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redwulf25
post Jun 23 2011, 11:52 PM
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The newest update does not seem to be downloading on my end.

Edit: Found the issue. For some reason even after I closed Chummer Chummer.exe continued to run in the background and it was screwing up my attempts to reopen the program.
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Irian
post Jun 24 2011, 06:15 AM
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Just a suggestion: As Technomancers use different versions of the Computer, Software, Hacking, etc. skills it would perhaps be a nice idea to allow selection these skills twice, one in "mundane" form and once in "TM", for all the TMs who already had these skills before becoming TMs.
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Marwynn
post Jun 24 2011, 06:16 AM
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Just finished updating, thanks for continuously adding to this great tool!

I'm getting an unhandled exception when I click on a Katana to modify it. (Length cannot be less than zero. Parameter name: length) (EDIT: It's any Melee weapon apparently)

Also it appears that you can only have one Underbarrel Weapon, no matter how many weapons you have. (Was trying to add tasers to katanas...) The previous version had the same problem but for Melee Weapons only, if you added something to a Katana you can't do anything with a Sledge Hammer for example. Now it's for any weapon.
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Irian
post Jun 24 2011, 06:35 AM
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Oh, another suggestion: The Update Window blocks, while downloading the update, looking pretty ugly. I would suggest, first loading the update info, displaying it and then starting to load the update in the background, so people can at least read the update news.

And as the window blocks, I have to ask, if you really use .NET 4.0 features or if it would be possible to go back to .NET 3.5 or earlier?

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SpellBinder
post Jun 24 2011, 08:46 AM
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QUOTE (Marwynn @ Jun 23 2011, 11:16 PM) *
Just finished updating, thanks for continuously adding to this great tool!

I'm getting an unhandled exception when I click on a Katana to modify it. (Length cannot be less than zero. Parameter name: length) (EDIT: It's any Melee weapon apparently)

Also it appears that you can only have one Underbarrel Weapon, no matter how many weapons you have. (Was trying to add tasers to katanas...) The previous version had the same problem but for Melee Weapons only, if you added something to a Katana you can't do anything with a Sledge Hammer for example. Now it's for any weapon.

I'm getting similar when trying to add an accessory to a weapon, like 'Spare Clips' to a pistol, now. Doesn't seem to impede the use of Chummer if I select Continue, but it still is an oddity.
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McDougle
post Jun 24 2011, 10:13 AM
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-I can´t add mods to a cyberweapon(there r some which can only be applied to cyberguns).
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Dakka Dakka
post Jun 24 2011, 01:03 PM
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There are? Which? But you are right there is no rule forbidding you to mod cyberweapons. They are bad enough already.
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Nebular
post Jun 24 2011, 02:14 PM
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QUOTE (Marwynn @ Jun 24 2011, 01:16 AM) *
Just finished updating, thanks for continuously adding to this great tool!

I'm getting an unhandled exception when I click on a Katana to modify it. (Length cannot be less than zero. Parameter name: length) (EDIT: It's any Melee weapon apparently)

Also it appears that you can only have one Underbarrel Weapon, no matter how many weapons you have. (Was trying to add tasers to katanas...) The previous version had the same problem but for Melee Weapons only, if you added something to a Katana you can't do anything with a Sledge Hammer for example. Now it's for any weapon.

Wow. I can't believe I didn't catch the problem with melee weapons. It has to do with trying to figure out the firing modes for a Weapon now that the Firing Selection Mod is supported, and melee Weapons obviously don't have a firing mode. I'll have another update out this evening to correct this. I'll try to have the underbarrel thing fixed up as well.
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Nebular
post Jun 24 2011, 02:26 PM
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QUOTE (Irian @ Jun 24 2011, 01:35 AM) *
Oh, another suggestion: The Update Window blocks, while downloading the update, looking pretty ugly. I would suggest, first loading the update info, displaying it and then starting to load the update in the background, so people can at least read the update news.

And as the window blocks, I have to ask, if you really use .NET 4.0 features or if it would be possible to go back to .NET 3.5 or earlier?

Yeah, I don't like the update window. I ported it from another app that I wrote, long before Chummer had as many files to work with as it does now. It needs some serious work, but since it works and there are other issues or a higher priority, it hasn't really received any attention.

It does take advantage of some of the features of .NET 4.0. I looked at converting it to 3.5 a few months ago for a laugh. It's doable, but not a quick task. One of the reasons I went with .NET 4.0/C# is to get used to it since most of what I do is .NET 3.5/VB. If .NET 4.0 wasn't available for XP I would have done this in .NET 3.5, but it is, so here we are! (IMG:style_emoticons/default/smile.gif)
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Nebular
post Jun 24 2011, 02:39 PM
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QUOTE (McDougle @ Jun 24 2011, 05:13 AM) *
-I can´t add mods to a cyberweapon(there r some which can only be applied to cyberguns).

