds and missiles (mortars AR p.37, rocket+missiles AR p.38), please do not forget them all the way. Rocket, missile and mortars round that have no seeker head are legion, and most of later missiles and rocket are forgotten (WAR).

Rockets, mortars rounds and missiles that have no seeker mod
[ Spoiler ]


The ones that have it
[ Spoiler ]


Or, alternativly, you can make them an ammo mod and remove these items, like, I guess, vehicule heavy potatoes plugin (WAR p.176)
[ Spoiler ]

Jazz
gears.xml :
* all special arrows should be +5Y. All special bolt should be +5Y. (AR p.19)
These are tips, not arrows or bolt.

* Miss payload tip arrows and bolts:
Payload tip
Contains a chemical (to be purchased seperataly) which is spread upon impact. Use rules for splash grenades (Arsenal) but with a radius of 5m.

Payload tip, (-2)S, +2 AP, Avail 8R, 65Y

(65Y + 5 if made an arrow or a bolt)
Nebular
QUOTE (Stalag @ Oct 8 2011, 01:10 AM) *
The pull down selections are cool but a collapsible tree view would be prettier. I don't know how hard a tree would be given each tree element would also have a pull-down (specialization).. being free and what not I'm wary of asking for too much nyahnyah.gif

Unfortunately a tree is a large step backwards as all they do is display text. The idea is to have as much Skill information visible as possible so you can see how things are with a quick glance. With a tree, you'd need to select each Skill individually to see what their Rating and total Rating are at, increase them, and change their Specialization. I think I'm going to leave them how they are in the screenshot.
Nebular
QUOTE (Aloysius @ Oct 8 2011, 01:33 AM) *
I still have two problems with Power Foci

1. I don't it adding to dice pools

2. If I add a Weapon Focus and a Power Focus, then bind the weapon focus, when I go to bind the power focus, it throws this error, but only if the weapon focus is bound first:

Yes, the Power Foci affecting the dice pools was not addressed in any of the recent updates as it appeared in the Outstanding Items section for the last set of notes I put up. It's not a simple fix as there is currently no way of saying a bonus only applies of a Focus has been bound to the character. This one is going to take some time.

Edit: #2 will be fixed in the next update. It should have been fixed in the previous corrections I made to total Focus Force, but I apparently missed changing things in one place and you found it. smile.gif
Stalag
QUOTE (Nebular @ Oct 8 2011, 09:16 AM) *
all they do is display text

That's what I thought - the pull-down is awesome, thanks smile.gif
Nebular
QUOTE (Jazz @ Oct 8 2011, 07:33 AM) *
gears.xml :
* all special arrows should be +5Y. All special bolt should be +5Y. (AR p.19)
These are tips, not arrows or bolt.

* Miss payload tip arrows and bolts:
Payload tip
Contains a chemical (to be purchased seperataly) which is spread upon impact. Use rules for splash grenades (Arsenal) but with a radius of 5m.

Payload tip, (-2)S, +2 AP, Avail 8R, 65Y

(65Y + 5 if made an arrow or a bolt)

I'm going to move Arrowheads into their own Category so that they will be treated as plugins for Arrow and Bolts. Mortar, Heavy Mortar, and Rocket/Missile Heads will be doing the same. What sourcebook are Payload Tips from?
ChatNoir
I've got an error when I try to remove a trauma patch from my inventory (stupid idea to save a competitor's life ^^). I've the error for all kind of item, not that one specifically. (the character is in career mode)

[ Spoiler ]
Aloysius
QUOTE (Nebular @ Oct 8 2011, 02:18 PM) *
Yes, the Power Foci affecting the dice pools was not addressed in any of the recent updates as it appeared in the Outstanding Items section for the last set of notes I put up. It's not a simple fix as there is currently no way of saying a bonus only applies of a Focus has been bound to the character. This one is going to take some time.

