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Nebular
QUOTE (CeeJay @ Nov 4 2011, 07:22 AM) *
There is some wierd rounding going on when you activate one the discount markers for adept powers that have a rating. According to the Way of the Adept the discount is 25%. While this works for Traceless Walk (1 PP -> 0.75 PP), the discount for Enhanced Perception Rating 4 is only 0.24 PP (4 x 0.25 = 1 PP -> 0.76 PP).

I'm pretty sure this comes from applying the discount first, rounding and than multipling the result by the rating. But I'm also pretty sure that's not what the devs had in mind. Here is a post from critias, where he explains how the discount works. It's pretty clear that you total all power point costs first and than apply the discount to the total.

-CJ

I'll have this corrected in the next update.
Thorguild
QUOTE (ShadowWalker @ Nov 3 2011, 09:55 PM) *
As per the rules for Karma gen metatype costs nothing.
If you want it to cost something you can turn on the optional rule and give it a multiplier. You can make this change in the
Tools - Options - Optinoal Rules tab


Hey, you are right! I read that as "pay twice the BP cost". Thanks,

Thorguild
deurk
Whoa, quite a lot to translate, did not expect so much nyahnyah.gif
Already on it wink.gif (btw fr.xml is up to date if you want to include it)
ShadowWalker
QUOTE (Nebular @ Nov 4 2011, 08:54 AM) *
It should be a 3 as far as I can tell. Signal is the Signal of the Vehicle itself which is independent of its Sensors. Sensor is based off of the Vehicle's Device Rating, and all Drones (and most standard Vehicles) have a Device Rating of 3. All Drone Sensor have a Signal of 4.


okay, I thought it was in the drones description or on the chart, but now I don't see it in either place. Where does it say drones sensors have a signal of 4?
Nebular
QUOTE (ShadowWalker @ Nov 4 2011, 11:44 AM) *
okay, I thought it was in the drones description or on the chart, but now I don't see it in either place. Where does it say drones sensors have a signal of 4?

AR 102 under Device/Software Ratings quickly notes that a Vehicle's Response, System, Firewall, and Signal are derrived from its Device Rating. SR4A 222 in the Sample Devices table shows standard Vehicles and Drones has having a Device Rating of 3. Device Rating 4 and up is used by high-security Vehicles.
ShadowWalker
QUOTE (Nebular @ Nov 4 2011, 12:50 PM) *
AR 102 under Device/Software Ratings quickly notes that a Vehicle's Response, System, Firewall, and Signal are derrived from its Device Rating. SR4A 222 in the Sample Devices table shows standard Vehicles and Drones has having a Device Rating of 3. Device Rating 4 and up is used by high-security Vehicles.

okay, that I knew, what I'm asking is where does the rating of 4 for the sensors signal come from? The Manservant has sensors of 3, but it's showing in chummer signal of 4 next to the sensor 3. Then below this it's showing signal 3 for the pilot.
deurk
QUOTE (Nebular @ Nov 3 2011, 10:44 PM) *
[*]added <movementwalk />, <movementswim />, and <movementfly /> to the printout XML to make displaying the Movement, Swim, and Fly speed easier

Any way I could get <movementrun /> as well please?
If not I'll just do xsl transformation to extract it
Nebular
QUOTE (ShadowWalker @ Nov 4 2011, 12:11 PM) *
okay, that I knew, what I'm asking is where does the rating of 4 for the sensors signal come from? The Manservant has sensors of 3, but it's showing in chummer signal of 4 next to the sensor 3. Then below this it's showing signal 3 for the pilot.

Ah, sorry. Drone Sensor Signal Ratings are found on SR4A 334 in the Sensor Packages table on the left. Small, Medium, and Large Drone Sensors have a Signal of 4.
Nebular
QUOTE (deurk @ Nov 4 2011, 12:18 PM) *
Any way I could get <movementrun /> as well please?
If not I'll just do xsl transformation to extract it

<movementwalk /> actually shows both. It's really their entire land movement speed, so you should see <movementwalk>10/25</movementwalk> for Humans.
deurk
QUOTE (Nebular @ Nov 4 2011, 05:24 PM) *
<movementwalk /> actually shows both. It's really their entire land movement speed, so you should see <movementwalk>10/25</movementwalk> for Humans.

