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Nebular
QUOTE (deurk @ Oct 24 2011, 02:46 PM) *
Hmmm, ok, not sure I follow but I'm completely clueless about XML/XSLT so far. Need to read a bit about it.
I've translated the default sheet and it's ready to get filled with translated data:
'Shadowrun 4 Base FR.xslt'
'Shadowrun 4 FR.xsl'

Any answer to this?

Oh, I see what you're getting at now. The print data that the character itself is generating is all in English. It should always dump the data out in whatever language the application itself is set to. I'll have this corrected in the next update. The sheets themselves look fine though.
Nebular
QUOTE (deurk @ Oct 24 2011, 04:50 PM) *
Can you also remove from the verify data check:
- the missing <code> warning?
- costs from lifestyles?

Thanks.

We're pretty much done with french translation, just limited by available material now.
Jazz will come back to you once we have consolidated all our work.

Those will be in the next update then.
deurk
QUOTE (Nebular @ Oct 24 2011, 10:11 PM) *
Oh, I see what you're getting at now. The print data that the character itself is generating is all in English. Yeah, that's not how it's supposed to work. I'll have this corrected in the next update. The sheets themselves look fine though.

Wonderful.
ChatNoir
It seems the initiation is not increasing the character's magic as it should. Am I missing something or is it broken ?
Sengir
QUOTE (ChatNoir @ Oct 25 2011, 08:55 AM) *
It seems the initiation is not increasing the character's magic as it should. Am I missing something or is it broken ?

Initiation only increases the attribute maximum, not the Magic rating itself wink.gif
ChatNoir
Ah, that's what I was missing ! Thanks for pointing that out !
Nebular
QUOTE (deurk @ Oct 24 2011, 04:50 PM) *
We're pretty much done with french translation, just limited by available material now.
Jazz will come back to you once we have consolidated all our work.

Just as a heads-up, the next update will support translating the Advantages and Disadvantages for Mentor Spirits and Paragons. The Verify XML output will also contain <missing /> tags for advantage and disadvantage if they're not present. Here's a quick example of one of XML for one of the Mentor Spirits with the new fields:
CODE
            <mentor>
                <name>Adversary</name>
                <translate>Adversaire</translate>
                <advantage>Translated advantage content goes here.</advantage>
                <disadvantage>Translated disadvantage content goes here.</disadvantage>
                <page>173</page>
            </mentor>

Are there any other places you guys can find where it's using only English strings?
ShadowWalker
The Build Advanced Lifestyle window doesn't have a place where it displays what book and page the positive and negative qualities are from.
Would it be possible to add this?
Nebular
QUOTE (ShadowWalker @ Oct 25 2011, 11:45 AM) *
The Build Advanced Lifestyle window doesn't have a place where it displays what book and page the positive and negative qualities are from.
Would it be possible to add this?

That information is in the file so it should be doable. smile.gif
Gwynfallan
Did something catastrophic happen with (in particular) knowledge skills and gear in the last five days? All my custom files are suddenly spitting out duplicate entries (up to 11x) in Chummer.

I've been working in Notepad (even MS Word to see if any obvious changes popped up) and poured over the coding and cross checked and double checked against the original files and Wiki pages, but can find no errors. Whether starting over from scratch and inputting everything manually or copying and pasting from the original skills.xml & gear.xml files and changing only the text...duplicates keep popping up. I've deleted tabs and other bits in hopes of that being the problem, added blank categories at the top (which compounded the problem), changed headers, deleted notes, and still nothing seems to work. No matter how big or small the file is, the duplicates remain, though they do seem to double each time exit out of...gear, for example, in Chummer and revisit it. Closing and openning Chummer seems to make the issues reset.

I've tried replicating the problem with other custom files, but haven't been able to get duplicates to appear in Chummer. Using an older (non-updated) version of Chummer, the custom files work properly, of course, that means all the great updates are missing.

I've spent a good portion of the weekend and yesterday trying to correct this and am wondering if this is an anomaly that only I am experiencing or if it’s a wider spread issue.
McDougle
QUOTE (Gwynfallan @ Oct 25 2011, 08:42 PM) *
All my custom files are suddenly spitting out duplicate entries (up to 11x) in Chummer.