Edit: #2 will be fixed in the next update. It should have been fixed in the previous corrections I made to total Focus Force, but I apparently missed changing things in one place and you found it. smile.gif


Sorry, I thought you had added it for power foci. It's hard to keep up with this thread, which speaks to your success. Great work.
Nebular
QUOTE (ChatNoir @ Oct 8 2011, 02:20 PM) *
I've got an error when I try to remove a trauma patch from my inventory (stupid idea to save a competitor's life ^^). I've the error for all kind of item, not that one specifically. (the character is in career mode)

I can't seem to reproduce this one with a new character. Could you email me your save file (nebular@shaw.ca) and I'll try to see where exactly the problem is.
Jazz
QUOTE (Nebular @ Oct 8 2011, 05:08 PM) *
I'm going to move Arrowheads into their own Category so that they will be treated as plugins for Arrow and Bolts. Mortar, Heavy Mortar, and Rocket/Missile Heads will be doing the same. What sourcebook are Payload Tips from?

Arsenal german ed. (ARG) p19.

You can spot all the new things in it there : http://pdfcast.org/pdf/germanstuff

If I were you, to limit micromanaging, I would only put +5Y on arrows, or made them arrows+tip pluggin at buying because having to buy arrows and putting tips one by one will take forever ! smile.gif

Will you change cyberware.xml ?

- one of my player would love that the dicepool you have per weapon to be repeated next to the FIRE! button. I will also try to put (if I've got the place to), the malus for the range in the range name.
deurk
on the "Build Point Summary", enemies are counted both in the Negatives Qualities and Enemies lines.
Nebular
QUOTE (deurk @ Oct 9 2011, 04:05 AM) *
on the "Build Point Summary", enemies are counted both in the Negatives Qualities and Enemies lines.

Yes, they should be since Enemy is actually a Negative Quality. I just added the Enemies summary item so you can see how much of the Negative Qualities BP are actually coming from Enemies.
Nebular
QUOTE (Jazz @ Oct 8 2011, 05:24 PM) *
Arsenal german ed. (ARG) p19.

You can spot all the new things in it there : http://pdfcast.org/pdf/germanstuff

If I were you, to limit micromanaging, I would only put +5Y on arrows, or made them arrows+tip pluggin at buying because having to buy arrows and putting tips one by one will take forever ! smile.gif

Will you change cyberware.xml ?

- one of my player would love that the dicepool you have per weapon to be repeated next to the FIRE! button. I will also try to put (if I've got the place to), the malus for the range in the range name.

What needs to change in cyberware.xml?

Also, why would arrows only have +5Y? Their cost is supposed to be Rating * 5 since they have a Rating like Bows. When you attach an arrowhead, it affects all arrows in the stack. Attachments always affect the whole stack and affect the overall cost appropriately.

Good idea with putting the dice pool next to Fire. I'll add it to the list.
KeyMasterOfGozer
Since you guys are talking ammo...

Ammo effects AP and damage usually. I would like to add ammo into the "Weapons" section (on the character sheet) so I can list the ammo the character has and how it effects AP and damage.

I was also thinking of making a comprehensive block of all the possible attacks a character has and the damages and info like that as well as a defensive block. Currently, the ammo effects on AP and damage are not available in chummer, and therefore not available for me to use on the XSLT.

What I'm saying, Nebular, is that I think we can squeeze a few extra hours out of you this week, so get crackin'! smile.gif
deurk
QUOTE (KeyMasterOfGozer @ Oct 9 2011, 04:15 PM) *
Ammo effects AP and damage usually. I would like to add ammo into the "Weapons" section (on the character sheet) so I can list the ammo the character has and how it effects AP and damage.