Transform it is then, okey dokey.
deurk
Specialization Exotic Melee Weapon should not exist per page 122 of SR4A.

Edit: Whohoo, specializations done, onto knowledge ones.
KeyMasterOfGozer
In case anyone else is interested, I was wanting some simple checkboxes on my character sheet printout to check off Edge points as I used them during a game. My solution was to add a recursive template to make some O's in the Edge box. To add this to your XSL file, you can replace the current Edge cells with this:
CODE
                                    <td width="25%" class="attributecell">
                                        <p>
                                            EDGE: <xsl:value-of select="attributes/attribute[name = 'EDG']/base" />
                                            <xsl:if test="attributes/attribute[name = 'EDG']/total != attributes/attribute[name = 'EDG']/base">
                                                (<xsl:value-of select="attributes/attribute[name = 'EDG']/total" />)
                                            </xsl:if>
                         
                      <span style="font-weight:bold;">
            <xsl:call-template name="EdgeBox">
                   <xsl:with-param name="LowBox">1</xsl:with-param>
                   <xsl:with-param name="HighBox"><xsl:value-of select="attributes/attribute[name = 'EDG']/total" /></xsl:with-param>
                    </xsl:call-template>
                      </span>
                                        </p>
                                    </td>
                                    <td width="25%" class="attributecell">
                    <p> </p>

                                    </td>

and then put this template somewhere at the bottom:
CODE
<!--
  **** EdgeBox(LowBox,HighBox)
    Params:
      *LowBox: This is the number of the first box in this Row
      *HighBox: this is the last box in this Row
      
    This template draws a circle.  Then it determins if more boxes are needed for this
      Row(Is LowBox less than HighBox), if more are needed, it recursively calls itself
      incrementing LowBox and HighBox by CMWidth.
-->
<xsl:template name="EdgeBox">
  <xsl:param name="LowBox">1</xsl:param>
  <xsl:param name="HighBox">3</xsl:param>
  <xsl:if test="$LowBox &lt;= $HighBox">
    O
  </xsl:if>
  <xsl:if test="$LowBox &lt; $HighBox">
    <xsl:call-template name="EdgeBox">
      <xsl:with-param name="LowBox"><xsl:value-of select="$LowBox + 1" /></xsl:with-param>
      <xsl:with-param name="HighBox"><xsl:value-of select="$HighBox" /></xsl:with-param>
    </xsl:call-template>
  </xsl:if>
</xsl:template>


For an example of this in a working XSL file, you can look at:
Mike.xsl
deurk
Being in the middle of a made from scratch sheet, receive my thanks smile.gif
deurk
Also, is that correct or is Alcohol specialization mixed with something else?
QUOTE
<skill>
<name>Alcohol</name>
<skillgroup />
<specs>
<spec translate="">Beers</spec>
<spec translate="">Coolers</spec>
<spec translate="">Hard Liquor</spec>
<spec translate="">Wines</spec>
<spec translate="">Atlanta</spec>
<spec translate="">Cheyenne</spec>
<spec translate="">Chicago</spec>
<spec translate="">Denver</spec>
<spec translate="">Hong-Kong</spec>
<spec translate="">LA</spec>
<spec translate="">Manhattan</spec>
<spec translate="">FDC</spec>
<spec translate="">Portland</spec>
<spec translate="">Seattle</spec>
<spec translate="">Saskatoon</spec>
<spec translate="">Sacramento</spec>
<spec translate="">Quebec City</spec>
<spec translate="">Algonkian-Manitou Council</spec>
<spec translate="">Athabaskan Council</spec>
<spec translate="">Amazonia</spec>
<spec translate="">Aztlan</spec>
<spec translate="">Carribean League</spec>
<spec translate="">California Free State</spec>
<spec translate="">Pueblo Corporate Council</spec>
<spec translate="">CAS</spec>
<spec translate="">UCAS</spec>
<spec translate="">Quebec</spec>
<spec translate="">Salish-Shidhe Council</spec>
<spec translate="">Sioux</spec>
<spec translate="">Tir Tairngaire</spec>
<spec translate="">Tsimshian Protectorate</spec>
<spec translate="">Yukutan</spec>
<spec translate="">N. America</spec>
<spec translate="">S. America</spec>
<spec translate="">Antarctica</spec>
<spec translate="">Africa</spec>
<spec translate="">Western Europe</spec>
<spec translate="">Eastern Europe</spec>
<spec translate="">Northern Europe</spec>
<spec translate="">Asia - Pacific</spec>
<spec translate="">Asia - Minor</spec>
<spec translate="">Middle East</spec>
<spec translate="">Australia</spec>
</specs>
</skill>
KeyMasterOfGozer
QUOTE (deurk @ Nov 4 2011, 01:48 PM) *
Being in the middle of a made from scratch sheet, receive my thanks smile.gif

