Rifts Character Generator Update - Weapons/Armor/MOS Skills/Cybernetics

Hello! It's me again with another update to my Rifts Character Generator. It's still not ready for testing yet, but I have been working on some important features!

Non-Humans

There is now support for advanced, non-human races. By 'advanced,' I mean there is more to them than just different attribute notations and combat/saving throw bonuses. In particular, I now have support for Lemurians and True Atlanteans. With Lemurians, you can now generate your own Lemur (yippee?). Once I get power armor settled, I'll add the Lemurian Bio-Armor. The bigger accomplish, however, are the Atlanteans. If Atlantean is selected, you can select your clan and your tattoos. There are other subtleties I had to address as well. For example, Atlanteans are S.D.C. beings unless they're specific OCCs, such as the Undead Slayer, in which case they become M.D.C. beings. *head spins*

I've also added support to make the O.C.C. selection race-sensitive. For example, you'll only be able to select “Undead Slayer” if your race is "True Atlantean" or Lemurian Scout" if the character is Lemurian.  Likewise, you can only select "CS Technical Officer" if your character is human. After all, there aren't many Larmac Coalition Officers out there. :-)

Weapons

You can now select weapons from the rather exhaustive list of weapons from the Rifts Worldbooks. It was amazing - some elves broke in during the night and did all the data entry for every weapon in the books! I did nerf that a bit, however, as I still want people to buy the books. This will make Palladium happy too if this thing ever sees the light of day.

If there's a weapon that you want but isn't listed, there's support to build your own weapon. You provide the manufacturer, name, description, etc.… the tricky part was the damage types. For example, "Laser." Sounds simple enough, but some weapons half multiple damage types, such as a laser rifle/grenade launcher combo. That was a pain.

There's also a toggle for TW weapons. If you toggle it true, you'll need to enter the P.P.E. cost to fire the weapon. More development needs to be done for TW stuff, though.

Armor

Armor works like weapons, and those pesky else were at it again with their data entry! Again, however, I had to nerf it. The armor will only show the M.D.C. for the main body. I have M.D.C. for arms/legs/helmet/etc entered, but I'm holding back on making that accessible. Again, you'll need to buy the book (or I get Palladium's blessing.) And, like weapons, you can build your own armor.

MOS Skills

This is in progress. I put a lot of time and heart into getting skills to work in general. Now that Base/Related/Secondary skills work, I need to support MOS skills. At first glance, it was simple: I just have a pulldown menu for the MOS options, and it populates your skill list with the MOS skills. That was great until the MOS skills overlapped with the O.C.C. Base Skills. I ended up getting duplicate skills. So I had to change the way the MOS selection works. Now, if a MOS skill overlaps a base skill, I just apply the MOS skill's bonus to the base skill instead of creating a duplicate skill.

That is all working fine - until you change your mind and select a different MOS skill category. Then need to go and remove the previous MOS's skills and bonuses and replace them with the new MOS. It's not a big deal, I just need to do it. I'm hoping to get that done today. In the screenshot below, you can see this glaring bug: there are skills from the Electrician and Communications MOS listed. Oops.

Cybernetics

I'm not sure if I mentioned this in a previous update, but Cybernetics work now. Sorta. They work but I'm not sure how to present cybernetics selection from a user interface standpoint. This is what I have so far:

You select a component (a body part.) You then select the location. For example, if you're building an Arm, you need to specify which arm (left/right/other). Then you need to provide its P.S., P.P., and M.D.C. If there are features available, you need to select those. The feature selection needs some cleaning up, as you can see in the screenshot below:

Printable!

Last but not least, it will produce a printable character sheet! Below is what page one looks like out of a printer:

Conclusion

So that's the latest for now. Please feel free to comment or offer constructive feedback/criticism. In particular, I appreciate anyone's thoughts on the user interface/experience (UI/UX). Please be gentle... :-)