Would be nice indeed.
ChatNoir
QUOTE (ChatNoir @ Oct 8 2011, 09:20 PM) *
I've got an error when I try to remove a trauma patch from my inventory (stupid idea to save a competitor's life ^^). I've the error for all kind of item, not that one specifically. (the character is in career mode)

[ Spoiler ]


I'm back on my error (I've sent you the file BTW Nebular). I think I've found one of the reasons.
I can delete objects (with the 'minus' button) if they are just in the 'Selected Gear' Location (default one). But I have the error if they are in another Location. So the workaround is moving the object to the 'Selected Gear' location, reduce the stack and then move the item back. It works for now but it's not perfect. On a related topic, there is a 'Minus' button, it's almost working (see above), there's also a 'Plus' button but it's greyed and non fonctionnal. It would be nice to have it working. Specially since items are not merging when resupplying stuff.
(not sure I'm really clear, rough night biggrin.gif)
Jazz
QUOTE (Nebular @ Oct 9 2011, 03:16 PM) *
What needs to change in cyberware.xml?

This post :
http://forums.dumpshock.com/index.php?s=&a...t&p=1113252

I'm (trying to) do the same mod / not mod depandencies study on gear but since i've got a new job starting tomorow, I will be doing that very slowly.
Stalag
This might be a complicated one...

When I select a Surge level it charges me for the cost of the Surge and gives back the cost of the Surge at the same time (so the net Karma change is zero). Any Surge power I take after that costs it's normal BP price. That's not how Surge is supposed to work. Class III Surge should require the character take a minimum of 30BP/60Karma of positive and 15BP/30Karma of negative Metagenetic qualities which don't impact the characters overall BP/Karma pool.

I think the best way to handle it would be like Cyberware - instead of trying to calculate the cost from the main pool have the Metagenetic qualities gained from Surging act as "mods" to the Surge quality with the quality minimums and costs acting as capacity. This way the cost of the Surge itself is taken from the BP/Karma pool but the cost of the qualities gained is kept separate.

Kirk
QUOTE (Stalag @ Oct 9 2011, 03:43 PM) *
This might be a complicated one...

When I select a Surge level it charges me for the cost of the Surge and gives back the cost of the Surge at the same time (so the net Karma change is zero). Any Surge power I take after that costs it's normal BP price. That's not how Surge is supposed to work. Class III Surge should require the character take a minimum of 30BP/60Karma of positive and 15BP/30Karma of negative Metagenetic qualities which don't impact the characters overall BP/Karma pool.

I think the best way to handle it would be like Cyberware - instead of trying to calculate the cost from the main pool have the Metagenetic qualities gained from Surging act as "mods" to the Surge quality with the quality minimums and costs acting as capacity. This way the cost of the Surge itself is taken from the BP/Karma pool but the cost of the qualities gained is kept separate.

Stalag,

I'm confused. Because when I take a human with class III surge, 30 points of positive and 15 points of negative metagenics, I end up with 385 BP remaining. Even better the right hand build point summary shows me with 15 BP spent.

[edited to clarify. It shows 15 positives and zero (0) negatives in the build point summary.)

Now, halfway through spending it shows the imbalance you mention but when done, it's not there.
Nebular
QUOTE (Stalag @ Oct 9 2011, 02:43 PM) *
This might be a complicated one...

When I select a Surge level it charges me for the cost of the Surge and gives back the cost of the Surge at the same time (so the net Karma change is zero). Any Surge power I take after that costs it's normal BP price. That's not how Surge is supposed to work. Class III Surge should require the character take a minimum of 30BP/60Karma of positive and 15BP/30Karma of negative Metagenetic qualities which don't impact the characters overall BP/Karma pool.

I think the best way to handle it would be like Cyberware - instead of trying to calculate the cost from the main pool have the Metagenetic qualities gained from Surging act as "mods" to the Surge quality with the quality minimums and costs acting as capacity. This way the cost of the Surge itself is taken from the BP/Karma pool but the cost of the qualities gained is kept separate.

This is pretty much how it has to work because of how Qualities work in general. When you take the SURGE Quality, the BP totals are offset to make up for the "free" Qualities you would otherwise receive.
Nebular
QUOTE (KeyMasterOfGozer @ Oct 9 2011, 11:15 AM) *
Since you guys are talking ammo...