You're welcomed. There is also a pretty flexible ConditionMonitor Template in my XSL file. You are welcomed to use it as well. Let me know if you come up with any cool machinations. smile.gif
deurk
QUOTE (KeyMasterOfGozer @ Nov 4 2011, 05:55 PM) *
You're welcomed. There is also a pretty flexible ConditionMonitor Template in my XSL file. You are welcomed to use it as well. Let me know if you come up with any cool machinations. smile.gif

Will do, both wink.gif
Nebular
QUOTE (deurk @ Nov 4 2011, 12:38 PM) *
Specialization Exotic Melee Weapon should not exist per page 122 of SR4A.

Edit: Whohoo, specializations done, onto knowledge ones.

The Specializations in the Exotic Skills aren't the same as other Skills. They're meant to state what the Skill is actually for, like Exotic Melee Weapon (Whip) to show that the Skill is for your Whip.
Nebular
QUOTE (deurk @ Nov 4 2011, 12:53 PM) *
Also, is that correct or is Alcohol specialization mixed with something else?

whatevs provided me with the list of specializations for Knowledge Skills waaaay back and they seem to be alright. I believe the regions are there for regional-specialties in Alcohol; for example, Denver might have some wacky alcoholic drinks that you don't find anywhere else (same goes for other specializations that list regions).
deurk
QUOTE (Nebular @ Nov 4 2011, 06:51 PM) *
The Specializations in the Exotic Skills aren't the same as other Skills. They're meant to state what the Skill is actually for, like Exotic Melee Weapon (Whip) to show that the Skill is for your Whip.

Yes, so let's leave suggestions away like you did for exotic vehicles and exotic ranged weapon wink.gif
deurk
QUOTE (Nebular @ Nov 4 2011, 06:53 PM) *
whatevs provided me with the list of specializations for Knowledge Skills waaaay back and they seem to be alright. I believe the regions are there for regional-specialties in Alcohol; for example, Denver might have some wacky alcoholic drinks that you don't find anywhere else (same goes for other specializations that list regions).

Huhu, why not, a Region specialization would have been faster than list all of those but I'll adapt to it nyahnyah.gif
deurk
Picaso should be spelled Picasso wink.gif
Nebular
QUOTE (deurk @ Nov 4 2011, 02:22 PM) *
Picaso should be spelled Picasso wink.gif

Skills file has been updated to correct this.
Jazz
It seems the .zip of chummer (full install) is bugged. yesterda a friend tried to dl and unzip it and can't run it. I don't really know what was intedicted him for doing so, he didn't told me details.
Nebular
Build 242
  • attempting to Bond Foci that do not provide Improvements no longer throws an error
  • Improvement Manager now ignores all attempts to create Improvements when no Improvement information is provided
  • verify data file process now correctly ignores all custom data files
  • Skill Specializations no longer allow a value of all spaces
  • fixed the way that discounted Adept Powers are calculated and rounded (Points x Rating x Discount, rounded instead of (Points x Discount, rounded) x Rating)
  • time on Expense Entries can now be modified
  • Vehicles now show their System Rating
Nebular
QUOTE (Jazz @ Nov 4 2011, 03:58 PM) *
It seems the .zip of chummer (full install) is bugged. yesterda a friend tried to dl and unzip it and can't run it. I don't really know what was intedicted him for doing so, he didn't told me details.