Now that you mention it... the same thing happened with my custom data the last time i used Chummer(was more concerned with playing rather than bugreporting at that point though nyahnyah.gif ).
Nebular
eek.gif Um, yeah, that's not supposed to happen! Looks like this is a problem with the way I'm caching things which was put in build 229. Should have this fixed up for the next update and I'll make it available ASAP.
Nebular
Build 234
  • all items should now output their data in the selected language
  • translation file verification no longer compares against Ranges data file
  • translation file verification no longer checks for missing <code /> tags
  • translation file verification no longer checks <costs /> when checking Lifestyles content
  • Language Manager now attempts to translate selected Weapon Categories, Skills, and Skill Groups when displaying Qualities, Gear, and other items that ask for this information to be selected
  • added support for translating Advantages and Disadvantages for Mentor Spirits and Paragons (<advantage /> and <disadvantage /> in the translation file)
  • Weapon Mounts are now properly detected when trying to add a Weapon while using a non-English language
  • Advanced Lifestyle window now uses translated names
  • Advanced Lifestyle window now shows the source information for the currently selected Quality
  • Mechanical Arm Vehicle Mod can now be given a Weapon
  • Skills now only check for Skillsofts if the character has something that gives them access to Skillwires
  • added drag-and-drop support for re-ordering Lifestyles, Armor, Weapons, and Vehicles (base items only)
  • added support for the Recoil and Strength Optional Rule which adjusts a Weapon's RC based on the character's Strength (disabled by default)
  • Knowledge Skills are sorted in alphabetical order when a character is loaded
  • Additional Discount field in the Select Cyberware window (enabled by House Rule) now allows a negative modifier for glitched implant jobs
  • fixed an issue that caused the content of custom data files to be cached when attempting to cache content from the core data files, resulting in multiple copies of custom items
New Strings
  • Checkbox_Options_StrengthAffectsRecoil
Jazz
From gear.xml, only for Arsenal.

* Item missing
CODE
AR    57    Emotitoy
AR    58    Laser Link --> watch out, not the same as in UN p.199.
AR    59    Camera Neutralizer
AR    60    Static Scene Laser Monitoring System
AR    63    Spyball
AR    80    Inhaler
AR    80    Slap Patches
AR    80    Mule Log


* To move to armors
CODE
AR    51    Coldsuit
AR    53    Ghillie Suit
AR    53    Desert Suit
AR    55    Drysuit
AR    56    Enclosed Breathing Helmet


* To move to armors mods
CODE
ARG    0    Powerboard Footware Modification


* To move to vehicles (maybe)
CODE
AR    55    Survival Bubble


* Misc / "What happened?" items
CODE
AR    57    Expendable Jammer, Hardening --> can you explain this one ? I can't find it as this.
AR    138    Extra-Large Vehicle Sensor --> Is this one Chummer-only related ? (Described in Improved sensor array I think). As vehicle equipement, should it be a vehicle mod (don't really know) ?
AR    105    Spoof Chip --> this one is allready in vehicle, I think it should be removed (vehicle.xml in mods)
AR    64    Grenade: Espirt Petite Brume --> bad english name, should be "Esprit", not "Espirt".
AR    38    Mortar Head, Fragmentation --> i'm quite sure this one is not a true mortar head.
Nebular
  • Emotitoys are in Vehicles as they can be modded and are treated like Drones.
  • Laser Link from Unwired and Laser Link from Arsenal are the same item. The description for Laser Link on UN 199 clearly states that the Laser Link on p. 58, Arsenal, is simply a Rating 2 Laser Link.
  • Camera Neutralizer is already there.
  • Expendable Jammer, Hardening appears on AR 57 in the table on the side. The item in the table is just called "Hardening", but it's a plugin for the Expendable Jammer.
  • Extra-Large Vehicle Sensor is described under Improved Sensor Array on AR 138. Because all Sensors are Gear that can accept plugins, this is where the Extra-Large Vehicle Sensor needed to be placed. So I'm not making it up. wink.gif
  • The items listed for moving to Armor are not Armor, cannot accept Armor Mods, and do not have Capacity like Armor as they have no Armor Ratings on their respective tables. They are simply worn Gear.
  • Powerboard Footware Modification is staying where it is
  • Survival Bubble doesn't appear to be a Vehicle and cannot accept Vehicle Mods. It's just a bubble you sit around in and hope for the best.
  • Spoof chips can be added into other devices. AR 105: automatically generate a new access ID for a vehicle node (or any device).
  • One of these days I'll finally spell Esprit right! I don't know how 6 letters can screw me up so much.
  • AR 37 Fragmentation Rounds: This is an anti-personnel warhead

The Gear file has been updated to add the missing items.
CitM
Hi, I have been checking out your chargen. Very great! So, i've mentioned some things you could edit if you have time.