How do you handle Accessories/Mod that have a cost of Weapon Cost then? I'm assuming you would just use the cost of the Cyberware, correct?
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Dakka Dakka
post Jun 24 2011, 02:46 PM
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The mods say Weapon Cost*x, so yes by RAW. It would make those mods pretty expensive though. calculating an appropriate "weapon cost" for cyber weapons would probably be more just, but that is far into houserule territory.
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Nebular
post Jun 24 2011, 03:02 PM
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I just took a quick look at the Cyberguns description (SR4A 344, last sentence right before "Cyber Melee Weapons" bold item): Laser sights, silencers, and sound suppressors are also available (they are listed in the table); other weapon accessories (like gas-vent systems) cannot be installed. Given that the book doesn't cover Weapon Mods since it was covered by Arsenal and not part of the base rules, it would seem the intent is that they can only be modified with the items they list in the Cyberguns table and nothing else.
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Nebular
post Jun 24 2011, 03:28 PM
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QUOTE (StevenAngier @ Jun 20 2011, 08:12 AM) *
Have to say I greatly appreciate the new interface for group contacts!

Yet I'd still love to see the "(mystic) adepts can get a free power point at initiation instead of metamagic" houserule implemented.

This will be supported in today's update, though it's being done a little differently now that I've had some time to think about it. The application will support Adept Power Point Improvements. I'll also provide a link to a custom data file which will have the Additional Power Point Metamagic in it so anyone who wants it won't have to write any XML to get it. It will exist outside of the standard application and data files though since it is a house rule.
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Dakka Dakka
post Jun 24 2011, 03:30 PM
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I don't think that is the intention. Accessories are completely different from modifications. Accessories take additional space under/over/in front of the barrel. Modifications do not alter the sie of the weapon unless explicitly stated otherwise.
Look for example at the underbarrel weight. The accessory probably is a weight that is attached to a picatinny rail under the barrel. The modification most likely replaces the barrel shroud/housing with one made of heavier material, or installs weights between the barrel and the shroud. The new exterior can still have rails and thus still take accessories.
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StevenAngier
post Jun 24 2011, 05:41 PM
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QUOTE (Nebular @ Jun 24 2011, 05:28 PM) *
This will be supported in today's update, though it's being done a little differently now that I've had some time to think about it. The application will support Adept Power Point Improvements. I'll also provide a link to a custom data file which will have the Additional Power Point Metamagic in it so anyone who wants it won't have to write any XML to get it. It will exist outside of the standard application and data files though since it is a house rule.


Actually it's an optional rule, stated in street magic. You support other optional rules related to magic within the tool. But... as it's your babe I'm perfectly fine with any solution that will allow using it in one way or another :>
The issue with Magic reduction by Essence loss not covered as RAW I'd think being more pressing atm though...
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Nebular
post Jun 24 2011, 06:49 PM
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Oooh, my bad. If it's an optional rule then I'll just roll it into the standard Metamagic stuff instead. I'll try to have MAG/RES being affected by ESS corrected for this update as well, so it will both reduce your current Attribute and the maximum.
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ShadowWalker
post Jun 24 2011, 07:19 PM
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QUOTE (Nebular @ Jun 24 2011, 02:49 PM) *
Oooh, my bad. If it's an optional rule then I'll just roll it into the standard Metamagic stuff instead. I'll try to have MAG/RES being affected by ESS corrected for this update as well, so it will both reduce your current Attribute and the maximum.


What's it currently doing with Essence and Mag/Res as I thought that is what it was doing.
I know I would like to see an optional rule added so that it decreases the Maximum and only decrease the current if it's value would be greater than the new maximum.
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StevenAngier
post Jun 24 2011, 07:42 PM
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Currently, Chummer handles Magic loss as negative attribute modifier. But Magic loss through lowered Essence lowers the EFFECTIVE attribute. That isn't covered yet. It wouldn't be that of an issue if this wouldn't mean that subsequent raises are much more expensive than in the RAW.
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ShadowWalker
post Jun 24 2011, 07:59 PM
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QUOTE (StevenAngier @ Jun 24 2011, 03:42 PM) *
Currently, Chummer handles Magic loss as negative attribute modifier. But Magic loss through lowered Essence lowers the EFFECTIVE attribute. That isn't covered yet. It wouldn't be that of an issue if this wouldn't mean that subsequent raises are much more expensive than in the RAW.

I asked this question before in general shadowrun forum and everyone said that raw makes increasing after magic loss more expensive.