That's usually the result of someone downloading it while I'm uploading a new copy. Usually waiting about 2-3 minutes should give it enough time to finish upload, then try again. Newest version is available and completed uploading. smile.gif
Jazz
I think the only things I can't find in chummer are the medical treatments, various services and poison/diseases. wink.gif

And NPC, but... Well.
Jazz
S.O.X.' stuff :

[ Spoiler ]


This is untested stuff. I don't know if it makes Chummer to bug or not (sorry, late and tired)
McDougle
I can´t rightclick bioware(cyberware works).
->important for notes
deurk
  • Changing name does not trigger the save dialog
  • FIRE button options are untranslated
  • When an accessory has weapon cost, Cost displays 'Weapon Cost' untranslated
  • Contact color picker displays terms in English
  • On the gear tab, when you select a gear item, Category is still untranslated
  • Is it normal that matric programs like Catalogue have a capacity?
ShadowWalker
QUOTE (Nebular @ Nov 3 2011, 05:10 PM) *
Things that affect Armor, Accel, Speed, Body, and Handling do. What Mods affect a Vehicle's Sensor Rating?


I found the following related Sensor rating in SR4A pg 334:

QUOTE
The Sensor package rating should be used for most situations and is equal to the average rating of all the sensors in a package (rounded up). Sensors that do not possess ratings are treated as if they had a rating equal to the package’s rating for this purpose only.


So the vehicle or drone sensor rating should be updated to the average of the sensors placed in it's sensor package.
I'm not sure if ratings for sub-items, like the vision/auditory enhancements should be included or not. I'm more towards the not as few have ratings, and those that do give a bonus to rolls based on that sense.
ShadowWalker
Not sure why, but it seems that just opening a character triggers the, "Character changed" code because it not always wants to save the character right after I open one.
ShadowWalker
QUOTE (deurk @ Nov 4 2011, 09:02 PM) *
  • Changing name does not trigger the save dialog
  • FIRE button options are untranslated
  • When an accessory has weapon cost, Cost displays 'Weapon Cost' untranslated
  • Contact color picker displays terms in English
  • On the gear tab, when you select a gear item, Category is still untranslated
  • Is it normal that matric programs like Catalogue have a capacity?


What matrix program is Catalogue?
According to UW pg 114, Common Use, Hacking, Autosofts and Simsence programs have a capacity equal to it's rating divided by 2 for the purposes of putting program options in them.
I don't recognize Catalogue so not sure which category it's in.
ShadowWalker
For drones that have the mechanical arm, or walker mode modifications could you please add something to them to show which is the left, or right.
Also it would be nice to have something that shows how many legs it's got. (Maybe put "Mechanical Leg" under Walker Mode for each leg)
This is especially important for the humanoid shaped ones and putting cyberware in them.
Also giving the mechanical arm, walker mode capacity for cyberlimb accessories would be good too.

Another idea would be to allow the ability to put Cyberarms/legs as the only thing you can attach to the Mechanical Arms and Walker Mode Mods.
Then allow standard Cyberware changes to them. This would allow for the ability to select left/right as well as obvious and Synthetic.

Currently Walker Mode doesn't let you add cyberlimb accessories to it. The description doesn't say it can have them, but it does seem reasonable that if
arms can have them, legs could too. I like the idea of having a handgun stored in one of the legs.

I also noted that AIs are capable of taking cyberware, bioware.
Causes the essence to go below zero. Tab should probably be hidden.
Free Spirits have access to that tab as well.

I know this was mentioned as being missing before, but this was just a thought.
The two post mortem cyber items, the hollowed out cyberlimb and cybertorso.
They should be added to gear, under "Post-Mortem Modifications" or something similar.
ShadowWalker
The Cyberarm Gyromount should have a rating of 3. At least that is what is in the description of it.