Metamagic: Dragonspeech (or so, i dont know the exactly translation) ist not available in the metamagics-list.
Its a Critterpower but Drakes can only use it as Metamagic.

Also for Shapeshifters you have an sperate tab wich contains Critterpowers, guess it would be very nice if drakes would also wink.gif

Greetings from Germany, and again - very great project!
JonathanC
Is it intentional that the program applies armor encumbrance even on non-stacked armor? I thought encumbrance only affected stacked armor.
Dakka Dakka
QUOTE (JonathanC @ Oct 26 2011, 12:14 AM) *
Is it intentional that the program applies armor encumbrance even on non-stacked armor? I thought encumbrance only affected stacked armor.
You are mistaken. Every single piece of armor encumbers the wearer. There is however an optional rule in Arsenal that you can ignore the effect of encumbrance if you only wear a single piece of armor. You can even turn on this optional rule in Chummer under Tools->Options->Optional Rules.
Irian
Just an idea: How about a time offset? ("Add x Years, y Months and z Days to the default date in every DatePicker.") This would allow the set the dates in carrer mode to InGame dates without having to click that much or change the system date on the computer.
Dakka Dakka
QUOTE (Irian @ Oct 26 2011, 08:50 AM) *
Just an idea: How about a time offset? ("Add x Years, y Months and z Days to the default date in every DatePicker.") This would allow the set the dates in carrer mode to InGame dates without having to click that much or change the system date on the computer.
An offset may be nice - for exactly one session. Time normally progresses differently for the characters. The characters may have a dry spell of several weeks while the next game session is the next week, or the players may need more than one session to play through the events of only a couple of hours.
It would be more effective to add a column for the in game date to the karma & nuyen log and use it for all character calculations (lifestyle, DocWagon etc.). You would then also need a starting date for the character.
crazymykl
I got it running using a Win7 VM; I think the issue is actually in libgdiplus, not the main bit of mono, which would explain why it works on windows mono.

On an unrelated note, is there a place to add quickened/sustained spells? I could not locate one.
McDougle
That should be optional though! ^^

I´ve played numerous runs(most of em, i guess), in which the gm just stated: We play... um... some time 2073(or whatever year was currently the newest nyahnyah.gif ).
Nebular
QUOTE (CitM @ Oct 25 2011, 05:02 PM) *
Hi, I have been checking out your chargen. Very great! So, i've mentioned some things you could edit if you have time.

Metamagic: Dragonspeech (or so, i dont know the exactly translation) ist not available in the metamagics-list.
Its a Critterpower but Drakes can only use it as Metamagic.

Also for Shapeshifters you have an sperate tab wich contains Critterpowers, guess it would be very nice if drakes would also wink.gif

Greetings from Germany, and again - very great project!

I've updated the Quality, Critter Power, and Metamagics files to add these.
Nebular
QUOTE (crazymykl @ Oct 26 2011, 08:06 AM) *
On an unrelated note, is there a place to add quickened/sustained spells? I could not locate one.

There isn't one since these happen at the time of casting. The Spells tab just records the spells you know and whether or not they're Limited and require a Fetish.
Nebular
QUOTE (Irian @ Oct 26 2011, 01:50 AM) *
Just an idea: How about a time offset? ("Add x Years, y Months and z Days to the default date in every DatePicker.") This would allow the set the dates in carrer mode to InGame dates without having to click that much or change the system date on the computer.

I think I'm going to leave this one out. Like Dakka Dakka pointed out, time isn't constant in a game. Players take longer than expected to get through something that should take only a small mount of time or an amount of time that doesn't match the real world (combat is notorious for this biggrin.gif), and there are plenty of times where the character have down time to train and/or relax so a week or two of game time can be covered in about 5 minutes.
Irian
True, time is not constant, but changing the offset once per session is easier than changing the date from 2011 to 2070 every time I need to do something date-related smile.gif

Perhaps a simple "Today" Option somewhere? Would make it easier to, for example, keep track of expanses, without having to play around with the date to much: Simply adjust the date at the beginning of the session and every nuyen spent will automatically have to correct date. At the moment, it is required to adjust the windows clock to do that.
Dakka Dakka
Ok now I get the problem, for expenditures the system date is set. Just making this cell editable would help a lot. Or as I wrote earlier, make an additional editable cell for the in game date. That would be awesome.