Ammo effects AP and damage usually. I would like to add ammo into the "Weapons" section (on the character sheet) so I can list the ammo the character has and how it effects AP and damage.

I was also thinking of making a comprehensive block of all the possible attacks a character has and the damages and info like that as well as a defensive block. Currently, the ammo effects on AP and damage are not available in chummer, and therefore not available for me to use on the XSLT.

What I'm saying, Nebular, is that I think we can squeeze a few extra hours out of you this week, so get crackin'! smile.gif

Ammo needs to stay as it is because of their complexity and similarity to Gear. In Career Mode, Ammo modifies the Weapon it is loaded in. So if a Weapon is 5P and you load in Ammo that increases its DV by +2, the Weapon will display its DV as 7P.
Nebular
QUOTE (Jazz @ Oct 9 2011, 12:14 PM) *
This post :
http://forums.dumpshock.com/index.php?s=&a...t&p=1113252

I'm (trying to) do the same mod / not mod depandencies study on gear but since i've got a new job starting tomorow, I will be doing that very slowly.

Right now I have no plans on including dependencies for Cyberware, partially because they can also be loaded into Vehicle Mods (specifically the Mechanical Arm) and that a lot of that stuff can be installed in the body without any other components, meaning that dependencies are pretty much a throw away thing.
KeyMasterOfGozer
QUOTE (Nebular @ Oct 9 2011, 05:59 PM) *
Ammo needs to stay as it is because of their complexity and similarity to Gear. In Career Mode, Ammo modifies the Weapon it is loaded in. So if a Weapon is 5P and you load in Ammo that increases its DV by +2, the Weapon will display its DV as 7P.
The problem with the "load" option is that it can only show one type of ammo. At least for my chars, I usually carry at least one type for stun and one type for kill, and swap clips depending on the circumstances. Even if there were only and extra attribute in the XML for AP and damage modification, then I could show that in the XSLT. I'm not advocating moving the ammo out of the gear, only adding some info so that we can place the info on the printout.
Nebular
QUOTE (KeyMasterOfGozer @ Oct 9 2011, 07:25 PM) *
The problem with the "load" option is that it can only show one type of ammo. At least for my chars, I usually carry at least one type for stun and one type for kill, and swap clips depending on the circumstances. Even if there were only and extra attribute in the XML for AP and damage modification, then I could show that in the XSLT. I'm not advocating moving the ammo out of the gear, only adding some info so that we can place the info on the printout.

I'll add this to the list then and see what I can do. smile.gif
Nebular
Build 219
  • added <categories /> to skills.xml
  • Knowledge Skill Categories now populate from the Category list
  • Active Skills can now be filtered in Create Mode
  • added the ability to filter Active Skills based on their Category
  • clicking Add & More in the Select Cyberware window when adding Cyberware to a Vehicle Mod now properly opens the Select Cyberware window again
  • added support for forcing Qualities to be added through other Qualities
  • fixed an issue where binding Foci in a particular order would throw and error
  • fixed an issue where reducing a Gear's quantity when it belongs to the non-default container would occasionally throw an error
  • moved Arrowheads to their own Category which can now be attached to standard Arrows and Bolts
  • added Payload Tip from Arsenal (German) to Arrowheads
  • moved Mortar Heads to their own Category which can now be attached to Mortars
  • moved Heavy Mortar Heads to their own Category which can now be attached to Heavy Mortars
  • moved Missile & Rocket Heads to their own Category which can now be attached to Missiles and Rockets
Stalag
QUOTE (Nebular @ Oct 9 2011, 06:56 PM) *
This is pretty much how it has to work because of how Qualities work in general. When you take the SURGE Quality, the BP totals are offset to make up for the "free" Qualities you would otherwise receive.

Hmm - okay I think I see now.
deurk
When deleting a location, items are correctly moved back to "Selected Gear" location, but can't be expanded anymore if they have any plugins (ie little + icon does not appear unless you save and reopen the file).
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