Also having a way to easily see book names as opposed to the code would be wonderful, or at least show the code next to the name in the options window.
ShadowWalker
QUOTE (Nebular @ Nov 2 2011, 09:38 AM) *
You cannot have items with a variable price without them being tide to a Rating, so I went with the lowest. If you need higher prices Sim or BTL Recordings then either custom items need to be added or additional amounts Nuyen need to be deducted in Career Mode.


one last post for the night.

In the same way that you look at the cost to see if it's "Rating*x" could you not also look for "VARIABLE" and have chummer put in an edit box where the cost label would normally be?
This would allow the player to put in an appropriate cost for it.


Also I was trying to create custom peripherals and was having some difficulties.
The peripherals such as the Sample Devices Table in SR4A pg 222 and the Sample Peripheral Nodes table on page 48 of Unwired.
I tried creating a category called "Peripherals" and put all the items in that category, but the items showed up as "Chummer.ListItem" in the list box in Chummer.
Half the time an error message will occur when I click on any of the items listed.
deurk
QUOTE (ShadowWalker @ Nov 5 2011, 01:21 AM) *
What matrix program is Catalogue?
According to UW pg 114, Common Use, Hacking, Autosofts and Simsence programs have a capacity equal to it's rating divided by 2 for the purposes of putting program options in them.
I don't recognize Catalogue so not sure which category it's in.

Sorry, Catalogue is French for Browse, but it displays a capacity of 15 for rating 3, Analyze has capacity 0 for rating 3, Edition has capacity 1 for rating 2.
deurk
  • Damages codes are untranslated, P is ok in French for Physique, but S does not work for Etourdissant. Can we get a 'E' translation?
  • Metatype is not translated in the character sheets
  • To be consistent, could we translate attributes in the <attributes> tree like in <skills>?
  • I thought we could edit advanced lifestyles?
ShadowWalker
QUOTE (deurk @ Nov 5 2011, 04:06 AM) *
Sorry, Catalogue is French for Browse, but it displays a capacity of 15 for rating 3, Analyze has capacity 0 for rating 3, Edition has capacity 1 for rating 2.


That's definitely not right.
Unwired on page 114 says the following for capacity and program options:

QUOTE
Only Common Use (p. 226, SR4), Hacking (p. 226, SR4),
Autosoft (p. 240, SR4, and p. 112), and Simsense programs (including
BTLs and skillsofts) may be equipped with program options.
Each program can be maximally equipped with a number of
options equal to half its rating (round down). If a program does
not possess a rating (like BTLs), it can carry only 1 program option
unless the gamemaster decides otherwise. Note that Copy
Protection and Registration do not count towards this limit.

So a rating 1 program has a capacity of 0, rating 2 to 3 has 1, 4 to 5 has 2 and so on.
So having a capacity of 15 is way out of the park on what it should have.

What I'm getting from Chummer seems different that what you are getting.
The Capacity is mostly coming up correct, except that a rating 1 program is showing up as a capacity of 1.
Agents are also showing as having capacity when they shouldn't.

When you put a Matrix Program on a vehicle it's Capacity is not displayed. Same with Autosofts.
Jazz
QUOTE (deurk @ Nov 5 2011, 09:39 AM) *
  • Damages codes are untranslated, P is ok in French for Physique, but S does not work for Etourdissant. Can we get a 'E' translation?

There's also the availibility : R is ok but F stands for forbidden in english, F should be P in french (for "prohibé", prohibited).
Jazz
From Ogiko Anima (who tried and couldn't subscribe to Dumpshock) :

With a character created before the french version, all of these also displays in the character sheet :
* Displayed metatype : Dwarf (should translate to "Nain")
* Weapon range : S M L E (should translate to "C M L E")
* Weapon damage : Etourdissant displayed S instead of E


In the Game Master Summary FR :
* in the weapon part, the associated skill doesn't dusplay (in both fr/en versions)