If added functionality is too much work, you could also make the reason cell for expenditures editable. That way you could keep track of the time to manually set how much time has elapsed on the rent etc.
deurk
One more check to remove from the "Verify data" option from mentors.xml and paragons.xml.
[ Spoiler ]
Nebular
Ah, right, forgot that "today" is what's used for automatic entries. The dates for individual Expenses can be edited (dates included), but double-clicking on them.
  • Add a date field to the Expenses tab. Default to today but let you set it to whatever you like.
  • When a new Expense entry is created, the date from the Expense tab is used as the default.
Sound reasonable?
Nebular
QUOTE (deurk @ Oct 26 2011, 09:56 AM) *
One more check to remove from the "Verify data" option from mentors.xml and paragons.xml.
[ Spoiler ]

Aw, right after I add the validation for them you want it removed. Pulled out in the next update then.
deurk
QUOTE (Nebular @ Oct 25 2011, 10:00 PM) *
  • AR 37 Fragmentation Rounds: This is an anti-personnel warhead

I think it actually refers to the Fragmentation warhead for heavy mortars in page 176 of WAR! (the other entries around it in the file do).
deurk
QUOTE (Nebular @ Oct 26 2011, 03:04 PM) *
Aw, right after I add the validation for them you want it removed. Pulled out in the next update then.

Well, do we need to provide the 2 tags translated then?
If we do, do mnot remove it, it's our side of the work then nyahnyah.gif
deurk
QUOTE (Nebular @ Oct 24 2011, 10:11 PM) *
Oh, I see what you're getting at now. The print data that the character itself is generating is all in English. It should always dump the data out in whatever language the application itself is set to. I'll have this corrected in the next update. The sheets themselves look fine though.

Works great, we now got translated sheets biggrin.gif
Irian
Another detail my gf noticed: There doesn't seem to be an option to gain a new language for free via the "linguist" adept power.
ShadowWalker
QUOTE (Dakka Dakka @ Oct 26 2011, 10:39 AM) *
Ok now I get the problem, for expenditures the system date is set. Just making this cell editable would help a lot. Or as I wrote earlier, make an additional editable cell for the in game date. That would be awesome.

If added functionality is too much work, you could also make the reason cell for expenditures editable. That way you could keep track of the time to manually set how much time has elapsed on the rent etc.

I would suggest putting a date/time picker on other info for game date.
Nebular
QUOTE (deurk @ Oct 26 2011, 10:21 AM) *
Well, do we need to provide the 2 tags translated then?
If we do, do mnot remove it, it's our side of the work then nyahnyah.gif

If you want to have the Advantage and Disadvantage text translated, then yes, you'll need to provide them. smile.gif
deurk
QUOTE (Nebular @ Oct 26 2011, 03:47 PM) *
If you want to have the Advantage and Disadvantage text translated, then yes, you'll need to provide them. smile.gif

Hell yeah, my bad then, I'll work on those right away.
Nebular
QUOTE (Irian @ Oct 26 2011, 10:24 AM) *
Another detail my gf noticed: There doesn't seem to be an option to gain a new language for free via the "linguist" adept power.

You can already do this, though the fact that it asks for you to confirm a Karma expense is a little misleading (I'll change this in the next update).

Add a new Knowledge Skill. Enter the language name and select Language from the Category list. Click the + button to increase its Rating to 1 and accept the Karma expense (0 Karma). Language Knowledge Skills know to reduce their cost for the first point to 0 when an Adept has the Linguist Power.
Irian
Very cool, thanks, I'll tell her.
Irian
Another two questions:

a) Is there a way to add the Linguist (quality) +2 bonus to the final pool of the languages (on the character sheet)? At the moment, it doesn't seem to be included there, just as a rating mod.

b) When creating a mystic adept, enchanting currently only uses the magic assigned to "Magician". As adepts can use enchanting, too, it seems reasonable to assume that the complete magic rating can be used here.
ShadowWalker
Shouldn't the spare clip ask what weapon it's for since they are not supposed to be interchangeable?
Also is there anything for drums? I see the ammo box/drum, but the description talks about belt feed weapons, and not weapons like the Enfield AS-7 which can use either a clip or a drum.
If the ammo box/drum would be appropriate for denoting this type of drum then being able to buy it in the gear section and like spare clips noting what weapon it's for would be good.
Right now you can't buy the ammo box/drum as gear it can only be placed on a weapon.
ShadowWalker
QUOTE (Irian @ Oct 26 2011, 11:57 AM) *
Another two questions:

a) Is there a way to add the Linguist (quality) +2 bonus to the final pool of the languages (on the character sheet)? At the moment, it doesn't seem to be included there, just as a rating mod.

b) When creating a mystic adept, enchanting currently only uses the magic assigned to "Magician". As adepts can use enchanting, too, it seems reasonable to assume that the complete magic rating can be used here.