If you start with a 5 magic and you loose one point of essence then your max goes to a 5 and your effective goes to a 4.
If during play you want to increase your Magic back to a 5 you would have to pay karma as if you were going to a 6 not a 5.
At least that is what people were saying in the Shadowrun forum.
It's the same for Resonance.

It's not the way the group I play with does it, but that is the way I've been told it's supposed to be done.
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Nebular
post Jun 24 2011, 08:27 PM
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QUOTE (ShadowWalker @ Jun 24 2011, 02:59 PM) *
I asked this question before in general shadowrun forum and everyone said that raw makes increasing after magic loss more expensive.

If you start with a 5 magic and you loose one point of essence then your max goes to a 5 and your effective goes to a 4.
If during play you want to increase your Magic back to a 5 you would have to pay karma as if you were going to a 6 not a 5.
At least that is what people were saying in the Shadowrun forum.
It's the same for Resonance.

It's not the way the group I play with does it, but that is the way I've been told it's supposed to be done.

Yeah, this is how it reads. If you have a a piece of 'ware that drops your max MAG to 5, you need to spend 65 BP (effective MAG 6) to get your full MAG Attribute. I've got this fixed up and have the house rule for reducing only the max in for the next update. For those without that house rule turned on, your MAG will appear as any other augmented Attribute. So 6 (5) for example, showing that you've invested enough BP/Karma to raise it up to a 6, but that its effective value has been reduced from the ESS loss. The Metatype maximum will show as 1/5 (5) though to show what your actual limits are. With the house rule turned on, you just see it like any other attribute that has a max of 5.
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ShadowWalker
post Jun 24 2011, 08:35 PM
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QUOTE (Nebular @ Jun 24 2011, 04:27 PM) *
Yeah, this is how it reads. If you have a a piece of 'ware that drops your max MAG to 5, you need to spend 65 BP (effective MAG 6) to get your full MAG Attribute. I've got this fixed up and have the house rule for reducing only the max in for the next update. For those without that house rule turned on, your MAG will appear as any other augmented Attribute. So 6 (5) for example, showing that you've invested enough BP/Karma to raise it up to a 6, but that its effective value has been reduced from the ESS loss. The Metatype maximum will show as 1/5 (5) though to show what your actual limits are. With the house rule turned on, you just see it like any other attribute that has a max of 5.

Will you have resonance working the same way, and with the same option?
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Dakka Dakka
post Jun 24 2011, 08:59 PM
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QUOTE (ShadowWalker @ Jun 24 2011, 09:59 PM) *
If you start with a 5 magic and you loose one point of essence then your max goes to a 5 and your effective goes to a 4.
If during play you want to increase your Magic back to a 5 you would have to pay karma as if you were going to a 6 not a 5.
At least that is what people were saying in the Shadowrun forum.
It's the same for Resonance.
Huh? Which forum? After CharGen The cost for raising an attribute is 5*new rating. So your new rating will be 5 so it costs 25 Karma not 30. Whether you could be raising it from 5 to 6 if you hadn't installed any ware, is irrelevant.
BP Chargen is a bit different. you first buy your attributes, then install ware and at the end calculate your effective attributes.
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Nebular
post Jun 24 2011, 09:11 PM
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QUOTE (ShadowWalker @ Jun 24 2011, 02:35 PM) *
Will you have resonance working the same way, and with the same option?

Yes. MAG/RES behave in the same manner.
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ShadowWalker
post Jun 24 2011, 09:34 PM
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QUOTE (Dakka Dakka @ Jun 24 2011, 04:59 PM) *
Huh? Which forum? After CharGen The cost for raising an attribute is 5*new rating. So your new rating will be 5 so it costs 25 Karma not 30. Whether you could be raising it from 5 to 6 if you hadn't installed any ware, is irrelevant.
BP Chargen is a bit different. you first buy your attributes, then install ware and at the end calculate your effective attributes.


I asked this question in the Shadowrun forum on this site about a month ago. The response I got was is the cost to increase is based off of the unmodified by essence loss value.
So a 5 decreased to a 4 would cost 30 karma to increase. That was the response I got from the majority of people.
In the game I play we don't decrease Magic or Resonance during character creation or afterwards unless the current attribute and maximum are the same when maximum gets decreased.
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Nebular
post Jun 24 2011, 09:40 PM
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QUOTE (ShadowWalker @ Jun 24 2011, 03:34 PM) *
I asked this question in the Shadowrun forum on this site about a month ago. The response I got was is the cost to increase is based off of the unmodified by essence loss value.
So a 5 decreased to a 4 would cost 30 karma to increase. That was the response I got from the majority of people.
In the game I play we don't decrease Magic or Resonance during character creation or afterwards unless the current attribute and maximum are the same when maximum gets decreased.

This is also how I have it implemented.
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