Ogiko Anima suggests :
* Untranslated vehicle sheet nyahnyah.gif
* Notes with contacts/ ennemy sheet
* Notes with lifestyles sheet
* Modifying an allready created lifestyle should be autorised by Chummer
* The character sheet should display which armor is equiped (because Chummer don't use all of the armor stats and it's difficuult to see from where boosts comes on a paper sheet)
deurk
QUOTE (Jazz @ Nov 5 2011, 09:21 AM) *
From Ogiko Anima (who tried and couldn't subscribe to Dumpshock) :

With a character created before the french version, all of these also displays in the character sheet :
* Displayed metatype : Dwarf (should translate to "Nain")
* Weapon range : S M L E (should translate to "C M L E")
* Weapon damage : Etourdissant displayed S instead of E


In the Game Master Summary FR :
* in the weapon part, the associated skill doesn't dusplay (in both fr/en versions)


Ogiko Anima suggests :
* Untranslated vehicle sheet nyahnyah.gif
* Notes with contacts/ ennemy sheet
* Notes with lifestyles sheet
* Modifying an allready created lifestyle should be autorised by Chummer
* The character sheet should display which armor is equiped (because Chummer don't use all of the armor stats and it's difficuult to see from where boosts comes on a paper sheet)

All of his requests are already in my post (a few posts back) and the rest is just in the character sheets that I have to complete translation of.
deurk
Another thing, could we please have a separate sheets directory where Chummer would look directly for said language?
I'd like to be able to have all French sheets (and only those) displayed when printing something.

Thanks.
ShadowWalker
Skillsofts (Activesoft, Knowsoft, and Lingusoft), and Autosofts should all allow for Program Options. Right now they don't.
on page 108 of Unwired it states that
QUOTE
legal registered software is equipped with
both the Copy Protection and the Registration program options
(see p. 115). Note that all Common programs (Analyze, Browse,
Command, Edit, Encrypt, Purge, Reality Filter, and Scan), agents,
autosofts, skillsofts, and commercial operating systems acquired by
the basic software rules and prices (see pp. 225–228 and 320–322,
SR4) are considered legal software that include these options by
default.


So all of these should come pre-equipped with these two program options.
Darquewing
Hi there!

First, I'd like to say that I'm a huge fan of Hummer. Since I started using it, I've not looked at anything else for SR4 char-gen.

Having said that, there were a few things I thought of that might be helpful. The big one was possibly having a seperate tab just for com links. Where we can set active/passive/hidden mode, selecting which programs are loaded, and possibly setting which gear is slaved to it. That might be a good setting for most gear to have. A "slaved to:" setting.

Other things I noticed is that there is no way to specifically set AI inherent programs, or a specific place for an AI's home node info.
Minimax le Rouge
EDIT : all armors and armors mods have a [0] capacity
deurk
QUOTE (Minimax le Rouge @ Nov 5 2011, 01:58 PM) *
EDIT : all armors and armors mods have a [0] capacity

That's the way it should be, except for armor suits.
Minimax le Rouge
i will be reading the thread backward to try to discover what happened to armors.

EDIT : that's weird, but you are right. Sorry for the disturbance ^^'
EDIT 2 : but the problem stay for militaty armors and theirs mods. they should'nt be [0] their values are given in AR182. Same problem with full body armor, Urban Explorer Jumpsuit and their helmets (AR44).
EDIT 3 : i tried to modifie a Lined coat, i can add all the armors mods in it, whitout a problem. Can you manage to have a rating points calculation for the "mundane" armors please ?
deurk
Nebular,

Time modification in journal entries is weird, I have 24 hours system clock and I cannot set anything under 12:00 nyahnyah.gif
ShadowWalker
On the Vehicle Block character sheet it has System, Response, Firewall, and Signal, but they are all blank.
System isn't needed because that's your Pilot, unless it's supposed to represent a commlink that is on the
vehicle/drone. At which point there should be some place for the Response, Firewall and Signal that goes
with the Pilot.

What I find strange is there is a specific place for Autosofts, but they are still listed in Gear.
deurk
When buying ammunition, weapon type selection screen displays its content in English
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