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Checklist Life Module Rework

Open OLStefan opened this issue 7 years ago • 10 comments

  • General Stuff
    • [x] Create new UI-tab for Life Modules
      • [x] Show the effects of a given Life Module in that tab
    • [x] Check that only one Life Module can be selected per stage (except 'Real Life' stage)
    • [x] Prerequisite Life Module and variant
    • [x] Contact requirement for modules with qualities like 'Made Man' or similar (changed the Made Man quality to add a new contact)
    • [x] Require at least a 'Nationality' module
    • [x] Require consecutively selected modules (No 'Teen Years' module without selecting a 'Formative Years' one)
    • [ ] Add missing SotA ADL modules
    • [ ] Add modules from new books
      • [ ] Street Lethal
      • [ ] Kill Code
      • [ ] Better than Bad
      • [ ] No Future
    • [ ] Change existing modules to use the adjusted XML format
    • [ ] Add age calculation to story builder
    • [ ] Translate modules into German
    • [ ] Add Custom File for German-only restrictions on Tour of Duty: Medical Corps
    • [ ] Rework StoryBuilder to use user input (prefilled list, user can enter custom values, like specs)
  • Attributes
    • [ ] Able to choose a number of Attributes to increase, option to enable selecting a attribute multiple times
  • General Skills
    • [ ] Able to set number of skills
    • [ ] Able to set number of points to spent on skills
    • [ ] Able to set min/max points spent per skill
  • Active Skills
    • [x] "Note that no active skill may be raised above 7 in this system."
    • [x] "If a skill group is selected but previous selections have made skills in the group have different value, simply add one rank to each skill in the group."
    • [x] Select active Skill from list
    • [ ] Redistribute skill points over 7 for 'Real Life' modules ("Additionally, skills cannot go above 7 in this process. If the skill is not part of a group, transfer the points to a skill with same linked attribute.")
  • Knowledge Skills
    • [x] "Knowledge skills can be raised to a maximum of 9."
    • [x] Check if Knowledge Skill already existing, else create it
    • [x] Able to specify category (Academic, Interest, Language, Professional, Street)
    • [x] Able to specify theme ([Town], [Profession], [Philosophical], etc.)
  • Qualities
    • [x] Remember highest Value SIN-quality/Dynamically ignore SIN requirements
    • [ ] Able to buy off qualities
    • [ ] "If you received the same quality twice in the process and it cannot advance to a higher tier, select another quality of the same Karma cost."
    • [ ] Cancelling out of a prompt for an improvement added by a quality (Addiction's SelectText, for example) doesn't cancel adding the life module.

OLStefan avatar Oct 28 '17 21:10 OLStefan

What about the new live modules in Shadowrun: Mit Hauern und Hörnern? Can I maybe assist to add them?

bilgatus avatar Feb 22 '18 18:02 bilgatus

You could assist in doing the data files for them. For assistance you could look at the lifemodules.xml in Chummers data directory. If you've got more questions, you can best ask on the Chummer Discord as I get notifications when someone writes there (and will propably quicker than 8 days :) )

OLStefan avatar Mar 02 '18 20:03 OLStefan

Hi OLStefan, I tested building a new character, but Life Modules and SIN Qualities #471 does not seem to be fixed. Version used: Chummer.Nightly.v5.201.45 Regards Josh

JoshuarTree avatar Aug 08 '18 08:08 JoshuarTree

It hasn't been fixed yet, he just pulled all the major life module issues into one so that I don't keep having a panic attack about how many open issues we have.

chummer5a avatar Aug 08 '18 12:08 chummer5a

Thank you! I was just hoping that it works, because the checkbox is filled. I like the concept of life modules, because often my players have a very short history for their chars. The life modules help making the char feel more complete. :-)

JoshuarTree avatar Aug 09 '18 09:08 JoshuarTree

Looks like it's not dynamically adjusting for the SINner quality. I'm starting with a Seattle resident (who gets SINner [national], then when I try to add Fugitive (which gives it a Criminal SIN) it pops up for half a second then goes away. Nothing is added or removed.

LonePaladin avatar Apr 02 '20 06:04 LonePaladin

The changes I made (and checked already) are not merged and as such not in the Nightly or Stable releases.

The changes are only on a branch, which is a long way from being able to be merged, but since then I haven't found time and/or motivation to finish the rework.

OLStefan avatar Apr 02 '20 09:04 OLStefan

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions.

stale[bot] avatar Jul 31 '20 09:07 stale[bot]

(I hate to necropost but) I was wondering if there was any more planned support for this in the future. I'm noticing some modules just won't add at all when I select them. It'll just close the window as though I selected it, and when I open it back up it remains exactly the same. Alternatively if I click "Add & More" it won't move on to the next module and just remain on the same screen, without adding my choice. It's also really inconsistent when this happens. One test it happened with Teen, another with Further Education.

YesHelloIAmAUser avatar Oct 10 '20 04:10 YesHelloIAmAUser

I tried looking at updating the LifeModuleRework branch to bring in some of the changes from master, but the branch is so far out of date that he merge conflicts are very complicated. Not sure if this will ever get done without a major effort of updating the existing branch or creating a new one and re-making some of the changes.

draconswan avatar Jan 03 '22 16:01 draconswan