The linguist quality is a modifier to the rating, not the pool. So it's limited to a +1 if your language skills rating is a 2 or 3 and +2 if the skill is a 4 or higher.
Increases to skill ratings are limited as per the rules on page 118 of SR4A under the heading skill ratings.
ShadowWalker
Where do notes put on qualities, contacts, enemies, etc get put on the character sheet? The ones for contacts and enemies could be very pertinent information that you might want to give to the gm.
Nebular
QUOTE (Irian @ Oct 26 2011, 11:57 AM) *
b) When creating a mystic adept, enchanting currently only uses the magic assigned to "Magician". As adepts can use enchanting, too, it seems reasonable to assume that the complete magic rating can be used here.

That's now how it works for Mystic Adepts though. They must choose between putting a point of MAG towards Adept which gives them a Power Point, or a point of MAG towards their Magic skills (SR4A 92, first paragraph of Mystic Adept Quality).
ShadowWalker
Would it be possible to add something that allowed you to show what device is an AI's home node and have this show up on the character sheet with the modified values are per the chart on page 90 of RC?
Nebular
QUOTE (ShadowWalker @ Oct 26 2011, 12:26 PM) *
Where do notes put on qualities, contacts, enemies, etc get put on the character sheet? The ones for contacts and enemies could be very pertinent information that you might want to give to the gm.

At the moment, they don't. It's part of the generated XML, I just haven't had a chance to modify the character sheets yet.
Nebular
QUOTE (ShadowWalker @ Oct 26 2011, 12:18 PM) *
Shouldn't the spare clip ask what weapon it's for since they are not supposed to be interchangeable?
Also is there anything for drums? I see the ammo box/drum, but the description talks about belt feed weapons, and not weapons like the Enfield AS-7 which can use either a clip or a drum.
If the ammo box/drum would be appropriate for denoting this type of drum then being able to buy it in the gear section and like spare clips noting what weapon it's for would be good.
Right now you can't buy the ammo box/drum as gear it can only be placed on a weapon.

I've updated the Gear file to include the Ammo Box/Drum. Both it and the Spare Clip now ask for a piece of text to identify what they're supposedly for when added.
Irian
QUOTE (Nebular @ Oct 26 2011, 07:34 PM) *
That's now how it works for Mystic Adepts though. They must choose between putting a point of MAG towards Adept which gives them a Power Point, or a point of MAG towards their Magic skills (SR4A 92, first paragraph of Mystic Adept Quality).

As the examples there are spellcasting and conjuring (both skills only available to magicans, not adepts), I think that you could argue about RAI here, but that's not the right place for that.

QUOTE (ShadowWalker @ Oct 26 2011, 07:23 PM) *
The linguist quality is a modifier to the rating, not the pool. So it's limited to a +1 if your language skills rating is a 2 or 3 and +2 if the skill is a 4 or higher.
Increases to skill ratings are limited as per the rules on page 118 of SR4A under the heading skill ratings.

Thanks for the hint, that explains it. Again chummer knows more about the rules than we do smile.gif
ShadowWalker
Would it be possible to filter the knowledge skill list based on what is selected in the drop down? Academic, Interest, Professional, Street, Language
Nebular
QUOTE (ShadowWalker @ Oct 26 2011, 12:36 PM) *
Would it be possible to add something that allowed you to show what device is an AI's home node and have this show up on the character sheet with the modified values are per the chart on page 90 of RC?

I'll have to look into it. If anything it would probably be restricted to just Vehicles and Commlinks since they're the only devices with all of the listed ratings.

I'll update the Gear code so that Matrix Programs added to A.I.s automatically come with the Ergonomic and Optimization plugins for free.

I have to level with you - A.I.s are a massive pain in the ass. They're forcefully shoe-horned into the existing system but don't follow most of the creation rules and make trying to support them programatically a nightmare. I don't know how much more I'm actually willing to do for them given their "make our own rules" stauts and their extremely limited use as characters.
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